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Zondell: Lands of Discordance
A 5e Campaign
Player Starter Pack
Created by
Micah R. Maloney
\pagebreak # The great wheel has burned away... ## Zondell is shattered. Once, a millenia ago, the universes were distorted mirrors of one another. Then the shattering came, and the differences became more pronounced for some universes more than others. Zondell is one such universe, where the great wheel itself has fractured and become engulfed in the very fires of creation that once set it into being. Fragments broke off and dance about in the void, chained to each other in almost forgotten memories, meteors of remnants of what was impacting down and carrying change with them. The shadows have swirled and tainted even the most celestial lights still shining, and yet, so too have the infernal fires twisted, reshaping to this new and strange existence. Chunks of rock and dirt and life still hang on in the void, not full worlds and their reflections as once there were, but rather pockets of hope and the dying embers of civilizations that have lasted for untold millenia. Now just trying to avoid becoming chaff in the nebulous flow of stellar winds.
None know how long the universe has left, but the fury of the dying god Yevesahl has broken it, and tainted even the gods themselves, breaking them into different aspects and envoys of the power they once wielded with such divine control. Time and space have warped, bent by attempts to survive in the dark, and peoples of all worlds have found their cultures forced to deal with those far stranger than they could possibly imagine. Anything to forestall the end that dying god sought. Though some cults worship this final act, and work to complete his work. You are born into these lands, or pulled into it by forces beyond your understanding. You will either fight to survive and keep your universe from collapsing entirely, or you shall fall and die like so many before you. You are not a hero. You are not a villain. You are a soul trying to keep itself and all life from extinguishing. All else, matters little in the end of all things...
The great wheel has burned away.
The veil is torn asunder.
Zondell is shattered.
And yet, you live. \columnbreak ## Every Soul is Stained The passage of souls from one realm to another goes through the tattered remnants of the veil, fragmenting souls and leaving echoes in the realm they have left. Mere shadows cast upon their graves or last, unfinished deeds. Other fragments pass on to the intended realm of their rebirth, while others wait in the darkness for other fragments to merge with them, cast down into other realms. Every soul is an amalgamation of fragments from past souls, and sometimes memories or feelings from a fragment may create a stirring within the patchwork whole. Every soul is stained with the colors of past lives before them, and the sharp, black ink of the void delineating each fragment.
Travel from one realm to another goes through the void, and has the risk of further straining the binding between the fragments of your soul, or drawing near other fragments to join your own. The longer you stay between realms, the more risk that becomes present. The moment of passage causes a **Stain Check**. When called to make the first Stain Check of a day, roll 1d20. On a **20**, your **Soul Panes** increases by **1**. On a **1**, your Soul Panes decrease by **1**, and your next Stain Check will use a smaller sized die. On each additional Stain Check made within a day, the die shrinks, 1d20 to 1d12, to 1d10, to 1d8, to 1d6, to 1d4.
Every increase of a soul pane allows for a possibility of inspiration or corruption by the fragment within it. If it aligns with your values, you may learn something of interest from the soul pane, which may offer a different benefit depending on the DM's discretion by choice or chance by their planning. If it does not align with your values, you may suffer a detriment instead, which may be lessened to the extent of how you roleplay out how it is affecting you.
Every decrease in soul panes draws you closer to a complete fracture of your soul. Every death and resurrection, regardless of the method utilized, destroys a soul pane in the process, as well as giving a bonus d4 to any challenge set forth by your Reaper against you or those that would seek to bring you back to life. For every death, your reaper's die size increases. The higher their roll result, the harder it is to come back to life, and the more consequences there are... \pagebreakNum ## Death and desperation Certain actions may help to stabilize someone that has failed at least one death saving throw other than the use of a spell, healing potion or other such aid, but at least one death saving throw must have failed first. For example, a character that is attempting to use cardiopulmonary resuscitation or defibrillation will be required to use a Medicine Check, but it cannot be used if all three death saving throws have failed. Other capabilities that specifically state they stabilize will not bring an entity back to life if they have failed all three death saving throws, unless they specifically state a usage on resurrection as well, rather than solely stabilization.
When you have failed a death saving throw, allies within 60 feet of you that can see you are given an additional 1d4 to add to their Skill Checks and Spell DCs that are not related to their attempts to stabilize or revive you. This desperation is in the effort to scramble to complete whatever they are doing to rush to your aid as quickly as possible. However, you may not add it to your own death saving throw unless your background, race, or class specifically states it as a feature once per week. Likewise, some may have it as a feature once per week for it to affect your stabilization or revivification attempts, however, this is a rarity and players should not expect NPC allies to have this capability.
When you have failed 3 death saving throws, you have died. However, death may not be the end. Every failed death saving throw destroys 1 more soul pane than the last. This means 6 are lost on failing 3 death saving throws. If you still have any remaining soul panes, you may still have a chance of being brought back. Bargains may be made with a higher power such as a god or goddess, a warlock's patron, or other entity, at the cost of soul panes and whatever other details of negotiation that are arranged in the bargain. Every week without completing said bargain, however, depletes another soul pane, so such bargains are taken at great risks. \columnbreak
Likewise, your allies may be able to try to resurrect you with bargains on your behalf, or through the magic that they can wield. If resurrection is attempted with a spell or spell effect with a casting time of one action or greater, then your reaper may attempt to counteract it while trying to convince your soul to depart and move on. Your reaper may not be attacked by your allies, and is unseen by them, but if you have any feature that activates on death, you may use it against them. Otherwise, you may attempt to bargain with your reaper, but such bargains deplete a soul pane every day they are not completed, making theme even more dangerous. If your reaper uses its die to try to stop your resurrection and succeeds, then it is depleted, even if you are revived in another manner. However, if the reaper die fails, it drops down two sizes instead, and if that would make it less than 1d4, then it has none until you die next.
If your allies attempt to revive you with anything that has a length of one action, they do not trigger a resurrection challenge DC, but your reaper may still try to counteract their own spell DC if the action has one. If it does not, the resurrection occurs at the cost of 2 of your soul panes. If it does have a spell DC and you are revived, you lose 1 soul pane, and are revived. If it fails, both you and the one trying to revive you must expend 1 soul pane each. If the action is greater than one action, then a resurrection challenge DC is enacted.
A resurrection challenge DC is 10 + 1 for each time you have died. Up to three allies may affect this challenge through their actions. Any advantage or disadvantage active still affects skill checks used during this attempt, and a DM may decide based on their words and actions what type of check is being required. Each ally attempting the challenge depletes one soul pane in the process, and an additional one if it fails. Every successful check in the attempt decreases the resurrection challenge DC by 3, and every failed check increases it by 1. After the skill checks are performed, the DM rolls 1d20 and compares it to the current resurrection challenge DC. If it is higher, you have died, and your soul is scattered to the different realms and your allies. Those that attempted the challenge each gain 1 soul pane which may either bond to their own, or be captured if they have the capability, in order to try to resurrect you again later. Your other soul panes go to other realms or the tattered veil. \pagebreakNum ## Lingering On A True Resurrection or Wish Spell may let you be revived even if a resurrection challenge has failed, however, the attempt may be countered by your reaper if it has any die left, forestalling your resurrection accordingly. You do not expend further soul panes in this new challenge DC, but your allies still do. After you have died, any of your own soul panes near or within your allies may let you linger longer, however, each one allows for one month as a lingering soul before your remaining soul panes shatter, and your soul fades away into the void. If you are revived by a True Resurrection spell, those soul panes remaining are formed back into a new soul, along with 1d4 new soul panes. If you are revived by a Wish spell, those soul panes remaining are formed back into a new soul, along with 1d6 new soul panes, and your resurrection challenge DC decreases by 2, but cannot decrease it below the base of 10.
> ##### Credit where due, and alternates > These resurrection rules, while significantly altered, are inspired by the resurrection rules created by Matthew Mercer, as are some other elements used, such as the lingering soul class and other classes used in this campaign. Wherever a non-SRD class is used, it will be referenced. If an official 5e product, the book in question will be referenced, but no link will be given. If through another source, it will be linked accordingly. >
> While Matthew Mercer's resurrection rules in and of themselves create additional danger with death, these alterations give cost not only to the player character that has died, but to those that attempt to aid them. They may be further modified by increasing the base challenge DC to 11 or 12 initially, or by giving the reaper an additional die after it reaches 1d20, but these alterations create a significantly more difficult challenge for lower level player characters. As a result, the standard rules will be used in the campaign Micah R. Maloney will be running, but for others who wish to adapt aspects from it for their own campaign, such alternates are offered here and in other locations. \columnbreak
If your have become a lingering soul, then you use The Lingering Soul Class - PostDeath Option rules as set in Matthew Mercer's creation ([here](https://www.dmsguild.com/product/226513/The-Lingering-Soul--Class-PostDeath-Option "The Lingering Soul")), with the alteration that every successful possession of an unwilling living creature gives you a 1d12 chance to take 1 soul pane from the entity if non-humanoid, and 1d20 if humanoid. If the creature is willing, you may either choose to ignore this option, or take one on a 1d6 success if non-humanoid and 1d8 success if humanoid. Attempting to do so is obvious to the creature, and forcibly evicts your lingering soul for 24 hours even if they are willing. Soul panes you gain through this method still affect you as they did in life, and may stain your lingering soul until you have become a twisted echo of what you once were. You will be unaffected by the results of any corruption results that apply only to living creatures, but anything not specific to a living form will still affect you, such as hallucinations, hoarding, etc.
## Corrupted Presences Certain locations and entities cause corruption when around them. Primarily these are locations where the remnants of Yeveshal's power is strongest, the hearts of the different masses where life has become twisted, monstrosities and aberrations thriving where few other creatures can survive. However, sometimes it may be due to other sources of corruption within a location, even an individual in some cases. When you take a long rest near such sources of corruption, you risk becoming affected by its power, as per the Corruption rules set in Matthew Mercer's Creation ([here](https://www.dmsguild.com/product/230784/Corruption-Rules "Corruption Rules")), with the alteration that you become a Lingering Soul if you die from it, and your soul panes degrade at a rate of 1 per week until you are resurrected if you have any corruption left beforehand.
Conversely, if you take a long rest in a location or near a blessed individual, reduce 1 corruption, and gain Bless for 10 minutes after waking.
If you become insane, you may still attempt to make actions as per your own desires, but the DM may have you make a fresh Wisdom Check at disadvantage against a DC of 10 + 1 for each day you have been insane. If you fail, your action becomes different according to the whims of your DM, but you have a potential to still act and draw attention to your condition through roleplay, rather than solely becoming an NPC immediately. \pagebreakNum # The Known Realms of Zondell ## The Barrows When the great wheel burned and fell apart, different planes crumbled and fragments crashed into one another. The Barrows formed from portions of the Underdark, the Feywild, and the Shadowfell, as well as Shedaklah, Minauros, and a smattering of demiplanes that congealed into one another when the lands reached a less chaotic configuration. Portions of it are spread across the void, each different, but enough similarities exist that most refer to these lands as one empire, ruled by whatever arch-fey and fiends that have either survived mostly intact, or become merged with other entities.
The depths of the barrows, the dark passages and gaping maws of the earth are filled with the dead and decayed, home to the rot and ruin that the waring devils and demons fight over, with portions that even they dare not go without great numbers. Without such, they would be overwhelmed by the unimaginable might of the undead that thrive there. Above these tunnels is the forest floor, darkened significantly enough that those that previously lived in the Underdark need not fear the light of day, for it is snuffed out in the shadows, the darkest of which hold the same dread power as the Shadowfell once possessed, wandering in a roiling blackened fog. Far above it all is the forest canopy, last refuge of the fey, whose leafy territories are fought over on a regular basis, the deceased stripped of anything of use, their bodies dropped to the forest floor to decompose and feed the trees their people survive upon.
Several races long thought extinct have come out of hibernation after the barrows was formed, while new ones have also formed from the mingling of bloodlines and magic over the centuries since the great wheel burned away. Those who have necromatic power, druidic power, great trackers like rangers, or those who have pacts with Arch-Fey are stronger here, DCs gaining +1. Those with such power, fey lineage, fiend lineage, or ancestry from the Shadowfell have -1 on the DC to their own resurrection while within The Barrows. In addition, all not native to it have -3 on their Perception score while asleep, and sleep an extra 1d4 hours any time they slumber. \columnbreak ## The Frostheart Lands forgotten by time have returned as their demiplanes shattered, merging them with others some might have wished had become lost instead. Barovia is stuck in a dark grey winter as are neighboring regions outside its cursed borders. Stone and frost are visible wherever one looks, and Stygia's merger with these already desperate lands has unleashed devils upon the land, whose machinations have stirred frost giants from their homes. The Frostheart is a land of wrath and frigid hearts, home to vampires and werewolves who hunt the meek, devils, giants, and all manner of other creatures that can survive there. Some races have been woken, others have fallen from grace to survive, while others have been born there, but most consider it a prison they would do anything to escape...
Those who have evocation power, barbarian might, a blood hunter's dediction, or those who have pacts with Undying are stronger here, DCs gaining +1. Those with such power, giant lineage, fiend lineage, or ancestry from the Barovia have -1 on the DC to their own resurrection while within The Frostheart. In addition, all not native to it have -3 on their Survival score for 1 hour after sleep, and sleep an extra 1d4 hours any time they slumber.
## The Shimmer Territories formerly home to the djinni, the plane of fire, endless pocket realms of deserts, and portions of the celestial realms, The Shimmer is a land of mirages and greed. Resources are scarce, and pure water is worth its weight in gold, often diluted with all manner of other liquids to make it stretch longer. One might have thought that the inclusion of so many celestials would have kept crime to a minimum, but even they have fallen to desperation. Stories and songs help keep spirits elevated despite everything else.
Those who have illusion power, bardic sway, a fighter's fire, or those who have pacts with Celestials are stronger here, DCs gaining +1. Those with such power, Celestial lineage, Djinni lineage, or ancestry from the Plane of Fire have -1 on the DC to their own resurrection while within The Shimmer. In addition, all not native to it have -3 on their Athletics score for 1 hour after sleep, and sleep an extra 1d4 hours any time they slumber. \pagebreakNum ## The Muckmire The plane of water has been polluted by countless bodies of acid, ooze, and demiplanes ripped apart and dumped into its oceans. The astral sea has poured down its silvery waters and power onto the Muckmire, sinking beneath its waters and creating pockets of survival at its surface and at the ocean floors, with darkness and danger roiling, aberrations and ancient powers moving in the inky black between the two surfaces. While the astral sea has been stretched to other realms as well, some plumb the depths of the Muckmire for the sake of finding lost relics of the gods and goddesses, fragments of the power they had before they too were shattered. Others avoid it in dread of those terrible elder things which were unleashed when the gods could no longer keep them contained. The few islands atop The Muckmire refuges that offer little in the way of safety, lawless on most, marauding pirates sacking and pillaging, often for their own reward, but some in tribute to the powers of the depths...
Those who have enchantment power, roguish pluck, a sorcerer's improvisation, or those who have pacts with Great Old Ones are stronger here, DCs gaining +1. Those with such power, aberrant lineage, aquatic lineage, or ancestry from the Plane of Water have -1 on the DC to their own resurrection while within The Muckmire. In addition, all not native to it have -3 on their Intimidation score for 1 hour after sleep, and sleep an extra 1d4 hours any time they slumber.
## The Stormhold The plane of air has spread out across the different realms, giving many enough air to make up for all of whatever else was mixed with them that would have killed inhabitants otherwise, though not all were so lucky. A large portion of it still exists, however, now roiled in endless thunderstorms of natural and arcane nature, rock and crystals suspended amidst the clouds where few make their homes. Most know it solely for the smatterings of mazes and dungeons that have been ripped from other realms and left spinning through their air, the shifting of such rotations making such structures even more dangerous than ever. Especially with remnants of the Shadowfell drifting in and out of them... \columnbreak
Those who have aburation or transmutation power, a monk's patience, a cleric's trust, or those who have pacts with Hexblades are stronger here, DCs gaining +1. Those with such power, aberrant lineage, aquatic lineage, or ancestry from the Plane of Water have -1 on the DC to their own resurrection while within The Stormhold. In addition, all not native to it have -3 on their Intimidation score for 1 hour after sleep, and sleep an extra 1d4 hours any time they slumber.
## The Eternal Clockwork A plane of metal and rust, oil and grime, blood and sweat, The Eternal Clockwork is a place of constant change, filled with vast mechanisms and puzzles that hide the mysteries of the universe. The very air is corrosive to most races and even their items, especially around the dens of monsters which accelerate such degradation. Time flows strangely, echoes of the past and futures passing through cooridors and creating pockets of altered time.
Those who have conjuration or divination power, a paladin's dedication, or those who have been displaced through time are stronger here, DCs gaining +1. Those with such power, celestial lineage, or ancestry from Mechanus have -1 on the DC to their own resurrection while within The The Eternal Clockwork. In addition, all not native to it have -3 on their History score for 1 hour after sleep, and sleep an extra 1d4 hours any time they slumber.
## The Inky Void The void is the space between the planes, and it appears to be infinite blackness when traveling through it, until one crashes into the outer walls of a plane or demiplane and is either smashed against such protection against the dark, or the soul is burned on entry. Travel through the inky void is not without dangers. It appears to be complete darkness within 120 feet of you, and yet there are things that move in such darkness, shriekwhales and their riders, ancient great old ones released from their former prisons, last refuges of those who have become trapped within it. Light within it carries 30 feet fully before diminishing, no matter how bright of a light it may be. The heat of lost stars is felt before seen. Every 10 minutes within the corrupted darkness destroys a soul pane, and entering a plane through it, a Stain Check. \pagebreakNum # The Risks and Rewards of Power ## Magic Corrupted The fires of creation remain flickering within the space between Zondell and other universes, but its flow, normally regulated by the gods and goddesses, has become twisted and drawn out. It has become embedded within the barriers between the different planes, as well as unraveling strands that have become tangled up in the leylines and locations of mass graves.
Divine power is still drawn out by gods, goddesses and nature itself, at the cost of soul panes given in sacrifice and trade for such power. A cleric, druid, or paladin recovers their spells on a long rest, but if they are corrupted, they must either remove the corruption, or expend a soul pane per two spell slots recovered. At higher levels of corruption, this becomes two soul panes per two spell slots recovered, and three soul panes per two spell slots recovered. A cleric must expend one soul pane when channeling divinity. A druid must expend one soul pane the first time they shapechange in a day. A paladin must expend one soul pane the first time they use divine sense in a day.
Arcane power is more varied. Wizards may recover their spells during a long rest, but in order to bind a new spell to an item, including their tome, a soul pane must be expended per spell slot needed for its minimum, and a soul pane per two spell slots recovered during a long rest. Sorcerers draw directly from the the power of leylines and other arcane sources. This is dangerous, and a wild magic surge may occur on a critical failure or critical success, greatly affecting whoever is caught within range of the caster. Sorcerers may expend a soul pane to minimize this risk before a decision is rolled on the wild magic table to gain advantage on it, and must expend a soul pane per two spell slots recovered during a long rest. A warlock must expend a soul pane per instance they deviate from instructions their patron has given them, and a soul pane per two spell slots recovered during a short or long rest. Bards must expend a soul pane if bestowing inspiration, or have it offered up by the one receiving said inspiration, and a soul pane per three spell slots recovered during a long rest. \columnbreak
All other classes that gain spells must expend a soul pane per two spell slots recovered, but may only recover it fully once per 24 hours even if taking a long rest twice in one day. If they take a second long rest, they may only recover up to half of what was expended, rounded down. Any class that uses a ritual must have a soul pane offered up by someone within 120 feet of it, though it does not need to be the caster of the ritual if from a willing, charmed or controlled creature. However, if charmed or controlled, that effect ends immediately after the ritual is finished. Any class features not previously detailed do not require a soul pane to be expended utilize the first time per day, nor any additional uses per day for any class feature. If a class does specifically mention using soul panes for a feature, it is one per first use of the day. Any racial features do not require a soul pane to be expended, unless specifically mentioned. Attuning to a magical or sentient item requires a soul pane to be expended at that time, but not an additional one unless it has become unattuned and the process started again.
Soul panes have the potential to be gained or lost when traveling into other planes, and time in the void, in another corrupted place, or by a corrupted entity causes them to be slowly lost. ## Soul Pane Acquisition Soul panes are gained from a myriad of different means. Previously, travel into another plane was mentioned. However, it may also be gained through other acts as per DM discretion, but here are some possibilities to inspire you to consider options within this list or beyond it for 1d4 gain each act:
##### Soul Pane Gains - Kill a corrupt entity or purify them. - Purify a corrupt location and long rest in it after. - Discover a blessed location or another wonder. - Put a specter to rest, one way or another. - Be gifted it by another entity. - Steal it from another entity's control. - Trade or purchase one from a powerful entity. - Make a deal with a devil or celestial. - Find and destroy an ancient relic, such as a cursed or intelligent weapon...
\pagebreakNum # Continuing Races of Zondell Every race from the WotC products is permitted in this campaign, though there are some new variants for play from those races, created specifically for it. ## Subrace Variants - Aasimar: Vosk aasimar have Charisma score increased by 1, and have advantage to Charisma against specters. Starting at 3rd level, you may use an action to release the divine energy within themselves, causing your eyes to glow a bright blue regardless of their normal color, and two black and grey wings sprout from your back, covered in faint blue glowing wisps. The instant you transform, you may glide up to half their movement until the end of your next turn, and as your wings move about, you cause disadvantage on one foe's weapon attack on each turn for 1 minute. In addition, during each of your turns, you may deal extra necrotic damage equal to your level to one target whenever you deal damage to it with an attack or spell. Once you use this trait, it cannot be used again until you finish a long rest. The vosk aasimar have become wanderers across Zondell's many lands, not fallen by failing a god or goddess in as significant a way as a fallen aasimar may be, but significant enough displeasure that they were left scattered and warped by the magic that ripped through their celestial homes. They are often found putting specters to rest and seeking out areas where the tattered edges of the veil can be found and repaired across lifetimes. - Dragonborn: The new colors of dragonborn have a different breath weapon attack. Grey and Lead have necrotic damage and resistance, that has a 15 ft. cone (Constitution save). All other details are the same. Grey and lead dragonborn come from experiments within The Stormhold, and are still considered impure by the nobility of other dragonborn colors. Those of lower chastes may welcome the intimidating power they possess, or fear it being turned on them. Quite often, they are found as mercenaries or secret agents of powerful individuals, though some choose to paint their scales and pretend to be other colors for as long as they can maintain the charade. \columnbreak - Genasi: Shard Genasi have their Charisma score increase by 1. You have resistance to force damage. You know the Prestidigitation cantrip, and at 3rd level you may cast Absorb Elements at 1st level once per short rest. Charisma is your spellcasting ability. The shattering caused magic to warp and twist some genasi in close proximity to each other, creating the first shard genasi by fusing them together. Time has passed, but their semi-crystalline nature is both beautiful and distracting at times, hiding what their true intents may be. They are found in most realms, but have no significant civilizations to call their own. - Tiefling: Khutsoni infernal legacy tieflings have a resistance to cold damage rather than fire damage, and Ice Knife rather than Hellish Rebuke. All other details are the same. Khutsoni tieflings came about as some ancient ice devils were loosed into other planes during the shattering, as some in The Frostheart would make bargains to survive. Their descendants became these strange pale blue and white tieflings whose logical and calculating nature unnerves other tieflings that tend to be more driven by their passions. - Warforged: Consortium warforged have Intelligence score increased by 1 and one other ability score of your choice increased by 1 as well. You have a specialized design, and gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Your form appears to be made of steel and hardened ceramic, with hidden runes in the details that give a faint flicker when you utilize their function. You may cast Disguise Self at first level once per long rest. Intelligence is your spellcasting ability. The consortium warforged were created just before the shattering by business groups seeking to gain loyal retainers to aid in defense of their business from those attempting to extort them, but also for the sake of entertaining guests and customers, as well as sending them on darker errands against rivals not part of that business group... Or those who were quietly divested of their share of the group and their lives. \pagebreakNum # Newborn Races of Zondell These are new races to Zondell, either long forgotten, or created solely within the last thousand years in one of its planes. ## Peri
For all the dangers of forest floor, I would rather risk running through its darkest recesses than be an envoy to the amber citadel again. What was wrong with my trip? Perhaps better to start with what went right...
I ended up being expected, as you had said, and I was welcomed into the massive tower of wood and amber without question. The peri were gracious and hospitable, giving me a change of clothes to wear befitting their customs before our meeting took place. Of course, by befitting, I mean itching of poison oak or some such thing sewn into the silk and leaf patterns, and containing acorn caps or the like on the posterior of my pants, hidden between different layers sewn together. The food ranged between savory mushrooms to spicy peppers, delicious, but served inside stews without any warning of what to expect with how finely they blended things. But that wasn't the worst part. Not even the hours of discussions that kept getting dragged off-topic by the peri toward the oddest tangents, like trying to catch fireflies blindfolded.
No, the worst was when the drow diplomat ended up insulting one of the peri man because she spilled some stew on her lap. Everyone in the room fell silent, except the fool drow, complaining that to the peri princess hosting the event. Vines wrapped around all of us, holding us in place as the peri charmed us, forced us to keep making conversation as the drow... She was sent back to her people missing half of one hand, chewed off by a peri guard who then kissed me as if I were her lover, the drow's blood still on her face!
Exile me if you want, but I refuse to serve as envoy to the amber citadel ever again! - Aeson Talren, Former Eladin Envoy.
Deep within The Barrows, the amber citadel was brought to the surface by the upheaval of the Feywild when the great wheel shattered. Long thought only myth or hoped forgotten, the Peri are ancient fey that chose to slumber through the wars between the different factions vying for territories within the plane. Humanoid, and yet alien even to the other fey, peri were born out of the blood and magic of great old ones landing upon the feywild and merging, twisting native life. Having both an endoskeleton and exoskeleton, as well as mouth parts that can open either like an elf's smile or wider like a vicious, hungry, slavering beetle. They prefer to entertain their flights of fancy more than outright war against any species, but when cornered they fight with grace and savagery few other races can match. Their hair is usually short and brittle, brightly colored like warnings to larger predators. Their skin ranges from a wasp's yellow to a forest green, though a few lineages still remain where their coloration is more periwinkle. Their wings are a rapid transparent membrane that gives a high pitched hum when used. The elves have few records of their existence, but such tales are not widespread, and the truth of such stories may have been twisted over the ages... Peri are extremely playful and mischievous, and love to tease, but intimacy is a separate thing from romance, and proper courtships often take decades to prove intentions do not fade over time. ### Boredom and Amusement Peri typically remain near the amber citadel, flitting about its massive edifice above the forest canopies and stretching below the ground, harvesting supplies despite the massive reservoirs already built up since they awoke out of hibernation. Most are content to live life lazily, just partaking in the arts and pleasures of life, and learning how the universe has changed while they were dormant. However, some prefer to learn first-hand rather than relying on trusting someone else to tell them something interesting. In fact, most peri that do go out adventuring end up making their stories even more wild than they really were for how entertaining the story was in the telling than the truth of it. As such, peri leave the amber citadel and the barrows in order to alleviate boredom and return home decades later with some stories worth telling... \pagebreakNum Peri tend to view different races heavily based on initial interactions with them, though they will still treat each individual with the brief opportunity to surprise them with something different...
**Elves** - "The elves, all of them, are far too rigid, forgetting how wondrous our universe once was. Was it the shattering that stole their sense of humor, or were they always such bores?" **Humans** - "Some of the smooth-ears are entertaining, though they live so briefly and perish so easily. Quicker than the elves, but yet still so slow to think and act." **Vaaldar** - "And some others think we aren't reliable... Still, such marvelous strange things they have to say when they return!"
### Peri Names Peri tend to be given a first name based on whichever thing they gravitate and can focus on for more than a minute once they learn how to fly (typically within the third or fourth month). Their surnames tend to be passed down, but originate from juxtaposition of a flower and a resource their ancestors obtained for the amber citadel.
**First names**: Amber, Beetle, Kitten, Reed, Reflection, Salt, Shale, Sky, etc
**Surnames**: Copperrose, Lilyflax, Silkbonnet, etc ### Peri Traits - Ability Score Increase: Your Charisma and Dexterity each increase by 1. - Age: Peri mature at the same rate as humans, but they can live up to 360 years. - Alignment: More often distracted and whimsical than devious, most peri are chaotic neutral, though some may be malicious or overwhelmingly happy and sincere to all. - Size: Peri are between 3 and 4 feet tall and weigh between 30 and 70 pounds. Your size is Small. - Speed: Your base walking speed is 30 feet. Your flight speed is 45 feet but you have disadvantage on stealth while flying. - Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. \columnbreak - Plucky Peri: You have advantage on all Dexterity, and Charisma Saving Throws against magic. - Natural Charmer: As an action, you may cast Charm Person without using a spell slot. Once you use this trait, you can't use it again until you finish a long rest. - Playful Peri: You known the vicious mockery cantrip. Charisma is your spellcasting ability for it. - Languages: You can speak, read, and write Common and Deep Speech. - Subrace. Two subraces of peri exist: Summerveil peri and winterguard peri. Choose one of them for your character. ### Summerveil Peri - Ability Score Increase: Your Dexterity increases by 1. - Natural Illusionist: You know the minor illusion cantrip. Charisma is your spellcasting modifier for it. - Poisonous Rebuff: You have advantage on saving throws against poison, and you have resistance against poison damage. Summerveil peri tend to have brighter colorations overall, and prefer living in forest canopies or open spaces such as meadows. ### Winterguard Peri - Ability Score Increase: Your Constitution increases by 1. - Earthshaper: You know the mold earth cantrip. Charisma is your spellcasting modifier for it. - Thickened Skin: You have resistance against acid and cold damage. Winterguard Peri tend to have duller colorations, and prefer living in the darkness underneath forest canopies, or amongst other species. \pagebreakNum ## Sevekal
For all the jewels of the night sky, none was as beautiful as the gleam on her blades, and in her eyes. She had me pinned to the ground with a foot, two of her hands holding a curved sword each to my throat. I gulped as she sat on my belly, one hand moving up along my tattered cloak, the other moving to pull a slave collar out from under her robes. I heard her speak for the first time, understanding nothing, but that primal purr in her throat afterward, that glint of amusement and more in her eyes... I was taken as fully with her presence even if she hadn't claimed me as a captured slave. She later spoke primordial to me when the rest of her clan wasn't watching us as intently, explaining that I was now her property to do with whatever she wished. And yet, what Saalna wished for could not be taken, only given.
And that is how your mother met the love of her life. - Tamaris Wildfire, fire genasi rogue, claim mate and widow of Saalna Narrikis.
Deep within the deserts of The Shimmer, the sevekal have sprung into being, rising out of the very sand itself. Some think they were created by the power of a djinni, yet others note how the sevekal and djinni tend to be antagonistic to one another, and believe that perhaps they were stirred out of hibernation like the peri. There is no known record of their race that any has found, and yet their culture appears to have a depth of centuries or longer. A mystery left unanswered, the sevekal wander the deserts and other planes for those worthy of trading with or marrying into their lineages. A fully intersex race, some may appear more masculine or feminine than others, but due to their culture and biology, most are confused when they are treated differently when one less noticeable aspect is discovered. Courtship requires a trading of gifts and locks of hair between partners held into each other's hair by rings, as well as arcane rituals to bind souls together according to a particular clan's storied traditions. \columnbreak Trials are presented and throughout them, the partners involved feel each other's pain and sorrow through the arcane tattooes used, even leaving bruises on one another. Intimacy is important, even without thought of a union, but only those within one are allowed to reproduce without being exiled, and an outsider would be executed if such an outcome arose. While some sevekal may have been raised in other cultures due to the number of exiles since their discovery, the majority are raised in their cultural norms, which include polyamory and affairs or expansion of a union if the parties involved agree. For some individuals of other races who join in such unions, they may think themselves lucky, but the mores are such that much of their old lives and ways of thinking must be left behind, lest they accidentally cause the union to dissolve with exile and executions. Despite all their customs and standards, they often resort to a standard of proving one's worth to be a good trade partner or romantic partner by combat or other usefulness, and those that cannot prove such use are sometimes enslaved by some of the more aggressive clans.
### Desert Nomads Sevekal are nomads primarily, and gathering resources, ways to prove worth to remain within a clan, are vital for even the smallest child. What can be taken from another without being stopped is proof that they are not worthy of keeping it, and further attempts will prove if they deserve such autonomy. If they attempt to slay a sevekal in retaliation and fail, it is proof that they are not fit for battle, and should be put to other uses, or put out of their misery if entirely useless. If they managed to stop a sevekal without trying to slay them, then they are clever, and worth trading with, and seeing what other usefulness they may have, possibly even unions, though such is never forced in an honor clan. To adventure and come back with vast resources or a prospective claim mate is a great joy, if proven worthy...
Sevekal know little about other races, save that they are not trusted by djinni, and likewise tend to be disgusted with them or any other entity of vast power that they perceive as hording it.
**Aasimar** - "Such pretties, but most are too rigid." \pagebreakNum **Peri** "So swift and amusing, if only they could focus on keeping a clan alive instead growing bored and trying to escape." **Tieflings** - "How fun they are once all at the fire have had enough to drink!" ### Sevekal Names Sevekal names are unisex typically, as they are intersex primarily as a race, but most end up deciding on a softer or more fierce name on their rite of passage, even if their own attitudes later with their claim mates may differ from how they originally imagined they would become. Their surnames are based on where they settled when forming a new branch and the first syllable from the previous branch.
**First Names**: Jaed, Marred, Tooul, Wheko, etc **Clan Names**: Emdaat, Narrikis, Rodokkin, etc
### Sevekal Traits - Ability Score Increase: Choose two different ability scores and increase each by 1. - Age: Sevekal mature half as quickly as humans, and can live up to 450 years. - Alignment: Sevekal may have a lot of social customs, but when within another culture, anything goes that is not in violation of their own cultural code of conduct, unless instructed by a clan mother. As such, they range from Lawful Neutral to Chaotic Neutral based on how their cultural upbringing in a clan may vary. - Size: Sevekal are between six and eight feet tall at maturity, and weigh between 120 and 160 pounds. Your size is Medium. - Speed: Your Base walking speed is 30 feet. - Four-Armed: You have four arms and have +1 to their Attack Modifier, and one skill of choice. - Forgone Conclusions: Sevekal prepare themselves for combat and the harsh conditions of The Shimmer. You have +1 to your AC while within it or other desert environments. - Forewarned: Sevekal have an instinctive awareness in battle. Starting at 2rd level, you can use your reaction to deflect or catch a melee attack when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + your Dexterity modifier + your Proficiency. You may use this feature once per long rest. \columnbreak - Forward Thinking: Sevekal train how to use their four-armed bodies more efficiently than those with fewer arms. Starting at 4th level, you may take one additional bonus action in a single turn twice per long rest, or one additional standard action in a single turn per long rest. You may not utilize both after the same long rest, and must pick which you are deciding to prepare when you wake. - Languages: You can speak, read, and write Common, Primordial, and Sevekal. - Subrace. Two subraces of sevekal exist: Rost sevekal and grusk sevekal. Choose one of them for your character. ### Rost Sevekal - Mistydancer: Starting at 3rd level you may use misty step once per short rest at 2nd level. Rost Sevekal have red, orange and brown skin colors, and white hair. Their circular crests sweep back and have faint nubs of protruding bone. They have short tails. ### Grusk Sevekal - Furious Voice: Starting at 3rd level you may use shatter once per short rest at 2nd level. Grusk sevekal have yellow, grey and white skin colors, and purple hair. Their circular crests swoop forward and have sharp horns of protruding bone extending out of them. They have slightly longer tails.
## Vaaldar
The ground quaked and the city shook, whole buildings swallowed whole by the earth. Orange and yellow resin surrounded by living wood, pulled into the darkness. Covered up just as rapidly, with vines and trees sprouting up to cover it as if it had never-
Oh, I'm back from... Wherever, whenever I was. What? Why are you looking at me like that? - Kevin Hunter, vaaldar warlock, moments after returning after his first instance of shifting through time and space.
\pagebreakNum When The Eternal Clockwork was formed, several individuals suddenly appeared, their souls ripped out of time and space and compressed into new bodies made of starlight and shadow wrapped in a humanoid form akin to whatever they once had been. None know what force drew them into the plane, but some hope and dread that they may be a last effort of the universe itself to keep it from collapsing, pushing energies into them not meant for mortal manipulation. But that is the question of their existence, are they still mortal as they once were? With how they disappear and reappear, it is unknown where or when they go. Even the vaaldar themselves have no recollection of what has occurred during these instances, but some claim to have seen them take on other forms and heard whispers of distant lands and times before those vaaldar seemed to stir out of whatever fugue state they had been within... And yet, they remember everything before being reformed as Vaaldar, and nothing until several hours after they appeared in The Eternal clockwork. Some claim to have seen them explode into light and shadow when they perish in combat, but others claim to have seen those same individuals days later, seeming perfectly fine. No signs of aging have been observed.
### Adrift in Time and Space Vaaldar often have little say in whether they end up adventuring or not. Some deep, unknowable part of Zondell flings them through time and space even if they try to remain put, but without others around without their strange condition, it becomes almost impossible to find out where or when they went, let alone if anything there and then might prove useful in the here and now. Hoping to unravel the mystery that is their existence, the vaaldar travel and seek those that they can trust to be by their side when they return.
Vaaldar know very little about other races culturally, and yet so much personally. If only they could remember it on returning from their shifting through time and space. Still, over time, many have met others while they were in the present, and formed opinions about them.
**Aarakocra** - "Generally loyal, but they're so easily injured and have such short lives." **Dwarves** - "Such long-lasting craftsmanship, it is a wonder to see it in person, and to meet people who know their family history back several generations." **Peri** "Almost always living in the moment, and yet they skipped untold millenia to avoid getting dragged into one war after another..." ### Vaaldar Names Sevekal names are whatever they had from their previous form, if they can remember it.
### Vaaldar Traits - Ability Score Improvement: Choose one ability score and increase it by 2. - Age: Unknown. However long they had been of another race, plus an untold amount of time. It is unknown what their maximum age may be. - Size: Vaaldar, regardless of their previous form's size, are all now between five and seven feet tall, and weight between 80 and 100 pounds. Your size is Medium. - Speed: Your Base walking speed is 30 feet. - Random Roaming: Once after each short or long rest, roll 1d20. You disappear for that many minutes and arrive again later near one of your allies without recollection of what you were doing during that time, nor where you were. Your DM may give information to another ally near you if you say or do something on returning that you will not remember later (unless they tell you about it). However, for up to one hour after returning, you give that ally advantage on initiative and Dexterity Saving throws. - Fleet Footed: You may disappear and reappear somewhere else 10 * 1d12 feet away in a direction of your choosing. You may may use this feature once per long rest. - Regret Reversion: You known the Guidance Cantrip. Starting at 3rd level, you may use the Gentle Repose without using a spellslot at 2nd level. You may use this feature once per long rest. - Languages: You can speak, read, and write Common, and two languages of choice with one belonging to whatever form you previously were before becoming a vaaldar. \pagebreakNum ## Dhamphir
The vampire is a terrifying foe for one unprepared, but they are at least limited to movement in the night, offering some form of protection and preparation.
Dhampirs, on the other hand, may walk in the light, and throw chaos into any such plans. - Anise Haden, vampire slayer.
- Moderate modifications from [this homebrew](https://www.dandwiki.com/wiki/Dhampir_(5e_Race) "Dhampir_(5e_Race)") ## Children of the Night A dhampir is the result of a union between a vampire and a human. Dhampirs have an unearthly grace and beauty about them. While they seem more or less human, most dhampirs have paler or bluer skin compared to their human parent and dark or white hair. They have slight fangs, but not as much as their vampire parent. They may feed the same way as humans do but have problems being out in the sun, exhausting more easily. They are not as powerful as vampires but are instead granted the gift of not needing to feed on others. Doing so may heal them more quickly, however. Being the offspring of a vampire and a human parent, the dhampir are usually the children of a tragic romance... or something much more sinister. This causes them to search their reason for being created or in some cases join or hunt their immortal parent for answers. Dhampirs tend to live fairly secluded and solitary lives as they are often feared and hunted by other races. Many try to reject their heritage as a result, and many can resist low-level corruption from a vampire's presence more easily than others of a non-spiritual nature. They are often stubborn and brash, but still often manipulators and leaders. Some protect their vampire parent, due to being able to walk in the sunlight, but most who do so have been raised by their vampire parent as a strange vampire, rather than taught to embrace both sides of their heritage.
**Vampires** - "Most are vile bastards, and make more bastards like myself." \columnbreak **Half-Elves** - "Children of two worlds, yet less twisted in origin..." **Half-Orcs** - "Not as brutish as a pure orc, yet still stubborn. Worth drinking with, if you can convince them to partake in something more refined." **Peri** - "Strangely beautiful, yet more vibrant, less feared, despite the viciousness they can display..." ## Dhampir Names Dhampirs tend to use human naming conventions. ## Dhampir Traits - Ability Score Increase. Your Charisma score increases by 1. - Physical Enhancement. A mortal's transformation into a vampire offers a host of physical enhancements, like strength, speed, and agility, and you have inherited some of this enhancement from your undead parent. Your choice of score from either Strength, Dexterity, or Constitution increase by 1. - Age. Dhampirs mature at roughly the same rate as humans but do not age further after reaching maturity, and they do not die of old age. - Alignment. As with humans, a dhampir's alignment is solely determined by the individual, though due to their unique heritage and the subsequent treatment by most of the world they easily fall to evil, and they also tend slightly toward chaotic alignments. - Size. Dhampirs are of similar height and build to humans. Your size is Medium. Speed. Your base walking speed is 30 feet. - 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. - Vampire's Bite. You have the ability to make a bite attack against either a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. You can use your Strength or Dexterity for your bite's attack roll. On a hit, your bite deals necrotic damage equal to 1d4 plus the ability modifier used to make the attack roll. You may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. You may gain temporary hit points from this trait a number of times equal to your proficiency bonus. Any expended uses of this feature are restored after a long rest. \pagebreakNum - Vampiric Gaze. At 2nd level, you can cast the charm person spell using this trait without using a spell slot. Charisma is your spellcasting ability for this spell. You require no components to cast this spell using this trait, but your target must be able to see you. You regain the ability to cast this spell when you finish a long rest. - Daywalker. You may walk in the sun, but have disadvantage on ability checks if exposed to sunlight for a minute or more, as if exhausted and require a minute out of sunlight to recuperate. If you have any points of exhaustion while in sunlight, you are automatically bumped to the next category until recovered. - Languages. You can speak, read, and write Common and one other language of your choice. - Bloodline. You may pick one of the following bloodlines: ## Beastbond - Altered Form. At 4th level, you may caste alter self using this trait without using a spell slot. You regain the ability to cast this spell when you finish a short rest. - Friend or Foe. You know the Friends and Primal Savagery cantrips. - Whisperer. You gain proficiency in your choice of one of the following: Animal Handling, Persuasion, or Stealth. ## Fearstalker - Vampiric Presence. At 4th level, you may caste fear using this trait without using a spell slot. You require no components to cast this spell using this trait. You regain the ability to cast this spell when you finish a long rest. - Dark Nature. You gain proficiency in your choice of one of the following: Intimidation, Perception, or Stealth. ## Quickblood - Vampiric Haste. At 4th level, you may caste haste using this trait without using a spell slot. You require no components to cast this spell using this trait. You regain the ability to cast this spell when you finish a long rest. - Quick Nature. You gain proficiency in your choice of one of the following: Athletics, Acrobatics, or Insight. \columnbreak ## Other Races Other races within Zondell come from other source materials and are listed as options below: - Anything from a WotC official finished product or article. This includes the Plane Shift articles. This includes Unearthed Arcana entries specifically created by WotC which was not updated with a later product. If it was updated, the newest version will be utilized. Examples include how Shadar-Kai was updated. - The Aer - by Xenomorphy/Mane - [here](https://www.gmbinder.com/share/-LBNXlmdh1LLKwrbebTB "The Aer") - The Beastfolk Race - by Benjamin Huffman - [here](https://www.dmsguild.com/product/188081/Beastfolk-an-Original-Race-for-DD-5e?src=also_purchased "The Beastfolk Race") - Big Book of Sub-Races - by marvl101 - [here](https://drive.google.com/file/d/0ByIy4zVvO5sPdFZuZjZvUEZmYTQ/view "Big Book of Sub-Races") (Contains Dwarven, Halfling, Tiefling and Elven Sub-Race Options) - Cacaelia Race - by Absurdisan - [here](https://drive.google.com/file/d/0Byri_2y3GlvLS0xMcXMtMEd0dzg/view "Cacaelia Race") - Complete Half-Races - by Tom Iszatt - [here](https://www.dmsguild.com/product/204378/Complete-HalfRaces?src=also_purchased "Complete Half-Races") - Half-Ooze: A stretchy, squishy, and very hungry playable race - by David Somerville - [here](https://www.dmsguild.com/product/249876/HalfOoze-A-stretchy-squishy-and-very-hungry-playable-race "Half-Ooze: A stretchy, squishy, and very hungry playable race") - Humanlike Races (save Aasimar) - by Toby Lowther - [here](https://www.dmsguild.com/product/185240/Humanlike-Races?src=also_purchased "Humanlike Races") - The Lightborn - by Mark Hulmes - [here](https://www.dmsguild.com/product/182849/The-Lightborn--New-Race "The Lightborn") - Naiad-Character Race - by Dylan Lundquist [here](https://www.dmsguild.com/product/250158/NaiadCharacter-Race "Naiad-Character Race") - Scriptorii: An Arcane Playable Race for D&D 5E - by David Somerville - [here](https://www.dmsguild.com/product/249008/Scriptorii-An-Arcane-Playable-Race-for-DD-5E "Scriptorii: An Arcane Playable Race for D&D 5E - by David Somerville") - Soulbound Race - by Greypilgrim333 - [here](https://drive.google.com/file/d/0B2WznPESBmQQcFo3aXpxclczS1U/view "Soulbound") (Ignore allusions to FMA.) - Suarian - by Benjamin Huffman - [here](https://www.dmsguild.com/product/203521/Saurian-an-Original-Race-for-DD-5e?src=by_author_of_product "Suarian") - Succubus-Incubus - by Drmabe27 - [here](https://www.dndbeyond.com/characters/races/23152-succubus-incubus "Succubus-Incubus") - Revenant - by Mage Hand Press - [here](http://mfov.magehandpress.com/2016/02/revenant.html "Revenant")
\pagebreakNum # Campaign Playable Classes ## Standards and Modifications Previously mentioned were details about how soul panes affected different classes. The following classes and subclasses are permitted for use within this campaign. ### Barbarian - Path of the Ancestral Guardian (XGtE p.9) - Path of the Battlerager (SCAG p.121) - Path of the Berserker (PHB p.49) - Path of the Storm Herald (XGtE p.10) - Path of the Totem Warrior* (PHB p.50) - Path of the Zealot (XGtE p.11) - *Elk and Tiger totems (SCAG p.121) - *Totem of the Duck (Matthew Mercer, [Here](https://www.dmsguild.com/product/239392/Totem-of-the-Duck--Option-for-Totem-Warrior-Barbarians "Totem the Duck")) ### Bard - College of Glamour (XGtE p.14) - College of Lore (PHB p.54) - College of Satire (UA: Kits of Old) - College of Swords (XGtE p.15) - College of Valor (PHB p.55) - College of Whispers (XGtE p.16) - College of the Maestro (Matthew Mercer, [Here](https://www.dmsguild.com/product/183630/College-of-the-Maestro--Bard-College-Option "College of the Maestro")) - College of Sorrows (My own creation, [Here](https://www.drivethrurpg.com/product/240604/Bardic-College-of-Sorrows "Bardic College of Sorrows")) ### Cleric - Arcana Domain (SCAG p.125) - Death Domain (DMG p.96) - Forge Domain (XGtE p.18) - Grave Domain (XGtE p.19) - Knowledge Domain (PHB p.59) - Life Domain (PHB p.60) - Light Domain (PHB p.60) - Nature Domain (PHB p.61) - Order Domain (GGR p.25) - Protection Domain (UA: Cleric: Divine Domains) - Tempest Domain (PHB p.62) - Trickery Domain (PHB p.62) - War Domain (PHB p.63) - Plague Domain - Cleric Archetype v2 (BalthasarBarikdral, [Here](https://drive.google.com/file/d/0BxYY06AWBZGccDBHZU9UOGlBeWc/view "Plague Domain - Cleric Archetype v2")) - Seduction Domain (Redi_Spades, [Here](https://homebrewery.naturalcrit.com/share/BJZl5t1fWX "Seduction Domain")) ### Druid - Circle of Dreams (XGtE p.22) - Circle of the Land (PHB p.68) \columnbreak - Circle of the Moon (PHB p.69) - Circle of the Shepherd (XGtE p.23) - Circle of Spores (GGR p.26) - Circle of Twilight (UA: Druid Circles and Wild Shape) - Circle of the Anchor (Zargo Games, [Here](https://www.drivethrurpg.com/product/211549/5e-Druids-of-the-Waterways?filters=44827_2131_0_0_45208 "(5e) Druids of the Waterways")) - Circle of The Deep (Zargo Games, [Here](https://www.drivethrurpg.com/product/211549/5e-Druids-of-the-Waterways?filters=44827_2131_0_0_45208 "(5e) Druids of the Waterways")) - Circle of the Reef (Zargo Games, [Here](https://www.drivethrurpg.com/product/211549/5e-Druids-of-the-Waterways?filters=44827_2131_0_0_45208 "(5e) Druids of the Waterways")) - Circle of Winter-Druid Subclass (Dylan Lundquist, [Here](https://www.dmsguild.com/product/261461/Circle-of-WinterDruid-Subclass?filters=45469_0_0_0_0_0_0_0 "Circle of Winter-Druid Subclass")) ### Fighter - Arcane Archer (XGtE p.28) - Banneret/Purple Dragon Knight (SCAG p.128) - Battle Master (PHB p.73) - Brute (UA: Three Subclasses) - Cavalier (XGtE p.30) - Champion (PHB p.72) - Eldritch Knight (PHB p.74) - Knight (UA: Fighter: Martial Archetypes) - Samurai (XGtE p.31) - Sharpshooter (UA: Fighter: Martial Archetypes) - Gunslinger Martial Archetype for Fighters (Matthew Mercer, [Here](https://www.dmsguild.com/product/170778/Gunslinger-Martial-Archetype-for-Fighters "Gunslinger Martial Archetype for Fighters")) ### Monk - Way of the Drunken Master (XGtE p.33) - Way of the Four Elements (PHB p.80) - Way of the Kensei (XGtE p.34) - Way of the Long Death (SCAG p.130) - Way of the Open Hand (PHB p.79) - Way of Shadow (PHB p.80) - Way of the Sun Soul (SCAG p.131, XGtE p.35) - Way of Tranquility (UA: Monk: Monastic Traditions) - Way of the Elements - Revised Monastic Tradition (Mark Hulmes, [Here](https://www.dmsguild.com/product/232707/Way-of-the-Elements--Revised-Monastic-Tradition "Way of the Elements - Revised Monastic Tradition")) ### Paladin - Oath of the Ancients (PHB p.86) - Oath of Conquest (XGtE p.37) - Oath of the Crown (SCAG p.132) - Oath of Devotion (PHB p.85) - Oath of Redemption (XGtE p.38) - Oath of Treachery (UA: Paladin: Sacred Oaths) - Oath of Vengeance (PHB p.87) - Oathbreaker (DMG p.97) ### Ranger Revised Ranger is in use. \pagebreakNum - Beast Master (PHB p.93) - Gloom Stalker* (XGtE p.41)
*Renamed from Deep Stalker - Horizon Walker (XGtE p.42) - Hunter (PHB p.93) - Monster Slayer (XGtE p.43) - Primeval Guardian (UA: Ranger and Rogue) ### Rogue - Arcane Trickster (PHB p.97) - Assassin (PHB p.97) - Inquisitive (XGtE p.45) - Mastermind (SCAG p.135, XGtE p.46) - Scout (XGtE p.47) - Swashbuckler (SCAG p.135, XGtE p.47) - Thief (PHB p.97) - Seducer - Rogue Archetype (Anders "the Night Owl" Jordahl, [Here](https://www.dmsguild.com/product/207216/Seducer--Rogue-Archetype "Seducer - Rogue Archetype") ### Sorcerer - Divine Soul* (XGtE p.50)
*Renamed from Favored Soul - Draconic Bloodline (PHB p.102) - Phoenix Sorcery (UA: Sorcery) - Sea Sorcery (UA: Sorcery) - Shadow Magic† (XGtE p.50)
†Renamed from Shadow - Stone Sorcery (UA: Sorcery) - Storm Sorcery‡ (SCAG p.137, XGtE p.51)
‡Renamed from Storm - Wild Magic (PHB p.103) - Sorcerous Origin-Ice Sorcery (Carl Francis, [Here](https://www.dmsguild.com/product/182163/Sorcerous-OriginIce-Sorcery?filters=45469_0_0_0_0_0_0_0 "Sorcerous Origin-Ice Sorcery") - Fey Origin (Josh "Proven Paradox" Franklin, [Here](https://www.dmsguild.com/product/250669/Four-new-Sorcerer-Origins?filters=45469_0_0_0_0_0_0_0 "Four new Sorcerer Origins") - Fiend Origin (Josh "Proven Paradox" Franklin, [Here](https://www.dmsguild.com/product/250669/Four-new-Sorcerer-Origins?filters=45469_0_0_0_0_0_0_0 "Four new Sorcerer Origins") - Experimental Origin (Josh "Proven Paradox" Franklin, [Here](https://www.dmsguild.com/product/250669/Four-new-Sorcerer-Origins?filters=45469_0_0_0_0_0_0_0 "Four new Sorcerer Origins") - Rage Mage (Josh "Proven Paradox" Franklin, [Here](https://www.dmsguild.com/product/250669/Four-new-Sorcerer-Origins?filters=45469_0_0_0_0_0_0_0 "Four new Sorcerer Origins") ### The Warlock - The Archfey (PHB p.108) - The Celestial* (XGtE p.54)
*Renamed from The Undying Light - The Fiend (PHB p.109) - The Great Old One (PHB p.109) - The Hexblade (XGtE p.55) - The Raven Queen (UA: Warlock and Wizard) - The Seeker (UA: The Faithful) - The Undying (SCAG p.139) - 5E D&D Class - Warlock, The Lich (@KlouseWhite, [Here](https://www.dmsguild.com/product/234822/5E-DD-Class--Warlock-The-Lich?filters=45469_0_0_0_0_0_0_0 "5E D&D Class - Warlock, The Lich")) \columnbreak ### The Wizard - Bladesinging (SCAG p.141) - Lore Mastery (UA: Warlock and Wizard) - School of Abjuration (PHB p.115) - School of Conjuration (PHB p.116) - School of Divination (PHB p.116) - School of Enchantment (PHB p.117) - School of Evocation (PHB p.117) - School of Illusion (PHB p.118) - School of Invention (UA: Three Subclasses) - School of Necromancy (PHB p.118) - School of Transmutation (PHB p.119) - Theurgy (UA: Wizard Revisited) - War Magic (XGtE p.59) - Arcane Tradition: Discovery (Benjamin Atbi, [Here](https://www.dmsguild.com/product/243439/Arcane-Tradition-Discovery?filters=45469_0_0_0_0_0_0_0 "Arcane Tradition: Discovery")) - Wizard Tradition: the School of Chronomancy (Benjamin Atbi, [Here](https://www.dmsguild.com/product/171468/Wizard-Tradition-the-School-of-Chronomancy?filters=45469_0_0_0_0_0_0_0 "Wizard Tradition: the School of Chronomancy")) ### Additional Classes - The Alchemist (5e Class w/ 4 Archetypes) (Cody Faulk, [Here](https://www.dmsguild.com/product/194341/The-Alchemist-5e-Class-w--4-Archetypes?filters=45469_0_0_0_0_0_0_0 "The Alchemist (5e Class w/ 4 Archetypes)") - The Artificer, an Alternative Unearthed Arcana Class (The Arcane Athenæum, [Here](https://www.dmsguild.com/product/218825/The-Artificer-an-Alternative-Unearthed-Arcana-Class?view_as_pub=1 "The Artificer, an Alternative Unearthed Arcana Class") - Blood Hunter Class (Matthew Mercer, [Here](https://www.dmsguild.com/product/170777/Blood-Hunter-Class "Blood Hunter Class") - Order of the Lycan for Blood Hunters (Matthew Mercer, [Here](https://www.dmsguild.com/product/175606/Order-of-the-Lycan-for-Blood-Hunters "Order of the Lycan for Blood Hunters") - {B5} Industrialist - 5e Class (B5 Homebrews, [Here](https://www.dmsguild.com/product/212199/B5-Industrialist--5e-Class?filters=45469_0_0_0_0_0_0_0 "{B5} Industrialist - 5e Class") - The Lingering Soul - Class/Post-Death Option (Matthew Mercer, [Here](https://www.dmsguild.com/product/226513/The-Lingering-Soul--Class-PostDeath-Option "The Lingering Soul - Class/Post-Death Option") - the Magus Class (Benjamin Huffman, [Here](https://www.dmsguild.com/product/200237/the-Magus-Class "the Magus Class")) - The Swordmage, A True Arcane Half-Caster for 5e (The Arcane Athenæum, [Here](https://www.dmsguild.com/product/224413/The-Swordmage-A-True-Arcane-HalfCaster-for-5e?filters=45469_0_0_0_0_0_0_0 "The Swordmage, A True Arcane Half-Caster for 5e")) - The Witch (Christopher Reid (u/Zarieth), [Here](https://www.dmsguild.com/product/244806/The-Witch?src=also_purchased&filters=45469_0_0_0_0_0_0_0 "The Witch")) ### Additional Backgrounds - Alchemist (Katastrophic, [Here](https://www.dndbeyond.com/characters/backgrounds/3178-alchemist "Alchemist")) - Artist (fromshus, [Here](https://www.dndbeyond.com/characters/backgrounds/2637-artist "Artist") - Courtesan (Nostalgichipster, [Here](https://www.dndbeyond.com/characters/backgrounds/6174-courtesan "Courtesan") - Heir of a Fallen Kingdom (vortex_mage [Here](https://www.dndbeyond.com/characters/backgrounds/807-heir-of-a-fallen-kingdom "Heir of a Fallen Kingdom"))(However, 40 GP instead of 50.) - Inventor (bmorgan316, [Here](https://www.dndbeyond.com/characters/backgrounds/5128-inventor "Inventor")) - Princess (KitKendrick, [Here](https://www.dndbeyond.com/characters/backgrounds/572-princess "Princess")) (Can be of any sex or lower nobility with less gold, will be adjusted accordingly in details) - Traveling Magic Researcher (Morama_the_Gnome_Sorcerer, [Here](https://www.dndbeyond.com/characters/backgrounds/11113-travelling-magic-researcher, "Traveling Magic Researcher")) \pagebreakNum ### Additional Feats - Bundle of Feats v2.1 (CR4ZYD4VE, [Here](https://drive.google.com/file/d/0BwuAW4ZPkrnTX0o3RE1TUURZZTA/view "Bundle of Feats v2.1")) - Cantrip Master (Xanotoz, [Here](https://www.dndbeyond.com/characters/feats/54859-cantrip-master "Cantrip Master")) - Skyclad Ritualist: Increase your Charisma score by 1, to a maximum of 20. You have advantage on Charisma (Persuasion) and Charisma (Performance) checks while interacting with the opposite sex or someone interested in the same sex, no matter your attire or lack due to obvious comfortability with your body. When casting a ritual, you and anyone else skyclad during the ritual counts as two for the requirement of the ritual. In addition, if you do exceed the requirements by half or more, you may cast it as one level higher. - Seducer (TheKnutMan, [Here](https://www.dndbeyond.com/characters/feats/45200-seducer "Seducer")) - Ventriloquist (Mata, [Here](https://www.dndbeyond.com/characters/feats/3449-ventriloquist "Ventriloquist")) ### Additional Familiar and Animal Companion Options - Familiars – Animated Objects (Mage Hand Press, [Here](http://mfov.magehandpress.com/2017/05/familiar-animated-objects.html "Familiars – Animated Objectss")) - (5e) Familiar Folio: Desert Critters (Zargo Games, [Here](https://www.drivethrurpg.com/product/228924/5e-Familiar-Folio-Desert-Critters?src=cab_col&filters=44827_2131_0_0_45208 "(5e) Familiar Folio: Desert Critters")) ### Additional Uncommon Items - Ring of Alter Self (Claws, [Here](https://www.dndbeyond.com/magic-items/14265-ring-of-alter-self "Ring of Alter Self")) - Unknown Shifting Potion Box (You have a box that once per week has a single potion within it. You must remove the potion from the box to use or identify it, or the identify spell fails automatically. Once removed, the potion must be used on a creature or the week cooldown will not begin.) ### Other Mechanics in use - Roll 4d6, drop the lowest for stat generation. Sanity will be used, but will be determined by race, background feats, class and backstory by the DM for starting value. Corruption, stain check failure, and other things may cause sanity checks. - Roll HP on leveling up, if under default, may choose to use roll or take the default. - Skill checks can crit succeed but not crit fail. When in combat, attack roles that fail will used the critical fumble table, linked below: - Critical Fumble Table (Wynn James Creative, [Here](https://www.drivethrurpg.com/product/232573/Critical-Fumble-Table?src=also_purchased&filters=44827_2131_0_0_45208 "Critical Fumble Table")) - Corruption Mechanics, as listed and referenced before. \columnbreak - Stain Checks and Soul Panes, as listed before. - Death without loss of all Soul Panes makes one a Lingering Soul, with the additional modifications mentioned before. - Resurrection mechanics alterations, as listed before. - Monster stats and actions may vary as a result of the shattering. - Alignment may vary if an entity has become corrupted, or if the majority of their soul panes are different from their normal alignment. Such can occur to a PC as well, but resistance may be attempted. - Characters can take potions as bonus action (RAW action, PHB page 153), but only one potion per turn. - Level 1 or 2 spells may be cast if a spell of equal or higher level is cast in the same turn, but only if one is a standard action and one is a bonus action. - Double the values of a critical hit's damage output rather than doubling the dice used. This speeds up gameplay. - Rituals require one participant per spell level. 1d20 is rolled for each participant. A critical failure from any participant will cause the ritual to fail. If the ritual caster in control of the ritual fumbles, they forget the ritual until a short or long rest has occurred. \pagebreakNum - Magically weak areas or areas where magic is more potent do exist. Corrupted areas cause disadvantage on Spell Attack rolls for Divine spellcasters and Warlocks. Blessed areas cause advantage on it for Divine spellcasters and Warlocks. A religion check will let such spellcasters feel out the area with a 10 minute preparation that does not use a spell slot, and detects the variances within a quarter mile radius from their position. Other arcane spellcasters are not affected by whether it is corrupted or blessed, but may be affected in areas where arcane magic is weak or strong. An arcane check will let such spellcasters feel it out with a 10 minute preparation that does not use a spell slot, and detects the variances within a half mile radius from their position. If weaker, they have disadvantage, and if stronger, advantage. Any critical failures still use the critical fumble check, though no PC will know in character know if the area caused their failure, unless they use the religion or arcane check for 10 minutes, or confirm it from an NPC in the area. NPCs may, however, lie about such matters, of course. - Wild magic surges may happen when using arcane magic regardless of which arcane spellcaster you play as, which has been previously mentioned. While a Wild Magic sorcerer has an additional surge possibility via their own table, all arcane spellcasters may be affected by the critical fumble table, as well as the Vexing Wild Magic Surges table (Christian Eichhorn, [Here](https://www.dmsguild.com/product/237089/1d100-Vexing-Wild-Magic-Surges?filters=45469_0_0_0_0_0_0_0 "1d100: Vexing Wild Magic Surges")) - A multitude of homebrew items may be utilized. You will not start with anything not in an official book or this campaign guide, however. - You start at level 2, and may have a feat and ability score improvement every 4th level, or an uncommon item and one ability score improvement. - You may have two background traits from any previously mentioned materials, or contact the DM on other possibilities. - You have one uncommon item of your choosing in addition to any other equipment options based on your class. - You know a vague understanding of what The Shattering was, and rumors of the different planes, even if you may or may not have traveled to any of them. - Arcane Ink is being utilized (Janet Neilson [Here](https://www.dmsguild.com/product/249394/Dodecronomicon-Presents-Arcane-Ink "Dodecronomicon Presents: Arcane Ink")). Prices and options vary from location to location, if they even have a skilled arcane tattooist in them. Typically they will be more likely in larger towns or ones with less reputable clientele. The larger the tattoo, the harder it is to cover it up. The cheapest ink on the smallest size tattoos will last for one week, and allow one use per day. The most expensive ink on larger tattoos are possible to even become permanent, and allow use up to once per short rest. However, two tattoos cannot be in the same location, and any with a concentration effect will still require concentration to be held to maintain the effect, though it will not use a spell slot. However, while a tattoo's effect is active, a cantrip cannot be used at the same time without automatically causing a vexing wild magic surge per cantrip used.
This also causes disadvantage on any rolled effects on the caster or their allies, disadvantage on spell attack rolls, and advantage given on any saving throws which an NPC may be required to take due to the spell. No two tattoo glyphs of the same category can be used on the same body. Only two magical piercings may be worn, but additional non-magical piercings may be utilized. If a glyph tattoo or magical piercing is damaged or removed due to damage, reapplication can be done by any arcane tattooist, even if it is a glyph that they do not normally sell, though they only repair it, not learn how to apply it to another. All other normal details about the arcane ink are within the linked file. There will be other homebrew options for tattoo glyphs and magical piercings not found in the file, but they will not be listed and may be found through roleplay. - Regardless of which plane you may be native to, the campaign begins with assorted magical means bringing you to the same demiplane where our story will begin with you having 1d4 levels of exhaustion. You know nothing of this demiplane, and the dangers it holds. And yet, you live. For how long? Perhaps your actions and those of the others thrown into the same plight may extend it longer than the desperate fools whose corpses surround your prone body... \pagebreakNum
You are lost
But not alone
Zondell has shattered
Will you?