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.
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
Ancestry Feats
1st level
Dragon Breath ANCESTRY 1
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
Draconic Magic ANCESTRY 1
Sharp Fangs ANCESTRY 1
5th level
Elemental Fangs ANCESTRY 5
Press Towards Victory ANCESTRY 5
Prideful Bulwark ANCESTRY 5
9th level
Advanced Breath ANCESTRY 9
Unstoppable ANCESTRY 5
Dracomancer ANCESTRY 9
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
Elite Dracomancer ANCESTRY 13
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
Ancestry Feats
1st level
Animal Fellowship ANCESTRY 1
Fey Fellowship ANCESTRY 1
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
Stoisism ANCESTRY 1
Life-Giving Magic ANCESTRY 1
5th level
Natural Connection ANCESTRY 5
Natural Resiliance ANCESTRY 5
Find Shelter ANCESTRY 5
Shoulder Aside ANCESTRY 5
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
Natural Healing ANCESTRY 9
Boulder's Stoutness ANCESTRY 9
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
Ancestry: Kenku
Ancestry Feats
1st level
Squawk ANCESTRY 1
Talons ANCESTRY 1
Kenku Lore ANCESTRY 1
Kenku Mimicry ANCESTRY 1
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
Sense Allies ANCESTRY 5
Squawk ANCESTRY 1
Advanced Mimicry ANCESTRY 5
Clever Improviser ANCESTRY 5
9th level
Raven Queens BlessingANCESTRY 9
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
13th level
Ultimate Mimicry ANCESTRY 13
Ancestry: Tortle
Ancestry Feats
1st level
Tortle Longevity ANCESTRY 1
Tortle Lore ANCESTRY 1
This will pass ANCESTRY 1
Unassuming Dedication ANCESTRY 1
Hole Up ANCESTRY 1
5th level
Radical Tortle ANCESTRY 5
No, this is not a real thing. Do not let your players take this.
Patience ANCESTRY 5
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
9th level
Expert Longevity ANCESTRY 9
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
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
13th level
Universal Longevity ANCESTRY 13
Ultimate Refuge ANCESTRY 13
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
Gift Of Alacrity SPELL 1
Wristpocket SPELL 1
Magnify Gravity SPELL 2
Fortunes Favor SPELL 2
Immovable Object SPELL 3
Pulse Wave SPELL 3
Gravity Sinkhole SPELL 4
Temporal Shunt SPELL 5
Gravity Fissure SPELL 5
Tether Essence SPELL 7
Dark Star SPELL 8
Reality Break SPELL 8
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
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
Time Ravage SPELL 10
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.