Stargazer's Guide to Exether

by Nightingale97

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STARGAZER'S GUIDE
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   EXETHER
STARGAZER'S GUIDE
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   EXETHER

Contents

Welcome to Exether

Wheels rattled as the caravan made its way across the shaking plains, leaving deep marks under the weight of the carried buildings. A lifetime ago, pilgrims would have had to make this perilous journey on foot, but the world has changed since the stars returned.

Today, the caravan transports more than food and water. It carries hopeful travelers to the factories of the east and brings magical wonders back west. It helps the penniless escape danger and brings daring adventurers closer to it. It brings people back home and houses those who do not belong anywhere else, all under guidance from the night sky.

A New D&D Setting

Exether is a new setting for your DUNGEONS & DRAGONS campaign, originally created by Kevin Solovjov as a homebrew setting for a campaign with his friends. Exether is teeming with varied cultures, locales, peoples, and monsters.

Magic is recent but has already been built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the world, and a thriving aristocracy of merchant families controls much of the world's economy. Its people harness magic as a tool—to build cities, to sail ships through the skies, and to create both wonders and weapons.

This book is for D&D players and Dungeon Masters of all experience levels. If you're a Dungeon Master, this book will help you create a D&D campaign set in a land of innovation, intrigue, and swashbuckling adventure. You could set your campaign entirely within one of Exether's regions, or you could create a campaign with a constantly evolving tone as the adventurers journey across the world.

You will also find brand-new monsters and introductory adventures that can help you start a campaign anywhere in Exether. A large part of making Exether was ensuring that various races, subclasses and other lore from official supplements could work together in a single setting.

If you're a player, this book contains new options that will help your character fit in perfectly with this strange new land. You'll also find new subclasses, backgrounds as well as new magic items that will help you attain greater and greater power as you travel the continent.

Sights beneath the Stars

Exether's various regions are described in greater detail in chapter 3. Here's a quick overview of the major locations and civilizations of Exether.

Khussite Wastes

The professor stepped carefully through the grey sands that chimed melodically under his weight. It was difficult to see through the sparkling fog and permanent overcast, but it would be worth it once he'd brought the samples back. The professor's pace hastened as the sky darkened and revealed glistening colors. He was determined not to end up like his colleagues.

The kingdom of Khus was the first to rediscover the long-forgotten art of magic. The discovery was a well-guarded secret that allowed them to create impossible inventions and establish the kingdom as a rival to the much larger Dumonian Empire. At the zenith of their technological advancement, a mysterious magical cataclysm wiped out the entire kingdom with world-changing consequences. Only a cursed wasteland of grey sands and crystalline formations remains where the world's greatest cities once stood, and magic has spread throughout the lands.

Dumonian Empire

Cold rain whipped the inquisitors' cloak. He had been on the prowl for days, following a sinful stench. In front of him was a terrified man, lying in the mud with a bloody leg. The inquisitor smiled, his long fangs stained red from feeding on wild beasts. Justice would come at dawn.

The Dumonian Empire is an old, revanchist state that has endured decades of decline. It is located on the northeastern continent of Noricum, where its austere lands are dotted with tiny villages, ruins of ancient civilizations, and pockets of uncharted wilderness. The empire is engaged in a cold war with the Union of Arrador, an alliance of states that recently broke away from the Dumonian Empire. This rivalry allows increasingly extreme factions, such as the zealous Order of Amaunator, to vie for political dominance, should they give the empire an edge in the conflict.

Union of Arrador

A peasant looks wearily towards the sky. A floating palace looms in the clouds above lake Bossard, blotting out the sun over his humble farm. A symbol of the new aristocracy, of those who rule not by noble blood but by gold. They charmed his sons with promises of work in the city, and now there is nobody left to sow the next harvest.

The states that now make up the Union of Arrador achieved independence from the Dumonian Empire during the Nightfall, a period of magical calamities following the destruction of The Kingdom of Khus. Officially, a monarch rules over the union, but their power pales next to the Astral Consortium, a cabal of wealthy industry titans. Rapid technological progress has shifted culture within Arrador away from old Dumonian traditions and religion in favor of industry and innovation. The eastern coast of the continent of Zalaron that the Union of Arrador occupies is one of the most cosmopolitan and technologically advanced areas of the known world, where marvels like rail travel, street lighting, and impressive machinery are commonplace.

Necrarchy of Ravik

The merchant bent his knees to hand a pouch of silver coins to the gnome. A skeletal servant stared at him unmovingly while the gnome counted his payment. Its empty eye sockets sent a chill down the merchant's back. Content with his count, the gnome tied the pouch and whistled sharply. The skeleton animated suddenly and began lifting crates onto the merchant's wagon, who was relieved to be on his way.

In the far western reaches of Zalaron lies the Necrarchy of Ravik, a state of gnomes ruled over by a lich. Ravik spends considerable resources maintaining a strong military, and Ravikian culture values martial prowess and strategic thinking. The most shocking thing to most foreigners is the widespread reliance on necromancy, a school of magic widely frowned upon in the rest of the world. The gnomes use all manners of skeletons, ghouls, and other soulless undead to make up for their small statures, allowing them to plow fields, fight wars and carry trade goods.

The most skilled necro-engineers have discovered a way to bind souls to artificial bodies as a new way create intelligent servants. Intelligent servants who wish to be free may enlist as soldiers for a minimum of two years to earn citizenship, after which they are dubbed 'warforged'.

What's in this book?

Chapter 1 of this book introduces the big ideas you'll need to know before creating a campaign in Exether: its history and its mythology.

Chapter 2 presents the major political players that shape daily life in Exether: its factions and societies.

Depending on the choices made by your party of adventurers, these organizations might become their allies or their enemies. Some characters might begin play with a history of involvement with one of these factions, and several backgrounds are included later on to represent this allegiance.

Chapter 3 contains the Exether gazetteer, which details the cities and points of interest in each of the continent's regions. The gazetteer includes NPCs, background information, and even plot hooks that you can use as the seeds of your own adventures.

Chapter 4 is for players first and foremost; combined with the Player's Handbook, it contains everything you need to create a character for a Exether campaign. The final chapters of this book, chapters 5 through 7, give DMs new magic items and monsters to include in adventures of their own design.

Magic is a novelty

Magic and gods are new and world-changing concepts to the people of Exether. In some places, it has given rise to new religions or a return to ancient traditions, but in others, it has become the focus of intense scientific study. Everyone in the world, including adventurers, must contend with a new and rapidly changing world.

The Arcane Revolution

The rise of magic is only as important as you make it. If you place either the struggles of city life or the consequences of new technology front and center, the shifting nature of the world will be of chief concern to your players.

If you keep the magical advancements and their consequences distant, then the characters will be free to interact with or ignore that part of the setting as they see fit. With a little bit of creative tweaking of the setting, you could create an Exether campaign where technological advances prove to be a dead-end and the so-called 'Arcane Revolution' fizzles out or never even happened!

If you want the Arcane Revolution to be an important part of your campaign, you need to give your players a reason for their characters to care about it. The easiest way to get buy-in from your players is to discuss out-of-character how big of a factor they want technological progress to be in this campaign. You can even dial the importance of magic up and down throughout the campaign, depending on how you and your players feel over time.

Life in Zalaron

Although Exether is a vast world with many continents and cultures, your adventures likely begin in the land of Zalaron. Here are a few details about everyday life there.

Urban Comforts

A mixture of technological advancement and sophisticated magic offers amenities to the some of the people of Exether that would be extraordinary to folk in most D&D worlds, except one like Eberron or Ravnica.

The biggest cities of the world enjoy central heating and plumbing, elevators, and spacious apartments. The urban citizens of Arrador, Ravik and Dumonia all enjoy plenty of leisure time, and the cities offer an abundance of ways to fill it. There are restaurants with extensive collections of fine wines, cafes serving coffee and tea, street vendors offering portable meals, and bakeries that sell a wide variety of breads and pastries. Travelers can stay in luxury hotels or simple hostels, or they can rely on their personal or consortium-related contacts to find housing. Diversions and entertainments abound, including raucous street-side theater, operas and symphonies, illegal fight clubs, sporting events held in vast arenas, throwaway popular novels. and great works of literature.

Well-established systems undergird society, largely through the efforts of the Astral Consortium. The banks of the Golden Trust offer secure vaults and complicated financial arrangements. Infernal Postal Service couriers deliver messages and parcels across the city using pneumatic tubes, and Ceraunian chirurgeons address issues of public health.

Populous cities require large-scale agriculture operations, their citizens depending on food produced in elaborate farm complexes managed by Jingleroot botanists and druids.

Many of the day-to-day marvels of technology are powered using wishstones. Wishstones are the crystallized energy of the outer planes unleashed during the Nightfall and allow for the binding of lasting magical effects to ordinary objects. They occasionally fall from the sky, which has earned them the moniker fallen stars, but most wishstones come from the dangerous wild magic fields of old Khus.

Cosmopolitan Conveniences
Item Cost
Cup of coffee 10 cp
Newspaper 15 cp
Shoeshining 1-2 sp
Spectacles 25 gp
Bicycle 100 gp
Pendulum clock 100-250 gp

Languages

All the typical languages found in the Player's Handbook and the Monster Manual are fair game in Exether. While Common is typically associated with human empires, it has become the language of trade and as such, has spread far beyond where humans live. Most industrialized nations have their own dialects of the Common language, mutually intelligible but just different enough to identify the speaker's native land.

Native languages survive through traditions and religious practices, especially away from the cities.

Standard Languages of Exether
Language Main Speakers Script
Common Humans, trade language of Zalaron and Noricum Common
Dwarvish Dwarves, airship crews Dwarvish
Elvish Elves, half-elves, drow Elvish
Gnomish Gnomes, Undead Gnomish
Halfling Halflings, financial institutions Common
Primordial Genasi, Djinn, Elementals Dwarvish
Goblin Goblinoids, Ogres Goblin

A few secret or exotic languages are used on Exether as well. Druidic exists and allows a secret communication among druids in different guilds, such as Jingleroot Botanists and Brinewick Starscryers, but such communication is rare. Thieves' cant is widely used among street gangs and occasionally among rogues in the Jolly Company or the Crows. Also included in this category are languages that are simply very rare rare outside of their communities.

Exotic Languages of Exether
Language Main Speakers Script
Celestial Aasimar, Valkyries, Celestials Common
Draconic Dragonborn, Kobolds Draconic
Orc Orcs, half-orcs Goblin
Giant Giants, Firbolg Giant
Deep speech Gith, Mindflayers Gnomish
Infernal Tieflings, fiends Infernal
Abyssal Tieflings, Demons Infernal
Sphinx Sphinxes, People of Teferet
Undercommon Duergar, underworld traders Dwarvish
Sylvan Fey creatures, knightly orders Elvish

With the DM's approval, you can exchange a language granted by your race for a different language from the Standard Languages of Exether table. If your halfling was raised in the desert of Ch'in, you might replace Halfling with Dwarvish to reflect that background. The DM may change the languages assigned to a monster or NPC. An ogre from the Kulug Dynasty likely speaks Goblin instead of Giant.

Currency

Merchants and nobles use letters of credit to handle large transactions, drawing on the reserves of the Golden Trust. But most day-to-day transactions use coins of precious metal.

The nations of Zalaron and Noricum all mint their own coins, and though some slight regional differences exist between currencies, all regions readily accept gold, silver, and copper coins. Increased trade and ease of travel have promoted a general standardization of currency but several odd coins and currencies still exist in circulation.

Exotic currencies
Item Value Origin
Salt Brick 2 cp Vairia
Ivory Ducat 5 sp Ravik
Golden Suqta Die 3.5 gp, or the number rolled during transaction Ch'in Desert
Gemstone Coins 10-100 gp Gith Tribes

Electrum coins are not legal tender in most of Zalaron and are found almost exclusively in museums, ancient ruins or collector albums. Adventurers stumbling upon electrum currency will need to find a pawn shop or similar business willing to purchase it.

Calendar and Time

In the common calendar of Exether, days are 24 hours long, divided into day and night. Seven days make up a week, four weeks a month, and twelve months a year. The months correspond to the twelve Zodiac Signs of Exether (see the Exether Months table).

The seven days of the week, in order, are Moonday, Towerday, Wineday, Thunderday, Fireday, Swordsday, Saintsday.

The common calendar of Exether tracks the years since the chaotic return of magic, using the abbreviation AN (After-Nightfall), although other archaic calendars often remain in use by religious sects and isolated communities.

Months of Exether
Month Name Zodiac Sign
1 Frostmoot (mid-winter) Beholder
2 Deepsnow (late winter) Golem
3 Winterwane (early spring) Sphinx
4 Rainmoot (mid-spring) Fey
5 Palesun (late spring) Phoenix
6 Highsun (early summer) Fiend
7 Firemoot (mid-summer) Modron
8 Emberwane (late summer) Kraken
9 Lowsun (early autumn) Djinn
10 Redfall (mid-autumn) Unicorn
11 Snowmoot (late autumn) Storm-Giant
12 Fellnight (early winter) Valkyrie
When does this book take place?

This book is set in a certain moment in the history of Exether, and thus setting a campaign in a different era—or even in a different decade—could make some information in the gazetteer invalid. The present year is 1178 ME ("Mortal-Era"), as the dust is settling from the return of magic and the world enters a new wondrous age.

Transportation

An excellent system of roads connects the central nations of Zalaron. Travelers can always make their way by horse or coach, which might employ draft animals modified by Ceraunian chirurgeons for supernatural speed or endurance. Traveling menageries also supply exotic mounts such as hippogriffs and griffons.

The inhabitants of Exether can also make long journeys by more unique modes of travel, such as airships, rail and moving houses. The Travel Services table summarizes the cost of traveling by these extraordinary means.

Travel Services
Service Cost Speed
Airship 1 gp per mile 20 mph
Wishwheeler 5 sp per mile 10 mph
Railway 5 sp per mile 30 mph
Mutant coach 3 sp per mile 5 mph
Arcane Caravan 10 gp per day 4 mph

Arcane Caravan

An arcane caravan is essentially a self-propelled house on wheels. Sometimes these 'houses' can reach two or even three stories tall with the help of an experienced artificer, and the amount of personal flair involved in their creation means that no two caravans ever look the same.

Unlike a horse an arcane caravan never tires, and their tracks drive over uneven terrain much better than any regular wagon.

An arcane caravan is not the fastest mode of travel, but it can take adventurers far off the beaten path and even serve as a base of operations. Many caravan services will even provide a crew that can provide clean bedding and warm meals for adventurers anywhere.

Argentum Rail

Major cities in eastern Zalaron are linked by the Argentum Rail of the Clockwork Brotherhood, which allows you to avoid the perils-and tedium-of the roads. The argentum rail uses wishstones to pull a train of carriages over a path of silvered tracks, which are resistant to damage by rust-monsters, undead and shapeshifters.

In Ravik, the railway is known as the Aurum Rail, and uses more expensive gilded tracks since silver disrupts the work of skeletal servants and necrotech machinery. The cost of laying down the tracks has made it unviable for smaller settlements with little economic activity.

Airship

If speed is an issue, you can always book passage on a dwarven airship, which uses a sacred metal known as cloudsilver to make ships light enough to be lifted by hot air balloons.

This is almost the fastest way to travel, but also very expensive. Elemental airships are a recent innovation and are relatively rare; many cities don't yet have docking towers.

The construction and maintenance of airships also require knowledge of extensive religious rituals that only the most pious dwarves know how to perform. A dwarven pilot will tell you that each airship has a unique personality, and a bond of understanding between the pilot and airship is required to pilot one effectively.

Wishwheeler

No mundane ship can match the speed of a wishwheeler with an experienced captain. Wishwheelers have large water wheels mounted on the sides or back of the ship that can propel a ship when enchanted by a wishstone or spellcaster, which allows them to attain great speeds even without wind.

Wishweelers can often be found in vairian merchant fleets and the sizeable dumonian imperial fleet, where they are mainly used to quickly transport trade goods, supplies, and personnel.

While airships are dangerous to operate above the sea due to frequent storms, wishwheelers are the perfect choice for a speedy journey to distant lands.

PART 1

Story of Exether

Some yearn for a simpler time before this whole arcane mess, but the truth is that the world has always been a complicated place. We have merely forgotten about past struggles while trying to make sense of our short lives.
I believe that if we refuse to learn from the past, we might bring about something worse than the nightfall. And if it comes to that, I can only pity the poor souls who will need to chronicle their own end.

—Archivist Ysabel Beinori of Hammerman Museum

History of Exether

The world of Exether has undergone many ages of discovery, conflict, and renewal. These bygone eras are more than ancient history. Whether the people of Exether know it or not, the struggles they face in their daily lives were set in motion by the turbulent events of past ages. This section explores this history and the major figures whose actions shaped the physical and cultural landscape of Exether.

Myth of Exether

Life ever seeks to understand its inception. Every civilization has its own interpretation of where its story began. Even within the world of Exether, different cultures have creation myths that eventually converge with recorded history, but there is no universally accepted story. Even so, the ancient city of Akhethor nestled in the desert valleys of Teferet is largely considered to be the oldest surviving city, having endured a terrible cataclysm that wiped out most of civilization nearly a thousand years ago. Akhethor houses the earliest known temples to the gods, many of which have been forgotten, as well as the earliest known records of history that survived the collapse of ancient culture.

The most widely accepted tale of the world's origins is the myth of the Coalescence. This is the interpretation held and embraced within most of Zalaron, as well as the vast lands of Exether as a whole.

The Coalescence

In the beginning, primordial chaos existed where the negative and positive planes flowed into each other. Where black met white, a flurry of colors emerged and scattered throughout the formless universe. Over time, these energies separated and formed what is known as the outer planes, entire worlds based around ideals of chaos, order, good, and evil.

Soon, the cosmic winds of magic breathed life into the outer planes, giving birth to the first gods who were inextricably bound to their realms. The gods began shaping the planes and populating them with loyal followers, perfecting them for eons. Over time, many gods grew satisfied with their domains and began looking outwards toward the other planes floating through the ethereal phlogiston. There they met other gods, some of whom were open to cooperation while others attempted conquests. The planes went through a period of epic conflicts, alliances, and plots for dominance of existence, but every invasion failed, every coalition fell apart, and every scheme fizzled out. The planes rejected foreign gods, and fate upheld the status quo no matter what. Realizing the futility of their actions, the gods gathered and came up with a compromise: they would create a new plane where they could all vie for dominance, a world with nothing set in stone.

Their final work was the Material Plane, where all ideas would become manifest: a realm that could know war and peace, life and death, order and chaos. Here the gods would create the intelligent races of the world in their own image, free to choose between cruelty or compassion and capable of proving which god was most worthy of worship.

Age of gods

Legends tell of a time when gods walked upon Exether among mortals. They guided civilizations, overseeing the construction of temples and raising palaces out of the mud.

A few gods were kind to their followers, while others commanded faith through fear or violence. Every step of mortal life was at the whims of a deity to whom the material plane was a game. The gods had collectively created the world to prove who was superior, with each one convinced that mortals would worship them above all others.

But the gods were in for a rude awakening as mortal worship is fickle. Some were hated for their twisted ideals, while others lost their following when the people of Exether picked new favorites. What had started as an honorable competition soon became an all-out divine war as scorned gods lashed out at the world that rejected them with jealousy.

Desolation of Tóftir

Among those who felt wronged were the martial gods from the plane of Ysgard. On the isle of Tóftir, they trained their followers to become hardy raiders, gifted with the knowledge of forging and shipbuilding, and instilled with virtues of honor and courage.

During an exceptionally harsh winter, with no nearby settlements to plunder, the people begged their gods to spare them from starvation. But by Ysgardian tradition, the tribe should fight for survival and not rely on gifts, so the gods turned a deaf ear to the prayers. Refusing to suffer through the winter, the people of Tóftir surprised their patrons by building a shrine to Chauntea, the goddess of agriculture, and asking her for aid instead.

Before Chauntea could provide any help, the gods of Ysgard responded with unprecedented brutality to this perceived betrayal. A gate between the planes opened above Tóftir, and forth spewed a legion of Valkyries, tasked with claiming every soul on the island. The valkyries went from town to town, slaughtering every man, woman, and child before burning their villages to the ground. The untold deaths stained the land with the dark influence of the shadowfell, cursing it forever.

Rise of dragons

Just as the outer planes birthed the first gods, so eventually did the material plane. The mighty forces of creation mingled with the latent magical weave of the world to create two new gods, Bahamut and Tiamat, the first dragons. Bahamut represented wisdom, justice, and mercy, while his sister Tiamat became revered as the mother of dragons and goddess of wealth.

Both of the dragon gods felt responsible for the world of Exether. Tiamat was a loving mother and protector to her draconic brood, while Bahamut's compassion extended even to other mortal races. The endless wars and slaughter fueled by the squabbles of other gods brought sorrow to the dragon gods, who tried to spare their children suffering by avoiding conflict. Their attitude changed drastically after the destruction of Tóftir and the slaughter of its people. The disproportionate fury of the Ysgardian gods shook Bahamut, who feared that the other gods would not be content with allowing the dragons to remain uninvolved forever.

After considerate deliberation, Bahamut convinced Tiamat that it was necessary to punish and restrict the influence of vengeful gods, and so began another great war upon Exether, this time between dragonkind and Annam All-Father, the father of giants.

Divine Banishment

Little record remains of the terrible wars during the age of gods, but their effects are still felt today. The sheer magnitude of the energies unleashed in the ensuing battles by gods and mortals alike was enough to fray the boundaries holding back the elemental chaos, spilling unbridled destruction into the world. The conflict devastated Exether's peoples, razing entire cities and inspiring in many a desire to flee from this plane of existence entirely.

So great was the loss of life during the war that historians believe no more than a tenth of Exether's population survived, leaving only one remaining bastion of civilization: the city of Illvasaar in the center of the dragon isles. Illvasaar became a cosmopolitan refuge for those seeking to escape the roving warbands and battlefield that scarred most of Exether.

Ancient myths say that the destruction ended thanks to the cunning of Oghma, the god of knowledge. According to the stories, Ioun sent the sphinx Khonfari as an emissary to Bahamut with a blasphemous proposition. The sphinx told them of a way to banish all gods from the material plane so mortals could create a future of their own. With heavy hearts, the dragon gods agreed to the plan seeing no end to the outer planes' eternal disputes other than through the complete annihilation of Exether. Khonfari then settled in Illvasaar, the capital of the dragon isles, and began teaching a handful of students in the arcane arts. The first mortal wizards would be the key to the ritual, as they would sustain the spell once the gods' power waned. Oghma ordered their training to be kept secret even from potential allies to prevent other deities from interfering. In the meantime, the dragons continued distracting the other gods with battles and plots to keep up appearances.

Fall of Tiamat

It is unclear if, by infiltration, treason, or arrogant boasting, the news of Oghma's plan to banish the gods eventually reached the outer planes. The details of the ritual appalled devils and celestials alike, as it became clear that the spell would not only banish the gods but entirely seal off the material plane from the magical weave, a fact that Oghma hid even from Bahamut and Tiamat.

Followers of angry gods amassed in all the corners of the world to besiege Illvasaar, while a handful of deities like Ilmater and Vecna sided with the dragons to buy them enough time for the ritual. Fearing a siege would be too slow, the archdevil Gargauth hatched a scheme to foil the banishment from the inside. He sent a single imp to Illvasaar in the shape of a rat, armed with a weapon very unusual for a fiend: the truth.

The imp sneaked past panicked citizens and soldiers preparing for a defense of the city until it weaseled its way into Tiamat's sanctum. Upon revealing itself to the dragon goddess, it hastily explained what Gargauth had uncovered, that magic was about to disappear, and that creatures of the weave, such as dragons, would not survive on the material plane.

Tiamat flew into a blind rage and devoured the imp before rampaging through the city towards the hidden magical chamber where the wizards were still preparing their spell. Vecna stopped the furious dragon from unleashing her wrath on the mortals and engaged her in battle. The two gods clashed, sending destructive waves of dragonfire and necromantic energies through the city. The skirmish was brief, as one of Tiamat's heads dismembered Vecna forcing a confused Bahamut to intervene and strike down his sister, allowing Vecna to banish her to the nine hells. In her final moments, Tiamat cursed Bahamut and swore vengeance on the world of Exether.

End of Magic

With the exile of Tiamat, Ilmater took her place during the final night, and together with Oghma and a remorseful Bahamut, they guided the conclave of wizards through the complicated spellcasting. The ringing of clashing swords echoed outside, and shockwaves shook the city under siege. There was no stopping the events set in motion by Oghma anymore. The wizards' chants grew louder until reaching a crescendo when a wave of energy erupted from the casting chamber, passing through the wizards and erasing every god present in an instant. The energy shimmered with every color as it expanded outwards throughout the city and beyond.

Wherever the swirl of colors went, silence followed as arcane war machines crumbled and fantastical creatures such as angels and dragons fell to the ground choking as if unable to breathe. Once energy reached the sky, it caused a vast aurora to carpet the night sky for hours that extinguished even the stars themselves. The wizards felt their powers wane in their fingertips, and they knew that their deed had changed the world of Exether forever.

Age of man

Following the creation, and subsequent razing, of Exether, a post-magic world was now left to rise from the ashes and begin a new era. While every region had its own rebirth following the terrible destruction of the Calamity, the continent that now bears the name of this setting shall remain the focus.

Humanity Ascendant

While many celebrated the end of the divine war, others remained unsatisifed with the outcome. No one won the war, and deep scars remained. War torn villages and towns were still rebuilding, and once fertile farmlands were scorched and ruined. There were refugees in every remaining town, especially in Illvasaar. And even though people optimistically saw it as a new beginning, most knew it was only a matter of time until war began anew.

Therefore, once Oghma's scheme to banish the gods became public, powerful leaders tried to plan ahead to guide their people through the upcoming chaos. The dwarves rallied around Dworgir Deepmantle, a wise runeseer who believed that the dwarves should retreat underground to wait out this godforsaken age. Deepmantle's followers dug mighty vaults into mountains across Zalaron and beyond, where they magically transformed entire clans into stone statues that could weather the trials of time.

The few remaining elves felt outnumbered by the human warbands that roamed the continent and knew they would be helpless without divine help. Preparing for the worst, the elven gods of the Seldarine told the elves to abandon their homes and seek a faraway land to the south. Most left the continent of Zalaron on mighty enchanted ships that could sail across the treacherous oceans, never to return.

With two great rival peoples disappearing, humanity was left unopposed in the new godless world. The giants were still reeling from their war with the dragons and retreated to their homes in the frozen wastes, and the remnants of Illvasaar fell into disarray when their draconic rulers died off one by one. As the last sparks of magic fizzled out, petty human kingdoms dotted Zalaron, Noricum, and beyond.

Unification of Dumonia

Noricum is a cold and unforgiving continent, but its southernmost lands are comparatively temperate. This region became home to several warring human tribes who called it Dumonia. In the year 63 of the Mortal Era, a man named Urik Romhaar inherited the role of the chieftain over his clan. In his youth, he witnessed local clans engage in a ten-year-long feud that resulted in countless killings and sometimes even costly skirmishes between tribes. After seeing the shortsighted actions of the warlords and other chieftains in that conflict, Urik began to dream of ending these petty conflicts by creating a unified kingdom out of the disparate tribes. This kingdom would use the combined resources and knowledge of the tribes to bring peace and prosperity, improving people's lives instead of wasting them in conflicts.

He spent his first decade of rule preparing to unify Dumonia, expanding his army, gathering the greatest minds in his courts, and making diplomatic overtures to other clans. While most of his overtures were rejected, he was able to unify clan Romhaar and clan Shreve through marriage. After this, Urik began a twelve-year campaign to unite the remaining tribes, succeeding in the year 85 and taking the titles of first Kjárr of Dumonia and custodian of humanity.

Urik's reign began the golden age of Dumonia, which saw the development of new towns and cities. Urik also established and elevated many organizations and institutions in Dumonia. For instance, Urik invited the old clan leaders into a council known as the Clansraad, through which the clans could maintain political power and petition the emperor for changes and favors.

He also codified the religious beliefs of the dumonian tribes, founding the Church of Man. d After consolidating his hold on Dumonia, Urik turned his attention across the Askalon sea to the eastern coast of Zalaron, whose upstart princes ignored Urik's claims of dominion over humanity and routinely raided Dumonian coastal towns. Urik ordered the construction of an imperial fleet that would extend the empire's reach beyond Noricum but died in the year 113 before his mighty fleet was ready.

After Urik's death, the Romhaar dynasty maintained rule over the Dumonian Empire and continued pursuing the goal of uniting humanity under one banner. After centuries of conquests, the empire reached its peak by the year 430, when it incorporated half of Zalaron and exerted its influence over several neighboring kingdoms.

Humanity's Neighbors

The human kingdoms had no true rivals beyond each other, but they were not alone. Not all elves joined the great southward exodus, and the few left behind created close-knit communities within human cities and often took human partners. This practice was so common that the half-elven population eventually outnumbered regular elves and even made up a majority in the city of Callaird.

Another race that successfully integrated into human society was the peaceful halflings. Halflings were happy to swear fealty to human kingdoms as long as they were allowed to continue their idyllic lifestyles. Humans saw them as hospitable, warm, and trustworthy, a trait that pushed many city-dwelling halflings into the profession of money-lending.

The west of Zalaron proved much less hospitable for humanity. Aggressive orc warbands pillaged settlements and kidnapped travelers, primitive forest gnomes protected the forests from human incursions, and isolationist Dragonborn clans fiercely defended their sacred homeland from human desecration. Human colonies here were few and far between, mainly centered around the hardy town of Blumshafen in the north, whose people successfully pushed back the forest gnomes deep into their forests and the brave folk of the Ch'in Desert that tamed the scorching sands where no foes would follow them.

Draconic Anarchy

During the age of gods, the dragons had created a servitor race of draconic humanoids dubbed the dragonborn. The dragonborn could integrate much better into mortal societies thanks to their size and shape, where they carried out their masters' bidding as emissaries and artisans. They served loyally and with pride, right up until the extinction of dragonkind.

Without their overlords, the dragonborn found themselves without purpose, and their society collapsed into anarchy. While humans were carving up the known world, the dragonborn spiraled into madness and idolatry. The most deranged of the dragonborn began devolving into diminutive caricatures of themselves due to an affliction called the dragonblight, becoming known as kobolds. Dragonborn clans usually exiled Kobolds, who often settled in old dragon lairs or wherever they found draconic remains, which they worshipped as gods.

Most of the clans that survived the initial period of anarchy retreated to their ancestral homeland in the dragon isles, where they found a new purpose in protecting ancient artifacts and contraptions from falling into unworthy hands.

Sparkpowder Dynasties

In the far west on the isle of Dornod, a miraculous invention of the hobgoblin Yulug Dynasty changed goblinkind forever. Sparkpowder, also known as Yulug salts, could bring bountiful harvests back to a barren field in a single season or be turned into a weapon against energies thanks to its explosive properties.

This invention allowed the Yulug Dynasty to subjugate other goblinoids on Dornod and reorganize goblin society into a strict caste system. In this new society, hobgoblins held the ranks of leaders, bureaucrats, and artisans; the bugbears became professional soldiers, peacekeepers, and drudges; and on the bottom of the ladder, small goblins found themselves reduced to expendable conscripts and peasantry.

Goblin civilization prospered quietly at first, away from the gaze of the human kingdoms, but in the years leading up to the Nightfall, their presence became increasingly tangible. Goblin raiding parties became more organized and frequent, ships flying Yulug banners began appearing on the western seas, and humankind could no longer dismiss them as disorganized primitives.

Lost Frontiers

Humans possess an innate drive to explore the unknown and tame the wilderness. Human settlements existed far beyond Dumonian borders, in places not even the most renowned cartographers had inked into maps. Conquerors would arrive to claim remote islands only to find others living there already.

Yet only the brave and foolish dared to sail southeast to the continent of Locari. There were many reports of mysteriously failed expeditions, vanishing colonies, and the supposed monstrous natives of the continent. Those who lived to tell the tale of their travels often became madmen spouting nonsense in the streets about the likes of snake men, land-dwelling mollusks, glittering dragons, and even mind-altering sorcery.

Locari became shrouded in superstition, and anything or anyone related to it became regarded as a bad omen. While some human presence might have survived there, no captain would agree to sail near it until modern times.

The Nightfall

Since Urik Romhaar's descendants created a multi-continental empire, the Dumonian capital of Halstal has been the de-facto center of the world. The empire was quick to squash growing threats outside its borders to maintain this reputation, usually through pre-emptive wars to subjugate and, in rare cases, raze rival kingdoms to the ground.

It was rather unexpected then that the forces that would finally upset the balance of power would come not just from inside the empire but from the poor and arid province of Khus. Khus was a dry valley surrounded by mountains that blocked most rainfall and wind. It was sparsely populated apart from groups of nomadic peoples that led goats to graze on the occasional shrubs and small elven communities on the mountainsides. Not much happened there since Dumonian soldiers planted a flag in the desert and claimed it as part of their domain during the year 346 of the mortal era.

The First Miracles

In the spring of the year 876, travelers began flocking to Khus to see a miracle. Rumors had spread that a wise man named Alestair Marktaros had transformed acres of the desert into lush forest, diverted rivers, and made life spring forth in the desert. And by all accounts, he was no con man. Those who came to Khus witnessed mighty oaks and flowing water where cracked earth was a year prior. Alestair welcomed newcomers but kept his methods secret. Upon questioning, he only shared that he was guided by a higher power.

Alestair's exploits awed the common people, and word of his deeds reached the table of the emperor Tyman Romhaar himself. As settlers flocked to newly fertile fields, Khus suddenly required a better administration, and the emperor appointed Alestair as viceroy in recognition of his deeds.

As viceroy, Alestair ruled Khus with a gentle hand. He would sometimes disappear for months, claiming to be studying with a handful of apprentices, before reappearing to perform a new miracle. The fantastical exploits did not sit right with the Church of Man, and as Alestair's reputation grew, voices within the empire demanded to know his secrets. Under mounting pressure, Alestair agreed to build a house of learning for the public on the condition that he would choose the location.

Once students began arriving from all corners of the empire, Alestair resigned as viceroy to focus on teaching at the new Marktaros University. At first, he tried to handpick who was worthy of his knowledge, but that changed when the new viceroy forced him to accept less-than-ideal students who held influential positions within the empire or had strong clan connections.

He taught his new classes about a force of nature that had been dormant for ages, locked away by powers unknown. He told them of scrolls that he transcribed from the libraries of Akhethor that contained descriptions of spells thought to be ancient superstition. And finally, he told them how the land of Khus was extraordinary, for it was the only place where any of those ancient incantations worked and even then, only by performing the simplest rituals. He said it would take years of practice to revitalize a desert as he did, but those eager to learn and practice would create miracles of their own.

The Final Straw

Plenty of students became formidable wizards after decades of studies under Alestair. It became fashionable for members of the Clansraad to be capable of magic, and some clan houses even moved their estates to Khus to enjoy new magical comforts. With scores of new wizards, however, came also numerous incidents. Inexperienced casters, recklessness, and attempts at new spells led to deaths and other disasters.

The first wizard, Alestair Marktaros, himself became the victim of a freak accident when one of his students allegedly cast the wrong spell and incinerated him with his hands. After this, wizards were increasingly becoming seen as dangerous by the Dumonian people. The emperor saw this as an opportunity to curb the rising influence of Alestair's students and ordered the viceroy to drastically restrict the use of magic beyond the grounds of Marktaros university.

The wizards of Khus did not take kindly to the news, feeling entitled to their new powers and standards of living after decades of work. They convened in secret and decided to take matters into their own hands. Once the imperial emissary arrived with the official decree limiting the practice of magic before the university council, they responded by polymorphing him into a swine and sending him back to the emperor with a declaration of independence tied around the neck.

Mages killed the viceroy of Khus before the declaration of independence even reached the emperor, establishing themselves as the new rulers of the supernatural province and causing political upheaval within the empire.

Khusite war of Secession

Factions of loyalists emerged during the initial chaos, but a majority of the loyal wizards and clans fled Khus fearing persecution by the newly formed council of mages or imperial accusations of treason and sedition.

The mages caught the local militia off-guard with their spells, with local garrisons either joining the rebel cause or facing supernatural bombardment that no commander knew how to counter. Within a week, Khus was firmly under the control of the council of mages. Their initial advance stopped only at the mountains that separate Khus from the rest of Zalaron, where spells ceased to function. While the rebellion flared, the empire gathered forces for a punitive expedition into Khus. At the emperor's orders, generals mustered the largest army since Dumonia's conquest of Zalaron to overwhelm Khus at any cost. Entire legions gathered for an assault at mountain passes surrounding the rebel province.

Filled with zeal and hubris from their successes, the mages of Khus refused to surrender and searched for an answer within the ancient scrolls stored within the libraries of Marktaros University. Believing to have no other option, two scores of the most capable wizards attempted a ritual that they thought would unlock their true magical potential. Alistair had founded the university on a "ley-line", a place where the flow of magic was most potent. The ritual intended to reach into this font of power and rip it further apart.

On the winter solstice of the year 904, after hours of wizards speaking incantations, a terrible fate befell Khus. Whether an unforeseen consequence, a result of sabotage, or a mistake in the ritual, the ritual spelled disaster. A dramatic pillar of lightning erupted from the site and struck the heavens, after which the moon eclipsed the sun, and the day turned into night. After a brief delay, the sky above the ritual cracked like glass, and a different pillar of energy broke through the heavens, coming down and impacting the earth with such force and heat that it wiped out cities and turned sand into glass. The blast consumed the entirety of Khus and spilled out further for miles beyond that through the mountain passes.

Age of Stars

Following the destruction of Khus, the sun remained obscured for five days and five nights, during which time various magical phenomena ravaged the world and stars lit up the sky for the first time in a millenium. Creatures known only in myths and legends began appearing in the woods, spirits rose from their graves, and children were born with glowing marks on their skin. The wizards of Khus succeeded with their ritual to empower magic at great cost and broke the limits of the old world forever.

A Planetouched World

Once the Nightfall breached the veil separating the material plane from the rest of the cosmos, the influence of the outer planes poured into the world. These energies sought out places and creatures that best embodied their cosmic ideals and manifested by altering land and beast alike into echoes of foreign planes.

Wild places experienced a boom in animal populations, and forests grew as much in days as they naturally do in years. Dark and feared places shrouded in superstition became home to real monsters, while holy temples and sunlit peaks invited a supernatural warmth that inspired hope. This wave of change washed over the kingdoms of the world, creating brand new peoples touched by the wonders beyond the stars.

Souls laid bare

Morality is a complicated concept, and mortals often disagree about what constitutes good and evil. In contrast, the outer planes have a very objective view of morality tied to the incomprehensible forces that compose the fabric of reality.

When exposed to the judgment of the cosmos, mortals will feel their souls become drawn to an archetypical combination of evil, good, order, and chaos corresponding to a powerful place in the astral sea. The people of the material plane rarely fit perfectly into these archetypes, and most remained unchanged during the Nightfall. But some individuals display such extreme compassion or cruelty that the heavens and hells could manifest within them.

Those individuals blessed by the upper planes became known as Aasimar, walking paragons of virtue beloved by all. A high concentration of Aasimar became a point of cultural pride, and many received high-ranking positions in royal courts. Then there were those so vile and wretched that the lower planes twisted them into images of devils and demons known as Tieflings. Where the Aasimar inspired pride, the tieflings evoked feelings of shame and hatred. Tieflings became persecuted, rounded up, and cast out in what is known as the great exorcism, where human kingdoms cooperated in sending tieflings to a southern penal colony now known as Devil's Exile.

A child of an Aasimar or Tiefling will inherit the physical traits but do not have to reflect the values of their parents. Aasimar commonly feel immense pressure to live up to their saintly ancestors, while all of tieflingkind still pay for the sins of their fathers. Subsequent generations, therefore, have to contend with stereotypes and expectations that haven't held since the Nightfall.

Elements wake

The first embers of magic roused the long-dormant elements from their sleep, giving life to mighty boulders, rogue waves, cold gusts and even tiny embers. Just as the energies of the outer planes sought refuge in the familiar parts of the material plane, so did the elemental planes, creating domains upon Exether where the primal forces of nature ruled supreme. And along with the aasimar and tieflings appeared the elemental genasi.

Tieflings and Aasimar are easy to understand as far as planetouched races go, but the Genasi embody elemental forces that seemingly have little to do with mortal ideals. A steadfast man might have become an earth genasi, or fire could touch the soul of a passionate dancer, but the elements often manifested due to something less obvious.

Genasi were rarer than the other planetouched races, and were often poorly understood due to appearing in so many variations. Some integrated seamlessly into their old societies, while others left their old homes to heed the call of the elements.

The nomads of the Ch'in desert came to revere the genasi as beings blessed by fate, and their cities on the coast where the scorching sands met the ocean breeze became a place where genasi of all kinds could feel welcome among peers.

Vandori

The vandori are a planetouched race that arose from vagrant families exposed to cosmic energies after the fall of Khus. The affected humans seemed to have been superficially aged by the magic, with even the youngest appearing weather-beaten and wrinkled yet with no loss in strength or vigor. The vandori interpreted their change as a higher calling, believing themselves chosen by the stars in the sky.

Vandori bands organized depending on which constellation they chose to follow and continued their nomadic lifestyle with a newfound purpose of trailing the stars on their journey across the sky. These traveling communities went from groups of carriages to entire mobile towns since the invention of arcane caravans by vandori artificers.

Dumonia Fractured

Half of the Dumonian army found itself in or near Khus during the Nightfall to quell the rebellion, where the blast annihilated everyone but a lucky few soldiers. With a sizeable share of its forces turned to glass, The empire was ill-prepared for the following disasters, monstrous incursions, and the unrest that followed them. The desperate emperor ordered garrisoned troops all over Zalaron to return to Noricum to pacify the countryside, which had become infested overnight with all manner of werewolves, hags, and wraiths.

Dumonian holdings on the coast of Zalaron were ruled with a high degree of autonomy by a group of Lord Governors. These lands were treated as second-rate to the heartlands of Noricum and were often heavily exploited for resources. Only a token force remained in Dumonian Zalaron for weeks following the Nightfall, and the provinces there were hit badly by the supernatural storms due to their proximity to Khus. The northeastern province of Achon was effectively split in two by the blast barreling throughout the western mountain pass leading into Khus.

The southwestern province of Thiral was effectively cut off from the rest of the empire for days as its lush forests overgrew every road leading in or out. Every region in between faced some unique calamity, which only exasperated the plight of the people and their feeling of abandonment by the empire.

Revolution in Zalaron

Sensing a popular uprising, all the Lord Governors except for the iron-fisted ruler of Ceraun decided to betray the emperor and side with the outraged people of Zalaron to retain power, utilizing their ill-gotten gains to fund a war for independence.

The revolution came at a time when the Dumonian Empire still struggled with the return of magic and monstrous incursions. As a result, the empire had to rely heavily on the local Ceraunian armies for support. Ceraun was the closest loyal province of Zalaron to Dumonia, which meant that troops could be ferried quickly by ship. The ruler of Ceraun, Lord Governor Sithov Karch, was a cruel and ambitious man who wished to gain the emperor's favor at any cost and saw the war as an opportunity to show how well he had molded the underdeveloped lands he ruled into a military stronghold.

The revolutionary war dragged on for three years, during which time the empire authorized Sithov Karch to use new and experimental bio-weapons against the rebels, permanently laying waste to Dekker's Vale between Ceraun and modern Arrador. The rebels eventually won thanks to better supplies and numerical advantage, as an exhausted Dumonian Empire nearly crumbled to internal political turmoil, and its soldiers lost morale trying to control people who came to despise them. The rebels forced the Dumonian Empire to sign the treaty of Azar, giving up any claims to any territory upon Zalaron, including Ceraun, which remained the empire's only ally on the continent.

Thiral and the northern remnants of Achon broke away into their own kingdoms, while the remaining provinces of the rebel alliance reorganized into the Union of Arrador and crowned a new king. Through the Vinewell accords, the lord governors were barred from any political office but allowed to keep control of their respective monopolies and act independently of the government of Arrador to strengthen economic ties between the human kingdoms of Zalaron.

The lord governors subsequently founded the Astral Consortium to cooperate amongst themselves and promote magical and technological advancements without the regulations of the old empire.

Return of the Dwarves

At the end of the age of gods, the dwarves retreated into massive subterranean vaults and turned themselves to stone, waiting for their gods to return and free them. They knew not how long this would take but accepted that they might wake up centuries later to a world that had moved on without them. No runeseer had foreseen that their long sleep would trap them for almost a millennium.

Time was not kind to the dwarves trapped underground, with many dwarves and sometimes entire vaults eventually succumbing to the elements. Some were later unearthed only to be found undamaged but empty, their petrified denizens missing without a trace.

The destruction of the Nightfall reverberated throughout the ground, reaching deep into the mountains and caverns of the world, finally waking the dwarven clans. An age spent stuck beneath the earth left the newly freed dwarves with a crippling sense of claustrophobia and a burning desire for freedom and open skies. As they dug themselves out of their old cavern homes, they set up residence on mountain peaks and open fields alongside the other surface-dwelling races.

Cloudsilver

Veins of a new silvery metal began appearing near the old dwarven vaults after the resurgence of the petrified clans. This metal is strange because it slowly floats upwards in its pure form. The dwarves believe that it is a manifestation of the spirits of the dwarves that died before waking up, their souls yearning for the open skies.

Dubbed cloudsilver, dwarves treasure this metal and use it to develop airships and other flying wonders. Smithing using cloudsilver is of great cultural significance to the dwarves, who adorn anything crafted using it with elaborate runes detailing stories of their ancestors to honor their spirits. While venturing underground has become taboo in dwarven society, special exemptions are made for those that brave the dark tunnels to recover cloudsilver.

Gnomish Retribution

Even after the Nightfall, the gnomes of western Zalaron found themselves helpless against the people of Blumshafen. Humans had better weapons, and their size gave them a natural advantage in battle. Every year humans would encroach further upon gnome territory, expanding their farms by cutting down trees and building houses where gnomes once lived.

The first necromancer

Gnome territory continued shrinking for years until an earthquake shook northwestern Zalaron, which unearthed many ancient ruins from the age of gods. A curious gnome named Hasal Nezzelech found one of these ruins, or as he claimed, it found him. Inside the ruin was a vault that the earthquake must have shattered open, containing a trove of artifacts, tomes, and skeletal remains. Hasal naturally began to sort through the vault, carefully inspecting every item and playing with every bauble. Among the rubble, he found an eye and a hand carefully laid out inside an ornate box that seemed to call to him. Hasal pocketed the box and brought it into the woods, where he began to obsess over the items.

His demeanor changed the more time he spent near the box, and eventually, his obsession spiraled to the point where he returned to the ancient ruins and isolated himself with the artifacts. There he cut off his arm and gouged out his eye so he could graft the ones he found to himself. After binding the artifacts to himself, he realized that he could suddenly read the tomes in the vault, which contained the secrets of necromancy.

Founding of Ravik

Once Hasal Nezzelech emerged with the secrets of necromancy, he was eager to try them out against the humans who had inflicted pain on his people. Starting with remote villages, he began raising the human dead and using them as weapons. Once word got out about a gnome terrorizing human settlements, he gained followers among his kind, who also wished to learn necromancy to reclaim their homeland.

Hasal soon had a hundred necromancers following his lead and an ever-replenishing army that did not sleep, eat, or tire. A tide of undeath washed over the enemies of the gnomes. The humans that failed to flee the horde joined the shambling legions marching on the city of Blumshafen that razed it on a night that lives on infamy as the black massacre.

The gnomes attained retribution after centuries of defeats against the people of Blumshafen, although many abhorred the methods used. Those that followed Hasal Nezzelech decided to raise the city of Blumshafen from the rubble to serve as a new home for the gnomes. Growing out of this new home, the ashes of human civilization would provide fertile lands for the new nation of Ravik.

Warforged

The gnomes quickly mastered the art of reanimating cadavers, using skeletons, zombies, and other mindless undead for menial tasks during peacetime. It is only during recent years that scientifically-oriented necromancers, known as necro-engineers, have begun to tap the potential of manipulating spirits and souls.

The greatest invention coming from this research so far is the soul forge. A soul forge recycles a spirit into a new, usually artificial, body. Those who undergo this process can't usually remember their past lives apart from disjointed details or occasional moments of familiarity. A chronic sense of deja vu is a common symptom of a failed or unstable transfer.

In Ravik, artificial bodies powered by souls are seen as a natural next step in the field of necromancy, allowing for the creation of intelligent servants capable of more complex tasks than simple undead. The creation of soulforged servants is expensive and time-consuming, reserving them for the wealthy of Ravik. Because of this, most soulforged are well looked after, and gnomes commonly treat them as a part of the family. They tend to fulfill the role of a domestic worker such as a housekeeper, nanny or butler.

For those soulforged that desire an end to their servitude, the government of Ravik offers a path to citizenship through military service. Any soulforged servant that fulfills two years in the army may claim the title of warforged, which grants them an identifying mark that legally makes them equal to a gnome in the eyes of the law. Servants without the warforged mark are forbidden from leaving Ravik by penalty of death.

Elven Societies

The elves of Exether have been divided since the age of gods. Most elves left the continent of Zalaron to journey southwards, never to return. Those that stayed have either integrated into human societies, or maintained their way of life in remote towns and villages.

New homeland

Teferet, a valley adjacent to Khus, was spared direct destruction during the Nightfall, but was heavily affected by enchanted dust and latent magic in lake Eutrater which has historically served as the lifeblood of the region. The magical pollution caused strange illnesses among the human inhabitants, who began abandoning the area near the lake. Elves seemed largely unaffected by these phenomena, thriving in the magical climate. Those elves that spent significant time near the lake became infused with the power of the stars, learning to cast minor spells with no effort.

As the human population dwindled, elves inherited Teferet and finally had a land of their own for the first time since the age of gods. In these valleys, they created a society focused on magical study and harmony with the natural world, away from the growing industry of humanity.

Wood elves

Not all the elves that remained on Zalaron were content to let humans reign supreme. Some tried fighting the armies of men to no avail. These elves were driven out of the cities and away from civilization. Humans saw them as rash, uncivilized and aggressive, calling them wood elves to differentiate them from their well-behaved kin. Wood elves were nothing but a disruptive band of bandits during the reign of the Dumonian empire over Zalaron, raiding caravans on the western frontiers of their domain and stealing from villages.

Everything changed with the return of magic as the forests they would hide in began to fight on their side, with plant and beast alike striking at pursuers. Trees bloomed red with the blood of interlopers, and anything carried into the vermillion thicket by the elves became irrecoverable. Bands of wood elves viciously protect their forest homes with a ferocity that discourages even trained armies from engaging them.

Arrival of drow elves

Guided by an elven goddess of the moon, Eilistraee, a gargantuan elven ark accompanied by a handful of smaller ships came to southeastern Zalaron from the far south years after the Nightfall. The elves that arrived on the ark did not resemble those known by humans, their skin was colored dark with shades of blue and purple, and their eyes were unaccustomed to the sun.

Calling themselves the drow, these elves claim to have come from a mighty elven empire on the faraway continent of Iaslesh on a mission to find their missing goddess. The high priestess in charge of the drow expedition, Besshalee Narn, believes that the goddess Araushnee is trapped somewhere beneath the scorpion-infested sands of the Nogi desert.

After arriving on Zalaron, the drow befriended the dwarven inhabitants of Vozmead peaks and traded their significant fleet for a piece of the Nogi desert where the dwarves held dominion. Their nocturnal lifestyle proved well suited for avoiding the scorching temperatures of the desert, and drow elves soon became known for their mining expertise as they religiously dug tunnels wherever they suspected clues of their goddess.

Faiths of Exether

The divine banishment of ages past created a powerful barrier around the Material Plane that sealed the deities within their respective domains in hopes of salvaging the new age and preventing further destruction. The Nightfall severely damaged this barrier, allowing some influence to seep in from the outer planes but not enough for the gods for gods to manifest on Exether. Thus, the gods patiently watch their creations from beyond the veil, lending what small power they can send through the stars that mark the gaps in the barrier to aid the goals of their faithful

The people of Exether had close contact with the gods in ancient times, and many modern religions still pay homage to the old pantheons that created and guided their respective races. The absence of gods since the divine banishment has led to religious beliefs have becoming more fluid. Some pantheons abandoned in favor of new deities or entirely different beliefs about the nature of the world. The spread of people across Zalaron and Noricum allowed religions to intermingle, and individual gods could be absorbed into more popular pantheons or worshipped through multiple different faiths.

The Church of Man was the dominant faith of the Dumonian Empire and holds sway over most of Zalaron and Noricum-except for Ravik, which favors the Creed of Hasal. Other religions connect specific cultures or communities; the Vandori observe the Astral Path, and the Seldarine sects guide the elves of Exether.

Religion is especially important for a paladin, cleric, or druid, yet any character can have faith in a higher power. Following a religion is a way to give your character a deeper connection to the world and a bond to other members of the community. The Foundation of Faith table can provide ideas for the source of your beliefs.

Conversely, a lack of faith can also be a meaningful part of your story. If you don't believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can help shape your story.

Foundation of Faith
d6 Quirk
1 You were raised in the faith. Your religion is an important part of your family and community
2 Someone you care about—a mentor, a friend, or a lover—introduced you to the faith
3 You were raised in a different religion but became drawn to the ideals and beliefs of your current faith.
4 You never took your faith seriously. Then you made a vow during the Nightfall, pledging your devotion if a disaster was averted ... and it was.
5 You're devoted to your religion, but you've never been formally educated in its ways. You follow your own personal interpretation.
6 You had a transcendental experience and believe you have a divine purpose to fulfill.
Rejection of Faith
d6 Quirk
1 You believe that the magic of clerics and paladins doesn't come from deities, but from the caster's inner power or belief.
2 You come from an agnostic community and give little thought to spiritual matters.
3 You were once deeply devout, but a tragedy during the Nightfall caused you to question your faith.
4 A personal loss or betrayal shook your faith.
5 You were spiritually scarred by an encounter with a fiend or aberration.
6 You've created your own personal religion and believe that all the established faiths are flawed.

The Church of Man

  • The gods are with us at all times. Phaies stands at every forge, and Bahamut is with you whenever blades are drawn.
  • Honor every god in their place and time. If you hear one voice clearly, embrace their path.
  • The gods shape the world. They offer us guidance and strength, but we must learn to listen.
  • As a follower of the Church of Man, you believe that the hand of the gods can be seen in all things. What others take to be intuition or instinct, you see as the voice of the gods offering guidance. You don't need absolute proof; the fact of a bountiful harvest is evidence of Yondalla's benevolence

The pantheon of the Church of Man embodies all that is good in the world. The people of Exether have followed the gods for thousands of years, and everyone knows the names of the human gods. Even people who aren't devout might still swear by the Waukeen or offer a prayer to Ilmater in a moment of crisis.

The Church of Man originated as an organized form of the various naive beliefs of humans in Noricum, incorporating the most worshipped deities and traditions on the continent into a united faith. Since then, the Church of Man has evolved alongside the Dumonian conquests of Zalaron by integrating foreign beliefs to aid the conversion of new provinces. For example, the successful integration of halflings into human society has brought summer feasts and worship of Yondalla as a nature goddess into the traditionally human pantheon.

Nowadays, the church allows great autonomy to local temples, but its true authority still resides in the Dumonian city of Dreatford. The archpriest of Dreatford divines the ever changing will of the gods and translates it into new practices for the church.

As a faithful follower of the Church of Man-you might feel connection to a particular god but still show reverence to each. Your background can influence your particular interpretation of the gods-the clearbough halflings consider the gods part of a larger family of deities, while some Dumonians honor only an aspect of the sun god Lathander-but any character can be a follower.

Seldarine Sects

  • Create, inspire, and find beauty in all that you do.
  • Follow the echoes of lost magics, forgotten sites, and ancient art, for within these lie the Protector's first works.
  • Combat the followers of darkness wherever they might be.

All elves used to follow the gods of the Seldarine, but the fracturing of elven society has created multiple branches of the faith that disagree about the interpretations of their gods. The elves that remained on Zalaron have worked hard to preserve their beliefs in the face of human domination, and their faith is the most traditional one. The High elves and some half-elves of Zalaron follow what is known as the Orthodox Seldarine, which puts particular importance on magic and arts in order to emulate the chief deity Corellon.

The wood elves spent centuries isolated from civilization and their kin, and the nature-focused gods of the seldarine, such as Rillifane, have supplanted the likes of Corellon and Angharradh in importance. The wild seldarine emphasizes harmony with nature and living off the land, eschewing arcane magic. This sect has spread beyond elvenkind, attracting followers among forest gnomes and druids.

The drow elves come from a matriarchal society, and reflect this in their religious views. The Southern Seldarine brings the female gods to prominence, especially Corellon's first wife, Araushnee, who serves as the head of the pantheon. This revision has proven very controversial with the elves of Zalaron, who believe that Araushnee betrayed Corellon. The drow also believe in several gods previously unknown to Zalaron, including Araushnee's and Corellon's supposed daughter Eilistraee that has dominion over moonlight. Eilistraee is especially important among the Southern Seldarine owing to the drow's nocturnal lifestyle and the apparent disappearance of Araushnee.

Mordinsamman

  • We are the spiritual anchors of the greatest champions of our people. Through our faith, we keep their spirits from being lost to oblivion.
  • You have been chosen by a hero. Live your life as they lived theirs, letting their instincts guide you.
  • Treasure our past and the stories of our people. You are the vessel through which new legends will arise.
Deities of Exether
Church of Man Alignment Province Suggested Domains Common Symbol
Bahamut LG Honor, Justice Life, Order,* War Silver dragon's head in profile
Ilmater LG Martyrdom, Suffering Life, Peace*, Twilight, Hands bound at the wrist
Lathander NG Dawn, Renewal Life, Light Road traveling into a sunrise
Oghma N Knowledge, Bards Knowledge A blank scroll
Phaies LN Artifice, the Forge Forge,*** Knowledge Crossed hammer and tongs
Waukeen N Trade Knowledge, Trickery Coin with woman in profile
Yondalla LG Fertility, Protection Life, Twilight Cornucopia on a shield
Orthodox Seldarine Alignment Province Suggested Domains Common Symbol
Angharradh CN Protection, Wisdom Knowledge, War, Peace Three interlocking circles
Araleth CG Stars, Revelations Knowledge, Twilight Shaft of light
Corellon CG Art, Magic Arcana,** Light, War Quarter moon or starburst
Elebrin CG Gardens, Harvest Life, Nature Acorn
Khalreshaar NG Half-elves, Love Nature, Life Heart-shaped leaf
Wild Seldarine Alignment Province Suggested Domains Common Symbol
Rillifane CG Woodlands, Seasons Nature Oak
Solonor CG Archery, Survival Nature, War Silver arrow
Tarsellis CN Mountains, Rivers Nature, Tempest Mountain with a river
Southern Seldarine Alignment Province Suggested Domains Common Symbol
Araushnee CN Destiny, Artisans Fate Eight-pointed metal star
Eilistraee CG Moonlight, Dance Light, Nature, Life Full moon with a silver sword
Keptolo CE Males, Hedonism Nature, Trickery Mushroom
Zinzerena CN Deception, Ambush Trickery Shortsword draped in cloth

The suggested cleric domains are from the Player's Handbook, unless followed by an asterisk:

* The Order and Peace domains appears in Tasha's Cauldron of Everything

** The Arcana domain appears in Sword Coast Adventurer's Guide

*** The Forge and Grave domains appear in Xanathar's Guide to Everything.

Dwarven religion is based on the veneration
of ancestors. Dwarves deem any ancestor of their
clan to be worthy of worship, but especially heroic
figures can earn the admiration all dwarves
irregardles of clan ties. The commonly known gods
of the Mordinsamman (a dwarven term meaning
"shield brothers on high") are the most powerful and
widely worshipped ancestors in dwarven
history, whose deeds have elevated them to divinity.

The dwarven faith has changed the least of any
religion since the Age of Gods. The dwarves that
spent almost a millenium inside their vaults kept
praciticing all of their old rites upon waking up. The
only significant addition has been the appearance of cloudsilver, which dwarves believe contain a
manifestation of ancestor spirits. Tools, vehicles and
jewelry containing cloudsilver have become sacred, and dwarves believe them to be sentient.

For reasons unknown, some of the dwarves woke up in their vaults ahead of time, with the failed petrification
spell leaving their skin permanently greyed. Believing themselves to have been forsaken by their ancestors, these dwarves retreated into the ancient dwarven mines and tunnels, where they adopted the resentful exiled god Laduguer as their new chief deity.

Creed of Hasal

  • Everyone has a spark of divinity. Find that power within.
  • Death is the end, the Shadowfell is oblivion, and if the gods exist, they are cruel. Stand with those you care for; all we have is this life is each other.

What just god would allow death and suffering? The Creed of Hasal teaches that we all have the potential to become divine beings-and that death is a curse, designed to kill you before you can unlock the divinity within you.

The Creed of Hasal is a grim faith, founded by Hasal Nezzelech, a gnome that fought humanity with the powers of necromancy.

Deities of Exether, continued
Mordinsamman Alignment Province Suggested Domains Common Symbol
Laduguer LE Duergar, Magic, Crafts Arcana**, Death Broken arrow
Marthammor NG Travel, Lightning Nature, Trickery Mace in front of a tall boot
Moradin LG Craft, Creation Forge,*** Knowledge, War Hammer and anvil
Hanseath CN Brewing, Festivity, War Trickery, War Beer stein
Sharindlar CG Love, Healing, Mercy Life A burning needle
Other Faiths Alignment Province Suggested Domains Common Symbol
Creed of Hasal LN Immortality, Community Death, Grave***, Knowledge Colorfully engraved skull
House of Fate CN Fate, Luck Fate Pair of golden die
Lords of Avarice NE Wealth, Greed Trickery Silver hand bleeding gold
Astral Path NG Travel, History Arcana**, Nature, Knowledge Constellations
Order of Amaunator LN Sun, Law, Retribution Light, Order*, War Golden sun

The suggested cleric domains are from the Player's Handbook, unless followed by an asterisk:

* The Order and Peace domains appears in Tasha's Cauldron of Everything

** The Arcana domain appears in Sword Coast Adventurer's Guide

*** The Forge and Grave domains appear in Xanathar's Guide to Everything.

It asserts that death is oblivion, that the
universe is uncaring, and that if the gods exist, they are cruel.

Its followers study the secrets of blood and life, and because they believe that death is the end, they see nothing wrong with using the bodies of the fallen to serve the living. Seekers of the Divinity Within (as the faithful call themselves) are glad to be reanimated after death; at least they can do some good.

Because of this association with necromancy, many believe the Creed of Hasal embraces death and its followers want to become undead. Both ideas are false. The Creed of Hasal sees death as the ultimate evil. Seekers don't want to become undead; they want to become divine beings. The faith teaches that divinity is tied to blood and soul, and the undead can never fully harness that power.

In addition to a general revulsion toward the undead, the public opinion of the Creed of Hasal is colored by the actions of the Crimson Avengers. This supremacist sect wishes to inflict suffering upon humans, and it employs necromantic magic in acts of terror. However, most Seekers don't support the Crimson Avengers. The Creed of Hasal has its strongest following in Ravik where it is the national religion.

House of fate

  • Everyone has a predetermined destiny
  • Take risks, or you will never attain your true potential
  • Only in moments of pure chance can fate guide you

According to the House of Fate, it is not gods that dictate the lives of mortals but fate itself. For every life upon Exether, there is a beautiful story to be told; but it is rarely allowed to unfold. Going against the predetermined path is the root of all suffering. The fortunate (as the faithful call themselves) must trust their instincts and have the courage to seize opportunities that arise.

The faith has become notorious for its extravagant rites as gambling has become a core institution of the religion. Since gleaning your true destiny can only be done in moments of pure chance, House of Fate ministers have come to host games of chance as a method of prosyletizing. The House of Fate operates various gambling venues both in the Ch'in desert and abroad, where visitors can play card games or dice, receive tarot readings and participate in lotteries. The most famous of these venues is the Palace of Destiny, found by the Soulmirror oasis in the central Ch'in Desert, and attracts visitors from all over Exether with a yearly grand prize of a wish spell granted by a genie.

Genies, and by extension the genasi, are revered as a chosen people among the fortunate, not only having their destiny manifest visibly like all planetouched, but the most powerful of them have the ability to grant wishes which are some of the few things capable of truly changing fate. Genies are often voluntarily given offerings of wealth and sometimes entire emirates by those hoping a pleased genie's divine favor will rub off on them.

Lords of Avarice

  • Amass wealth, but spend little. The gold—and the power that comes with it—is sufficient reward in itself.
  • Do not forgive nor forget an indignity to yourself. Let no affront go unpunished.
  • Take what you covet. Those without the strength to defend their dominion are not worthy to have one.

Material wealth has always been a shortcut to power, influence, and popularity, and mortals have always looked for shortcuts to attaining it. The Lords of Avarice isn't just one cult but a term used by outsiders to describe disparate cults that all revolve around greed and wealth at the cost of others. Its members are willing to worship any deity that will aid them in amassing coin, be it the fallen Tiamat, dwarven Abbathor, the devil Mammon or any other god or demigod of ill-gotten treasures.

The Lords of Avarice attract those who are not content with what they have and will stop at nothing to get more. Membership in such a cult is voluntary, and spellcasters are more likely to be warlocks or wizards than clerics; their power comes from bargaining, not from faith.

The greedy nature of these cults means they can often have significant resources and worm their way deep into political structures or powerful guilds. Particularly zealous followers tend to be willing to stab even allies in the back if they covet their treasures. A cautionary tale exists among the lords of an exarch of Tiamat who was cursed to turn anything he touched into gold for stealing a portion of the dragon queen's hoard after swearing to guard it.

The Lords of Avarice often appear as antagonists. However, your character could be a member of a relatively benign cult. You might have been raised in a cult but broke free from its influence. If your character was or is part of a cult, work with your DM to develop the details of your sect.

Astral Path

  • Listen to strangers and share their stories with the world, it is up to you to keep their wisdom and memories alive.
  • Follow your star sign as it travels across the sky, it will guide you to where you need to be.
  • When you die, you will join the countless stars and guide the next generation.

The Astral Path is intrinsically tied to Vandori culture. Followers of the path believe that one of the constellations in the night sky is their ancestral homeland and that following it is a good omen. To this end, the vandori have no permanent home. Instead, they will travel to the western coast of Zalaron with their chosen stars until they can go no further and then voyage east to meet the stars again on their approach from Noricum. It is rare, but not unheard of, for vandori bands to travel by sea in pursuit of the stars since it would require them to abandon their arcane caravans.

An honored tradition of the Astral Path is the retelling of oral history, from mythical adventures among the stars to the history of a vandori band and those they have met on their travels. Vandori are often willing to trade favors in exchange for riveting tales from adventurers, and it is often through their caravans that news and rumors of current events reach even remote parts of Zalaron.

While the vast of majority of followers of the Astral Path are vandori, the path also teaches to be welcoming to strangers and hospitable, and it is possible for anyone that travels with a vandori band to adopt their beliefs.

Order of Amaunator

  • Amaunator is a force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the sun.
  • Every mortal soul can find the light. Inspire and guide others to virtuous behavior; smite those that lead others astray.
  • Punish those who break the law and offend the sun.

The Order of Amaunator started as a cult of the human god Lathander before its diverging beliefs made it incompatible with Church of Man doctrine. According to the order, Lathander is but a softer aspect of Amaunator, who is the true form of the sun god. Unlike Lathander, Amaunator is a harsh but fair god of law and the sun.

Members of the Order of Amaunator recognize that other gods exist, but no gods apart from the sun are worthy of worship. Amaunator is the supreme truth and order of the world, and his word commands all on Exether.

On Noricum, where the order originates, followers of Amanator have gained significant influence during and after the Nightfall by successfully repelling numerous demonic incursions. Their supporters within the Dumonian clansraad passed laws legalizing worship of Amaunator alongside the Church of Man. Thanks to this status, the order has been able to accompany Dumonian colonists to the continent of Locari, where they've been fostering a growing base of worshippers.

The order gained notoriety thanks to its disproportionate amount of magic-wielding clerics, which they see as proof of their god's involvement and approval of their practices. In rare cases, pious followers of Amaunator have even come back from the dead to continue serving their god. These undead individuals are known as the Sunkissed, and their blessed deathless state marks them as champions of the faith.

The Sunkissed have become controversial for their zealotry and vindictiveness. Amaunator's undead feel an inherent bloodlust towards evildoers and feed on the blood of sinners and criminals to sustain themselves. Although the Order of Amaunator denies it as slander, there have been instances of sunkissed champions becoming cast out by Amaunator after feeding on innocents and being forced to stalk the nights as vampires avoiding his gaze.

PART 2

Character Options

Smoke from the factories of Brinewick rises up around you, the bustle of the city drowning out even heavy machinery. Or wind rushes through your hair as the airship you're riding races toward adventure in the untamed vermillion thicket. Or you hunt Crimson Avenger agents on the argentum rail, creeping through one train car after another. Or you chart another adventurous course on the unexplored continent of Locari. Whatever path your character takes in Exether, consider how the world affects your character.

Building on the book's introduction, this chapter reveals how you can create a character shaped by Exether and its tumultuous history. The chapter offers you the following choices:

  • Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player's Handbook and learn here how Exether has affected that species' development.

  • Zodiac Brand. Decide whether your character bears one of the mystical marks associated with the stars.

  • Background. Choose the house agent background if your character has devoted themself to serving a dragonmarked house.

  • Subclassess. You have the option of choosing the new subclasses to create a character that fits seamlessly into the world of Exether.

  • Group Patron. Working with the other players in your group, decide which of the great powers in the world backs your group. This decision can shape your entire campaign.

Races

Humanoids of all kinds have made their mark on Exether. Presented in alphabetical order, the playable races in this section have especially shaped the land's recent history. Each of the races described in the Player's Handbook and Mordenkainen Presents: Monsters of the Multiverse has a place in Exether. As you make a character from one of these races, this section can help you understand your character's place in the world. This section also presents other playable races that have performed important roles in the world's evolution:

  • Mousefolk used to dwell unnoticed in the grasslands of Arrador. The advent of rail transport has allowed them to explore the wide world and find new homes.

  • Mutant Hybrids are created by in Ceraun as an improvement of the human form or as cruel experiments.

  • Vandori are a wizened race of nomadic travelers. Using advanced mobile homes, they travel across Exether following the star signs and sharing tales.

  • Warforged are artificial lifeforms built using human souls to serve the gnomes of Ravik. Created as intelligent housekeepers and soldiers, they now seek a place and purpose beyond war and servitude.

Changelings

And worst of all, he could be any one of us. He could be in this very room! He could be you! He could be me!

—Captain Balich to a room of disguised changelings


Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.

Changelings of Achon

The shifting scar that divided the old kingdom of Achon is known for its ever-changing flora and fauna. Plants here grow in aberrant shapes and twist overnight, and mimics can lurk behind every boulder. The people caught in this area during the nightfall were similarily changed, becoming changelings and, in extreme cases, doppelgangers.

Large communities of changelings now exist in the remaining cities of Achon, where they tend to use their powers to blend in with the rest of the populace to avoid discrimination. Guards there sometimes bring out large wishstones on carts during patrols and official functions that can induce powerful allergic reactions in changelings that cause them to shift forms uncontrollably. This practice has been called cruel, but it is the only reliable way of identifying changelings without shedding their purple blood.

Organizations engaging in clandestine or illicit activities value the natural abilities of changelings, with many opting work for criminal gangs, the Crows, or even the Astral Consortium.

Dragonborn

Hoarding gold, knowledge, and artifacts, what good
does it do them just sitting there?

—Osnan Undermane, Clearbough Accountant


Dragons created the dragonborn to serve as protectors and stewards of knowledge. Now, they attempt to carve out a future of their own from the ruins of civilization.

The Dragon Isles

Thousands of years ago, the dragon gods Bahamut and Tiamat established a garrison of dragonborn in what is
now the dragon isles. These warriors were assigned to protect the region against the influence of other gods.

This dragonborn nation came crashing down with the banishment of gods almost a thousand years ago, and the subsequent death of the magically starved dragons. Their nation in ruins, the dragonborn retreated to the heart of
the old draconic empire. They have remained there
ever since.

The dragon isles, especially the old capital of Illvasaar, contain troves of ancient technology from the age of
gods. Many of these machines still work, but nobody
knows how to maintain or replicate them. Weapons, automatons, and ancient treasures have all turned the
dragon isles into a lucrative destination for looters who usually face the wrath of dragonborn clans.

To date, the dragonborn have largely ignored the humans of Zalaron, and the few humans who've encountered dragonborn believe they're some exotic type of lizardfolk. If you're a dragonborn, what has caused you to emerge from the Dragon Isles? The Leaving the Dragon Isles table offers some suggestions that might spark further ideas.

Leaving the Dragon Isles
d8 Reason for Leaving
1 You come from a large family and there's no room for you to shine in your clan, so you hope to make a name for yourself in the wider world.
2 You want to assemble champions who can help you explore the ancient ruins beneath your ancestral home.
3 You're a simple hunter, but you've decided to seek your fortune or a real challenge in the world beyond the Marches.
4 You're searching for a legendary draconic artifact, stolen centuries ago by a Vairian noble.
5 You're pursuing a vendetta with a personal rival, seeking to defeat them either in battle or in business.
6 Your clan has arranged your marriage and your future, and you've decided to have a few adventures before you settle down.
7 A feud with a rival clan has gotten out of hand, and it's best that you spend a few decades away from the dragon isles while things cool down.
8 You wish to study foreign technology to make sense of an ancient draconic mechanism.

Feat: Hoard Away From Hoard

Prerequisite: Dragonborn or Draconic Bloodline Origin

You like the feeling of having large sum of gold near you when you rest. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.

  • Whenever you take a long rest with a certain amount of gold pieces in your possession you roll the corresponding die and gain temporary hitpoints equal to the roll.

Hoard Size
Number of Gold Pieces Hitpoint Die
50 - 100 1d4
100 - 500 1d6
500 - 1000 1d8
1000 - 2500 1d10
2500-5000 1d12
5000 or more 1d20

Gem Dragonborn of Locari

According to dragonborn legend, the dragon gods Bahamut and Tiamat sent their first-born son Sardior, the first of the gem dragons, southeast to contain the influence of the far realm. These dragonborn have spent the past millennium battling the armies of mind flayers.

Unlike the dragonborn of Zalaron, the dragonborn of Locari have been able to nourish their dragon overlords using psionic magic during the age of man, albeit by forcing them into deep hibernation. These dragons are now being nursed back to strength, eager to continue their crusade against the plane of madness.

The growing dumonian colonies on the coast of Locari have created an opportunity for these dragonborn to interact with the larger world of Exether, but it may require something drastic for a gem dragonborn to abandon their home and duty.

Dwarves

Claustrophobia is the fear of closed spaces. For example: I am going to the tavern and I'm scared that it's closed.

—Dwarven Joke


Dwarves' long memories give them uncommon insight into the world of the past. However, this connection to the past can make their societies resistant to change, even when change is desperately needed.

Lords of the Skyholds

In ages past, dwarves established a mighty nation beneath the surface of Exether. Most dwarven legends dwell on the mighty artifacts and priceless treasures crafted by ancient deep-dwelling dwarves, and of the bloody wars they waged against the orcish tribes.

Dwarves today cherish the memory of this ancient nation, for the dwarves of Exether splintered after emerging from their thousand-year petrification inside underground vaults. While the vaults continue to wake, each one gives rise to a new dwarven society. Yearning for freedom and open skies after being trapped in caves for so long, and with only the ruined husks of their mighty cities still standing, the dwarves have rebuilt on mountain peaks far above their ancestral homes, known today as the dwarven skyholds from where the worlds airships lift off.

Uniting all dwarves of Exether is the cultural disdain for the underground, which has become synonymous with danger and confinement. This feeling of claustrophobia has fueled the development of climbing equipment, airships, and giant chains that have enabled the construction of the skyholds. Dwarves also believe it is why cloudsilver metal floats, as it is supposedly a manifestation of the dwarven souls that died inside the vaults. Still, not all dwarves share this feeling equally, with many being content with living in open fields on the ground or even sailing the seas.

The cursed Duergar

The petrification spells that let the dwarves wait out the age of man relied on the skill of the runeseer that cast them. There have been instances where the spell faded, and dwarves woke up centuries early.

The affected dwarves had their skin stained gray like stone forever, and their minds shattered. Known now as the Duergar, these cursed cousins of the dwarves still stalk the ancient halls of their old kingdom, rarely venturing to the surface except to raid or establish military outposts such as Sunblight in northern Noricum.

Elves

Elves show so much variety, yet they all feel superior to us.

—Duran Kemble, Thiralian Historian


As a whole, elves are driven by tradition and respect for the past. Where humans value innovation, elves strive to master and perfect the techniques of their ancestors over the course of studies lasting centuries

Drow: The Shivathi

In the final years of the age of gods, the elven gods gathered their followers in their last remaining city, Syngorn and ordered them to sail south where could avoid war with humans.

A thousand years later, they eventually returned to Zalaron, albeit changed by their isolation. Arriving on a massive ark, the drow elves coming from the distant continent of Iaslesh were a nocturnal people with dark skin and foreign gods, unrecognizable to the elves of Zalaron. They've since become hardened by the Nogi desert they've come to inhabit, where they've dug intricate subterranean settlements and stalk the cold sands by night.

The elves of Zalaron have recently received emissaries from the drow, offering riches and knowledge from the south as tokens of friendship. Their goals are noble, but none can deny that these are missionary expeditions in search of new followers—and in search of the lost goddess Araushnee.

Feat: Acclimated

Prerequisite: Sunlight Sensitivty trait

More accustomed to life in the sun, your tender eyes have overcome their sensitivities. You gain the following benefits:

  • You gain proficiency with one of the following skills of your choice: Insight, Investigation, or Perception

  • You ignore the effects of your Sunlight Sensitivty trait.

High Elves: The Civathi

The largest elf-majority civilization in Zalaron is the Teferet Concordat, which is made up primarily of high elves. The concordat traces its roots to old treaties signed by elven villages remaining on Zalaron during the age of man, vowing to cooperate to resist human rule. Since the settlement of Teferet, the area has become the de facto capital of the elves, spurring mass migration to their new homeland.

The high elves, know in their language as the Civathi, inhabit an area heavy in magical residue from the Nigthfall, which has suffused them with latent magical powers. High elf culture values magical prowess above almost all else, with art and beauty coming in as a close second. Civathi who become adventurers often do so in pursuit of inspiration or self-discovery.

Wood elves: The Sylvathi

Driven out of their homes by humans for refusing to join their kingdoms, some elves retreated into the forests, where they continued their struggle as partisans. While isolated from their fellow elves and locked in perpetual struggle against humans, the wood elves became increasingly savage, xenophobic, and reliant on what nature could provide them.

More than a few woodland elves feel stifled by their cousins’ unrelenting focus on history, magic, and the preservation of elvenkind. These elves have created their own distinct culture as the Sylvathi elves of the woods, living in harmony with the forests that have protected them for centuries.

Gith

Don't venture into the mountains if you want to keep your scalp attached to your head.

—Locari travel brochure


Once human, the gith were enslaved and altered by the mind flayers. After successfully gaining their freedom in a violent revolt against their tyrannical masters, the gith have been divided by generations of conflict and ideological differences.

Githyanki

The Githyanki are a savage sect of the gith that has remained vigilant since the downfall of the mind flayer empire in Locari. They travel as nomadic warbands, hunting animals for nourishment and aberrations for sport.

The githyanki regard other races as a threat and are ferociously territorial, only maintaining friendly relations with the gem dragonborn that aided them in the war against the mind flayers. They are known to capture and scalp human colonists to access their memories using psionic rituals.

Githzerai

The githzerai are pacifist gith that wish to leave the violence of the past behind them and start a new civilization not defined by their struggle against the mind flayers.

Cast out by the githyanki tribes for perceived cowardice, the githzerai have settled in the lush jungles of northern Locari, where they've been quick to make allies out of the dumonian colonies and other foreigners as a precaution against the nearby Yuan-ti and grudge-bearing githyanki.

Gnomes

It's wrong, it's creepy, but I'll be damned if it isn't effective.

—Alarich Brand, Human Artificer


In lands inhabited by people taller and stronger than them, gnomes often resort to living exclusively among other gnomes for their own security.

This attitude has kept the gnomes of Exether safe for generations, but it has also instilled many gnomish societies with a pernicious strain of xenophobia.

Ravik

To say that every Ravikian gnome is a ruthless necromancer would be a hurtful exaggeration. Necromancy is the basis of Ravikian society, though. Every gnome child of Zilargo is taught how undead thralls built their nation, and by the time they reach adulthood most have been completely accustomed to the presence of the undead.

Even a gnome with a good heart and noble goals—of which there are many—often has no issue with the practice of necromancy and soulbinding. Without the undead, the gnomes could never compete with the other races on the battlefield or tasks requiring back-breaking work like farming and construction.

Ravikian society has grown to value curiosity and experimentation, which has further solidified them as technological rivals to the humans of the east.

Forest gnomes

Forest gnomes believe that the gnomes of Ravik have lost their way and reject their cousins' martial culture, use of necromancy, and industrialization. They uphold the traditional gnomish way of life that avoids disrupting nature and values beasts as equal members of society.

Forest gnomes get along well with wood elves, druidic circles, and other guardians of nature, but are otherwise suspicious of newcomers. Reluctantly, they accept protection from Ravik which has vowed to guard the ancient forest homes of the gnomes from outside forces.

Goblinoids

Maybe the hobgoblins will figure out a way to declare war on poverty and illiteracy to save the sorry state of their nation.

—General Sanadal Tarliach of Ravik


Goblins, hobgoblins, and bugbears are three distinct races with a united past. They are known today the invention of sparkpowder firearms and their eagerness to use them.

Yulug Dynasty

Hobgoblins are the leaders of the Yulug Dynasty, enforcing their will on their goblin and bugbear peers through a strict caste system. The history of goblinoids is filled with strife; when they weren't fighting Orcs or Ogres, tribes usually turned on one another. This came to an end with the rise of Ravik and gnomish expansion west. The gnomes began attacking historical goblin regions in western Zalaron and the surrounding islands, and this gave focus to the divided tribes.

A brilliant hobgoblin from the island of Dornot, Batbayar Khan, united the western goblinoids under the Yulug Dynasty. Under his leadership they marched east, seizing control of what is now Gavkhan (see chapter 4), turning it into a tributary state. The aging Batbayar remains as the ruler of the Yulug Dynasty, and many fear that his death could throw the region of Gavkhan, and perhaps all of the Yulug Dynasty into chaos.

As a Yulug Dynasty goblinoid, you hold your place through cunning and strength. You may have been a former mercenary now seeking adventure. You could be working as an emissary for one of the Gavkhan tribes or even Batbayar Khan himself. Or you could have been driven from your tribe by the actions of a rival; perhaps you're seeking allies to reclaim your birthright.

Goblins of the East

Goblins in the Yulug dynasty find themselves at the bottom of the caste system, where they are never allowed to rise beyond the positions of a simple peasants to be conscripted.

Goblins escaping their mistreatment or fleeing war in Gavkhun have spread throughout Zalaron and established small insular tribes all over the continent. These tribes have become notorious for sending out raiding parties that ambush carriages and kidnap farm animals, earning the ire of any civilizied races.

Goblin settlements are primitive and rarely have anything more advanced than palisade walls. Tribes descending from the Yulug Dynasty might have a nilbog shrine dedicated to a nameless trickster god known to possess goblins in danger.

Feat: Nilbog Trickery

Prerequisite: Goblin

You learn the mischievious ways of your spirit-possessed kin, able to taunt and fool your enemies with ease. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.

  • You learn the vicious mockery cantrip. Charisma is your spellcasting ability for this spell.

  • When a creature you can see targets you with an attack or harmful spell, you can use your reaction to force the creature to first make a Wisdom saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature must choose a new target or lose the attack or spell. This ability doesn't protect you from area effects, such as the explosion of a fireball. Once you use this ability, you can't use it again until you finish a long rest.

Half-elves

I am more than two halves, I am a whole new thing.

—Half-elf Proverb


Half-elves occupy all lands where humans and elves gather. In ancient times, the appearance of half-elves was a cause for alarm in elven society, for prejudiced elves saw the union between elves and humans as a symptom of impurity in their blood and culture. Such attitudes have cooled across the continent of Zalaron in recent centuries, although half-elves still face suspicion in drow society.

Rannor

During Dumonian rule, half-elves enjoyed greater rights than elven citizens, and appeared in every urban center. They eventually made up a majority of the city of Callaird which has cemented the city as synonymous with half-elves among humans. After Dumonian retreat from the continent, the lands surrounding Callaird became the cosomopolitan nation of Rannor.

The culture that has developed among Zalaron's native half-elves places a strong emphasis on hospitality toward other Zalaronians. They don't expect each other to put themselves in danger for strangers' sake, but when possible, half-elves do what they can to help others with information, shelter, and the like. Rannorian communities have weekly unity dinners where local news and events are shared; these meals are a great chance to hear about local events and opportunities.

Many Rannorians espouse the idea of "the bridge between," the notion that the half-elves are called to facilitate communication and cooperation between members of different cultures or species. Rannorians who follow this philosophy often become bards, diplomats, mediators, or translators. Others are fascinated by their distant connection to the fey and seek to build bridges between the Material Plane and the Feywild of Thiral. These Rannorians often become druids or warlocks with Archfey patrons.

Half-elves often speak both Common and Elvish, and
among themselves they often blend these two together.
This pidgin makes perfect sense to anyone who speaks
both languages, but someone who speaks only one of them will miss some words and subtlety of meaning. As you
create a half-elven character, you have a wide range of
options to describe your backstory. The Half-elven Origins table can provide inspiration for it.

The Crows

Known to few, there has always been an elite force of spies and assassins within Rannor. Only special clients—nobles, merchant lords, and the like—have access to these spies.

Half-elven reputation for diplomacy and dual nature has allowed them to fit into all manner of societies. An organization known only as the Crows has exploited this fact by infiltrating royal courts and influential guilds, their agents often posing as entertainers and artists while offering information brokering, assassination, and espionage to those in the know. The Crows and other organizations are described further in chapter 4.

Half-elven Origins
d10 Origin
1 You're the linchpin of a half-elven community in a major city, hosting unity meals and maintaining connections with every half-elf in the city.
2 You grew up in a small town dominated by humans. You didn't know any other half-elves, and you did your best to fit in.
3 You lived in Thiral as part of a small Rannorian community, trying to be a bridge between the human farmers in the east and the druids and wilder folk in the west.
4 Your small half-elven community has only survived in the slums of Brinewick through the close, family-like support you show each other.
5 Your half-elven community is the crew of a Vairian merchant ship.
6 You're part of a tiny Rannorian community in Ravik that's fascinated with death and the practices of gnomes, transforming your unity meals into grim celebrations of death.
7 You're part of a tiny community of Rannorian expatriates living in an unexpected place, such as Devil's Exile, the Dragon Isles, or even Locari. Your people strive to find common ground with the native population.
8 You were born as a result of an affair between a drow elf and a human, abandoned to grow up as an orphan.
9 You were born in Rannor among other half-elves and wish to learn more of your human heritage.
10 You study under the elven monks of southern Teferet, hoping one day to prove that you are worthy of guarding their secrets.

Halflings

If you do what you love, you'll never work a day in your life.

—Halfling Proverb


Halflings know is that they walked out of a hole in the ground one day to find a beautiful world spread out before them. Some longed to explore to that world's farthest horizons, while others were content to gaze upon the beauty of the same sunrise each morning

Agrarian idyll

Generations ago, the halflings of the Clearbough clan established a settlement now known as Halfbarrow, and discovered in time that they had inadvertently created an agricultural powerhouse. The word "halfling" has been synonymous with a simple, rural lifestyle ever since.

The dutiful, orderly people of the Dumonian Empire most often think of halflings as carefree country bumpkins. In a nation obsessed with its heritage and its legacy, the stereotypical halfling philosophy of living life in the moment is viewed as pathetically unambitious.

This outlook on life might have saved the halflings during the age of man when their carefree attitude led them to peacefully swear fealty to the Dumonian Empire in exchange for being left alone. Halflings saw the human empire come and go and, unlike some other races, suffered very little for it.

Legendary hospitality

There are no myths of great halfling warriors, no books written by halfling scientists, and no great temples stand in any halfling village. The halflings' claim to fame, instead, lies in their legendary reputation for hospitality.

Anyone who has ever visited a halfling knows that it is difficult to leave without a belly full of warm hearty food and a smile on your lips. Thrifty halflings have come to use their talents to their advantage by opening taverns and restaurants with such success that it has caught the attention of the Astral Consortium.

Modern halflings tend to work in the hospitality business or in positions that take advantage of their size, such as riders for the Infernal Postal Service. Halflings find great joy and pride in their work whenever they can help people, and some take up adventuring as a way to simultanously see the world and lend a hand to those in need.

Humans

Humans invented clocks and now despair upon hearing time tick away.

—Quarion Silverfrond, Elven Philosopher


The most populous race in Zalaron and beyond, humans define common culture across the continent. Their unrelenting ambition creates societies that aggressively pursue productivity while valuing leisure, and their short life spans often lead humans to romanticize the ugly past and fear the unknown future.

Origin

It is unclear which god might have created the first humans on Zalaron, yet they began a slow but inexorable spread across the continent. During this migration, they founded the settlements that would grow into many modern kingdoms while pledging allegiance to all manner of deities and creating countless diverse cultures.

Humans thrived after the Age of Gods, dominating the known world thanks to their adaptiveness and ingenuity, while other races reeled from the loss of magic and divine help. The thousand-year period before the Nightfall when spells ceased to function and prayers went unanswered is known as the dark ages to elves, but human history teaches that this was the Age of Man. Even today, humans make up the majority of the population of Zalaron, and only the most remote regions of the world have ben spared human influence.

Despite their relatively short lifespans—or perhaps because of them—humans are innovative, adaptable, and aggressive, always pushing their limits and pursuing new ideas. Humans prove extremely diverse; a druid from Thiral has little in common with a Arradorian artificer.

When creating a human character, consider where you're from and how that's reflected in your class and background. Chapter 4 presents an overview of the nations of Khorvaire and ideas for characters tied to those lands. Achon is a logical place of origin for a wizard character, but your wizard could be a down-and-out arcanist from the alleys of Brinewick or a Locari settler with a knack for the mystic arts. If you want to jump-start your ideas for a human character's origins, you can roll on the Human Origins table.

Human Kingdoms

Human settlements exist all over the known world, reflecting humanity's dominant status among the races of Exether.

This list of influential human-majority nations of the world might aid you in the creation of a human character:

  • The Empire of Dumonia retains its grip on Noricum, their relations with other humans kingdoms are cold but peaceful. The establishment of imperial colonies in Locari has led to a sizeable human presence on the continent.

  • The Union of Arrador is the most populous human nation, and thanks to the Astral Consortium, has turned the western shores of Askalon into the forefront of magical innovation.

  • The Kingdom of Thiral has grown from an untamed frontier to a regional power in its own right, boasting a significant logging industry, rich mines, and strong chivalric tradition.

  • Located just northeast of the Salt Wastes, the Republic of Vairia is the westernmost human nation. Vairia prides itself on its fleet and long history of independence.

  • Above Arrador, the northern remnants of the kingdom of Achon have stabilized after the destruction of the Nightfall. Achon has grown wealthy thanks to its rich supply of wishstones that are sought by artificers everywhere.

  • Between Arrador and Dumonia is The Grand Duchy of Ceraun. Ceraun has thrived by playing its antagonistic neighbors off of each other while funding radical biological experiments aimed to give it a unique edge.

Human Origins
d10 Origin
1 An impoverished wizard from Achon, striving to prove you're as intelligent as any other Achonian.
2 A streetwise rogue from Arrador who wants nothing more than to escape the bustle of Brinewick forever.
3 A displaced Khusite fighter who was engaged in war outside Khus at the time of the Nightfall and is now stranded with no home.
9 A barbarian from the Salt Wastes who repented from a life of cruelty and hopes to atone for past evils.
5 A kindly druid from Thiral who wants to learn about the flora and fauna of the rest of Zalaron and beyond.
6 A ranger trained to hunt the Vermillion Thicket who harbors a grudge against elves.
7 A disgraced noble now fighting alongside the Penurious Band against the perceived tyranny of the Astral Consortium.
8 A piratical bard from Keelwater Bay who loves sea shanties but also wants to immortalize the deeds of great heroes in song.
9 A Locari warlock, teetering on the edge of sanity while unearthing the secrets of the far realm.
10 A Dumonian paladin of Amaunator who's looking for something to prove the truth underpinning belief.

Mousefolk

Gears and rails made the world so small that even a mouse could see its every corner.

—Human Proverb


The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger racer or in the untamed wilds.

The advent of rail travel has allowed the Mousefolk to make previously unthinkable journeys, and many are keen to explore the world beyond their familiar grasslands.

Furry and Nimble

Reaching a little over 2 feet tall, the Mosuefolk often go unnoticed in their day-to-day activities. Their diminutive stature and quiet demeanor make the Mousefolk inoffensive to most, granting a certain detachment from the major conflicts and strife of the age. Their fast metabolisms and quick feet give the mousefolk a slender build, usually weighting between 20-30 pounds.

Mousefolk fur color ranges from white to tan to brown or black, with various patterns passed through heredity. They take care to groom and clean their fur, as it represents their family and community. A Mousefolk's eye color is either red or black. Mousefolk like to wear comfortable dark colored clothes that allow for discetion and a wide range of movement.

The concept of personal wealth or glory doesn't pervade through Mousefolk culture, most actions taken are for the good of the community rather than the self. Any wealth or resources gained are utilized for the betterment of the group. Some mousefolk, however, use their natural abilities for personal gain. These individuals tend to be outcasts or black sheep of the clans.

Home and Hearth

The Mousefolk are a resourceful and tenacious race. Mousefolk settlements can be found in the most unlikely and inhospitable of places. They tend to build homes in the dark shadows and forgotten corners of the world, such as city slums, deep forests, scorching deserts, arctic tundras, or port cities in exotic lands. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mousefolk caravans are not an easy target for bandits, guarded by skilled archers within and a bristling wall of oak and steel without.

Mousefolk families extend beyond blood ties, an individual's entire community is treated as kin. Mousefolk settlers will seek out other colonies, and new warrens will arise within close proximity to each other. These communities will eventually grow and merge, the members of each becoming kin to the other.

Artisans and Adventurers

The Mousefolk have a deep love of art, literature, song, and craft, and will often spend a lifetime perfecting their trade. True masterworks are rarely seen by the outside world, instead they are preserved and passed through the generations. To be a keeper of lore and heritage is among the highest honors and greatest responsibilities in Mousefolk culture.

The Mousefolk who do not end up learning a trade will often put their skills to use pursuing esoteric knowledge, training as defenders, spiritual leaders, rangers, covert agents, or they might even travel the world as an adventurer-for-hire.

Mousefolk Names

When a Mousefolk is old enough to read, they are taken by an elder to the clan's archives to study the lore and histories of their people. After several years, the individual is allowed to pick their own name, either adopting the name of a past hero, or inventing a new name for themselves.

Male Names: Aengus, Ashwin, Aynselle, Boris, Byrnstan, Celanawe, Colin, Demitri, Elric, Esegar, Finn, Gregory, Joseph, Luke, Martin, Matthias, Mattimeo, Odric, Seyth, Thom, Wald win

Female Names: Baeylie, Caley, Clove, Daewn, Dalla, Eda, Elis, Gale, Ingrid, Kearra, Mariel, Millicent, Moira, Nola, Rona, Rosalee, Sayble, Serra, Sylvia, Veira

Historical Names: Abershaw, Bluebell, Dalgill, Faolan, Garrow, Gamilon, Grimwold, Hannidy, Larkin, Sloan, Taryn, Tenny, Tinble, Toller, Vidar, Walmond

Mousefolk Traits

Your Mousefolk character has a number of traits in common with all other Mousefolk.

Ability Score Increase. Your Dexterity score increases by 2.

Age. A Mousefolk reaches adulthood at the age of 5 and lives to be about 40 years old.

Alignment. Most Mousefolk are neutral, and tend towards good. They try to keep the conflicts of the other races at arm's length, but display remarkable ferocity when their friends, families, or communities are threatened. A reverence for nature and life is close to the heart of Mousefolk, and they are loath to take a life if it can be avoided. They prefer to live quiet and unassuming lives, giving honest work for honest pay.

Size. Mousefolk grow between 2 and 2 1/2 feet tall and weigh about 25 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Keen Senses. You have proficiency in the Stealth skill.

Mousefolk Weapon Training. You have proficiency with the rapier, shortsword, shortbow, and handaxe.

Nimble Dodge. When a creature you can see makes an Opportunity Attack against you, you may use your reaction to impose disadvantage on that attack.

Languages. You can speak, read, and write Common and Squeak Speak. Mousefolk place great value on the written accounts of their legends and histories, and encourage everyone to keep journals and records of their deeds. Almost all Mousefolk speak Common to converse with the people on whose lands they dwell or through which they are traveling.

Subrace. The two main kinds of Mousefolk, Softpaw and Meadowgard, are more like closely related families than true subraces. Choose one of these subraces.

Softpaw

As a Softpaw Mousefolk, you avoid the dangers of the untamed wilds for the security of civilization. Your bookish nature gives you an edge in the arcane studies and a knack for trade skills and craft. The mark of the Softpaw is a seal of the utmost quality. A Softpaw's natural dexterity and keen intellect make them desirable contract thieves and infiltrators.

Ability Score Increase. Your Intelligence score increases by 1.

Artistry. You gain proficiency with one type of artisan's tools or one musical instrument

Squirm. You can move through tiny sized spaces as if you were tiny size.

Meadowguard

As a Meadowgard Mousefolk, you make your living in the wilds. You have keen senses, deep intuition, and a connection with nature that few other races can boast. The Meadowgard stand staunchly at the edge of civilization, knowing that their eyes are the first alarm and their body and blade are the last bulwark of countless others.

They have an unwavering sense of duty and a lifetime of experience which keeps them sharp against the dangers of the world.

With an Eider's blessing some Meadowgard leave the service of their clans to travel the world and record their journeys.

Ability Score Increase. Your Wisdom score increases by 1.

Brave. You have advantage on saving throws against being frightened.

Speak With Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Mutant Hybrids

Tentacles, claws, maybe next time they'll add a conscience?

—Tyman Dekker, Jingleroot druid


Ceraunian chirurgeons use magic to fuse different life forms together. In recent years, Ceraun has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, and elves. These hyper-evolved specimens are called mutant hybrids, though they sometimes refer to themselves as members of their original races.

Extensive Adaptation

A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.

Hybrids are the product of Ceraunian magic. Some are wealthy individuals that wish to differentiate themselves through supernatural abilities, while others are soldiers and bodyguards modified at the behest of their employer. A few hybrids are the result of unethical exploitation of poor patients that agree to undergo experimental procedures in exchange for treatment, not understanding the possible consequences.

Mutant Hybrid Names

A hybrid usually bears the name given by their human or elf parents. Some hybrids assume a new name after their transformation- a name chosen personally or by those who transformed them.

Mutant Hybrid Traits

Your hybrid character has the following racial traits. Ability S core Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.

Alignment. Willing hybrids share the generally neutral outlook commonplace in Ceraun. They are more interested in scientific research and their standing than in moral or ethical questions.

Those turned against their will usually retain whatever philosophical outlook they had before the mutation.

Size. Your size is Medium, within the normal range of your humanoid base race.

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.

Languages. You can speak, read, and write Common and one additional language of your choice.

Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. At 1st level, choose one of the fol lowing options:

Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Nimble Climber. You have a climbing speed equal to your walking speed.
Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:

Grappling Appendages. You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to l d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment.

Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 +your Constitution modifier+ your proficiency bonus. This damage increases by ldlO when you reach 11th level (3dl0) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Orcs and Half-Orcs

Demons brought generations of strife upon the orcs, and the orcs now work tirelessly to return the favor.

—Detlev Brand, Jolly Company recruiter


In ancient times, orcs used to revel in war and bloodshed under the leadership of their god Gruumsh. Legends have it that during the age of gods, the elven god Corellon pierced the orc god through his eye, apparently slaying the deity.

The orcs have since lived knowing that their god is dead, and it is up to them to survive on their own. Other forces have tried to convert, corrupt, and sway the orcs, but the tribes have not forgotten the dangers of relying on anyone but themselves.

Hunters and Prey

The elves, and later humans, scattered the orc tribes and forced them into harsh and unwanted lands: the swamps of the Dark Morass, the Salt Wastes, and the depths of the Plaguewood.

After the Nightfall, demons manifested in the hostile environments shared by orc tribes and nearly wiped out all the orcs living there. Generations battling the horrors of the abyss hardened the orcs, who have since managed to turn the tide and turned hunting demons into a sport.

Three prominent groups of orcs have survived into the present age:

  • The Horknuth still venerate Gruumsh as a martyr god, and devote their lives to battling the fiends of the Salt Wastes and raiding the elven settlements of the Vermillion Thicket to appease him. Humans from the Bonegnawer Tribes of the wastes sometimes join forces with the Horknuth when hunting demons, leading to a significant population of half-ores there.

  • The Buramog orcs are a perpetual threat in and around the Sandwall Mountains, shaped by their resentment of the humans who drove them into the Plaguewood. These orcs are isolated from humans, so half-orcs here are rare.

  • The Dark Morass holds the largest numbers of orcs and the most significant population of half-orcs. The tribes here practice druidism and are the most welcoming to travelers.

Half-Orcs of Exether

With the rise of the Astral Consortium, especially the Jolly Company, orcs and half-orcs have increasingly been recruited as experienced exterminators, sellswords, and adventurers. The Penurious Band also operates in the Dark Morass and maintains good relations with the orcs.

In general, the people of Zalaron know little about half-orcs. When people imagine a half-orc, they usually think of a monster slayer or hired muscle, and a few ignorant sorts might still hold the stereotype of a "simpleton from the swamps."

But some prominent orcs and half-orcs break the mold, such as the half-orc Krothu, who teaches supernatural anatomy at Corliostor university; or the scores of orcs that have risen through the ranks of the Jolly Company to administrative positions and spend their days stamping orders from cozy offices.

Tieflings

Sufficiently organized crime is indistinguishable from government.

—Garrakir, tiefling statesman


Tieflings have historically experienced severe discrimination, expulsions, and violence because of their heritage, but as society changes, they have become increasingly welcome in the more pragmatic urban centers.

Devil's Exile

The first generation of Tieflings was made up of the vilest people of Exether, in whom the evil energies of the nine hells manifested during the Nightfall. In the period directly following the Nightfall, the humans of Zalaron cooperated in the great exorcism, a period of persecution and expulsion of tieflings to a southern penal colony.

The great exorcism led to the deaths of countless of tieflings from disease, starvation, and exposure to the elements. Those that survived their banishment found themselves abandoned in a mostly barren and hostile land with no contact with the outside world.

From a tumultous period of bloodshed, power-grabs and betrayals, a thiriving tiefling society eventually emerged on the isle of Devil's Exile centered around the city of Baator's Wicket. A council Baator's Wicket is ruled by a council of nine families claiming descent from the nine lords of hell that signined a fragile peace written in blood known as the treaty of knives.

Tieflings of Zalaron

Almost a century has passed since the tieflings first faced persecution for their fiendish heritage. Although a certain mystique still surrounds their kind, most people living in the larger settlements of Zalaron grew up alongside tieflings, and the tides of change have brought tiefling soldiers, merchants, and entertainers into even the most rural and isolated regions of the continent.

For the most part, only overzealously devout paladins and folk raised on the dark tales of an ancient age might actively wish harm on tieflings.

Vandori

The vandori have perfected the art of seeing the world without leaving your house.

—Godseye Rax the Dim, Vandori Bard


The Vandori have scattered people trading in stories as much as magical trinkets. Their never-ending quest to follow the stars has robbed them of a permanent home, but one is sure to find vandori bands in transit on their mobile homes all over Zalaron.

Nomadic Folk

The Vandori are itinerant laborers, treasure seekers, scavengers, and nomads that claim to have been driven out of their ancestral homes, cast aside and forgotten by history. Forever spinning tales of dazzling adventures and battles fought among the stars, the boisterous children of the stars share the trackless wandering of those same celestial bodies as their nomadic bands drift across the countries of the world.

Seekers of Stars

As the stars inexorably move across the sky they drag the vandori bands behind them. Although a vandor does not usually follow organized religions or believe in the gods, each band is tied together by a mutual spirituality. Each band believes in the divine power of their own star, which they follow as they wander. While some vandori believe their star is their ancestral homeland, others believe it is a benevolent being that watches over the good fortunes of the band.

Old Souls

The vandori appear weather-beaten and wrinkled, even the young among them. Their skin runs from a dark-blue to a ruddy purple, their hair white or gray. For all that, the eyes of a vandor seem to hold a mischievous glint that belies their true nature. While they are not naturally predisposed to large, bulky frames the vandor have a certain hardiness to them that sees them through rough times.

Masters of Caravans

Vandori artificers have invented arcane caravans to improve the rough conditions in which vandori bands traveled. An arcane caravan appears much like a regular, albeit small, house on wheels, where the vandori can cook, sleep and stay warm on the road.

These caravans have become a pillar of all vandori communities and are known a cultural symbol of the vandori themselves. While there are artificers of other races who try to build their own caravans, all creations pale in comparison to the modular city of Chronicle, where the vandori combine and pull apart arcane caravans creating shifting neighborhoods as new bands arrive and old ones depart.

This ingenuity has allowed the Vandori to inhabit the bullette-infested plains known as the Shaking Fields, where permanent structures sink into the earth or face destruction by wild creatures.

Vandori Names

Vandori take the name of their guiding star, accompanied by a familiar name. At a young age they are granted an epithet, which can evolve and change through the course of ones life. In conversations, a vandor is usually addressed by his or her familiar name.

Male Familiar Names: Rax, Horvath, Pal, Miska, Bodnar, Vazol, Somogi, Borbel

Female Familiar Names: Sandora, Illes, Nemeth, Bella, Surana, Kelema

Epithets: the Bold, the Slow, the Ashen, the Younger, the Boisterous, the Crow, the Fleet, the Steadfast

Vandori Traits

Your vandori character has certain traits obtained from a nomadic lifestyle.

Ability Score Increase. Your Charisma score increases by 2, and one other score of your choice increases by 1.

Age. Vandori achieve maturity at the same rate as humans and reach adulthood around the age of twenty. Disparate lifestyles and living conditions means the life expectancy of any given vandor vary wildly, with the oldest living often exceeding 120 years of age.

Alignment. Other than an aversion to organized law, it is difficult to pin down a consensus among the vandor. Although they often trend chaotic, many attempt to remain detached from either extreme and resolve to live a moderate and neutral lifestyle.

Size. A vandor stands between 5½ and 6½ feet in height. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one other language of your choice.

Environmentally Adaptive. As a nomadic race, the vandori have become skilled in quickly adapting to harsh environments. Once you succeed a saving throw against an extreme climate, you become adapted to the climate.

This adaptation lasts until you spend more than 1 day in a different climate.

Natural Flair. The vandori share a flair for the dramatic and can always spin a far-fetched tale to support their arguments. When you make a Charisma check, you can choose to add 1d10 to the roll. Once you use this trait, you can't use it again until you finish a short or long rest.

Storied Past. You gain proficiency in one of the following skills: Arcana, History, or Nature.

Warforged

If the sense of deja vu lasts for more than 6 hours, contact a necro-engineer as soon as possible.

—Guide to Soulforged Life, Third Edition


The warforged were built to replace the undead soldiers of Ravik. While the undead were mindless servants, gnomish necro-engineers devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers given life from recycled souls, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.

Living Steel and Stone

Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.

Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.

Attaining Freedom

The warforged that most people of Exether encounter are known as such since they earned their freedom by serving two years in the Ravikian army, and they carry a military seal proving their freedom engraved on their bodies.

Before earning the title of warforged, these automatons are referred to as soulforged servants or soulforged for short. Soulforged that escape without serving their time in the army usually try to pass themselves off as warforged and might even carry a forged seal of freedom. Those caught by gnomish forces risk execution.

Warforged Personality

The warforged were built to serve and to fight. A rare few are handpicked to serve as housekeepers. For most of their existence, warforged have a clearly defined function and are encouraged to focus purely on that role.

The Necrarchy of Ravik offers them freedom in exchange for military service to those discontent with their place in the world, but free warforged still struggle both to find a place in the world and to relate to the creatures who created them.

Many warforged embrace a concrete purpose-such as protecting allies, completing a contract, or exploring a land-and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others.

Warforged are not supposed to retain any memories of their past lives, but it is known for flaws in the manufacturing process to allow warforged to recall glimpses of who they used to be. This connection to a previous life might manifest in a longing for unfamiliar places and people or preferences that seemingly make no sense.

Those warforged that dwell too much on their past or unlock too many of their memories can fall into madness, and the necro-engineers of Ravik have dedicated teams that decommission soulforged and warforged that show signs of deterioration.

Most warforged have no interest in religion, but some embrace faith and mysticism if they were religious in their past lives, seeking higher purpose and deeper meaning.

The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.

The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.

Warforged Names

for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall

Warforged Traits

Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery;
so far, warforged have shown no signs of deterioration due
to age. You are immune to magical aging effects.

Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Size. Your size is Medium. To set your height and
weight randomly, start with rolling a size modifier:

Size modifier = 2d6
Height = 5 feet + 10 i nches + your size modifier in inches
Weight in pounds = 270 + (4 x your size modifier)

Speed. Your base walking speed is 30 feet

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

  • You don't need to eat, drink, or breathe.

  • You are immune to disease.

  • You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +l bonus to Armor Class.

  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

  • While you live, your armor can't be removed from your body against your will.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

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

Zodiac Brands

It is said that the lights in the night sky are links to other planes of existence. As the stars flicker, the influence of these planes wax and wane from month to month. On rare occasions, those born in supernatural circumstances may bond with one of the major star signs.

This bond manifests as a dotted mark on the body in the shape of a constellation. These marks are commonly referred to as Zodiac Brands and impart the wearer with minor supernatural abilities. Some scholars even claim that they can affect a person's personality and compatibility with other mark bearers.

While different cultures around the world have called the star signs by different names and associated them with different planes, this guide presents their most common interpretation.

The Beholder

You have felt the tendrils of the Far Realm upon your mind. You think in alien patterns and express your emotions in strange ways, making it difficult for others to read you.

Cantrip. You know the encode thoughts cantrip. Intelligence is your spellcasting ability for this spell.

Enigmatic Mind. You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

Beholder Quirks
d6 Quirk
1 I can't visualize things in my mind
2 My dreams at night are not my own.
3 I have difficulty with simple math.
4 I can taste when someone is angry.
5 I find emotional people to be overwhelming.
6 I fascinate over mundane things.

The Golem

The earth you walk on resonates with you like a living being. It gives way when you need it to and warns you of dangers.

Cantrip. You know the mold earth cantrip. Constitution is your spellcasting ability for this spell.

Steady ground. Your attunement to the elemental plane of earth allows you to better discern the vibrations of the earth. You gain tremorsense out to a range of 5 feet.

Golem Quirks
d6 Quirk
1 I find rocks as comfortable as the softest of beds.
2 I have a pet rock.
3 I can hear caves sing to me.
4 I get incredibly seasick.
5 I am very stubborn.
6 I have a very gravelly voice.

The Sphinx

Your soul has traveled through the nexus of time and space, filling you with a cosmic purpose and understanding of the true order of the world.

Cantrip. You know the thaumaturgy cantrip. Wisdom is your spellcasting ability for this spell.

Perfectly balanced. You can cast protection from evil and good with this trait, targeting only yourself and requiring no material components. Once you do so, you can't cast it in this way again until you finish a long rest. Wisdom is your spellcasting ability for this trait.

Sphinx Quirks
d6 Quirk
1 I tend to speak in riddles.
2 I have scattered memories of the future and distant past.
3 I hate change.
4 I always root for the underdog, no matter their ethics.
5 I long for a place where I have never been.
6 I am wary of powerful individuals.

The Fey

Fey instincts run through your veins and any wild and overgrown places of the world feel oddly familiar.

Cantrip. You know the decompose cantrip. Charisma is your spellcasting ability for this spell.

Welcoming wilds. You can cast wild cunning with this trait, requiring no material components. Once you do so, you can't cast it in this way again until you finish a long rest. Wisdom is your spellcasting ability for this trait.

Fey Quirks
d6 Quirk
1 I can't resist pulling pranks.
2 I hate urban environments.
3 I lack empathy.
4 I like to chat with critters.
5 I sneeze sparkly dust.
6 I'm a compulsive liar.

The Phoenix

Since birth, your heart has burned with a supernatural passion. You can command flames like a well trained dog and your affinity makes you a stranger to chills.

Cantrip. You know the control flames cantrip. Charisma is your spellcasting ability for this spell.

Arid Champion You're naturally adept to hot climates, as described in Chapter 5 of the Dungeon Master's Guide. Additionally, you only need to drink half as much as a regular member of your race to remain hydrated.

Phoenix Quirks
d6 Quirk
1 I have a short temper.
2 I love spicy food.
3 I cough black smoke.
4 I don't get burnt easily.
5 I enjoy seeing things burn.
6 I can create a spark when snapping my fingers.

The Fiend

You feel the darkness of the nine hells every day, as if a devil on your shoulder was trying to lead you astray.

Cantrip. You know the friends cantrip. Charisma is your spellcasting ability for this spell.

Pact maker You have advantage on persuasion checks made to convince another party to sign a written contract.

Fiend Quirks
d6 Quirk
1 I love making deals.
2 I like ordering people around.
3 I smell faintly of tar.
4 I'm open about my vices.
5 I like seeing people be punished.
6 I feel uncomfortable in holy sites.

The Modron

Your mind works like clockwork, seeking to measure, catalogue and order the world around you.

Cantrip. You know the mending cantrip. Intelligence is your spellcasting ability for this spell.

Perfect time You always know the time, down to the minute, and have a perfect sense of rhythm and timing. This perfect sense can only be obstructed through prolonged isolation, unconsciousness, or distortion of temporal perception through drugs, potions or magical means.

Modron Quirks
d6 Quirk
1 I am extremely punctual.
2 I'm a perfectionist.
3 I prefer the company of machinery to people.
4 I like to plan my day down to the smallest details.
5 I hate surprises.
6 I can hear a faint ticking in my head.

The Kraken

Your emotions ebb and flow like the current, from the calmness of a lake to the rage of a stormy sea. You feel like a part of a greater whole whenever you submerge yourself in water.

Cantrip. You know the shape water cantrip. Wisdom is your spellcasting ability for this spell.

Deep diver You gain a swimming speed equal to half your walking speed. Additionally, you can hold your breath for twice as long.

Kraken Quirks
d6 Quirk
1 I sleep best on a ship.
2 I'm always thirsty.
3 I sweat a lot.
4 I feel bad eating seafood.
5 I am great at skipping stones.
6 I like rolling in morning dew.

The Djinn

Challenging fate can be dangerous, and you have learned to instead go with the flow of things. You find joy in letting chance dictate your life.

Cantrip. You know the minor Illusion cantrip. Intelligence is your spellcasting ability for this spell.

Fateful gamble Once a day, you may flip a coin as part of an ability check. If you correctly call the result of the coin toss you may add 5 to the result of the ability check, otherwise subtract 5 from the result instead.

Djinn Quirks
d6 Quirk
1 I love games of risk.
2 I have a lucky object.
3 I distrust authority.
4 I tend to make a mess.
5 I change my outfit often.
6 I have a love for theatrics.

The Unicorn

There is something in your heart nudging you to always do the right thing. You find it easy to brighten someones day, both literally and metaphorically.

Cantrip. You know the light cantrip. Wisdom is your spellcasting ability for this spell.

Grasp of Truth Once per long rest, you may use your action to touch a restrained or incapacitated creature to compel them to tell the truth. When the creature is touched for the first time or starts its turn in contact with you, it must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie until you stop touching it. You know whether the creature succeeds or fails on its saving throw.

The affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Unicorn Quirks
d6 Quirk
1 I think friendships are sacred.
2 I compulsively gift things.
3 Good weather often follows me.
4 I see the best in people.
5 Everything I cook looks appetizing.
6 White doves tend to appear near me.

The Storm-Giant

While others feel the wind flowing through their hair, you can feel it pass through your soul. You know the value of freedom and being able to follow the breeze anywhere.

Cantrip. You know the gust cantrip. Wisdom is your spellcasting ability for this spell.

Wind's Embrace You can cast feather fall with this trait, targeting only yourself and requiring no material components.



Once you do so, you can't cast it in this way again until you finish a long rest. Wisdom is your spellcasting ability for this trait.

Storm-Giant Quirks
d6 Quirk
1 I snore loudly.
2 I'm an airhead.
3 I have a very imposing voice.
4 I hate cramped spaces.
5 I'm good at predicting the weather.
6 My hair always sways in the wind, even indoors.

The Valkyrie

Your view of the world is tinted by the realm of the dead. You find death to be a melancholy but necessary part of life.

Cantrip. You know the spare the dying cantrip. Charisma is your spellcasting ability for this spell.

Living on the edge You have advantage on death saving throws.

Valkyrie Quirks
d6 Quirk
1 Graveyards calm me.
2 I am not one for mourning.
3 I love autumn.
4 I give people chills.
5 I can hear whispers in old places.
6 I attract crows.

Artificer

These fancy gadgets are making your generation lazy!

—Drago Cerfas, farmer and father of three


The Vandori have scattered people trading in stories as much as magical trinkets. Their never-ending quest to follow the stars has robbed them of a permanent home, but one is sure to find vandori bands in transit on their mobile homes all over Zalaron.

It is said that the lights in the night sky are links to other planes of existence. As the stars flicker, the influence of these planes wax and wane from month to month. On rare occasions, those born in supernatural circumstances may bond with one of the major star signs.

Artificer Specialists

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

Caravaneer

Every adventuring party needs a safe place to rest. A Caravaneer is a master of hospitality who maintains and provides a smoking magical vehicle to act as a home away from home for any diligent traveler.

Tool Proficiency

3rd-level Caravaneer feature

You gain proficiency with mason’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Caravaneer spells

3rd-level Caravaneer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Caravaneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Caravaneer spells
Artificer Level Caravaneer spells
3rd fire Bolt, fog cloud, healing word
5th cordon of arrows, prayer of healing
9th clairvoyance, stinking cloud
13th guardian of faith, private sanctum
17th hallow, teleportation circle

Arcane Caravan

3rd-level Caravaneer feature

As part of your hard work, you have constructed a mobile home known as an arcane caravan. See its game statistics in the Arcane Caravan stat block along with your 9th and 15th level features. You determine the arcane caravan’s appearance and you can use an action to control it with a console inside.

Inside the arcane caravan is an extradimensional dwelling. It is warm and dry, regardless of conditions outside. You can create any floor plan you like with the space indicated in the stat block. The place is furnished and decorated as you choose, but it must include a fireplace that leads to the chimney outside, a console, and at least one door and window. Any equipment or furnishings conjured within the arcane caravan dissipate into smoke if removed from it. You can use an action with mason’s tools to transform the layout when no creatures are inside it except yourself.

Once per round, if fire damage is dealt to the fireplace, the arcane caravan regains 2d4+2 hit points. If its hit points are reduced to zero, all creatures and objects within the extradimensional dwelling are expelled through the chimney and fall prone into the nearest open spaces, taking 2d6 bludgeoning damage plus any excess damage the arcane caravan took. No creatures can enter or recall the arcane caravan until it is revived. You can spend 1 hour working with mason’s tools and expend a spell slot of 1st level or higher to revive it with all of its hit points restored.

Using mason's tools, you can spend 8 hours to construct a new arcane caravan. If you already have an arcane caravan from this feature, the first one immediately perishes.


Arcane Caravan

Large or Huge Vehicle (3,000 or 9,000 lb.)


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Intelligence modifier + 5 times your artificer level
  • Speed 25 ft. (increases to 50 ft. at 9th level)

STR DEX CON
18 (+4) 7 (-2) 20 (+5)

Traits

Chimney Focus. If a spell that affects an area is cast within 5 feet of the fireplace, such as Burning Hands or Fog Cloud, the caster can choose to have it originated or centered on the caravan's chimney, affecting the area outside. This effect does not damage the caravan itself.

Extradimensional Dwelling. The dwelling inside the caravan can be up to 10 cubes, each cube being 10 feet on each side. At 9th level, the maximum space increases to 100 cubes.

Recall Link. You can use an action to recall the caravan, making it travel to your location from up to 5 miles away. At 9th level, you can recall the caravan from anywhere on the same plane of existence.

Universal Mobility (9th level). You can spend 1 hour working with mason's tools to swap in a climbing or swimming speed to the caravan equal to its base speed. At 15th level, you can grant it a flying speed.

Console Actions

Activate/Deactivate Headlight. A piece of the caravan casts or snuffs a bright light in a 30-foot radius and dim light for an additional 30 feet.

Set Course. The controller chooses a destination it can see or has seen and a rough route. The caravan automatically follows the route to the destination.

Use Periscope (Bonus action). You can see outside as if you were in the caravan's space.

Wayfinding Teleport (15th level). The caravan teleports to a destination it has been on the same plane of existence in the past 7 days. Once this is used, it can't be used again until the next dawn.

Zone of Hospitality

5th-level Caravaneer feature

You can generate zones which act as small magical sanctuaries for your allies. When a creature restores hit points within 5 feet of an object with a property from your Magical Tinkering feature, it gains temporary hit points equal to your Intelligence modifier plus double your proficiency bonus.

Optional Feature: Sentient Host

Some magical homes are inhabited by a sentient spiritual host. When you create a new arcane caravan, you can give it a sentient host using the Sentient Magic Item rules found in the Dungeon Master's Guide, modifying the terms when appropriate to suit a vehicle. They can exist as a tangible spirit kept within the extradimensional dwelling or as the arcane caravan itself.

You can design your sentient host with help from the following tables.

Sentient Host
d10 Creature Type (appearance only)
1 Abberation
2 Celestial
3 Construct
4 Dragon
5 Elemental
6 Fey
7 Fiend
8 Monstrosity
9 Undead
10 Plant
d6 Manifestation
1 The arcane caravan itself
2 Within the extradimensional dwelling's walls
3 Part of the console
4 The fireplace
5 A decoration
6 A floating entity
d6 Origin
1 Former living being
2 Warlock patron
3 Artificial Intelligence
4 Extension of the Caravaneer's soul
5 Awakened object
6 Proxy for a deity
d6 Power within extradimensional dwelling
1 None
2 Moves furniture and decorations at will
3 Writes on anything without the use of a pen
4 Locks or unlocks doors
5 Replicates one non-violent cantrip
6 Makes all your bacon burn

Occultist

An Occultist is an artificer with a fascination for the undead and the afterlife. They may hold long stakeouts in graveyards and haunted sightings, or explore the ruins of an ancient tomb or burial site in order to learn more about the spirits of the afterlife. An adept Occultist is able to capture these spirits for use in their own inventions, and even commune with them.

Tool Proficiency

3rd-level Occultist feature

You gain proficiency with glassblower’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Occultist spells

3rd-level Occultist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Caravaneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Occultist spells
Artificer Level Caravaneer spells
3rd cause fear, silent image
5th darkness, silence
9th fear, speak with dead
13th phantasmal killer, shadow of moil
17th contact other plane, danse macabre

Spirit Catcher

3rd-level Occultist feature

Your study into the supernatural has culminated in a unique magic item that allows you to contain their essence. You can use your Magical Tinkering feature and spend 1 hour using glassblower’s tools to create a spirit catcher, which you become immediately attuned to. Once you create a spirit catcher, you can't do so again until you finish a long rest. You can have only one spirit catcher at a time.

As a reaction when a creature you can see dies within 30 feet of you, you can use your spirit catcher and capture its lingering spirit, which is then stored inside the catcher. You can hold a maximum number of spirits equal to your proficiency bonus, and you can’t capture one while at your maximum.

You can use the captured spirits in the following ways:

  • Once per day when you finish a short rest, you can expend a spirit and draw out its necrotic energy to recover expended spell slots. The spell slots can have a combined level that is equal to or less than half your proficiency bonus (rounded up).

  • As a bonus action, you can expend a spirit and absorb its remaining life force. You gain a number of temporary hit points equal to your artificer level.

  • As an action, you can expend a spirit by directing its baleful aura onto a hostile creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of its next turn. When frightened in this way, the creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.

If you are ever not attuned to the item, you create a new spirit catcher, you die, or you exceed the maximum number of items that can be affected by your Magical Tinkering feature, the spirit catcher crumbles into glass shards and the spirits inside break free. A spirit can also break free if it is recalled as a result of a spell that raises it back to life (such as raise dead).

Necrotic Power

5th-level Occultist feature

You can use your captured spirits to increase your spell’s potency. When you cast a cantrip that deals damage, you can expend a spirit and choose to add an extra 1d8 necrotic damage. You can also change the cantrip's damage type to necrotic. When you reach 13th level in this class, the extra damage becomes 2d8.

Undead Commune

9th-level Occultist feature

You have spent so much time around the supernatural that you have an instinctive bond with them. As an action, you can expend one of your captured spirits and a spell slot of 3rd level or higher to cast summon undead without using any material components. When you do so, you can only choose the Ghostly form and the spell lasts for up to 1 minute.

In addition, you can expend one captured spirit and cast speak with dead on it, allowing you to communicate with it within the parameters of the spell. As your captured spirits have travelled with you on your adventures, it will have learned new information and would be able to speculate about future events should it be inclined to do so.

Ghost Buster

15th-level Occultist feature

You have perfected the functionality of your spirit catcher. When you see an undead within 30 feet of you that is a CR of 3 or lower, you can use an action to force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target is reduced to 0 hit points and its spirit is instantly captured. At 17th level, you can use this feature on undead with a CR of 4 or lower.

In addition, you have resistance to necrotic damage and advantage on saving throws against being frightened. You can also cast soul cage without expending a spell slot, without preparing the spell, and without material components, provided you use glassblower’s tools as the spellcasting focus. Once you cast in this way, you can't do so again until you finish a long rest.

Barbarian

They call you barbarian. Uncivilized. Let them. You know better. Their world of nobles and laws is fleeting.

—Creed of the Bonegnawer Tribe


Even in these enlightened times, barbarism lingers in the shadows of Exether. Fearsome warriors, defined by durability, speed, instinct, and the ability to channel oneself into a physical frenzy. Traditionally barbarians are savage champions of primitive cultures, relying on force and fury in place of sophisticated techniques. There are many places for such a barbarian in Exether, some dare to redefine or reimagine their fury, embodying all that is “barbarian” but without being barbaric.

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Extreme Explorer and Path of the Radical.

Path of the Extreme Explorer

Some explorers search for mystical secrets, delving into the crumbling ruins of Locari or climbing to the towering buildings of Brinewick. Some explorers venture into the frigid depths of the Everfrost or face the sandstorms of the Ch'in Desert in search of forgotten civilizations and ancient treasure. Whether driven by a thirst for gold, knowledge, or a love of a good challenge, the extreme explorer is an archetypal action hero, ready to face any challenge that Exether can offer.

Rather than being driven by rage, an extreme explorer is guided by remarkable luck and fueled by pure adrenaline. Every extreme explorer is a unique individual, and background helps to define their story. The adventurous Corliostor scholar could be a sage, who’s equally comfortable in a library or a jungle. A bold crypt raider might take the criminal background, reflecting a knack for dealing with traps and useful contacts when it comes to fencing recovered artifacts. An urchin born in Brinewick has no interest in gold or glory, but has never met a tower that couldn’t be climbed. Most of all, an extreme explorer is an adventurer, ever ready for the next challenge.

Adrenaline Rush

3rd-level Path of the Extreme Explorer feature

A rush of adrenaline from the thrill of inherent danger fuels your rage. While raging, you can push your body and mind, each time sacrificing your own vitality to rise to the occasion.

Whenever you make an ability check, attack roll, or saving throw while raging, you can spend one of your Hit Dice to push your normal limits. Roll the Hit Die, and add the number rolled to the total. You can choose to do so after you roll your d20, but before the DM tells you whether you succeed or fail.

Immediately after, you take damage equal to the number rolled minus your proficiency bonus, and you can’t reduce this damage by any other means

Cunning Artisan

3rd-level Path of the Extreme Explorer feature

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.

Adaptive Elements

6th-level Path of the Extreme Explorer feature

As part of a short rest, you can spend 10 minutes insulating you or your equipment against the elements. You must have access to cloth, furs, paper, plants, and other naturally occurring materials to create your insulation.

Once you are insulated in this way, you gain your choice of resistance to cold or fire damage when you finish the short rest, allowing you to withstand extreme conditions without any additional protection. If you chose resistance to cold damage, you can tolerate temperatures as low as −50 degrees Fahrenheit. If you chose resistance to fire damage, you can survive temperatures as high as 150 degrees Fahrenheit. This benefit lasts until the next time you finish a short or long rest.

Extreme Rush

6th-level Path of the Extreme Explorer feature

You can focus your adrenaline to greater effect. You gain the following benefits.

Instinctual Focus. When you use your Adrenaline Rush feature to make an Intelligence, Wisdom, or Charisma ability check, you can add half your proficiency bonus, rounded

down, to the ability check if it doesn’t already
include your proficiency bonus.

Overwhelming Dominance. When you use your Adrenaline Rush feature to succeed a saving throw against a creature you can see within range, you can immediately use your reaction to make a melee or thrown weapon attack against that creature. If you hit, you add the number rolled to the weapon’s damage.

Unbridled Aggression. When you use your Adrenaline Rush feature to hit with a melee or thrown weapon attack that targets only one creature that you can see, you can use the weapon to deal extra damage to the target equal to the number you roll on the Hit Die.

Elevated Exploration

10th-level Path of the Extreme Explorer feature

Your enthusiasm for reaching untrod ground bolsters your ability to traverse gaps and untoward obstacles with uncanny ease.

Climbing and swimming no longer costs you extra movement, and your speed increases by 10 feet while you are not wearing heavy armor.

At 14th level, while you have both hands free, you gain the ability to move along vertical surfaces on your turn without falling during the move.

Conditioned Endurance

14th-level Path of the Extreme Explorer feature

At 14th level, when you roll a Hit Die to fuel one of your Extreme Explorer features, and the number is less than your proficiency bonus, you don’t expend the Hit Die after you add the number to your roll.

Path of the Radical

In every civilization of every era, there is injustice. Whether you are angered by the iron law of a singular tyrant, or frustrated by the ineffable workings of a system that has ground you down, you are someone who has chosen to rise up and fight for change. It might be said that you go too far; that your methods undercut the dialogue needed to bring balance. But yours is an anger too deep to be bridled. You will lead the revolution through fire and blood. Your words inspire the people to fight as one. Your unchained arm hoists the banner without tiring. The call rings loud and clear from your lungs: Resist! Rebel! Rage. You walk the path of the radical.

Violent Protest

3rd-level Path of the Radical feature

You are ever-ready to strike back at the aggressive hand of oppression. When a hostile creature you can see moves towards another creature within 60 feet of you, or targets it with an attack or spell, you can use your reaction to enter your rage and move up to half of your speed.

Firebrand

3rd-level Path of the Radical feature

Your passion blazes hot enough to burn anyone who stands in your way. When you are attacking recklessly and you hit a creature with a melee weapon attack, the weapon deals additional damage equal to your Charisma modifier.

Impassioned Speech

6th-level Path of the Radical feature

The righteous fury in your raised voice makes your message all the more convincing to potential converts. As an action, you can expend one use of your Rage to add 3 x your rage damage bonus to any Charisma (Intimidation) or Charisma (Persuasion) check you make for 10 minutes.

Revolutionary

10th-level Path of the Extreme Explorer feature

You can now use your Violent Protest feature to enter your rage when initiative is rolled. When you do so, choose any number of friendly creatures within 60 feet of you that can see or hear you. The chosen creatures gain a bonus to their initiative roll equal to your rage damage bonus.

Incite Outrage

14th-level Path of the Extreme Explorer feature

With the conviction of your ire, you can work up a crowd into an incensed, determined mob. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one creature). For 1 minute, or until your rage ends, each creature that accepts this feature gains the full benefits of your rage, as long as they are not wearing heavy armor or concentrating on a spell.

Once this effect ends on a creature, it must succeed on a DC 15 Constitution saving throw. On a failed save, it gains one level of exhaustion.

Once you use this feature, you must complete a long rest before you can use it again.

Civilized Barbarians

As a class, the barbarian is a survivor whose Unarmored Defense, Danger Sense, and Feral Instinct help avoid or survive the threats they face. They are fast, reflected both by improved movement speed and Feral Instinct. They are skilled combatants who shun heavy armor. They are defined by Reckless Attack and most of all by Rage—a surge of strength and aggressive power. All of these abilities fit the classic barbarian warrior. However, these abilities can reflect other stories.

Feral Instincts don’t have to be feral but can simply reflect remarkable reflexes. Rage is a temporary surge of strength that can only be maintained in the heat of battle, but it could be explained as a focused trance or another sort of combat enhancement. Here’s a few examples of barbarians that aren’t barbaric:

Super Soldiers

War drives innovation, and over the course of a century of conflict the nations of Exether explored many paths in search of the perfect weapon. The warforged were built for battle, and many class features can be interpreted as specialized design features. As a warforged barbarian, your “rage” is a battle surge boosting your musculature to increase your damage, reinforce your armor, and reduce injuries. The Path of the Berserker is a simple choice for this, but the Path of the Totem Warrior or the Path of the Storm Herald can easily represent specialized design. A “bear totem” reflects your superior bulwark of armor instead of spiritual devotion.

While everyone in Zalaron has heard of the warforged, a warforged barbarian is a rare design from one of the many secret research programs that aren’t so well known. Notably, Ceraun is known for the practice of using magic to breed beasts with enhanced abilities and mystical capabilities, called magebreeding. Perhaps a branch of chirurgeons attempted to extend this research to humanoids and had a breakthrough, and your “barbarian” is the product of that program. Your Rage reflects a massive surge of adrenaline. Your Unarmored Defense might be sheer toughness and will, or you could literally have natural armor. A magebred barbarian could follow any path, though the Extreme Explorer presented here is an obvious choice for a character who relies on powerful bursts of adrenaline.

In making such a character, work with your DM to work out the details of your past. Were you part of a unit of super soldiers, or a lone success? Are you a free agent? Do you have ties to a nation or house? Or are you a renegade, hunted by those who created you?

Thiralian Champions

The people of Thiral aren’t savages. Its farmlands were once part of the Dumonian Empire and while many of its farmers have adopted the druidic faiths, their grandparents were Dumonian. The Fleurian Knights and the other druidic sects serve as a bridge between these two cultures, tempering the wildness of the woods and helping the farmers find a balance with the natural world.

The elite forces of Fleurian Knights are often rangers, paladins and druids, but there are a few champions who draw primal strength from the natural world. The Path of the Totem Warrior is an easy way to represent this. However, the Path of the Storm Herald could reflect a touch of druidic magic and primal power. The Path of the Berserker can be a good match for an Ashbound champion; the Ashbound see themselves as the avengers of the natural world and vessels of Exether’s fury.

As an Thiralian champion, you’re not barbaric. You may have grown up in the Brécheliant Woods, but you understand the ways of the civilized world… even if you may think it corrupt and foul. When creating your character, consider what has drawn you from your beloved woods? Are you tied to one of the druidic sects and serving its goals? Or are you driven by curiosity, or instincts you can’t explain?

Bard

If you can convince one of these fellows to rise from the table ‐ and it won't take much ‐ you're in for dinner and a show like you've never quite witnessed before. There is no guarantee, mind, that it will be any good.

—Bokk Ostren, half-orc adventurer


To survive on the road, a trouper must be clever, charismatic, and versatile above all. Whether a battle with a foe is resolved by silver-tongue or adamantine blade, an adventuring bard’s worth truly comes from the ability to improvise a magical talent to charm, lull, or simply assist with a nearly limitless reservoir of practical knowledge and skill. While the common trope sings of a troubadour whose magic harmonizes with some cosmic symphony, those who have traversed Zalaron have learned that inspiration is the true magic of any bardic exhibition, regardless of the medium.

Bard Colleges

At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice: College of Liturgies and College of Wayfare.

College of Liturgies

Bards of the College of Liturgies, also known as Cantors, embrace religion and piety. They devote themselves to the teachings of a higher power and often become pilgrims, using their magical voices to spread the dogma of their faith in hopes of changing the world for the best. Their psalms are empowered by divine magic, harmonious to the ears of the devout and excruciating to those of little faith and vile hearts.

Blessed Cantor

3rd-level College of Liturgies feature

You learn the thaumaturgy cantrip, which doesn’t count against the number of bard cantrips you know.

In addition, you learn to speak, read and write Celestial, and you gain proficiency with the Religion skill.

Blessed Cantor

3rd-level College of Liturgies feature

When you choose this college, choose a domain from your chosen deity's list of eligible domains. Whenever you learn a bard spell, you can choose the spell from the cleric domain spells of your chosen domain or the bard spell list. Cleric domain spells you learn with this feature must be of a level for which you have spell slots and are considered bard spells for you.

In addition, you can use a holy symbol as a spellcasting focus for your bard spells.

Divine Psalms

3rd-level College of Liturgies feature

You 've been taught esoteric psalms that invoke powerful divine magic. These psalms are extremely intricate, and you must memorize them to be able to chant them. You prepare the list of memorized psalms that are available for you to chant, choosing from the "Psalms" list detailed below. When you do so, choose a number of psalms equal to your proficiency bonus to memorize.

If a psalm has prerequisites, you must meet them to memorize it. You can memorize the psalm at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You can change your list of memorized psalms when you finish a long rest.

As an action, you can expend one use of your Bardic Inspiration to chant a psalm that you 've memorized and choose one creature you can see within 30 feet of you to be the target of the psalm’s effect. If a psalm requires a saving throw, the DC equals your bard spell save DC.

When you use your action on your turn to chant a psalm, you can also manifest one of the magical effects described in the thaumaturgy cantrip as part of that action. If you do, the effect lasts until the end of your turn.

Pious Preacher

6th-level College of Liturgies feature

You can impart lessons of faith in others. You can conduct an hour-long liturgy of preaching (which can be done during a short or long rest).

You can conduct the ritual with a number of willing creatures other than yourself up to your proficiency bonus. At the end of the liturgy, each participating creature memorizes one psalm of your choice from the psalms you've memorized.

As an action, a creature that participated in the liturgy can chant the psalm it memorized and choose one creature it can see within 30 feet of it, to be the target of the psalm's effects. The psalm then takes effect as if you had chanted it, using your Bardic Inspiration die, Charisma modifier, bard level, and bard saving throw DC for its effects, but without expending uses of your Bardic Inspiration.

Once you perform the liturgy, you can’t do so again until you start a long rest. A creature that chants a psalm with this feature can't do so again until you perform the liturgy again.

Pious Preacher

14th-level College of Liturgies feature

Whenever you use your action to chant a psalm, you can chant two psalms as part of that action instead, provided that they are different psalms. You must still expend uses of your Bardic Inspiration as normal to chant each psalm, and you can't target the same creature with both psalms.

Psalms

The psalms are presented in alphabetical order

Psalm of Ardor. The target gains temporary hit points equal to one roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and whenever the target rolls Initiative, it can roll a die of the same type as your Bardic Inspiration die and add it to the total for that initiative roll.

Psalm of Exorcism. If the target is a celestial, an elemental, a fey, a fiend, or an undead, it must succeed on a Charisma saving throw or be banished in a harmless demiplane until the start of its next turn, at which point it reappears where it was or in the closest unoccupied space. If the target is charmed, frightened or possessed by such a creature, it can immediately make a saving throw against the relevant effect, rolling a die of the same type as your Bardic Inspiration die and adding it to the saving throw.

Psalm of Fervor. The target can immediately use its reaction to move up to its speed without provoking opportunity attacks and make a melee weapon attack against a creature it can reach. On a hit, the attack deals extra thunder damage equal to one roll of your Bardic Inspiration die + your Charisma modifier.

Psalm of Judgment (Prerequisite: 5th level). The target must succeed on a Constitution saving throw or take radiant damage equal to two rolls of your Bardic Inspiration die and be blinded until the end of its next turn.

Psalm of Lament (Prerequisite: 5th level). The target must make a Wisdom saving throw. On a failed save, the target takes psychic damage equal to two rolls of your Bardic Inspiration die and must immediately use its reaction, if available, to drop prone. A creature that succeeds on its saving throw takes half as much damage and doesn’t have to drop prone.

Psalm of Penance (Prerequisite: 15th level). The target must make a Wisdom saving throw. On a failed save, it takes psychic damage equal to three rolls of your Bardic Inspiration die and is stunned until the end of its next turn. A creature that succeeds on its saving throw takes half as much damage and isn't stunned.

Psalm of Protection. The target gains temporary hit points equal to one roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, whenever the target takes damage, it can use its reaction to roll a die of the same type as your Bardic Inspiration die and reduce the damage taken by an amount equal to the number rolled.

Psalm of Power. The next time the target hits a creature with a weapon attack before the start of your next turn, the attack deals extra thunder damage equal to one roll of your Bardic Inspiration die + your Charisma modifier, and the target must succeed on a Strength saving throw or be knocked prone if it is Large or smaller.

Psalm of Spirituality (Prerequisite: 10th level). If the target is affected by an effect that would allow it to make a saving throw at the end of each of its turns to end it, it can immediately make the saving throw when targeted with this psalm instead, rolling a die of the same type as your Bardic Inspiration die and adding it to the saving throw. If the target succeeds on this saving throw, it regains hit points equal to one roll of your Bardic Inspiration die + your Charisma modifier.

Psalm of Radiance. Bright light bursts in a 20-foot cube around the target. Each creature hostile to the target within the area of bright light must make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to one roll of your Bardic Inspiration die, and can't benefit from being invisible until the end of its next turn. A creature that succeeds on its saving throw takes half as much damage and can benefit from being invisible.

Psalm of Restoration (Prerequisite: 15th level). The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.

Psalm of Revelations (Prerequisite: 10th level). Each creature of the target’s choice it can see within 30 feet of it must make a Wisdom saving throw. On a failed save, a creature takes psychic damage equal to three rolls of your Bardic Inspiration die and must immediately use its reaction, if available, to move as far as its speed allows it away from the target. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. A creature that succeeds on its saving throw takes half as much damage and doesn’t have to move away.

Psalm of Reverence. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is charmed by you until the end of its next turn.

College of Wayfare

Bards of the College of Wayfare are traveling minstrels who wander the world, sharing tales of their unique experiences from far away lands. When two bards of this college happen to find each other on their journeys, they can spend hours or even days singing and exchanging stories.

Well Traveled

3rd-level College of Wayfare feature

You gain proficiency with navigator’s tools and two languages of your choice. You also gain proficiency in one of the following skills of your choice: History, Nature, or Survival.

Adventurous Inspiration

3rd-level College of Wayfare feature

You can inspire your allies to feats of great speed and agility. As part of the bonus action you use to grant a creature Bardic Inspiration, you can take the dash or disengage action. Additionally, when you grant a creature a Bardic Inspiration die, that creature can use its reaction to move up to half its movement speed without provoking attacks of opportunity.

Off the Beaten Path

6th-level College of Wayfare feature

Your speed increases by 10 feet and your movement is unaffected by non-magical difficult terrain. These benefits are shared with creatures that have one of your Bardic Inspiration dice.

Rest for the Weary

6th-level College of Wayfare feature

Your travels have taught you the importance of a good rest. Finishing a short rest reduces your exhaustion level by 1, and your Song of Rest restores additional hit points equal to your Charisma modifier.

Abiding Inspiration

14th-level College of Wayfare feature

Starting at 14th level, your inspiration can last through even the toughest journeys. When a creature rolls one of your Bardic Inspiration dice, the die is not lost. Instead, it becomes an Abiding Inspiration die, a d6. It functions as a Bardic Inspiration die, but lasts until you finish a short or long rest instead of only 10 minutes. Once the Abiding Inspiration die is rolled, it is lost. A creature that has an Abiding Inspiration die shares the benefits granted by your Off the Beaten Path feature.

Cleric

Some say that it’s best to keep the gods close to your heart. You know that’s rubbish. God lives at the edge of a blade.

—Herschem Bateu, Cleric of Amaunator


It’s easy to think of a cleric as just another magic user, one with a different knowledge and intent from that of a warlock or a wizard, one whose support is both consistent and focused. While a wizard’s magic takes the form of a science, the mystical abilities of a cleric are a gift from a higher power, earned through faith and devotion to a cause. To call for this aid, a cleric’s prayers to help the fallen need not follow the same repeatable pattern and pacing as those of the arcane arts dabbled in by artificers or wizards.

It’s important to understand that in Exether, not all priests can wield divine energies. A priest provides spiritual guidance to a community and congregation and they don’t need magic to do this. Those that can use magic are usually adepts with the ability to utilize one or more low-level spells, like thaumaturgy, or other ceremonial rituals useful for everyday duties. A rare adept might be able to cast speak with dead or lesser restoration, but this is a great gift. Such a healer or medium is celebrated within the community and may be throughout the region. A cleric is a full-fledged divine champion, and someone who possesses such a powerful connection wouldn’t waste that power on sermons and everyday services. People of faith assume that such power has a purpose. In playing a cleric, do you know your purpose?

The Power of Faith

Gods don’t walk the world in Exether. People believe that they are guided by divine forces—fate, the intuitive guidance of the Seldarine—but don’t expect these beings to physically manifest before them.

If a thing can’t be seen, is it real? Does the possibility exist that a such a higher purpose might not? These types of questions can create room for doubt, and while there’s no question clerics and adepts wield mystical power, in Exether it’s possible to be an atheist.

Clerics rarely feel the need to prove the truth of their beliefs. As a cleric, you know your faith resides in your heart and that is all the proof you need. Work with your DM to uncover exactly why that is. What is it that has given you such an unshakeable faith in a force you can’t touch? Do you have a direct connection to the divine? Do you believe in the doctrines and traditions of the church or is your faith entirely held within you, personally? What was the first time that a prayer was answered, and divine magic was yours to wield? Did your transcendental moment come from great need or with great sacrifice?

Transcendental Moment
d6 Event
1 A spontaneous act of healing saved a dying friend. (spare the dying or cure wounds)
2 A burst of flame struck down a deadly foe. (sacred flame)
3 A divine presence guided a task thought impossible. (guidance)
4 Your voice carried across a battlefield, allowing you to rally your allies. (thaumaturgy)
5 Divine power forced an enemy to do your bidding. (command)
6 Allies overcame impossible odds by the aid of a divine power. (bless)

Mysterious Magic

The magic of a wizard is entirely predictable and reliable, because it’s a form of science in Eberron. Meanwhile, the spells of a cleric are a divine gift, but as it stands they are just as predictable and reliable as any other form of magic. Presently, there is nothing mysterious about the divine power a cleric wields, no reward for using appropriately and no punishment for acting against the principles of your religion.

If both DM and player agree, a DM can add a little more uncertainty to divine magic. The simplest answer is for a divine spell to be more effective when it is used in a way that is truly aligned to the character’s faith. An attack roll could have advantage, or a target could suffer disadvantage on a saving throw. Conversely, when divine magic is used in a way that violates the principles of the faith, the spell might require a roll to succeed or simply be denied.

These benefits and penalties shouldn’t become common or trivial. Simply attacking an evil creature doesn’t justify a bonus for a cleric of the Cult of Amaunator, but if they are putting themselves at risk to protect an innocent, by sacrificing a spell that could be more useful later because it’s the right thing to do now, might be the sort of thing that receives favor. Even then, this favor might be limited to once an adventure, rather than over and over. Again, the purpose of this isn’t to make a cleric stronger or weaker than any other enigmatic class but to add the feeling that the cleric’s powers aren’t entirely under their command and to encourage dramatic action in the name of such faith.

Divine Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Fate Domain, Pantheon Domain.

Fate Domain

The Fate Domain is concerned with the occurrences of what has, is, and will happen. Gods of this domain ensure that the procession of all events throughout the planes happen within acceptable limits deemed by them.

Clerics of the Fate Domain are staunch believers of determinism. The most devout clerics subscribe completely to the concept of fatalism; accepting anything and everything that is happening as being determined beforehand by the deities they serve.

Domain Spells

1st-level Fate Domain feature

You gain domain spells at the cleric levels listed in the Fate Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Fate Domain spells
Cleric Level Spells
1st guiding bolt, magic missile
3rd enhance ability, locate object
5th clairvoyance, nondetection
7th divination, locate creature
9th scrying, wall of force

Hand of Fate

1st-level Fate Domain feature

You learn the guidance cantrip if you don’t already know it. When you cast this cantrip, you can do so as a bonus action.

Channel Divinity: Foregone Conclusion

2nd-level Fate Domain feature

You can use your Channel Divinity to turn the tide of fates in your favour. When you make an ability check, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM states whether you succeed or fail.

Foretelling Future

6th-level Fate Domain feature

You are able to glimpse into a person’s near future. You and a willing creature perform a 1 hour long ritual where you can ask your god, or its servants, a single question regarding the creature that is to occur within the day. Your god offers a truthful reply, which can be in the form of a short phrase, a riddle, or an omen.

Once you use this feature, you can’t do so again until the end of a long rest.

Potent Spellcasting

8th-level Fate Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Predetermination

17th-level Fate Domain feature

You gain the ability to manipulate the strings of fate. At the end of a long rest, roll a 2d10 and record the total number rolled. You can then choose a willing creature. That creature uses the number in place of a d20 in all of their ability checks, attack rolls, and saving throws until the end of your next long rest. This number can’t be changed in any way and is not affected by advantage or disadvantage.

Pantheon Domain

Be it war, storm, death itself, faith has more than one bastion, and these individual aspects create the maelstrom of existence. Rather than limiting devotion to a single deity, a cleric may embraces an entire pantheon of gods and goddesses.

When blades are drawn, the Pantheon cleric calls on war gods such as Hanseath and Corellon. When it’s time to for negotiation, the priest looks to the likes of Waukeen for inspiration. While some realms overlap slightly, one who specializes in omnitheism knows the right divine dominion for each occasion.

As a representative of many gods, a pantheon domain cleric can draw on a wide selection of spells. However, this also means that the common people will call on the cleric with a wide variety of problems. Marauding bandits? A cursed forge? A wedding ceremony? The Pantheon cleric can handle all of these.

Domain Spells

1st-level Fate Domain feature

You gain domain spells at the cleric levels listed in the Pantheon Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Pantheon Domain spells
Cleric Level Spells
1st bless, divine favor
3rd prayer of healing, spiritual weapon
5th counterspell, mass healing word
7th aura of purity, divination
9th circle of power, hallow

Solemn Devotion

1st-level Fate Domain feature

You gain proficiency in the History and Religion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Wordly Focus

1st-level Fate Domain feature

You have spent countless hours studying the portfolios of deities across your pantheons, and learned to acknowledge their influence all around you in both peace and war. You gain proficiency in martial weapons and can use any weapon you are proficient with as a spellcasting focus for your cleric spells.

Channel Divinity: Omnitheist

2nd-level Fate Domain feature

Your belief in the omnipresence of the gods allows you to call upon the goodwill of any divine presence in the pantheon. As an action, you can use your Channel Divinity to choose one spell from any domain spell list. For the next 10 minutes, you can cast this spell as if it were a domain spell for you. The spell must be from the same level of spells you would gain access to at your level.

Encouraging Whispers

6th-level Fate Domain feature

Starting at 6th level, while you are concentrating on a cleric spell, you add your Wisdom modifier (minimum of 1) to concentration checks made to maintain your spell.

Divine Balance

8th-level Fate Domain feature

Starting at 8th level, you gain the ability to infuse your attacks with divine energy. Once on each of your turns when you hit a creature with a weapon attack or deal damage with one of your cleric cantrips, you add your Wisdom modifier to the damage you deal.

Jack of all Prayers

17th-level Fate Domain feature

At 17th level, choose five spells from any domain spell list (the five needn’t be from the same list), one from each of the following levels of the table: 1st, 3rd, 5th, 7th, and 9th. Like your other domain spells, they are always prepared and count as cleric spells for you.

Druid

"Season" ‐ it means something very different to a gourmet than it does to a druid. But both, I've found, have the wisdom to know the value of time.

—Finbin Humblehands, Clearbough Chef


Druids draw primal magic from the world itself. The process isn’t like the spells of a wizard or the tools of an artificer, nor is it a divine petition to a higher power. Druidic magic is the blood and breath of Exether itself, granting power to those who seek to defend her and the natural order from the threats beyond. Most druids are swathed in tradition, usually initiated by a sect that teaches the secrets of this primal magic while also charging the aspirant with specific duties. While some sects are loosely aligned, each one has its own ideas as to the role their kind should play in the world.

Unnatural Druids

A barbarian needn’t be a savage, a bard needn’t warble sonnets and, in the same way, it’s possible to create a druid character without a bond to the natural world. As a matter of story or flavor, spells might reflect supernatural gifts as opposed to primal magic, whose effects remain unchanged but are described within your supernatural narrative. If this is a direction you and your DM agree to explore, consider exchanging the Druidic language for one that compliments that narrative instead.

The Druidic Language in Exether

Druidic is an innate magical language, the meaning of which one feels primally from within or never grasps at all. It is the language of nature itself and is integrally tied to calling on nature to facilitate casting a druid’s spells. In casting entangle a druid requests vines to grow, while casting cure wounds entreats the organism’s blood and bone to heal, and as all druids understand Druidic because it’s the tool they all use, sages have coined this verbal component a “Druidic Invocation”, citing the similar praxis to bridge the gap between their conventional knowledge.

In truth, one with the knowledge or ability to call on the wild would never try to name that which is rooted to the core of the world itself. While there is no universal alliance between all druids, woodland folk know that someone who speaks Druidic is a fellow initiate delving into Exether’s primal mysteries. That individual might not initially be welcomed as a friend but will certainly be given the chance to parley before a situation escalates to violence.

Druids and Civilization

Druids stand between the civilized world and the wild. Some see civilization as an unnatural construct that should be destroyed. Others simply want to maintain a balance between the two. You can use this table as a quick guide to determine a druid’s outlook, and whether any philosophical challenge aligns with one of the primary sects, or if a new one might be brewing somewhere in the depths of the world, still unknown to the world.

Druidic beliefs
d8 Civilization...
1 … is a threat to the natural world and you fight to keep it at bay.
2 ... can exist in harmony with the natural world and you serve as an ambassador between the two.
3 … allows the weak and sickly to survive, it is your duty to cull the herd.
4 … is inhabited by natural creatures but the most important thing is to protect all natural creatures from unnatural threats, such as undead and aberrations.
5 … is disturbing, you remain amazed that your comrades can stomach its strange ways.
6 … is fascinating and you’re always curious to learn more about its oddities.
7 … is doomed, and you know that nature will rise up and wipe it all away, sooner or later.
8 … is still a part of nature, and just like the rat, nature adapts its ways to endure the city.

Druidic Circles

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Circle of the Hybrid, and Circle of Living Stone.

Circle of the Hybrid

Druids of the Circle of the Hybrid are natural innovators. They mark the thin line between humanoid and beast, daring to combine the finest qualities of each and striving to push that boundary as far as possible.

Hybrid Shape

2nd-level Circle of the Hybrid feature

You learn to measure the influence of the natural world on your body. When you use your Wild Shape, you can partially transform into a beast instead of magically assuming its shape.

While partially transformed, you gain the benefit of any of the beast's senses, speeds, and special traits. If the beast is larger than you, you grow to its size. Anything you are wearing or carrying grows with you. None of your other statistics change, and you retain the ability to speak, cast spells, and use any features from your class, race, or other source.

For the duration, you can use your action to take one of the actions in the beast's stat block. You are proficient with the beast's natural weapons. You can use your Wisdom, instead of the beast's attack modifier, for the attack and damage rolls of attacks you make with them, and can use your druid spell save DC instead of any of the beast's DCs. In addition, whenever you make an ability check or a saving throw, you can use the beast's statistics or your own (your choice).

Forced Evolution

6th-level Circle of the Hybrid feature

You gain the ability to force your body to adapt to new environments. When you finish a short or long rest, you can choose one type of terrain from the Forced Evolution table, adapting to that terrain until you choose a different one with this feature.

You have advantage on Wisdom (Survival) checks you make within the terrain you chose, and you're naturally adapted to the environment associated with it, as described in chapter 5 of the Dungeon Master's Guide.

Forced Evolution
Terrain Environment
Arctic Extreme Cold
Coast Frigid Water
Desert Extreme Heat
Forest
Grassland
Mountain High Altitude
Swamp
Underdark

Primal Strike

6th-level Circle of the Hybrid feature

Your attacks with a beast's natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Lusus Naturae

10th-level Circle of the Hybrid feature

You can expend two uses of your Wild Shape at the same time to partially transform into two beasts using your Hybrid Shape.

You gain the benefit of both beast's senses, speeds, and special traits. If both beasts have the same type of speed, use whichever is higher. If either beast is larger than you, you become the size of the largest beast. You can take the actions in either beast's stat block, and you can make ability checks and saving throws using either beast's statistics.

Master of Two Worlds

14th-level Circle of the Hybrid feature

You master the balance between humanoid and beast. When you use your action to cast a druid spell while partially transformed by your Hybrid Shape, you can use your bonus action to take one of the actions in the beast's stat block.

Circle of Living Stone

While many druids view civilization as the adversary to nature, members of the Circle of Living Stone strive to bring the two together in harmony. These druids work to transform the ways cities are built and industry is conducted, transforming once-lifeless stone settlements into vibrant green communities. To this end, they have learned to channel nature magic into stones to form special golems that act both as a living testament to their creed and as powerful allies in battle.

Green Builder

2nd-level Circle of Living Stone feature

You gain a magical affinity for stone and craftsmanship. You gain proficiency with stonemason’s tools. You also learn the mold earth and magic stone cantrips. If you already know these cantrips, you learn a different druid cantrip of your choice. These cantrips don’t count against your number of cantrips known.

Summon Druidic Golem

2nd-level Circle of Living Stone feature

At 2nd level, you can summon a druidic golem to your aid. As an action, you can expend one use of your Wild Shape feature to summon your druidic golem, rather than assuming a beast form. The golem appears in an unoccupied space of your choice that you can see within 30 feet of you.

The golem is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Druidic Golem stat block, which uses your proficiency bonus (PB) in several places. You determine the golem’s appearance, such as a mass of moss-covered stones in a vaguely humanoid shape or an intricately carved statue inscribed with druidic runes.

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the golem can take any action of its choice, not just Dodge.

The golem manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the golem again, or until you die.


Druidic Golem

Medium construct


  • Armor Class 15 (natural armor)
  • Hit Points 6 + 6 times your druid level
  • Speed 30 ft.

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

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languagess understands the languages you speak

Actions

Bash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit 1d8 + PB bludgeoning damage.

Create Henge (Recharge 4-6). The golem magically creates a stone or wooden pillar at a point you can see within 30 feet of it. A pillar is a cylinder with a 5 foot radius and a height of up to 15 feet. A creature within the cylinder’s area when it is created must make a Dexterity saving throw using your spell save DC, taking 2d6 bludgeoning damage on a failure. Any creatures within the cylinder’s area are shunted to the nearest unoccupied space outside of it. Any pillars created this way disappear when the golem disappears

Reactions

Runic Sentinel. When a creature enters a space within 5 feet of the golem, the golem makes a Bash attack against that creature. If the attack hits, the target’s speed is reduced to 0 until the start of the golem’s next turn. dawn.

Earth Carver

Starting at 6th level, you can cast Mold Earth as a bonus action. When you do so, you can target up to three 5 foot cubes of earth. In addition, you may produce up to three non-instantaneous effects with this cantrip. When you cast the spell in this way, you may still use your action to cast a spell of 1st level of higher.

Warded Markers

At 10th level, your magic creates mystical invisible barriers between your golem’s pillars. These barriers fill a 10 foot wide line between any two pillars, and effect creatures up to the same height as the shortest connected pillar.

The barriers act as difficult terrain for creatures of your choice, and ranged attacks of your choice that pass through a barrier are made with disadvantage.

Golem Monolith

At 14th level, your knowledge of living stone allows your golem to grow to great sizes. When you summon your druidic golem, you can choose to make it grow up to Huge size, filling a 15 by 15 foot space. If there is not enough room for the golem to reach Huge size, it attains the maximum possible size in the space available. While this benefit is active, the golem has advantage on Strength checks and saving throws, it can use Create Henge without having to recharge, and it gains temporary hit points equal to twice your level when first summoned.

Once you use this feature, you cannot use it again until you finish a long rest.

Fighter

Never bring a pen to a sword fight.

—Lukar Ghastor, Ceraunian Veteran


A fighter is more than just adept with arms and armament. With a second wind of determination, willpower, or sheer physical stamina, a naturalborn fighter takes decisive action beyond the limits of normal soldiers. When others would falter, the indomitable spirit to champion of revolution or act as a bulwark of the weak is what ultimately defines the fighter.

Martial Archetypes

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Bone Knight and Rune Knight.

Bone Knight

To a Ravikian, the undead are weapons and a Bone Knight walks a line between life and death, training night and day to wield the ivory legions as they see fit. Bone Knights wield the power of necromancy and can grow armor and weapons from their own bones. Beyond this, there is an intuitive connection to the undead. Initially, this allows you to command a single undead soldier and arm yourself for battle from within. As your power grows, you can direct a legion of the dead, turning these mindless creatures into an effective fighting force.

Most Bone Knights served the Necrarchy of Ravik in their war against the humans of Blumshafen and consequent conquest of western Zalaron. The champions of the Creed of Hasal often learn these traditions through their faith, and a few exist within the Crimson Avengers.

Whether your bonecraft was earned through devotion
to faith or your own design, decide whether this is
something you sought or a disturbing means to an end.

Spellcasting

3rd-level Bone Knight feature

You augment your martial prowess with the ability to cast spells. See chapter 10 and 11 of the Player’s Handbook and for the general rules of spellcasting for the cleric spell list.

Bone Knight Spellcasting
—Spell Slots per Level—
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots. The Bone Knight Spellcasting table shows how many spell slots you have to cast your 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. For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2ndlevel spell slot available, you can cast inflict wounds using either slot.

Spells Known of 1st-level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the necromancy and transmutation spells on the cleric spell list. The Spells Known column of the Bone Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a necromancy 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 cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy 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. Wisdom is your spellcasting ability for your cleric spells, and your power comes from devotion to your discipline. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ivory Legionnaire

3rd-level Bone Knight feature

At 3rd level, you gain the aid of an undead warhorse skeleton to ride into battle. You also gain a skeleton protector that accompanies you on your conquest. It acts on your initiative and obeys your commands in battle. Add your proficiency bonus to its attack rolls and damage rolls, as well as any saving throws it is proficient in, and it gains hit points equal to your fighter level. If your mount or protector dies, you can spend 1 hour to reanimate each corpse, which you can do over the course of a short rest. At 10th level, your skeleton protector becomes a dread warrior.

Bonecraft

7th-level Bone Knight feature

Your spiritual connection with the composition of the undead legion bestows your body with the gift to grow weapons and armor from within you to enhance your martial prowess on the battlefield. The first time you create your armor or your weapon, you can expend a spell slot of 1st-level or higher to increase the effectiveness of either one of your armaments. When you do, until the end of your next long rest or until you die, the armor or weapons you create with this feature become magic items, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. The bonus the item gains is equal to the level of the spell slot you spent when you created it for the first time.

Bonecraft Armor. You can use your action to encase yourself in a suit of segmented, bonecraft armor. When you do, your Armor Class becomes 10 + your Constitution modifier + your proficiency bonus. While your bonecraft armor envelops you, you can’t benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal. You remain protected in this way until you absorb the armor (no action required), or you die.

Bonecraft Weapon. You can use your bonus action to produce a weapon of hardened bone from your body in your empty hand. You can choose the form the weapon takes each time you grow it. Your bonecraft weapon becomes brittle and breaks if it is more than 5 feet away from you for 1 minute or more. It also crumbles to dust if you use this feature again, if you absorb the weapon (no action required), or if you die.

Masteer of the Ivory Banner

10th-level Bone Knight feature

When you use your Second Wind feature, you add your proficiency bonus to the hit points you regain, and your undead allies within 60 feet of you gain temporary hit points equal to the total number you regain.

Death Strike

15th-level Bone Knight feature

When you hit a creature with a melee or ranged attack using your bonecraft weapon, you can expend one spell slot to cause the weapon to deal 1d10 extra damage to the target. This damage increases by 1d10 for each spell level higher than 1st, to a maximum of 4d10. The damage increases by 1d10 if the target is undead.

Grim Conscription

18th-level Bone Knight feature

At 18th level, you prowess on the battlefield is respected by legions of undead. As an action, you can assume command of a number of undead creatures from a willing summoner or you can force any undead you can see within 30 feet of you to make a Charisma saving throw against your spell save DC or fall under your command. If a creature succeeds on this saving throw, you can’t use this feature on it again. If it fails, it falls under your command and obeys your orders for the next 24 hours.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Your undead legion can’t have a cumulative challenge rating greater than your Fighter level. Once you use this feature, you can’t do so again until you finish a short or long rest.

Field Medic

Field medics are often among the most selfless and respected members of soldiery, braving great peril and danger to tend to their charges, or evacuate them to where they might be better helped. Tireless and undaunted in the pursuit of their duties, these healers operate with great skill under the duress and chaos of battlefield conditions. Beyond their obvious capability as healers, the more canny among them can employ their knowledge of anatomy and medicine to bolster their likewise notable capacity to inflict harm.

Field Medicine

3rd-level Field Medic feature

You are initiated into the fundamentals of battlefield medicine.

Drawing or stowing a healer's kit costs you no action, and you gain proficiency in the Medicine skill.

Further, as an action or bonus action, you can choose a creature you can see and touch and spend one use of a held healer's kit to produce one of the following effects:

Paramedicine. You stabilize the target and can end an effect on it that a successful Constitution saving throw made at the start or end of its turn could end.

First Aid. The target spends up to two Hit Dice as though it finished a short rest. It can can only spend Hit Dice in this way once between rests, and regains extra hit points equal to your Fighter level for each Hit Dice spent in this way.

Intensive Care

7th-level Field Medic feature

Your studies progress, allowing for more sophisticated treatments. You double your proficiency bonus for the Medicine skill and gain the following features:

Convalescence. At the end of a short or long rest, you can treat up to six resting creatures, and can make a healing kit by harvesting flora and fauna available nearby. Healing kits made in this way are obviously crude and generally unsellable. Each target adds half your Medicine skill modifier to hit points regained from spending Hit Dice at the end of their rest and to any Constitution saving throws it makes then.
Field Surgery. When a creature regains hit points with your First Aid effect, you can double the hit points it regains and use your Paramedicine feature on it. If you do, you can't use this feature again until you complete a short or long rest.

Anatomical Studies

10th-level Field Medic feature

You can assess a foe's anatomy with great insight and precision, identifying key points of weakness.

As an action, you can make a Wisdom(Medicine) check targeting a creature you can see with a DC equal to 10 plus its distance from you in feet. If you succeed on this check, you know whether the target has at least half of its maximum hit points, if it's affected by any diseases or poisons, and any damage vulnerabilities, immunities and resistances it has.

Furthermore, until the end of your next turn, your weapon attacks against the target deal extra damage equal to your Medicine skill modifier.

Swift Resuscitation

15th-level Field Medic feature

With a physician's skill, you learn how to forcibly wrench the recently dead back into their mortal coil.

As an action, you can spend one use of a held healer's kit to make a DC 25 Wisdom(Medicine) check targeting a dead creature you can see and touch. On a success, the target returns to life with 1 hit point if it's not an undead or construct, died within the past minute, and didn't die
from old age. The target can't be revived in this
way again until it completes a short or long rest.

Doctorate of Battle

18th-level Field Medic feature

Your talents at life saving triage and medicine become legendary. You gain the following benefits:

War Physician. You can now use your Swift Resuscitation feature as a bonus action. You can now use your Field Surgery feature twice between rests.
Ounce of Prevention. Your Convalescence feature grants up to two of its targets advantage on Constitution saving throws or resistance to poison and necrotic damage for 1 hour (you choose for each target).
Pound of Cure. A creature revived by your Swift Resuscitation feature regains hit points equal to that feature's Wisdom(Medicine) check result plus your Fighter level.

Monk

It isn’t a question of winning or losing. The question is “what do you do with the time the gods loan you?”

—Ivellios Holimion of the Ephemeral Soul


Wizards harness mystical power through the study of arcane science. A cleric is a vessel that entreats for the aid of divine forces. Those who study the fighter’s disciplines harden their bodies and minds through purposeful repetition. The monk walks a step in each of these shoes. Beginning with a foundation of mental and physical discipline, a monk channels energy to force an impossible action to become possible, from moving with superhuman speed to striking with fists of flame. The sorcerers persuade the ambient energies all around them to do their bidding, while the monk focuses power within themself and becomes a conduit with the strictest discipline.

Monks of Exether

The monasteries of the Church of Man are some of the finest libraries in the world, and the House of Fate has many refuges for those who wish to retreat from the world and focus on the mysteries of destiny. However, the monks who live in these places are cloistered scholars and priests, not martial artists. The people of Exether are used to fighting with sword or spell, and the techniques of the monk class are exotic and mysterious. However, there are a few established monastic traditions in Zalaron and beyond.

The Ephemeral Soul

The monks of the Ephemeral Soul meditate on the fleetingness of life, contemplating the brief time that mortals are given upon Exether. The order was founded in Teferet, and its roots are closely tied to the origins of sphinxes. The masters of the Ephemeral Soul believe that the lifespan of each individual can be affected through action and inaction, and that an eventful life risks an early death.

Through their devotions, monks of the Ephemeral Soul learn to channel time itself. Most members of the order use such energies in abstract ways, acting purely to test the limits of mortal life.

Some individuals master techniques in mere days that would normally take years at the cost of aging rapidly, or remain young for decades by staying perfectly still.

While some focus on the martial potential of these powers, sheathing their fists in temporal energy to deliver supernaturally fast strikes. The Ephemeral Soul isn’t a religious order, but its members are concerned with anything that could disrupt the natural temporal flow of the world and are especially interested in solving the mysteries left behind by the sphinxes. The order follows the Way of the Hourglass, and sage, scholar, and hermit are common backgrounds.

Monks Without Discipline

Just as a barbarian needn’t be a savage, a monk needn’t be tied to a monastic order. A monk is characterized by their inner strength, remarkable speed, and martial abilities that improve over time. A monk’s increasing unarmed damage generally reflects improved skill; but as a warforged monk, it could literally reflect your fists evolving into deadlier weapons. Consider the following ideas.

Master Spy. By default, the monk has a mystical, ascetic aspect, but you could present a monk as a highly trained spy specializing in unarmed combat techniques. Combine the monk class with the spy variant of the charlatan background, focusing on stealth and infiltration as your class proficiencies. As a master of disguise, being skilled at deception and quick with your hands, you don’t need to carry a weapon—you are the weapon. In that light, the abilities of the Way of Shadow can be seen as a form of specialized arcane training, and you might still be actively working for your former agency or have you been burnt and need to forge a new life. In either case, work with your DM to decide if former operations could come back to haunt you.

Living Weapon. As a warforged monk, your class features can reflect the ongoing evolution of your physical form. Your ki is an internal reserve of energy you use to activate embedded enchantments. Your subclass features can reflect this; for instance, Sweeping Cinder Strike could be depicted as coming from an embedded wandlike device. In the same vein, your heighened reflexes and combat prowess could be the result of biological experiments performed by ceraunian chirurgeons.

Primal Champion. A monk of one of Exether's more savage races might be called a Primal Champions, driven by their instinct rather than monastic tradition and found in the wilds or fighting alongside druids and rangers. Racial traits might well explain the monk class features like Unarmored Defense as a heightened Beasthide trait or reflect the increased damage of Martial Arts as deadly claws and teeth. If you discuss this path with your DM, your Martial Arts might inflict slashing or piercing damage if you want to describe the use of claws or teeth gnashing and tearing at your enemies.

Monastic Traditions

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Way of the Hourglass or Way of the Opened Eye.

Way of the Hourglass

Monks that study the Way of the Hourglass understand and appreciate the amount of time that is available to them. Through deep meditation, they have learned the sbutleties of time manipulation through ki... but at what cost?

Bonus Proficiency

3rd-level Way of the Hourglass feature

You gain proficiency with glassblower's tools. You use these tools to craft a small, necklace-worn hourglass which holds a physical representation of your ki.

Sands of Time

3rd-level Way of the Hourglass feature

As you use your ki, beads of sand fall from one end of the hourglass to the other. Once you have expended all of your ki, and the final bead falls, you become under the effects of the blur spell for one minute. However, the price of expending all of your ki ages you instantly by 1d4 years.

Minor Time Manipulation

3rd-level Way of the Hourglass feature

You learn how to subtly manipulate the sands of time through the use of your ki. Once per turn, you can expend a ki point and reroll an attack roll or skill check, but only with a skill with which you are proficient.

Sands of Potential

6th-level Way of the Hourglass feature

You gain the ability to share your ki energy with others. After a short or long rest, you can touch a number of creatures equal to your Wisdom modifier and gift them each a ki point.

This ki point can only be used by these creatures to use your Minor Time Manipulation ability.

Time Aberration

11th-level Way of the Hourglass feature

You can expend your own ki to aid your allies. Whenever a creature within range of your movement is brought to 0 hit points by an attack, you can use your reaction to spend 2 ki

points to move up to half your movement speed towards that creature and negate the attack's damage entirely. This sudden expenditure of ki is exhaustive, and reduces your speed to 0 until the end of your next turn.

Major Time Manipulation

17th-level Way of the Hourglass feature

Your ki has become more in tune to the ebb and flow of time, allowing you to substantially manipulate it to your will. Once per turn, you can roll a d100; if you roll below your monk level, you gain an additional action, bonus action, and movement for that turn.

After this occurs, you can't use this feature again until after you finish a long rest.

Way of the Opened Eye

The mysteries of of the mind are locked behind a thousand nested doors: but the keys to open all of them lie within reach of anyone looking inward with an open eye. Monks who walk this path to enlightenment must take two steps inward for each one they outwardly take on their pilgrimage, for the journey through the mind is longer than any travel on foot.

By releasing the power of their thoughts from behind the many locks we build for ourselves, masters of this mysticism gain a sixth sense for the energies of the world, and can even push their thoughts through this flow to move objects, connect their minds to others, or fight. The will of a monk of the Opened Eye strikes as rapidly as their feet or fists. They stand stoic and serene while the violently ignorant are tumbled around them, overwhelmed by the force of a mind that looks upon itself without fear

Mystic Enlightenment

3rd-level Way of the Opened Eye feature

Through the awakening of your inner senses to a higher degree of existence, you are able to connect to ki everywhere in the world, not just in your own body. You gain proficiency in the Perception skill if you don't already have it. In addition, you can express the profound new perspective offered by your psychic eye through the powers below.

Draw Ki. You can tap into the energies of the universe. As a bonus action, you can roll a Martial Arts die. If the result is a 4 or higher, you regain a number of ki points equal to your proficiency bonus. Once you take this bonus action, you can’t do so again until you finish a short or long rest.

Open the Path. Your strikes can redirect a creature's ki to awaken hidden parts of its potential. As an action, you can spend 1 ki point to touch a creature and roll a Martial Arts die. Until the end of its next short or long rest, the target adds the number rolled to ability checks it makes using a skill you choose when you use this action. A creature cannot benefit from this feature again until it completes a short or long rest. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this action without spending a ki point.

Unfettered Mind. You learn the mage hand, message, and mind sliver** cantrips. You use your Ki save DC for these spells. When you cast one of these spells, it requires no verbal, material, or somatic components.

Psionic Style

3rd-level Way of the Opened Eye feature

The honing of your mind has been undertaken with the same rigor as the honing of your body, allowing you to extend the strength of your will in tandem with your physical movements. You gain the following benefits:

  • Your unarmed strikes have a range of 30 feet, and you do not need to physically move to attack with them. As part of the Attack action, you can spend 1 ki point to extend the range of your unarmed strikes to 60 feet until the start of your next turn.

  • Once per turn, you can replace one of your unarmed strikes with a telekinetic push applied to a creature or object within range. An unwilling target makes a Strength saving throw against your Ki save DC. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

  • You can use your Deflect Missiles feature to defend any target within range of your unarmed strikes.

Ascendant Serenity

6th-level Way of the Opened Eye feature

Standing still as a pillar, you can nonetheless move as freely as flowing thought. Whenever you use your Step of the Wind or Patient Defense, you gain a hover speed equal to your

movement speed that lasts until the end of your next turn.

Perfected Psionic Style

11th-level Way of the Opened Eye feature

You have merged your martial and mental abilities into a seamless flow that can strike at both mind and body. You gain the following benefits:

  • When a creature fails its save against your telekinetic push, you can use your mind to grapple it. You can grapple a number of creatures up to your Wisdom modifier in this way. When you move, grappled creatures move with you as normal, remaining at the same distance from you as when they were grappled. A creature attempting to free itself from the grapple rolls against your Ki save DC.

  • When you use your Flurry of Blows, you can replace one of the unarmed strikes with the mind sliver** cantrip.

Eye Unblinking

17th-level Way of the Opened Eye feature

You have reached the final pinnacle of enlightenment, marked by the permanent opening of a third eye upon your forehead. You gain advantage on saving throws against being blinded, and you can no longer be surprised.

In addition, you gain truesight out to a distance of 60 feet. You can spend 5 ki points to extend the range of your truesight out to a distance of 300 feet for 1 minute

Paladin

Equality for all: a wise and noble mission, with ten thousand lifetimes of work yet needed to be realized on any world.

—Killian Dekker, Priest of Ilmater


A paladin is a champion empowered by faith, and a paladin’s oath is a symbol of that faith and a source of guidance in dark or confusing times. Problems are rarely simple, and those too rigid might shatter against the complexities of a noir tale in Exether. Faith needn’t be blind, and like the paladin, it should evolve. Kleris Arendt founded the Cult of the Amaunator, but he began as a paladin of the Church of Man, discovering the glory of the sun and his destiny over the course of her adventures. A soldier has a cause and purpose, but a paladin is bound by sacred oath. Don’t be afraid to explore these trappings and, should the story present the right reasons, abandon them.

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Oath of the Common Man and Oath of Prosperity.

Oath of the Common Man

The Oath of the Common man is born out of togetherness, mutual suffering, and righteous indignation at those who would put their boot heel to the collective neck of the worst-off in society. When a greedy baron levies unfair taxes that cut the poor to the bone, when a pompous dragon ransacks the countryside to build his own personal hoard, when a bloodthirsty tyrant forces the poor into conscripted service in his armies, to fight and die on the frontlines the paladin of the

Common Man will be there with the fury of the
oppressed at their back, with thunder in their voice and
fire in their eyes, and the will of the people behind their every word and action. To a paladin of the Common Man, tyrants and avaricious industrialists are worse than any fiend, and they must be thrown down, their schemes bent and broken, before the might of those they sought to keep beneath them. Paladins of the Common Man always wear armor and clothing that is simple, un-ornate, but well cared-for and kept up with the labor and dedication that comes only from earnest devotion.

Tenets of the Common Man

The tenets that a paladin of the Common Man obeys vary wildly from individuals to individual, but all carry within them the same revolutionary spirit, the single idea that the change the world needs to break free from tyranny is destined to happen, but that much work needs to be done alongside every common man and woman to bring this collective dream to fruition. A paladin of the Common Man thus roughly upholds the following tenets:

Equality. All creatures are inherently equal, and those that deny this fact for their own gain do the common man harm.

Community. A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand and fight with your brothers and sisters for the betterment of all.

Respect. Give respect, love, and kindness to those disenfranchised who find themselves without any. THey are your comrades, and the reason you fight.

Change. The world must change if it is to be any better, and it will not change if we do not act. Do your part to make a more just future.

Labor. You are not above the work that the common man does. Whenever you have a chance, labor with them as they do and work to ease their difficult lot in life.

Oath Spells

3rd-level Oath of the Common Man feature

You gain oath spells at the paladin levels listed in the Oath of the Common Man Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Common Man spells
Paladin Level Spells
3rd longstrider, sanctuary
5th calm emotions, enhance ability
9th counterspell, tongues
13th fabricate, freedom of movement
17th legend lore, wall of stone

Channel Divinity

3rd-level Oath of the Common Man feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Worker's Harmony As an action, you unleash a messege of unity in a loud, booming voice, calling on the spirits of common laborers who have died in oppression to come to aid you, or another. Either you are considered to be aided by

the Help action (Player's Handbook, page 192) from an unseen or indistinct source for a number of rounds equal to your Charisma modifier (minimum 1), or one friendly creature within 30 feet of you that you choose (including yourself) gains proficiency withg a specific type of artisan's tools for one hour.

Turn the Bourgeois. Those that hold themselves a class above the common working man must be brought down and made to fear the peasantry. As an action, you utter an indictment against those who would trample the rights of labvorers, inspiring the same terror in them that they inflict on those they hold as lessers. Any fey, non-chaotic fiend, or dragon that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. At your DM's discretion, aristocratic humanoids and undead may also be affected by this ability, as long as they are iuntelligent and unsympathetic to the plight of the lower classes.

A turned creature must spend its turns tryuing to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Solidarity

7th-level Oath of the Common Man feature

Whenever you or a friendly creature within 10 feet of you takes damage, you may choose to instead divide that damage evenly between all willing friendly targets within this aura, rounding up fractions to the nearest whole hit point.

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

Revolutionary Spirit

15th-level Oath of the Common Man feature

You may take the Help action as a bonus action on each of your turns. In addition, you inherently have advantage on all Charisma checks involving interaction with laborers and the common man.

Strength of the People

20th-level Oath of the Common Man feature

You can transform yourself into a larger-than-life icon of the working class and their revolutionary struggle. Using your action, you can gain the following benefits for 1 minute, as long as you can see or hear a conscious friendly creature:

  • You grow to large size and your equipm,ent grows with you, doubling your reach and movement speed.
  • At the Start of each of their turns, any friendly creature that can see or hear you (including yourself) gains a number of temporary hit points equal to your Charisma modifier.
  • As a bonus action on your turn, you may apply the benefits of the Help action to a number of friendly creatures equal to half your Charisma modifier, rounded up (minimum 1), within 30 feet of you and that can see or hear you.

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

Oath of Prosperity

Not all paladins pursue lives of virtue or nobility. Some more worldly paladins swear an Oath of Prosperity and dedicate their lives to amassing great material wealth. Often hailing from the merchant class, or acting in the service of a great dragon, Prosperity paladins value gold over all else. To them, each action, decision, and even each life, has a value in gold.

While all those who follow the Oath of Prosperity do look out for themselves, not all operate for entirely selfish reasons. Some see material wealth, and the power that comes with it, as the most direct path to enacting change in the world.

Tenets of Prosperity

Paladins who swear this Oath adhere to a code that allows them to generate wealth. While some strictly follow the code, others have a more loose view of what constitutes wealth.

Opportunity. Before you act, you must analyze any possible benefits you could gain, whether material wealth or favors.

Investment. View everything you do as an investment. Your actions should have a pay off for you at some point in the future. Debt is a powerful force to wield over another.

Profit. Never enter into a bad deal. Each agreement that you take part in must eventually increase your ability to grow your power, influence, wealth, or overall standing in society.

Oath Spells

3rd-level Oath of Prosperity feature

You gain oath spells at the paladin levels listed in the Oath of Prosperity Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Prosperity spells
Paladin Level Spells
3rd alarm, identify
5th arcane lock, locate object
9th glyph of warding, incite greed
13th faithful hound, secret chest
17th bigby's hand, planar binding

Channel Divinity

3rd-level Oath of Prosperity feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Distilled Fortune. As an action, you can touch your holy symbol to a Large or smaller non-magical object, that is not being worn or carried. It is transfigured into a tiny precious gemstone worth the exact monetary value of the item.

As an action, a creature can crush the gemstone, causing the object to reappear on an empty flat surface within 5 feet.

You can have a total number of objects transfigured in this way equal to your Charisma modifier (minimum of 1), and you can't use this Channel Divinity while at your maximum.

Vault of Prosperity. When you cast a spell that requires a material component with a gold cost, you can invoke this Channel Divinity to reduce the required cost of the material component by an amount of gold equal to 50 times your level.

Aura of Prosperity

7th-level Oath of Prosperity feature

Your presence increases the value of spells that aid allies you are invested in. Starting at 7th level, when an allied creature within 10 feet is targeted by a spell of 1st-level or higher that restores hit points, or grants them temporary hit points, they gain additional hit points, or temporary hit points, equal to your Charisma modifier (minimum of +1).

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

Fortunate Defense

15th-level Oath of Prosperity feature

Starting at 15th level, you can liquidate your investments to protect you from harm. As a reaction when you take damage from a creature you can see, you can crush a gem you gained from Distilled Fortune, and reduce the incoming damage by 1d10 for each 100 gold the Distilled Fortune gem is worth.

For example, a Distilled Fortune gem that is worth 500 gold would reduce the incoming damage by 5d10.

Golden Guardian

20th-level Oath of Prosperity feature

At 20th level, you can use your action to take on the form of a Golden Guardian, a true paragon of Prosperity. When you do so, you gain the following benefits for one minute:

  • You gain temporary hit points equal to twice your level. As a bonus action on each turn, you can grant a creature within your Aura of Prosperity temporary hit points equal to your Charisma modifier (minimum of 1).
  • While you, or any creature, has temporary hit points from this feature they gain a golden sheen and are resistant to all bludgeoning, piercing, and slashing damage.
  • Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.

Ranger

Imagine, a lone wolf, but with friends. That’s a terrifying conundrum.

—Breyten Crudaker, Jolly Company outrider


The classic image of the ranger is a warden of the wilds, a cunning skirmisher with a touch of druidic magic, but the ranger can fill many roles. A typical ranger is perceptive and stealthy, familiar with the wilds and a subject matter expert on the habits and tactics of a variety of enemies.

Connection to the Wilderness

The ranger is often depicted as a champion of the natural world and shares many spells with the druid. While it’s easy to present this magic as a form of druidic spellcasting, and a ranger could be familiar with wild environments, this doesn’t have to translate to respect for nature or any connection to druids. A bounty hunter may have learned to hunt humans in desolate environments. but prefers to spend the gold earned for the bounties in a gambling den in Brinewick. In creating a ranger, leave no approach without consideration.

Expanded Natural Explorer Options

For those who want to draw special attention to Exether or distinction between multiple rangers in a party, the favored terrain options for the Natural Explorer feature have been expanded to include unnatural and urban environments. Unnatural environments are twisted by magic or populated with alien flora and fauna, like the Salt Wastes and Old Khus, while massive cities, such as the smoggy streets of Orenard or the necropolis of Ravik characterize sprawling urban environments. A ranger can add these environments as a type of favored terrain at 1st, 6th, or 10th level instead of choosing from the options in the Player’s Handbook.

Ranger Archetypes

At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Naturalist and the Scavenger.

Naturalist

The Naturalist studies the natural world just as much as they live in it, equal parts academic and preservationist. They help protect ecosystems and the creatures that dwell in them from all manner of threats. Rangers of this conclave often work together with druids in their quest to protect the beauty of the natural wilderness.

Naturalist Magic

3rd-level Naturalist feature

You learn the druidcraft cantrip if you haven’t already. You also learn an additional spell when you reach certain levels in this class, as shown in the Naturalist Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Naturalist spells
Ranger Level Spells
3rd sanctuary
5th continual flame
9th create food and water
13th find greater steed
17th awaken

Herbal Brewer

3rd-level Naturalist feature

Your time spent studying and living in nature has made you an expert in using nature to heal others. You gain proficiency in the herbalism kit if you haven’t already. You also gain proficiency in one of the following skills: Medicine, Nature, or Survival.

In addition, once a day, as part of a short or long rest, you can spend 1 hour foraging and use your herbalism kit to create a potion of healing. You can create a number of these potions equal to your proficiency bonus, which last until the end of your next long rest. When you reach 9th level in this class, you can expend three uses of this feature to create a potion of superior healing.

Wildlife Whisperer

3rd-level Naturalist feature

You have the ability to communicate with creatures of the natural world. As an action, you can choose a beast or plant creature you can see within 30 feet of you. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for up to 1 hour or until you or your companions do anything harmful to it. You can dismiss the effect early as a bonus action.

While the creature is charmed in this way, it regards you as a friendly companion and you gain the ability to comprehend and telepathically communicate with each other. When this effect ends, the creature knows it was charmed by you.

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

Wildlife Whisperer

7th-level Naturalist feature

You can restore magical energy by communing with nature. During a short rest in a natural environment, you choose yours or an ally’s expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one third your ranger level, and none of the slots can be 4th level or higher. You can't use this feature again until you finish a long rest.

Wildlife Whisperer

11th-level Naturalist feature

You can call upon the animals of nature to aid you: you know summon beast. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Wildlife Whisperer

15th-level Naturalist feature

The herbal potions you create have increased efficacy. When you create a potion of healing with your Herbal Brewer feature, you can choose from the following damage types: acid, cold, fire, lightning, thunder. A creature that ingests the potion gains resistance to the chosen damage type for 1 hour.

Scavenger

The Scavenger travels the world gathering exotic ingredients from the creatures that inhabit it. They waste nothing and find surprising uses for monster parts that others wouldn't even dare to touch. Rangers of this conclave can feed an adventuring party even in the most inhospitable of terrains.

Scavenger Magic

3rd-level Scavenger feature

You learn an additional spell when you reach certain levels in this class, as shown in the Scavenger Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know

Scavenger spells
Ranger Level Spells
3rd grease
5th aganazzar’s scorcher
9th create food and water
13th aura of purity
17th insect plague

Refined Taste

3rd-level Scavenger feature

When you adopt this ranger archetype at 3rd level, you gain proficiency with cook's utensils. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

You also gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on taste or smell in regard to prepared food or drink.

Nature's Pantry

3rd-level Scavenger feature

A good scavenger wastes not and wants not. Your ingredients come not only from the pantry, but also from the creatures you encounter on your adventures. As a scavenger, you can build up a stock of special dice called Ingredient Dice by harvesting slain creatures. The amount of Ingredient Dice you may have at any time is equal to four times your proficiency bonus.

With cook’s utensils, or a weapon that deals slashing damage in hand, you can begin the process of harvesting additional ingredient dice from the remains of a creature within 5 feet of you, so long as it died within the last 24 hours and isn't one of the following types of creature: celestial, construct, elemental, fiend or undead.

The process takes 1 minute per creature, at the end of which you gain an ingredient die equal to the size of its Hit Dice. If the creature type is your favored enemy you gain an additional ingredient die from harvesting that creature. For example, if you harvest a Tiny creature, you gain 1d4 as an ingredient die. If the creature is Small, you gain 1d6, and so on. Ingredient dice serve as the key components of your dishes.

As long as you have access to your cook's utensils at the end of a long rest, you can expend any number of ingredient dice in your Stock to create a meal. Choose a number of friendly creatures (which can include yourself) up to the number of expended ingredient dice to partake of the meal. Each creature that partakes in the meal receives a a number of temporary hit points equal to the total number rolled on the expended ingredient dice + your Wisdom modifier. Temporary hit points served from your meal last until the start of a creature's next long rest.

Trick Cook

7th-level Scavenger feature

By combining your quick spice rack, handiness and your chef's instinct you can utilize your cooking knowledge to create combat-ready dishes which are detailed under “Combat Dishes” below..

When you make an attack roll you can choose to expend an ingredient die to create a combat dish. Each use of a combat dish must be declared before the attack roll is made. You can use only one combat dish per attack.

You can use this feature a number of times equal to half your ranger level rounded down.

Combat Dish save DC = 8 + your proficiency bonus + the number rolled on your expended ingredient die
Combat Dishes

Mean marinade. You slather your weapon with a magically infused marinade that can enhance it with anything from a minty chill to a spicy burn. You can change the damage type of the attack to one from the following list: acid, cold, fire, lightning, or bludgeoning. You also deal additional damage equal to the number rolled on your expended ingredient die.

Salt the wound. You take a hefty load of salt and strike at an open wound.
On a successful hit the target takes normal damage and must make a constitution saving throw. On a failed save the target has cannot regain hit points until the end of its next turn.

Stinky stew. You create a brew so odorous that the target reels and stumbles backwards. On a successful hit the target takes normal damage and is pushed back 10 feet away from you in a straight line.

Greasy Gelatin. - You create a thick glob of gelatin that can make even the roughest of surfaces oily and slippery On a successful hit the target takes normal damage and must make a Dexterity saving throw. On a failed save the target is knocked Prone.

Super Spice Mix. You combine your culinary instincts and your quick spice rack to make a terribly potent spice mixture. On a successful hit the target takes normal damage and must make a Constitution saving throw. On a failed save the target is Blinded until the end of its turn.

Secret Ingredient

11th-level Scavenger feature

When you roll initiative and have no ingredient dice remaining, you regain 1 ingredient die. Roll a d6 to determine its size according to the table below:

Ingredient Die Size
d6 Ingredient Die
1 d4
2 d6
3 d8
4 d10
5 d12
6 d20

Breakfast of Kings

15th-level Scavenger feature

Once a day, you can expend 8 ingredient dice to attempt to cast the heroes’ feast spell, without needing material components.

Each creature partaking in a successful feast cast in this way gains these additional effects as part of the feast's benefits:

  • You gain advantage on all Constitution saving throws for the duration of the spell.

  • You may remove up to three levels of exhaustion.

  • You may immediately take a short rest as part of the feasts duration.

Rogue

I’ve been kicked out of more low places than you could ever stoop to!

—Renilda Erdei, Locksmith and Lockpicker


Anyone can learn to use thieves’ tools, to hide in shadows or pick a pocket. The rogue is defined by two things. A rogue is slippery and deals with threats by avoiding them, sometimes even rolling with a hit and then disappearing into the shadows. When that fails, rogues are just as adept at spotting a weak point or unwary foe as they are twisting the knife to inflict devastating damage. While a variety of “specialists” can match a rogue’s expertise at different odds and ends, no one can strike a single blow as devastating and then slip away into the night. Like most things in Exether, no two rogues are the same, and each talent or feature that one possesses is an opportunity to flesh out the story of how each skill was learned and the first time it was employed.

Roguish Archetypes

At 3rd level, a rogue gains the Rougish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Divine Herald and the Thug.

Divine Herald

The Divine Herald is an unwavering agent of divine retribution, who brings swift justice to false prophets and heretics. A divine herald might answer to the congregation, an inner circle within a church, or be guided by celestial visions that reveal those who bear false witness

Kleris Arendt founded the Sunset Knives to protect the church from the influence of evil, eliminating those who stray from the righteous path.

The order lay dormant for decades, but now the Sunset Knives prepare to cleanse the cult in the wake of the recent rumors of corruption in the highest levels. While the Sunset Knives are an established order of divine heralds, they are found in every faith, operating in the shadows in the name of their faith.

Spellcasting

3rd-level Divine Herald feature

You augment your martial prowess with the ability to cast spells. See chapter 10 and 11 of the Player’s Handbook and for the general rules of spellcasting for the cleric spell list.

Divine Herald Spellcasting
—Spell Slots per Level—
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips. You learn three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots. The Divine Herald Spellcasting table shows how many spell slots you have to cast your 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. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-level and Higher. You know three 1st-level cleric spells of your choice. The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of known spells.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, and your power comes from devotion to your discipline. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Harbinger of Faith

3rd-level Divine Herald feature

Your Sneak Attack deals radiant damage instead of dealing the damage of the same type as your weapon. If you follow an evil god, it deals necrotic damage instead.

Additionally, when you hit a creature with a weapon attack on your turn, you can instill doubt in your target, causing it to question its convictions. The target must make a successful Wisdom saving throw or suffer disadvantage on the next attack it makes within 1 minute.

You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a long rest.

Dogma Votary

3rd-level Divine Herald feature

At 3rd level, your studies have given you a wide knowledge of religion and its impact on life. Whenever you make an Intelligence (History or Religion) check to recall information about the gods or their worshipers, you are considered proficient in these skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Guise of the Believer

9th-level Divine Herald feature

Your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation.

When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on Charisma (Deception) checks you make against a discerning creature to preserve your guise.

Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short or long rest before you can use it again.

Corsair of Penance

13th-level Divine Herald feature

The fire of your faith cannot be extinguished. When you are reduced to 0 hit points and don’t die outright, you can make a DC 10 Wisdom saving throw.

If you succeed, you can immediately roll any number of Hit Dice and regain hit points equal to the result. After the saving throw succeeds, you can’t cast a spell or use this feature again until you finish a long rest.

Last Rites

17th-level Divine Herald feature

When you hit a creature that is below its hit point maximum, you can use your Sneak Attack feature on that creature, even if you have disadvantage on the attack roll. This damage increases by 1d6 if the target is an undead, fiend, or celestial.

Ruffian

Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.

Enforcer

3rd-level Ruffian feature

You use tricks not often employed by rogues. You gain the features below:

You gain proficiency in Intimidation, and you can use your Strength, instead of Charisma, for Intimidation checks. When you make an unarmed strike, it deals bludgeoning damage equal to 1d4 + your Strength modifier. You can use your Sneak Attack with any weapon in which you are proficient, including unarmed strikes, so long as it does not have the heavy or the two-handed property. You can use the bonus action granted by Cunning Action to make a grapple attack against a creature within reach. You can use your Constitution, instead of Dexterity, to calculate your Armor Class in light and medium armor.

Shake Down

3rd-level Ruffian feature

Your work requires skills that you have become particularly reliable in employing. Starting at 3rd level, when you make a Strength (Athletics), or a Strength (Intimidation) check, you can treat a roll of 7 or lower on the d20 as an 8.

Imposing Glance

9th-level Ruffian feature

Your glance strikes fear into the hearts of the weak. You can use a bonus action to make a Strength (Intimidation) check targeting a creature within 30 feet that can see you, contested by the its Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against it before the start of your next turn.

You can use this feature a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.

Nerves of Steel

9th-level Ruffian feature

Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. You gain immunity to the frightened condition.

Dodge and Counter

13th-level Ruffian feature

You can redirect the force of your enemies' blows against them. As a reaction when a creature that is one size larger or smaller then you misses you with a melee attack, you can force the creature to make a Dexterity saving throw. (Save DC is equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, it is knocked prone and has its speed reduced to zero until the end of your next turn, or it is grappled by you (your choice).

You must have at least one free hand at the time of this reaction in order to grapple a creature with this feature.

Ruthless Strike

17th-level Ruffian feature
You can combine a creature's fear with your deadly attacks to strike with ruthless efficiency. When you hit a creature that is frightened of you with a weapon attack or unarmed strike that includes your Sneak Attack damage, your attack becomes an automatic critical hit.

You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.



Optional Rule:
Thieves’ Cant Alternatives

With the DM’s approval, a player can replace the Thieves’ Cant rogue feature with one of the following alternatives.

Extra Language. You can speak, read, and write one extra language of your choice.

Secret Language. You are a member of a cabal—an espionage agency, a tribe, a fraternity—that has developed a secret method of communication. You can use this to hide messages in seemingly normal conversation. Only another member of your cabal understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols that can be used to convey short, secret message to other members of your cabal.

Sorcerer

Destiny drowns so many burdened heavily with power. But those who can learn to swim with the currents of fate find their soul smoothed by the waves.

—Wisdom of the Djinn, volume 3


In a world where zodiac brands dominate the mystical economy, it’s easy to imagine how sorcerous bloodlines can fit into the world, but not every sorcerer has dragon’s blood or some inherited power. What defines the sorcerer is the fact that their magic comes from within, that they must exert their will to coax the powers that lay dormant within them to manifest. This section explores different ways that this can be expressed within a story, from the traditional sorcerous heir, to a vessel of the Nightfall, or the product of Ceraunian magebreeding.

Sorcerous Origins

At 1st level, a sorcerer gains the Sorcerous Origin feature. When a sorcerer gains this feature, the following additional options are available to them: Heroic Ancestry and Treasure Bound.

Heroic Ancestry

Your innate magic comes from your connection to an ancient hero—an ancestor of yours that defeated mighty foes and reached the peak of physical ability. In the years beyond their death, your ancestor’s deeds have been immortalized by history, and their bloodline has been blessed by the gods. Through your blessed blood, you can channel the abilities of your ancestor, mimicking their unmatched strength and prowess.

Most of these bloodlines are well-established, and deeply connected to royal or noble blood. Some of these bloodlines have been obscured by time, however, and many sorcerers of this origin have no knowledge of their history. Not all members of a heroic bloodline awaken this magic, so it can remain hidden for generations and slowly forgotten before suddenly re-emerging.

Ancestral Magic

1st-level Heroic Ancestry feature

You learn additional spells when you reach certain levels in this class, as shown on the Heroic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Heroic Ancestry spells
Sorcerer Level Spells
1st heroism, thunderous smite
3rd branding smite, find steed
5th beacon of hope, crusader’s mantle
7th freedom of movement, zealous smite
9th legend lore, skill empowerment

Heir to Heroics

1st-level Heroic Ancestry feature

You have inherited some of your ancestor’s skills with armor and weaponry. You gain proficiency with light armor, simple weapons, and melee martial weapons.

Ancestral Avatar

1st-level Heroic Ancestry feature

You can call upon the strength of your ancestor to aid you. As a bonus action, you can temporarily augment your musculature and harden your body against attack. For 1 minute, you gain the following benefits:

  • You gain temporary hit points equal to your sorcerer level.
  • You can use your Charisma for anything that would normally require Strength. This includes, but is not limited to: Strength- based attacks, carrying capacity, Strength (Athletics) checks, and other Strength-based checks or saves.
  • When you activate this feature, and as a bonus action on each of your turns thereafter, you can attempt to shove or grapple a creature within 5 feet of you.
  • Creatures you are grappling have disadvantage on attacks made against you.

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

Extra Attack

6th-level Heroic Ancestry feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Ancestral Champion

6th-level Heroic Ancestry feature

Your connection with your ancestor has improved, allowing you call upon their strength more often. Even if you have no uses of Ancestral Avatar remaining, you can activate the feature by spending 2 sorcery points.

Inspiring Presence

14th-level Heroic Ancestry feature

You become an inspiring beacon like your ancestor before you. You are immune to the frightened condition, and friendly creatures within 30 feet of you have advantage on saving throws against being frightened.

Additionally, whenever a friendly creature other than you within 30 feet of you misses an attack, you can use your reaction to roll a d4 and add the result to its attack roll, potentially causing the attack to hit. If the attack still misses, you can spend 2 sorcery points to add an additional d4.

Hero of Legend

18th-level Heroic Ancestry feature

you have reached your full potential, and can become just as much of a heroic figure as your ancestor. When you activate your Ancestral Avatar feature, you can spend additional sorcery points to further improve the feature. For every 2 sorcery points you spend, you can gain one of the following benefits for the duration of the feature:

  • You can attack three times, instead of twice, whenever you take the Attack action on your turn.
  • You gain resistance resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You gain a flying speed equal to your current walking speed.

Treasure Bound

One of your ancestors left behind a vast fortune, stowed away in some hidden corner of the world, and protected it from would-be thieves and treasure hunters through layer upon layer of wars and curses. The magics of your ancestor's treasure has seeped into your bloodline, manifesting itself within you as arcane power that shimmers like gold, both a blessing and a curse.

Whether they were a canny noble, a daring pirate, or a hoarding dragon, the magic that your ancestor imbued within their hidden treasure is irrevocably bound to you, allowing you to reach into their hoard and temporarily pluck from it objects of incredible variety and value.

Magical Treasury

1st-level Heroic Ancestry feature

You learn additional spells when you reach certain levels in this class, as shown on the Treasure Bound Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Treasure Bound spells
Sorcerer Level Spells
1st alarm, tenser's floating disk
3rd arcane lock, wristpocket
5th glyph of warding, meld into stone
7th fabricate, secret chest
9th contact other plane, transmute rock

Manifest Treasure

1st-level Treasure Bound feature

You can pull gleaming treasure from your hoard to aid you in your adventures. As a bonus action on your turn, you can summon a nonmagical object worth a number of gold pieces no more than 50 ⨉ your sorcerer level. The object can be an art piece, gemstone, trinket, weapon, shield, suit of armor, or piece of adventuring gear of your choice, so long as it isn't a piece of adventuring gear that is consumed when used (see chapter 5, "Equipment" in the Player's Handbook and chapter 7, "Treasure", in the Dungeon Master's Guide for options). Beyond the object's basic characteristics, you determine its appearance.

If the object is a weapon, shield, or suit of armor, you can choose to don or wield it as part of summoning it, and are proficient with it while you wield or wear it. Otherwise, it appears in your empty hand.

If an object conjured with this feature is consumed as the material component of a spell, it instead immediately disappears and the spell fails.

The object disappears after 1 minute, if you use this feature again, or if you dismiss it as a bonus action on your turn. You can use an action while you are touching the object to prevent it from disappearing for one minute.

All that Glitters

1st-level Treasure Bound feature

You can attempt to entrance a creature by appealing to its greed. When a creature you can see targets you with an attack or harmful spell, you can use your reaction to cause yourself to momentarily shine as if made of gold. The target must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature becomes charmed by you until the end of your next turn, and must choose a new target or lose the attack or spell. While the creature is charmed in this way, it can't willingly move away from you.

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

Ethereal Vault

6th-level Treasure Bound feature

You can add valuable items you come across to your bound hoard, transporting and storing them into a pocket dimension. You can bond with an object you are touching by performing a ritual over the course of 1 hour, which can be done during a short rest. The object must either be a magic item or a nonmagical one worth at least 50 gold pieces. At the end of the ritual, you magically bond to the object and store it in a pocket dimension, which can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The ritual fails if you attempt to bond with an object that would overload the pocket dimension. While you are bound to an object, you can summon or dismiss it as a bonus action on your turn. It otherwise behaves as if summoned by your Manifest Treasure feature.

When you summon an object, you can choose to sever your bond to it. If you die, all of your bonds are severed, and the contents of the pocket dimension appear at your feet.

Additionally, you can spend 1 sorcery point when you use your Manifest Treasure feature to summon two objects at once. This number increases to three objects at 14th level and to four objects at 18th level.

Price of Greed

14th-level Treasure Bound feature

You learn the bestow curse spell, which counts as a sorcerer spell for you but doen't count against your number of sorcerer spells you know.

As an action, you can touch an object and cast bestow curse on it. When you cast the spell in this way, it has no effect, and the spell is instead stored in the object until it is triggered or the spell ends. You must maintain concentration of the spell as normal if it requires concentration. You can designate any creatures you choose when you cast the spell, and the spell ignores them. When a creature not designated by you comes into contact with the object, it becomes targeted by the bestow curse spell stored in the object. If the object is a weapon, a creature becomes targeted by the spell if it is hit by an attack made with it. If the object is a shield or suit of armor that is being worn, a creature becomes targeted by the spell if it grapples its wearer or hits it wearer with a melee attack while within 5 feet of it.

You can only store a bestow curse spell in one object at a time. If you use this feature to store the spell in a second object, the spell stored in the first object ends.

Boundless Hoard

18th-level Treasure Bound feature

You can manifest vast treasure from those bound to you, raining them down upon your feet. As a bonus action on your turn, you can spend up to 5 sorcery points to conjure objects from your bound hoard, choosing from the objects available to you from your Manifest Treasure feature, and send them flying towards targets within 6 feet of you. You can conjure one object per sorcery point spent, and can direct direct the objects at one target or several. Make a ranged spell attack from each object. On a hit, the target takes 2d8 force damage, and the object disappears.

Warlock

Fiends? I've met them. Archfey? We've parlayed. But capitalists? Don't make me shudder...

—Fraedus Denka of the Penurious Band


There’s no such thing as a typical warlock. If it was easy to make a pact, everyone would do it. Some warlocks might have gained power through sheer luck, just happening to be in the right place at the right time, when the stars and planes aligned over a particular location, allowing a deal to be struck with an extraplanar being. While other warlocks may have earned their pact through research and effort, learning long-forgotten rituals to conjure and negotiate with the patron. A warlock could be a member of a bloodline with ancestral ties to a fiend, or they might have claimed an artifact in a forgotten ruin. It’s up to the player and Dungeon Master to decide how the pact was made, but always remember that every warlock is remarkable. This sort of arcane power doesn’t come easily, and every warlock should have a story.

Otherwordly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Arcane Cabal and the Sphinx.

The Arcane Cabal

One of the most common symbols of power is coin. To some, the ability to influence nations or rewrite reality is simply a means to constantly fill their coffers. You have been given the potential for power by an organization with the magical and financial means to do so: whether that be through mutation, outfitting you with enchanted items, or ritually binding you to one of their sources of mystical strength.

You are in their employ, instructed to carry out the tasks that will keep the world spinning in the most
preferable direction for their shadowy shareholders. The designs of some cabals even extend through the multiverse, franchising individuals to act on their behalf wherever their magic can turn a profit.

As you accrue personal wealth and influence on the rise through the ranks of the cabal, you gain new insights into its operations, and are able to direct more of the organization’s resources yourself. The cabal can offer many protections to its most valued members. In this business, you can live large and make others pay the price.

Expanded Spell List

1st-level Arcane Cabal feature

The Arcane Cabal 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.

Arcane Cabal Expanded Spells
Spell Level Spells
1st command, magic missile
2nd zone of truth, knock
3rd nondetection, sending
4th fabricate, leomund's secret chest
5th dispel evil and good, geas

Gilded Member

1st-level Arcane Cabal feature

As a fully-fledged member of your eldritch organization, you gain the following benefits:

Revenue Stream. At the end of each long rest, you gain a number of gold pieces equal to your warlock level + your proficiency bonus. As an action, you can commune with your patron to request an advance on a number of days' pay up to your Charisma modifier, instantly gaining the amount of gold for those days. You then lose the benefit of this feature until you finish a number of long rests equal to 1 + the number of days requested.

Proprietary Magicks. As an action, you can expend a warlock spell slot and pay a fee in gold pieces equal to 2d4 x the spell slot's level to cast any spell from the Arcane Cabal Expanded Spell list , even if you don’t know it. The spell must be of a level you can cast. The fee is whisked through the ether to your patron's pocket. You must complete a short or long rest before you can use this feature again.

Expanded Operations

6th-level Arcane Cabal feature

You now have additional power and responsibility over the resources of the cabal, affording you the following benefits:

Summon Hirelings. Over 1 minute, you can perform a ritual to summon underlings in the employ of the cabal to assist you. You can summon a number of messengers or untrained hirelings up to your warlock level, or half as many skilled hirelings. A hireling you summon uses the statistics of a cultist provided in the Monster Manual, although it adds twice your Charisma modifier to its maximum and total hit points.

As your subordinates, hirelings require payment to carry out tasks, the rates of which are detailed in the Services section in chapter 5 of the Player's Handbook. If payment is not provided up front, the hirelings will vanish. Paid hirelings are friendly to you and your companions, and will help you as directed within their ability. They are willing to follow you into dangerous locales, but will not risk their lives for you unless persuaded and compensated to do so. In combat, hirelings roll their own initiative as a group. By default, their priority is to defend themselves or hide.

The hirelings remain until their task is complete, you cease paying them, or you dismiss them as an action. You can choose to dismiss individual hirelings or entire groups. Hirelings require new payment at dawn of each day, which you can magically provide to them wherever they are, as long as they are on the same plane of existence.

 Once you perform this ritual, you can’t perform it again until you finish a long rest, unless you spend a warlock spell slot to do so again.

Occult Investment. As an action, you can invest a portion of your power in another. Choose one creature within 5 feet of you to grant one of your warlock spell slots. While the creature has the spell slot, it can use it to cast a spell that you know using your spellcasting ability modifier. If the spell slot is unused, it expires at the end of your next short rest.

As a bonus action, you can buy back the invested spell slot early by expending gold pieces equal to 2d4 x the level of the spell slot. A spell cast using the invested spell slot gains one of the following bonuses (chosen by you when you cast the spell):

  • +2 bonus to the spell attack roll.
  • +2 bonus to the saving throw DC of the spell when cast.
  • Deals additional damage on one roll of the spell equal to twice your Charisma modifier.

You can benefit from one invested spell slot at a time. An invested spell slot that is not used loses its benefits at the end of your next long rest.

Delegate Responsibility

10th-level Arcane Cabal feature

Your position offers you greater loyalty from those below you in the cabal, and can even shield you from the worst consequences of your actions. Whenever you summon skilled hirelings, they are now willing to fight for you, and will obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they aim to defend you as best they can. Hirelings within 60 feet of you add your Charisma modifier to their attack rolls.

In addition, when you take damage or become subject to a condition, you can use your reaction to choose a creature you can see within 30 feet of you. An unwilling creature must make a Wisdom save against your warlock spell save DC. On a success, this feature has no effect. Damage dealt to you by the triggering effect is reduced by a number equal to twice your warlock level. The reduced damage is dealt to the target creature instead, and one condition of your choice affecting you is transferred to the target for its remaining duration.

A creature summoned by one of your Arcane Cabal features or warlock spells can be targeted with this reaction when it is within 90 feet of you, whether or not you can see it.

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

Power Broker

14th-level Arcane Cabal feature

The direct line to the cabal's coffers now threads through your fingers. You learn a ritual for exchanging gold, magic items, or magical power. You perform the ritual over the course of 10 minutes. If you are exchanging a magical item, you must remain in contact with the item for the duration of the ritual. You can’t send an artifact or a sentient item in this way. When you complete the ritual, the item vanishes and you gain a number of gold pieces or regain a number of expended warlock spell slots (your choice) dependent on the item's rarity, as shown in the table below.

Power Broker Exchange
 Item Rarity Gold Reward Spell Slots
 Common 50gp 0
 Uncommon 250gp 1
 Rare 2500gp 2
 Very Rare 25,000gp 3
 Legendary 250,000gp 4

Alternatively, you can spend gold or warlock spell slots to imbue a nonmagical item with the properties of a magic item that you have previously exchanged with this feature. The cost of gold or spell slots to imbue an item in this way is equal to the item's rarity as shown in the Power Broker Exchange table. The item must be of a type that can make use of the properties: for example, the properties of an animated shield must be applied to a shield. The properties last until the end of your next short rest.

You can perform this ritual up to five times. You regain all expended uses upon completing a long rest.

The Sphinx

Your patron is a sphinx, a creature of legendary power that holds amazing knowledge and secrets of the world. They hold control over space and time within their domains, seemingly living throughout the ages. A sphinx might offer portions of its power to those trying to uncover the mysteries of Exether.

Expanded Spell List

1st-level Sphinx feature

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

Spell Level Spells
1st command, gift of alacrity
2nd locate object, see invisibility
3rd haste, nondetection
4th leomund's secret chest, phantasmal killer
5th temporal shunt, legend lore

True Thought

1st-level Sphinx feature

You can open your mind to glean information on another creature. As an action, choose a creature you can see within 60 feet. You learn its creature type and race, if it is under the affect of any magic, and its name if it has one. True names, such as those of fiends, can't be learned this way. You have advantage on Wisdom (Insight) checks made against the creature for one minute.

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

Ancient History

1st-level Sphinx feature

Whenever you make an Intelligence (History) or Intelligence (Religion) check relating to an object you are touching, you gain a bonus to the roll equal to your Charisma modifier (minimum of 1).

Flow of Time

6th-level Sphinx feature

Your patron grants you some of its time altering power. When a creature you can see makes an attack against a creature within 60 feet of you, you can use your reaction to alter time for the creature being attacked. The target of the attack can move up to half its speed without provoking opportunity attacks, potentially moving out of range and causing the attack to miss.

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

Way Warp

10th-level Sphinx feature

Once on each of your turns, you can teleport a number of feet up to half your walking speed to an unoccupied space you can see. Each foot of this teleportation costs 1 foot of your movement.

When you teleport this way, you can also teleport another willing creature within 30 feet of you up to 10 feet to an unoccupied space you can see. Once you teleport another creature this way, you can't do so again until you finish a short or long rest.

Echoing Roar

14th-level Sphinx feature

Your patron bestows upon you the ability to let out an echoing roar as an action. Each creature of your choice within 60 feet of you that can hear you takes 4d10 thunder damage and must make a Wisdom saving throw against your spell save DC. A creature that fails its save becomes frightened of you for one minute. A creature frightened this way can repeat the saving throw at the end of each of its turns, ending the condition on a success.

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

Pact Boon Option

When you choose your Pact Boon feature, the following option is available to you.

Pact of the Hourglass

Your patron grants you a special hourglass with sands that are fixed in time. While you are holding this hourglass, you may spend 10 minutes performing a ritual to peer into the past or future of the location where you performed this ritual.

Name a particular point in time within your maximum temporal range shown in the table below. The sands within the hourglass begin to depict events which happened at the point in time you described at the location where the ritual was performed. Your DM may give you a detailed description of what occurred at the time which you specified but cannot convey what sounds were present.

Maximum Temporal Range
Warlock Level Past Future
3rd 1 hour 10 minutes
5th 1 day 1 hour
11th 1 year 1 day
17th 100 years 10 days

If you witness an event which happened in the past, you gain special information about what related to that event. You have advantage on all Intelligence ability checks which relate to the event that you witnessed.

If you witnessed an event which happened in the future, you may reroll one ability check, saving throw or attack roll if you become present at that event. This may include during combat. You lose this ability once the event has passed or the situations have changed sufficiently that your prediction is no longer accurate.

If you lose your hourglass, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous hourglass. The hourglass crumbles to sand when you die.

Eldritch Invocation Options

These are new eldritch invocations which you can learn. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

The Time of Your Life

Prerequisite: Pact of the Hourglass feature

When you witness a future event with your hourglass, any creatures which were present at the event have disadvantage on the first saving throw you force them to make. This ability lasts until after the event you foresaw has occurred.

A Glimpse of the Future

Prerequisite: 7th Level, Pact of the Hourglass feature

While your hourglass is on your person, you have advantage on initiative rolls and you cannot be surprised while you aren't incapacitated.

Wizard

One can normally tell the training of a wizard by just how long they spend stroking their chin in consideration. Enchanters: barely ever at all. Illusionists: you might think they are. Diviners have well-polished jaws. And would you look at this one! Still going...

—Professor Saal Smyth


The secrets and means of shaping the forces of creation are embedded within the principles of arcana magic, and a true wizard seeks to master these principles with every waking hour. Even early on, the talents and versatility of a wizard are remarkable. A magewright could spend years mastering a single cantrip, while those who focus their efforts on dissecting a spell down to the repeatable arcane principles simply by studying scrolls and schematics, and who can reliably duplicate the effects, earn the moniker of wizard. As a wizard, you’re an arcane scientist and, like any scientist, you could be diligent, eccentric, or even stark-raving mad. Among the other magically inclined, you have every reason to be proud of your talents. Bards? Stage magicians obsessed with fame. Sorcerers? Freaks who won the genetic lottery. Warlocks? Cheaters who bought their magic from someone else. You earned your power. You’re a bona fide genius and it’s unlikely that anyone will soon forget how bright your brilliance burned,

Arcane Training

Consider where you might have gotten the instruction and guidance necessary to master the arcane. You might have attended one of the prestigious schools of Exether, or maybe you mastered the principles on your own through decades of grueling self-determined study? Perhaps a more sinister mentor indoctrinated you to the darker facets of the arcane. Such a relationship would be different from a warlock, in that your instructor or supernatural tutor didn’t grant you power but simply taught you to obtain it. Mentorships like these might be clinical and even kind-hearted, or a more sinister codependency formed during the process as the training progressed. Whatever the nature, you might find that spark of inspiration in any of the following options on the Arcane Training table.

d8 Arcane Training
1 Family Tradition. Your family has a long history of arcane talent and you are the most promising student in generations, drawing both praise and ire of members of your family. While some in a similar position look to make a name in the family history, others hide from such responsibility with feverous desperation.
2 Hedge Wizard. Despite the risk, you set your mind to teaching yourself, even if it meant stealing texts to piece together the mysteries of the arcane. Your methods likely seem strange or even horrifying to classically trained wizards.
3 Military Training. Your mystical abilities are the result of your military training. You might have been a wandslinger on the front lines, operated mystical artillery, called a siege staff, or maintained important magic items
4 Mystical Mentor. You have no formal educational training, but you learned the arts of wizardry through one-on-one study from an exceptional teacher.
5 Proper Education. You graduated with honors from one of the finest institutions of arcane doctrines, usch as Corliostor University.
6 Religious Study. You honed an aptitude for magic in one of the great temples of the world and believe that a higher power has guided you along your path.
7 Supernatural Guidance. You learned basic principles of wizardry with some coaching from a supernatural entity, similar to a warlock, but without a formal pact granting you their power.
8 Thrifty Education. You learned the arcane arts at one of the less prestigious academies, like Hellekanus University, considered to be one of the trade schools of the Astral Consortium. Those from higher learning institutions might look down on you but they can’t take your achievements away, no matter what they say.

Subclassess

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice: School of Astrology and Hedge Magic.

School of Astrology

The stars are a persistent and powerful force in the cultures of the world. Some wizards choose to devote their time to studying the cosmos and its various meanings. Those who follow this school call themselves astrologers: dedicated folk who spend decades mastering the ability to channel the stars to use in their spells. In Exether, the night sky is a reflection of the outer planes and the permeating magical force known as the weave. The light that the stars give off are fragments of raw magic, which are the core of an astrologer's magical abilities and the unique power they pursue.

Astral Map

2nd-level School of Astrology feature

You gain proficiency with navigator's tools. If you already have this proficiency, you can choose one other type of artisan's tools and gain proficiency in that instead.

Also, you have infused your spellbook with a reflection of the night sky. As an action, you can open your spellbook and project an image of the stars into a 10-foot cube space centred above your spellbook. This projection is known as your Astral Map. While your Astral Map is active, you can use it as a set of navigator's tools.

Essence of Starlight

2nd-level School of Astrology feature

You have the ability to weave starlight into your arcane power. When you cast a spell of 1st level or higher, you can choose to conjure a number of motes of starlight as equal to the spell's level as part of the casting of that spell. Each mote orbits within 5 feet of you, is intangible and invulnerable, and they shed bright light in a 5-foot radius and dim light for an additional 5 feet. You can have a maximum number of motes at a time equal to your Wizard level, and the motes last until you finish a long rest, or you dismiss the mote on your turn (no action required).

As a bonus action while you have an active mote of starlight, you can expend any number of motes to send them streaking toward one or more creatures you can see within 60 feet of you. When you do so, make a ranged spell attack for each mote you send. On a hit, the target takes 1d8 radiant damage. You can send up to a number of mote's equal to your Intelligence modifier (minimum 1) at a time.

When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can expend a mote of starlight to change the damage type of the spell to radiant.

Guiding Constellations

6th-level School of Astrology feature

You can use your knowledge of the stars for inspiration. Whenever you make an attack roll, a saving throw, or an ability check, you can use your reaction to expend a mote of starlight and add a d6 to the roll.

Stellar Defense

10th-level School of Astrology feature

Starting at 10th level, your exposure to stars has manifested in an increased resilience to the forces of light. You can’t be blinded by intense light and you have resistance to radiant damage.

Knowledge of the Universe

14th-level School of Astrology feature

You can spend 1 minute consulting your Astral Map. For the next hour, you can add your Proficiency Bonus to any ability check or saving throw you make that doesn't already include your Proficiency Bonus.

Once you have used this feature, you cannot do so again until you have finished a long rest.

Hedge Magic

Practioners of hedge magic curiously (and ironically) devote themselves to an especial understanding, study and perfection of the lowest forms of magic in stark contrast to the lofty aspirations of most of their peers. Recognizing and emphasizing the importance of fundamentals, and the flexibility afforded to those well versed in cantrips of mere but inexhaustible power, hedge wizards seek to maximize the utility and strength of basic spells other scholars of the arts would normally dismiss or disregard, employing cantrips to great effect, either in mundane life or in the midst of adventure.

Scholar of Fundaments

2nd-level Hedge Magic feature

You have devoted yourself to the diligent study of fundamental magics. You learn three cantrips of your choice from any class's spell list (each can come from different lists). Each time you would learn a new wizard spell from gaining a level in this class, you can instead learn two cantrips in this way. Cantrips learned in this way count as wizard cantrips for you.

Big on the Basics

2nd-level Hedge Magic feature

Your heightened study of cantrip magic is shown by the ease with which it is maintained and dismissed.

You can simultaneously concentrate on a cantrip and one other spell.

Further, you can dismiss any number of your cantrips or cantrip effects as a bonus action.

Practice Made Perfect

6th-level Hedge Magic feature

At 6th level, well-practised cantrips benefit from your considerable expertise, honed to the verge of perfection. Whenever you cast a cantrip, you can choose one of the following benefits to apply to it:

  • If the cantrip has a range other than self, you can double its range. If its range is touch, it becomes 10 feet.
  • If the cantrip has a duration of at least 1 minute, you can choose to either double its duration to a maximum duration of 24 hours, or increase its duration to 1 hour.

  • The cantrip's targets have disadvantage on saving throws made against it, and you have advantage on the first attack roll made with it until the start of your next turn.

  • If the cantrip's effects would end when you cast it again, they instead end when you cast it again while you already have two or more instances of that cantrip active. The cantrip doesn't need any verbal, somatic or material components.

Swift Cantrip

10th-level Hedge Magic feature

Casting basic magic becomes second nature to you, no more trying than a terse word or wave of a hand. When you cast a cantrip that has a casting time of 1 action, you can cast it with 1 bonus action instead. If you do, you can still cast non-cantrip spells with your action during the current turn.

Any spell cast in this way, or attack made while casting that spell or as part of that spell's effects, deals half damage and can't grant you resistance to damage.

Master of Fundaments

14th-level Hedge Magic feature

Your perfected mastery over the fundamentals of wizardry extends even to 'proper' magic. You can cast any 1st level wizard spell you have prepared at its lowest level without expending spell slots. If you do, that spell counts as a cantrip for the purpose of this subclass's features. Each such spell can only be cast in this way once between rests. Further, when casting a cantrip, you can now choose up to two of Practice Made Perfect's effects to apply to it instead of one.

Backgrounds

A background is more than a set of proficiencies and a seldom called upon feature, but rather a way to establish a deeper connection between the character and world. Through the avenue of a character’s background, a DM and player can explore the character’s history, flaws, and vices that shaped their overall story thus far. This adds depth and flavor, but it’s also a tool that a DM can use in developing adventures. If one of the characters is a soldier, the DM has room to use an old comrade-in-arms as a story hook to propel the next adventure through a plea for aid. In that same vein, perhaps the character remembers the location of an abandoned military cache that provides characters cover or supplies in a time of dire need. If a character is a noble, the character could be called upon to defend their family’s honor, or to represent the family at an important political engagement. This section presents new backgrounds tied to the setting and examines how they fit into Exether.

Astronomer

Astronomers marvel at the sky overhead, studying the movements of stars, planets, moons, comets, and other celestial bodies to gain a deeper understanding of the universe. Astronomers may find themselves travelling the world in search of ancient maps of ancient skies, perhaps seeking lost observatories and stars maps, accounts of celestial events, or powerful astronomical artifacts to add to their collections, while some may find themselves more inclined toward prophecies and the zodiac inscribed in starlight.

Skill Proficiencies: History, Religion
Tool Proficiencies: Astronomer's Instruments, Navigator's Tools
Equipment: A journal, star map, ink, quill, ten pieces of parchment, a leather trunk containing intricate Astronomer's instruments and a pouch containing 10gp.

Feature: Skywatcher

Prior to starting your life as an adventurer, you spent your youth staring up at the night sky and drawing diagrams representing what you saw, giving names to stars or constellations you saw often, and studying astronomical events and history.

People are fascinated when you share your knowledge with them, be they laymen or scholars. Most institutions or scholarly residences will gladly help you with lodging or with connections to get something done if you spend at least 1 hour discussing your research with them or drawing a sky map from a date personally significant to them.

Suggested Characteristics

Astronomers are naturally curious folk always looking for the next discovery, be it related to the distant past or impending future. This kind of excitement and sense of duty make for strong memorable personalities.

d8 Personality Trait
1 My mood depends on the weather; the clearer the sky the better it is.
2 I won't do anything dangerous during a certain celestial event (such as a new moon, equinox, etc.).
3 I consult the constellations before making any important decisions.
4 I love puzzles and mysteries.
5 There are no coincidences. Period.
6 I'm basically nocturnal.
7 I dislike going underground.
8 I believe that there's a deeper meaning behind the night sky.
d6 Ideal
1 Understanding. I can become more complete by understanding the universe through my work. (Neutral).
2 Discovery. I must be the first to figure out an ancient astronomical mystery. (Any)
3 Power. I can influence people through prophecies, even if I know that they are false. (Evil)
4 Knowledge. That which is forbidden and taboo must be studied. Think of the possibilities... (Chaotic)
5 Protection. I must warn people of dangerous astronnomical events, such as comets or eclipses with grave consequences. (Good)
6 Determinism. The stars represent a path for the future. We must follow it. (Lawful)
d6 Bond
1 My astronomy kit is a gift from someone important to my development.
2 I have a rival in the field. We love outdoing each other's research and being the first to solve mysteries.
3 I want to bring fame and honor to my observatory, or open my own one day.
4 I once stumbled upon a great astronomical puzzle that remains unsolved... for now.
5 When I dream, astral beings communicate with me. They got me to where I am today.
6 I want to create a device or system that can predict the future.
d6 Flaw
1 Sometimes I ascribe too much meaning to everyday events.
2 I will stop at nothing for knowledge I do not posess.
3 Sometimes I fake constellation readings on people to get what I want.
4 I may or may not ramble a lot and go on crazy long tangents related to my work when talking to people who aren't interested.
5 I am hopelessly disorganized, often losing really important items or documents.
6 I am a chronic hoarder or random trinkets, books, and documents.

Auditor

You don’t work with taxes or accounts. Your job is testing security systems, finding the flaws in vaults, prisons, and other secure systems. Most auditors work for the Vaultsmith's Guild of the Golden Trust, testing locks, traps, and other vaultsmith creations. You could also have worked for the outriders of the Jolly Company, helping to spot threats before they occur. In those days, locks and wards were something you studied for your job; now you’re putting your skills to practical use as an adventurer.

Skill Proficiencies: Insight, Investigation
Tool Proficiencies: Thieves’ tools, tinker’s tools
Equipment: Thieves’ tools, a set of common clothes, an Auditor’s badge, a pouch with 5 gp

Feature: Keeper of Vaults

You have an excellent memory for traps and security structures and can always recall the general construction of such apparatus, including their triggers. You can also find blueprints of a specific trap in order to learn the details of its application. Such blueprints might provide knowledge of points of weakness, possible advancements, and magic or mechanisms that might trigger them. Your access to such information isn’t unlimited. If obtaining or using the information gets you in trouble with the law, your affiliation can’t shield you from the repercussions.

Specialty

You have a critical eye, and you’re always looking for weaknesses and trying to find ways that things can be improved.

d4 Auditor Specialty
1 I’m always pointing out peoples’ flaws, for their own good.
2 I always have a suggestion as to how something could be improved.
3 I try to get to know everyone; it makes finding weaknesses easier.
4 I question every decision. It’s the only way to find the best answer.

Suggested Characteristics

You have a critical eye, and you’re always looking for weaknesses and trying to find ways that things can be improved.

d8 Personality Trait
1 I’m always pointing out peoples’ flaws, for their own good.
2 I always have a suggestion as to how something could be improved.
3 I try to get to know everyone; it makes finding weaknesses easier.
4 I question every decision. It’s the only way to find the best answer.
5 I want to test every limit, looking for patterns, sequences, and cyphers when I’m bored.
6 I hate to waste time. Get to work.
7 I’m always speculating about possible threats.
8 I’m suspicious of everyone and everything.
d6 Ideal
1 Perfection. A perfect world is one in which everything is foolproof, and nothing can be broken. (Lawful)
2 Security. The world is a dangerous place, and everyone should be able to feel safe. Do what you can to help give innocent people a sense of security. (Good)
3 Freedom. Nothing should be hidden. No door should be barred. Those who wish should have access to every path and every secret. (Chaotic)
4 Neighborly. Helping people establish strong defenses is a way to maintain one’s relationships and financial security. (Neutral)
5 Domination. The perfect system is one that I control. (Evil)
6 Efficiency. Anything can be improved, and I’m always looking for ways to do it. (Any)
d6 Bond
1 I have a loved one that I would do anything for as long as they are safe
2 I want to help friends achieve peak efficiency.
3 I’m going to pull off the heist of the century, but I need a team I can trust.
4 A criminal mastermind used me to commit a crime. I’m on the run, trying to clear my name.
5 My mentor was locked away behind impenetrable defenses. I aim to crack them.
6 I uncovered a secret I wasn’t meant to know and now it haunts my dreams.
d6 Flaw
1 I’m always looking for weaknesses in the people and things around me.
2 I’m never satisfied; there’s always a way to improve things
3 I’m paranoid, always imagining threats I have to defend against.
4 I push everything and everyone to find their breaking point. Nothing is true until tested.
5 I’m always hungry for new challenges.
6 My instincts seem more trustworthy to me than my allies.

Chronicler

People need news, and you’re the one to provide it. You could be an investigative reporter searching for issues of national importance such as conspiracies, corruption, threats of war, or news about the Nightfall.

You could be gathering gossip, or sharing the tales of bold adventurers, so make sure your friends do something worthy of a story!

You could also be a general agent of the Library of Vyndurhovt, always watchful for anything that could expand the repository of knowledge.

Skill Proficiencies: Insight, Investigation
Tool Proficiencies: Calligrapher’s supplies
Equipment: Calligrapher’s supplies, a set of common clothes, and a pouch containing an ink pen, a bottle of ink, ten sheets of paper, and 5 gp

Chronicle

As a chronicler, you work for an ongoing publication. What’s your agency, and what are they best known for? Do you work for the trusted Brinewick Herald, or are you a muckraker for the Scryer?

d8 Chronicle
1 The Crownpeak Chronicle. The most trusted source of news across Noricum.
2 The Brinewick Times. A blend of national news and the local gossip of Brinewick.
3 Artificer's Arcana. A monthly publication on the latest developments in magical engineering.
4 The Modern Explorer's Weekly. A travel magazine published by the Clearbough Estates, promoting tourism and marketing new travel destinations.
5 The Voice of Rannor. A chronicle focusing on the plight of the half-elven diaspora and helping to preserve half-elven culture abroad.
6 The Consortium Journal. A Golden Trust publication primarily dealing with business and financial news.
7 The Scryer. A fringe publication focusing on conspiracy theories and bizarre rumors. Headlines like, “Changelings are running Achon! Empress Flerentia is a vampire!” are commonplace.
8 The Library of Vyndurvoht. You gather knowledge on behalf of the grandest repository of information in Zalaron.

Feature: Press Pass

You’re an established reporter for a known source of news. You can often get access to restricted events for yourself and your “crew” so you can cover the story. People familiar with your work may be excited to talk to you, and even people who have something to hide may not want to turn you away without explanation. Of course, using your credentials in this way draws a lot of attention!

Suggested Characteristics

You’ve spent your life asking questions and uncovering secrets. You may be driven by insatiable curiosity, or you could have a deep belief that the people deserve to know all that can be known.

d8 Personality Trait
1 I’m always asking questions, even when it’s inappropriate.
2 I’m constantly taking notes on everything around me.
3 I frequently narrate the events around me.
4 I’m sure there’s more to the story, whatever the story may be.
5 I never use one word when I could use five
6 I’m always chasing after celebrities.
7 I’ll do anything to get a good story.
8 I have a pen name and exaggerated personality I use when I’m reporting.
d6 Ideal
1 Balance. Revealing the absolute truth is all that matters, regardless of whether it tips the balance towards good or evil. (Neutral)
2 Honor. The best way to fight corruption and evil is to expose it to the public. (Good)
3 Revolution. Opponents who can’t be fought with swords can be beaten with words. You use your writing to undermine established authority and introduce new ideas. (Chaotic)
4 Civilization. It’s your duty to record the history of your nation and to preserve and celebrate the values of your culture. (Lawful
5 Power. Truth is irrelevant. People believe what they want to believe, or what you want them to believe. How can you use your writing to gain power and influence? (Evil)
6 Entertainment. People need diversion and entertainment. You’re not interested in news; you just want to find brilliant stories to share. (Any)
d6 Bond
1 I have a loved one that I would do anything for as long as they are safe
2 I want to help friends achieve peak efficiency.
3 I’m going to pull off the heist of the century, but I need a team I can trust.
4 A criminal mastermind used me to commit a crime. I’m on the run, trying to clear my name.
5 My mentor was locked away behind impenetrable defenses. I aim to crack them.
6 I uncovered a secret I wasn’t meant to know and now it haunts my dreams.
d6 Flaw
1 I’m always looking for weaknesses in the people and things around me.
2 I’m never satisfied; there’s always a way to improve things
3 I’m paranoid, always imagining threats I have to defend against.
4 I push everything and everyone to find their breaking point. Nothing is true until tested.
5 I’m always hungry for new challenges.
6 My instincts seem more trustworthy to me than my allies.

Commoner

In a world of wonderous adventurers with a myriad of interesting histories and tales, you are just a commoner. You may have what it takes to start adventuring but as far as your past is concerned you're no one of note; though that's not necessarily a bad thing.

Skill Proficiencies. Athletics and one skill of your choice.

Tool Proficiencies. One type of artisan's tools, musical instrument or gaming set.

Equipment. A set of common clothes, a set of dice or playing cards, a trinket that reminds you of home, an inexpensive item that represent your calling (such as a dagger for a rogue or holy symbol for a cleric) and a belt pouch containing 5gp.

Highly Unusual

Most regular people, as a rule, do not become adventurers or particularly powerful. Work with your DM to figure out why someone so seemingly normal has been called to action and how they developed their abilities, or roll on the irregular calling table below.

Irregular Calling
d6 Calling
1 A higher power decided to entrust you with a task. You didn't get much say in the matter.
2 You signed up to a new job but didn't realise you were actually joining an Adventurer's Guild or Mercenary company.
3 You have little left in your life, so you have nothing to lose.
4 You discovered an innate talent, magical ability or mystical artifact and decided to put it to good use.
5 A friend of yours tried this whole adventuring thing and it honestly didn't seem too bad.
6 You are so painfully bored of your day-to-day life that adventuring is a much needed break.

Feature: Inconspicuous

Even when fully geared up there's something about you that just doesn't feel like a hero or adventurer. People often don't pay much mind to you. In situations where adventurers and their ilk are looked down upon or actively hated, people are apt to treat you as a liked local at best, or merely someone else's retainer at worst. This also makes it easier for you to blend in with everyday people; should a situation allow for it, you can blend in with crowds, passers-by or common labourers with extreme ease.

However, this has a drawback. People are more likely to question your credibility or treat you with a respect not tantamount to your actual deeds. Should you actually convince anyone of your own greatness, you lose the benefits of your inconspicuous feature while they are around.

Suggested Characteristics

People come with all sorts of quirks, beliefs and thoughts. In spite of this, those thrust into dangerous situations after a life of normalcy do start to develop very similar traits. These typically involve proving themselves and their worth, though it's not uncommon to find those content to just be part of the experience.

d8 Personality Trait
1 I'm not very special, but to be honest neither is anyone else.
2 All I want is a life that's exciting and memorable.
3 People always look down on me. One day I'll show them that they're wrong.
4 People always look down on me. They're probably right to do so.
5 I have an anecdote for everything, but many of them are only interesting to me.
6 I find there's nothing wrong with being a bit boring or plain.
7 I refuse to believe that I am in anyway mundane. My family has always been a group of legendary mages or renowned dragon hunters, depending on what sounds most impressive in the moment.
8 I'm always out of my depth, even in simple or mundane situations.
d6 Ideal
1 Effort. If I'm going to prove my worth I'm going to have give everything I do my all. (Any)
2 Power. I crave power over others because I've never had it before. (Evil)
3 Trust. Whenever I don't know what's going on I should be able to put my trust in those who do. (Any)
4 Protection. There has to be someone to look out for the little guys. (Good)
5 Indifference. I'm here to live my life. How others live their's is of no matter to me. (Neutral)
6 Equality. All people are of equal worth and worthy of equal judgement in my eyes. (Neutral)
d6 Bond
1 I have a family waiting for me back home, and I intend to see them again.
2 I hate who I once was and wish to distance myself from that.
3 A hero once saved me; all I do is an attempt to emulate them.
4 I quit my job in an exatravagant fashion so cannot go back.
5 I lost all my family and possessions, I have nothing tying me down or holding me back.
6 I work to defend all those with ordinary lives.
d6 Flaw
1 I horribly underestimate everything and everyone.
2 I despise anyone I think tries too hard to stand out.
3 I cannot empathise or sympathise with people who I think were handed good fortune without hard work.
4 I get terribly homesick and anxious if I don't get frequent reminders of my hometown.
5 I habitually lie about my strength and feats to make myself seem more impressive.
6 I struggle to see the bigger picture of anything, all I notice is what immediately affects me.

Pilot

You are a pilot of an airship. These majestic flying machines are as exotic as they are inspiring, and the crew that fly them are equally admired. As a pilot, you’ve been extensively trained in not only their operations, but also on your manner of speech. These lighter-than-air vehicles are popular amongst wealthy merchants and the upper middle class, who often use airships as a more economical way to travel long distances, and to be able to do so in comfort and style.

Skill Proficiencies: Perception, Persuasion
Tool Proficiencies: Navigator’s tools, vehicles (air)
Equipment: A set of well-used navigator’s tools, a small book containing your flight log and pilot certification from your company, a set of traveler’s clothes, and a leather pouch containing 10 gp.

Cockpit Crew

The cockpit of an airship typically consists of four main roles, though the number of crew inside a cockpit can vary depending on the size of the airship. Smaller airships may only have one of each, while larger airships will have multiple pilots, navigators, and engineers. You can roll on the following table to determine your role, or choose one that best fits your character.

d4 Position
1 Captain
2 Co-pilot
3 Flight Engineer
4 Flight Navigator

Feature: Deadheading

You’re able to obtain free passage on any airship that is operated by the company you work for, and most other airships and air worthy vessels outside it. When purchasing seats for your companions, you’re able to do so at a more favourable price and can even bump other people off to make room for your party. You may occasionally be able to trade your assistance for your companion’s free seats, though this would depend on the airship’s captain.

Suggested Characteristics

Pilots are both knowledgeable and worldly, owing to the intense know-how needed to steer an airship as well as their work taking them around the world. They’re usually also a free spirited bunch as their work never keeps them grounded for long.

d8 Personality Trait
1 I’m always asking questions, even when it’s inappropriate.
2 I’m constantly taking notes on everything around me.
3 I frequently narrate the events around me.
4 I’m sure there’s more to the story, whatever the story may be.
5 I never use one word when I could use five
6 I’m always chasing after celebrities.
7 I’ll do anything to get a good story.
8 I have a pen name and exaggerated personality I use when I’m reporting.
d6 Ideal
1 Balance. Revealing the absolute truth is all that matters, regardless of whether it tips the balance towards good or evil. (Neutral)
2 Honor. The best way to fight corruption and evil is to expose it to the public. (Good)
3 Revolution. Opponents who can’t be fought with swords can be beaten with words. You use your writing to undermine established authority and introduce new ideas. (Chaotic)
4 Civilization. It’s your duty to record the history of your nation and to preserve and celebrate the values of your culture. (Lawful
5 Power. Truth is irrelevant. People believe what they want to believe, or what you want them to believe. How can you use your writing to gain power and influence? (Evil)
6 Entertainment. People need diversion and entertainment. You’re not interested in news; you just want to find brilliant stories to share. (Any)
d6 Bond
1 I have a family waiting for me back home, and I intend to see them again.
2 I hate who I once was and wish to distance myself from that.
3 A hero once saved me; all I do is an attempt to emulate them.
4 I quit my job in an exatravagant fashion so cannot go back.
5 I lost all my family and possessions, I have nothing tying me down or holding me back.
6 I work to defend all those with ordinary lives.
d6 Flaw
1 I horribly underestimate everything and everyone.
2 I despise anyone I think tries too hard to stand out.
3 I cannot empathise or sympathise with people who I think were handed good fortune without hard work.
4 I get terribly homesick and anxious if I don't get frequent reminders of my hometown.
5 I habitually lie about my strength and feats to make myself seem more impressive.
6 I struggle to see the bigger picture of anything, all I notice is what immediately affects me.

Additional Proficiencies

The variety of skills, weapons, armor, languages, and tools that your D&D character can specialize in already covers an expansive array of scenarios. The additional options presented here provide depth for areas unexplored by the selection of proficiencies given in the Player's Handbook.

Tools
 Item Cost Weight
Artisan's Tools
  Chandler's supplies 8gp 6 lb.
 Astronomer's instruments 50gp 10 lb.
 Planarscope 500gp 5 lb.

This section details the components of each tool, as well as ways to use tools and skills together, and unique activities that can be undertaken with a tool with which you are proficient. For more on using tools in this way, including using tools and skills together, see Chapter 2 of Xanathar's Guide to Everything. Remember that proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability. The DM chooses an ability befitting the desired use.

Astronomer's Instruments

Stargazing is a common pursuit of wizards, natural philosphers, and dreamers. Proficiency with astronomer's instruments assists you in studying the heavens, whether for signs of godly omen, tracking time, or for scientific curiosity.

Components. Astronomer's instrumentss include an astrolabe, a collapsible telescope fit for stargazing, star charts and notation papers, ink, quill, a compass, and a metal rule.

Arcana. This tool proficiency grants you additional insight into magical events or methods, such as certain rituals, connected with the positioning of heavenly bodies.

History. Your study of astronomy assists you in recalling historical events that synchronized with notable celestial alignments, including eclipses. You also have knowledge of possible prophecies linked to these alignments.

Religion. A number of religious and druidic rites are observed in accordance with the movement of the planets. Your proficiency with astronomer's instruments can grant you additional information on Intelligence (Religion) checks related to the significance of these celebrations.

Survival. In a pinch, the components of an astronomer's toolkit can substitute for navigator's tools, allowing you to be guided by the stars to avoid being lost at sea or in unfamiliar territory.

Stargaze. By spending at least one hour, which can be taken as part of a short or long rest, observing the heavens through your instruments, you can create a star map to study. You can make an Intelligence check while stargazing, or when studying the map later, to determine any discoveries you make about planets and stars you observe. You can also track orbiting objects, or study the cultural significance of constellations and other heavenly phenomena you map.

Astronomer's Instruments
 Activity DC 
 Predict the trajectory of a meteor 10 
 Determine current position and date 10 
 Read an omen 15 
 Discover a new planetary body 20 
 Read a prophecy 25 

Chandler's Supplies

Proficiency with chandler's supplies aids in the creation
of fixed or portable lighting, soaps, paints, and the oils used in their creation. A chandler brings light and cleanliness to commoners and nobles alike through their products.

Components. Chandler's supplies contain bundles of twisted cotton strands for wicks, an earthenware pot for wax dipping, tongs for heating items over a flame, a sieve, a bowl for rendered fats, straining cloths, a candle holder, a pouch of hardwood ash, and wrapped packages of beeswax and tallow.

Arcana. Proficiency with chandler's supplies offers a new perspective on Intelligence (Arcana) checks made to investigate the material components of spells or rituals where candles, oils, or organic fats are involved.

Investigation. This tool proficiency can aid in delicate investigative work through the use of wax to take imprints and temporary molds, as well as providing knowledge of household or ship layouts for lighting concerns.

Nature. Whether you typically work with beeswax or cheaper tallow, this tool proficiency supplies you with in-depth knowledge about the anatomy of various creatures and the uses for it, especially where fats are concerned.

Waxworking. You can use this tool proficiency to make and repair various fatty products, or contribute towards the creation of more complex items. With 10 minutes and your chandler's supplies, you can recycle five burnt down candles into one full candle with a duration of 1 hour. A character can also spend money to collect raw materials, which weigh 1 pound for every 50 gp spent.

As part of a long rest, you can use chandler's supplies to make 10 candles or torches, one flask of oil, one vial of perfume, a cylinder of sealing wax, or 5 bars of soap.

If the character is proficient in glassblower's tools or smith's tools, or is also proficient in one of those types of tools, they can craft one lamp over a long rest, or one lantern (bullseye or hooded) over 1 workweek.

Subtract half the value of any created item from the total gp worth of raw materials you are carrying.

Chandler's Supplies
 Activity DC 
 Identify a scent in wax or perfume 10 
 Sculpt a rough dummy of an individual 10 
 Snuff out a lit fuse 15 
 Remove a wax seal without damaging it 15 
 Increase the luminosity of a fueled flame 15 

Planarscope

A planarscope is an esoteric piece of equipment that allows a character proficient in its use to observe and analyze the energy of other planes in the multiverse. The study of the planes and their various theoretical models is something hotly debated by specialist scholars. More pressingly, the machinations of outsiders to the Material Plane are often behind calamities befalling it that adventurers are dispatched to fix. Being forewarned with extraplanar knowledge goes a long way to being forearmed against such beings.

Components. A planarscope's design is unique to its creator, but it typically comprises a series of discs made of refined gemstones that correspond with different planes. Most designs incorporate a shallow central scrying lens which the discs can be rotated into, and a brass dial for calibrating the scope. Only the most advanced planarscopes boast a full set of discs: most hold between three and eight.

Arcana. This tool proficiency grants you specialist insight when making Intelligence (Arcana) checks related to planar portals or the magic employed by extraplanar beings.

Nature. When analysing a creature native to a plane you can observe with this tool, your proficiency aids you in identifying its unique natural features and dangers.

Perception. Your proficiency with a planarscope helps you to spot all the tell-tale signs of a planar anomaly.

Persuasion. This tool proficiency grants you additional information about a creature's native plane you can use for leverage in conversation, if you have previously observed it.

Survival. When on a plane you are not native to, your proficiency with a planarscope can help you to navigate an otherwise alien landscape.

Observe Plane. You can focus your planarscope to learn current information about locations on other planes. As an action, you can make an Intelligence or Dexterity check to use the scope to see into the Border Ethereal, or a point that you choose in another plane that you know of, using a disc corresponding to that plane. The DCs of the check are provided below. You can see in detail up to a mile in any direction from your vantage point, as if zooming in with a lens. The information you receive is purely visual. Any planar disturbances or portals within your sight are clearly highlighted to you in intense coloration. Whilst using the planarscope in this way, you have disadvantage on Wisdom (Perception) checks regarding your surroundings.

Planarscope
 Activity DC 
 See into the Border Ethereal 10 
 See into the Feywild or Shadowfell 15 
 See into an Elemental Plane 15 
 See into the Astral Plane 20 
 See into an Outer Plane 25 

Principal Proficiencies

A principal proficiency represents training in a general skill it can be assumed most adventurers have to some degree. Just as with skills like Athletics, Medicine, or Stealth, some characters excel in these areas where others merely get by.

Finance Proficiency

Any adventurer can make and spend their coin, but some are simply better at managing it than others.

An Intelligence (Finance) check covers difficult situations related to managing money and investing coin. It also covers knowledge about financial systems such as banking, loans and currency exchange. A character proficient with their finances reduces the cost of any lifestyle expenses, food, drink, lodging, or hired services they engage by a number of silver pieces equal to their proficiency bonus (down to a minimum cost of 1 cp). You also add your proficiency bonus to any ability checks you make for investing in property or running a business. When you have 0 gp, you can make an Intelligence check using this proficiency to check for currency you have saved for a rainy day, receiving a number of gold pieces equal to the result of the check. Once you do so, you cannot access your savings again for 7 days.

Reading Proficiency

A character with proficiency is reading has likely spent some of their life studying literature or other written records in a formal setting, or is an avid reader with broad taste. A Intelligence (Reading) check allows you to add your proficiency bonus to checks made to resolve the results of research or administrative work undertaken as a downtime activity, as well as Intelligence checks made to consider riddles or other puzzles derived from written text. When reading books with pre-determined reading times, such as a tome of understanding or a similar magic item, the time needed to read the book is reduced by a number of hours equal to your proficiency bonus.

Gaining These Proficiencies

The additional tool proficiencies offered in this chapter can be gained through any method that allows a selection of a new too, be that racial trait, a class feature, or training.

Chandler's supplies are sold wherever other artisan's tools are available. Astronomer's instruments and planarscopes are less common, and are likely to be available for purchase only in large cities or centers of study.

A surefire way to add these proficiencies to your character's repertoire is to use the Customizing a Background option given in Chapter 4 of the Player's Handbook to exchange one or more of these options for those granted by default through your Background.

If your DM wishes to use principal proficiencies in your campaign, work with them to determine whether or not your character has one. If you are customizing a background, any of these proficiencies can replace a tool, skill or language proficiency if you wish; however, certain characters should gain them by default as an extension of their other features.

  • Guild Merchants (from the Guild Artisan background), Mastermind rogues, Arcane Cabal warlocks, Prosperity Paladins, and Divination wizards all have strong narrative grounding to gain finance proficiency.

  • Acolytes, Nobles, Sages (or custom backgrounds with the Researcher background feature), bards from the Colleges of Lore or the Quill, certain monks, warlocks with the Pact of the Tome boon, and all wizards have strong narrative grounding to gain reading proficiency.

PART 3

Factions and Societies

Everyone works for someone, be it for their boss, their god or their loved ones. That's all there is to this life, so you better make sure to find someone actually worth working before someone makes you retire early.

—Ari Ostren, urchin


Mighty guilds, small home-town newspapers, national rulers, powerful immortals, and various other organizations and individuals hold the reins of power in Exether. They bind the fabric of society together, and they are responsible for much of the change that occurs in the world—often by means of agents that include parties of adventurers.

Astral Consortium

Type: Alliance of Guilds
Symbol: Coin engraved with seven stars
Leadership: Council of Seven
Preferred zodiac brands: Depends on Guild

The great guilds of the Astral Consortium are international financial behemoths. They have their own political aims, even waging more or less open conflicts against the competition. It's no exaggeration to say that the great guilds are what shapes the reality and life of an ordinary person in eastern Zalaron. The guilds are not bound by the laws of any kingdom, a benefit granted by the Vinewell accords in exchange for political neutrality, restrictions that limit the guilds' armed forces and barring any guild member for holding any sort of political office.

The great guilds are a truly unique force on the world stage, and their influence isn't bound by any borders or conflicts. The guilds operate only on a profit motive, aiming to expand and reach new customers wherever possible.

While the Lord-Governors of the guilds rarely see eye to eye, they are sometimes forced to cooperate to maintain the privileges granted to them by the Vinewell accords and to influence the Union of Arrador and beyond. The Astral Consortium was set up to be the guilds' united front, and its name has become synonymous with their supremacy. The organization acts with supreme authority over disputes involving the great guilds.

To join the Astral Consortium, a guild must demonstrate unique value to the consortium, not be in direct competition with any existing members and pay an induction fee of 500,000 gold to each current member.

Alternatively, a guild may inherit membership in the Astral Consortium by purchasing or merging with an existing member.

Thundergear Industries

Type: Great Guild
Symbol: Coghweel on top of crossed lightning bolts Leadership: Cutlass Thundergear
Preferred zodiac brands: Modron, Phoenix

The namesake of Thundergear industries is Cutlass Thundergear, a warforged artificer whose early inventions propelled him into wealth and fame. Thundergear founded the guild and has remained its leader for nearly a century. He maintains his grip with a literal and metaphorical iron fist, demanding a military level of discipline from subordinates.

Thundergear industries are known for their innovation and advancements in technology. The guild is responsible for technological wonders such as the argentum rail and the wishstone constructs that power the arcane revolution.

Thundergear artificers and smiths provide repair services, and the guild's cogwheel mark is a known and trusted symbol that appears on magical and mundane items.

Clearbough Estates

Type: Great Guild
Symbol: Burning hearth
Leadership: Boram Rumblebeam
Preferred zodiac brands: Unicorn

Boram Rumblebeam brought the first halfling guild into the Astral Consortium when his massive empire of taverns, inns, and resorts was inducted as an official monopoly, granting him the title Lord Governor.

The Clearbough Estates mainly employ halflings, offering good working conditions compared to the other great guilds. Boram has spent much of his personal fortune transforming northwestern Arrador into an idyllic paradise of halflings, despite critics accusing him of disrupting the carefree lifestyles that halflings often enjoy by funneling tourists into the area and pressuring former farmers into working for the guild.

If a place is worth visiting, it is bound to have a Clearbough employee ready to point to the nearest halfling-owned tourist trap, meal, or bed. Clearbough agents travel the world looking for remarkable places to monetize and market within their travel guides.

Jingleroot Botanics

Type: Great Guild
Symbol: Three purple berries connected at the stem
Leadership: Rotating between affiliated druid circles
Preferred zodiac brands: Golem, Fey

Jingleroot Botanics is the driving force behind the magically enhanced farms, greenhouses, and ranches that feed the urban centers of Zalaron. The guild is a close association of multiple druid circles specializing in everything from potion-making through fertilization and weather control to supplying exotic fruit to lavish parties.

While some druidic circles associated with Jingleroot Botanics directly own hundreds of hectares of farmland, vineyards, and grazing grounds; the guild has significant influence even on nominally independent farmers by making them reliant on druidic rituals to achieve competitive harvests.

Narathun Chirurgical

Type: Great Guild
Symbol: Three purple berries connected at the stem
Leadership: Kellark Marrath
Preferred zodiac brands: Beholder

Ceraun's relations with its neighbors are tense, including strict border controls and embargoes on most goods coming in and out of the country. To get around these restrictions, the government of Ceraun sponsored Narathun Chirurgical's bid for a seat at the Astral Consortium, creating an independent proxy not bound by politics.

As the guild has grown, Ceraun's influence over it has weakened, worrying its original investors. Nevertheless, with significant backing and privy to Ceraunian state secrets, Narathun Chirurgical has pioneered the medical field with new procedures, opening healing clinics, offering cosmetic surgery, and, to the wealthiest, even anesthesia.

The medical care offered by the guild is often superior to that of local healers but tends to come at a prohibitive price. Those needing treatment may donate live animals or undergo free experimental procedures instead. The guild has used this system extensively to perfect their magebreeding program, where animals are tailor-made with increased intelligence and physical abilities far beyond what is naturally possible, with rumored progress on humanoid subjects.

Skysail Enterprise

Type: Great Guild
Symbol: Silver-lined cloud
Leadership: Hardahr Stormtale
Preferred zodiac brands: Storm-Giant

Dwarves regard the floating metal known as cloudsilver to be sacred, believing it to house the souls of their ancestors.

Skysail Enterprise is on a religious mission to extract and set afloat as much of much of the metal as possible by incorporating it into airships and other floating constructs, which can be sold to finance further extraction.

The guild also trains and employs most of the worlds airship pilots, who must study dwarven history and customs. Pilots are taught my the guild to treat the ships as living beings with unique personalities that can misbehave unless treated with respect.

While relatively small compared to the others guilds of the consortium, Skysail Enterprise's control over lucrative airborne trade has allowed them to punch far above their weight, and allowed them to avoid the induction fee in exchange for a custom-built floating base of operations now known as the Celestial Chateau.

Jolly Company

Type: Great Guild
Symbol: Wooden Shield
Leadership: Renilda Argland and Halden Hellekanus
Preferred zodiac brands: Fey, Phoenix, Kraken

Tracing its roots to the mercenaries that fought off the Dumonian army during the revolutionary war, the Jolly Company continues to offer well-equipped and disciplined fighters for a fair price.

The guild maintains a massive network of mercenary contacts that can are available for hire as anything from a private army to city guards, property watchmen, and tavern doormen. Notably, Jolly Company guards patrol the busy streets of the Arradorian capital of Brinewick to allow the army to focus on external threats. For shorter assignments, the guild usually finds it more cost effective to hire adventurers and other independent contractors.

Beyond security, the Jolly Company also manages the logistics needed to supply their sizeable forces, keeping many smiths and armorers on retainer throughout Exether. The guild also hosts public displays of gladiatorial combat that give warriors something to do during calmer times and simultaneously act as recruitment drives.

Ravenloft Inc.

Type: Great Guild
Symbol: Black raven on crimson banner
Leadership: Count Strahd von Zarovich
Preferred zodiac brands: Fiend, Valkyrie

Ravenloft Incorporated is the newest member of the Consortium, focusing primarily on the study and commercialization of occult sciences and esoteric traditions. The guild has gained notoriety for its egalitarian approach to recruiting, employing traditionally marginalized races such as tieflings, changelings, and orcs.

A few specialized departments make up the main guild. The largest one is the Infernal Parcel Service, a premium postal business transporting physical goods by magical means. The IPS operates byzantine networks of pneumatic tubes that can transport letters and small parcels between service points. Fearless jockeys whose mounts range from griffons to giant lizards and flying carpets transport remote and heavy deliveries. For the wealthiest, the IPS offers same-day shipping by means of teleportation.

The second largest department consists of the Scryers guild, which maintains arrays of sending stones for long-distance communication known as Magigraphs. The guilds scribes offer translation services through the use of warlock invocations, as well as the encoded illusory script.

Finally, there exists a small department dedicated to magical research. Ravenloft Inc. has kept its inner workings so well hidden that the public doubted its very existence until the guild's induction to the Astral Consortium forced a confirmation.

Golden Trust

Type: Bank
Symbol: Black raven on crimson banner
Leadership:
Preferred zodiac brands: Golem, Sphinx, Modron

The old lord-governors of the dumonian colonies established the Golden Trust alongside the Astral Consortium as a central banking institution that promised to standardize commerce between kingdoms and promote prosperity. The Coinseer, a lifetime position appointed by the consortium's council of seven, manages the Golden Trust's operations.

While you can thank the Golden Trust for being able to carry the same copper, silver, gold, and platinum pieces nowadays, its true purpose has always been to secure peace between the Lord-Governors that now rule the great guilds. The bank offers rates to guilds in the Astral Consortium that are far better than anywhere else but also has the authority to freeze the assets of any guild that violates the Vinewell Accords or engages in open conflict with another great guild. The agreement has helped keep squabbles between guilds under wraps, and the Astral Consortium publicly claims that any disagreements are settled peacefully by the council.

Besides economic incentives, the Golden Trust is known for its vaults. Clients can expect the outmost discretion and security that borrows expertise from all of the great guilds. The Golden Trust also trains and certifies vault auditors, who inspect security measures such as traps and warding spells, checking that they are up to the bank's standards.

Arrador

Type: Monarchy
Symbol: Tower surrounded by laurel leaves
Leadership: Queen Soranda
Preferred zodiac brands: No preference

Westwards from the Dumonian Empire, across the Askalon sea, lies one of the most powerful nations of Exether. Founded as a union of former dumonian colonies, the elective monarchy of Arrador has eclipsed its former overlord thanks to rapid technological advancements driven by the Astral Consortium.

The Union of Arrador sets laws and policies while wielding enough political clout to strongarm its weaker neighbors into following. The nation's sphere of influence stretches across the horizon, and the world's rail tracks grow outwards from its capital, Brinewick.

Lanterns enchanted with continual flames light up the streets at night, even in smaller settlements. Scribes enchant quills to print newspapers that spread recent news, and markets boast fantastical new contraptions that promise to revolutionaize daily life.

But those who peer underneath the facade of progress and royal parades will find that there is something rotten in Arrador. The wealthy robber barons of the Astral Consortium have hijacked the country by bribing the electors into picking monarchs willing to cooperate with the guilds. Together, they have undermined citizen rights and eroded the original spirit of the nation.

Urban centers sprout brick chimneys, and magical gizmos replace old tools, yet there is more work than ever.

Today, the people of Arrador find themselves powerless to enact real change as cries of exploitation fall on deaf ears. The loudest opposition to the Astral Consortium's dominance has come from the old aristocracy of Arrador, which has not taken kindly to being usurped by the merchant class. Factions of nobles plot against the status quo, scheming to regain their standing.

Whisker Fields

Type: Autonomous Province
Symbol: Bushel of wheat
Leadership: Queen von Zarovich
Preferred zodiac brands:

Nestled within the sprawling nation of Arrador lies a small but bustling region known as the Whisker Fields. Here, the mousefolk have made their home among the rolling hills and fields of wheat and barley.

Despite their diminutive size, the mousefolk are a proud and industrious people. They have developed their own unique culture, complete with their own language, customs, and traditions. The mousefolk are known for their ingenuity and resourcefulness, using their small size to their advantage to create intricate systems of tunnels and burrows beneath the earth.

Life in the Whisker Fields is centered around agriculture, with the mousefolk cultivating crops and tending to livestock. They are skilled farmers and hunters, using a combination of traditional methods and innovative techniques to produce bountiful harvests year after year.

Despite their simple way of life, the mousefolk are not without their challenges. They face constant threats from predators such as snakes and birds of prey, and must always be vigilant to protect their crops from pests and other dangers.

But despite these challenges, the mousefolk of the Whisker Fields remain steadfast and resilient. They are a tight-knit community, fiercely protective of their way of life and their homeland. And while the rest of Arrador may be caught up in the politics and machinations of the powerful, the mousefolk carry on, tending to their fields and living their lives with quiet dignity and grace.

Achon

Type: Magocracy
Symbol: Golden dragon on a red banner
Leadership: Empress X Romhaar
Preferred zodiac brands:

In the northeast of Zalaron, the nation of Achon, once a shining beacon of magical innovation and prosperity, now remains only as a shadow of its former self. The Nightfall ravaged the land, leaving it scarred and twisted. The landscape is now dotted with ruins of once-great cities, their once-grand buildings reduced to rubble and ash.

Despite the devastation, the people of Achon have persisted, rebuilding what they can in the wake of the cataclysm. But their efforts are hampered by a growing paranoia that has gripped the nation. The cataclysm was accompanied by a surge in the number of changelings and mimics, shapeshifters who can take on the form of any creature they encounter.

The people of Achon are now constantly on edge, never sure who they can trust. The government has enacted strict measures to root out changelings and mimics, including regular magical scans and invasive interrogations. As a result, the population is deeply divided, with many living in fear of being accused of being a shapeshifter.

Despite the chaos, there are still those who practice magic in Achon. The nation was once home to some of the most powerful wizards in the world, and their legacy lives on. The few remaining wizards are highly sought after, their services in great demand among those who can afford them. But even they are not immune to the paranoia that grips the nation, and many have become reclusive, hiding away in their towers and laboratories.

The future of Achon is uncertain. The people of the nation are caught in a constant state of fear and suspicion, never sure who to trust. But there are whispers of hope, rumors of a way to reverse the cataclysm and restore the land to its former glory. For now, the people of Achon continue to struggle on, living in a world forever changed by magic.

Ceraun

Type: Dictatorship
Symbol: Golden dragon on a red banner
Leadership: Empress X Romhaar
Preferred zodiac brands:

On the far east of Zalaron, the nation of Ceraun is ruled with an iron fist by a tyrannical regime that uses the promise of medical debt relief to lure its citizens into becoming test subjects for its twisted experiments.

The country's alchemists and chirurgeons are infamous for their willingness to experiment with the very building blocks of life, using powerful magic and alchemical concoctions to mutate humans and animals alike.

But these experiments are not conducted on willing subjects. Instead, they are performed on the most vulnerable members of society, those who are too poor to afford proper medical care and who are forced to sign away their bodies in exchange for the promise of debt relief.

The experiments that take place in Ceraun are horrific and inhumane, often leaving their subjects permanently scarred or twisted beyond recognition. But the regime cares little for the suffering of its citizens, seeing them only as means to an end in its quest for scientific knowledge and power.

Despite its technological and magical advancements, Ceraun is a place of darkness and decay. The streets are lined with chemical waste, and the people live in constant fear of being taken away to the labs where their bodies and minds may be forever altered.

The country is locked in a cold war with Arrador, its long-time rival, and the regime uses this threat as a justification for its brutal experiments and its suppression of dissent. But even as it marches forward with its quest for knowledge and power, the people of Ceraun are beginning to stir, their discontent simmering just below the surface. The future of the country is uncertain, but one thing is clear: change is coming, and the regime will do everything in its power to stop it.

Emerald League

Type: Constitutional Monarchy
Symbol: Golden dragon on a red banner
Leadership: Empress X Romhaar
Preferred zodiac brands:

The Emerald League is a motley collection of cities and towns scattered throughout the coast and inland waterways. Despite its lack of a formal government or ruling body, the League is a powerful force in the world of trade and commerce. Made up of ex-privateers, merchants, and even some drow elves, the Emerald League is a loose confederation bound together by the promise of profit and the mutual desire for protection against the dangers of the open sea.

The cities that make up the Emerald League are often lawless and chaotic, with little to no formal legal system beyond the rule of might makes right. Cutthroat pirates and smugglers operate openly in some of the more notorious ports, while powerful merchant princes hold sway over the lucrative trade routes that connect the League's various cities.

Despite its reputation as a haven for criminals and ne'er-do-wells, the League is not without its defenders. Many argue that it is a bastion of freedom and opportunity, a place where anyone can make a name for themselves, regardless of their background or station. The League's cities are renowned for their shipbuilding, and their engineers are constantly devising new and more efficient ways to transport goods across the sea. The League is also home to some of the world's most skilled sailors and navigators, who brave the treacherous waters of the open ocean in search of profit and adventure.

However, others see the League as a cancer on the region, spreading lawlessness and corruption wherever it goes. In the past, regional powers have tried to subjugate and pacify the League, seeking to bring it to heel and restore order to the region. So far, these efforts have all failed, as the League's naval strength and unity have proved too great to overcome.

Dumonian Empire

Type: Constitutional Monarchy
Symbol: Golden dragon on a red banner
Leadership: Empress X Romhaar
Preferred zodiac brands:

The Empire of Dumonia is a land of ancient traditions and fading glory, once the center of human power before the rise of magic brought it crashing down. The Nightfall led to the collapse of most of the empire, and today only the heartlands on Noricum remain under imperial control. Dumonia is a shadow of its former self and lagging behind in the technological advancements that have swept other nations.

But the young emperor of the Romhaar family, eager to restore the empire's former glory, has sought to chart a new path for Dumonia. He has turned his sights towards the southeastern continent of Locari, a vast and untamed wilderness filled with new wonders and untold riches waiting to be claimed.

With his support, a new wave of Dumonian colonizers has set out to tame the wilds of Locari under the leadership of the South Seas Company, building new settlements and bringing with them the promise of progress and prosperity. But their presence has not gone unopposed, and the colonizers must constantly struggle against the fierce resistance of the indigenous peoples who call Locari home.

Meanwhile, a new force has arisen in the empire: the fanatical Order of Amaunator. This religious organization worships the god of the sun and has gained a powerful following among the Dumonian people. The Order's zealotry has fueled a renewed sense of pride and purpose in the empire, but also a dangerous streak of fanaticism and intolerance.

As the empire struggles to find its place in a changing world, tensions simmer and threats loom on all sides. But one thing is clear: the fate of Dumonia hangs in the balance, and only bold and visionary leadership will be able to guide it through the challenges ahead.

The Clansraad

Type: Monarchy
Symbol:
Leadership: Empress X Romhaar
Preferred zodiac brands:

The Clansraad is a complex and cutthroat organization that serves as a counterbalance to the power of the emperor in Dumonia. Comprised of powerful clans from all corners of the empire, the Clansraad is a parliament-like body that wields significant influence over Dumonian politics.

The clans that make up the Clansraad are fiercely competitive, each seeking to advance their own interests at the expense of their rivals. This competition can be intense, with members engaging in backroom deals, betrayals, and power plays to gain an advantage.

Despite the often contentious relationships between the clans, the Clansraad operates as a cohesive body with a shared goal of protecting the interests of Dumonia and its people. The organization has the power to pass laws, make policy decisions, and even remove the emperor from power if necessary.

Certain regions of the empire, such as the Yanger Steppe and Barovia, have retained a high degree of autonomy due to the power and influence of the clans that hail from those areas. These clans are able to wield significant influence within the Clansraad, allowing them to protect their own interests and resist the authority of the emperor.

As Dumonia continues to navigate a changing world, the Clansraad remains a dynamic force within the empire's politics. Its members will continue to engage in cutthroat competition, vying for power and influence in the never-ending struggle for control of Dumonia's future.

Dwarven Skyholds

The Dwarven Skyholds of Zalaron are an impressive sight to behold, with their massive mountain fortresses and flying airships dotting the skies. The dwarves who live in these skyholds are proud and fiercely independent, with a strong sense of community and a deep respect for their craft.

Due to their innate claustrophobia, these dwarves have chosen to settle on the highest peaks and ridges of the mountains, where they can breathe the fresh air and enjoy a wide-open view of the world around them. This has led them to develop the use of Cloudsilver, a rare and magical metal that can be used to make airships that float on the air currents like giant balloons.

The dwarves of the Skyholds are renowned for their incredible blacksmithing and artisan skills. They craft some of the finest weapons, armor, and tools in the world, and their artistry is highly sought after by nobles and wealthy merchants alike. Many cities have established airship ports to trade with the Skyholds, bringing them food, textiles, and other goods in exchange for their beautiful and functional creations.

Despite their isolation and independence, the dwarves of the Skyholds are not without allies. They maintain friendly relations with many of the human kingdoms in Zalaron, and are known to come to their aid when needed. They are also fierce defenders of their own people and territories, and will not hesitate to take up arms to protect what is theirs.

Vozmead Peaks

Type: Skyhold
Symbol:
Leadership:
Preferred zodiac brands: Storm-giant

The skyhold of house Vozmead is the largest and most prosperous of the dwarven skyholds in Zalaron. The dwarves have settled on the peaks of the Wyrmspire mountain range and have built intricate structures into the cliffs and rock faces. They have harnessed the power of Cloudsilver to create magnificent airships, which are essential for trade and transportation across the continent, earning them significant clout in international dealings.

The dwarves of Vozmead Peaks have long been known for their ingenious engineering and resourcefulness. With limited land to farm on the mountainside, they have developed a system of irrigated terraces that use glacier water to grow crops and provide a reliable source of water that is otherwise scarce in the Nogi Sands below the mountains.

These terraces are carefully built into the mountainside to capture the maximum amount of sunlight and are irrigated by a complex network of aqueducts and channels that bring water down from the melting glaciers.

The crops grown on these terraces are diverse and well-suited to the harsh mountain climate. The dwarves cultivate grains, fruits, and vegetables, as well as raise livestock like goats and sheep. These mountain farms have become an essential source of food for both the dwarves themselves and the surrounding drow settlements.

Vyndurvoht

Type: Skyhold
Symbol:
Leadership:
Preferred zodiac brands: Storm-giant

The Library Fortress of Vyndurvoht is a marvel of dwarven architecture and engineering situated in the Stormguard mountains between Khus and Achon. The fortress is built into the rocky mountainside, with intricate tunnels and winding passageways leading to vast chambers filled with ancient tomes, rare scrolls, and priceless artifacts. The dwarves of Vyndurvoht are known throughout the land for their mastery of languages, history, and lore, and the fortress is one of the largest repositories of knowledge in the world.

For many dwarves, the service here is almost unbearable, with the cramped and stifling environment triggering constant anxiety and fear. Yet, those who endure it and protect the vault's secrets are hailed as heroes, admired for their incredible fortitude and courage in the face of such overwhelming anguish.

Vyndurvoht is nigh unassailable, being only accessible by Airship, or by climbing up the treacherous mountainside. This strategic advantage has helped it stand the test of time and has protected a trove of ancient knowledge comparable only to that of Akhethor.

Orbea

Type: Skyhold
Symbol:
Leadership:
Preferred zodiac brands: Storm-giant

Orbea, the city of mazes, is a magnificent dwarven skyhold situated in western Zalaron where the Rockclaw Badlands meet the sea. Its streets are narrow and winding, and it is easy for outsiders to get lost in its labyrinthine alleys. The city's architecture is a blend of sandstone and terracotta, with intricate carvings and sculptures adorning every building. Guard towers and airships keep watch over the surrounding desert and sea, warning of orcish raiding parties.

The dwarves of Orbea are master artisans and traders, renowned for their metalworking and jewelry making skills. The city's markets are filled with exotic goods from far-off lands, and traders from across the world come to Orbea to buy and sell. The city's port is bustling with activity, with fishing boats and trading ships coming and going at all hours.

Despite its beauty and prosperity, Orbea is a dangerous place for outsiders. The dwarves here are fiercely protective of their home and their secrets, and strangers who venture too far from the main streets may find themselves lost forever in the city's endless maze of tunnels and caverns.

Duergar Holds

The ancient dwarven tunnels and subterranean halls, once bustling with life and industry, now lie barren and lifeless, occupied by the sinister duergar. These dwarves were petrified along with their kin, but some awoke from their petrification early, their minds twisted and corrupted by the experience. They now lurk in the shadows, their eyes gleaming with malice, waiting to ambush any unwary adventurer who dares to venture too close.

The duergar have transformed the once-beautiful halls into twisted, nightmarish labyrinths filled with traps, pitfalls, and other deadly hazards. They use their mastery of darkness and stealth to prey upon any who enter, picking off lone travelers one by one. The few who survive their assaults emerge shaken, traumatized by the horrors they have witnessed.

Despite the danger, some brave souls still attempt to explore the ancient dwarven tunnels, hoping to reclaim lost treasures or learn forgotten secrets. But the duergar are always watching, always waiting, ready to strike at a moment's notice. Besides the dwarves' chronic claustrophobia, the fear of their cursed kin is another reason why delving into ancient ruins has become shunned in dwarven society.

The duergar, being a subterranean race, have always preferred the darkness and cramped spaces of underground tunnels and caverns. However, some duergar clans have established a presence on the surface, building fortresses and strongholds in places where the terrain allows them to maintain their preference for gloom and shadow.

These above-ground fortifications are few and far between, but they are no less terrifying than their subterranean counterparts. Sunblight in northern Noricum and Volcea in the Scalding Plateau are two such strongholds, built with brutal efficiency and formidable defenses. Their walls are made of solid stone and their gates are secured with thick metal bars, making them nearly impregnable to attack.

Despite their relative rarity, the duergar strongholds on the surface strike fear into the hearts of nearby human settlements and other surface-dwelling races. The duergar are known to be ruthless and merciless, and their above-ground outposts are no exception to this rule.

Thiral

Type: Holy Order
Symbol:
Leadership: Grand Master X
Preferred zodiac brands: Fey, Unicorn

Questing Knights, logging by Thundergear

Druidic shit

Khus

Type: Fallen Kingdom
Symbol: Emerald Sun
Leadership: Splintered city-states
Preferred zodiac brands: All

City states

Wasteland explorers

Fremen

Teferet Concordat

Type: Magocracy
Symbol:
Leadership:
Preferred zodiac brands: Sphinx

The elves of Teferet gained dominance over the region after most humans left due to an outbreak of shimmerfever. It was a disease that caused humans to become extremely ill when exposed to the magically infused land. The high-elves, on the other hand, were immune to the disease and could harness the latent power left behind in the wake of the Nightfall to their advantage.

As the humans fled the region in search of healthier lands, the elves of Teferet found themselves with a unique opportunity to assert their dominance. They began to expand their territory, taking control of human settlements and forming alliances with neighboring elf tribes. They also established trade routes with other nations, using their magical prowess to gain favorable deals.

Over time, Teferet became known as a powerful and wealthy nation. The elves of Teferet have long been known for their magical prowess, and their expertise in magic has made them one of the most sought-after groups of magical artisans in the world.

The Teferet Concordat's isolationist policies have led to a certain degree of friction with other nations, particularly those who feel that their magical secrets are being hoarded and hidden from outsiders. Despite this, Teferet have managed to maintain good relationships with some nations, particularly Arrador and by extension the Astral Consortium, who immensely expanded the reach of the argentum rail through Teferet to circumvent Khus and the shaking fields isolating eastern Zalaron from Vairia and beyond.

However, there are whispers that factions within Teferet may be pursuing darker magical secrets, and there are fears that this could lead to a dangerous conflict with other nations if it were to be uncovered.

Sorcerors, wizard society

Rannor

Type: Kingdom
Symbol: Skull
Leadership:
Preferred zodiac brands: Valkyrie

Half elves I guess

Vairia

Type: Kingdom
Symbol:
Leadership:
Preferred zodiac brands: Kraken

Cool sailor gang

Something unexpected

Vermillion Thicket

Type:
Symbol:
Leadership:
Preferred zodiac brands: Fey, Valkyrie

Ravik

Type: Kingdom
Symbol: Skull
Leadership:
Preferred zodiac brands: Valkyrie

Ghostbusters

Soulforges

(Dragon?) Ruin delvers

Desert Emirates

Type: Kingdom
Symbol: Skull
Leadership:
Preferred zodiac brands: Djinn, Phoenix

Casinos, lotteries, not a great guild but might become one if they spread beyond the desert more.

Devil's Exile

Type: Republic
Symbol: Horns
Leadership:
Preferred zodiac brands: Fiend

Mafia families

Dragon Isles

Wardens

Decentralized

Caravaneers

The Crows

Assassins, spies. But for whoms'tv'e? Elves?

Historical preservation society

The Penurious Band

Type: Kingdom
Symbol:
Leadership:
Preferred zodiac brands: Djinn, Unicorn

Hate the Consortium

Doppelganger/mimic accelerationists

Demons/Fiends who hate necromancy (Orcs)?

Orcish warriors across Zalaron

Kailando Not-Principalities

Type: Republic
Symbol: Skull
Leadership:
Preferred zodiac brands: Valkyrie

Bartell's Adventurers guild

Hire the players

Universities

Corliostor University

PART 4

Exether Gazetteer

Some yearn for a simpler time before this whole arcane mess, but the truth is that the world has always been a complicated place. We have merely forgotten about past struggles while trying to make sense of our short lives.
I believe that if we refuse to learn from the past, we might bring about something worse than the nightfall. And if it comes to that, I can only pity the poor souls who will need to chronicle their own end.

—Archivist Ysabel Beinori of Hammerman Museum


Most player characters begin their adventures on the continent of Zalaron, as shown on the poster map included with this book (page PLACEHOLDER). Although humans make up the majority of the population in the nations of Zalaron, the continent is home to a wide range of peoples and cultures. Once largely unified under the Dumonian Empire, today Zalaron is split into many nations—some old, others newly born from the chaos of the Nightfall. This chapter provides an overview of of the known world of Exether, and a glimpse of the world that lies beyond it.

Nations of Exether

The following sections focus on what you need to know to create characters and NPCs in Exether. An excellent system of roads connects the eastern nations of Zalaron, and travelers can always make their way by horse or coach. Major cities are linked by the argentum rail of House Orien, which allows one to avoid the perils-and tedium-of the roads. If speed is an issue, one can book passage on a House Lyrandar airship. This is the fastest way to travel, but also the most expensive. This book's introduction has more information about these and other travel options.

Eastern Zalaron (Arrador + friends)

The Plumgroves are a luscious woodland filled with soft grass, swaying tropical trees with white bark and purple flowers, and numerous varieties of delicious, celebrated fruit. Nowhere else is there such a condensed collection of sought-after berries and fruit throughout the continent, and the people of Feolinn have based their identity and lifestyle around this abundance. Local laws limit the hunting of wild game to ensure a controlled ecosystem, and Zhelezo patrol the forest pathways to prevent poaching. The Plumgroves are both beautiful and safe, and it's not uncommon for families and children to be seen strolling through the public trails.

Noricum (Dumonia, giants etc)

Everfrost

Khusian wastelands + city states + Elven Domains

Dragon Isles + Ravik

Goblins

Vermillion Thicket + Vairian coast + Caravans

Deserts, orcs, genies, snailzone

Southern coast, loxodon, giff,

Khusite Remnants

tieflings?

Southeastern continent Locari

Colonies and psionics and shizz

Northern City states

Elves and sphinxes and monks

Distant lands of Exether

Class Features

As a class_name, you gain the following class features

PART 5

Treasures

Wishstones

Dragon amber?

Cloudsilver?

Magical items

PART 6

Bestiary
Class Block Narrow
Level Proficiency Bonus Features Some Modifier
1st +2 Something
2nd
...
20th
Catchy Title

Useful Information

Catchy Title

Useful information

Class Features

As a class_name, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per class_name level
  • Hit Points at 1st Level: something
  • Hit Points at Higher Levels: something_higher

Proficiencies


  • Armor: armor
  • Weapons: weapons
  • Tools: tools

  • Saving Throws: saving_throws
  • Skills: Choose two from skills

Equipment

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

  • (a) a item1 or (b) item2
d8 Loot
1 100gp
2 200gp
3 300gp
4 400gp
5 500gp
6 600gp
7 700gp
8 1000gp
d8 Loot
1 100gp
2 200gp
3 300gp
4 400gp
d8 Loot
5 500gp
6 600gp
7 700gp
8 1000gp

Spell Name

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.


Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (+Mod) Dex (+Mod) Con (+Mod) Int (+Mod) Wis (+Mod) Cha (+Mod)

  • Condition Immunities Some
  • Senses Senses
  • Languages Languages
  • Challenge Senses

Actions

Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)

Theme tester document by /u/Iveld


Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (+Mod) Dex (+Mod) Con (+Mod) Int (+Mod) Wis (+Mod) Cha (+Mod)

  • Condition Immunities Some
  • Senses Senses
  • Languages Languages
  • Challenge Senses

Actions

Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C
Class Block Wide
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Something
2nd
...
20th
Theme tester document by /u/Iveld
 

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