\pagebreakNum
# Elf
The longest-lived of the races, elves are also the most set in their ways. Typically resistant to change or new things, due to long familiarity and the feeling that 'this is how things always have been'. If it hasn't broken, it shouldn't be fixed. They tend to take the long view of things, and generally feel that their way of doing things is best.
### Ability Score Increase
Elves, ancient and prone to gathering knowledge across their long lives, are often regarded as the most intelligent of the races, though *intelligence* and *wisdom* do not go hand in hand. However, while not as varied as the children of Man, they are hardly an unvaried race. Some are hardier, some are more charismatic, and some are more familiar with the world of nature than the tomes of a library. Your character gains Ability Score points based on which subrace of elf you select.
### Age
As the longest lived race, elves take the longest to mature. Considered little more than children until after their first century of life and living a between eight-hundred and one-thousand years old on average, they witness entire generations in a single lifetime.
### Alignment
Elves tend to take a Lawful and Neutral view on things, seeing themselves as above the small, petty conflicts of the now, given their tendancy to focus on the 'long view' that can span generations. However, it is by no means unheard of for them to leverage their longevity (and all the advantages therein) to gather personal power and become tyrants. Nor is it unusual for an elf of righteous heart to spend centuries crusading against the force of Evil.
### Size
Elves tend to be taller and possessing a more willowy build than most humans. Often described as 'svelte', particularly the females, elves range between five feet ten inches tall and six feet seven inches tall. Their weight is often within the same range of humans of the same sex despite the difference in height. Your character's size is Medium.
\columnbreak
### Speed
Elves are the swiftest of foot amongst the races. Your movement speed, absent any further modifiers, is thirty-five feet.
### Languages
Like every race besides the humans, the elvish language has not changed to an appreciable degree during the time and distance since The Exodus from Eleuthia. There is little lingual or cultural drift that can occur, afterall, within a half-dozen lifetimes of your people.
### Names
The name of your character is dictated by their Nation of Origin. See the Names section under each Nation for suggestions for both male and female characters.
### Appearence
Your character's appearence will be, at least in part, dictated by their nation of origin. See your nation of choice under The Elven Kin
### Racial Feature: Intoxicating Exoticism
Elves have long been considered the most desireable of romantic partners. Elegant, graceful, unnaturally beautiful, long-lived and wealthy, there is little about them that could be considered unappealing. Any creatures that makes a social roll (Insight, Persuasion, Deception, or Intimidation) must do so at Disadvantage, as they are dazzled by your appearence.
\pagebreakNum
## The Elven Kin
Unlike humans, whose short life spans have resulted in significant changes between the same race depending on their nation of origin, elven diversity is less common but more significant.
### Sgàil-bhreith
The Shadowborn, or the Children of Shadow, are said to have been corrupted by an ancient evil when the mortal races were cast out of Eleuthia. This has lead to them being prosecuted or mistrusted in many nations.
* Shadowborn, ironically given their name, are actually a race of albinos. Their skin ranges from a dark, ashen grey to a pale, almost sickly white. Their eyes tend to be some shade of orange or red, usually on the darker side of the orange spectrum and the brighter side of the red. Their hair tends to range from light grey to white-silver. Your character can read, write, and speak Elvish.
* Your Dexterity and Constitution Scores are increased by 1.
* Your character has 60 feet of Darkvision
\columnbreak
### Àrd-bhreith
The High Born, as they have named themselves, are (by their own choice) the least numerous of the elven races. Prone to gathering resources and knowledge over the generations to hoard, members of this race are often regarded (often accurately) as the shadowed hands influencing the course of their nations.
* Your character has no definitive appearance, as the High-Born are as varied as humanity is, beyond the typical differences in build. Your character reads, writes, and speaks Elvish, regardless of further customization choices such as Backgrounds.
* Your Charisma Score is increased by 2.
* Your character has 60 feet of Darkvision
### Beanntan
The Mountainborn, or Children of the Peaks, tend to make their homes in the slopes and valleys of the tallest mountains.
* Your character will likely have light brown or red hair, blue eyes, and fair skin. Your character speaks, reads, and writes Elvish, regardless of further customization choices such as Backgrounds.
* Your Constitution Score is increased by 2.
* Your character has 60 feet of Darkvision
### Coilleach
The Woodborn, or Children of the Forests, live deep within shrouded and ancient woodlands. Those who live in Hellas may have alliances, or bitter rivalries, with the Sisters of the Amazon Tribes that live in those same forests.
* Your character likely has pale skin, blonde or brunette hair, with blue or grey eyes. They speak, read, and right Scandzan, regardless of further customization choices such as backgrounds.
* Your Wisdom and Strength Scores increase by 1.
* Your character has 60 feet of Darkvision
\pagebreakNum
# Dwarf
It is hard to point to any singular trait amongst the dwarven peoples and say that it is one they all share. Indeed, comparing one clan to another is a good way to find yourself in a great deal of pain, if not dead. That being said, a certain stubborness and self-righteousness (at least in regards to the other clans) is to be expected. As is a firm expectation that you will be able to tell at but a glance from which clan the dwarf you are speaking to hails. Woe betide they who guess wrongly.
### Ability Score Increase
While not as varied as the humans, the disparate clans of Dwarfdom are quite different from one another, and fiercely proud of that fact. Your character gains a bonus to stats based on which clan they hail from.
### Age
Though not as long-lived as the elves, dwarves still leave such races as humans well behind in terms of longevity. Living between six and seven centuries, most dwarves are not considered legal adults until their seventy-fifth year of life.
### Alignment
Dwarves are, by and large, a pragmatic sort of people. They have their own codes and belief systems that only obliquely relate to those of the other races, and even then only occasionally. While the codes of some (such as the Krasnal) result in a friendly, jolly approach to life and other living creatures, the likes of the Duerwe view others as trespassers at best or invaders to be killed at worst. Your alignment is freely chosen, but choose one that makes sense to your character's clan lore.
### Size
Shorter than humans, coming up to the chest or shoulders (at best) of the average member of the species, dwarves are neither fast nor agile. What they are, however, is sturdy. Lower to the ground, broad shouldered and barrel-chested, a well-trained dwarf is a lethal ambush enemy (for one so small can more easily hide) or a devastating melee opponent, forever within an enemy's guard and almost impossible to knock down. They qualify as a Medium creature.
\columnbreak
### Speed
Dwarves are by no means a swift race, especially not compared to the elves, though they can often run longer and with heavier weight. Your character has a base movement speed of twenty-five feet per turn.
### Languages
Like every race besides the humans, the dwarven language has not changed to an appreciable degree during the time and distance since The Exodus from Eleuthia. There is little lingual or cultural drift that can occur, after all, within a dozen or so lifetimes for your race.
### Names
The name of your character is dictated by their Nation of Origin. See the Names section under each Nation for suggestions for both male and female characters.
### Appearence
Your character's appearence will be, at least in part, dictated by their Clan. See the descriptions found in The Dwarven Clans section for more details.
### Racial Feature: Stoicism
If dwarves are famous for anything, if there is a single unifying trait that could be assigned to all four of the rival clans without immediatly getting the speaker attacked for their temerity in misidentifying a clan, it is their stubborn, unyielding stoicism. At every level, starting with Level 1, you add additional HP equal to your Proficiency Modifier whenever you level up.
\pagebreakNum
## The Dwarven Clans
Unlike many of the other races, the clans of the Dwarf-Kin (outside of the Dvergr) have few differences physically. In face, it is quite hard to tell one clansdwarf from another if one is unfamiliar with the heraldry and social cues, but woebetide the poor fool that confuses one group of mountain-dwellers with another! The four clans (Dvergr, Krasnal, Duerwe, and Ebeltoft) are not always at war with one another, but even during peace there is little more than wary or resigned tolerance between them.
### Dvergr
The dvergr, who claim descent from the same entities that forge the weapons of Asgard, are without a doubt the greatest craftspeople of arms and armor in the whole of Eleuthia. Furthermore, they are perfectly aware of that fact, and see no reason whatsoever to be humble about it. Indeed, if it wasn't for their talent, they would be appalling arrogant instead of uncomfortably confident.
* With skin as black as charcoal and eyes the crimson found at the heart of a forge-fire, the dvergr are an intimidating sight. Your character can read, write, and speak Dwarven, regardless of further customization choices such as Background.
* Your Intelligence score is increased by 2.
* Your character has 60 feet of Darkvision
\columnbreak
### Krasnal
Short for Krasnoludek, meaning 'Good Little People', the Krasnal are the most good-natured of the dwarven clans, uninterested in the squabbling between the other clans (though they still take umbrage with being misidentified) and are the most integrated with the other races. Famous for their hospitality, they are the best cooks and brew-meisters on Eleuthia, and are quite proud of that fact.
* Fair-skinned and crimson-haired to the very last dwarf, the Krasnal are a boistrous and friendly-looking lot. Your character can read, write, and speak Dwarven, regardless of further customization choices such as Background.
* Your Charisma and Wisdom Scores are increased by 1.
* Your character has 60 feet of Darkvision
### Duerwe
The most malicious of the Dwarven kind, duerwe are well-known for the fierce and savage cruelty with which they protect their marshland homes. Travelers that stray from the safety of the main road, or have particularly bad luck, may find themselves baited and decieved deeper into the foggy bogs by dancing lights and murmuring voices, only to be strangled or drowned.
* Your character will likely have light brown or red hair, blue eyes, and fair skin. They read, write, and speak Dwarven, regardless of further customization choices such as Background.
* Your Constitution Score is increased by 2.
* Your character has 60 feet of Darkvision
### Ebeltoft
The Clan of the Hills, the Hill Dwarves, or the Hill People, are the most reclusive of the Dwarf-Kin. With a distaste for loud noises and large crowds, they tend to avoid large communities at all costs, entering only when they have no other choice, and only then for as brief a time as possible. Whilst around crowds, they will wear a special sort of earmuff, which helps muffle the noise to a level they can tolerate. Their communities tend to be small and spread out, each dwarf family just outside of shouting distance from the others.
* Your character is likely quite pale, given their propensity to remain inside their quiet homes whenever possible, though they have few defining physical features beyond that. They read, write, and speak Dwarven, regardless of further customization choices such as Background.
* Your Dexterity Score and Wisdom Scores are increased by 1.
* Your character has 60 feet of Darkvision
\pagebreakNum
# Orc
Anyone can tell an orc and it's tribe at a glance, and it is not because of the small tusks that each bears, nor is it from their muscular builds. No, the most obvious sign is the emblem carved into their forehead. Whether it is the Moon of the Tethrāke or the Sun of the Kìzis, it is proudly and prominently displayed. Be wary should you stand beside one of each, for should their tempers get the best of them, between them would not be a safe place to be.
### Ability Score Increase
Split down the middle as they are, there is little variety amongst Orcish kind. That said, your Ability Score Increases are based upon whether you hail from Sun or Moon.
### Age
Longer-lived than humans but with far shorter life spans than elves or dwarves, orcs become adults in their thirtieth year and live between 150 and 200 years on average.
### Alignment
Shamanistic and tribal by culture, orcs tend to put their people ahead of themselves. In regards to kin, Lawful Good would be the most common alignment. In regards to their rival tribe, Lawful Evil would be the best that could be hoped for. For the other races, Lawful Neutral would be the most appropriate.
### Size
Similar in height to humans, with a build not dissimilar to that of the dwarves, orcs can often be described as small, moving walls. They qualify as a Medium creature.
\columnbreak
### Speed
Neither fast nor slow, the Tribes of the Sun and Moon move at a steady thirty feet.
### Languages
Like every race besides the humans, the Orcish language has not changed to an appreciable degree during the time and distance since The Exodus from Eleuthia. While there are some differences, even significant ones, between the two dialects of Sun and Moon, members of each tribe learn both as a matter of course. The better to gather information when spying, interrogating, or being interrogated.
### Names
The name of your character is dictated by their Nation of Origin. See the Names section under each Nation for suggestions for both male and female characters.
### Appearence
Your character's appearence will be, at least in part, dictated by their Clan. See the descriptions found in The Bitter Rivals section for more details.
### Racial Feature: Celestial Worshippers
Orcs dedicate themselves wholly and unreservedly to either Sun or Moon, depending on their clan, and for their worship (and their lifestyle) they gain great benefits in battle. Fighting beneath the light of their divine orb of light, they are strengthened. When fighting during Sunrise and Sunset ( 6am to 8pm), Kìzis orcs can double the bonus that their proficiency modifier provides in combat. Similarily, when between Sunset and Sunrise (8pm to 6am), Tethrāke orcs gain the benefit.
\pagebreakNum
## The Bitter Rivals
Bitterly divided by the diurnal, sun-worshipping Kìzis and the nocturnal, moon-worshipping Tethrāke, Orcish kind have a history soaked in blood. How this on-again-off-again war began, no one knows for sure. Each side blames the other for starting it, generally with a healthy dose of tragedies and terrible crimes in accompaniment, but there is a common thread to both group's beliefs: that their warring is the reason that their gods have turned away from them. However, despite many attempts by both clans-people and outsiders to mediate, each side is firmly convinced that annihilation of the opposing party is the solution, rather than peace.
Each clan has their own rites and rituals, and each clan carves the sacred symbol of their chosen object of worship (a dot inside of a circle for the sun, and a crescent moon for the moon) into the forehead of their children at birth.
The greatest irony, perhaps, is that the farming-oriented Tethrāke worship the moon, rather than the sun that gives life to their crops, while the masterful hunters of the Kìzis shun the dark, moonlit night that would so easily hide them from their prey
\columnbreak
### Kìzis
The Kìzis, the Children of the Sun, are a patrilineal (meaning that the laws of inheritance and naming conventions follow the male line) people whose economy (and diets) revolve around hunting and fishing. As a result, they are constantly on the move in order to prevent themselves from depleting the natural resources of their territories. Superb pursuit and ambush hunters, they are excellant raiders.
* Skin heavily tanned by constant exposure to the sun and rounded pupils make the Kìzis excellant day-time hunters, allowing them to blend in with dirt and stone, as well as easily spotting prey on land or lake. Your character can read, write, and speak Orcish, regardless of further customization choices such as Background.
* Your Wisdom and Dexterity Scores are increased by 1.
### Tethrāke
The Tethrāke, the Children of the Moon, are a matrilineal (meaning that the laws of inheritance and naming conventions follow the female line) people whose economy (and diets) revolve around the careful tending of crops. As a result, they tend to form more permanent settlements than their Kìzis rivals and excel at defensive warfare.
* Pale-skinned due to the lack of the sun exposure, and slit-pupiled to better see by moonlight, the Tethrāke are proud of their resemblance to the silver-white surface of the moon. Your character can read, write, and speak Orcish, regardless of further customization choices such as Background.
* Your Intelligence and Constitution Scores are increased by 1.
\pagebreakNum
# Half-Elf
If there is one thing that unites all half-elven kind, it is the ostracization that so many of them face. Neither fully elven, nor fully a member of another race, they are fully welcome amongst no one. High Born elves are particularly cruel to half-elves, believing them to polute the bloodline of the elven races. However, it is their very mixed-blood nature that provides this race with the advantages that they hold.
### Ability Score Increase
Given their unique, literally hybrid nature, half-elves combine the best of both parents to become the best of two worlds. Details will be provided in the Mingled Bloodlines section.
### Age
Experiencing the same longevity of their elven parent, a half-elf is considered little more than a child until after their first century of life and live a between eight-hundred and one-thousand years old on average. However, they are also more vulnerable to the weakness of their more mortal parent, like diseases or illnesses that would effect no full-blooded elf.
### Alignment
Dwarves are, by and large, a pragmatic sort of people. They have their own codes and belief systems that only obliquely relate to those of the other races, and even then only occasionally. While the codes of some (such as the Krasnal) result in a friendly, jolly approach to life and other living creatures, the likes of the Duerwe view others as trespassers at best or invaders to be killed at worst. Your alignment is freely chosen, but choose one that makes sense to your character's clan lore.
### Size
Half-elves tend to take more after their elven lineage than not, with a taller and more willowy build that most humans, dwarves, or orcs. However, the influence of their non-elven parent can still be easily seen. A half-dwarf might be shorter and stockier, a half-human a little broader, and a half-orc more muscular. Nonetheless, your size is Medium.
\columnbreak
### Speed
Neither as swift as pure-blood elves nor as slow as the dwarves, half-elves move at the same pace as the races of Man. Your movement speed is thirty feet.
### Languages
As a half-elf, your character can speak the languages of both their mother and their father. You can read, write, and speak Elvish and either Dwarven, Orcish, or one of the Human languages based on what your non-elven parent is and where they came from.
### Names
The name of your character is dictated by their Nation of Origin. See the Names section under each Nation for suggestions for both male and female characters.
### Appearence
Your character's appearence will be, at least in part, dictated by their bloodline. See the sections of Mingled Bloodlines
### Racial Feature: Inherited Power
Half-Elves, regardless of subrace, have one thing that sets them apart from all the rest: the way that their parent's natural traits mingle withing them. As a result, not only are their Ability Score bonuses dictated by what kind of half-elf that they are, but they gain diminished versions of their parents' own Racial Features. See the Sections of Mingled Bloodlines.
\pagebreakNum
## Mingled Bloodlines
Ostracized whenever they aren't being treated as a shameful fetish, the mixed-blood peoples of the half-elves most of live as nomads, roaming from place to place and living off the land. Often acting as entertainers or mercenaries, they never remain in one place longer than they must for fear of persecution.
### Half-Human (Helven)
The most common of half-elven kind, given the prevalence of humans and the...fondness that members of each race can have for the other, half-human half-elves can be found nearly anywhere. Though they don't appreciate the moniker, a common way to refer to such a people would be 'Helven'.
* Your appearence is based on a combination of two factors: your human ancestry, and your elven ancestry. Skin color will often be based on the human half, while eye and hair color will often be based on the elven half.
* Select one Ability Score from each of your parents, and increase it by 1. (I.E., the child of a Kumati and Shadowborn could increase their Intelligence by 1 and their Dexterity or Constitution by 1). This ability can instead be used to increase a Score by 2 points if both parents share the same Ability Score increases.
* Your character, though still possessing the enhanced eyes of elven kind, nonetheless suffers from some human visual limitations. You have thirty feet of Darkvision.
* You gain one extra Tool, Language, or Skill Proficiency, and one point to any one ability score of your choice.
\columnbreak
### Half-Dwarf (Dwelf)
Least common of the half-elven kind, given their rather different natures and living environments, you would find a single half-dwarf half-elf for every ten human half-elves. Such an individual could, for the sake of clarity and brevity, be called a 'Dwelf'.
* Your appearence is based on a combination of two factors: your dwarven ancestry, and your elven ancestry. Skin color will often be based on the elven half, while eye and hair color will often be based on the dwarven half.
* Select one Ability Score from each of your parents, and increase it by 1. (I.E., the child of a Kìzis and Shadowborn could increase their Dexterity by 1 and their Intelligence or Constitution by 1). This ability can instead be used to increase a Score by 2 points if both parents share the same Ability Score increases.
* Your character has superior Darkvision to other half-eleven, and even pure-blood, races. The range of your Darkvision is ninety feet.
* You gain two additional Health Points at every level, starting at level one.
### Half-Orc (Horc)
Neither common nor rare, half-orc half-elves are in something of an odd place culturally. It would be rare to see a half-orc half-High Born, but common to see a half-Coilleach given the similar methods of living and culture between orc-kind and the Woodborn.
* Your appearence is based on a combination of two factors: your orcish ancestry, and your elven ancestry. The majority of your appearence will be that of your elven parent, while your eyes will be based on those of your orcish parent. They will also have the mark of the orcish parent's clan on their forehead.
* Select one Ability Score from each of your parents, and increase it by 1. (I.E., the child of a Kìzis and Shadowborn could increase their Dexterity by 1 and their Intelligence or Constitution by 1). This ability can instead be used to increase a Score by 2 points if both parents share the same Ability Score increases.
* Your character, though still possessing the enhanced eyes of elven kind, nonetheless suffers from some orcish visual limitations. You have thirty feet of Darkvision.
* The bonus that your Proficiency provides is one-and-a-half times (rounding down) your modifier during the time frames appropriate to your orcish parent's subrace. For example, a level 20 character would have a proficiency bonus of +8, rather than +6.
\pagebreakNum
# Hellas
> #### Lands of Iron Men and Wooden Ships
>
>Hellas is a land in constant war, not because of vast differences between its peoples, but because of their deep similarities. Similarities that make what few, minor differences that they have seem all the greater, all the more sinister, all the more worthy of eradication through strength of arms.
\pagebreakNum
# The Pantheon of Hellas
\pagebreakNum
***Zeus, Lord of the Sky and King of the Gods***
King of the Gods and Ruler of Mount Olympus, Zeus is the God of the Sky, Lightning, Thunder, Law, Order, and Justice. He is the youngest child of Cronus and Rhea, brother and husband of Hera (on whom he frequently cheated with various mortals, immortals, and goddesses) and the brother of Poseidon, Hades, Demeter, and Hestia.
His symbols include the thunderbolt, eagle, oak tree, bull, scepter, and scales
***Hera, Goddess of Marriage and Queen of the Gods***
Queen of the gods and the goddess of marriage, women, childbirth and family.
The youngest daughter of Cronus and Rhea. Sister and wife of Zeus. Being the goddess of marriage (and unable to properly punish Zeus himself), she frequently tried to get revenge on Zeus' lovers and their children.
Her symbols include the peacock, cuckoo, and cow.
***Poseidon, God of Storms and Ruler of the Sea***
God of the seas, water, storms, hurricanes, earthquakes and horses.
The middle son of Cronus and Rhea. Brother of Zeus and Hades. Married to the Nereid Amphitrite; although, as with many of the male Greek gods, he had many lovers.
His symbols include the horse, bull, dolphin, and trident.
***Demeter, Goddess of the Harvest***
Goddess of the harvest, fertility, agriculture, nature and the seasons. She presided over grains and the fertility of the earth.
The middle daughter of Cronus and Rhea. Also the lover of Zeus and Poseidon, and the mother of Persephone.
Her symbols include the poppy, wheat, torch, cornucopia, and pig.
***Athena, Goddess of Wisdom and Warfare***
Goddess of wisdom, handicraft, and warfare
The daughter of Zeus and the Oceanid Metis, she rose from her father's head fully grown and in full battle armor.
Her symbols include the owl and the olive tree.
***Apollo, God of Light and the Sun***
God of light, the Sun, prophecy, philosophy, archery, truth, inspiration, poetry, music, arts, manly beauty, medicine, healing, and plague.
The son of Zeus and Leto, and the twin brother of Artemis.
His symbols include the Sun, bow and arrow, lyre, swan, and mouse.
\pagebreakNum
***Artemis, Goddess of the Hunt and the Moon***
Goddess of the hunt, the wilderness, virginity, the Moon, archery, childbirth, protection and plague.
The daughter of Zeus and Leto, and the twin sister of Apollo.
Her symbols include the Moon, horse, deer, hound, she-bear, snake, cypress tree, and bow and arrow.
***Aphrodite, Goddess of Love and Beauty***
Goddess of love, pleasure, passion, procreation, fertility, beauty and desire.
The daughter of Zeus and the Oceanid Dione, or perhaps born from the sea foam after Uranus' blood dripped into the sea after being castrated by his youngest son, Cronus, who then threw his father's genitals into the sea. Married to Hephaestus, although she had many adulterous affairs, most notably with Ares.
Her symbols include the dove, bird, apple, bee, swan, myrtle, and rose.
***Hephaestus, God of the Forge***
Master blacksmith and craftsman of the gods; god of the forge, craftsmanship, invention, fire and volcanoes.
The son of Hera, either by Zeus or through parthenogenesis. Married to Aphrodite.
His symbols include fire, anvil, axe, donkey, hammer, tongs, and quail.
***Hermes, Messenger of the Gods***
Messenger of the gods; god of travel, commerce, communication, borders, eloquence, diplomacy, thieves and games. He was also the guide of dead souls.
The son of Zeus and the nymph Maia. The second-youngest Olympian, just older than Dionysus.
His symbols include the caduceus (staff entwined with two snakes), winged sandals and cap, stork, and tortoise (whose shell he used to invent the lyre).
***Hestia, Goddess of the Hearth***
Goddess of the hearth, fire and of the right ordering of domesticity and the family; she was born into the first Olympian generation and was one of the original twelve Olympians.
She is the first child of Cronus and Rhea, the elder sister of Hades, Demeter, Poseidon, Hera, and Zeus.
Her symbol is a hearth with a fire burning inside of it.
**Dionysus, God of Wine and Ecstasy***
God of wine, the grape vine, fertility, festivity, ecstasy, madness and resurrection. Patron god of the art of theatre.
The son of Zeus and the mortal Theban princess Semele. Married to the Cretan princess Ariadne. The youngest Olympian god, as well as the only one to have a mortal mother.
His symbols include the grapevine, ivy, cup, tiger, panther, leopard, dolphin, goat, and pinecone.
\pagebreakNum
***Hades. God of the Dead and King of the Underworld***
the god of the dead and the king of the underworld, with which his name became synonymous.Hades was the eldest son of Cronus and Rhea, although the last son regurgitated by his father. He and his brothers, Zeus and Poseidon, defeated their father's generation of gods, the Titans, and claimed rulership over the cosmos. Hades received the underworld, Zeus the sky, and Poseidon the sea, with the solid earth, long the province of Gaia, available to all three concurrently. Hades was often portrayed with his three-headed guard dog Cerberus.
His symbols include cornucopia, Cypress, serpent, mint plant, white poplar, and pomegranate
***Themis, Goddess of Divine Law and Fairness***
In many ways, Themis has the broadest duties of all the gods. Anything under the concept of ‘law’ and ‘order’ was her domain. The laws of nature, the order of the universe, social customs and organization, mores, and good counsel. She carries scales in her left hand and a sword, which she uses to ‘separate that which is true from that which is false’, is in her right hand. While invoked by Makedonian judges (indeed, they are known as Themistopoloi, ‘The Servants of Themis’) she is not technically the goddess of mortal law.
***Mnemosyne, Goddess of Memories***
As the personification of Memory, Mnemosyne knows everything that has ever been, and presides over the rivers of Lethe and Mnemosyne, ‘Oblivion’ and ‘Remembrance’. Dead souls seeking rebirth would drink from the Lethe in order to have their old selves, memories and all, wiped away before they could be born anew. Those that did not seek rebirth, either temporarily or permanently, would instead drink from Mnemosyne, imprinting their memories more deeply on their souls, preventing them from being reborn until they drink from the Lethe. She is invoked primarily by scholars, rulers, and interestingly enough at funerals, where she is invoked in the hopes of those still alive remembering the deceased and holding on to their memories of that person.
\pagebreakNum
**Male**:
1. Achilleus
2. Aesop
3. Agapios
4. Akakios
5. Alkibiades
6. Alexandros
7. Alexios
8. Ambrosios
9. Anastasios
10. Antiochus
11. Archimedes
12. Basileios
13. Damianos
14. Demetrios
15. Diogenes
16. Drakon
17. Euripiedes
18. Galenos
19. Gaios
20. Herakleitos
21. Herodotus
22. Hesiodos
23. Kleon
24. Kleitos
\columnbreak
**Female**:
1. Agape
2. Alexis
3. Alexandria
4. Anastasia
5. Ambrosia
6. Anthousa
7. Artemisia
8. Aspasia
9. Charis
10. Chloe
11. Chrysanthe
12. Eirene
13. Eulalia
14. Euphemia
15. Hypatia
16. Kallisto
17. Kleopatra
18. Korrinna
19. Menodora
20. Phoibe
21. Zoe
\pagebreakNum
### The Atenai
*The shields of the Lakonai are the men of its phalanxes, and Makedon empties it's coffers to build mighty fortresses of brick and mortar, but the walls of the Atenai Archipelago are and shall ever be the wooden hulls of the fleet!*
- *Kleon, Supreme Polemarchos of the Atenai*
The Eastern Archipelago and islands of Hellas, Atenai is unrivalled at sea. Its vast merchantile fleet, trading with every nation and docking in every port, brings it enormous wealth, wealth used to maintain and expand the equally vast fleet it uses to project its power across Aeonia. Biremes, Triremes, Penteres, and more besides sail under the royal blue of Atenai, the sacred owl of their patron deity flying proudly on every flagpole.
#### Seafaring Land of Democracy
Despite being the regarded as the first true democracy in the world, the people of Atenai do, in many ways, lack freedoms that those of Makedon and Lakonai enjoy. Women are consigned to weaving parlors and gossip circles, speaking only when spoken to and relegated to child-bearing and child-raising. Only free (male) citizens that own land are permitted to have a voice in the governance of their homeland. To be a woman with any sort of power, whether in the political field or on the field of battle, is to be an outsider at worst and ill-regarded rebel at best.
Despite this, however, there is no greater place than Atenai to be a patron of the arts. Whether one carves marble, performs upon the theatre's stage, has musical talent, or simply a way with words, Atenai is considered to be the center of the Hellenic world, and a place to purchase exports from and for the world over. Indeed, it is for these reasons that Atenai is so much wealthier than Lakonai, for while the Lakonaian phalanxes are unmatched on the field of battle, the barren mountain slopes and poorly-soiled valleys of their kingdom offer little in the way of wealth. A matter of no small bitterness between the two nations.
\columnbreak
## Basic Geaography
The center of Atenaian power is the Attikan Peninsula, jutting into the sea like a blade from the south-eastern edge of Hellas. The peninsula is made up almost entirely of hills and plains, with small forests clinging to life in places where civilization considers to much trouble to settle, like the upper slopes and peaks of the four mountains surrounding the capital city of Atenai herself: Aigaleo, Parnitha, Penteli and Hymettus. Far more prevalent are the extensive growths of shrubbery, and the carefully maintained olive groves whose export have done no small part in making the Atenai the mercantile and financial powerhouse that they are.
Around the peninsula itself are the islands that form the rest of Atenaian territory. Of the western coast lies Salamis and Aegina, while the eastern ocean is dotted with the likes of Keos, Mykonos, Delos, Lesbos, Andros, and Skyros. These eastern territories constantly chafe under the crushing yolk of Atenai, longing for the days past where they made their own fates, and their sons and daughters were not sent to die in Atenai's endless wars with her neighbors, even as their homes are stripped of resources to fuel the war effort. The constant and vigilant garrisons recquired to keep the restive populaces of these islands are a not-insignificant drain of the city-state's resources, and more than one campaign has turned against Atenai as a result of those soldiers, ships, and supplies not being available at a critical moment.
## Potential Lore Hooks
Characters who call this region home could have any number of reasons for leaving, both good and ill.
A wanderlust would be common, a desire to see the rest of the world and its peoples. Born, perhaps, by spending many a day in your childhood watching the ships come in to port, seeing the myriad strangers from all corners of the world in all their garb, hawking their wares in more languages than you ever knew existed.
Perhaps you committed some grave crime, and were forced to flee from your homeland, one step ahead of the authorities.
Perhaps you are a rebel from the islands, seeking the wealth and allies needed to finally free your people from their conquerors.
Perhaps you were once a noble son or daughter of the nation, forced to leave through no fault of your own, but by a serious of unfortunate circumstances. A veteran, driven into exile by the deaths of your comrades, perhaps, or a Sage on a journey of penance.
Perhaps it was something else, something unique to your character, but I have no doubt it will be a story well worth living!
\pagebreakNum
### The Lakonai
*We Lakonians are not a wealthy people, but we are richer in merit and courage than the cowardly Makedonians or the dithering Atenai. Our rivals content themselves with fulsome speeches and righteous rhetoric, building temples and statues of stone and gold to make themselves mighty, but we of the mountain valleys know that true strength, true power, lies not in The Purse. The might of a nation, its beating heart and iron will, comes not from men of means shouting empty words to the sky. No, it is those willing to stand shoulder to shoulder with their kin and die a thousand leagues from home that are truly rich.*
- *Lysander, Polemarchos of Sparta*
The Western Valleys of Lakonai are harsh to man and beast alike, farmland a precious resource surrounded by barren steppes and cold stone, but it is this very harshness that has forged its people into the hardiest in all of Hellas, and most certainly the most lethal upon the field of battle. Every man and woman within it's borders are expected to place the good of their homeland before themselves and their families, a belief made (quite literally) emblematic by the symbol under which they march into battle: the sharp point of the lambda, the very letter with which the name of their homeland begins.
#### Implacable Masters of the Phalanx
As Atenai rules the waves, so does Lakonai rule the field of battle. Men of the Noble Caste begin training in warfare at the age of seven, become full-time members of the military at the age of twenty, and remain on active duty until their sixth decade. Women, for their part, must prove exceptional before being admitted to the military, for fear that they will slow down the army or falter at a critical moment in battle.
Lakonaians are perhaps the most devout of the Hellenic states, with a higher number of Sages and Temple Knights than any of their neighbors, and more guardians of the sacred Pythia of Delphi call these mountain valleys home. Religious festivals and holidays are taken very seriously, and entire campaigns have lost their momentum in order to properly observe such events and rituals. They are ruled by two Kings, who are kept in check by a group of elders known as the ***ephors***, who are responsible for ensuring that the kings perform their duties properly. Unfortunatetly, this often means that the kings focus on pleasing the ephors rather than doing what is necessary or beneficial in the moment.
Much like the Atenai, Lakonai possesses slaves, but despite their yearly 'war' with these Helots in order to keep their population (and their spirits) under control, it is arguably a better fate to be a slave in Lakonai than one amongst the 'People's Nation'. They are allowed to own property, and families are rarely broken apart, for the helots belong to the nation as a whole, rather than any one family. They are often decently fed and clothed, in order to better perform their duties, and they can more easily earn their freedom. Children born of unions, willing or not, between helots and their masters are made citizens, though of a lower, seperate tier than any other group within the city-state.
Unlike the rest of Hellas, for whom women are dedicated entirely to domestic tasks, Lakonaian women spend their days reading and writing, participating in physical fitness training and learning to play instruments and sing. Lakonaian women can also own and inherit property, a trait unique to their homeland, and while women in Atenai are expected to marry a man many decades their senior by the age of fourteen, Lakonaian women often do not marry until twenty, and often to men their own age.
While rarely full members of the military, Lakonaian women are raised 'to be as physically fit as their brothers', as a healthy and strong body is more likely to give birth to strong children, and should their homeland fall under attack while their armies were away, it is these women who would be the final line of defense.
## Basic Geography
If Atenai is hilly, Lakonai is outright mountainous, consisting almost entirely of the valleys and lower slopes of the sacred Taygetus range. More densely forested than its rival nation due to Lakonaian military interests trending towards land battles rather than the sea, it has little in the way of properly, sustainably arable land, though what crop-worthy land that they do have is kept richly fertile by the Eurotas River. Indeed, it was the need for more farm land to feed their growing population that, at least according to the Kings and Ephors, drove Lakonai to first begin invading their neighbors.
## Potential Lore Hooks
While any of the usual suspects would certainly apply to a Lakonaian character, their cultural imperative of nation over self makes things both more interesting and more difficult. Perhaps they are hunting a criminal in order to bring them to justice, or were banished unjustly due to the machincations of a rival. Perhaps They shamed themself in a battle, and seek redemption through a glorious death on the battlefield. Perhaps they are a Helot, freshly escaped, or a free-man seeking his fortunes elsewhere.
\pagebreakNum
### The Makedonians
*Let the Lakonai and the Atenai break themselves against one another, as they have for centuries. Let their smaller neighbors cower in an effort to survive being caught between them. Let them both court Makedon, and let them both make her strong. When at last they crumble from within due to the excesses required by their endless campaigns, we shall be waiting. Makedon needs only to bide it's time, and Hellas will belong to us.*
- *Perdiccas II, King of Makedonia*
The Northern stretches of Makedonia are home to the most varied of terrains to be found in Hellas, containing mountain ranges equal to those of Lakonai and Atenai, but the largest unbroken plain in the whole of Hellas, the vast Thessaloniki-Giannitsa. It's rivers keep it's farmlands rich with life, and Makedonia is famed for both it's cattle and its horses, which are the best to be found for many leagues. It is equally famous for its many fortresses and citadels, and it is careful to never wrong any of its neighbors seriously enough to be drawn fully into the constant warring around them. They have mastered the art of manipulating both sides, and grown wealthy because of it. Wealth that they use to build their fortifications and train their armies, waiting for the day to end the warring for good by uniting Hellas under the banner of the sun.
#### Varied Land of Patience
Perhaps unsurprisingly, Makedon shares many social and cultural features held by their Hellenic cousins and neighbors. They worship the same gods, speak the same languages, observe (more or less) the same rites and rituals, have the same architecture, and fight the same way. However, it is the seemingly minor differences that are none-the-less the most vital ones. Unlike Lakonai and Atenai, the people of Makedon are quite willing to allow foreign temples and religions to operate within their cities. Indeed, they directly invited it, seeing the temples and their visitors as a prime opportunity for further income and influence. After all, it would be far easier to solidify and keep their hold on Hellas when the time comes with foreign aid and income.
Though this open-door policy is not enough to let Makedon compete with Atenai when it comes to sea-borne trade, it is more than enough to suit their purposes and the goals of their long view. They are frequently treated dismissively and with an absent-minded disdain from their more aggressive kinsmen, for keeping to themselves and 'sheltering in their forts like a turtle hides in its shell'. Of course, those same kinsmen forget how much damage a turtle can cause when it strikes from within the safety of said shell.
\columnbreak
## Basic Geaography
Though quite mountainous, like the rest of Hellas, on it's Eastern and Western extremes, it's heartland contains the largest unbroken stretch of plains to be found on the entire Hellenic portion of the continent. It is this vast plain, Thessaloniki-Giannitsa, that provides all the food the nation recquires not just for its people (with some exports to foreign lands, whether near or far), but for the proper raising of cattle and horses.
The capital city, Pella, lays to the west of the Axios River, at the head of a sheltered inlet that feeds into the Thermaic Gulf, allowing the Makedonians to project naval military and financial power from a place of significant safety. Heavily fortified, Pella is nonetheless a beautiful *city*, not entirely given over to militaristic efficiency. Indeed, it has some of the most beautiful agoras in Hellas, and is well known for its musicians and artists. The Royal Palace was, in fact, painted by the greatest Hellenic painter of the era in which it was built: Zeuxis, famed for his talents and his ability to capture life-like images with paint and stone.
In the north-east Amphipolis, a former Atenaian colony captured during one of the few times that Makedon involved itself in the conflicts of its neighbors
## Potential Lore Hooks
There are plenty of reasons for a Makedonian character to have left their homeland, all of which can lead to compelling game-and-role play.
Perhaps your character grew tired of the constant warring in Hellas and left to seek their fortune in more peaceful lands. Perhaps they are working as an agent of their people, gathering information and allies across the rest of Eleuthia to aid your homeland's goals of Hellenic unification. Perhaps they are researching the methods of architecture and construction from other lands, looking into what techniques and materials could be best used to make your home's defences more powerful than they already are. Perhaps your character grew enamored with foreign gods and seeks to learn more about them in their native land, or has even come to worship them. Perhaps they simply want to grow wealthy and decided the Scions were the best way to do it.
\pagebreakNum
# Ruthenia
> #### Frozen Land of Stout Hearts and Strong Steel
>
> A harsh, cold, and hard land to live in, Ruthenia is an environment without pity or mercy for those mortals within it that do not prepare themselves appropriately and behave intelligently within her biting embrace. Even then, even with many layers, sufficient supplies, and knowledge of the terrain, Ruthenia can still steal the life from a mortal's breast in an instant if she so chooses.
\pagebreakNum
# The Pantheon of Ruthenia
\pagebreakNum
***Perun, God of Thunder and Warfare***
Associated most with the oak tree, which the Rus believes represents the sacred, cosmic oak tree that is the home of all living creatures. Perun, King of Heaven, lives in the uppermost branches where he can see everything that happens in the tree. His shrines and temples are built in the highest places possible.
***Dzbog (or Dazdbog), God of Fortune and The Hearth***
Associated with both fire and water, he gives life to the crops and turns dead and fallen plantlife into ashen soil to enrich the plant still living. His name literally means the giving god, and he symbolizes bounty and abundance.
***Veles, The Shapeshifter***
Arch-enemy of Perun and responsible for causing destructive storms. He would often take the form of a serpent and slither up the sacred tree towards Perun’s perch. According to some, he stole Perun’s family from him and trapped them in the underworld, the roots of the sacred oak. Also regarded as a trickster deity, he is connected with magic, shamanism, and sorcery.
***Belobog, the God of Light. Czernobog, the God of Darkness***
The two-aspected deity of light and goodness, and darkness (along with death, misfortune, and overall calamity) is never worshipped only as one Aspect or another, but rather both in tandem. To do otherwise would invite the wrath of the ignored aspect.
***Lada, Goddess of Love and Beauty***
Lada is a goddess of the spring, the patron of weddings, and is called upon to bless a newly married couple, alongside her brother/other aspect Lado. Some Rus tribes refer to her as a mother goddess, while others simply call her the ‘great goddess’.
\pagebreakNum
***Marzanna, Goddess of Winter and Death***
Marzanna is the deity most affiliated with the death and dying of the earth as winter encroaches. As the soil freezes and the crops die, Marzanna dies as well, only to be reborn each spring as Lada. Worshippers often build an effigy to represent her, which is usually burned or drowned as part of the cycle of life, death, and eventual rebirth.
***Mokosh, the Fertility Goddess***
Another mother goddess figure, Mokosh is a protector of women. She watches over them in childbirth, and is associated with domestic duties such as spinning, weaving, and cooking. Popular among Eastern Rus, she is connected to fertility; many of those who participated in the cult of Mokosh had large, breast-shaped stones that were used as altars. She is sometimes portrayed holding a penis in each hand, because as the goddess of fertility, she is the overseer of male potency — or the lack thereof.
***Svarog, God of Fire***
The father of Dzbog, Svarog is a solar god. Svarog is associated with smithcraft and the forge. Perhaps most importantly, he is a powerful god who is given credit for creating the world. In some parts of the Rus world, Svarog is blended with Perun to form an all-powerful father god. According to legend, Svarog is asleep, and it is his dreams that create the world of man; if Svarog awakens from his slumber, the realm of men will crumble.
***Zorya, The Goddess of Dusk and Dawn***
Representing both the Morning Star and the Evening one, Zorya is, like other Rus gods, found with two or sometimes three different aspects. She is the one who opens the gates of heaven every morning, as Zorya Utrennjaja, so that the sun can rise. In the evening, as Zorya Vechernjaja, she closes them again so dusk will take place. At midnight, she dies with the sun, and in the morning, she is reborn and awakens once more.
\pagebreakNum
**Male**:
1. Berislav
2. Blazh
3. Bogdan
4. Dalibor
5. Desislav
6. Dobrogost
7. Dobromil
8. Dobroslav
9. Dragomir
10. Gostislav
11. Krasimir
12. Miloslav
13. Mislav
14. Mstislav
15. Radomil
16. Radovan
17. Samo
18. Stanimir
19. Vasilii
20. Vladimir
21. Vlastimir
22. Ysevolod
23. Yaroslav
24. Zvonimir
\columnbreak
**Female**:
1. Bogdana
2. Desislava
3. Dragoslava
4. Elena
5. Lyudmila
6. Miloslava
7. Oliga
8. Radoslava
9. Slavitsa
10. Stanislava
11. Tomila
12. Tomislava
13. Yaroslava
\pagebreakNum
### The Rus
*The Kyivan Rus' do not rule through conquest and cruelty, but by the heartfelt invitation of it's people. When the other tribes warred with one another, visiting horror after horror upon their neighbor, they realized that it was no way to live, no way to honor the gods, and so (lacking the strength to put aside their hatreds of their own free will) they came to Honored Rurik and asked he and his brothers to rule over them. And so it has been ever since.*
- *Askold, Conqueror of Kiev*
From the vast, fertile plains and rid plateaus to the western mountains, to the Dnipro River and the Azov Sea, to the deep mineral deposits of Donbas and Donets, Ruthenia does not lack in a variety of wildlife and wilderness to challenge and sustain its people. Though they often war with the Scandza, and often trade with the other nations, they are a people who are more comfortable around the hearths of their homes and deep within the abundant lands around them then in places of ostentatious and oppulent wealth.
#### Stalwart Children of a Frozen Land
The people of Ruthenia are no strangers to hardship, with their environment recquiring strength of both the body and the mind to survive, never mind thrive. But the Kyivan Rus' do thrive, spectacularly so, not only in spite of these hardships but *because* of them. It takes a hard life to make a strong man, they proudly proclaim, looking down on those like the soft-skinned and chiton-clad Atenai. What strength can be be found by standing about and talking all day, never enduring honest work?
It is this attitude, and the stories told by traders and travellers of many nations, that gave birth to the often-absurd rumors of Ruthenia and its people. Perhaps unsurprisingly, the Rus lean into these rumors, finding it both amusing and useful to build up this image of themselves, ensuring that rivals and potential enemies underestimate them too one degree or another.
Indeed, despite the rumors and tales to the contrary, the Kyivan Rus' are not a truly barbarous people, living in mud huts and defecating in their own gardens. Indeed, Novgorod has an extensive sewage system of its own, and literacy amongst the people is comparatively high. Women can inherit and own property, and there is little in the way of an established class system outside the current prince and the slaves.
The prince, called a knyaz, is always accompanied by his druzhina (meaning 'fellowship'), consisting of the prince's most trusted retinue. Serving as the main body of the proffesional military forces as well as the senior administrators, druzhina wield a great deal of influence as the most common intermediaries between the prince and his citizens.
With the royalty and their druzhina protecting the land and seeing to its needs, and those of its people, the majority of the citizenry are free to work their trades and pay their tributes, unless called upon to serve as irregular militia alongside the proffesional ranks of the druzhina.
## Basic Geography
While Ruthenia is, undoutably, a harsh land, it is not the collection of frozen wastes and madmen that rumors so vigerously paint it. Indeed, the more south-eastern reaches of the territory, closest to the border of Skaney, is quite lush and temperate. Still, it is not innacurate to say that it *is* a harsh land, and one that requires both effort and care to survive long-term. The taiga forests are endless and bear little in the ways of landmarks, the small steppes are featureless and devoid of resources, and the mountain ranges are steep and predator-filled.
The center of Kyivan Rus' power is, as their name might suggest, Kyiv. Though a smaller and less storied city than the old capital of Novgorod, it has quickly risen in prominence under the guiding hand of Prince Oleg, kinsman of Rurik and his most trusted advisor. While the aging king remains secure and comfortable within his palaces in Novgorod, his son Igor learns statecraft alongside Oleg.
## Potential Lore Hooks
The Kyivan Rus', much like their Skaney on-again off-again rivals, have a strong trading relationship with many of the other peoples of the world. As such, a common reason for them to have left their homeland would be wanderlust or falling in love with a foreign land. Equally probable would be the ever-popular mercenary, banished criminal, or idealistic wanderer.
\pagebreakNum
# Skaney
> #### Land of Trade and Terror
>
> Skaney is a land that has a...complicated relationship with the rest of the world. Undeniably beautiful, with forested mountains, fertile valleys, and soothing fjords, yet it's beauty hides one of the most prolific dangers that the rest of the world may have to face: Scandzan raiders, looking to ply their 'trade' during the agricultural off-season.
\pagebreakNum
# The Pantheon of Skaney
\pagebreakNum
## Aesir
***Odin, Allfather and King of Asgard***
Odin is associated with wisdom, healing, death, royalty, the gallows, knowledge, war, battle, victory, sorcery, poetry, frenzy, and the runic alphabet, and is the husband of the goddess Frigg.
His symbol is the Valknut, an icon created by three interlocking triangles.
***Frigg, Queen of Asgard and Goddess of Marriage***
Frigg is the wife of Odin, the Queen of Asgard, and the keeper of the Domestic Arts. She dwells in the wetland halls of Fensalir, is famous for her foreknowledge, and is also affiliated with Marriage, Fertility, Foresight, and Wisdom.
***Heimdallr, Gatekeeper and Guardian of Asgard***
Also known as ‘The Shining God’, Heimdallr eternally guards the Bifrost, where the rainbow bridge meets the sky of the mortal realms. Able to see and hear everything occurring within the Nine Realms of Yggdrasil, he watches for both invaders of sacred Asgard and the onset of Ragnarok. It is said he created the social classes amongst the mortal races.
***Baldr, God of Light and Joy***
Younger brother of Mighty Thor, Baldr is the God of Light, joy, purity, and the summer sun. He is the father of Forseti, and considered the most beloved thing in all creation, a paragon of courage and honor.
***Tyr, God of Law and Heroic Glory***
The one handed God of Glory and Law, Tyr (renowned for his great courage) lost his hand as the central part of a deception to ensure the great wolf Fenrir was bound until Ragnarok.
***Thor, God of Thunder***
Associated with thunder, lightning, storms, sacred groves and trees, strength, the protection of mankind and also hallowing and fertility, Thor is perhaps the most famous and widely known God of the Skáney. Riding into battle on his chariot, which is pulled by two immortal mountain goats, he lays waste to all that oppose him with the power of his mighty hammer Mjölnir.
\pagebreakNum
***Loki, God of Trickery and Magic***
Loki is (to some) the son of Fárbauti and Laufey, and the brother of Helblindi and Býleistr. By the jötunn Angrboða, Loki is the father of Hel, the wolf Fenrir, and the world serpent Jörmungandr. By his wife Sigyn, Loki is the father of Narfi and/or Nari. By the stallion Svaðilfari, Loki is the mother—giving birth in the form of a mare—to the eight-legged horse Sleipnir.
One never knows to whom Loki is loyal at any given moment, besides himself, and there are as many stories of him sabotaging and harming his fellow gods as there are of him aiding them.
***Hel, Goddess of the Dishonored Dead and Ruler of Niflheim***
Hel is the goddess of death and is a being who presides over the realm of Niflheim, where she receives a portion of the dead (the dishonored). The gods abducted Hel and her brothers from Angrboda's (her mother and a consort of Loki’s) hall. They cast her in the underworld, into which she distributes those who are sent to her; the wicked and those who died of sickness or old age. Her hall in Helheim is called Eljudnir, Home of the Dead. Her manservant is Ganglati and her maidservant is Ganglot (which both can be translated as "tardy"). She has a knife called "Famine", a plate called "Hunger", a bed called "Disease", and bed curtains called "Misfortune".
## Vanir
***Njörðr, God of the Sea and Seafaring***
Father of the deities Freyr and Freyja by his unnamed sister, was in an ill-fated marriage with the goddess Skaði, lives in Nóatún and is associated with the sea, seafaring, wind, fishing, wealth, and crop fertility.
***Freyr, God of Prosperity and Virility***
A widely attested god associated with sacral kingship, virility and prosperity, with sunshine and fair weather, and pictured as a phallic fertility god. Freyr is said to "bestow peace and pleasure on mortals.
***Freyja, Goddess of War and Wealth***
Associated with war, death, love, sex, beauty, fertility, gold, and seiðr, Freyja is the twin sister of Freyr and oversees the golden fields of Folkvangr, where she receives the souls of half of those who die honorably in combat (the other half go to Odin and Valhalla). She rides into battle in a chariot pulled by two enormous cats, and is accompanied by a fierce and gigantic boar named Hildisvíni
\pagebreakNum
## **Male**:
1. Áki
2. Áleifr
3. Alfvin
4. Ásbjǫrn
5. Aðalsteinn
6. Auðr
7. Bárðr
8. Bjǫrn
9. Brynjarr
10. Dagr
11. Einarr
12. Eiríkr
13. Eysteinn
14. Gunnarr
15. Hákon
16. Hallbjǫrn
17. Hávarðr
18. Hildingr
19. Ingi
20. Ívarr
21. Jósteinn
22. Leifr
23. Magni
24. Mundi
25. Njáll
26. Ragnarr
27. Ragnvaldr
28. Sigmundr
29. Sindri
30. Snorri
31. Stígandr
32. Valdimárr
33. Valþjófr
34. Yngvarr
\columnbreak
## **Female**:
1. Alfhildr
2. Arnbjǫrg
3. Ása
4. Áshildr
5. Ástríðr
6. Auðr
7. Brynhildr
8. Brynja
9. Dagmær
10. Dagný
11. Eydís
12. Fríða
13. Grímhildr
14. Guðríðr
15. Gyða
16. Hjǫrdís
17. Ingríðr
18. Iðunn
19. Katla
20. Magnhildr
21. Ragna
22. Ragnheiðr
23. Rúna
24. Signý
25. Sigrún
26. Svanhildr
27. Thrud
28. Þýri
29. Valdís
30. Vígdís
31. Yngvildr
\pagebreakNum
### The Scandza
*The other lands so often see us as simple people, barbarians. Uneducated, unintelligent, incapable of doing anything but warring and raping our way through their lands in search of pretty baubles and thralls that we turn around and sell to other lands. Perhaps they are right, perhaps we are savages, brutal beasts in the skins of men. But I think it more likely that they speak from a place of bitterness, of shame and regret that they are weak and incapable of defending their own people...and that they are so eager to ignore our 'crimes' against them to buy the treasures of other lands from us, even as we sell theirs in turn.*
- *Ragnar 'Lothbrok' Sigurdsson, Jarl of Kattegat*
Skaney is perhaps the most varied region amongst the nations, save perhaps the Shenzhou Empire, though admittedly the Empire has something of an advantage in that matter simply by its far greater size. With alpine forests, fertile farmlands, sheltered fjords, small archipelagos, and mountain lakes, there is a biome in this beautiful land for nearly everyone. Indeed, perhaps only the desert-dwelling Kumati wouldn't not find a place to comfortably call home here. And the people who call it home are as varied as the lands they inhabit. Farmers, craftsmen, traders, and raiders all live within its borders, interacting with their neighbors and foreign nations in their own unique, and quite different, ways.
#### Fierce Farmers, Raiders and Traders
The people who inhabit the lands of Skaney are, by many views, a shining example of contradiction to the first glance. Possessing slaves whose rights are virtually nonexistant (their usage in human sacrifice and as part of 'grave goods' is common and extensive), while permitting women to do such shocking things as inherit property, inherit the position of *head of the family* (albeit with some contextual restrictions), and seek divorce and remarriage of their own free will. They are even allowed to have significant authority amongst the religious class, and some few have earned glory and esteem on the field of battle.
Beyond the slave class, called *thralls* in their native tongue, there are a further two overarching ranks of people amongst Scandzan society: karls, which is to say the free men and women, and jarls, which are essentially an aristocracy. Naturally, within these two larger ranks there are many fluctuating tiers of power, with families rising and falling rythmically to and from prominence, merchants and warriors sneering at one another and competeing for their liege-lord's favour.
The karls are, by their nature of being all free people within Skaney, the most diverse of ranks. Amongst them are warriors, merchants, craftspeople. Farmers, fishermen, blacksmiths and horse-breeders. Priests and oracles, rune-masters and skalds. The fabric of the society, the motive force that sustains it, propels it, and maintains it. Oh, much of the labor is left to the thralls, of course, but thralls alone cannot singlehandedly support and entire society for long.
The jarls, being the rarest and most powerful of the classes, are by necessity the least diverse. While the tasks of leadership are by nature and belief more important of those below them, they are also the most straight-forward and regimented. Seeing to the administration of their lands, to the collecting of taxes and the maintenance of the lands. Overseeing the judgement of accused criminals and the punishment of the guilty, mediating feuds, and hearing the pleas of their people. Of course, life is hardly all work for these wealthy, powerful people. Many a day is whiled away with hunting, races, indulging in carnal pleasures or visiting neighboring lords.
Outside of their yearly raiding season, taking place at more or less the same time every year due to a variety of factors including the timing of harvests and the weather, the Scandza tend to content themselves with tending to their lands, pursuing sports and certain arts, and travelling far and wide to buy and sell as many wares as the world can offer them within the reach of their longships. Every nation that knows them fears and loves them simultaneously, resenting the raids occasionally suffered, but often willing to tolerate them in pursuit of the goods they bear whenever their weapons are at rest.
## Basic Geography
Skaney is a wild, mostly untamed land of forests, farmlands, lakes, and fjords, cradled between and amongst scattered mountains, both lone and in ranges. Most people live seperated from one another, caring for their own individual farm through their own efforts and those of their thralls, travelling to the nearest large village or town only sporadically, such as when The Thing is called or in order to sell their goods at the market. Cities, as the other nations would understand them, do not exist in more than a handful of places, and none to the size and oppulence of wealthier and more temperate lands.
Skaney, unlike all of their neighbors and the vast majority of formal nations in the world, have no true, set-in-stone capital. They are, by their cultural organization, not dissimilar to a tribal confederation. While each Jarl rules his or her own lands with absolute autonomy, they often unite under one leader or another for a greater goal. Most recently, and most often, that leader has been Ragnar Sigurdsson, who is perhaps the closest thing that the Scandza have ever had to a universal ruler, and so one could (and some do) argue that his homeland of Kattegat is the capital of the Scandza.
## Potential Lore Hooks
Scandza, much like their Kyivan Rus' on-again off-again rivals, have a strong trading relationship with many of the other peoples of the world. As such, a common reason for them to have left their homeland would be wanderlust or falling in love with a foreign land. Equally probable would be the ever-popular mercenary, banished criminal, or idealistic wanderer. A warriors seeking a glorious death to enter Valhalla would be appropriate, as well, or one trying to reclaim their honor in blood.
\pagebreakNum
# The Vast Steppes
> #### Lands of the Horse-Lords
>
> The Steppes, for they have no other name, are most often described using a single world: vast. Another might be 'untouched', or perhaps 'pristine', and in truth applying all three (and many more besides) would not be a mistake. It is here that the nomadic Khalka live their lives and it is here that they have fought and died for generations to preserve from the predations of the Shenzhou.
\pagebreakNum
# The Pantheon of the Khalka
\pagebreakNum
***Bai-Ülgen, the Creator God***
Bai-Ülgen symbolizes goodness, welfare, abundance, plentiness of food, water, etc. Furthermore, he created earth, heaven and all living beings. In addition, he controls the atmospheric events and movements of stars. He creates land for people to live on, the heads of both humans and animals and the rainbow. He is regarded as the patron god of shamans and the source of their knowledge.
***Od iyesi, Goddess of Fire and Marriage***
Od (or Ot) means fire, and iye is the familiar spirit of any natural asset, literally meaning "master" or "possessor." Od iyesi protects the fire. It is also known as Ateş iyesi or Alev iyesi ("flame" or "blaze spirit"). She was said to have been born at the beginning of the world, when the earth and sky separated.
***Erlik, God of Death and the Ruler of Hell***
Erlik, Erlig, or Erlik Khan is the God of Death and Tamag (Hell) and was the first creation of Bai-Ülgen.Erlik's pride led to friction between the two, and he was banished to the underworld.
Erlik was involved in the creation of humanity. He slew the messenger-god, Maidere/Maydere, and is a teacher of sin. He is sometimes represented by a totemic bear. Erlik was the deity of evil, darkness, lord of the lower world and judge of the dead. He is known as the first of mankind, created by Ulgen. He wants to be equal to Ulgen, but is in a position inferior to him. Then he wanted to make his own land and was sent to the prison at the 9th layer of the earth and became opposed to the upper world, the realm of light.
The evil spirits created by Erlik cause misfortune, sickness and death to mankind. These spirits are imagined as Erlik's assistants. Besides these, his nine sons and daughters help their father in the way of evil. Erlik's daughters especially try to change a shaman's mind while he is attempting to reach Ulgen with their beauties. Erlik gives all kinds of sickness and wants sacrifices from the people. If they do not sacrifice to him, he catches the dead bodies of the people that he killed and takes them away to this lower world and then makes them his slaves. So, especially in the Altays, when sickness appears, people become scared of Erlik and make many animal sacrifices to him
***Tung-ak, God of War***
The Red God of War, who guides soldiers on the battlefield and chooses the winners and losers of battles and wars. Occasionally, enemy soldiers are sacrificed to him in an effort to turn battles in the favor of one side or the other, thought this is uncommon.
***Maidere/Maydere, The Messanger God***
\pagebreakNum
## **Male**:
1. Amgalan
2. Bataar
3. Batsaikhan
4. Batu
5. Batzorig
6. Chuluun
7. Delger
8. Ganbaatar
9. Gerelt
10. Jargal
11. Tarkhan
12. Timicin
13. Turgen
14. Altan
15. Dzhambul
16. Enkh
17. Erden
18. Möndör
19. Zamilan
20. Khürel
\columnbreak
## **Female**:
1. Altansarnai
2. Khaliun
3. Odtsetseg
4. Odsar
5. Odval
6. Saran
7. Sarangerel
8. Sarantsatsra
9. Sarnai
10. Yargui
11. Altandöl
12. Bayarmaa
13. Chimeg
14. Galtmaa
15. Erdenechimeg
16. Enkhtuya
17. Khair
18. Yagaan
19. Oyun
20. Tuya
\pagebreakNum
### The Khalka
*Dwelling in the Khangai Mountains*
*A shield against alien enemies*
*A support for your precious life*
*A blade towards those who come, a guard towards those who look*
*Your Khalkha Tumen is indeed for you*
- *Dayan Khan, Father of the Khalka Tumen*
From the Khangai to the Khentii, the taiga to Lake Baikal, the Daurian to the Gobi, the Khalka roam a vast and magnificent land. A land that they treasure and safe-guard from the same kind of abuses that they believe caused the mortal races to be cast out of Paradise, and a land whose resources are constantly being sought by their might and diametrically opposed enemies to the south, the Shenzhou Empire. There are no greater mounted warriors, no better horse-archers, than these men and women, who can strike with the wrath of a heavenly hammer before fading away into the steppes like a breath on the wind.
#### Swift Riders of the Steppes, Humble Children of the Gods
It would be easy for foreigners to look down on the Khalka for their 'quaint' culture and religious beliefs, and a great many do, but those who take the time and the effort to look deeper find a people that are so utterly at peace and cooperation with the natural world around them that, to many, it beggars belief.
Believing that they were cast out of Eleuthia, the Paradise That Was and the Home of the Gods, for the rapacious way in which the races treated the land, they eschew building sprawling, permanent settlements and the mining of gold and silver. Always on the move, always treating the land and the creatures upon it with respect, they never hunt more than they need nor allow their horses and cattle to over-graze an area. They also believe that their horses are actually nature spirits, lesser gods in effect, that their pantheon have left in the mortal realm to watch over them and ensure they maintain this more righteous path until such time that forgiveness is earned.
Naturally, this means that their horses are their most precious possessions, and are treated with immense respect and care. They are kept warm, well-fed, and round-the-clock guards ensure that neither man nor beast can threaten them or cause them harm. Mare's milk, once fermented, is the basis of the popular alchoholic beverage called *airag*, and during harsher journeys the Khalka will carefully pierce a vein in the horse's neck and sustain themselves off of the warm blood that consequently flows from the wound. In addition to horses, sheep, goats, and cattle are popular fixtures to any tribe's herd, providing wool for clothing, meat and milk, and the hides necessary to construct the *yurts* in which the Khalka live.
While, like most of the nations, the Khalka are patriarchal, women are not silent ornaments amongst them. Instead, they are considered to be valuable advisors and assistants to their husbands and sons. They have their own mounts, are trained to fight in order to defend the camp and children, help care for and protect the herds, and are permitted to sit in on important meetings and discussions. Their advice is heard and often heeded, as the men are quite aware that their wives, mothers, and daughters have a different perspective on things, which is of course a valuable thing for any decision-making process.
There are several festivals that are deemed important enough to bring all the tribes together in one place, though two are the most prominent. There is the Naadam, the Feast of Sports, featuring competitions such as horse racing, wrestling, and archery. Then, there is the Tsagaan Sar, the Lunar New Year, which celebrates the end of winter and the coming of spring.
## Basic Geography
There is, perhaps, no land quite like that of the Khalka. There is certainly no similarly vast expanse of more-or-less unbroken grasslands to be found anywhere else in the world, even amongst the lands of Anatolia. Save for gently rolling hills and the two widely-seperated mountain ranges of Khangai and Khentii, only the occasional river, lake, or copse of trees break the immense unchanging horizon of the prairie.
Due to their nomadic lifestyle and disdain for permanent structures, it is hard to point to any one place and say 'this is the capital of the Khalka', and frankly this fact has long helped them survive and overcome Shenzhou attempts at conquering their lands and breaking their people. Only Ulaanbataar resembles anything like the cities of their neighbors, nestled deep in the heart of the Khentii mountain range. While the clans themselves never stop roaming far and wide, there is always a group from each of them whose duty is to act as a central hub for trade and information. Consisting of a shaman from each tribe, and accompanying guards and kin, they recieve reports from their travelling clan mates on such things as Shenzhou incursions, flooded plains, and fallow fields. This information is then disseminated to all the clans, so that a response can be organized.
## Potential Lore Hooks
There are plenty of reasons for a member of the tribes to leave their homeland. Wanderlust, banishment, a quest for revenge. A desire to discover knowledge that could improve the lives of your people or allies to aid in the fight against the constant incursions of the Shenzhou. Perhaps you know of the Jade Throne's desires to claim Eleuthia for themselves and have joined with the Scions of Eleuthia in the hopes of thwarting their attempts to defile The Paradise That Was yet again.
\pagebreakNum
# Shenzhou
> #### The Divine Land of the Heavenly Son
>
> Ancient, mystical, and enamored with tradition, Shenzhou is a land nearly as large as the Khalkan Steppes that form it's northern border. It is also a land that, by its very nature, contains incredible darkness and light in equal measure. Secrets abound, factions endlessly manouver against one another, and always they hunger for more. More lands, more resources, more soldiers, more women, more wealth.
\pagebreakNum
# The Pantheon of the Shenzhou
\pagebreakNum
***Shangti, Supreme God and Ancestor of All***
Shangti is the supreme god of law, order, justice, and creation. He is also known as Jade Emperor, Yellow Emperor, or Yu Huang Shang-Ti, although there are sometimes important distinctions made between these names and Jade Emperor can mean another deity. Shangti is considered the great ancestor of all Shenzhou, who gave the people culture, architecture, skill in battle, agriculture, controlled the weather, regulated the seasons, and was king over the other gods, human beings, and nature. Shangti judges who was worthy to rule and for how long, and when a dynasty is no longer fit, it falls and another takes its place.
***Queen Mother of the West***
She is the queen of the immortal gods and spirits, especially female spirits who lived in the mystical land of Xihua ("West Flower"), and goddess of immortality. She is also known as Xiwangmu or Xi-Wang-Mu and lived in a castle of gold in the Kunlun Mountains, surrounded by a moat which was so sensitive that even a hair dropped on the waters would sink. This moat serves as protection for her Imperial Peach Orchard where the juices of the fruit of the trees give immortality. Xiwangmu is shown as a beautiful woman with sharp teeth and a leopard's tail, or as an old, unattractive woman with a hunched back, tiger's teeth and a leopard's tale, depending on her mood. She rewards her followers with eternal life but punishes those who anger her. She is the wife of Mugong, Lord of the Spirits, who watches over male spirits in the land of Donghua ("East Flower") but is sometimes seen as the wife of Shangti.
\pagebreakNum
***Guanyin, Goddess of Compassion and Mercy***
Guanyin is the goddess of mercy and compassion, and who later became the patron of sailors and fishermen. She is so compassionate that she incarnated as the maiden Miaoshan in order to experience life as a human being and offer service to others. Miaoshan's father wanted her to marry a wealthy priest. Miaoshan refused to marry unless the marriage could end the sufferings caused by illness, aging, and death. When her father told her no marriage could end such things, she replied that a doctor could, but her father did not want her marrying someone of such a lowly occupation. She was allowed to enter a temple instead of marrying, but her father made sure that she was given all of the worst work, which she accomplished with the help of the nearby animals who responded to her goodness. Her father then tried to burn the temple down but Miaoshan put the fire out with her bare hands. He then had her executed, but when she went to hell, she released all of the goodness she held inside and turned it into paradise. The king of the dead, Lord Yama, sent her back to earth before she ruined his realm, and she lived afterwards on Fragrant Mountain where she watched over human beings. From her mountain home, she would often notice people in trouble on their boats at sea and rescue them, which is how she became the patron goddess of sailors and fishermen. She's one of the most popular deities in all of Shenzhou, and both men and women adored her.
***Yan Wang, God of Death and King of the Afterlife***
Yan Wang is the god of death and king in the afterlife. He is the greatest of all the Lords of Death who rule the regions of the underworld. He is also known as Yang-Wang-Yeh, Lord Yama, and Lord Yama King. Yan Wang presides over the judgment of souls and decides whether they will be punished for their crimes in life, go on to live with the gods, or be reincarnated. In one famous story, a soldier named Commandant Yang, who had caused a great deal of suffering and misery in his life, died and appeared in the court of Yan Wang. Yan Wang asked him how he had managed to build up so many sins on his soul in the short time he was on earth. Yang claimed he was innocent and had done nothing wrong. Yan Wang commanded the scrolls of Yang's life to be brought in where the date and time of his sins were read along with who was affected and how many had died because of Yang's selfishness. Yang was condemned by the Lord of Death, and a great hand appeared which snatched him up and crushed him. It was said that one could escape punishment for one's sins on earth but no one could escape justice in the court of Yan Wang.
\pagebreakNum
***Niu Lang and Zhi Nu, Deities of Love***
The god and goddess of love. Zhi Nu was the goddess of weaving for the gods and daughter of Shangti. Every day she wove the beautiful robes the gods wore and looked down on earth from her place among the stars and wished she could visit. She was finally granted permission by her father and went to earth where she left her clothes by the banks of a stream and went swimming. A cowherd named Niu Lang saw her and fell in love with her so he stole her clothes so she could not run away from him. When Zhi Nu came out of the water she was outraged that her clothes were gone but when Niu Lang explained himself she fell in love with him. She forgot all about her home in the heavens and her duties as divine weaver and stayed on earth with Niu Lang. They were very happy together, every day they were more in love, and they had many children. Shangti was not pleased, though, and neither were the other gods and so soldiers were sent to bring Zhi Nu back home. Niu Lang tried to follow but Shangti threw a wall of stars across his path and stopped him; these stars are known on earth as the Milky Way. Once a year, magpies fly from earth to the Milky Way and form a bridge the two can cross to be with each other on the evening known as the Seventh Night of the Seventh Moon.
***Nuwa and Fuxi, Parents of Mankind***
Nuwa and Fuxi were the mother and father deities of human beings. Nuwa was born at the beginning of creation and fixed the mistakes made at first so that everything was perfect. She built a palace for herself, which became the model for Shenzhou architecture, and lived there with her friend and brother Fuxi, both depicted as human-dragons with human heads and dragon bodies or human bodies to the waist and dragon legs and tails. Nuwa became lonely and created human beings for company from the mud of the Yellow River. She breathed life into them and they moved and lived. She continued to make more and more human beings but it was tiring work and so she created marriage so that they could reproduce themselves. The humans were alive but had no knowledge of anything and so Fuxi gave them the gifts of fire, writing, how to get food from the sea, and all the other skills they would need to live. He also gave them the gifts of music, culture, and divination so they could make good decisions by knowing what the future held.
\pagebreakNum
***Caishen, God of Wealth and Trade***
Caishen, the god of wealth, is one of the most popular gods of Shenzhou. Statues of Caishen (also known as Ts'ai Shen) can be seen in businesses run by Shenzhou merchants all around the world and in Shenzhou homes. His statue shows a wealthy man seated in a silk robe holding riches in both hands. He is sometimes accompanied by two attendants carrying bowls of gold. He was not just the god of material wealth but of a rich life which meant a happy family and a secure, prosperous, and respectable job. Caishen is very generous to his followers but was not foolish and did not give out his wealth to just anyone. People had to prove themselves worthy of his generosity by working hard, praying to him regularly, and thanking him for his gifts. Temples and shrines to Caishen are probably the most numerous in Shenzhou.
***Menshen, Guardians of the Door***
Menshen, the guardians of the door, known as "Gods of Peaceful Sleep" who protect a room, house, or building from evil spirits and ghosts. The emperor Taizong was having a hard time sleeping because of nightmares. He consulted a doctor who blamed the bad dreams on evil spirits. Taizong's nightmares were so real he thought people were actually in the room trying to kill him, and so two of his most trusted guards were posted outside the door of his room, one standing on each side. Taizong began to sleep better with the guards outside and so ordered that their images be painted on the doorway. News of Taizong's painted soldiers spread and soon more and more people were painting guardians on their doors and rooms. These images can be seen on many buildings and homes in Shenzhou and elsewhere.
\pagebreakNum
## **Male**:
1. Xiu
2. Zixuan
3. Zihan
4. Yuxuan
5. Yuze
6. Xiang
7. Wei
8. Tao
9. Shi
10. Kai
11. Hao-Yu
12. Haoran
13. Guo
14. Fu
15. Dong
16. Da-fu
17. Chao
18. Chen
19. Bowen
20. Aiguo
21. Tu
22. Syaoran
23. Taio
24. Shan
25. Manchu
26. Longwei
27. Lim
28. Shang
29. Po
30. Kuo
31. Jing
32. Jiao-Long
33. Hu
\columnbreak
## **Female**:
1. Alix
2. Hien
3. Gho
4. Diu
5. Da Xia
6. Huan
7. Jia Li
8. Jiao
9. Liling
10. Lin
11. Liu
12. Loi
13. Luan
14. Meilin
15. Meiling
16. Niu
17. Nuo
18. Qing
19. Nuwa
20. Qi
21. Li Hua
22. Lixue
23. Nuan
24. Ming Yue
25. Mey
26. Meiying
27. Lien
28. Lian
29. Li Ming
30. Lai
31. Qinyang
32. Yun
33. Wang Fang
\pagebreakNum
### The Shenzhou
*Rumours abound that our glorious kingdom is ruled by women, shadowy puppeteers behind the Jade Throne. Asburd, malicious heresies, spread by fear-mongering rebels and infiltraitors from the worthless northern barbarians. I am Zhao Yun, Emperor Lizong of the Song Dynasty of the Shenzhou. The Radiant Son of Heaven, Lord of Ten Thousand Years. No woman controls me, no woman controls the Empire, and no woman ever shall.*
- *Lizong, Fourteenth Emperor of the Song Dynasty*
*Lizong is a mindless fool more interested in sleeping with his concubines, stealng new ones from their families, and gorging himself on wine and rich foods than ruling an Empire well. We of the Jin, hidden and hopeful, will cast down this tainted Son of Heaven, cast down the ancient hands pulling his strings, and bring salvation to the Shenzhou.*
- *Tushan, Empress-In-Hiding of the Jin Dynasty*
There is no land save Skaney that is as varied in biomes as the Shenzhou Empire. It is a land of absolute control by its Emperor, who wields supreme autocratic power and is regarded as a demigod come to guide his people to Heaven. To outsiders, whose experience is carefully controlled through limited exposure and scripted displays, it seems a monolithic entity, united and working smoothly, every man and woman knowing their place and performing their duties to better serve their nation. Beneath the surface, however, lies another story entirely.
#### Land Of Decadence and Duty
Shenzhou is an ancient land, and a proud one. While other nations have changed over the centuries, the inhabitants of this sprawling empire have made it a point of pride to remain as staid and static as possible, even when it seems blatantly to the detriment of their nation and its people. Tradition is of paramount importance, and many decisions are made based not one what an individual situation calls for, with all of its contextual factors accounted for, but rather on what an honored ancestor did in a vaguely similar situation generations before. Such a method of leadership and decision-making is known for creating great stability, by and large, but does not handle change nor the unexpected well.
Filial Piety, and respect to one's social and cultural superiors, are considered to be of paramount importance in Shenzhou society. The reputation of one's family name is vital, and one must behave according to rigid customs when in public in order to not bring shame onto your parents and ancestors. For women, filial piety means total submission to her husband's will, to be courteous at all times, to ensure male heirs, to prevent infighting between sons, and to advise one's parents to follows wise paths.
Interestingly, the concept of zhōng, 'loyalty', is not only as important, but also somewhat at odds with the autocratic power wielded by the Emperor. Tied in with the belief of the Emperor's divine mandate, and the inherant righteousness of all those he places in positions of power, Shenzhou culture states that a superior (of any kind) should be obeyed because of their inherant moral rectitude. However, this obediance does not demand subservience, as the loyalty shown by subordinates is expected to be reciprocated. A superior should heed the advise of his subordinates, even as the subordinate is expected to point out flaws in leadership.
In the last century, this recipricocity has begun to fade away, with more emphasis being placed on the obligations of the subordinate, and sages that refer to often to the duty of the people to replace or overthrow an incompetent or evil leader just as often find themselves disappearing some dark night.
The Empire, while primarily focused on the Khalka to the North (and the vast natural resources the tribes protect), is not without its internal enemies. An underground rebel group, led by the deposed survivors of the butchered Jin dynasty, fight to free their homeland from what they view as an unworthy Emperor.
## Basic Geography
If there is a type of terrain, weather, or biome, it exists in the lands of the Shenzhou Empire. Even the arid, sand-filled emptiness of a desert is not foreign to this land. There is no place in this enormous territory that is entirely uninhabitaed, though the majority of the population is centered around the verdant plains and low mountains towards the nation's heart. Still, it would be far from unusual to meet a member of the Shenzhou from the Gobi Desert, the Changbai Mountains, the Rainforest of Xinshuangbanna, or the Sichuan Basin.
The center of the Shenzhou Empire is, of course, whatever city is currently hosting the Son of Heaven, who will often visit different Imperial Palaces depending on things such as the weather and his mood. However, the official capital (with the largest and grandest Palace, naturally) is the city of Bianjing. It is here that the majority of the Imperial Government stays, even as the Court itself follows the Emperor from place to place.
## Potential Lore Hooks
While it may seem a strange thing indeed for someone from such an inwardly-focused culture to join a roaming, home-less mercenary army, there is no dirth of reasons for a citizen of Shenzhou to leave. A rebel seeking allies or knowledge to overthrow the Song, a Song loyalist looking to sabotage rebel efforts, someone who hate the both of them and simply wants to live free of the dynastic squabbles and endless powerplays that are rife in the Emperor's court. All these and more are available to you.
\pagebreakNum
# Anatolia
> #### Land of the Chariot-Masters
>
>
\pagebreakNum
# The Pantheon of Anatolia
\pagebreakNum
***Tesshup, Lord of Storms, the Sky, and the Weather***
King of the Gods, Husband of the sun goddess Arinniti. Depicted as a bearded man holding a trident-like thunderbolts and a mace.
***Ariniti: Guardian of the Lands, Queen of All Creation***
Goddess of the Sun. Depicted as a woman with the sun shining behind her, arms outstretched as if to embrace the world.
***Aruna: God of the Sea***
Depicted as a man accompanied by a shark and a dolphin, carrying a sword of stone(coral) and a whip of kelp. Patron God of sailors, fisherman, and naval merchants.
***Kamrusepa: Goddess of Healing, Medicine, and Magic***
Depicted as a young woman comforting a dying soldier.
***Ishtar: Goddess of fertility, war, and healing***
Depicted as a naked woman, a sword upraised in one hand while her other arm holds a baby to her breast.
***Suwaliyat: God of Warriors and Conquest***
Depicted as a scarred man crying tears of blood, wielding an enormous axe.
***Hasameli: God of Metalworkers and Craftsmen***
Depicted as a muscular, shirtless man standing beside an anvil, upraised hammer in his hand and fire coming from his mouth.
***Lelwani: goddess of the underworld and death***
Her temples double as undertakers and mausoleums, and she is depicted as an old woman holding a heart in her cupped hands.
***Ishara: goddess of oaths, vengeance, and fair-trade***
Invoked during trades and treaties, with the promise and invocation of her wrathful punishment upon those who break their oaths or employ deceit in their deals. Married to her rival, the God of Fortune and Thieves Rundas. Invoking her may draw the attention of Rundas.
***Rundas: God of Fortune and Thieves***
Invoked by gamblers and criminals alike, depicted as a man holding a pair of dice in one hand (both with the six on top) and a scale that is unbalanced despite being empty. Invoking him may draw the attention of Ishara.
\pagebreakNum
## **Male**:
1. Sagana
2. Gassu
3. Tarhuntaziti
4. Asuwan
5. Aimi
6. Madawashi
7. Zida
8. Tiwatapara
9. Tarhupihanu
10. Kanuasu
11. Hamara
12. Mazziya
13. Killa
14. Mannanni
15. Inarawada
16. Wadapra
17. Iyarazutu
18. Girgisu
19. Sarama
20. Garnalaki
21. Kakka
22. Ewarisatuni
23. Marta
24. Sariya
25. Aliziti
26. Alariya
27. Warsiya
28. Ewriya
29. Muwatalli
30. Matsuri
\columnbreak
## **Female**:
1. Punawasha
2. Kuwari
3. Tata
4. Harapsiti
5. Azulsa
6. Ninalla
7. Asrsakiti
8. Asalka
9. Nimahsusar
10. Alawashi
11. Lihsusar
12. Ayatarsa
13. Iyanika
14. Santawiya
15. Mazzatasalla
16. Asnuhepa
17. Askiliya
18. Kali
19. Katasasar
20. Ammmalli
21. Arala
22. Hahharti
23. Supianika
24. Nawila
25. Iyarassa
26. Katata
27. Arnanika
28. Allaiturahi
29. Zuwi
30. Zuskana
\pagebreakNum
### The Hurrians
*The Kyivan Rus' do not rule through conquest and cruelty, but by the heartfelt invitation of it's people. When the other tribes warred with one another, visiting horror after horror upon their neighbor, they realized that it was no way to live, no way to honor the gods, and so (lacking the strength to put aside their hatreds of their own free will) they came to Honored Rurik and asked he and his brothers to rule over them. And so it has been ever since.*
- *Ragnar Lothbrok, King of the Scandza*
Spreading from its heart, cradled in the bend of the Maraššantiya River, the Hittite Empire is without a doubt on of the great powers of the world. It's chariots are without a doubt the mightiest, its horses amongst the finest, and its wealth comes as much from conquest as it does trade.
#### The Thunder of Man and Beast
The people of Anatolia are, in many ways, a melting pot of other lands. Indeed, unlike most of the other nations, Anatolia was not a unified land until recently, instead bearing more similarity to the loose confederations and constant in-fighting of the Hellenic states. It was only after the conquests and shrewd diplomatic moves of Suppiluliuma I that the disparate lands of Arazawa, Mittani, Carchemish, and Aleppo were united under the banner of Ḫattuša to form a cohesive empire.
While every nation uses chariots to one degree or another, there are none whose chariots can match the devestating power of those that come from this land. Though no foreigner, and most citizens of Anatolia itself, have any idea what secret methods the master smiths of the Imperial Army use to forge the axles of these heavy war machines, the fact remains that they are capable of carrying greater weight, over rougher terrain, at higher speeds, than those belonging to any other nation.
The Anatolians are ruled by a constitutional monarchy, with an assembly of noblemen, called the *Pankus*, helping the King rule and ensuring that his rulership meets the laws and traditions of the Empire. The majority of the powerful positions in the Empire, such as the army, the priesthood, and control over particularly vital provinces, are reserved to the close family of the ruling King. The rulers of conquered or vassalized nations are expected to travel to the Empire's capitol yearly, paying tribute and renewing their vows of obedience and submission to the Imperial Throne.
As expected of an Empire formed through the conquest with its immediate neighbors, with a powerful and ancient rival nearby, the Empire places a premium on military prowess and strength. With a standing army of between five and ten thousand (though it is dispersed throughout the empire as provincial garrisons and patrols), it can be supplemented by *Lu Gistukul*, Men of the Weapon, who act as a semi-proffesional militia. Charioteers are of greater value and standing than infantry, of course, but at the top of the Empire's military pyramid stand the *Meshedi*, the Men of the Golden Spear, who are responsible for accompanying the King into the heat of battle and guarding royal lands across the Empire. These most elite warriors are led by the Gal Meshedi, The Chief of the Bodyguards The Gal Meshesdi often acts as the Commander-In-Chief of the Empire when the King is unable to campaign due to other obligations.
It is also a highly religious nation despite its militancy, with the King acting as the High Priest of Tesshup in addition to his roles as the head of the government and of the army. The King is often travelling between the major regional capitols of the Empire, presiding over various festivals and religious holidays in each, both as a way of reinforcing his people's loyalty to himself but to fatten the royal coffers from donations to the temples of each city.
## Basic Geography
Somewhat oddly for a nation so dedicated to the power of the chariot, Anatolia is a rather mountainous land, though given that this makes control over the fertile river valleys all the more valuable as a result, perhaps the dedication to the chariot (which excells in such valleys) is not so strange after all. None-the-less, Anatolia is quite mountainous indeed, with everything from rolling hills to long mountain ranges that tower tens of thousands of feet tall. The hillier regions surrounding the valleys provide ideal pastureland for animals such as sheep, horses, and cattle, allowing the more easily tilled lands to be reserved to staple food and export crops as flax, wheat, barely, and lentils.
The center of Anatolian power is the capitol city of Ḫattuša, built around the high ridge (itself occupied by the imperial palace) known as Büyükkale, and the city as a whole is heavily fortified, with nearly four miles of walls surrounding the inner and outer cities. It's temples and noble residences are built of stone, while most of the citizenry makes do with baked clay and wood harvested from nearby forests.
## Potential Lore Hooks
An Anatolian could leave his or her homeland for many reasons. Wealth, fame, revenge, exile, even love or pain. Perhaps they are seeking out superior methods of construction, or foreign markets to peddle their wares. Perhaps they lost a high-stakes rivalry amongst the nobility, or are a member of a conquered vassal who left home rather than serve their conquerors. Perhaps they are a soldier, seeking a new battlefield to enhance their reputation.
\pagebreakNum
# Kumat
> #### The Land of Black Soil
>
>
\pagebreakNum
# The Pantheon of Kumat
\pagebreakNum
***Ra. God of Kings, the Sun, Order, and the Sky. Ruler of All Creation, Father of All Life***
Represented as a falcon superimposed over a sun-disk or as a falcon-headed man with a sun disk over his head, Ra is the supreme deity of Kumat. According to the myths, all living things on Aeonia came from him. From the Sun comes the ripening of the crops the Kumati depend on to live, and it is to the Sun they give thanks.
***Set. God of Deserts, Storms, Envy, Disorder, and Foreigners***
Represented by a man with the head of a fennec fox, Set exists in an interesting place amongst Kumati belief. Simultaneously a villain and a hero, he is the brother of Osiris, Isis, and Horus, and the father of Anubis. Though he murdered and butchered his brother Osiris, splitting the king into multiple pieces and casting them to the four winds, he also travels every day on Ra’s sun-barge, defending the King of the Gods from the Chaos Serpent Apophis as they travel through the Sky and the Underworld on the eternal journey of the Sun.
***Thoth. God of Wisdom, Writing, Hieroglyphics, Science, Magic, Art, and the Moon***
Depicted as a man with the head of an Ibis or a Baboon, both animals that are considered sacred to him. In addition to his above primary duties, he was also the Scribe of the Gods, reported when the Scales of Judgement were even, and the creator and maintainer of both mortal and moral, i.e divine, law. When Isis gathered Osiris’ dismembered body, it was Thoth that taught her the Words of Power needed to resurrect him long enough for her to become pregnant with Horus.
***Khnum. God of the Life-Giving Phiaro, Shaper of Children***
Depicted as a man with the head of a ram standing near a potter’s wheel, holding a jar from which flows a stream of water, Khnum is the god whose purpose is the protection and control of the Phiaro, the enormous river around which the Kumati civilization is built. He is also believed to lovingly and carefully craft the bodies of human children from divine clay before placing them in the wombs of their mortal mothers.
\pagebreakNum
***Horus. God-King of Kumat, Lord of Sun and Moon***
Depicted as a man with the head of a falcon, or as a peregrine falcon with one golden eye and one silver eye, Horus is believed by the Kumati to be an indwelt deity, existing within their ruling Pharaoh and giving him the wisdom and discernment needed to rule properly. Indeed, when a Pharaoh ascends to the throne, their name is changed to Horus, though their birth name usually follows. The current ruler of Kumat is Horus Tutankhamun.
***Osiris. God of the Dead and Ruler of the Underworld***
The current Osiris is believed to be Osiris Amenhotep III, grandfather of Tutankhamun, his father Akhenaten believed to have had his heart (and soul) devoured for his heretical abandonment of Kumat’s gods. Most commonly depicted as a green-faced pharaoh with his legs wrapped in mummification bandages. Sits in audience as every soul is judged after death.
***Ptah, God of Craftsmen and Architects***
The husband of Sekhmet and one of the Creator Deities in Kumati faith, Ptah is revered for literally thinking the world into existence. Revered by all those who create, but especially the crafters of jewelry and blacksmiths, he is simultaneously loved and feared. He is believed to be the cause of earthquakes and other land-related natural disasters, levelling cities and killing many, but this destruction births man’s creative determination to rebuild grander and more beautiful than before.
***Hathor, Goddess of Music, Dancing, Joy, and Sexuality***
\pagebreakNum
***Isis, Goddess of Life, Magic, and the Passage to the Underworld. Divine Mother of all Pharaohs, Wife of Osiris***
***Sekhmet, Eye of Ra, Guardian of the Pharaohs and Goddess of Healing***
Depicted as a woman with the head of a lioness holding a spear, Sekhmet is Hathor’s alternate self. While the peaceful and kind Hathor represents all the wonders of a world without war, Sekhmet is the personification of Divine Wrath. She guides pharaohs into battle, giving them wisdom and courage to fight for their nation and people, and those that die in battle are personally escorted to the underworld at the moment of their death.Believed to breath fire and call the desert winds that flay flesh from bone, she is the courier of Ra’s wrath to the mortal races.
***Anubis, God of Death, Burial Places, and the Underworld***
Depicted as a young man with the head of a Kumati wolf, Anubis is second only to Osiris in the Land of the Dead. It is Anubis who attends the scales that judge a mortal’s heart (soul) and it is he who feeds the hearts of the wicked to the great crocodile that waits beside the scales.
***Maat, Goddess of Truth, Justice, Wisdom, Morality, and Cosmic Balance***
\pagebreakNum
## **Male**:
1. Mensah
2. Entef
3. Chefren
4. Athothes
5. Usur-ha
6. Atu
7. Mencheres
8. Meht-nashkhti
9. Mibahu
10. Pe-sahi
11. Geta
12. Ansapata
13. Mohar
14. Menkaura
15. Kafele
16. Sarenen
17. Shakanasa
18. Meri
19. Akins
20. Riaz
21. Meiri
22. Khufu
23. Nezemab
24. Aqer
25. Matsimela
26. Kanebti
27. Eate
28. Pheles
29. Jahi
30. Khalfani
\columnbreak
## **Female**:
1. Merit
2. Hapu
3. Anta
4. Ankhsapenap
5. Ankhatefs
6. Mehi
7. Ama
8. Teiharset
9. Hathorisis
10. Sanura
11. Hehet
12. Menhit
13. Tairin
14. Samira
15. Zesiro
16. Iseueri
17. Mandisa
18. Kesi
19. Atinmerit
20. Siotio
21. Antarta
22. Nekhbet
23. Arbastutanif
24. Bataanta
25. Nani
26. Gararai
27. Kemat
28. Naunet
29. Maanai
30. Sakhmet
\pagebreakNum
### The Kumati
*I was born to rule, and despite my youth the throne of my father is, and will remain, mine alone. My mother and wife advise me, my Grand Vizier advises me, my generals and nobles advise me, but it is Horus Tutankhamun who sits alone upon the Throne of Kings, and Horus Tutankhamun alone who will remain upon it.*
- *Horus Tuntankhamun, Pharoah of Kumat*
Named for the black soil that lines the banks of Iteru ('The River') that allowed the Kumati's ancestors to settle in an otherwise-barren land, Kumat is a land of violent contrasts. Along the live-giving length of water, one would find the spectacular farmland, animal, and plant life of the greatest oasis in the world. As the most ancient, continuous civilization known to mortalkind, the wealth, knowledge, and power it has gained and lost across history is beyond imagining, and it shows.
#### Ancient Empire of Monuments
If there is one thing that the people of Kumat can do with greater scale and skill than any other nation, it is building monuments. To kings and queens, to gods and goddesses, to awe-inspiring achievements and devestating disasters. Enormous pyramids dot the nation's territory, the colossal funerary icons of the worthiest kings and queens, alongside towering obelisks and sprawling temples.
These grand feats of architecture and construction are not, however, the focus of Kumati life. Instead, much of society revolves around farming and performing trade-crafts, such as pottery, wood-carving, and basket-weaving. It is only when the yearly flood season of Iteru that (with their fields underwater being rejuvinated by the mineral-rich river) that the farmers, no longer occupied with their primary job, are left at odd ends. Rather than leave thousands of men with nothing but idle time to cause trouble, the workforce was instead turned to infrastructure and architechtural marvels.
Religious belief is a deeply important part of daily Kumati life, and a method through which the aristocracy maintains control. The most prominent example of this is the belief that the ruler of Kumat is actually a physical indwelling of the mighty falcon god, Horus. A mortal, and subject to all the weaknesses and failings that comes with mortality, but directly placed upon the throne and guided by the gods all the same. After death, he becomes Osiris, God of the Dead and Horus' father. In this way, previous rulers remain the divine and mortal father both to their successor.
One of the most central beliefs, beyond that of the pharoah's divinity, is the concept of *Ma'at*. While this name is shared by a goddess who is considered it's personification, its relations to Kumati cosmological and religious beliefs is far more vital and significantly broader. Ma'at, in the most basic of terms, means 'order', and essentially refers to the cohesion of existence itself. If this cohesion is disrupted by the forces of disorder and chaos, then all of creation will collapse entirely. As such, keeping this concept of absolute order at the mortal level, socially and culturally, is considered perhaps the most important single thing any mortal life can be dedicated to.
While not as aggressive militarily as its neighbor, Kumat has a standing army of significant power, and their supreme familiarity with the terrain of their homeland (most especially the locations of the vital oases required to survive a campaign in the desert) makes invading them a risky proposition at best, and one guaranteed to bring about staggering casualties.
## Basic Geography
Kumat is, as everyone knows, mostly desert. In point of fact, if it were not for the life-giving waters of Iteru, the entire nation would be nothing but desert. An endless arid wasteland devoid of all but the hardiest and most stubborn of life. However, due not only to the existence of the Iteru but also the yearly flooding (that could last three months or more), the delta in which most of Kumati society is based is one of the richest agricultural territories in existence. Outside of this delta, however, is an almost-uniformly flat desert that stretches to the horizon and beyond.
The center of Kumati power is the city of Men-nefer, called Memphis by Hellenic nations with which they so often trade, lies along the west back of Iteru, sustained and flourishing thanks to those sacred waters. Countless temples, large and small alike, dot the city, and the sprawling necroplois of Saqqara lies beside it, a city in it's own right that is populated by the dead and their caretakers.
## Potential Lore Hooks
Like Shenzhou, Kumati society is very inwardly-focused, but that is hardly a disqualyfing factor for players. A farmer tired to backbreaking work for little wealth, a former soldier seeking greater fortunes, a child of the world with eyes of wanderlust, a criminal on the run. There is little in the way of limitations to player creativity for those with imagination.
\pagebreakNum
# PART 2
## Classes of Eleuthia
\pagebreakNum
# Jomsvikingr
A *nervous militia nervously waits by the foggy shore, staggered lines waving slightly as men and women shift nervously on their feet and stair down the obscured expanse of sand towards the sea, weapons clutched in clammy hands that are as damp with fearful sweat as they are the moisture in the air. A horn sounds in the fog, low and deep, and is followed by shouted phrases and chants. Calls and responses, rising from a hundred throats at once, as a double line of heavily armed and armored Scandza materialize from within, faces painted and shield adorned with the symbols of their gods. Their leader, a towering man clad in half-plate armor, raises his hammer high and shouts. Thunder rolls, and with a blinding flash three bolts of lightning descend and turn three members of the militia to cindered husks. The rest of the raiders heft their weapons and charge with a roar, as the militia crumbles before them.*
### Creating a Jomsvikingr
The Scandza believe that only the most worthy of warriors, this who died great deaths in battle, are worthy of entrance into Odin's mighty hall, but there are those that take this belief to a level of dedication unseen amongst their kinsmen. Swearing themselves to a god, acting as their mortal hero in Midgard, these warriors gain strength and ability far above a normal human. Strength and abilities they use to lay waste to anyone who opposes them in the name of their god.
#### Quick Build
To quickly build a Jomsvikingr, make STR and CON your primary stats, followed by WIS. Select the Raider Background.
***Scandza Characters ONLY***
##### Jomsvikingr
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Oathbound, Spellcasting| 2 | 2 | 1 | 1st | — |
| 2nd | +2 | Runic Magic, Fighting Style | 2 | 3 | 2 | 1st |
| 3rd | +2 | Child of the Wind and Waves | 2 | 4 | 2 | 2nd |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd |
| 5th | +3 | Extra Attack | 3 | 6 | 2 | 3rd|
| 6th | +3 | Oath Feature | 3 | 7 | 2 | 3rd |
| 7th | +3 | Iron Hearts | 3 | 8 | 2 | 4th |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4th |
| 9th | +4 | ─ | 3 | 10 | 3 | 5th |
| 10th | +4 | Oath Feature | 4 | 10 | 3 | 5th |
| 11th | +4 | Hólmganga | 4 | 11 | 4 | 5th |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 4 | 5th |
| 13th | +5 | - | 4 | 12 | 4 | 5th |
| 14th | +5 | Oath Feature | 5 | 12 | 5 | 5th |
| 15th | +5 | Enhanced Runic Magic| 5 | 13 | 5 | 5th |
| 16th | +5 | Ability Score Improvement | 5 | 13 | 5 | 6th |
| 17th | +6 | Einheri | 5 | 14 | 6 | 6th |
| 18th | +6 | Oathfeature | 5 | 14 | 6 | 6th|
| 19th | +6 | Ability Score Improvement | 5 | 15 | 6 | 6th |
| 20th | +6 | Valholl Calls | 6 | 15 | 7 | 6th |
\pagebreakNum
## Class Features
As a Jomsvikingr, you gain the following class features:
#### Hit Points
___
- **Hit Dice:** 1D8
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (5) + your Constitution modifier per Jomvikingr level after 1st.
#### Proficiencies
___
- **Armor:** Light Armor, Medium Armor, Shields
- **Weapons:** All Weapons
- **Tools:** None
- **Saving Throws:** (CON), (STR)
- **Skills:** Religion and any two of Athletics, Intimidation, Survival, or History
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* two martial weapons or *(b)* a martial weapon and a shield
- *(a)* Leather Armor or *(b)* Chain Shirt
- *(a)* a dungeoneer's pack or *(b)* an explorer's pack
- A rune-carving set, a pouch for rune-stones, and a scroll of vows
### Spellcasting
At first level, the Jomsvikingr can now call on the power of the Scandzan gods to cast spells.
#### Cantrips
At first level, you know two cantrips of your choice from the Jomsvikingr spell list. You learn additional Jomsvikingr cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jomsvikingr table.
#### Spell Slots
The Jomsvikingr table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Jomsvikingr spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
#### Spells Known of 1st Level or Higher
You know two 1st-level spells of your choice from the Jomsvikingr spell list. The Spell Known column of the Jomsvikingr table shows when you learn more Jomsvikingr spells of your choice from this feature. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the Jomsvikingr spells you know from this feature and replace it with another spell from the Jomsvikingr spell list. The new spell must also be of a level for which you have spell slots on the Jomsvikingr table.
#### Spellcasting Ability
WIS is your spellcasting ability for your Jomsvikingr spells. You use your WIS whenever a spell refers to your spellcasting ability. In addition, you use your WIS modifier when setting the saving throw DC for a Jomsvikingr spell you cast and when making an attack roll with one.
___
**Spell save DC** = 8 + your proficiency bonus +
your WIS modifier
**Spell attack modifier** = your proficiency bonus +
your WIS modifier
#### Spellcasting Focus
The symbol of their chosen god: A hammer for Thor, the Valknut for Odin, a horn for Heimdallr, and the rune Tiwaz with a sword inside the shaft of the arrow for Tyr.
### Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- **Dueling**. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- **Great Weapon Fighting**. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- **Two-Weapon Fighting**. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
\pagebreakNum
### Oathbound
At first level, the Jomsvikingr swears themself to a God of Asgard, fighting in their name and gaining benefits from their fervent devotion. Your choice grants you features at 6th level, and again at 10th, 14th, and 18th levels.
### Runic Magic
At second level, the Jomsvikingr is able to use Skaney rune magic, by either engraving the rune on physical objects such as armor and weapons, or drawing it in the air to cause an effect. You may have seven runes prepared per day, may only have one of any particular rune prepared per day, and may use no more than three runes per combat encounter.
Each rune can only be used once per character per combat.
### Child of the Wind and Waves
Starting at 3rd level, the Jomsvikingr gains Proficiency in Vehicles (Water), and your proficiency bonus is doubled for ability checks that use this skill . Additionally, they gain Advantage on Intelligence (Nature), Wisdom (Survival) and Wisdom (Perception), and Dexterity (Acrobatics) checks while on board of a ship in any checks related to naval activity (maintaining balance on the deck, understanding shifting weather, plotting a course, knowing sea creatures, etc.).
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\columnbreak
### Iron Hearts
Starting at 7th level, the Jomsvikingr gains Immunity to the Frightened Condition.
### Hólmganga
Starting at 11th level, you can use a Bonus Action to challenge a single sentient enemy creature (of an Intelligence Score 6 or above) to a death-duel. They can make a Wisdom Check against a Wisdom Roll by the Jomsvikingr. A immobile space of forty feet radiating from a point equidistant between you is established as the duelling arena. While within this arena, you have +1 AC and +1d4 Damage against your opponent. Leaving the arena gives all creatures from the opposing side Advantage against the creature that left the arena until the combat ends.
### Enhanced Runic Magic
Starting at 15th level, each of your runes have 2 uses. You regain all uses at the end of a long rest. You can now use four runes per combat encounter.
### Einheri
Starting at 17th level, you can apply your Hólmganga to two enemies simultaneously, increasing your AC bonus to +2 and your damage bonus to 1d8.
### Valholl Calls
At 20th level, you can use six runes per combat encounter, and your runes recharge on a Short Rest.
\pagebreakNum
## Warrior-Servants of the Gods
*The Jomsvikingr are an order of Scandza warriors, staunchly dedicated to the reverence of their gods and their oaths of brotherhood. Their code is a strict one, instilling discipline and laying out behaviors that are and are not permitted. To fight unto death to defend their shield-siblings, to avenge their deaths, to neither speak ill of them nor strike them in anger. They are forbidden to show fear, or flee before an enemy that they can defeat, though retreating before a vastly superior foe is permissable. So break these tenants, to violate this code, means immediate explusion from the order at best.*
## Odin, The All-Father
*Odin All-Father, King of the Realm Eternal. From his great throne of Hliðskjálf, he gazes down upon the realms of Yggdrasil, watching over all of creation, with the twin ravens of Huginn and Muninn on his shoulders, and the great wolves Geri and Freki at his feet. Creator and god of the runic language, of sorcery, of war and poetry, of knowledge and madness, of death and healing, Odin is fated to fall in battle against the vast and monstrous Fenrir.*
### Thought and Memory
At first level, the Jomsvikingr gains access to the *Find Familiar* spell, which does not count against their spells known, and can be cast as a bonus action. Upon casting the spell, two spectral ravens in the forms of Huginn and Munnin appear and act as any normal familiars do. For all functions of the Find Familiar spell, the two ravens function as a single entity. This includes when casting spells using your familiar as the point of origin.
### Divine Insight
At first level, the Jomsvikingr gains proficiency in the Insight Skill. If they already have proficiency, they gain Expertise instead.
### The Ravenous Ones
Starting at 6th level, the Jomsvikingr can summon two spectral wolves (use Dire Wolf stat sheet) in the forms of Geri and Freki, Odin's twin pet wolves. They become independant members of your party for the duration of the effect, which is one minute per long rest. At level thirteen, they are enhanced to become CR 8 creatures.
### Úlfhéðnar
Starting at 10th level, the Jomsvikingr can gift his allies with enhanced strength, with the appearence of a magical aura shaped like a wolf pelt, at the cost of making them berserkir. He can touch willing party members, up to half his proficiency in number (rounding up) and give them a bonus 1d12 damage to all non-spell attacks that they do. However, attacks against them are made at Advantage.
\columnbreak
### God of Runes
Starting at 14th level, certain runes gain increased benefits. See the Rune section. Furthermore, you can now use your summoned Familiars (from both Thought and Memory and The Ravenous Ones) as the point of origin for your rune effects.
### Oskoreia, the Wild Hunt
Starting at 18th level, the Jomsvikingr can declare a Wild Hunt, targetting an enemy creature or creatures equal to their proficiency bonus. All members of the Jomsvikingr's party gain +5 movement speed when moving towards marked enemies, and +1d8 damage when attacking them. An enemy cannot be targeted by this ability and Hólmganga both. This ability can be used once per long rest.
\pagebreakNum
## Thor, God of Thunder
*Mighty Thor, Hlódyn's son. The Protector of Mankind. God of Storms, it's thunder that quakes the earth and lightning that splits the sky. Mighty Thor, Odin's son, God of Fertility and Strength, of the sacred groves and the trees that give them life. Husband of Sif, father of valkyries, of gods, who rides into battle upon a heavenly chariot pulled by the twin goats Tanngrisnir and Tanngnjóstr. Mighty Thor, who shall one day die to destroy the World Serpent, Jörmungandr*
### Protector of Mankind
At first level, the Jomsvikingr deals bonus damage to creatures larger than themself. Please see the chart below, which displays the bonus damage, as well as additional damage applied per size catagory that the creature is larger than the Jomsvikingr. For example, a Medium creature using Protector of Mankind at level 1 against a Large creature does 1d4 damage, plus 2 because it is a single size larger. However, if it were using it against a Gargantuan creature, it would instead be 1d4+6.
##### Protector of Mankind
| Level | Base Damage Bonus | Bonus per Size Catagory |
|:---:|:---:|:---|:---:|
| 1st | 1d4 | 2 |
| 5th | 1d6 | 1d8 |
| 10th | 1d8 | 1d6 |
| 15th | 1d10 | 1d8 |
| 20th | 1d12 | 1d10 |
### Chariot of Thunder
At first level, the Jomsvikingr gains proficiency in Vehicles (Land).
### Hammer of the Thunder God
Starting at 6th level, the Jomsvikingr deals 1d4 Lightning Damage when they strike an enemy with a melee attack.
### Lord of Storms
Starting at 10th level, the Jomsvikingr can cast Thunderwave and Call Lightning as a Bonus Action.
### Thundering Blows
Starting at 14th level, the Jomsvikingr deals 1d4 Thunder Damage when they strike an enemy with a melee attack.
\columnbreak
### Twilight of the Thunder God
Starting at 18th level, the Jomsvikingr emulates mighty Thor's prophesized sacrifice against dread Jörmungandr. For the next minute, their attacks are made at Advantage. However, all enemy attacks against them are also made at Advantage. This ability can be used once per day.
\pagebreakNum
## Týr, God of Justice and Heroic Glory
*Týr, noblest and truest of the gods. He who sacrificed his own hand to the Great Wolf, Fenrir, in order to allow him to be bound by the other gods, using the mighty chain Gleipnir. He who is destined to die, devoured by a similarily monstrous hound, Garmr, during Ragnarok.*
### Tales of Glory
At first level, the Jomsvikingr gains Proficiency in the Performance Skill. If already Proficient, they gain Expertise.
### One-Handed Mastery
At first level, in emulation of Týr's one-handed nature, you are more skilled with one-handed weapons than most. You can elect to increase your AC by 1 and your damage by 1d6, but you cannot equip anything to your off-hand. At level 10, this increases to a bonus of +2 and 1d8 damage. At level 20, this increases to a bonus +3 and 1d10 damage.
### Justice Unyielding
Starting at 6th level, the Jomsvikingr is determined to deliver justice to their enemies, each victory giving them a surge of strength to stay in the fight. Each time they land a killing blow on an enemy, they can heal 1d8 damage.
### Heroism
Starting at 10th level, the Jomsvikingr can use a Bonus Action to recite a poem about the epic deeds of a god or hero to inspire. One allied creature can take one extra action, with diminished capacity. They can move half their movement, make one attack at Disadvantage, or (in the case of an save-type spell) give the ally advantage on their save. This can be done once per long rest.
### Unremitting Justice
Starting at 14th level, the heal from Justice Unyielding is increased to 2d8, an no longer requires that you land the killing blow, only that you have damaged the enemy within the last two battle rounds. Furthermore, this healing also benefits from your Wisdom Modifier.
### Gleipnir
Starting at 18th level, the Jomsvikingr can summon ghostly bonds in the image of Fenrir's silken chain on a single target within twenty feet. That target gains the Restrained status, and cannot be broken out by any means while you maintain the effect. Enemy attacks against you are made at Advantage, as you cannot focus on self-defense while holding this enemy in place. This can be done twice per long rest. Finally, the healing provided by Justice Unyielding is increased to 2d10 and benefits from your Wisdom and Proficiency Modifiers.
\pagebreakNum
## Heimdallr, Gatekeeper and Guardian of Asgard
*Heimdallr, Gatekeeper of the Bifrost, Guardian of Asgard. His unblinking, unceasing, sleepless gaze sees all that occurs within the Nine Realms of Yggdrassil. His ears, powerful beyond mortal understand, hear the growing of grass in the earth and the wool on the sheep. Nothing escapes his attention as he defends The Realm Eternal, and so those who fight in his name dedicate themselves to the vigilant protection of their comrades.*
### Eternal Vigilance
At first level, the Jomsvikingr can no longer be taken by Surprise. They also have Advantage on Attacks of Opportunity.
### Founder of The Social Classes
At first level, the Jomsvikingr gains Proficiency in Persuasion checks.
### Guardian of the Gates
Starting at 6th level, the Jomsvikingr has an additional Reaction during their turn, which must be used to make an Attack of Opportunity in order to be utilized.
### Gjallarhorn
Starting at 10th level, the Jomsvikingr can blow their replica of Heimdallr's horn, instantly waking their party (if they are asleep) and preventing them from being surprised. If they are suffering from the surprised status, it ends immediately as the magical note wash over them. This ability can awaken party members or allied creatures even if their sleep was induced by spells or chemicals.
### Ruthless Defender
Starting at 14th level, when the Jomsvikingr makes an Attack of Opportunity, they can make two attacks instead of one.
### Ragnarok
Starting at 18th Level, when the Jomsvikingr uses their Gjallarhorn, their allies also gain the benefits of Eternal Vigilance, Guardian of the Gates, and Ruthless Defender for the next minute. This ability can be used twice per day, resetting at dawn.
\pagebreakNum
# Jomsvikingr Spell List
##### Cantrips
- True Strike
- Shocking Grasp
- Chill Touch
- Ray of Frost
- Mending
##### 1st Level
- Jump
- Longstrider
- Heroism
- Thunderwave
- Fog Cloud
- Divine Favor
- Hellish Rebuke
- Comprehend Languages
- Inflict Wounds
##### 2nd Level
- Enhance Ability
- Heat Metal
- Shatter
- Spiritual Weapon
- Warding Bond
- Barkskin
- Enlarge/Reduce
##### 3rd Level
- Call Lightning
- Lightning Bolt
- Fear
- Bestow Curse
- Spirit Guardians
- Sleet Storm
##### 4th Level
- Freedom of Movement
- Stoneskin
- Ice Storm
- Confusion
- Guardian of Faith
##### 5th Level
- Cone of Cold
- Legend Lore
- Wall of Stone
- Geas
##### 6th Level
- Chain Lightning
- Wall of Ice
- Freezing Sphere
- Heroes' Feast
\pagebreakNum
# Jomsvikingr Runes
#### Ansuz, Rune of Insight
- **Carving Time:** one Hour
- **Range:** Self
- **Duration:** Passive, 10 Minutes If Surged
The Jomvikingr gains proficiency in the Insight Skill so long as the rune is active and on their person.
***Rune Surge*** Gain Advantage with all Insight Checks for the duration of the Surge.
***God of Runes***: The Jomvikingr gains Advantage and Expertise for the duration of the surge.
#### Berkana, Rune of Liberation
- **Casting Time:** 1 Hour
- **Range:** Self
- **Duration:** Instant, 1 Minute If Surged
You trace the rune on yourself, breaking free of any movement impairing effects currently effecting you. This includes slows and binds. However, effects that render you incapable of any movement (paralysis, sleep, etc) cannot be broken by this rune.
***Rune Surge:*** You gain immunity to all movement-impairing effects for the next minute.
#### Kenaz, Rune of Inspiration
- **Carving time:** One Hour
- **Range:** Self
- **Duration:** Instant
The Rune of Inspiration, when carved on a small, smooth, approximately palm-sized stone, allows the Jomsvikingr to add a single d8 to one of their rolls. After use, the stone disintegrates. The Jomsvikingr can find another such stone, but doing so takes ten minutes.
#### Dagaz, Rune of The Dawn
- **Carving Time:** 1 hour
- **Range:** Self, 20ft Aura
- **Duration:** One Day, unless Surged
The Rune of the Dawn, when carved into an object, radiates bright light in a forty foot radius. This light cannot penetrate magical darkness.
***Rune Surge:*** You pour further power into the rune, burning it out in a powerful surge that Blinds anyone whose eyes are not covered within the 20ft radius for 18 seconds. Warned Allies have a 50% chance of blocking their eyes successfully, a success being a 2 on a d2, a 1 being a failure.
***God of Runes***: If this rune is Surged, Blinded targets also take 3d12 psychic damage.
\pagebreakNum
#### Ehwaz, Rune of Transportation
- **Carving Time:** 1 Hour
- **Range:** Touch
- **Duration:** One Day
Carving this symbol into a non-living mode of transportation (carts, chariots, ships, etc), lightening it. Travel time in this mode of transportation is reduced by one-third.
#### Fehu, Rune of Luck
___
- **Carving Time:** 1 Hour
- **Range:** Self
- **Duration:** Instant
The Jomsvikingr can carve this rune on a small piece of bone from an animal that they have killed, turning it into a lucky charm. They can expend this rune to reroll a single attack roll, ability check, or saving throw of their choice. Afterwards, this luck charm is out of energy and must regenerate, which occurs at the next dawn.
#### Gebo, Rune of Balance
- **Carving Time:** 1 Hour
- **Range:** Thirty Feet
- **Duration:** Instant
The Jomvikingr can bind themself to an enemy, reducing their HP by the amount of HP that the Jomvikingr has lost through combat. HP sacrificed with the Tiwaz Rune does ***not*** count towards this effect. Temporary HP that has been lost does ***not*** count towards this effect. This effect can only be triggered on an enemy once per day.
***God of Runes***: Temporary HP that has been lost and HP sacrificed with the Tiwaz Rune now counts towards this effect.
#### Hagalaz, Rune of Wrath
- **Carving Time:** 1 Hour
- **Range:** 20 Feet
- **Duration:** Instant
The Jomsvikingr can carve this symbol into a small stone, which then can be thrown at an enemy target (treat this as a ranged attack using strength). If it hits, it sticks to the target, who then must make a WIS save with a DC of 15. Should they fail, they become Enraged, causing them to attack any creature near them without regard for allegiance. This effect can be broken by an allied spell effect, or by physically removing the stone from their skin. The afflicted player is not able to remove the stone themselves.
\pagebreakNum
#### Isa, Rune of Ice
___
- **Carving Time:** One Hour
- **Range:** Twenty Feet
- **Duration:** Instant
Focusing on the freezing, stasis-inflicting nature of Ice, you can use use an action in order to slow your opponent, reducing their movement by half for three battle rounds.
***Runic Surge*** By surging the power of this runestone, destroying it, you can attempt to inflict the 'Petrified' status on your enemy instead. They must make a DC14 Constitution save to negate the attempt. A successful save none-the-less still slows them, though only by a third (rounding down the nearest whole number if needed).
***God of Runes***: If you Surge this rune, your target must make the CON save to avoid Petrification at Disadvantage.
#### Jera, Rune of Harvest
- **Carving Time:** One Hour
- **Range:** Touch
- **Duration:** One Hour
All resources gathered by the holder of this runestone are doubled for the duration of it's use. This includes food, water, crafting materials, alchemical ingrediants, etc. No player can benefit from this more than one per long rest.
#### Laguz, Rune of Dreams
- **Carving Time:** One Hour
- **Range:** 30 Feet
- **Duration:** Instant
The Jomvikingr can cast the Hypnotic Pattern spell once before the runestone burns out.
#### Mannaz, Rune of the Mind
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Passive, One Minute If Surged
The Jomvikingr gains a passive boost of one (1) point to their Intelligence Score.
***Rune Surge***: The bonus to the Intelligence Score increases to two (2) points for the duration of the Surge.
#### Nauthiz, Rune of Resistance
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Passive, One Minute (surged)
The Jomvikingr does, upon activation of this rune, gain Advantage to saves that resist all mental spell effects: Fear, Charm, Sleep.
***Rune Surge***: The Jomvikingr becomes immune to the Fear, Charm, and Sleep effects for the next minute.
***God of Runes***: The Jomvikingr can share the effects of this rune's surge with a single ally within five feet.
\pagebreakNum
#### Inguz, Rune of Energy
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Instant
The Jomvikingr can use this runestone to gain a one-use burst of energy, allowing them to use the Action Surge feature as if they were a member of the Fighter class.
***God of Runes***: The Jomvikingr can use this runestone twice before it disintegrates.
#### Pertho, Rune of Fate
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Instant
When an enemy hits you with an attack that will reduce you to zero HP, you can use this stone to change your fate ever-so-slightly. You are reduced to one HP instead. This rune cannot be used more than once per day under any circumstance.
#### Raido, Rune of Journeys
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Passive, One Minute If Surged
The Jomvikingr adds five feet to their movement while the rune is active.
***Rune Surge*** The movement bonus is doubled for the duration of the effect
#### Sowilo, Rune of Victory
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Instant
The Jomvikingr can activate this rune in order to give themself Advantage for a single battle round. This rune cannot be used more than once per long rest.
#### Thurisaz, Rune of Conflict
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Passive, One Minute if Surged
The Jomvikingr gains one (1) point to their Strength Statistic so long as this Rune is active on their person
***Rune Surge***: The bonus provided by the rune doubles for the duration of the surge.
\pagebreakNum
#### Tiwaz, Rune of Justice
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Instant
The Jomvikingr can charge this stone with a portion of their health, reducing their maximum HP by 1/5th until the runestone is used or destroyed. This runestone can act as a single-use, set-amount health potion, restoring that amount of HP to any one person the stone touches. Once the stone is used, the Jomvikingr's maximum HP returns to normal, but they do not heal the missing health until their next rest, or if they benefit from a healing item/spell.
***Rune Surge*** The Jomvikingr can surge the runestone in order to double the healing recieved by their ally without losing any additional health themself. However, the momentary loss of strength makes the next two attacks against them occur at advantage, and they have disadvantage on any Dexterity Saves to avoid damage.
***God of Runes***: the Jomvikingr is no longer so weakened by the Surge, removing the Advantage on attacks against them, and the Disadvantage on Dexterity Saves.
#### Uruz, Rune of Endurance
- **Carving Time:** One Hour
- **Range:** Touch
- **Duration:** Instant
The Jomvikingr can touch the runestone to one creature within five feet, removing one rank of Exhaustion if they possess it. No creature may benefit from this effect more than once per day.
#### Wunjo, Rune of Fellowship
- **Carving Time:** One Hour
- **Range:** Touch
- **Duration:** Passive, Ten Minutes if Surged
The Jomvikingr gains Proficiency in Persuasion Checks.
***Rune Surge***: The Jomvikingr has Advantage on all Persuasion checks that take place over the time period.
***God of Runes***: The Jomvikingr has Advantage and Expertise for all Persuasion Checks during the time period.
\pagebreakNum
#### Algiz, Rune of Protection
___
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Passive, One Minute if Surged
The Jomvikingr has one (1) bonus point to their AC so long as the rune is active and on their person.
***Rune Surge***: The bonus provided by the rune doubles for the duration of the surge.
***God of Runes***: When surged, the Jomvikingr gains resistance to one damage type of the player's choice for the duration of the surge.
#### Eihwaz, Rune of Stability
___
- **Carving Time:** 20 Minutes
- **Range:** Self
- **Duration:** Instant
You can carve this rune on a pair of small, flat stones. When activated as a pair, they are attatched to the laces of your boots, ensuring that you keep your balance regardless of circumstance. For the next minute, you cannot be knocked prone or staggered.
#### Othala, Rune of Legacies
- **Carving Time:** One Hour
- **Range:** Self
- **Duration:** Instant
Spell Description
***At Higher Levels.*** The Spell's Power increase when cast at higher levels.
## Credits:
Maxander, the Greatest of Sounding Boards
\pagebreakNum
# The Sage Class
T*hose who act on behalf of the gods and speak with their authority are the shepherds and servants both of the people, leading them in worship and caring for the temples and holy icons that they created with their taxes and their labors. To challenge a Sage directly is to earn the ire of not just the community that they serve, but the very Heavens themselves.*
## The Speakers for The Gods
The Sages of the Temples are those who serve the people of their nation through their connection to the gods. While the Temple Knights do so with martial skill, the Sages rarely engage in direct conflict. No, their talents lie in supporting their Temple brothers and sisters, in healing their wounds as Physicians, in banishing and weakening evil spirits and influences as Exorcists, and invoking their deities' divine aid as Voices.
### Creating a Sage
There are many gods, and for every god there are many ways of worship. Make sure to have a reason why your character would have chosen the god and the Sage Path that they did, because an Path is for life. Such an important decision, shaping their entire future, must be considered!
### Quick Build
To play a Sage, choose or create a background that fits your preference, such as the Acolyte Background. Then, decide which Path you wish to play: Physician, Voice, or Exorcist. This will dictate what stats you focus on: Intelligence, Charsima, or Wisdom, respectivly.
***Shenzhou, Hellas, Kumat, and Anatolia ONLY***
\columnbreak
## Choosing an Path and Ability Score
Unlike most traditional full-casters, The Sage has different Primary Casting Atributes based on which Path the player decided to follow during Character Generation
**Physicians** cast with Intelligence because they have studied the body and its workings through the scientific method, memorizing symptoms and treatments. It is only through extensive study and intense research they are capable of aiding the needy.
**Voices** cast with Charisma because they are preaching on behalf of their deity. It is through their words, their actions, and their ability to 'work the crowd' that they carry out their duties.
**Exorcists** cast with Wisdom because they are more in tune with what is or is not natural in in the world, allowing them to more accurately identify and confront supernatural entities and powers.
\pagebreakNum
# Sage Class Table
##### Sage
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---|:--:|:--:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 1st | +2 | Spellcasting, Path of the Sage | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Radiant Resonance: Copper | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Deliverance | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvements | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Gift of Domains, Extra Action | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Path Feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Resonance Enhancement | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Radiant Resonance: Silver | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Forebearance | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Resonance Enhancement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Celestial Harmony | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Path Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Radiant Resonance: Gold | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Divine Deliverance | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Path Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Choir of the Bells | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
\pagebreakNum
## Class Features
As a ***Sage***, you gain the following class features:
#### Hit Points
**Hit Dice:** 1d6 per ***Sage*** level\
**Hit Points at 1st Level:** 6 + your Constitution modifier
**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per ***Sage*** level after 1st
#### Proficiencies
**Armor:** Light Armor
**Weapons:** Resonant Staves, Simple Weapons
**Tools:** None
**Saving Throws:** (WIS) or (INT) or (CHR) based on Sage Path, DEX
**Skills:** Religion and one of the following: Insight, Medicine, Persuasion, or History
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* a set of padded armor
* a Resonant Stave and any **1** Simple Weapon
* *(a)* a dungeoneers's pack, or *(b)* an explorer's pack
* A Holy Symbol
### Spellcasting
At first level, the **Sage** can now cast spells.
#### Cantrips
You know ***four*** cantrips of your choice from the ***Sage*** spell list. You learn additional ***Sage*** cantrips of your choice at higher levels, as shown in the Cantrips Known column of the ***Sage*** table.
#### Spell Slots
The ***Sage*** table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
#### Spells Known of 1st Level and Higher
You know ***two*** 1st-level spells of your choice from the ***SAGE*** spell list.
The Spells Known column of the ***SAGE*** table shows when you learn more ***SAGE*** spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table.
Additionally, when you gain a level in this class, you can choose one of the ***SAGE*** spells you know and replace it with another spell from the ***SAGE*** spell list, which also must be of a level for which you have spell slots.
\columnbreak
#### Spellcasting Ability
***INT, WIS, or CHR*** is your spellcasting ability for your ***SAGE*** spells. Your magic comes from your ***deity***. You use your ***INT, WIS, or CHR*** whenever a spell refers to your spellcasting ability. In addition, you use your ***INT, WIS, or CHR*** modifier when setting the saving throw DC for a ***SAGE*** spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your INT, WIS, or CHR modifier
Spell attack modifier = your proficiency bonus + your INT, WIS, or CHR modifier
#### Ritual Casting (optional)
You can cast a ***CLASS*** spell as a ritual if that spell has a ritual tag ***and you have learned that spell***.
#### Spellcasting Focus
You use ***a holy symbol*** as a spellcasting focus for your ***Sage*** spells. You use a ***Resonant Stave*** as a spellcasting focus for your ***Radiant Resonance*** abilities. The Form your ***holy symbol*** takes is dependant on your deity of choice, and can be found in the Pantheon section.
\pagebreakNum
### Paths of the Sage
At first level, the class makes a choice between one of the following Paths, which dictates their role in the party and what Ability Scores to focus on. These Paths are: Physician, Voice, and Exorcist.
### Radiant Resonance
At second level, the Sage can channel divine magic through the three bells on their staff. These effects are seperate from those of any spells cast by the Sage. The three bells are Copper, Silver, and Gold, representing the purity of the Sage's soul. The more devoutly they follow their deity (I.E., how high their level), the higher rank of bell that they can use. The Silver Bell becomes available at level 9, and the Golden Bell becomes available at level 15. Bell Effects can be found in the Signature Spell section at the bottom of this document. Furthermore, using a Resonance becomes a bonus action at level 7, and a free action at level 11.
### Deliverance
The Sage can touch an ally that has been reduced to zero HP within the last minute, allowing them to auto-pass a single Death Save, or reducing their Failed Death Saves by one. This effect can only be used on an individual ally once per day, resetting at dawn.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
\columnbreak
### Gift of Domains
At Fifth level, your character gains a single passive ability related to their deity and their deity's primary Divine Domain. Consult the table below to see which ability applies to your character.
##### Domains
| Domain | Effect |
|:----:|:-------------|
| Memory | Flawless Memory |
| Healing | You gain Double Proficiency in Herbalist's Kit, Poisoner's Kit, and Alchemist's Kit |
|Thieves | You gain Double Proficiency in Thieves' Tools, Poisoner's Kit, Disguise Kit, and Forger's Tools. |
| Fortune/Wealth/Luck | You gain Double Proficiency in all Gaming Sets |
| Hearth/Family | You gain Double Proficiency in Cooking Skills, and can create a campfire without a Tinderbox |
| Forge | Double Proficiency with Smithing Tools and Jeweler's Tools |
| Writing | You gain Double Proficiency in Cartographer's Tools and Forger's Tools |
| Music | You gain Double Proficiency in all Musical Instruments |
### Extra Action
Also at Fifth Level, your character gains access to an extra Action during each of their turns. This action functions exactly the same way any other Action does.
### Forbearance
Starting at 10th level, the Sage becomes Proficient with Constitution Saves.
### Celestial Harmony
Starting at 13th level, you can utilize your Copper and Silver bells simultaneously.
### Divine Deliverance
Starting at 17th level, the Sage's Deliverance is empowered. It can now be used on the same ally twice per day, resetting at dawn.
### Choir of the Bells
At 20th Level, the Sage is now able to use all three of their bells simultaneously, filling the battlefield with their divine chimes.
\pagebreakNum
### Sage Paths
While the Sage as a whole is a support class, the manner in which is supports varies quiet significantly between it's Paths. The Physician, using INT as it's primary stat, focus on healing. The Exorcist, using Wisdom, specializes in identifying supernatural enemies, protecting the party from them with buffs or by weakning the target. Finally the Voice, using Charisma, directly channels their deity's power to buff the party.
## Physician
*A wounded man, groaning and writhing in pain, is carefully examined by a young woman in white robes, her hands stained with blood as she investigates the large gash across his chest. She consults a tome, a pricless collection of medical knowledge, filled with diagrams and extensive breakdowns on the human body. Finding the solution, she turns to her work table, mixing several herbs, fluids, and other reagents into a thick paste that she spreads across the injury, sealing the wound and stopping the blood flow while numbing the pain. This is the skill of the Physician: to heal not just with holy magic, but the power of science.*
### Diagnose
At first level, your can attempt to identify what, precisely, is ailing an ally. You are able to make Medicine checks in regards to the health of your allies (what sort of weapon caused the wound, what the injury is, if they have been poisoned) at Advantage. Healing effects you perform on that ally have a bonus of 1d4 to their value, as you have identified the problem and are treating it directly. The DC for the Medicine Check is your ally's Constitution Modifier + their Proficiency Modifier.
### Proffesional Training
At first level, you gain proficiency in the Medicine Skill. If you already have proficiency, your proficiency bonus is doubled. Your Medicine Skill scales off of your Intelligence Score, rather than your Wisdom Score.
### Balance The Humours
Starting at 6th level, the Sage is able to utilize their extensive training and experience to improve their healing abilities towards their allies. The bonus healing from Diagnose is increased to 2d6, and Diagnose checks can now be performed as Bonus Actions.
### Celestial Guidance
Starting at 14th level, you are able to invoke the divine assistance of your god in healing that which your mundane solutions alone cannot cure. The bonus healing from Diagnose is increased to 1d12, and Diagnose checks can now be performed as free actions, once per turn.
### Panacea
Starting at 18th level, you have discovered the mythical universal cure of ailments: the panacea. The Bonus Healing from your Diagnose is now 2d10, and cures one detrimental status effect on the target.
\pagebreakNum
## Exorcist
*A young woman writhes in her bed, wreathed in a seething mass of shadows and malice. An old man stands over her, one hand gently waving a censor of incsence over her while the other radiates light down onto her prone form, his aged voice birthing a steady stream of prayers and incantations. Sweat beads on his forehead, his voice growing hoarse as he continues for what seems like hours, before a final shouted phrase finally forces the darkness from the girl's body. It settles in the corner of the room, coalescing into a humanoid form that shrieks and howls, eyes gleaming with rage as clawed hands grasp at its opponent, but the old man is unphased. A pillar of light consumes the creature, eradicating it forever more, and the exorcist leaves his patient to her family's care. His work here, done.*
### Abjure the Impure
At first level, the Exorcist deals an extra 2d4 damage to enemies that are of the FIEND, FEY, UNDEAD, or ABBERATION types with any damage dealing ability.
### Discern The Unnatural
At Level One, The Exorcist is able to look into the aura, the soul, of any living creature and discern its state. If it is mind-controlled, possessed, charmed, or otherwise acting in anyway that is fundamentally against its natural state. Passive scans of this ability can be decieved by a high enough Deception Roll (Beating the Sage's Passive Perception). The Deception Roll is made at Advantage if the enemy is a higher level than the Sage, Normal if equal in level, and Disadvantage if at a lower level. An active scan is possible, resulting in pitting a Deception Roll agains a Perception Roll, with the same Advantage/Normal/Disadvantage rules as passive scans.
### Weaken The Abhorrant
Starting at 6th level, the Exorcist is able to more directly attack the dark energies that give demons and evil spirits their powers. When you deal damage to an enemy that is a FIEND, FEY, UNDEAD, or ABBERATION, you can contest your Wisdom against the target's Constitution. Should they fail, they are weakened, attacking at disadvantage for one minute. This ability can be used once per target, per long rest.
### Soul Sanctification
Starting at 14th level, you are able to 'reset' the soul of a non-enemy creature. If they are mind-controlled, possessed, charmed, or otherwise acting unnaturally (as discovered by the Discern the Unnatural ability), you can remove that effect on them. This can only be used once per creature, per long rest. It can be used a number of times per day equal to your proficiency modifier.
### Condemnation
Starting at 18th level, the bonus damage from Abjure the Impure increases from 2d4 to 2d10. You have Advantage when dealing damage to enemies that are of the FIEND, FEY, UNDEAD, or ABBERATION types.
\pagebreakNum
## Voice
*A regal matriarch stands before an altar, facing the quiet, worshipful masses of her congregation, hands uplifted to the icon of her deity as she praises their name and preaches their will. The longer, the more fervent, that the sermon lasts, a change begins to overcome the woman. She radiates an inner light, her voice gaining a dual-toned majesty, a feeling of ancient power filling the temple. Telltale signs that her deity is now indwelt, interacting directly in the mortal realms through the mortal form of a devout worshipper.*
### Intonation of Canticles
At first level, the Voice can use an action to sing hymns of praise to their deity, buffing the party in a number of ways. This is done through the roll of a D7. All Canticle buffs last for one minute, and the number of Canticles that can be sung per day is equal to your proficiency modifier.
**Canticle of Swiftness**: You sing about your deity's divine speed of body, their swift traversing of the world amidst their sacred duties. Inspired, your party members gain 10 feet of movement speed.
**Canticle of Creation** : You sing about how your deity helped shape the world and all the creatures within it, the story inspiring your party to focus more on the beauty, and danger, of nature. They gain a boost to their Wisdom Modifier of 1 point.
**Canticle of Grace** : You sing about the unmatched form of your deity, their inhuman agility, inspiring your party members with a boost to their Dexterity Modifier of 1 point.
**Canticle of Strength** : You sing about the strength of your deity, their divine might, and inspire your party to greater feats. Your party gains a boost to their Strength Modifier of 1 point.
**Canticle of Cunning**: You sing a hymn of your deity's cleverness, of their manipulations and trickery against gods and mortals alike, inspiring your party to emulate their quick-mindedness. They a boost to their Intelligence Modifier of 1 point.
**Canticle of Tolerance**: You sing the hymn of the martyrs who died in service to your deity, the story of their stoic loyalty inspiring the members of your party. They are gifted with a boost to their Constitution Modifier of 1 point.
**Canticle of Elegance**: You sing of the beauty of your deity's temples and teachings, the sheer beauty of which you speak inspiring the members of your party. They are gifted with a boost to their Charisma Modifier of 1 point.
### Sacred Animal
At first level, your character is able to perform a Rite to Summon the Sacred Animal of their Deity. They are able to cast the Find Familiar spell as a Ritual, summoning a Medium CR 1 version of that animal. This does not count against your total spells known. You may choose to forgo one of your Attacks to instead attack with your familiar.
### Speaker for the Gods
Starting at 6th level, you are able channel a portion of your deity's presence through yourself. Temporarily increase your CHARISMA stat by two points and gain proficiency in any CHARISMA related Skills (Deception, Persuasion, Intimidation, and Performance). If you are already proficient, double the benefit recieved. This effect lasts for one minute and can be used a number of times per day equal to your proficiency modifier.
### Divine Beast
Starting at 14th level, your Sacred Animal is now capable of taking Actions without using your characters actions, and their size and strength is enhanced to make them a Large CR 4 creature.
### Immanence
Starting at 18th level, your deity now channels a portion of their own pure divnity through your mortal shell. Your Canticles are twice as effective, and you may have two Cancticles active at a time. If both Canticle Rolls have the same result, reroll. Your Sacred Animal is now a Huge CR 8 Creature.
\pagebreakNum
# Sacred Animals
___
___
> ## Sacred Tortoise
> Domains of Longevity, Memory, and Endurance
>
>*Medium Beast (Sacred)*
>*Large Beast (Sacred)*
>*Huge Beast (Sacred)*
> ___
> - **Armor Class** 15 (Natural Armor), 18 (Natural Armor), 21 (Natural Armor)
> - **Hit Points** 30 (4d8 + 12), 63 (6d10+30), 150 (1d12 + 72)
> - **Speed** 20ft, Swim 30 Ft
> - **Speed** 20ft, Swim 30 Ft, Burrow 15ft
> - **Speed** 40ft, Swim 50 Ft, Burrow 30ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|8 (-1)|16 (+3)|6 (-2)|10 (+0)|8 (-1)|
>|18 (+4)|8 (-1)|20 (+5)|6 (-2)|10 (+0)|8 (-1)|
>|22 (+6)|8 (-1)|22 (+6)|6 (-2)|10 (+0)|8 (-1)|
>___
> - **Saving Throws** Str +5, Con +5, Str +6, Con +7, Str +9, Con +9
> - **Damage Vulnerabilities CR 1** cold, lightning, thunder
> - **Damage Vulnerabilities CR 4** cold, lightning
> - **Damage Vulnerabilities CR 8** lightning
> - **Damage Resistances CR 1** Piercing
> - **Damage Resistances CR 4** Piercing, Force
> - **Damage Resistances CR 8** Piercing, Force, Bludgeoning
> - **Senses CR 1** darkvision 20 ft., passive Perception 10
> - **Senses CR 4** darkvision 60 ft., tremorsense 30ft, passive Perception 10
> - **Senses CR 8** darkvision 60 ft., tremorsense 60ft, passive Perception 10
> - **Languages** understands All
> - **Challenge** 1 (200 XP), Challenge 4 (1100 XP), Challenge 8 (3900 XP)
> ___
>
> ***CR 4 - Juggernaut*** If the tortoise uses the Dash Action during it's turn and would impact an enemy creature with at least five feet of movement remaining, it can choose to ram into the enemy.
> The enemy must make a DC 15 Strength Save or be knocked prone. If knocked prone, the Tortoise can make one Bite attack as a Bonus Action
>
> ***CR 8 - Walking Mountain*** The Sacred Tortoise's Juggernaut ability no longer requires taking the dash action, and the Strength Saving Throw required to avoid being knocked prone is now DC 18.
>
> ### Bonus Actions
> ***CR 8 - Thundering Step*** The Tortoise may, after making a successful Bite attack, use it's Bonus Action to make an AOE attack. All enemy creatures within a 15ft Radius takes 5d8 Bludgeoning Damage, but can make a Constitution Saving Throw to halve the damage.
>
> ### Actions
> ***Bite*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
>
> ***CR 4 - Multiattack.*** The Sacred Tortoise may make 2 attacks for its action instead of only one.
>
> ***CR 8 - Multiattack (2).*** The Sacred Tortoise may make 3 attacks for its action instead of only one.
> ### Reactions
> ***Withdraw*** As a reaction, the Sacred Tortoise can retreat within its mighty shell and become Immune to Bludgeoning, Force, and Piercing Damage. However, coming back out of its shell on it's next turn requires it's action.
>
> ***CR 4 - Rapid Return*** The Sacred Tortoise's Withdraw no longer requires a full action to exit, but rather a bonus action.
>
> ***CR 8 - Defensive Snap*** The Sacred Tortoise's Withdraw, when triggered, now allows the Tortoise to make a single Bite attack at Advantage against the creature that triggered the effect.
\pagebreakNum
___
___
> ## Sacred Cricket
> Domains of Fortune, Wealth, and Luck
>*Medium Beast (Sacred)*
>*Large Beast (Sacred)*
>*Huge Beast (Sacred)*
> ___
> - **Armor Class** 13 (Natural Armor), 15 (Natural Armor), 18 (Natural Armor)
> - **Hit Points** 30, 66, 95
> - **Speed** 40ft, Climb 30 Ft
> - **Speed** 50ft, Climb 60 Ft, Fly 15ft
> - **Speed** 70ft, Climb 80 Ft, Fly 30ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
> |8 (-1)|16 (+3)|16 (+3)|6 (-2)|10 (+0)|8 (-1)|
> |8 (-1)|18 (+4)|18 (+4)|6 (-2)|12 (+1)|8 (-1)|
> |8 (-1)|22 (+6)|18 (+4)|6 (-2)|15 (+2)|8 (-1)|
>___
> - **Saving Throws** Dex +5, Con +5, Dex +6, Con +6, Dex +8, Con +6
> - **Damage Vulnerabilities CR 1** bludgeoning, cold, fire
> - **Damage Vulnerabilities CR 4** cold, fire
> - **Damage Vulnerabilities CR 8** fire
> - **Damage Resistances CR 1** Piercing
> - **Damage Resistances CR 4** Piercing, Force
> - **Damage Resistances CR 8** Piercing, Force, Bludgeoning
> - **Senses CR 1** darkvision 20 ft., passive Perception 10
> - **Senses CR 4** blindsight 30 ft., darkvision 60 ft., passive Perception 11
> - **Senses CR 8** blindsight 30 ft., darkvision 60 ft., passive Perception 12
> - **Languages** understands All
> - **Challenge** 1 (200 XP), Challenge 4 (1100 XP), Challenge 8 (3900 XP)
> ___
>
>***CR 1 - Standing Leap***: The Sacred Cricket's long jump is up to 70 ft. and its high jump is up to 50 ft., with or without a running start.
>
> ***CR 4 - Cling and Bite*** The Sacred Cricket can make Grapple checks using Dexterity (Acrobatics), instead of Strength (Athletics).
>
> ***CR 8 - Grappler*** The Sacred Cricket has advantage on attack rolls against any creature grappled by it.
>
> ### Actions
> ***Bite*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
>
> ***CR 4 - Multiattack.*** The Sacred Cricket may make 2 attacks for its action instead of only one.
>
> ***CR 8 - Multiattack (2).*** The Sacred Cricket may make 3 attacks for its action instead of only one.
> ### Reactions
> ***Danger Sense.*** The Sacred Cricket can, as a Reaction, cause the first attack against them each turn to be made at Disadvantage.
\pagebreakNum
# Sage Spell List
##### Cantrips
- Mending
- Dancing Lights
- Guidance
- Light
- Message
- Sacred Flame
- Toll the Dead
##### 1st Level
- Bane
- Bless
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Healing Word
- Guiding Bolt
- Protectin from Evil and Good
- Purify Food and Drink
- Sanctuary
- Shield of Faith
- Divine Favor
##### 2nd Level
- Aid
- Augury
- Continual Flame
- Gentle Repose
- Prayer of Healing
- Zone of Truth
- Warding Bond
- Lesser Restoration
- Hold Person
- Protection from Poison
- Silence
- Spiritual Weapon
- Enhance Ability
- Blindness/Deafness
- Calm Emotions
##### 3rd Level
- Beacon of Hope
- Daylight
- Mass Healing Word
- Spirit Guardians
- Tongues
- Speak With Dead
- Bestow Curse
- Clairvoyance
- Glyph of Warding
- Dispel Magic
- Remove Curse
- Revivify
- Sending
- Protection From Energy
##### 4th Level
- Banishment
- Control Water
- Death Ward
- Divination
- Freedom of Movement
- Guardian of Faith
- Locate Creature
- Stone Shape
##### 5th Level
- Commune
- Contgion
- Dispel Evil and Good
- Flame Strike
- Geas
- Greater Restoration
- Hallow
- Legend Lore
- Mass Cure Wounds
- Planar Binding
- Raise Dead
- Scrying
- Insect Plague
##### 6th Level
- Find the Path
- Forbiddance
- Harm
- Heal
- Heroes' Feast
- Planar Ally
- True Seeing
- Word of Recall
##### 7th Level
- Conjure Celestial
- Divine Word
- Etherealness
- Fire Storm
- Plane Shift
- Regenerate
- Resurrection
- Symbol
##### 8th Level
- Antimagic Field
- Control Weather
- Earthquake
- Holy Aura
##### 9th Level
- Astral Projection
- Gate
- Mass Heal
- True Resurrection
\pagebreakNum
## Sage Resonances
#### Resonant Inspiration
___
- **Casting Time:** 1 action
- **Copper Bell Resonance**
- **Range:** Aura of 20 Feet
- **Duration:** Up to 1 minute
A clear, pure note rings through the air, sharpening the minds of your allies with divine inspiration. Any allied creature within a twenty foot radius, centered on you, can add half your proficiency bonus (rounding up, minimum of 1) to any attack rolls, skillchecks, and saving throws that they make.
**At Higher Levels: If cast with a Silver Bell, the radius expands to forty feet. If cast with a Gold Bell, the radius expands to forty feet and the bonus is increased to be equal to your proficiency bonus**
#### Resonant Cacaphony
___
- **Casting Time:** 1 action
- **Range:** Aura of 40 Feet
- **Silver Bell Resonance**
- **Duration:** Up to 1 minute
A loud, echoing clanging sound thunders through the heads of your enemies, making it hard for them to focus on their actions. All enemy creatures within forty feet must make a Constitution save against your Sage Roll (INT, WIS, or CHR). All enemies that fail make Concentration saves at Disadvantage.
#### Resonant Calm
___
- **Casting Time:** 1 action
- **Copper Bell Resonance**
- **Range:** Thirty Feet
- **Duration:** Up to 1 minute
A gentle series of notes echo across the battlefield, helping calm an ally's mind. One ally within thirty feet is Immune to the Fear effect. If they are already Feared, the effect ends and they become Immune.
#### Resonant Purity
- **Casting Time:** 1 action
- **Copper Bell Resonance**
- **Range:** Aura of 20 Feet
- **Duration:** Up to 1 minute
A series of notes ring across the battlefield, fortifying an ally's body with divine light. They gain resistance to necrotic damage.
**At Higher Levels: If cast with a Silver Bell, the effect applies to all allied creatures within the effect. If cast with a Gold Bell, the radius expands to forty feet and applies to all allied creatures within the effect.**
#### Resonant Silence
- **Casting Time:** 1 action
- **Range:** Aura of 40 Feet
- **Silver Bell Resonance**
- **Duration:** Up to 1 minute
Paradoxically, there is a single note from your bell before all falls silent. Your allies within the aura of effect are now able to focus on maintaining their spells beyond anything previously possible. They have Advantage on all Concentration rolls.
#### Resonant Protection
- **Casting Time:** 1 action
- **Range:** Aura of 20 Feet
- **Copper Bell Resonance**
- **Duration:** Up to 1 minute
When you heal an ally, you gain provide them with a Temporary HP "shield" equal to one quarter of the HP restored. (Minimum of 1 HP)
**At Higher Levels: If cast with a Silver Bell, the aura radius expands to forty feet. If cast with a Gold Bell, the radius expands to forty feet and increases the Temporary HP benefit to one-half of the healing recieved.**
#### Resonant Unassailability
- **Casting Time:** 1 action
- **Range:** Aura of 20 Feet
- **Copper Bell Resonance**
- **Duration:** Instant
A series of notes ring across the battlefield, fortifying an ally's mind with divine protection. They gain resistance to psychic damage.
**At Higher Levels: If cast with a Silver Bell, the effect applies to all allied creatures within the effect. If cast with a Gold Bell, the radius expands to forty feet and applies to all allied creatures within the effect.**
## Credits:
Here you can provide acknowledgment of anyone who has helped you in your class' design, including constructive critics, playtesters and ideas people. This is also the place to provide citations and links to any artists whose artworks you have used to convey the class' conceptual identity.
\pagebreakNum
# Temple Knight
A tall woman, clad in heavy plate armor and wielding a greatsword cleaves her way through a legion of undead, holy light pouring out of her as she purifies a destroyed village with divine retribution and burning resolve.
A young man, wearing robes and strategically placed plate armor, kneels amongst the dead and dying, golden energy flowing from his hands to purge disease, clean wounds, and heal injuries.
An old man in burnished armor with a white cloak stands as still as any statue beside the gates of a temple, shield and sword resting point down and against his legs. Every supplicant who enters the temple does so under his evaluating gaze, and he will suffer neither trespass nor sacrilege.
### The Paladins of the Gods
The Orders of the Temple Knights are those who serve the gods of their nation in a manner rather more militant than their Sage bretheren. Whether it is laying waste to their gods enemies as a Knight Crusader, bringing healing and teaching to the ignorant and the faithful alike as a Knight Hospitaller, or safeguarding temples and pilgrimage routes as a Knight Guardian, they are at home in conflict.
### Your Deity and your Cause
There are many gods, and for every god there are many ways of worship. Make sure to have a reason why your character would have chosen the god and the Order of Knighthood that they did, because an Order is for life. Such an important decision, shaping their entire future, must be considered!
#### Quick Build
To quickly create a Temple Knight, make Strength your highest Ability Score, followed by Charisma. Next, use the Pilgrim or Noble background.
***Shenzhou, Hellas, Kumat, and Anatolia ONLY***
##### Temple Knight
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Chosen Champion, Spellcasting| 2 | 2 | 1 | 1st
| 2nd | +2 | Fighting Style, Judgement | 2 | 3 | 2 | 1st |
| 3rd | +2 | My Body A Temple, Order of Knighthood | 2 | 4 | 2 | 2nd |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 3 | 2nd |
| 5th | +3 | Extra Attack | 3 | 6 | 3 | 3rd|
| 6th | +3 | Divine Invocation | 3 | 7 | 4 | 3rd |
| 7th | +3 | Order Feature | 3 | 8 | 4 | 4th |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 4 | 4th |
| 9th | +4 | Purified Ground | 3 | 10 | 5 | 5th |
| 10th | +4 | Divine Invocation | 4 | 10 | 5 | 5th |
| 11th | +4 | Greater Judgement | 4 | 11 | 6 | 5th |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 6 | 5th |
| 13th | +5 | Consecrated Ground | 4 | 12 | 7 | 5th |
| 14th | +5 | Divine Invocation | 4 | 12 | 7 | 5th |
| 15th | +5 | Order Feature| 4 | 13 | 7 | 5th |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 8 | 6th |
| 17th | +6 | Hallowed Ground | 4 | 14 | 8 | 6th |
| 18th | +6 | Order Feature | 4 | 14 | 9 | 6th|
| 19th | +6 | Ability Score Improvement | 4 | 15 | 9 | 6th |
| 20th | +6 | Divine Invocation | 4 | 15 | 10 | 6th |
\pagebreakNum
## Class Features
As a Temple Knight, you gain the following Features
#### Hit Points
___
**Hit Dice**: 1d10 per Temple Knight level
**Hit Points at First Level**: 10 plus Constitution Modifier
**Hit Points at Higher Levels**: 1d10 (or 6) plus CON Modifier
#### Proficiencies
___
- **Armor:** All Armor Types, All Shield Types
- **Weapons:** All Simple Weapons, All Martial Weapons
- **Tools:** None
___
- **Saving Throws:** Wisdom, Charisma
- **Skills:** Religion, any TWO of Athletics, History, Insight, Perception, Medicine, or Persuasion
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* A versatile martial weapon and a shield or *(b)* any two martial weapons
- *(a)* Five javelins or *(b)* any one simple melee weapon
- *(a)* An explorer’s pack or *(b)* a dungeoneer's pack
- All Temple Knights, regardless of above choices, also receive a Sage’s Pack, a set of Chain Mail Armor, and a Holy Symbol
### Chosen Champion
At first level, select a deity from your nation of origin. This choice effects how your **Divine Invocations** function. Divine Invocation charges reset at dawn every day. Divine Invocations are performed as Actions.
### Judgement
The Temple Knight can, upon landing a hit with a melee attack, deal an additional 2d4 damage to the target. This ability may be used a number of times per day according to your proficiency modifier.
\columnbreak
### Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- **Defense**. While you are wearing armor, you gain a +1 bonus to AC.
- **Dueling**. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- **Great Weapon Fighting**. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- **Interception**. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- **Protection**. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
\pagebreakNum
### Spellcasting
By 1st level, the class can cast spells.
#### Preparing and Casting Spells
The Temple Knight table shows how many spell slots you have to cast your spells. To cast one of your Temple Knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Temple Knight spells that are available for you to cast, choosing from the Temple Knight spell list. When you do so, choose a number of Temple Knight spells equal to your CHA modifier + half your Temple Knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
#### Spellcasting Ability
CHA is your spellcasting ability for your Temple Knight spells. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA modifier when setting the saving throw DC for a Temple Knight you cast and when making an attack roll with one.
___
**Spell save DC** = 8 + your proficiency bonus +
your CHA modifier
**Spell attack modifier** = your proficiency bonus +
your CHA modifier
#### Spellcasting Focus
You use ***a holy symbol*** as a spellcasting focus for your ***Temple Knight*** spells. The Form your ***holy symbol*** takes is dependant on your deity of choice, and can be found in the Pantheon section.
### My Body A Temple
The body of a Temple Knight is, in and of itself, a temple to the worship of their chosen deity. Their faith and loyalty is duly rewarded with a resistance to foreign corruption. You have Resistance to Poison and Necrotic damage. At level 10, you gain Advantage on saves against spell effects that affect the mind.
### Order of Knighthood
At third level, you choose an Order of the Temple Knights to which you are sworn: The Knights Crusader, The Knights Guardian, and The Knights Hospitaller. Which Order you pick effects the spells you have available and how your Purified Ground line of spells function. It provides features at 3rd, 7th, 15th, and 18th levels.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat.
\columnbreak
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
### Divine Invocation (Tier One)
At sixth level, you gain access to your first tier of Divine Invocation. Divine Invocations are powerful abilities unique to the deity that you chose with the **Chosen Champion** feature. See your deity's section in the Divine Invocations.
### Purified/Consecrated/Hallowed Ground
You channel the power of your diety into the ground, temporarily turning it into holy ground dedicated to their glory and might. A ten foot radius (increasing to twenty feet at level 13 and thirty feet at level 17) around you provides benefits based on your Order of Knighthood. Allies who exit the effect lose the bonus until they enter it once more. This ability lasts one minute and can be used twice per day, resetting at dawn.
**Guardian:** All allies within the radius gain one AC (two at level 13, and three at level 17) for the duration of the spell.
**Crusader:** All enemies within the radius lose one AC (two at level 13 and three at level 17) for the duration of the spell.
**Hospitaller:** All allies within the radius that benefit from overhealing gain temporary HP equal to the excess health points. At Level thirteen, add half your proficiency, rounding up. At level 17, add your proficiency.
### Divine Invocation (Tier Two)
At 10th level, you gain access to your second tier of Divine Invocation. Divine Invocations are powerful abilities unique to the deity that you chose with the **Chosen Champion** feature. See your deity's section in the Divine Invocations.
### Greater Judgment
Beginning at 11th level, your Judgement deals 2d8 damage rather than 2d4
### Divine Invocation (Tier 3)
At 14th level, you gain access to your third tier of Divine Invocation. Divine Invocations are powerful abilities unique to the deity that you chose with the **Chosen Champion** feature. See your deity's section in the Divine Invocations.
### Divine Invocation (Tier 4)
At 20th level, you gain access to your fourth tier of Divine Invocation. Divine Invocations are powerful abilities unique to the deity that you chose with the **Chosen Champion** feature. See your deity's section in the Divine Invocations.
\pagebreakNum
## Orders of Knighthood
_Those who serve the gods do so in many ways, but while the sages and clerics spread to words and teachings of their sworn deities, the Temple Knights place actions before words. Whether defending temples, rooting out evil, or healing the sick and injured, Temple Knights believe that true expression of faith and piety comes from doing._
## Order of the Knights Guardian
_Perhaps the oldest, and to many the greatest, Order of the Temple Knight is that of the Knight Guardian. While Hospitallers heal and Crusaders seek out and destroy evil, Guardians rarely ever leave the grounds of their assigned Temple, instead dedicating their lives to protecting it and all those within. Whether worshipper or cleric, stalwart paragon or cowering criminal, any who seek sacred Sanctuary within the walls of a temple will be defended to the death. Those who do leave do so to protect pilgrimage routes or travelling clerics from the dangers of the road._
### Vows of the Guardian
Three concentric circles are etched in the shield of every Knight Guardian, each one bearing one of the Sacred Vows that they swear upon the altar of their god. Their every breath is from that moment forward meant only for the purpose of upholding those Vows.
**Shelter the Faithful**: A Guardian shall forever stand between dutiful worshippers and those who would, for any reason, do them harm.
**Defend the Temple**: As the Guardian protects those who worship, they must protect the holy ground and mortal house of their god. None who are unpious or blasphemous may deface it unchallenged.
**Safeguard the Trust**: Temples can be rebuilt, clerics replaced, but the trust of the faithful in the temple must never be broken. A Guardian must never, through his own actions or inactions, permit or cause a breach of that trust.
### Holy Aegis
At Third Level, your attacks are now able to apply a debuff to an enemy target, imposing disadvantage on any attacks it makes on allied targets so long as you are within five feet of the marked enemy. This ability may be used a number of times equal to your charisma modifier, with all expended uses resetting at dawn.
### My Body A Shield
At Seventh Level, you can now impose yourself between an enemy and an ally within your base movement as a reaction. However, due to the haste with which you move to protect your ally, the attacking enemy has advantage on their attacks against their new target: you.
\columnbreak
### Blessed Body
At Fifteenth Level, you gain resistance to non-magical slashing, bludgeoning, and piercing damage
### None Shall Pass
At Twentieth Level, you are the embodiment of protection, gaining resistance to all forms of damage and removing the Advantage on attacks made against you during the use of My Body A Shield. This effect lasts for one minute, and can be used once per long rest.
##### Order Spells
| Temple Knight Level | Spells |
|:----:|:-------------|
| 3rd | Sanctuary, Dispel Magic |
| 5th | Warding Bond, Calm Emotions |
| 9th | Slow, Spirit Guardians |
| 13th | Banishment, Resilient Sphere |
| 17th | Wall of Force, Flame Strike |
\pagebreakNum
## Order of the Knights Crusader
_The most visible, and certainly the most aggressive, of the Temple Knights are without a doubt the Knight Crusaders. Wherever evil lurks, wherever the pilgrims or devout of their gods are abused or persecuted, wherever justice must be claimed at the hands of a wrathful Knight, there you will find these holy warriors._
### Vows of the Crusader
The spine of every Crusader’s blade bears two Vows, one on each side. These Vows are their Purpose and their Means in equal measure.
**Purge The Unholy**: Those who consort with demons and bargain with devils must be destroyed, their teachings turned to ash and their souls cast into Perdition.
**Shepard the Innocent**: When evil sets its gaze against the far-flung communities undefended by walls and armies, it is the duty of the Crusader to stand in their defence.
### Blade of the Righteous
At 3rd level, your attacks gain bonus Holy damage equal to your proficiency modifier.
### Vengeful Strikes
At seventh level, when an allied NPC or PC is incapacitated, your desire to punish their attacker drives your attacks. You gain Advantage against enemies that have incapacitated an allied NPC or PC within your line of sight during the current combat.
### Rebuke The Unholy
At fifteenth level, you gain an aura of holy wrath around yourself that radiates thirty feet. This aura affects anyone who is diametrically opposed to your deity's Moral Alignment, and they must make a Wisdom Roll against your Intimidation to avoid being Frightened. Any frightened targets can repeat the saving throw at the end of their turn to end the effect.
### Holy Warrior
You become the embodiment of your god's divine punishment. A magical shell, formed out of Light, coalesces around you in the form of your deity. Your allies no longer are effected by Rebuke the Unholy, and enemies suffering from its effects take your proficiency + Charisma bonus in psychic damage every turn that they remain effected.
\columnbreak
##### Order Spells
| Temple Knight Level | Spells |
|:----:|:-------------|
| 3rd | Identify, Bane |
| 5th | Heat Metal, Silence |
| 9th | Haste, Counterspell |
| 13th | Locate Creature, Wall of Fire |
| 17th | Flame Strike, Hold Monster |
\pagebreakNum
## Order of the Knights Hospitaller
_By far the least martially-inclined of the Orders, the Order of the Knight Hospitaller are argued by many to be the most important. It is they whose temples heal grievous wounds, ensure healthy pregnancies and births, cure diseases and prevent plagues. It is they who often travel the world, bringing knowledge of medicine and sanitation to smaller and less educated communities, and it is they who bolster and aid the armies of their nation on the field of battle._
### Vows of the Hospitaller
**Do No Harm**: A Hospitaller will never, through action or inaction, allow harm to come to one who is their patient.
**Keep the Silence**: A Hospitaller shall never disclose the details of a patient's health to any one besides the patient and the patient’s kin.
**To Aid Fellow Healers**: No Hospitaller shall ever refuse to give aid of any kind to a fellow healer, nor shall they refuse to pass on their knowledge to others.
### Divine Healer
At Third Level, your extensive training in magical healing enhances your efforts. Add an additional 2 HP per spell level to all healing spells that you cast.
### Salvation
Starting at 7th level, you can restore seventy-five percent of an ally's missing health points as an action. This action can be performed once per long rest.
### Martyr's Grace
Starting at level fifteen, you can sacrifice your HP to generate spell slots, spending 10% of your total HP per spell level to generate the slot. I.E. 10% for a Level One slot, 20% for a Level Two, etc. Temporary HP cannot be sacrificed in this manner. Sacrificed HP can only be regained through Rest.
### Divine Providence
At 20th level, the HP cost for all tiers of Martyr's Grace is halved, and Salvation may be used three times per day.
##### Order Spells
| Temple Knight Level | Spells |
|:----:|:-------------|
| 3rd | Sanctuary, Dispel Magic |
| 5th | Warding Bond, Calm Emotions |
| 9th | Beacon of Hope, Mass Healing Word |
| 13th | Death Ward, Private Sanctum|
| 17th | Mass Cure Wounds, Raise Dead, Hallow |
\pagebreakNum
# Temple Knight Spell List
##### Cantrips
- True Strike
- Sacred Flame
- Spare the Dying
- Resistance
- Guidance
- Mending
##### 1st Level
- Cure Wounds
- Bless
- Detect Evil and Good
- Divine Favor
- Comprehend Languages
- Shield of Faith
- Sleep
- Protection From Evil and Good
- Heroism
##### 2nd Level
- Aid
- Gentle Repose
- Spiritual Weapon
- Zone of Truth
- Lesser Restoration
- Ray of Enfeeblement
- Find Steed
- Branding Smite
##### 3rd Level
- Aura of Vitality
- Daylight
- Phantom Steed
- Sending
- Tongues
- Speak With Dead
##### 4th Level
- Guardian of Faith
- Freedom of Movement
##### 5th Level
- Antilife Shell
- Dispel Evil and Good
- Legend Lore
- Commune
- Greater Restoration
##### 6th Level
- Guards and Wards
- Blade Barrier
- Forbiddance
- True Seeing
- Heal
\pagebreakNum
# Temple Knight Divine Invocations
### Anatolia
#### Ishtar, Goddess of War and Sex
#### Tier One Invocation
**Terrifying Radiance**: You exude an aura that is simultaneously entrancing and horrifying. Enemies within fifteen feet of you must make a Wisdom Roll against your Intimidation to avoid being Charmed. This effect lasts for one minute. Enemies may attempt to break this effect at the end of each turn, one attempt per turn, through further rolls.
#### Tier Two Invocation
**Impetuous Wrath**: Your holy fury spurs you on to greater speed, allowing you to enter the fray all the faster. Increase your movement speed by ten feet. This effects lasts for one minute.
#### Tier Three Invocation
**Seductive Carnage**: You are beautiful destruction made manifest. Your Divine Invocation now has the combined power of Terrifying Radiance and Impetuous Wrath. This effect lasts one minute. You now have two Divine Invocation uses per day.
#### Tier Four Invocation
**Gugulanna, the Bull of Heaven**
*Named for, or perhaps a bestial form of, the husband of Ereshkigal, Ishtar's sister and the goddess of the underworld, Gugulanna was a vast and all-powerful bull that was summoned by Ishtar to lay waste to the lands of Gilgamesh, an ancient Hero-King that had refused to become her lover*
**Crusader: The Bull's Might**: You invoke the divine strength of Gugulanna, becoming a Huge creature and gaining a bonus to all damage you deal that is equal to your Charisma Modifier plus your Proficiency Modifier. This effect lasts for one minute.
**Guardian: The Bull's Hide**: You invoke the divine endurance of Gugulanna, becoming a Huge creature and gaining AC equal to half (rounding up) of your Charisma Modifier. This effect lasts for one minute.
**Hospitaller: The Bull's Wisdom**: You invoke the divine knowledge of Gugulanna, boosting the potency of your healing spells by adding your proficiency modifier and your Charisma modifier to the result on all spells. This effect lasts for one minute.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\columnbreak
#### Ishara, Goddess of Oaths and Vengeance
#### Tier One Invocation
**Ritual Purification**: While Ishara punishes oathbreakers with disease, so does she protect those who keep them. You can give allied party members within fifteen feet resistance to poison damage. This effect lasts for one minutes.
#### Tier Two Invocation
**Lady of Scorpions**: As a patron of marriage, one of the most sacred oaths one can make, you can now summon a Giant Scorpion that acts independantly in support of the party. This entity lasts for one minute.
#### Tier Three Invocation
**Swift Retribution**: Your Divine Invocation now has the combined effects of Ritual Purification and Lady of Scorpions, and your scorpion is a CR 8 creature. You now have two Divine Invocation uses per day.
#### Tier Four Invocation
**Išharišh, the Illness of Ishara**:
*To the people of Anatolia, Ishara holds dominion over all oaths sworn by mankind...and delivers punishment to those that break their oaths. These punishments take the form of illness and disease. The punishments called down by the Knights of her temples, however, are far more than simple sicknesses*
**Crusader: Malediction of Vulnerability**: You invoke Ishara's wrath on your enemies, removing any damage resistances that they possess. Choose a point within fifty feet of you, causing an invisible magical fog to billow out. Any enemy within thirty feet of it's epicenter must make a DC18 CON save or suffer from the effect.
**Guardian: Malediction of Feebleness**: You invoke Ishara's wrath on your enemies, removing any bonuses non-equipment to physical damage that they currently possess. Choose a point within fifty feet of you, causing an invisible magical fog to billow out. Any enemy within thirty feet of it's epicenter must make a DC18 save or suffer from the effect.
**Hospitaller: Malediction of Impotency**: You invoke Ishara's wrath on your enemies, removing any non-equipment bonuses to spell-casting from those affected. Choose a point within fifty feet of you, causing an invisible magical fog to billow out. Any enemy within thirty feet of it's epicenter must make a DC18 save or suffer from the effect.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\pagebreakNum
### Anatolia
#### Teshup, Lord of Storms
#### Tier One Invocation
**God of Storms**: You passively gain access to the Cantrips Shocking Grasp and Ray of Frost, which do not count against your Cantrips known. When you Invoke this Invocation, those Cantrips can then be cast as bonus actions. You also gain passive access to the Call Lightning, Fog Cloud, and Lightning Bolt spells, which do not count against your known spells, and are cast as normal.
#### Tier Two Invocation
**Guardian of Conquerors**: You gain the effects of the Charger feat for one minute, resetting at dawn.
#### Tier Three Invocation
**King of Heaven**: Your Divine Invocation now has the combined effects of God of Storms and Guardian of Conquerors. You can use two Divine Invocations per day.
#### Tier Four Invocation
**Illuyanka, the Great Serpent**
*The enormous serpentine dragon that was slain by Teshup in antiquity after it defeated him and tore out his heart and eyes, Illuyanka is a mythical creature of profound power.*
**Crusader: The Serpent's Strike**: You invoke the poison-filled fangs of Illuyanka, giving your attacks the ability to poison the target with a paralytic venom. Successful attacks on enemy targets cause them to take a DC18 CON check, which if failed causes them to take 2d8 Poison damage and become paralyzed. This bonus lasts for one minute. The Paralyzation can be broken as normal.
**Guardian: The Serpent's Patience**: You invoke the calm patience of a lurking serpent that is waiting to strike. Attacks made against an enemy that is engaged with another entity have Advantage.
**Hospitaller: The Serpent's Cunning**: You invoke Illuyanka's cleverness, inhibiting your enemies' ability to attack yourself and your allies. Enemy attacks against allies you have healed or buffed are made at disadvantage. This trait lasts for one minute, but each application to an ally lasts only a single battle round, and must be refreshed with another heal or buff to be maintained.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\columnbreak
#### Hasameli, God of Metalworkes and Craftsmen
#### Tier One Invocation
**God of the Forge-Fire**: You passively gain access to the Mending, Sacred Flame, Produce Flame, and Fire Bolt Cantrips. When you Invoke this Invocation, those Cantrips can then be cast as bonus actions. These Cantrips do not count against your known spells. You also gain access to the Fireball spell, which does not count against your spells known and is cast normally.
#### Tier Two Invocation
**Cloak of Smoke**: You can invoke the thick smoke of the forge to cloak yourself, causing targetted ranged attacks made outside of fifty feet to be made at disadvantage. This effect lasts for one minute.
#### Tier Three Invocation
**Stoke the Flames**: Your Divine Invocation now has the combined effects of God of the Forge-Fire and Cloak of Smoke. You can use two Divine Invocations per day.
#### Tier Four Invocation
**Master of the Forge**:
*To the people of Anatolia, Hasasmeli is the mountain god that forges the weapons wielded by his fellow gods. Kings and Generals also call on him to cloak them in the smoke from his forge, allowing them to move unnoticed by the enemy during war.*
**Crusader: Breath of the Forge**: The Temple Knight can, as a bonus action, exhale flame in a twenty-foot cone, causing 3d8 Fire Damage to anyone that fails a DC 16 Dexterity Save. An enemy that is Engaged with the Temple Knight (directly in front of them and within five feet) must succeed on a DC18 save instead. This effect lasts for one minute.
**Guardian: Reforge**: The Temple Knight can enhance either the arms or armor of the entire party, either increasing AC by 2 or allowing their attacks to deal an extra 1d12 fire damage. This effect lasts for one minute.
**Hospitaller: Cauterize Wounds**: The Temple Knight can touch an ally that has been reduced to zero HP within the last minute, allowing them to auto-pass a single Death Save, or reducing their Failed Death Saves by one, by sealing the wound shut with searing heat. This effect can only be used on an each member of your party once per day, resetting at dawn.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\pagebreakNum
# Temple Knight Divine Invocations
### Kumat
#### Ra. God of Kings, the Sun, Order, and the Sky. Ruler of All Creation, Father of All Life
#### Tier One Invocation
**Sun-Father**: You passively gain access to the Sacred Flame, Produce Flame, and Fire Bolt Cantrips. When you Invoke this Invocation, those Cantrips can then be cast as bonus actions. These Cantrips do not count against your known spells. You also gain access to the Fireball spell, which does not count against your spells known and is cast normally.
#### Tier Two Invocation
**Burning Form**: You gain Resistance to fire-based damage.
#### Tier Three Invocation
**Eternal Sun**: Your Divine Invocation now has the combined effects of Sun-Father and Burning Form. You can use two Divine Invocations per day.
#### Tier Four Invocation
**The Sun God's Radiance**
*Ra, God of Kings, watching over mankind from his blazing throne. Ra, Bringer of Life, ripening crops and providing life-giving warmth. Ra, God of Order, forever holding the all-eroding poison of Chaos at bay.*
**Crusader: Searing Blows**: Your melee attacks sear the flesh of your enemies, dealing an extra 3d4 damage per strike and potentially (on a roll of 4 on a D4) inflicting a painful burn on them as well. Burned enemies can (on a roll of 2 on a D2) suffer 1d6 damage per turn. This effect lasts for one minute.
**Guardian: Blinding Radiance**: A corona of sunlight appears around you, blinding in its radiance. Unable to see you properly within it, enemies attacking you do so at disadvantage for the next minute.
**Hospitaller: Nourishing Sunlight**: From the gentle warmth of the sun comes life. Your healing spells apply an additional three-turn heal-over-time of 2d8 per turn on allies that you use healing spells on for the next minute.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\columnbreak
#### Anubis, God of Death, Burial Places, and the Underworld
#### Tier One Invocation
**Lord of Unliving**: You passively gain access to the Cantrip Chill Touch, which does not count against your Cantrips known. When you Invoke this Invocation, this Cantrip can then be cast as bonus actions. You also gain passive access to the Inflict Wounds, False Life, Revivify, and Vampiric Touch spells, which do not count against your known spells, and are cast as normal.
#### Tier Two Invocation
**Bonds of Burial**: When you Invoke this Invocation, for the next minute, spells with the range of Touch and melee attacks that hit the target have the chance of wrapping the target in mummification bandages. They must make a Dexterity Save against your spell DC, or be Restrained for the next minute. At the end of each of their turns during that time, the target can make a Strength Save against your spell DC to break free.
#### Tier Three Invocation
**The Embalming Lord**: Your Divine Invocation now has the Combined effects of Lord of Unliving and Bonds of Burial. You can use two Divine Invocations per day.
#### Tier Four Invocation
**Lord of the Sacred Land**:
*Anubis, God of Death, who guards the pharoah's tomb. Anubis, King of the Afterlife, who ushers the souls of the worthy into paradise. Anubis, Lord of the Underworld, who offers up the hearts of the wicked to be devoured by Ammit.*
**Crusader: Guardian of the Scales**: Holding the scales that weight the hearts and souls of mortals, the scales that either elevate them to heaven or damn them to nonexistence, Anubis is a fair but dangerous god. For the next minute, add 2d8 Radiant damage to all damage you deal. This bonus is increased to 3d8 against creatures of the undead, aberration, fiend, and monstrosity type.
**Guardian: Protector of Tombs**: Guardian of Graves and Cemetaries, Anubis was tasked with (amongst other things) the protection of the dead's rest. For the next minute, you are immune to Necrotic damage and have Advantage on all attacks made against undead creatures.
**Hospitaller: Guide of Souls**: Perhaps the most sacred duty of Anubis was to guide souls from their mortal bodies into the Court of Osiris, where their souls are judged. For the next minute, healing effects applied to allied creatures also provides them with a single-use 'shield' that deals 3d4 Radiant damage to melee attackers that hit them.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\pagebreakNum
### Kumat
#### Sekhmet, Eye of Ra, Guardian of the Pharaohs and Goddess of Healing
#### Tier One Invocation
**Bloodgorged**: You gain an additional half of your movement towards enemies that you have injured in the last two battle rounds. This effect lasts for one minute. This effect can be refreshed or newly-applied to targets with any attack made after the Invocation is made.
#### Tier Two Invocation
**Scorching Winds**: You are surrounded by hot, dry, swirling desert winds. Enemies that hit you in melee take 1d4 damage in retribution. This effect lasts for one minute.
#### Tier Three Invocation
**Mistress of Dread**: Your Divine Invocation now has the combined effects of Bloodgorged and Scorching Winds. You can use two Divine Invocations per day.
#### Tier Four Invocation
**She Who Keeps The Balance**
*As the ultimate enforcer of the Cosmic Balance, Ma'at, on behalf of Ra, Sekhmet dispenses lethal, brutal justice as often as she gives succor to those who are suffering. Simultaneously feared and adored by the people of Kumat, she is a hero and villain in equal measure. Perfectly balanced, as all things should be.*
**Crusader: The Lady of Slaughter**: The legends of Sekhmet depict a merciless huntress, one who even defied Ra himself once she tasted blood. Upon the death of an enemy that you have injured within the last two battle rounds, you can immediately move your full movement towards another enemy and make a single melee attack at Disadvantage. This effect lasts for one minute.
**Guardian: Protector of Pharaohs**: Sekhmet is the guardian deity of the Pharoahs and their families, guiding them in battle and striking down their enemies whilst shielding them from harm. Upon activation of this Invocation, you can declare a single allied creature to be your 'Pharoah' for the next minute. As long as you are within five feet of them, melee attacks against them are made against you instead. As long as you are within ten feet of them, ranged attacks against them are made against you instead.
**Hospitaller: Mistress of Life**: As the patron of healers and physicians, Sekhmet is worshipped as much for her gentle mercy as she is her ruthless wrath. In particular, she is famed for providing succor and relief from plagues and illness. For the next minute, your healing spells gain a bonus 1d12 healing and remove any detrimental status effects on their targets.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\columnbreak
#### Thoth, God of Wisdom, Writing, and Magic
#### Tier One Invocation
**Scribe of Fates**: It is Thoth that is responsible for recording the fate of all mortals whose hearts are weighed, and Thoth who reports such fates to the other gods. For the next minute, you know the general health of all enemies within visual range (100%, 75%, 50%, 25%) and can report it to your allies freely.
#### Tier Two Invocation
**Divine Gamble**: It is Thoth that is responsible for the length of the year, having gambled against The Moon for a portion of it's light and winning five extra days for Creation. Roll 5d5 and gain the indicated number of Temporary HP for the next minute.
#### Tier Three Invocation
**The Thrice-Great**: Your Divine Invocation now has the combined effects of Scribe of Fates and Divine Gamble. You can use two Divine Invocations per day.
#### Tier Four Invocation
**Divine Lord of Words**:
*It is Thoth who inspires, creates, records, and makes manifest all that is written in Creation, mortal and divine alike, and it is Thoth who gives words power. Those that worship him may wield the power of words as he does, speaking things into existence with the voice of heaven.*
**Crusader: Divine Word: Oblivion**: The Crusader can, for the next minute, channel the Divine Word used by Thoth when he records the fate of those souls whose hearts fail to pass the test against the Feather of Ma'at: Oblivion. Neither resurrection nor eternal bliss, but utter non-existence. Once per turn, as a free action, the Temple Knight may select a recently defeated enemy. Ressurection and healing magic will no longer have an effect on that enemy, unless an enemy spellcaster uses Remove Curse or a similar effect.
**Guardian: Divine Word: Eternity**: The Guardian can, for the next minute, make a Constitution Saving Throw whenever they suffer damage. If this save is equal to or greater than the attack statistic of the creature, the damage is halved. If it is not, they suffer the damage as normal.
**Hospitaller: Divine Word: Rebirth**: The Hospitaller can, for the next minute, Channel the Divine Word that reflects the circular nature of Creation, of the inevitable rebirth that follows every death. Every time an allied creature kills an enemy, they regain HP equal to the damage of the killing blow. Excess HP gained in this way becomes Temporary HP.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\pagebreakNum
# Temple Knight Divine Invocations
### Hellas
#### Nemesis, Goddess of Retribution
#### Tier One Invocation
**The Winged Balancer of Life**: Upon Invoking this effect, your character grows a pair of wings, granting them flying speed equal to half of their natural movement. This effect lasts for one minute.
#### Tier Two Invocation
**To Give What Is Due**: When with Divine Invocation is activated, the Temple Knight can bind an enemy with ghostly chains that wrap around their legs, halving their movement. This effect lasts for one minute.
#### Tier Three Invocation
**To Bring Justice**: Your Divine Invocation now has the combined effects of The Winged Balancer of Life and To Give What is Due. You can use two Divine Invocations per day.
#### Tier Four Invocation
**The One Who Cannot Be Escaped**
*To the people of Hellas, Nemesis is neither good nor evil. She is truly neutral, delivering proportional justice when and where it is deserved. She is as implacable as she is even-handed, giving rise to the title-names of Adrasteia and Erinys, for none can escape her sight or outrun the justice that she delivers*
**Crusader: Merciless Pursuit**: You are now dedicated entirely to the hunt of those who flee their deserved fates. Your flying speed increases to be twice your natural movement. This effect lasts for one minute.
**Guardian: The Left Hand of Justice**: Half of any direct damage (area of effect abilities do not apply) caused to you is returned against the enemy that dealt it. Damage mitigation effects such as Temporary HP apply as normal. This effect lasts for one minute.
**Hospitaller: The Right Hand of Grace**: Half of the direct damage you deal to an enemy is echoed onto an ally as healing. Area of Effect abilities do not apply. This effect lasts for one minute.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\columnbreak
#### Athena, Goddess of Wisdom
#### Tier One Invocation
**Bright-Eyed**: Athena's most common symbol is that of the owl. For the next minute, you have thirty feet of Darkvision. If you already possess Darkvision, you increase the distances at which it functions by twenty feet.
#### Tier Two Invocation
**Guardian of Kings**: For the next minute, you gain the ability to use the effects of the Interception Fighting Style, and the range of the effect is doubled.
#### Tier Three Invocation
**Tritogenia**: Your Divine Invocation now has the combined effects of Bright-Eyed and Lady of Battle. You can use two Divine Invocations per day.
#### Tier Four Invocation
**Patron of Heroes**:
*Pallas Athena, The Unwearying, The Industrious, She Who Fights In The Front. Many are the titles and worshippers of the patron goddess of the Atenai, and many are the stories of her glory. Yet, it is not the patron of the crafts nor the city of Atenai that is followed by the Temple Knights, but the goddess who leads men into battle and lent her aid to the heroes of legend.*
**Crusader: Promachos**: As Athena displays courage and honor by leading divine battles from the front lines, so are you empowered by providing the vanguard of your party. For the next minute, so long as you are within ten feet of being the foremost member of your party (oriented towards the largest concentration of enemies) your attacks are made at Advantage.
**Guardian: Gorgoneion**: As the aegis of Athena carries the visage of Medusa's severed head and imparts upon it mystical powers, so your shield is above those of regular mortals. For the next minute, enemies that you engage in melee must make a WIS save of 18 or higher to avoid gaining the Frightened effect. Enemies who lack eyes, are otherwise blind, or lack sufficient Intelligence (Ability Score of 6) are immune to this effect.
**Hospitaller: Palladium**: As Cassandra of Troy sought protection by clinging to the statue of Athena's beloved Pallas, so can you defend a fallen friend. If one of your allies is rendered unconcious, you can raise a ghostly statue of them over their body. This statue has the same AC as the original and half of their total HP. The fallen ally cannot take further damage from any source until the statue is destroyed by a direct attack (that is to say, an attack that is not an AOE physical or magical attack). This effect lasts for one minute, and can be applied to any ally that is down or goes down during the duration.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\pagebreakNum
### Hellas
#### Poseidon, God of the Sea
#### Tier One Invocation
**Father of Horses**: For the next minute, you possess a spectral warhorse, wearing Plate Barding, that functions the way any mount summoned by the Find Steed spell does. Should you already have a mount, your mount is enhanced with Plate Barding for the duration of the Invocation instead.
#### Tier Two Invocation
**Earth-Shaker**: For the next minute, when you successfully hit an enemy with a targeted spell or attack, you may cause the ground to quake beneath their feat. They must make an Acrobatics (Dexterity) Saving Throw against your Spell DC to avoid being knocked prone until their next turn.
#### Tier Three Invocation
**World-Thunder**: Your Divine Invocation now has the combined effects of Father of Horses and Earth-Shaker. You can use two Divine Invocations per day.
#### Tier Four Invocation
**Lord of Sea and Storm**
*Feared and loved in equal measure by the people of Hellas, it is Poseidon that protects sailors and guides them safely home, or shatters their ships and sends them to watery graves. It is Poseidon that fathered all horses, giving speed and strength and ease of life to the people of Hellas. It is Poseidon who summons storms to destroy the enemies of the faithful, or to shield them from natures wrath.*
**Crusader: Pihassas**: Pegasos, winged horse-child of Poseidon and Medusa, carried for Zeus an arsenal of thunderbolts as the God of Skies marched into battle. For the next minute, your mount (either provided by or modified by Father of Horses) sprouts beautiful wings, providing it with sixty feet of Flying.
**Guardian: Petraios**: Poseidon of the Rocks, he who shapes the Earth and forged the mighty walls of Troy. For the next minute, when one of your allies is hit by a targetted ranged or magical attack, subtract your Spell Save DC from the attack's damage, as a small chunk of stone rises from the ground to partially block the attack.
**Hospitaller: Asphaleios**: Poseidon the Protector, he who protects the faithful and shelters their ships during storms or cloaks them in a defensive fog to shield them from their enemies. For the next minute, you radiate a magical fog with a diameter of sixty feet. While within this fog, your allies are partially obscured from their enemies. Characters with Sneak Attack may make use of the feature, and enemy attacks against those within the fog are made at disadvantage.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\columnbreak
#### Apollo, God of the Sun
#### Tier One Invocation
**Father of Archery**: You passively gain access to the Hunter's Mark spell, which does not count against your Known Spells. When this Invocation is Invoked, you can cast Hunter's Mark as a Free Action.
#### Tier Two Invocation
**Apollo of the Sacred Oracle**: You passively gain access to the Scrying, Locate Creature, Augury, See Invisibility, Detect Magic, Detect Poison and Disease, Detect Evil and Good, and Detect Magic spells. These spells do not count against your Spells Known Furthermore, you can access to the Cantrips Sacred Flame and Fire Bolt, and can cast them as Bonus Action when this ability has been Invoked.
#### Tier Three Invocation
**Apollo of the Shining Bow**: Your Divine Invocation now has the combined effects of Father of Archery and Apollo of the Oracles. You can use two Divine Invocations per day.
#### Tier Four Invocation
**Helius Apollo**:
*Apollo, Son of Leto, Heir of Helios, Lord of the Son. He whose burning chariot crosses the sky by day, bringing light and life and warmth to all the mortal realms. Apollo, he who slew the mighty Python, casting the serpent into Hades and binding its spirit there. Apollo, he who gives prophecies to the Oracles, and guides the world of mortals through their voices.*
**Crusader: Phoebus**: Radiant, bright, far-seeing Apollo. Lord of the Sun, He-Who-Brings-Warmth. For the next minute, your attacks deal an additional 2d6 Radiant damage and 1d6 Fire Damage, as your blessed weapon delivers searing, shining punishment upon your enemies.
**Guardian: Apotropaeus**: Apollo the Protector, Apollo the Oracle, He-Who-Averts-Danger. For the next minute, attacks against you are made at Disadvantage, as you peer into the future and see when and where your enemy will strike next, allowing you to dodge more easily
**Hospitaller: Alexikakos**: Apollo the Watcher, Apollo the Shepard, He-Who-Wards-Off-Evil. For the next minute, enemies attacking allies that you have healed within the last battle round must make their attacks at Disadvantage as your divine magic clouds their vision.
***Your Tier Three and Tier Four invocations can now be used simultaneously, each costing one Invocation charge. You now have four charges per day.***
\pagebreakNum
# Dao Shi
*A meditating man kneels within a beautiful garden, silent and still, listening to the flow of water, the rustling of leaves, the chitter and chatter and song of the living creatures around him as he embraces the peace and serenity of the natural world. A gong sounds thrice and he frowns, eyes opening as he rises to his feet and turns away from the glorious peace of his meditations. He quickly makes his way through the Temple to its main gate, and finds his initiates facing off against heavily armed and armored men demanding entrance. As he watches, the man who leads them draws a longsword and beheads one of the initiates. The master leaps forward, fists shining with power, and in an instant the attacker's corpse, chest shattered, collapses to the ground. Fearful, his soldiers retreat, leaving the Temple and its inhabitants to their peaceful contemplations.*
#### Quick Build
In order to quickly build and play a Dao Shi, make Dexterity and Wisdom your primary Ability Scores.
\columnbreak
### Masters of Inner Power
The various traditions of the Dao Shis of Shenzhou are legendary for two things: their pious enlightment, and their sheer lethality. Underestimating a Temple and its inhabitants has led to the utter annihilation of more than one marauding bandit group or invading army, and even if a temple should fall, the cost that its Dao Shis will exact from there attacker will be the stuff of legend. Enhancing their supreme martial talents with the powerful and versatile energies of Chakra, their flowing forms upon the battlefield are as beautiful as they are deadly.
### Your Tradition Defines You
A Dao Shi dedicates their entire life to their Temple and the the Traditions that it holds in sacred trust. Why did your character pick the traditions that they did, why did they leave their temple, why did they join the Scions? These are all important, character shaping details that should be fleshed out before you begin playing to define how your character would react to the world of Eleuthia.
##### The Dao Shi
| Level | Proficiency Bonus | Features | Maximum Possible Chakra Points |
|:---:|:---:|:--:|:--:|:--:|:--:|:--|
|1|+2| Seven Mortal Strengths, Deflecting Blows, All Journeys With A Single Step|5|
|2|+2| First Chakra: Survival, Greased Lightning |10|
|3|+2| Monastic Tradition|15|
|4|+2| Ability Score Improvement |20|
|5|+3| Extra Attack, Second Chakra: Creativity |25|
|6|+3| Third Chakra: Power, Thunder Feat|30|
|7|+3| Monastic Tradition Feature|35|
|8|+3| Ability Score Improvement|40|
|9|+4| Fourth Chakra: Harmony|45|
|10|+4| Monastic Tradition Feature|50|
|11|+4| Fifth Chakra: Expression: |55|
|12|+4| Ability Score Improvement|60|
|13|+5| Sixth Chakra: Insight|65|
|14|+5| Seventh Chakra: Spirit|70|
|15|+5| Monastic Tradition Feature|75|
|16|+5| Ability Score Improvement|80|
|17|+6| Mantra |85|
|18|+6| Monastic Tradition Feature|90|
|19|+6| Ability Score Improvement|95|
|20|+6| Shifu |100|
\pagebreakNum
## Dao Shi Features
Your Dao Shi gains the following features
#### Hit Points
___
- **Hit Dice:** 1d8 per Dao Shi level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 5 + your Constitution modifier per Dao Shi level after 1st.
#### Proficiencies
___
- **Armor:** Light Armor
- **Weapons:** Simple Weapons
- **Tools:** Any 1 Artisan Tool and Any 1 of Lyre, Flute, Lute, or Drums
___
- **Saving Throws:** Dexterity and Strength
- **Skills:** Perception, Insight, Acrobatics, and Athletics
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* any two simple weapons or *(b)* a quarterstaff and 10 Darts
- *(a)* leather armor
- *(a)* A Sage's Pack or *(b)* an Explorer's Pack or *(c)* an Adventurer's Pack
- Any other items relevant to the class
### All Journeys With A Single Step
At first level, the Dao Shi has begun their journey on The Path of Mastery. Attacks made with weapons or while unarmed can use Dexterity instead of Strength. Your base damage for Unarmed Attacks is 1d8, and your base AC is 14, regardless of equipped armor or other modifiers.
### Deflecting Blows
At first level, the Dao Shi is able to spend a Reaction to block non-magical ranged attacks at themselves or an ally within five feet. Roll a D8 + your Dexterity Modifier and subtract the result from the attack roll. If the attack roll drops below your AC, that attack misses. Otherwise, proceed with damage calculation as normal.
\columnbreak
### The Seven Mortal Strengths
At first level, you gain access to, and can gain the benefits of, the Seven Chakras of the mortal body, in the form of a resource called 'Chakra Points', which are spent to perform Chakra Arts. Chakra points are gained in the following ways:
| Action | Chakra Points |
|:---:|:-----------:|
| Critical Strike | 2 |
| Atks at Adv | 1 |
| Spell Save Success | 1 |
| Killing Enemy | 1 |
| Deflecting Blows Success | 1 |
| Disrupting Enemy Concentration | 2 |
| Knocking Enemy Prone | 1 |
| Rolling Maximum Damage | 2 |
| Escaping Grapple | 1 |
| Successfully Grappling | 1 |
| Avoiding An Enemy Attack | 1 |
Note that any given action may gain Chakra Points applicable for any of the above actions. In other words, if you are able to knock an enemy caster prone, disrupting his Concentration, make a second attack at advantage, which kills him, you will gain 4 Chakra Points. Unspent Chakra Points are not lost between turns.
### First Chakra: Survival
At second level, you gain a refreshing pool of Temporary HP at the end of every turn, based on the number of Chakra Points you earned and spent that turn. These points are not cumulative, but reset (if any remain) when your next turn begins.
### Greased Lightning
At second level, increase your movement speed by 5 feet and your AC by 1 plus your Dexterity Modifier if you are wearing no armor of any kind.
\pagebreakNum
### Monastic Tradition
At third level, the Dao Shi can choose to follow the path of one of the more advanced disciplines: the Shaolin Dao Shi or the Sì Xiàng Dao Shi.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
### Second Chakra: Creativity
Beginning at 5th level, you may pick one of the following effects and permanently gain the benefits it provides. This choice cannot be changed once made.
* +1 Bonus AC
* +10 Movement
* +2 to Deflecting Blows
* +1 to Attack and Damage Rolls
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Third Chakra: Power
Starting at 6th level, halve the Chakra Point cost of all Chakra Arts.
### Step of Thunder
Starting at 6th level, your Deflecting Blows is enhanced. You may now move up to your movement towards an ally being attacked by melee or non-magical ranged attacks. Upon arrival, you may either direct the attack towards yourself or attempt to block the attack. Deflecting Blows functions as normal from this point. This ability cannot be used if you are restrained or otherwise have a movement of zero, but does ignore difficult terrain.
### Fourth Chakra: Harmony
Starting at 9th level, you may use two Chakra Arts simultaneously, so long as you have sufficient Chakra Points.
### Fifth Chakra: Expression
Beginning at 11th level, any Chakra Art with damage of a non-physical type (which is to say, any damage beyond Slashing, Bludgeoning, and Piercing) can change that damage to another non-physical type, though all other effects remain the same. For example, changing Fire Damage to Cold Damage, or Radiant to Nectoric. This ability can be used a number of times per day equal to your Proficiency Modifier.
\columnbreak
### Sixth Chakra: Insight
Starting at 13th level, you can attempt to discern the nature of an enemy and discover their strengths or weaknesses as a Bonus Action. If the target CR is below your combined Proficiency and Wisdom Modifiers, you can discern either a Damage Resistance/Immunity in an enemy, or a Vulnerability. This insight will be provided via a vision of the target being struck by an attack,and the results (not damaged, barely damaged, badly damaged). This ability can be used a number of times per day equal to your Proficiency Modifier.
### Seventh Chakra: Spirit
Starting at 14th level, your spirit is empowered, increasing the Chakra Points rewarded by all relevant actions by 1.
### Mantra
Beginning at 17th level, you begin a combat encounter with three Chakra Points and Temporary Hit Points equal to Twice the Sum of your Wisdom Proficiency Modifier and your Proficiency Modifier.
### Shifu
At 20th level, you now Critically Strike on unmodified rolls of 18, 19, and 20.
\pagebreakNum
## Dao Shi
This paragraph explains the different archetypes available to the class, what those archetypes specialise in, and what choosing that archetype means for a character.
## Sì Xiàng (Four Symbols)
Channeling the power of the Four Symbols (also known as the Four Auspicious Beasts) of Shenzhou, Sì Xiàng Dao Shis are the most mystical of their kind. Learning to properly wield this power to its fullest effect is the study of a lifetime, but once it is mastered they have the power to lay waste.
### Channel Guardian
At 3rd level, the Dao Shi gains the ability to, as a bonus action, channel the power of one of the Four Auspicious Beasts for one minute.
**Dragon**: Gain 1d4 Poison Damage
**Bird**: Gain 1d4 Fire Damage
**Tiger**: Gain 1d4 Slashing Damage
**Tortoise**: Gain 1d4 Cold Damage
### Auspicious Grace
Additionally at 3rd level, gain a passive enhancement when you invoke your Channel Guardian, depending on the Beast(s) invoked.
**Dragon**: Gain Five Feet of Movement Speed
**Bird**: Gain +2 to your Deflecting Blows
**Tiger**: Gain +1 to all Attack Rolls
**Tortoise**: Gain +1 to your AC
\columnbreak
### Auspicious Power
Starting at 7th level, the Dao Shi gain bonus effects in accordance with the beast selected. See the Chart Below
### Harmony
Starting at 10th level, the Dao Shi can channel the power of a second Auspicious God with their Channel Guardian ability. The bonus damage to their attacks is increased in accordance with the chart below.
### Life
Starting at 15th level, the Dao Shi can channel the power of a third Auspicious God with their Channel Guardian ability, and they gain damage resistances for the duration of the effect in accordance with the chart below.
### Master of Wuxing
Starting at 18th level, the Dao Shi can channel the Four Auspicious Gods simultaneously, and gain a further bonus affect from each.
**Dragon**: Critical Strikes create an explosion of vines around the target, creating difficult terrain with a diameter of thirty feet around them. This applies even if the target is slain by the attack. If the target is not slain, it is Restrained until it can make a DC 17 Strength Save to tear free.
**Bird**: Critical Strikes create an explosion of flame around the target, causing 2d8 Fire Damage to All Enemy Creatures within a diamter of thirty feet.
**Tiger**: Critical Strikes cause the target to bleed, causing it to take 1d8 Bleeding Damage at the start of each subsequent turn until the bleeding is stopped with an action or healing effect.
**Tortoise**: Critical Strikes causes the target to suffer from the Stunned effect until they make a DC 17 Constitution Save.
##### The Four Auspicious Beasts
| Name | Cardinal Position | Element | Bonus Effect |
|:------------------------|:-----:|:----------------|--------:|
| *Meng Zhang, the Azure Dragon* | Guardian of the East | Wood | | |
| Level Seven | | | 1d6 Poison | Light |
| Level Ten | | | 2d4 Poison |
| Level Fifteen | | | Poison Damage Resistance |
| *Ling Guang, the Vermillion Bird* | Guardian of the South | Fire | | |
| Level Seven | | | 1d6 Fire |
| Level Ten | | | 2d4 Fire |
| Level Fifteen | | | Fire Damage Resistance |
| *Jian Bing, the White Tiger* | Guardian of the West | Metal | | |
| Level Seven | | | 1d6 Slashing |
| Level Ten | | | 2d4 Slashing | Finesse |
| Level Fifteen | | | Slashing Damage Resistance |
| *Zhi Ming, the Black Tortoise* | Guardian of the North | Water | | |
| Level Seven | | | 1d6 Cold |
| Level Ten | | | 2d4 Cold |
| Level Fifteen | | | Cold Damage Resistance |
\pagebreakNum
## Shaolin
Shaolin Dao Shis, unlike the adepts of Wushu, who hone their weapons-skills, and the adepts of the Four Symbols, to channel divine power to do battle, the Dao Shis of the Shaolin arts *become* weapons. Their hands and feet, wielding chakra or nothing but simple mortal strength and skill.
### The Imitative Arts
At 3rd level, the Dao Shi learns to imitate the movements and fighting styles of animals. Each Art provides some manner of bonus effect, and the Dao Shi may select which Art they are using at the start of each combat. Switching between Arts costs a bonus action.
**Praying Mantis**: You gain +1 to your AC. In addition, you are able to attack an enemy entering your melee range as a Reaction.
**Monkey**: You gain +1 to your AC. In addition, you have Advantage in all Dexterity Checks and Saves.
**Leopard**: You gain +1 to your AC. In addition, you gain +5 Feet of Movement Speed
**Tiger**: You gain 10 points of Temporary HP upon Activation of this Art. In addition, you gain 1d4 damage to all Attack Actions while this Art is active.
**Crane**: You gain +2 to all Deflecting Blows results. In addition, you gain +5 Feet of Movement Speed.
**Snake**: You gain +1 to your AC. In addition, your melee attack range is extended by 5 Feet.
**Dragon**: You gain +1 to your AC. In addition, you gain Advantage in Strength Checks/Saves.
### The Way of the Empty Hand
Additionally at 3rd level, the damage die for the Dao Shi's Unarmed Attacks increases from a D8 to a D10. At level 18, it increases to 2d8.
### Four Limbs, Four Blows
Starting at 7th level, the Dao Shi may make a second attack whenever they make an Unarmed Attack. This/These second attack(s) is/are made at Disadvantage.
### Twinned Arts
Starting at 10th level, the Dao Shi may make use of and, possess the benefit, two Imitative Arts simultaneously.
### Four Blows Sunder Foes
Starting at 15th level, the Secondary Attacks from Four Limbs, Four Blows are no longer made at Disadvantage.
\columnbreak
### Trinity of Arts
Starting at 18th level, the Dao Shi may make use of, and possess the benefit of, three Imitative Arts simultaneously. Furthermore, the following additional effects are provided by each Imitative Art:
**Praying Mantis**: Your Reaction Attack when an enemy enters your range is now made at Advantage.
**Monkey**: Damage taken from Dexterity Saves, whether successful or failed, are halved.
**Leopard**: You may Disengage or Dash as a Bonus Action
**Tiger**: Your Temporary HP is Tripled, and your Additional Damage is changed from 1d4 to 2d6
**Crane**: Successful Deflecting Blow efforts allow you to attempt to counter-attack. If it is a non-magical ranged attack, roll a d20 and add the result to your Dexterity Modifier. If the attack hits, roll the same damage dice the enemy attack uses, as you pluck the arrow/dart/bolt/etc from the air and throw it back. If it is a melee attack, you may make a single Unarmed Attack in response.
**Snake**: Your melee attacks gain an additional 2d6 Poison damage, and the enemy target must make a Consitution Save throw against your Wisdom Spell DC or suffer from the Poisoned status for their next turn.
**Dragon**: When you succeed in Grappling an enemy target, you may make an Unarmed Attack in the form of a headbutt.
\pagebreakNum
# Chakra Arts
#### Howling Fist Shatters Sky
___
- **Range:** 25 foot line, 20 foot cone + Variable
- **Chakra Points Cost:** 15 Chakra + Variable
- **Duration:** Instant
___
You charge your fist with Chakra and strike out, sending a blast of concentrated energy as a beam, with a shockwave radiating out from it in a cone. Every creature in a direct line for 25 feet takes 2d8 Force damage, while those caught in the shockwave suffer 2d6 Force damage.
Further Chakra Points can be spent to enhance this attack, with 5 feet being added to both portions of the attack's range and one additional damage die to each damage section for every 15 additional Chakra Points.
#### Winding River Cleanses Army
___
- **Range:** Variable
- **Chakra Points Cost:** 15 Chakra + Variable
- **Duration:** Instant
___
You summon three waves of pure chakra, each five feet wide, which you can send in any direction you choose. They will travel along that line until they hit a creature or object, dealing 3d6 Cold Damage to whatever it impacts. If this is a creature, it must then make a Dexterity Saving Throw or be knocked prone.
The number of waves and the damage can be increased by expending further Chakra Points when casting. Every additional ten chakra spent adds another wave, and if you instead spend 15 additiona chakra, you may add not just an additional wave, but deal 1d6 extra Cold Damage to each wave.
#### Rabbit Flees Ravenous Wolves
___
- **Range:** Self
- **Chakra Points Cost:** 15 Chakra
- **Duration:** Instant
___
As a Reaction, you may use the Dash Action when attacked by an enemy creature. This movement must be used to move away from enemy creatures. Should there be no direction devoid of enemies, you must move towards the smallest concentration of them.
#### Crouching Tiger Hides From Dragon
___
- **Range:** Self
- **Chakra Points Cost:** 15 Chakra
- **Duration:** Instant
___
As a Reaction, you may take your next Dexterity Saving Throw at Advantage. If you succeed, take no damage. If you fail, take half damage.
\columnbreak
#### Savage Crow Blinds Frightened Fox
___
- **Range:** Melee Range
- **Chakra Points Cost:** 10
- **Duration:** Instant
___
Make a melee attack. If the attack hits, deal 3d6 Piercing Damage. The target must make a Dexterity Saving Throw or be Blinded for their next battle round.
#### Soothing Rain Washes Wounds
___
- **Range:** Self
- **Chakra Points Cost:** Variable
- **Duration:** Instant
___
For every 10 Chakra Points spent, you regain 2d4 Health Points.
#### Beautiful Maiden Greets Husband
___
- **Range:** Melee Range, 10 ft. + Variable Throw
- **Chakra Points Cost:** 5 Chakra Points + Variable
- **Duration:** Instant
___
Make a Grapple attack at Advantage against an enemy creature within range. Should you succeed, you may throw the now-Grappled creature at another enemy creature within ten feet. That creature must make a Dexterity Saving Throw in order to avoid being struck. If the second creature is struck, both enemy creatures take 2d6 Bludgeoning Damage and are knocked prone. If the second creature avoids it, only the thrown creature suffers these effects.
The throw distance and damage can be increased by spending further Chakra Points, increasing the range of the throw by 5 feet and the damage by 1d6 for every 10 Chakra Points spent.
#### Loving Couple's Forceful Embrace
___
- **Range:** Melee Range
- **Chakra Points Cost:** 20 Chakra Points
- **Duration:** Instant
___
Make a Grapple attack at Advantage against any two enemy creatures within range. Should you succeed, you drag the two creatures towards one another, slamming their bodies together and dealing 2d8 Damage to each. The two creatures must then make Constitution Saving Throws or be Stunned for one round.
\pagebreakNum
# Hoplite
Two massive wings of men and women, ten rows deep and a hundred bodies long, advance slowly and steadily across the grassy plain towards one another, singing their battle-hymns in a unified voice that shakes the very sky even as the earth trembles beneath their marching feet. They pick up speed, jogging now, the songs ceasing as they save their breath for the conflict to come. The last few yards, lilting cries fills the sky, *eleleleleu! eleleleleu!* and *alalalalai! alalalalai!* soaring on the wind, before they clash. A rolling of flesh and steel heralds the impact, neither side buckling under its weight nor faltering before their foe. A contest of strength, body and mind alike.
### The Unshakeable Warriors of Hellas
For centuries, the phalanx has been the mighty formation of the Hellenic peoples. Slow, unified, an implacable tide of steel and skin endlessly advancing to grind their enemies into dust beneath their feet and drive the survivors before them. The Hoplite brings the full force of his massive shield to bear, a weapon as much as a defense. A juggernaut of metal and flesh, advancing implacably through the desperate attacks of their foes.
### Quick Build
First, make Strength and Constitution your primary Ability Scores. Next, take the Soldier or the Citizen background.
##### Hoplite Class
| Level | Proficiency
Bonus | Features |
| :--: | :--: | :--:| :-- |
| 1st | +2 | Trained Soldier, Ataraxia, Pankration |
| 2nd | +2 | Hoplon |
| 3rd | +2 | For The Sake Of The Line |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Shield-Bearer |
| 6th | +3 | Ability Score Improvement |
| 7th | +3 | Extra Attack |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Shield Master |
| 10th | +4 | Othismos |
| 11th | +4 | Mastery of the Spear |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Not One Step Back |
| 14th | +5 | Strike Hard, Strike Fast |
| 15th | +5 | Unshakeable |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Timplacable |
| 18th | +6 | Pæanes |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Epilektoi |
\pagebreakNum
## Class Features
As a Hoplite you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per Hoplite level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Hoplite level after 1st.
#### Proficiencies
___
- **Armor:** All Armors
- **Weapons:** All Weapons
- **Tools:** One Musical Instrument of your choice
___
- **Saving Throws:**(CON)(STR)
- **Skills:** Athletics and any two of Nature, Stealth, Sleight of Hand, Survival, History, or Medicine
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a dory, and an aspis or *(b)* a sarissa, and a pelte
- a set of chain mail
- *(a)* a dungeoneer's pack *(b)* an explorer's pack
- Any other items relevant to the class
### Trained Soldier
At first level, you wield a spear with greater skill than any conscripted peasant. Add +1 to your attack rolls with spear-type weapons.
### Ataraxia
At first level, when you roll Initiative, you gain temporary hit points equal to your Hoplite Level plus Twice your Proficiency Modifier.
### All of Power
At first level, you have mastered the Hellenic art of Pankration. Your character has Advantage on Strength Checks/Saves related to wrestling or Grappling.
### Hoplon
At second level, the movement penalty provided by wielding an aspis-type shield or a sarissa-type pike is only 10 feet, rather than fifteen.
### For The Sake of the Line
At 3rd level, you gain +1 AC for each shield-equipped ally beside you and within five feet, and provide them +1 AC in turn. This ally must be directly to one side or the other of you, they cannot be ahead, behind, or on a diagonal position.
\columnbreak
### Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
### Shield-Bearer
Beginning at 5th level, when wielding a shield, you now reduce damage taken from non-spell ranged attacks by a number equal to your proficiency modifier
### Extra Attack
Starting at 7th level, you may make two attacks rather than one per battle round.
### Shield-Master
Starting at 9th level, your talent with your shield has increased. You now reduce damage taken from non-spell ranged attacks by a number equal to twice your proficiency modifier.
### Othismos
Starting at 10th level, when engaged with an enemy, you may use a bonus action to push them back. Make a Strength Check against their Strength Save. If their save is higher, they must retreat five feet without provoking an attack of oppurtunity. However, if their save should be lower, they are knocked prone and you may take an attack of opportunity. This ability only works on opponents that are smaller, the same size, or one size larger than yourself.
\pagebreakNum
### Mastery of the Spear
Beginning at 11th level, increase the damage of any spear-type equipped by one damage tier (i.e. D6 to D8, D8 to D10, etc) and increase the attack roll bonus provided by Trained Soldier to +2.
### Not One Step Back
Starting at 13th level, you are immune to pushback effects using physical force (whether magical or not), and have Advantage on checks to avoid going Prone.
### Strike Hard, Strike Fast
Starting at 14th level, when you successfully damage an enemy with a melee attack, you may make a second attack with the same weapon against the same target.
### Unshakeable
Starting at 15th level, your Shield-Master is enhanced to reduce damage from non-spell ranged attacks by a number equal to half your Hoplite Level plus twice your Proficiency Modifier.
### Implacable
Beginning at 17th level, the Temporary HP provided by Ataraxia is increased, now being your Hoplite Level plus Three Times your Proficiency Modifier. It also provides you with resistance to Non-magical Bludgeoning, Piercing, and Slashing damage while this pool of Temporary HP remains unexhausted. Note that this effect does not refresh via Temporary HP provided by other sources, only the Temporary HP provided by Ataraxia when Initiative is rolled counts towards this effect.
### Pæanes
Starting at 18th level, you may use a bonus action to sing the battle hymns of your people, increasing either your AC or your Attack Roll bonus by your Charisma modifier for the next minute.
### Epilektoi
At 20th level, Othismos becomes a free action, and an oppurtunity attack may be made as a reaction against any enemy knocked prone within your attack range by an ally. The bonus AC provided for all parties affected by For The Sake of the Line is now +2.
\pagebreakNum
# Skinwalker
*A massive wolf, wounded and bleeding, its chest heaving with exertion, lies on its side in the midst of a forest clearing. The bushes rustle, a young woman clad only in scant, rough furs stepping out and padding towards it with silent steps. She kneels beside it, avoiding its weak snarls and snaps easily, petting its head comfortingly even as she draws a long knife from her belt, which she plunges into its chest. It shudders and breaths its last, and she murmurs a few words of thanks and praise to its spirit before setting to work, carving flesh from bone and devouring it raw. As she rises from the corpse, her skin ripples, her bones shift, and in her place stands a wolf just like the one she had slain. Bowing her head to the corpse, she turns and lopes away.*
### Beasts In Mortal Skin
Skin-Walkers, more than any other, are tuned to the creatures with which the mortal races share their world. By devouring the raw flesh of creatures that they defeat, Skin-Walkers are able to take the power those creatures hold for their own, learning to take on their forms and wield their strength in battle.
\columnbreak
### Creating a Skinwalker
Skin-Walkers are simultaneously loved and feared by those who know their nature. Appreciated for the talents and the protection that they bring to their tribes, and for the reverence with which they treat nature, they are none-the-less feared for their hunger and their powers.
#### Quick Build
To quickly build and Skin-Walker, make Strength your primary statistic, followed by Wisdom. Finally, take the Amazon or Outsider backgrounds.
##### Skinwalker
| Level | Proficiency
Bonus | Shapeshifts per Day| Features |
| :--: | :--: | :--:| :-- |
| 1st | +2 | - | Taste of Victory, Survival Instinct |
| 2nd | +2 | 2 | Spoils of Strength |
| 3rd | +2 | 2 | Easy Meal |
| 4th | +2 | 2 | Ability Score Improvement |
| 5th | +3 | 2 | Mystic Blows |
| 6th | +3 | 2 | Greater Spoils |
| 7th | +3 | 3 | Shifting Protection |
| 8th | +3 | 3 | Ability Score Improvement |
| 9th | +4 | 3 | Glorious Feast |
| 10th | +4 | 3 | Piercing Blows |
| 11th | +4 | 3 | Monstrous Hunger |
| 12th | +4 | 4 | Ability Score Improvement |
| 13th | +5 | 4 | Ravenous Frenzy |
| 14th | +5 | 4 | Rending Blows |
| 15th | +5 | 4 | - |
| 16th | +5 | 4 | Ability Score Improvement |
| 17th | +6 | 4 | Abberation Ascension |
| 18th | +6 | 5 | Iron Hide |
| 19th | +6 | 5 | Ability Score Improvement |
| 20th | +6 | 6 | Incarnation |
\pagebreakNum
## Class Features
As a Skinwalker, you gain the following class features:
#### Hit Points
___
- **Hit Dice:** d12
- **Hit Points at 1st Level:** 12 + your Constitution modifier
- **Hit Points at Higher Levels:** 8 + your Constitution modifier per Skinwalker level after 1st.
#### Proficiencies
___
- **Armor:** All Armor
- **Weapons:** All Simple Weapons
- **Tools:** Herbalism Kit, any One Musical Instrument
___
- **Saving Throws:**(WIS), (STR)
- **Skills:** Survival, Perception, and any two of Stealth, Nature, Intimidation, Athletics, or Acrobatics
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* Spear or *(b)* Shortbow
- *(a)* Leather Armor or *(b)* a Chain Shirt
- *(a)* Explorer's Pack or *(b)* an Dungeoneer's Pack
- Carving knife
### Taste of Victory
At first level, the Skin-Walker can use a Bonus Action to devour a portion of en enemy's flesh in order to heal 1d4 + their Wisdom Modifier Health Points. The target must have been slain within the last battle-round for this ability to be used. This ability can only be used on Beasts, and can be used a number of times per short rest equal to your proficiency modifier.
### Survival Instincts
At first level, you are in touch with the primal instincts of all animals, those that dictate survival in a harsh and deadly world. When you are required to make a Dexterity Saving Throw, absent other factors, you can make it at Advantage.
### Culinarian
At first level, you gain proficiency with Cook's Utensiles and Brewer's Supplies. If you already have proficiency from another source, you may double the bonus provided by your proficiency modifier when using these tools.
\columnbreak
### Spoils of Strength
At second level, when the Skin-Walker devours an enemy in accordance with The Taste of Victory, they learn to take on the form of that creature. Once transformed, they maintain their own stats (if higher than those of the creature), actions, abilities, etc. Their HP and AC, however, are changed to that of the creature they are transformed into. Furthermore, they can use that creature's actions, bonus actions, and reactions in addition onto their own. They do not, however, gain access to Abilities like Pack Tactics.
See the chart below in order to compare your character's level to that of the CR they are capable of shapeshifting.
Finally, when you devour a creature and gain the ability to take it's form, you have an innate and permanent understanding of its language, regardless of your current form. In the same vein, you can speak any language non-creature language that you know, even while transformed.
Transformations using Spoils of Strength last a number of hours equal to your Skin-Walker level. You regain spent transformations on a short rest.
| Level | Combat Rating |
|:---:|:-----------:|
| 2 | 1 |
| 4 | 2 |
| 8 | 4 |
| 16 | 6 |
| 20 | 8 |
### Easy Meal
At third level, you can devour the bodies of defeated enemies, satisfying any food requirements that you might have. Furthermore, you gain Resistance to Poison and Acid damage. Consuming an enemy in this way can activate your Spoils of Strength, and takes at least one minute.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
### Mystic Blows
Beginning at 5th level, your attacks while transformed count as magical for the purposes of enemy resistances and immunities.
### Greater Spoils
Starting at 6th level, you are now able to use the 'abilities' of the creatures that you shapeshift into. For example, a dire wolf's Pack Tactics.
\pagebreakNum
### Shifting Protection
Starting at 7th level, when wearing Light Armor, you retain its benefits, as if it were Barding, while Transformed. At level 10, this effect applies to Medium Armor, and at level 14 it applies to Heavy Armor
### Ravenous Frenzy
Starting at 9th level, the healing that you recieve from Taste of Victory is increased to 3d4 plus your Wisdom Modifier, and it can now be used as a free action once per turn.
### Piercing Blows
Starting at 10th level, your attacks while transformed now count as a +1 magical weapon for the purposes of attack rolls, damage rolls, enemy resistances, and enemy immunities.
### Monstrous Hunger
Beginning at 11th level, your Taste of Victory and Spoils of Strength can now be used on Monstrosities.
### Glorious Feast
Beginning at 13th level, healing that you recieve from Taste of Victory is increased to 4d6 + your Wisdom Modifier, and can be used on any creature within five feet of your character at activation.
### Rending Blows
Starting at 14th level, your attacks while transformed now count as a +2 silvered magical weapon for the purposes of attack rolls, damage rolls, enemy resistances, and enemy immunities.
### Abberration Ascension
Beginning at 17th level, your Taste of Victory and Spoils of Strength can now be used on Abberations.
### Iron Hide
Beginning at 18th level, you gain any applicable Resistances and Immunities from the creatures that you transform into, but none of the weaknesses or vulnerabilities.
### Incarnation
At 20th level, your Taste of Victory and Spoils of Strength can be used on Dragons. Furthermore, the healing provided by Taste of Victory is now 3d8 + WIS + Proficiency Modifier. Finally, when transformed, your attacks count as +3 silvered adamantine weapon for the purposes of attack rolls, damage rolls, enemy resistances, and enemy immunities.
\pagebreakNum
# Warrior
*A powerfully built man, clad in heavy armor, stands amidst a field of corpses, his weapons dripping with gore, his stance that of a mighty warrior who has achieved a glorious victory. There is a shout, high-pitched and fierce, and the form of a lightly-armored young woman hurtles towards him, massive greataxe held high. He dodges, but to no avail, for her blow is so mighty it shatters the very earth beneath their feet. He stumbles and falls, sword clattering away, and has but a moment to realize his fate before she beheads him. Triumphant, the young woman holds her axe high and howls her triumph.*
### Glory and Fury
Warriors, brave and honorable men and women that seek to do nothing more than to defend and empower their tribe (and enhance their own personal standings, gathering glory to their names) through feats of strength and martial prowess. Used to fighting not as part of a cohesive formation, but an army of individuals, they are deadlier the further they are from their allies.
\columnbreak
### Creating a Warrior
Warriors are not loners, per se, but they aren't proffessional soldiers trained to work in union with others like the Hoplite. While a part of the party, they are nonetheless rewarded for bold, aggressive, high-risk game play with higher damage and an array of abilities and attacks that can turn the tide of battle quite handily.
#### Quick Build
To quickly make a Warrior, make Strength and Constitution your primary ability scores. Then, select the Raider or Outlander backgrounds.
##### The Warrior
| Level | Proficiency Bonus | Features | Maximum Possible Wrath |
|:---:|:---:|:--:|:--:|:--:|:--:|:--|
|1|+2| Face to Face, First to the Fray, Mighty Blows|---|
|2|+2| Wrath |10|
|3|+2| Glory Hound|15|
|4|+2| Ability Score Improvement |20|
|5|+3| Extra Attack |25|
|6|+3| Ability Score Improvement|30|
|7|+3| Merciless|35|
|8|+3| Ability Score Improvement|40|
|9|+4| Tempered By Wisdom|45|
|10|+4| Savage Blows|50|
|11|+4| Extra Attack (x2) |55|
|12|+4| Ability Score Improvement|60|
|13|+5| Seething Wrath|65|
|14|+5| Weaponized Fury|70|
|15|+5| Warrior-Sage|75|
|16|+5| Ability Score Improvement|80|
|17|+6| Relentless |85|
|18|+6| Victorious|90|
|19|+6| Ability Score Improvement|95|
|20|+6| Living Legend |100|
\pagebreakNum
## Warrior Features
Your Class gains the following features
#### Hit Points
___
- **Hit Dice:** d10
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Warrior level after 1st
#### Proficiencies
___
- **Armor:** Light Armor, Medium Armor
- **Weapons:** All Weapons
- **Tools:** Any Tools related to the class.
___
- **Saving Throws:** (CON)(STR)
- **Skills:** Athletics, Intimidation, and any two of Survival, Acrobatics, Medicine, Nature, or Religion
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* great axe and four handaxes or *(b)* maul and four javelins
- *(a)* Leather Armor or *(b)* a chain shirt
- *(a)* Dungeoneer's Pack *(b)* an Explorer's Pack
- Any other items relevant to the class
### Face to Face
At first level, when an enemy attacks you within your reach, you may spend your Reaction to strike back. Make one regular attack with your equipped weapon against that opponent.
### First to the Fray
At first level, you have Advantage on your Initiative Rolls.
### Mighty Blows
At first level, when wielding a two-handed weapon, deal an extra 1d4 damage.
\columnbreak
### Wrath
At second level, you are able to generate and manifest Wrath, enhancing yourself and enabling you to use it for devastating Wrathful Strikes. 25% (rounding up) of all damage dealt and recieved generates Wrath, while it is reduced the full amount of any healing that the Warrior recieves from any source. Generated Wrath does not decay in between turns. Anything unspent carries over to the next turn unless reduced by healing.
See the chart below for the amount of Wrath required for each enhancement. Note that each section of Wrath (10-50 and 50-100) stack internally.
| Wrath | Benefit |
|:---:|:-----------:|
| 10 | +5 Feet Movement|
| 20 | +1 AC |
| 30 | +1 to Attack Rolls |
| 40 | +1 to Damage Dealt|
| 50 | +10 to Movement Speed |
| 60 | +2 to AC |
| 70 | +2 to Attack Rolls |
| 80 | +2 to Damage Dealt |
| 90 | An Additional Reaction per Turn |
| 100 | An Additional Bonus Action per Turn |
Note that Wrathful Strikes that require a Saving Throw use your Strength as your Spell DC.
### Glory Hound
At 3rd level, you gain benefits from fighting alone and suffer when surrounded by allies. For every ally within twenty feet of yourself, reduce your AC by one and subtract 1 from every attack and damage roll. However, if there are no allies within twenty feet, add one to your AC, attack rolls, and damage rolls instead.
### Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).
### Extra Attack
Beginning at 5th level, you may make two attacks rather than one per battle round.
### Merciless
Starting at 7th level, you can use this ability to take an additional action on a turn. This ability is expended upon use, and regenerates on your next short or long rest.
\pagebreakNum
### Tempered By Wisdom
Starting at 9th level, you've started to learn that there is more than life to pursuit of glory. The distance that you must keep from allied creatures, per Glory Hound, is reduced to fifteen feet.
### Savage Blows
At 10th Level, the bonus damage from your Mighty Blows is increased to 2d6.
### Extra Attack (x2)
Beginning at 11th level, you may make three attacks rather than one per battle round.
### Seething Wrath
Starting at 13th level, your Wrath generation increases to half of all damage dealt and recieved, while the Wrath reduction resulting from healing is reduced to 75% (rounding up).
### Weaponized Fury
Starting at 14th level, the Wrath cost of all abilities is reduced by half, rounding down.
### Warrior-Sage
Starting at 15th level, you have lived long enough to fully cast off the illusions of war you had in your youth. The distance that you must keep between yourself and allied creatures, per Glory Hound, is reduced to ten feet.
### Relentless
Beginning at 17th level, if you fail a single Saving Throw, you may reroll it and use the new result. You will then be unable to benefit from this feature again until you take a short rest.
### Victorious
Starting at 18th level, if you kill an enemy creature with a Wrath ability, half of the cost (rounding down) is refunded. This ability does not stack if multiple targets are killed by a single ability.
### Living Legend
At 20th level, the distance that you must keep between yourself and allied creatures, per Glory Hound, is reduced to five feet. You critically strike on rolls of 19 or 20. Furthermore, you may activate this ability to immediatly generate 100 Wrath. Finally, for the next minute after activating this ability, the first attack each round that would knock you unconscious instead reduces you to 1 HP. This feature's active effects can be activated twice per day, resetting at dawn.
\pagebreakNum
# Wrathful Strikes
#### Decimate
___
- **Range:** Melee Range, Variable Diameter
- **Wrath Cost:** Variable
- **Duration:** Instant
___
Make a melee attack on the ground in front of you. Each creature in a diameter around you, defined by the amount of Wrath that you spend on the ability, must succeed in a Dexterity Saving Throw to halve the damage recieved.
The diameter starts at 10ft (5 ft radius) and 2d6 damage and costs 10 Wrath. For every 10 Wrath spent after that, add 5 ft to the diameter and 1d6 to the damage.
#### Cleave
___
- **Range:** Melee Range
- **Wrath Cost:** Variable
- **Duration:** Instant
___
Make a melee attack on a target in front of you. Deal 1d6 damage for every five Wrath that is spent on the ability.
#### Overpower
___
- **Range:** Melee Range
- **Wrath Cost:** 10
- **Duration:** Instant
___
Make a melee attack on a target in front of you, dealing 3d8 damage. Your target must succeed in a Strength Saving Throw or be knocked prone.
#### Endorphin Rush
___
- **Range:** Self
- **Wrath Cost:** Variable
- **Duration:** Instant
___
For every 10 Wrath spent, you regain 2d4 Health Points. This health does *not* reduce your Wrath beyond the required costs.
#### Maim
___
- **Range:** Melee Range
- **Wrath Cost:** 5-25 Wrath
- **Duration:** Instant
___
For every 5 Wrath spent, your enemy suffers 1d6 Bleeding damage at the beggining of each of their subsequent turns for 1d2 rounds per 5 Wrath spent.
#### Concuss
___
- **Range:** Melee Range
- **Wrath Cost:** 15 Wrath
- **Duration:** Instant
___
Make a melee attack against an enemy target. Should the attack succeed, rather than deal damage, you can cause them to take Concentration checks for the next 1d5 rounds at Disadvantage.
\columnbreak
#### Destabalize
___
- **Range:** Melee Range, Variable Diameter
- **Wrath Cost:** Variable
- **Duration:** Instant
___
Make a melee attack on the ground in front of you. Each creature in a diameter around you, defined by the amount of Wrath that you spend on the ability, must succeed in a Dexterity Saving Throw or be knocked prone.
The diameter starts at 10ft (5 ft radius) costs 10 Wrath. For every 10 Wrath spent after that, add 5 ft to the diameter. All ground in that area becomes difficult terrain for any creature passing through it.
#### Thunder Feat
___
- **Range:** Movement + Variable
- **Wrath Cost:** Variable
- **Duration:** Instant
___
You channel your wrath into your legs, providing you with a burst of speed and a surge of might momentum. As a Reaction, you can move your full movement, plus five feet for every 10 Wrath spent, towards one enemy creature that has attacked an ally. The enemy must make a Strength Save against your Spell DC or be knocked prone. Should the enemy creature be knocked prone, you may make a single attack against them.
#### Flesh of Steel
___
- **Range:** Self
- **Wrath Cost:** Variable
- **Duration:** Instant
___
You channel your wrath into your your body, hardening your skin and deadening your nerves, making it harder for your enemies to harm you. Gain Resistance to non-magical Piercing, Slashing, and Bludgeoning Damage, as well as Poison Damage, for 1d3 rounds per 25 Wrath Spent.
\pagebreakNum
# PART 4
# Arms and Armor
#### Ancient Arsenals Reborn
\pagebreakNum
### Dory
##### Between seven and nine feet long, with a leaf-shaped point and a long spike at the far end, the *dory* is the primary weapon of the Hoplites of Hellas, a spear above and beyond the pointed sticks wielded by the peasantry.
*Melee Weapon* (Martial, Spear)
**Category**: Items
**Damage**: 1d8(1d10)
**Damage Type**: Piercing
**Item Rarity**: Standard
**Properties**: Thrown, Versatile, Reach
**Range**: 20/60
**Weight**: 3
**Cost**: 15gp
### Sarissa
##### Nearly fifteen feet long, with a leaf-shaped point and a long spike at the far end, the *sarissa* is the longest spear (or, more accurately, pike) on the face of Eleuthia.
*Melee Weapon* (Martial, Spear)
**Category**: Items
**Damage**: 1d10
**Damage Type**: Piercing
**Item Rarity**: Standard
**Properties**: Heavy, Two-Handed, Long-Reach (15 Feet Range), Encumbering (Speed Reduction of 15 Feet)
**Weight**: 12
**Cost**: 10gp
\columnbreak
### Aspis
##### The largest shield in the known world, the aspis is nearly three feet from rim to rim and provides unmatched protection to its wielder at the cost of slowing them down significantly.
*Armor* (Shield)
**Armor Class Bonus**: 3
**Category**: Items
**Properties**: Heavy, Encumbering (Speed Reduction of 15 Feet)
**Weight**: 16
**Cost**: 15gp
### Pelte
##### A crescent-shaped wicker shield that weighs little and offers less in terms of protection. Often hunt around the neck of it's wielder so they can keep both hands on their *sarissa*.
*Armor* (Shield)
**Armor Class Bonus**: 1
**Category**: Items (Special)
**Item Rarity**: Standard
**Properties**: Light, Handless
**Weight**: 3
**Cost**: 8gp
\pagebreakNum
### Járnglófar, The Iron Gauntlets of Thor
##### The mythical gauntlets of Thor, with which he is able to control the vast power of his mighty hammer Mjölnir. Without these gauntlets, wielding it would be impossible even for a god, and they also allow those who wield the hammer to summon it back to themselves after it is hurled.
*Armor*, *Requires Attunement*
**Armor Class Bonus**: 2
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Weight**: 5
**Special Traits**:
* If the wearer is wielding Mjolnir, they can summon the hammer back to their hand when it is thrown.
* Jomsvikingr wielding this item gain an additional +1 to their AC and Advantage in Athletics Checks and Strength Saves.
### Megingjörð, Thor's Girdle of Power
##### The mythical belt or girdle of Thor, which enhances his already vast physical might by two-fold, allowing him to contend with the mighty enemies of Asgard and lay waste to their armies when even his fellow gods would falter and fall to weakeness.
*Requires Attunement*
**Statistic Bonus**: +10 to your Strength Score
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Weight**: 5
**Special Traits**:
* Jomsvikingr wielding this item gain 1d4 damage to all weapon attacks, and 1d6 to all unarmed attacks.
\columnbreak
### Svalinn, the Icing Draught
##### A mythical shield believed to keep the sun from burning the world away, this rounded shield radiates a cold that is painful to all but it's wielder.
*Armor* (Shield)
**Armor Class Bonus**: 2
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Weight**: 4
**Special Traits**:
* The bearer becomes Immune to Radiant and Fire damage from any source.
* Furthermore, enemies that make melee attacks against the wielder must make a CON Saving Throw of 18 or suffer 2d8 Cold Damage (if their attack missed) or 2d10 Cold Damage (if it hit).
### Dáinsleif, The Blood-Letting Blade
##### A sword treated with mingled awe and fear, Dáinsleif is a blade that cannot be sheathed once drawn until it draws blood, and delivers cursed, unhealable wounds to its victims.
*Melee Weapon* (Martial, Sword)
**Category**: Items (Special)
**Damage**: 3d8
**Damage Type**: Slashing
**Item Rarity**: Unique/Legendary
**Properties**: Versatile
**Weight**: 3
**Special Traits**:
* The blade must kill *something* before it can be sheathed once drawn.
* Damage done by this weapon is Resistant to Healing, reducing all healing done to a victim by 75% (rounding up) until Remove Curse or a similar effect is used on the target.
\pagebreakNum
### Mjölnir, Thor's Hammer of Lightning
##### The mythical hammer of Thor, with which he destroys the enemies of Asgard and protects the mortal races. So mighty is this hammer, that only those with the belt and gauntlets of Thor are capable of wielding it.
*Requires Attunement*
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Weight**: 10
**Properties**: Heavy, One-Handed, Thrown (10 Feet per Strength Modifier Point)
*Melee Weapon* (Martial, Hammer)
**Damage**: 2d12
**Damage Type**: Bludgeoning
**Special Traits**:
* Jomsvikingr wielding this item can use it as the focal point for their spells and rune effects, allowing them to throw it to a location as a part of casting a spell, significantly extending the range and utlity of those effects.
* This item can only be wielded by those wearing Megingjörð and Járnglófar.
### Draupnir
##### The mythical multiplying ring of Odin, placed upon the pyre of his beloved son Baldr, this small and simple golden ring possesses one fascinating, if distinctly non-combative, ability: every ninth night that it is attuned to an individual, eight new rings 'drip' from Draupnir, each just as pure and valuable, and each of precisely the same size and weight.
*Requires Attunement*
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Weight**: 0.5
**Properties**: Special (Self-Multiplying)
**Special Traits**:
* An individual attuned to this ring will find that, every nine days, it multiplies itself by eight, resulting in a total of nine rings. These additional rings are worth 100 gold pieces each, and cannot multiply themselves.
\columnbreak
### The Nestor Cup
##### A cup of rare workmanship, studded with bosses of gold; it has four handles, on each of which there are two golden doves feeding, and it has two feet to stand on. Any one else would hardly be able to lift it from the table when it is full, but for it's bearer it is no heavier than the meanest of cup, rough and wooden.
*No Attunement Required*
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Weight**: 2
**Special Traits**:
* The Nestor Cup acts as a self-refilling Healing Potion, which scales with player level. It has three uses per day, resetting at dawn, and can be used as a free action regardless of whether it is being used on the holder or an ally.
| Player Level | Potion Grade |
|:---:|:-----------:|
| 1-5 | Potion of Healing |
| 5-10 | Greater Potion of Healing |
| 10-15 | Superior Potion of Healing |
| 15-20 | Supreme Potion of Healing |
### The Shield of Achilleus
##### Achilleus, Master of Myrmidons, Peerless Warrior and Fleet of Foot. Whomsoever bears his shield will cross the battlefield with the speed of a horse and strike with the might of a giant.
*Requires Attunement*
*Armor* (Aspis-type Shield)
**Armor Class Bonus**: 3
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Item Properties**: Heavy
**Weight**: 15
**Special Traits**:
* The Bearer gains +10 Feet of Movement
* The Bearer gains +3 Strength
* The Bearer gains Advantage on Dexterity Saving Throws
\pagebreakNum
### The Burial Mask of Agamemnon
##### A funeral mask forged from solid gold and shaped to the mould of the legendary king's face, the Burial Mask of Agamemnon is an artifact that is as ancient and powerful as it is beautiful and valuable. Powerful spells of preservation are worn into it, allowing its wearer to survive greater damage, but risking total paralysis the longer they wear it.
*Requires Attunement*
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Weight**: 4
**Special Traits**:
* The Wearer gains the benefits of the Stoneskin Spell, but their movement is reduced by five feet as the funereary powers of the Mask stiffens their limbs. Every two battle rounds, their movement is reduced by another five feet. Should their movement reach zero, they become Petrified, the effect of which can only be removed by the Remove Curse spell or similar effects.
* The player can decide to don or doff the mask, resetting their 'stacks', using an Action on their turn. It cannot be put back on until one full turn has passed since they last wore it.
\columnbreak
### The Silver Siege Rhyton
##### A beautiful and intricatly-wrought rhyton, shaped like the horn of a chamois, this ceremonial drinking container is made of pure silver and has the engraving of a fortified town under attack by an unknown force.
**Category**: Items (Special)
**Item Rarity**: Unique/Legendary
**Weight**: 4
**Special Traits**:
* The Silver Siege Rhyton is a self-refilling Potion of Resistance, providing Resistance to one damage type, decided by a d10 roll and the chart below. Drinking it is a free action, and it can only be drunk three times a day, resetting at dawn. The effects of each use lasts one hour. If a creature is under the effects of the Silver Siege Rhyton already, the effects do not stack. Each new Resistance replaces the previous Resistance.
| d10 | Damage Type |
|:---:|:-----------:|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Psychic |
| 9 | Radiant |
| 10 | Thunder |
\pagebreakNum
___
___
> ## Skíðblaðnir
> ##### A mythological ship of the Scandzan Pantheon, Skíðblaðnir is the finest ship in all of Yggdrasil, though not the largest. Able to expand itself to fit all the gods and all their equipment, bespelled to always have the most ideal wind possible, and capable of travelling anywhere and everywhere. Furthermore, it can fold up like a clothe to fit in one's pocket.
>*Legendary Naval Vessel (Variable Size*)
> ___
> - **Creature Capacity** Changes Based On Party Size
> - **Cargo Capacity** Changes Based On Party Size
> - **Travel Pace** 34 MPH (816 Miles Per Day)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 20 (+5) | 9 (-1) | 17 (+3) | 0 | 0 | 0 |
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, petrified,
poisoned, prone, stunned, unconscious
> ___
> **Cover** Creatures inside the Skíðblaðnir have three-quarters cover. Creatures standing on the railing only have half cover.
>
> ### Actions
> ***Move (Bonus Action).*** The Skíðblaðnir can use its steering oar to move with its sails or oars.
>
> ***Small, but Magnificent (Special)*** The Skíðblaðnir can be folded up to fit into any player's inventory when not in use, and weight nothing when in this state. To expand it, the player must stand within five feet of a body of water and use an action to take the ship out and cast it into the water.
>
> ### Hull
> **Armor Class** 27
> **Hit Points** 180
>
> ### Control: Steering Oar
> **Armor Class** 18
> **Hit Points** 54
>
> ### Movement: Magical Sail
> **Armor Class** 18
> **Hit Points** 54
> **Speed (Sea)** 999 ft. (requires at least 1 crew)
> **Movement Restrictions**: When using the sail, the ship has a larger turning radius, allowing it to turn only thirty degrees per turn
>
> ### Movement: Magical Oars
> **Armor Class** 9
> **Hit Points** 36
> **Speed (Sea)** 499 ft. (requires at least 1 crew)
**Movement Restrictions**: When using the oars, the ship is slower, but has a tighter turning radius, allowing it to turn forty-five degrees per turn.
\pagebreakNum
# PART 3
# Backgrounds
#### Custom Designed, Historically Inspired
\pagebreakNum
## Amazon
***Hellenic Societies ONLY, Female Characters ONLY***
### History
No one knows for sure where the Amazons first came from, but what is known is that they fiercely defend their territories with ambushes and terror tactics. Entire armies have disappeared into the forests under their control and never been seen again. Over the years their borders have expanded very little, but their influence has grown as the nation/city-states strive to secure protection, or even just a lack of attack, for trade caravans passing through and near their territories. Young girls, trying to escape arranged marriages or simply in a fit of pique, have long since taken to running away in an effort to achieve 'freedom'. Often enough they reappear outside of the nearest town, village, or city looking none the worse for wear, but others are accepted amongst The Daughters of The Forest and become Sisters.
### Society
As a warrior race, Amazons are ruled by the best fighters, and the rulers can change in mere minutes as a result. Any Daughter of the Forest can challenge the ruling Queen for the throne, and when a Queen passes away her successor is decided by ritual (non-lethal) combat. They are a solitary people whenever possible, and they put a great deal of effort into MAKING it possible, which leads to the world at large knowing little about them. They are proud and have their own code of honor, one which depends heavily on context and the cause for the conflict. They have tendancy to sneak into the outer-regions of civilization and kidnap men they, for whatever reason, consider worthy of impregnating them, sometimes waylaying them along the road instead. Likewise, if more rarely, women that impress them in any one of many ways may find themselves 'recruited' as well, though said women might not always find this particularly objectionable.
### Feature: Daughters of the Forest
Amazons gain Advantage in Dexterity (Stealth), Wisdom (Survival), Intelligence (Investigation), and Wisdom (Perception) checks while in forests and grasslands. However, due to their sheltered upbringings, the same checks are made at disadvantage everywhere else.
### Amazonian Names
They follow typical Hellenic female naming conventions. While some names are listed below, more options can be found earlier in this text under the Hellas Lore section.
Nefeli, Calliope, Zoe, Alexandra, Thalia, Selene, Ainia, Diana, Cassandra, Andromeda.
\columnbreak
### Starting Equipment
You start with a Spear, a Bedroll, a pouch of your favorite flowers/herbs to remind you of home, a keepsake/heirloom from your people, and A Waterskin
### Skills, Tools, Languages
You are proficient with the Survival skill, and one of the following: Nature, Medicine, Perception, Acrobatics, or Athletics.
You speak Hellenic and Amazon Code Talk, a vocable languages consisting of animal sounds and other natural noises to convey meaning. For example, the sound of a bird call followed by two thumps of a tree trunk and the snapping of a branch.
You are proficient in all Simple Weapons, Light Armor, and Medium Armor.
### Class Restrictions
## Temple Knight
You've never lived inside of a city or worshipped at one of those massive stone temples, so how could you possibly have trained for much of your life to guard one?
## Magister
You did not spend the majority of your life living inside the library of a city-based academy of magic. Besides which, throwing fireballs is not a particularly sought-after talent when one lives in the woods.
## Sage
Much Like the Temple Knight, you have nothing in the way of experience with the rituals and arts of the Temples, worshiping your chosen deities through less organized and more personal means.
### Class Exceptions
Despite being from an 'advanced' society, you are rather more in tune with nature than the rest of Hellas. As such, you have access to the following class despite normal restrictions
## Druid:
You lack the educated Physicians and formal apothecaries of the city-folk, but your forest remedies and knowledge of Natural Magic is unique amongst the people of Hellas.
## Skin-Walker:
There are few so in-tune with nature and all its creatures than the Amazons, so who else amongst the people of Hellas could learn the arts of Skin-Walking?
\pagebreakNum
### Suggested Characteristics
#### Personality traits
| 1d7 | Personality trait |
|:----:|:-------------|
| 1 | I am bitter about leaving the forest, and I have no desire to remain in cities more than I must |
| 2 | I watch carefully, learning the strengths and weaknesses of the wider world around me |
| 3 | I am proud of my gender. Arrogant men who act superior will find themselves punished or humiliated. |
| 4 | I will freely encourage the women around me to throw off their society's trappings and rules |
| 5 | I've never left the forest, or met someone who lives beyond the treeline. I'm terribly curious, with nothing more than embellished stories and my own imagination. |
| 6 | I'm oblivious to the cultural rules and habits of those around me|
| 7 | I sometimes wonder if hiding away in the forests is truly the best way for my people to live. I watch and learn all that I can, to teach my sisters when I return. |
#### Ideals
| Ideals | |
|:----:|:-------------|
| 1 | **Curious Collector** There are so many strange things that can be found in the outside world! I have no idea what most of them do, but I can't wait to collect them all and take them home to show the others! (Chaotic Alignments) |
| 2 | **Knowledge Is Power** The outside world is so very different from my home. I will record everything that I can through word and art to ensure my people are prepared to face its dangers and reap its benefits. (Neutral Alignments) |
| 3 | **Paragon** I am an ambassador to the outside world. I will show them that the Amazons are not savage, lustful women that live in caves and mate with wolves. (Lawful and Good Alignments)|
| 4 | **Ruthless 'Liberator'** The men of the outside world are filth, good only for breeding. Their women need to be freed at any cost, whether they want it or not. Women that prop up the status quo are broken beasts, best put out of their misery. (Non-Good, Non-Lawful) |
\columnbreak
### Flaws
| 1d8 | Flaws |
|:----:|:-------------|
| 1 | I have an innate trust for other women, and I struggle to grasp that they can be just as 'evil' as men.|
| 2 | I have trouble respecting or listening to those who lack in strength or wisdom, according to my own viewpoints. Weakness doesn't last long in the forests.|
| 3 | I am very arrogant about the free life I live, believing it to be better than any other option, no matter what.|
| 4 | I am very contemptous of the outside world, considering them to be little more than savages obsessed with hoarding gold.|
| 5 | I assume the worst of those around me, assuming that they are trying to take advantage of me, in one way or another, at all times.|
| 6 | I have a large chip on my shoulder about proving my abilities, and will often take risks or provoke fights in an effort to show just how strong I am.|
| 7 | I have very rigid views of many moral scales relating to things like honesty and loyalty, and I have significant issues understanding the importance of context.|
| 8 | I will often try to seduce women around me, unable to grasp the idea of exclusivity. Their husbands, or wives, might object to my flirtations.
#### Bonds
| 1d8 | Bonds |
|:----:|:-------------|
| 1 | I am looking for a man to give me children, worthy enough to help create the next generation of Amazons. |
| 2 | Someone kidnapped one of my sisters to make her their bride. I will find my sister, flay her kidnapper, and bring her home safely. |
| 3 | I was banished from my homeland for something that my people consider unforgiveable. |
| 4 | Our forests are being destroyed by the growing cities. I must find a new home for my people!|
| 5 | My hunting party was attacked at the forest's edge, and I must hunt down the people who killed my sisters. |
| 6 | I intend to lead my people in a new direction, but I need to learn more of the outside world first. |
| 7 | Isolationism will not protect our homes. We must have dialogue and relationships with the world outside our forests if we wish to properly protect them in the long term. |
| 8 | I am hunting down another Amazon that has broken our most sacred laws. I cannot return home until I kill her or capture her. |
\pagebreakNum
## Theban Sacred Band
Hellenic Societies Only, Male Characters Only
### Physical Description
The Theban Sacred Band, known alternativly as the Sacred Band of Thebes, is composed entirely of men. As well-trained and experienced soldiers, they are powerfully built and often go into battle wearing scented oils.
### History
The Sacred Band of Thebes are _the_ elite military formation of the city-state for which they are named. Composed entirely of male lovers, organized into 150 pairs, they are personally hand-picked by the current commander for ability and merit. Social rank, wealth, and other such concerns were totally irrelevant. The Band is often thought to have been formed by a man named Gorgidas, but no few scholars are of the opion that he only reformed it. Whatever the case, the ideal upon which the Band is based is that a man will fight hard for his friends, but harder still for his lover.
As such, every member is either an _erastês_, meaning 'lover', or a _erômenos_, meaning 'beloved'. This is based on age and experience, with the elder taking the dominant role (_erastês_) and the younger the more submissive role (_erômenos_). The older members are responsible for training the younger, ensuring that their martial talents are well-honed and helping to keep them alive during battles. The typical age range of a member would be 20 on the low end, and 30 at the high.
The Sacred Band is based out of their citadel, Cadmea, and supported entirely by taxes upon the citizens of Thebes, so that they can dedicate all of their time to training (strategy, combat, philosophy, dancing, etc.) or taking to the field whenever required by their homeland.
### Feature: Tragic Hero
Every audience loves the story of a tragic hero, especially if it involves a heavy dose of romance. Everywhere you go, you can tell the story of yourself and your lover, allowing you to make gold based on a Performance Roll. You can make Performance Rolls for this feature at Advantage. This feature can only be used once per week per location.
| Roll | Reward |
|:---:|:-----------:|
| 10 | 10gp |
| 12 | 30gp |
| 14 | 50gp |
| 16 | 75gp |
| 18 | 100gp |
| 20 | 150gp |
| 20+ | 200gp |
\columnbreak
### Sacred Band Names
They follow conventional male naming methods, though of course Hellenic names would be the most accurate and appropriate.
### Starting Equipment
You start with a a memento of your partner, a pouch containing 15gp, a spear, and a shield.
### Skills, Tools, Languages
You are proficient with the Athletics and Performance Skills
You speak Hellenic and one other language of your choice
You are proficient in all Martial Weapons, Simple Weapons, and Heavy Armor
### Class Restrictions
## Magister
The Theban Sacred Band is a _warrior_ fraternity, not a magical one.
## Sage
The Theban Sacred Band _visits_ temples, it does not administrate or serve in them
## Temple Knight
The Theban Sacred Band is a _warrior_ fraternity, not a holy one. Temple Knights have no place there.
\pagebreakNum
### Suggested Characteristics
#### Personality traits
| 1d6 | Personality trait |
|:----:|:-------------|
| 1 | I am depressed from losing my partner|
| 2 | I take pride in my skill at arms, and will act boastfully |
| 3 | I am openly flirtatious with other men, trying to replace my lost lover |
| 4 | I will often be critical of the fighting or performance skills of those around me |
| 5 | I'm not used to having to work for pay, and will often be oblivious to the concept and costs |
| 6 | I have an axe to grind with the nation that my lover died fighting, and will react poorly to anyone who lived there|
#### Ideals
| Ideals | |
|:----:|:-------------|
| 1 | **Vengeful Crusader** I will never stop hating those that killed my lover, and will seek revenge at every oppurtunity! (Chaotic Alignments) |
| 2 | **Freedom** I miss my lover, my brothers, and the Citadel of Cadmea, but to roam the world freely is a dream come true! (Neutral Alignments) |
| 3 | **Enduring Heroism** My lover may be dead, but I will carry on our cause in his memory. For the good of Eleuthia, my fight endures. (Lawful and Good Alignments)|
| 4 | **Death-Seeker** There is nothing I want more than to see my lover again in the paradise of death, and so I fight with reckless courage, though I will not shame myself with overtly suicidal behavior |
\columnbreak
### Flaws
| 1d6 | Flaws |
|:----:|:-------------|
| 1 | I have an innate trust for men that remind me of my deceased partner, compromising my decision-making|
| 2 | I am a perfectionist, and will react very poorly to both failure and slights against my skills|
| 3 | I am very arrogant about my membership in the Sacred Band, considering myself a superior fighter to all I meet|
| 4 | I'm not used to having to work for pay, and will often be oblivious to the concept and costs I incur|
| 5 | I have a large chip on my shoulder about proving my abilities, and will often take risks or provoke fights in an effort to show just how strong I am.|
| 6 | I have very rigid views of many moral scales relating to things like honesty and loyalty, and I have significant issues understanding the importance of context.|
#### Bonds
| 1d7 | Bonds |
|:----:|:-------------|
| 1 | I want to see the world, for my lost love and for myself |
| 2 | I want to create a place where I can live in peace |
| 3 | I was banished from The Sacred Band for something that they consider unforgiveable. |
| 4 |I'm tired of watching my lovers die on the battlefield, and had to leave the Sacred Band|
| 5 | My unit of the Sacred Band as attacked, and I must hunt down the people who killed my brothers and lover.|
| 6 | My lover has gone missing during a campaign, and I must try to find him. |
| 7 | I am hunting down another a former member of the Sacred Band, and cannot return until I kill or capture him. |
\pagebreakNum
## Raider
No Restrictions
### Physical Description
A plague, or tool, used by and endured by every nation and culture, raiders are those who get what they need or want by taking it through strength of arms, rather than through trade. Whether it is due to desperation, cultural inclination, sadism, or simple greed, these men and women are ruthless in pursuit of their goals.
### History
There has never been a shortage of men and women who survive by taking from others both near and far. It is the nature of nature itself, after all, to compete for the resources needed to survive. The mortal races are no different from animals in this way, but where they do differ is in cruelty.
It would be fair to say that most raiders are driven to the lifestyle by necessity. Lacking in resources to survive without aggression, or lacking the know-how to exploit what resources they do possess, they must take that which they are unable to make for themselves from those around them.
For others, it is a cultural imperative, a way of proving worthiness and strength amongst their people. For a monstrous few, the raping and killing itself is the goal.
Regardless of the cause, regardless of whether they come by land or by sea, a raider is a dangerous opponent. One that is skilled in intimidation and remaining hidden from the forces of law and order. Underestimate them at your peril, and if underestimated, use such foolishness without hesitation.
### Feature: Inescapable and Uncatchable
A raider that cannot learn to evade pursuit or, when hiding amongst the masses, evade detection is a raider that doesn't live very long. Similarly, a raider that is easily escaped is nothing more than a bumbling fool with a weapon. You have Advantage on Deception checks when being questioned or recognized, and you have Advantage on Survival checks related to pursuing any entity (animal, construct, or sentient creature).
\columnbreak
### Raider Names
While Raiders can come from any nation and be of any race or sex, they are more commonly men of the Scandzan or Kyivan Rus. Regardless, look under your Nation of Origin for appropriate names.
### Starting Equipment
You start with a pouch containing 15gp, any one simple or martial weapon, and a shield.
### Skills, Tools, Languages
You are proficient with the Intimidation Skill and one of either the Navigator's Tools or Cartographer's Tools
You speak one language of your choice
You are proficient in all Martial Weapons, Simple Weapons, Light Armor, and Medium Armor
### Class Restrictions
## Sage
A raider spends their time _robbing_ temples, it does not administrate or serve in them
\pagebreakNum
### Suggested Characteristics
#### Personality traits
| 1d6 | Personality trait |
|:----:|:-------------|
| 1 | I regret what I must do to survive|
| 2 | I will often try to lay claim to treasures before anyone else can |
| 3 | I value strength of arms over anything else |
| 4 | I will often be critical of the fighting skills of those around me |
| 5 | I am prone to attempt intimidation of those around me |
| 6 | I'm always glad to return home after a successful raid|
#### Ideals
| Ideals | |
|:----:|:-------------|
| 1 | **Remorseful Raider** I wouldn't commit such crimes if I had any other choice, but for my family I damn myself! (Good Alignments) |
| 2 | **Freedom** I might raid and pillage and plunder, but all I really care about is seeing the world and it's inhabitants! (Neutral Alignments) |
| 3 | **Plunder and Pillage** I don't care about who does what, all I care about is treasure! Silver, gold, gems and jewelry! (Chaotic Alignments)|
| 4 | **Might Makes Right** The strong have the right to do as they please with the weak, as the gods decreed when they shaped the world. If any man or woman should contest my right to take what I want, let them stop me with their own two hands! (Evil Alignments) |
\columnbreak
### Flaws
| 1d6 | Flaws |
|:----:|:-------------|
| 1 | I enjoy killing a little bit too much|
| 2 | I am very proud, and will react very poorly to both failure and slights against my skills|
| 3 | After years of successful raiding, I have become arrogant and believe myself untouchable|
| 4 | I'm not used to fighting alongside people whose lives I actually care about|
| 5 | I may try to lie to or manipulate even my allies if it means getting a larger share of treasure|
| 6 | I will make dangerous or foolish decisions for the sake of wealth or glory|
#### Bonds
| 1d7 | Bonds |
|:----:|:-------------|
| 1 | I dream of a raid so rich, I can give up this lifestyle forever |
| 2 | I owe a great deal of money to dangerous people, and am forced to raid in order to pay them off |
| 3 | I was banished from my homeland for committing a grave crime |
| 4 | I wish to live a peaceful life, far from conflict, but I lack the means to do so|
| 5 | I must earn the favour of my gods through glorious victory on the battlefield, or an honorable death. Mortal morality means nothing to eternity|
| 6 | My wife and children were stolen from me by rival raiders. Now I raid in turn, hoping to find them and kill those who committed the crime against me |
| 7 | I crave anything that gives me a sense of power. Killing, enslaving, stealing, all of it is what gives my life meaning |
\pagebreakNum
## Camp Follower
***Female Characters ONLY***
### History
For as long as men (and women) have marched to war, there are those that have followed at their heels. Some, perhaps even most, have been nothing more than the spouses and children of the soldiers, following their warrior family member from duty to duty, rather than remaining behind. Another, more unsavoury section would be the more...malicious scavengers. Bandits, unscrupulous merchants, predators in human skin of all kinds and descriptions. The most famous group is, perhaps, those who provide...comfort to any warrior whose spouse has not followed them on campaign. A taste of warm companionship, for a time, and for a price. It is from this final group that your character has come, seeking a better life than that of a bed-warmer.
Perhaps your character has spent their time amongst the Scions trading favours for training, perhaps they were forced to help defend the camp and earned their place in the military wing, perhaps they were always a member of the military that sought a way to make extra coin on the side. Their story is yours to shape, now.
### Place Amongst The Scions
Though they are an army with no nation to call home, wanderers and vagabonds with strength of arms and little more as far as the world is concerned, the members of the Scions have the same needs and wants as the rest of the mortal races. As such, there is no shortage of work for women who are willing to do what they must in order to survive, and being amongst this famed mercenary band is a safe life of steady income. It is almost impossibly rare for a male camp follower to be found amongst the Scions' train, for female Scions whose interests trend towards men tend to seek out companionship amongst their own ranks, rather than outside of it.
### Feature: Pleasurable Company
You are talented and practiced at providing companionship and comfort to men and women both. When you attempt to Charm another creature using a spell effect, roll a D3. On a roll of 1, they make their save at Advantage. On a 2, they make it at Normal, on a 3 they make it at Disadvantage. Furthermore, Deception, Persuasion, and Performance rolls related to Seduction or Entertainment rolls are made at Advantage and with your Proficiency Bonus applied. If you already have Proficiency in these skills, double the bonus provided.
### Camp Follower Names
Given the fact that camp followers are, by their very nature, a universal constant amongst the nations, your character will have a name appropriate to their nation of origin.
\columnbreak
### Starting Equipment
You start with a set of Travelling Clothes, a token from an admirer, a set of Revealing Clothes, and a belt pouch containing 25 gold pieces.
### Skills, Tools, Languages
You are Proficient with the Performance and Persuasion skills
You speak Thieves Cant and any one language of your choice
You are Proficient with the Disguise Kit and any one type of musical instrument
### Class Restrictions
## Temple Knight
You've spent your life entertaining soldiers to survive, not training in a temple to serve the will of the gods.
## Magister
You did not spend the majority of your life living inside the library of a city-based academy of magic.
## Sage
Much Like the Temple Knight, you have nothing in the way of experience with the rituals and arts of the Temples.
### Class Exceptions
## Temple Knight of Ishtar:
As someone who is both familiar and comfortable with the carnal acts, it is possible for you to have caught the notice, and the favour, of the Anatolian goddess of Sex and War. (Anatolian Characters Only)
## Sage of Love:
As someone who spends a great deal of time expressing the most primal of acts available to the mortal races, it is possible for you to have caught the notice, and the favour, of a deity whose Domain consists of Love or Sex. (Any Sage-capable Nation)
\pagebreakNum
### Suggested Characteristics
#### Personality traits
| 1d7 | Personality trait |
|:----:|:-------------|
| 1 | I enjoy bringing pleasure to my clients with my talents |
| 2 | I'm competative with those around me, both in the bedroom and out of it |
| 3 | I strive to provide the best service I can, whatever it may be |
| 4 | I don't care about social mores. As long as I'm making money, I'm happy |
| 5 | I hate that this is the only way I could survive, but I don't let it bring me down |
| 6 |I know exactly how to use my body to the greatest effect |
| 7 | I enjoy teasing clients and potential clients |
#### Ideals
| Ideals | |
|:----:|:-------------|
| 1 | **Indulgence** I love sex, and people love having sex with me. Why shouldn't I do it as often as I want, and get rich while I'm at it? (Chaotic Alignments) |
| 2 | **Manipulation** My body is a weapon, and I know best how to wield it to bend the wills of those around me. (Evil Alignments) |
| 3 | **Freedom** Who gives a damn what the stuffy, puffed up folk say? Life is about having fun and enjoying yourself, however you please! (Good Alignments)|
| 4 | **Acceptance** This life isn't an easy one, but I'm alive and comfortable. That's more than many can say.
\columnbreak
#### Flaws
| 1d7 | Flaws |
|:----:|:-------------|
| 1 | All I care about is money and sensual pleasures. Nothing else matters to me.|
| 2 | I do what I want, when I want. If people don't like that, to bad!|
| 3 | I have a confidence in myself that borders on arrogance, and mock those around me.|
| 4 | I can be a bit bigoted, judging races solely by my sensual interest in them and nothing else.|
| 5 | I have a hard time connecting to anyone emotionally.|
| 6 | I enjoy interfering in relationships and sabotaging them.|
| 7 | Sometimes, I rob my clients while they sleep off my efforts.|
#### Bonds
| 1d8 | Bonds |
|:----:|:-------------|
| 1 | Many of my clients are people I would consider dear friends. |
| 2 | I feel kinship with others in my proffession, and will be friendly with them if I can.|
| 3 | I'm well-protected by my loyal clientele. |
| 4 | I'm saving up for a noble cause. |
| 5 | I love to listen to my clients and help them with their woes. |
| 6 | I've spent my whole life serving others, now I want to be the one who is served. |
| 7 | Despite what I've done to survive, I crave emotional attatchment and genuine affection. |
| 8 | I once worked at a brothel, but I ran away. Now, I only work for myself. |
\pagebreakNum
## Secret Police
***Hellenic Societies, Shenzhou, Kumat ONLY***
### History
For as long as Kings, Queens, and Warlords have ruled, there have been those that have dissented to their leadership, and so there have always been those that those rulers call to duty to root out dissent and ensure peace in their kingdoms. Whether by honeyed words, shiny coin, or bitter, bitter steel. Through methods clever or horrifying, they work to keep their nation balanced and well-protected from any enemies that it might have, both foreign and domestic, that cannot (or will not) meet their homeland's armies openly on the field of battle.
Your character was once one of these Secret Police, dedicated their cause. Whether the Hellenic Krypteia, the Kumati Medjai, or the Shenzhou Jǐnyīwèi, they once delivered terror and hidden justice to those disloyal to their nation without mercy or hesitation. At some point, and for a reason known only to you and those you trust, you left that life behind to join the Scions of Eleuthia and turn your talent in spying and interrogation to their benefit.
### Feature: Master Inquisitor
You are a proffesional at going unnoticed and rooting out information, and gaining conffessions from the guilty. As long as you are wearing nondescript clothing and behave subtly, people will not clearly remember either your appearence or your presence without putting deliberate effort into it. Furthermore, you have Advantage on Insight, Investigation, Persuasion, Intimidation, or Deception checks related to gathering information from a sentient living subject whose language you speak.
### Starting Equipment
You start with a set of Travelling Clothes, a Disguise Kit, a Set of Thieves Tools, and any two of Dagger, Longsword, Shortsword, Hand Crossbow, or Quarterstaff.
### Skills, Tools, Languages
You speak Thieves Cant. You also know a written, coded language that only you, and those you have specifically taught, can read or understand.
You Gain Proficiency with Disguise Kits and Thieves' Tools.
You Gain Proficiency with Stealth and any one of: Insight, Investigation, Persuasion, Intimidation, or Deception.
\columnbreak
### Suggested Characteristics
#### Personality traits
| 1d7 | Personality trait |
|:----:|:-------------|
| 1 | I tend to approach conversation with people as though it were an interrogation, even when it isn't |
| 2 | I have a dark sense of humour and laugh even when others would consider it inappropriate. |
| 3 | Death no longer fazes me. It is a natural part of life. |
| 4 | I hunt people like animals. |
| 5 | I have killed so many that I have lost count. |
| 6 |I change my attitude and personality to blend in with the people around me. |
| 7 | I always check the escape routes of every building I enter. |
#### Ideals
| Ideals | |
|:----:|:-------------|
| 1 | **Knowledge** The more knowledge I possess, the more power I have. Over myself, over others, over armies and nations. I will be the most powerful of all. (Chaotic Alignments) |
| 2 | **The Ultimate Hunt** I'm a predator, and everyone else is my prey. (Evil Alignments) |
| 3 | **Protection** There are as many threats to my home and its people as there are stars in the sky. I must protect them! (Good Alignments)|
| 4 | **Duty** This life isn't an easy one, but it is a worthy one. To defend my nation and my people, what greater purpose could there be? (Lawful Alignments)
### Flaws
| 1d6 | Flaws |
|:----:|:-------------|
| 1 | I've worn so many disguises, I've lost sight of who I truly am.|
| 2 | Violence is my answer to almost any challenge.|
| 3 | I take extreme pleasure in ending the lives of others, even (or perhaps especially) when they are innocent.|
| 4 | Personal safety does not matter so much as getting the job done.|
| 5 | I have a hard time connecting to anyone emotionally.|
| 6 | I believe I am playing a game, one that I am winning.|
#### Bonds
| 1d5 | Bonds |
|:----:|:-------------|
| 1 | A good person was executed with information I gathered on them. I am trying to atone. |
| 2 | I fell in love with someone I was spying on.|
| 3 | A criminal killed my parents and I will get vengeance. |
| 4 | Criminals are no more than animals that need to be put down. |
| 5 | A fellow recruit died because I made a mistake I won’t let it happen again. |
\pagebreakNum
## Jin Dynasty Loyalist
***Shenzhou ONLY***
### History
When the Song Dynasty took power among the Shenzhou, they did so via the near-total eradication of the ruling Jin Dynasty. Oh, they disguised it amongst the 'rebellion' of the traitorous Huan Xuan, and Liu Yu claimed he was restoring the rightful rulers to the throne when Sima Dezong was placed on the throne, but did he not kill this Emperor and place his brother on the throne, a brother that abdicated in his own favour? And all throughout, were not the branches of the beloved Jin culled until only the most distantly related remained? This is so, but as the Song came to power, so did the surviving Jin, lead by a distant cousin, go into hiding and prepare to reclaim their rightful place. Now led by the Empress-In-Exile Tushan, they believe the time has come with the rediscovery of Eleuthia.
Your character is a Jin loyalist, a loyal servant to those you deem the true rulers of your homeland. Your entire life has been spent in hiding, in an exile within your own nation. Every day, filled with fear of discovery. Every night, swearing to right the wrongs your dynasty has suffered.
### Feature: Insurgent
As a Jin Loyalist, you spend a large amount of time hiding from those who would kill you, and ambushing your enemies. You are quickly able to distinguish the surrounding landscape to find ideal places for a hidden base of operations, and the ideal places to lay deadly traps and ambushes. Additionally due to your time outside of society, and away from supply lines, you know how to scavenge for resources. You have Advantage in Survival checks for foraging and tracking, and Perception checks based on Hearing and Sight.
### Starting Equipment
You start with a set of Travelling Clothes, a Disguise Kit, a Set of Thieves Tools, and any two of Dagger, Longsword, Shortsword, Hand Crossbow, or Quarterstaff.
### Skills, Tools, Languages
You speak Thieves Cant and one language of their choice.
You Gain Proficiency with Disguise Kits and Thieves' Tools.
You Gain Proficiency with Stealth and any two of: Perception, Survival, Medicine, or Nature
\pagebreakNum
### Suggested Characteristics
#### Personality traits
| 1d7 | Personality trait |
|:----:|:-------------|
| 1 | I tend to approach conversation with people as though it were an interrogation, even when it isn't. |
| 2 | I'm extremely suspicious of those around me, not sure of their loyalties. |
| 3 | I'm loyal unto death to those who are loyal to me. |
| 4 | I prefer ambushes and fighting in the shadows to pitched, open battles. |
| 5 | I'm loyal to the Jin to seek revenge against the Song, not because of politics. |
| 6 |I change my attitude and personality to blend in with the people around me. |
| 7 | I always check the escape routes of every building I enter. |
#### Ideals
| Ideals | |
|:----:|:-------------|
| 1 | **Anarchy** The revolution will not be civilized! Burn their temples, deface their palaces, kidnap their kin! Let Shenzhou fall into fire and be reborn from the ashes! (Chaotic Alignments) |
| 2 | **Vengeance** The streets and palaces of Shenzhou will run red with the blood of the Song! (Evil Alignments) |
| 3 | **Justice** The crimes of the Song, against my Dynasty and the people of Shenzhou, must be paid for! (Good Alignments)|
| 4 | **Duty** By the oaths that I have sworn and the blood-bound duty of my ancestors, ever shall I serve the Jin. (Lawful Alignments)
\columnbreak
### Flaws
| 1d6 | Flaws |
|:----:|:-------------|
| 1 | I've worn so many disguises, I've lost sight of who I truly am.|
| 2 | I'm a coward at heart, often leaving others to do the fighting or staying close to the back lines.|
| 3 | I enjoy killing my enemies and their supporters, even noncombantants.|
| 4 | Personal safety does not matter so much as getting the job done.|
| 5 | I have a hard time connecting to anyone emotionally.|
| 6 | I believe I am playing a game, one that I am winning.|
#### Bonds
| 1d5 | Bonds |
|:----:|:-------------|
| 1 | I let some of my comrades get caught and executed. I am trying to atone. |
| 2 | I fell in love with a Song Loyalist.|
| 3 | I won't rest until the Song have been destroyed |
| 4 | The Song and those who follow them are animals and deserve to die. |
| 5 | I made a mistake and many of my comrades died. I can't let it happen again. |
\pagebreakNum
# PART 4
# Birthsigns
#### Astrologically Predetermined Powers
Every person born, no matter their race, gender, and nation of birth, are born under one of the Twenty-Two Signs of Heaven. Represented by a star, or stars, in the night sky, their birth-sign is determined by but a single method across the whole of the world: at their Day of Naming, when the priests of their gods hold them to the sky in offering and speak their name for the first time, the Sign whose star(s) shines(s) above their head will bring them good fortune in life.
Over time, these stars became represented by specific images, known as the Major Arcana. The vast majority of people carry a small card representing their birth-sign on their person at all times, believing that it will ensure that the good fortune of their birth will never desert them.
#### During character generation, your Dungeon Master will have you roll a D22 (players are permitted a single reroll), which will randomly determine with Birthsign you were born under. This birthsign will provide you with a bonus ability that is useable once per day, resetting at dawn. Activating a Birthsign's bonus costs a unique Action that can only be used for this purpose, and does not cost any of your regular actions.
#### Spell DCs, where applicable, are based on whichever is highest of your characters WIS, INT, or CHR stat. Spells granted by Birthsigns followed the rules and limitations laid out in the spell's description, and can only be cast once per day.
\pagebreakNum
1. ## The Fool
### Representing the protaganist of a story and associated with mania, intoxication, and delirium, The Fool is most often portrayed as a beggar or a vagabond
##### Your character can cast the Confusion spell without consuming a spell slot. This does not count as one of your known spells.
2. ## The Magician
### The Magician stands behind a table, which bears the items that represent the suits of the Minor Arcana: Cups, Coins, Swords, and Clubs. One hand points upwards to the sky, while the other points downwards at the earth beneath his feet, representing the concept of 'as above, so below'. The ideal that the activities of the spiritual realm effect the physical, and vice-versa.
##### You regain a spell slot of a level equal to your proficiency bonus. Should your proficiency bonus be greater than your highest level spell-slot, you gain a spell-slot of your highest level.
3. ### The High Priestess
### The High Priestess sits on a simple chair, dressed in white robes and wearing a sheer veil. Her eyes are closed and her hands are folded in prayer, a religeous text laying open in her lap.
##### Your character has Advantage and Proficiency (if proficiency is already possessed, double the bonus provided) on all Religion checks your character makes until their next long rest. This effect lasts for ten minutes.
\pagebreakNum
4. ## The Empress
### The Empress sits on a throne wearing a crown with twelve stars, holding a scepter in one hand. The scepter represents her power over life, her crown represents her dominance over the year, and her throne is in the midst of a field of grain, representing her dominion over growing things.
##### The current terrain on which you stand counts as favoured terrain until your next long rest.
5. ## The Emperor
### The Emperor sits on a ram-adorned throne, a symbol of War. Another ram head can be seen on his cloak. His long white beard represents wisdom wisdom. He holds an Ankh scepter in his right hand, and a globe, symbol of domination, in his left. The Emperor sits atop a stark, barren mountain, a sign of sterility of regulation, and unyielding power.
##### Your character can use a single use of the Command spell. This does not cost a spell slot. This does not count as one of your known spells.
6. ## The Hierophant
### The Hierophant is seen seated on a throne between two pillars symbolizing Law and Liberty. His right hand raised in blessing, with two fingers pointing skyward and two pointing down, thus forming a bridge between Heaven and Earth. In his left hand he holds a symbol of faith.
##### You can cast a single Divine Smite. This does not count against your known spells or cost a spell slot.
\pagebreakNum
7. ## The Lovers
### The card depicts a man and a woman facing one another, standing on a green field, with a mountain in the background. Above them, in the heavens, a deity blesses their relationship to be long and fruitful.
##### Your character can use a single use of Charm Person or Charm Monster. This does not cost a spell slot. This does not count as one of your known spells.
8. ## The Chariot
### A figure sits in a chariot, pulled by two sphinxes or horses. One of the steeds is black and the other white. The figure is crowned and winged. The figure may hold a sword or wand.
##### Your last roll counts as a natural 20. However, you take a level of exhaustion for every five numbers away from 20. You must gain at least one level of exhaustion from using this ability, even if the difference is less than five.
9. ## Justice
### A figure sits in a throne on a dais, holding a sword in their right hand, representing punishment, and a set of scale in their left, representing fairness. A blindfold is covering their eyes, ensuring no bias can be made in the judgement.
##### Randomly select one enemy opposing you. You each gain the passive bonuses that the other possesses. For the purposes of this effect, a passive bonus constitutes as the following: Barkskin, Temporary HP, and other spell effects along similar lines. This ability lasts for one minute.
\pagebreakNum
10. ## The Hermit
### An old man, standing on a mountain peak, carrying a staff in one hand and a lit lantern containing a six-pointed star in the other. In the background is a mountain range.
##### Your character can cast Find The Path as a Ritual. The effects last until your next long rest. This does not count as one of your known spells.
11. ## Wheel of Fortune
### A six- or eight-spoked wheel, often attended or crested by a Sphinx-like half-human attired in an Kumati-style headdress. The wheel is divided into four quadrants, each bearing the alchemical symbol of one of the four elements: Earth, Fire, Air, and Water.
##### Your character rolls a d4. Depending on the result, their Attacks or Spells deal an extra d6 damage of either bludgeoning, fire, slashing, or cold. This effect lasts for one minute.
12. ## Strength
### The card depicts a woman and a lion, with the woman leaning over the lion, clasping the lion's jaws shut with her hands, an infinity symbol above her head.
##### When you roll a Hit Die in order to regain HP, that Hit Die counts as being a naturally maximum roll. This can only be done with one Hit Die per rest until level 8, when it becomes two Hit Die, and at level 14 it becomes three Hit Die.
\pagebreakNum
13. ## The Hanged Man
### The image of a man being hanged upside-down by one ankle . However, the solemn expression on his face traditionally suggests that he is there by his own accord, and the card is meant to represent self-sacrifice more so than it does corporal punishment or criminality.
##### You can sacrifice one of your Hit Die in order to provide it to an ally, within five feet, in need. This Hit Die regenerates in your Hit Die pool as normal on your next long rest.
14. ## Death
### The Death card usually depicts the Grim Reaper, the personification of Death. In some decks, the Grim Reaper is riding a pale horse, and often he is wielding a sickle or scythe. Surrounding the Grim Reaper are dead and dying people from all classes, including kings, bishops and commoners
##### Your character, if they are reduced to zero HP, can make one final action at advantage before falling unconscious. This action must be used to make a weapon attack (ignoring extra attack) or to cast a Cantrip
\pagebreakNum
15. ## Temperence
### Temperance is depicted as a person with one foot on water and one foot on land, pouring liquid from one jug into another, diluting wine with water. At the end of a path, there is a crown to show the mastery of a goal.
##### You gain resistance to 'toxins' until your next long rest, including Acid, Necrotic, Poison, Alcohol, and Drugs. In the case of the latter two, this means Advantage on CON saving throws.
16. ## The Devil
### The Devil has harpy feet, ram horns, bat wings, a reversed pentagram on the forehead, a raised right hand and a lowered left hand holding a torch. He squats on a square pedestal. Two naked demons (one male, one female) with tails stand chained to the pedestal.
##### Your character has Advantage and Proficiency in all Persuasion, Deception, or Intimidation Checks in relation to making deals, whether with a shopkeeper, or a combative NPC. This lasts until your next rest of any kind. If you already have Proficiency, double the bonus recieved.
17. ## The Tower
### The Tower depicts a burning tower being struck by lightning or fire from the sky, its top section dislodged and crumbling. Two men are depicted in freefall against a field of multicolored balls.
##### Your character can cause calamity to strike an enemy within their line of sight, forcing them to miss an attack that would otherwise hit a member of your party. This costs your Reaction.
\pagebreakNum
18. ## The Star
### A naked woman kneels by the water; one foot is in the water and one foot is on the land. Above her head is one large star, representing her core essences, and seven smaller stars, representing the chakras. In each hand she holds a jug. From one jug she pours a liquid into the water. From the other jug she pours a liquid onto the land.
##### You gain one D8 Inspiration Die, which can be used like any other Inspiration Die. This die expires, if not used, at your next long rest.
19. ## The Moon
### The card depicts a night scene, where two large pillars are shown. A wolf and a domesticated dog howl at the Moon. The Moon has sixteen chief and sixteen secondary rays, dripping dew on the earth
##### You can cast Disguise Self without the use of a spell slot. The effect lasts until cancelled or until your next long rest, whichever comes first. This does not count as one of your known spells.
20. ## The Sun
### An infant rides a white horse under the anthropomorphized Sun, with sunflowers in the background. The child of life holds a red flag, representing the blood of renewal while a smiling sun shines down on him, representing accomplishment.
##### You gain one extra hit die (based upon your class) for the rest of the day.
\pagebreakNum
21. ## Judgment
### A divine being gazes down on the Earth as the souls of the faithful rise from their crypts, following it's guidance into the afterlife. Meanwhile, the souls of the wicked are being dragged into damnation by monstrous beings wielding red-hot, spiked chains.
##### Your Attacks and Spells deal an extra 1d6 Radiant or Necrotic damage, depending on moral alignment, for one minute.
22. ## The World
### A naked woman hovers or dances above the Earth holding a staff in each hand, surrounded by a wreath, being watched by a man, a lion, an ox, and an eagle, representing the four classical elements: Water, Fire, Earth, and Air.
##### Roll a D4. Depending on the result, all enemies within twenty feet gain vulnerability (or lose their resistance to) damage of the corrosponding type: Cold, Fire, Bludgeoning, or Slashing. This does not effect enemy Immunities. This effect lasts for one minute.
\pagebreakNum
# Non-Player Character Massed Combat Rules
A major part of Veils of Paradise is warfare between large numbers of opposing characters and/or creatures. After all, it hardly makes sense for the actions of the half-dozen members of a player party to singlehandedly change the fates of nations and continents without assisstance! In order to streamline combat and increase immersion in such situations, please make use of the following rules.
## NPC Unit Sizes
Like most real-world armies, the armies in Veils of Paradise are made up of various sub-units of different sizes, which can be combined or split as it's leaders (or the dungeon master!) sees fit in order to accomplish a mission. While some variance between nations or due to circumstances might result, this rule of thumb is generally a good one to follow.
##### Default Unit Size Table
| Name | Number of Troops|
|:---:|:-----------:|
| Tent-Party | 1 officer, 8 soldiers, 1 scout |
| Demi-Company | 2 Tent-Parties, 2 Healers, 1 War-Mage |
| Battle Company | 4 Tent-Parties, 4 Healers, 2 War-Mages, 12 Cavalry |
| Battalion | 8 Tent-Parties, 8 Healers, 4 War-Mages, 24 Cavalry |
| Demi-Regiment | 12 Tent-Parties, 10 Healers, 6 War-Mages, 36 Cavalry, 4 Chariots |
| Regiment | 16 Tent-Parties, 16 Healers, 8 War-Mages, 48 Cavalry, 6 Chariots |
| Division | 32 Tent-Parties, 32 Healers, 16 War-Mages, 96 Cavalry, 12 Chariots |
| Corps | 64 Tent-Parties, 64 Healers, 32 War-Mages, 192 Cavalry, 24 Chariots |
\columnbreak
## NPC Unit Composition
Given the differences between nations and cultures, and in the interest of avoiding any unpleasant stifling DM creativity and reducing monotony for the players (and predictability from the game!), the NPC units can be composed of many classes, each loosely defined (as seen in the above chart) by a battlefield role. Please see the chart below for an impression of what classes fulfill what roles.
| Unit Classification | NPC Classes|
|:---:|:-----------:|
| Scout | Ranger, Rogue, Outrider, Ninja |
| Soldier | Ranger, Hoplite, Barbarian, Fighter, Samurai, Temple Knight, Jomsvikingr |
| Healer | Shaman, Sage, Temple Knight, Druid |
| War-Mage | Magister, Shaman, Druid, Dao-Shi, Arcane Artificer |
| Cavalry | Outrider, Cataphract, Charioteer, Fighter, Samurai |
| Chariot | Charioteer, Fighter, Ranger, Arcane Artificer |
Please note that in certain catagories, requisites would apply. For example, a Samurai qualifying as a Cavalry Unit would have to be mounted and remain so for the battle, excepting certain circumstances such as the mount being killed or the Samurai being dismounted. These classifications are not intended to be a way to stack the proverbial deck by sticking an extra dozen Magisters on horses to pad the numbers before immediately having them dismount to fight.
\pagebreakNum
# PART X
## Non-Player Factions
\pagebreakNum
Reputation
=========
Each and every NPC faction in Eleuthia will have their opinion of the player party, and thus the Scions of Eleuthia as a whole, shaped by the party's actions. Even rumors and hearsay can have an effect, whether or not the event in question was witnessed, or even ever happened in the first place! Naturally, the reputation (good or ill) will have measurable effects on how the Scions are seen by those around them.
High reputation will result in the ability to recruit NPCs to your faction, forge alliances both military and financial, and provides discounts on all purchases made in that faction's territory. Factions aware of Scion encampments may drop by for a visit, providing income and offering assistance with current threats facing the Scions.
Low reputation will result in higher prices, a refusal of service and, if the reputation is well and truly cratered, attack-on-sight by any NPC loyal to that faction, regardless of circumstance. Factions aware of encampments belonging to the Scions may launch attacks on them in an effort to wipe the Scions out, potentially causing a Campaign End for the players.
As such, it is in the party's best interest to carefully monitor their reputation with various factions, risking outright war only if they have sufficient military strength to achieve a Conquest Victory over the faction in question. Similarily, a sufficiently high reputation will result in a Diplomacy Victory over the faction in question, making them an ally to the player faction that is willing to act on your behalf, even in situations that are not necessarily to their benefit.
Please see the table on the right side of this page for the 'breakpoints' in reputation, as well as the benefits or detriments that apply for each 'breakpoint'.
\columnbreak
| Reputation | Benefit/Detriment |
|:---:|:-----------:|
| -30 | Attacked On Sight, Hunt Settlements |
| -25 | Attacked On Sight, Attack Known Settlements |
| -20 | Attacked On Sight |
| -15 | Attacked After Warning |
| -10 | Refusal to Trade or Give Quests |
| -5 | Prices Increased By 50% |
| 0 | No Benefits or Detriments |
| 5 | Will Trade With Party Faction |
| 10 | Quest Rewards Increased by 5% |
| 15 | Prices Reduced By 10%, Military Assists In Combat |
| 20 | Can Request Assistance With Mutual Missions |
| 25 | Quest Rewards Increased by 10% |
| 30 | Can Recruit NPCs for Non-Mutual Missions, Prices Reduced By 25% |
| 50 | Diplomatic Victory, Full Alliance |
\pagebreakNum
# PART X
## Basic Items
\pagebreakNum
Equipment
=========
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
All equipment found in this section can be found for Cheap, Normal, or Expensive prices depending on supply in the local area. Obviously, a small town and a big city will have different amounts of supply, and therefore different costs.
#### Standard Exchange Rates
| Coin | CP | SP | EP | GP | PP |
|---------------|-------|------|------|-------|---------|
| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 |
| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 |
| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 |
| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 |
| Platinum (pp) | 1,000 | 100 | 20 | 10 | 1 |
Selling Treasure
----------------
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
***Arms, Armor, and Other Equipment.*** As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
***Magic Items.*** Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
***Gems, Jewelry, and Art Objects.*** These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.
***Trade Goods.*** On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.
\pagebreakNum
Armor
-----
Adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.
***Armor Proficiency.*** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
***Armor Class (AC).*** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
***Heavy Armor.*** Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
***Stealth.*** If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
***Shields.*** A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
***Encumbering.*** An item with this feature reduces movement speed by 15 feet, due to its significant size, weight, or both.
### Light Armor
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
***Padded.*** Padded armor consists of quilted layers of cloth and batting.
***Leather.*** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
***Studded Leather.*** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
### Medium Armor
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
***Hide.*** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
***Chain Shirt.*** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
***Scale Mail.*** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
***Breastplate.*** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
***Half Plate.*** Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.
### Heavy Armor
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
***Ring Mail.*** This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.
***Chain Mail.*** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
***Splint.*** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
### Getting Into and Out of Armor
The time it takes to don or doff armor depends on the armor’s category.
***Don.*** This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.
***Doff.*** This is the time it takes to take off armor. If you have help, reduce this time by half.
##### Donning and Doffing Armor
| Category | Don | Doff |
|---------------|------------|-----------|
| Light Armor | 1 minute | 1 minute |
| Medium Armor | 5 minutes | 1 minute |
| Heavy Armor | 10 minutes | 5 minutes |
| Shield | 1 action | 1 action |
\pagebreakNum
### Armor List
##### Light Armor
| Armor | Cost (C/N/E) | Armor Class (AC) | Strength | Stealth | Weight |
|-----------------|-------|-------------------|----------|--------------|--------|
| Padded |3/5/8 gp| 11 + Dex modifier | — | Disadvantage | 8 lb. |
| Leather |7/10/15 gp | 11 + Dex modifier | — | — | 10 lb. |
| Studded leather |33/45/68 gp | 12 + Dex modifier | — | — | 13 lb. |
##### Medium Armor
| Armor | Cost (C/N/E) | Armor Class (AC)| Strength | Stealth | Weight |
|-------------|--------|---------------------------|----------|--------------|--------|
| Hide |7/10/15 gp | 12 + Dex modifier (max 2) | — | — | 12 lb. |
| Chain shirt |38/50/75 gp | 13 + Dex modifier (max 2) | — | — | 20 lb. |
| Scale mail |38/50/75 gp | 14 + Dex modifier (max 2) | — | Disadvantage | 45 lb. |
| Breastplate |300/400/600 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. |
| Half plate |562/750/1125 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. |
##### Heavy Armor
| Armor | Cost (C/N/E) | Armor Class (AC) | Strength | Stealth | Weight |
|------------|----------|-------------------|----------|--------------|--------|
| Ring mail | 22/30/45 gp | 14 | — | Disadvantage | 40 lb. |
| Chain mail | 56/75/113 gp | 16 | Str 13 | Disadvantage | 55 lb. |
| Splint | 150/200/300 gp | 17 | Str 15 | Disadvantage | 60 lb. |
| Plate | 1125/1500/2250 gp | 18 | Str 15 | Disadvantage | 65 lb. |
##### Shield
| Armor | Cost (C/N/E) | Armor Class (AC) | Strength | Stealth | Weight |
|--------|-------|-------------------|----------|---------|--------|
| Shield | 7/10/15 gp | +2 | — | — | 6 lb. |
| Aspis | 10/15/20 gp | +3 | 15 | Disadvantage | 16 lb. |
| Pelte | 4/8/15 gp | +1 | — | — | 6 lb. |
\pagebreakNum
Weapons
-------
Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.
### Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
\columnbreak
### Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
***Ammunition.*** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
***Finesse.*** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
***Heavy.*** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
***Loading.*** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
***Range.*** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
***Reach.*** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
***Long-Reach.*** This weapon adds 10 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
***Special.*** A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
***Thrown.*** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
***Two-Handed.*** This weapon requires two hands when you attack with it.
***Versatile.*** This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
***Encumbering.*** An item with this feature reduces movement speed by 15 feet, due to its significant size, weight, or both.
\pagebreakNum
#### Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
#### Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
#### Special Weapons
Weapons with special rules are described here.
***Lance.*** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
***Net.*** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
\pagebreakNum
## Weapons List: Melee
### Simple Melee Weapons
| Name | Cost | Damage | Weight | Properties |
|--------------|------|-----------------|--------|---------------------------------------|
| Club | 7 cp/ 1 sp/ 2 sp | 1d4 bludgeoning | 2 lb. | Light |
| Dagger | 1/2/3 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
| Greatclub | 1/2/3 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
| Handaxe | 3/5/8 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
| Javelin | 3/5/8 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
| Light hammer | 1/2/3 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
| Mace | 3/5/8 gp | 1d6 bludgeoning | 4 lb. | — |
| Quarterstaff | 1/2/3 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
| Sickle | 7 sp 1/2 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 7 sp 1/2 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
\columnbreak
### Martial Melee Weapons
| Name | Cost | Damage | Weight | Properties |
|-------------|-------|-----------------|--------|---------------------------------------|
| Battleaxe | 7/10/15 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
| Flail | 7/10/15 gp | 1d8 bludgeoning | 2 lb. | — |
| Glaive | 15/20/30 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Greataxe | 22/30/45 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
| Greatsword | 38/50/75 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
| Halberd | 15/20/30 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Lance | 7/10/15 gp | 1d12 piercing | 6 lb. | Reach, special |
| Longsword | 11/15/22 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
| Maul | 7/10/15 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
| Morningstar | 11/15/22 gp | 1d8 piercing | 4 lb. | — |
| Pike | 3/5/8 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
| Rapier | 18/25/38 gp | 1d8 piercing | 2 lb. | Finesse |
| Scimitar | 18/25/38 gp | 1d6 slashing | 3 lb. | Finesse, light |
| Shortsword | 7/10/15 gp | 1d6 piercing | 2 lb. | Finesse, light |
| Trident | 3/5/8 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |
| War pick | 3/5/8 gp | 1d8 piercing | 2 lb. | — |
| Warhammer | 11/15/22 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Whip | 1/2/3 gp | 1d4 slashing | 3 lb. | Finesse, reach |
| Dory | 12/15/20 gp | 1d8(1d10) Piercing| 3 lb. | Thrown (20/60), Reach, Versatile |
| Sarissa | 7/10/14 gp | 1d10 Piercing | 12 lb. | Heavy, Two-Handed, Long-Reach, Encumbering |
\pagebreakNum
## Weapons List: Melee
### Simple Ranged Weapons
| Name | Cost | Damage | Weight | Properties |
|-----------------|-------|-----------------|---------|------------------------------------------------|
| Crossbow, light | 18/25/38 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
| Dart | 3/5/8 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
| Shortbow | 18/25/38 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
| Sling | 7 cp/ 1 sp/ 2 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) |
### Martial Ranged Weapons
| Name | Cost | Damage | Weight | Properties |
|-----------------|-------|---------------|---------|--------------------------------------------------------|
| Blowgun | 7/10/15 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
| Crossbow, hand | 56/75/113 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
| Crossbow, heavy | 38/50/75 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
| Longbow | 38/50/75 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
| Net | 7 sp 1/2 gp | — | 3 lb. | Special, thrown (range 5/15) |
\pagebreakNum
Adventuring Gear
----------------
This section describes items that have special rules or require further explanation.
***Acid.*** As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
***Alchemist’s Fire.*** This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
***Antitoxin.*** A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
***Arcane Focus.*** An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
\pagebreakNum
***Ball Bearings.*** As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.
***Block and Tackle.*** A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
***Book.*** A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).
***Caltrops.*** As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.
***Candle.*** For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
***Case, Crossbow Bolt.*** This wooden case can hold up to twenty crossbow bolts.
***Case, Map or Scroll.*** This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
***Chain.*** A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
***Climber’s Kit.*** A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
***Component Pouch.*** A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
***Crowbar.*** Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
***Druidic Focus.*** A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
***Fishing Tackle.*** This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
***Holy Symbol.*** A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B of the *Player's Handbook*, "Fantasy-Historical Pantheons", lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
***Holy Water.*** As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
***Hunting Trap.*** When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
***Lamp.*** A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
***Lock.*** A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.
***Magnifying Glass.*** This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
***Manacles.*** These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
***Mess Kit.*** This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
\pagebreakNum
***Oil.*** Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
***Poison, Basic.*** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
***Potion of Healing.*** A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
***Pouch.*** A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows.
Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
***Rations.*** Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
***Rope.*** Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
***Scale, Merchant’s.*** A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
***Spellbook.*** Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
***Spyglass.*** Objects viewed through a spyglass are magnified to twice their size.
***Tent.*** A simple and portable canvas shelter, a tent sleeps two.
***Tinderbox.*** This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
***Torch.*** A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
\pagebreakNum
##### Adventuring Gear
| Item | Cost | Weight |
|------------------------------|----------|--------------|
| Abacus | 2 gp | 2 lb. |
| Acid (vial) | 25 gp | 1 lb. |
| Alchemist’s fire (flask) | 50 gp | 1 lb. |
| *Ammunition* | | |
| Arrows (20) | 1 gp | 1 lb. |
| Blowgun needles (50) | 1 gp | 1 lb. |
| Crossbow bolts (20) | 1 gp | 1½ lb. |
| Sling bullets (20) | 4 cp | 1½ lb. |
| Antitoxin (vial) | 50 gp | — |
| *Arcane focus* | | |
| Crystal | 10 gp | 1 lb. |
| Orb | 20 gp | 3 lb. |
| Rod | 10 gp | 2 lb. |
| Staff | 5 gp | 4 lb. |
| Wand | 10 gp | 1 lb. |
| Backpack | 2 gp | 5 lb. |
| Ball bearings (bag of 1,000) | 1 gp | 2 lb. |
| Barrel | 2 gp | 70 lb. |
| Basket | 4 sp | 2 lb. |
| Bedroll | 1 gp | 7 lb. |
| Bell | 1 gp | — |
| Blanket | 5 sp | 3 lb. |
| Block and tackle | 1 gp | 5 lb. |
| Book | 25 gp | 5 lb. |
| Bottle, glass | 2 gp | 2 lb. |
| Bucket | 5 cp | 2 lb. |
| Caltrops (bag of 20) | 1 gp | 2 lb. |
| Candle | 1 cp | — |
| Case, crossbow bolt | 1 gp | 1 lb. |
| Case, map or scroll | 1 gp | 1 lb. |
| Chain (10 feet) | 5 gp | 10 lb. |
| Chalk (1 piece) | 1 cp | — |
| Chest | 5 gp | 25 lb. |
| Climber’s kit | 25 gp | 12 lb. |
| Clothes, common | 5 sp | 3 lb. |
| Clothes, costume | 5 gp | 4 lb. |
| Clothes, fine | 15 gp | 6 lb. |
| Clothes, traveler’s | 2 gp | 4 lb. |
| Component pouch | 25 gp | 2 lb. |
| Crowbar | 2 gp | 5 lb. |
\columnbreak
| Item | Cost | Weight |
|------------------------------|----------|--------------|
| *Druidic focus* | | |
| Sprig of mistletoe | 1 gp | — |
| Totem | 1 gp | — |
| Wooden staff | 5 gp | 4 lb. |
| Yew wand | 10 gp | 1 lb. |
| Fishing tackle | 1 gp | 4 lb. |
| Flask or tankard | 2 cp | 1 lb. |
| Grappling hook | 2 gp | 4 lb. |
| Hammer | 1 gp | 3 lb. |
| Hammer, sledge | 2 gp | 10 lb. |
| Healer’s kit | 5 gp | 3 lb. |
| *Holy symbol* | | |
| Amulet | 5 gp | 1 lb.
| Emblem | 5 gp | — |
| Reliquary | 5 gp | 2 lb.|
| Holy water (flask) | 25 gp | 1 lb. |
| Hourglass | 25 gp | 1 lb. |
| Hunting trap | 5 gp | 25 lb. |
| Ink (1 ounce bottle) | 10 gp | — |
| Ink pen | 2 cp | — |
| Jug or pitcher | 2 cp | 4 lb. |
| Ladder (10-foot) | 1 sp | 25 lb. |
| Lamp | 5 sp | 1 lb. |
| Lantern, bullseye | 10 gp | 2 lb. |
| Lantern, hooded | 5 gp | 2 lb. |
| Lock | 10 gp | 1 lb. |
| Magnifying glass | 100 gp | — |
| Manacles | 2 gp | 6 lb. |
| Mess kit | 2 sp | 1 lb. |
| Mirror, steel | 5 gp | 1/2 lb. |
| Oil (flask) | 1 sp | 1 lb. |
| Paper (one sheet) | 2 sp | — |
| Parchment (one sheet) | 1 sp | — |
| Perfume (vial) | 5 gp | — |
| Pick, miner’s | 2 gp | 10 lb. |
| Piton | 5 cp | 1/4 lb. |
| Poison, basic (vial) | 100 gp | — |
| Pole (10-foot) | 5 cp | 7 lb. |
| Pot, iron | 2 gp | 10 lb. |
| Potion of healing 5 | 0 gp | 1/2 lb. |
| Pouch | 5 sp | 1 lb. |
| Quiver | 1 gp | 1 lb. |
| Ram, portable | 4 gp | 35 lb. |
\pagebreakNum
| Item | Cost | Weight |
|------------------------------|----------|--------------|
| Rations (1 day) | 5 sp | 2 lb. |
| Robes | 1 gp | 4 lb. |
| Rope, hempen (50 feet) | 1 gp | 10 lb. |
| Rope, silk (50 feet) | 10 gp | 5 lb. |
| Sack | 1 cp | 1/2 lb. |
| Scale, merchant’s | 5 gp | 3 lb. |
| Sealing wax | 5 sp | — |
| Shovel | 2 gp | 5 lb. |
| Signal whistle | 5 cp | — |
| Signet ring | 5 gp | — |
| Soap | 2 cp | — |
| Spellbook | 50 gp | 3 lb. |
| Spikes, iron (10) | 1 gp | 5 lb. |
| Spyglass | 1,000 gp | 1 lb. |
| Tent, two-person | 2 gp | 20 lb. |
| Tinderbox | 5 sp | 1 lb. |
| Torch | 1 cp | 1 lb. |
| Vial | 1 gp | — |
| Waterskin | 2 sp | 5 lb. (full) |
| Whetstone | 1 cp | 1 lb. |
##### Container Capacity
| Container | Capacity |
|------------------|----------------------------------------|
| Backpack\* | 1 cubic foot/30 pounds of gear |
| Barrel | 40 gallons liquid, 4 cubic feet solid |
| Basket | 2 cubic feet/40 pounds of gear |
| Bottle | 1½ pints liquid |
| Bucket | 3 gallons liquid, 1/2 cubic foot solid |
| Chest | 12 cubic feet/300 pounds of gear |
| Flask or tankard | 1 pint liquid |
| Jug or pitcher | 1 gallon liquid |
| Pot, iron | 1 gallon liquid |
| Pouch | 1/5 cubic foot/6 pounds of gear |
| Sack | 1 cubic foot/30 pounds of gear |
| Vial | 4 ounces liquid |
| Waterskin | 4 pints liquid |
\* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
> ##### Equipment Packs
>
> The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
>
> ***Burglar’s Pack (16 gp).*** Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
>
> ***Diplomat’s Pack (39 gp).*** Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
>
> ***Dungeoneer’s Pack (12 gp).*** Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
>
> ***Entertainer’s Pack (40 gp).*** Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
>
> ***Explorer’s Pack (10 gp).*** Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
>
> ***Priest’s Pack (19 gp).*** Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
>
> ***Scholar’s Pack (40 gp).*** Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
\pagebreakNum
Tools
-----
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.
##### Tools
| Item | Cost | Weight |
|-----------------------------|-------|--------|
| *Artisan’s tools* | | |
| Alchemist’s supplies | 50 gp | 8 lb. |
| Brewer’s supplies | 20 gp | 9 lb. |
| Calligrapher's supplies | 10 gp | 5 lb. |
| Carpenter’s tools | 8 gp | 6 lb. |
| Cartographer’s tools | 15 gp | 6 lb. |
| Cobbler’s tools | 5 gp | 5 lb. |
| Cook’s utensils | 1 gp | 8 lb. |
| Glassblower’s tools | 30 gp | 5 lb. |
| Jeweler’s tools | 25 gp | 2 lb. |
| Leatherworker’s tools | 5 gp | 5 lb. |
| Mason’s tools | 10 gp | 8 lb. |
| Painter’s supplies | 10 gp | 5 lb. |
| Potter’s tools | 10 gp | 3 lb. |
| Smith’s tools | 20 gp | 8 lb. |
| Tinker’s tools | 50 gp | 10 lb. |
| Weaver’s tools | 1 gp | 5 lb. |
| Woodcarver’s tools | 1 gp | 5 lb. |
\columnbreak
| Item | Cost | Weight |
|-----------------------------|-------|--------|
| Disguise kit | 25 gp | 3 lb. |
| Forgery kit | 15 gp | 5 lb. |
| *Gaming set* | | |
| Dice set | 1 sp | — |
| Playing card set | 5 sp | — |
| Herbalism kit | 5 gp | 3 lb. |
| *Musical instrument* | | |
| Bagpipes | 30 gp | 6 lb. |
| Drum | 6 gp | 3 lb. |
| Dulcimer | 25 gp | 10 lb. |
| Flute | 2 gp | 1 lb. |
| Lute | 35 gp | 2 lb. |
| Lyre | 30 gp | 2 lb. |
| Horn | 3 gp | 2 lb. |
| Pan flute | 12 gp | 2 lb. |
| Shawm | 2 gp | 1 lb. |
| Viol | 30 gp | 1 lb. |
| Navigator’s tools | 25 gp | 2 lb. |
| Poisoner’s kit | 50 gp | 2 lb. |
| Thieves’ tools | 25 gp | 1 lb. |
| Vehicles (land or water) | * | * |
\* See the “Mounts and Vehicles” section.
***Artisan’s Tools.*** These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.
***Disguise Kit.*** This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
***Forgery Kit.*** This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
***Gaming Set.*** This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
\pagebreakNum
***Herbalism Kit.*** This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
***Musical Instrument.*** Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
***Navigator’s Tools.*** This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
***Poisoner’s Kit.*** A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
***Thieves’ Tools.*** This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Mounts and Vehicles
-------------------
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.
***Barding.*** Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
***Saddles.*** A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.
***Vehicle Proficiency.*** If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
***Rowed Vessels.*** Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
##### Mounts and Other Animals
| Item | Cost | Speed | Carrying Capacity |
|----------------|--------|--------|-------------------|
| Camel | 50 gp | 50 ft. | 480 lb. |
| Donkey or mule | 8 gp | 40 ft. | 420 lb. |
| Elephant | 200 gp | 40 ft. | 1,320 lb. |
| Horse, draft | 50 gp | 40 ft. | 540 lb. |
| Horse, riding | 75 gp | 60 ft. | 480 lb. |
| Mastiff | 25 gp | 40 ft. | 195 lb. |
| Pony | 30 gp | 40 ft. | 225 lb. |
| Warhorse | 400 gp | 60 ft. | 540 lb. |
##### Tack, Harness, and Drawn Vehicles
| Item | Cost | Weight |
|--------------------|--------|---------|
| Barding | ×4 | ×2 |
| Bit and bridle | 2 gp | 1 lb. |
| Carriage | 100 gp | 600 lb. |
| Cart | 15 gp | 200 lb. |
| Chariot | 250 gp | 100 lb. |
| Feed (per day) | 5 cp | 10 lb. |
| *Saddle* | | |
| Exotic | 60 gp | 40 lb. |
| Military | 20 gp | 30 lb. |
| Pack | 5 gp | 15 lb. |
| Riding | 10 gp | 25 lb. |
| Saddlebags | 4 gp | 8 lb. |
| Sled | 20 gp | 300 lb. |
| Stabling (per day) | 5 sp | — |
| Wagon | 35 gp | 400 lb. |
##### Waterborne Vehicles
| Item | Cost | Speed |
|--------------|-----------|--------|
| Galley | 30,000 gp | 4 mph |
| Keelboat | 3,000 gp | 1 mph |
| Longship | 10,000 gp | 3 mph |
| Rowboat | 50 gp | 1½ mph |
| Sailing ship | 10,000 gp | 2 mph |
| Warship | 25,000 gp | 2½ mph |
\pagebreakNum
Trade Goods
-----------
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).
Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.
##### Trade Goods
| Cost | Goods |
|--------|----------------------------------------------|
| 1 cp | 1 lb. of wheat |
| 2 cp | 1 lb. of flour or one chicken |
| 5 cp | 1 lb. of salt |
| 1 sp | 1 lb. of iron or 1 sq. yd. of canvas |
| 5 sp | 1 lb. of copper or 1 sq. yd. of cotton cloth |
| 1 gp | 1 lb. of ginger or one goat |
| 2 gp | 1 lb. of cinnamon or pepper, or one sheep |
| 3 gp | 1 lb. of cloves or one pig |
| 5 gp | 1 lb. of silver or 1 sq. yd. of linen |
| 10 gp | 1 sq. yd. of silk or one cow |
| 15 gp | 1 lb. of saffron or one ox |
| 50 gp | 1 lb. of gold |
| 500 gp | 1 lb. of platinum |
\pagebreakNum
Expenses
--------
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.
### Lifestyle Expenses
Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
##### Lifestyle Expenses
| Lifestyle | Price/Day |
|--------------|---------------|
| Wretched | — |
| Squalid | 1 sp |
| Poor | 2 sp |
| Modest | 1 gp |
| Comfortable | 2 gp |
| Wealthy | 4 gp |
| Aristocratic | 10 gp minimum |
***Wretched.*** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.
***Squalid.*** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
***Poor.*** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
***Modest.*** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
***Comfortable.*** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.
***Wealthy.*** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
***Aristocratic.*** You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.
> ##### Self-Sufficiency
>
> The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford—paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
>
> Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.
\pagebreakNum
### Food, Drink, and Lodging
The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses.
##### Food, Drink, and Lodging
| Item | Cost |
|----------------------|-------|
| *Ale* | |
| Gallon | 2 sp |
| Mug | 4 cp |
| Banquet (per person) | 10 gp |
| Bread, loaf | 2 cp |
| Cheese, hunk | 1 sp |
| *Inn stay (per day)* | |
| Squalid | 7 cp |
| Poor | 1 sp |
| Modest | 5 sp |
| Comfortable | 8 sp |
| Wealthy | 2 gp |
| Aristocratic | 4 gp |
| *Meals (per day)* | |
| Squalid | 3 cp |
| Poor | 6 cp |
| Modest | 3 sp |
| Comfortable | 5 sp |
| Wealthy | 8 sp |
| Aristocratic | 2 gp |
| Meat, chunk | 3 sp |
| *Wine* | |
| Common (pitcher) | 2 sp |
| Fine (bottle) | 10 gp |
### Services
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.
##### Services
| Service Pay | |
|-------------------|---------------|
| *Coach cab* | |
| Between towns | 3 cp per mile |
| Within a city | 1 cp |
| *Hireling* | |
| Skilled | 2 gp per day |
| Untrained | 2 sp per day |
| Messenger | 2 cp per mile |
| Road or gate toll | 1 cp |
| Ship’s passage | 1 sp per mile |
### Spellcasting Services
People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
\pagebreakNum
# Vice or Virtue?
Your world is a world at war, nations and peoples struggling against one another for every reason imaginable. Religion, greed, desperation, even a desire to end war through total conquest.
Ever since its founding, your faction has remained neutral, fighting for whomever has the coin to offer. Still, the constant fighting and lack of a true home has begun to wear on your minds and hearts, and with the collapse of the wards hiding Eleuthia from sight or travel, you see the opportunity to claim a land for yourselves.
It is up to you whether you wish to be a paragon of virtue or a renegade. Will you expand your lands through conquest and slavery, or diplomacy and friendship? Will you mix vice with virtue, or throw yourself into the extremes of the scale?
When they tell your story, adventurer, what will they say of you?
Will you be upheld as an aspiration, or decried as a cautionary tale?
\columnbreak