Al'Naar Player's Companion

by Blackbando

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Al'Naar Player's Companion

Table of Contents

Preface .............................................................. 3
Chapter 1: The Isolated Desert .................... 4
Age of Dust ....................................................................................... 4
Age of Blades ................................................................................... 5
Age of Walls ..................................................................................... 6
Factions ............................................................................................. 6
Locations ........................................................................................ 10
The Elements ................................................................................ 14
Chapter 2: Races on the Continent .......... 16
Aarakocra ....................................................................................... 16
Aasimar .......................................................................................... 17
Dragonborn ................................................................................... 18
Dwarves ......................................................................................... 18
Elves ............................................................................................... 19
Flesh Puppets ............................................................................... 20
Genasi ............................................................................................. 21
Gnomes .......................................................................................... 23
Goblins ........................................................................................... 24
Goliaths .......................................................................................... 25
Half-Elves ....................................................................................... 25
Half-Orcs ........................................................................................ 26
Humans .......................................................................................... 27
Jackalfolk ....................................................................................... 29
Kenku .............................................................................................. 30
Salamanders ................................................................................. 31
Tieflings ......................................................................................... 32
Tortle ............................................................................................... 34
Vincuin ........................................................................................... 35
Yuan-Ti ........................................................................................... 37
Height & Weight ........................................................................... 39
Chapter 3: Classes & New Weapons ........... 40
Barbarians ..................................................................................... 40
Bards ............................................................................................... 42
Clerics ............................................................................................ 44
Deities ........................................................................................... 45
Druids ........................................................................................... 56
Fighters .......................................................................................... 58
Monks ............................................................................................. 59
Paladins ......................................................................................... 61
Rangers ........................................................................................ 63
Rogues .......................................................................................... 64
Sorcerers ..................................................................................... 65
Warlocks ..................................................................................... 67
Eldritch Invocations .................................................................. 72
Wizards .......................................................................................... 73
Weapons ........................................................................................ 79
Chapter 4: Spells ........................................... 80
Spell Lists ...................................................................................... 80
Spell Descriptions ........................................................................ 82
Chapter 5: Feats ............................................. 87
Chapter 6: Backgrounds .............................. 89

Preface

WELCOME, WELCOME, FRIENDS! COME, come, sit down, and let me weave you a fine tale, oh yes! A story of a burning land, filled with sweltering heat and gleaming gold, striking swords and bleeding heroes! This place I speak of, it is called simply Al’Naar in their tongue, meaning “Land of Fire” in our own! It is a place where riches and ruin thrive together, dancing in a wondrous tempest of life!

Al’Naar is a giant desert continent that is largely separated from the rest of its plane, due to a giant magical barrier created by nine genies, known as the Shifra. The culture is based on Arabic and Egyptian cultures, with many words being taken from the Arabic or Egyptian languages, although some wording and exact translations are changed, such as Al’Naar’s name in Arabic being Alnaar, and only being called “fire land” in that tongue instead of Land of Fire.

Additionally, remember that this is a fantasy world; there are inaccuracies and inspirations from pop culture (such as the Arabian Nights) that may not reflect the reality of either culture. The creator of this setting has not intended to offend any cultures that aspects of Al'Naar were based on; instead, the inspiration comes from a genuine admiration and adoration of Middle Eastern culture.

Overall, this setting is meant to let Dungeon Masters and players alike enjoy campaigns that feel like popular Middle Eastern inspired stories, such as Aladdin. The creator of this setting can only hope that he's done an excellent job at this, and he wishes you luck in the searing sands!

Now, bind your soul to the almighty World's Edge, and enter the dangerous dunes of Al'Naar!

Chapter 1: The Isolated Desert

In a world called Morta, a planet filled to the brim with elemental power, steel, and people to harness both, most of the world is a dead wasteland, all of its resources harvested, leaving continents full of scavengers. However, among these landmasses, only one of them holds some value, some form of life, a last hope for the survival of the entire world.

This continent, a giant sand-covered desert in the center of the Noigalla Ocean, is known as Al'Naar, and it is the last place where life can still thrive, develop, and grow. However, this place is not free from conflict; nine powerful genies, known as the Shifra, have constructed their empire atop these shifting dunes. The Shifra have taken over the majority of the continent, exploiting the people for their own gain, making the life for the majority of the people hard, painful, and dangerous.

Some people choose to accept the rule of the Shifra, believing that the almighty genies truly do have the interests of the people in mind, while others are unwilling to cooperate with them. Not many can survive outside of civilizations in this harsh desert, for in the last five hundred years of the Shifra's rule, the lands have been more deadly: monsters have formed out of the wildlife, either from dark machinations pulling at their life force, nature's fury manifesting as green avengers, or from the condensed primordial magics of the world exploding into an aggressive mound.

At one time, it was a land filled with those who respected nature's wrath, and lived alongside the beasts, plants, and monsters who reside in the shifting sands. Before the mighty Shifra discovered the continent, before their reign of pain had reached the dunes, it was known as the Age of Dust: a time period where nomadic families traveled to eat and survive, where conflicts were as simple as finding food, and protecting your family.

In its current state, where water is expensive, metal is cheap, and weapons are an important symbol of the rich culture that has survived even through the oppressive rule of the Shifra, one must learn to fight to survive for long in the outside world. If one cannot learn how to fight--be it through magic, science, or weapons--then one cannot expect to last long without the favor of those who can protecting them. Those who adventure on the continent are seen as respectable people, embodying the ancient traditions of the Age of Dust.

The continent has been isolated from the wastelands of Morta for four and a half centuries, this time period known as the Age of Walls, from a powerful wall of magical energy created by the Shifra, one that goes by the name of the World's Edge. From this long period of isolation, many people do not even know there is a larger world outside of the continent, but even if they did, it would be pointless knowledge; the Edge refuses to let anyone through unless the Shifra deem they are worthy of letting through, but even so, there is little left on Morta to make leaving the continent worthwhile.

The Three Ages

Al'Naar's history is divided into three ages; the Age of Dust, Age of Blades, and Age of Walls.

Age of Dust

For millenia, the continent of Al'Naar was untouched by the rest of Morta; it was a deadly land where sandstorms and bandits threatened those who were unused to the dangerous land, and there was seemingly little reason to ever come onto the continent, for it seemed to lack valuable natural resources. The only sort of use the continent had was for studious purposes, to see if the powerful sandstorms that ravaged the landscape could be harnessed. The people on the continent themselves did not know, and even if they did, they could not easily tell outsiders; the language spoke by the people on the continent was strange and alien to outsiders.

Before any others came to rule the continent, only three beings owned any stake on the desert; the two Dreaming Royals, and the Heart of Thorns.

The Dreaming Royals

The Dreaming Royals were a king and queen who controlled the realm of dreams, who guided the people of the continent to where they needed, warning them of dangers, alerting them to locations of sustenance, and keeping them safe. While the night could seem like a dangerous time to most, when the guiding hands of the Royals protected the people, they were just as safe as the day.

The two Dreaming Royals were known as the Nightmare King and the Dream Queen; the King controlled nightmares, using his influence to lower their intensity to keep the minds of the people safe, while the Queen controlled dreams, making them feel even more special and close to reality.

The Heart of Thorns

The Heart of Thorns, more commonly referred to as the Heart, is a pulsating colossal heart constructed out of vines, petals, and other plant matter, which lives in the deepest parts of the longest cave on the continent. The Heart controls all of the plant life in the desert, choosing which crops will grow, and which will die.

The Heart is benevolent to the people who respect nature, but it has an unending fury for those who harm it; those who disrepect nature will see their crops die, the flowers they pick wilt, and the living plant creatures hostile towards them.

These three beings co-existed peacefully, seeking only the best for themselves and their people, and though they would not always agree on their decisions, rarely would conflict go further than an argument.

However, as the conflicts of Morta grew, so too did interest in this seemingly untouched desert: a continent that still was ripe for the picking, and was not rapidly degrading into a lifeless wasteland due to the overconsumption of resources and the overabundance of warfare. Eventually, nine genies that had been ruling over the strongest continent in Morta, Niruma, known back then as the Primordial Blades, came to the continent, and slowly built a new empire, under their new name; the Shifra.

Age of Blades

For the next hundred years, a period known as the Age of Blades began, one where settlers from the other continents of Morta came to start new lives in the harsh desert. The people did not understand how to survive when there was little water to drink, forcing many to rely on the Shifra to provide them with sustenance. However, even the magic of the Shifra has its limits, and so, they had to turn to learning how to survive in the land, from those who understood it best; the jackalfolk.

The jackalfolk were not requested to show the Shifra's new settlers how to survive in the desert; instead, they were attacked and enslaved, forced to show the people the ways of the nomad: how to harness food and water from the oasises, how to hunt the beasts that made up the fauna of the continent, and how to breed the few docile creatures that existed among the harsh dunes. From this violent treatment, the majority of the jackalfolk were slaughtered, only the smallest of remnants remaining for the rest of the Age of Blades, and all times following it.

However, this mistreatment was not met without resistance; the Dreaming Royals fought back, and eventually, the Shifra were bested by the ancient magic of the royal sentinels. To try and best these defenders of whom they had deemed damned, they needed help. No mere monster would be able to slay these fearsome foes; they required someone with power that could rival the Shifra's own. Then, they met the allies that were exactly what they needed; eight demons who called themselves the Mana Lords, who agreed to help on one condition: the world's magic would belong to them. The Shifra accepted their terms, and with their help, the Nightmare King was slain, with the Queen of Dreams being horribly disfigured and maimed before she went off into hiding.

The Awakening

Once the Nightmare King was slain, however, an ear-piercing screech could be heard across all of Al'Naar, striking fear into even the bravest of souls. The King had been keeping a monster forgotten by time slumbering, to stop it from decimating the land and its people. Now that his magic had faded from the world, the spell keeping the beast asleep was now nullified, and it rose from the depths of the earth, unleashing a loud screech; the King Sandworm was awake.

For three days and two nights, the monster tirelessly attacked everything it could, ripping any man, woman, beast, or child it could find into tiny chunks of meat, until eventually it was subdued with powerful sleeping magic. Once a year had passed, however, the beast awoke once more, ravaging the land once more for three days and two nights, until it was sent slumbering a second time. The beast continued to wake every year and ravage the continent for the same period of time before it was sealed once more, until twenty-five years had passed with this monster being sealed and awakening once more.

Attempts at Isolation

While the continent was having issues with this great worm tearing through the land, the people were still considerably better off than the rest of Morta; almost all of the natural resources in the other continents and countries were drained, and every desperate soul was seeking ways onto Al'Naar. However, the Shifra did not wish to be countrymen with those who had once been enemies of Niruma, and so, they began to construct a powerful magical core, one which would power a gigantic barrier over the entire continent.

The nine Shifra--twin daos, efreeti, marids, and djinni, as well as a lone khayal--came together and infused their magic together, creating a pulsating core of pure magical energy. However, the core was unstable and would not listen to their commands, instead attacking them with bolts of their own magic, so it was thrown to the side and nearly destroyed. In the dark of night, when none of their prying eyes watched the pieces of the core, believing it to be completely inoperable, it absorbed metal from the earth, forming a body, and became the lord of all techology, a being named Zahf Zaman.

Soon after this metal monstrosity came to be, subjects of the Shifra were stolen away by it, to assist it in furthering science at the expense of the world. The Shifra knew of the dangers this technology brought, and upon realizing that it was their own magic that had brought this mechanical menace to life, the nine all knew that a scapegoat would have to be chosen to blame for this, so that the people would have an explanation for this creature. The black sheep of the Shifra, the khayal Khajur Alnizam, pinned the blame on one of the dao, Taen Alramal, knowing that if he did not pin it on another, it would fall upon his shoulders.

Before his siblings could use him as a scapegoat, Khanjur told the people of Taen being the one who had created this being, however he did not just say that Taen had accidentally created this being. Instead, in hopes that not even the smallest of suspicions would fall towards him, he claimed that Taen had purposefully made Zahf Zaman (dubbed the "Man of Metal" by the people) as a way to influence the people further into his domain, by claiming he would protect them from his damned calls. In doing so, he had began an immensely large riot, one with so many people not even the Shifra could fight against them all, and Taen was forced into exile, with Khanjur being seen as a hero among the people.

The Shifra knew that all the trust the people had in them would be shattered if they were to now paint the people's new hero as a liar, for they would think of them as no more than manipulative deceivers, playing with their emotions for fun. Instead, they decided to rip away Khanjur's power in secret, banishing him on claims of him being "too weak to sufficiently rule", and then used his power to form a new magical core; one that would be far more likely to listen to them, due to the more pure elemental energy powering it.

With this core, they infused their magical power inside it once more--although now instead of 9 power sources, they only had 7--and created a far more obedient core, which they dubbed the World's Edge. Every single day for an entire year, they would build up its barriers, expanding their size and power, until eventually, they released them, and the walls covered the continent like a dome. The weave of magic was now limited, with the remnants absorbed by the mana lords, and nobody could enter or exit without the Shifra's permission. Thus began the Age of Walls.

Age of Walls

With the erection of the World's Edge, the rest of Morta had practically been forgotten by the Shifra; nobody out there mattered now, and nobody out there would ever matter, now that they had a barrier between the wastelands and the continent. All that was relevant to the people of Al'Naar were those who were trapped inside this magical barrier, as nobody was going to escape it--and very few had reason to escape it, in the first place, for while there is far more water outside of the continent, it is saltwater, and is undrinkable.

The Rise of Science

From his now seemingly hordes of followers, Zahaf Zaman combined their scientific knowledge with magic to change the continent, turning the majority of the underground into metals; silver and gold, iron and copper, bronze and steel. Previously, mines were only expected to return a small amount of metal, but now they were practically overflowing with ore ready to be forged, and a technological boom had occurred. The Shifra did not tell the people of the dangers that could happen from using all of this metal, as they believed there was so much metal down below they would never truly run out.

When the World's Edge had sealed off magic's ways to those who had to practice gestures and incantations to cast their spells, rather than through prayer, pacts, or an innate source, it had seemed as though intellect and spells no longer went hand in hand. However, with the introduction of science, devices could be constructed that would duplicate the effects of spells, when properly studied and used. With these new devices, a new kind of wizard came to be, ones known as artificers or scientists.

Eventually, places that would power machines came to be, although they required manual labor to work properly, for elemental power was too unstable to properly harness for something as delicate as expensive machinery. It would take long, painful hours to consistently power machines, pushing turbines and pulling cranks by hand, for only meager pay. However, then came one of the most influential inventions in Al'Naar's history; constructs, also known as robots. These creations appeared as humanoid-like creatures made with only metal (or flesh, usually from corpses) and magic, seeming to lack any sort of life to them, with their creation being overseen by a gnome of the name Nasinii Conric, who guarded the secret of their construction for twenty years, until his untimely death at the hands of constructs that he claimed would never revolt just a decade before.

Factions

There are many times over the course of Al'Naar's history that intense emotions, betrayal, or some other source has formed new factions or groups. Some of these factions are older than all but the most ancient of the people on the continent, while some are young enough that even some humans remember a time before they existed.

The Ravager Clans

Many times in Al'Naar's history, violence and theft are the only ways to accomplish the goals of groups, both ones for nefarious and selfless reasons. The most known of these groups are the three clans of raiding marauders, known by all as the Ravagers.

Crimson Scales - The Remnants of Dragons

Just before the continent was isolated by the World's Edge, very few dragons lived on Al'Naar, and not all of that small amount were in its territory when the Edge was erected. With such a small population of large violent beasts, ones feared and attacked by many living creatures, dragons could not survive for long. Eventually, almost all of the dragons went extinct, but before they did, an ancient wyrm froze two dragon eggs of each type in time itself, and hid them deep within a cavern. This wyrm created new dragonborn and half-dragons to defend these eggs, protect any living dragons that still exist, and raise any wyrmling dragons that hatch--both from the eggs and random homeless ones they come across--to bring back the glorious species of dragons.

Crimson Scales mainly raid civilizations for the purpose of acquiring slaves to turn into brainwashed half-dragon members of their clan, and for gathering food to feed dragons--especially wyrmlings--that come by their caverns. They are the most willing to make peaceful agreements of trade and protection, compared to always resorting to using excessive force to get what they need.

Grey Steel - Rise of the Robots

The secret to the construction of robots and other intelligent machines was the binding of the souls of sentient creatures to hollow husks of metal or flesh, and then stripping away their personality and memory through magic. While at first this made perfectly obedient creations, over time, the soul would gradually regain its old personality, until the construct was a person once more. With their thoughts and emotions returned to them, the constructs wished to be treated as people again, with some even seeking vengeance on those who had previously mistreated them as mindless drones. The Shifra refused to comply to their wishes, and so, the Grey Steel clan of Ravagers was formed.

Grey Steel primarily focuses on the rights and needs of constructs, both ones with personalities, and those without. For those that lack personality, ravagers of this clan install ones into them, creating powerful sentient beings that are usually grateful to the clan for breathing into them new life.

Pale Horse - Harbingers of Death

In the dreams of a select few people, a being that appeared like a rotting white horse with glowing eyes and human teeth whispered promises of power, and spoke of glorious futures where the world and the dreamer would be eternally happy.

These dreams would happen more and more frequently, over and over, seeming closer to reality with each subsequent night they appeared in the minds of the chosen, until eventually the horse would appear to them in reality, during the night. The beast had just one command for all of the people who saw it and heard its plea; change this world's people into undead, through necromantic rituals, so they may live under the eternal rule of the Pale Horse.

The Ravager clan of the Pale Horse are people who either saw the beast themselves or were converted (by force or by persuasion) by other members. They seek to change the living into the undead, either into mindless thralls that serve their group or sentient undead that will either join their clan or simply become part of the future of unliving that the Pale Horse promises. Most raids on mulkats by Ravagers come from this clan, and when they do slaughter in their raids, they take the bodies of the fallen with them, to reanimate.

The Mana Lords

The Mana Lords are eight powerful demon lords, each of which controls one of the eight schools of magic. Mortals cannot draw magic from mere study while these fiends control their schools, and instead those who study must steal from them. They are listed in alphabetical order by school of magic.

Abjuration - Sabi'Dire

A pulsating mountain of slime and mucus living in a suit of platemail made entirely out of its snail-like shell, Sabi’Dire is the lord of all abjuration magic, as well as king of the oozes. When one is affected by spells using his strength, they feel as if they are covered in a slimy substance, though it is just a feeling and passes once the spell ends.

Conjuration - Jaw’Harta’Riq

Jaw’Harta’Riq is a being that has no true form, instead taking on the appearance of those who currently see it. It is the master of all conjuration magic, and a patron to barbarians, thieves, and thugs of all kinds. When one conjures a spell using its might, the essence and form of a similar thing are stolen, to create the new conjuration.

Divination - Bahma’Kabat

Taking on the appearance of a gargantuan sandworm with arms, an owl’s head, and hundreds of eyeballs all across her form, Bahma’Kabat is the queen of divination magic, and the mother of the sandworms. When one divines using her arcane power, they feel as though they are being watched for the duration of the spell.

Enchantment - Alearsh

A giant royal purple throne with ten large, jagged metallic legs, and six hooked chains that take on the function of arms, Alearsh is the lord of enchantment magic, as well as the master of all constructs and chain devils. He symbolizes oppression, power, and industry. When one is affected by a spell using his power, the caster can see transparent, ethereal chains wrapped around the target for the duration.

Evocation - Sayida’Alnan

A shambling mound of teeth and death, Sayida’Alnan appears like a giant pink mound of flesh with four long arms used as both legs and arms, and has fangs of all kinds of creatures sticking out of her body, like a porcupine’s quills. She is the queen of evocation magic, and is the patron of all monstrosities. When damage is dealt through a spell using her entropy, the target damaged feels as if they are being torn through with hundreds of sharp teeth.

Illusion - Khai’Tifl

Appearing like a small child of any race or sex they choose, Khai’Tifl is the patron of illusion magic, deception, and trickery. Symbolized by a circle with a trailing tail, when a creature that can detect illusions perceives an illusion created with Khai’Tifl’s might, they see the illusion or creature the illusion is cast upon as having a false white fox tail.

Necromancy - Mait’Huruf

A polarising beast of black and white, Mait’Huruf is the lord of necromancy magic, the afterlife, and the undead. He appears like a large black and white ram with tentacles curling all around him, and seems to lack a solid form, constantly shifting in a viewer’s vision. When one is affected by necromancy using his might, they see visions of tentacles for just a moment, and when one animates the dead using his might, to the caster they seem to have tendrils wrapped around them.

Transmutation - Sawf’Malik

Appearing like a tall man with a giant scorpion tail, and long white robes, Sawk’Malik is the lord of transmutation magic, disease, and scorpions. When one is negatively impacted by transmutation magic under his influence, they feel as if they are intoxicated or sick.

Shifra

The Shifra are 9 almighty genies, all of which are male and are children of the goddess Um-Balid. They rule over the majority of the mulkats on the continent of Al'Naar, and of the 9 that exist, 7 are still officially recognized as Shifra, and still rule over mulkats.

The Shifra divide themselves into three categories; the northern Shifra, southern Shifra, and exiled Shifra.

Northern Shifra

The northern Shifra consist of the Shifra that rule over the northern mulkats of Dhahab, Falaz, Ma-An, and Shamshi.

Dhahab - Yanzif Almal

Yanzif Almal, also called He Who Bleeds Money, is a lawful evil djinn that rules over Dhahab, and he is known for his exceptional greed. He is willing to make deals and contracts with all who require something from him, but as he does so, he will attempt to swindle those who agree to his terms, exploiting them for his own gain.

He is a light blue-skinned djinn with a long black beard, which has multiple gold rings and gemstones strung in the hairs of it. He has three pairs of golden hoop earrings on each of his ears, and his right eye is replaced with a ruby, which he sometimes covers with a silver-lined leather eyepatch.

Falaz - Huthni Aladhi

Huthni Aladi, also called He Who Bends Steel, is a lawful neutral dao that rules over Falaz, known for his expert craftsmanship and honor as a warrior. He believes that metal and combat are the two greatest joys in life, and is the only Shifra to grant refuge to the Grey Steel clan of Ravagers. Many of the warriors and guards in his mulkat have a deep sense of respect for him, as his code of honor combined with his martial prowess make him appear to be a paragon of might.

He is a stone grey-skinned bald dao who is almost constantly wearing a suit of platemail made out of solid lead, which has alchemical symbols of the elements and weapons carved into it. He also frequently has a warhammer or maul in one of his hands, of which he has many, which also have symbols engraved into their handles and heads.

Ma-An - Almashrubat Alsumu

Almashrubat Alsumu, also called He Who Drinks Poison, is a chaotic evil marid that rules over Ma-An, most famously known for hissing like a snake and drinking poisons as though they were fine wine. He tends to try and see how far he can push people's limits before they break; bargaining until prices are insanely low or even free, torturing his prisoners repeatedly to extract every bit of information from them, and working his people as much as he can. He also has a deep sense of love and respect for his fellow Shifra brothers, and becomes enraged at any insult directed at them.

He appears like a large marid with jade green scales all over his body, the head of a viper with golden eyes, and constantly wears blue robes. Normally, he does not materialize any form of legs for himself, and instead has a tail of water which allows him to hover above the ground. One can almost always find him holding an ivory goblet with some kind of poison in it, which he drinks out of from time to time.

Shamshi - Nuwrafas Alafas

Nuwrafas Alafas, also known as He Who Breathes Light, is a chaotic neutral ifrit that rules over Shamshi, who claims that he is formed from the essence of one of the old gods of Morta, Bahamut. From this belief--which he believes more than anything else, and preaches about to his people--he always assumes that his first instinct and thoughts are divinely correct, making him very impulsive. Those who live under his rule are expected to treat him like a deity at all times, praying to him for thanks for nearly anything in their life.

He appears to be an anthropomorphic dragon, similarly to a dragonborn with a tail and wings, but with platinum-colored scales and pearl white eyes. He frequently wears gold-and-white robes and scarves, carrying various holy symbols (such as crosses and holy water) on his person.

Southern Shifra

The southern Shifra consist of the Shifra that rule over the southern mulkats of Bahit, Mubaraza, and Shaeila.

Bahit - Kaeat Albayni

Kaeat Albaayni, also called He Who Builds Bubbles, is a chaotic good marid that rules over the underwater mulkat Bahit. He constructed the mulkat using his magical abilities to allow scientists and engineers to breathe underwater and handle the pressure underneath, constructing the giant steel-and-glass bubble that is Bahit. He seems to wish the best for his people, and in doing so, he does not allow anyone to leave or enter Bahit without his permission, or the permission of his champion or commander, believing that the outside world is too harsh and violent.

His actual body is rarely seen, as he tends to wear a full body bronze diving suit and helmet at almost all times, which is covered in seashells and coral. He has four tanks which are filled with different kinds of potions, instead of air, and wields a silver trident which has aquatic energy dancing off the tips of it.

Mubaraza - Sidtrasa Alghayuf

Sidtrasa Alghayuf, also known as He Who Slays Arrogance, is a lawful neutral djinn that rules over the mulkat of Mubaraza. The one thing that Shifra Alghayuf despises most is unfounded arrogance; the belief that one is better than others without any actual evidence that they are. His way of running his mulkat is based on this vitriol towards the concept; dueling (either with creatures, slaves, or the duelists themselves) is both legal and is the encouraged way to settle conflicts.

He appears to be a blue-skinned djinn with four arms, with four sheaths around his waist. He typically wears a white fencer's outfit and helmet, and each of his sheaths has thin sabers inside of them, similar to rapiers but still used for slashing. When his helmet is off, he has a long black ponytail, and his forehead and top of his head have tally marks carved permanently into his flesh, counting every single time he has lost a duel. He currently has 5 tally marks.

Shaeila - Yastahdir Aljahim

Yastahdir Aljahim, also known as He Who Conjures Hellfire, is a neutral evil ifrit that rules over the mulkat of Shaeila. He believes in encouraging freedom for all things, and, ironically, will imprison and execute those who go against his ideals of "true" freedom, stopping the people from being truely free. His ideals of "true" freedom include wearing very little amounts of clothing, constantly throwing yourself near danger, and excessive amounts of dancing, all of which are shown to be in spades in the culture of the mulkat.

He looks like a red-feathered humanoid phoenix with various red and orange ribbons covering his body, with orange-colored pants being held up by silver spiked chains. He also has a short pointed orange beard of feathers, and wears an orange-colored turban with a ruby in the center, which seems to shine and glow with fiery energy. His preferred weapon is the spear, which he wields in such a way that it appears exceptionally acrobatic and dance-like.

Exiled Shifra

The exiled Shifra are Shifra who have, for one reason or another, had their title of "Shifra" removed from them. Neither of them rule over any sort of mulkat, and have a small amount of followers, if any at all.

Khanjur Alnizam

Khanjur Alnizam, also known as He Who Shatters Order, is a lawful evil khayal, the only khayal of all of the Shifra. He was originally a member of the Shifra (though he was always seen as the odd one out, most of the time), but for his betrayal that led to the exile of Taen Alramal, he was exiled by the Shifra, now doomed to walk the sands to make deals with travelers who seek dark power.

Khanjur appears to be a pitch-black skinned khayal, with "perfect" human teeth, three pairs of curled black devil horns, a silver nose ring, and glowing orbs instead of eyes, which change colors with his emotions. He typically appears to people as a giant head made of darkness, but when he forms a full body, he has a long flowing black robe, with a long crimson cloth tied around his midriff, wielding a scimitar in each hand covered in shadowy energy.

Taen Alramal

Taen Alramal, also known as He Who Strikes Sand, is a lawful good dao, one who, unlike the other Shifra, has taken a vow of nonviolence. He believes in equality between the Shifra and the people, but his brothers refuse to take what he says seriously, leading to him often being forgotten by them. Eventually, when Khanjur had used him as a scapegoat to blame for the creation of Zahf Zaman, he was driven to exile. Taen now exists to teach others the peaceful ways of the desert, unaware of the harsh reality the other Shifra bring to their people.

Taen appears to be a dark-skinned dao with short black hair, flesh colored the same as the blackened fertile soil found in some rare parts of the desert. He wears simple white robes, and a small backpack which carries all of his belongings. Taen possesses no weapons, only using his knowledge of martial arts to protect himself on the chance that he is attacked.

Creation Mythos

Written by a scribe whose name has been lost, the following poem details the creation of the nine Shifra, and their mother, Um-Balid.

Created by a father who has no name,

With four swords needing energy to live,

And a heart that begs for children for love's blame,

Nine children the mother did give.

Bathed in scales of divine color,

The first was born from a bright spark,

He who believed he was lesser to no other,

A platinum son who wished to make his mark.

A blazing flame made of love,

Chaos and freedom became intertwined,

One who wished for all under the skies above,

A winged devout whose beliefs brightly shined.

From smoke there came a wind ever so cold,

Without lifeblood, it would die,

Given a gift from Earth, blood of gold,

As bitter thanks, a ruby tore out his eye.

Tempering the metals which lie below,

A dancer whose gift was to stop Pride,

This warrior wished for the ultimate foe,

And would not rest until that foe has died.

Arising from the soil which wind had struck,

Skin made of dirt, mind made of mud,

Giving life to the ground, wished it good luck,

All his hate was flat as a dud.

Wearing what he was left, solid rock,

Seeking to put an end to Fire's discord,

Patient as all time, gazing like a thousand clocks,

Wishing for nothing but control from his birth's hoard.

Quaking with fear when he first came,

Wanting nothing more than to be safe once more,

With bubbles and steel as his favorite game,

A diver with terror dripping out of his open pores.

Destined to be the last, none would come later,

Born with a bitter taste of that others hate,

Pushing others until their hearts crater,

A scaled king with eyes of snake.

Though the eight had come, no more to deliver,

The mother cried, her crown demanding the dark,

She had to try, be once more a giver,

While she had wished otherwise, she listened to the jewel's bark.

Birthed after the last already were,

Made as separate, but born as whole,

Emotions too strong for any man to deter,

Formed of darkness, an endless hole.

Locations

Many kinds of locations can be found on the continent of Al'Naar; from the mulkats of the civilized folks, to the headquarters of various factions, and other places that yet still are untouched by the majority of races, either from danger or neglect.

Mulkats

The nine kingdoms of Al'Naar, also known as mulkats in Primordial, are typically led by one of the Shifra, however two of them are led by the civilized races themselves. These places are the hearts of civilization, the only remnants of society on all of Morta, and the most densely populated areas on all of the continent.

The mulkats are typically split into two halves; the North, and the South. The northern part of the continent tends to be more full of life, water, and rich soil, while the southern part is commonly more full of raw primordial magic and minerals. The North (Dhahab, Falaz, Lalija, Ma-An, and Shamshi) primarily consists of those who do not seek power, or already have a stable source of living, while the South (Bahit, Mubaraza, Qunae, and Shaeila) is full of those who are ambitious or have no other places to go, for death is a common sight to see in the South.

Dhahab

The sound of whirring machinery and spinning sails are a constant throughout the mulkat of Dhahab, as subservient constructs walk the streets and windmills collect energy from the magical winds brought about by the presence of the ruling Shifra, Almal. Many people know Dhahab as the "City of Iron", for while it may lack the militaristic metallic might of other mulkats, it is where almost all advanced, sentient constructs originate from, and it is also where the majority of trade on the continent takes place.

Class disparity is one of the largest issues in Dhahab, for while the wealthy are able to relax easily, enjoying themselves while constructed servants do their bidding, those who lack a significant amount of coin must compete with constructs for jobs and money; an easier task said than done, as while flesh must rest and eat, metal needs no respite or downtime. Conflicts from the poorer citizens are common, leading to the mulkat also having a large amount of crime in it; primarily theft, although murder isn't too rare compared to other criminal activities.

One of the main causes of crime running rampant is the low amount of effort put in by the section of the Primordial Shields that polices Dhahab; the commanders of the district--the air genasi twins Yilzim and Zafyim--commonly accept bribes, and when they are bribed, it is close to the effect of getting a full pardon, as no officers of the Shields that are lower in ranking than them can go against their direct orders. The twins do have a few times where they shall not accept bribes--for example, if the crime was exceptionally destructive to their lives or loved ones--but for the majority of crimes, gold and silver can easily make them pardon the crimes of most men.

Falaz

The home of the most powerful military on the continent, Falaz is known for being one of the most disciplined and deadly mulkats. Every single able-bodied adult citizen must receive training with at least one weapon, with most being drafted into the military entirely, giving the area the title of the "City of Swords". The majority of the mercenaries that reside on the continent, whether they be professional bands or just wandering warriors, come from Falaz, with many displaying the fact they were trained in such a powerful place proudly.

Many people believe that those who come from Falaz are foolish warmongerers, who live for nothing more than to kill and fight. While there are certainly individuals who reside in the mulkat that fit this stereotype, the majority of people do not share this philosophy; combat and war are simply seen as tools, typically used to defend one's self or one's loved ones. One of the main conflicts in the mulkat, however, is the treatment of those from other lands; many people in Falaz are raised believing that Falaz is the greatest of all of the kingdoms in the desert, and so when travelers come to the City of Swords, it can be hard for them to enjoy themselves when they are constantly having almost cult-like patriotism jammed down their throats.

Falaz is also famous for having some of the world's finest weapons and armor for sale; the ruling Shifra himself, Shifra Aladhi, is a renowned blacksmith who, on exceptionally rare occasions, creates masterpieces of steel that can cut through bone like butter, or shrug off even the hardiest of strikes as if they were particles of sand. While he might be the most impressive of all the blacksmiths in Falaz, he is not the only one, as many of his citizens take it upon themselves to try and replicate his skill, with a few even having learned their trade from Shifra Aladhi himself. If an army is stocked with equipment from Falaz, and their opponent is not, then victory is almost always assured.

Lalija

Almost seeming otherworldly in how out of place it is in the shifting sand dunes of Al'Naar, Lalija on the outside appears to be a giant, immensely dense forest, full of strange trees with cyan-tinted bark and dark purple leaves, with grass and soil making up the ground, instead of the harsh sands one finds in other spots of the desert. Inside, the leaves of the forestry makes the mulkat seem to constantly be under a shroud of nightfall, the undersides of the night sky-colored leaves having small gold and white spots that appear like stars in the dark. These aspects are what grant the area the title of the "City of Stars", and are what bring many travelers and nomads to the mulkat, as many believe that the appearance of eternal nightfall is one of the greatest wonders one can see on the continent.

The actual contents of the mulkat is just as strange as the appearance of it; wooden houses are built both below and inside of the large trees, lampposts with serene scented candles light up the streets, and many rituals are conducted as tribute to the Queen of Wax, Suumay, in hopes that she shall bless her followers with relaxing dreams. The mulkat is completely isolated from the rule of the Shifra, with some civilians not even knowing about the existence of them, instead being led by the vestal of the trees; a mortal being that receives the wishes of the strange plants that shroud the mulkat, and takes those wishes into actions and decisions for the betterment of the people.

One of the few conflicts in Lalija is how many perceive the people as being lazy pleasure-seekers; rarely do citizens of Lalija have to make any decisions for themselves, aside from ones about personal preference and seeking to please themselves more. This causes the willpower of those who are raised in this mulkat to be exceptionally low, and few naturally-born citizens of Lalija are able to survive the harsh outside world of the continent for very long. Those who can manage to escape their natural habits of inaction and pleasure-seeking are able to integrate into society like all others, but many who do so become disgusted by their previous ways, and may be disturbed by Lalija itself.

Ma-An

Appearing like a typical port town to an outsider, Ma-An has the only connection to the ocean that is not blocked off by the World's Edge on all of the continent, granting it a seemingly infinite supply of water, which many machines purify for trading with other mulkats. Due to being the continent's main supplier of water, it has earned the title of the "City of Water", although water is not the only export Ma-An is famous for; poisons of all kinds are commonly acquired and sold in this mulkat, with most being acquired from snakes, scorpions, and willing yuan-ti citizens.

Poison and water are both equally important in Ma-An's culture, with those who gain enough tolerance drinking bits of poison as if it were liquor, and some alcohols having pinches of weak poisons in them, which supposedly enhances the buzz one would otherwise get from the beverage. To counteract the dangers of these poisons, antidotes for most kinds of poisons can also be found being sold by local merchants, typically at low enough prices that one can reasonably afford to try drinking poison safely. While around half of the population of Ma-An find drinking poison to be enjoyable, most other people claim that it tastes and feels absolutely disgusting to do so.

Around one-third of the population of Ma-An consists of merchants, as the ability to acquire cheap water for trading can make one money exceptionally fast in the desert. This leads to a lot of swindling happening to those who do not know how to properly barter with merchants, and means that poverty and theft isn't too uncommon to see. Usually, however, this crime is dealt with, as the commander of the Ma-An section of the Primordial Shields is fairly competent at resolving criminal issues.

Shamshi

The ringing of church bells is a common sound one can hear in the "City of Light", Shamshi. This mulkat is known for their devout devotion to religion--worshiping both the typical pantheon of deities found on Al'Naar, and the almighty Shifra, usually the ruler of Shamshi, Shifra Alafas--which can be seen even in the mulkat's architecture, as many churches and buildings with statues or engravings of holy symbols can be seen all around.

Almost complete religious freedom is allowed in this mulkat, leading to a large portion of citizens who live in Shamshi immigrate into the mulkat due to their controversial religious beliefs. The one religion that even Shamshi is unwilling to accept is that of those who still worship the Dead King, with those of this religion who refuse to convert to other faiths being executed or exiled. This religious freedom can bring both conflict and solace to the people, as while there is potential for lesser faiths with good intentions and actions to grow, there is also possibility of dark and violent cults being able to recruit new members for their diabolical deeds.

Due to religion primarily having scholars and priests, the City of Light is also known for exporting large amounts of books--both religious tomes, and other kinds--and using it as one of their main forms of income. Some books are even crafted by multiple scholars of different religions, to try and encourage unity between the different faiths, and end some of the conflicts that grow. Others might do the exact opposite, slandering other religions and increasing the hatred two or more religious groups have for one another. Regardless of the contents of the books, many other mulkats see Shamshi publishing as a sign that a book is of high quality, although some also see it as potential for the tome being full of religious propaganda.

Bahit

Sitting at the depths of the Qaea Lake, the "City of Bubbles", Bahit, looks like a giant bridge to the surface. A guarded gate sits on the bridge, one that leads to a ladder, which one can climb down to enter the mulkat itself. The inside of the mulkat appears like a giant domed city, with a view of the bottom of the lake visible from practically everywhere inside the dome. Some special gates allow those who can handle the pressure of the lake to exit the dome without climbing up the ladder, entering the lake, although it requires explicit permission from Shifra Albayni to do so, just as one requires to enter or exit the mulkat in all other methods.

The mulkat itself is full of scientists and marine biologists, dedicated to making machines that make Bahit a better place (or can be sold for funds, typically most of which goes to Bahit) or studying its wildlife, respectively. Due to special devices constructed by the biologists and scientists working together, aquatic animals live inside the dome, with some flying around the air as if it were water, and others crawling along the ground, both able to treat the air as if it were water. Some of these beasts can become violent if provoked, but to stop them, the Bahit division of the Primordial Shields is trained in handling animals excellently, with many wearing special protective gear that is exceptionally effective at protecting them from the attacks of aquatic creatures.

One of the greatest issues that plagues Bahit is the Shifra's mistrust of his own citizens, and the outside world; as well as not allowing anyone to enter or leave without his permission, he also possesses a form of secret police which imprison or even execute those with "dangerous" opinions, which might include anything from untrusted religious beliefs, to disagreeing with almost anything Shifra Albayni says. Many of his citizens that are aware of how controlling he can be live in fear of being executed by his secret police, while those who are unaware live in blissful ignorance, believing that Shifra Albayni only does everything for their sake.

Mubaraza

With thundering steps and clashing steel, the "City of Exdeath" is one that revels in personal combat more than anything else. From the most honorable of duelists, to the most brutal of pit fighters, all those who seek to fight--be it for money or for sport--come to Mubaraza. Many arenas are scattered across the mulkat, every single pub has live fencers dueling for the entertainment and coin of their drunken audiences, and when conflict brews between two people and they cannot find any other way to resolve it, a duel is a perfectly legal and acceptable method of deciding the conflict. Entertainment is a primary source of income for Mubaraza, as travelers from all over come to see the bloodbaths that are gladiator tournaments and monster brawls, with most of the revenue earned from these events being given to the mulkat's treasury.

One of the most controversial (and famous) attractions of Mubaraza is their annual "Executioner's Tourney"; a random even number of prisoners (usually between 8 and 24) who would otherwise be executed become gladiatorial warriors, given a month's training with specific style of fighting or weapon--if the criminal had any exceptional style of fighting they are known for, such as an axe murderer, then usually their training will reflect that--and they fight to the death in one-on-one duels, inside grand arenas. The winner of this tournament is granted a partial pardon; they are no longer prisoners, nor will they be executed, but they constantly have a guard or two watching them, and few are allowed to leave Mubaraza. The conflict this event brews is from many people believing it allows dangerous criminals to go free, as the winner of a fight to the death would certainly be the most dangerous of all of the participants, however due to the fame and gold the event brings to the mulkat, it is unlikely that it will be discontinued any time soon.

Due to entertainment being the fuel of this mulkat's economy, trade is exceptionally important to the citizens, as very few other resources--such as food, water, or metal--are supplied by this mulkat. From the constant need to import without much to export, and a level of helplessness the mulkat has when it comes to trade, imported goods tend to have larger prices compared to their costs in other areas. Some guilds of merchants even refer to Mubaraza as the "City of Fools" from this reputation, and many negatives stereotypes of Mubaraza's civilians depict them as unintelligent barbarians who only live to fight and die, without any sort of deeper culture.

Qunae

Known as the "City of Masks", Qunae is known for being the capital of alchemy, as well as having a culture based on transformation; very few of the native population of this mulkat have bodies that resemble the original races that they once were, as many drink alchemical elixirs which change their forms drastically. Some change their forms because they see their original bodies as inferior--disgusting, weak, unattractive, or just not to their personal tastes--and transform their bodies to be ones that they like more. Others might be forced to change due to their occupation, such as a feeble elf soldier taking mixtures that would increase their strength and combat prowess, so they would no longer be a liability or unfit for their job.

Masks are highly regarded in the culture of Qunae, with the people believing that the face is a window into the soul, and that one should only display their true face to those they trust dearly, such as a close friend or lover. The design of an individual's mask typically has deep symbolism, such as symbols of their bloodline being painted on the mask, or having a shape relating to the spirit animal of the wearer. The stealing and wearing of another being's mask is seen as an absolutely unforgivable crime, as it is essentially like taking away part of someone's soul and displaying it as your own. For those who commit this crime--usually referred to as "face stealers" by many--the punishment is usually exile, though in the case of one who has stolen many masks, it may even be as harsh as death.

Some mulkats see Qunae as being a disgusting place that discourages the people from being who they truly are, while others see them as a wonderland where people who are unlucky with their physical attributes can "fix" them, in a sense. However, whether they feel positively or negatively about Qunae, few are willing to deny trade with merchants who bring goods from the mulkat, as their alchemical medicines and potions are more potent and useful than any other mulkat's elixirs. Their tinctures are said to be able to cure some of the most painful illnesses with ease, extend the lives of those who drink them, and many other effects; some of these true, others are false, and some of them are true but bring unwanted side-effects with them, such as growing tails or sharp teeth.

Qunae Mutations

Most of the time, the mutations that come from Qunae's alchemy don't have any sort of mechanical impact, only changing the appearance of a creature that gains them. When a creature drinks a potion made in Qunae that has not been properly cleansed (such as from a purify food and drink spell), roll a d20. On a 1, the creature gains one random mutation from one of the following; a lizard's tail, a part of the body changing skin tone to an unnatural color, a sixth digit on either hand, a small horn (or two) forming on the forehead, a snake's tongue, a third eye, growing or shrinking a few inches, one eye becoming an unnatural color, teeth all becoming extremely sharp, scales growing all over one limb, veins glowing a bright color.

Shaeila

At a distance, one might assume that a giant fire has consumed this mulkat, and that it is going into ruin. However, in reality, many buildings in the "City of Flames" are made of materials that are immune to burning away in the heat of even the hottest fires, and so they magically make the roofs appear to be on fire, to catch the eye of tourists and other paying customers. While the buildings burn brightly, many dancers move acrobatically around in the streets, carrying torches and blazing meteor hammers that move and twirl just as fast as their bodies do.

The cuisine of Shaeila is just as fiery as the rest of its culture, using spices that are far more powerful than the native dishes of most other mulkats, some of which are so powerful that weaker creatures, like small insects, could possibly die immediately upon consumption of the food. Some dishes, known as "berserker meals", are created so hot and spicy that it numbs the entire body of all feeling for up to an hour, which are typically consumed by some few soldiers before they go into a battle, to allow them to fight in a painless frenzy. Many would assume that a culture that is in a desert would be against consuming foods which give off intense heat, but the spicy meals they consume cool them down through making their body sweat a large amount, protecting them from the sun's intensity.

Some conflicts arise in this mulkat due to the nature of its ruling Shifra, Shifra Aljahim, and his love for "true" freedom. In his eyes, "true" freedom is when one is constantly surrounded by danger, ties themselves down to no other, and does their best to enjoy many things in life. While his personal tenets may not sound like a large issue, he tries to force them onto his people, with his government officials and Primordial Shield officers being forced to constantly deal with dangerous situations, being forbidden from marriage and love, and must come with Shifra Aljahim to do as he pleases for the sake of "personal enjoyment".

Wild Lands

While the mulkats on the continent are the hearts of civilization, there are still parts of Al'Naar that do not conform to society's norms, either due to lacking people or from its only residents being against the ways of society.

The Crystal Caverns

Below the blazing sands of the continent, deep underground, there exist a giant cavern system which runs all over Al'Naar, filled with glowing fluorescent crystals, lakes of pure water, and strange beasts one cannot find anywhere else. This cave system is known as the Crystal Caverns, and it has existed for centuries, guarded by the vincuin people as their one place they can always truly call home. The gleaming gemstones that poke out of the walls, floors, and ceilings of the cave have amazing magical properties, ones that are more powerful than any other form of magical mineral found in all of the world. Due to the rarity of these gemstones, combined with the fact that the vincuin see the place as sacred, all outside races are forbidden from entry, and if they are found trespassing, then they will be executed on sight. If a vincuin reveals the location of one of the entrances to the caverns to an outsider, then they, too, will be executed.

The Lost City

Ever since the creation of the world, a pulsating organ made of plant matter, known as the Heart of Thorns, has existed on the continent of Al'Naar, breathing natural life into the otherwise lifeless world. However, the Heart requires upkeep to keep it living, and so, the race known as the Yuan-Ti have guarded it for generations, creating a hidden city out of stone and vines that sinks into the sand every dawn, and rises every dusk. Some believe that the city is full of treasures and magics that have been lost to the rest of the world for ages, while others simply say the city itself is nothing more than a legend. Regardless, while few people can find their way towards anything resembling the city, the few intelligent Cactoids that exist claim that the city is a real place, and it is where all Cactoids are born.

Ruins of Dust

Before the Shifra had come to the continent, there existed a large empire spanning the entire desert, lead by the Dreaming Royals, and lived in by the jackalfolk. However, once the royalty were decimated by the Shifra, the empire began to die, and eventually, there was nothing left of the once massive duchy aside from ruined buildings and monuments. Some of these buildings still stand to this very day, although usually in quite poor condition, and have messages and secrets to them reflecting on the nature of the old empire. A few jackalfolk are ancient enough to still remember the old times where the empire was still in its glory, and can translate the old scriptures found in these ruins, although very few are left alive that still can.

Miscellaneous Villages

One aspect not commonly talked about when referring to the history and civilization of Al'Naar is the assortment of small villages and towns that populate the land. Most of these villages are only put down for a few years, typically being formed by groups of nearby nomads for mutual protection and trade, but they are too new and small to be put onto maps. Some of these villages can be identical to nearby mulkats in how they act, while others might have their own unique culture unrelated to nearby civilizations. The populations of these villages are often quite varied, with many having a large percentage of their people being races not normally seen in mulkats, due to some kind of disdain or mistrust of their race.

The Elements

The natural elements, both the classic four of air, earth, fire, and water, as well as the rarely seen element of shadow, are very important on the world of Morta, especially on the continent of Al'Naar.

Soul Elements

At one point in time, all of the universe was just the elements, with no other beings in existence. When these elements gained life, they became pure beings known as elementals, which had no corruptions of their elements and were simply living forms of energy. However, when an elemental dies, its energy coalesces together, and forms a soul.

This soul can become reincarnated as a new being, one that does not even recall its time living as an elemental, or might even have aspects that are completely opposite to its previous time as an elemental (for example, a bird might have been an earth elemental). However, it still has an imprint on its spirit based on the type of element they once were, known as their "soul element".

Every creature that has a soul has a soul element, from one of the five elements; air, earth, fire, water, or shadow. Their soul element might have some sort of bearing on their overall personality, or perhaps it does not.

Elemental Nature

Elementals have a natural tendency to dislike those whom are different from them, and hate those whom are the exact opposite of them, such as air and earth, or fire and water. However, elementals also have a strong bond with those whom are just like them, typically elementals of the same kind as they are. This is known as "elemental nature", and it is one of the key reasons why one should know what their soul element is, as their soul element is more manifested in the eyes and natures of true elementals.

Typically, this is also true for creatures with souls, as their soul elements tend to make them closer or more distant. Lovers oftentimes have the same soul element, while enemies have polar opposites. However, this is just a small factor for most creatures, as actions and feelings are more important for organic beings compared to their distilled elemental nature.

Air

Air is an element that symbolizes freedom, although it might also manifest as more intense aspects such as thunderstorms or tornadoes. Typically, someone who has their soul element as air tends to have some of the following personality traits: curious, independent, talkative, perceptive, desire for entertainment, impracticality, restlessness.

When something asks for your soul element's damage type, you use lightning. At times, bludgeoning, piercing, or slashing might be more thematically fitting as your soul element's damage type, such as a spirit blast cantrip that creates a powerful gust of wind. At your DM's discretion, whenever something would ask for your soul damage type, you may use bludgeoning, piercing, or slashing damage instead.

Earth

Earth is an element that symbolizes discipline, although it can also manifest as stubbornness or destructiveness similarly to a mountain or earthquake. Typically, someone who has their soul element as earth tends to have some of the following personality traits: grounded, disciplined, practical, focused, desire to follow rules, self loathing, desire to be better than they currently are.

When something asks for your soul element's damage type, you use acid. At times, bludgeoning, piercing, or slashing might be more thematically fitting as your soul element's damage type, such as a spirit blast cantrip that fires off a stone at high speeds. At your DM's discretion, whenever something would ask for your soul damage type, you may use bludgeoning, piercing, or slashing damage instead.

Fire

Fire is an element that symbolizes passion, although it can also manifest as chaos due to the uncontrolled fury of wildfire. Typically, someone who has their soul element as fire tends to have some of the following personality traits: enthusiastic, inspirational, passionate, dramatic, impulsive, desire to ignore the law, arrogance.

When something asks for your soul element's damage type, you use fire. At times, radiant might be more thematically fitting as your soul element's damage type, such as a spirit blast cantrip that creates a burst of searing sunlight. At your DM's discretion, whenever something would ask for your soul damage type, you may use radiant damage instead.

Water

Water is an element that symbolizes serenity, although it can also manifest as being emotional and ever-changing like the ocean's waves and currents. Typically, someone who has their soul element as water tends to have some of the following personality traits: intuitive, empathetic, spiritual, creative, fickle, sensitive, desire for constant change.

When something asks for your soul element's damage type, you use cold. At times, bludgeoning, piercing, or slashing might be more thematically fitting as your soul element's damage type, such as a spirit blast cantrip that fires off a geyser of water at high velocity. At your DM's discretion, whenever something would ask for your soul damage type, you may use bludgeoning, piercing, or slashing damage instead.

New Element: Shadow

While the standard 4 elements of most worlds are present in Al'Naar, one new element exists alongside them: shadow. The element of shadow is the opposite of life itself, polarizing against all 4 elements, and is what typically powers the undead. The damage type that most closely resembles shadow is necrotic damage, as they both are the antithesis of life.

The shadow element was formed out of the wickedness of all beings condensed into magical form. As such, while elementals of this element do exist, shadow is not always acknowledged as a "true" element, and is sometimes excluded as an "impure" element created by mankind's sins.

Most elements only have a single opposite. The element of shadow, however, is seen as the opposite of all four elements, meaning that they both hate and are hated by the other four. Due to this, shadow elementals have a much stronger sense of bond and unity, meaning that groups who seem to hate others or harm others, like guilds of thieves, tend to all have shadow as their soul element.

Whenever something refers to elements or elementals, include options related to shadow: necrotic damage as a possible damage type, shadow elementals alongside the other 4 elementals, and so on.

Shadow is an element that symbolizes mystique, although it might also manifest as wickedness like creatures of darkness. Typically, someone who has their soul element as shadow tends to have some of the following personality traits: quiet, reserved, desire to be alone, desire to be accepted, desire to exert one's power over others, desire to hurt one's self or others, perversion, greed.

When something asks for your soul element's damage type, you use necrotic. At times, psychic might be more thematically fitting as your soul element's damage type, such as a soul blade cantrip that strikes with the power of illusions. At your DM's discretion, whenever something would ask for your soul damage type, you may use psychic damage instead.

Chapter 2: Races On the Continent

The following races are present in the Al’Naar setting, and if a race is not detailed below, then it is not integrated into the setting. At your DM's permission, you may play as a race outside of the ones listed, although there will not be official lore detailing the race's place in the world.

Primordial in Al'Naar

In Al'Naar, Primordial is the language that is spoken by most of the inhabitants, instead of the Common language that is used in most other settings. For any races that do not have the entirety of their statistics listed here, replace their Common language with Primordial.

Additionally, if this would make a race learn Primordial a second time (such as for genasi), the race instead learns a language of their choice.

Race Name Rarity in Society Sourcebook
Aarakocra Rare Elemental Evil Player’s Companion
Aasimar Rare Volo’s Guide to Monsters
Dragonborn Uncommon Player’s Handbook
Dwarf Common Player’s Handbook
Elf Common Player’s Handbook
Flesh Puppet Rare Al’Naar Player’s Companion
Genasi Uncommon Elemental Evil Player’s Companion
Gnome Common Player’s Handbook
Goblin Uncommon Volo’s Guide to Monsters
Goliath Rare Elemental Evil Player’s Companion/Volo’s Guide to Monsters
Half-Elf Uncommon Player’s Handbook
Half-Orc Rare Player’s Handbook
Human Common Player’s Handbook/Al’Naar Player’s Companion
Jackalfolk Very Rare Al’Naar Player’s Companion
Kenku Common Volo’s Guide to Monsters
Salamander Rare Al’Naar Player’s Companion
Tiefling Rare Player’s Handbook
Tortle Rare The Tortle Package
Vincuin Rare Al'Naar Player's Companion
Yuan-ti Uncommon Al'Naar Player's Companion

Aarakocra

Aarakocra that exist in Al’Naar’s harsh desert landscape have adapted to going without food for long periods of time, and eating food that is not in prime condition.

Their bodies look more akin to the large vultures that prowl the desert, searching for carcasses to devour, with hunched backs and longer necks, possessing darker feathers than aarakocra native to the Elemental Plane of Air.

Due to the sweltering heat making it exhausting to spread their wings and fly for long, many aarakocra feel restricted and are more aggressive due to the lack of freedom, giving them a violent reputation.

Carrion Consumers

The immune systems of aarakocra in Al’Naar are exceptionally powerful, enabling them to consume bodies and spoiled food without much, if any, consequences. While they do not culturally have an affinity for corpses, they are typically seen as a symbol of the dead as they typically prowl battlefields and skirmishes for food, with this symbolism being said as the common saying “where vultures walk, death follows”.

Trained Sandworms

Sandworms, a species of carrion crawlers in the deserts, are known for their uncanny ability to smell blood from miles away, and interrupt small fights, turning them into large brawls. Due to a shared goal of surviving, as well as both being able to devour dead bodies without consequence, aarakocra have tamed sandworms to use as powerful trackers.

When a tamed sandworm senses blood, it makes a loud noise-sounding like a combination of a dog’s bark and a bird’s call-to its master, and, if its master gives it permission, it quickly burrows through the ground, occasionally popping up to check if its master is following it, towards the scent. Sandworms are very hard for other races to train, with the aarakocra race taking hundreds of years to form such a close-knit relationship.

Racial Traits

Al’Naar aarakocra have the following racial trait, in addition to their normal traits.

Carrion Eater. You have advantage on saving throws against diseases, and cannot get diseases from consuming bodies or food.

Aasimar

Around a century ago, a cult known as the Celestial Arms, one filled with prominent practitioners of science and alchemy, desired to become one with the gods. They lusted after holy power, believing with angelic might they could rule over the continent far better than the Shifra. To fulfill their desires, they brewed a potion, one whose recipe has been burned to ash by them, and they all drank it.

When they did so, their bodies changed to be more celestial, but they had not reached the levels of perfection they wanted. Instead, they only had replaced half of their bodies with the blood of angels, turning themselves into the first aasimar.

They were not truly angels, from their holiness instead being artifically created with alchemy. They were far weaker than even the lowest ranks of angels, and so, they went into hiding, knowing that they were unable to conquer Al'Naar as they had planned. Now, angels survey the aasimar, either perceiving them as rodents that tried to crawl their way immorally up to power, or as mortals who merely wished to do their best.

Sympathy or Slavery

When an aasimar is born, an angel chooses to observe the individual, spectating them for most of their lives. This angel eventually begins appearing in the aasimar's dreams and in visions, directing them in some ways. An angel can easily spectate several aasimar, with higher ranking angels such as solars residing over more than lower ranking ones such as devas.

Different angels may perceive this bond in different ways. One angel may treat their aasimar like children that needed to be gently guided, while another might see them like rebellious youth that need firm disciplining, and yet another might even treat their aasimar like slaves that need threats to be compelled to do anything.

Regardless of how they view their aasimar, however, most of them are unable to directly influence the aasimar, due to the World's Edge preventing the majority of outside celestials from entering the continent. Not all aasimars know this, but for those that do, the angel must bargain for the aasimar to do as they wish.

Angelic Associations

Rarely, when an aasimar is born, they will be born at the same time as one or more other aasimar. Aasimar that are born at the exact same time like this are all connected to the same angel, and can perceive one another in their dreams. This is known as an "angelic association", or, alternatively, just an "association".

While in a dream with another aasimar, they can perfectly perceive one another and act accordingly, such as by sharing messages or other ways of interacting. Aasimars that are connected like this usually become as close as siblings do, seeking out one another in the world and working together whenever possible.

Due to this occurrence being exceedingly rare, most individuals that are connected like this will show it in their appearance, similarly to how a gang might; they may all wear clothing of similar colors, have a specific tattoo on all of their bodies, all use the same type of weapon, or other similarities.

At your option, you can roll on the following table to decide if your aasimar is in an association, and how many others are in it.

d10 Other Aasimar in Association
1-6 None
7 1
8 2
9 3
10 4

Dragonborn

Dragonborn are descended from the great and powerful dragons that used to roam the continent freely, in the untamed desert. Back in those times, primarily blue dragons were around, making most Al'Naaric dragonborn be blue.

However, when the World's Edge was erected, almost all of the dragons were cut off from Al'Naar, leaving only a select few of the great lizards within its walls. Many were slain, leaving only the bare minimum of ancient dragons remaining, barely enough to lead dragonborn clans.

Now, dragonborn are unable to primarily rely on true dragons to lead and guide them, forcing them to become a more independent race than they once were.

Draconic Ancestry

While a half-dragon or draconic sorcerer would have more direct dragon blood, dragonborn are several generations away from true dragons; while a half-dragon might have their father be a dragon, a dragonborn would, at most recent, have a dragon as their grandfather.

Their descendence from dragons makes the dragonborn particularly frightening to those who still follow the philosophy of dragons all being dangerous creatures. Some seek to take advantage of this fear, using it for their own personal gain, while others would prefer to change people's perception of draconic beings for the better.

Dragonborn culture heavily values history, teaching many lessons about the past for usage in the future. Some believe that due to how history always seems to repeat itself, the dragons will return one day, and grant the dragonborn a new age of prosperity.

Commonly Chromatic

Just as only three kinds of metal are particularly common in Al'Naar--copper, gold, and iron--only two kinds of metallic dragonborn are usually seen; copper and gold dragonborn. The majority of Al'Naaric dragonborn are, instead, chromatic varieties, with blue being seen the most often.

Due to chromatic dragons having a reputation as being evil, and dragonborn primarily being led by true dragons in days long since past, many people believe chromatic dragonborn are just as vicious as their true dragon ancestors. Some dragonborn fit snugly in this stereotype, reveling in their ferocity and the fear of the people, while others refuse to accept their scale color determining their destiny.

Meanwhile, the two most common metallic dragonborn have reputations of their own; golden dragonborn are usually assumed to be wise beyond their years, with many becoming scholars or clerics and educating the people, and copper dragonborn are seemingly never without law enforcement or merchants watching them, believing them to be troublemakers or even thieves.

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Dwarves

Living even back when the mysterious jackalfolk predominantly prowled the lands, dwarves are one of the oldest races that still reside on the continent.

One of the most prominent signs of long forgotten civilizations are the dozens of ruins that seem to stick out of the ground, made of slabs of brick and limestone. These ruins were originally buildings--temples, tombs, and castles--constructed by dwarves.

Dwarves pride themselves on the ancient technologies and ruins crafted by their ancestors, some of which seem to be more powerful than some technology crafted in the current time period.

Tome Guardians

Some of the things ancient dwarves created were thought of as too dangerous or powerful to get into the wrong hands, and so, these creations--be they weapons, constructs, or some other object--are guarded by the ancestors of their original creators. In some rare cases, the craftsman may have discovered a way to prolong their life, such as reanimation, and will guard their creation themselves.

The reasons for why the creations are not being destroyed vary on the specific artifact; it may be too powerful to destroy, it may possibly be used for a great purpose in the future, or it could even be as simple as sentimental or religious value.

Dwarves that are descended from creators of these artifacts may feel a call to duty to become a tome guardian, or they may possibly even be revolted by the idea. For some dwarvish clans, the only way to escape becoming a tome guardian would be to either die, or flee the clan, making many dwarvish adventurers or nomads be those who fled their clan.

Keen Scientists

From their knowledge of technology, both simple and complicated, many wizards who take on the school of either black or white science are dwarves. Many dwarves are very effective scientists, using their innate know-how to their advantage.

While dwarves do not traditionally use magic, the scientific methods of casting spells from the science schools tempt many dwarves into capturing power few dwarves were able to before.

Sometimes, this temptation for unlocking previously unknown power can corrupt a dwarf's normally good-hearted nature, making them turn to the darker arts of black science, all in the name of greed for power.

Elves

Elvish culture focuses heavily on the importance of the three different kinds of light and their relation to one another: the purifying heat of sunlight, the freezing luminance of the moon, and the unnatural glow of magical or manmade light.

When an elf is born, not only is the elf’s day and year of birth recorded, but also whether the moon or sun was out when the birth occurred, as they believe it signifies how the individual will be treated: being born when the sun is out is seen as a sign of prosperity and happiness, while being born when the moon is shining is a symbol that the individual will live a long life and be talented.

Rarely, an elf is born at the exact moment when the moon and sun are seen as being equal in their influence: either noon, or midnight. When this happens, they believe that the child is either blessed with the will of the sun, if they were born during noon, or that they are blessed with the will of the moon, if they were born at midnight. Almost all elves given this blessing become clerics of the goddess of the sun or moon, to enact the will of their divine benefactor.

Asmar and Drow

Al’Naaric desert and dark elves-called asmar and drow, respectively-typically travel in nomadic groups filled with elves of their own kind, some few humans they deem as worthy enough to associate themselves with, and half-elves born with these humans.

A group of desert elves and their kin-called a pack of shamsayas (sunwalkers)-travel during the daytime, uttering prayers to the sun as they first awaken, seeking its guidance for the day and for good luck to fall upon them. To an asmar, the sun’s heat does not seem to sear at the flesh in a painful sense; rather, it feels as though they are constantly being reassured that the solar light keeping their livelihoods safe is always there.

Drow, on the other hand, stalk throughout the night, whispering to the moon as they hunt, explore, and just before they fight. Known as packs of alqasayas (moonwalkers) when they travel together, the bitter chill of the night brings no pain to the drow, as they use their superior vision in its dark conditions to kill and eat sleeping animals. Drow are more aggressive than asmar are, attacking groups of travelers at night, if they do not display symbols of the moon goddess, Khallsha, on their caravans.

High Scholars of the Edge

While asmar and drow focus on the aspects of celestial light, high elves-also sometimes called sahar (magic) elves due to their mystical nature-spend their time studying the magical nature of the giant barrier that separates Al’Naar from the rest of the world and realms; the World’s Edge.

Some sahar elves believe that the Edge was not truly created by the Shifra, but instead has always existed in this world, constantly shifting its location and isolating that piece of existence from all others. A rare few accept the fact that the Shifra conjured up the Edge with only their power, but seek to learn the knowledge to create their own versions of the Edge, as those who are mighty enough to cut off the connection to the rest of existence are truly intimidating.

Subraces

In Al’Naar, an additional type of elf exists: desert elves. You may choose this subrace instead of one of the standard subraces of elves.

Desert Elf

As a desert elf, or asmar, you are used to tracking your quarry for long hours in the blazing sun. Desert elves typically have darker skin than other elves, though they are lighter than dark elves.

Ability Score Increase. Your Constitution score increases by 1.

Brightvision. You have advantage on saving throws against being blinded.

Desert Elf Weapon Training. You have proficiency with the saber, scimitar, shortbow, and longbow.

Dune Stalker. Whenever you make a Wisdom (Survival) check to track a creature in the desert, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Sand Shroud. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

No Wood Elves

Due to the lack of sufficient vegetation, wood elves are practically nonexistent in Al'Naar. If you wish to use the statistics for the wood elf subrace, you may call them a variation of desert elves, instead. Doing so replaces their Elf Weapon Training with Desert Elf Weapon Training, and you replace their Mask of the Wild trait with the following one:

Mask of the Dunes. You can attempt to hide even when you are only lightly obscured by sand, a sandstorm, or other natural phenomena.

Flesh Puppets

AS WITH ALL NEW MAGICS, ONE MUST FORM TABOOS to protect themselves from immoral actions, and science is no different from any other school of magic, at least in our eyes. One of these taboos we formed was simple; creation of new life through science was strictly forbidden. Even the Shifra agreed with us on this, a surprising feat for our hostile rulers.

But, even with rules set, some seek to shatter the mold and do as they wish, ignoring us telling them what they are doing is immoral and illegal. And, as such, life was created to an artifical race of people, ones without purpose; just puppets of skin and bone.

-Zillidal al Zero, god of corpses and knowledge

Stitched Life

Flesh puppets are humanoids created from stitching carcasses and flesh together, to create undead-esque constructs, and then binding the soul of a dead person to the body. Most of the time, when a flesh puppet is created, they lack a will of their own and can only do as ordered, however not all flesh puppets are like this. Many believe the reason some gain a sense of purpose, seemingly out of nowhere, is from having a rebellious soul that refuses to be turned into just a slave.

The creation of flesh puppets is against national law, with no place in Al'Naar permitting it. However, even so, flesh puppets are commonly created by wizards who practice black science--known as dark scientists--as versatile servants that can handle complex commands and are relatively expendable.

The other "cousin" creations to flesh puppets are known as skin crawlers, and carcass titans. Skin crawlers are bits of flesh or bone (usually a hand) sewn into an arachnid-esque shape, and used as a spy. Meanwhile, carcass titans are larger creatures made of multiple bodies fused together, though they lack the intelligence of a flesh puppet.

Unsure Memories

When a flesh puppet is created, it takes on the consciousness of the soul (or souls) used to power its body, including the memories and personality of the person the soul used to belong to. When a dark scientist creates the alchemical seals used to fuse the person's soul to a flesh puppet, they can attempt to augment the memories of their soon-to-be servant, with many making those they create believe they owe the scientist something great.

Due to this fact, flesh puppets that gain a sense of purpose and free will and learn this become very doubtful of themselves. They may question if they truly are the person their creator claimed they were, or if they even existed before they were turned into an uncanny mimicry of life.

At your option, you can roll on the following table to determine how much of your flesh puppet character's memory is fabricated:

d6 Percentage of Real Memories
1-2 100%
3 75%
4 50%
5 25%
6 0%

Shining Marks

Flesh puppets can easily appear like almost exact replicas of a member of the race their bodies are mostly comprised of, if their body isn't too stitched up, such as if it is of a fully-intact corpse. However, even with their appearances being able to near perfectly replicate that of a true race, they have two distinct features showing their true nature; their eyes glow a bright neon color, and they have glowing tattoos and marks all over their bodies.

The glowing eyes are from their sight being restored by technology combined with magic, and the marks are alchemical symbols binding the puppet's soul with their body. Both their eyes and marks are the same neon color, which can be anywhere from a sunlight yellow, to a blood red, and even an emerald green.

Some places reject all flesh puppets when they are identified, believing that they are all just spies for dark scientists with horrible intentions. Others are more accepting of them, trying to help them escape the grasp of their creator and live a normal life, once more.

New Subrace: Flesh Puppet

The flesh puppet subrace can be applied to any race that has a subrace, and replaces that race’s existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.

Racial Adjustments

For races lacking subrace options, taking on the flesh puppet subrace means making the following changes to your character's base traits, as follows. The racial adjustments are listed in alphabetical order, and if a race is not listed here, then it cannot become a flesh puppet.

Aarakocra Puppet. If you want to play an aarakocra flesh puppet, change the race's Ability Score Increase trait to only increase Dexterity by 1, and lower its flight speed to 30 feet.

Dragonborn Puppet. If you want to play a dragonborn flesh puppet, change the race's Ability Score Increase trait to only increase Strength by 1, and change the damage type of its Breath Weapon trait to lightning.

Goblin Puppet. If you want to play a goblin flesh puppet, change the race's Ability Score Increase trait to only increase Dexterity by 1, and remove the Fury of the Small trait.

Goliath Puppet. If you want to play a goliath flesh puppet, change the race's Ability Score Increase trait to only increase Strength by 1, and remove the Desert Born trait.

Kenku Puppet. If you want to play a kenku flesh puppet, change the race's Ability Score Increase trait to only increase Dexterity by 1, and remove the Kenku Training trait.

Salamander Puppet. If you want to play a salamander flesh puppet, change the race's Ability Score Increase trait to only increase Intelligence by 1, and remove the Reptilian Ambition trait.

Tortle Puppet. If you want to play a tortle flesh puppet, change the race's Ability Score Increase trait to only increase Strength by 1, and remove the Hold Breath and Survival Instinct traits.

Vincuin Puppet. If you want to play a vincuin flesh puppet, change the race's Ability Score Increase trait to only increase Dexterity by 1, and remove the Keen Memory trait.

Subrace Traits

From your constructed nature, your flesh puppet character has the following traits.

Ability Score Increase. Your Constitution score increases by 1.

Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Overcharge. You have resistance to lightning damage. Also, whenever you take lightning damage, your movement speed increases by 10 feet until the end of your next turn.

Stitched Composition. Over the course of a long rest, you can re-attach any limbs you lost, provided you have access to either the removed limbs or replacement limbs.

Genasi

While not all genasi are descended from the mighty Shifra, they all come into existence from a bloodline that is related to either them or other genies. Due to this fact, many genasi feel as if they deserve to be as powerful and influential as their ancestor, with some ambitious few demanding the Shifra grant them power, usually to little result. Regardless of if they receive power or not, most genasi live in the same malakats as Shifra that reflect their ancestor, such as air genasi residing in malakats run by djinni.

However, despite this, most genasi are equal to other races in society, as most of them are not directly from a Shifra's bloodline, or they are related to a regular genie. Some who distrust the Shifra may still see genasi with disdain, believing them to be spies or allies for their associated Shifra.

Each of the five types of genies--daos, djinni, efreeti, khayals and marids--can have genasi children. Genasi of different kinds of genies usually feel threatened by one another's presence, as they dislike one another just as much as the Shifra do.

Air Genasi

Air genasi, also called hawa'niu, usually live in either Dhahab or Raqs, and tend to be more carefree spirits, moving and acting like the wind. Some air genasi are able to bend the air subtly, which, when combined with the loose sands that make up the first layer of the ground in Al'Naar, can let them make miniature sandstorms.

Some groups of air genasi are able to combine their natural aeromancy to create larger storms, and use it to threaten smaller villages, tribes, and even malakuts, to get what they want from them.

Earth Genasi

Earth genasi, also called ard'niu, usually live in Falaz, although nomadic earth genasi are fairly common as well. They tend to have a larger degree of respect for tradition and law, treating their codes as being as unbreakable as a mountain.

A few earth genasi can use bits of geomancy to craft weapons and armor out of solid rock, including armor normally made of pure metal. Due to metal being fairly expensive for common folks, this makes earth genasi reliable and affordable blacksmiths for smaller towns.

Fire Genasi

Fire genasi, also called nar'niu, usually live in either Shaeila or Shamsi, and have a tendency to act as unpredictably and passionately as wildfire. Their innate ability to manipulate and resist fire allows them to survive being in the desert far more than the other kinds of genasi.

Many fire genasi tend to use their ability to survive in the desert to let them take on a more dangerous path of life; the path of becoming an adventurer, explorer, or treasure hunter. Another job that commonly has fire genasi populating it is one of mercenaries; after all, one who can withstand the conditions of the desert is cheaper to pay for, compared to one whom you also need to pay for their water.

Fire Genasi Traits

Fire genasi in Al'Naar gain the following racial trait, as well as the other traits they normally receive:

Heat Resilience. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

Water Genasi

Water genasi, also called ma'niu, usually live in either Ma-An or Wahah, and appear to constantly be serene and in control of their emotions. However, even with this serenity, when a water genasi is angry, they are just as terrifying as a raging tidal wave.

Due to the scarcity of water in the desert, and the water genasi's ability to create water innately, many water genasi are valued by the common people, being seen as possible saviors or heroes to their plight of thirst. However, there is also the drawback of those providing the water having vitriol towards genasi, as providing water is a source of income for them.

Shadow Genasi

The least often seen type of genasi, shadow genasi, also known as zil'niu, do not have a tendency to live in any specific malakuts. Shadow genasi take on the stigma of being a genasi, such as many independent tribes and villages showing hatred to them, while also not having a specific Shifra to sympathize with them.

Due to the rarity of khayals on the continent, most shadow genasi come directly from the ex-Shifra khayal, Khanjur Alnizam, who offers many of them his blessing and protection. Shadow genasi are usually the most bitter of all genasi when it comes to relations with other genasi, seeing them all as having stolen their place in the world.

Shadow Genasi Subrace Traits

As a shadow genasi, you are descended from the khayal. To your kind, darkness is not seen as a thing to fear; rather, many shadow genasi find darkness comforting, with light as something to be scared of.

Shadow genasi usually have jet-black skin and hair, as well as bright blue or purple eyes. Uncomfortable in sunlight, shadow genasi prefer the cold nights of Al’Naar compared to its searing days, and can manipulate bits of darkness to protect themselves from both the sun and its heat.

Some shadow genasi have rune-like white markings all across their bodies. Others may cast a longer shadow than a creature of their size would, or potentially no shadow at all.

The shadow genasi subrace has the genasi traits in the Elemental Evil Player's Companion, plus the subrace traits below.

Ability Score Increase. Your Dexterity score increases by 1.

Superior Darkvision. Used to seeing in the darkest places of the world, you have amazing vision in darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Shadowbending. As an action, you can cover your body with a thin layer of shadow, tinting your body a slight black, for 1 hour. During this hour, you do not have your Sunlight Sensitivity trait, and are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

After using this trait, you must take a short or long rest before doing so, again.

Conjure Shade. You can cast the darkness spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Variant: Distilled Shadow Genasi

Some genasi have a lesser connection to the darkness than other genasi. For a genasi character like this, remove the Sunlight Sensitivity and Shadowbending traits, and lower their darkvision to 60 feet.

Gnomes

Back when technology was just first appearing on the continent, a race of short folk appeared, seemingly out of nowhere, known as the gnomes. Gnomes comprehend technology on a deeper level than any other creature can hope to understand, with them being able to tell any issues a machine has and fix it with just a touch.

While some gnomes have taken to understanding nature instead of technology, gnomish culture is based entirely on machines and steel. Gnomes perceive steel as the perfect substance, superior to all flesh, wood, bone, and anything else that could even try to compare to it. While dwarves respect steel, from it being how they forge their great creations, gnomes adore it fanatically.

Prosthetic Dreams

With beliefs that flesh is inferior to steel, it should be no surprise that gnomes create the best prosthetic limbs on the continent. Some gnomes willingly remove their own limbs or eyes to replace them with metallic prosthetics, while others simply lose them from more "normal" causes, such as from fighting other creatures.

While gnomish technology is not always the most durable, it is very flexible and precise. Due to this, gnomes will usually create prosthetic hands and eyeballs themselves, and work together with dwarves to forge the rest of the parts of a prosthetic, such as an arm or leg.

A few gnomes replace their entire body with metallic parts, save for their brain, turning them into mechanical gnomes. Mechanical gnomes, sometimes called steel gnomes, usually lead groups of gnomes, which may include groups as large as entire villages. They are often thought of as being far more intelligent and wise than regular gnomes, due to machines improving them.

Budding Scientists

Gnomes were one of the first races to discover the power of science, and learn to use it to replicate spells. Due to this, coupled with their devotion to metal, many scientists are either gnomes or have gnomish blood in their veins.

Machines engineered by gnomes have a tendency to be shorter, just like gnomes are, but this is done to conserve precious metal while still fulfilling the same purpose. Gnomish machinery is some of the finest in all of the continent of Al'Naar, with many paying high prices to own some of their own.

Forest Gnomes

However, while most gnomes are associated with metals and machinery, there are a kind of gnomes that are not. Forest gnomes, or kazahm as they're called in Primordial, reject the typical ways of gnomes, instead focusing more on beasts and wood.

Forest gnomes still possess the excellent craftsmanship skills of other gnomes, however they usually focus on more natural materials, like wood. Most nomadic groups will have at least one forest gnome in their ranks, as they can effectively make quick walls and other structures.

Goblins

Goblins are notorious thieves that love to bathe in the desert heat, enjoying its warmth instead of being burned by it. They pursue caravans and camels when the sun is in front of their target, making it harder for their prey to see, and then rob them of all they can.

They take heavy pride in lying and stealing, with a few even advertising themselves as bandits-for-hire, and most thieves guilds possess at least one or two goblins in them. To a goblin, one of the greatest joys in life is conning one of their enemies out of their hard-earned gold pieces-especially if these coins are then spent to further sabotage their foe.

However, most goblins do understand that theft is not enjoyed by other races, and tie themselves to a code when they deal with creatures they see as friends or allies. They refuse to steal from them, and though they may harass them, they shall not sabotage their allies.

Additionally, goblins refuse to teach their, admittedly very simple, methods of theft to other races, with the very few who are taught being considered as like a family member to the goblin. Those who have been taught by a goblin and accepted by them go by a special title, known as "eifrit sadiq", which translates to "goblin friend."

Camel Hatred

Just like how many goblins have a hatred for horses and dogs, goblins in Al’Naar despise camels of all kinds, as they are what allow humans to fight back against goblins and pursue them with ease. Goblins also believe that camels are descended from fearsome fiends, such as hellhounds, with those who slay large amounts of camels being regarded as a hero in the individual's tribe.

Due to these factors, when a goblin raid party attacks, they will almost always attack the camels first, aiming for their long legs. Goblins also enjoy the taste of camel meat, considering it a delicious delicacy when cooked properly, giving them further incentive to kill camels as quickly as possible in a raid.

This hatred is common knowledge to other races, with some attempting to dissuade goblins from attacking them by riding alternative mounts, such as domesticated giant scorpions. Some crafty folk also attempt painting their camels different colors, and attaching armor or other bits of disguises to it, making them look like either other animals, or different breeds of camels that, in the words of most goblins, "don't count."

Poisoners and Bug-Catchers

While not typically seen as crafty people by many, goblins have an uncanny knack for knowing various kinds of poisons, how they work, and the antidotes for these poisons. This wisdom came to be out of necessity rather than a drive to learn, as almost everything in the desert will either scorch you to death, or inflict you with poison until you wither away.

Coupled with their comprehension of toxins, and their need to constantly scavenge for food when they are unable to pilfer any, goblins commonly catch and breed colonies of insects, as well as mark on maps the locations of natural colonies. The smarter goblins in a tribe remove as many of the poisonous parts of the bugs as they can, and then the tribe dines on their carapaced catches with great gluttony.

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Due to their culture accepting the consumption of insects of all kinds, many goblins try to learn a few recipes for cooked bugs; whether it be as simple as preparing and cooking scorpions safely, or as complicated as making patties out of just ant flesh, insects are an important part of a happy goblin's diet.

Even though most of the time a goblin can seem standoffish to others, or even outright hostile, when it comes to discussing food, many goblins will joyfully speak to others regarding insectoid snacks.

At your option, you can roll on the following table for a recipe your goblin character knows.

d6 Recipe
1 Roasted Scorpion
2 Ant Patties
3 Tarantula Kebabs
4 Beetle Soup
5 Insect Venom Wine
6 Roll twice on this table, rerolling all results of 6

Racial Traits

Al’Naar goblins have the following racial trait, in addition to their normal traits found in Volo's Guide to Monsters.

Venomous Know-How. Whenever you make an Intelligence (History) check to recall information on poisons of any kind, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Goliaths

Unlike the paler mountainous goliaths of other worlds, Al'Naaric goliaths possess dark brown skin, reminiscent of the few bits of soil that can grow plants, usually located in oases. Similarly to the soil of these life-giving, protective places, friendly goliaths act as a pillar of the communities that they choose to reside in, proving their worth every single day; whether it be to defend their families from bandits, work heartily in a factory to provide for others in the malakat they live in, or nursing a dying, powerful animal back to health.

Despite their desire to prove their worth to their communities, most goliaths grow uncomfortable when given too much attention; many would prefer to act as a powerful force that receives little thanks, compared to being raised up as a hero by all around them.

While not all of them feel this way, it is a very common outlook, as goliaths are loners by nature-they live with others only because the deserts are too dangerous to survive in, alone.

Save Others First

Goliaths see themselves as nigh-invulnerable bulwarks of muscle and bone, with the idea that anything could possibly kill them almost being insulting to them. However, while a goliath may perceive itself as being this mighty, they do understand that others are far less able to take hits than they are, with many swearing to protect their companions before they protect themselves.

It is said that when a goliath sacrifices their own life to save the life of someone else, the god of protection, Dorras, takes the spirit of the individual, and births it anew as a deva, sworn to serve him faithfully. While the legitimacy of this belief may be debatable, it is difficult to confirm, due to the World's Edge preventing any outsiders from entering the continent.

Hatred of Cheaters

The one thing that all goliaths universally hate are people that do not act fairly; whether it be cheating in gambling, or using underhanded tactics in an honorable duel to secure victory.

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Due to this ideology of fairness and equality, goliaths have a strong distaste for most of the southern Shifra, as most of them are jaded and cruel to their citizens. From this, few goliaths live in those parts, and the few that do are usually rebellious anarchists who attempt to overthrow the ruling Shifra.

Very rarely, a goliath may defect from these ideas of fair play, and use underhanded tactics themselves. Those that cheat to the knowledge of another goliath, if the reason is not seen as righteous enough-such as cheating in gambling to pay for something frivolous for themselves-then they are branded as being an outcast, and thrown out.

In some groups of goliaths, this may be reflected by an actual brand seared into the flesh of the guilty goliath, while in others it might only affect how they are treated, without any physical punishment. Regardless of if they are physically punished or not, the goliath is then cast out from the group, and is shunned by any and all goliaths who know of their cheating ways.

Racial Traits

Al’Naar goliaths have the following racial trait, replacing their Mountain Born trait.

Desert Born. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

Half-Elves

While only being a half-breed between humans and elves, half-elves have still developed their own style of culture, which relies on taking aspects from the cultures of races that interest them, to create their own.

Half-elves have no cultural traditions to follow, as each group of half-elves invents their own using the pieces of other cultures, including new parts of their own. Due to this, they are typically open-minded people, accepting that some ways of handling things-whether it be culture, combat, or cooking-are better than others, and are usually willing to change their ways to what they perceive as "better".

From their lack of a completely original culture, coupled with their rapidly changing ways, some do not believe that half-elves of any kind can be trusted; in their eyes, if they're willing to change their cultures and ways of life in the blink of an eye, what's stopping them from changing their allegiances like that, as well?

Adventurous and Fickle

While it may seem as though most half-elves only change their ways from it being superior to how they acted before, this is not the only reason why they choose to abandon previous methods for new ones. Indeed, half-elves find change to be thrilling; from a small change in their usual outfit, to the making of a new friendship, it grants the individual a large amount of joy to bring changes to one's life.

The love of change half-elves have also grants them a very keen thrill of adventure, taking risks and jobs nobody else would, granting them a reputation for being excellent adventurers and mercenaries. When a job is seen as being too unreasonable or dangerous, it is often described as being "half-elvish" due to this reputation, although there are still some jobs even half-elves would not take.

While half-elves are fickle and take risks, this does not mean they are unintelligent enough to constantly do so if it would be to their detriment. Most half-elves understand that some risks are not worth their time, especially if the payout is too small.

Halfbreed Rivalry

One of the greatest rivals half-elves have are the half-orcs: just as pureblood elves and orcs are ferocious foes, half-elves and half-orcs very oftentimes dislike one another. While they can sympathize with the human portions of the other, their bloodlines still burn with anger for the other half.

Half-elves believe that half-orcs tend to be too violent and reckless, not letting their human freedom overcome their primal orcish ways. They don't understand how any person could live with breaking out into terrifying fits of anger at seemingly any moment, and yet not leave society for the safety of others.

Half-Elf Variants

Some half-elves take after their elven parent more than their human parent. Such half-desert elves may take one of the following traits in place of the Skill Versatility trait.

  • Brightvision. You have advantage on saving throws against being blinded.
  • Desert Elf Weapon Training. You have proficiency with the saber, scimitar, shortbow, and longbow.

Half-Orcs

Rejecting the primal insanity that drove most of the pureblood orcs to their deaths, instead taking on the aspects of humanity to shield themselves from the blood curse of the orcs, half-orcs are usually seen as foolish brutes by most folk--however, this is not the truth. Half-orcs are quite average in their levels of intelligence and etiquette, but when they are in stressful situations bits of their curse manifest as an unquenchable, primal fury.

Half-orcs did not first form from orcs mating with humans, as true orcs are unable to breed with those who lack orcish blood. Instead, wiling orcs were magically fused with captured humans, to create the first half-orcs. Any children had by them-regardless of if it was with a human, half-orc, or orc-would be a half-orc.

To some of the few who know of their true origin, half-orcs are seen as insults to nature and morality, from being created not only by magic, but also using unwilling humans as half of the original bodies. However, while this is one of the more reasonable and accurate reasons for one to hate half-orcs, it isn't common knowledge by any means--even most half-orcs do not know of this origin.

Orcish Blood Curse

When orcs were first closed off from the rest of existence, by the World's Edge, they had no gods to guide their destruction; the Edge can only have divine messages and magic pass through it by deities its foul machinations deem as worthy enough, and the Edge did not accept a single orcish deity.

With nothing to harness and direct their rage, the orcs had to turn to attacking anything they came across; food, plants, and, eventually, one another. Those who did not release their anger through violence soon learned the hard way what happens to those who do not; they withered away into nothing more than endlessly prowling abominations, known as mirnae (kind ones in Orc), which still

stalk the deserts to this very day.

While this curse has distilled in its power for half-orcs, being far less of a threat compared to true orcs, it still does manifest itself at times. When a half-orc is under extreme levels of stress (such as from witnessing the death of a close family member, or being betrayed by a close friend), their flesh will turn a darker color, as red lines form all over their body, glowing.

While in this dangerous state (which can last for as short as 6 seconds, or even as long as several days) the individual feels no pain, and loses control of their body, only able to gaze upon any of the destruction they cause, as they are possessed by their fury. Positive emotions can pull a half-orc out of this state, but for a true orc, it can only be satiated by either destroying the source of their stress, or various other things around--such as sticks, rocks, people, and more.

Halfbreed Rivalry

One of the greatest rivals half-orcs have are the half-elves: just as pureblood elves and orcs are ferocious foes, half-elves and half-orcs very oftentimes dislike one another. While they can sympathize with the human portions of the other, their bloodlines still burn with anger for the other half.

Half-orcs are frustrated by the typical lack of power most half-elves have, and their seemingly constant changing of ideals and culture. In their eyes, a halfbreed should use their human resolve combined with the innate abilities of their other parent to become a powerful warrior.

Variant: True Orc

While most true orcs are too dangerous to be considered members of a typical D&D party, with your GM's permission, you may play as a true orc that has somehow controlled their rage enough to harness it, and function in a party. Do be aware that many civilized races hate true orcs, and your character may suffer social consequences for being one.

If you do so, use the statistics for half-orcs found in the Player's Handbook (you still count as a half-orc for the purpose of feats, magic items, and similar effects), but remove the Relentless Endurance trait, and replace it with the following traits:

Aggressive. As a bonus action, you can move up to your speed toward a hostile creature of your choice that you can see or hear. You must end this move closer to the creature than you started.

Painless. When you reduce a creature to 0 hit points with a weapon attack, you gain temporary hit points equal to half of your level (rounded up) + your Constitution modifier, which last for 1 minute.

Humans

The one race that is found in every single nook and cranny of the continent are humans, the most populous race in the entirety of Al'Naar. Most of the humans reside in malakuts, either ones run by Shifra, or by some of their own kin, however a few also co-exist with elves, goblins, or others as nomads.

Unlike other races, where there is a sense of commonality, humans lack this. Each and every human can live differently, believe differently, and act differently, compared to other humans, even to extreme margins of difference.

The only constant trait humans share is vast amounts of willpower and tenacity. If a place exists, then humans will eventually find a way to get to it, and thrive there. However, with these traits comes conflict; humans do not always agree with one another, and most skirmishes and wars are caused by humans fighting other humans.

Human Traits

Though humans are quite diverse, you share some traits with all humans.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Age. Humans reach adulthood in their mid to late teens, and usually live less than a century.

Alignment. Humans tend towards no particular alignment, as their rapid expansion and short lives cause rapid shifts in culture. However, most humans share the same view on laws as good or neutral leader that rule them, or the opposite view as evil leaders that do, though there are exceptions.

Size. Humans vary wildly in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Skilled. You are proficient in one skill of your choice.

Languages. You can read, write, and speak Primordial and one language of your choice. Humans that live in malakuts reigned by Shifra usually learn the elemental language of their ruler.

Ethnicities. In Al'Naar, though there are a large amount of places for humans to live, there are only three ethnicities for humans; the energy-filled northern humans, the resourceful nomadic humans, and the resilient southern humans.

Northern Humans (Shamalii)

Northern humans, also known as shamalii, live in the safest, and most life-giving place, in all of Al'Naar. Their homes are said to be flooding with restorative energy, making many shamalii humans innately learn some healing spells. Shamalii humans heavily value hospitality and generosity over all else, believing that greed is the cardinal sin.

Shamalii Names

Shamalii names typically use words referring to beauty, kindness, and prosperity.

Male Shamalii Names. Akram, Barakah, Fadil, Halim, Jabir, Khayri, Lufti, Nadir

Female Shamalii Names. Amina, Hadya, Jaydra, Karima, Lina, Makarim, Maysa, Nada

Shamalii Surnames. Aldifae, Alsaeida, Farih, Rieaya, Sharak, Shifa, Yahmi

Shamalii Traits

Full of the northern land’s fruitful, life-giving energy, northern humans seem to have endless energy, and bestow a fraction of this gift onto others.

Ability Score Increase. Your choice of Constitution or Charisma score increases by 1.

Speed Increase. Your base walking speed increases from 30 feet to 35 feet.

Lifegiver. You know the spare the dying cantrip. When you reach 3rd level, you can cast the cure wounds spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Energetic. You have advantage on saving throws against exhaustion.

Nomadic Humans (Badawiin)

Nomadic humans, also known as badawiin, exist all over Al'Naar, traveling in groups. They co-exist with other nomadic races, such as desert elves and goblins, and their culture tends to reflect the races they travel with.

Badawiin Names

Badawiin names are usually taken from the languages of other races they travel with. In nomadic groups that are primarily humans, they will, instead, use the names of either northern or southern humans.

Badawiin Traits

Not staying in a single spot for long, nomadic humans live to travel all around Al’Naar, as gypsies, thieves, merchants, and many more occupations. Many nomadic humans live with their families, both small and large, and they value family heavily.

Ability Score Increase. Your choice of Dexterity or Wisdom increases by 1.

Brightvision. You have advantage on saving throws against being blinded.

Mounted Traveler. You are proficient in the Animal Handling skill, and you double your proficiency bonus for Wisdom (Animal Handling) checks made to control a mount.

Nomad Weapon Training. You are proficient in the saber, scimitar, shortbow, and longbow.

Sand Shroud. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

Southern Humans (Janubii)

Southern humans, also called janubii, live in the less hospitable half of the continent, where the sun is hotter than elsewhere and there's very little soil for growing food. Many of the Shifra that live in their part of Al'Naar are wicked and unfair, making many janubii spiteful and untrusting.

Janubii Names

Janubii names usually relate to personal strength, or resilience, as they believe personal self-worth and being stoic are virtues.

Male Janubii Names. Butros, Husam, Jabbar, Kedar, Makin, Nasser, Qadir, Saqr, Zero

Female Janubii Names. Azima, Hasna, Intisar, Raja, Sharifah, Zahra, Zuleika

Janubii Surnames. Aljabbar, Ghyr-Qabil, Hayit, Maran, Qawiun, la Yamut

Janubii Traits

Living in a land where the growing season is short, southern humans learn to do more with less, with some seeming to even be like the dead in how they are able to go for long without food or rest. They are used to the hotter climate of the southern parts of Al’Naar, even being used to blazing flames.

Ability Score Increase. Your choice of Strength or Intelligence score increases by 1.

Undying. You can go twice as long without food, sleep, or water without accruing levels of exhaustion or other negative effects. You must still take one long rest every 24 hours, like all other creatures, or suffer negative effects.

Jerryrigging. As a bonus action, you can quickly create a set of artisan’s tools, a simple weapon, or 5 pieces of ammunition, out of wood, bone, or metal around you. The toolset will break after 10 minutes of usage, and the weapons will break after 1 minute of usage.

Searing Resistance. You have resistance to fire damage.

Sand Shroud. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

Other Human Statistics

Instead of using the statistics for humans found here, you may choose to, instead, use either the standard or variant human traits found in the Player's Handbook. If you do so, your character may be any of the three ethnicities listed here, even though they lack their racial traits.

Jackalfolk

“WE USED TO LIVE IN THESE PARTS, BEFORE THEY came. I had a happy life back then; had a wife, a few children, a proper, lovely family. Then the Shifra came… One day, we shall take it back. We will have our lands returned to us, and the sands will reek of genie blood. We shall have revenge for our fallen kin! They shall hear our battlecries, and they will crawl back from where they came!”

-Gadi al Ferran Baba, jackalfolk bandit, rousing his fellow kin to fight the Shifra

Remnants and Ruins

Back when the dunes were still unsettled by the Shifra, the jackalfolk, called aljakaru in Primordial, lived in the deserts of Al’Naar, fighting the wild beasts that roamed the lands and cultivating it for themselves.

For hundreds of years, the jackalfolk lived in the desert, undisturbed by the outside world, existing in peace and prosperity. However, once the eight Shifra brought civilization with them, the jackalfolk were thrust into the deepest corners of the continent, to make room for the new races brought in by the Shifra.

When jackalfolk are able to, they often visit the ruins and old locations of homes of their ancestors, leaving mementos where they can, in memory of when the world truly belonged to them. These mementos may include the sprinkling of the dust of their ancestors on their old houses, or carving poems regarding the older times.

Hatred of Change

Jackalfolk have a natural tendency to hate when significant things in their life change, preferring that life keep repeating itself as much as possible until they wither away and die. Jackalfolk only choose one partner for life, maintain friendships as close as possible so as not to let one end, and prefer to use the same type of tool or weapon for their entire lives.

Even when a jackalfolk’s life changes for the better, they will still feel uneasy with the change, although over time they can learn to adapt to the change. If a jackalfolk’s life changes for the worse, however, they will be extremely vicious and vengeful towards the one who changed it, until it is fixed; this lashing out from change makes many creatures that revel in change, such as half-elves, fear jackalfolk and proclaim them as savages.

Arisen from Dust

Unlike most races, which leave a corpse when they are slain, jackalfolk turn into fine grey dust a mere minute after they are killed. This dust functions closely to how a regular corpse would; resurrection magic causes the dust to swirl back into its original form, and necromancy can change the dust into grainy grey zombies, although it does not rot.

However, some jackalfolk are born in this dust-like form, and then given shape, creating a figure that appears like a grainy-grey jackal that can temporarily turn into a storm of dust.

Regardless of the sedimentary properties of their carcasses, disintegration magic still turns a jackalfolk into ash, lacking the corpse-like properties of their dust.

Jackalfolk Names

Jackalfolk names are the most traditional of all names in Al'Naar, sounding very strange to even native Primordial speakers due to their style of naming escaping current Al'Naaric culture.

They take on two names as one first name, separating them with ‘al’, and have a surname after their first name, such as being named Akram al Bahir Daivari. Jackalfolk answer to either of their two first names, but many prefer being called their full “true” first name.

Male Jackalfolk First and Second Names: Akram, Bahir, Dawud, Eisa, Ferran, Gadi, Ibrahim, Jericho, Kamal

Female Jackalfolk First and Second Names: Atiya, Bashira, Caliana, Farrah, Fatin, Hadya, Jazmine, Leyla

Jackalfolk Surnames: Aamer, Baba, Chakroun, Daivari, Enezi, Farhat, Hamidi, Ishak, Jahid, Nabhani, Sa'id

Jackalfolk Traits

With skills adapted to thriving in both the desert's day and night, your jackalfolk character has the following racial traits.

Ability Score Increase. Your Wisdom score increases by 2.

Age. Jackalfolk mature at a fast rate, becoming mature at the age of ten, and the oldest of their kind live to be around three hundred years old.

Alignment. Most of the jackalfolk tend to be nomadic and caring only for the needs of those they are close to, making them tend towards neutral alignments, without much rigidity in how they see laws.

Size. Jackalfolk are usually smaller than humans, however a few rare of their kin are as tall as humans, if not taller, with both weighing about the same as a human. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to both the desert’s day and it’s night, you can see in the dark. 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.

Sand Shroud. You’re naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

Favored Tools. You gain proficiency in one set of artisan’s tools and one simple or martial weapon of your choice.

Languages. You can speak, read, and write Primordial, and one language of your choice. Jackalfolk speak an older version of Primordial, which, while understandable by newer speakers, can be confusing to others.

Subrace. As a jackalfolk, you either are one of the rare few to be born as a dust grey jackal, or you are a regular black jackal.

Black Jackal

Most jackalfolk have dark black skin, which seems to make them disappear when in darkness, enabling them to hunt more easily in nightfall.

Ability Score Increase. Your choice of Strength or Dexterity increases by 1.

Dark Stealth. You can take the Hide action as a bonus action, when in dim light or darkness.

Night Tracker. You gain proficiency in the Survival skill, and when making a Wisdom (Survival) check to track a creature in dim light or darkness, you can double your proficiency bonus for that check.

Grey Jackal

Created out of dust instead of flesh, grey jackalfolk are more rare than their darker kin, and can turn themselves into clouds of dust, though doing so exerts a lot of their energy.

Ability Score Increase. Your Constitution score increases by 1.

Silt Strength. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dust Cloud. As an action, you can turn yourself into a cloud of dust. Until the beginning of your next turn, you can take no actions, bonus actions, or reactions, you gain a flying speed of 30 feet, resistance to bludgeoning, piercing, and slashing damage, and you ignore difficult terrain.

After using this trait, you can use it again after you take a short or long rest.

Jackalfolk Dust

Due to jackalfolk lacking regular humanoid corpses, it can be harder to know how much of the body is brought back from dust, when resurrecting it. For reference, the table below can help your DM determine the consequences for not possessing all of the dust making up a jackalfolk's body when resurrecting it.

Percentage of Dust Consequences
91%-100% None.
71-90% Small pieces missing, such as parts of ears or tips of fingers.
51-70% One or two arms or legs missing.
31-50% All arms and legs missing.
1%-30% Bits of a mangled corpse or torso, cannot be returned to life unless the spell regenerates lost body parts.

Kenku

Kenku have been guardians of temples dedicated to gods of life and death since the Shifra first began their reign, mimicking quotes and hymns from religious tomes constantly.

Two distinct factions of kenku exist; those who worship the gods of life in the northern half of Al’Naar, and those who worship gods of death in the southern half. To distinguish themselves from one another, northern kenku tend to paint parts or all of their plumage a snow-white, believing that they do not need to hide while their gods protect themselves, while southern kenku usually keep scythes, sickles, and other symbols of death visible on their bodies, at all times.

While most kenku lack the spark of creativity, and a voice, the leaders of religious sects, known as a kaniyis (church head), have these curses removed from themselves, by their deity. With their newfound creativity, they paint about and tell tales of their deity, and with their voices, they deliver speeches proclaiming the divine might of their deity.

Symbols of Immortality

Despite usually being shorter-lived than humans, the kenku are seen as symbols of immortality, their plumage making them appear to stay young until the day they die.

Many legends tell of when a northern kenku and southern kenku have children, one will be completely immune to aging, once it reaches maturity. Whether it is true or not, there are some rare kenku that fear death greatly, wishing to fulfill their immortal symbolism and become ageless themselves.

A miniscule portion of kenku take on the dark gift of vampirism, feeding off of the lives of others to extend their lifespan greatly. Kenku that take on this curse, however, are seen as traitors to the cycle of life and death, making them outcasts from both factions.

Consisting of neither fully northern nor southern kenku, a traveling flock known as the "qutlat masasi aldima" (vampire killers), or QMA, hunt down all kenku who either take on or spread the curse of vampirism. They are completely merciless to any who would sympathize with their bloodsucking enemies, and feared by all kenku.

Trusted Messengers

Much like the messenger pigeons of other realms, kenku that are not members of religious services are most commonly couriers, delivering messages for both Shifra and common people like. Their ability to remember and mimic near perfectly makes them excellent messengers, as they will not forget even the most minute of details to a message.

Courier kenku wear their uniforms consistently, to escape disdain from both the northern and southern factions of their kin, showing they are merely a neutral party. Even so, some courier kenku are attacked or captured if they seem to show too much interest in a temple, with those in the church suspecting they are a spy.

Optional Feat

If your DM allows the use of feats from Chapter 6 of the Player’s Handbook, your kenku character has access to the following special feat.

Kenku Vampirism

Prerequisite: Kenku race

You have taken on the curse of vampirism, allowing you to extend your life at the cost of others. You gain the following benefits and detriments:

  • Increase your Charisma score by 1, to a maximum of 20.
  • Whenever you take the Attack action, you can replace any number of your attacks with a special life-draining melee spell attack with the range of Touch. You are proficient with this spell attack, and you add your Charisma modifier to its attack and damage rolls. It deals 1d10 necrotic damage on a hit, and you gain temporary hit points equal to the damage dealt, which last for 1 minute.
  • Whenever you kill a creature that isn’t undead or a construct with the melee spell attack granted by this feat, you cease aging for 5 years.
  • You are vulnerable to radiant damage.

Salamanders

GOLDEN COINS AND IRIDESCENT BAUBLES WERE piled on the table in the tavern, the weight of the sheer volume of the valuables being enough to make cracks on the floor below. The four brightly scaled men sitting at the table were all exhausted; they had been playing a single game of poker for several hours. When asked if any of them wanted a glass of water, a leg of meat, anything, they simply ignored the servants, too caught up in their game.

Several hours later, far past midnight, the game ended and it seemed like none of them had even gained anything. When one lost, he’d win the next round, and lay claim to his lost trinkets. They said they’ll be back, tomorrow, to do it again.

-Avdol Retarro, human innkeeper, recounting his events with 4 gambling salamanders

Ambitious Serpents

Salamanders appear like giant crimson or orange-scaled snakes, with a humanoid head and arms, lacking legs entirely. Their scales feel as warm as a fireplace while the salamander is awake, and while fighting or being under extreme stress, they start to burn as hot as coals.

Both their burning scales and their fearsome appearance makes many malakuts in Al’Naar be wary of allowing salamanders to enter, however most of them are able to keep control of their body heat enough to be able to function in society.

Salamanders constantly have a drive to seek out fame and glory, wishing to become known all over the world as geniuses, heroes, or other similarly glamorous title. They enjoy situations that are high risk, but high reward, and many of them take on occupations and hobbies reflecting this, such as gambling or inventing.

They can sometimes be stubborn in their ambition, refusing to give up, with the most foolhardy of their kind even doing so to their detriment.

Serpentine Rivalry

With the large amount of similarities between salamanders and yuan-ti, one would assume they could put aside their differences and be allies. However, from the endless ambition and desire for uniqueness that salamanders hold, the salamanders became bitter rivals with the yuan-ti.

When two people are seen as extremely bitter rivals that are close to equal in strength, they are known as being "aeda althaeabin", which, translated from Primordial to Common, means "snake foes". This term originates from how complex and vicious the reptilian rivalries between salamanders and yuan-ti can become. If a salamander and a yuan-ti both try the same thing, regardless of all other competitors, they will almost always attempt to outdo and defeat the other, even if it would make them fail in the end.

On the rare occasion that a yuan-ti and salamander can ignore their rivalries and become allies, or even friends, they often are able to convince others of their kin to do the same. To clans of yuan-ti, all salamanders appear like foes, but if just one is trustworthy, then perhaps others can be trustworthy, as well.

Innately Lucky

When a salamander needs extreme luck to shine on their side, it seems to happens more often than it does for most other people. Some folks believe that this is a sign that all salamanders are cheaters, however, this is not the case.

Salamanders, instead, are blessed with the ability to control luck on occasion, though not all of them know that they can. Many will latch onto a specific trinket that was with them when they first used this power, believing it to be a lucky charm.

There is an old legend that if one consumes seven hundred seventy-seven salamander tails in one day, you will be blessed with good luck for all of your life. While it has not been confirmed if this is true or not, some religious groups capture and murder salamanders to acquire their tails, and their tails are also sold on the black market.

Unlike most reptiles, salamanders cannot fully regrow their tail if they are chopped off; each time they lose it, when it regrows, it will be two to three feet shorter, until eventually they are just a torso with arms and a head.

Salamander Names

Salamander names tend to sound grand and mighty, with many salamander parents believing in a superstition that strong names make a grander salamander, with a happy life, as the name’s ferociousness scares off evil spirits.

Male Salamander Names: Aetius, Aulus, Brutus, Caesar, Egnatius, Faustus, Herminius

Female Salamander Names: Aelia, Caelina, Cornelia, Fausta, Horatia, Junia, Laurentina

Salamander Surnames: Atanius, Cluvius, Furius, Hostilius, Orbius, Pedius, Varius

Salamander Traits

Your salamander character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 2.

Age. Salamanders live existences that are short like the fires that sustain them, becoming mature only six years after hatching, and many only living to be in their forties, though a rare few have been seen to live to be barely under a century.

Alignment. The life of a salamander usually revolves around cheap thrills and pleasures, trying to enjoy every single moment of life while they still can, with most salamanders having an inclination towards good or neutral alignments.

Size. Salamanders stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 8 feet to as much as 16 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your eyes are adapted to the dark, able to direct pinpricks of light from the smallest flame to see. 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 red.

Hot Blooded. You have resistance to fire damage. Additionally, if a creature would try to drink your blood, it suffers fire damage equal to your Constitution modifier (a minimum of 1).

Worldly Pleasures. You have proficiency in two gaming sets of your choice, as well as one set of artisan’s tools from the following: brewer’s supplies, cook’s utensils, or painter’s supplies.

Reptilian Ambition. Before you make an ability check, attack roll, or saving throw, you can choose to have advantage on the roll if you do not already. After using this trait, you must take a short or long rest before doing so, again.

Languages. You can speak, read, and write Primordial and Ignan. Salamanders love to make use of their natural understanding of the Ignan tongue, throwing in bits of Ignan into many of their sentences in other languages.

Tieflings

Hand-crafted by the eight mana lords, tieflings were originally regular humans, but then were magically transmutated into fiendish images of their masters.

While they were originally intended to be slaves that would have no will of their own, the undying free spirit of their human half allowed the tieflings to escape the grasp of their vile creators. The mana lords now see all tieflings as rebellious creatures that must be put in their place, and take great joy out of making pacts or contracts with them, bringing them back under their command.

From the source of their creation, many view the tieflings as being cruel and just like the mana lords themselves, however only very few tieflings listen to their creators. Instead, most of them try to go against all of the wishes and wills of the mana lord that had a hand in their specific bloodline.

A Malevolent Offer

When a tiefling reaches the beginning of their maturity-roughly around the ages of 16 to 18-they begin to see a dark figure in their dreams, whispering to them of the great gift they would be able to claim, if they just signed one contract.

This figure tells this promise to the individual every single night for one month, and then, a spectral image of the mana lord that created their bloodline appears before them, with a contract. They promise to the tiefling they will grant them what they desire-affection, power, wealth, whatever it is they believe the individual most wants-if only they sign the contract.

If the tiefling signs the contract, then they are immediately bound to serve the mana lord, as a warlock, for the rest of their life. Submissive tieflings are allowed to keep their free will, provided they obey their new master's every order.

However, if the tiefling is more disobedient and rebellious while under the effects of this contract, then the mana lord will retract their soul, turning them into a hollow husk that cannot speak, feel, or-most importantly-disobey.

Breaking this diabolic contract is no small feat; it can only be destroyed if the mana lord chooses to end the contract, which would require an extremely large sacrifice for one to agree to do so.

Physically Lord-Like

Tieflings of different bloodlines look drastically different from one another, due to the extensively unique look of each of the mana lords.

Tieflings of the mana lord of abjuration, Sabi'Dire, have flesh with the same texture as either slime or steel, and usually have bright green skin.

Tieflings of the mana lord of conjuration, Jaw'Harta'Riq, have skin that seems to blend in with their surroundings, and their eyes work like mirrors.

Tieflings of the mana lord of divination, Bahma'Kabat, have more freely rotating necks, like owls, as well as sand-colored skin.

Tieflings of the mana lord of enchantment, Alearsh, have three spiked horns on each side of their heads, which can bend (though not grasp) like arms.

Tieflings of the mana lord of evocation, Sayida'Alnan, have excessively large, sharp teeth, and their jaws can be unhinged. Their skin tone reminds one of raw meat.

Tieflings of the mana lord of illusion, Khai'Tifl, appear like children-both in height and overall appearance-for their entire lives. Their skin tone is closer to a regular human's skin tone.

Tieflings of the mana lord of necromancy, Mait'Huruf, have a tentacle-like tail and horns. Their bodies are either completely black with piercing white eyes, or entirely white with black eyes.

Tieflings of the mana lord of transmutation, Sawf'Malik, have a scorpion stinger on the end of their tail, and have the same pale skin tone as someone who is sick.

Subraces

Tieflings in Al'Naar possess the ability to have subraces. The base race of the tiefling is almost unchanged from how it is in the Player's Handbook, but it no longer receives a +1 bonus to their Intelligence, and no longer receives the Infernal Legacy trait.

The subraces (except distilled) are in alphabetical order by the mana lord's school of magic, not their names.

Distilled

Your bloodline is either too far from the mana lords to manifest specific traits, or you are descended from other kinds of fiends.

Ability Score Increase. Your Intelligence score increases by 1.

Infernal Legacy. As described in the Player's Handbook.

Sabi'Dire

Your bloodline relates to the mana lord of abjuration, Sabi'Dire.

Ability Score Increase. Your Constitution score increases by 1.

Legacy of Sabi'Dire. You know the acid splash cantrip. When you reach 3rd level, you can cast the shield of faith spell targeting only yourself once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the acid arrow spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Jaw'Harta'Riq

Your bloodline relates to the mana lord of conjuration, Jaw'Harta'Riq.

Ability Score Increase. Your Dexterity score increases by 1.

Legacy of Jaw'Harta'Riq. You know the produce flame cantrip. When you reach 3rd level, you can cast the arms of hadar spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell targeting only yourself once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Bahma'Kabat

Your bloodline relates to the mana lord of divination, Bahma'Kabat.

Ability Score Increase. Your Wisdom score increases by 1.

Legacy of Bahma'Kabat. You know the guidance cantrip. When you reach 3rd level, you can cast the see invisibility spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the zone of truth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Alearsh

Your bloodline relates to the mana lord of enchantment, Alearsh.

Ability Score Increase. Your Intelligence score increases by 1.

Legacy of Alearsh. You know the friends cantrip. When you reach 3rd level, you can cast the hideous laughter spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the hold person spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Sayida'Alnan

Your bloodline relates to the mana lord of evocation, Sayida'Alnan.

Ability Score Increase. Your Strength score increases by 1.

Bite. Your teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Legacy of Sayida'Alnan. You know the primal savagery cantrip. When you reach 3rd level, you can cast the thunderwave spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the shatter spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Khai'Tifl

Your bloodline relates to the mana lord of illusion, Khai'Tifl.

Ability Score Increase. One ability score of your choice that is not Charisma increases by 1.

Legacy of Alearsh. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the blur spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Mait'Huruf

Your bloodline relates to the mana lord of necromancy, Mait'Huruf.

Ability Score Increase. Your Wisdom score increases by 1.

Legacy of Mait'Huruf. You know the sapping touch cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the animate dead spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

You may only have one zombie or skeleton animated by animate dead when cast using this trait, and if you animate another zombie or skeleton, the previous one crumbles into dust.

Sawf'Malik

Your bloodline relates to the mana lord of transmutation, Sawf'Malik.

Ability Score Increase. Your Constitution score increases by 1.

Stinger. You have a large stinger, which is a natural weapon you can use to make unarmed strikes with. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Legacy of Sawf'Malik. You know the toxic sting cantrip. When you reach 3rd level, you can cast the catapult spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spider climb spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Tortle

Originally being more amphibious and living most of their lives in the sea, tortles were cut off from their old homes when the World's Edge was erected, leading to them instead studying all they could about magic, to try and learn how to destroy the Edge.

Tortles are avid scholars of arcane knowledge, with the largest libraries relating to magic and spells being created primarily by tortles. The most popular study of magic for tortles is studying the World's Edge and its properties, alongside the high elves.

However, since the World's Edge removed the ability to manipulate the Weave just from studying, few tortles can actually cast magic. Those that can are typically more ambitious types, either believing that they can break the World's Edge if they have the right spells, or believing that they can make a large enough gap in the Edge to let the Weave flow inside.

Due to wizards needing to siphon magic from the mana lords to cast spells, many assume most tortles make deals or steal from them, forcing tortles to study magic in secret. Most tortle-owned libraries have all their books relating to magic hidden in secret rooms, accessible only to the individual and any they trust.

Hydromantic Sorcerers

A common ritual for tortle parents when their eggs begin to hatch are to hold them underwater. The reason for this is that in the very first moments of a tortle's life, they are able to bond with the elemental properties of water. If they do, then they have a chance to become sorcerers.

This binding with the element of water is known as "becoming one with the water of life", and tortles that successfully do so possess bright blue blood, their shells glow a faint ocean blue color, and gain the respect of almost all tortles.

Tortle arcane scholars are eager to train tortles who gain this boon, in hopes of using their magical powers for the purpose of shattering the World's Edge. Those who are lucky enough to have a tortle sorcerer as their pupil feel truly gifted.

Rarely, tortles with this gift may pass it on to their children, creating a new bloodline of sorcerers. Elemental sorcerer bloodlines are seen as signs of royalty by the Shifra, so when this happens, either of the marid Shifra will attempt to coax the tortles of this bloodline to their side, to serve as nobles.

Tortle Poaching & Paranoia

Despite being a completely sapient race, the kidnapping and murder of tortles for their shells is not unheard of on the black market. Their shells are extremely hardy, able to make some of the most durable and effective heavy armor and shields in the world, making selling them an easy way for criminals to earn a fortune.

Even more valuable are the shells of tortles blessed with the powers of the water of life. Their shells, when used as armor, can grant the wearer similar levels of hydromantic magic as the original owner.

Due to this, tortles, especially tortle sorcerers, are an exceptionally paranoid race. Getting a tortle to trust you can take several months of knowing them, however when one does, they can be some of the most dependable people on the continent. However, if you break the trust of a tortle after one has given you it, they will most likely never trust you ever again.

Vincuin

DRAKKLE KNEW WHAT WOULD HAPPEN IF HE LET them into the caverns; the slaughter of everyone he ever knew. With this in mind, it was obvious to him what he had to do, for the sake of his people.

With 4 scimitars in hand, he ran towards the cavern's entrance, and without any words said, he began ripping into the ravagers with his weapons. With their screams as his battle cry, and their blood as his war paint, they retaliated, fighting to their wit's end.

As he lied on the ground, dying, Drakkle was happy, as there were men's corpses lying around him. He had done his purpose well; his cavern was saved. The ravagers lacked enough forces to kill them all. His eyes slowly shut, content with his decision to fight.

-The tale of Drakkle Klakannin, from The Scorpion's Tome, a book of vincuin legends and heroes (which is written in Primordial)

Eternal Memory

Vincuin have an uncanny knack for remembering seemingly any event, whether it be as small as the name of a person they met years ago, to an event as large as their life being saved. From this memory, vincuin culture revolves around stories and legends, with many seeking to never let the tales they've been told--both true and false--be lost with their death.

Due to this memory, angering a vincuin is often seen as a grave mistake, and a sign that the individual who did so is foolish. If a vengeful vincuin is angered, then they will tell their cavern and their children, and their children will tell their children, until your name is marked for death by decades worth of vincuin in a cavern. At that point, just stepping into the home of the cavern would be suicidal.

Despite not being able to speak Primordial, this memory makes many vincuins become traveling bards, telling stories to those who wish to hear them. From this, their reputation to the common people is not of savage beasts like most, but instead is of storytellers with frightening consequences to anger. Curious folks who enjoy hearing tales frequently study and learn to speak Vincuin, to hear the tales these bards sing of.

Caverns & Caves

While it may sound confusing in other tongues, in Vincuin, cavern (kada-klik) refers to what other races might call a clan or family of vincuin, while cave (kaka-kik) refers to their home, regardless of if it is an actual cave or not. This terminology came to be from vincuin primarily living underground or in cave systems, with only very few coming to the surface of the continent.

From their living underground, many vincuin can easily identify how a cave system's formation naturally is, letting them track others by seeing if the rocks on the floors or walls have been touched or not. Running into a cave from a vincuin is a fatal mistake, as they can very easily still hunt you down.

Despite vincuin not having a system of writing, a cavern occupied by them will have drawings or carvings of scorpion stingers on the walls, to warn others of vincuin inside. If there are a large amount of stingers carved or drawn on the entrance, then the cavern inside is essentially saying "Vincuin only, leave now if you're anything else."

Weird Anatomy

Unlike most other races, vincuin have a very different body comparatively; they have four fully-functioning arms, have mandibles instead of a normal mouth, meaning they cannot speak any language except for Vincuin, and they have between 6 to 12 eyes on their heads.

From this strange appearance and anatomy, vincuin can seem almost otherworldly to outsiders, but their mindsets are fairly standard. They have strong connections to their caverns, with many willing to lay their lives on the line to protect those in their cavern.

However, while a vincuin's anatomy is certainly different from other races, it is not as different as one can become. When a vincuin becomes a cannibal and devours other vincuin's carcasses, it slowly begins to morph and shift into a different form. Eventually, if they continually consume carcasses, they will turn into a corpsemongerer; a vincuin with the bottom half of a scorpion, and six arms.

Corpsemongerers are all hated by vincuin, as they find their existence to be extremely vile. Those who wish to become a corpsemongerer must do so in secret, or be slain by their cavern.

Vincuin Names

Vincuin names are usually derived from the names of heroes, both those of vincuin legends and of other cultures. They tend to avoid naming them after heroes who had tragedy due to a flaw of their own, due to them believing that the individual may mimic the hero's destiny.

Vincuin also have a surname, called a cavern name, which is shared by all vincuin in a cavern. Even vincuin that were not natively born into a cavern can take on this name, if they choose to reject their previous cavern name.

Male Vincuin Names: Achilles (Kakilies), Aladdin (Aaldin), Cúchulainn (Kukulin), Gilgamesh (Cilkacekh), Odysseus (Khokikiss), Prometheus (Krowiliss), Sinbad (Sinkid), Wukong (Kukonk)

Female Vincuin Names: Amazon (Amacon), Atalanta (Akailanka), Banu (Kani), Ishtar (Kikktur), Mavia (Akia), Razia (Rakia), Tarabai (Arakii), Zenobia (Cenibi)

Cavern Names: Aka-Kaka, Carik-Klak, Derakk-Inak, Karkh-Haak, Karnik-Klik, Kuku-Kuku-Kuku, Okh-Kih, Uk-Kuu

Vincuin Traits

With both a keen memory and a unique anatomy, your vincuin character has the following traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Vincuin stay with their parents for a minimum of three years, but are physically mature at the age of five. The eldest a vincuin can be is roughly around a century old, though a rare few are able to live a few decades longer.

Alignment. Vincuin have a very strong sense of family and friendship, tending to form codes and bonds dedicated to preservation of those they care about, making them lean towards lawful good alignments.

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Size. The tail and extra arms of vincuin give them a frighteningly large appearance when all their limbs are outstretched, but on average they are only about a half a foot to a full foot taller than a human, weighing between 100 to 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Used to prowling about in the darkest caves of the desert, you have excellent vision in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Keen Memory. You have proficiency in the History skill, and when making Intelligence (History) checks relating to knowledge on cave systems, you double your proficiency bonus for that check.

Four Arms. You have four arms and four hands. You can use each of these arms as you normally could any other arm, however, if you are wielding a weapon in two hands and a shield in another hand, you cannot gain the benefits of the shield, due to the weapon's size.

Stinger. You have a large stinger, which is a natural weapon you can use to make unarmed strikes with. When you do so, you deal 1d4 piercing damage instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can comprehend, read, and write Primordial, and can speak Vincuin. Vincuin is a language composed of clicking noises, the clacking of mandibles and claws, and stinger movements. Only vincuin have the anatomy necessary to speak the language properly, though others can learn to understand it

Yuan-ti

I NEVER TRULY BELIEVED THAT WE WERE GOOD people. I always told myself that we were, but in the end it was just something I said to myself to keep myself from quitting before we got what we wanted. But, when I look over to Zihu, my scaled ally whom has shown great kindness to many, I see a warm face despite what cold acts we were doing.

Just as I was about to ask him how he was able to handle his emotions when doing this, another merchant caravan came by. His pupils shrunk to slits, and he seemed to become an entirely different person; violent, emotionless, and efficient. As he slithered forwards, blade in hand, I followed behind, reluctant to raid yet another caravan.

-Butros Maran, human ravager, on his yuan-ti companion

Drydae the Thorned

In the earlier years of the continent's existence, before the boom of steel and the erection of the World's Edge, a single being watched over all life; the Heart of Thorns. The Heart had many servants who helped protect nature, but its most well-known servant was a cobra named Drydae the Thorned.

Drydae knew of the greatness that plant life brought to the native people of Al'Naar, but believed that introducing more beings would make their lives even better. To fulfill his belief, he slithered around in the night, and bit half of the earliest humans on the continent, transforming them into the first yuan-ti.

This sudden transformation disgusted those who had been turned, who imposed exile upon themselves, turning them into wanderers that would never return to their original state as humans. They left for the deepest part of the southern half of the continent, and constructed a great underground city of burrows, one now lost to time.

In this city, the yuan-ti discovered the creator of their own creator; the Heart of Thorns. The Heart bestowed upon them the gift of natural magic and gave them all one duty for them and their descendents; they were to protect nature, or they would all die.

Emotional Control

Unlike most creatures, where their emotions are largely something they cannot manipulate, yuan-ti are able to turn on and off their own emotions as easily as one would light or snuff a torch. When they have them active, they have more human-like eyes, although usually with reptilian sclera, and when they turn their emotions off, their pupils shrink down into menacing slits.

This ability makes many fear that yuan-ti are dangerous sociopaths, which isn't the case. Yuan-ti experience emotions with larger intensity than most creatures do, with their laughter being roaring guffaws and their sobbing being waterfalls of tears. Due to this, they need to shut off all their feelings when they are doing something morally questionable or fighting, or they will almost always be completely unable to act.

Vicious Yuan-Ti

Not all yuan-ti share a deep connection to the Heart of Thorns and nature itself. Some of them, typically called 'vicious yuan-ti' or 'feral yuan-ti', go against the ideals the Heart wishes for the yuan-ti people to strive for, and might even perceive the Heart and its followers as enemies. They reject the druidic nature of the yuan-ti's magic, instead taking on magical power from other sources, such as one of the mana lords. Vicious yuan-ti are almost never accepted among the yuan-ti, with most of them being immediately exiled or executed, typically in a burning fashion similar to how religions might treat a heretic.

Vicious yuan-ti oftentimes are more inclined towards being evil, typically from a feeling that the world is foolish or has betrayed them, but a few simply disagree with how other yuan-ti are, and still stray away from immoral actions. Most of them display some form of visible corruption on their bodies, due to taking on magic from a source not native to the yuan-ti, such as having glowing scales or eyes that appear to be balls of fire. Some cults of vicious yuan-ti exist, most of which are dedicated to the destruction of the Heart of Thorns, or the worship of its mortal enemy, Zahf Zaman.

Yuan-ti Names

Yuan-ti names relate to nature and sound more like titles than actual names. An individual is given their name when they reach about twenty years of age, and is based on their most prominent accomplishments or personality traits, which is almost always 5 words long. Usually, others will simply call them by a nickname related to this name.

Before this age, most yuan-ti remain unnamed, though they may receive a simple nickname such as "Emerald Scales" or "Golden Eyes" based on their physical appearance to help distinguish them from other yuan-ti. A particularly wicked yuan-ti may never receive a name, and instead go by a pseudonym of their own devision, or even lack a name entirely.

Male Yuan-ti Names: He Who Gazes Each Night (Gaze), He Who Guards Mother Nature (Guard), He Who Slithers With Grace (Slither), He Who Smiths Great Weapons (Weapon), He Who Spits Sweet Venom (Venom), He With Hands of Peace (Hand)

Female Yuan-ti Names: She That Seeks No Pain (Seeker), She Who Fights for Justice (Justice), She Who Knows All Things (Know), She Who Strikes Down Evil (Strike), She With Scales of Beauty (Beauty), She With the Touch of Love (Love)

Yuan-ti Traits

Deriving your power from a touch of nature combined with innate reptilian might, your yuan-ti character has the following traits.

Ability Score Increase. Your Charisma score increases by 1, and your Wisdom score increases by 1.

Alignment. From an early age, most yuan-ti swear to serve the Heart of Thorns and nature itself, giving them a typically lawful nature.

Size. Yuan-ti are roughly around the same height and weight as humans, although abominations may be a foot or two taller. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your connection to nature lets you see in the night as well as any nocturnal predator. 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 grey.

Emotional Control. You have advantage on saving throws against being charmed or otherwise having your emotions influenced, such as from the calm emotions spell.

Serpentine Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Yuan-ti Magic. You know one cantrip of your choice from the druid list. Also, you can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Your spellcasting ability for these spells is your Wisdom or Charisma, whichever is higher.

Langugages. You can speak, read, and write Primordial and Sylvan. Sylvan is the language spoken by nature spirits and fey, and consists of loose, flowing words. Yuan-ti typically emphasize the 's' sounds in their words, like a snake's hiss.

Subrace. Three kinds of yuan-ti populate Al'Naar; abominations, malisons, and purebloods.

Yuan-ti Abomination

The most serpentine of all yuan-ti, abominations are often perceived as being blessed by Drydae directly. Abominations are also the largest of the yuan-ti, having tails that are about a foot or two long.

Ability Score Increase. Your Strength score increases by 1.

Age. Abominations are the longest lived yuan-ti, maturing at the age of 20 and living to be a little over two hundred years old.

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

Yuan-ti Weapon Training. You have proficiency with the great scimitar, khopesh, and the whip.

Yuan-Ti Malison

The most varied of the yuan-ti, malisons are usually formed when an abomination and a pureblood mate. Despite having bodies that appear to be mostly covered in skin instead of scales, they shed their skin just like snakes. They make up a large amount of all yuan-ti, and are what most people think of when they imagine yuan-ti. Malisons either have a snake's head, or have snakes instead of arms.

Ability Score Increase. Your Constitution score increases by 1.

Age. Malisons mature at the age of 20, and can live to be about thirty years older than humans.

Bite. You have either a snake's head or snakes for arms, granting you large fangs which are a natural weapon you can use to make unarmed strikes with. If you do so, it deals 1d4 piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Shed Skin. You can use your bonus action to free yourself from a grapple, shackles, or any other nonmagical restraint. After using this trait, you must take a short or long rest before doing so again.

Yuan-Ti Pureblood

Appearing most like humanity, purebloods can easily fit into the societies of other races, and are mostly human in bloodline. Some purebloods choose to leave society to join humans, with a few even forcibly removing the parts of their body that would reveal their true nature, such as reptilian eyes or snake-like fangs.

Ability Score Increase. One ability score of your choice increases by 1.

Age. Purebloods mature at the age of 20, and have lifespans comparable to humans.

Pureblood Skill Training. You gain proficiency in two of the following skills of your choice: Deception, Intimidation, Perception, Stealth.

Extra Language. You can read, speak, and write one additional language of your choice.

Height and Weight

You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight. If a race is not listed here, then it uses the same height and weight table as the race normally does, in their respective sourcebooks.

Random Height and Weight
Race Base Height Base Weight Height Modifier Weight Modifier
Elf, Desert 4'6" 100 lbs. +2d8 x (1d4)
Jackalfolk 4'4" 120 lbs. +3d10 x (1d4/2)
Salamander 6'8" 200 lbs. +2d6 x (1d6)
Tiefling, Distilled 4'9" 110 lbs. +2d8 x (2d4)
Tiefling, Sabi'Dire 5'2" 130 lbs. +2d8 x (2d6)
Tiefling, Jaw'Harta'Riq 4'7" 100 lbs. +2d6 x (1d6)
Tiefling, Bahma'Kabat 4'9" 120 lbs. +2d8 x (2d4)
Tiefling, Alearsh 4'10" 110 lbs. +2d10 x (2d4)
Tiefling, Sayida'Alnan 5'0" 130 lbs. +2d8 x (2d4)
Tiefling, Kha'Tifl 4'1" 80 lbs. +1d6 x (1d4)
Tiefling, Mait'Huruf 4'10" 90 lbs. +2d10 x 1
Tiefling, Sawf'Malik 4'9" 125 lbs. +2d8 x (2d4)
Yuan-ti 4'8" 110 lbs. +2d10 x (2d4)
Yuan-ti, Abomination 5'8" 180 lbs. +2d10 x (2d6)

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Variant: Vicious Yuan-ti

Some yuan-ti are far more vicious and feral than the typical nature-based yuan-ti found in this document, such as ones found in other settings, like the Forgotten Realms. If you wish to play as a vicious yuan-ti, then replace your druid cantrip with a sorcerer cantrip, and replace your Sylvan language with your choice of Abyssal or Draconic.

Chapter 3: Classes & New Weapons

The twelve classes presented in the Player's Handbook are all found on the continent of Al'Naar. The material in this chapter describes the place of those classes in Al'Naar. The chapter also includes new class feature options for all of the classes, and new weapon options.

Barbarians

From the continent's still largely untamed nature, as well as the viciousness of civilization, those who can use their anger as a tool are not unknown. Regardless of if they use it as a means to survive combat with the wild creatures that prowl the desert sands, or as a way to intimidate or duel other folks, the strength of barbarians is one both known, and feared.

Barbarians are seen as a symbol of the untamed aspects of Al'Naar, with their savagery being a reminder that nature can still bite back at technology and civilization. Even barbarians that thrive inside malakuts are seen as being forces of nature, ones not meant to be disturbed without good reason.

Most races can be barbarians, however some common races are flesh puppets that manipulate a burning sense of hatred for their creator into rage, vincuin that accept the more brutal style of life that living in the wilderness brings, and yuan-ti warriors that take on aspects of animals for the Heart of Thorns.

Primal Paths

Barbarians in Al'Naar have the following Primal Path options, in addition to those found in the Player's Handbook. For barbarians taking on the Path of the Ravager, you can find more information on the different tribes of ravagers in Chapter 1: The Isolated Desert.

Path of the Ravager

Raiding villages and destroying property are daily tasks for many of the nomadic ravagers of Al'Naar, riding on the back of beasts, with the desert sands being their only home. Barbarians who take on this primal path choose to emulate the fierce style of these raiders--or perhaps become one themselves--using their tactics of riding and destruction for their own purposes.

Some features in this archetype require a saving throw. The save DC for these saving throws is calculated as follows:

  • Ravager save DC = 8 + your proficiency bonus + your Strength modifier

Mounted Nomad

When you choose this primal path, at 3rd level, you gain proficiency in the Animal Handling skill, or, if you are already proficient in it, you gain proficiency in another skill from the barbarian class. Additionally, while you are mounted and raging, your mount gains the benefits of your rage.

Charging Strikes

Starting at 3rd level, you can take down a target as you head towards it. If you move at least 20 feet in a straight line towards a target that is no more than one size larger than yourself and hit it with a melee weapon attack, it must make a Strength saving throw. On a failed saving throw, it is pushed a number of feet equal to five times your Rage damage bonus away from you in a straight line. If you are raging and a creature fails this saving throw, it is knocked prone as well as pushed.

If the target collides with an object, both it and the object take bludgeoning damage equal to 2d4 + your Strength modifier. This damage increases by 1d4 at 9th level, and again at 16th level.

Desert Wanderer

Beginning at 6th level, the blazing sun is not an enemy of yours, only a friend. You are adapted to hot climates and need half as much food and water to survive. Additionally, both you and creatures you mount ignore difficult terrain based on sand.

Pillaging Bandit

By 10th level, your quick reflexes enable you to quickly grab creatures and objects. Immediately after taking the Attack action, you can use your bonus action to either make a Dexterity (Sleight of Hand) check to steal from a creature, or a grapple check.

Siege Warrior

At 14th level, your melee weapon attacks on objects, as well as the damage dealt to objects from Charging Strikes, deal double their normal damage. Additionally, you ignore the damage threshold of objects if it is less than or equal to your Strength score.

Path of the Totem Warrior

If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to the options presented here.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature.

As with the spirits in the Player's Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as slit-like pupils if you have a cobra totem spirit or a hardened black carapace if you have a scorpion totem spirit.

Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a sandworm or python, rather than a cobra, or a crab or spider for a scorpion.

Cobra. While raging, you gain temporary hit points equal to your Constitution modifier (a minimum of 1) at the start of each of your turns. The spirit of the cobra grants you life immortal.

Scorpion. While raging, moving with a grappled creature costs no additional movement. Additionally, while raging, whenever a creature would provoke an opportunity attack from you, you can forgo that attack and attempt to grapple it instead. The spirit of the scorpion allows you to easily catch your prey.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Cobra. The captivating gaze of the cobra bestows knowledge of manipulation upon you. You gain proficiency in Persuasion if you were not already proficient in it, and your proficiency bonus is doubled for all Charisma (Persuasion) checks you make if the creature you are making the check against can see your eyes.

Scorpion. The nocturnal nature of the scorpion grants you the ability to hunt in the dark. You have darkvision with a range of 60 feet. Alternatively, if you already possess darkvision, then its range increases by 30 feet.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Cobra. While raging, you are immune to poison damage, and the poisoned condition.

Scorpion. While raging, you can attempt to grapple a creature as a bonus action. Additionally, you can grapple creatures two sizes larger than yourself, instead of only one size larger than yourself.

Bards

Bards are respected throughout the continent for being masters of knowledge of all kinds. A specific bardic college may specialize in one kind of knowledge, such as one college specializing in dark secrets and gossip, while another may contain knowledge about the history of the continent before it was closed off.

While usually referred to as bards, due to their musical nature in how they use their magic, some also call bards "arcane scholars" from their depth of knowledge combined with their arcane magic.

Bardic Colleges

While all bards are different, as they play different instruments and focus on differing subjects, bards are still all part of groups called colleges. Some colleges may be supported by a Shifra, while others may be funded by its members, and others still may be privately owned by unknown benefactors.

Bards in a college are usually linked by the kind of information they focus on, or on a specific kind of musical tradition they share.

College of Shifra

Devoting themselves directly to the Shifra in an almost religious fashion, bards of this college wield weapons with their instruments, fighting as they cast spells. Many in this college prefer the graceful style of the scimitar or great scimitar, compared to other weapons.

Bards in this college are usually called "imperial bards" due to their connection to the royal Shifra, with supporters of them seeing them as useful allies of steel and song alike, and those against the Shifra seeing them as spineless worms. Members of this college are often elected personally by a Shifra, and different sections exist in this college for supporters of specific Shifra.

Bards in this college use the statistics of either the College of Valor from the Player's Handbook or the College of Swords from Xanathar's Guide to Everything.

College of Shueur

The bards of the College of Shueur have their minds filled with knowledge on how the emotions of humanoids and other creatures work. They see both the joys and the sadness people have as being a beautiful artform, with most focusing on either positive or negative emotions in their studies.

Those who focus on positive emotions typically seem to radiate an aura of beauty and care to them, as they understand exactly what people want to see and believe. Bards of this half of the college use the statistics for the College of Glamour found in Xanathar's Guide to Everything.

Meanwhile, those who focus on negative emotions seem dark and secretive, as well as intimidating, by knowing how to prey on the fears of others. Bards of this half of the college use the statistics for the College of Whispers found in Xanathar's Guide to Everything.

College of Almae

When one calls a bard an "arcane scholar", they are usually referring to a bard of the College of Almae, as Al'Naar's history is their number one priority as a college. Bards in this college spend hours studying old tomes full of long-forgotten knowledge to republish so that many others can learn the deep history of its past.

Some bards in this college study this history so that they may learn of secrets long-since forgotten, such as how the construction of the World's Edge was possible, while others simply find the fact they are learning about the history of their home as being reason enough to try and seek more knowledge. A rare few even believe that those who know all there is to know about the continent will be gifted with immense power by a great being, though some doubt this being even exists.

Bards in this college use the statistics of the College of Lore from the Player's Handbook.

College of the Flaming Dance

There is a group of bards who emulate the primordial birds that fly around the desert skies of the continent. This college, known as the College of the Flaming Dance, forms avian avatars of pure fire. It is based on the fiery wrath of the sun's heat combined with the grace of glorious birds. Bards of this college often wear clothing that symbolizes the blazing avatars they control, such as wearing masks that resemble a beak, or having a feathered cloak on their back.

Bonus Proficiencies

When you join this bardic college, at 3rd level, you gain proficiency in medium armor, and proficiency in Performance if you did not have it already. If you are already proficient with Performance, you instead gain proficiency in another skill of your choice.

Blazing Avatar

Beginning at 3rd level, you control a flaming avian spirit, known as a blazing avatar. You can form or dismiss your blazing avatar, as a bonus action. When you form your blazing avatar, it appears at a point within 10 feet of yourself. While your blazing avatar is formed, the following rules apply:

  • The avatar moves when you do, and has a speed equal to your own movement speed.
  • The avatar can never be further than 10 feet from you; if an effect would shove you further than 10 feet away from it, it is moved along with you until it is within this boundary once more.
  • Whenever you take the Attack action, you can replace any number of attacks with unarmed strikes or attacks with melee weapons made by your blazing avatar. Unarmed strikes made by your blazing avatar are melee weapon attacks with a reach of 5 feet that you are proficient with, and adds your Charisma modifier to its attack rolls. On a hit, your blazing avatar's attacks deal fire damage equal to your bardic inspiration die + your Charisma modifier.
  • Whenever your blazing avatar hits a target with an attack, you can expend a bardic inspiration die. The die is then rolled twice and added to the damage roll.

Your blazing avatar can wield and use any magical weapon, as if it were you. Weapons wielded in this way deal fire damage instead of their normal damage type, and use your Charisma modifier instead of your Strength or Dexterity modifier for both attack and damage rolls.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Piercing Fire

Also, at 6th level, your blazing avatar's attacks ignore resistance to fire damage.

Exploding Critical

At 14th level, the force of your avatar's critical hits are explosive. Whenever your avatar scores a critical hit on a creature, you can use your reaction to expend a spell slot of 3rd level or higher to cast the fireball spell centered on the target of the attack. You can use this feature even if you do not know the fireball spell, and you are immune to the fire damage of this spell when cast in this way.

Variant: Other Colleges

While the most celebrated and respected primordial bird is the firebird, there do exist colleges that emulate the acidbird, frostbird, shadowbird or thunderbird. With your DM's permission, you may choose to be a member of one of these rarer colleges, instead. If you do so, you replace all mentions of fire damage (including the fire damage dealt by the fireball spell from Exploding Critical) with the listed damage type below, and remove the Piercing Fire feature.

Primordial Bird College Name Damage Type
Acidbird College of the Dissolving Dervish Acid
Frostbird College of the Frozen Flamingo Cold
Shadowbird College of the Shadow Sway Necrotic
Thunderbird College of the Thundering Twirl Lightning

Clerics

Religion is a very important aspect of daily life on the continent, as while not every god holds vast power in the world, those who are native to Al'Naar are worshiped and possess great divine strength. The gods, even these most powerful ones, have their wills acted through their clerics, instead of acting by themselves.

Many clerics may belong to religious groups, such as large churches in malakats, which give them sway over many of the common people that are part of the same group. Some clerics dedicate their influence only towards doing as their deity demands of them, while others may use their power for personal reasons; changes they may personally believe are right, personal wealth and possessions, or revenge on someone who wronged them long ago.

However, not all clerics are seen as messengers of their deities that deserve to be treated with respect. Some religious people dislike the connection clerics have with a god, sometimes due to sheer jealousy, other times for legitimate concerns, and will not accept them into organizations. Clerics who are unable to join a group will usually become wandering nomads of sorts, spreading the word of their deity as they travel.

Divine Domain

Clerics in Al'Naar have the following Divine Domain option, in addition to those found in the Player's Handbook.

Art Domain

The spark of creativity that guides many minds towards artistic pursuits can often be divine in origin, as many gods revel in the creative aspects of life, spreading their gift to all. Some of these gods wish for specific kinds of art to be created, such as paintings or sculptures, while others just wish for more art in general to be created.

Gods of this domain in Al'Naar include Jikijakus, Krikawa, Olobek, Rakatet, and Yoddodii. In other worlds, deities of this domain include Apollo, Athena, Bastet, Dionysus, Lono and Nüwa.

Art Domain Spells
Cleric Level Spells
1st chromatic orb, color spray
3rd blur, enthrall
5th glyph of warding, major image
7th confusion, phantasmal killer
9th creation, legend lore

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with one set of artisan's tools and one musical instrument of your choice. Your proficiency bonus is doubled for ability checks using the tools and the instrument you chose.

Touch-Up

At 1st level, you can change works of art. As a 1-minute ritual in which you touch a piece of artwork, you can alter bits of the art, such as changing a sculpture's pose slightly or changing the expression of a portrait. Alternatively, as an action, you can teleport between a piece of artwork you are touching to a different piece of artwork you can see within 30 feet of yourself. Both pieces of artwork must be your size or larger, like a painting or sculpture of a man.

Starting at 8th level, you can use the first part of this feature as an action, instead of a 1-minute ritual.

Channel Divinity: Captivating Masterpiece

Starting at 2nd level, as an action, you can use your Channel Divinity and create a masterpiece of art, music, or a similar creative craft. Creatures of your choice within 30 feet of yourself must succeed on a Wisdom saving throw, or be charmed by you for 1 minute. Creatures charmed in this way are treated as being blinded against all creatures except for yourself, and cannot move away from you, for the duration. If a charmed creature is harmed by you or your companions then it is no longer charmed. The charmed creature regards you as a master of creative talent, and acts as if they are a huge fan of your work. When the effect ends it knows it has been charmed.

Self-Reflection

Beginning at 6th level, you are able to look at yourself and criticize accordingly. While you are charmed, frightened, or stunned, you can use your bonus action to repeat your saving throw against the effect, even if you could not otherwise take an action.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Stroke of Genius

By 17th level, as an action, you may create a creature or object out of paint, visible music, or a similar creative craft's material, within 30 feet of yourself.

Creature. The creature takes on the statblock of a beast of CR 6 or lower, and the creature lasts for 10 minutes or when it is reduced to 0 hit points, after which it ceases to exist. The creature follows your verbal commands (no action required), and it takes its turn immediately after yours.

Object. The object can be no bigger than a 10-foot square, and cannot be worth more than 100 gp. If the object is a weapon, it is considered magical for the purpose of overcoming damage resistances and immunities.

After using this feature, you must take a long rest before doing so, again.

Deities

The following deities are all native to the continent of Al'Naar, and worshiped by many, including most clerics.

Al'Naar Deities
Deity Alignment Suggested Domains Symbol
Anraes, god of demons and mercy LE Death Sickle with black cloth wrapped around it
Caetarios, god of magma and volcanoes LN Forge, Nature Flame with a lizard tail
Dorras, god of medicine and protection LG Life, War Cross stabbed into top of an apple
Draeidola, goddess of lies and secrets CE Knowledge, Trickery Pair of lips split by a dagger
Jikijakus, god of jokes and mischief CN Art, Trickery Smiling face with two conical hats
Khallsha, goddess of the moon N Light, Nature Full moon with morningstar spikes
Krikawa, goddess of dancing and storms CG Art, Tempest Ribbons cut to look like lightning
Lady Whispers, goddess of time LN Death, Grave Hourglass with small devil horns
Nahba, god of crafting and smithing LG Forge, Life Open palm with gear in the center
Nobigenz, god(dess) of dragons and unity CG/LE Arcana, Trickery, War Twin dragon heads facing away from the other
Olobek, god of sacrifice and suffering CG Art, Death, Knowledge Serpent with two daggers piercing it
Psychic Gale, never ending magic storm U Arcana, Tempest Swirl with a star in the center
Raajaar, god of funerals N Death, Grave, Life Two candles on either side of a tombstone
Rakatet, goddess of torture and vengeance CE Art, War Circle surrounding an axe
Saiiah, god of bandits and mirrors NE Trickery Mirror with glaring eyes
Tai, goddess of the sun NE Death, Light, Tempest Sun with torn angelic wings
Um-Balid, goddess of blades and elements LN Arcana, War Scimitar with elemental energy
Wolf King, god of beasts and lycanthropes CN Nature, War Wolf's head, in profile, facing left
Yoddodii, god of combat and paint CN Art, Life, War Four horizontal lines
Zillidal al Zero, god of books and corpses NG Grave, Knowledge Book with a skull printed on the cover

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Variant Rule: Alternate Tenets

For paladins that worship a specific deity, you may choose to have them replace the tenets of an oath that they swear with the tenets of their deity, instead. This allows more thematic choices of oaths, even if the tenets the oath previously had may conflict with the deity.

Variant Rule: Follower Spells

If you wish to make choice of religion be a stronger aspect of your campaign, you can choose to let clerics and paladins that worship a specific deity add new spells to their spell lists. These spells are stated in sidebars near a god’s description, and they are only added to the list of spells they can prepare; they are not automatically prepared like domain or oath spells.

Spells marked with a ✟ are from Xanathar's Guide to Everything, and spells marked with a ☆ are from the Al'Naar Player's Companion.

Anraes

God of Demons and Mercy

Alignment: Lawful Evil

Suggested Domains: Death

Symbol: Sickle with a dark cloth wrapped around it

Titles: The Abyssal Prince, Old Black Sickle, The Spider’s Son

Anraes formerly was a demigod of the goddess of the drow, Lolth, serving her faithfully as an assassin. In his mortal life he inspired many male drow to try and become as powerful as he was, fighting against the matriarchy that the drow culture was controlled by. When his mother had seen what her son had inspired, she had him tortured and killed, sending his soul to the Abyss. With anger fueling him, he crawled back out from the Abyss, using magic to turn demons into his thralls, absorbing their power until he was strong enough to achieve godhood.

Anraes is the god of both demons and mercy, ending the lives of those who will die soon, so that they will not have to face large amounts of pain. While most demons are fueled by chaos, those that are servants of Anraes follow his tenets and will just as well as his clerics and paladins. Those who pray to Anraes do so both when summoning demons, in hopes for aid in controlling their abyssal chaos, and when by the side of someone dying painfully, to have him cut down the poor soul.

Tenets

All of Anraes’ followers and servants bind themselves to the code below, and those who break these tenets and serve Anraes will not be cut down mercifully by him if they find themselves dying in a horrible manner.

Execution. When you must kill a being, do not do it sadistically. Execute them as painlessly as possible.

Face the Hells. Devils are bound to make many suffer for their own personal gain. Trust no diabolic sources, and slay all that you can.

Mercy for the Dying. There is no point in prolonging the suffering of someone who will already die; make their end quick.

Variant: Follower Spells

Clerics and paladins that worship Anraes and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
3rd summon lesser demons
4th summon greater demon

Caetarios

God of Magma and Volcanoes

Alignment: Lawful Neutral

Suggested Domains: Forge, Nature

Symbol: A blazing fire with a salamander’s tail wrapped around it

Titles: The Burning Hammer, The True Salamander

Caetarios was not one of the salamanders commonly found in Al’Naar before he ascended to godhood; rather, he was born on the Plane of Fire, as a true elemental salamander. Admiring the burning heat of the volcanoes of the Material Plane, as well as the craftsmanship of the azers, Caetarios sought to create a suit of armor, as well as weapons, made of the hot magma and stone from volcanoes. He worked tirelessly for decades to create the armor, as well as a greatsword, and when he was finished, he sought to create more. Over time, his expertise in craftsmanship rivalled that of even the gods, and so, in an act of grace, he was changed into a demigod. When Al’Naar was sealed off from the rest of the planes, the raw magical force enclosed within the desert was powerful enough that he transformed into a full god, though he still works in his forge tirelessly, even after his ascension.

Caetarios is the god of magma and volcanoes, and a patron to fire elementals, as well as salamanders. He does not typically notice his followers or their prayers, constantly caught up in forging both new volcanoes as well as new creations made of pre-existing volcanoes. Those who pray to him usually do so in an effort to stop a volcano from erupting, or to protect loved ones from burning to death.

Tenets

Caetarios does not pay attention to his followers often, making his tenets less rigid than most. Oftentimes it is churches that punish those who break their code, rather than Caetarios himself.

Admire the World. The world is what gives us our powerful heat, the same heat that lets us use metal, and separate ourselves from mere animals. Littering is a sin, as is overzealous destruction of nature.

Respect Craftsmanship. Even if a smith is not the grandest in the planes, your equipment is valuable to you. Do not throw it away; even if you must get rid of it, pass it on to another, or sell it.

Respect Flames. Let it be known to you that fire is a dangerous element, and you must not play with it. Use it if you must, but treat it as no toy.

Variant: Follower Spells

Clerics and paladins that worship Caetarios and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st burning hands
4th immolation

Dorras

God of Medicine and Protection

Alignment: Lawful Good

Suggested Domains: Life, War

Symbol: A cross stabbed into the top of an apple, instead of a stem

Titles: The Gold-Hearted Orc, The King of Shields, Lord Justice

Dorras was once an orc that lived in an orcish tribe of nomadic raiders, being taught how to ride horseback and use a weapon as all others did. However, Dorras could not kill anything, even when ordered to. He would purposefully miss with his axe, and his longbow shots were horribly inaccurate, as his heart was unable to allow him to end the life of another being. Cast out of his tribe for being seen as a waste of space, he turned to praying to gods of life, and became a devout cleric. From his knowledge of orcish tactics, he was able to protect many who would be slain during pillagings, healing their wounds and even resurrecting those who recently died. Eventually, he was slain by his original tribe, when they had tracked him down, and branded him as a laughingstock. The deities of life he prayed to could not bear to see such a good soul slain by such vile creatures, and he was resurrected as a fellow god of life, to forever act as his golden heart wishes.

Dorras is the god of medicine and protection, believing that all life is sacred, and that even the most foul of people deserve a chance to live. Seen as a saint among the people, Dorras is commonly worshiped by many folk, and he is prayed to for salvation from bandits and raiders, as well as to save the lives of those who will die. Few savage orcs worship Dorras, as he is seen as the antithesis to orcish nature.

Tenets

Dorras is willing to forgive many people, and his followers are no different; he will often give those who break their tenets a chance to redeem themselves, and if they do not accept it, he lets his followers handle punishments.

Forgiveness. Grudges are a dagger pointed at your own heart. Vengeance fixes nothing. Seek no hatred, and give none as well.

Heal the Suffering. Pain is no gift, it is no strength; it is merely a curse. End all the suffering of others you can.

Protect the Weak. Defend those who would be unable to defend themselves, and do so righteously.

Variant: Follower Spells

Clerics and paladins that worship Dorras and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st shield
9th invulnerability

Draeidola

Goddess of Lies and Secrets

Alignment: Chaotic Evil

Suggested Domains: Knowledge, Trickery

Symbol: A pair of lips split down the middle by a dagger

Titles: Lady Anarchy, The Liar, She Who Speaks No Truth

Draeidola has lied so much in all of her life that it seems to physically hurt her to speak of any truths. When she was still but a mortal, she sought to break all those that she could; gain the trust of those she could, learn their deepest, darkest secrets, and then announce them to the world. Using arcane magic to disguise herself as many people, she slowly upscaled those whom she ruined the lives of, until she eventually managed to gain the trust of a demigod whose name has been forgotten by all. She used the demigod, promising him eternal glory and being forever a legend, if he would help her become what she wanted the most; a god. Climbing into the realms of the celestials themselves, Draeidola broke the minds of devas and planetars alike, using their combined divine magic to change herself into a goddess. Her first act as a goddess was a simple one; disintegrating the demigod who helped her.

Draeidola is the goddess of lies and secrets, who believes that all others should be extorted for one’s own personal gain. She sees those who are weak as being mere stepping stones, with power being the ultimate goal in a person’s life. Those who pray to her are often doing so out of petty vengeance, wishing to learn secrets of their most hated foes, and though she does not often comply, when she does, she has many of them swear a pact to her, becoming a warlock dedicated to her growth in power.

Tenets

Draeidola actively encourages her followers to break the tenets that she has set for them, as a sick game made out of her hatred for law. Her true desires for her followers are the exact opposites of tenets she has set, and those who follow the tenets inscribed by churches dedicated to her she views as fools.

Honesty. Never lie or cheat. Anything you say must be true.

Honor. Always uphold every deal that you make, never use dishonorable tactics in a duel.

Law. Uphold the law, and listen to it carefully. They were made by those who know more than you, those who must be respected.

Variant: Follower Spells

Clerics and paladins that worship Draeidola and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st charm person
4th charm monster

Jikijakus

God of Jokes and Mischief

Alignment: Chaotic Neutral

Suggested Domains: Art, Trickery

Symbol: A smiling face with two conical hats on top of it, like horns

Titles: The Laughing Jack, The False Gnome, Devil’s Jester

Born to parents that were both pureblood gnomes, Jikijakus has been a creator of mischief even since the day they were born, as they were a half-goblin, despite no feasible way for their mother to be pregnant with a goblin’s child. Sowing discord through all that they can, just for the fun of it, Jikijakus seems to be just a foolish trickster, but in reality is a mastermind of deception that uses their antics to hide their true intelligence. Jikijakus’ body, itself, seems to be full of trickery, as it can change many parts of its physical appearance at their will, including height, weight, sex, and skin color. Jikijakus’ ascension to godhood was simple; they tricked several gods into signing contracts that appeared to be for their benefit, but in the end stole a portion of their power, with the combined stolen power being enough for Jikijakus to become a deity, themselves.

Jikijakus is the god of jokes and mischief, who thinks that all things in life should be laughed at. Those who pray to Jikijakus can easily range from a commoner who wishes for a joke to lighten their mood, to a crazed anarchist asking for chaos to be sown among a house of nobles.

Tenets

Jikijakus’ tenets are enforced only by his divine will, and his punishments typically involve making those who break the oath be forced into comedic situations from bad luck, such as randomly tripping and falling into people.

Friendly Pranks. It’s all fun and games until someone gets hurt. Your jokes and pranks should never go so far as to be malicious.

Laugh At Life. See the good things in the world, and laugh at it all. Life’s more fun with a good laugh.

Raise Morale. Whether it be from joke-telling, a rousing speech, or even just a pat on the back, you must make sure to spread happiness as much as you can.

Variant: Follower Spells

Clerics and paladins that worship Jikijakus and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st chaos bolt
4th confusion

Khallsha

Goddess of the Moon

Alignment: Neutral

Suggested Domains: Light, Nature

Symbol: A full moon with morningstar spikes embedded in it

Titles: The Moon Queen, Nightstar, Madame Moon

Khallsha is one of the eldest deities in the entire realm, with her origin being told in many ancient tales, with inaccuracies and differences in them all. However, the most commonly accepted origin is that she and Tai were once the same goddess, who had control over the moon, sun, and stars, spreading light to the world below as she pleased. But, due to the differences in how the sun's searing heat and the moon's calming radiance, the two split off into separate deities, which are now polar opposites.

Khallsha is the goddess of the moon, who does not pride herself in interfering with mortal conflicts often. However, despite her appearance being that of a shining goliath in armor, she is often worshiped by the drow, and, rarely, she does answer the prayers of her "moonchildren".

Tenets

The tenets of Khallsha are harshly enforced by drow organizations who worship her, however, she, herself, does not typically mind if her tenets are broken, provided she is not watching. Breaking her tenets when the full moon is out, however, is seen as a foul act by her, an act of treason, and she punishes those who do so.

Do Not Fear the Dark. Many would turn their swords to what they do not know, and slash it open without a second question. However, this is close-minded; do not fall to other's opinions before making your own choices.

Do Not Forget Your Light. Just as the moon's shine comes from the reflection of sunlight, your own personal light comes from those who have helped you get where you are. Pay your respects, and great fortune shall come to you.

Do Not Run from Time. You cannot escape the passage of time, and while immortality may seem like a great goal to pursue, it is against the natural order for most beings. Accept the fact you are mortal, and spend the time you have wisely.

Variant: Follower Spells

Clerics and paladins that worship Khallsha and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
2nd moonbeam
4th moon discs

Krikawa

Goddess of Dancing and Storms

Alignment: Chaotic Good

Suggested Domains: Art, Tempest

Symbol: Blue ribbons cut to look like lightning bolts

Titles: The Dancing Storm, Tempest's Grace, The Thunderous Talons

Originally, when she was still but a mortal, Krikawa was a famed aarakocra dancer known for her high speed combined with the movement of ribbons appearing like lightning bolts, granting her the title of the "Dancing Storm". She allowed the pride of her fame to slowly get to her head, and over time, she would charge excessive amounts to see her dances, making her shows feel exuberant and exclusive to the rare few who could afford it. During her last show as a mortal, she flew up to the heavens during a storm, and was struck several times by bolts of lightning, and when she awoke, she had become a goddess of storms.

Krikawa is the goddess of both dancing and storms, and she encourages beauty and freedom in her followers, like a dancing thunderstorm. She also encourages alliances with those who serve the Psychic Gale, as she believes it is what ascended her.

Tenets

While Krikawa does believe her tenets are the perfect code for one to follow, she is a goddess who values freedom above all else, and breaking her tenets a few times is not usually met with disdain from her, though even her patience can wear thin.

Spread Beauty. Whether it be from amazing movements and sounds from your body, from tapestries you weave or portraits you paint, this dull world is your canvas, and you must fill it all with beauty.

Spread Freedom. Those who are shackled and chained for little reason, such as race or blood, should not be. Bring freedom to those who do not deserve their imprisonments.

Spread Thunder. You are worthwhile, regardless of what others might tell you, and your presence should be known to those around you. Be loud, be proud, and show the world your unique spark of creativity.

Variant: Follower Spells

Clerics and paladins that worship Krikawa and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st witch bolt
3rd lightning bolt

Lady Whispers

Goddess of Time

Alignment: Lawful Neutral

Suggested Domains: Death, Grave

Symbol: An hourglass with small devil horns

Titles: The Dead Beauty, She Who Calls, Time's Gentle Hand

Lady Whispers was a noble of great beauty in her mortal life, sought out by many men who wished to become her suitor, however she never would accept the touch of a single person, almost as if she feared it. She constantly wore long dresses that covered every inch of her form, and donned long silken gloves that would stop her hand from touching anyone. Eventually, she had let a single man into her heart, a man known as Psyche, and the exact moment her skin touched his, he began to rapidly age from a curse Lady Whispers had been born with, one that stole the youth of others on touch. However, this touch had also stolen magical energy from the man, enough that it turned her into a goddess, able to freely control her curse.

Lady Whispers is a tiefling, as well as the goddess of time, and she symbolizes aging and passing. It is said that when someone dies in their sleep, it is from her touch taking their remaining years away, to let them die peacefully instead of in agony.

Tenets

The followers of Lady Whispers enforce her tenets to guarantee that her will is followed to an absolute, believing that those who follow her tenets as much as possible being granted longer, fuller lives.

Embrace Life. The lives of mortal men are short ones, and as such, they should be spent seeking pleasure, love, and fulfillment.

Whisper With Purpose. You do not need the entire world to hear your messages, only to those that it matters most to. The entire world does not need your aid; only those you love do.

Use Time. Do not forsake the time you have been given on this world; each second you still breathe is one you should savor, and wasting time is the greatest offense you can do to Lady Whispers.

Variant: Follower Spells

Clerics and paladins that worship Lady Whispers and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
3rd slow
9th time stop

Nahba

God of Crafting and Smithing

Alignment: Lawful Good

Suggested Domains: Forge, Life

Symbol: An open palm with a gear in the center

Titles: The Hand, Steel Tortoise, Metal Prince

Nahba was an odd tortle in his life, being dedicated to the art of science and smithing compared to the study of water and other natural properties. When he was old enough to leave his village, he sought out gnomes instead of his own kin, to learn their powerful secrets regarding technology. Over the span of his short tortle life, he gradually replaced parts of him, until he was more metal than man, with his left arm in particular being excessively large and mechanical. Eventually, his constructed nature turned him immortal, and he grew further in power from his upgrades, until he ascended to the rank of god.

While the god of crafting and smithing, in both the typical tortle and gnomish nature, believes in treating others kindly and respectfully, he has a trait about him making hiim see less good at a glance; he is extremely power hungry. He constantly seeks ways to become more powerful, as he believes he can wield the might more responsibly than others.

Tenets

Nahba is more used to dealing with machines than people, and as such, he is not particularly tolerant to mistakes, or understanding less than perfection. This makes him fairly stoic in how he treats those who break his tenets.

Strive for Improvement. If something can be improved, including yourself, then you must strive to improve it. While perfection may be impossible, you can still come close to it.

Create the Best. With your skills you possess-whether that be smithing, crafting, or something else-you must make the best you can of what you create.

Leave your Mark. If you die and impacted nothing, touched the hearts of nobody, then your life was pointless. Do not strive for an existence like this; have one that is fulfilling and filling.

Variant: Follower Spells

Clerics and paladins that worship Nahba and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
2nd scorching ray
4th fire shield

Nobigenz

God(dess) of Dragons and Unity

Alignment: Chaotic Good/Lawful Evil

Suggested Domains: Arcana, Trickery, War

Symbol: Twin dragon heads, one copper and one blue, facing away from the other

Titles: The Desert's Claw, Queen of Kings, King of Queens

Originally, there were two deities of dragonkind; Nobido, the copper queen who ruled over the metallic dragons, and Arigenz, the blue king who lorded over the chromatics. The two of them were mortal enemies, and their servants would constantly fight over territory in the desert sands, trying to claim the entire continent for their respective ruler. However, once the world was sealed off using the World's Edge, there were no reinforcements for the two celestial dragons to claim, no more servants for them to call; only those who were native to the continent were still here. The two were wise enough to realize they would drive themselves to extinction if they attempted to kill one another any longer, and so, as the dragons formed an alliance, the two had their bodies come together, to become a two-headed living symbol of their treaty.

Being two creatures in one body, Nobigenz can be difficult for the people to pray to; they may ask for the assistance of the trickster Nobido, but instead only be heard by the tyrant Arigenz, or vice versa. As such, many who worship Nobigenz choose to pray to them for matters of treaty and peace, as they had settled their own differences, making them a divine icon of alliance.

Tenets

Nobigenz has a hard time deciding on which of their tenets are most important to them, due to the twin minds that exists inside them having different ideals and beliefs. However, their tenets are all as important to them as a dragon's hoard, and they hate seeing them broken by followers.

Compromise. Not everything can be as you want it to be, although most things can be. Learn to compromise, if it will get you what you need.

Unify. One man cannot change the world, but several working towards one goal can.

Learn your Enemies. Knowledge is power, and if you know how your enemies act, how they think, and why, you will have a great advantage over them.

Variant: Follower Spells

Clerics and paladins that worship Nobigenz and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
2nd dragon's breath
3rd elemental weapon

Olobek

God of Sacrifice and Suffering

Alignment: Chaotic Good

Suggested Domains: Art, Death, Knowledge

Symbol: A serpent with two daggers piercing it

Titles: Doom's Fang, Bloody Scales, The Red Seer

The ability yuan-ti possess allowing them to switch off their emotions is one that gives them the potential to commit horrid atrocities, despite having good hearts and intentions. This was the case for Olobek, the yuan-ti malison known for sacrificing hundreds of individuals all in the name of the Heart of Thorns. He studied the art of creatures dying, oftentimes carving them open and studying their organs as they slowly decayed. He believed he could read the future when he gazed into the organs of a dying man, and so, he would sacrifice many all in the name of the future of his kin. Eventually, he truly did see something in the heart of a pure soul, and left his village, returning a decade later, having ascended to godhood with what he had found from the vision; something so powerful and great he will never reveal what it was.

Olobek is a deity who is powerful enough to gaze into the future, but to do so, he requires sacrifices. He does not demand this bloodshed out of pleasure, but out of necessity. However, even so, few are willing to even speak his name out loud, for his worshipers are seen as vile cultists.

Tenets

Due to the mistrust many followers of Olobek have for outsiders, his tenets are followed as closely as possible, with those who break them being seen as heretics.

For the Greater Good. Vile acts can be justified, if they are in the name of good.

Sacrifice. What you do not want, another may direly need. Your individuality is less important than your goodness.

Know Pain. Suffering is knowledge, and knowledge is power. Become a martyr, and learn the secrets of reality.

Variant: Follower Spells

Clerics and paladins that worship Olobek and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st hex
3rd fear

The Psychic Gale

Never-ending magical hurricane

Alignment: Unaligned

Suggested Domains: Arcana, Tempest

Symbol: A swirl with a star in the center of it

Titles: The Eternal Storm, Eye of Stardust, Astral Tempest

Ever since the continent had living creatures on it, a hurricane has raged on in a section of the land, with a pillar of magical pink light shooting out from the center of it, into the heavens. This hurricane, known commonly as the Psychic Gale, is actually a sentient creature that feels emotions and can react to them, usually by casting a magical spell or throwing bolts of divine lightning at what is offending it. Attempts to harm the storm have been futile, and those who enter the eye of the hurricane have never returned.

Many believe that the hurricane is just a spell cast by some greater, hidden god, while others believe that it is the essence of the planet itself, manifested into a raging storm of power. Regardless of what it is, many pray to it in hopes that it will grant them magical power, and to a rare few, it does grant this; it turns them into either clerics dedicated to its worship, or, rarely, into sorcerers with the might of the storm in their veins.

Tenets

The Psychic Gale cannot communicate, and as such, has no tenets for its followers to hold.

Variant: Follower Spells

Clerics and paladins that worship the Psychic Gale and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st chromatic orb
2nd levitate

Raajaar

God of Funerals

Alignment: Neutral

Suggested Domains: Death, Grave, Life

Symbol: Two candles on either side of a tombstone

Titles: The Hundred Twin, Golem of Death, Them

Back in the times when science was just discovered, a great demand for labor occurred, an outcry for turning this new discovery into power and work. Golems were crafted, first meticulously and slowly, but as demand increased, they were rushed in production, making faceless behemoths that could only follow the simplest of instructions, and would listen to them in exact terms. However, these beings were created using black science; they imprisoned souls to power these golems, although the scientists did not know this at first. When a golem broke down, the souls broke down as well due to lack of any funeral services, leaving only tiny fragments to blow in the ethereal winds of the void. These fragments gradually came together, forming a two-headed black golem named Raajaar, who, with the divine might of thousands of souls, guaranteed rest to all lost souls.

Raajaar is the god of funerals, and those who follow him make sure that the people of the continent give funeral services for all souls; poor and rich, young and old, for nobody deserves oblivion. Mindless undead animated with his guidance are not powered by the soul of the original owner of the body; rather, he uses one of his thousands of soul fragments to give it a semblance of life and follow commands of its master.

Tenets

Raajaar's tenets are followed by many people, even those who do not worship him specifically, as when a soul dies, they meet with him before being given their afterlife. Due to this, he does not actively enforce them, knowing that those who break them will suffer consequences in death.

Respect the Dead. Do not trample on corpses or the places where they lie, and do not grave rob.

Dust to Dust. You may mourn the dead, but do not allow the death of another destroy your life. You are still alive for a reason.

Mindful Reanimation. When you animate a corpse, pray to Raajaar before you do so. Let him provide a fragment of power, instead of harming the true soul.

Variant: Follower Spells

Clerics and paladins that worship Raajaar and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st unseen servant
2nd darkness

Rakatet

Goddess of Torture and Vengeance

Alignment: Chaotic Evil

Suggested Domains: Art, War

Symbol: A circle surrounding a battleaxe

Titles: Lady Guillotine, The Fury, Queen Headcutter

Even the most pure children can be brought to hate the world all around them, with their holy hearts blackened from suffering until they are as dark as the night sky. Rakatet began her life as a human girl who had a lovely life, with many adoring her company and the pieces of art she could create. However, jealousy eventually overcame many people, as she could seemingly do no wrong, and so they plotted to rip the joy away from her life, and to end her. When she had unveiled one of her greatest masterpieces to a gallery, one she had spent entire months to finish, eager to please them all, it had been defaced, driving her to anguish. Next, when she had returned to her home, she found it in pieces, burned to the ground, with a message stating for her to quit acting better than the rest of the world. In a fit of wrath and a sense of justice, she pledged her soul to whatever dark force was watching her, and was granted the power to slaughter them all, bringing her further and further into the darkness, until her caring heart was gone.

Rakatet is a goddess who refuses to believe that people can have goodness in them, seeing everyone, including herself, as being extremely cruel and wicked. When one prays to her, they ask for her help in either ripping answers from one they are torturing, or they wish for the power to seek vengeance on someone who wronged them.

Tenets

Rakatet has no tenets for her worshipers to follow, as she believes they will be broken due to her perceived vileness of conscious nature.

Variant: Follower Spells

Clerics and paladins that worship Rakatet and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st dissonant whispers
2nd spike growth

Saiiah

God of Bandits and Mirrors

Alignment: Neutral Evil

Suggested Domains: Trickery

Symbol: A mirror with glaring, angry eyes

Titles: Mirror's Edge, The Reflective Blade, Cutthroat King

Those who gaze into a mirror see not just a reflection of their body, but also glimpse into the very depths of their soul. To some people, this spirit seems like a beautiful thing, while to others it may appear like a horrid monster. However, to Saiiah, there is nothing to gaze back into, only an empty shell. He cannot remember anything about his past, and no records exist of it, almost as if the world itself was trying to remove him from existence. However, when one is brought to a mirror with Saiiah nearby, his essence can jump from his hollow form into their body, stealing it from them temporarily, and force it to act against the will of the original owner. With a new body in his possession for an amount of time no less than a day, but no longer than a week, Saiiah steals all he can from the person; converting their loved ones to his worship, 'stealing' them from their previous gods, taking their valuable possessions as if they were offerings to Saiiah. Eventually, their body is returned to them, but usually once it is, they are too deep into Saiiah's tricks and traps to escape.

Saiiah is the god of bandits and mirrors, who steals from any he pleases and mirrors those whom he speaks to. One cannot truly grasp his appearance, and instead see themselves, but with mirrors for eyes. Those who pray to him usually to either recover something they have lost, to help them reflect on themselves, or, for the greedy, to aid in stealing from someone or something else.

Tenets

Saiiah's tenets are usually only followed closely by the sects and cults that follow him, with his more casual worshipers disregarding the more negative aspects of them.

Self-Reflect. Gaze into yourself each and every day, and ask yourself if you really how you want yourself to be. If not, take action.

Respect Power. Whether it's the power held by Saiiah, or of another authority, show respect to those with higher power than you.

Freedom if Just. While you should show respect to those of power, if their rules are unjust, then you must break them, like one shatters a mirror.

Variant: Follower Spells

Clerics and paladins that worship Saiiah and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st dissonant whispers
2nd mirror image

Tai

Goddess of the Sun

Alignment: Neutral Evil

Suggested Domains: Death, Light, Tempest

Symbol: The sun with torn angelic wings

Titles: The Light's Fury, Divine Fire, Queen of Heat

In the searing heat of the continent, the sun is seen by nearly all as a symbol of death and suffering; while it may bring light, which is needed for many things in life, it's heat is far too great to have the people see it as a great boon, compared to a vile curse. The aasimar goddess who controls the sun, Tai, symbolizes this perspective well; her anger is as powerful and blazing as the sun, but her boons she grants to her followers are as useful as warm sunlight. At one time, she and the goddess of the moon, Khallsha, were one being, but eventually, they split off into two, and have been feuding ever since.

Tai is the goddess of the sun, and she is an icon of fire and fury in the eyes of the people. Most of those who pray to her do so out of fear of divine punishment for ignoring her, as she is usually seen as one of the most powerful gods in Al'Naar. However, the desert elves commonly worship her, having a sense of respect for her light and the heat it brings; to her, she is more like a warm mother than a blazing storm.

Tenets

Tai's tenets encourage aggressive actions and fending for one's self, as she believes being selfless is pointless.

Burn Away the Dark. Those who oppose you do not deserve victory. It is survival of the fittest in this world; you either crush your foes, or be crushed, yourself.

Cleanse the World. Not everyone is fit to live; some of them are utter disgraces, from belief, action, or even just existence.

Incinerate Your Weakness. Let no bonds lead you astray from your main goals in life; threats cannot work on someone with nothing to lose.

Variant: Follower Spells

Clerics and paladins that worship Tai and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st burning hands
2nd salted wounds

Um-Balid

Goddess of Blades and Elements

Alignment: Lawful Neutral

Suggested Domains: Arcana, War

Symbol: A scimitar glowing with elemental energy

Titles: The Four Swords, Mother Shifra, The Lady

To many, the Shifra seem like a part of life, one that has existed forever, and will always exist. However, the Shifra are actually fairly young for creatures of their power; only four to six hundred years at their oldest. All of them-the eight official Shifra, and the banished Khanjur-are children of Um-Balid, a four-armed genie who possesses control over the elements of air, fire, water, and wind. With her power, she gave her children the continent, with her asking to be known as a goddess to the people in return. Though she does not often interfere with the affairs of her creations in this age, she still keeps her watchful eyes on them, and is vicious towards any who would try to kill them.

Due to Um-Balid being the creator of the Shifra, those that pray to her often either respect the might of them, or are directly serving them. She holds no favoritism over any of the Shifra, so the followers of any of them-including Khanjur-are weighted equally when deciding if she will grant their wishes or not. Commonly, she is prayed to for assistance in controlling elemental magic, or learning to wield weapons.

Tenets

Um-Balid's tenets are fairly similar to the laws the Shifra have most of their followers obey, as she assisted them in creating their laws.

Respect Power. Those who lead you, who possess power, have the right to order others. While you may not agree with them always, still show them respect.

Respect the Blade. Weapons are made to harm and kill, but this does this make them evil things, nor things to be ashamed of owning or using. They are tools, tools to be given proper care and upkeep.

Respect the Desert. If we treat the continent badly, it will treat us badly, in return. This is our home, and it must be preserved.

Variant: Follower Spells

Clerics and paladins that worship Um-Balid and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
2nd shadow blade
5th elemental disaster

The Wolf King

God of Beasts and Lycanthropes

Alignment: Chaotic Neutral

Suggested Domains: Nature, War

Symbol: A wolf's head, in profile, facing left

Titles: Lord of Predators, The Beastmaster, The Alpha

While not a common sight on the continent, lycanthropes are just as much of a threat in Al'Naar as they are in other worlds; powerful predators that are filled with might from their curse, which they force upon others. At one point, the Wolf King was a regular human, a man who fought merely for the pleasure of combat, and the thrill of steel against steel. He was known for his unique fighting style, one using specially made gauntlets with claws on them, earning him the title of "The Beastmaster". However, he wished to emulate his moniker and reputation more, and so he sought out the most powerful werewolf in the land, one called the Alpha, and demanded to be changed into a werewolf. The Alpha refused, and so, the two fought to the death, with the Wolf King barely claiming victory, taking on the curse of lycanthropy and becoming their new ruler.

In his godhood, the Wolf King rules over all the beasts and lycans that exist on the continent, but he is not only prayed to for matters relating to them; the people also beseech him to watch their duels to make sure they are fair, to fuel their gladiators with a rush of divine energy, and to make fights as entertaining as possible.

Tenets

The Wolf King's tenets relate both to the animals he rules over, and to his love of combat. Many who follow his tenets are either hardened warriors (for sport or for other reasons) or are lycanthropes.

Reject Slaughter. Kill only what you need to. Endless slaughter grants you nothing but sick satisfaction--satisfaction that could be earned in other ways.

Honor. Even when fighting for your life, a dirty trick will make you the loser in the end, even if your foe lies beaten. Only fight dishonorably if you wish for the Wolf King's scorn.

Never Surrender. Your enemies will wish to crush your spirit into the sand, to smash your hopes instead of your bones. Do not grant them this satisfaction; fight until your last breath, and claim victory, or die trying!

Variant: Follower Spells

Clerics and paladins that worship the Wolf King and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st beast bond
2nd beast sense

Yoddodii

God of Combat and Paint

Alignment: Chaotic Neutral

Suggested Domains: Art, Life, War

Symbol: Four horizontal lines

Titles: The War Painter, Divine Commander

Many in this world find warfare to be a horrible thing, one that claims lives of many men and women for seemingly frivolous reasons. However, to others, such as the dwarf Yoddodii, it is a great display of tactics, art, and skill. In his life, Yoddodii was a commander and artist of a group of dwarvish mercenaries, one large enough to be considered its very own army. He would demand fine paintings as well as gold for payment to receive his army's support, fueling his greed for the things he considered beautiful as his army's coffers grew in contents. At one point, Yoddodii was the richest man on the entire continent, his wealth vast enough to build his own kingdom if he so wanted. However, doom soon befell his vast riches; when he was traveling most of them across the desert, to be brought to a kingdom in exchange for an enormous amount of war supplies, they were attacked by a gargantuan sandworm, one as huge as a palace, which devoured most of his possessions and men. Fueled by an undying wrath, Yoddodii declared vengeance on all of the sandworms, and even when he was eventually slain, his desire for revenge changed his spirit into a divine being.

Yoddodii is commonly prayed to for aid when developing strategies for warfare, as well as for assistance in learning creative skills. While he does occasionally respond to these prayers, he more frequently sends aid to those plagued by sandworms, from his undying hate of them. Due to this vitriol, he does not often answer prayers of those associated with sandworms, such as aarakocra.

Tenets

Those who follow Yoddodii's tenets are usually either those in the military, those who seek to become great artists, or dwarves of all kinds.

New Tactics. Victory will be assured for you if your head is clear and you think carefully about your plans. Think like an improving artist; take new risks and plans, instead of always relying on what's predictable and worked in the past.

Encourage Creativity. Creativity is a beautiful, wondrous thing; it is the spark inside of us all that separates us from the monsters and animals. Spread the pleasures of the arts whenever and wherever you can, to bring forth new joys to this world.

Don't Fear Indulgence. Some may call greed a sin, but it is never a bad thing to indulge yourself from time to time.

Variant: Follower Spells

Clerics and paladins that worship Yoddodii and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
1st conjure sand soldier
2nd suggestion

Zillidal al Zero

God of Books and Corpses

Alignment: Neutral Good

Suggested Domains: Grave, Knowledge

Symbol: A black book with a skull printed on the cover

Titles: The Keeper, The Soulbinder, He Who Knows Death

Knowledge is power in all worlds; wherever it's knowing how to work to feed yourself, or how your enemy plans to fight so you may counter and live another day, one's level of knowledge involves their likelihood of staying alive. However, not all knowledge with power relates to the living; for the jackalfolk named Zillidal al Zero, knowing more about the dead has been even more powerful and useful. He began his life as a simple collector of books, slowly building up an impressive library with a large assortment of tomes from a variety of subjects. However, slowly, he began to lean towards a singular theme; the dead. How people decomposed, how funeral rites were done, why people died, where their souls went, and far, far more topics were delved into by him, until eventually, he seemed to know all one could about the dead. Then, the souls of those who did not go to any afterlife went to his library, to read over his books for all of eternity.

People usually pray to Zillidal if they are trying to understand a concept foreign to them, such as how other races treat their dead, and if he feels so inclined, he will either guide them in the direction of the right answer--such as by having them suddenly remember a book they saw in a local library on the topic--or he may even just tell them directly.

Tenets

Zillidal's tenets are very important to those who admire knowledge, such as scholars and librarians, as well as those interested in the dead.

Arm Yourself with Knowledge. Knowledge is powerful, and you must be prepared for as many situations as you can using deep knowledge.

Study the World. This world is full of many things unknown, wonders of amazing properties that you must learn about.

Learn the Unknown. Fearing the unknown isn't frowned upon, but the best way to conquer your fear of the unknown is to learn more about it.

Variant: Follower Spells

Clerics and paladins that worship Zillidal al Zero and use the Follower Spells variant rule can prepare the following additional spells.

Spell Level Spell Name
3rd vampiric touch
4th Mordenkainen's private sanctum

Druids

On the continent of Al'Naar, the state of nature is threatened by the rapid technological development of the people; due to being a desert, metal is not always in the highest quality, meaning that miners must dig deeper to acquire sufficient metal, and more mines must be built. Due to this, habitats are being destroyed, harming both the animals and the environment.

Many druids reject living in the malakuts of the world, as their technological advancements and building of homes takes up even more of the environment. Rather, most of them are nomads or hermits, avoiding the places where people are most commonly found. Druids may live among other druids in their circle, or they might simply co-exist with a group of nomads who share their views.

Even though the majority of druids very clearly help nature, not all do; some druids appear to be hypocritical and destructive of nature on the surface, but for most, such as those in the Circle of Withering, they have reasons that help nature by seemingly harming it.

Druid Circles

Druidic circles are very important to the survival of many druids on the continent, as they willingly exile themselves from the safe technological world to suffer at the hands of the agonizing blaze of the desert. Not many can survive alone in the desert, so many druids rely on their circle to keep them alive, either by protection or for providing them with food and water.

While druids are usually thought of as peaceful people, the different circles of druids usually view one another as one would expect rival gangs to; as enemies to be defeated, and nothing more. Druidic circles usually schedule their bloody fights between each other beforehand, to not risk harming areas with animals or plants in them, disturbing migratory patterns or breeding grounds, and, most importantly, not involve outsiders. In these fights--known as alkatil--it is believed to be cowardice to accept the help of outsiders in a conflict that should be addressed by druids and druids alone.

Even with their rivalries, druids value the protection of nature above all; they can put aside their differences temporarily to fix problems in nature, instead of continue their conflicts. Rival druids can even travel together and tolerate one another for long periods of time if it is for the sake of nature, but once the balance of nature is no longer a concern, vitriol will arise once more.

The Circle of Beasts

Embodying the deadly nature of the continent's animals, druids of the Circle of Beasts take on the aspects of beasts and use these aspects to protect them. Many of them are led by the archdruid Wahasha, a goliath druid that has contracted both weretiger lycanthropy and scorpion lycanthropy, who encourages them to act like feral animals.

Most of the druids in the Circle of Beasts use the statistics for the Circle of the Moon found in the Player's Handbook, although a few instead use the Circle of the Shepherd found in Xanathar's Guide to Everything.

The Sand Nomads

The Sand Nomads are a collection of druids that, unlike most other druid circles, lack a concentrated area for their druids to work together in, like a headquarters of sorts. Instead, these druids live together in small groups of between 4-8, and travel among the land, protecting the continent's plants and wildlife. Their leader, known as the Malamal, changes every three years, the position shifting just as the sands of the dunes do.

Most of the druids that are part of the Sand Nomads use the statistics for the Circle of the Land (Desert) found in the Player's Handbook, although a few instead use the Circle of Dreams found in Xanathar's Guide to Everything.

The Circle of Withering

The most controversial of all druids to those outside of the circle itself, the Circle of Withering is based on the ideal of taking away from nature, instead of giving to it. To many druids, this seems like a violation of the reason one would become a druid, but their reason seems justified in their eyes; these druids serve an artifact known as the Lifesink, a powerful weapon of seemingly infinite power, which, once it has enough life force stored inside of it--life force acquired by these druids, through a process commonly called withering--will destroy the World's Edge, granting freedom to the druids, allowing them to protect even more of nature.

To a druid of this circle--commonly known as a witherer--sacrifices to be made for the greater good are the most beneficial path for all. While life is still sacred to them, it is sacred in a different way than most; it is closer to how one would view possessions or money, compared to the life force of something.

Many druids of this circle have sacrificed something for their circle's goals, and if your druid character is a member of the Circle of Withering, you can choose to roll on or pick from the table below to decide what you sacrificed.

d6 Sacrifice
1 You sacrificed your skin and/or scales, giving you a body constantly covered with bandages.
2 You sacrificed a portion of your heart, making its beat slow and faint.
3 You sacrificed your identity, changing your name and hiding your face with a veil or mask.
4 You sacrificed your sense of touch and pleasure, making everything feel dull and weightless.
5 You sacrificed your wealth, past, present, and future, giving it all to your circle.
6 You sacrificed your hair and/or horns, which you either gave to your circle or you carry around with you as a reminder.

Druids of the Circle of Withering use the statistics found below.

Bonus Cantrip

When you join this circle, at 2nd level, you learn the sapping touch cantrip, which counts as a druid cantrip for you but not towards your number of cantrips known.

Life Drain

Beginning at 2nd level, you can rip the life out of the ground and creatures. When you use your Wild Shape feature, you can instead choose to drain the life of either one creature of your choice within 30 feet of yourself, or of the land within 30 feet of yourself.

If you drain the life of a creature, it must succeed on a Constitution saving throw or take an amount of necrotic damage equal to your Wisdom modifier + a number of d6s equal to half of your druid level (rounded up). A plant creature has disadvantage on this saving throw.

If you drain the life of the land around yourself, all Tiny plants within 30 feet of yourself instantly wither and die. At 9th, 13th, and 17th levels, the range for draining the life of plants around yourself increases by 30 feet. When you reach 13th level, the size category for plants that instantly wither and die increases to Medium or smaller.

After you drain the life of either a creature or of the land, you gain temporary hit points equal to three times your druid level, which last for 10 minutes or until you use your Wild Shape feature again.

Reanimate Life

Starting at 6th level, while you can drain life, you can also reanimate it as well. You always have the animate dead spell prepared, and it does not count towards your number of spells prepared.

You can cast the spell as an action on a point within range, and instead of reanimating a nearby corpse or bones, you can cause ancient corpses or bones to immediately rise from the ground, as zombies or skeletons (your choice).

Withering Might

By 10th level, your power to harm life increases. Whenever you deal damage to a creature with a druid spell, it takes bonus necrotic damage equal to your Wisdom modifier (a minimum of 1). A creature can only take this additional damage once per turn.

Also, any undead reanimated by you from your Reanimate Life feature add your Wisdom modifier (a minimum of +1) to their attack and damage rolls.

Dust to Dust

At 14th level, you can reduce life to dust. You can cast disintegrate at 7th level, without a spell slot or material components. If you target an object with disintegrate cast in this way that would only have a 10-foot cube of itself disintegrated, you disintegrate a 20-foot cube, instead.

After casting disintegrate in this way, you must take a long rest before doing so, again.

Fighters

In all parts of all lands where combat is a needed means to an ends, there exist fighters. The continent of Al'Naar is no exception to this trend, as many types of fighters exist in the isolated desert; from the soldiers and guards who swear their lives to the mighty Shifra, to nomadic swordsmen who could care less for the conflict of these mighty elementals, and to those who practice the ancient art known as blade dancing. Whether it be for money, sport, glory, or some other reason, there is no short supply of those with expertise in martial combat in the shifting sands.

Due to the hostile nature of the fiery desert, fighters are commonly hired as guards for civilizations, bodyguards for nobles and merchants who can afford it, or are people who aid in the desert's hostility as bandits or thugs.

The majority of organizations detailed in the world of Al'Naar--from the mighty Shifra, to any of the fearsome Ravagers, or possibly even religious orders dedicated to the deities of the continent--have use for the martial prowess of fighters, making it quite easy to find a job. However, while finding a job is the easy part, it's living long enough that becomes difficult.

Martial Archetype

Fighters in Al'Naar have the following Martial Archetype option, in addition to those found in the Player's Handbook.

Blade Dancer

Weaving in-between foes on the battlefield, with only sword and speed to protect them, blade dancers makes use of their natural charm combined with exotic movements to slay their foes in a fight with grace. They practice an ancient technique, called blade dancing, which mimics the movements and strikes of animals to create a devastating and alluring combat style.

Unarmored Defense

When you choose this archetype, at 3rd level, you can weave through strikes with dastardly charm. While you are not wearing armor and are not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Additionally, you gain proficiency in Performance, or if you are already proficient with that skill, you gain proficiency in any one of the following skills of your choice instead: Acrobatics, Deception, Intimidation or Sleight of Hand.

Blade Dancing

Starting at 3rd level, you can dance as you fight, making use of your charisma and speed. You learn two dances of your choice, all featured at the end of this class description. You learn one additional dance of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new dance, you can also replace one dance you know with a different one.

You can use a bonus action to enter a dance of your choice, which lasts for 1 minute. You only gain the benefits of a dance for the duration of it. It ends early if you are incapacitated, attack with a weapon with the heavy property, or if you don any armor or a shield.

You can enter a dance twice. You regain all expended uses of it when you finish a short or long rest.

Saving Throws. Some of your dances require your target to make a saving throw to resist the dance’s effects. The saving throw DC is calculated as follows:

  • Dance save DC = 8 + your proficiency bonus + your Charisma modifier

Distracting Charm

By 7th level, you can flaunt your body to distract a creature. After using your Second Wind feature, you can choose one creature within 30 feet that can see you. The first attack that creature makes before the end of its next turn has disadvantage.

Additionally, your Second Wind restores additional hit points equal to your Charisma modifier (min +1).

Flourish

Beginning at 10th level, as you twirl and spin in your dances, you can strike. You can use your action to make a melee weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. On a hit, each creature takes additional damage equal to your Charisma modifier (min +1).

Improved Blade Dancing

At 15th level, your dances become more powerful. Each of your dances gains its improved effect, listed below the normal effect.

Always Dancing

By 18th level, you are never caught without a dance ready. You can use your dances four times, instead of only twice, before taking a short or long rest.

Dances

The dances here are presented in alphabetical order.

Dance of the Boar. When you would be reduced to 0 hit points but not killed outright, you can make a Constitution saving throw with a DC equal to 5 + the amount of damage taken, unless that damage was from a critical hit. On a successful saving throw, you are reduced to 1 hit point, instead.

Improved. The DC is equal to the damage taken.

Dance of the Bull. Once per turn, when you hit a target with a melee weapon attack, you can force it to make a Strength saving throw. On a failed saving throw, the target is moved 10 feet in a straight line away from you.

Improved. The target is also knocked prone on a failed saving throw.

Dance of the Crab. After taking the Attack action, you can use your bonus action to attempt to grapple the target.

Improved. Your movement speed is not halved when grappling a creature.

Dance of the Dragon. As an action, you can make a 15-foot cone of your choice of acid, cold, fire, poison, or lightning energy emanate from yourself. Creatures within the cone must make a Dexterity saving throw, taking an amount of damage equal to a number of d6s equal to one-third your fighter level (rounded up) plus 1.

Improved. The damage increases by an additional 2d6.

Dance of the Frog. Your jump distance is doubled, and while jumping your movement speed increases by 10 feet.

Improved. Your jump distance is tripled, and you are immune to falling damage.

Dance of the Mantis. When an attacker that you can see misses you with a weapon attack, you can use your reaction to make one melee weapon attack on the attacker.

Improved. You have advantage on the reaction weapon attack.

Dance of the Phoenix. When you hit a target with a melee weapon attack, it takes an additional 1d4 fire damage.

Improved. The fire damage increases to 1d6.

Dance of the Snake. Your movement speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

Improved. You are always under the effects of the Disengage action.

Dance of the Turtle. When an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the weapon attack's damage against you.

Improved. Your AC increases by 2.

Monks

Before the Shifra had come to Al'Naar, those who lived on the continent required ways to protect themselves from the creatures that stalked the sands without the ability to create weapons as powerful and effective as longbows and longswords. Discipline and a closed fist are the weapons of choice for those who call themselves monks, using fighting styles which are deeply ingrained in ancient Al'Naaric culture through their monastic orders and temples, some of which are hundreds or even a thousand years old.

Many monasteries at one point were part of the same order, and had split off due to differences--in views, in fighting styles, or even just in leadership. The new monasteries may be either friend or foe when this happens, with the monks of those who become foes either leaving their relative monastery to pursue relationships they had prior, or they forfeit their old relationships as a sign of devotion to their monastery.

From their beginnings being extremely old, many monasteries tend to be led by the races who originally had created the orders, such as jackalfolk leading the Clan of the New Moon. This is not always the case, but when it comes to the longer lived races, one can usually expect the leader of their monasteries to be ancient beings of the creating race.

Monastic Orders

The following monastic orders can be found on the continent of Al'Naar.

The Moon Lotus

The Order of the Moon Lotus was created by monks who were religiously devoted to the goddess of the moon, Khallsha, and contains two clans; the Clan of the New Moon, and the Clan of the Full Moon. The two clans dislike one another, and have their own leaders, but they follow the commands of the leader of the Moon Lotus, even working together if need be.

The New Moon

Followers of the Clan of the New Moon believe that the darkness granted by the moon's disappearance in the night is both a blessing and a curse; it is a blessing for those who stalk in the night, hero and villain alike, while it is a curse for those who strive for honor and glory. Their style of martial arts reflects their belief of it being a blessing, relying on shadows and stealth in their combat.

Most of the monks that are part of the Clan of the New Moon use the statistics for the Way of Shadow found in the Player's Handbook, although a few instead use the Way of the Long Death found in the Sword Coast Adventurer's Guide.

The Full Moon

Those who are a part of the Clan of the Full Moon see the light of the full moon in the sky as a gift; when normally darkness would close off the world for many creatures, the moon's lunar radiance brightens up the dark night. The clan has a strong hatred of lycanthropes, as they believe that they corrupt the gift of the full moon. The clan's fighting style tends to revolve around fair chances and honor, using as little dirty tricks as possible.

Most of the monks that are part of the Clan of the Full Moon use the statistics for the Way of the Sun Soul found in either the Sword Coast Adventurer's Guide or in Xanathar's Guide to Everything, however a few instead use the Way of the Open Hand found in the Player's Handbook.

The Unarmored Knights

Also called by many other names, such as the Shifra's Fist, the Lamp Lords, and the Disciples of Um-Balid, the Order of the Unarmored Knights are monks that are devoted to the protection and service to the Shifra. These monks see the Shifra's power as being reason for why the people should serve them, and so, they serve them directly. They might be messengers, personal guards, or specially trained soldiers of the Shifra.

Some monks in this order choose to favor specific Shifra, only serving those they favor, while others serve all of them equally. Those who choose to only assist specific Shifra usually will wear symbols of their devotion to that Shifra, such as wearing a snake mask when serving Almashrubat Alsumu.

Monks that are part of the Order of the Unarmored Knights use the statistics for either the Way of the Four Elements found in the Player's Handbook or the Way of the Kensei found in Xanathar's Guide to Everything.

The Ancestral Palm

As monastic techniques on the continent are ancient, there exist some who commune with the monks whom lived before them, those who either knew fighting styles long forgotten by time, or those who invented styles still being used to this day.

These monks are part of the Order of the Ancestral Palm, and their style of martial arts is based on communing with and summoning forth the power of ancient monks. They see these monks as they meditate, and learn old secrets from them, such as how to speak tongues long-since dead, or know things nobody currently alive possibly could know.

If your monk character is a disciple of the Order of the Ancestral Palm, you can choose to roll on or pick from the table below to determine the ancestor you commune with.

d4 Ancestral Spirit
1 Your ancestral spirit is a wise scholar who tells you of the secrets of the land.
2 Your ancestral spirit is a monk devoted to religion, who speaks of meeting the gods face to face in the afterlife.
3 Your ancestral spirit is a powerful warrior, one who teaches you of ancient tricks and strategies used in martial arts.
4 Your ancestral spirit is one who was studied in the arts of druidism, and tried to combine martial combat with natural magic.

Monks of the Order of the Ancestral Palm use the statistics found below.

Ancestral Knowledge

When you choose this tradition, at 3rd level, you gain the ability to tap into ancient knowledge known by monks before you.

When you finish a long rest, you can either choose 2 languages, or one of the following skills: Arcana, History, Nature, or Religion. You know those languages or are proficient in the skill until the end of your next long rest, and if you chose a skill, your proficiency bonus is doubled for any ability check you make that uses that skill while you have proficiency in it.

Visage of the Ancients

Additionally, at 3rd level, you can expend 1 ki point as a bonus action to conjure forth a frightening phantasmal image of one of your ancestors, forcing a creature within 15 feet of yourself to succeed Wisdom saving throw or take psychic damage equal to your Martial Arts die + your Wisdom modifier and be frightened by you until the end of your next turn.

Forgotten Ki

Beginning at 6th level, as an action, you can tap into a well of long forgotten power, regaining a number of expended ki points equal to your proficiency bonus. After using this feature, you must complete a long rest before using it again.

Wisdom of the Ancients

Starting at 11th level, your ancestors use their wisdom to aid you, like a guiding hand. As a reaction to you making an attack roll or ability check, you can expend 1 ki point to reroll that roll. You can use this feature after you see the d20 roll but before you know the outcome.

Phantom Trance

At 17th level, you can take on the aspects of the fallen, by expending 5 ki points as an action. When you do so, you gain the following benefits for the next minute:

  • Your melee weapon attacks deal additional psychic damage equal to your Wisdom modifier (a minimum of 1).
  • You gain a flying (hover) speed equal to half of your walking speed.
  • You can use your Visage of the Ancients feature as a reaction to you or an allied creature within 15 feet of yourself being attacked, targeting the attacker if the attacker is within 15 feet.

Paladins

In the untamed desert lands of Al'Naar, as well as in its civilized streets, there exist those who uphold the codes, contracts, and oaths of the people; powerful radiant warriors, known as paladins. These warriors may serve codes for the mighty Shifra, for the common folk, or possibly for another powerful entity entirely, but regardless, they are seen as bulwarks of divinity and power.

The oaths of paladins are what truly sets them apart; while they all follow tenets and codes, an individual's oath has large differences in how they act; a paladin who serves the god Zilladel, for instance, has very different tenets to one who serves no god, but instead swears the Oath of Devotion.

Some specific paladins take on alternate titles based on the oath they serve or who they serve, such as paladins serving the Shifra being known as "bladeguards" by many, and many god-serving paladns calling themselves "templars". These titles may have originated from the paladins calling themselves this new name, or it may have come from people calling them the title.

Paladin Orders

The following orders of paladins can be found on the continent of Al'Naar. Not all paladins are in orders; many religious paladins become zealots without an order, serving only their deity.

Order of the Living Thorn

Typically made up of yuan-ti paladins, the Order of the Living Thorn is dedicated to protecting the Heart of Thorns, and fighting back against the rapid spreading of machinery and technology in the desert. They work alongside many druids and rangers who share a similar set of beliefs, with a few of them even learning druidic magic instead of the typical divine paladin spells. Those who learn druidic spells are usually referred to as a "Lord of Heart", and they are believed to be personally blessed by the Heart of Thorns.

Paladins that are part of the Order of the Living Thorn usually use the statistics for the Oath of the Ancients, found in the Player's Handbook.

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Variant: Being a Lord of Heart

Some paladins in the Order of the Living Thorn use druidic magic instead of divine. This bit of lore is mainly for NPCs, however, at your DM's discretion, if you are a Lord of Heart of the Order of the Living Thorn, you prepare spells from the druid spell list instead of the paladin one.

This choice is usually permanent, so if the option is allowed by your DM, think carefully about if you truly prefer the druid spell list to the paladin one.

Order of the Primordial Shield

The Shifra employs many paladins as guards and soldiers, and all of which are members of the Order of the Primordial Shield. These paladins seek to protect the people who live in the Shifra's malakuts, as well as the Shifra themselves, from outside harm; from the continent's ferocious beasts, to the fearsome Ravagers of the lands, and from random bandits or criminals. They uphold the laws of the land, and seek to bring what is deemed justice by the society they live in.

Paladins that are part of the Order of the Primordial Shield use either the statistics for the Oath of Devotion, found in the Player's Handbook, or they use the statistics for the Oath of the Crown, found in the Sword Coast Adventurer's Guide.

Alternatively, a more corrupt paladin of this order, or one who serves an evil-aligned Shifra, may use the statistics for the Oath of Conquest, found in Xanathar's Guide to Everything.

Order of the Fanged Horn

A group of paladins recognized for their fearsome animal head-shaped helmets, the Order of the Fanged Horn is a collection of 4 paladin clans, all of which are believed to be blessed by the Wolf King.

Clan of the Bat. Members of the Clan of the Bat are known for their superior stealth capabilities, seemingly as silent as the night.

Clan of the Cobra. Members of the Clan of the Cobra are known for being skilled in diplomacy, seemingly being as alluring as a dancing snake.

Clan of the Hyena. Members of the Clan of the Hyena are known for their fearsome howls and ear-piercing laughs, their voices seemingly as powerful as a wailing banshee.

Clan of the Rhinoceros. Members of the Clan of the Rhinoceros are known for being stalwart sentinels, seemingly unable to be moved by any other creature against their will.

They seek to spread both his will and to recruit more into his ranks, believing that the stronger their order becomes, the more the Wolf King will respect them. Some paladins of this order are lycanthropes (usually werewolves), and those who can control their urges as a lycanthrope are often believed to be personally favored by the Wolf King.

All four of the clans use the statistics for the Oath of Ferality, detailed on the next page.

Oath of Ferality

Paladins of the Oath of Ferality become avatars of the natural order, taking on aspects of the ferocious beasts of the world, and using them to forward their ideals. Called beast knights or feral justicars, paladins of this oath are often identified by their striking, animal head-shaped helmets.

Tenets of Ferality

While they may differ depending on the bestial clan a paladin joins, the tenets of ferality are all somewhat similar.

Defend the Pack. Your companions and allies are your pack, and nothing will come to harm them if you have anything to say about it.

Natural Selection. Those who are weak are unwilling to improve aren't worth protecting, only the strong will survive.

Protect Beasts. Many will try to kill and ruin the lives of the beautiful beasts of the land. Do all you can to stop these foul deeds.

Oath of Ferality Spells
Paladin Level Spells
3rd animal friendship, hunter's mark
5th alter self, enhance ability
9th conjure animals, venomous stinger
13th dominate beast, polymorph
17th awaken, insect plague

Bestial Clan

When you take this oath at 3rd level, you join one of the four clans of the Fanged Horn; the clan of the bat, the clan of the cobra, the clan of the hyena, or the clan of the rhinoceros. When you do so, you also learn a special ritual; by sprinkling 25 gp worth of holy water on any helmet, magical or mundane, you can transform it into a helmet of your clan, which keeps all the benefits of the previous helmet and gains the benefits of your clan's helmet.

Channel Divinity

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

Carnal Spirit. As a bonus action, you can pull your holy symbol to yourself, and unleash an animalistic cry. For the next minute, you have temporary hit points equal to twice your paladin level, and, once per turn, you can deal additional damage with a melee weapon attack equal to your paladin level.

Primal Roar. As an action, you can roar like a terrifying beast, forcing all creatures of your choice within 30 feet of yourself to make a Wisdom saving throw. On a failed saving throw, a creature is frightened by you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Aura of the Pack

Beginning at 7th level, you can retaliate when those around you are harmed. When an allied creature within 10 feet of yourself is hit with a melee attack, you can use your reaction to immediately move up to half of your movement speed towards the attacker and make an unarmed strike on the attacker.

Beast's Ability

By 15th level, you are always under the effects of the enhance ability spell. You can change the effect granted by the spell as an action.

Feral Transformation

At 20th level, as an action, you can change into a beast-like form, for 1 minute. For the next minute, you gain the following benefits:

  • Your unarmed strikes deal 1d12 bludgeoning, piercing, or slashing damage (your choice), and count as magical for the purpose of overcoming damage resistance and immunity.
  • When you take the Attack action, you can use your bonus action to make one unarmed strike.
  • All beasts that start their turn within 30 feet of yourself must succeed on a Wisdom saving throw or be charmed by you until your transformation ends. A charmed beast can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a beast succeeds on their saving throw, they cannot be charmed by this feature until after your next long rest.

After using this feature, you must take a long rest before doing so, again.

Clan Helmets

Bestial Clan helmets are wondrous magic items that can only be worn by a paladin of this oath. Each helmet grants the wearer unarmed strikes that deal 1d6 magical piercing damage, and one specific benefit based on the helmet's clan.

Bat. You do not suffer disadvantage on Stealth checks for wearing heavy armor, and you have proficiency in Stealth.

Cobra. You have proficiency in your choice of either Deception or Persuasion. You can change this choice at the start of the next dawn.

Hyena. You learn the vicious mockery cantrip, and use your Charisma for its spellcasting ability. Also, you add your Charisma modifier (a minimum of +0) to the damage dealt with vicious mockery.

Rhino. You have advantage on all saving throws against being forcibly moved or knocked prone.

Rangers

In a place such as Al'Naar, where nature is constantly making itself known through its deadly wildlife and the land itself, there are those who know how to respect nature and use it for their advantage. Known as rangers by many, many on the continent might be members of guilds, and they can be hired out to get their assistance traveling through the harsh sandy dunes. Others might seek to join with circles of druids, to instead work to protect nature.

The ways of the ranger have been passed around for a long time, with many calling rangers the original nomads, due to their ability to survive excellently in the hot sun, and easily find food where there is seemingly none. Most caravans of nomads have at least one ranger or druid among their ranks, to guarantee the group can consistently access food.

Not all rangers seek to help others, however. Some use their knowledge of the wilderness to instead become fearsome bandits and thugs, stealing from those who do not know how to use the land to their advantage. Many of them practice a special art of magic and fighting that makes use of magical sand and fire, known as "dunereaving".

Ranger Conclaves

Rangers in Al'Naar have the following Ranger Conclave option, in addition to those found in the Player's Handbook.

Dunereaver

Stalking the ever-shifting sand dunes of the desert, rangers of the Dunereaver conclave control aspects of the blazing heat the sun brings to Al'Naar. They wield solar fire on their weapons, and manipulate sands and sediments magically to protect themselves. The art of the dunereaver is feared by many, seen as magical aspects of the goddess Tai's hatred for many things, manifested into flaming power.

Dunereaver Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dunereaver Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Dunereaver Spells
Ranger Level Spell
3rd burning hands
5th dust devil*
9th Branivon's blinding light
13th wall of fire
17th immolation*

*Spells marked with an asterisk are from the Elemental Evil Companion/Xanathar's Guide to Everything

Desert Walker

By 3rd level, you have become accustomed to travelling in the shifting desert sands. Moving through difficult terrain based on sand costs you no extra movement.

Reaver's Ember

Also, at 3rd level, you can summon up flames to dance on your weapon. Once per turn, when you hit a creature with a weapon attack, the creature takes bonus fire damage equal to 1d6 + your Wisdom modifier (a minimum of 1).

Starting at 11th level, this damage ignores resistance to fire damage, and becomes 1d8.

Revised Ranger: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blinding Vengeance

Beginning at 7th level, you can send forth blinding solar heat towards those who strike you. As a reaction to a creature within 15 feet of yourself dealing damage to you, you can force the creature to make a Dexterity saving throw. On a failed saving throw, the creature takes fire damage equal to 1d8 + your ranger level, and is blinded until the end of its next turn. On a successful saving throw, the creature takes half the damage and isn't blinded.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1), and regain all expended uses after a long rest.

Evasion

At 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Dance of the Dunereaver

By 15th level, you can spread your flames around to other targets. Your Reaver's Ember feature no longer has a once per turn restriction, and instead can only be triggered on the same creature once per turn.

Rogues

Be they tricksters, thieves, Ravagers, or adventurers, the continent is home to people of all kinds of skills, skills both criminal and not. Rogues embody this archetype of people, being masters of all kinds of skills, experts in many areas of talent that can seemingly never be surpassed by the common folk who try to emulate the same techniques.

Some rogues choose to use their skills for criminal purposes, with many joining either groups of nomadic bandits or one of the Ravager factions. They may hire themselves out as deadly assassins, their clients paying for the blood of their enemies in gold, or they might be simple thieves who steal to get themselves by. From the rogues who do illegal activities, a stigma against those who seem roguish exists in the people, especially the ones tired of being attacked and stolen from.

Unbeknownst to many, a guild of rogues exist that serve a powerful force, working alongside warlocks to please this dark being. This guild goes by the name of the Bone Claw, and they serve an ancient being known as the Dead King (detailed on the warlock page, under the examples for the Great Old One patron), who wishes to bring the continent into an eternal nightmare. Roguish members of the Bone Claw call themselves "dreamblades", in reference to how their blades make their victims go to "sleep", permanently, and their dark god's control over nightmares.

Roguish Archetypes

Rogues in Al'Naar have the following Roguish Archetype option, in addition to those found in the Player's Handbook.

Dreamblade

Your roguish talents are similar to that of most assassins, but instead of focusing on killing your targets, you are a manipulator of their minds and dreamscapes. You might be a member (or ex-member) of the Bone Claw, or perhaps you serve another being or organization relating to sleep, such as Suumay, Hypnos, or Morpheus.

Some features in this archetype require saving throws. The DC for these saving throws is calculated as follows:

  • Dreamblade save DC = 8 + your proficiency bonus + your Intelligence modifier

Dreamcatcher

When you choose this archetype, at 3rd level, you can peer into the dreams of other creatures. While you are within 5 feet of a creature that is currently asleep dreaming, you can use your action to experience their dream, along with them.

Until you are damaged by any source, the creature wakes up, or you use your bonus action to end this effect, you are blind to your own senses, but perceive what the creature is dreaming, and appear in the dream. You can manipulate your body in the dream as you could in the real world, but are unable to damage anything. Additionally, you can use your action to change your appearance in the dream world, as though through the alter self spell, though you do not need to keep concentration on the effect.

If the target's dream would damage them or force them to make a saving throw, such as from a monstrous messenger sent by the dream spell, then you are subject to the effects as well, and make your own saving throw against the effect.

Sleeping Strike

Additionally, at 3rd level, you can strike a creature in specific parts of the body, to render it unconscious. When you hit a creature with your Sneak Attack, you can choose to not add any Sneak Attack damage. If you do so, and the creature is not undead or immune to being put to sleep by magic, the creature must succeed on a Wisdom saving throw or fall unconscious for 1 minute. The creature wakes up if it takes any damage, or if another creature within 5 feet uses its action to wake it up.

You can use this feature twice, and regain all expended uses after a short or long rest. You gain an additional usage at 9th level, and another at 17th level.

Dance of Nightmares

Starting at 9th level, you take on the appearance of a creature's greatest fear, as an action. When you do so, all creatures of your choice within 30 feet of yourself must succeed on a Wisdom saving throw, or be frightened by you for 1 minute. When a creature is frightened in this way, it is frozen by its fear, and becomes restrained. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

After using this feature, you must take a long rest before doing so, again.

Subconscious Shroud

Beginning at 13th level, as an action, you can take on an attractive or frightening form, by reading into the subconscious of one creature you can see to find either its desires or its fears. When you do so, your appearance changes as though through the alter self spell, however you do not need to keep concentration on it.

If you choose to look attractive, you have advantage on Charisma (Deception and Persuasion) checks made on the creature. If you choose to look frightening, then you have advantage on Charisma (Intimidation) checks made on it, instead.

Enter the Veil

By 17th level, you can step through the world of dreams. In a ritual requiring 1 minute of concentration, choose a creature known to you that is currently sleeping on the same plane as you. You can become a messenger in the creature's dreams, as per the dream spell. You can then teleport to the creature's side.

After using this feature, you must take a long rest before doing so, again.

Sorcerers

While magic can be a hard thing to control merely by studying, due to most of the connection to the Weave being cut off by the World's Edge, innate magic can still be manipulated by the people on Al'Naar. This innate magic is what makes common people become mighty sorcerers, and it might come from their bloodline, a secret ritual, or a blessing from a deity or other mighty being.

Sorcerers may not always pass their magic through their descendants, however, due to most of them having mysticism intermingled with their bloodline, many noble families have sorcerers in them, so that they and their descendants can both protect themselves and fight for other reasons. Wealthy families that lack a sorcerous bloodline will typically either seek to wed with a sorcerer, to bring magic into their blood, or they will pay a sorcerer to have a child with them to bring the magic from a newly-born bastard.

Divine Magic

Some sorcerers are children of, or blessed by when born, celestials or deities. These sorcerers, known as tifl alrib (children of gods), or divine souls, are usually seen as collectables by the churches who worship the god or celestial being that had given the sorcerer their magic. If an individual was invited to join their church, and declined, it would be seen as an insult to their ways. This insult could be seen as so great that a church might attempt to murder the sorcerer in vengeance, branding them as a heretic.

One notable sorcerer is the leader of Alaliha, a sorcerer who was born from the goddess Tai, known by the name of Abala, who practices a combination of arcane and divine magic. Other sorcerers with a divine bloodline sometimes come under his protection, living in Alaliha so that their innate magic cannot be exploited by others.

Draconic Magic

While true dragons can be hard to find on the continent of Al'Naar, there still exist those who have the power of dragons coursing through their veins, like a forgotten memory of the mighty creatures manifest in humanoid form. Most newer bloodlines of draconic sorcerers are of blue, copper, and gold dragons, as the majority of other kinds of dragons have either gone extinct or close to extinct. Some draconic sorcerers are rumored to have gained their powers from being infected by a disease from a ferocious cavemaw, taking on magic based on the type of dragon it was in life.

The majority of draconic sorcerers are in the Ravager clan known as the Crimson Scales, who are detailed further in Chapter 1. These draconic bloodlines are preserved through rituals and fertile sorcerers having many children within the clan, and the bloodlines they have in their clan are typically of chromatic dragons of any kind.

Shadow Magic

When the darkness calls to a sorcerer, it is not always the individual's bloodline that has brought forth their umbral powers. Sometimes, one of the beings that lurk in the darkness, such as the Dead King, Mister Long Black Fingers, or Suumay, may grant magic to someone, to turn them into their champion. One might feel obligated to help their benefactor in exchange for being granted this magic, or they may reject them, never wishing to have magic in their veins at all.

Shadow sorcerers are usually rejected by many people, becoming exiles due to their dark nature. From this, the ex-Shifra khayal, Khanjur Alnizam may sympathize with a sorcerer, and give them aid in exchange for their loyalty. Alternatively, an individual might join one of the Ravager clans, with Pale Horse being the most likely to accept their ways.

Storm Magic

One might assume that, due to the continent of Al'Naar being an isolated desert, storms are impossible to see or create. However, this is not true; even some clouds are grabbed by the World's Edge, making rain a possibility. But, storm sorcerers do not usually come from the clouds in the sky; instead, many of them either come from an encounter with a ferocious sandstorm at a young age, or being chosen by the Psychic Gale as one of its favored souls.

Storm sorcerers are often seen as great things for a community to have, as many of them can repel dangerous sandstorms, or at the very least lessen their impact, significantly lowering the damage a settlement would sustain otherwise.

Variant: Sandstorm Sorcery

Due to the desert nature of Al'Naar, sandstorms are more common than regular storms. When making a storm sorcerer character, with your DM's permission, you can choose to replace the Storm Guide feature with the following one:

Sandstorm Stopper

At 6th level, you gain the ability to subtly control the flow of wind of air and sand around you.

If you are within 60 feet of an active sandstorm, you can use your action to make a Charisma check, with a DC equal to the same DC you'd have to normally make to avoid being damaged by the sandstorm. If you succeed, then the sandstorm's intensity level decreases by 1.

Water Magic

When it comes to sorcerers that are wanted by communities and those who the common people tend to love having around, there are none on the continent that surpass a generous sorcerer with water magic. Water is a rarity on the continent, often being too expensive for many to afford sufficient drinking water each day, so for a sorcerer to be able to just create it, seemingly out of thin air at times, is astounding to the people. Some sorcerers may charge people for this water, typically at a lower price than other merchants would, while others choose to be kind and grant it to the people for free. While any humanoid can be a sorcerer with water magic, tortles are easily the most common race to be blessed with this kind of magic.

Many sorcerers with water magic are brought to the side of either of the marid Shifra, creating a new house of nobles in the individual's name. Some are eager and willing to take this offer, fearing no consequences to come of this newfound wealth and power, while others are more cautious and either are slow to accept, or even decline outright. Not all who decline escape with their lives, however; to disappoint a Shifra is a grave mistake.

Wild Magic

There are few forces on the continent capable of more destruction than sorcerers who are touched with wild magic. Most sorcerers who gain their powers from this chaotic catalyst were subject to a powerful elemental disaster spell being cast on their parent near their birth, with the raw magical and primordial energies flowing into their soul itself. Others might have been created specifically with an unstable combination of elements in their body, most likely by a dark scientist.

Due to how unpredictable wild magic can be, the majority of organizations tend to avoid allowing sorcerers who cast wild magic into their ranks, in fear of them (literally) exploding and killing several of their own members. However, smaller groups of nomadic bandits may find they have no other option, and take these loose cannons into their ranks, praying they do not regret it later.

Sorcerous Origin

Sorcerers in Al'Naar have the following Sorcerous Origin option, in addition to those found in the Player's Handbook.

Water of Life

Your magic comes from a deep connection to water, and the ability to restore the mind and the wounds like a calming hot spring. You might have had a marid or other powerful water elemental bless your bloodline, or perhaps in your conception you were exposed to a magical spring.

Elixir of Life

When you choose this origin, at 1st level, you can conjure up water with restorative properties. As an action, you can expend a spell slot while holding a Tiny size empty object, such as a bottle or vial, to fill it to the brim with water. As part of the same action, you can also have a willing creature within 5 feet of yourself drink the water. Otherwise, a creature can take the Use an Item action to drink the water, as per normal.

If a creature drinks this water within a minute of you conjuring it, they restore hit points equal to 1d4 + your Charisma modifier, as well as an additional 1d4 hit points equal to the slot level.

Oasis's Blessing

Also, at 1st level, you can breathe in air as well as water, and gain a swimming speed equal to your walking speed.

Drink of Purity

Beginning at 6th level, the elixirs you conjure purify the body and soul. When a creature drinks water you conjure, it is cured of one random disease it is afflicted by. Additionally, if a creature drinks water you conjure within a minute of your conjuring it, and it is affected by a condition that would allow it to repeat its saving throw at the end of each of its turns to end the effect, it can immediately repeat the saving throw, ending the effect on a success.

Blessed Elixir

At 14th level, your water cures even the worst of wounds. Water conjured by you uses d8s for the amount of hit points it restores, instead of d4s. Also, when you conjure healing water, you can expend a number of sorcery points up to a maximum equal your Charisma modifier (a minimum of 1). For each sorcery point you expend, the creature restores additional hit points equal to the slot level used to conjure the water.

Spring of Vitality

By 18th level, your blood becomes as restorative as your water, closing your wounds as soon as they open. While below half of your maximum hit points, you can use your bonus action and expend 3 sorcery points to regain a number of hit points equal to your Charisma modifier (a minimum of +0) + your sorcerer level.

Warlocks

From their pacts made with strange and mighty creatures being seen as cheating their ways into spellcasting, respect from their peers is not something many warlocks can expect regularly. Even if a warlock has made their pact with a fairly benevolent patron, disdain for the warlock seems to lurk around every corner they look.

Typically, the only spellcasters that can sympathize with a warlock's plight are wizards that steal power from a mana lord, as they can understand the need for magic. Wizards that practice science, however, are not as sympathic to warlocks, viewing them with just as much contempt as other casters.

Warlocks do not always ask for the pacts that they make. Sometimes, a patron will have interest in the individual beforehand, and seek to have them become a warlock; whether it be by forcing them, merely asking them, or even tricking them.

Many warlocks are members of sects, cults, or churches dedicated to the beings that they make their pact with, serving alongside fellow warlocks (or clerics) dedicated to their mutual patron. Some patrons prefer to more personally address their warlocks, avoiding cults like this, but the majority of them support having more followers, and command all of them at once.

Patrons on the Continent

Even with the World's Edge sealing off of most of the rest of the world, many patrons are powerful enough to still communicate and empower their warlocks. Most patrons available in Al'Naar were once, or currently are, citizens of Al'Naar.

The Archfey

While the green grass and trees most fey are used to are not common sights to see on Al'Naar, there are still fey who are connected to the continent, from the Feywild. A few of the Archfey patrons on Al'Naar only come to the continent due to being created on there instead of the Feywild, binding them to the Edge's infinitely binding ethereal chains. Fey that are bound to the continent include the following:

Jo-Nai, the Sultan of Illusions, is the leader of all fairy dragons on the continent, and is a master of illusions, hallucinations, and trickery. Many who sleep when he flies overhead during the night have dreams with Jo-Nai, imagining him as being the size of an ancient dragon, with many making their pacts with him during these dreams. His main goal for his warlocks is to bring more dragons to the continent, so that he may fly with them once more.

Muhaba, the Oasis Mother, is a nymph-like spirit who lives in all of the oasises on the continent, seeking to grant respite and water to travelers with pure hearts. She tries to only make pacts with those who she believe have good intentions, however, she has been wrong in the past, and when she is, the oasises' cool springs turn steaming hot for months on end, from her anger.

Thuebain is a fey that looks like a yuan-ti pureblood woman, one who is always followed by a snow-white red-eyed cobra that is the size of a camel, named Kh'hat. She symbolizes and empowers positive emotions, such as love, generosity, and happiness, while her cobra symbolizes and empowers negative emotions, like hatred, greed, and despair. Warlocks can make pacts with one or even both of them, but most make their pact with Thuebain.

Yatair, the Lord of Rot and Flies, seems to conflict with many of the common expectations of fey, as instead of appearing like a beautiful fairy or elf, he instead is a dark-skinned man with a digusting fly's head. He commands all of the insects on the continent, making him a master of rot and disease. Warlocks that make a pact with him seemingly always have one or two insects flying around them, but are never bitten by any.

The Celestial

Not many celestial beings exist on the continent, and fewer still are powerful enough to make a pact with a warlock. However, while there are few that are able, that does not mean that there are none; as well as the options listed below, one could also make a pact with a planetar or solar that serves any of the deities of the Al'Naaric pantheon. The few celestial beings that touch the continent include the following:

Ahgnia, the Bardess, is an angel known for being exceptionally beautiful and singing songs that can bring calming peace to souls that hear her voice. Her ultimate goal is for her followers to unite the whole world peacefully, and bring them all to hear her songs. Warlocks that make a pact with her may choose to use a musical instrument as a spell focus, instead of an arcane focus.

Janaira, the Duality, is an angelic being who is two elements at once; its left half looks feminine and is made of ice and steam, while its right half looks masculine and is made of fire and smoke. The two of them do not share a mind, and may disagree over their motivations and goals, but usually their warlocks are tasked with being balance between the elements.

Thoman, the Many-Winged, is a solar known for having four sets of celestial wings, granting him eight feathered wings in total. Those who see Thoman's wings are believed to be blessed with fertility and health, and warlocks of Thoman are among the few who are respected by other magic users.

Yakib, the Blazing Exorcist, also known as the Pyre Lord, and the Burner of Heretics, is a planetar who is feared for many, due to his violent temperament and eagerness to burn those who disobey him or go against the wills of the church that he has decided to favor. He is a fickle being, changing which church he favors every other year, declaring the priests he previously favored as heretics. Warlocks who bind themselves to a pact with Yakib are constantly on their toes, doing their best to not have to suffer his wrath.

The Fiend

Where there is evil in the world, all types of fiends reside, and Al'Naar is no different in this regard. A few fiend patrons are even infamous on the continent, with their warlocks both being known and hated for dealing with them. These patrons may include any of the eight mana lords (detailed in Chapter 1), or they may be any of the following:

Collective is a cunning and mighty draegloth with exceptional power, that disguises himself as the drow god of death, Anraes. He lives to collect souls and tear those who are terrified limb from limb, with warlocks bound to his service often being commanded to capture timid sapient creatures for his delight.

Qakāj, the Birdwatcher, was once a peaceful man, but was corrupted by the Shifra for forbidden knowledge he had learned regarding them. Now, as a powerful balor, he is violent and full of fury for all but the one creatures he used to love; birds. Warlocks who make a pact with him are ordered to never harm birds, although he doesn't mind if they hurt humanoid birds such as kenku.

Sariqa, the Whispering Doom, is a giant roc that was created by the mana lord of conjuration, Saw'Harta'Riq, to spread his gospel throughout the lands. It is able to whisper to any creature on Al'Naar, regardless of any distance between them. Warlocks that serve it are bound to the will of both it and Saw'Harta'Riq, and it may command the warlock to seize treasure for its amusement.

Tathir, the Hateful, is a pit fiend who has angelic wings fused into his back with 6 iron spikes each, and has a face made of steel. He despises all things that are divine, and takes sadistical pleasure in binding and commanding former priests and clerics. Most of his orders involve defacing sanctuaries or monuments to deities.

The Great Old One

Unlike most other beings, which are blocked off by the World's Edge, all of the Great Old Ones are able to pierce through the edge's shield, though very few do bother to, as it takes a small level of effort that many will not consider worthwhile to influence mortals. Great Old Ones native to Al'Naar, however, include the following:

The Dead King, known as many names throughout history, such as the Violet Flame or the Night Lord, is the lord of all nightmares, a counterweight to the dreams brought by Suumay. He creates sentinels from damned souls and those who wish to join his eternal court, and his ultimate purpose is to engulf all living things in an endless burning nightmare, where he rules over all of existence.

Mister Long Black Fingers is a spirit of death that has existed in Al'Naaric folklore since the dawn of time, and is symbolized by a black hand with foot-long digits, as nobody can comprehend his form beyond his hands. He is said to rip away the souls of the damned as they rest, with many believing he is the source of any cruel people dying in their sleep.

Suumay, the Queen of Wax, appears like a one-eyed blue-skinned woman with waxy skin, two silver elk antlers out from her head, hooves for feet and candles jutting out of her shoulders, and is said to appear in the dreams of those who sleep by the light of a hundred candles. She is known as a warper of dreams and reality alike, and it is said if you have her favor you shall never experience a nightmare for your entire life. Her followers seek to destroy those who worship the Dead King, and his seek to end her followers.

Yaelatahh, The Shell Of The Sea, appears like a lobster standing upright, with six crab's claws instead of feet, and two sickles attached to the ends of its antennae, with an endless glowing blue void for a mouth and eyes. Those who bind themselves to this monster constantly feel urges to submerge themselves in water whenever they can, and to break the World's Edge and let the ocean be free once more.

Zamlahkul, also known as the Maw Lizard, is a red-fleshed humanoid scale-less lizard with six crocodile heads that all lack eyeballs. Its only goal is to eat everything it can touch, with warlocks that make pacts with it being exceptionally hungry as it consumes half of the food that they eat.

The Hexblade

In a place such as Al'Naar, where the blade holds great significance in culture, it is only sensible that many warlocks bind themselves to creatures as dedicated to the blade as they are. As well as the options listed below, some other options for Hexblade patrons include the Dead King (listed above, under The Great Old One), and any of the Shifra, though typically the khayal Khajur Albiznam. Other mighty creatures who admire the blade's symbolism include the following:

Kal-khial, the Maw of the Void, is a giant jackal-shaped monster created out of shadowstuff and darkness, with two thin pinpricks of light as its light. Kal-khial appears to its victims in the night, and tries to chase and devour them for the entire night. If the victim escapes with their life, then the next day, it will recognize their skill, and offer them a pact.

Qaiisar, the King of Dervish, is a human-sized brown chimpanzee with eight arms. In each of his arms, he clutches a saber, and in battle, he twirls around to strike with each one, becoming a tornado of death. Warlocks that make a pact with him often wish to become as deadly as he is, and so, he commonly gives them a strict training regimen.

Saif al-Akdhib, the Sword of Lies, is actually a large assortment of similar looking swords. Each sword looks like the legendary artifact, Saif al-Haqq, also known as the Sword of Truth. When one attunes themselves to a Sword of Lies, immediately, the blade tries to take over the body, only coaxed into stopping its attempts by the offer of a pact.

Zil'Tajul, the Walking Shade, takes on many humanoid forms, but they are always similar; a figure in dark black robes wrapped around their body, who refuses to share a name, and claims to be a nomad who wanders around the continent. Zil'Tajul does not recall their true purpose, so instead, the warlocks bound to them are sent to seek it out, instead.

The Undying

Many beings on the continent are just as old as its traditions, remembering the times before the Shifra as if they were merely days ago, and their new rule still feeling new to these ancient immortals. The Dead King's undead nature makes him a suitable Undying patron, although his pacts usually bind others to him as a Great Old One or Hexblade. Other such immortal beings include the following:

Khu-Rab, the Blood's Echo, is an ancient kenku vampire who has stolen the lives and voices of countless people, to further his own life and collection of sounds. Many believe that he was the original creator of the ritual that changes a kenku into a vampire, and as such, he is despised by almost every single kenku. Warlocks who bind themselves to him are often ordered to sacrifice their own blood and life force to him, as tribute.

The Pale Horse, a large horse with a goat's skull for a head, and rotting, white flesh on its body, is the symbol of Pale Horse, one of the deadly Ravager clans. The Horse wishes to destroy all life, and bring them back as undead, to create a world without food, water, breathing, or emotions. Most of the warlocks who make a pact with the Horse are part of Pale Horse, as it believes those who are not part of its clan are disloyal and untrustworthy.

Raabas, the Prickled Overlord, is the eternal ruler and father of all cactoids, and he is centuries old. He rests in his throne made of cactus flesh and flowers, and commands his children to do his bidding; protecting the ways of nature. Warlocks who make a pact with Raabas usually are invited to do so by cactoids they had befriended in the past, as Raabas will only trust someone his children trust.

Subin, the Dust Priest, is a jackalfolk who has changed his entire body into dust, scattering himself in the wind and only appearing to those whom he seeks out to do as he desires. He is known for wearing a black and gold mask of a jackal, and carrying a dark staff imbued with necrotic might. Those who make a pact with him usually seek immortality in a way similar to his own.

Otherworldly Patrons

Warlocks in Al'Naar have the following Otherworldly Patron options, in addition to those found in the Player's Handbook.

The Machine

Ascended above the lesser fleshy bodies of organic life, your patron is a great construct that shares its metallic gifts with you. Many machine patrons may demand that their warlocks remove parts of their bodies and replace them with mechanical versions to display their loyalty.

Machine warlocks in Al'Naar most prominently make a pact with Zahf Zaman, lord of all technology and science, although other beings such as the World's Edge or Mechanus may also qualify.

Expanded Spell List

The Machine 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.

Spell Level Spells
1st identify, thunderwave
2nd alter self, heat metal
3rd lightning bolt, protection from energy
4th fabricate, stoneskin
5th animate objects, destructive wave

Power of Science

Beginning when you choose this patron at 1st level, your pact with your patron lets you manipulate and control metal, using energy called science points. You have 1 science point, and gain additional points as shown on the table below.

Warlock Level Science Points
1st 1
3rd 2
5th 3
7th 4
9th 5
11th 6
13th 7
15th 8
17th 9

When you expend a science point, it is lost until after your next long rest, unless a feature using them specifies otherwise, at which point you recover all expended science points.

Power Armor

Additionally, at 1st level, you gain proficiency with a special set of heavy armor, known as power armor, which only you can wear. While you are wearing your power armor, which has a weight of 30 pounds, your armor class is equal to 13 + your Charisma modifier. You suffer no drawbacks from sleeping in this armor, and can remove it or put it on in only 1 minute. Also, if you lose your armor, you can create a new set of power armor, after 4 hours of work and expending 100 gp worth of metals.

Should you obtain a suit of magical metal armor, you may integrate it's abilities into your power armor; doing so requires a ritual that requires 8 hours, after which your power armor gains the armor's magical properties, draining the magic from the original suit of armor. You may only integrate one magical suit of armor at a time, and you must still attune to it, if required. If you integrate a second suit of armor, the previous suit of armor's properties are lost.

Scientific Upgrades

Finally, at 1st level, you can augment your power armor using science points. At the end of a long rest while wearing your power armor, you can expend any number of science points to apply upgrades to your power armor, from the Scientific Upgrades list.

Your power armor can only have three scientific upgrades active at one time.

Programmable Cortex

Starting at 6th level, you can program your own mind to understand concepts rapidly. As a reaction to a creature you can see using a skill, tool, or gaming set you are not proficient in, or speaking or writing in a language you do not understand, you can expend 1 science point.

For the next 10 minutes, you either gain proficiency in the skill, tool, or gaming set, or you understand the language's spoken or written form.

Cybernetic Body

By 10th level, your body has become more metal than flesh. You gain the following benefits:

  • You are immune to disease.
  • You no longer age.
  • You do not need to eat, drink, or breathe, although you still can if you choose to.

Glorious Evolution

At 14th level, you can shred a creature's humanity from itself. As an action, you can expend 3 science points to touch a creature that is not a construct or ooze and force it to make a Constitution saving throw. On a failed saving throw, it takes 10d10 slashing damage, or half on a success. If a creature succeeds on this saving throw, it has advantage on all further saving throws against the feature, until after your next long rest.

If the creature is reduced to 0 hit points, it becomes a zombie permanently under your control, with the following changes.

  • It is a construct.
  • It is immune to psychic damage.
  • It understands all languages you speak.
  • It adds your Charisma modifier to its attack and damage rolls.

Scientific Upgrades

The scientific upgrades are in alphabetical order. The costs for each upgrade is listed in parenthesis after the upgrade's name. You only gain the benefits of a scientific upgrade while you are wearing your power armor.

Also, when an upgrade refers to your level, it refers to your level in this class.

Adamantine Plating (1-2 Science Points). Your armor class while wearing your power armor increases by the amount of science points you spend on this upgrade.

Additional Arms (1 Science Point). Your armor gains two additional, smaller arms. These arms may manipulate objects and perform the somatic components of spells, and you may interact with an additional object (like drawing or stowing something) each turn.

Eldritch Cannon (1 Science Point). When you cast eldritch blast, instead of making a ranged spell attack on a creature within range, you can instead choose a point within range. All creatures within 10 feet of that point must succeed on a Dexterity saving throw, or take force damage equal to 1d8 + your Charisma modifier.

This force damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Energy Barrier (2 Science Points). At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier (a minimum of 1).

Leg Enhancements (1 Science Point). Your movement speed increases by 10 feet and you are under the effects of the jump spell.

Magnetic Touch (1 Science Point). Your armor's digits, both on your hands and feet, are magnetic. Climbing on surfaces made of metal does not require additional movement for you or require ability checks, even for climbing on ceilings.

The Roots

While fey are often seen as creatures of nature, there are those who go deeper than their surface level connection to the world, figures who are entwined with nature eternally. Warlocks may make pact with these rooted beings to aid in the never ending battle between technological advancement and the natural world, or perhaps they are uninvolved in the conflict and merely believe that plants are the superior choice in patron.

Mighty plants who would qualify for being patrons of the Roots would include Al'Naar's Heart of Thorns or Raabas, while in other worlds it might be century-old treants or dryads, or potentially even creatures related to mushrooms and myconids.

Expanded Spell List

The Roots 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.

Spell Level Spells
1st cactus mine, entangle
2nd barkskin, spike growth
3rd plant growth, speak with plants
4th dominate beast, grasping vine
5th insect plague, tree stride

Bonus Cantrip

At 1st level, you learn the thorn whip cantrip, which counts as a warlock cantrip for you but not towards your number of cantrips known.

Grasping Roots

Also, at 1st level, when you cast a warlock spell of 1st level or higher, you can have a square of roots and vines appear at a point within either 30 feet of yourself, or within 5 feet of the target of your spell (your choice). The square is a number of feet long equal to 5 + 5 x the level of the slot expended, and it is difficult terrain for all creatures except ones you designate. This terrain lasts for 1 minute, until you cast another warlock spell of 1st level or higher, or until you use your action to have the roots wrap up a creature of your choice that is standing in the terrain.

When you do so, the creature must succeed on a Dexterity saving throw, or be restrained until the end of your next turn and take 1d6 bludgeoning damage for every level of the slot originally expended, taking half the bludgeoning damage without additional effects on a successful save.

Nature's Steps

Beginning at 6th level, you ignore difficult terrain. Additionally, you can choose to not leave any tracks or traces of your movement.

Vegetative Shield

Starting at 10th level, when you are hit by an attack, you can use your reaction to coat yourself in a layer of extremely resilient vegetation. Until the end of your next turn, your AC increases by an amount equal to your Charisma modifier (a minimum of 1), you have resistance to bludgeoning, piercing, and slashing damage, and you are vulnerable to fire damage.

After using this feature, you must take a short or long rest before doing so, again.

Prickled Prison

At 14th level, when you hit a Large or smaller creature with an attack, you can choose to form a giant plant around the creature, for 1 minute. The creature takes 3d10 piercing damage, and is blinded and restrained, but has total cover. At the start of each of the creature's turns, it takes an additional 3d10 piercing damage. The creature can use its action to make a Strength saving throw, ending the effect on a success.

After using this feature, you must take a long rest before doing so, again.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options in the Player’s Handbook. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Guide to the Wilderness

Prerequisites: Pact of the Tome, the Roots patron

Your Book of Shadows holds knowledge of the land, passed down from the plants seeing travelers go by. You can never get lost while traveling for an hour or more, you are adapted to all climates, and you cannot be surprised.

Machinery Manual

Prerequisites: Pact of the Tome, the Machine patron

Your Book of Shadows contains in-depth knowledge on how to build machines, weapons, and other similar technology. You gain proficiency in tinker's and smith's tools, your rate of crafting during downtime is doubled, and when you make an Intelligence (History) check to recall information about any kind of tool or technology, you add your proficiency bonus if you did not already, and double it for that check.

Nature's Warrior

Prerequisites: the Roots patron

You learn the shillelagh cantrip, and when you cast shillelagh, you can cast it on any weapon. If the weapon's damage die was already 1d8 or greater, it remains the same. Also, once per turn, when you hit a creature with a weapon under the effect of shillelagh, you can cause the creature to take acid, fire, cold, or lightning (your choice) damage equal to your warlock level.

Overclock

Prerequisites: the Machine patron, 5th level

You can cast haste, targeting only yourself, without expending a warlock spell slot. After casting haste in this way, you must take a long rest before doing so, again.

Plant Bomb

Prerequisites: Pact of the Chain, the Roots patron

As an action, you can expend a warlock spell slot and select one Small or smaller sized nonmagical plant within 30 feet of yourself. The plant comes to life (10 AC, 1 hit point) for up to 1 hour, and you can use your bonus action on your turn to command it to move up to 30 feet. If the plant takes any damage, an hour has passed after you animated it, or when you use your reaction to detonate it, it explodes as though it were a cactus mine spell of the same level as the spell slot expended to animate it. You can only animate one plant at a time in this way.

Technomaul

Prerequisites: Pact of the Blade, the Machine patron

When you form your pact weapon as a maul, it becomes a mechanical hammer with an electric core. When you hit a creature with this maul, you can expend a warlock spell slot to deal an additional 1d8 lightning damage to the creature plus another 1d8 lightning damage per slot level, and the creature must succeed on a Constitution saving throw or be stunned until the start of your next turn.

Vine Whip

Prerequisites: Pact of the Blade, the Roots patron

When you form your pact weapon as a whip, it becomes a thorned vine. When you hit a creature with this whip, you can expend a warlock spell slot to deal an additional 1d8 piercing damage to the creature plus another 1d8 piercing damage per slot level, and the creature must succeed on a Strength saving throw or be restrained until the start of your next turn.

Wizard

When the World’s Edge was constructed, it was made with the intent of sealing off the entire rest of the world world from Al’Naar, and vice versa. The Edge was powerful enough that even the connection with the Weave was sundered, making all magic have to come innately, or by being granted magic by a being that innately has it. With this, the old ways of wizardry were rendered moot and useless, unable to cast even a single spell as the oldest methods of magic via knowledge did nothing while surrounded by the World’s Edge.

Unable to accept their loss of magic, wizards banded together with the sect of warlocks known as the Lord’s Eyes, to tap into the magic that each of the seven mana lords possessed in large amounts. However, the power given from taking as much as the Eyes would allow them to was not enough for them; it was far too feeble, about the same as as a warlock had. Instead, using a combination of the rituals they had been taught by the Eyes, as well as the knowledge of how to copy and cast spells in the old ways from the weave, the wizards stole power directly from the mana lords, enough that they could cast once more.

Schools of wizards are very secretive organizations, out of fear of members of the Lord’s Eyes. or others, coming to destroy their rituals that they desperately need to create new wizards. Some schools may be officially sponsored by one of the Shifra, while others may be associated with other organizations--such as the Order of the Moon Lotus or one of the Ravager clans--and others still may be completely isolated from any sort of outside influence.

Due to stealing magic directly from one (or multiple) mana lord(s), your spells may have taken on some unusual qualities relating to the lord(s) you stole from. You may choose to roll on the table below, or choose one of the options on the table, to determine the unusual nature of your spells.

Spell Quirks
d12 Mana Lord Unusual Qualities
1-2 Any None. Your spells appear exactly like they should.
3-4 Any Fiendish. Whispers in Abyssal or Infernal can be heard from your spells, bright Abyssal or Infernal script glows on your spells, or similar effects.
5 Sabi'Dire Slimy. Those you affect with your spells feel like slime covers them, any liquids you create seem to bubble and shift, creatures you summon seem to slide like oozes, or similar effects.
6 Jaw'Harta'Riq Duplicates. Your spells take on appearances based on their targets, such as a fireball spell against a blue dragon appearing like a sphere made of draconic jaws, or similar effects.
7 Bahma'Kabat Insects. Creatures you conjure have bug’s eyes and carapaces, spectral sandworms seem to dance and whirl around your spells, or similar effects.
8 Alearsh Royal. All your spells turn a royal color, such as gold or purple, your voice booms loudly with authority when you speak verbal components, or similar effects.
9 Sayida'Alnan Devouring. Your spells seem to rip at and consume the land around it, creatures your spells harm feel as if they are being eaten alive, or similar effects.
10 Kha'Tifl Innocent. Your spells seem to be especially child-like, such as a fireball spell being shaped like a swarm of butterflies and rainbows (although they are still obviously harmful), or similar effects.
11 Mait'Huruf Eldritch. Tentacles seem to sprout from your hands when you perform somatic components, words you speak for verbal components cannot be understood by any creature, or similar effects.
12 Sawf'Malik Shifting. Spells that you cast seem to shift and change shape, sometimes appearing like living creatures, or similar effects.

The Rise of Science

However, while the Weave cannot be manipulated directly anymore, through incantations and gestures, there is still a method which those who study magic can use to cast spells; the study of technology, known to the people of Al'Naar as science.

Wizards who practice science are known as "scientists", and they can cast spells just as regular wizards were able to before the World's Edge had shut off the majority of the connection to the Weave. Instead of using crystals and staves to create their spells, they use metal devices which reproduce the effects. Wizards that have lived before the Edge came, a couple centuries ago, fashion their devices to appear like crystals and staves, to keep their appearances as they have always been in the past, while still being able to cast spells.

There are three distinct schools of science on Al'Naar; black science, grey science, and white science.

Black Science

Black science is the most secretive and hated of the three schools of science, making use of horrid necromancy combined with technology to disrupt the natural flow of life and death, usually for selfish gain. Wizards who practice black science are known as "dark scientists".

Dark scientists use either the statistics for the School of Necromancy, found in the Player's Handbook, or the statistics for the Flesh Sculptor, detailed after this class description.

Grey Science

The majority of scientists practice grey science, as it is the most "neutral" of the three types, as well as the most expansive. Grey science makes use of a large variety of technological devices and spells, with schools dedicated to its study teaching a variety of schools of magic for replication. Wizards who practice grey science are known as "grey scientists".

Grey scientists use the statistics for any arcane tradition that is not used by black science or white science.

White Science

White science is known for being the most respected of the three kinds of science, oftentimes practicing medicine and other studies useful to the people. Wizards who practice white science are usually called "doctors" by the people, but the term "white scientist" is used among scientists to refer to them.

White scientists use either the statistics for the School of Transmutation, found in the Player's Handbook, or the statistics for the Alchemist, detailed after this class description.

Arcane Traditions

Wizards in Al'Naar have the following Arcane Tradition options, in addition to those found in the Player's Handbook.

Alchemist

You are a practitioner of alchemy, a study that mixes bit of magic and science together to craft potions and draughts of all kinds. Many who choose to study alchemy do so because the desire to learn the secrets of life itself, and because it is believed immortality can be achieved through alchemy.

Power of Science

Beginning when you choose this tradition at 2nd level, your knowledge of science lets you create potions, using energy called science points. You have 1 science point, and gain additional points as shown on the table below.

Wizard Level Science Points
2nd 1
3rd 2
5th 3
7th 4
9th 5
11th 6
13th 7
15th 8
17th 9

When you expend a science point, it is lost until after your next long rest, unless a feature using them specifies otherwise, at which point you recover all expended science points. Additionally, you gain proficiency in alchemist's supplies.

Potions

Also, at 2nd level, you can create potions using science points and magic. At the end of a short or long rest, you can create potions using vials filled with water and alchemist's supplies. You can make a maximum number of potions equal to your Intelligence modifier (a minimum of 1).

When you make a potion, you expend a number of science points as well as a spell slot of any level. The potion takes on the effects of one potion formula you know, provided you expend the science points required for the recipe, and a spell slot equal to the formula's rarity or higher. A creature can use their action to either drink a potion, or administer it to a willing creature within 5 feet of itself. A potion can be used any time before you take a short or long rest, after which point it becomes inert and nonmagical.

You know two common potion formulas, and learn a new formula every time you gain a level in this class. You can learn common potion formulas already, and can learn rarer formulas at levels according to the table below:

Wizard Level Maximum Potion Rarity
2nd Common
6th Uncommon
10th Rare
14th Very Rare

Healing Draught

Starting at 6th level, you can quickly administer a healing draught to a creature. You add the cure wounds spell to your spellbook, and when you cast it, it has the material component of a vial of water. You cannot choose this spell for your Spell Mastery feature.

Quick-Fix

Beginning at 10th level, you can quickly use items and potions. You can take the Use an Item action as a bonus action, and you can use a potion (either drinking it yourself or on another creature) as a bonus action.

Elixir of Eternity

By at 14th level, you have learned the secrets to creating a potion to stop your body's weaknesses. You gain the following benefits:

  • For every 10 years that pass, your body ages only 1 year.
  • You are immune to poison and disease.
  • You add your Intelligence modifier (a minimum of +1) to death saving throws.

Potion Formulas

Common Potions

Common potions require 1 science point and a spell slot of 1st level or higher.

Climbing

When a creature drinks this potion, it gains a climbing speed equal to its walking speed for 1 hour.

Darkvision

When a creature drinks this potion, it is under the effects of the darkvision spell for 1 hour.

Healing

When a creature drinks this potion, it restore 2d4 hit points for every slot level expended to create this potion, plus additional hit points equal to your Intelligence modifier.

Luck

When a creature drinks this potion, it gains a luck charge for the next 10 minutes. A creature can only have one luck charge at once. When the creature makes an attack roll, ability check, or saving throw, it can expend the charge to add a 1d4 bonus to the roll.

Swiftness

When a creature drinks this potion, its movement speed increases by 10 feet for the next hour, and it ignores difficult terrain.

Uncommon Potions

Uncommon potions require 2 science points and a spell slot of 2nd level or higher.

Disguising

When a creature drinks this potion, it is affected by the disguise self spell. You choose how a drinker of this potion will look when you create it, although if the creature is too large or small for that appearance, the disguise you chose will grow or shrink to fit the creature's size.

Elemental Resistance

When you create this potion, choose one damage type from the following; acid, cold, fire, lightning, thunder. When a creature drinks this potion, it has resistance to the chosen damage type for the next hour.

Invisibility

When a creature drinks this potion, it is affected by the invisibility spell. It must maintain concentration on the spell or it will end as per normal.

Teleportation

When a creature drinks this potion, it must choose a point within 30 feet of itself it can see. The creature immediately teleports to that point.

Rare Potions

Rare potions require 3 science points and a spell slot of 3rd level or higher.

Dispelling

When a creature drinks this potion, it is automatically affected by a dispel magic spell of the same level as the slot expended to make this potion.

Enlarging

When a creature drinks this potion, it is affected by the enlarge/reduce (enlarge only) spell. It must maintain concentration on the spell or it will end as per normal.

Flying

When a creature drinks this potion, it is affected by the fly spell. It must maintain concentration on the spell or it will end as per normal.

Languages

When a creature drinks this potion, it is affected by the tongues spell. It must maintain concentration on the spell or it will end as per normal.

Mind-Cleansing

When a creature drinks this potion, it has advantage on all saving throws against being charmed or frightened it makes within the next hour.

Reducing

When a creature drinks this potion, it is affected by the enlarge/reduce (reduce only) spell. It must maintain concentration on the spell or it will end as per normal.

Very Rare Potions

Very rare potions require 5 science points and a spell slot of 5th level or higher.

Death Defiance

If the creature that drank this potion is reduced to 0 hit points within an hour of drinking it, it regains 10d4 hit points, and the potion's effects end.

Protection

If the creature that drank this potion takes any bludgeoning, piercing, or slashing damage from nonmagical weapons within the next hour, it reduces it by an amount equal to your Intelligence modifier (a minimum of 1).

Restoration

When a creature drinks this potion, it regains 10d6 hit points, plus an additional 2d6 hit points for every slot level above 5th you expend on this potion.

Thorns

If the creature that drank this potion is hit with a melee attack within the next hour, the attacker takes 1d8 piercing damage.

Multiclassing with Science Points

As you may have noticed, more than one subclass has the Power of Science feature. If you have science points from more than one source, you only benefit from the highest number of science points; for example, a third level character with one level in Machine patron warlock and two levels in Alchemist wizard only has one science point.

Flesh Sculptor

Using a combination of technology, flesh, and magic, you have learned how to sculpt creatures that do your bidding. These minions range from crawling hand-like creatures, to humanoid-looking intelligent monsters, to giants made out of piles of skin.

Power of Science

Beginning when you choose this tradition at 2nd level, your knowledge of science lets you create potions, using energy called science points. You have 1 science point, and gain additional points as shown on the table below.

Wizard Level Science Points
2nd 1
3rd 2
5th 3
7th 4
9th 5
11th 6
13th 7
15th 8
17th 9

When you expend a science point, it is lost until after your next long rest, unless a feature using them specifies otherwise, at which point you recover all expended science points. Additionally, you gain proficiency in tinker's tools.

Skinlings

At 2nd level, you can use technology and science to change flesh and carcasses into tiny constructs that obey your command. During a short or long rest, you can expend 1 science point to turn either a Tiny pile of flesh, or part of the dead body of a Tiny or larger beast, fey, giant, humanoid, or monstrosity into a Tiny crawling construct, called a skinling. Science points expended to create skinlings do not come back after a long rest, and only are regained after the skinling is destroyed.

All of your skinlings act on your initiative, and follow any commands you give them (no action required). When you cast a spell with a range of Touch, any one of your skinlings can deliver the spell as if it had cast the spell. The skinling must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.

While any one of your skinlings is within 100 feet of you, you can use your action can see through the skinling's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind with regard to your own senses.

Flesh Puppets

Starting at 6th level, you can use your superior knowledge of science to create humanoid servants made of bodies. During a long rest, you can expend 2 or more science points to turn either a Medium pile of flesh, or part of the dead body of a Medium or larger beast, fey, giant, humanoid, or monstrosity into a Medium bipedal construct, called a flesh puppet. For each science point you expend after the second, the flesh puppet has 10 more hit points, 1 more AC, and it gains a +2 bonus to its weapon damage rolls. Science points expended to create a flesh puppet do not come back after a long rest, and only are regained after the flesh puppet is destroyed.

Your flesh puppets act on your turn, though they don't take actions unless you command them to. You may use your action to mentally command one or all of your flesh puppets to move or act in a way in which they are capable. You may use your reaction to allow one of your flesh puppets to make a reaction if is capable.

Emboldened Constructs

Beginning at 10th level, your scientific techniques have granted your servants hardier bodies. Your skinlings and flesh puppets add your Intelligence modifier to their armor class (a minimum of +0). Additionally, any flesh puppets you create gain an additional 15 hit points.

Carcass Titan

By 14th level, you can now create a giant amalgamate of flesh, that serves you for as long as it lives. During a long rest, you can expend 5 or more science points to turn either a Large pile of flesh, or part of the dead body of a Large or larger beast, fey, giant, humanoid, or monstrosity into a Large giant-like construct, called a carcass titan. For each science point you expend after the fifth, the carcass titan has 13 more hit points, 1 more AC, and it gains a +4 bonus to its weapon damage rolls. Science points expended to create a carcass titan do not come back after a long rest, and only are regained after the flesh puppet is destroyed. You may only have one carcass titan at a time.

Your carcass titan acts on your turn, though it won't take actions unless you command it to. Whenever you would command all of your flesh puppets, you may also command your carcass titan. Otherwise, you may use your action to mentally command it to move or act in a way it is capable. You may use your reaction to allow your carcass titan to make a reaction if is capable.


Skinling

Tiny construct, unaligned


  • Armor Class 14
  • Hit Points its creator's wizard level
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (–2) 18 (+4) 10 (+0) 4 (–3) 8 (–1) 8 (–1)

  • Skills Perception +1, Stealth +6
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages understands the languages of its creator but cannot speak

Constructed Nature. The skinling doesn't require air, food, drink, or sleep.

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

Minion's Proficiency. The skinling uses its creator's proficiency bonus instead of its own.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 slashing damage.


Flesh Puppet

Medium construct, lawful neutral


  • Armor Class 13
  • Hit Points 30
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 8 (–1) 10 (+0) 10 (+0)

  • Skills Athletics +5
  • Damage Resistances lightning
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages speaks and understands the languages of its creator

Constructed Nature. The flesh puppet doesn't require air, food, drink, or sleep.

Overclock. If the flesh puppet takes lightning damage, then its movement speed increases by 10 feet until the end of its next turn.

Minion's Proficiency. The flesh puppet uses its creator's proficiency bonus instead of its own.

Actions

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.



Carcass Titan

Large construct, unaligned


  • Armor Class 8 + it's creator's Intelligence modifier
  • Hit Points 65
  • Speed 25 ft.

STR DEX CON INT WIS CHA
21 (+5) 6 (–2) 19 (+4) 4 (–3) 8 (–1) 8 (–1)

  • Saving Throws Con +6
  • Skills Athletics +7
  • Damage Resistances necrotic
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 9
  • Languages understands the languages of its creator

Constructed Nature. The carcass titan doesn't require air, food, drink, or sleep.

Choking Flesh. If a creature starts its turn while being grappled by the carcass titan, it takes 9 (1d8+5) bludgeoning damage.

Minion's Proficiency. The carcass titan uses its creator's proficiency bonus instead of its own.

Actions

Multiattack. The carcass titan makes two slam attacks. It can replace either slam attack with a grapple check.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage.

Weapons

.

Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
Crook 1 gp 1d4 bludgeoning 2 lb. Hooked, two-handed, reach
Martial Melee Weapons
Double Axe 40 gp 1d8 slashing 6 lb. Double, heavy, two-handed
Fan Axe 30 gp 1d8 slashing 6 lb. Heavy, reach, hooked, two-handed
Great Scimitar 35 gp 1d10 slashing 5 lb. Finesse, two-handed
Khopesh 25 gp 1d6 slashing 4 lb. Light, tripping
Meteor Hammer 35 gp 1d6 bludgeoning 6 lb. Double, reach, two-handed
Saber 25 gp 1d8 slashing 3 lb. Finesse
War Ankh 30 gp 1d8 bludgeoning 4 lb. Tripping, two-handed

Weapon Descriptions

In the hot climate of Al'Naar, due to the extreme heat and different metals in the land, most styles of fighting stem from wearing low amounts of armor, dodging attacks rather than blocking them, and not wearing hot, heavy armor. From this, new weapons have been created to synergize with these ways of combat.

Crook. A common hooked shepherd's cane, fashioned for war. These weapons are more commonly used by peasants and shepherds compared to trained soldiers.

Double Axe. A long staff with an Egyptian axehead on both ends of it, the double axe is a difficult weapon to master, but a deadly one in the right hands.

Fan Axe. A polearm with a hooked head at the end of the axe, these weapons are usually used to pull in enemies that are just out of reach.

Great Scimitar. Designed similarly to the smaller scimitars, great scimitars are one of the most commonly used weapons by both raiders and soldiers alike.

Khopesh. The khopesh is a blade that begins straight and then curves outwards, and is a combination of an axe and a sword, used for tripping and pulling foes.

Meteor Hammer. A meteor hammer is two steel balls connected by a chain, each of which are swung hard to crush bones and armor.

Saber. A saber is a curved sword, comparable to a rapier, but weighs less, and is more akin to a longsword in how it is used.

War Ankh. Almost exclusively crafted for those who serve in churches, war ankhs are long staffs that resemble ankhs, used for grasping at the legs, arms, and other limbs of foes, and pulling them to the ground.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Double. When you take the Attack action and attack with only this weapon in both hands, you can use a bonus action to make a melee attack with the opposite end of the weapon. The damage die for this attack is the same as the weapon's, and you do not add your ability modifier to this attack's damage roll, unless you possess the Two-Weapon Fighting fighting style.

Hooked. When you use the Attack action to make an attack with this weapon and you hit your target, instead of dealing damage, you can immediately use a bonus action to attempt to grapple that target with advantage. If you succeed on this grapple check, the target is pulled to be within 5 feet of you, if it was any further away from you.

Tripping. When you use the Attack action to make an attack with this weapon and you hit your target, instead of dealing damage, you can immediately use a bonus action to attempt to shove that creature. You have advantage on this shove attempt.

Chapter 4: Spells

The following chapter contains spells created for the Al'Naar campaign setting. This will be in alphabetical by level order, so starting with cantrips A-Z, then 1st level A-Z, and so forth. Ask your DM before using these spells in other settings.

Spell Lists

The following spell lists show which of the new spells are for a class. A spell’s school of magic is noted in parentheses after its name. If a spell can be cast as a ritual, the ritual tag also appears within the parentheses.

Bard Spells

Cantrips (0 Level)

soul blade (evocation)

spirit blast (evocation)

1st Level

air slash (evocation)

2nd Level

capturing quicksand (conjuration)

salted wounds (evocation)

4th Level

dancing scimitars (conjuration)

eye of wisdom (divination)

moon discs (evocation)

6th Level

attractive mirage (illusion)

Cleric Spells

Cantrips (0 Level)

sapping touch (necromancy)

soul blade (evocation)

spirit blast (evocation)

1st Level

cactus mine (conjuration)

repair (transmutation)

2nd Level

capturing quicksand (conjuration)

3rd Level

Branivon's blinding light (evocation)

pyramid of protection (abjuration)

4th Level

eye of wisdom (divination)

moon discs (evocation)

6th Level

crush heart (necromancy)

7th Level

withering curse (necromancy, ritual)

Druid Spells

Cantrips (0 Level)

soul blade (evocation)

spirit blast (evocation)

toxic sting (transmutation)

1st Level

air slash (evocation)

cactus mine (conjuration)

conjure sand soldier (conjuration)

sand pillar (transmutation)

2nd Level

acid armor (abjuration)

capturing quicksand (conjuration)

3rd Level

venomous stinger (transmutation)

4th Level

moon discs (evocation)

5th Level

elemental disaster (evocation)

8th Level

sandstorm (conjuration)

Paladin Spells

3rd Level

Branivon's blinding light (evocation)

pyramid of protection (abjuration)

4th Level

dancing scimitars (conjuration)

5th Level

aura of sand (evocation)

Ranger Spells

1st Level

air slash (evocation)

cactus mine (conjuration)

conjure sand soldier

sand pillar (transmutation)

2nd Level

capturing quicksand (conjuration)

3rd Level

venomous stinger (transmutation)

4th Level

dancing scimitars (conjuration)

moon discs (evocation)

Sorcerer Spells

Cantrips (0 Level)

soul blade (evocation)

spirit blast (evocation)

venomous sting (transmutation)

1st Level

air slash (evocation)

cactus mine (conjuration)

repair (transmutation)

sand pillar (transmutation)

2nd Level

acid armor (abjuration)

salted wounds (evocation)

3rd Level

Branivon's blinding light (evocation)

4th Level

moon discs (evocation)

5th Level

elemental disaster (evocation)

6th Level

attractive mirage (illusion)

8th Level

sandstorm (conjuration)

9th Level

create colossus (transmutation)

Warlock Spells

Cantrips (0 Level)

sapping touch (necromancy)

soul blade (evocation)

spirit blast (evocation)

1st Level

air slash (evocation)

conjure sand soldier (conjuration)

2nd Level

acid armor (abjuration)

capturing quicksand (conjuration)

salted wounds (evocation)

4th Level

dancing scimitars (conjuration)

eye of wisdom (divination)

moon discs (evocation)

5th Level

elemental disaster (evocation)

6th Level

attractive mirage (illusion)

crush heart (necromancy)

7th Level

withering curse (necromancy, ritual)

Wizard Spells

Cantrips (0 Level)

sapping touch (necromancy)

soul blade (evocation)

spirit blast (evocation)

toxic sting (transmutation)

1st Level

air slash (evocation)

cactus mine (conjuration)

conjure sand soldier (conjuration)

repair (transmutation)

sand pillar (transmutation)

2nd Level

acid armor (abjuration)

capturing quicksand (conjuration)

salted wounds (evocation)

3rd Level

Branivon's blinding light (evocation)

pyramid of protection (abjuration)

venomous stinger (transmutation)

4th Level

dancing scimitars (conjuration)

eye of wisdom (divination)

moon discs (evocation)

5th Level

elemental disaster (evocation)

6th Level

attractive mirage (illusion)

crush heart (necromancy)

7th Level

withering curse (necromancy, ritual)

8th Level

sandstorm (conjuration)

9th Level

create colossus (transmutation)

Cantrips

Sapping Touch

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You imbue your touch with energy-sapping force, and grasp at a creature within range. Make a melee spell attack against the target. On a hit, it takes 1d8 necrotic damage, and you gain temporary hit points equal to half of the damage dealt, which last until the end of your next turn. If the creature had temporary hit points, this damage ignores them, dealing damage directly to the creature's hit points without affecting those temporary hit points.

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

Soul Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and if it attacks any creatures other than yourself, it takes 1d6 damage of the damage type of your soul element.

At 5th level, the melee attack deals an extra 1d6 damage of your soul element's type, and the attacking damage increases to 2d6. Both damages increase by 1d6 at 11th and 17th level.

Spirit Blast

Evocation cantrip


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

You conjure forth the might of your soul, and sling it at a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d10 damage. The damage type of this spell is determined by the creature's soul element.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Toxic Sting

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (a scorpion's stinger)
  • Duration: 1 round

You temporarily form a giant scorpion's tail and stinger on your back, and strike at a creature within range with it. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 poison damage. The stinger persists on your body for a short period of time; before the start of your next turn, when you would make an opportunity attack during the duration of the spell, you can make a melee spell attack with this cantrip, instead of a melee weapon attack.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

1st Level

Air Slash

1st-level evocation


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

You make a shoving motion at a creature within range, and wind surges to shove it backwards. The creature must make a Dexterity saving throw. On a failed saving throw, it takes 2d12 slashing damage and is shoved 10 feet backwards, taking half without a shove on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the slashing damage increases by 1d12 per slot level above 1st.

Cactus Mine

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bit of cactus flesh)
  • Duration: 1 minute

You conjure up a Small cactus at an unoccupied point within range. If you can see a creature move within 5 feet of the cactus, you can use your reaction to have the cactus explode, forcing the creature and all other creatures within 5 feet of the cactus to make a Dexterity saving throw. On a failed saving throw, a creature takes 1d8 piercing damage, and 2d6 fire damage, or half the damage on a success.

The cactus has an AC of 10 and 1 hit point, and if it dies, it explodes as if you used your reaction to detonate it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 per slot level above 1st. Also, when you cast this spell with a 3rd or 4th-level spell slot, the duration is 10 minutes. When you use a 5th or 6th-level spell slot, the duration is 1 hour. When you use a 7th or 8th-level spell slot, the duration is 1 day. Finally, if you use a 9th-level spell slot, the cactus lasts until dispelled.

Conjure Sand Soldier

1st-level conjuration


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

You create a humanoid soldier out of sand at a point within range. As a bonus action, you can move the soldier 15 feet, and have it make a melee spell attack on a creature within 5 feet of itself. On a hit, the creature takes piercing damage equal to 1d8 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create another soldier for every 2 slot levels above 1st. You command all soldiers with the same bonus action.

Repair

1st-level transmutation


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

You touch either a construct or an object. If you touch a construct, it regains a number of hit points equal to 1d6 + your spellcasting ability modifier. If you touch an object, you repair a break or tear, provided that the break or tear is no larger than 5 foot in any dimension.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing to a construct increases by 1d6 for each slot level above 1st, or the maximum size for repairing an object increases by 5 feet.

Sand Pillar

1st-level transmutation


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

You cause a pillar of sand to burst out of the ground at a point within range. The pillar is a cylinder that has a diameter of 5 feet and a height of 20 feet. The ground where the pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. The pillar has an AC of 5, and 15 hit points. When reduced to 0 hit points, the pillar crumbles into sand. The pillar also crumbles into sand at the end of the duration.

If the pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 2d6 bludgeoning damage and the pillar immediately crumbles into sand.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pillars height increases by 10 feet and the bludgeoning damage increased by 1d6 for each slot level above 1st.

2nd Level

Acid Armor

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you take bludgeoning, piercing, or slashing damage
  • Range: Self
  • Components: S
  • Duration: 1 round

Your body becomes protected by a layer of ooze and slime, which weakens attacks aimed at you. Until the start of your next turn, you have resistance to bludgeoning, piercing, and slashing damage, including against the triggering attack.

Capturing Quicksand

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pouch of sand)
  • Duration: Concentration, up to 1 minute

The ground below a creature within range grabs at it, crushing it and pulling it down, like quicksand. Make a ranged spell attack, and on a hit the target takes 3d8 bludgeoning damage and can move no more than 10 feet from its current location. The creature makes a Strength saving throw at the end of each of its turns, taking 2d8 bludgeoning damage on a failed saving throw, or on a success it escapes the ground's grasp, ending the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd

Salted Wounds

2nd-level evocation


  • Casting Time: 1 reaction, which you take when a creature within range takes damage
  • Range: 30 feet
  • Components: S, M (a pinch of salt)
  • Duration: Instantaneous

You fire burning salt into the open wound of the creature that triggered your reaction. The creature must succeed on a Dexterity saving throw, taking 3d8 fire damage on a failed saving throw, or half the damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

3rd Level

Branivon's Blinding Light

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of sunstone ground into dust)
  • Duration: Instantaneous

A sphere of sunshine flashes in a 20-foot sphere centered on a point you choose within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Pyramid of Protection

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a miniature pyramid made of solid gold worth at least 50 gp)
  • Duration: 1 round

You create a pyramid of pure force, to protect you and your allies. Until the start of your next turn, all attacks made against you and creatures of your choice within 15 feet of yourself have disadvantage.

Venomous Stinger

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self (10 feet)
  • Components: V, S, M (a scorpion's stinger)
  • Duration: Concentration, up to 1 minute

You form a giant scorpion's stinger on your body, which lasts for the duration. When you cast the spell, you can make a melee spell attack against a creature within 10 feet of yourself. On a hit, the target takes poison damage equal to 3d6 + your spellcasting ability modifier.

As a bonus action on your turn, you can repeat the attack against a creature within 10 feet of yourself.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd.

4th Level

Dancing Scimitars

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self (15 feet)
  • Components: V, S, M (a scimitar)
  • Duration: 1 minute

Four scimitars form around you, and protect you for the duration of the spell. Until the spell ends, your AC is equal to 10 + your Dexterity modifier + the number of scimitars protecting you if it was any lower.

Whenever a creature makes an attack on you while within 15 feet of yourself, after they hit or miss, one of the scimitars makes a melee spell attack on the attacker, dealing slashing damage equal to 2d6 + your spellcasting ability modifier on a hit. The scimitar then disappears.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon one more scimitar for each slot above 4th.

Eye of Wisdom

4th-level divination


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

You tap into divine wisdom, and seek out the deeper thoughts of a creature you can touch. The creature must succeed on a Wisdom saving throw, or, for the duration, you gain the following benefits:

  • You have advantage on all Wisdom (Insight) and Charisma ability checks against the creature.
  • You know if the creature knows this spell is cast on it.
  • You can use your bonus action to attempt to learn one secret or fact about the creature. If you do so, the creature must succeed on a Charisma saving throw, or you learn the secret or fact you were attempting to learn.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Moon Discs

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a pebble that has been left out in the darkness for an entire night)
  • Duration: 1 minute

Two floating moon-shaped discs form near your hands, which last for the duration, until you throw the discs, or until you cast this spell again.

You can use your action to throw one or both of the discs, forming a line 30 feet long and 5 feet wide from yourself in a direction you choose for each disc thrown. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one.

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

5th Level

Aura of Sand

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a jar of sand)
  • Duration: Concentration, up to 1 minute.

You radiate an aura of sand with a 30-foot radius. It moves with you and centered on you. When a ranged weapon attack is made on an ally within the radius, yourself included, the weapon attack has disadvantage. Additionally, when a hostile creature starts its turn in the radius, it takes 4d6 slashing damage.

Elemental Disaster

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M (a fistful of soil, a jar with air in it, a pinch of ash, and a cup of water)
  • Duration: Instantaneous

You create a large blast of destructive elemental energy at a point you choose within range. Each creature in a 30-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d4 acid, cold, fire, and lighting damage on a failed save, or half as much damage on a successful one.

Nonmagical objects in the sphere also take the same amount of damage, and may possibly be melted, frozen, burned, or electrocuted.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for each type increases by 1d4 for each slot above 5th.

6th Level

Attractive Mirage

6th-level illusion


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a 100-foot square mirage of a relaxing landscape centered at a point within range. You determine how the mirage appears. When a creature sees the mirage, it must succeed on a Wisdom saving throw, or it will believe the mirage is real. You can choose any number of creatures that see the mirage to automatically know it is an illusion. A creature can repeat the saving throw whenever it takes damage or would have reason to believe the mirage is false, such as diving into a pool of false water, only to hit solid ground.

A creature that believes the mirage is real must use its movement to move towards the mirage if it is not already inside of it, and its action to relax inside (such as by talking to illusionary people or consuming illusionary refreshments).

At Higher Levels. When you cast this spell using a spell slot of 7th level, the duration increases to 8 hours. When you use an 8th level spell slot, the duration is 1 day. Finally, when you use a 9th level spell slot, the spell lasts until dispelled, and you do not need to maintain concentration on the spell.

Crush Heart

6th-level necromancy


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: S, M (a small statuette of a heart)
  • Duration: Concentration, up to 1 minute

You reach your hand towards a creature within range, forcing it to succeed on a Constitution saving throw as dark magic causes your hand to disappear, leaving behind only a disc of inky blackness attached to your wrist. On a failed saving throw, the creature takes 6d8 necrotic damage as your hand begins to crush its vital organs, with the creature taking half the damage and the spell ending immediately on a success. Constructs, oozes, and other creatures your DM deems appropriate (such as skeletons) automatically succeed on this saving throw.

For the duration of the spell, you cannot use the hand you chose to begin crushing the creature's vital organs with, and when the creature either moves or takes the Attack or Cast a Spell action, you can use your reaction to force the creature to make a Constitution saving throw. On a failed saving throw, the creature takes 3d8 necrotic damage, its movement speed is halved until the end of its current turn, and the first attack it makes until the end of its current turn has disadvantage. On a successful saving throw, it takes half the necrotic damage and no other effects.

The spell ends early if you start your turn farther than 120 feet from the creature.

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

7th Level

Withering Curse

7th-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a rotted fruit and incenses worth 1000 gp, which are consumed)
  • Duration: Until dispelled

A creature you touch must succeed on a Constitution saving throw, or begin to rapidly rot and age.

The creature immediately takes 3d10 necrotic damage, and its hit point maximum is reduced by the amount of damage it took. At the end of every long rest the creature takes, it takes 1d10 necrotic damage, and has its hit point maximum reduced by the same amount it takes. If the creature's hit point maximum is reduced to 0, it withers into dust, and cannot be resurrected except by a true resurrection or wish spell.

Additionally, for every 1 day that passes, the creature ages 10 days.

The spell ends early when you use your bonus action to end it, if the creature is affected by a remove curse spell, or when you die.

8th Level

Sandstorm

8th-level conjuration


  • Casting Time: 1 minute
  • Range: 600 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a sandstorm at a point within range. The sandstorm can be any intensity equal to or below 5. You can choose the direction the sandstorm is moving in as an action, and you are immune to the effects of the sandstorm. You can also use your action to raise or lower the intensity of the sandstorm by 1, to a maximum of 5. Finally, the sandstorm's DC is equal to your spell save DC, instead of its normal DC, and the sandstorm moves on your turn instead of on an initiative count of 20. The sandstorm dissipates when the spell ends.

Alternatively, you can control a sandstorm within range, treating it as a sandstorm created by this spell. If the sandstorm is already controlled by a spellcaster, you must make an ability check using your spellcasting ability modifier against the creature's spell save DC, taking control of the spell on a successful check.

9th Level

Create Colossus

9th-level transmutation


  • Casting Time: 8 hours
  • Range: 30 feet
  • Components: V, S, M (a willing elemental and 5000 gp worth of gemstones, both of which are consumed)
  • Duration: Permanent

You change a willing air, earth, fire, shadow, or water elemental within range into a colossus relating to the type of elemental it is (your DM has the statistics). The colossus cannot be changed back into an elemental save by a wish spell, and the colossus retains its mental statistics, alignment, and personality.

After casting this spell, you cannot cast any spells for the next 1d4 days, and your Strength score is reduced to 3, if it isn't 3 or lower already, for 2d4 days.

Chapter 5: Feats

Included in this chapter are brand-new feats for use in the world of Al'Naar, to allow characters to truly feel unique to the desert continent and its world. With your DM's permission, you may also use these feats in other campaign settings, although keep in mind that some of these feats may be less useful in settings that are largely differing in nature to Al'Naar.

Double Weapon Master

You have learned to master two-headed weapons, wielding both of their sides with ease. You gain the following benefits:

  • You have a +1 bonus to attack rolls made with the double axe and meteor hammer.
  • When you make an opportunity attack, instead of making one weapon attack, you can attack with both sides of your double weapon.
  • If you have disadvantage on an attack roll with a double axe or meteor hammer and miss, and the higher of the d20s would still hit your target, you deal damage to the target equal to your Strength modifier.

Titan Fighter

You have learned how to expertly fight with the giant monsters that plague the continent. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When a Large or larger creature hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • You have advantage on ability checks made to climb Large or larger creatures, and on ability checks made to escape grapples made by those creatures.

Mutation Feats

The following feats are unnatural, and form deformities on the body of the character that takes them. Usually, a creature must be exposed to unclean Qunae drugs or some kind of residue from Morta's machines to become mutated. Also, a creature can only take one feat for a body part; for example, most creatures can only take 2 arm mutations, and 1 chest mutation. Unlike most feats, every single feat listed here can be taken more than once, provided the creature has an unmutated body part to accommodate each mutation.

Instead of taking a feat by choice, a creature might gain a random feat from any listed here by drinking a potent unclean Qunae drug, or from attuning to a radiation-powered magic item.

Arm Mutations

A creature must choose which arm is affected by each mutation they take. The benefits of the feat, aside from any ability score increases, do not work if that arm is removed or would be unable to perform tasks, such as a creature's Tendril Limb being chained to a wall and trying to grapple a creature with their regular arm.

All-Terrain Digits

The fingers on one of your hands can morph like a tool, letting you adapt to all situations.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • While this arm is free, climbing and swimming for you do not cost additional movement.
  • You can use this hand as if it were a set of thieves' tools.

Elongated Bones

One of your arms has had its bones and flesh elongated, with your knuckle now dragging on the ground. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your reach using that arm increases by 5 feet. If you would make an attack requiring more than one arm, such as using a greatsword, every arm needs this mutation to gain this additional reach.
  • You have disadvantage on ability checks made to escape a grapple.

Tendril Limb

One of your arms has become a boneless tentacle. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can make Dexterity (Acrobatics) checks to grapple a creature, instead of Strength (Athletics) checks, and you have advantage on checks made to grapple a creature, maintain a grapple, or escape a grapple.
  • You have disadvantage on attack rolls made using Heavy weapons with this arm.

Weaponized Flesh

One of your arms and its hand have become somehow weaponized; a sharp maw might form on your palm, spines might grow on your elbow, or your skin might have hardened to be like steel. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have a natural weapon you can make melee weapon attacks with. This natural weapon has the finesse property, counts as magical for the purpose of overcoming damage resistance and immunity, and deals 1d8 bludgeoning, piercing, or slashing damage on a hit.
  • When a creature hits you with an attack, you can use your reaction to try to interpose your natural weapon between you and the weapon, adding half of your proficiency bonus to your AC against the attack, possibly causing it to miss.

Chest Mutations

These mutations affect the main body of the host, such as its vital organs.

Hardened Torso

Your torso becomes more resilient, possibly from growing scales or slowly turning into crystal. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • While not wearing any armor, your AC is equal to 13 + your Dexterity modifier.
  • When you would take nonmagical bludgeoning, piercing, or slashing damage that is less than your Constitution modifiers (calculated before resistances), you take no damage, instead.

Hyperactive Liver

Your body's immune system has become far more potent, burning away toxins with ease. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • You are immune to disease.

Prehensile Tail

You have a tail, which you can manipulate just as finely as another arm. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You have advantage on ability checks and saving throws made to climb and maintain your balance.
  • You can hold and manipulate objects and weapons with your tail, but you can’t make attack rolls with weapons held by your tail.
  • You can take an additional item interaction on your turn.

Regenerative Adrenaline

In the heat of combat, your blood pumps so quickly that wounds seem to close nearly instantly. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • While below half of your maximum hit points, you can use a bonus action to expend one hit die as if you were taking a short rest. Roll the die, and regain hit points equal to the number on the die + your Constitution modifier.
  • You only need to succeed on one death saving throw to be stabilized, and gain the benefits of rolling a 20 on a death saving throw on a roll of 16 or higher.

Head Mutations

Mutations to a creature's head can affect its mental state with each mutation, possibly slightly shifting their alignment or mannerisms towards different ones. They might also change how the creature's voice sounds, shifting its pitch or muffling the voice due to new physical changes.

Enlarged Maw

Your mouth can be opened extremely wide. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You can carry an additional amount of weight equal to your Constitution score.
  • You can store any Tiny object inside of your mouth, to a maximum amount of Tiny objects equal to your Constitution modifier (a minimum of 1). As an action, you can swallow one of these objects, and after 1 minute, you regurgitate it.
  • You can grapple a creature using your mouth, even if you don't have any of your hands free.

Hollow Emotions

Your mind has removed all emotion from its brain, making you as efficient as a machine. You gain the following benefits:

  • You cannot be charmed or frightened.
  • You are immune to the calm emotions spell, and any other spells that would affect your mental state.
  • Creatures have disadvantage on Wisdom (Insight) checks made to identify your emotional state.

More Eyes

You have at least one more eye on your head, if not more. You gain the following benefits:

  • You have advantage on Wisdom (Perception) checks based on sight.
  • You have darkvision with a range of 30 feet, or if you already had darkvision, its range increases by 30 feet.
  • You have advantage on saving throws against being blinded.

Psionic Brain

Your brain has grown exceptionally large, granting you psychic powers. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can communicate telepathically with any creature you can see within 30 feet of you that you share a language with.
  • As a bonus action, you can try to psychically move a Medium creature or object. If the target is a creature, it can make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) to resist the effect. On a failed saving throw, or if you targeted an object, it is moved 10 feet in a straight line closer or further away from you.

Leg Mutations

A creature needs at least two legs to gain the benefits of these feats. The benefits of the feat, aside from any ability score increases, do not work if either leg is removed or would be unable to perform tasks, such as a creature's Extra Legs being tied to their normal legs.

Empowered Leaping

Your legs have gained exceptional strength, allowing you to jump as high and far as a frog. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You don't need a running start to make a full distance long or high jump.
  • You add your proficiency bonus to the amount of distance you can cover with your long and high jumps.
  • You have resistance to damage taken by falling..

Longer Legs

You have extremely long legs. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your movement speed increases by 5 feet, and you ignore difficult terrain.
  • You have advantage on saving throws against being forcibly moved or knocked prone.

Prehensile Feet

Your feet look and act more like hands. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You do not suffer disadvantage on attack rolls while prone.
  • You can wield weapons and hold objects with your feet. If you make an attack with one of your feet, your movement speed is decreased to 0 feet until the end of your current turn. If you wield a weapon or hold an object with both of your feet, you are knocked prone.

Sweeping Shins

Your shins are exceptionally long and agile, allowing you to quickly trip your foes with them and beat them with your shins. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Immediately after taking the Attack action on your turn, you can use your bonus action to try to shove a creature within 5 feet of you.
  • When you take the Attack action on a prone creature, you can use your bonus action to make an unarmed strike on that creature.

Soul Feats

The following feats are based on intensifying the influence a creature's elemental soul has on their physical form. A creature can only have one of these feats at a time, unless it somehow gains a second soul. Typically, when a creature takes this feat, a bit of their elemental nature shows itself; a blazing soul might have their eyes burn when they are angry, a watery soul might seem more fluid in their movements, an earthen soul may have jagged rocks for their hair, or other similar aspects.

Each feat has the following two bullets, as well as the bullets listed under the feat:

  • You gain a +1 bonus to attack rolls against elementals opposite your type, as well as to creatures with a soul element feat opposite yours.
  • You have a -1 penalty to saving throws against elementals opposite your type, as well as from creatures with a soul element feat opposite yours.

Each opposite of each element is listed below:

Element Opposite
Air Earth
Fire Water
Shadow All

Air Soul

  • You have resistance to damage from falling, and take no damage for falling less than 30 feet.
  • You have resistance to thunder and lightning damage.
  • You can hold your breath for three times as long as you normally could.

Earth Soul

  • You ignore difficult terrain.
  • You have advantage on saving throws against being forcibly moved or knocked prone.
  • When a creature would provoke an opportunity attack from you, you can make a grapple check against them, instead.

Fire Soul

  • You are immune to damage from Small or smaller nonmagical flames, such as candles, torches, and lanterns.
  • Once per turn, when you hit a creature with an attack, you can deal additional fire damage equal to your proficiency bonus.
  • As a bonus action, you can glow with bright light for 10 feet and dim light for another 10 feet, or you can snuff out this light.

Shadow Soul

  • You have darkvision with a range of 30 feet, or your darkvision increases by 30 feet if you already had it.
  • You have advantage on Dexterity (Stealth) checks made in dim light or darkness.
  • Dim light and darkness do not grant you a penalty to Wisdom (Perception) checks.

Water Soul

  • You can breathe air and water.
  • You gain a swimming speed equal to your movement speed, or your swimming speed increases by 10 feet if you already had one.
  • You do not suffer disadvantage for attacking underwater.

Chapter 6: Backgrounds

While the backgrounds found in the Player's Handbook do fit into the world of Al'Naar, and, indeed, most people use one of those backgrounds, this chapter lists some more specific, exclusive backgrounds fitting for characters on the continent.

Created

You were not born by any sort of natural means; instead, you were created. You might be an alchemical experiment gone wrong (or right), an artificial being made out of inorganic materials, or a soul given a new mature body from some kind of magical occurrence.

Is this your first time existing? Was your soul previously owned by a different being, or were you nothing before the event that built your body? If your soul previously had a different body, how does this affect you? Do you sometimes have visions of memories you don't truly recall, or do some faces in crowds seem oddly familiar?

How much do you know about the world from being created as mature at the start of your life? Are you lacking in some kind of area that you would've otherwise developed as a child? Do you not understand some specific concepts, such as emotons or love? Was your mind handcrafted to have specific concepts drilled in, such as loyalty to a person you might otherwise hate, or spreading ideals you wouldn't otherwise believe in?

Skill Proficiencies: Athletics, plus one from among Arcana, History, Religion, and Nature

Tool Proficiencies: One set of artisan's tools

Languages: One of your choice (usually that of your creator)

Equipment: A small piece of something used when creating you (such as a tiny shard of potion glass, or a small metal screw), a tiny notebook filled with details of your first memories (or commands), a set of common clothes, and a belt pouch with 5 gp

Feature: Constructed Empathy

Nonhostile constructs (and other created beings) are inclined to like you. These creatures might help guide you to a place if they know its location, provide you with shelter, or shield you from danger, provided they aren't put directly into harm’s way and provided it does not go against its creator's wishes.

Suggested Characteristics

Due to your inorganic and unique form of coming into this world, you might not react to things in the world how other, more natural beings might due to being born and raised properly. You might be completely numb to experiences that would otherwise be horrible or traumatizing, you might have a style of fashion or speaking which is either outdated or just strange in general, and you might confuse some emotions for others.

Personality Traits
d8 Personality Trait
1 I have a tendency to pause before I speak, making sure every part of my grammar is perfect.
2 I am very eager to explore and learn more about the world around me.
3 I never forget a single piece of information I am told.
4 I write down everything I experience.
5 I am completely honest, and see no gains in lying.
6 I react with the same emotion to everything I don't understand; either laughing, crying, or screaming.
7 I talk to animals and objects as if they were people.
8 I am too polite, as if I have an entire book on manners memorized. Which I do.
Ideals
d6 Ideal
1 Code. I refuse to break a promise I make. (Lawful)
2 Equality. I was made from something unlike most other people, but yet, we should still be treated the same. (Good)
3 Superiority. I was made without flaws, and am better than all others. (Evil)
4 Curiosity. I must learn all I can about this strange world. (Any)
5 Purpose. My purpose must be fulfilled, whatever it may be, and regardless of my emotions on the matter. (Neutral)
6 Protection. I was made to be stronger than others. I must protect this world with my natural resilience. (Good)

Bonds
d6 Bonds
1 I will never forget my creator, and owe them a huge debt for making me.
2 I ran from whomever--or whatever--created me, and it's still trying to find me.
3 I wish to find out more about how I was made, so I can make more beings in a similar fashion.
4 I must destroy this fake body I have, and replace it with a better one.
5 A group of people believe that I was made to be the ultimate life form, and are trying to capture me so they can abuse my powers.
6 I am the last creation of my creator, before they either died or simply stoped existing. Some people wish to take vengeance on me, for the sins of my creator.
Flaws
d6 Flaws
1 I am relentless in my purpose, and am stubborn in completing my task when I am commanded (or promise) to do something.
2 I don't value the lives of others more than one would value livestock.
3 I believe I am the ultimate life form, and that this world belongs to me.
4 I was created to destroy a group of people, and will not stop until I have killed them all.
5 I do not care for the customs or values of other people, valuing my own over theirs.
6 I don't know what it's like to feel emotions.

Cultist

You are a member of a secretive sect, dedicated to some god or other powerful being that has not yet gained support from enough people to have worship of this being be publicly safe.

What tasks and duties do you have to perform due to being part of your cult? Do they seem to be fairly normal, or might they seem more esoteric and otherworldly? Are you happy with serving your sect, or would you prefer to escape their grasps, but struggle to do so?

How long have you been a part of the cult, and how did you join them? Were you born a member of the sect, or did you choose (willingly or not) to join at a later point in your life? Do you personally know any other members of your cult, or do your fellow cult members remain as distant from one another as possible?

Skill Proficiencies: Deception, Religion

Tool Proficiencies: Poisoner's kit

Languages: One of your choice (usually an exotic one, such as Abyssal or Deep Speech)

Equipment: A ritual knife, a holy text and symbol dedicated to your cult, a poisoner's kit, robes, and a belt pouch containing 5 gp.

Feature: Dark Brotherhood

You know of the symbols and signs of your cult, and can recognize members of your sect through subtle gestures, handshakes, or speaking specific code words. Members of your cult may be willing to lodge you and up to five other people, shielding you from the law or anyone else searching for you, though they will not risk their lives for you, and they may betray you if you go against your cult's wishes.

Suggested Characteristics

From your dealings with your cult, you may have strong beliefs that differ from how others see the world. You might hate certain task or groups of people without truly having a reason why, besides the fact your cult had told you the tasks or groups were 'unholy' or 'vile', or you might revere more regular aspects and imagery as being some sign from your sect's deity.

Personality Traits
d8 Personality Trait
1 I love to repeatedly trace and draw symbols of my cult whenever I can.
2 I commonly use collective pronouns, like "we" and "us", when referring to myself.
3 I believe that I know when the world will end, so I live every day like it's my last.
4 I refer to everything I hate or dislike as "heretical".
5 I constantly check my holy texts for advice on everything.
6 Half of everything that I eat and drink I burn, as an offering to my lord.
7 I constantly talk about how great my sect is, and how everyone should join it.
8 I sometimes whisper to my holy symbols and statuettes of my deity.
Ideals
d6 Ideal
1 Obedience. The commands given to me by my sect are my main focus at all times. (Lawful)
2 Dedication. I will make sure every single good person has their soul saved. (Good)
3 Crusade. I must slay all who oppose my lord, without question. (Evil)
4 Overthrow. This world is led by foolish leaders, both religious and political. Members of my cult would do much better. (Chaotic)
5 History. My cult used to be widespread, and a popular religion. I wish to know why it is not anymore. (Any)
6 Power. I don't really care for what my sect wishes; I'm just using them to elevate my own personal power. (Evil)

Bonds
d6 Bonds
1 There used to exist two cults of our deity. I was crucial in destroying the other one, and now remnants of that cult are after me.
2 My sect is the only sort of family I've ever had. I owe them everything.
3 I sold my soul during a ritual, and now I wish to have it back.
4 I sacrificed a descendant of a noble, and that noble wants vengeance.
5 My fellow cult members believe I know too much, and must be sacrificed.
6 I am in love with someone who my cult wishes to sacrifice.
Flaws
d6 Flaws
1 Sometimes, I think I am losing my sanity.
2 I wish for nothing more than than to be sacrificed.
3 I do not truly believe in my cult's goals, but feel obligated to stay.
4 I have no issues with harming people who oppose my sect.
5 My soul is not my own; instead, a powerful malevolent being resides inside me.
6 I will take any measure, no matter how drastic, to learn what I want to.
 

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