Pathfinder 2e Wildemount Conversion

by zhoekstra

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Explorer's Guide to Wildemount (v0.3)
SECOND EDITION

Introduction

Critical Role is a cultural powerhouse in TTRPGs, and has been the start of many a new roleplayer's hobby. For this reason, many people want to play in the incredible world of Matthew Mercer. This document will allow you to recreate the custom content found in Critical Role to Pathfinder 2e.

Copyrighted Content

For both copyright and moral reasons, attempts have been made to make the content in this document as setting-neutral as possible. This document should be used in conjunction with a legally purchased copy of Explorer's Guide to Wildemount, to allow players to create the characters they want to. Apart from the edicts for Deities, any lore, backstory, or narrative has been removed. Refer to this document when you want the mechanical benefits of something in the Explorer's Guide.

But In 5e It Worked Like This!

Efforts have been made to copy the flavor and theme of Wildmount, but no efforts have been made to create a 1 to 1 mechanical equivalency. Pathfinder 2e has different balancing concerns than 5e, and also is more open when it comes to character options. Archetypes may be available to more classes than the 5e subclass would allow, or options which would be game-breaking have been downgraded or removed. Hopefully the openness of the system rules will encourage players to branch out.

And to the naysayers who feel that 1 to 1 mechanics should be the default, I say...

I can make a paladin with a shotgun using these rules. In my mind, that's all that matters.

GM Discretion

Most of the feats, equipment, and Ancestries in this document are marked with the UNCOMMON tag. This means that they are known and exist in the world, but players may not take them without Justified backstory and GM approval. This is especially important as the rules in this document may allow for things not normally seen in Wildemount, or combinations not allowed in your story.

TABLE OF CONTENTS

Quick Reference: I Want To Make...

A Specific 5e Class

Warlocks

Warlocks are a uniquely 5e class that doesn't have a direct counterpart in pathfinder 2e. To figure out how to create or convert one, figure out what interests your player most about the class.

* If they are intrigued about the relationship between the warlock and their patron, consider using the Witch class, from the Advanced Players Guide.
* If they like being a Hexblade and combining martial and magical prowess, consider using the Magus class from the Secrets Of Magic book
* ELDRITCH BLAST!!! Point them to the Sorcerer and let them blow things up.

Blood Hunters

Mechanically, the Blood Hunter is about marking targets and taking them down with various abilities that deal extra damage or shut them down. This is basically the P2e Ranger class's stick, which also covers some of the stealth or tracking abilities often associated with Blood Hunters. If they also like the Witcher-style mutagens, have them pick up the Alchemist Dedication, which lets them craft Mutagens for not only themselves, but the rest of the party.
Remember that as long as abilities don't change mechanically, feel free to reflavour various abilities as mystical. Does bonus precision damage represent a keen eye, or burning blood? You get to decide.

Artificers / Gunslingers

Artificers and Gunslingers are well represented in the Guns And Gears book, as well as firearm rules. I suggest you use those for your players looking to play a technology-focused character. I think Inventor players in particular will find the P2e class much more fulfilling than the 5e version.

Echo Knights

The Summoner Class from the Secrets Of Magic book is a class specialized around summoning and controlling an entity on the battlefield, which is mechanically exactly what an Echo Knight does. To make an echo knight, simply make a Fighter with the Summoner Dedication.

A Critical Role Character

Character Class Options
Grog Barbarian Giant Instinct, Fighter Dedication
Keyleth Druid Wild Order
Percival Gunslinger Way of the Pistolero
Pike Cleric Cloistered Doctrine
Scanlan Bard Maestro Muse
Vax'ildan Rogue Thief Racket, Assasin/Paladin Dedication
Vex'ahlia Ranger Prescision Edge, Rogue Dedication
Beauregard Monk Focus on Ki feats
Caduceus Cleric Cloistered Doctrine
Caleb Wizard Spell Blending Thesis, Transmutation School
Fjord Magus Witch/Paladin Dedication
Jester Witch Fey Patron
Nott/Veth Rogue Thief Racket
Yasha Barbarian Spirit Instinct
Mollymauk Ranger Alchemist Dedication

Ancestries

Common Ancestries

In most cases, the ancestries of 5e and P2e can be mapped 1:1. Here are the core ancestries available, with some notes on each:

Dwarf

The Dwarf Ancestry can basically be used as is. No major changes needed.

Elf

Players may also select from the following Heritages:
Pallid Elf: You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to Perception checks to Sense Motive.
Sea Elf: You gain a 20-foot swim Speed.

Gnome

Gnomes in Golarion are magical and Fey in nature, while Wildemount gnomes are more traditional D&D style gnomes. If a player wants to play a Gnome, consider either reflavouring most of their abilities as coming from an innate knowledge of magic rather than fey bloodlines, or have them use the Halfling Ancestry rules instead.

Goblin

Goblins can mostly be used as is, although consider restricting or reflavouring Goblin feats around singing, as that is lore specific to Golarion Goblins.

Human

The quintessential basic Ancestry. No extra considerations needed.

Halfling

Players may also select from the following Heritages:
Lotusden Halfling: You are trained in the Lotusden Lore skill. Enemies have a -2 circumstance bonus to track you when you are traveling in nonmagical undergrowth.

Half-Elf

Can be used as is, although remember that under certain variant rules it is possible to take these Heritages from Ancestries other than Human.

Half-Orc

Can be used as is, although remember that under certain variant rules it is possible to take these Heritages from Ancestries other than Human.

Uncommon Ancestries

Aarakocra

Use the Strix Ancestry in the Lost Omens: Ancestry Guide (p133)

Aasimar

Use the Aasimar Versatile Heritage in the Advanced Player's Guide (p34)

Dragonborn

Use the custom Ancestry detailed below.

Firbolg

Use the custom Ancestry detailed below

Genasi

Use the Ifrit, Oread, Undine, Sylph, or Suli Versatile Heritages in the Lost Omens: Ancestry Guide (p100-112)

Goliaths

Use the Oread Versatile ancestry combined with either Human or Orc.

Hollow One

Use the Duskwalker Versatile Heritage in the Advanced Player's Guide (p37). Consider reflavouring powers as originating from their death and rebirth, rather than any connection to psycopomps.

Kenku

Use the custom Ancestry detailed below.

Orcs

For full-blooded orcs, use the Orc Ancestry in the Advanced Player's Guide (p16). For Half-Orcs, use the Versatile Heritage in the Core Book (p55)

Tabaxi

Use the Catflk Ancestry in the Advanced Players Guide (p8)

Tieflings

Use the Tiefling Versatile Heritage in the Advanced Player's Guide (p39)

Tortles

Use the custom Ancestry detailed below

Ancestry: Dragonborn

Dragonborn Heritages

Regardless of your Heritage, choose a metallic or chromatic dragon that you are descended from. This affects some feats and Heritages.

Dragon Exemplar Element
Gold, Brass, or Red Fire
Blue or Bronze Electricity
Black or Copper Acid
Green Poison
White or Silver Cold
Draconblood Noble

You or your ancestors were part of the nobility before Chromacrisis. You receive a boost to Intelligence and a flaw to Strength. When you use your poise and stature to Make An Impression, you get a +2 circumstance bonus to the roll.

Ravenite Rebel

You or your ancestors were part of the underclass before the Chromacrisis. You receive a boost to Wisdom and a flaw to Charisma.

Dragon Blooded

You more strongly exhibit the traits of your dragon ancestry. You gain elemental resistance based on your dragon type equal to half your level (minimum 1). Double this resistance versus dragon's breath weapons.

Hit Points

8

Size

Medium

Speed

25 ft.

Ability Boosts

Strength, Charisma, Free

Ability Flaw

Dexterity

Languages

Common, Draconic, plus a number of additional languages equal to your Intelligence modifier.

Traits

Uncommon

Humanoid

Medium

Dragonborn

Exemplar Dragon

Choose a dragon type at 1st level to represent your exemplar dragon.

Ancestry Feats

1st level

Dragon Breath
ANCESTRY 1

Dragonborn
You channel your draconic exemplar’s power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can’t use this ability again for 1d4 rounds.

At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The damage type of the breath matches the type of your draconic exemplar (see Table 1–1). This ability has the trait associated with the type of damage it deals.

Dragonborn Lore
ANCESTRY 1

Dragonborn
You attentively learned from your Dragonborn elders. You gain the trained proficiency rank in Arcana and Athletics. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dragonborn Lore.

Draconic Magic
ANCESTRY 1

Dragonborn
Your draconic blood grants you a arcane innate spell. Choose one cantrip from the arcane spell list (page 314). You can cast this spell as a arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Sharp Fangs
ANCESTRY 1

Dragonborn
Your teeth are formidable weapons. You gain a fangs unarmed attack that deals 1d8 piercing damage.
5th level

Elemental Fangs
ANCESTRY 5

Dragonborn
Sharp Fangs
Frequency a number of times per day equal to your level
You can empower your fangs with a touch of your draconic elemental power. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 elemental damage, based on your exemplar damage type. On a critical failure, the effect is wasted.

Press Towards Victory
ANCESTRY 5

Dragonborn
You bring a foe to 0 Hit Points.
Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.

Prideful Bulwark
ANCESTRY 5

Dragonborn
You know your own destiny, and refuse to let others decide it for you. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.

9th level

Advanced Breath
ANCESTRY 9

Dragonborn
Dragon Breath
You enhance your fangs with a touch of draconic magic. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 damage (of the type associated with your Exemplar Dragon).

Unstoppable
ANCESTRY 5

Dragonborn
Press Towards Victory
You resist death’s clutches with supernatural vigor. When you use Press Towards Victory, you gain temporary Hit Points equal to your level.

Dracomancer
ANCESTRY 9

Dragonborn
Your inborn arcane power manifests as your exemplar’s most time-honored spells. Choose one 1st-level spell and one 2nd-level spell from those listed for a dragon spellcaster of your draconic exemplar’s type, as presented on pages 104–126 of the Bestiary (such as alarm, blur, invisibility, and true strike for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma.

Dragon 1st Level Spells 2nd Level Spells
Black alarm, ray of enfeeblement, true strike blur, glitterdust, invisibility
Blue alarm, charm, unseen servant dispel magic, invisibility, mirror image
Green illusory object, true strike, ventriloquism humanoid form, mirror image, see invisibility
Red charm, ray of enfeeblement, true strike comprehend language, resist energy, see invisibility
White ray of enfeeblement, true strike dispel magic, invisibility, resist energy
Brass alarm, sleep, ventriloquism humanoid form, mirror image, resist energy
Bronze alarm, hydraulic push, true strike comprehend language, mirror image, resist energy
Copper fleet step, illusory object, magic aura glitterdust, invisibility, see invisibility
Gold alarm, mending, protection, spirit link restoration, resist energy, see invisibility, silence
Silver alarm, bless, protection, true strike augury, calm emotions, restoration, see invisibility
13th level

Claw And Fang
ANCESTRY 13

Dragonborn
Your unarmed attacks blend tradition and training. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the claw and unarmed attacks you gained from dragonborn ancestry feats.

Elite Dracomancer
ANCESTRY 13

Dragonborn
Dracomancer
Your magic rivals that of lesser dragons. Choose one 3rd-level spell and one 4th-level spell from those listed for a dragon spellcaster of your draconic exemplar’s type, as on pages 104–126 of the Bestiary (such as paralyze and stinking cloud for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells.

Dragon 3rd Level Spells 4th Level Spells
Black slow, stinking cloud, paralyze clairvoyance, dimension door, suggestion
Blue dream message, hypnotic pattern, paralyze dimension door, hallucinatory terrain, clairvoyance
Green dispel magic, locate, mind reading clairvoyance, dimension door, stoneskin
Red grease, haste, mind reading crushing despair, invisibility, stoneskin
White earthbind, haste, vampiric touch charm, dimension door, freedom of movement
Brass earthbind, paralyze, locate confusion, dimensional anchor, dimension door
Bronze dispel magic, mind reading, slow dimension door, solid fog, suggestion
Copper dispel magic, haste, meld into stone confusion, creation, stoneskin
Gold dispel magic, haste, heal discern lies, heal, restoration
Silver heal, paralyze, wall of wind freedom of movement, read omens, restoration

Ancestry: Firbolg

Firbolg Heritages

Horned Firbolg

You took on the traits of a herd animal with fearsome horns. You gain a horns unarmed attack that deals 1d6 piercing damage. Your horns are in the brawling group and have the forceful and unarmed traits.

Thick Furred Firbolg

You took on the traits of a herd animal with exceptionally tough skin and heavy fur. You gain 14hp from your Ancestry instead of 10, and treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

Mountain Firbolg

You took on the traits of a herd animal that was exceptionally good at surviving on sheer rock faces. When Climbing, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you're using a climb Speed.

Irongut Firbolg

You took on the traits of a herd animal known for eating.... well, just about everything. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.

Hit Points

10

Size

Medium

Speed

25 ft.

Ability Boosts

Constitution, Wisdom, Free

Ability Flaw

Dexterity

Languages

Common, Sylvan, and additional languages equal to your Intelligence modifier (if positive)

Traits

Uncommon

Medium

Humanoid

Firbolg

Ancestry Feats

1st level

Animal Fellowship
ANCESTRY 1

Firbolg
You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar using the rules on page 217. The type of animal is up to you, but many firbolg pick up animals from where they grew up.

Fey Fellowship
ANCESTRY 1

Firbolg
Your ancestries connection to the Feywilds affords you a warmer reception from creatures of the Feywilds as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey.

In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.


Fey Magic
ANCESTRY 1

Firbolg
Your connection to the Feywilds grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list (page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Stoisism
ANCESTRY 1

Firbolg
Others’ attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is flatfooted to you until the end of your next turn.

Life-Giving Magic
ANCESTRY 1

Firbolg
Frequency once per minute
You cast an innate spell from an ancestry feat.
The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.

5th level

Natural Connection
ANCESTRY 5

Firbolg
You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).

Natural Resiliance
ANCESTRY 5

Firbolg
you receive damage that would take you below half health
Your giant heritage gives you the strength to fight on. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.

Find Shelter
ANCESTRY 5

Firbolg
As long as you remain on the ground and are adjacent to a piece of natural terrain, like a boulder, tree, or cliff that rises to your height or taller, you aren’t flat-footed against attacks as a result of being flanked.

Shoulder Aside
ANCESTRY 5

Firbolg
Your massive build allows you to push foes around. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier.

If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Shoulder Aside has no effect.


9th level

Fey Adept
ANCESTRY 9

Firbolg
at least one primal innate spell.
Over time your fey magic has grown stronger. You gain faerie fire and barkskin as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day.

Natural Healing
ANCESTRY 9

Firbolg
Your giant nature allows you to quickly recover from wounds. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from Treat Wounds.

Boulder's Stoutness
ANCESTRY 9

Firbolg
Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).

If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.


13th level

Shifting Visage
ANCESTRY 13

Firbolg
While all firbolg tend to take on the traits of animals they spend time around, you have traveled so widely and become attuned to so many environs that your form automatically shifts to fit in. After spending a week with an animal that shares a trait with a Firbolg Heritage, you may change your Heritage to it.

Ancestry: Kenku

Kenku Heritages

Heritage
Heritage
Heritage
Heritage
Heritage
Hit Points

6

Size

Medium

Ability Boosts

Dexterity, Intelligence, Free

Ability Flaw

Wisdom

Languages

Common, and additional languages equal to your Intelligence modifier plus one. (if positive). Your speech is a mix of words from a vbariety of people you have heard, and clearly mimicked. To have enough sounds mimicked in a language to sound natural costs an extra language slot.

Senses

Low Light Vision

Keen Ears

Your ears are particularly keen, allowing you to make out small details that might otherwise be missed in the din. You gain a +2 circumstance bonus when you Seek to listen for sounds, and can pick out individual sounds even when there are multiple other sounds happening at the same time.

Ancestry Feats

1st level

Squawk
ANCESTRY 1

Kenku
You critically fail a Deception, Diplomacy, or Intimidation check against a creature
You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.

Talons
ANCESTRY 1

Kenku
You have a sharpened beak. You gain a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling group and has the finesse and unarmed traits.

Kenku Lore
ANCESTRY 1

Kenku
You learned skills for surviving in the place where your people were dispersed. You gain the trained proficiency rank in Society and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kenku Lore.

Kenku Mimicry
ANCESTRY 1

Kenku
The Curse of Oblivion has forced your kind to only mimic sounds they hear from others, but you have taken mimicry to an art form. You may spend a downtime action carefully observing a single creature and their mannerisms to Survey them - doing so without them knowing may require Stealth checks to remain hidden. Once you have Surveyed a creature, you can speak any languages they spoke during the time you observed them in their voice and mannerisms, and you may select one social skill they are trained in (Deception, Diplomacy, Intimidation, Performance, or Society). You become trained in that skill as well at the same level they were, or expert, whichever is lower.
You may only have one Surveyed creature at a time. When you Survey another creature, you lose the previous effects.

5th level

Fluttering Hop
ANCESTRY 5

Kenku
Assuming a peculiar stance, you make a short hop on each toe. You make a vertical Leap without triggering reactions that can be triggered by move actions or upon leaving or entering a square.

Sense Allies
ANCESTRY 5

Kenku
Having been raised in a tight-knit tribe, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.

Squawk
ANCESTRY 1

Kenku
You critically fail a Deception, Diplomacy, or Intimidation check against a creature
You have a sharpened beak. You gain a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling group and has the finesse and unarmed traits.

Advanced Mimicry
ANCESTRY 5

Kenku
Kenku Mimicry
When you Survey a creature using Kenku Mimicry, you may copy skills up to Master proficiency. In addition, when you Survey a creature, also select a skill feat the Surveyed creature has that is tied to the selected Skill and not higher than your current level. (If the creature is a monster, work with the GM to select an appropriate skill feat). You gain that skill feat (ignoring prerequisites) until you Survey another creature.

Clever Improviser
ANCESTRY 5

Kenku
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

9th level

Raven Queens Blessing
ANCESTRY 9

Kenku
She remembers your service and your sacrifice. Choose two of the Raven Queens Domains (Death, Fate, healing, and Knowledge). You gain the domain spells for both.

Domain spells are a type of focus spell. It costs 1 focus Point to cast a focus spell, and you start with a focus pool of 1 focus Point. You refill your focus pool during your daily preparations, and you can regain 1 focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

INCREDIBLE IMPROVISATION
ANCESTRY 9

Kenku
Clever Improviser
Frequency Once per day
You attempt a check using a skill you’re untrained in.
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.

13th level

Ultimate Mimicry
ANCESTRY 13

Kenku
Advanced Mimicry
When you Survey a creature using Kenku Mimicry, you may copy skills up to Legendary proficiency. In addition, when you Survey a creature, also select a class feat tied to the selected Skill that the Surveyed creature has that is of 6th level or lower. You gain that class feat (ignoring prerequisites) until you Survey another creature.

Ancestry: Tortle

Tortle Shell

As a Tortle, you have no need for hand-crafted armor - your shell is more than sufficient. You are always considered to be wearing the following armor, and cannot wear normal armor. You are trained in your shell. You can sleep, travel, and perform other normal activities in your shell.

You may engrave runes into your shell and attach trinkets as if it were a normal suit of armor. Like a normal suit of armor, if your shell becomes broken, it loses AC. You may use the Repair downtime action to restore its functionality.

Tortle Shell
MEDIUM ARMOR

AC Bonus +3; Dex Cap +2
Strength 14; Check Penalty -2; Speed Penalty -5 ft.
Hardness 9; Hit Points 36; Broken Threshold 18; Repair DC 14
Armor Specialization Effect thick skin and a hard shell protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.

Tortle Heritages

Slight Tortle

Your shell is unusually light and flexible. Your Tortle Shell's Dexterity Cap raises to +4 and its Strength requirement lowers to 12, but its AC Bonus lowers to +1.

Heavy Tortle

Your shell is unusually heavy and tough. Your Tortle Shells Dexterity cap lowers to +1 and its Strength requirement raises to 16, but your AC Bonus raises to +4.

Sea Tortle

You have wide webbed paws. You have a swim speed of 15ft and suffer no check penalties for swimming in your shell.

Well Travelled Tortle

In your long life, you’ve dabbled in many paths and many styles. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.

Hit Points

8

Size

Medium

Speed

20 ft.

Ability Boosts

Constitution, Wisdom, Free

Ability Flaw

Dexterity

Languages

Common, Tortle, and additional languages equal to your Intelligence modifier (if positive)

Traits

Tortle Shell

Ancestry Feats

1st level

Tortle Longevity
ANCESTRY 1

Tortle
you are at least 100 years old.
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.

Tortle Lore
ANCESTRY 1

Tortle
Your thirst for new experiences rivals even other Tortles. Choose three different Lore skills. You become trained in all 3.

This will pass
ANCESTRY 1

Tortle
You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.

Unassuming Dedication
ANCESTRY 1

Tortle
Tortles are nothing if not patient. You gain a +1 circumstance bonus to checks to perform a downtime activity.

Hole Up
ANCESTRY 1

Tortle
You retreat into your shell, shrugging off blows from your enemies. Until you attack or move, you gain a +2 circumstance bonus to AC.

5th level

Radical Tortle
ANCESTRY 5

Tortle
Extra Rare
Joke
you are less than 100 years old.
You have been trained from a young age in ancient Tortle arts. Your shell Dex cap is raised by 2, and you gain the Assassin Dedication feat, even if you do not meet it's requirements. You are trained in the staff, katana, sai, and nunchaku.
No, this is not a real thing. Do not let your players take this.

Patience
ANCESTRY 5

Tortle
You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.

The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.

Implacable
ANCESTRY 5

Tortle
If you would start your turn confused, controlled, or fleeing due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become paralyzed until your next turn, rather than act against your will.

9th level

Expert Longevity
ANCESTRY 9

Tortle
Tortle Longevity
You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Tortle Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Tortle Longevity expires.

When the effects of Tortle Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Tortle Longevity or make you an expert in the skill you chose with Expert Longevity.


Stoutness
ANCESTRY 9

Tortle
Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).

If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.


Stout Shell
ANCESTRY 9

Tortle
Trigger You are struck by a critical hit that deals physical damage.
Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.

13th level

Universal Longevity
ANCESTRY 13

Tortle
Expert Longevity
Frequency once per day
You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.

Ultimate Refuge
ANCESTRY 13

Tortle
Hole Up
While under the effects of Hole Up, you may use the Take Cover action to gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection.

Backgrounds

Using Backgrounds

Most backgrounds from the Core Book can be used as-is or with minor alterations. However, players may be interested in the following backgrounds, representing specific factions in Wildemount.

Faction Backgrounds

Grinner
BACKGROUND

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You’re trained in the Performance skill and the Minstrel Lore skill. You gain the Glean Contents skill feat.

Volstrucker Agent
BACKGROUND

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You’re trained in the Deception skill and the Cerberus Assembly Lore skill. You gain the Lie To Me skill feat.

Luxonborn
BACKGROUND

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You’re trained in the Occultism skill and the Luxon Lore skill. You gain the Oddity Identification skill feat.

Myriad Operative
BACKGROUND

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You’re trained in the Society skill and the Myriad Lore skill. You gain the Streetwise skill feat.

Revelry Pirate
BACKGROUND

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You’re trained in the Intimidation skill and the Pirate Lore skill. You gain the Quick Coercion skill feat.

Cobalt Scholar
BACKGROUND

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You’re trained in the Arcana skill and the History Lore skill. You gain the Dubious Knowledge skill feat.

Augen Trust Spy
BACKGROUND

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You’re trained in the Stealth skill and the Augen Trust Lore skill. You gain the Stealth Assurance skill feat.

Spells: Dunamancy

Dunamancy Rarity

All spells with the Dunamancy tag are considered Rare by default. Some of the effects provided by Dunamancy Spells can be extremely powerful when used by clever and resourceful players.

GMs, you have been warned.

Dunamancy Spells

Sapping Sting
CANTRIP 1

RARE
DUNAMANCY
Attack
CANTRIP
NECROMANCY
arcane, occult
somatic, verbal
30ft1 creature
basic Fortitude
You sap the vitality of one creature you can see in range. The target takes 1d4 necrotic damage, and on a Critical Failure becomes Clumsy 1.
Increase the damage by 1d4
The creature becomes Enfeebled 2 on a critical failure.

Gift Of Alacrity
SPELL 1

RARE
DUNAMANCY
Transmutation
arcane, occult
somatic, verbal
touch1 creature
2 hours
You touch a willing creature. The target gains a +1 status bonus to its next initiative roll, after which the spell ends.
The status bonus increases by 1, to a maximum of +4 at 7th level.

Wristpocket
SPELL 1

RARE
DUNAMANCY
CONJURATION
arcane, occult
somatic
selfone object held in your hand.
1 hour
With a flick of your wrist, you cause one object of Bulk 1 or less held in your hand to disappear. The disappeared object is teleported to a small pocket dimension for the duration. At any time, you may use a Manipulate action to return the object to one of your free hands. If the spell ends before you have returned the object, it appears at your feet.
Increase the spells duration by 2 hours.

Magnify Gravity
SPELL 2

RARE
DUNAMANCY
Transmutation
arcane, occult
somatic, verbal
60ft
10-foot burst
Fortitude
The gravity in the area affected by the spell is temporarily increased to bone-crushing levels. Each creature within the burst must make a Fortitude save.
The target takes a -5ft status penalty to all its speeds until the end of its next round.
The target takes a -10ft status penalty to all its speeds until the end of its next round, and becomes prone.
The target also takes 2d10 force damage.
Any target that fails its saving throw takes an additional 1d10 force damage (this also applies to critical failures)

Fortunes Favor
SPELL 2

RARE
DUNAMANCY
DIVINATION
FORTUNE
arcane, occult
somatic
An ally within 30 ft of you makes an attack roll saving throw
The ally making the attack roll or saving throw rolls twice and uses the better result.
The range of this spell increases to 60 ft.
The ally also receives a +2 luck bonus to the roll.

Immovable Object
SPELL 3

RARE
DUNAMANCY
TRANSMUTATION
arcane, occult
somatic, verbal
touchOne contiguous object that can fit inside a 5ft x 5ft cube
10 minutes
You reach out and touch an object, halting it's ability to move in any direction. If the object is being carried or used by any creature, they can attempt a Reflex save , which avoids the effect on Success. The affected object does not move, defying gravity if need be. It can only be moved if 8,000lbs of pressure is applied to it, at which point the effect ends.
You can dismiss the effects of this spell early by touching the object again and speaking a command word.
You can affect objects that fit within a 50ft x 50ft cube, and the pressure needed to break it is increased to 20,000lbs.
The duration of the effect becomes unlimited.

Pulse Wave
SPELL 3

RARE
DUNAMANCY
EVOCATION
arcane, occult
somatic, verbal
30-foot cone, originating from you.
basic Fortitude
You create intense pressure, and unleash it. The pressure deals 4d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude save. Creatures that fail the save are also knocked back 10 feet (20 feet on a critical failure).
The damage increases by 1d6, and the push increases by 5ft.
You may choose to have this spell pull creatures towards you instead of pushing them. Creatures can be pulled past you, or up to a space adjacent to you.

Gravity Sinkhole
SPELL 4

RARE
DUNAMANCY
EVOCATION
arcane
somatic, verbal
300 feet
20-foot burst
basic Fortitude
A sphere of crushing force forms and tugs at the creatures there, dealing 6d6 damage and pulling them 5 ft towards the origin of the burst. Creatures that fail their Fortitude save are pulled 10ft instead.
The damage increases by 2d6

Temporal Shunt
SPELL 5

RARE
DUNAMANCY
Transmutation
arcane, occult
somatic, verbal, material
60 feetone creature
Will
You temporally shunt the creature forward in time unless it fends you off with a Will save.
The target is slowed 1.
The target disappears until the start of its next turn, at which point it reappears on the same place. Time pauses for the creature while it has disappeared. Conditions and durations are not adjusted, nor does the creature remember anything of the time between.
The target is also slowed 2 when it reappears.
You may target one additional creature with this spell. You are slowed X, where X is the number of creatures you target with this spell, minus 1.

Gravity Fissure
SPELL 5

RARE
DUNAMANCY
EVOCATION
arcane
somatic, material
60 foot line
basic Fortitude
You manifest a ravine of gravitational energy, dealing 5d12 force damage. Any creatures (other than the caster) within 10ft of the area of the spell must make a Fortitude save, or be pulled until they are within the area of the spell. They do not take damage.

Tether Essence
SPELL 7

RARE
DUNAMANCY
NECROMANCY
arcane, occult
somatic, material
60 fttwo creatures
1 hour
Will (for both)
You tether the fates of both creatures together. Each creature makes a Will saving throw. Use the best result to determine the effects of the spell. A creature may choose to Fail the roll instead of rolling.
For the duration of the spell, or until one creature falls below half health, any time one creature takes damage or receives healing, the other creature receives the same amount and type of damage or healing.
The spell lasts until the duration has expired, or one creature falls to 0 hit points.
The spell lasts 1 day, or until one of the creatures dies.

Dark Star
SPELL 8

RARE
DUNAMANCY
Evocation
arcane, occult
somatic, verbal, material
150 feet
40-foot burst
sustained, up to 1 minute
basic Fortitude
You summon a sphere of raw nothingness. The affected area is continually under the effects of a 4th level darkness and silence spell. When you use an Action to Sustain this spell, all creatures in the area also take 7d10 damage. A creature reduced to 0 HP this way is reduced to fine powder; its gear remains.
The spell deals +1d10 damage

Reality Break
SPELL 8

RARE
DUNAMANCY
Conjuration
arcane, occult
somatic, verbal
60 feetone creature
sustained, up to 1 minute
Will
You shatter the barriers between realities and timelines, thrusting a creature into an ever-churning state of change and madness. When you cast this spell, and each time you Sustain it, the creature must make a Will saving throw.
Roll once on the Shifting Realities table, then the spell ends, and may not be Sustained again.
Roll once on the Shifting Realities table.
Roll twice on the Shifting Realities table.
Result (1d10) Effect
1-2 Vision of the Far Realm The target takes 6d12 psychic damage and becomes Stunned 2
3-5 Rending Rift The target takes 6d12 force damage and becomes Grabbed until the end of its next turn.
6-8 Wormhole The target is teleported 30 feet in a random direction, and becomes prone.
9-10 Chill of the Dark Void The target takes 8d12 cold damage and is Blind until the end of its next turn.

Ravenous Void
SPELL 10

RARE
DUNAMANCY
Evocation
arcane, divine, occult, primal
somatic, verbal, material (a pure black opal worth at least 500gp, which is destroyed as part of the cost of the spell.)
1000 feet
20-foot burst
basic Fortitude
You create a miniature sphere of pure destructive gravitational force. When you cast the spell and each time you Sustain it the following effects happen.
Destruction: All creatures within the sphere take 14d10 damage. A creature reduced to 0 HP this way is reduced to fine powder; any unattended objects or magic items within the sphere are also reduced to fine powder. Relics and other items of godly power are unaffected
Gravitational Pull: All loose objects within 100 feet of the origin are pulled 20 feet towards it. Creatures within 100 feet must make an Athletics check against the spell DC
They are pulled 10 feet towards the origin
They are pulled 20 feet towards the origin
They are pulled 40 feet towards the origin

Time Ravage
SPELL 10

RARE
DUNAMANCY
Transmutation
arcane, divine, occult, primal
somatic, verbal, material (An hourglass filled with at least 5000gp of diamond dust, which is destroyed as part of the cost of the spell.
90 feetone creature
Fortitude
You subject the targets body to the ravages of time, rapidly aging it to near death.
No effect. The diamond dust is not destroyed as part of the spells cost.
The target takes 8d10 damage and becomes Enfeebled 2, Clumsy 2, and Stupefied 2 for one day.
As Success, but the conditions applied are permanent, increase to 3, and can only be removed by a Wish spell.
As Failure, but the value of all conditions increases to 4, and the target is also aged to the point where they have only 30 days before they die of natural causes.

Deities

Avandra [CG]

Edicts Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Change Bringer behind you. Change is inevitable. The righteous can ensure that such change is for the better. Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.

Devotee Benefits

Divine Font heal
Divine Skill Survival
Favored Weapon Staff
Domains Freedom, Luck, Travel, Wealth
Cleric Spells 1st: fleet steo 3rd: dream message 5th: hallucination

Bahamut [LG]

Edicts Stand as a paragon of honor and justice. Smite evil wherever it is found, yet show compassion to those who have strayed from the path of righteousness. Defend the weak, bring freedom to the persecuted, and protect the ideals of justice and order.

Devotee Benefits

Divine Font heal
Divine Skill Intimidation
Favored Weapon Shield
Domains Confidence, Protection, Truth, Zeal
Cleric Spells 1st: true strike 2nd: see invisibility 4th: fire shield

Corellon [CG]

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

Devotee Benefits

Divine Font heal
Divine Skill Performance
Favored Weapon Spear
Domains Creation, Nature, Indulgence, Passion
Cleric Spells 1st: color spray 3rd: enthrall 4th: creation

Erathis [LN]

Edicts Utilize the company and aid of others. The efforts of the individual often pale against the capabilities of the community. Strive to tame the wilds in the name of civilization, and defend the points of light and order against the chaos of darkness. Uphold and revere the spirit of invention. Create new settlements, build where inspiration strikes, and expand the edicts of the Law Bearer.

Devotee Benefits

Divine Font heal
Divine Skill Society
Favored Weapon Battleaxe
Domains Cities, Creation, Knowledge, Perfection
Cleric Spells 1st: illusory object 4th: creation 7th: magnificent mansion

Ioun [N]

Edicts Unmask those who would destroy loun. Learn their secrets and unveil them to the world. Uphold and teach the importance of reason, perception, and truth in guiding one's emotions and path. Condemn those who lie without moral cause, for evil folk gain power when their followers obscure the truth. Never stoop to the level of selfish liars.

Devotee Benefits

Divine Font heal
Divine Skill Occultism
Favored Weapon Staff
Domains Dreams, Knowledge, Magic, Truth
Cleric Spells 2nd: magic mouth 5th: prying eye 7th: warp mind 8th: maze

Kord [CN]

Edicts Bravery above all. There is no glory in cowardice. Strength is the path to greatness, but greatness is the responsible use of strength. The glory of the Storm Lord lives through your own glory on the battlefield.

Devotee Benefits

Divine Font heal
Divine Skill Athletics
Favored Weapon Gauntlets
Domains Ambition, Destruction, Might, Zeal
Cleric Spells 1st: magic weapon 4th: heroism 7th: divine decree

Melora [N]

Edicts Protect the untamed wilderness from exploitation and destruction. Slay abominations and other mockeries of nature. Embrace and respect the savage nature of the world. Exist in harmony with it.

Devotee Benefits

Divine Font heal
Divine Skill Nature
Favored Weapon Quarterstaff
Domains
Cleric Spells 1st: shillegah 4th: summon animal+3 7th: regenerate

Moradin [LG]

Edicts Remain stoic and tenacious in the face of catastrophe. Uphold and promote loyalty to your family, loyalty to your clan, and loyalty to your people. Legacy is paramount. To create something that lasts is to change the world for the better.

Devotee Benefits

Divine Font heal
Divine Skill Crafting
Favored Weapon Warhammer
Domains Creation, Earth, Family, Protection
Cleric Spells 1st: mindlink 3rd: earthbind 4th: creation

Pelor [NG]

Edicts Be ever vigilant for evil. People are quick to forget the lessons of the past. Help relieve the suffering of the innocent. Deliver the light of Pelor where darkness dwells, with kindness, compassion, and mercy.

Devotee Benefits

Divine Font heal
Divine Skill Medicine
Favored Weapon Mace
Domains Fire, Healing, Sun, Truth
Cleric Spells 1st: burning hands 3rd: fireball 4th: wall of fire

Sarenrae [NG]

Edicts Lead with mercy, patience, and compassion. Inspire others to unite in fellowship. Aid those who are without guidance. Heal those who are without hope. Those who are beyond redemption, who revel in slaughter and remorseless evil, must be dispatched with swift justice.

Devotee Benefits

Divine Font heal
Divine Skill Diplomacy
Favored Weapon Scimitar
Domains Family, Healing, Passion, Protection
Cleric Spells 1st: santuary 4th: divine wrath 7th: sunburst

The Raven Queen [LN]

Edicts Death is the natural end of life. There is no pity for those who have fallen. The path of Fate is sacrosanct. Those who pridefully attempt to cast off their destiny must be punished. Undeath is an atrocity. Those who would pervert the transition of the soul must be brought down.

Devotee Benefits

Divine Font heal
Divine Skill Occultism
Favored Weapon Dagger
Domains Death, Fate, Healing, Knowledge
Cleric Spells 1st: mindlink 3rd: ghostly weapon 4th: phantasmal killer

Sehanine [CG]

Edicts Seize your own destiny by pursuing your passions. Let the shadows protect you from the burning light of fanatical good and the absolute darkness of evil. Walk unbridled and untethered, forging new memories and experiences.

Devotee Benefits

Divine Font heal
Divine Skill Stealth
Favored Weapon Longbow
Domains Darkness, Moon, Freedom, Secrecy
Cleric Spells 1st: illusory disguise 2nd: invisibility 5th: shadow walk

Asmodeus [LE]

Edicts Assert dominance and power over others. Show your strength of will in the image of the Asmodeus. Repay cruelty done unto you with further evil. If others show you kindness, exploit it. As you ascend to power, do not pity or show mercy to those you climb over to get there. Compassion is for the weak.

Devotee Benefits

Divine Font harm
Divine Skill Deception
Favored Weapon Mace
Domains Confidence, Fire, Trickery, Tyranny
Cleric Spells 1st: charm 4th: suggestion 6th: mislead

Bane [LE]

Edicts Fear is your ally. Conquer your fear and inspire it in your foes. Disorder and rebellionare to be punished severely. Combat is the greatest gift, and perfecting your skills to master it is the greatest pursuit.

Devotee Benefits

Divine Font harm
Divine Skill Intimidation
Favored Weapon Morningstar
Domains Destruction, Pain, Tyranny, Zeal
Cleric Spells 1st: burning hands 2th: enlarge 6th: mislead

Gruumsh [CE]

Edicts Ruin. Conquer. Kill. The weak exist to be crushed by the strong. Be the strong. There are no emotions but fury and joy. The rest are weakness .

Devotee Benefits

Divine Font harm
Divine Skill Athletics
Favored Weapon Spear
Domains Destruction, Earth, Might, Zeal
Cleric Spells 1st: magic fang 2nd: enlarge 6th: disintegrate

Lolth [CE]

Edicts It is better to be loved than feared, but you may certainly try to be both. Misdirection, slander, and shadowed steps have more function than direct conflict. Death to the elves who live under the sun, and death to all their allies!

Devotee Benefits

Divine Font harm
Divine Skill Deception
Favored Weapon Rapier
Domains Death, Darkness, Secrecy, Trickery
Cleric Spells 1st: spider sting 2nd: invisibility 4th: phantasmal killer

Tharizdun [CE]

Edicts Offer and siphon power to Tharizdun until his liberation comes. Uncover, restore, and exalt forgotten shrines and relics in his honor. Ruin and raze the realms to prepare for the Epoch of Ends.

Devotee Benefits

Divine Font harm
Divine Skill Crafting
Favored Weapon Dagger
Domains Darkness, Destruction, Fate, Nightmares
Cleric Spells 1st: fear 4th: nightmare 6th: disintegrate

Tiamat [LE]

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

Devotee Benefits

Divine Font harm
Divine Skill Thievery
Favored Weapon War Pick
Domains Ambition, Earth, Protection, Wealth
Cleric Spells 1st: charm 2th: enlarge 5th: fireball+2

Torog [NE]

Edicts Seek and exalt places where no light touches. Revel in the pain you inflict on others, and relish the pain you suffer yourself as an offering to Torog. Imprison those who cannot resist you, and drag all life into the darkness.

Devotee Benefits

Divine Font harm
Divine Skill Stealth
Favored Weapon Warhammer
Domains Darkness, Nightmares, Pain, Tyranny
Cleric Spells 1st: magic fang 2nd: animal form 4th: nightmare

Vecna [NE]

Edicts Learn all you can , and keep hidden that which you know. Reveal what pieces you must, but never the whole. Express and cultivate the evil within yourself, and in doing so, recognize it in others to exploit them for your own benefit. Seed the ruin of all who worship other deities, until only those who kneel before Vecna remain.

Devotee Benefits

Divine Font harm
Divine Skill Arcana
Favored Weapon Quarterstaff
Domains
Cleric Spells 1st: magic missile 2nd: false life 7th: mask of terror

Zehir [CE]

Edicts Keep your acts obfuscated and secret. The night is your greatest ally. Strike quickly and without reason. Blind the target with their own confusion. Kill slowly. Agonizingly. Or worse, make them enjoy it.

Devotee Benefits

Divine Font harm
Divine Skill Stealth
Favored Weapon Whip
Domains Death, Moon, Pain, Secrecy
Cleric Spells 1st: phantom pain 2nd: invisibility 5th: cloudkill

ORC License

This document is no longer licensed under the OGL 1.0. When the text of the Paizo ORC License is released, this document will be updated to conform to that license.

 

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