##### 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.
\pagebreakNum
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.
\columnbreak
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.
\pagebreakNum
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.
\columnbreak
### 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.
\pagebreakNum
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.
\pagebreakNum

\pagebreak
# 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.
\pagebreakNum
## 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. |
\columnbreak
#### 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 |
\pagebreakNum
### 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.
\pagebreakNum

### 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.
\columnbreak
### 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.
\pagebreakNum
### 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.
\columnbreak
#### 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.
\pagebreakNum
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. |
\columnbreak
## 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.
\pagebreakNum
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.
\columnbreak
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. |
\pagebreakNum
## 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
\pagebreakNum
**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.
\pagebreakNum

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.
\columnbreak
**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.
\pagebreakNum
### 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.
\columnbreak
## 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.
\pagebreakNum
### 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.
\columnbreak
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.
\pagebreakNum
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
\columnbreak
**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.
\pagebreakNum
## 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. |
\columnbreak
### 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. |
\pagebreakNum
### 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.
\columnbreak
##### 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. |
\pagebreakNum
### 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.
\columnbreak
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. |
\pagebreakNum
## 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.
\columnbreak
##### 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.
\pagebreakNum
___
> ## 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.
\columnbreak
#### 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 |
\pagebreakNum
### 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.
\pagebreakNum
## 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.
\columnbreak
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
\pagebreakNum
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.
\columnbreak
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.
\pagebreakNum
#### 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?
\pagebreakNum
## 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.
\columnbreak
#### 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).
\pagebreakNum
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.
\columnbreak
ㅤ
**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.
\pagebreakNum
### 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*
\columnbreak
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.
\pagebreakNum
## 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.
\columnbreak
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.
\pagebreakNum
## 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.
\columnbreak
#### 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.
\pagebreakNum
#### 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.
\pagebreakNum
## 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. |
\pagebreakNum
## 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 |
— |
\columnbreak
#### 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.
\pagebreakNum
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.
\columnbreak
#### 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.
\pagebreakNum
## 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.
\columnbreak
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.
\pagebreakNum
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.
\columnbreak
#### 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:
\pagebreakNum
***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.
\columnbreak
#### 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.
\pagebreakNum
## 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.
\pagebreakNum
**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
\columnbreak
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.
\pagebreakNum
#### 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
\columnbreak
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
\pagebreakNum
## 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
\columnbreak
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.
\pagebreakNum
**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.
\pagebreakNum
**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.
\columnbreak
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.
\pagebreakNum
## 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*.
\columnbreak
## 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.
\pagebreakNum
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.
\columnbreak
#### 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.
\pagebreakNum
#### 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
ㅤ
**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.
\columnbreak
ㅤ
**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.
\pagebreakNum
## 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.
\pagebreakNum
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.
\pagebreakNum
#### 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.
\columnbreak
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.
\pagebreakNum
## 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.
\columnbreak
#### 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.
\pagebreakNum
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.
\columnbreak
#### 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.
\pagebreakNum
ㅤ
\columnbreak
#### 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.
\pagebreakNum
## 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.
\columnbreak
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.
\pagebreakNum
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.
\columnbreak
#### 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* |
\pagebreakNum
#### 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.
\columnbreak
## 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.
\pagebreakNum
## 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.
\columnbreak
| 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. |
\pagebreakNum
## 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.
\columnbreak
#### 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.
\pagebreakNum
* 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.
\pagebreakNum
## 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. |
\pagebreakNum
| 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. |
\columnbreak
#### 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.
|
\pagebreakNum
| 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. |
\columnbreak
### 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!
\pagebreakNum
#### 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.
|
\columnbreak
| 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. |
\pagebreakNum
### 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.
\columnbreak
#### 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. |
\pagebreakNum
| 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.
\pagebreakNum
| 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.
\pagebreakNum
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.
\columnbreak
##### 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 |
\pagebreakNum
#### 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.
\columnbreak
#### 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.
\pagebreakNum
\pagebreakNum
# PART 3
##### Factions and Societies
#
E*veryone 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.
\columnbreak
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.
\pagebreakNum
### 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.
\pagebreakNum
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.
\columnbreak
### 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.
\pagebreakNum
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.
\pagebreakNum
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.
\pagebreakNum
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.
\pagebreakNum
### 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
\pagebreakNum
\pagebreakNum
# PART 4
##### Exether Gazetteer
S*ome 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
\pagebreakNum
\pagebreakNum
## The Code Legal
Punishment for a crime can include one or more of the following, based on the nature of the crime, who or what the crime is committed against, and the criminal record of the convicted:
* **Death**
* **Fine** (payable to the city; inability to pay the fine leads to imprisonment and/or hard labor)
* **Exile** (for a number of years or summers)
* **Flogging** (a set number of strokes)
* **Hard labor** (for a period of days, months, or years de-pending on the seriousness of the crime)
* **Imprisonment** in the dungeons of Jolly Keep (for a period of days or months depending on the crime)
* **Damages** (payable to the injured party or victim's kin; inability to pay damages leads to imprisonment and/or hard labor)
* **Edict** (forbidding the convicted from doing something; violation of an edict can result in imprisonment, hard labor, and/or a fine)
### I. Crimes against Aristocracy:
* **Assaulting or impersonating a Lord:** death
* **Assaulting or impersonating an official or noble:** flogging, imprisonment up to a week, and fine up to 500 gp
* **Blackmailing an official:** flogging and exile up to 10 years
* **Bribery or attempted bribery of an official:** exile up to 20 years and fine up to double the bribe amount
* **Murder of a Lord, official, or noble:** death
* **Using magic to influence a Lord without consent:** imprisonment up to a year, and fine or damages up to 1,000gp
* **Using magic to influence an official without consent:** fine or damages up to 1,000 gp and edict
### II. Crimes against the City:
* **Arson:** death or hard labor up to 1 year, with fines and/or damages covering the cost of repairs plus 2,000 gp
* **Brandishing weapons without due cause:** imprisonment up to a week and/or fine up to 10 gp
* **Espionage:** death or permanent exile
* **Fencing stolen goods:** fine equal to the value of the stolen goods and edict
* **Forgery of an official document:** flogging and exile for 10 summers
* **Hampering justice:** fine up to 200 gp and hard labor up to a week
* **Littering:** fine up to 2 gp and edict
* **Poisoning a city well:** death
* **Theft:** flogging followed by imprisonment up to a week, hard labor up to 1 year, or fine equal to the value of the stolen goods
* **Treason:** death
* **Vandalism:** imprisonment up to a week plus fine and/or damages covering the cost of repairs plus up to 100 gp
* **Using magic to influence an official without consent:** fine or damages up to 1,000 gp and edict
\columnbreak
### III. Crimes against the Gods:
* **Assaulting a priest or lay worshiper:** imprisonment up to a week and damages up to 500 gp
* **Disorderly conduct within a temple:** fine up to 5 gp and edict.
* **Public blasphemy against a god or church:** edict
* **Theft of temple goods or offerings:** imprisonment up to a week and damages up to double the cost of the stolen items
* **Tomb-robbing:** imprisonment up to a week and damages covering the cost of repairs plus 500 gp
### IV. Crimes against Citizens:
* **Assaulting a citizen:** imprisonment up to a week, flogging, and damages up to 1,000 gp
* **Blackmailing or intimidating a citizen:** fine or damages up to 500 gp and edict
* **Burglary:** imprisonment up to 3 months and damages equal to the value of the stolen goods plus 500 gp
* **Damaging property or livestock:** damages covering the cost of repairs or replacement plus up to 500 gp
* **Disturbing the peace:** fine up to 25 gp and edict
* **Murdering a citizen without justification:** death or hard labor up to 10 years, and damages up to 1,000 gp paid to the victim's kin
* **Murdering a citizen with justification:** exile up to 5 years or hard labor up to 3 years or damages up to 1,000 gp paid to the victim's kin
* **Robbery:** hard labor up to 1 month and damages equal to the value of the stolen goods plus 500 gp
* **Slavery:** flogging and hard labor up to 10 years
* **Using magic to influence a citizen without consent:** fine or damages up to 1,000 gp and edict
\pagebreak
## Class Features
As a class_name, you gain the following class features
\pagebreakNum
# PART 5
##### Treasures
## Wishstones
## Dragon amber?
## Cloudsilver?
## Magical items
\pagebreakNum
# PART 6
##### Bestiary
\pagebreakNum
##### 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 |
\columnbreak
| 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)
\pagebreakNum
___
___
> ## 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
\columnbreak
##### 3rd Level
- Spell A
- Spell B
- Spell C
##### 4th Level
- Spell A
- Spell B
- Spell C
##### 5th Level
- Spell A
- Spell B
- Spell C
\columnbreak
##### 6th Level
- Spell A
- Spell B
- Spell C
##### 7th Level
- Spell A
- Spell B
- Spell C
##### 8th Level
- Spell A
- Spell B
- Spell C
\columnbreak
##### 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 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
\pagebreakNum