Preface and Campaign Info
Well, if you're reading this, that means that I actually worked on this enough to feel comfortable sharing it with people. This campaign is probably the most i've ever worked on something... ever. It's not the culmination of years of effort like my last world, but rather something new, using ideas i had always wanted to use but never got the chance to. It's the first time i've had enough interest in something to work on it constantly with very little breaks, and i hope that it can at least bring close to the amount of happiness the other worlds have. With that out of the way, let's get into the important details.
The Endless Crusade (title pending)
Tengrao was once united under the banner of the Xin Dynasty. An unstable unity brought about by decades of warfare, but a unity nonetheless. This changed when, mysteriously, a horde of fiends managed to infiltrate the King's Palace and assassinated the King Xin Feng. Known now as the Night of Blood, this horde went on a rampage through the Xin Dynasty's Capitol of Juanping.
Now, faith in this already disliked Dynasty has reached all time lows. The three children of the King and their armies were driven out of the Dynasty, leaving a council of nobles to rule what was left behind. And to make matters worse, factions of those disenfranchised by the Dynasty have risen up in armies of their own, hoping to claim the crown and unite the Divisus under their own name.
The player characters, through means of your choosing, have been recruited by the Order of the Rose, an army ran by the middle child of the King, Xin Iornox. Hoping to reunite the Dynasty peacefully, Iornox hopes to create a scouting team from various corners of the Divisus in order to put his army back into the battle, and bring about a new age of unity.
What's Needed
As this is a backstory heavy game, I'm hoping to get character backgrounds very heavily involved throughout the plot. As such, beyond a basic backstory, some of the following details would be requested.
• Character's Nation of Birth.
• A notable act of the Character that led to their recruitment or;
• Character's Reason for fighting in the war
• Character's Religion / Religious Beliefs (if any)
If you struggle to work any of these out, feel free to message me! I'd be happy to help with any of it.
Character Creation quick rules
For stat generation, i would prefer if we didn't roll and instead did either point buy or an array of (8, 10, 11, 13, 15, 18).
Maximize HP. You'll need it (Probably).
Bonus feat at level 1, assuming background does not provide one.
100 gold + your background gold, or an equivalent cost of extra equipment.
An additional "trinket". This can be a common magic item with minor mechanical effects, or something silly or interesting. Once decided, let me know about your choice for this
Other Bonus Rules
Heroic Deaths. In drastic measures, you can force yourself to keep going for just a bit longer. Upon failing your 3rd death saving throw, you may choose to stand up and take a full turn. Once done, you die as usual.
Lingering Injuries. Exist. Though I am leaving the table hidden for now, it will be rolled if you are knocked to 0 HP in combat.
Gritty Realism. A long rest takes a week, while a short rest takes 8 hours. This is to adjust with travel time, making it so you can't rely on a long rest between every combat.
Class Feature changes
To make gritty realism a bit less resource demanding, the following changes will be made.
Barbarian: You regain 1 use of rage after a short rest.
Bard: You regain 1 bardic inspiration after a short rest.
Sorcerer: You regain sorcery points equal to your proficiency bonus after a short rest.
Sorcerous Restoration replaced with
Arcane Mastery
At 20th level your command of your innate magic reaches its apex, allowing you unprecendented control over your spells. Every metamagic option you know with a sorcery point cost greater than 1 has its cost reduced by 1. In addition, any metamagic option you know that originally cost 1 sorcery point can now be used at will without expending any, though you can still only use one a time unless specified otherwise.
Introduction?
With that out of the way, welcome to Aeroth. The rest of this pdf is a part of my eventual full worldbook, mostly just detailing the Divisus of Tengrao for now. For now, only Signo and Tengrao have contact- so if at all possible, avoid the things in this mentioning Seelo. None of this is a necessity to read, but doing so could help immerse your character in the world more. Most of the stuff written is entirely open to be used in your backstory, so don't worry about "Going against my vision." Past the lore is mechanical stuff such as races, subclasses and such. As with most homebrew stuff, when using it, if anything gets too crazy edits can be made during the campaign, but I'll only do that in extreme circumstances.
I don't think, when I first made Aeroth, that I had ever planned to go through the cycle of renewal at all. I don't think I had planned for... anything, really. Aeroth wasn't much more than a "I can do that too!" for middle school me. Having only been into D&D for a couple months and fed enough YouTube tutorials and live play podcasts, I thought I could do anything. With that in mind, I took off on the beginnings of a creative journey that could be considered manic at best. I didn't consider
Welcome to Aeroth
Introduction
A darkness had overcome that mountain cradled village that day. Taking a moment of respite, a group of vagabonds hid within the cracks of the weathered marble walls from the oncoming hordes of beasts beyond. These hordes were not unknown to the people, and though preparations had been made the ruthlessness of this scourge always managed to break through their defenses.
Above, the sight of the Luminary planes shone bright. It was there that the beasts called their home, from there that the destruction originated. Like watching eyes upon the world, their presence remained eternally.
Aeroth is a world locked in an eternal cycle of creation, one made by the creator god to keep the world eternally alive against the forces of entropy. Though such a cycle is not known to the inhabitants, it is written across the world in a prophecy known as the Magnum Opus. An eternal interlocking web of conflict and love alike, these roots of creation are what drive the stories of Aeroth.
Magic and Divinity alike are accessible to anyone, woven into the fabric of both the natural world and forming civilizations. Even were one to try and avoid it, it is almost an inevitability that one will have a run in with some sort of magical encounter eventually.
While some parts of the world have made peace with this truth, most of the world finds itself in conflict with the idea. Powerful rulers gather massive followings, hoping to draw upon a fragment of divinity and hopefully become divine in their own sense. Warlords participate in endless crusades in hopes to grasp the power of ancient artifacts of the world. While others simply live their lives in fear, never knowing which small change in the world will be their downfall.
At it's core, Aeroth is both fantastical and volatile. Anyone from any walk of life can become a powerful hero or a destructive villain. The cycle of the Magnum Opus will not move on until it has told every story the world must tell.
Within this book is info on the world for DMs and players alike, and further options for characters to fit them into this world.
Using this Book
In this book is an introduction to the world of Aeroth, and how to use it as both a player and DM.
This introduction provides clarification on core aspects on the world, as well as it's calendar and an overview of the four continents it holds.
Divisuses of Aeroth
Each continent of Aeroth, referred to as a Divisus, are described in greater detail in further chapters. This, however, serves as a more basic description of each.
Signo, the Hero's Paradise
A land of forming divinity, ancient ruins, and heroes seeking a name for themselves, Signo is the continent existing in the north-eastern corner of the world. Though Signo was the first of the continents to develop crucial technology such as the wheel, its progression remains slowed by the authority of the clan leaders, often extremely authoritarian bearers of ancient artifacts hoping to claim a shard of divinity for themselves.
Campaigns in this continent are likely to focus on the struggle of the common man against these authorities, and the taming of the often fantastical wilderness that such resistance will take place in.
Tengrao, The Divine Battleground
A land of beautiful and mostly untouched nature, Tengrao is a land influenced greatly by the movements of the planes for reasons unknown. A land of war among both outsiders and mortals alike, many struggle in hopes of claiming a prophecied crown and uniting the Divisus under their banner.
Campaigns in this game are likely to focus on the wars for the crown and unity, along with those from beyond the material plane that attempt to interfere.
Seelo, The Burning Vengeance
Under skies cloaked with ash, Seelo is a land of fear and death. The land is nearly uninhabitable, with creatures of great power lurking behind every darkened corner the continent possesses. Even worse, perhaps, is the fear of the people within. Never knowing whether or not each moment shall be their last, the inhabitants of this world have rejected any form of magic, killing any who possess such power openly.
Campaigns in this continent are likely to be dark and gritty, focusing perhaps on the player characters attempts to break away from the societies that would have them killed, and surviving in the harsh wilderness beyond.
Cosmology of Aeroth
The Salt, also known as the material plane, is orbited by the celestial bodies Mercury and Sulfur. Sulfur serves as the sun of the world, mirroring the Salt but bathed in a constant ethereal light. Mercury is the moon of the world and a similar mirror, though showing instead a world of darkness mirroring the Salt. On another axis around the Salt, the Planes of Progression, also known as the Elemental Planes, orbit the world and bring about the seasons of the world.
Beyond the central parts of the Cosmology lie the Luminary planes, the planes of outsiders and magic. Though usually far apart from the central rotations, at each given time one Luminary draws closer to the Salt.
Seasons of Aeroth
The seasons of Aeroth are directly influenced by the movements of the Planes of Progression. There are four seasons. Nigredo, which is the equivalent of Autumn and ruled by the Elemental plane of Earth, Albedo, which is the equivalent of Winter ruled by the Plane of Air, Citrinas, the equivalent of Spring which is ruled by the Plane of Water, and Rubedo, the equivalent of Summer ruled by the Elemental Plane of Fire.
Aeroth Calendar
Created by the philosopher Mithalis in the Chaos Era of Signo, the Mithalis Calendar model is primarily used in Signo and is commonly used by the Xin Dynasty within Tengrao. The Mithalis calendar divides years into 347 days, based around the rotation cycles of the Luminary planes. Each month is 29 days besides the month of Progen, having only 28 days. Weeks are 7 days long, averaging about 4 per month.
Name | Origin | Luminary | Season |
---|---|---|---|
Almagen | "Of Nobility" | Calcination | Nigredo |
Einhart | "Warrior's Heart" | Congelation | Nigredo |
Paxus | "Peace Times" | Fixation | Nigredo |
Xaomis | "Of Primordials" | Solution | Albedo |
Sylgen | "Of Fae" | Digestion | Albedo |
Desul | "Empty" | Distillation | Albedo |
Subgen | "Of Disgust" | Sublimation | Citrinas |
Tarnei | "Eternal" | Separation | Citrinas |
Monad | "Absolute" | Ceration | Citrinas |
Yfelus | "Times of Evil" | Fermentation | Rubedo |
Bhelus | "Times of Slaughter" | Multiplication | Rubedo |
Progen | "Times of Fear" | Projection | Rubedo |
Remove later, put Ionan Calendar
Luminary planes here? After Pantheon?
Technology
At the moment, the level of technology found in Aeroth is consistent with that of the PLayer's Handbook. However, most of these creations are rather new, the world just barely reaching the beginning of its iron age. Bronze weaponry remains the most common, and Iron weaponry a rare commidity only owned by the most well known of adventurers. To scale things properly for this time period, most non-magical weapons owned by player characters would be considered bronze.
Languages
In Tengrao, the most common language spoken is Xin, which would be considered Common for the sake of character languages. The language of Avan, spoken mainly in the Republic of Avia and other southern parts of Tengrao, would be an equivalent to Elven, while Ykan would be an equivalent to Dwarvish and is spoken mainly in the Western deserts.
Magic
Magic in Aeroth is quite plentiful, with magical acts being widespread and common. While not quite at a point where it is used in everyday life, it's presence is felt throughout almost every action in the world. There are two main types of magic, those being Nomos and Ecclesia.
Nomos, or understood as arcane or "internal" magic, is a type of magic sourced from one's understanding of the self in regards to the energies of the world. Drawing on the natural forces powering the world, power over Nomos grows with understanding of one's self, their place in the world, and clarity on the world around them. Usually, users of Nomos magic draw upon a luminary plane to aid them in their growth. Compared to Ecclesia, Nomos is easier to get a grasp on, but comes with struggles of it's own. For example, a caster working through personal traumas would likely see their magic weakened until such issues are worked through. All the same, Nomos is a much more stable source and can be grown to great levels with enough practice.
Ecclesia, or more understood as divine or "external" magic, is magic sourced from the belief and understanding of the collective mortality. Ecclesia is the force that brings gods into being with enough belief, giving them power fitting of what is believed of them. Ecclesia is also magic that is given, such as that of clerics. Compared to Nomos, Ecclesia is a harder force to grasp. It is illogical and strange in it's workings, as what one does to harness it could do nothing to another. All the same, Ecclesia could be easier to grasp by some, as all it takes is belief.
Though understandings of arcane or divine magic as per regular D&D apply for the most part, feel free to shift it around to fit your character concept. A warlock would make just as much sense using Ecclesia rather than Nomos, or a Druid using Nomos. In the end, the distinction isn't one that matters much.
Though opinions on it's origins differ from person to person, most legends cite magic as the force binding the Luminary planes together, which was eventually granted to humanity in an act known as the grand sin, committed by Heresy Lord Aamon and the Archangel Tiriel.
Chapter 1: The World Soul
Creation and Religion
At the beginning of it all, the only thing to exist was the All that Was. They sat in the center of nothing, a permanent isolation, for an amount of time infinitely long and infinitely short. They wanted to do something, to be something, but with nothing around them there was nothing they could do. They were both everything in existence while also being nothing. And so, in their final moments, All that Was made a wish, to stop existing as a singular being to give way to a new reality.
From this, reality was born, along with the Reverie and the Demiurge. The Reverie, also known as the philosopher's stone, served to guide creation as it held residual energy from the death of creation. While not sentient, it was guided by fate to do it's purpose. The Demiurge, or All that Was Not, served to do the opposite. While not evil, this force created death, destruction and entropy to encourage the creation from the Reverie.
And thus, the creation of the planes began, borne of ideas to form the world. The 12 Luminary planes, each with their own set of beings to populate them. The Aeons pulled together the rest of the planes, forming the Triad. And finally, the Planes of Progression formed to prevent stagnation of the world, keeping it moving eternally.
The praesul were formed of concepts of the self, ideas intertwined with the magic of the world. Shaping the plane of Salt to something habitable, they shaped the races of the world with matter from each plane, placing them throughout the world. And thus, the story of the Magnum Opus began.
Such is the story told by the Praesul and Aeons, though the exact story of creation remains disputed. The Psychopomps speak of the Demiurge as the main factor of the world's creation, pushing forward the world by introducing factors like death, while the Primordials claim that most of the world was simply made by chance, formed from the chaotic matter of Aether. When running a game in Aeroth, keep in mind that while there are right answers to the creation of the world, there are no wrong ones. Each of the major views of the creation have evidence to back them up, implying that the truth be something of a mix of all the ideas.
In Aeroth, the truth behind the creation of the world is heavily debated, but also where the world should go from here on out. The Luminary planes, each representing such moral questions, often influence mortal answers to such questions and have created some of the largest religions within the world. The following section will list some of the religions that can be found in this world.
Religions in Aeroth
Archon Worship
Archon Worship is a form of religion centered around worship of an Archon or a being wishing to ascend to Archonhood. While not always the case, such religion is usually coupled with totalitarian beliefs in order to maximize the belief and therefore grant more power. Other than this, Archon Worship can differ drastically depending on the approach of the Archon.
In the bronze age of Aeroth, these religions remain the most prominent in Signo especially but present in other continents. In Signo, the prime example of this is the heads of the clan-cities, forcing themselves as a sort of pantheon upon the people. In Tengrao there is the Warrior Saints, a group of people who wandered across the continent and gained a sort of divinity after passing the trial of every Praesul.
Praesul Worship
A rather uncommon approach but one that exists is Praesul Worship. Typically done in civilizations close to a praesul's domain, these smaller religions will often give offers to said praesul in hopes of it continuing to treat them with peace. The most well known branch of this exists in Seelo, in which the Praesul are feared and granted sacrifices.
Pleroma
The religion followed by Aeons and their followers, Pleroma is a belief in a cosmic balance of dualities. Followers of this religion are quite rare, Aeon's don't make enough of a presence on the Salt to convince any to follow, nor are their beliefs openly available to any who seek them out. It is only through intense research that one can discern the goals of these beings, and once that point is reached the isolation needed to do such research will have made it hard to organize a religion around it. That's not to say that none take this religion, but that to follow this religion does not happen coincidentally. Some monasteries dedicated to it have popped up across the world, hidden in hopes that only those with insight on the world's secrets find their way there.
Charis
A religion based off of the teachings of the Golden Moon, Charis is a religion dedicated to the concept of a greater good and order to the world. Followers of this religion believe that evil must be fought not freely but within the context of the systems in place, that needless chaos in the pursuit of purging evil is no better than evil, as chaos breeds evil. Though the teachings of all are followed, many who belong to this religion choose to prioritize the teachings of one of the archangels in particular, a path of sorts. The time of Almagen in the Mithalis calendar is considered a holy time as their luminary draws closer. This month typically consists of nightly prayers to the archangels and their home, and promises made to move oneself towards self betterment.
Teleos
Teleos is the religion dedicated to the Radiant Moon and its einherjar inhabitants. As a religion it focuses on beliefs of providing for family and community while attempting to make the world a better place through charity and giving. There is also a focus on ancestor worship and giving proper burials and remembrance for the dead who did the same in the past. Though followers of the paragons are rare, warriors who are part of this religion will generally choose one paragon to follow, bearing their symbol at all times to show their dedication. As with most Luminary religions, the month of Einhart is a sacred time of the religion. Most followers will usually take the month to remember the fallen and grant them gifts or offerings.
Thelesis
The luminary religion dedicated to the Radiant Moon and the Azata, followers of this religion focus themselves on uprooting evil wherever it rears its head. Followers of Thelesis don't believe that an authority and punishment is enough to destroy evil, but that actions must be taken in one's personal life to make the difference. While not all followers of this religion become radicalized towards vigilante justice, it wouldn't be uncommon either. However, there is also a focus on good bigger than this idea of justice, ideals of forgiveness and helping those who need it. The sacred time of Thelesis is Paxus, during which followers engage in acts of cheer and partying. After all, the greatest expression of good is in such acts.
Proarchē
A religion based off of the beliefs of the Primordials and their plane of Solution. The focus of Proarchē is that of aether, the formless matter that supposedly once permeated the world. Believers of Proarchē support the primordials in their attempt to restore the chaos and aether of the world, allowing infinite potentials to be born. Proarchē remains a rather uncommon religion, existing in small fringe groups. These groups, however, are not content to simply fade into the background and will make attempts to bring themselves into the limelight whenever given the option. By those who use the Mithalis calendar, the month of Xaomis is considered a sacred time. During this month, casual believers will typically make an effort to switch up their daily schedules or social relations to represent the eternal march of change, while more radical followers will attempt to further promote the goals of the Primordials and cause as much havoc as possible.
Henosis
The religion dedicated towards the Green Moon of Digestion and the Shrouded Moon of Separation, followers of this religion dedicate themselves to living alike to the Fae that reside on both of these planes. The exact philosophy of this religion is one that’s very disputed within it’s doctrine, as it seems to focus on both the preservation of the old but simultaneously the creation of the new. As such, many members of this religions have taken to adopting a sort of balance between the two, never allowing one to outdo the other.
Followers of this religion don’t have much attachment to the twin luminaries themselves, and so instead have taken to celebrating the solstices and equinoxes of each season, seeing them as days of balance between both aspects of their beliefs.
Sige
A religion of silence, mourning, and acceptance. Sige is the religion based around the luminary of Distillation, known by many as Styx or the Silent Moon. Sige has a focus on the idea of death and the process that happens after, as souls are taken to their eternal home of the luminary planes. As such, on the material plane followers of Sige take to living with acceptance of this eventual process, making sure it retains its sanctity and that those who do die are given the proper respect. Notable examples of this are the Sorrow Knights of Tengrao, followers of their psychopomp Kara who dictate the funerary processes of the continent.
Theletus
Theletus is the religion based off of the Blood Moon and its Kyton inhabitants. Following the nature of the Kytons, doctrine of Theletus has an integral focus on the idea of change to reach a state of perfection. While not all followers of this religion go to the brutal extent of the Kyton, most organizations dedicated to this religion tend to quickly go awry. The most notable example of this was the Black Mire Cult within Tengrao’s Forces of Nil, originally a group of likeminded worshippers; it quickly turned into a cult dedicated to transforming themselves with the corruption of the underground. The sacred time of Theletus is the month of Subgen. During this time, followers will often sacrifice something from their life in a show of devotion towards perfection.
Ageratos
The religion devoted to the plane of Ceration, also known as the Metal Moon, this religion has a focus on order above all else. The doctrine of this religion asserts chaos as the cause of the evils of the world, and says that the way to deal with these evils is an eternal order. Followers of this religion make an effort of cleanliness and order in their life. In most cases, this religion remains rather uncommon even in places with a lot of luminary worship.
Qlippoth Worship
While the Qlippoth certainly have many followers, no group has been organized enough to even give the religion a proper title. It'd be more fitting to call these groups Qlippoth cults, as each is rather small and incredibly devoted. Usually cults focus their worship on one Qlippoth Lord, rather than a collective. Other than that, no rules necessarily apply to such worship, as such would go against the nature of the husk fiends. In most places, this type of worship is outlawed.
Gnosis
Gnosis is an innate part of each Luminary plane, building blocks behind each plane's existence. Though Gnosis has no clear origin, it is known that those native to a Luminary plane, with enough power, can eventually claim a piece of Gnosis to become god-like.
Holders of Gnosis are treated with great respect by outsiders, even if such outsiders don't even believe in such power structures. As such, holders of Gnosis are often treated as nobility, commanders, or prophets.
Gnosis seems to be created in response to these powerful outsiders, rather than existing prior. The amount of Gnosis between each plane appears to be uneven, with some having up to 7 holders while some only have 3.
The Grand Sin
The Grand Sin represents a turning point within the early history of Aeroth. Though mortality was hardly a feature of the world at the point, it was said that the physical world of the Salt and the spiritual world of the Luminaries were once very separate, warded from within the Luminaries from ever combining.
In this early world, the laws of reality seemed yet to be finished. Death was not yet possible, souls instead being reborn endlessly. Distance and location was yet to be defined, and blood was the only law of the world. It was, as many now call it, an age of blood.
From the Luminaries, the holders of each plane's Gnosis lived peaceful lives, separate from the chaos beyond. It was peace, the beings there being granted freedom and power to do as they wish, simply watching the plights of mortals beyond. This was how many of the holders of Gnosis wished for it to stay, and for many years, it did.
Happening such a long time ago even his fiendish kind were erased from any records, this took a change when the Heresy Lord Aamon took a shard of Gnosis from Projection. It was within his kind's nature to plot ways to gain more power, but for all intents and purposes, any power he could gain he already had. So instead, he created a plan to create more power, even at the cost of this peace.
Archangel Tiriel was given Gnosis shortly after Aamon. Seeing her as a chance, Aamon spoke with her, convincing her of the potential for a better world. He spoke of creating a safer world for mortals, where magic flowed freely and souls could enter the Luminaries. Tiriel, feeling that Aamon spoke truth, took the offer openly.
The two worked together, gathering rejected pieces of Gnosis across the Anima Mundi, and eventually the two gathered within the soon to be Broken Solace demiplane where none could interfere. From here, stories diverge from source to source. Some claim their plans went exactly as planned, while others claim a betrayal on Aamon's end, or even perhaps a betrayal of Tiriel. But what happened afterwards was what neither were hoping for.
Never truly merging, the border between spiritual and physical became visible to mortals. The end of the Age of Blood occurred truly when mortals looked into the sky and saw the Luminaries shining down on them. It granted them power, light, and warmth. The tortured souls of the world moved on, lead by masked beings of death. Belief became power, and power was belief. It was the dawn of magic.
But not just good came from this. The world was exposed to power it was never meant to have, from the corrupting power of the Luminaries to the hordes of fiends that soon followed. Those powerful enough to have bridged the gap before were wiped out, nothing but their souls being left behind. It was the dawn of the Age of Chaos.
Aamon died as part of this happening. His kind, along with all other fiends (barring those with Gnosis), were stripped of emotion and individuality and become the Qlippoth, husk fiends. Those remaining Gnosis bearer's were imprisoned, forced to ever wander the Anima Mundi.
Tiriel, on the other hand, survived through the incident though never recovered mentally. She was stripped of her title, becoming known by many as the Archangel of Heresy. Chained beneath the dungeons of Calcination, she was forced to eternally watch the twisted world she had created.
In the modern day, the Grand Sin is a part of folklore that now seems almost distant. Magic and death are such a part of normal life now, that many think nothing of this story, and with the two perpetrators gone, who's to say if it really did happen?
A final side effect of this Grand Sin was the spreading of stolen Gnosis around Tengrao. There's no reason Tengrao in particular was chosen, simply being in the right place when the grand sin happened. Appearing to the world like fallen comets, these pieces bound themselves to those in need. These shards of Gnosis were never truly accounted for, so it is treated the same as the rest of the story- a story, and nothing more.
Death and the Afterlife
After the Grand Sin, souls became free to pass on to the Luminary planes after their death. With this, came the eternal respite of the afterlife, where souls can live once more before either fading into the Anima Mundi, or becoming an outsider themselves.
This process begins right as the physical body dies. Under normal circumstances, the Psychopomp Guides of the Salt claim the soul if possible, normally aided by other psychopomps to help the soul accept their fate. If the soul is ready to move on, the soul is guided through the River Styx and given a decision of which Luminary to reside in for the rest of their existence. Once chosen, the soul is guided and takes their place as a petitioner, souls of the Luminary planes that remain mutable to their new homes influence. Those who don't accept are guided to Distillation, where they remain until their choice is made.
Though each soul chooses where they go, souls are not simply given free reign on this decision. Actions and moral choices of the soul engrave themselves onto the incorporeal form of a soul, marking them for a fitting home. Choosing a luminary that goes against your actions results in the creation of Hollowed, outsiders of the chosen Luminary with twisted corruptions implying the souls true nature. This creates a conflict for plenty of souls, deciding whether it be better to brave the befitting Luminary, or live as a twisted version of what they wished for.
More details on how to create a Hollowed will be listed in the monster template section.
Name | Title | Residence | Archetype | Suggested Domains | Divisus |
---|---|---|---|---|---|
Python | God of Magic and Discovery | Seeker's Grove | Magician | Arcana, Knowledge, Nature | Signo |
Charybdis | Goddess of Secrets and Treasure | Bay of Forgotten Treasures | High Priestess | Peace, Knowledge, Forge | Tengrao |
Echidna | Goddess of Growth and Harvest | Maiden's Clearing | Empress | Light, Nature, Twilight | Signo |
Typhon | God of Strength and Stone | Serpent's Spine | Emperor | Order, War, Destruction | Signo |
Chiron | Goddess of Healing and Tradition | Kirin's Respite | Heirophant | Life, Grave, Order | Tengrao |
Amphisbaena | Gods of Family and Dragons | Forgotten Tomb | Lovers | Peace, Nature, Grave | Signo |
Hydra | God of Travel and Storms | Taifeng | Chariot | Tempest, Knowledge, Peace | Tengrao |
Stheno | Goddess of Order and Eternity | Oasis Court | Justice | Order, Grave, War | Signo |
Enyo | Goddess of Oracles and Divination | Seer's Peak | Hermit | Arcana, Knowledge, Twilight | Signo |
Lamia | God of Chaos and Luck | Mt. Xaoc | Wheel of Fortune | Chaos, Destruction, Trickery | Seelo |
Stymphalian | God of Metal and Endurance | Mt. Stymphis | Strength | Order, War, Peace | Tengrao |
Scylla | Goddess of Trickery and Freedom | Liar's Maw | Hanged Man | Twilight, Trickery, Chaos | Signo |
Cerberus | Goddess of Entertainment and Death | Red Curtain | Death | Death, Trickery, Grave | Seelo |
Nemeah | God of Light and Temperance | Celestial Spire | Temperance | Light, Twilight, Life | Seelo |
Chimera | Goddess of Wrath and the Hunt | Devil's Call Woods | Devil | War, Nature, Destruction | Seelo |
Erymanthian | God of Disaster and Fear | Mt. Hakyoku | Tower | Destruction, Chaos, War | Tengrao |
Eidolon | God of Medicine and Disease | Apotha | Star | Life, Twilight, Chaos | Seelo |
Tarandos | God of Spirits and Shadows | Yueliang Qiao | Moon | Twilight, Peace, Nature | Tengrao |
Keres | God of War and Command | Eternal Banner | Sun | War, Order, Light | Signo |
Orion | God of Duels and Courage | Kettonoba | Judgement | Tempest, Destruction, Order | Tengrao |
Ouroboros | Goddess of Change and Gold | Chrysopoeia | World | Forge, Twilight, Light | Seelo |
Pantheon of Aeroth
At it's core, Aeroth tells the story of the mortals within, but primarily how the powers above them tend to interfere with and destroy one's way of life, but also how one can fight against said circumstances and better one's self in the process. As such, Aeroth has an expansive pantheon to fit whatever story needs to be told. This section will cover the Praesul of the material plane, and then dive into potential patrons of the Luminary planes. When making a cleric, warlock, or simply religious character, any of the options can be chosen based off of what fits your character most. Though not all have listed recommended domains or patron types, ask your DM which would fit for how they wish to portray your patron in the story.
Praesul
The Praesul are a collection of powerful spirit beings, originating since the beginning of this world. Not gods in a typical sense, Praesul operate on ideas of trials and guidance, supposedly to help mortals in the advancement of their own stories. Though this is known, none have been able to truly recognize a motive behind the actions of the Praesul, though some of their discontent to serve such a role shows that it is not simply motives, but a demand of something greater. Each of the Praesul commonly reside in a single residence, awaiting any to seek them out, though it is not known what one does when there is no one around them.
Each Praesul represents a card from the major arcana, allowing many ways to interpret each praesul's trials and demands. If you wish to serve a praesul, work with your DM to figure out how their guidance shall present itself and what such a pact means for your character.
Python, The Patron of Oracles
Also known by many as "The Eternal Seeker," Python is a praesul usually residing around Signo's Seeker's Lake. However, unlike most Praesul, Python typically does not reside around the one area and instead wanders the forests of northern Signo, eternally in search of something he will never confess. When found, however, the trials he bestows upon mortals are no joke, usually intense puzzles designed from the depths of the trial holders memories. Such trials usually grant winners with insight and knowledge on their situation, and occasionally a hint of divine power. It is from this that he gained his title of Patron of Oracles, as those who walk away from his trial alive have knowledge most can only dream of.
Python has created no race to enact his will, nor does he accept common worship.
Depiction. Python takes the appearance of a regular sized humanoid figure, covered in plants and earth to hide his true face. Over a skull like mask, flowers bloom over antlers and bone in an almost halo like shape.
Commandments of Python.
• Fate is not static, but can only be bent if you know where to fight. Do not act on a whim.
• To stop searching is to grow dull. With a whole world to experience, it is your duty to see as much as you can.
• The world is yours to make an impact on. Leave a mark when you leave this world behind.
Charybdis, Guardian of the Forgotten Bay
Charybdis is the Praesul representing the High Priestess card, residing in Tengrao's Bay of Forgotten Treasures. This bay is a channel through which merchant's generally pass through, so it is said that plenty of trade goods end up slipping into it's waters. It is these treasures that Charybdis stores, amassing them into a horde of valuables.
Charybdis is one of the less confrontational of the Praesul, very few being able to take on her trials due to her underwater dwelling. It is said, however, that her trial is once of patience and reflection rather than one of physical prowess. Her created race is the Soreia, jellyfish like creatures made of forgotten items and memories that fall into her domain.
Depiction. Charybdis is usually depicted as an aquatic humanoid, form donned with coral, shells, and various other pieces of aquatic creatures. Rather than legs she is depicted with a mass of tentacles, grasping and holding the discarded treasures she lives within.
• Fate is not static, but can only be bent if you know where to fight. Do not act on a whim.
• To stop searching is to grow dull. With a whole world to experience, it is your duty to see as much as you can.
• The world is yours to make an impact on. Leave a mark when you leave this world behind.
Echidna, Patron of Harvest
Echidna is the Praesul of growth and harvest, residing in western Signo's plains. It has been said that this area is perfect for growing crops due to her blessing upon the land. Of the trials, hers is known to be long but simple, requiring one to dedicate themselves to the tending and growth of something, whether it be crops, family, or a pet.
Of the Praesul, Echidna is often portrayed as one of the more passive, but this could not be further from the truth. A protector of those in her lands, she is known to ward off the forces of extraplanar threats to allow the residents of the plains to develop in safety. Such actions have granted her the title "The Twilight Mother." The race created by Echidna is the centaurs.
Depiction. Echidna is often depicted as a large humanoid, vines, plants, and flowers wreathing her form. In hand, she usually holds a drinking horn, a sickle, and a spear. Rather than eyes, she seems to have two orbs of blazing golden flame.
Commandments of Echidna.
• Hold yourself to your promises and duties. Of all deception, to not fufill one's duty is the worst.
• Treat those close to you with kindness, and shield them from those who would see them harm.
• Work hard to help the ones you love. Your duty could be all it takes to better one's life.
Typhon, the Patron of Kings
Typhon, known by many as the Serpent, is a Praesul residing in western Signo's Serpent's Spine. It is said that these ossian formations are the remains of his old body, once slain by a divine conspiracy. Since this incident, Typhon has grown resentful towards the other Praesul, only serving his purpose when needed.
Typhon is a powerful warrior but also commander, and his trial demands the other bring not only themselves, but an army they command. The battles fought on the Serpent's Spine are usually long and bloody, but survivors have been said to have been granted command and presence unlike any mortal.
Depiction. Typhon's portrayal depends very heavily on time period. Before the age of metal began, his form was massive and serpentine, with obsidian black scales. In modern times, he appears as a grey giant, covered in obsidian scars and wielding an oversized club.
Commandments of Typhon.
• Wield your presence like a weapon. Power is first gained through respect, which you must garner.
• See your plans through to the end. Let not your blade falter.
• Take passion in your beliefs. Do not let another insult that which you hold dear.
Chiron, The Kirin of the Lumin Tundra
Chiron is a praesul residing in Southern Tengrao, just east of the First Temple of the Warrior Saints. Chiron represents the Heirophant card. It is said that Chiron was the first Praesul the Order of Warrior Saints had challenged, setting them on the path by recovering their wounded and granting them the spiritual knowledge required to continue their path.
The area she resides is is known as the Kirin's Respite, a perpetually mist cloaked lake in which one misstep sends one falling into the potentially lethal freezing waters. Illusionary pathways and beasts roam the surface of this lake, attempting to deceive the trial bearer. Those who follow their instincts and make it to the center will be granted a feast with the Praesul.
Depiction. Chiron is depicted as a mix of reptile and mammal, resembling a dragon-headed deer. Golden and blue fire wreath her body, and mist surrounds her form.
Commandments of Chiron.
• Do not forget where you came from. You are not self made, but from a long line of others like you.
• Protect those in danger, as they once did you.
• Let not yourself fall to the deceptions of the world. Do what you know is right.
Amphisbaena, the Patron of Family
Amphisbaena are the dual gods of family and dragons, supposedly having residing in the swamps of southern Signo. A major player in the fall of Typhon's rule, the two sacrificed their mortal forms to slay the serpent. Now, their holy place reduced to tombs and names forgotten to all but the most dedicated scholars, Amphisbaena has fallen out of the eyes of the world.
However, the Lover gods remain alive, though unable to take physical form. Notably, the children of this praesul created the Cosmic Egg, the birthplace of dragons. The Trial of these gods is one of sacrifice, seeing how far one will push themselves for those that they love.
Depictions. Depictions of Amphisbaena are usually draconic, with one taking on a white and black color palette and the other metallic. Both are typically shown with chains, representing their sacrifice.
Commandments of Amphisbaena.
• Don't be afraid to ask for help. The efforts of one are nothing compared to that of a group.
• Act with bravery and courage.
• Be vigilant and protect those you love. Don't be afraid to sacrifice everything to protect them.
Hydra, Mercy of Taifeng
Hydra is the god representing the Chariot card, residing on the island of Taifeng. The surrounding sea is usually covered in constant storms, and so Hydra is known to grant sailors safe passage through the sea. It was in this trial that Saint Marin was given the seed of the Life Tree, making Hydra a very important part of the founding of Avia.
The trial of Hydra is generally one of vehicular control, usually sailing through a storm in order to test not just the captain but the entire crew of a ship. The race of Hydra is the Candor, eyeless collections of storm designed to spread his freedom further.
Depictions. The exact design of the armor varies, but Hydra is always depicted as wearing a set of full plate, often obscuring most of his features. What can be seen, however, are two eyes seemingly reflecting the stars above.
Commandments of Hydra.
• Fight against tyranny wherever it rears it's head.
• Do not let yourself be held back from doing what you love.
• Fight for the oppressed and purge the world of evil. Let your destruction of such evil be ever raging.
Stheno, the Patron of Judgement
The Praesul of Law and Eternity, Stheno is known by many as the ruler of the Oasis court in midland Signo. A city of beautiful libraries and towers, the center of this city is the largest court hall in Aeroth. It is here that Stheno resides, judging those for their crimes and sins.
Stheno only presents herself to people she considers just, while those she denies simply wander through the desert seeking a presence they'll never find. The trial of Stheno, beyond simply finding her, is one of wit and logic, defending yourself for the crimes you had committed.
Depiction. Depictions of Stheno usually show her as a humanoid figure split in half, one side looking like a human with dark skin, black hair, and radiant golden armor, while the other side looks statuesque, as if carved from marble.
Commandments of Stheno.
• Hold yourself to the standards of the law. If the law is unjust, do what you can to change it.
• Never stand for chaos. It is your duty to preserve order in this world.
• Forgive those who have wronged you. While you should always be vigilant, anger simply breeds more chaos.
Enyo, The Patron of the Knowledge
The God of Scholars and Oracles, Enyo resides in the northernmost point of Signo, the Seer's Peak. The tallest mountain in Signo, hiking up this range is often dangerous and those who aren't careful will not go home with their life. It is this that is Enyo's trial, to have the resolve to climb such a mountain.
Of the Praesul, Enyo is one of the most reclusive, perhaps due to the weight of the trial needed to even view such a creature. What is known, however, is that those who do make it up are often taken in, a sort of apprenticeship with the Praesul.
Depiction. Enyo is typically depicted as a winged equine creature, having a skull like face with massive antlers and wings shining with starlight. Motes of starlight seem to shine around them.
Commandments of Enyo.
• Learn as much as you can. Knowledge is the purpose of living.
• Do not let info be destroyed or lost. It is your duty to preserve such knowledge.
• Uphold truth and reason. Do not let deception guide your blade.
Lamia, the Lurking Chaos
Alternatively known as the Serpent of Chaos, this being lives on Mt. Xaoc, an isolated island to the north of Seelo. While not directly hostile, Lamia is intensely disliked by the rest of Seelo, mainly due to the Podgan, creatures of his own creation.
Lamia is an intensely chaotic being, unpredictable in all dealings. As such, his trial differs for nearly every attempt, making it impossible to fully prepare.
Depiction. Depictions of Lamia vary, but there is a common portrayal of a faceless serpent of gold and other metals, bearing a huge golden gear on it's back.
Commandments of Lamia.
• Live recklessly and without planning. Life is too short to worry about such matters.
• Strike quickly and without reason.
• Live life as you wish. Do not let anyone hold you back.
Stymphalian, the Lord of Blades
Stymphalian is the praesul representing the Strength card. An odd mix of avian and blades, Stymphalian resides on the peak of Stymphis, Tengrao's tallest pillar mountain. It is this residence that makes up his trial- in order to speak with the god, one must climb the vertical ascent while avoiding attacks from the beasts that guard it.
Once one reachs the peak, Stymphalian grants the victor training unlike anything else the world has. Stymphalian's race upon the world are the Dao, artificial constructs made of blades similar to him.
Depictions. Depictions of Stymphalian differ, some depicting him as more animalistic while others show him more human, but the connecting theme is that of a large metallic bird like figure, wings and armor composed entirely of blades.
Commandments of Stymphalian.
• Live with determination. Do not let your passion waver.
• Devote yourself to your goals. Do not let doubt make you shy away.
• Control your own power. Do not let your strength go to waste in affairs that do not matter.
Scylla, the Patron of Liars
Often simply called the Trickster Goddess, Scylla is the patron of thieves, charlatans, and revolutionaries. Residing in northern Signo's Liar's Maw, Scylla is known for causing chaos within the nearby clans through the threat Chorryn pose to their continued existence. However, Scylla cares not for the clans but instead on freeing those from the lies such clans teach.
Perhaps the most isolated of the Praesul, she spends most of her time weaving her ever-changing labyrinth of web. Her trial, as such, is navigating this web, despite the trickery and illusions it holds.
Depiction. Typically shown with pale, almost completely white, skin and dark hair, Scylla associates heavily with the symbols of oppression throughout the world, wearing broken ropes and chains across her almost insectoid body. Her face appears human, though spider like fangs seem to break such an idea.
Commandments of Scylla.
• Challenge any and all ideas. Truth cannot be discovered without conflict.
• Do not let yourself fall victim to the chains that only serve to hold you back.
• Find beauty in all that you do.
Cerberus, the Mask of Death
Known by many as the Eternal Actress, Cerberus is a praesul residing in Western Seelo's City of the Red Curtain. An eternally shifting labyrinth that reads the fears of the trial goer, this maze will change it's shape to challenge the trial goer. Those who make it through the maze win the trial, becoming granted the power of fear.
Cerberus is, like many of the Praesul of Seelo, feared by the general populace. Her chosen race, the Agypsus, are seen by many as evil bodysnatchers waiting to steal one's place and identity.
Depiction. Cerberus varies dramatically in depiction thanks to her nature of shifting shape. The thing that remains constant is her red cloak, reminiscent of her title of Red Curtain.
Commandments of Cerberus
• Show your true self only to those you trust.
• Do not forget that your end shall come. Live despite this.
•Do not fall into the chains of identity.
Nemeah, the Fallen Angel
Nemeah is the praesul representing the Temperance archetype. Nemeah is a being of balance, said in Seelan myth to have been exiled from the heavens due to his attempts at merging the worlds of light and darkness. This myth holds a lot of truth, however, in that for years he had been a supporter of many of the Luminary religions, aiding them in their rituals.
The residence of Nemeah is the Celestial Spire, a tower in southern Seelo that supposedly extends to both the heavens above and darkness below. The trial of Nemeah is travelling to both ends of this tower in order to gain the whole of his blessing.
Depiction. Nemeah is depicted as shrouded in both darkness and light, obscuring his features. He has four wings, one set angelic and the other skeletal. Wearing radiant armor, the only part of him that remains unarmored is his hands, each bearing everflowing cups.
Commandments of Nemeah.
• Hold balance in all that you do.
• Be patient. Do what you must and allow the world to do the rest.
• Stay true to your purpose.
Chimera, the Eyes that Watch
Chimera is the praesul of Seelo's Devil Call Woods. A wretched being of rage and chaos, many describe Chimera as the embodiment of nature's wrath. It is for this reason that the hunters of Seelo are wary to enter the woods alone, lest they become the praesul's next prey.
The trial of Chimera is that of a hunt. Once you have taken down the target quickly and efficiently, Chimera will grant you his blessing.
Depiction. Depictions of Chimera are large and mammalian, a bear like beast with the head like the skull of a lizard. Mismatched horns and antlers protrude from his bony head, and glowing red eyes seem to exude from somewhere within.
Commandments of Chimera.
• Calculate all you do, but do not hesitate.
• A moment's inaction can be your downfall.
• Survival trumps any moral concerns. Do what keeps you alive.
Erymanthian, the Blade of Hakyoku
A beast of chaos and destruction, Erymanthian is the praesul residing in Tengrao's Mt Hakyoku region. Though not unintelligent in his assault, Erymanthian is known to attack at random to anyone who enters his sacred land. His tactics are of quick attacks and then running, leaving the trial goer injured. It is surviving these attacks, however, that marks one as a victor of this trial and earning you his blessing.
Erymanthian is compared to the other praesul a lot more reclusive. His blessing is given remotely without interaction with him. It is said that only Saint Mikhan who stole his sword was able to speak with him.
Depiction. Erymanthian is depicted as a massive insectoid being, covered in a metallic exoskeleton and bearing the mask of a demon. He is shown to be capable with nearly every weapon, with the weapon wielded switching depending on interpretation.
Eidolon, the Wretched Hermit
In the swamps of southern Seelo, The Apothacarist Eidolon works in solitude. Known for his ability to heal any ailment, Eidolon is sought out by many for this gift. As such, Eidolon has decided it irresponsible of him to have a difficult trial. Anyone with the ability to track him down is able to access his gift.
Eidolon's chosen race are the plagueborne, survivors of the Plague era whose bodies have combined with the cures that helped them.
Depiction. Eidolon is often depicted and a gaunt figure, face obscured with a bird like mask. Various bottles and bags line his body, giving him access to any needed ingredient at any time.
Commandments of Eidolon.
• Never lose hope. To lose hope is to lose your future.
• Learn all you can of the physical, but never forget your intuition.
• Seek what you need unendingly.
Tarandos, the Lantern of Yueliang
Within Tengrao's Yueliang Forest, a light can be seen beyond the obscuring fog. Known by many as the guiding light, Tarandos is the protector of these sacred grounds. Though most focus on his themes of light and guidance, Tarandos is just as much a god of shadows and illusion. It is because of this nature that the Yueliang Forest is perpetually covered in fog. To gain the blessing of this praesul, one must navigate the fog strewn forest.
The chosen race of Tarandos are the Shen, sentinent wooden masks made to serve as guides through the woods.
Depiction. Tarandos is often depicted as a being crafted from wood and bone. His form is a mix of animal and plant, the most notable feature being the deer skull face made of the same substances. In hand he is always shown carrying his lantern.
Commandments of Tarandos.
• Always hold to your word— but make it your weapon. use bureaucracy to your advantage and play by Fae rules
• If someone under the protection of the moon calls to you, it’s your duty to defend them.
• Never die having given the truth to an enemy. Use every word as an illusion, to the bitter end.
Keres, the Patron of War
Residing in western Signo's deserts, Keres is a being of warfare and command. Supposedly the leader behind the crusades of Enosi, the warriors who took part of this crusade wore emblems of the sun as a form of protection. The domain of Keres is the Eternal banner, an ancient battlefield marked with weaponry of wars long past. The trial of Keres is to face off against various warriors of history, proving yourself fit to lead.
Depiction. Depictions of Keres show a heavily armed figure, blades covering armor and weaponry alike. Behind him, a banner bearing the symbol of the sun. Though his helmet masks his features, eyes of glowing radiance shine through.
Commandments of Keres.
• Be a paragon to others. Let your example guide the path.
• Respect those above you.
• Fight until death, and die with honor.
Orion, the Duelist of Kettonoba
Residing in Tengrao's Kettonoba, this plateau is littered with craters and scorch marks at every visible location. The guardian of this battlefield, Orion is an extremely powerful but honorable warrior. The trial of Orion is to fight him one on one and disarm him of his weapon. Those who succeed are given his blessing and a weapon forged in the core of this domain.
Though many have supposedly defeated him, the only one to remain in the eyes of history is Saint Khanos, who went on to found the Xin Dynasty.
Depiction. Orion is often depicted as a blue skinned muscular figure, though his face appears skeletal with fiendish fangs and horns. In his hand always lies his trusted blade, while his other is devoted to magic.
Commandments of Orion.
• Show honor in all that you do. Be a light to others.
• Give everything your all. Hold back only when needed.
• Those who are beyond redemption should be ended with swift justice.
Ouroboros, the Metamorphasis
The Praesul of Alchemy and Transformation, not much is known of this praesul beyond her existence. The island of Chrysopoeia seems to be warded by astral magic, preventing most from accessing it. However, it is said that Ouroboros perhaps has power over some secret that the praesul all deny. Perhaps these wards are not a barrier preventing others from coming in, but a prison.
Depiction. Ouroboros is depicted as a humanoid figure made of stars, surrounded by motes of starlight, halos, and rings. The stars this figure seems to be made of reflect the current movement of the Luminary planes.
The Spiritual World
The Luminary Planes are the planes created to make up the fundamental building blocks of reality. 12 of these planes exist, moving eternally along with another in a geometric pattern. At each time, one of these planes takes a position close to the Salt. It is said that at this time, beings from that plane are empowered and can influence the world easier. While such a claim is hard to prove, worshippers of the Luminaries do tend to hear from their figures of worship much clearer during these times. From the Salt, all of the planes are visible to various degrees depending on their location. Along with this, faint white lines appear to connect the Luminaries together from this view. These lines are the mysterious River Styx, serving as a way to transport souls from Luminary to Luminary, the souls of the dead taking their final places.
Despite this sight, the River Styx never physically connects to them, it's idea remaining within the spiritual world. In truth, what is seen from the Salt is not the true Luminaries, but rather the physical projections of them created by the Grand Sin. Were one to physically access a Luminary, they would find not empty space between them, but rather a massive landmass in which the planes physically connect. This is known as the Anima Mundi, an ever changing reality shifting eternally with the movements of the Luminaries. Nothing is certain within the Anima Mundi, as even the fundamental laws of reality warp within. More on the Anima Mundi will be listed here, and after that the 12 Luminaries, along with the holders of each planes power and the outsiders that reside within.
Anima Mundi
While from the Salt the River Styx is seen as connecting the Luminary planes, this is only true of the projections of the Luminaries into physicality. The Luminary Planes, in truth, cannot exist in reality due to their nature of being the fundament on which it is built. Paradoxically, physical travel to the Luminaries is still theoretically possible through magic, but those who do find themselves in the Anima Mundi. The Anima Mundi is the true resting place of the Luminary planes, a near infinite world that houses each of the planes along with many stabilized demiplanes. Through the Anima Mundi, those unbound to any Luminary can walk from Luminary to Luminary, though a great risk is taken by travelling through this land.
The Anima Mundi is made of unstabilized reality, working paradoxically and nonsensically to the mortal mind. No rule is static in this place, whether it be time, gravity, or death. Direction is meaningless, making travel near impossible if you don't come prepared.
In actuality, the Anima Mundi is ruled by the force of Ecclesia. It is one's perception and belief that make up the nature of this place, and therefore one must always be aware of their surroundings and know where they are headed, lest they lose their way. It is for this reason that one of the most dangerous things a person can do within the Great Beyond is sleep, as such results in the loss of perception.
While it would be hard for a place such as the Anima Mundi to have landmarks, pieces of this land can be claimed through the force of Nomos, stabilizing the land in order to create areas of their design. These areas, more commonly known as demiplanes, range from simple creations of mages to hide away, or complex, near infinite creations of the gods. Some more well known demiplanes will be listed here.
The Akashic Records
Founded by a malformed aeon, the Akashic records are a demiplane taking the form of a seemingly infinite library. While access to this demiplane is strictly monitored by aeonic gatekeepers, those who enter under their permission are only granted a small piece of it's knowledge. Those who remain within against the permission of the Aeons claim paranoia and hallucinations follow, though accounts beyond that point differ drastically.
The Cosmic Egg
This shard of the Anima Mundi was stolen by a child of the Praesul Amphisbaena to continue the existence of dragons. While physically resembling any other part of the Anima Mundi, it is said that this demiplane is what allows those who dedicate themselves to the alchemical process of transformation a place of metamorphasis to reach their final draconic forms. The Cosmic Egg also seems capable of speaking to those who draw upon draconic powers, guiding them to their next steps.
The Eternal Solace
A small limestone temple, containing a massive, warped, cocoon. Said to be where the Grand Sin was committed. Aeon's guard this place stricter than any other, worrying about followers trying to further this act.
Somnium
Created by a convergence of Primordial and Qlippoth energy, Somnium is a demiplane of near infinite size, consisting of a multitide of dreamscapes. It is said that this land is where dreamer's go, drifting through the Anima Mundi and shifting in an eternal chaos. Within Somnium also lies the realm of nightmares, mirrors of the dreamplane where all good in the world becomes that of nonsensical horror and fear.
The God Prison
An empty demiplane, made by the Lord of Heresy Stolas. It is said that one day, when the moon's blessing's deem it so, this demiplane shall contain a wrathful god.
The Painted World
A demiplane made by Azata and Fae, this ever shifting world can be accessed through paintings within the Anima Mundi. Anyone within can change the world as they wish, essentially gaining a limited godhood while within.
The Luminary Planes
The Luminary Planes, serving as 12 vital parts of reality, they are anchors within the ever-shifting reality of the Anima Mundi. They work to spread the ideas they embody throughout reality, serving as conduits of inspiration, dreams, and in plenty of cases- corruption. The following segment will explain each Luminary plane, the pantheons that reside within, and how they can affect those on the material plane through corruption and influence. The following segment will detail the Luminary planes, and various mechanics and tables to customize your character around them.
Corruption
For a time, the Salt and the Luminary planes were locked away from one another, the Luminary's ever longing for change that could not occur. It was only when Heresy Lord Aamon and Archangel Tiriel committed the grand sin that this changed, the wards of Gnosis that protected the material plane being spread across the Salt. This granted humanity access to magic of Ecclesia and Nomos and communion with the outsiders of the Luminary planes, but left them susceptible to the influence of the Luminary planes. Now, while still uncommon, the Luminary planes can begin to change the souls of beings that bind them to the Salt, transforming their essence to match their own.
A Corruption is this idea embodied, a character taking on aspects of extraplanar beings. There are many ways this can occur, with some willingly grafting the corpses of outsiders to their own, while others may unwillingly end up down this path by drawing too much on the power of a Luminary. The easiest way to fall down this path is being a bearer of Gnosis, in which any indulgence in the desires of your Luminary draws you closer to it in soul. Eventually, one who is fully corrupted eventually loses their soul's binding to the Salt, becoming an outsider themselves.
Corruptions are gained at a DM's discretion. Each person has 5 Corruption slots, those being head, arms, organs, torso, and legs. You may only have one Corruption in each slot. Corruptions are not entirely negative, giving the holder unique benefits for each slot. You may only have Corruptions of two different types at once.
Additionally, for each corruption you have, an ability score of your choice goes down by 1. However, you gain an additional point in an ability score of your choice after 1, 3, and 5 corruptions.
Madness
Madness is at it's core simply stress upon the brain resulting in negative effects. However, with the barriers between realms having worn thin, madness can be influenced and changed by the Luminaries, pushing those who go mad under it's skies towards unique effects.
When you gain a madness caused by a force related to a Luminary plane or during a Luminary solstice, you gain an additional effect, which will be listed alongside the Dissonance for the plane.
When a characters mind is broken by madness, the corrupting forces of the Luminaries often take control, imparting a state known as Dissonance. When under Dissonance, a character's connection to the physical world falters. Beliefs and goals shift, essentially turning the afflicted into a puppet to the Luminary's whims, albeit with their unique takes on the commands. The Dissonance for each plane will be listed after the long term madness tables. Dissonance generally lasts until cured. Curing Dissonance can happen various ways, but helping one get over the incurring trauma is the most well known, along with finding some way to bind the soul to physicality once again. While under Dissonance, a character shifts in personality, goals, and belief, but remains in control of the player for the most part.
Monster Effects
Later
Luminary Relic
Luminary Relic are magic items uniquely made from the energies of each plane. Though these can be found scattered throughout the Salt, these will normally be found in a place related to the Luminary they represent. A character who suffers from Corruption or Dissonance to a single Luminary can attune to a single Luminary Relic without using an attunement slot. Other than that, Luminary Relics function like regular magical items. The most commonly known Luminary Relics are Gnosis, though there are plenty of lesser relics that can be found.
Grace
Graces are minor gifts and powers granted by a Luminary plane. These are normally quite minor in nature, granted by Gnosis Holders for fufilling tasks or furthering their goals.
The Ringed Moon, Calcination
Calcination is the Luminary borne of the idea of a "Greater Good", and how an individual can serve this idea. It is a plane of both law and good, restraint and compassion. When roleplaying a follower of Calcination, the following could serve as tenets for one to follow.
- I will uphold the status quo, so long as it does not bring harm to my people. An orderly society is best, but tyranny is an evil equal to chaos.
- I will support those less fortunate than me. Compassion and hard work will bring about a better world.
- Those who would bring harm and chaos to others will be dealt with equally, regardless of status or personal attachments.
- I will do my part and use my individual skills to better the world around me.
From the Salt, Calcination appears as a golden moon, surrounded by 3 rings and the remnants of a shattered 4th. The details ever shift, but when it draws closest to the Salt one can ever so slightly make out massive megastructures, walls and castles dedicated to the angels it contains. To an extent, Calcination mirrors the Salt, consistently having 3 continents surrounded by perfect blue seas. These continents seem inhabited to every corner, full and teaming with life. A closer inspection reveals this to be true, the plane covered in pristine cities spreading across every edge of the land. These cities house petitioner and angels alike, living in peace and harmony across ever shifting streets.
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The petitioner's of this Luminary are known as the Blessed, and resemble their mortal bodies but altered to physical perfection, skin glowing with a subtle radiance and a physique of their prime in life but perhaps even better. Those who linger for longer grow more angelic as time passes, skin becoming stone-like and eyes shining with iridescent light. Regardless of status prior to death, any who enter Calcination are treated with respect and love, given clothing of rich silk and most any object they could need.
Angels are made from the Blessed over time through various means, though usually quite slowly. The most common method is one committing acts of good and following the philosophy of the plane, slowly ridding themselves of mortality and eventually becoming a full blooded angel. Alternatively, those whose souls die on the plane or fighting for it have been known to be reborn. Though class and status is meaningless on the plane, it is understood in regular interaction on the plane that angels are of a higher status than mortal souls.
Angels have a relatively simple but stable hierarchy of power. The Blessed are granted life and protection but no power in return, Angels serve and follow the orders of Archangels in a hierarchy of power, and Archangels serve as leaders and commanders.
Compared to most Luminaries, Calcination has rather similar fundamental laws to the Salt. Gravity is a constant that is equal to the Salt, time flows no differently, and magic works as intended though magic sourced from Calcination is most definitely stronger.
Calcination’s holds a philosophy law and goodness as largely the same force. Order and peace is the greatest good, and goodness is the greatest order. They recognize the good intentions of the azatas of Fixation or Einherjar of Congelation, but see them as misguided on the path to an ultimate good. The Inevitables are seen as similarly misguided, using order for orders sake rather than seeking good in the end. Most other outsiders are frowned upon from an angel's perspective, seeing them as selfish or seeking the wrong answers or ultimatums.
Angels in particular hold a strong hatred of the Qlippoth, seeing them as a corruption upon the fabric of reality. They look back at the Grand Sin with disdain of an Archangel corrupted by heretical beliefs, and wage a perpetual war on the plane of Projection whenever the two planes draw close.
Traits of the Blessed Souls
Mortals with connections to the plane of Calcination often take on minor changes to their appearance or personality features to reflect their connection. Consider adding one or more of these traits when creating a character connected to the Ringed Moon. These traits do not provide any mechanical benefit.
d12 | Trait |
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1 | You do not ask, you declare. |
2 | When you cast a spell, rings of gold swirl around you. |
3 | Your eyes glow with a soft, golden light. |
4 | Clothing or armor you wear for long periods of time dulls in color, resembling marble. |
5 | Your facial structure is symmetrical and statuesque. |
6 | Your blood is golden and shimmers when exposed to light. |
7 | Ribbons of light faintly trail your fingertips when you gesture. |
8 | Your hair becomes a nearly radiant white. |
9 | A scent of stone seems to follow you. |
10 | You are especially drawn to large structures. |
11 | Your voice can be heard even in disruptive conditions. |
12 | You tend to avoid strong displays of emotion or affection. |
Gnosis Holders
The gnosis holders of Calcination are the Archangels, Blessed Souls who have worked up the ranks and gained recognition by the plane itself. The crowning of an archangel is a huge event that almost every soul within the plane attends, though one has not occurred since Tiriel was stripped of her ranking.
Archangels are divine leaders and commanders, but are not distant from their people. Every action made by these beings are to aid those beneath them. It is said that it is not angels that serve the Archangels, but rather the other way around.
Archangel Abatur
Archangel of Justice and Law
The eldest of known Archangels, Abatur was the first angel to gain the rank of Seraphim and was granted Gnosis for this achievement after his service defending the Luminary. The time of mortality has been long forgotten by this ancient Archangel, any semblance of mortality in his form having long faded. Instead he appears and permanently unfolding revolving rings surrounded by a halo of feathered wings. Eyes and celestial glyphs line these rings as they ever spin, as his watch encompasses all.
The gnosis Abatur was granted was that of Equity. It is said that he earned this from defying a judgment made by the inevitable court, suggesting a punishment instead. Miraculously, the court followed his suggestion, and the victim was spared. It is said that his Gnosis grants him the ability to form contracts and laws, and provide punishment to those who defy it.
Abatur now serves as the judge of Calcination, residing in a massive golden courthouse in the central reaches of the plane.
Archangel Remiel
Archangel of Creation and the Forge
Remiel is a relatively new Archangel, having gained his Gnosis around the same time as Tiriel. Remiel was originally just a Blessed with a penchant for smithing. Typically Blessed are not allowed to participate in war, the cities guarded heavily to prevent civilian casualties. Defying this, Remiel made his way into a battleground and provided weakened soldiers with weapons of masterful make. It is said that thanks to his contributions, the Qlippothic forces encroaching on Calcination where pushed back, and he was granted his Gnosis shortly after.
Remiel appears shrouded in a dark cloak gilded with decorative metal embellishments, glowing celestial glyphs imbued onto the rest of his armor. His features are obscured by a shadowed hood, and behind him stretch a pair of massive wings resembling radiant auroras. His Gnosis is that of Creation, granting him supernatural insight on the craft and how to forge perfected objects. He has worked this stand into his forge itself, allowing him to impart this ability on those who enter the forge itself.
In regular society Remiel works as a forge providing weaponry for the celestial armies. His forge is able to be seen from most corners of the Luminary, a massive spire that reaches the heavens.
Archangel Raziel
Archangel of Healing and Light
Raziel was once a Cherubim of the plane, serving her role of protecting the plane for years without any promotion. She was known even then for extreme prowess in healing, and was often tasked with helping those in need. Her promotion to Archangel came randomly, Gnosis simply apparating in front of her one day when she attended her duties for the day. It is said that her devotion to her work attracted the attention of the plane, and granted her this power in return.
Raziel's figure glows with a luminescence too bright to fully view her skin. Her eyes are bound with a blindfold of gold, and her cloak flows endlessly with molten gold. Behind her stretch 6 pairs of radiant wings, glowing with the colors of diamond and gold. Her gnosis takes the form of a ring stretched around her, bearing glyphs of medicine. Her Gnosis is that of light, which grants her the ability to heal both physical and mental aspects of those in need.
In society on Calcination, Raziel is known to wander the plane endlessly when not in times of war. Unlike most gnosis holders, Raziel is very involved in war when the time comes, bringing her omens to the front lines to aid the soldiers as needed.
Archangel Tiriel
Archangel of Heresy
Tiriel was the last crowned Archangel, given the Gnosis of Devotion. Her coronation was one of the largest events of Calcination, providing a hope for the plane that they could continue to expand and thrive. Unfortunately, that is not what occurred. The naive archangel was noticed by Aamon, the Lord of Liars. He made contact with her, telling her of a task that needed to be done in order to better the world and allowing mortals to access the glory of their Luminary even while alive. Tiriel followed along, eventually growing something akin to love with Aamon. The stories of how the betrayal happened differ, but all that is known is that Aamon was killed in a struggle and was the final sacrifice to break the barrier and finalize the Grand Sin.
After this, the heartbroken Archangel was taken captive in the depths of Calcination's dungeons, never to be freed. Her name is spoken only in hushed whispers, the archangels referring to her as the traitor angel. Though the emissarys of the plane speak of her betrayal as an occurrence only happening through the manipulation of Aamon, no archangel has been crowned since to prevent another tragedy.
Tiriel appears as a being made of pure flame and energy, bound to a set of copper armor. This armor has rotted over time, decaying and taking on a green oxidized tone. She is bound by chains of holy energy, binding her perpetually to a stone prison in the depths of Abatur's domain. Her gnosis bears the power of Devotion, though it's power is not quite yet understood. Despite her betrayal, her gnosis has yet to be truly revoked.
Angelic Corruption
Drawing upon the Ringed Moon of Calcination, you have taken on aspects of the angels that reside within. Though less monstrous in nature compared to other Corruptions, taking on this corruption is not all good. Those corrupted by this are permanently upheld to laws of good.
Drawbacks
After your first Corruption of this type, you gain disadvantage on deception or intimidation checks, your soul believing it to go against the greater good.
After your third, you become unable to lie completely, as if under zone of truth, though you gain resistance to radiant damage.
With all five Corruptions of this type, you become celestial as well as humanoid, your alignment moves one step towards lawful good of your choice. Your resistance to radiant damage becomes immunity, and when you fail a third death saving throw your body explodes in a burst of light, ascending yourself to a low ranking angel, retaining your mortal memories. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Blazing Halo (Head) - You gain a burning halo above your head that functions like a Lantern of revealing but has a base range of 60ft.
Metallic Limbs (Arms) - The metallic skin of angels outstretches from your arms and onto the rest of your body. Any critical hit against you becomes a normal hit.
Inner Light (Organs) - The inner light of a celestial bellows out from your eyes and mouth. An amount of times per long rest equal to your proficiency bonus, you can cast Faerie Fire using your choice of Wisdom, Intelligence, or Charisma for the saving throw.
Wings of Glory (Torso) - You can create ethereal, angel wings from your back as a bonus action, these wings have a flight speed of 50ft and they give you advantage on persuasion checks towards good aligned creatures while they are present.
Legs of the Four (Legs) - These golden legs have the doctrine of the archangels engraved on their sides, warding off evil influences. You have advantage on Wisdom or Charisma saving throws.
Madness and Dissonance
Luminary Relics
The Golden Moon, Congelation
Congelation is the Luminary plane representing ideas of community and family, and particularly one's duty to these concepts. Known by many as Valhalla, this is the land where veterans in the line of duty are rumored to end up.
Nirvana is an unbiased paradise existing between the two extremes of Elysium and Heaven. Its stunning mountains, rolling hills, and deep forests all match a visitor’s expectations of a pastoral paradise, but Nirvana also contains mysteries that lead to enlightenment. Nirvana is a sanctuary and a place of respite for all who seek redemption or illumination.
Congelation is an infinite mountainous landscape, various stone halls and castles marking the almost supernaturally beautiful terrain. Within these halls are parties and feasts of those who knew one another in life, celebrating eternally what they once had. Within the mountains far from these safe havens, powerful beasts roam decorated with runes of great power. Death is never a permanence in this land, and so it becomes a form of entertainment hunting and besting these powerful beasts in combat.
The inhabitants of this Luminary are the Einherjar, neutral good celestials taking the form of ghostly warriors.
The holders of Gnosis within Congelation are the Einherjar paragons, culminations of thousands of souls combining to form incredibly powerful spiritual warriors.
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Paragon of the Hunter
Paragon of stealth, survival, the hunter.
The Paragon of the Hunter is the collection of thousands of souls with talents of stealth and dexterity. They were hunters, scouts, and any who used such talents to aid their community. The Hunter takes on forms of those fitting of those who it presents itself to, often bathed in yellow light.
Paragon of the Scholar
Paragon of magic, knowledge, the archmage.
Made of the souls of extremely powerful mages and scholars, this paragon is composed of the souls of those who contributed to others through means of magic or knowledge. When shown, the souls of this paragon wreath themselves in blue light.
Paragon of the Soldier
Paragon of combat, power, the warrior.
The culmination of fallen warrior souls, the Soldier paragon is said to be the first of the Einherjar paragons. Bathed in crimson light, this paragon is made of the souls fallen soldiers, guards, or mercenaries.
The Radiant Moon, Fixation
A vast land of untamed wilderness and wild passions, Fixation is the plane of benevolent chaos. Freedom and self-sufficiency abound here, personified in the azatas native to the plane. In Elysium, selfless cooperation and fierce competition clash with the violence of a raging thunderstorm, but such conflicts never overshadow the lofty concepts of bravery, creativity, and good unhindered by rules or laws.
Fixation is beautiful beyond any landscape of the Material Plane, teeming with rich and vibrant life. By day, a golden sun shines brightly down upon the emerald fields and azure seas, while by night, the sky is a sea of glittering stars escorting a silver moon on its journey. Nothing in Fixation knows much of restraint; its mountains stretch taller and its oceans yawn deeper than on any world on the Salt, accounting for some of the greatest extremes in elevation in all of the Anima Mundi. Yet these extremes are not limited by Salt's realities: the tops of Fixation’s tallest mountains have plenty of breathable air and its deepest oceans receive ample sunlight.
Despite its good alignment, Fixation is far from universally safe, and regions of true wilderness grow increasingly perilous farther from the heartlands of the Promised Land, where monsters and worse are known to dwell.
The outsiders of this plane are the Azata, chaotic good celestials that take on bestial forms. These celestials believe it their duty to dispose of evil wherever it shows, but also that life is to be enjoyed to it's fullest.
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The holders of this Luminaries Gnosis are known as the Azata icons. These powerful azata don't necessarily hold power over other azata, but their words are respected on basis of their power.
Airt, Wolf Icon
Azata of ice, wolves, and vengeance.
Airt is known by many as the frosted blade, a warrior of great renown who is known to seek evil and end it with swift vengeance.
Cithara, Cicada Icon
Azata of music, art, and riches.
Cithara is a beautiful woman, shrouded in gold and surrounded by constant sounds of music. She is the patron of artists, and grants them great inspiration.
Quetzal, Serpent Icon
Azata of flame, joy, and feasts.
Quetzal is an image of beauty, multicolored metallic feathers and perpetually wreathed in radiant flames. He is an aspect of celebration and joy.
Pavla, Bird Icon
Azata of beauty, celebration, and drink.
Pavla is a male appearing human, often depicted in a throne of multicolored feathers. He wears ornate colorful robes, and is usually depicted with drink in hand.
The Shifting Moon, Solution
When viewed from the edge of another plane, Solution's features appear much like that of its adjacent neighbor. The differences grow more profound farther away from the stabilizing anchor of the borderlands, eventually falling back into the mutable freedom of perpetual change in a vast churning sea of possibility called the Sea of Aether. The Sea defies the efforts of mapmakers, as its very character shifts and flows like the tide of an unseen ocean, to which the borderlands are but shores and calm shallows. Crystalline forests melt like candle wax into shallow brine seas with jewel-like icebergs, and then sublimate to vast parched deserts, all within the stretch of days. Still, islands of stability do exist within the depths of the Maelstrom. Petty gods, exiled fiends, and fallen celestials rule such islands, and even the rare stronghold of a mortal wizard or priest-king can be found here, holding itself against the metaphysical lapping tide. Creatures wandering in from the structured planes, long since grown native, populate the Maelstrom’s borderlands, often possessing characteristics and behaviors at odds with their origins. Even deeper, the mysterious primordials.
The Primordials are the outsiders of this plane, chaotic beings taking on the form of armed serpents. They are often extremely colorful, their forms almost hurting one's eyes to behold in their odd beauty. The Primordials are immortal, claiming their kind had been part of the force pulling the world together.
The holders of Solution's gnosis are the Primordial Speakers, Primordials with the ability to warp reality at ease.
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The Host of the Spiral
The Host of the Spiral is a smaller sized Primordial with oversized arms and hands and spiraling horns covering any eyes. They are the Primordial of madness and frenzy.
The Reshaper
The Reshaper is an onyx primordial with purplish scales. Their lower half diverts into a mass of arms and tails, and their upper half contains countless arms. They are the Primordial of rebirth and creation.
The Incandescence
The Incandescence is a crimson primordial with almost pink energy endlessly flowing around them. Crystallian growths emerge from jagged scales, forming arms that seem to be missing from their twisting form.
The Aether Herald
The Aether Herald is perpetually covered in spiraling magics and gravity, too blinding to truly look upon. Perhaps worse is the cacophonous sound of their voice, eternally preaching the doctrine of chaos in a unintelligible song.
d12 | Trait |
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1 | Your eyes resemble that of a snake. |
2 | When you cast a spell, a small malestrom of chaos swirls around you. |
3 | Your skin has marks of multicolored scales. |
4 | Thunder echoes your speech when it is storming. |
5 | You instinctually speak to snakes. |
6 | The wind near you seems to swirl. |
7 | You have no scent. |
8 | Your eyes take on the hue of those you kill. |
9 | You hear voices within storms and wind. |
10 | Pain invigorates you, rather than scaring you. |
11 | When you sleep, spectral chains appear to hold you to your position. |
12 | You do what you can to make sure nothing goes to waste. |
The Green Moon, Digestion
Digestion exists under a false sky of whirling stars and moons that change shape and texture as they track their way through the vibrant heavens as inconsistent natural laws and wellsprings of primal magic and natural splendor create vistas unfathomable to mortal minds. Here stand ancient forests as tall as mountains, living lakes and rivers, traveling faerie courts alternately benevolent or mischievous, and landscapes of all manner that constantly shift and reinvent themselves. And ruling over all in this realm are those powerful entities known as the Fae Princes. It is from this realm that fae creatures, the original gnomes, and far stranger beings hail.
It is a realm of infinite possibility and unbridled evolution, with natural laws changing from place to place to reflect the variety of half-finished versions tested out by their makers— the landscape constantly reinventing itself to suit the whims of powerful individuals or its own inscrutable desires. Its residents are equally mysterious, at once familiar and alien, with most living in harmony with a landscape of savage, primeval beauty. Thus, the Fey World is the realm of fairy tales, where anything is possible—if you can pay the price.
Legends state that this plane along with Separation were once one plane, split into two with the Grand Sin.
The outsiders of this world are the Seelie fae, chaotic beings of change. However, the fae of Digestion are usually benevolent, beyond the occasional prank.
The holders of this Luminary's Gnosis are the Fey Princes and Princesses, treated as nobles of sorts within this shifting land.
Prince Losgann
Fey Prince of Frogs and Summer
Prince Losgann is the prince of the summer court, ruling over the benevolent summer fae. A jovial man, his body seems to be bound in magical runes.
Prince Tavdan
Fey Prince of Autumn and Celebration
Prince Tavdan is known by many as the Prince of Indulgence. In charge of the autumn fae, Tavdan is well known instead for luxurious parties.
Princess Llewellyn
Fey Princess of the Arcane and Winter
Llewellyn is the princess of Winter. In charge of the mischievous winter fae, she is an incredibly powerful astrologer and sorceress.
Princess Rhodon
Fey Princess of Roses and Spring.
Rhodon is an enigmatic fae, typically preferring to wander the wilds of Digestion alone. Interaction with her is sparse and silent, before she simply moves on once again leaving nothing behind but fallen flower petals.
The Silent Moon, Distillation
Distillation is the Luminary plane of Silence and Death. Plagued with perpetual thick fogs and magical darkness, this plane seems nearly unnavigable for mortals alone. Perhaps such was part of the design, as this Luminary serves as a bridge between the Physical and Spiritual worlds through the power of the Pale River Styx, which flows through this land in twisting shapes.
Mortals who do embark here alone often succumb to the piercing cold or jagged terrain of this desolate land, or perhaps face a worst fate of falling into the pale river and having your soul split among the world. It is a silent world of nightmares that most hope to never step foot within.
However, when one passes on to this plane naturally, the fog seems to lift. This plane serves as a home for souls unable to choose their eternal destination, and gives them ample time to think as needed. At the pinnacle of this land is Purgatory, a necropolis of graveyards, mausoleums, and solemn courts dedicated to the psychopomp ferrymen who brought them here. This gloomy realm, also known as Purgatory, is home to countless souls awaiting final judgment. Clad in the sheaths of their astral forms, these somber sojourners bask in deep reverie, reliving scenes from their mortal lives during a solitary, inward journey of remembrance and catharsis.
The outsiders of this plane are the Psychopomps, the masked servants of death. These neutral outsiders serve the souls of this plane, guiding them to their final destination and aiding them as needed.
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Unlike other planes, the holders of Gnosis take a physical form within the Salt. Each major Psychopomp has assigned itself a divisus, claiming the souls of each who die within it's borders.
Psychopomp Kara
The Shinigami of Tengrao
Kara is a being seen in many different lights across Tengrao. Plenty see her as a lone guide, others a malevolent force of nature seeking to bring death to mortals. She is worshipped by the sorrow knights, who use the Black Veil to hear her voice.
Psychopomp Freya
The Crow Speaker of Signo
Freya is an almost isolatory being, speaking to mortals through omen and prophecy. She is said to see through the eyes of crows, and carries off souls by granting them ebony wings.
Psychopomp Myslyet
The Shrouded Hunter of Seelo
Myslyet is known as the Last Hunter by many. She is said to seek out those on death's door, and deliver the final blow with her bolt.
The Blood Moon, Sublimation
"Torn asunder and apart, the children of this dream. Victims of consumption and hunger. Father, Oh father, must you maim us so? Your maw gaping and drooling, ancient and foul. Ruined and reborn, we suffer eternally as one. We are bleeding and screaming, And yet we are content. This is our new prison, our new form."
-The Laments of Blood and Bile on the creation of Sublimation.
Sublimation is the plane embodying the idea of transformation and change, normally to a more perfected state. Sublimation differs itself from other planes of change in this idea of eventual perfection that is to be reached. Sublimation believes that what stands currently is flawed and imperfect, and every effort should be made to change it into something new. It sees the way of life of mortality as flawed and simple minded, and seeks to expand to something new, often through horrifying methods. When roleplaying a follower of Sublimation, keep the following tenets in mind.
- What exists is flawed. We must focus ourselves towards something better.
- Pain and death are more often than not only barriers to perfection. Keep your mind on the end goal.
- Beauty can be found in the wretched and disgusting. Disgust and horror are simply simple minded reactions to perfection.
When viewed from the Salt, Sublimation appears crimson red, with massive darkened forests of black and mountains resembling boils on the surface of the moon of flesh. It is a horrific sight from afar, and even more so from within. Sublimation festers like a pustule in the Anima Mundi, the embodiment of all that is wretched. The land itself is made of spongy, putrefying flesh riddled with boils and inflamed blisters like hills, infected open wounds like canyons. Thick black hairs grow like trees from the decaying ground. A river runs slowly and thickly with bodily wastes and fluids through the land, frothing and scabbing along its banks. The air hangs as a stagnant mix of poisonous and pestilent vapors that showers this horrid realm with a rain of bile. It resembles beautiful and perfect scenes from the Salt as if they were remade by the hands of a twisted artist, corrupting the beauty with the essence of utmost disgust.
The petitioners of this plane are the Bloodied, souls who resemble their mortal forms with one caveat, wounds from before death and those gained on the plane never heal, bleeding and aching eternally though never given the mercy of death. Over time, most petitioners become more wound and rended flesh than mortal, living in eternal pain from that which is inflicted on them.
While plenty of souls never learn to overcome this pain and simply wander the twisted landscape for the rest of their existences, plenty have learned to not only overcome their pain, but revel in it. These souls are capable of becoming kyton, the outsiders of Sublimation.
Kyton are the manifestation of the twisted beliefs of the plane. While as a baseline these outsiders appear mortal, it is their nature to mutilate, maim, and graft themselves with new parts, both organic and inorganic. Each Kyton is unique in their appearance, the stories of their lives laid bare upon their flesh with each disgusting addition. Kyton believe in pain as the ultimate way of growth, and work to push themselves towards a final perfection, though satisfaction never seems to come in that front.
They hold this belief in perfection to the level of zealotry, believing that perfection should not only be attained themselves, it should be shared and spread. Mortals unlucky enough to encounter a Kyton will find themselves subject to the same torment imposed on themselves, worked on with the dedication of an artist.
Kyton are very individualistic, serving no hierarchy or laws. They work together for a similar goal, but the only thing dividing one from another is power and age. The holders of Gnosis, known as Torments, speak for the plane and give direction to the Kyton, but they hold no part in society on Sublimation.
The land of Sublimation shifts eternally from one disgusting landscape to another. Direction is meaningless and time can flow differently for one creature to another. Gravity works the same as the Salt, and magic is often corrupted and changed.
The followers of Sublimation's philosophy view the rest of the outsiders as misguided and uninventive. The good aligned planes content in their imperfection, and the chaotic ones as lacking in vision and creativity. They believe their end goal of perfection to work alongside everyone's goals in the end, and care not to debate or argue with them.
Traits of the Bloodied Souls
Mortals with connections to the plane of Sublimation often take on minor changes to their appearance or personality features to reflect their connection. Consider adding one or more of these traits when creating a character connected to the Blood Moon. These traits do not provide any mechanical benefit, but can help describe your character through roleplay.
d12 | Trait |
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1 | Your body scars and bruises very easily. |
2 | Your body seems to magically mirror wounds of your allies. |
3 | When you cast a spell you are surrounded by spectral blades and chains. |
4 | Clothing or armor you wear for long periods of time seems to rust. |
5 | You feel a strong compulsion to get, or already have, piercings on your face. |
6 | A strong smell of iron seems to surround you. |
7 | Blades seem to ever so slightly point towards you. |
8 | Your eyes take on the hue of those you kill. |
d12 | Trait |
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9 | You are approximately aware of how best to butcher those you meet. |
10 | Pain invigorates you, rather than scaring you. |
11 | When you sleep, spectral chains appear to hold you to your position. |
12 | You do what you can to make sure nothing goes to waste. |
Gnosis Holders
The gnosis holders of sublimation are referred to as the torments, uniquely formed kyton who serve as aspects and organs of the plane. Unlike most other planes, only 7 gnosis holders can exist on this plane at any time. The eight gnosis, currently lost on the material plane, stands as an outlier, exiled from the plane to spread its ideals. Though the Gnosis have existed since the planes birth, the holders were often bloodied souls who were taken by the plane.
Kyton don't believe in a hierarchy, instead following a hyper individualistic worldview of personal perfection. As such, the Torment's don't necessarily serve a position of power within the plane, but rather as speakers of the will of the plane itself. Each of the torments has claimed a small portion of the plane for themselves, twisting the terrain to their personal ideals of perfection.
Strife, Crown Kyton
Strife is the Torment of the crown chakra, referred to most as the Thief or the Reshaper. Born into the first war of Tengrao, in life Strife was a soldier at the top of his army's hierarchy. He took pride in his ability to kill, and eventually worked towards using this power to improve himself. Taking pieces of those he killed as trophies, stitching their flesh into a cloak of bloodied skin. He eventually abandoned his post, taking instead to inflicting bloodshed on any who crossed his path. The plane took interest in him, and stole him away to become the first Torment.
Strife appears like a pallid human, skin stitched together with faces and other body parts rearranged across his wretched form. He wears a rotted, darkened cloak, a memento from his time as human. From his body sprout numerous additional arms made of bone and chain, extending into sharpened razor like wings.
He wields the Gnosis of the Crown Chakra, granting him the power of pain and how it can warp the conscious mind. In the plane, Strife resides in a massive forest of hair follicle trees. His domain is made of these trees, woven into a massive black spire.
Mandible, Third Eye Kyton
Mandible is the Torment of the Third Eye, the scout of the plane. It is said that Mandible was not a human soul, but rather that of an insect who in an experiment was given energy from the plane. It was taught how to not only understand consciousness, but was additionally granted knowledge of the plane's ideals, mastery over pain, and a newfound, horrifying form. Mandible ascended to the plane shortly after, building himself a domain before taking on the Gnosis of the Third Eye.
Mandible appears like a massive, slightly humanoid insect. His chitin resembles bone, still dripping with blood as if freshly ripped from a wound, and his eyes and mouth move with quickened, bestial fury. His shell extended behind him like ribs stretching out into wings of bone.
His Gnosis, the gnosis of the Third Eye, grants him the ability to see the souls of those he witnesses. He uses this ability to see who is fit to become a kyton themselves and those who he should simply kill. As such, Mandible has taken to serving as a scout, traveling the material plane in hopes of finding those he can convert. His domain is a bone white desert, stretching as far as the eye can see. In this desert of powdered bone lies numerous tunnels in the shape of digestive systems and towering spines, ribs stretching from the ground in sickle shapes. Deep within the desert is the stomach, where Mandible resides.
Cairya, Throat Kyton
Deep within the plane of Sublimation, those mortals who wander for too long will eventually, inevitably, find themselves at jagged cliffs of blackened flesh, rising towards the heavens like blades that had once pierced the skin of a massive beast. Stretching as far as the eye can see, giving way to valleys and mountains of char and rot. These lands, marred with blades and bone, sing with many mouths a song of death. A song of an end soon to come at the hands of the executioner and the pain she shall inflict. It is this song that heralds the presence of Cairya, provoking the fear of the pain she causes in those that hear it. The Torment of the Throat, Cairya is known to many as the executioner. It is said that her origin lies in the soul of the first person brought under torture by the Pale Flame, the rage she felt in her final moments carried on, and she now carries the rusted axe that once removed her head.
Goust, Heart Kyton
Rust, Plexus Kyton
Sanguine, Sacral Kyton
Duldir, Root Kyton
The Shrouded Moon, Separation
Separation is a dull and colorless world, a distorted mirror of the plane of Digestion that it had broken off of. It contains similar features to that of Digestion, but dark and altered. This plane is the plane of curses, full of wandering hags and twisted undead. This land seems perpetually colorless, and it is for the most part. The only thing that maintains it's color is the crimson red of blood.
Working under similar ideas of time to the Salt, this plane is dim and foggy during the day, but falls into an almost inescapable darkness during the night. Those who are unprepared often find themselves slaughtered by the rabid beasts of the night.
The main inhabitants of this plane are the unseelie fae, often sadistic beings that wander the dim wilds of this plane. They are immensely territorial, and will not hesitate to slaughter those who do not pay them the proper respects. The Unseelie Fae are prone to the curse of Greying, eventual petrification to those who do not know the blessing of blood.
The Holders of this Luminary's gnosis are the unseelie princes and princesses, who are granted the ability to manipulate the emotions of their underlings to keep their position intact.
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Aris, Prince of Shadow
Fae prince of magic and murder.
The oldest of the unseelie Fae, Aris is according to legend the shadow of Llewellyn. When the split between Separation and Digestion occurred, the shadow took the opportunity to claim the newfound Gnosis.
Tysres, Princess of Bone
Fae Princess of bone and immobility.
Tysres is the youngest of the gnosis holders, born of the marrow of the corpse of an ancient dragon. Wielding blades of dragonbone, she is the unseelie fae's strongest warrior.
Brilryn, Princess of Reflection
Fae Princess of Mimicry and Fear
No legend states when Brilryn emerged, just that she simply was. She is faceless and for the most part, identityless, only bearing a name given to her by Aris.
The Metal Moon, Ceration
Ceration is a plane in the Outer Sphere dedicated to universal law unmarred by the struggles between good and evil. It takes the shape of a gigantic city, and exists among the planes of the Luminaries as a shining example of perfect order and harmony rising out of the churning chaos beyond. Within the plane's golden barrier walls, the streets are perfectly ordered and clean, the buildings appear as paragons of their respective architectural styles from virtually every culture within Aeroth, and the natives strive to live in orchestrated harmony. Of course, some would label the plane's perfection hollow, or its beauty verging on sterility, but given the Eternal City's violent history and perhaps precarious present standing, its outsiders alike dismiss such criticism outright.
Rather than being a single, uniform city, Ceration consists of millions of settlements arranged next to, around and inside each other in a complex and elegant pattern. These constituent cities are often connected by portals to ease travel between them, and many serve as the realms of Ceration's gods.
The outsiders of this Luminary are the Inevitables, constructs of various materials and make, living in an eternal structured life under the command of their Gnosis holders, the enforcers.
The enforcers hold no individual will, rather serving as simple speakers of the will of Ageratos.
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Nehath of Copper
Nehath of Copper takes on an almost bestial appearance, a clockwork quadrapedal bearing resemblance almost to the azata. This is not coincidence, with Nehath having been inspired by an azata hero.
Sahral of Marble
A hulking figure of marble and light, Sahral is the Grand Judge of Aeroth. Sitting in the center of Ceration, he learns endlessly each law.
Netihr of Silver
Netihr is also known as the all-knowing, as his sight knows no bounds. He is perhaps the most physically frail of the enforcers, but he more than makes up with it through magical prowess.
The Burning Moon, Fermentation
Fermentation was once a grand city of gold, built upon volcanic machinery that powered the city of the devils. Now it remains a prison for the qlippoth and their followers to roam eternally, viewing the destruction of their grand city. Their grand engine split apart, it's contents scorched the plane. The ground is nothing more than great, ever-shifting plates of compressed flame. The air ripples with the heat of continual firestorms and the most common liquid is magma. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without needing fuel or air, but flammables brought onto the plane are consumed readily.
The remaining holder's of Gnosis, known as the Lord's of Ambition, have taken to the Salt as a way to exert their control.
Belial, Blade of Ruin
Taking the form of an endless serpent of bone, Belial is a usurper of thrones and advisor to those in power. He tempts kings down an evil path of destruction, leaving nothing but corpses in his wake. He is, for all intents and purposes, the manifestation of war itself.
Dantalion, the Frozen Heart
Representing the sin of Lust, Dantalion was born a qlippoth unable to feel anything but desire to manipulate. She can take any form she pleases, and uses this to her advantage. She guides mortals down dark path's having them make the decisions themselves and damning themselves to join her in the burning realm.
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Eligos, Destruction of the Storm
Eligos is known by many as the Storm's Wrath. He deceives mortals by finding them at their lowest, convincing them to take paths of destruction and murder at his hand. Any who fail his contracts are struck down with a strike of lightning.
Marbas, the Bestial King
Marbas is the lord of beasts, and revealer of secrets. He is the most knowledgeable of Ambition lords, able to reveal such secrets at the cost of one's power. Those who accept his offers, however, are transformed into Qlippoth's in his army.
Raum, the Crossroads Thief
Raum is the most involved in mortal activity, involving himself in petty crossroads activity. He is deceptive, lacing his words with honey and convincing the other of a grand deal, when in reality, they are simply handing over their soul to the corvid demon.
The Hungering Moon, Multiplication
Once the hub of fiendish communion, Multiplication is now simply a vast desert lines with weaponry and structures of a time long gone. This plane appears as a windswept and desolate place, the ground formed of cracked brown rock that pumps and spews blood in certain areas. The sky is a swirling morass of grays, blues, and reds with no clear or discernible features. A constant wind blows across the plane carrying the screams of those kindred souls that have arrived here. This Luminary houses both the Lords of Wrath and Greed, who eternally war over the scrounges of their once glorious home.
Bune, The Golden Deception
This almost draconic appearing demon usually takes the form of a massive pile of gold. Deceiving those who come near, those who attempt to steal from this Lord of Greed find themselves consumed and added to his endless pile.
Charon, The Ferryman
Unlike most other Lords of Greed, Charon cares not for convincing other's of evil. His goal is gold, which he obtains by secretly travelling the River Styx. Capable of intercepting a soul from it's final resting place, Charon asks only for gold from those he aids.
Leraie, The Rusted Mercenary
Leraie is the Mercenary Lord, formed of the weaponry of the grand sin. She is perhaps the most powerful Qlippoth warrior, though her services come at a steep price.
Purson, the Patron of Curses
Purson is a withered qlippoth, her physical form emaciated and lined with thorns. She is supposedly the origin of the Briar Marks.
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Valefor, the Stolen Blade
Valefor is known by many as the stolen arsenal. Appearing at nearly any battle to occur, she holds weapons from every nation and war at her disposal, and uses them at any chance to defend her growing horde.
Buer, Lord of Vermin
Buer is a lord of Wrath, commanding swarms of insects and rodents to fufill his violent desires. He is the crafter of many plagues, and will stop at nothing to see his enemies devoured in the masses of his command.
Forneur, Wretched Parasite
Forneur posesses no true physical form, instead preferring to invade the bodies of his enemies. Once he does, he will stop at nothing to destroy all his enemy held dear while wearing their visage.
Furfur, Fury's Corruption
Known by many as simply the embodiment of wrath, Furfur is an almost bestial being that lives for nothing but gore and violence.
Orobas, the Laughing Madness
Orobas is a newer Wrath Lord, an ex-jester gaining gnosis after slaying the noble to which he was a retainer for. He is known for his dreadful acts of violence, but also his constant laughing in the scene of each.
Yeenohgu, the Roaming Warrior
The creator of gnolls, Yeenohgu is an immensely powerful warrior who wanders Multiplication seeking a powerful warrior to face him.
The Watching Moon, Projection
A Luminary once grand and beautiful, reduced to endless chaos. While all the planes of the Qlippoth were broken, this one faced perhaps the worst of it all. Projection is nearly as chaotic as Solution, this land exists soley to torment the remaining Heresy Lords, an eternal land of horror. The bleak and forbidding wastes are laced through by the glittering, toxic ribbon of black water known as the Judecca, while overhead the sky hangs in perpetual eclipse, a single shrouded star looking down like the lidded eye of a slumbering, malevolent god.
The grim skies above Projection are as often as not filled with smoke and dark, roiling clouds, but when the cover parts, what is revealed above is worse—an endless gray expanse with no visible stars. A continuously eclipsed sun burns high above, appearing as an empty hole in the firmament ringed by a ghostly glow. This sole illumination provides Projection with an eerie half-light that never wanes or waxes, keeping the realm in a perpetual state of twilight with no discernible day-night cycle.
The few remaining Heresy Lords reside in this chaotic land, prisoner just as much as they are lords. Only during the final 3 months of each year are they granted free reign.
Heresy Lord Aamon
Lord of Blood
The cause of the Grand Sin, Aamon has since seemingly died, leaving behind nothing but a wilted flower in his tomb.
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Heresy Lord Orias
Lord of Rot
Orias was once a mortal follower of Aamon, granted great power for mere minutes during the Grand Sin. Now, his heresy remains forever punished as he wanders Projection with blades made of plague incarnate.
Heresy Lord Stolas
Lord of Prophecy
Stolas takes a position of speaker of the Heresy Lords, sending false prophecy to prophets and speaking divine heresy to followers.
Heresy Lord Vassago
Lord of Corruption
Vassago is the lord of physical corruption. It is under his watchful eye that the plane of Projection corrupts its followers.
Heresy Lord Veirmor
Lord of Apostasy
Veirmor is the destroyer of all that is divine. Called the God Devourer by his followers, it is said that he will one day purge the world of divinity.
Chapter 2
Signo
Chapter 3
Tengrao
Although no words were spoken between them during their stay, a strong camaraderie was present between them all. Years of desperate fighting formed a bond beyond that of man itself. At the time, the divisus was divided with bloodshed and turmoil, but for a moment, standing by the light of this campfire, we felt at peace.
-Jieng Lux, A Recollection of The Warrior Saints
Many say that Tengrao was never meant to be a home for mortality but rather a battlefield for the forces beyond the world. It's from this that its name originates, quite literally simply meaning battlefield. While the terrain is liveable, perfect even, mortal life has already found itself at its last stand against the forces of outsiders that choose to make the continent their home. With fear most watch the movements of the stars above, only hoping the fate they determine will be less violent than the last.
Unknown to most, however, lies a war within mortality itself. Within the rampaging of otherworldly beings and ancient legends, many have found what they believe to be the secrets of immortality and godhood, a secret so powerful that those who have discovered it wish to be it’s sole inheritor. With the previous unified Xin rule having decreased at the hand of fiends, Tengrao now finds itself at a war of seven states, all vying to be the next inheritor of the crown.
This chapter first will cover the history of Tengrao and it's mythos and landmarks before diving deeper into specific factions and states within.
Age of Chaos
The early history of Tengrao is very disputed, primarily because the early stages have lost any documentation- a side effect of it's bloody past. What is known, is that as soon as mortal life populated the world, there was strife. Extraplanar beings had set their roots down before humanity could truly settle, forcing mortality to engage in a bloody war in order to simply exist. Relics from this Age are quite common, artifacts made from pieced together from the remnants of such creatures and quickly constructed ruins, now falling to the decay of time.
While this was before mortality had gathered itself enough to form authority, there seems to be accounts instead of a sentient ruling power, known as the Kingslayer's March. However, the history around this group was destroyed in the following Age of the Saints, presumably at the request of the Order of Warrior Saints.
This Age was brought to an end with the destruction of the Kingslayer's March, as mortality developed its cradle of civilization.
Age of the Saints
The Age of Saints proceeded the Age of Chaos, usually considered to have started when the Order of Warrior Saints began forming the beginning of the Xin Dynasty, splitting up and using their men to construct the Mirus across the continent where the Saints were eventually entombed.
It is in the Mirus that we are granted knowledge of this time, the history of the Saints and the construction of these monuments often inscribed upon the foundations. The Age of Saints is often considered to be the first step of mortality into civilization, the construction of these artifacts pushing the world into the next stage of advancement. It's also during this time that copper weaponry became widespread, which would stick around for the following century.
Though the age of the Saints was the beginning of something great for humanity, it was short lived. The Saints, having fallen and been buried in their own creations, left the world without a guide for how to continue their advancement. For many years after Tengrao was in a state of chaos, merely living in these buildings to fend off the extraplanar threats that slowly eroded their defenses. This would change only when Xin Karimi unearthed the Divine Prophecy that the Saints had authored prior to their deaths.
Following this blueprint, The Xin Dynasty was founded and began its conquest to unite the Divisus.
Age of the Crusade
Though officially called the Age of the Emperor by most Xin historians, those outside the Dynasty refer to it as the Age of the Crusade, as during this time the Xin Dynasty, having the most unified military on the Divisus, commanded it's troops to spread from the central highlands and claim the rest of the Divisus under their banner.
Perhaps the most recorded time in Tengrao's history, it was during this time that a unified calendar system was created after contact was made with the northern Divisus of Signo, the Xin Dynasty adopting the Mithalis Calendar model and creating it's own way of recording years. Because of this, we have an idea of how long this age lasted, as this age only reached it's technical end recently, in 132 A.E. (Age of the Emperor)
Age of the Sword
While many historians debate whether or not the recent events should be considered the herald of a new age, the fact remains that the assassination of the emperor has drastically shifted the political and cultural tides of an already volatile time, tensions finally boiling over until a point of all out warfare. Beginning in 132 A.E. and extending to the current 134 A.E., it is in this time that the Divisus has split into seven warring states, all vying for control of the Xin crown.
The Warrior Saints
Considered to be a turning point for Tengrao, the legend of the Warrior Saints is one of the few culturally unifying parts of the nation. Though their exact origins are unknown, what is known is that once the seven had gathered from various parts of the Divisus they set off on a journey to take on the trials of the praesul, hoping to gain knowledge on how to protect the world from the hordes of the luminary planes. Beginning in the northern reaches of Yueliang Qiao, the group ventured across the entire divisus, taking and winning each trial along the way.
Though the exact history of it has been lost, it was during this time that the Kingslayer March fell to the hands of the Saints. For reasons still unknown, the Saints demanded the destruction of any records of the Kingslayer's March, so the exact methods of this battle remains unknown.
After the trials were complete and the Brigade defeated, the Warrior Saints split to various parts of the Divisus, constructing the Mirus. It was said by many that the Saints were destined to die at the time, a prophecy foretold by the withering of Saint Khanos's rose. Once the Mirus were constructed, the Warrior Saint's sealed themselves in the tombs of the Mirus, and presumably passed away, never to be seen again. Though the Mirus have been scavenged by researchers, the exact location of these tombs or if they even exist has never been confirmed, and with the loss of the maps of the Mirus, it'll likely stay that way.
Though now dead, the Saints have permanently rooted themselves into the culture of Tengrao and it's religions, with many taking on worship of single saints under the idea of patronage. The following section will list the Warrior Saints, the Mirus they constructed, and groups who claim their patronage.
Saint Khanos
Also known as the Saint of Progress, Saint Khanos was born to a family plagued with famine and pestilence. It was only by miracle that the young saint survived, though his body remained wracked with the Briar Curse that constantly threatened to destroy him. Despite this, he was able to become a skilled warrior and eventually, a saint. Considered the patron saint of the ill, inventors, and philosophers, worship of Khanos is perhaps one of the most common as his Mirus resides within the Capitol of the Xin Dynasty.
The Symbol of Khanos is widely considered to be the rose, a gift granted to him by the Praesul Orion. It was said that when this roses last petal withered, the Saints would die.
Saint Laam
Known by many as the Saint of Deception, Laam was born to a clan of traveling merchants. It is not known if it was before or after Laam's birth, but it was around this time that the clan of the Mavi were first recorded. Laam was the first to bring attention to this clan, as she herself had originated from it. With an artifact of a mask given by the Praesul Tarandos, Laam constructed the hidden Mirus Hua Jiao in the hills of midland Tengrao. Laam is considered to be the patron saint of merchants, the Mavi, and thieves.
Saint Lumin
Also known as the Saint of Creation, Lumin was responsible for the massive structure of Dianjiaoshi in southern Tengrao. She was supposedly an amnesiac, finding her way to the Saints by chance with nothing left in her but her ability to fight. Taken in by the group she was nursed back to health and became a valued member of the order. Her symbol is the hammer, referencing the hammer of mithral she was given by the Praesul Chiron. She is considered to be the patron saint of artists, smiths, and anyone who creates for a living
Saint Marin
Also known as the Saint of Healing, Saint Marin's family were slain at a young age, and so as a child she learned quickly how to fend for herself. Though she remained physically sickly, she was considered to be the most intelligent and caring of the Saints. When the group completed the trial of Hydra, she was gifted a heart of lapis to guide the group to their needed destination. After the trials were completed, she began the construction of Shu'gen in western Tengrao, building the foundation and planting an otherworldly seed to form the tree. Marin is often considered to be the patron saint of mothers, farmers, doctors, and anyone who has taken on the responsibility of caring for something primarily.
Saint Mikhan
Also known as the Saint of Destruction, Saint Mikhan was a powerful warrior inflicted with a curse of bloodlust by the Praesul Erymanthian. When the Saints took on the trial he reveled in the victory over the Praesul, stealing his greatsword and taking it for his own. In the process, he only progressed his own curse. In order to hold himself back, he bound himself to a set of armor and sent his body into an eternal sleep, only awakening to serve the saints in battle. His final action was sealing himself away in the winding caverns of Teng'Xing, where the Forces of Nil would later be imprisoned. Saint Mikhan is the patron saint of warriors, those seeking vengeance, and those fighting against extraplanar beings.
Saint Sylphan
Also known as the Saint of Command, Saint Sylphan was once the leader of a band of mighty warriors, but was eventually killed in a battle between invading fiends. However, her soul remained in her body even as it decayed, forcing her to move onwards. Bringing her men along with the saints on the trials, it was said that her bond with her crew was what kept her going. She was granted an artifact of a shield from the Praesul Charybdis. She later constructed the Mirus of Mt. Hakyoku, where she supposedly died alongside her crew. She is considered the patron of anyone in a position of authority.
Saint Tranquility
Also known as the Saint of Power, Tranquility was born to a nomadic tribe of Qlippothspawn to the west of Tengrao's deserts. Though his tribe was opposed to magic, fearing it would draw the attention of the beasts they ran from, Tranquility was quick to master it and use it to grow in strength. It was only when his tribe was attacked and he managed to fight off the horde that he was permitted to continue his studies. Eventually he joined the Saints, gaining the wings of the praesul Stymphalian. Saint Tranquility's Mirus is the Tower of Earth and Heaven, a symmetrical tower that seems to defy gravity, leading up to an upside down floating island. Tranquility is considered to be the patron saint of scholars and mages.
The Mirus
Often referred to as the wonders of Tengrao, despite supposedly housing the corpses of the saints the Mirus remain the largest landmarks Tengrao has. Though the Dynasty holds unity as it's core tenant, the Mirus were perhaps one of the main reasons for their conquest- symbols of the strength and beauty of the divisus. The following will describe the Mirus and the mythology around them.
Shu'Gen
The mirus of Saint Marin, Shu'Gen is commonly referred to as the tree of life. The nation of Avia has built it's society around this tree, claiming it to be the greatest testament to the power of Mortality. It is said that Shu'Gen was grown not from a seed, but a heart that Saint Marin had planted in the ground. Some say that this heart still beats within the tree, and that it can be interpreted. Other rumors speak of the trees connection to the Saint of Life, claiming that it's amber can cure any disease.
Saint Mikhan's Labyrinth
A massive maze of underground tunnels beneath the Stymphis region of Tengrao, it is said that this maze was made in an enraged frenzy by the Saint of Destruction. Now considered deadly by the Forces of Nil, none who enter the maze return uninjured. Whether it be the hastily constructed tunnels or the deadly beasts that lurk within, many are convinced of something at the end of this maze, but many other's claim that searching for such is a death wish.
Ruins of the Lost Grotto
The Mirus of Saint Laam, it's said that this cave was once where the Saint's returned to many times in their journey. Eventually, The Saint of Lies grew attached to it, and chose it to be her burial point. However, the exact location of this Mirus eventually grew lost to time. Many of the Mavi clan claim to know where it is, their cultural rites supposedly taking place within. However, such a claim cannot be backed up. What is known is that crowds of people, known as ruin hunters, dedicate themselves to finding this lost tomb.
Dianjiaoshi
Translating as the eternal staircase, Dianjiaoshi was constructed by the Saint of Creation, Lumin, in order to bridge the treacherous climb from the highlands to the Lumin Plateau. A massive staircase, various buildings and structures line the foundations. In the modern day, this Mirus houses members of the Order of the Torch
Tower of Earth and Heaven
The Tower of Earth and Heaven is the Mirus of Saint Tranquility, supposedly located somewhere around Hangxing. Like a mirage, the location of this structure is unclear and moves from story to story. What remains the same between each is the appearance, a horizontally symmetrical tower, leading up to an upside down piece of land. Saint Tranquility claimed he had built it as a spiritual version of Saint Lumin's, bridging the physical and spiritual.
Iron Fortress
Subtlety was never the strong forte of Saint Sylphan, nor was it design. This Mirus takes the form of a massive iron castle, surrounded by ramparts of nigh unbreakable steel. Many claim she took on this design as a challenge against the Praesul Erymanthian, almost beckoning him to attempt to break it down. To this day, however, it stands, though very few go to see it due to the dangers of the near Mt. Hakyoku. Those who do, however, speak of it as an ominous armored castle, the air around it thick with fear.
Miriel's Fountain
Xin Miriel, the ancestor of the modern day Xin family, was said to have had a close relationship with the Saint Khanos. So much so, that when the Saint buried himself, Miriel took it upon himself to build the capitol of his dynasty on top. Now, while it's location is known, none are permitted to see the fountain buried deep beneath the city. Trespassing on such sacred grounds is grounds for death.
Xin Dynasty
The Xin Dynasty was once a unified government spanning most of Tengrao, though it's claim to the far corners of the land are disputed. Primarily functioning under a decentralized feudal system, this governments main point of control was a cultural one, utilizing the legend of the Order of Warrior Saints to claim their place as rightful owners of the divisus. It is through this and claims of similar power to the saints still possessed by the King that the Dynasty has continued to expand it's borders and control over the continent.
Or, so it did. With the rise of iron weaponry and newfound resistance against old ideals, the dynasty has found itself in a slow decline, only worsened by the assassination of the previous King Xin Feng during the Night of Blood. Now, the once unified nation finds itself in a power vacuum of sorts, the crown open for the taking.
Despite the death of King Xin Feng, the dynasty remains operable due to it's previous feudalistic system. Though far less unified than it's previous rule, the noble families within have formed a council which serves as a provisional government until the banner of King is reclaimed once more. This council has split governing duties between 7 head families, while the other families serve as a voting body on issues. The Jung family handles commerce, the Zhang family controls the military operations, the Liu family controls law enforcement, the Sung family oversees agriculture, the Huang family oversees religion, the Yuen family handles taxes, and the Meng family runs the courts.
With the assassination of Xin Feng, government operations have essentially been limited to the En Highlands of mainland Tengrao, where the Capitol city Jiuanping is. Jiuanping is a massive city, built over a gorge with a multitude of bridges connecting both sides of the river. Nobles and aristocrats live higher, closer to the peak of the mountain around the now empty Xin Palace, while the lower classes live closer to the river in agricultural sectors or underground in a web of connected tunnels. Though many resistance groups exist, the general populace of the city is supportive of the provisional council after witnessing the destruction that occurred the night of the King's assassination and how the council helped in recovering from the attack.
Outside of Jiuanping, most government is run by assigned members from the council families, often referred to as overseers. Overseers are responsible for enacting the will of the council and reporting any necessary info to the head families.
Of nobles, it is tradition for each to be given a retainer once the noble has reached 10 years of age. A retainer is typically one of noble blood as well, and such a position remains for life. The relationships between retainer and noble are in an interesting place culturally, existing as a person closer to you than even your spouse. When a retainer dies, a noble is traditionally not meant to take on another, though this tradition has been notably ignored by Xin Feng prior to his death, replacing his prior retainer with Arlya Phosphorence. A retainer's job varies on the position of the noble in question, but generally they are meant to serve and advise their noble as needed.
Military service in the Xin Dynasty is legally required of healthy men who have reached their races age of maturity, as well as anyone with magical talent. The Xin Dynasty has around 11 legions of around 5,000 soldiers each, with most of it being focused around the western border of the highlands to defend from the aggression of the Lihtos Brigade. Religion in the Xin Dynasty is unrestricted but still has a large majority towards one. The most common remains worship of the Order of Warrior Saints, but it is not uncommon to find smaller churches dedicated to the religions of the Luminaries, though such are generally frowned upon. The Praesul are often invoked in worship of the Warrior Saints, but as guides for self improvement rather than gods to be worshipped, following the journey the Warrior Saints once embarked.
Life in the Xin Dynasty is perhaps the most luxurious of the nations, though not without it's costs. Education is operated by the government and mandatory, equal access granted to every registered citizen. Extreme poverty and homelessness are required to be handled by the local family heads, giving most people access to basic food and shelter if need be. And though some hostility remains to some races, anyone of any background is given easy access to citizenship and jobs sponsored by the Dynasty if need be.
All the same, the Dynasty remains harsh and unforgiving. Extremely high taxes force those who cannot pay into military service, and speaking against the Crown can easily spiral into a death penalty. For most, a life of peace can be lived within the Dynasty's borders. But those from enemy states fear it and it's goal of expansion and how it'll impact their way of life.
The Provisional Council
Though around 140 families are a part of the Council, only 7 hold executive power over the others, having been put into the position by vote. These families each control certain aspects of governmental duties, which will be broken down in the following section.
The Jung Family
A human family currently lead by Jung Inbe, this family oversees the commerce of the remaining Xin Dynasty. Having roots in a clan of wandering traders, the family was given noble status for their support during the Dynasty's conquest of the eastern plains. The primary function of this family within the council is observing current economical forces and making sure everything remains functional, while also making connections with traders from Signo. It is through this family that the Dynasty has set up trade routes between the two continents, allowing trade of basic goods.
The Zhang Family
The Zhang family is a wood elven family lead by Zhang Raz. Primarily serving to oversee military operations, the family is responsible for military recruitment and operations. The family has always been close to the King before his assassination, to the point that it is believed that one of Xin Feng's children was born to a woman of this family. Public perception of this family is rather negative, and so it is not out of the ordinary for members of the family to wear ogre like masks when performing work for their clan. It is through this that they've gained their nickname, the Ogres.
The Liu Family
The Liu family is a primarily half elven family. A family with usually extreme internal politics, the head of the family has recently shifted to a young Liu Iami. The Liu family is in charge of law enforcement, primarily being in charge of hiring and training town guards and handling immigration and entry to Xin territory.
The Sung Family
The Sung family is mainly dwarven. One of the smallest of the head families, the Sung family started as a small family farm that slowly grew and expanded with wealth. The king had taken a liking to their work ethic and granted them nobility. The Sung families primary function is not just the growth of produce but also the distribution, holding managing regular locations to prevent starvation of those needing food.
The Huang Family
The Huang Family is a primarily halfling family. One of the richest families of the Council, the Huang family was close with the King previously due to running the Shanyao Academy and teaching potential court astrologists. While officially the head of religion, they are also well known for running the education system of the Dynasty. The head of the house is currently Huang Elzin, who has held the position for 50 years thus far.
The Yuen Family
Perhaps the most disliked of the families, the Yuen Family is the family dedicated to tax collection and recording. Known as Greencloaks by most because of their green silk cloaks they wear on the job, this family sends out their hires yearly to first grant an estimate of one's earnings and then gathering the money. Each member of the family has guards with them at all times, an attempt at keeping the members of the family safe from the general hatred the public has for the family. The head of the family has chosen to remain anonymous because of this fact.
The Meng Family
The Meng Family is a high elven family, the head being Meng Dao. A long lineage of spellcasters, the family had for a long time been known to aid the King in his requests. When the assassination happened the family was quick to fill the position over the courts. While the family claims impartiality in their rulings, many claim a bias towards the Council can be seen in their judgement. Other than this, the family remains rather secretive.
Goals
The primary goal of the Xin Dynasty is to fufill the prophecy of the Warrior Saints, King Xin Feng hoping to be the emperor they had once prophesied of uniting Tengrao. It was through this that he justified his war on the other nation states of the continent. But, with Xin Feng's death and the collapse of the Dynasty's power, the focus of the Provisional Council now has become to survive until a loyalist reclaims the crown.
However, the Dynasty's ambition has not faltered even with the setback. More than ever there is a focus on teaching the legend of the Warrior Saint's in hopes of invigorating the nation's inhabitants along with using the three crown royals as proxy armies to fulfill their goals while never quite choosing between one of the three.
Relationships
Having broke off of the Dynasty, the Council naturally places more trust in the Order of the Rose, the Order of the Owl, and the Order of the Torch. However, the council has refused to give a certain statement on which of the three they would prefer to inherit the crown. At the end of the day, their goal is just to make sure the crown remains in the Xin family. As such, the council has sent resources to the three armies while encouraging the war against the remaining four.
The Forces of Nil are a long enemy of the Dynasty, having been the cause of their exile into the ground. Though the Forces have yet to expand enough to come into contact with the Dynasty, the three armies have been encouraged to deal with the Forces before anything else.
Avia has always been on shaky grounds with the Dynasty, having felt disregarded by the Dynasty's conquest but accepting in order to prevent the loss of lives. The Dynasty, however, very strongly wants the power of the Shu Gen and has come into conflict with the natives over it. Now that Avia has formed its own power structures, the Dynasty considers them rebels that must be elimated.
The Lihtos Brigade are seen as unintelligent brutes by the Dynasty, with not much thought put into them beyond defending their borders. They believe that ultimately, the Brigade can remain- under the Dynasty's banner, of course.
Symbols
The symbol used to represent the dynasty is usually a downwards facing sword with a serpent wrapped around it's blade. The origin of this has to do with the myth of the Serpent of Jiuanping which the Saint Khanos slew to make way for the founding of the Dynasty.
Though not quite official, jade green is considered to be the color representing the Xin Dynasty. So much so, that when Xin Feng was given a new throne, he requested it made entirely out of jade. As such, members of the provisional council now wear green robes to designate their position.
Less common is the use of the rose. Saint Khanos once foretold that when the all petals of his rose were to fall, the Age of the Saint's would end.
Figures of Interest
The main figures of the Dynasty are the heads of the families, though there are many powerful figures that make up the nation's power.
King Xin Feng
Human male, lawful neutral.
Though now deceased, the previous King of the Dynasty remains influential on the happenings of the world. Though possessing a rebellious streak as a child, he was quick to take on the mantle when his father passed at the hands of Nil Forces. It was in the battles against the Nil Forces that he gained his notoriety for his prowess in tactics and law, bringing in an age of power to his Dynasty. He was an avid follower of the myths of the Warrior Saints, dedicating himself to embody their strength and to become the unifying emperor they had prophesied. While he had a strong composure to most, it is said that he was softer to his family, namely the children he left behind.
Jung Inbe
Human female, neutral good.
The current head of the Jung family, Inbe has taken up the position after the passing of her father many years ago. Though many know her as unsociable, her cunning when it comes to making deals is well recognized. Many have claimed a difficulty in dealing with her, but the economy of the dynasty has recovered greatly under her watch.
Zhang Raz
Wood elf female, lawful neutral.
Known by many as an extremely determined woman, Zhang Raz is the current head of the Zhang family. She took on the position after the peaceful retirement of her father Zhang Xiao, the previous head and general of the Xin armies known for his tactical wit. Raz had a big role to fufill but managed to take to it quickly, especially with the assassination of the king requiring more forceful recruitment methods. Outside of her work life, Zhang Raz is said to be very powerful in her demeanor, leading to her somewhat mocking title of Raz of the Iron Will.
Liu Iamu
Half elf male, lawful good.
The newly positioned Liu Iamu took power after a controversial step down from his mother, the newly positioned Liu has been quite slow at adapting to his new power. Now a figure of extreme controversy, many know him as weak and one of the main issues with the provisional government. The town patrol forces have similar opinions, feeling that they are not receiving the funding and training they need. Under this pressure, the rather timid Iamu has often taken to hiding away from the world, attempting to avoid such responsibilities.
Sung Tul
Dwarf female, neutral good.
Sung Tul is the head of the Sung family and member of the provisional council guiding the agricultural development of the remnants of the Dynasty. Compared to the other heads of the council, Tul was an unexpected choice having been born an outsider to the family, but eventually taking up a position within due to talent with druidic magic and hard work. A very hardworking and caring woman, her primary focus at the moment is eliminating any potential corruption within the council and making sure that the people of the nation have a say. All the same, these are the very traits that have the rest of the council standing against her.
Huang Elzin
Female halfling, lawful neutral.
Huang Elzin is the current head of the Huang family. A stoic and educated person, among the council she is known primarily for her cunning intellect giving her an edge when it comes to politics. For this reason she has held the position of head of her family for years, having guided the family through the formation of the academy and assuring them a position in the provisional government. Outside of politics, however, Elzin is a rather reclusive person, tending to hole up in the academy's observatory and only responding to matters when directly sought out.
Meng Dao
Male half elf, chaotic neutral
Meng Dao is the head of the Meng family, a controversial figure within due to their nature of being half elven. His father was the previous head of the family, presumably having him out of an affair with an unknown woman. It is because of this that his status in the family remains untrusted and hated. However, Dao is known to be a very laid back and friendly figure, betraying his position of head of the court system. Some have spoken of hidden agendas, but he denies, saying that his positions have always been out in the open- that the dynasty has harmed in the past, and will continue to do so unless change is made.
Aryla Phosphorence
Female tiefling, true neutral
The court astrologer to the deceased king, Aryla remains one of the last remaining witnesses to the assassination. For years her position had been disliked, many claiming that a tiefling should not be granted closeness to a prophesied king. She only came under further scrutiny when the kings children were all born with qlippothic features, leading many to believe that she had cursed the family. While her true role in the assassination is disputed, what remains clear is that after Xin Feng's death she essentially vanished, going into hiding. Common rumor claims her falling into hysterics since the incident, requiring her to go into this hiding, while others claim she is trying to hide from those who know of her true role in the assassination.
Oleander
Unknown, lawful evil.
Though not much is known of them but their existence, Oleander is an assassin who had served directly under the king. Rumored to have been taken in as a child and raised by the king in secrecy, the assassinations of many potential threats to the crown have been attributed to this figure. Oleander is known for striking quickly and lethally with deadly nightshade poison, quickly incapacitating and leaving enemies for dead. Beyond this though, their identity remains unknown.
Overseer Huang Sanlos
Nonbinary halfling, neutral good.
Sanlos is a younger heir of the Huang family, serving as a medic under the previous rule. Now they find themselves put under the command of the council, any power they once had now designated to the head of the family. Though possessing great astrological and magical talent, they are unable to take a true position with the head being occupied. Known for their lack of seriousness when it comes to important matters, many of the Huang family have taken to disliking them due to their demeanor.
Laws of the Xin Dynasty
Though the enactment of laws are currently under provisional rule, the laws of the Dynasty before the king's assassination remain mostly unchanged though now enacted by the council. All fines against members of council families or Xin soldiers are doubled, while crimes against heads of the family is grounds for execution.
Theft: a month incarceration along with a fine equal to triple the amount stolen.
Dereliction: three months incarceration, along with being forced into the avoided duty.
Damage to private property: one month of incarceration, and a fine equal to double the amount damaged.
Damage to Crown property: three months of incarceration, and a fine equal to double the amount damaged.
Failure to pay tax: three months of labor, along with a fine equal to the amount owed.
Kidnapping: a year incarceration.
Assault with intent to injure: three months labor, 100 GP fine.
Assault with intent to kill: year of labor and a 500 gp fine, or execution.
Murder: Execution.
Treason: Execution.
Conspiracy: Execution.
Forces of Nil
"All those rejected by an emperor who never struggled a day in his life, given a temporary hope that was ripped away from us. They punish us for our self-interest, trapping us within the earth that bore us. It is my one and only goal to free us from our chains and take back what was stolen from us."
-Xin Nilceth's crowning speech.
No empire rises to power without bloodshed, nor can a populace be motivated without an enemy. For most of the dynasty's history, the Nil Forces were this enemy. Began by Xin Nilceth, the eldest brother of prior king Xin Dayn, this army began as a dispute over the crown in which the younger Xin Dayn was chosen to be more suitable.
Nilceth was more supported by outsiders of the dynasty due to his politics of radical change. Leading an army of followers he gathered due to this, Nilceth began the first crown war. Eventually losing this war, the Nil Forces were trapped in the ruins of Saint Mikhan's Mirus in the Stymphis region by magical wards, trapping them underground.
Now with the death of Xin Feng, the wards have now mysteriously dropped and the Nil Forces have reclaimed the region around them. Now lead by a new general bearing the same name as it's founder, the army has set it's eyes on gaining revenge on the dynasty that trapped them in their prison.
Though racial division in Aeroth is for the most part nonexistent, many races in Tengrao are referred to as "Wardspawn" due to them supposedly coming into being by mutations from their time in the underground. The main example is Simic Hybrids, but some tieflings, shifters, lizardfolk and goblinoids are also referred to as wardspawn. By this standard, the majority of the Forces of Nil are Wardspawn, but it is not uncommon to see elves, humans, dwarves, or any race one would see on the surface.
In terms of governing, the Forces of Nil function under a monarchy in which the head of the nation, known as the Khaan, gives direct orders to a council of figures known as the Ire. The recruitment process for the Ire is unknown, but those chosen are raised from childhood to take on the position. Ire also serve as military commanders when in war time.
In the underground this state has sprawling underground cities connected by a web of tunnels, but this does not remain the same for the surface where attempts to build up forts has been rather slow by unfamiliarity of the troops with surface terrain. As such, many have chosen to target the Forces of Nil firstly, seeing them as a weaker target.
From the start the Forces of Nil have had a cultural focus on individuality and self interest, mainly because of it's origins in taking pride in the aspects that the dynasty had discouraged in it's people. As such, religion in this state tend to lean towards the chaotic luminary religions. This is a slight morale boost for the state- if they lose, they won't be able to behold the stars they worship any longer.
The current head of the central government, Kax Nilceth, is a mystery to most even within the nation. Though cunning and intelligent beyond most, they bear the name of their founder despite, for all that is known, not being related to him by blood. Most don't take it upon themselves to question it, as it is under their rule that the Forces of Nil have found a new hope.
Life in Nil territory prior to being freed was one of danger. The threat of the harsh underground terrain beyond forced the nation to develop strong military tactics to protect themselves. It is in the northern reaches of the Nil Forces where this is perhaps the strongest, with the corrupting power of the Black Mire constantly attempting to kill anything it could get. Cities were constructed with this in mind, perilously built on stilts and pillars to separate the people from the treacherous land around. This danger seems to have rooted itself in the day to day life of citizens as well. Most crime under the jurisdiction of the Ires seems to be solved via trial by combat as a main example.
The Capitol city of The Nil Forces is Kaala, a city built in a massive cave full of poisonous nightshade flowers. Being the most open space the Forces had access to, it was quickly marked out as a safer place to live and has the largest population of the nation.
Goals and Relationships
At the moment, the primary goal of the Forces of Nil are it's own continued existence. With the ward falling, the Forces have the chance to reclaim the land they once had and secure an existence outside the dangerous prison of the underground. To this end, the Forces are more than happy to fight off any invasions from the Dynasty.
All the same, there is also an aspect of revenge in future plans. Once the River Mikhan and it's surrounding area is claimed, the next target will be the Dynasty and the three armies that have broken off of it.
The Forces of Nil and Avia have a strained and difficult relationship. Though of similar origins and belief, the two have disputes over the ownership of the River Mikhan. It has yet to break out into complete warfare, but all it would really take is one push for the two to go over the edge into complete warfare.
The Forces and the Lihtos Brigade don't have stances towards each other necessarily. Because of the space between them, the two have not yet allied or become enemies.
Laws of the Nil Forces
Crime and justice are treated oddly within the Forces, mainly being at the command of the Ire's running each city. However, as a general rule, most crime is treated lightly. With the danger of the underground, disappearances and murders would simply take too much resources to investigate, and petty thievery is a non-issue. It is only when a culprit is caught that punishment is dealt, though when this happens the penalties get harsh. Eye for an eye is the rule when dealing with crime in this nation.
Figures of Interest
Though a dangerous place to be raised in, the Forces have forged many powerful warriors and scholars from the depths.
Khaan Kax Nilceth
Nonbinary tiefling, true neutral
Not much is known of the origins of Nilceth, but what is known is that as soon as Xin Nilceth passed away, they were quick to take his empty spot. Many theorize that similar to the Ires, Kax Nilceth was raised with this position in mind and took on the name in remembrance of that. What is known, however, is that the Forces have increased rapidly in strength under their rule. Though none but the Ire's have gotten to interact with Nilceth on a personal level, it is assumed that Nilceth is a cunning and charismatic force with extreme passion for their nation, and a will to stop at nothing to get vengeance.
Ire Algata of Eethar
Male lizardfolk, lawful evil
Algata was born in central Kaala to a family of nobles. While this would have set him up for a nice life, he was born albino due to the corrupting influence of the Black Mire beyond. Rather than being killed or thrown out, he was taken in by the eldery Ire Imica and given the necessary initiation into becoming an Ire himself. Algata is a powerful warrior, using his large statue to wield a greatsword the size of himself. It is for this reason that he was the first Ire to exit to the surface, leading the army of the Forces of Nil into the unfamiliar land.
Ire Maka of Chaaya
Female drow, true neutral
Born in the beginnings of the construction of Kaala, Maka was found by Xin Nilceth in the streets, no parents to be found. She was taken in by him and raised to be the first Ire. It is said that it is thanks to her that the Black Mire has been kept out of the habitable areas of the Forces, mainly due to her intense military requirements. In her personal life, Maka is said to be a rather laid back woman, though she values knowledge and research to the point of a flaw, often holing up in the library of her fortress.
Ire Shuuken of Brahm
Male kenku, chaotic good
A mysterious being born in the Chaaya domain, Shuuken was found as a kenku with two heads. Supposedly a side effect of the Black Mire, Both of the heads seem to be under the control of one brain. Seeing this, the Ire Maka took him in and gave him the proper initiation. While growing up, the kenku took on an interest in the religion of Thelesis. He vowed himself to eventually be able to see the moon that was the target of this worship. Now, with the ward having dropped, Shuuken has seemingly dropped off the face of the earth.
Republic of Avia
"They enter our land and claim it as theirs, with no regard to us. They steal from our sacred temple, telling us that we are lucky to be able to use what is ours. And now, they blame us for events out of our control and slay our people? Their land belongs to us, the blessed of Saint Marin!"
-Magistrate Qhoryth declares war on the Xin Dynasty.
When the Journey of the Saints ended and Saint Marin went to construct her tomb, it is said that she buried herself along with the artifact Hydra had granted her. Shortly after, the tree Shu'gen began to grow from the ground at a rapid rate. Now, almost a hundred years after her death, the tree is massive, able to support an entire civilization on its sturdy branches.
It is said that the beginning of Avia was when Marin lead a group of a hundred of her most loyal followers, allowing them to witness her passing on to the next life and having them swear an oath of freedom and justice. The takers of this oath, now known as Heartsworn, took it upon themselves to take care of the tree Saint Marin left behind. The children of the original Heartsworn took on the same task, and now the tree has blossomed into it's massive size.
Now the Capitol city of Avia, this tree has blossomed into something much more. United under the oath the Saint Marin made long ago, a nation of prosperity to rival the Xin Dynasty has formed.
While the nation has expanded plenty beyond the base of the tree, the Capitol city remains the main spectacle of the city, standing as a monument between mortals and nature. On it's massive branches, hollowed trunk, and the land around it's base, a massive city that remains as a testament to the strength of mortality.
Avia works under a mix of a monarchy and representative democracy. The nation is ruled by the Heart Speaker, who sits in the center of the tree. However, the Heart Speaker is bound to the tree in eternal service to her accruing divinity, and as such requires interpreters in order to discern her will and determine how the nation should be ran.
Elections are held every three years, during which appointed civilians are required to harvest surveys from each citizen of the nation. There are three types of recruited officials. Though different responsibilities are held by each position, one is not considered higher or lower than the other, all simply executors of the will of the Heart.
Highest are the Magistrate, who are given direct permission to meet with the Speaker. They are scribes to the Heart, recording her direct words. Once this transcript is translated, Magistrate are also in charge of announcing this to the public and enforcing the laws through judiciary means. Three Magistrate are elected at each time, and once one has been Magistrate they are not allowed to take on the position again.
Second are the Praetor, those who are given access to the transcripts of the Magistrate and are left to the task of interpreting it into law. Around 50 are elected at each given point, allowing broader range of opinion.
Thirdly are the Censor, those appointed at random to gather votes from the population and serve as a jury for necessary court cases. Also known as the blind officials, Censors are masked for the full time within their service to retain a sort of anonymity. Around a hundred Censors are appointed at each time, though serving as a Censor usually only lasts around 3 months. Unlike other positions, you can serve as Censor multiple times if called.
Having been under Xin control, the government of Avia has yet to fully take off, though its framework is definitely beginning to take place. Due to funding being shifted towards military actions at the moment, elections have ceased and it has been declared that until the war ends, Magistrates will remain in power. This decision has been one of great controversy to the nation, leading to substantial instability among it's people. Many claim corruption among the Magistrate, though the officials vehemently deny such accusations.
The Heart Speaker is one of the biggest mysteries of Avia. The Magistrate claim her a descendant of the Saint Marin, locked away in the Mirus eternally to commune with the spirits of the dead. However, many believe the Heart Speaker to not even exist, the Magistrate instead using it as a way to exalt their will upon the nation.
When not in war time, Avia has a light stance on military. However, now that it's existence is threatened again by the Dynasty, the officials have put all they can into stopping the attacks on their nation.
A major part of the military force of Avia is the Lazulum, a group of assassins who took the Heartsworn oath, sacrificing their sight with the oath to completely dedicate themselves. Primarily known for their tactics of using clawed shields and catching opponents off guard with leaping attacks, this order violently protects the borders from any they deem a threat to the nation.
Goals and Relationships
Avia has a goal of progress and sustainment. It's recent developments in government have brought it to a potential equal to the Dynasty in power, and many within the Magistrate hope to continue this growth. To this extent, the Republic hopes to gain more land to aid it's eventual growth. However, the biggest goal of Avia remains the protection of Shu'Gen and the Heartspeaker within. All growth and development eventually leads to this idea.
Compared to other nations involved in the war, Avia takes a much more neutral stance to the rest. Its enemies are the Dynasty and the armies borne from it. The rest involved are distractions. However, this does not mean that the Republic is lax on dealing with them. Any threat to the borders is treated equally.
Symbols
The main symbol of Avia is Shu'Gen, and as such trees make a common appearance in flags and coats of arms. Birds are also an important symbol with most squadrons of its army named after various birds. Those with connections to the Saint Marin and the Heartspeaker also adopt symbolism of hearts.
Figures of Interest
Magistrate Qhoryth
Male kobold, neutral evil
A feathered kobold of magnificent colors, Qhoryth is one of the longest reigning Magistrate, Qhoryth has held the title ever since it was implemented into the government. During this nearly three year span, he has taken on a massively powerful position. Serving by managing public relations, Qhoryth is said to be an incredibly charismatic man capable of turning an entire populace the way he needs. However, Qhoryth himself has come under recent scrutiny, some believing he is wanting to find some way to extend his time serving as magistrate.
Magistrate Daexalim Highwind
Male human, lawful neutral
Born in the northern divisus of Signo, Daexalim grew up in the Clan City of Aida. He was always enamored with the stories of mortals becoming something more, and so when he caught wind of Tengrao's Warrior Saint's his departure was swift. He quickly became renowned as a powerful warrior with the strength of thunder. When Avia held elections, his status as a paragon of martial power gave him an easy path to election. Now, as a Magistrate, Daexalim has been placed as head of military actions. While very ambitious, many have said that above all else he places his faith of Ageratos.
Magistrate Krelle
Female aarakocra, neutral good
Krelle is the lastest of recruits into the Magistrate, having just barely reached the age of 18 to apply. Though to many this brings up worries of inadequacy, Krelle has been openly serving in the Lazulum for years to earn this position. Rumor states that not only is she one of the most skilled fighters within, but also that she learned the technique of blind fighting on her own as a child. Now, Krelle has taken the position of monitoring the action of the Lazulum and the many mercenary groups within Avia.
Kongxue, the Tetrachromat
Unknown, chaotic good
Leader of the Knights of the Tetrachroma, Kongxue grew up an avid believer in Thelesis. When they grew older they took to forming a group of like minded followers. Now serving as an unofficial festival planning group for the nation, Kongxue works in close proximity to Magistrate Krelle to discern where to move the Tetrachromatic knights in the war. Outside of this position, not much is known of Kongxue's personal goals or life.
Fenghuan, the Phoenix
Female mavi, chaotic neutral
A leader of a criminal mob within Avia's underground markets, Fenghuan is well spoken in her belief that Tengrao has forced itself into a corner with it's traditions. Her goal in Avia seems to be ridding the world of the influence of the Saints, usually through the complete destruction of their artifacts. While normally heresy such as this is punished by Avia, it has been said that she is one of the few able to best Daexalim in combat. Due to this potential risk of apprehending her, she is simply under watch until larger actions force the nation to make a move against her.
Laws of Avia
Avia, perhaps mostly due to it's current transitory state, doesn't have very defined laws. Perhaps the only things that are strictly punished no matter what are heresy against the Saint's, murder and assault, and conspiracy against the nation. Other than that, most law is decided on a case to case basis by the Praetor, who interpret the speakings of the Heart into judgements within courts.
Lihtos Brigade
The Lihtos Brigade is the largest nation of Tengrao, occupying the entire western end of the continent and approaching on Xin Dynasty territory. Though, it seems hard to claim that the Brigade is a nation. The Lihtos Brigade claims itself instead to be a movement made of multiple native clans, fighting against the corruption of the ideology the saint's left behind. As such, they mark themselves as enemies of the Xin Dynasty and it's ideas of conquest.
The Lihtos Brigade's origins differ from story to story, some saying such a pact was made shortly after the Kingslayer March was defeated, while other's claim it's formation was in response to the first crusade of the Dynasty. Regardless of the exact time, the Brigade is a long lasting alliance that potentially has the power to defeat the Dynasty if proper measures are not taken.
Of the Warrior Saint's, perhaps the most hated by the Brigade is Saint Tranquility. Seeing him as a thief of the native clans land and treasures, they gave no respect to his mirus of the Tower of Earth and Heaven, raiding it for all they could. However, it seems they've yet to fully uncover it's secrets, occasionally finding new treasures within. Despite this hatred, the mirus remains a powerful bargaining chip for the brigade which they intend to use fully. Though there's no exact capitol of the Brigade, the Tower of Earth and Heaven has become a sort of meeting grounds among the leaders of the clans.
Unlike the other nations, it is hard to speak of an exact way of life or law present within, as the Brigade leaves most of these decisions to the clans themselves. Though there is no leader of the Brigade due to how it is structured, the heads of a couple clans have taken positions of managing the actions and movements of the brigade as a whole, though they don't necessarily hold power over individual clans.
The exact number of clans within the Brigade is unknown, but estimates put it at around 500. However, not all of these clans are active members of the Brigade. The more prominent clans of the Brigade will be listed here.
Coronatus Clan
A mostly Thri-kreen clan, the Coronatus clan have always been powerful warriors for as long as their history recounts. Supposedly hailing from Mt. Hakyoku, their founder swam across the Channel of Tranquility in hopes of finding new land, passing through the domain of Charybdis on the way. It is here that he supposedly passed the trial and gained great power over the waters. Since then, the Coronatus Clan has been a large part of the infrastructure of the western clans, giving rise to many great and powerful warriors.
Coronatus Akaui is the head of this clan, a powerful sorcerer with many battles behind him. Akaui has taken a position of power over the military of the Brigade, of which he is said to be extremely talented.
Laidon Clan
The Laidon Clan is a primarily elven clan. Supposedly immigrants from the Avia region, the Laidon's originated from the Avia region. Supposedly lead by a rebel against the army of Saint Marin by the name Vinmarin, this man's followers took part in self-proclaimed heresy and were the first to raid the tomb of Saint Tranquility. Within was found a greatsword of petrified wood that seemed to drain the color of the world around it. This artifact supposedly placed a curse on the Laidon bloodline. This curse shows itself differently in each Laidon, with some displaying metallic hair colors, or other's having dull or no color to their form. Though not all seem to have this happen, eventually the curse seems to lead to complete petrification of the body.
The current heads of this clan is Vesstan Laidon, and his wife Vysera Laidon. Vesstan is a eloquent man with hair of pure silver. Vesstan is supposedly a very enigmatic man, most of his time spent researching the stars and astrology. Vysera, on the other hand, is an incredibly powerful cleric devoted entirely to the religion of Henosis.
Chotgor Clan
The Chotgor are a clan of Qlippothspawn tieflings, claiming to be the clan that Saint Tranquility was born within. Though such a claim can't entirely be backed up, the clan seems to line up with the legends- down to their hatred of the Saint. While all of the Brigade bears a disdain for the Saints, the Chotgor clans rage towards the Saint of Power is unmatched. They also bear an innate hatred for magic, seeing it as the reason that their forms are marred with fiendish mutations. The Chotgor are one of the larger clans within the Brigade, for the most part heavily loyal to the cause and ready to throw their lives down at any moment to destroy the heresy created by the Saints.
The head of this clan is Chotgor Ijjad, a massive tiefling twisted by qlippothic mutations.
Goals and Relationships
The Brigade exists in an odd spot with the rest of the nations, hostility naturally being bred between them on the basis of the Saints alone. The Brigade sees the Dynasty as their main enemy, and Avia a blind follower in the Dynasty's path. The only nation the Brigade has potential to truly ally with would be the Forces of Nil, who they see as people rejected by the overly hostile religion they fought against for so long.
Symbols
The Brigade has a handful of symbols, as each clan has their own ways of identifying one another. The main identifying symbol, however, remains that of fire. Different designs are used by different clans to designate their heritage, but the motif of fire is seen in nearly every warrior of the Brigade.
The Noble Orders
The Noble Orders are a set of three splinter armies from the Dynasty, made and lead by the exiled children of King Xin Feng. Despite having grown up together, the Noble Order's biggest enemies are currently each other, each claiming the crown as their own by birthright. The three orders will be listed here, along with their leaders and noble retainers.
The Order of the Owl
Lead by the eldest of Xin Feng's children, this army is lead by the enigmatic Xin Kazir. Kazir grew up extremely intelligent and charismatic, but seemed to lack the drive to get things done. He possessed the needed knowledge yes, but never seemed to assert himself where not necessary.
Technically the rightful heir by age, Kazir's claim to the crown is supported primarily by traditionalists within the Dynasty. Many other's, however, claim Kazir to suffer from the same issues Xin Feng had, primarily a desire to see the divisus united at any cost.
In truth, however, Kazir has grown apathetic to the war of the crown. His true interest lies within the legends of the Warrior Saint's and their tombs. He wishes to preserve them, and take them from those who use their power wrongly. At the moment, Xin Kazir has formed a somewhat shaky alliance with his younger brother Xin Iornox in hopes of getting what he wants.
Kazir has taken up residence with his army in the Iron Fortress, mirus of Saint Sylphan. With this point serving as their main base, he has conquered much of the northern island of Tengrao.
The retainer to Kazir is Olmir, a grand blacksmith given to the Xin royal family from the Signo city clans. Though of less renown than other retainers, Olmir is extremely loyal to his post.
The Order of the Torch
The Order of the Torch is lead by the youngest of Xin Feng's children, the widely hated Xin Saria. Saria grew up the subject of discrimation and conspiracy, primarily on basis of being a tiefling. Many accused her father's court astrologer, Aryla Phosphorence, for the cursed occasion of her birth. This lead to many riots, protests, and general contempt for the young noble, and so she hid herself away.
It is said that within the years she had shut herself out of the world, she had read nearly every single book within the royal library. Always particularly interested in magic and how to harness it, she found time and time again she had little talent for it.
What she was able to do, was think. Though she remained hidden away, her genius was recognized within her family. She was surprisingly well spoken, knowledgeable on history, and easily able to comprehend problems that even professional thinkers struggled with. And yet, because of the circumstances of her birth, no chance ever opened for her to take a place within the nobility.
Many blame her for the assassination of her father. She, of course, denies this, but the fact remains that being exiled is perhaps the best thing to happen for her. Now with a league of devoted followers and knowledge of tactics beyond most, she has taken up base in the Mirus of Dianjiaoshi.
The retainer of Saria is Pythia, the curator of the royal library. This white dragonborn is the oldest recorded person alive, around 116 years old, though she does not give up her secrets easily.
The Order of the Rose
The Order of the Rose is lead by Xin Iornox, once the royal executioner of the Xin Dynasty. Iornox, compared to his siblings, lived a much more normal childhood. He was not particularly skilled in politics or history, and so instead trained himself as much as possible in the art of combat, hoping to one day be a commander. In the end he never achieved this position under the rule of his father, being placed instead in the role of executioner.
Now exiled from the Dynasty, Iornox hopes to unite the Divisus through much more peaceful methods than his siblings, though he has not completely disavowed violence if need be. It is because of this less aggressive approach that the Order of the Rose now finds itself nearly at defeat.
Now a couple years into this war, the Order of the Rose has lost immensely. Forced to retreat by the Nil Forces claiming the Stymphis region, his army now lies without direction or morale. Or so it did, before the Order seemed to simply vanish.
The retainer to Iornox is Nerium Lillin, a halfling druid with immense astrological power. She is known to not speak often and is, despite her stature, rather intimidating, though her and Iornox seem to have a deep bond.
Worldbook Knowledge vs Player Knowledge
In general, assume the worldbook to present knowledge that could theoretically be known by anyone. Knowledge here is usually that which is open to the public, holding the same biases or misinfo that would be assumed of the average person.
Chapter 4
Seelo
In the beginning, there was nothing but two souls, dreaming together in aether. Bound together in an eternal dance, they shaped the world around them as a testament to their love. The steps of their eternal dance shaped and sculpted the mountains and forests, and their love painted the night sky above. Even when darkness twisted their creation with roots of corruption, their love shone on. To this day they dance eternal, through land and sea alike.
-Creation myth of the old ways.
It is believed by many that Seelo was first sculpted of the communion of two godly beings, wishing to make a paradise for their children. These two lovers, beast and mortal alike, sculpted the divisus and provided it with the ability to bear life, giving way to the mortal races native to the land. As a final gift, they gave the land the ability to react to the thoughts of it's inhabitants in order to keep the world a paradise forever. Though this creation myth seems implausible to anyone from other continents with knowledge of the Grand Sin, this myth is taken with utmost seriousness to the inhabitants. Such is a commonality of the continent, myths that should not be true taken as such, and thanks to the forces behind the world, end up taking on an aspect of truth themselves.
Seelo was once ruled by an all powerful king, the firstborn child of the lovers who called himself only the Horned King. Together, him and the children of the lovers lived along with mortals in relative stability, though true accounts of this time are long destroyed and live on only in stories passed down.
Chapter 5
Character Options
Mavi
"They moved like a silent march through our settlement, riding serpentine mounts with branding of symbols we did not recognize. Though no interaction occurred between them, they did plenty with us. Despite their intimidating entrance and appearance, no thanks to the masks they wore, they spoke with friendly words laced with charm. They stayed the night, and then vanished, leaving behind nothing but their coin."
-- The Mystery of Saint Laam, Jieng Lux
The Mavi are a race of almost mythical nature within Tengrao. Residing in hidden places lost to time, the Mavi are a race blessed with the power of the Luminary of Solution. While there are many exceptions, generally the Mavi travel in a close-knit clan, preferring to remain hidden from the eyes of wider society.
Chaos Blessed
In terms of appearance, the Mavi appear very human. The only thing breaking this illusion are various signs of their chaotic heritage, displaying themselves differently from Mavi to Mavi. The most common is serpentine features or odd coloring to their features, but a wide array of possibilities could occur. The only thing all Mavi have in common are the oddities to their eyes, many appearing to possess multiple pupils or odd shapes within the iris.
It is said that this ties back to their origins, a myth which shifts depending on who is telling the story. Many accounts, however, speak of a warrior of chaos who took a Primordial Tadpole into their body through their eye.
A Culture of Secrecy
The Mavi follow traditions and codes left to them long ago by Saint Laam, the first recorded Mavi. Though much of these commandments remain hidden, plenty are known by other followers of Saint Laam. These commandments have a focus on identity and where to use your own or create another, moving through the world with no trace, and most importantly keeping the rest of the clan a secret.
At the age of 13, it is a cultural rite for Mavi to make a pilgrimage to the Lost Grotto, where a ritual state is undergone to enter a state of communion with the Solution, where the souls of the faithful Mavi are said to merge into a single chaotic storm. It is in this state of communion that a Mavi learns to shape the identity they show to the world, a mask of sorts from which to watch the world. Once this state is exited, the unique mask for the Mavi is crafted, and the pilgrimage is never spoken of again. Similar rites are done when a Mavi is nearing death, in order to bypass the natural order of death and instead have souls swept up by the storm.
Blessed of Saint Laam
It's unknown if Saint Laam was the origin or simply of this tribe, but many have taken on the title of Blessed of Saint Laam as a way to respect her. The Mavi serve as gatekeeper's to Saint Laam's grave, and guardians of that which she created. It is supposedly from her that the race learned of how to care for the Imentesh, a species of stunted primordials that the clan uses as mounts. The Mavi seem to have innate connections to the Primordials of Solution, to the point that many consider having a single Mavi enough to stave off any attacks from Primordials.
Of course, the Mavi are not monolithic in their beliefs. There are many who believe in Saint Laam as a traitor who sought recognition of her own in defiance of the Mavi code. These Mavi are usually disconnected from the rest of the Mavi culture as a whole, partaking of the rites on their own far from the Mirus.
Mavi Traits
Size. Mavi have about the same height and weight range as humans, though tend to lean towards extremes of this spectrum. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Creature Type. You are an Aberration.
Telepathy. You have telepathy to 30 feet, able to speak with any creature who shares a language with you.
Blessing of Chaos. You know the mind sliver cantrip. Starting at 3rd level, you can cast the color spray spell with this trait, without requiring a material component. Starting 5th level, you can also cast the nathair's mischief spell with this trait, without requiring a material component. Once you cast color spray or nathair's mischief with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Snake-tongued. You gain proficiency with one of the following skills of your choice: Deception, Insight, Intimidation, or Sleight of Hand.
Subjective Reality. When talking to a target alone, your words seem more influential. If only one creature can hear your words, you have advantage on both Persuasion and Deception checks.
Languages. You can speak, read, and write Common and Primordial.
Artificer Specializations
Metallurgist
Tattooist
Tricksmith
Many years ago, the Horned King called for the greatest smiths in the land to forge him a weapon to slay any beast. Thousands of crafters across the nation sought out his Palace, bringing him gifts of weaponry. He turned down all but one, a blade bearing a mysterious black powder within that would detonate with the flip of a switch. This smith was taken in by the king, his methods researched and replicated by the masses ruled by this king. You have learned these ideas of mechanical weaponry, and can now create one of your own. In Seelo, this path is currently practiced primarily among those defending the old ways, though that is not to say that followers of the Flame have forbid it. It is a path coveted by both sides.
Tool Proficiencies
You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Tricksmith Spells
Tricksmith Spell List
Artificer Level | Spells |
---|---|
3rd | Hail of Thorns, Zephyr Strike |
5th | Codon of Arrows, Branding Smite |
9th | Conjure Barrage, Haste |
13th | Locate Creature, Banishment |
17th | Steel Wind Strike, Swift Quiver |
Shifting Weaponry
You gain proficiency in martial weapons. Additionally, as part of a short or long rest, you may combine two weapons (two light weapons count as one weapon for the sake of this feature.) you are proficient in into a shifting weapon. This weapon takes the form of a combination of both weapons, able to shift between the two forms through means of your choice. While wielding a shifting weapon, you gain the following benefits:
- You have proficiency in both of the weapons, regardless of if you have proficiency regularly. If you are a small race, you are unaffected by the heavy property.
- You can use the shifting weapon as a spellcasting focus for your artificer spells.
- The weapon cannot be disarmed against your will.
- At the start of your turns, you can choose which of two forms for the weapon to take.
As a bonus action while wielding either form of this weapon, you may move 5 feet without provoking opportunity attacks and make an attack with the other form of the weapon. Similarly to two-weapon fighting, you do not add your ability modifier to this attack (unless it is negative.)
After making this attack, the weapon remains in the form used to make the attack.
Additionally, when you infuse your shifting weapon, you can infuse both forms of the weapon with separate infusions, though it only counts as one active infusion.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Mechanical Overdrive
Starting at 9th level, the power of your transforming strikes is increased with magical energy. When you attack using your shifting weapon as a bonus action you may add your ability modifier. Additionally, your transforming strikes deal an additional 1d8 of damage, type being your choice of necrotic, fire, radiant, cold, lightning, or poison.
Whispers of Blood
Starting at 15th level, your weaponry takes on aspects of the Horned King. When you make an attack on your turn, you gain a blood die, a d6, which goes away at the start of your next turn. When you finish a turn you may choose to roll any blood die gained over the turn, converting the total into HP. You may receive this healing an amount of times per long rest equal to your proficiency bonus.
Additionally, the additional damage from your Mechanical Overdrive increases to 2d8.
Chimera Sculptor
Primal Paths
Path of the Chained Beast
For most, outsiders are just that. But your experience has been one quite different. Though you were strong enough to resist total possession by an outsider, it's soul remains permanently tied with yours, desperately demanding freedom. When you pick this subclass, consider the nature of this being and it's goals. Perhaps it is a Qlippoth, using you as a mere tool to breed more violence, or a Primordial, hoping to cause chaos and confusion within mortality.
Outsider's Manifestations
At 3rd level, the outsider's soul within you learns to take control temporarily, granting you aspects of its power. If a manifestation requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. When you enter your rage, you gain a number of the following manifestations of your choice equal to your rage damage bonus, which last until the end of your rage. You choose which blessings to adopt each time you rage:
Abyssal Hunger. You feast on the strength of your foes. Your weapon attacks deal an extra 1d4 necrotic damage on a hit. When you score a critical hit on a creature, you regain a number of hit points equal to the necrotic damage dealt.
Dark Affinity. You become comfortable in the most inhospitable circumstances. You gain resistance to cold, fire, and lightning damage.
Dread Warrior. You erode the willpower of any in your path. Once during each of your turns when you hit a creature with an attack roll, you can force the target to make a Wisdom saving throw or become frightened of you until the end of your next turn.
Evil's Reach. Your arms lengthen into violent, thrashing appendages. Your weapons and unarmed strikes gain the reach property.
Horrid Protrusions. Writhing black tentacles emerge from your flesh. Once per turn when you are damaged by a creature within 5 feet of you, you can force them to make a Dexterity saving throw or be grappled by you. You cannot grapple another creature this way until the grapple ends.
Profane Carapace. Chitinous plates form over your skin. You gain a +1 bonus to AC while you are not wearing armor.
Damning Protection
Beginning at 6th level, spells wash over you like blood over the bed of the river Styx. When you make a saving throw against a spell or magical effect, you can choose to expend one Hit Die, roll it, and add that number to the total. You can do so after seeing the initial roll but before any of the roll's effects occur.
Outsider's Sight
At 10th level, your eyes blaze with the fires of chaos, burning away the veneer that conceals reality. As a bonus action, you can grant yourself truesight out to a range of 60 feet for 10 minutes.
Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend a use of your Rage feature to do so.
Embodiment of Chaos
At 14th level, you have become a perfect union of mortal and outsider alike. The following manifestations are added to the list of manifestations you can choose from for your Outsider's Manifestations feaure.
Bloodwings. Great demonic wings sprout from your back. You gain a flying speed equal to your walking speed.
Cursed Betrayal. When you reduce a creature to 0 hit points, you can force it to make a weapon attack against another creature of your choice before it falls.
Pain Spreader. When you take damage, you can use your reaction to force each creature of your choice that you can see within 10 feet of you to make a Dexterity saving throw or take 1d6 cold, fire, or lightning damage (your choice each time you use this ability).
Path of the Executioner
Aeroth is a world of magic and wonder, but also one of increased evils. The law can only do so much on it's own- there needs to be enforcers. Barbarians of this path learn the fastest way to do this, the right places to strike.
In Aeroth, the most well known followers of this path are Xin Iornox of the Xin Dynasty, or Ire Algata of the Nil Forces. When you pick this archetype, consider how you got this training. Perhaps you were trained under the Xin Dynasty to help enforce military policies, or swore vengeance upon an evildoer who brought ruin to your life.
Executioner's Blade
Starting when you choose this path at 3rd level, you are able to deliver the killing blow on a target with expert precision. On your turn when you are raging, you may attempt to execute a target. This uses both an action and all of your movement to perform. On this turn, you may only make one attack, regardless of features like extra attack. When you do so, the attack has advantage and on a hit is an automatic critical hit. If the damage from this strike reduces the target's hit points to less than your Barbarian level + your Strength modifier, the target is instantly slain and your rage ends. You may use this feature an amount of times per long rest equal to your proficiency bonus.
Sense of Finality
Beginning at 6th level, you gain an innate sense of those near death. You know the location of any creature that is bloodied within 60 feeet of you, regardless of cover. When moving towards a bloodied creature, every 2 feet of movement counts as 1 foot for you. Additionally, you gain advantage on Wisdom (Survival) checks to track a wounded creature.
Final Moments
Starting at 14th level, your merciless killings awakens the mortality within your targets. When you successfully execute a creature with your Executioner's Blade, your rage no longer ends, and you may choose one creature who can see you as your next target. The creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), or be stunned with a sense of dread until the end of your next turn. While a creature is stunned in this way, you gain the extra movement benefit from your Sense of Finality feature.
Path of the Maskcrafter
In Aeroth, the core of the Soul is identity. The outward face you present to the world, will more than often become the face of your soul. It is this idea that the Matron of Masks works under, though in a twisted way. By taking on the identity of other things, one can, in a way, become it.
Barbarians of this path learn to craft masks resembling beings of power and can take on aspects of these beings by simply donning the masks.
Masked Rage
At 3rd level when you pick this archetype, you learn to craft masks that resemble the fears of Seelo. You craft two masks of your choice, which will be detailed at the end of this archetype. At 3rd level when you rage you gain the passive and 3rd level feature of a mask. You gain another mask at level 7 and another at 14th. Additionally, your masks increase in power at level 10.
If a mask requires a save, the DC is calculated as follows:
8 + your proficiency bonus + your Charisma modifier.
Mask of the Briarbeast
A grey wooden mask resembling a wolf. This mask rewards brutality and bloodshed.
Passive. You gain advantage on survival checks to track or hunt down creatures you have seen.
Level 3: This mask grants you an innate sense of how to damage your enemies properly. Your attacks are considered critical hits on rolls of 19-20.
**
Path of the Packmaster
Bardic Colleges
Fearspeaker
Fearspeakers are bards tuned in the arts of manipulation and investigation, whether knowingly or not. Typically by drawing upon luminary planes of chaos, bards of this college can extract even feared truths and use them against an enemy, and eventually cause an enemy to succumb to fear itself.
Known examples of this were the Xin Inquisitors used by the Yuen Family, able to draw out info of people unknowingly and using it against them.
Bonus Proficiency
You gain proficiency in your choice of Investigation and Intimidation skill. When you make a check with this skill, you may add double your proficiency bonus.
Whispers of Fear
Also at 3rd level, you can give creatures visions of their impending doom. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you to curse. As long as you concentrate on this curse (as you would concentrate on a spell), they must roll the Bardic Inspiration dice each time they make an attack, and subtract the number rolled from their attack roll. At 8th level and 14th you can target one additional creature within range with a single use of this ability, although you need to expend an inspiration dice for each.
Aspect of Fear
Finally, also at 3rd level, according to which sense of fear you are beckoning, you get new powers. Your physical appearance is altered in accordance to the cataclysm that is to come (translucent skin, inky nails, leafage instead of hair etc...). Choose from one of the options below:
Insignificance. You can communicate telepathically to creatures that you can see within 60 feet of you, although they cannot reply in the same manner if they do not possess any form telepathy.
Destruction. You gain resistance to radiant damage. If you are already resistant to it from another feature, once per day you can become immune to one instance of radiant damage.
Abyss. You have advantage on saving throws against the frightened condition and gain Darkvision out to 120 feet.
Reclamation. You gain proficiency in the nature and survival skills, and gain advantage on any skill check to track down a target.
Nightmarish Magic
At 6th level, The fear you beckon expends your powers. Choose one spell from the options given to you below, it can be from the same fear that you chose at 3rd level or a different one. A spell you choose must be of a level you can cast, as shown on the Bard table. The chosen spells count as bard spells for you but do not count against your maximum number of spells known.
Insignificance. Any spell from the sorcerer spell list.
Destruction. Any spell from the cleric spell list.
Abyss. Any spell from the warlock spell list.
Reclamation. Any spell from the druid spell list.
You gain the ability to cast this spell once without expending a spell slot. You regain the ability to do so after you complete a long rest.
Domain of Terror
At 14th level, as an action, you gain the ability to summon a part of the fear you’ve told the world about. Once you’ve used that ability, you cannot use it again until you complete a long rest. Choose from one of the options below.
Insignificance. Each hostile creature in a 60-foot radius centered on you must succeed on a Wisdom saving throw or take 6d6 psychic damage and be stunned until the end of your next turn, or take half as much damage on a success and not be stunned.
Destruction. Each hostile creature in a 90-foot cone in front of you must succeed on a Dexterity saving throw or take 8d6 radiant damage and be blinded until the end of your next turn, or take half as much damage on a success and not be blinded.
Abyss. Each hostile creature in a 60-foot radius centered on you must succeed on a Charisma saving throw or be banished to the Shadow Realm, before warping back. They take 10d6 necrotic damage, become frightened of you, fall prone and have their movement speed reduced to 0 until the end of your next turn on a failure.
Reclamation. Choose one hostile creature that you can see within 120 feet of you. It must make a Strength saving throw, or become wrapped in vines and thorns that attempt to tear its body. It takes 12d6 slashing damage and is restrained until the start of your next turn on a failure and takes half as much damage and isn’t restrained on a success. If a creature is reduced to 0 hit points by this ability, its body is shredded in multiple pieces.
Revolutionary
A path of unity and battle alike, the Revolutionary is a bard that has set it's goals and expectations high, and is willing to motivate others towards that goal.
Examples of this within Tengrao are many within the Forces of Nil, who stood against the Xin Dynasty in the first Crown War, though this path can be found in nearly every nation, both for and against.
Revolutionary's Arsenal
Starting at 3rd level when you pick this archetype, you learn the following spells at the levels on the table. These are considered bard spells, and do not go against your total spells known.
Revolutionary Spell List
Bard Level | Spells |
---|---|
1st | Burning Hands, Command |
3rd | Flame Blade, Scorching Ray |
5th | Fireball, Daylight |
7th | Elemental Bane, Wall of Fire |
9th | Flame Strike, Immolation |
Flames of Rebirth
At 3rd level when you select this archetype, your words ignite passion within your allies, empowering their strikes with flames of ambition. When a creature uses your bardic inspiration feature on an attack roll and hit, they can deal an additional amount of fire damage equal to your bardic inspiration die x 2.
Additionally, when you hit with an attack, you may also choose to use your bardic inspiration to get this damage, though you cannot add the die to your attack roll.
Invoke Vigor
At 6th level, your words are able to grant great ambition within your allies. Whenever you use your Song of Rest feature, any creature that hears you gains temporary hit points equal to your charisma modifier + your proficiency bonus and advantage on the next attack roll they make before they finish another rest.
Additionally, when you deal fire damage to an enemy by casting a spell of 1st level or higher, you can choose to give this temporary HP to one ally you can see.
Bloodhunter
Order of the Lightless
Though most of the prison the Forces of Nil were trapped in was habitable, beyond the twisted labyrinth of tunnels lies a secret much darker, the swamps of the Black Mire. Those who enter this swamp and survive usually return corrupted, unable to see the light of the world and their blood a pitch black. When you pick this archetype, consider how your exposure to this twisted landscape occurred. Perhaps you were exiled to the land, barely escaping it with your life, or you entered the mire on a religious pilgrimage.
Black Blood Blade
When you join this order at 3rd level, you can channel your changed blood into the form of a weapon. When you use your crimson rite feature, you can form your blood into a saber as a target for the rite. This weapon uses your intelligence for attack and damage rolls, and is considered to be a finesse and light weapon and deals 1d6 necrotic damage on a hit. Additionally, while this weapon has an active rite, the following effects apply:
• The area within 15 feet of you is darkened, from bright light to dim light, or from dim light to darkness.
• When you hit a creature with your black blood blade, you may use your reaction to attack the target with a spray of black blood. The target of your attack takes damage equal to your hemocraft die + your Intelligence modifier, and must succeed on a Constitution saving throw or be poisoned for 1 minute. You may use this an amount of times per long rest equal to your proficiency bonus
Eyes of Darkness
At 3rd level, your exposure to the Black Mire has corrupted you, cursing you to never again see the light. You are considered to be blinded when in bright light. Additionally, you have darkvision to 120 feet, which can see through even magical darkness.
Armor of Shadows
At 7th level, your blood can form an armor of darkness, protecting you from attacks. As an action you can roll a number of hit die equal to your proficiency bonus. Adding your constitution modifier to each roll, you gain an amount of temporary Hit Points equal to the total. Whenever you are dealt damage, so long as you have this temporary HP the attacker takes necrotic damage equal to the damage dealt. If damage would carry over from your temporary hit points, the attacker only takes damage equal to the remaining temporary hit points.
Brand of Corruption
Upon reaching 11th level, you are able to infuse your strikes with the entropic power of the black blood. Any creature branded by you is poisoned, even if normally immune. While poisoned in this way, they lose any resistance to necrotic damage.
Blood Curse of the Entropic
Starting at 15th level, you've learned to siphon the life energy of your prey. You gain the Blood Curse of the Entropic for your Blood Maledict feature. This does not count against your number of blood curses known.
Mists of Mire
At 18th level, you can spread the corrupting force of black blood like a mist. As a bonus action, you can create a 15 ft radius of darkness centered on yourself. When you activate this, choose any amount of creatures you can see. They are immune to the effects of this feature. While in the mist, the following effects occur:
• The area within is considered magical darkness for affected creatures.
• You are aware of any creature within the radius, regardless of if they are invisible.
• Whenever an affected creature enters the radius of the mist or starts their turn in it, you can choose to have them make a Constitution saving throw. On a failure, they take 3d8 necrotic damage, and cannot take reactions until the end of their next turn.
This feature lasts for one minute, and moves with you. You may use it once per long rest.
Blood Curse of the Entropic
As a bonus action, you may target a poisoned creature that you can see within 30 feet of you. Choose one of the following effects, which will last until the poisoned condition on that creature ends:
• The creature is blinded.
• The creature's movement speed is reduced to 0
• The creature cannot speak.
• The creature has disadvantage on concentration checks.
The creature must also make a Constitution saving throw or take 2d8 necrotic damage.
Amplify. You may choose two effects, and the damage increases to 3d8.
Aeroth Subclasses and Origin
With many of these subclasses, I wrote them with an in-world origin, describing how a character would come in contact with the powers described. While most of these subclasses were made with these ideas in mind, it should also be clear that these are not the only intended way for these subclasses to be played. For example, it would make just as much sense to have a member of this subclass originate from Avia's Lazulum by switching up the flavor a bit. If you want to have a different theme or origin to a subclass, speak with your DM about what you want and how themes can be changed to fit your ideas.
Order of the Flagellant
Flagellant order church pale flame seelo hidden in basement
Unarmored Defense
Starting at 3rd level, your flesh becomes hardened against the constant pain inflicted on yourself. Your unarmored AC equals 10 + your dexterity modifier + your constitution modifier.
Cleric Domains
Chaos Domain
The Chaos Domain is used for followers of chaotic gods or devotees. Most commonly taken by those following the philosophies of the Qlippoth, Primordial, or Azata, clerics of this domain can draw upon ancient chaos to manipulate the battlefield around them.
Chaos Domain Spell List
Cleric Level | Spell |
---|---|
1st | Color Spray, Chromatic Orb |
3rd | Crown of Madness, Phantasmal Force |
5th | Gaseous Form, Enemies Abound |
7th | Confusion, Freedom of Movement |
9th | Animate Objects, Mislead |
Bonus Cantrip
You learn the Prestidigitation cantrip, not counting towards your total known cleric cantrips.
Chaos Surge
Your devotion to chaos has granted you the ability to release chaotic energy, to random effects. A chaos surge occurs when you use your Bringer of Chaos feature. At first level you roll a d6 on the table, which increases to a d8 at level 6, a d10 at level 10, and a d12 at level 17. Only one chaos surge can be active at a time. If you roll again on the table, the previous effect vanishes.
Bringer of Chaos
Starting at 1st level, you can channel the powers of chaos from which your magic is derived and can use it to gain advantage on one attack roll, ability check, or saving throw. You can use this ability only before you make the roll. You can use this ability an amount of times per long rest equal to your proficiency bonus, and regain all uses on a long rest. When you use this ability, you must roll on the Chaos Surge table.
Channel Divinity: Wild Probability
Starting at 2nd level, you can force fortune or misfortune onto another. As a reaction to seeing a creature making a check with either advantage or disadvantage, you can touch your holy symbol and force chaotic probability onto them. The target rolls 3 dice for the check, rather than 2.
Impose Disorder
At 6th level, your chaotic presence can alter the outcomes of other's actions. When you or a creature within 30 feet of you makes an ability check or attack roll, you can choose to either add or subtract 1d4 from the total. You can do this after the roll is made, but before the DM declares whether it is a fail or success. You can use this feature an amount of times per long rest equal to your proficiency bonus.
Chaos Die | Chaos Surge |
---|---|
1 | The area within 15 feet of you becomes infested with flies or other swarming insects. The area is considered lightly obscured and difficult terrain for the next minute. |
2 | The ground shakes with divine power. Any creature besides you within 15 feet of you must make a dexterity saving throw or be knocked prone. If the creature attempts to stand up within a minute they must remake the save. |
3 | The area within 5 feet of you is cloaked in magical darkness for the next minute. |
4 | Flames wreath the area around you. Any creature that ends its turn within 5 feet of you takes an amount of fire damage equal to your wisdom modifier. |
5 | The area within 30 feet around you is purified. At the start of your turn, any water is made safe to drink, and food is ripened and brought back from decay. Additionally, an amount of creatures equal to your proficiency bonus heal 1d6 hit points. |
6 | You become aware of any magical effects, as if under the effects of detect magic. Additionally, you gain a fly speed of 20 feet for the next minute. |
7 | The area within 30 feet of you is affected by the Silence spell. |
8 | Forces of gravity condense around a single target. Choose a single target you can see within 30 feet. The creature must make a Constitution saving throw or take 2d8 force damage, becoming stunned for a minute. This save can be remade at the end of the creatures turn. |
9 | Gravity is intensified within the area around you. Within 30 feet of you, any flying creature loses their flying speed. Recovering from being prone takes full speed, and any terrain within the area is considered difficult terrain. |
10 | The air within 30 feet of you becomes thicker, almost as if it were stationary water. Creatures must use a swimming speed to move, and are subject to underwater fighting rules. Creatures you designate are able to breathe, while others must hold their breathe or suffocate. |
11 | You focus divine gravity towards yourself. Any creature within 60 feet you deem hostile must make a Wisdom saving throw or take 2d8 force damage and be pulled 15 feet towards you. |
12 | You cast a domain spell of your choice without expending a spell slot. |
Potent Spellcasting
Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.
Chaos Incarnate
Starting at 17th level, you can manipulate the tides of chaos. When you roll on the Chaos Surge table, roll twice and choose between the two results. If you don't have any uses left of Bringer of Chaos when you roll initiative, you regain a use.
Destruction Domain
While plenty in Aeroth preach of rebirth after death, you've turned instead towards pushing things towards a final end. Followers of the Destruction domain draw upon the powers of destruction in catastrophic ways. Usually followers of the Qlippoth, Clerics of this domain are feared by many.
Destruction Domain Spell List
Cleric Level | Spell |
---|---|
1st | Earth Tremor, Thunderous Smite |
3rd | Dust Devil, Shatter |
5th | Pulse Wave, Thunder Step |
7th | Staggering Smite, Resilient Sphere |
9th | Circle of Power, Destructive Wave |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in martial weapons and heavy armor.
Destructive Stance
Starting at 1st level, you can channel your destructive power through your body, reinforcing yourself and seemingly highlighting weak spots in an enemy or structure. As a bonus action you gain temporary hit points equal to 2x your cleric level and an additional bonus to attack rolls equal to your wisdom modifier for a minute. Once you use this ability, you cannot use it again until you finish a long rest.
Channel Divinity: Sundering Ray
At 2nd level, you can channel destructive wrath to sunder an opponent's equipment. Calling forth powerful destructive energy, you force an object to be destroyed. Any nonmagical object Small or smaller not being held dematerializes into purple energy. If you use this on a held nonmagical weapon, the person holding it can contest it. They must make a constitution save against your spell save. If they fail, the item is destroyed. At 14th level, you can target a creature's nonmagical armor. If you do, they make the check with advantage.
Ravaging Blows
Starting at level 6, when under the effects of your destructive stance, your attacks deal double damage to objects and structures.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Destruction
Your destructive wrath has grown powerful enough to manifest in regular combat. At 17th level, when you go to make a weapon attack you can choose to activate this ability. If the attack hits, you instantly cast the Shatter spell centered on the target of the attack without expending a spell slot. You are immune to the damage of this spell. You can use this feature an amount of times per long rest equal to your wisdom modifier.
Druidic Circles
Circle of the Nightshade
The circle of nightshade is a practice mainly seen in Tengrao and Seelo, in which people have learned to grant parasitic nightshade vines a home in their body, allowing them to feed and live along side them. In a symbiotic relationship of sorts, druids of this circle can harness the poison of these vines to aid them.
The nature of nightshade is not fully understood, but most acknowledge them as creations of Saint Laam. Known users of this path in Tengrao are Oleander, the crown assassin of the Xin Dynasty.
Bonus Proficiencies
When you take this subclass, you gain proficiency in the poisoner's tools.
Nightshade Form
The nightshade vines not only coexist with you, but grow stronger in the presence of transformative magic. As a bonus action you can expend a use of your wildshape ability to allow the vines expand across you, draining the vitality of those around you while empowering you. For 10 minutes or until you are incapacitated, you gain the following benefits:
• As a bonus action you can attempt to pull a creature you can see within 30 feet to you using nightshade vines. The creature must make a strength saving throw against your spell save or be pulled 15 feet towards you.
• When you cast a leveled spell, you can force a target you can see within 30 feet of you to take poison damage equal to your wisdom modifier.
• When a creature you consider hostile begins its turn within 5 feet of you, the vines lash out at them. They take 1d4 poison damage.
Draining Strike
Starting at level 6, your vines grow in strength, able to sap the vitality of those they touch. When a creature fails a save against being pulled towards you, they take 1d8 necrotic damage.
Briar Prison
At 10th level, your control over the vines have become second nature. As an action, you can summon a circular dome of thorny vines around you. This dome has a 15 foot radius. Once summoned, a creature attempting to enter or exit must make a constitution saving throw or take 2d6 necrotic damage. Additionally, this damage is taken if pulled through by your nightshade form. This can be done an amount of times per long rest equal to your proficiency bonus.
Decaying Presence
You have learned to draw on the energy of others to prevent your own death. Starting at 14th level, whenever you are knocked to 0 HP or are incapacitated against your will, an amount creatures equal to your proficiency bonus you choose within 30 feet of you take 2d6 + your wisdom modifier necrotic damage. If a creature falls to 0 HP because of this damage, you are restored HP equal to your proficiency bonus.
Circle of the Sin Eater
Aeroth is a world ruled by cosmic law and chaos, in which one's actions bear a permanent mark on their soul and spirit. Sin Eaters learn to feed on this very concept, metaphorically- or sometimes physically. Sin Eaters tap into a darker power within themselves, making themselves stronger but forcing them to feed on the evil existing within others to continue.
Bloodlust
Drawing upon a darkness in your own soul, you can morph your form into one befitting of your own evil.
As a bonus action on your turn, you can expend a use of wild shape to transform yourself into this form. This lasts for 10 minutes. It ends early if you die, are incapacitated, or use the feature again. While in this form, you gain the following benefits:
• You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes. You roll a d6 in place of their normal damage. Additionally, they deal your choice of bludgeoning, piercing, or slashing, rather than just bludgeoning.
• You can use a bonus action to make an unarmed strike, or take the Dash or Disengage action.
• You gain temporary HP equal to your proficiency bonus at the start of each of your turns.
Sin Feast
Starting at 2nd level, you can spend 1 minute feasting on the corpse of a beast or humanoid that died within the last 48 hours to recover 2d4 health. You can use this feature an amount of times equal to your proficiency bonus and regain all expended uses on a long rest. Each corpse can only be feasted on once. The amount of health you recover increases to 2d6 at 6th level, 2d8 at 10th level, and 2d10 at 14th level.
Deranged Frenzy
Starting at 6th level, your feral instincts grow even stronger. While under the effects of bloodlust, you can attack twice, rather than once, when you make the Attack action on your turn. Additionally, your unarmed attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Visions of the Sinner
Starting at 10th level, your consumption of one's evils are now more than surface level- you also get a glimpse of their past. While using your Sin Feast feature, you can cast speak with dead as a ritual requiring no material components. Additionally, your unarmed strikes now deal additional damage equal to your proficiency bonus.
Aspect of Sin
Starting at 14th level, you've managed to embody the evil you have gathered. While under the effects of bloodlust, you have resistance to saving throws against magical spells or effects. When targeted with a magical spell or effect, your next unarmed attack deals an additional 2d8 damage.
Martial Archetypes
Vigilante
For some, war is a battle between nations. To others, it is a quest for justice, something fought in alleys and wilds. As a Vigilante you have a driving purpse, a battle you feel that only you can win. You may work to battle crime or expose corruption, or pointing out flaws in a nation's theology. What defines the Vigilante is your absolute conviction- and the mind to get the job done.
Bonus Proficiency
Starting at 3rd level, you gain proficiency in your choice of Insight, Investigation, or Perception. Additionally, you become proficient in the tinkerer's tools.
Craftwork Combat
When you choose this archetype at 3rd level, you learn to mix magic and mechanics alike.
Gadgets. You create two gadgets of your choice, which are details under "Gadgets" below. You learn an additional gadget of your choice at 7th level, and another at 15th level. Each time you take a level in this class, you can replace a gadget you know with a new one.
Gadget Charges. You have an amount of charges equal to your proficiency bonus + your intelligence modifier. A charge is expended by using a gadget, as explained in the description of each gadget. If a gadget calls for Charge Damage, this is a d8, increasing to a d10 at 7th level and d12 at 15th.
Saving Throws. Some of your gadgets require your target to make a saving throw to resist the gadget's effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Intelligence modifier.
Vital Pursuits
At 7th level, you can push beyond your physical and mental limits with sheer determination, enhancing your deductive and martial abilities for a short time. As a bonus action on your turn, you can sharpen your attention on the grandest of schemes or most vital details. For the next minute, you gain the following benefits:
• Once per turn, you may deal additional damage to a creature you hit equal to your proficiency bonus.
• Whenever a creature makes a Wisdom, Intelligence or Charisma ability check against you to uncover your presence or determine your purpose, you can use your reaction to impose disadvantage on it.
These effects end early if you become incapacitated or you die. You have an amount of uses of this feature equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Always Prepared
At 10th level, you gain proficiency in one additional saving throw of your choice. Whenever you finish a short or long rest, you can choose to replace it with a different saving throw of your choice.
Uncanny Odds
Beginning at 15th level, when you roll initative and have no gadget charges remaining, you regain 1. Additionally, when a creature within 5 feet damages you, you may use a reaction to make a single attack against them.
On the Fly
At 18th level, your power begins to have no bounds. You cannot be surprised while conscious, and cannot have disadvantage on perception checks. When you roll initiative, you may create a one time use gadget. You do not need to know this gadget. It can be used once, requiring no gadget charge, before breaking down. This can be used once per long rest.
Gadgets
The Gadgets are presented below.
Grappling Hook. As a bonus action you can fire this grappling hook at a range of 60 feet. If the surface you hit is heavier than you, you can expend a gadget charge to move towards it, ending in an unoccupied space within 5 feet of your target. If you target a creature with this, you can pull them up to 15 feet towards you. If you take the Attack action after using this bonus action, the target of your next attack must make a Dexterity saving throw or fall prone.
Vigilante's Armor. As a bonus action, you can use a gadget charge to magically don a set of armor you have automatically. While this armor is donned, your identity cannot be discerned without magical means, and you have advantage on your choice of acrobatics or athletics checks. (selected when you pick this gadget.)
Smoke Bomb. When you would be targeted by an attack of opportunity, you may use a gadget charge to create a smokescreen. The attack of opportunity misses, and the space you are in becomes heavily obscured.
Stunning Sidearm. As an action, you can use a gadget charge to attack with an electrified sidearm. This deals lightning damage equal to your gadget charge + your intelligence modifier. Additionally, the target of this attack must make a Constitution saving throw. On a failure, they are considered restrained until the end of your next turn.
Gliding Apparatus. As a bonus action, you may use a gadget charge to take the dash, dodge, or disengage action. Additionally, for 1 minute after doing this, you are under the effects of feather fall.
Signature Shuriken. A slightly sentient throwing weapon depicting your symbol. When you take the attack action, you may use a gadget charge on one of your attacks to throw this weapon. It has a range of 60 feet, and deals force damage equal to your gadget charge + your intelligence modifier. After this attack, the shuriken returns to your hands. Additionally, the shuriken can interact with, pick up, and carry objects under 5 pounds on it's path.
Rebreather. A small cylindrical device that can be used to breath through water as if normally. As a bonus action you may use a gadget charge, gaining the ability to breathe water like air for 8 hours.
Nightvision Goggles. A pair of goggles that allow sight even in the darkest of non-magical darkness. As a bonus action you may expend a gadget charge to gain darkvision out to 120 feet. This benefit lasts for 24 hours.
Technology?
Aeroth is still in it's early Iron Age- that remains true. However, this doesn't mean technology doesn't exist, rather that there isn't yet widespread understanding. While a vigilante may not fully understand the exacts of the technology, they've learned to use it. Perhaps these gadgets were made from the remnants of Inevitable constructs, or aren't technology at all but rather harnessed magic.
Sorrow Knight
Sorrow knights are fighters that draw on feelings of grief and mourning in their martial training. Typically employed as funerary guards, fighters of this archetype often use weapons passed down in their ancestry to draw upon their sorrow.
Within Tengrao, the best known users of this archetype are the Followers of the Psychopomp Cara, who guard carriages containing the dead and guide them to their burial grounds.
Blade of Sorrow
Starting when you choose this archetype at 3rd level, you learn ancient funeral rites to bind oneself with a weapon. You perform the ritual over the course of a long rest, during which time you do not need food, water, or sleep. You must be holding the weapon throughout the ritual, at the conclusion of which your spirit becomes imbued to the weapon and the bond is forged. You can only bond in this way to one weapon, and bonding with another requires you to break the previous bond. Your bonded weapon has the following special properties while you wield it:
• Attacks with this weapon are considered magical for the sake of overcoming resistances.
• You can use a bonus action to cause this weapon to shed bright light in a 10 ft. radius and dim light for an additional 10 ft.
• You can't be disarmed of this weapon unless you're incapacitated.
Mourning Strike
At third level, you can channel the loss in your soul to harm your enemies. As a bonus action, you can harness sorrowful energy into a weapon you hold. Your next attack before your next turn deals 2d10 of your choice of cold or psychic damage. This increases to 3d10 at 10th level, and 4d10 at 18th level. Additionally, this feature is activated whenever you use your Second Wind or Action Surge feature.
Sorrowful Verse
At 7th level, your feelings of loss can overcome your targets. When you hit a creature with your mourning strike, the target must make a wisdom saving throw. On a failure, the creature's movement speed is reduced to 0 until the end of their next turn, and they fall prone. The DC for this save is 8 + your proficiency bonus + your constitution modifier.
Grief's Blade
At 10th level, you can temporarily harness your sorrow into physical form. Once per long rest, you may cast spirit shroud at 3rd level without expending a spell slot. This uses your Constitution score to cast. Once used, you cannot do this again until you finish a long rest.
Funeral Rites
At 15th level, you learn to practice the rites needed to guide a soul to the afterlife. You can cast ceremony as a ritual, provided you use the funeral rite option. If a creature dies an hour after being hit by your Mourning Strike feature, the creature falls under the effect of the funeral rite. Additionally, when a creature fails the saving throw against your Sorrowful Verse, they are considered to be stunned until the end of your next turn.
Death's Soldier
At 18th level, your blade marks an early departure. When you attack a creature, they become unable to recover HP until the start of your next turn.
Monastic Traditions
Way of the Frozen Fist
The far south of Tengrao's extreme freezing climates often warded off those who attempted to wander within. For many years many entered the area, only to die from the harsh climate. It was only after the Saint's Journey that the nature of the south was discovered, and contact was made with the Praesul Chiron. Now, with exploration heralded by the creation of Dianjoshi, many have adventured to the Respite to gain the mentorship of this being. When you pick this archetype, consider how you got this mentorship. Perhaps you wandered around Dianjoshi, nearly dying before being rescued, or were descended of one who passed the trial.
Frozen Fist Technique
When you pick this subclass, you have learned how to unleash a portion of Chiron's energy when attacking, ravaging your opponents bodies with extreme cold. Once per turn when you take the attack action, you can cause one of the following effects to take place on one of your targets. Additionally, you can add an additional effect whenever you use your flurry of blows feature.
• The opponent’s speed is reduced by 10 feet until the end of your next turn.
• The opponent cannot make reactions until the end of your next turn.
• The opponent takes 1d8 cold damage.
Icy Acclimation
Starting at level 6, you have learned how to survive in the harsh climates of Dianjoshi, giving you strength over the cold in all its manifestations. You are immune to effects of harsh climate, and have resistance to cold damage. Additionally, when you make an unarmed strike you can instead choose to deal cold damage rather than bludgeoning.
Arctic Aura
The harsh climates of Dianjoshi are more than just something you harness, they have now permanently changed you. Starting at 11th level, you give off an aura of cold, lowering the temperatures in a 15 foot radius. As a bonus action you can amplify this effect, freezing the ground around you. The area within the aura becomes difficult terrain. Whenever a creature ends it’s turn within this area, you can cause it to suffer one of the effects of your Frozen Fist technique feature. This effect lasts until you take a bonus action to end it.
Seal Away
Starting at 18th level, you can seal away a creature in the ice of eternity. When the effects of your Arctic Aura are amplified and a creature fails it’s save against your stunning strike feature, you can use another ki point to encase it in a thin layer of ice. The creature is considered restrained, rather than stunned. At the end of your next turn the target must make another save. On a failure, the creature is considered petrified and cannot be damaged in any way for 8 hours, or until you choose to end the effect as a bonus action.
Way of the Apostate
When the Saint's Journey ended and Saint Tranquility began the construction of the Tower of Earth and Heaven, whispers of rebellion spread across the desert. Though traceable to no origin, something wanted the death of Saint Tranquility. In the end, this attempt was unsuccessful. And yet, the mysterious teachings of this force remain present in the western deserts of Tengrao. Rooted in deep heresy, monks of this tradition are masters of illusion.
Heretic's Teachings
When you gain this tradition at 3rd level, you gain proficiency in either the Deception or Insight skills, and you have advantage on ability checks to detect illusions.
You gain the minor illusion cantrip if you don't already know it.
Distortion in the Sands
At 3rd level, you can create a mirage that causes your body to waver and shift. If an enemy would hit you with a melee attack, you can use your reaction to impose a penalty on the roll equal to one roll of your Martial Arts die. If this penalty causes the attack to fail, you can spend 1 ki point to make an unarmed strike against the target as part of the same reaction, provided it is within reach. If it hits, this attack deals additional damage equal to your martial arts dice.
Mirage of the Heretic
Starting at 6th level, you can manifest additional illusions whenever you harness your ki. When you spend a ki point as part of your action or bonus action, you can cause an illusory double of yourself to appear where you are standing and stay there until the start of your next turn. If the illusion is physically interacted with or attacked, it is revealed to be an illusion. If you remain in the same space as this illusion, attacks against you have disadvantage.
Trick of the Light
Beginning at 11th level, you have greater control over light and illusions. You gain the following features:
False Oasis. You cast the silent image spell, without providing material components. When you cast silent image using this feature, it doesn't require concentration, and you create a rejuvenating aura around the illusion. Whenever a creature (including you) ends its turn within 15 feet of the image, you can grant that creature temporary hit points equal to your Wisdom modifier.
Dune Cloak. You cast the disguise self spell. When you cast disguise self using this feature, you veil your surroundings in illusory shadows. For the duration of the spell, you and each creature you choose within 30 feet of you has a bonus to Dexterity (Stealth) checks equal to your Wisdom modifier, and can’t be tracked except by magical means.
Visions of Apostasy
At 17th level, you can craft mirages that change the way creatures perceive you, showing glimpses of their deepest fears or desires. After you expend your reaction to use Distortion in the Sands, using it again doesn't require a reaction until the start of your next turn. Once per turn when Distortion in the Sands causes a creature to miss you with an attack, you can force that creature to succeed on an Intelligence saving throw against your ki save DC or become charmed or frightened by you (your choice) until the start of your next turn.
Sacred Oaths
Oath of the Heartsworn
Hundreds of years ago when the saints walked the lands of Tengrao, the Saint Marin, her memory broken, forged a new path for herself. When the journey ended and she constructed the capitol of Avia, she set forth an oath for her children, the Heartsworn. Though her blood has been reduced to a single heir, many within Avia follow the pact she once laid out to her kindred.
Tenets of the Heartsworn
The tenets of the Heartsworn oath hold paladins to a discipline of healing and honor.
Protection. Those who once protected you deserve the same in return.
Healing. Be a light to those around you. Let not those close to you suffer due to your weakness.
Respect. Give equal respect to those above and below you. The needs of the people are the needs of the many.
Oath of the Heartsworn Spell List
Paladin Level | Spell |
---|---|
3rd | shield, feather fall |
5th | zone of truth, warding wind |
9th | wall of wind, fly |
13th | freedom of movement, locate creature |
17th | dawn, control winds |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity Options.
Wings of the Heartsworn: You can use your channel divinity to grant yourself an image of the Wings of Saint Marin. As a bonus action, you grant yourself a flight speed of 30 feet for the next 10 minutes. If you already have a flight speed, it is raised by 30 feet.
Strikes of Mercy: You can use your Channel Divinity to rebuke those who would defy you. As an action, you present your holy symbol and speak a command. An amount of creatures you can see within 30 feet of you equal to your charisma modifier takes lightning damage equal to your paladin level. Additionally, they must make a Wisdom saving throw. On a failed save, the creature is incapacitated for 1 minute or until it takes damage. The stunned creature can repeat this save at the end of each of its turns.
Aura of Freedom
Beginning at 7th level, your presence can defend the freedom of others. You and friendly creatures within 10 feet of you have advantage on savings throws against effects that would have you Grappled, Restrained, Stunned, or Paralyzed. At 18th level, the range of this Aura increases to 30 feet.
Saint's Mercy
Starting at 15th level, the storm hearts power rages within you. You permanently gain a flight speed of 60 feet. Whenever under the effects of your Wings of the Heartsworn channel divinity, ranged attacks against you have disadvantage.
Champion of the Heartsworn.
At level 20, you can fully embody an aspect of Saint Marin.
Using a bonus action, you transform yourself into an avian form donned in blue light. For 1 minute, you gain the following benefits:
• Your speed cannot be reduced.
• Your weapon attacks deal an additional 1d8 lightning damage.
• Your movement doesn't provoke opportunity attacks.
• You are permanently under the effects of Wings of the Heartsworn. You can use Strikes of Mercy as a bonus action, requiring no use of your channel divinity. When used this way, a creature can only be incapacitated once every 24 hours.
Once you use this feature, you cannot use it again until you finish a long rest.
Oath of Duplicity
When the Saint's Journey came to an end, the mysterious Saint Laam suddenly vanished. Her people, the Mavi, however, never faded from the eyes of the world. It was around this time the Oath of Duplicity spread across the world as the Mavi, now dedicated to the religion of Proarche, began to wander the world.
Tenets of Duplicity
The tenets of Duplicity hold a paladin to a code of secrecy and inquisition.
Secrecy. Walk among the world, never showing your true face but always learning.
Leave no mark. The places you wander should remain as they were. If things must change, leave nothing of yourself behind.
Reason. Remain aware. Do what needs to be done to achieve your goals with as little pain as needed.
Oath of Duplicity Spell List
Paladin Level | Spell |
---|---|
3rd | charm person, disguise self |
5th | mirror image, invisibility |
9th | gaseous form, blink |
13th | confusion, greater invisibility |
17th | dominate person, passwall |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size; is insubstantial, and it doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.
Chaotic Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level.
Aura of Silence
Starting at 7th level, you emanate an aura of shadow. Creatures within 10 feet of you have the following benefits so long as your are conscious.
Shadowed Movement. Creatures within the aura have advantage on stealth checks.
Silenced Words. Creatures within the aura can cast the verbal components of a spell silently.
At 18th level, you can extend these benefits to any ally within 30 feet.
Serpent's Escape
At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. You can use this ability an amount of times equal to your proficiency bonus, regaining the ability to do so after you finish a short or long rest.
Icon of Chaos
At 20th level, you gain the ability to emanate feelings of discord. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
• You are invisible.
• If a creature damages you on its turn, it must succeed on a Wisdom saving throw against your spell save DC or fall under your control. You control it's next turn, which it will follow so long as the action is not directly suicidal. A creature automatically succeeds on the save if the creature is immune to being charmed.
• You can use your Chaotic Strike at will, requiring no use of your channel divinity feature.
Once you use this feature, you cannot use it again until after you finish a long rest.
"This looks familiar..."
The Oath of Duplicity is pretty directly taken from the (believed to be) abandoned UA subclass known as the Oath of Treachery. While a cool subclass, it suffered from a pretty major thing- It's hard to have an "evil" Paladin oath. The tenets leaned too far into this idea of self servingness, to the point where it became impossible to play without it being focused on the individual alone. Individuality has it's place, but in a game like this it's best to not encourage that type of behavior.
This revision, while also mechanically different, focuses less on the character alone, and has benefits for other party members. TLDR, edginess is alright but remember that this is a team game.
Beyond making it more of a team player option, a bit of the rulings were clarified and toned down where it got too powerful. It'd definitely still be very powerful, but that's paladins for you.
Ranger Archetypes
Briar Scourge
The Briar Scourge are an unusual path of ranger, connecting themselves to the Luminary planes of evil in their hunts. Similarly to hags, rangers of this archetype are able to draw on the power of curses to take down their prey, even at the cost of their own humanity.
Examples of this in Aeroth are the Shade Coven of Avia, a group of hagspawn that rejected their heritage and used the dark power granted them to stave off evil.
Briar Magic
Your connection to the planes of evil has granted you further options for your magic. When you pick this archetype at 3rd level and at the levels listed on the table you gain additional spells, not counting towards your spells known. These count as ranger spells to you.
Briar Scourge Spell List
Ranger Level | Spell |
---|---|
3rd | entangle |
5th | blindness/deafness |
9th | bestow curse |
13th | blight |
17th | contagion |
Briar Mark
At 3rd level, your mastery over curses has allowed you to temporarily mark a target. You learn two Briar Marks, as detailed beneath this subclass. You learn additional curses at 7th, 11th, and 15th level. As a bonus action, you can inflict one of these curses upon a target you can see within 30 feet. A curse lasts for 1 minute, during which you can use a bonus action to move the curse to a different target. You may only have one curse active at any given time. You can use this feature an amount of times per long rest equal to your proficiency bonus. Additionally, the power of your curses increases at level 15.
Beast from Beyond
When you pick this archetype at 3rd level, you can summon a beast of the planes of evil. You learn the find familiar spell, and can cast it as a ritual.
Grim Attunement
Starting at 7th level, your body has adapted to the curses that run through your veins, making you stronger against its forces. Your appearance changes, making you resemble the source of your power somewhat.
You have resistance to necrotic damage and are immune to disease. When you are forced to make a saving throw to resist a spell, you can give yourself a bonus to the save equal to your proficiency bonus. You can use this feature once per short or long rest.
Blood of the Curse Sworn
At 11th level, the power of your marks drain the vitality of your victims, allowing you to weaken them further. When you cast a single target ranger spell on the victim of a Briar Mark, you may choose to ignore concentration on the spell for it's duration. You can do this once per long rest.
Thorns of Retribution
Starting at 15th level, the power of curses within begins to outwardly affect you in the form of an armor of thorns around you. When a creature hits you with a weapon attack, you may use a reaction temporarily inflict them with a curse. The attacker suffers the effects of a Briar Mark you know until the end of their next turn. If you have another Briar Mark active when you use this feature, it remains active. You may use this an amount of times per long rest equal to your proficiency bonus.
Briar Curse Options
The Briar Mark feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and use your spell save DC when requiring a saving throw.
Curse of the Abyssal
The target takes an additional 1d6 necrotic damage when you first attack it on your turn. Additionally, when you first activate the curse the target must make a Wisdom saving throw or be blinded until the end of this curse.
Additionally, the damage from this curse increases to 2d6 at 15th level.
Curse of Blood
The target takes an additional 1d8 piercing damage when you first attack it on your turn. Additionally, when you first activate the curse the target must make a Constitution saving throw or begin incontrollably bleeding. The creature takes 1d6 necrotic damage at the end of its turns until it receives healing.
Additionally, the inital damage from this curse increases to 2d8 at 15th level.
Curse of Confusion
The target takes an additional 1d8 radiant damage when you first attack it on your turn. Additionally, when you first activate the curse the target must make a Wisdom saving throw or have disadvantage on the next attack roll it makes.
Additionally, the damage from this curse increases to 2d8 at 15th level.
Curse of Debilitation
The target takes an additional 1d8 necrotic damage when you first attack it on your turn. Additionally, when you first activate the curse the target must make a Constitution saving throw or have their speed set to 0 for the duration of the curse.
Additionally, the damage from this curse increases to 2d8 at 15th level.
Curse of Decay
The target takes an additional 1d6 acid damage when you first attack it on your turn. Additionally, when you first activate the curse the target must make a Dexterity saving throw or take 1d6 acid damage if they end their turn without moving more than 5 feet for the duration of the curse.
Additionally, the inital damage from this curse increases to 2d6 at 15th level.
Curse of Embers
The target takes an additional 1d6 fire damage when you first attack it on your turn. Additionally, when you first activate the curse the target must make a Dexterity saving throw or take 1d6 fire damage whenever they move more than 5 feet for the duration of the curse.
Additionally, the inital damage from this curse increases to 2d6 at 15th level.
Curse of Thorns
The target takes an additional 1d8 damage of the same type as your weapon when you first attack it on your turn. Additionally, when you first activate the curse the next attack made against the target has advantage.
Additionally, the damage from this curse increases to 2d8 at 15th level.
Curse of the Phantoms
The target takes an additional 1d6 cold damage when you first attack it on your turn. Additionally, when you first activate the curse, the target must make a Wisdom saving throw or be frightened of you until the curse ends.
Additionally, the damage from this curse increases to 2d8 at 15th level.
Curse of Retribution
The target takes an additional 1d6 lightning damage when you first attack it on your turn. Additionally, when you first activate the curse the target must make a Constitution saving throw or take 1d6 lightning damage whenever they take the attack action for the duration of the curse.
Additionally, the inital damage from this curse increases to 2d6 at 15th level.
Curse of the Watched
The target takes an additional 1d8 psychic damage when you first attack it on your turn. Additionally, when you first activate the curse the target must make a Wisdom saving throw or be illuminated in a faint green glow. It cannot hide or go invisible unless behind full cover.
Additionally, the damage from this curse increases to 2d8 at 15th level.
Pathfinder
Pathfinders are rangers with a deep connection to the stars within the sky. While to most the stars are nothing but decoration, Pathfinders learn to use the stars to obtain guidance, both spiritual and physical.
Examples of this in Tengrao are members of the Huang family, who even if not as magically inclined as the rest of the family still pick up on the power of the night sky.
Astral Magic
Your knowledge of the night sky has given you further options for your magic. When you pick this archetype at 3rd level and at the levels listed on the table you gain additional spells, not counting towards your spells known. These count as ranger spells for you.
Pathfinder Spell List
Ranger Level | Spell |
---|---|
3rd | guiding bolt |
5th | moonbeam |
9th | melf's minute meteors |
13th | divination |
17th | wall of light |
Guidance of the Night
Your knowledge of the night can grant you direction. So long as you can see the sky, you cannot be lost, even by magical means. Additionally, you gain proficiency in the navigator's tools.
Starlight Strikes
At 3rd level when you pick this archetype, starlight follows your attacks in combat, surrounding those you hit. When you hit a creature with a weapon attack, a mote of light begins orbiting them. This mote gives off 10 feet of bright light, and 10 feet further of dim light. You can have an amount of motes out at a time equal to your proficiency bonus. After a minute, any motes on a creature disappear.
As a bonus action while you have motes out, you may choose to detonate them. For each mote a creature has orbiting them, the creature takes 1d10 radiant damage. The motes vanish after detonating.
Wisdom of the Night
At 7th level, you can call upon the stars for guidance on a situation. You can cast the augury spell as a ritual without needing material components so long as you have clear view of the night sky. Additionally, if you enter combat within the 30 minute time span the spell predicts, you and any amount of allies you can see have advantage on the initative roll and cannot be surprised.
Brilliant Luminescence
At 11th level, you gain limited foresight into the future, allowing you to move with superhuman agility. When you take the attack action and target only one creature, you can make an additional attack against them.
Glimmering Lights
Starting at 15th level, you can quickly detonate your motes at a moment's notice, offering safety to you and your companions. When a creature with a mote makes an attack, you may use a reaction to detonate a single mote orbiting them. They take the damage from the mote, and must make a Wisdom saving throw against your spell save DC. On a failure, the creature is blinded until the end of their next turn and must make the attack with disadvantage.
Perfumer Vanguard
The Perfumer Vanguard was born originally of a small piece of doctrine, spread through the Church of the Pale Flame attempting to attack the Praesul Eidolon. While for many fear of the Apothacarist began to grow, others saw truth within this misinterpreted doctrine. From there, many began following the words of this god that never existed, taking it upon themselves to cure plague in the only way one can- to burn it down wherever it rears it's head.
Censer Blade
At 3rd level, you have modified your weaponry to that commonly wielded by the Perfumer Vanguard. As part of a long rest, you can modify a melee weapon to contain a heating agent used for both incense and combat. Any attack made with this weapon deals an additional 1d4 fire damage.
Apothecarist Incense
Starting at 3rd level, you learn the methods of harvesting, creating, and using incenses in your blade. An amount of times per long rest equal to your proficiency bonus, you may use an incense as an action. The effects of these incenses affect any creature within 5 feet of you, extending to 10 feet at level 7, 15 feet at level 11, and 20 feet at level 15. You are unaffected by the effects of your incense.
Incenses
Lavender Incense: Any creature within the range of your incense must make a Constitution saving throw against your spell save DC. On a failed save, the creature is affected by the calm emotions spell at 2nd level using your spellcasting modifier.
Rose Incense: Any creature within the range of your incense gains temporary hit points equal to your Ranger level + your Wisdom modifier.
Sage Incense: Any creature within the range of your incense gains advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks for 1 minute.
Nightshade Incense: Any creature within the range of your incense must make a Constitution saving throw against your spell save DC. On a failed save, the creature is under the effect of the bane spell for 1 minute, using your spellcasting modifier.
Chamomile Incense: You cast sleep at 1st level, affecting only creatures within the range of your incense effects.
Cedar Incense: You cast fog cloud at 1st level, though the range of the fog is only that of your incense effects.
Perfumes
Starting at 7th level, your dedication to the work of the Apothacarist has given you a gift. You are immune to disease, and have resistance to fire damage.
Additionally, you learn to make your incenses into perfumes that can be thrown and activated from afar. When you use an incense, rather than having the effect center on yourself you can instead choose a point within 30 feet as the origin point.
Ignition Switch
Starting at 11th level, you can load your censer blade with a volatile explosive incense. When you take the Attack action on your turn, you may instead choose to forgo one attack and instead activate this incense. Doing so casts fireball centered on yourself without requiring components. This feature can be used once, regaining the ability to do so after a long rest.
Smokescreen
Starting at 15th level, you gain the ability to hide within the smoke of your incense. As a reaction when a creature targets you with an attack, you may instead choose to activate an incense in your currrent location and become invisible. This invisibility lasts for one minute or until you make an attack or cast a spell.
Roguish Archetypes
Prowler
Prowlers are rogues who are followers of druidic practices, often taking on jobs that the others of the circle can't. Although their connection with nature doesn't grant them spellcasting, they learn to harness aspects of beasts in order to aid them in their escapades. When picking this archetype, consider how your character was exposed to this druidic power. Perhaps you were born with an innate connection to the planes of the fey, or draw upon ancestral spirits.
Druidic Initiate
You can read and write Druidic, and can cast speak with animals as a ritual.
Bestial Aspect
At 3rd level when you take this archetype, you can take on the aspect of beast. Typically one's appearance will change to partially resemble the chosen beast, though it is up to you how it affects your character. Choose one of the following options. This option can be changed whenever you take a level in this class.
Vermin. You gain the ability to partially split your body into a swarm and feed off of a creature. You gain a bite attack that deals 1d8 piercing damage on a hit, and uses either your dexterity or strength score. For the sake of the sneak attack feature, this counts as a finesse weapon. When you use your sneak attack feature on an attack with this weapon, you regain HP equal to your proficiency bonus if you are under half of your maximum HP.
Cat. Your fingertips grow sharp and bone like. You gain a claw attack. These use either your strength or dexterity score for attack and damage rolls, and count as finesse and light weapons. On a hit, they deal 1d6 slashing damage. If you move 15 feet towards a target before making an attack, you have advantage on the attack roll.
Owl. Your fingertips morph into curved, jagged claws. You gain a talon attack. These use either your strength or dexterity modifier for attack and damage rolls, and count as finesse weapons for the sneak attack feature. When you take the attack action, you gain a flight speed of 15 until the end of your turn.
Bestial Attunement
Starting at 9th level, you grow more connected to the aspect spirits. Choose one of the following options. It does not have to be the same as your choice made at 3rd level.
Vermin. When you are targeted by a melee attack, you may choose to split into a swarm and attempt to dodge. The attack has disadvantage. If this causes the attack to not hit, you may teleport up to 15 feet as your body splits into a swarm and gathers once again. You can use this an amount of times equal to your proficiency bonus, and regain all uses after a long rest.
Cat. When you take the Cunning Action bonus action to Dash or Disengage, you can choose to fall under the effects of the other requiring no action. You can use this an amount of times per long rest equal to your proficiency bonus.
Owl. When you are subjected to a Charisma, Intelligence, or Wisdom saving throw, you can choose to get advantage. You can use this an amount of times per long rest equal to your proficiency bonus.
Beast Form
Starting at level 13, you can temporarily take the form of your totem beast. You can once per long rest cast polymorph on yourself. When cast this way, you can transform into swarms as if they were beasts, so long as they meet the CR minimum.
Bestial Paragon
Starting at 17th level, your connection with your totem animals has progressed further, permanently marking you as one of their kind. Choose one of the following options. It does not have to be the same as your previous choices.
Vermin. You can form a swarm of ravenous insects around you, devouring away at your enemies. Any creature that you consider hostile that begins its turn within 5 feet of you takes 1d8 piercing damage.
Cat. Your jump length and height are permanently tripled. When you make an attack with a finesse weapon after jumping it automatically applies sneak attack regardless of other requirements, and the target must make a Strength saving throw equal to 8 + your dexterity modifier + your proficiency bonus or be knocked prone.
Owl. You gain a flying speed of 50 feet. When you make an attack after flying 15 feet on a target on the ground, you gain advantage on the attack roll. Additionally, you gain advantage on checks to grapple while using this flying speed.
Huskblood
Huskbloods are rogues with deep connections to spiders and similar vermin. Mostly formed from some connection to qlippoths, Huskbloods have mutated themselves, either willingly or not, to harness qlippothic energy and aid them in their roguish pursuits.
Known examples of this within Tengrao are the Arachne Soldiers of the Order of the Owl, a group of supersoldiers bound to the planes of the Qlippoth since birth.
Warped Nature
When you pick this subclass at 3rd level, your form mutates slightly with the energy of the husk fiends. This may or may not affect your physical appearance, but you have been irrevocably changed. You gain the following benefits:
• You can climb on walls and ceilings, as if under the spider climb spell.
• When you use your sneak attack feature you can choose to do either your normal damage or substitute it for poison damage.
• As a bonus action after making the attack action, you can attempt to grapple a creature. This uses your acrobatics score rather than your athletics score. While a creature is grappled by you, they are unable to speak and you have advantage on attack rolls against them.
When a feature in this subclass calls for a saving throw, the DC is 8 + your Intelligence modifier + your proficiency bonus.
Poison of the Husks
Starting at 9th level, the power of your fiendish blood has increased in potency. When you make an attack against a creature you have grappled, the creature must make a Constitution saving throw. On a failure, the creature is restrained and has disadvantage on checks to escape the grapple.
Scion of the Hungering Moon
At 13th level, the corruption of the Luminary planes of evil has furthered within you, bringing you closer to the husk fiends. You learn the web spell, and can cast it an amount of times per long rest equal to your proficiency bonus. If concentration is held for the full hour, the web becomes permanent. Additionally, you are able to move through this webbing without any hindrance.
Prison of Silk
At 17th level, you can imprison enemies in a cocoon of webbing. As a bonus action while you have a creature under the effects of Poison of the Husks, you can make a Dexterity (Sleight of Hand) check against a DC equal to the targets current Hit Points. On a success, the creature is stunned. This lasts until the creature takes damage or until 24 hours have passed.
Puppeteer
The cult of the Weaved One are an enigmatic group, who transform their memories and emotions into thread and grant it as offering to their lord. The twisted web of memory this god weaves grants many benefits, but perhaps the most versatile is that of puppets, wielding the string of forgotten memory to manipulate an object with perhaps a bit of it's own sentience.
Outlaw God's Armory
When you select this subclass, you learn the encode thoughts cantrip. Your casting stat for this spell is Charisma.
Arcane Puppet
In return for a sacrifice of memory or freedom, the Weaver God has granted you power in the form of a magical puppet. You decide the appearance of the puppet, though most are designed with the wielder in mind.
The puppet is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Puppet stat block, which uses your proficiency bonus (PB) in several places. In combat, the puppet shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The puppet remains until it is reduced to 0 hit points, until you use this feature to summon the puppet again, or until you die. Anything the puppet was wearing or carrying is left behind when the puppet vanishes.
If abilities from this subclass call for a saving throw, the DC is: 8 + your proficiency bonus + your dexterity modifier.
Threads of Memory
At 9th level, your puppet can take on the visage of those you have slain. When a creature dies within 30 feet of you, you can magically capture it's remaining memories and store it within the puppet. As a reaction when a creature dies within 30 feet of you, you may steal this essence.
You may have an amount of these essences stored equal to your proficiency bonus. While you do, you can use an action to transform your puppet to resemble the target from which the essence was stolen. While in this disguise, the puppet is identical to the target and reads as alive, both magically and physically. The puppet has access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on it's background and personal life, but doesn't include secrets. The information is enough that the puppet can pass off as the person by drawing on it's memories.
Once you transform your puppet, you cannot use it again until you finish a short or long rest.
Enhanced Puppetry
Beginning at 13th level, your puppet becomes more capable of dealing with the opponents it captures. When a creature fails it's save against your puppet's Restraining Threads, the creature is also blinded. Additionally, when you use a bonus action to Dash or Disengage, you may also command the puppet.
Web of Control
Starting at 17th level, your puppeteering skill goes beyond those made for such tasks. When a creature is restrained or grappled by your puppet, you may use an action to take full control of it. For a minute, rather than controlling your puppet, you control the creature. They follow your commands to the best of their ability on it's turn. They continue to make saving throws at the end of their turns, returning to a restrained state on a success. You may use this ability once per long rest.
Puppet
Small or Medium Construct
- Armor Class 15
- Hit Points 5 + five times your rogue level (The puppet has a number of hit dice equal to your rogue level.)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 8 (-1) 10 (0) 8 (-1)
- Saving Throws Con +2 plus PB, Wis 0 + PB
- Skills Athletics +3 plus PB, Acrobatics + 1 plus PB.
- Damage Immunities poison
- Condition Immunities charmed, frightened, exhaustion, poisoned.
Mimicry. The puppet can uncannily replicate any noise it has heard, or replicate the voice of anyone it has heard speak.
Actions
Strike. Melee Weapon Attack: +3 plus PB to hit, Reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Restraining Threads. (PB per long rest.) Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: Amount of d8s equal to your PB necrotic damage, target must make a Strength saving throw or be restrained. At the end of each of it's turns, the creature may attempt the save again to end the condition.
Sorcerous Origins
Qlippoth-Bound
Though their essence has been stolen, the qlippoth and their corruption has managed to worm it's way into mortal life. While most sorcerer's simply draw on ancestral powers, you have taken a new route- allowing a qlippoth maggot to enter your form, forming a symbiotic relationship.
Fiendish Symbiont
Starting at 1st level, your long contact with the Qlippoth has altered you in mind and body. You grow one of the following symbionts of your choice, gaining its benefits. This symbiont is part of your body; if you wish to hide your symbiont (for example, to hide your true nature), you can do so over the course of 1 hour. You can mutate your personal symbiont into a new form when you finish a long rest, losing the benefits of the old symbiont and gaining the benefits of the new one.
Eye Stalk. A long, flexible tentacle with a single eyeball on the end grows out of your neck. While your eye stalk is extended and uncovered, you gain the following benefits:
• You gain darkvision out to a range of 90 feet. If you already have darkvision from your race, its range increases by 60 feet.
• You have advantage on all Wisdom (Perception) checks.
• You can't be surprised while you are awake.
• As a bonus action on your turn, you can expend a spell slot to gain truesight. Your truesight lasts for 1 round if you expend a spell slot of 1st or 2nd level, 1 minute if you expend a spell slot of 3rd, 4th, or 5th level, and 1 hour if you expend a spell slot of 6th level or higher. The radius of your truesight is a number of feet equal to ten times the level of the spell slot expended.
Living Breastplate. You grow armor made out of slick chitin and pulsing organic material that merges seamlessly with your body. You gain the following benefits:
• Your Armor Class becomes 14 + your Dexterity modifier.
• As a reaction when you take damage, you can expend a spell slot to reduce the damage by three times the level of the spell slot expended.
Spellgrubs. Dozens of tiny grubs continually burrow in and out of your arm and hold secrets of nomos magic. When you grow this symbiont, choose a 1st-level spell from the warlock spell list. The spellgrubs know this spell, it counts as a sorcerer spell for you, and you can add it to your list of spells known, though it does not count toward your limit. When you finish a long rest, you can replace this spell with a different spell from the warlock spell list. The spellgrubs learn more powerful spells when you reach certain levels in this class, adding a 2nd-level spell when you reach 5th level, and a 3rd-level spell when you reach 9th level. When you finish a long rest, you can replace one or more of these in the same manner as the 1st-level spell. Additionally, you can expend sorcery points equal to the level of the spell to cast it without expending a spell slot. You can do this once, regaining the ability to do so after a long rest.
Scything Limb. You grow a chitinous spine on an aberrant third limb, reminiscent of a praying mantis. This limb can be controlled as easily as your own, effectively giving you a third hand. In addition, if your scything limb is not holding anything when you cast a spell, you can use a bonus action to make a melee weapon attack with its spine. You can use your choice of Strength or Dexterity for the attack roll, and on a hit, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier + psychic damage equal to twice the level of the spell you cast that turn.
Adaptive Form
At 6th level, your mind becomes further enhanced by your symbiont, teaching you their methods. When you finish a long rest, choose fire, poison, lightning, or cold. You gain resistance to this damage until you finish another long rest.
Symbiotic Bond
Beginning at 14th level, your body becomes more reliant on its symbiotic companion. As long as you have a fiendish mutation active, you have advantage on all saving throws against magic.
Symbiotic Fusion
At 18th level, you and your symbiote have become a new single being, taking the aspects of both. You may have two mutations active at any given time. Additionally, you may as a bonus action spend 5 sorcery points to increase your physical aptitude. For the next minute you add your charisma modifier to any saving throw you make.
Dreamtouched
An ethereal presence has worked its way into your being, warping your soul with the powers of unreality. A bloodline passed down by those who learned the secrets of the natures of reality, sorcerers of this bloodline learn to influence the world as if it were a dream.
Astral Spells
You learn additional spells when you reach certain levels in this class, as shown on the astral spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a illusion or enchantment spell from the sorcerer, warlock, or wizard spell list.
Astral Spells
Sorcerer Level | Spells |
---|---|
1st | charm person, sleep |
3rd | detect thoughts, levitate |
5th | blink, catnap |
7th | confusion, divination |
9th | creation, modify memory |
Astral Superposition
Astral Superposition Starting at 1st level, you exist in both the astral plane and the material plane, being affected with the physics of both. Your weight is halved. Additionally, you can take the disengage action as a bonus action. Whenever you take the disengage action you may choose to gain a flying speed equal to your walking speed on top of the regular benefits. If you end your turn in the air, you fall at a speed as if affected by feather fall for 1 round.
Dreaming Mind
Starting at 1st level, your mind remains active even in the throes of sleep. You cannot be put to sleep unwillingly, and if magic is affecting your dreams you are aware of it. When you finish a long rest, you gain an additional metamagic option of your choice. You can use this option once, requiring no sorcery point cost. Once you use it, you cannot do it again until you complete another long rest.
Withdraw into Reverie
Starting at 6th level, you can escape to traces of the unconscious soul of the world. Once per long rest when you take damage, you can choose to disappear and gain resistance to the damage. You return in a space of your choosing within 30 feet at the start of your next turn.
Open Dreamway
At 14th level when you finish a short or long rest, you can cast dream without expending a spell slot. You can include up to eight additional willing creatures you can see within 10 feet of you in the casting. You must act as the messenger, and you cannot appear monstrous and terrifying. Until you exit the trance, all included creatures appear in the target's dreams and can converse freely. Only you can shape the dream, however.
When you exit the trance, you can decide to transport all participating creatures (including yourself) through the realm of dreams, appearing in the unoccupied spaces closest to the target. The target is aware of this teleportation attempt, even while asleep: an unwilling target can make a successful Wisdom saving throw to prevent the teleportation.
Once you use this feature, you can't do so again until you finish a long rest.
Waking Dreams
You can manifest fantastical dreamscapes in the waking world. At 18th level, you can cast the spell mirage arcane without expending a spell slot, with a casting time of 1 action and a duration of 1 hour. While you're in the area of your mirage arcane, you can use your bonus action to change the nature of the illusion, following the spell's normal parameters. Once you use use this feature to cast mirage arcane, you can't use it again until you finish a long rest. Additionally, during this time, you can use an action to attack with the fantastical scenery. Within the range of the spell, you gain an attack using your spell attack modifier. On a hit, this deals 2d8 + your charisma modifier psychic damage.
Warlock Patrons
Prime Aeon
You have made a pact with one of the 12 Prime Aeons, the beings who enforce the cosmic balances of the world. Though aeons typically refrain from interaction with the mortal world, many exceptions are made. Perhaps you were a catalyst of inbalance, leading to an aeon confronting you and eventually guiding you to repentance, or you deliberately sought out an aeon to aid you in hopes of getting revenge on a being of chaos. Work with your DM to determine the nature of your pact, and to which of the Prime Aeons it is to.
Aeon Expanded Spell List
Spell Level | Spell |
---|---|
1st | Bane, Bless |
2nd | Silence, Zone of Truth |
3rd | Life Transference, Daylight |
4th | Arcane Eye, Gravity Sinkhole |
5th | Destructive Wave, Temporal Shunt |
Enforce Duality
You have learned to draw on the nature of duality, forcing it onto those who stand against you. At 1st level when you select this archetype, you learn the silvery barbs spell, and can cast it an amount of times per long rest equal to your proficiency bonus. This counts as a warlock spell to you, though it does not go towards your spells known.
Hand of Order
At 6th level, you can enforce your will upon reality. When a creature moves at least 5 feet towards you, you may use a reaction to attempt to halt their movement. The creature must make a Charisma saving throw against your spell save DC. On a failure, their speed is set to 0 until the beginning of their next turn. Additionally, you may choose one ally within 30 feet of you. They are placed under the effects of the Dash action until the end of your next turn. You can do this an amount of times per long rest equal to your proficiency bonus.
Aeonic Fortitude
At 10th level, your mind has grown stronger against the invasive tactics of chaos, allowing you to ward off the forces that try and hold you back. You gain resistance to psychic damage, and are immune to the frightened or charmed condition. You have advantage against Wisdom saving throws against magical effect, and when forced to make one can as a reaction cause the attacker to take psychic damage equal to your warlock level.
Overseer of Karma
At 14th level, you have embraced the nature of duality, becoming similar to the aeons in both mind and body. You no longer age, and no longer require food, water, or to breathe. Additionally, when a creature you can see takes damage from a creature you can see, you can have the attacker make a Charisma saving throw against your spell save DC. On a failure the damage is negated and the attack or spell is made again, targeting themselves. This can be used once, regaining the ability to do so on a long rest.
Magnum Opus
The core of the world an eternal cycle, turning in conjunction with the stars. A mystical process that isn't yet fully understood, one thing that is clear is that this world seems to have a sentience of some sort. It is with this mysterious sentience that you have made your pact. When you pick this subclass, consider how you took on this pact. Perhaps you were faced with strange dreams of machines and clocks before finding this power, or found mysterious notes telling you to fufill certain tasks. Speak with your DM about what you want from a pact like this.
Magnum Opus Expanded Spell List
Spell Level | Spell |
---|---|
1st | Absorb Elements, Alarm |
2nd | Knock, Levitate |
3rd | Blink, Remove Curse |
4th | Fabricate, Polymorph |
5th | Creation, Passwall |
Otherworldly Apparatus
Starting at 1st level, your pact grants you insight on the cyclical nature of reality. While you are holding a nonmagical tiny object, you may use an action to choose to change it into another object of the similar size and material, assuming you have seen the object you are creating before. When you do this with an object made of the 7 prime metals, you can change them into one of the following objects.
Apparatus of Connectivity.
This object resembles a glowing sphere encased in several metal rings. When a creature other than you holds this, you can use an action to telepathically send a single sentence message to them so long as you are on the same plane of existence. Once done, you cannot use this again for an hour.
Apparatus of Celerity.
Resembling a clock or a compass, this object ticks rhythmically as its needles slowly spin. As an action, you can heal the holder of this object an amount of d4s equal to your proficiency bonus. For a minute after gaining this healing, the creature has a 10 foot bonus to their speeds for 1 minute. You can use this benefit an amount of times per long rest equal to your proficiency bonus.
Apparatus of Knowledge.
A tesseract shaped object, the light around this object distorts as it moves. As a bonus action, a holder of this object can take the Search action as a bonus action. When used this way, the holder has advantage on the perception check. Additionally, if this search action finds a hidden creature, the creature is highlighted in golden light and cannot hide from you or your allies for 1 minute.
You may have an amount of objects transformed equal to your charisma modifier, and can transform an object an amount of times per long rest equal to your proficiency bonus. If you go over the limit for total objects, a previous apparati reverts to its previous form and loses its magic.
Knowledge and Renewal
Starting at 6th level, when you make an Arcana, Religion, or History check, you are considered to be proficient in the skill even if you lacked proficiency prior. Additionally, you no longer need to sleep if you instead choose to devote yourself to doing the crafting downtime during a long rest. If you do this, you gain temporary HP equal to your warlock level and fall under the effects of a 2nd level Lesser Restoration. This temporary HP goes away when you finish another long rest.
Ultimatum
Starting at level 10, you can harness the power of creation into an object of power. When you use your Otherworldy Apparatus feature, you may choose to replicate a common or uncommon magic item. You may have one object transformed into a magic item at a time. Once you transform an object like this, you cannot do it again until you finish a long rest.
Eternal Rebirth
Starting at 14th level, you can tap into the power of rebirth, claiming a dying soul as newfound energy. When a creature dies within 30 feet of you, you can use a reaction to steal its energy. You regain HP equal to half of the creatures max HP. Additionally, any holders of an objected transformed by you heal an amount of HP equal to an amount of d6 equal to your proficiency bonus. You may use this feature once, regaining the ability to do so after a long rest.
Pact Boon Options
When you choose your Pact Boon feature, the following options are available to you.
Pact of the Lantern
Your patron grants you a tiny light-bearing object such as a lantern or torch. This lantern serves as a spellcasting focus for your warlock spells and can be summoned to an open hand using a bonus action. It gives off bright light up to 30 feet, and dim light for another 30. As an action while it is summoned you can mark a target who is currently within 60 feet of you, bathing them in the light of your lantern. The next attack roll against the target is made with advantage, and if it hits the target takes 1d10 radiant damage. After taking this damage, the light surrounding the creature disappears. If you lose this lantern, you may do a 1 hour ceremony to have it return to you.
Pact of the Mask
Your patron grants you a magical mask. This mask can be summoned to you as a bonus action. While wearing this mask, you can use a reaction when a humanoid creature dies to steal a portion of it's essence. You can use an action while wearing your mask to transform yourself into this human, having identical physical features and voice. Your stats do not change. You may have up to your proficiency bonus souls stored at a time. If the mask is lost or destroyed, you can spend 1 hour in a ritual to gain it again.
Pact of the Mark
Your patron grants you a tattoo or scar in the shape of its symbol, a phrase in it's native tongue, or something associated with it. Once per long rest you can cast a spell from your otherworldly patron's expanded spell list without expending a spell slot, assuming it is of a level you can normally cast.
Pact of the Sight
Your patron grants you limited sight into the future or whispers from beings beyond. When a creature within 30 feet of you makes an ability check or attack roll, you can use a reaction to roll 1d6. The result is then added to the total. You may use this an amount of times per long rest an amount of times equal to your proficiency bonus.
Pact of the Flesh
Your patron gives you the ability to warp your flesh into a weapon. Your unarmed strikes deal 1d4 damage, and use your charisma modifier rather than strength. Additionally, you can choose between bludgeoning, piercing or slashing for your unarmed strike damages. As a bonus action after taking the attack action, you can make an unarmed strike as if attacking with an off hand weapon.
Eldritch Invocation Options
Hovering Lantern
Prerequisites: Pact of the Lantern.
As a bonus action while you are holding your lantern, you can allow it to hover around you, requiring no free hand to use the lantern's features. While the lantern is hovering this way you can choose to move up to 30 feet away from it, with it keeping this position for the rest of the round.
Glimpse of the Beyond
Prerequisites: Pact of the Lantern, level 7
You can cast Hypnotic Pattern using a warlock spell slot. When cast through this invocation, you don't need to concentrate on the spell.
Huntress's Path
Prerequisites: Pact of the Lantern
While a creature is affected by the light of the lantern, you are always aware of the best direction to take to reach them, assuming you are on the same plane of existence. If you are on different planes, you are made aware of the plane they currently reside on.
Blinding Light
Prerequisites: Pact of the Lantern, level 5
A creature who is affected by the light of your lantern has disadvantage on attack rolls.
Wake of Spirits
Prerequisites: Pact of the Lantern, level 10.
Once per long rest you can cast Spirit Guardians without costing any material components or spell slots.
Master of Trickery
Prerequisites: Pact of the Mask, Level 10
You are immune to effects that would cause you to be charmed or frightened, and have advantage on checks to determine whether or not something is an illusion.
Face in the Crowd
Prerequisites: Pact of the Mask , Level 5
You can cast Pass without Trace once per long rest, not expending any spell slots or material components. When cast this way, the spell only effects you.
Knowledge beyond Death
Prerequisites: Pact of the Mask
You have learned to draw upon the power of the souls you capture. When you have at least one soul stored within your mask, you gain proficiency in two skills of your choice. You can change these skill selections as part of a long rest. When you make a check with one of these skills, you can add 1d4 to the total result.
Mocking Vengeance
Prerequisites: Pact of the Mask, level 5
When a creature targets you with an attack roll and misses, you can use your reaction to deal 2d6 psychic damage to the attacker.
Unsettling Visage
Prerequisites: Pact of the Mask, Level 6
You can cast Cause Fear at will. Regardless of whether or not the creature passes or fails, once affected they cannot be affected again for 24 hours.
Eldritch Ward
Prerequsites: Pact of the Mark
You can cast Sanctuary at will.
Empowering Sacrifice
Prerequisites: Pact of the Mark, Level 5
When you kill a creature with a spell or cantrip, roll a d20. On a 20, you regain the ability to use your marks power.
Mark of The Primordials
Prerequisites: Pact of the Mark.
Choose one sorcerer metamagic. When you cast a spell through your pact of the mark feature, the spell is put under the effects of this metamagic.
Eldritch Channeling
Prerequisites: Pact of the Mark, Level 10
Once per long rest when you cast a spell that deals damage, you can choose to deal maximum damage to one target rather than rolling.
Eldritch Empowerment
Prerequisites: Pact of the Mark, Level 6
When you cast a spell through your mark feature, you can add an additional 1d4 to the save DC, or the spell attack bonus.
Eyes of Stheno
Prerequisites: Pact of the Sight
You can cast Detect Good and Evil and Detect Poison and Disease at will.
Sight of the Aeons
Prerequisites: Pact of the Sight, level 10.
You gain blindsight to 15 feet and are immune to the blinded condition. You ignore half or three quarters cover.
Future Sight
Prerequisites: Pact of the Sight, level 17
You can use an action to spend the turn focusing on avoiding a future attack. You automatically pass one saving throw on this turn, assuming it would be possible for you to succeed with your modifiers. Once you use this feature you cannot use it again until you finish a long rest.
See the Unspoken
Prerequisites: Pact of the Sight, Level 8
You can cast Detect Thoughts at will.
Watcher from Beyond
Prerequisites: Pact of the Sight, level 12
You can cast Arcane Eye using a warlock spell slot. When cast this way, the eye has a duration of until dispelled, but still requires concentration.
Enveloping Grasp
Prerequisites: Pact of the Flesh
When a creature starts it's turn while being grappled by you, you can force it to take 1d6 necrotic damage.
Thirsting Flesh
Prerequisites: Pact of the Flesh, Level 5
Once on your turn when you attack with your unarmed strikes, you can make another unarmed attack. Additionally, your unarmed strikes now deal 1d6 damage.
Peak Condition
Prerequisites: Pact of the Flesh, Level 12
When you grapple or shove a creature on your turn, the creature has disadvantage on the save. Additionally, a creature grappled by you is considered restrained, and a creature shoved by you takes 20 feet of knockback or their speed set to 0.
Hexoskeleton
Prerequisites: Pact of the Flesh
You can cast Armor of Agathys at will as a 1st-level spell, without expending a spell slot or material components. The damage done through this spell is necrotic, rather than cold.
Carapace of the Brute
Prerequisites: Pact of the Flesh, Level 8
You can no longer properly wear armor. However, you can add your charisma modifier to your unarmored defense on top of dexterity.
Arcane Traditions
Dreamweaver
While most wizards find knowledge in the waking world, you’ve found a new source: your dreams. From these dreams, dreamweavers can learn magic atypical of most wizards and gain knowledge to assist them. In Aeroth this magic is typically practiced by astrologers or those connected to the Huang family, using it to aid their predictions for the crown. When playing a dreamweaver, ask yourself the following questions: Where did you learn of this source of magic? Is there any particular plane your dreams take place in? Is an extraplanar being teaching you these spells, or are you slowly unlocking knowledge you once knew?
Dream Scribing
You get visions of spells and how they’re cast in your sleep. Every long rest, you see an amount of wizard spells in your sleep equal to your intelligence modifier that you are able to copy down for half the gold cost of normally copying down these spells, similar to copying off of a spell scroll. Additionally, you are able to see 2 spells of a level you can cast from different casting classes that you can also copy down. You can only have 2 copied at a time, and they do not count as wizard spells but don’t take the place of any of your wizard spells you are able to learn.
Somnium Influence
At 6th level, your dream’s powers start to give you more ability in the waking world. Every time you take a long rest, you can choose to gain proficiency in a new skill of your choice. Additionally, if you train a skill while having proficiency with it from this ability, the time and gold to learn this skill is halved.
Ambient Teaching
Starting at 10th level, you gain the ability to pull others into your dream state. When you do this, you can choose to forego learning your spells from your dream scribing ability in return for temporarily teaching the person you pulled in a wizard cantrip and first level spell of your choice. They are able to either cast this spell using their spell slots or once per long rest if they don’t have any. They lose these spells if you take your other spells back or teach another creature using this ability. Additionally, you can learn 2 more spells from other classes as described in Dream Scribing.
Planar Shift
At 14th level, you have gained enough control of the dream power to use it to your advantage. Instead of taking a normal long rest, you enter a reflection plane that resembles an identical copy of the realm you are in. You are able to use your time for the rest to train your mind more, scout an area your party is investigating, etc. Any damage you may take while in the demiplane is not dealt to you when you wake back up. Additionally, you also enter this place if you’re magically put to sleep. You also have partial control over some things in the other realm. Passing a DC 17 Intelligence check allows you to manipulate objects in both realms, but you are not allowed to directly cause damage while using this ability. Additionally, you can learn 2 more spells from other classes as described in Dream Scribing.
Spiritbinder
In Aeroth, arcane magic is said to stem from one's sense of individuality and self growth. With some, however, going down the path of magic leads to a renewed sense of community and the ability to harness magic to summon living beings. Known as Spiritbinders, wizards of this school can draw upon the spirits of the luminary planes, temporarily summoning them as allies.
Expanded Spell List
At 2nd level, you learn to summon beings of any source. The spells conjure animals, conjure woodland beings, conjure fey, summon beast, and summon celestial are added to the wizard spell list for you.
Devour Magic
You learn to renew the energies drawing a creature to this plane. As a bonus action while you have a creature summoned, you may use a bonus action and expend a spell slot to heal the summoned creature by an amount of d10's equal to the slot level expended + your proficiency bonus.
Living Spell Companion
You add the find familiar spell to your spellbook. When you cast this spell, you gain an additional familiar option- the living cantrip, which has it's statblock listed after this subclass.
While you have a living cantrip as your familiar, you can cast any spell from it's position, using your own senses, so long as the familiar remains within 100 feet of you.
Additionally, when you finish a short or long rest, you can choose to infuse your living cantrip with empowering magic. Choose a damaging spell you know that takes an action to cast and a level less than your proficiency bonus. A spell slot equal to the level of the spell is expended, and your living cantrip becomes a living spell variant of that spell. While in this form, it gains the ability to take the Attack action on it's turn, unlike other familiars. You can use your reaction on the familiar's turn to command it to cast the spell you infused with it, using your wizard Spell Save DC or attack bonus. Once this reaction is used, the familiar reverts to it's living cantrip form.
The Familiar stays in this empowered state until it casts the spell infused with it, takes a long rest, or drops to 0 hit points. After either one of these happens, it reverts to its living cantrip form at full HP. If the spell cast with Unleash Spell requires concentration, your familiar must maintain concentration on it.
Focus of the Great Beyond
Your concentration grows, allowing you to call spirits from different planes at once. At 6th level when you cast a conjuration spell of a level equal to or lower than your proficiency bonus that requires concentration, you may choose to ignore concentration on the spell for the duration. You may do this once, regaining the ability to do so after a long or short rest.
Additionally, creatures you summon become infused with your magic. Their attacks are considered magical for overcoming resistance and immunity.
Absorb Magic
At 10th level, when you or a creature you summoned are targeted by a spell cast by a creature within 60 feet of you, you can use your reaction to break it down into raw energy. Make a spellcasting ability check with a DC equaling 10 + the spells level. On a success, the spell fails and has no effect, and you and your summon gain Temporary HP equal to three times the spell level absorbed.
Once you use this feature, you cannot use it again until after you finish a short or long rest.
Additionally, when a summon of yours has to make a Charisma, Intelligence, or Wisdom saving throw, you may use your bonus in place of your familiars.
Unbreakable Binding
At 14th level, you have become an expert at summoning, able to call even the most powerful of spirits. You can use your Focus of the Great Beyond feature at will. Additionally, creatures you summon appear with additional maximum HP equal to your wizard level.
Living Cantrip
Tiny Construct, unaligned
- Armor Class 10+ your intelligence modifier
- Hit Points your intelligence modifier + your proficiency bonus
- Speed 25 ft., fly 25 ft. (hover)
STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 11 (+0) 3 (-4) 6 (-2) 3 (-4)
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses darkvision 60 ft., passive Perception 8
- Languages understands the languages you speak.
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magical Resistance. The Living Spell has advantage on saving throws against spells and other magical effects.
Actions
Psuedopod. Melee spell attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Enhanced Living Cantrip
Small Construct, unaligned
- Armor Class 10+ your intelligence modifier
- Hit Points equal to five times your level in this class + your intelligence modifier.
- Speed 25 ft., fly 25 ft. (hover)
STR DEX CON INT WIS CHA 10 (0) 15 (+2) 18 (+4) 3 (-4) 11 (0) 6 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.
- Damage Immunities The damage type of the infused spell.
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses darkvision 60 ft., passive Perception 8
- Languages understands the languages you speak.
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magical Resistance. The Living Spell has advantage on saving throws against spells and other magical effects.
Actions
Magical Psuedopod. Melee spell attack: +7 to hit, reach 10 ft., one target. Hit: An amount of d8s equal to the infused spell level + your intelligence modifier, dealing the type of damage as the infused spell.
Unleash Spell (causes familiar to revert to cantrip form) The living spell casts the infused spell.
Artificer
2nd Level
- Dissociative Edge
3rd Level
- Almighty Assault
- Saint Lumin's Sunlight
- Saint Sylphan's Shield
4th Level
- Saint Mikhan's Frenzy
5th Level
- Inevitable's Quarry
Bard
Cantrips
- Crimson Bolt
1st Level
- Fallen Spider's Spite
2nd Level
- Dissociative Edge
- Saint Tranquility's Armor
3rd Level
- Almighty Assault
- Inari's Fangs
- Luring Light
4th Level
- Saint Laam's Deception
- Saint Mikhan's Frenzy
7th Level
- Dream Cocoon
8th level
- Celestial Alignment
Cleric
Cantrips
- Crimson Bolt
1st Level
- Eclipsian Bolt
2nd Level
- Saint Khanos' Blossom
- Saint Tranquility's Armor
3rd Level
- Azata's Blade
- Saint Lumin's Sunlight
- Saint Sylphan's Shield
- Stream of Corruption
4th Level
- Primordial's Eidolon
- Saint Laam's Deception
- Saint Mikhan's Frenzy
5th Level
- Inevitable's Quarry
- Saint Marin's Protection
6th Level
- Watasumi's Wrath
7th Level
- Dream Cocoon
8th level
- Celestial Alignment
- Eclipse
Druid
1st Level
- Fallen Spider's Spite
- Wrathborn Hunt
2nd Level
- Shredding Roots
- Saint Khanos' Blossom
- Saint Tranquility's Armor
3rd Level
- Azata's Blade
- Inari's Fangs
- Luring Light
- Saint Lumin's Sunlight
5th Level
- Saint Marin's Protection
6th Level
- Watasumi's Wrath
7th Level
- Dream Cocoon
8th level
- Celestial Alignment
Paladin
1st Level
- Draining Smite
2nd Level
- Dissociative Edge
3rd Level
- Almighty Assault
- Saint Sylphan's Shield
Ranger
1st Level
- Fallen Spider's Spite
- Wrathborn Hunt
2nd Level
- Dissociative Edge
- Shredding Roots
3rd Level
- Almighty Assault
- Inari's Fangs
Sorcerer
Cantrips
- Chaos Burst
- Crimson Bolt
1st Level
- Eclipsian Bolt
- Fallen Spider's Spite
2nd Level
- Shredding Roots
3rd Level
- Inari's Fangs
- Luring Light
- Stream of Corruption
4th Level
- Briarflame
- Primordial's Eidolon
- Saint Laam's Deception
- Saint Mikhan's Frenzy
5th Level
- Inevitable's Quarry
6th Level
- Watasumi's Wrath
8th level
- Eclipse
Warlock
Cantrips
- Crimson Bolt
1st Level
- Eclipsian Bolt
- Fallen Spider's Spite
2nd Level
- Shredding Roots
- Saint Khanos' Blossom
- Saint Tranquility's Armor
3rd Level
- Inari's Fangs
- Luring Light
- Stream of Corruption
4th Level
- Briarflame
- Primordial's Eidolon
- Saint Laam's Deception
- Saint Mikhan's Frenzy
5th Level
- Inevitable's Quarry
6th Level
- Watasumi's Wrath
7th Level
- Dream Cocoon
8th level
- Eclipse
Wizard
1st Level
- Eclipsian Bolt
2nd Level
- Shredding Roots
- Saint Khanos' Blossom
3rd Level
- Inari's Fangs
- Luring Light
- Stream of Corruption
4th Level
- Briarflame
- Primordial's Eidolon
- Saint Laam's Deception
- Saint Mikhan's Frenzy
6th Level
- Watasumi's Wrath
7th Level
- Dream Cocoon
8th level
- Celestial Alignment
- Eclipse
Spells
Chaos Burst
Evocation cantrip
- Classes: Sorcerer
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You hurl a burst of elemental energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 damage. Choose one of the d4s. The number rolled on that die determines the damage type, as shown below.
d4 | Damage Type |
---|---|
1 | Cold |
2 | Fire |
3 | Lightning |
4 | Acid |
This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Crimson Bolt
Necromancy cantrip
- Classes: Bard, Sorcerer, Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You conjure a bolt of crimson energy drawn from your own life force and fire it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. The more injured you become, the easier it is to draw upon your life force. If you are below half of your maximum hit points, you instead deal 1d10 necrotic damage
This spell's damage increases by 1d8/10 when you reach 5th level (2d8/10), 11th level (3d8/10), and 17th level (4d8/10).
Draining Smite
1st level necromancy
- Classes: Paladin
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute.
The first time you hit with a melee weapon attack during this spell’s duration, your weapon swirls with shadows which drain the life of your foe. The attack deals an extra 2d6 necrotic damage to the target. Additionally, if the target is a creature, it must make a Constitution saving throw or you regain a number of hit points equal to half the necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each spell slot level.
Eclipsian Bolt
1st level evocation
- Classes: Cleric, Sorcerer, Wizard, Warlock
- Casting Time: 1 action
- Range: 90
- Components: V, S
- Duration: Concentration, up to 1 minute.
You hurl a bolt in the shape of a miniature sun at a creature within range. Make a ranged spell attack. On a hit, you deal 1d8 radiant damage and leave a sun mark on the target. At the end of the target's next turn, the sun mark eclipses and creates a 10-foot radius circle of magical darkness centered on the creature This area lasts for the spells duration.
At Higher Levels. The radiant damage increases by 1d8 for each spell slot level above 1st.
Fallen Spider's Spite
1st level evocation
- Classes: Bard, Druid, Ranger, Sorcerer, Warlock
- Casting Time: 1 reaction, taken when a creature falls prone within 10 feet of you.
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute.
You instantly leap at the creature that has fallen prone and make a single melee weapon attack or unarmed strike. If you hit, the target's movement speed is reduced by 10 feet until the end of your next turn, and they must make a Constitution saving throw or be poisoned until the end of your next turn.
Wrathborn Hunt
1st level transmutation
- Classes: Druid, Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 hour.
You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.
At Higher Levels: When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by 5 feet per slot level above 1st.
Dissociative Edge
2nd level transmutation
- Classes: Artificer, Bard, Paladin, Ranger
- Casting Time: 1 bonus action.
- Range: Touch
- Components: V, S, M (any melee weapon)
- Duration: Instantaneous.
When you cast this spell, your weapon hums with violent energy. The first time you could make a melee weapon attack before the end of your current turn, you can launch a scything blade of force from your weapon instead. Each creature within a line 5 feet wide and 30 feet long must make a Dexterity saving throw, starting from the creature closest to you. The first creature that fails takes 2d8 force damage and suffers damage and effects as though you had hit them with a successful attack using that weapon.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d8 per slot level above 2nd.
Shredding Roots
2nd level necromancy
- Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 action.
- Range: Touch
- Components: S
- Duration: Instantaneous.
When you cast this spell, barbed thorns sprout from your fingertips. Make a melee spell attack roll against a creature within range. If you hit, the target takes 1d10 piercing damage and must make a Constitution saving throw. If they fail, you grasp a vital part of their anatomy and squeeze, inflicting an additional 3d10 piercing damage and stunning the target until the start of their next turn. If the spell attack roll resulted in a critical hit, the target has disadvantage on their saving throw.
At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the piercing damage of the second phase of the spell increases by 1d10 per slot level above 2n
Saint Khanos' Blossom
2nd level transmutation
- Classes: Cleric, Druid, Warlock, Wizard
- Casting Time: 1
- Range: 60 feet
- Components: V, S, M (the petal of a flower)
- Duration: 1 minute
You summon a bloodrose in an unoccupied space that you can see within range. As part of casting this spell, and on subsequent turns as a bonus action, you can cause the rose to drain the life of surrounding creatures. Each creature in a 20- foot-radius centered on the rose must succeed on a Constitution saving throw or take 2d6 necrotic damage.
When you stop concentrating on the spell, the rose explodes. Each creature in the radius must succeed on a Dexterity Saving throw or take an amount of piercing damage equal to the total number of necrotic damage the rose dealt (to a maximum of 10d6), or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot 4th level of or higher, the damage increases by 1d6 for every two slot levels above the 3rd.
Saint Tranquility's Armor
2nd level abjuration
- Classes: Bard, Cleric, Druid, Warlock
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 8 hours
An armor formed of flowing water covers your body. For the duration your AC becomes 13 + your dexterity modifier. You gain a swim speed of 40 feet and whenever you are targeted by a melee weapon attack you can use your reaction to move 5 feet in any direction, causing the attack to potentially miss you. Once you've used this reaction 3 times, the spell ends.
Almighty Assault
3rd level evocation
- Classes: Artificer, Bard, Paladin, Ranger
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell’s range. Depending on the damage type the weapon deals, the spell has a different area of effect:
• Slashing. A crescent of energy races from the attack, and each creature in a 20-foot cone in the direction of the target must make a Dexterity saving throw.
• Piercing. A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.
• Bludgeoning. Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw. Creatures that fail their saving throw take 2d10 radiant damage, are pushed 10 feet back, and fall prone. A creature that was hit by your attack has disadvantage on the saving throw.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 per slot level above 3rd.
Aataroz's Envy
3rd level evocation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action, 1 reaction (special)
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You imprison a creature to the earth. The target must make a Strength saving throw or lose their flying speed for 1 minute and become restrained by hands of earth. The creature can remake the save at the end of their turn. Additionally, if a creature enters or leaves your range using their flying speed, you can cast this using a reaction instead of an action.
Azata's Blade
3rd level conjuration
- Classes: Cleric, Druid
- Casting Time: 1 bonus action
- Range: self
- Components: V, S, M (A drop of birchwood sap)
- Duration: Concentration, up to 10 minutes
You evoke a blade of pure light in your free hand, although it doesn’t shed light. The blade is similar in size and shape to a longsword, and it lasts for the duration. It counts as a simple melee weapon with which you are proficient. It deals 3d6 radiant damage on a hit and has the finesse, light, and thrown properties (range 30/90). In addition, when you use the sword to attack a target that is in bright light, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd.
Inari's Fangs
3rd level illusion
- Classes: Bard, Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute.
You summon nine illusory blades of light and shadow to swirl behind you. Whenever you could make a weapon attack or unarmed strike, you can choose to attack with one of these blades instead. Make a ranged weapon attack or ranged spell attack (your choice) against a target within 60 feet. If you hit, the target takes 2d6 psychic damage, and you recover 3 hit points. After a blade is thrown, it vanishes. Once all nine blades are gone, the spell ends.
Luring Light
3rd level illusion
- Classes: Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 15
- Components: V, S, M (The tooth of an aquatic predator)
- Duration: Concentration, up to 1 minute.
You create a lure of light at a point you can see within range while making yourself invisible. This lure creates bright light in a 5-foot radius around itself, and moves with you. Whenever a hostile creature sees this lure light for the first time, it must make a Wisdom saving throw. If it fails, it must use all of its movement during its next turn traveling towards the lure by the safest route possible. A creature that is immune to being charmed is immune to this effect. If a creature touches the lure, you can use your reaction to cause a predatory phantasm to lash out and bite the creature. The target must succeed a Dexterity saving throw or suffer 4d10 magical piercing damage. Once you use this reaction, or if you attack or cast another spell, this spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per spell slot level above 3rd.
Saint Lumin's Sunlight
3rd level evocation
- Classes: Artificer, Cleric, Druid
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of light spreads out from a point you choose within range. The Sphere is bright light and sheds dim light for an additional 20 feet, the bright light of this spell is considered daylight. Creatures in the sphere take 2d10 radiant damage at the start of each of their turns. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. The spell cannot originate from a creature or a worn or held object. If any of this spell's area overlaps with an area of darkness created by a spell of lower level, the spell that created the darkness is dispelled.
At Higher Levels. The radiant damage increases by 1d10 for each spell slot level above 3rd.
Saint Sylphan's Shield
3rd level abjuration
- Classes: Artificer, Cleric, Paladin
- Casting Time: 1 reaction, taken when you make a saving throw against an area of effect spell or magical effect that requires a Dexterity, Constitution, or Strength saving throw.
- Range: Self
- Components: V, S
- Duration: Instantaneous
The spell strengthens you, turning you into a shield against disaster. You automatically fail the triggering saving throw, creatures in a 10-feet-wide cone behind you are considered to be behind total cover against that spell or effect.
Stream of Corruption
3rd level evocation
- Classes: Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (30-foot cone) or 60 feet.
- Components: V, S
- Duration: Instantaneous
A burst of blood, bile, and flies spews forth from you in a 30 foot cone. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much on a successful one.
When you cast this spell, you may instead choose a creature within 100 feet of you that you can see and force it to make a Constitution saving throw. On failed save, it takes 3d8 necrotic damage, and you may cause the cone of bile described above to spew forth from the creature in the direction you choose. On a successful save, a creature takes half as much damage and does not spew bile.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the necrotic damage dealt to targeted creatures and by the cone of bile by 1d8 for each slot level above 2nd.
Briarflame
4th level evocation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: self (30-foot radius)
- Components: V, S, M (Briarwood incense)
- Duration: instantaneous
An absolutely quiet explosion of cursed green flame flashes erupts from your pointed finger. Each creature in a 30-foot cone emanating from you must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. If a Construct or Undead fails their saving throw against this spell, they catch fire and takes 2d6 fire damage at the start of each of their turns. They, or a creature within 5 feet of them, can use their action to snuff out the flames, ending the damage. The flames from this spell are cursed and ignore resistance to fire damage.
At higher levels. The initial fire damage increases by 1d6 for each spell slot level above 4th.
Primordial's Eidolon
4th level transmutation
- Classes: Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (A serpentine idol)
- Duration: 1 minute
When you cast this spell, you throw an idol of a serpent to a point within range and empower it with magical energy. The serpent freezes and becomes still, waiting to strike. Whenever a hostile creature starts its turn or enters a space within 5 feet of the serpent, the serpentine eidolon bites at the creature. The target must make a Dexterity saving throw. If it fails, it takes 4d10 poison damage and is poisoned until the start of its next turn. The serpentine eidolon has 18 AC, 20 hit points, and is immune to magic. When the spell ends, the serpent attempts to return to your possession. At Higher Levels: When you cast this spell using a slot of 5th level, the duration increases to 1 hour. When you cast this spell using a slot of 6th level, the duration increases to 8 hours. When you cast this spell using a spell slot of 7th level, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the spell becomes permanent and cannot be dispelled
Saint Laam's Deception
4th level illusion
- Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self.
- Components: V, S, M (A pinch of crushed nightshade)
- Duration: Concentration, up to 1 minute.
You create a duplicate of yourself with a number of hits points equal to 5 times your spellcasting modifier, and AC equal to 10 + your spellcasting modifier. The clone is identical to you in every way. It is the same size as you, and it occupies its space. It is a creature. The clone vanishes if it moves more than 60 feet away from you.
It has the following properties:
• If it has to make a saving throw, it uses your saving throw bonus for the roll.
• Whenever you move, your echo moves with you in a direction on the ground of your choice, it shares your movement speed.
• When you cast a spell or make an attack, you can choose to make it through your clone instead of through you.
• As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of both your movements, regardless of the distance between the two of you.
• A creature can make a Arcana (Intelligence) check as an action against your spell save DC to discern which is the magic clone and which is real. A creature with Truesight sees through the illusion automatically.
Saint Mikhan's Frenzy
4th level conjuration
- Classes: Artificer, Bard, Cleric Sorcerer, Wizard
- Casting Time: 1 action
- Range: 90.
- Components: V, S, M (A pinch of crushed nightshade)
- Duration: Concentration, Up to 1 minute.
You create a 20-foot radius sphere cloud of mind-altering poison centered on a point within range. Each creature that is completely within the cloud at the start of its turn must must succeed on a Constitution saving throw against poison or become berserk until the end of their next turn. While berserk, a creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the target attacks an object, with preference for an object smaller than itself. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Inevitable's Quarry
5th level conjuration
- Classes: Artificer, Cleric, Sorcerer, Warlock
- Casting Time: 1 minute
- Range: unlimited
- Components: V, S, M (a copper trinket)
- Duration: 8 hours
You declare a challenge, and describe a creature that you have damaged or has damaged you within the past year. That creature becomes marked by your magic, and it feels a sense of impending doom that grows the closer you get to it. You become supernaturally alert towards any sign of your quarry or information that would aid your search, gaining advantage on all checks made to discern the target’s location or path of travel. The first time the target sees you, they must make a Wisdom saving throw.
If they fail, they are frightened until the end of their next turn, and must attempt to flee via the safest route they are aware of during their next turn. Once the target has seen you, the spell ends
Saint Marin's Protection
5th level conjuration
- Classes: Cleric, Druid
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a lapis lazuli)
- Duration: Concentration, up to 10 minutes
You summon a massive tree at a point on the ground within range, to defend your kin. It is 50 feet tall and 10 foot wide, and provides total cover to creatures directly behind it. The area within 30 feet of the tree is considered difficult terrain, except creatures you choose to ignore when first casting the spell. It has 10 AC and a number of hit points equal to 12 times your level.
As part of casting this spell, and on subsequent turns as a bonus action, you can cause a branch to slam down on an enemy within 30 feet of the tree. Make a melee spell attack with your spellcasting modifier. On a hit the creature takes 2d10 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.
Watatsumi's Wrath
6th level conjuration
- Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute.
By gathering threads of water you create a large water dragon which occupies your space and moves with you. You can breath normally while inside the dragon and gain a swimming speed of 60 feet. While the dragon is in your space, you are considered behind half-cover and have resistance to fire damage. If you take cold damage you lose these benefits and your movement speed is reduced by 10 feet until the end of your next turn, as the dragon partially freezes.
As a bonus action on your turn you can cause it to exhale a powerful blast of water in a 5-foot wide and 60-foot long line originating from your space. Each creature in the line must succeed on a Strength saving throw. A creature takes 3d6 bludgeoning damage and is pushed back 10 feet on a failure, or takes half as much damage and isn't pushed back on a success.
Dream Cocoon
7th level conjuration
- Classes: Bard, Cleric, Druid, Warlock, Wizard
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (the wing of a black moth and a ruby worth 600 GP)
- Duration: 1 day
You wrap yourself in a cocoon and dream of another life. The cocoon is a magical object with an AC of 10 and hit points of 30. While cocooned you are unaware of your surroundings, are incapacitated, and cannot move. While cocooned, your consciousness emerges from the cocoon in a form created from your dreams. You decide if your dream form has your statistics, or the statistics of a beast you choose with a challenge rating equal to your level or lower. You also decide its appearance, which has no effect on its game statistics.
If you choose a beast's statistics, you retain your alignment, and your Intelligence, Wisdom and Charisma scores. You also retain all of your skill and saving throw proficiencies, as well as gaining those of the creature. If you choose your statistics, your dream form has its own hit points, but uses your spell slots and your uses of any features you have for its features.
You can create your dream form with a copy of any of your nonmagical equipment, as long as you use your own statistics. This equipment is visibly magical, and disappears if it is further than 5 feet from your dream form for 1 minute or more.
Your dream form and the cocoon disappear when the spell ends. The spell ends early if the cocoon is destroyed, or if your dream form is reduced to 0 hit points. If you engage in no more than light activity with your dream form for the spell's duration, you can benefit from a long rest while inside your cocoon.
Celestial Alignment
8th level divination
- Classes: Bard, Cleric, Druid, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a starsteel circlet worth 1000 GP)
- Duration: 1 minute
You touch a creature and bring it in perfect balance with the cosmos. For the next minute, it gains the following benefits:
• All healing from its spells is doubled.
• It gains a flying speed of 60 feet and can hover.
• It gains resistance to radiant damage.
• It gains advantage on Intelligence, Wisdom and Charisma checks and saving throws.
Eclipse
8th level illusion
- Classes: Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (1 mile square)
- Components: V, S, M (a projection shardpiece worth 1000 GP)
- Duration: 1 hour
You pull a curtain of darkness and cover the world with a veil of twilight. For the duration, the light of any astral body (sun, stars, moon, etc..) stops reaching a 1-mile cube area centered on you, plunging it in a reddish dim light. Any area which was previously considered dim light becomes darkness. The light from other light sources such as torches or the light spell still function normally.
10th Level Spells
10th Level Spells are the furthest a caster can go without forfeiting their mortal soul to the Anima Mundi. When the barrier was broken during the Grand Sin, magical energies flowed freely. These spells, invented by mortals, were noticed by the Gnosis holders of the Luminary planes which began the war between mortal and outsider. The creators of these spells may now be dead, but fragments of their creations still exist within the Luminary planes and the dreamlike land between them.
The exact method for casting each 10th level spell changes, a lot of it seems to shift based on the exact goals of the casting. The one commonality is that it requires the caster/s to be at the peak of mortal ability, and to possess instruction of the old ways, usually found in the Anima Mundi.
Ascendance
10th level ritual
- Casting Time: 6 days
- Range: Self
- Components: V, S, M (Precious metals and oils worth at least 50,000 gp and a gemstone correlating to the Luminary of your choice worth 50,000 gp)
- Duration: instantaneous
In a land forgotten by the world, two twins huddled close together as they awaited the grasp of death, which never seemed to come for them. Their mortal souls bound them permanently to the world, and so, they never knew freedom. By making this spell, they were granted a new hope, severing themselves from the Salt and becoming something new.
Typically, individuality is lost in the transfer from life to death. In the next life, most simply end up as low ranking outsiders, nearly identical to the rest of their rank. Some wish to avoid this, severing the connections of their mortal soul and transforming themselves into unique outsiders of equal (or more) power to their mortal form.
The Casting: This takes only one person to cast. The spell requires 6 full days to cast, during which the caster is fully submerged in a pool of precious metals and oils and may not break concentration, cast spells, eat, sleep, or drink. At the end of each day, you must make a Constitution saving throw (DC=10+the number of days that have passed). On a success, you continue in the casting. On a failure, the spell ends and you take a number of levels of exhaustion equal to the number of days that have passed since the casting began.
Failure: If you fail the saving throw on the final day, you take 6 levels of exhaustion at once and subsequently die.
Success: Should the spell succeed, the caster ascends and becomes an outsider. It is up to the DM to interpret exactly what this transformation is, but it will generally be an outsider of the Luminary you chose, with a CR equal to around your level. You retain all previously possessed features besides racial traits.
Blazing Eclipse
10th level ritual
- Casting Time: 7 days
- Range: Special
- Components: V, S, M (The heart of a Lord of Heresy, Dust of an Onyx from Projection worth 50,000 gp.)
- Duration: Instantaneously
The deed was done. Aamon had brought an end to the barrier between two worlds and hid away. From this, a punishment was born from the minds of 4 of mortality's greatest spellcasters. The Blazing Eclipse now dimly burns above Projection, an eternal reminder of the heretical sin.
The Casting: This spell takes 4 people to cast. The casters must first cover themselves in the dust of the onyx, before feasting upon the heart of the Heresy Lord. The rest of the ritual seems to be lost to time, but many speak of the casters falling into catatonic madness until the completion of the spell. If interrupted during this state, the spell fails.
Failure: If you are interrupted during the casting of this spell, you are permanently blinded, deafened, and gain a permanent madness.
Success: You pull a curtain of cursed darkness and cover the world with a veil of twilight. For the duration, the light of any astral body (sun, stars, moon, etc..) stops reaching the Realm in which you are standing when casting the spell, plunging it in a reddish dim light. Any area which was previously considered dim light becomes darkness. The light from other light sources, such as torches or the light cantrip, still function normally. If a creature attempts to dispel this spell via dispel magic, they take 4d6 necrotic damage and waste their spell slot.
Prolonged exposure to total darkness caused by this eclipse can cause even the bravest to cower in fear. If a creature spends more than 1 hour in complete darkness, they must succeed on a DC 12 Wisdom saving throw or become frightened. The DC increases by 2 for each consecutive hour spent in darkness. Once frightened a creature must continue making these saving throws, gaining a temporary madness on each subsequent failure instead. Once a creature gains 3 temporary madness, it falls unconscious and gains one long- term madness. An unconscious creature automatically succeeds this saving throw.
Undoing the Spell: Once the spell is complete, the only way to truly undo it is to slay the casters or to get them to dispel it. Once all 4 are either dead or choose to redo the ritual, the spell is undone and light returns to the world after 1d6 days have passed.
Call of the Deep
10th level ritual
- Casting Time: 7 days
- Range: Special
- Components: V, S, M (6 rods of Sapphire from the plane of Albedo worth 10,000 GP each, the Heart of a Leviathan.)
- Duration: Instantaneously
The Zastaly Lake of Seelo was once a thriving city, living despite the ash clouding the skies of the region. It was only when a Leviathan's Child was slaughtered that the lake was formed, the city sinking into a sea of tears for an eternity.
The Casting: This spell takes two people to cast, with one serving as a sacrifice and the other the performer. Five of the rods must be placed 1-10 miles apart from each other. At the center, the sacrifice must be pierced and therefore killed by the 6th rod.
Failure: If the sacrifice survives or escapes, the spell fails to progress and the performer is chained in the depths of Albedo.
Success: The area encompassed by the rods begins sinking at a rate of 500-foot per minute. It sinks until it reaches a depth equal to 6000 feet below sea level. If the area isn't connected to a sea or ocean, it starts flooding with salt water when it reaches below sea level, filling the hole remaining up to sea level. Additionally, the abyss begins calling to the area's inhabitants. Every creature within must make a DC 15 Constitution saving throw or dive into the growing depths. The creature can remake this save at the end of each minute. If a creature then dies to this, they are reborn as the DM's Choice of aquatic life.
Undoing the Spell: The spell is, for the most part, irreversible. However, it can be stopped. If each of the 5 rods are destroyed, the spell ends and the area stops sinking.
Freedom of Aeolia
10th level ritual
- Casting Time: 7 days
- Range: Special
- Components: V, S, M (5 rods of Citrine from the plane of Citrinas worth 10,000 GP each. )
- Duration: Instantaneously
A grand archmage from a world before had found himself temporarily powerless with the changing tides of magic. And yet, he never let himself give up. When magic flowed freely through the barrier, he invented a spell to fulfill his life-long dream.
The Casting: This spell takes one person to cast. Four of the rods must be placed 1-10 miles apart from each other in a square shape, with the 5th rod in the center. After this, the caster must spend a week performing an ancient dance from the plane of Citrinas.
Failure: If the caster stops the casting process, whether it be through death or interruption, the gravity within the area of the rods breaks. The area becomes full of earthquakes and floating rubble, essentially destroying the entire area. The caster is imprisoned within Citrinas, falling eternally.
Success: The area encompassed by the rod begins elevating at a rate of 100-foot per minute. It rises upwards until it reaches a height equal to 7000 feet above where it began. The ground of this area detaches from the earth beneath, leaving only a crater in it's wake. Once it has reached it's maximum height, the newly formed island will continue floating in relation to the surface beneath. The caster may control it's movement, though it is unable to move more than 1,000 feet up or down from it's floating position. When moving horizontally, it has a speed of 50 miles per hour.
Undoing the Spell: If the 5 rods are shattered and have a 9th level dispel magic or equivalent cast on each one, the island plummets as if affected by regular gravity.
Create Pestilence
10th level ritual
- Casting Time: 7 days
- Range: Special
- Components: V, S, M (The Gnosis of an Unseelie Fae, 10,000 GP worth of medicinal herbs and incense.)
- Duration: Instantaneously
Nidhogg was a being of great malice from the divisus of Seelo. Exiled from his community for his decaying appearance, he spent the last of his life to get vengeance. Now, Nidhogg's Rot spreads across Seelo, never truly going away.
The Casting: This spell takes one person to cast. Over the course of the week long ritual, the Gnosis must be buried in the herbs and incense, which is to be burned in a bonfire. At the end of the ritual, the caster must sacrifice themselves to the now plague infested flame. The caster dies during this process, and cannot be brought back with anything short of a wish spell.
Failure: If the caster stops the casting process, whether it be through death or interruption, the Gnosis returns to it's previous owner who now holds the power of plague. The caster is usually taken along with the Gnosis, with their fate being determined by the Fey Lord.
Success: Discuss with your DM the type of plague you wish to release. Within a 10 mile radius of the casting location, a wave of illness spreads. Within 24 hours, all plant, animal, and even non-living parts of the environment become affected and changed to fit the symptoms of this pestilence. Nidhogg's Rot, for example, causes things to take on a green plantlike appearance, with roots spreading like tendrils, while Ossian Silenc instead gives everything the appearance of flesh and bone.
Any living creature within this range must make a DC 15 Constitution saving throw or catch this disease. The DC increases by 1 for every 24 hours spent within, and once the disease is caught it cannot be healed until the creature leaves the area.
Undoing the Spell: When this spell is cast, the caster is reborn as an avatar of plague. The spread of this disease can only be stopped if the avatar is slain and the Gnosis claimed by another creature. Once these conditions have been met, the disease stops spreading within the area, and the terrain becomes normal after 1d4 months have passed.
Otherworldly Domain
10th level ritual
- Casting Time: 1 day
- Range: Special
- Components: V, S, M (The Gnosis of a plane of your choice, a detailed painting of the area you wish to create, and 25,000 GP worth of precious gemstones.)
- Duration: Instantaneously
The Yueliang Forest was once peaceful, a far cry from the war strewn region to it's west. Many took this forest as their home, and wanted to keep it in this peace forever, which was ultimately fufilled by a mysterious girl with the mark of Saint Laam in her eye. Now, the forest rests in eternal fog, beguiling any who try to enter.
The Casting: This spell only needs one person to fully cast, though the consequences lessen for each person involved. The ritual is rather simple compared to most, meditating and drawing upon the Gnosis used in the casting to envision the changes that the caster/s wish to impart. Once the casting is complete, the caster cannot leave the area for 1d4 years. This time is equally divided between each caster.
Failure: If the caster stops the casting process, whether it be through death or interruption, the Gnosis returns to it's previous owner and the casters suffer the entrapment as if the spell had been cast regularly.
Success: The spell creates the following effects within a 50 mile area. When you cast this spell, you can specify creatures as friends who are immune to the effects. Creatures that have been marked by the Luminary plane whose Gnosis you have used are also immune to the effects, as are creatures who you choose to allow at the time of their entry.
• Difficult Terrain. You can fill any number of 5-foot squares on the ground with difficult terrain. This terrain appears in a manner fitting for the Luminary, such as the grasping hands of the dead, eerie tentacles, burning stakes of wood, or semisolid bars of radiant light. The obstacles move aside for and close behind creatures that are immune to this effect.
• Otherworldly Inscriptions. You can fill any number of 5-foot squares on the ground that aren’t filled with difficult terrain with murals, runes, scratchings, etchings, or other sigils. A creature that steps on a sigil takes 1d6 damage of a type fitting to the Luminary, as the defensive magic unleashes scorching fire, chilling ocean water, radiant energy, or the cruel necrotic power of the grave. To a creature immune to this effect, the inscriptions whisper in eerie voices or recount the stories of heroes from distant worlds.
• Eldritch Servants. You can call forth up to eight servants from the Luminary plane whose Gnosis you’ve used to cast the spell. These servants are outsiders befitting of the Luminary, with a CR around the proficiency bonus of the caster. If any creature not immune to this effect enters the warded area, the eldritch servants fight until they have driven off or slain the intruders. The servants also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the servants do nothing other than patrol and dwell within the lair. The servants can’t leave the otherworldly lair. When the spell ends, they disappear.
• Deadly Trap. Choose one spell that you can cast with a duration of “Instantaneous” that deals damage and has a casting time of one action or bonus action. You can decide on a trap that will cause the spell to be cast, triggering when a creature takes an action that you specify when you create the lair, such as touching a certain object or speaking a certain phrase. Once the trap triggers, it cannot do so again until at least one hour has passed.
Undoing the Spell: The entire lair pulses with extraplanar power. Dispel magic cast on the area removes only one of the effects if it succeeds, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Saint's Feats
Saint's Feats are feats that can be trained by those marked by the Warrior Saint's. The Marks of the Saint's are, for the most part, a mystery. There are no clear circumstances or reasons behind their emergence, though to some extent it seems to be genetic. Those with these marks can tap into the mythical powers of the Saints with enough practice, and can bring about magical effects relating to them. A creature can only have 1 Saint's Mark and therefore Saint's feat. Additionally, you may not have a Saint's Feat as well as a Luminary Scion Feat.
Acolyte of Saint Khanos
Prerequisites: Level 5, Bears the Mark of Saint Khanos.
• An ability score of your choice increases by 1.
• Your heart beats with the healing power of the Bloodrose, granting you the will to survive. You ignore nonmagical difficult terrain. Additionally, whenever you fail a death saving throw, Bloodrose vines burst from your chest and lash out with life-stealing thorns toward the nearest hostile creature. Make a melee spell attack (using the stat increased by this feat) against an enemy within 15 feet of you. On a hit, the creature takes necrotic damage equal to your level, and you regain hit points equal to the damage dealt.
After you recover hit points using this feature, you cannot make this attack again until you finish a short or long rest.
Acolyte of Saint Laam
Prerequisites: Level 5, Bears the Mark of Saint Laam.
• An ability score of your choice increases by 1.
• You learn to draw upon the twisted ways of Saint Laam. Once per long rest, you may take a bonus action to summon semi-corporeal poison. If you make an attack before the end of your next turn, it deals an additional 2d8 poison damage, and the target must make a wisdom saving throw, with the DC scaling off of the ability score increased by this feat. On a failure, the creature is charmed for 1 minute, or until it takes damage. During this time, you can command the creature to move or speak, but anything more than that will break the trance. Additionally, any movement that would be directly harmful to the creature will break the trance. Once the trance ends, the creature does not know it was charmed so long as it was not aware of the attack.
Acolyte of Saint Lumin
Prerequisites: Level 5, Bears the Mark of Saint Lumin.
• An ability score of your choice increases by 1.
• You gain proficiency in a tool kit of your choice. Whenever you finish a long rest, you may choose to change this proficiency into another tool kit of your choice. Additionally, when you take the Attack action on your turn, you can forgo one of your attacks in order to summon a wall of magical stone in an open space within 10 feet of you. The wall has AC equal to your AC, has hit points equal to your level, and is up to 10 feet long, 5 feet tall, and 1 foot thick. At the start of your next turn, the wall instantly crumbles into dust before vanishing You can use this feature an amount of times per long rest equal to your proficiency bonus, regaining all uses after a long rest.
Acolyte of Saint Sylphan
Prerequisites: Level 5, Bears the Mark of Saint Sylphan.
• An ability score of your choice increases by 1.
• You gain the ability to shield yourself and others from harm. Whenever you or an ally within 30 feet takes damage, you can use your reaction to create a mystical barrier of energy. The amount of damage taken is reduced by half your level + the modifier of the ability score increased by this feat after applying resistances or vulnerabilities. You can use this feature a number of times equal to your proficiency bonus (minimum of once), and you regain all expended uses of it when you finish a long rest.
Acolyte of Saint Tranquility
Prerequisites: Level 5, Bears the Mark of Saint Tranquility.
• An ability score of your choice increases by 1.
• You gain a swimming speed equal to your walking speed, and can breathe water as well as air. Additionally, as an action you can summon a sphere of water around yourself or a willing ally. The sphere is large and moves with the target, allowing the creature within to hover if they ascend. Ranged attacks against the creature suffer disadvantage, and the target has resistance to fire and cd damage. The sphere can immerse other Small or Medium creatures who enter. A hostile creature who enters is subject to underwater fighting rules. This sphere lasts for one minute or until you take a bonus action to dismiss it. Once you use this, you cannot use it again untol you finish a short or long rest.
Acolyte of Saint Marin
Prerequisites: Level 5, Bears the Mark of Saint Marin.
• An ability score of your choice increases by 1.
• As an action you may summon a tree stump resembling that of Saint Marin's Tomb. This stump takes up a 2.5 foot radius and within has a golden beating heart dripping with radiant sap. The tree's glowing heart sheds bright light over a twenty- foot radius and dim light for twenty feet beyond that. Any creature within five feet of this plant can drink the tree's sap as an action, curing one disease or poison on itself (their choice) and regaining 1d12 HP. Once consumed, the sap is replenished at the start of your next turn. The tree only holds enough magic to replenish its sap an amount of times equal to your proficiency bonus, after which the magic of the tree fades leaving an empty stump behind. You may use this feature once, regaining the ability to do so after a long rest.
Acolyte of Saint Mikhan
Prerequisites: Level 5, Bears the Mark of Saint Mikhan.
• An ability score of your choice increases by 1.
• As an action, you make a melee weapon attack against a target within reach. If you hit, the target takes an additional 2d6 necrotic damage. On your subsequent turns, you can use your action to continue your deadly assault. Each time you use this action, it has a different effect:
• 2nd Use. You make a melee weapon attack against a creature within reach. If you hit, the creature must make a Wisdom saving throw. If they fail, they are frightened of you until the end of your next turn and take 1d6 necrotic damage.
• 3rd Use. You unleash a wave of destructive energy. Each hostile creature within 30 feet of you must make a Constitution saving throw. If they fail, they take 2d6 necrotic damage. If you’ve killed a creature during the duration of this effect, all hostile targets take an additional 1d6 necrotic damage, even if they succeed. Once you do this, you take necrotic damage equal to your level and the effect ends. You cannot use this feature again until after completing a long rest.
Scion/Saint's Feats
Ah, the joys of GMBinder formatting. Because I've got so much space here, felt it fitting to talk a bit about the intended design of these feats.
Firstly, the level of the prerequisites is... definitely odd. Generally, feat prerequisites scale off of where characters would get ASIs, ie 4,8, etc. Choosing it to be at level 5 was something chosen because level 5 is where, lorewise, a character would be powerful enough to qualify for such a thing. There's also an aspect of campaign spoilers, which- obviously can't speak much on yet. Additionally, with training feats being allowed, it's possible to delay learning a feat, allowing yourself to take this at level 5 if you fall into a decision that quickly.
It should be pretty important to note that the Ability Score Improvements of these feats do not list a limit of 20. This is intentional. Generally, the idea is to increase your "main" ability score with it to 21, hence why the abilities of the feat scale off of it.
Thirdly, the power leveling of these feats. They are most definitely of higher power/uniqueness compared to other feats. It is my intention, throughout the course of the campaign, to have everyone take one of these. Of course, if this doesn't end up working out, I'll do what I can to work out an alternative for you.
Luminary Scion Feats
Luminary Scion feats are taken by those who have been marked by a Luminary plane. The process of becoming marked by a Luminary remains a mystery, though it is said that this can be achieved by doing acts to appease it's Gnosis holders, or simply embodying the aspect of the Luminary. You may only be marked by one Luminary at a time, and therefore may only have one scion feat.
Scion of Calcination
Prerequisites: Level 5, Marked by Calcination.
• An ability score of your choice increases by 1.
• You learn the sacred flame cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• When an ally within 30 feet of you is targeted by an attack, you may give the attacker disadvantage by shrouding the ally in wings of radiant light. If the attack still hits, the attacker takes 2d8 radiant damage. If the attack misses, the ally may immediately fly up to half of their walking speed without provoking opportunity attacks. Regardless of hitting or missing, this ally gains a flying speed equal to their walking speed for an amount of rounds equal to your proficiency bonus, and gains temporary HP equal to your level. Once you have used this feature, you cannot use it again until the end of a long rest.
Scion of Congelation
Prerequisites: Level 5, Marked by Congelation
• An ability score of your choice increases by 1.
• You learn the toll the dead cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• As a bonus action, you may enchant a weapon you are holding with ghostly energy. The next attack you make before the end of your next turn ignores armor and natural armor, instead treating the enemies AC as 10+ It's dexterity modifier. You may use this an amount of times per long rest equal to your proficiency bonus.
Scion of Fixation
Prerequisites: Level 5, Marked by Fixation
• An ability score of your choice increases by 1.
• You learn the Primal Savagery cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• When you pick this feat, choose a beast under CR 1/4. For the purpose of this feat, this animal is considered your soul-bound beast. You can cast speak with animals at will when targeting a beast of this type, and can take an action to transform yourself into this beast for a minute. While in this form your stats become that of the beast, besides your mental stats. If your beast form gets to 0 HP, you are transformed back, taking any excess damage. You may transform like this once, regaining the ability to do so after a long rest.
Scion of Solution
Prerequisites: Level 5, Marked by Solution
• An ability score of your choice increases by 1.
• You learn the Chaos Burst cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• When you roll a 1 or a 20 on an attack roll or a saving throw, the magic of chaos flows through you. Roll on the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a new flare can’t occur until after the first flare ends.
Chaotic Flares
d4 | Flare |
---|---|
1 | Disruption Field. Waves of energy ripple in a 10-foot sphere centered on you. Every creature other than you that starts its turn in that area, or that moves into that area for the first time on a turn, takes 1d8 force damage. |
2 | Battle Fury. A creature of your choice that you can see is filled with reckless fury. The creature has advantage on attack rolls and disadvantage on ability checks** |
3 | Unbound. When you move, you can use some or all of your walking speed to teleport once, along with any equipment you’re wearing or carrying, up to the distance used to an unoccupied space that you can see. |
4 | Wailing Winds. Howling winds swirl around you in a 60-foot radius. You and any creature in that radius has disadvantage on Wisdom saving throws. |
You can also forcibly release a chaotic flare as a bonus action, rolling on the table as normal to determine the effects. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Scion of Digestion
Prerequisites: Level 5, Marked by Digestion
• An ability score of your choice increases by 1.
• You learn the frostbite cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• You can dodge and disengage as a bonus action. When you do either of these, you may ignore difficult terrain, move through occupied spaces costing now extra movement, and not provoke opportunity attacks. If you move through the space of a creature while under this, you gain temporary HP equal to half of your level. You can do this an amount of times per long rest equal to your proficiency bonus, and regain all uses after a long rest.
Scion of Distillation
Prerequisites: Level 5, Marked by Distillation
• An ability score of your choice increases by 1.
• You learn the spare the dying cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• When you make an attack, you may choose to harness the cycle of life and death into keeping yourself alive. If the attack hits, the creature takes an additional 1d8 necrotic damage. You heal an amount of HP equal to the amount rolled. If you are under half HP when you make this attack, you heal an additional amount equal to your proficiency bonus. You can deal this additional damage an amount of times per long rest equal to your proficiency bonus. Additionally, any creature you kill cannot be made into an undead using any spell of a level lower than your proficiency bonus.
Scion of Sublimation
Prerequisites: Level 5, Marked by Sublimation
• An ability score of your choice increases by 1.
• You learn the crimson bolt cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• As an action, you may touch a creature within 5 feet of you and cause them to mutate into a more perfected form. Choose an amount of mutations below equal to half of your proficiency bonus (rounded down):
• The creature's reach on all melee attacks is increased by 5 feet.
• The creature gains a swim speed and the ability to breathe water as well as air.
• The creature grows a natural weapon, increasing the damage of their unarmed strikes to 1d8 + their choice of dexterity or strength damage, and the damage type changes to their choice of bludgeoning, piercing, or slashing.
• The creature gains +1 to their armor class.
• The creature has advantage on perception checks.
• The creature's speed is increased by 10.
These effects last for 1 minute. Once this has been used, you cannot do it again until you finish a long rest.
Scion of Separation
Prerequisites: Level 5, Marked by Separation
• An ability score of your choice increases by 1.
• You learn the chill touch cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• You are immune to the petrified condition, and gain magical darkvision to 60 feet. As a bonus action, you may shroud an area around you in a sphere of magical darkness. The area within 10 feet of you becomes shrouded in darkness. The first time a creature moves into this darkness, they must make a Wisdom saving throw, DC scaling off of the ability score increased by this feat, or be stunned until the beginning of their next turn. Regardless of failing or succeeding, once a creature makes this save they cannot be affected again for 24 hours. This darkness dissipates after a minute, and cannot be used again until you finish a long rest.
Scion of Ceration
Prerequisites: Level 5, Marked by Ceration
• An ability score of your choice increases by 1.
• You learn the guidance cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• As a bonus action, you become surrounded with spectral gears. For 1 minute, hostile creatures who end their turn within 5 feet of you take radiant damage equal to your proficiency bonus, and any friendly creature within 5 feet cannot be charmed, frightened, or possessed. At any point during this, you may choose to take the average for any saving throw, skill check, attack roll, or damage rolls. This can be done after the check is rolled. Once you take the average, the effect ends. Once you use this feature, you cannot use it again until the end of a long rest.
Scion of Fermentation
Prerequisites: Level 5, Marked by Fermentation
• An ability score of your choice increases by 1.
• You learn the vicious mockery cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• You gain proficiency in the Deception and Persuasion skills, if you did not have them already. Before you roll to make a Persuasion or Deception check to convince a creature of something, you can first force the creature to make a Wisdom saving throw, DC scaling off of the ability score increased by this feat. If the creature fails, you have advantage on the Deception or Persuasion check, and the creature is charmed by you for a number of minutes equal to your ability modifier increased by this feat, or until you or your companions do anything harmful to it. The creature has advantage on this saving throw if it is hostile to you. Afterwards, it can make an Intelligence check against the previously established DC, and knows it was charmed by you on a success. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Scion of Multiplication
Prerequisites: Level 5, Marked by Multiplication
• An ability score of your choice increases by 1.
• You learn the firebolt cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• When you attack a creature on your turn, you may choose to sear the enemy with a brand of wrath. If the attack hits, the creature is then marked with a searing brand until the start of your next turn. Each time a branded creature is hit by an attack, it takes an extra 1d6 fire damage. If the creature is reduced to 0 hit points while it has a brand, it erupts into an explosion of flame. Each creature within 5 feet of the exploding creature must make a Dexterity saving throw with DC scaling off of the ability increased by this feat or take 3d6 fire damage. You may use this an amount of times per long rest equal to your proficiency bonus.
Scion of Projection
Prerequisites: Level 5, Marked by Projection
• An ability score of your choice increases by 1.
• You learn the infestion cantrip, and cast it with your choice of Charisma, Wisdom, or Intelligence.
• When you attack a creature on your turn, you may choose to attempt to infect the enemy with heretical rot. The creature must make a Constitution saving throw, DC scaling off the ability increased by this feat. On a failure, for 1 minute, the creature takes 2d4 damage at the end of their turns, and are afflicted with the poisoned condition. At any point during this, you may use an action to teleport to the location of the enemy, bursting out of them in an explosion of insects and fungus. The creature takes 3d8 necrotic damage, after which the rot immediately ends. You may use this an amount of times per long rest equal to your proficiency bonus.
Magical Goods and Artifacts
Armor of the Legionnaire
Armor, very rare. (Requires attunement.)
This armor is infused with the power of Legionaris, the energy that dictates fate and the connections between things. When attuned to this armor, once per turn when you make a weapon attack you can make the attack from another position within 30 feet of you.
Coin of Laam
Trinket, legendary.
Only fifty of these tokens of bone exist in the world, blessed by energy from the plane of shadow. These coins are said to bless thieves in a pinch, although have been known to backfire.
As a bonus action while holding the coin, you may flip the coin. On heads, you gain a +5 bonus and advantage on your next charisma or dexterity based skill check. On tails, you gain disadvantage on your next saving throw, attack roll or ability check. Regardless of the result, the coin cannot be used again until the next dawn.
Corruptions
For a time, the Salt and the Luminary planes were locked away from one another, the Luminary's ever longing for change that could not occur. It was only when Heresy Lord Aamon and Archangel Tiriel committed the grand sin that this changed, the wards of Gnosis that held back the stars being sent to the Salt. This granted humanity access to magic of Ecclesia and Nomos and communion with the outsiders of the Luminary planes, but left them susceptible to the influence of the Luminary planes. Now, while still uncommon, the Luminary planes can begin to change the souls of beings that bind them to the Salt, transforming their essence to match their own.
A Corruption is this idea embodied, a character taking on aspects of extraplanar beings. There are many ways this can occur, with some willingly grafting the corpses of outsiders to their own, while others may unwillingly end up down this path by drawing too much on the power of a Luminary. The easiest way to fall down this path is being a bearer of Gnosis, in which any indulgence in the desires of your Luminary draws you closer to it in soul. Eventually, one who is fully corrupted eventually loses their soul's binding to the Salt, becoming an outsider themselves.
Corruptions are gained at a DM's discretion, but in order for one to be obtained a character must either naturally give into planar corruption, or graft a monster part onto them. Each person has 5 Corruption slots, those being head, arms, organs, torso, and legs. You may only have one Corruption in each slot. Corruptions are not entirely negative, giving the holder unique benefits for each slot. You may only have Corruptions of two different types at once.
Additionally, for each corruption you have, an ability score of your choice goes down by 1. However, you gain an additional point in an ability score of your choice after 1, 3, and 5 corruptions.
Angelic
Drawing upon the Ringed Moon of Calcination, you have taken on aspects of the angels that reside within. Though less monstrous in nature compared to other Corruptions, taking on this corruption is not all good. Those corrupted by this are permanently upheld to laws of good.
Drawbacks
After your first Corruption of this type, you gain disadvantage on deception or intimidation checks, your soul believing it to go against the greater good.
After your third, you become unable to lie completely, as if under zone of truth, though you gain resistance to radiant damage.
With all five Corruptions of this type, you become celestial as well as humanoid, your alignment moves one step towards lawful good of your choice. Your resistance to radiant damage becomes immunity, and when you fail a third death saving throw your body explodes in a burst of light, ascending yourself to a low ranking angel, retaining your mortal memories. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Blazing Halo (Head) - You gain a burning halo above your head that functions like a Lantern of revealing but has a base range of 60ft.
Metallic Limbs (Arms) - The metallic skin of angels outstretches from your arms and onto the rest of your body. Any critical hit against you becomes a normal hit.
Inner Light (Organs) - The inner light of a celestial bellows out from your eyes and mouth. An amount of times per long rest equal to your proficiency bonus, you can cast Faerie Fire using your choice of Wisdom, Intelligence, or Charisma for the saving throw.
Wings of Glory (Torso) - You can create ethereal, angel wings from your back as a bonus action, these wings have a flight speed of 50ft and they give you advantage on persuasion checks towards good aligned creatures while they are present.
Legs of the Four (Legs) - These golden legs have the doctrine of the archangels engraved on their sides, warding off evil influences. You have advantage on Wisdom or Charisma saving throws.
Einherjar
The eternal warriors, ghosts of soldiers long passed. You have taken on the aspects of the residents of the Golden Moon. Those corrupted by Congelation often find their thoughts scattered as the souls of many warriors begin residing within them, and their soul bound to an eternal code of honor and diligence towards others.
Drawbacks
After your first Corruption of this type, you gain disadvantage on stealth or sleight of hand checks, your soul enforcing a strict policy of honor.
After your third Corruption of this type, you cannot willingly attack or damage a surprised creature. Additionally, you gain resistance to cold damage.
With all five Corruptions of this type, you become celestial as well as humanoid, your alignment moves one step towards neutral good of your choice. Your resistance to cold becomes an immunity, and when you fail a third death saving throw your soul is escorted to Congelation by a host of ghostly soldiers, joining them in their halls and retaining your mortal memories. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Eyes of the Ancients (Head) - As an action, you gain the ability to see through solid objects to a range of 120 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. You can use this ability once per short or long rest.
Arms of the Horde (Arms) - Your arm is made of ghostly energy. You learn the mage hand cantrip, detaching one of your arms when you cast it. As part of the attack action, you may make one of your attacks from your mage hand's position.
Warrior's Strength (Organs) - You gain advantage on Athetics or Acrobatics checks and Strength saving throws. Your carrying weight is doubled, as if you were one size larger.
Blood of the Hall (Torso) - The warrior's blood within your veins revitalize your body. You gain 1 point of maximum HP per character level.
Ghost Step (Legs) - The magical power in these legs allows you to warp short distances. You can cast misty step without consuming a spell slot an amount of times per long rest equal to your proficiency bonus. When you do this, the next attack you make before the end of your next turn gains advantage.
Azata
The celestials of the Radiant Moon Fixation, Azata are known for their chaotic take on justice and enforcing good, but also their love for celebration and beauty. You've taken on their aspects, following a similar path. Those who take Corruptions from this path learn to harness these powers of beauty, even at the cost of being drawn in to such spectacles.
Drawbacks
After your first Corruption of this type, you gain disadvantage on saving throws against mind altering effects as your soul seeks beauty and celebration.
After your third, your body grows more connected to nature, forcing you to remain in it. You cannot fall asleep while indoors. If you attempt this, you gain levels of exhaustion as if you had not slept.
With all five Corruptions of this type, you become celestial as well as humanoid, your alignment moves one step towards chaotic good of your choice. Your resistance to fire damage becomes immunity, and when you fail a third death saving throw your body explodes in a bursts of fireworks, ascending into a lesser azata, retaining your mortal memories. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Glimmering Light (Head) - Your gaze can release waves of energy. You learn the burning hands spell and can cast it an amount of times per long rest equal to your proficiency bonus, using your choice of Charisma, Wisdom, or Intelligence for the saving throw.
Bestial Claws (Arms) -You grow sharp nails on your fingertips. These claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Once per long rest, you can force a creature hit by these claws to make a saving throw, the DC scaling off of constitution. On a failure, the creature is charmed for one minute and you cannot use this feature again until you finish a long rest.
Absolution (Organs) -You are imparted with the radiance of justice. When you roll fire or radiant damage, you may choose to maximize the damage rather than rolling. You may do this once, regaining the ability to do so after a long rest.
Restful Sleep (Torso) - Your torso seems to resemble human perfection, giving off an aura of light. When you roll hit die as part of a short rest, you may choose to instead use the maximum result.
Agile Step (Legs) - The magical power in these legs allows you to move with extreme grace. You can cast kinetic jaunt without consuming a spell slot an amount of times per long rest equal to your proficiency bonus.
Primordial
Emblematic of chaos incarnate, Primordials are serpentine creatures born from the aether storms of the Shifting Moon of Solution. Those corrupted by this plane begin resembling the reptilian inhabitants, and begin to harness the powers of Aether at the cost of having your soul filled with chaos.
Drawbacks
After your first Corruption of this type, you gain disadvantage on perception and investigation checks, your soul becoming more erratic and unable to focus.
After your third Corruption of this type, you gain disadvantage on checks to concentrate. Additionally, you gain resistance to lightning damage.
With all five Corruptions of this type, you are considered an abberation along with humanoid, your alignment moves one step towards chaotic neutral of your choice. Your resistance to lightning becomes an immunity, and when you fail a third death saving throw your soul is warped by the primordial chaos, pulling your soul into Solution and transforming you into a base primordial. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Mind of Chaos (Head) - Your brain is upgraded with swirling aether, you gain advantage on all saving throws of a random stat determined each day at dawn by the roll of a d6.
Claws of the Insane (Arms) - You gain overly long reptilian arms, ending with hooked claws. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Once per long rest, when you hit a creature with these claws and the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with confusion. The creature is poisoned for 1 minute.
Aetheric Movement (Organs) - Your torso becomes serpentine and covered in a transparent mucus made of aether. You gain a flying (hover) speed of 30 feet. While flying, you cannot be unwillingly moved.
Serpentine Armor (Torso) - Your flesh has become scaly hide stronger than chainmail. Your AC becomes 14 + your Dexterity modifier while unarmored.
Coiling Tail (Legs) - You grow a long serpentine tail replacing your legs. Whenever you deal damage to a enemy with a melee attack you may attempt to shove a target within your reach as a bonus action.
Seelie Fae
The Fae of the Green Moon of Digestion live in harmony with the nature of their world, magic in every single corner. They are innately magical beings, being held to odd rules of magic because of it. You have drawn upon this power, and now must follow this same code, while also learning to harness nature and magic in a way similar to them.
Drawbacks
After your first Corruption of this type, you become fey as well as humanoid, you gain disadvantage on history and arcana checks, your soul becoming unaccustomed to this worlds history or magic.
After your third, you cannot hold, carry, or touch raw iron. If you do, you take 1d8 necrotic damage for every turn you remain in contact. Additionally, you gain resistance to psychic damage.
With all five Corruptions of this type, your alignment moves one step towards neutral good of your choice. Your resistance to psychic damage becomes immunity, and when you fail a third death saving throw your body immediately decays and surrounds the area with plant life, as if the plant growth spell were cast. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Winter's Gaze (Head) - Your large, icy gaze intimidates foes, stopping them in your track. As a bonus action you may target one creature you can see within 60ft and reduce it's movement by 15ft until you choose a new target.
Grappling Vine (Arms) You plant a seed in your palm to grow an offensive whip. You gain the Thorn Whip cantrip and you cast it with your Constitution as the casting stat. When you cast this, you may move a target up to 30 feet, and deal additional damage equal to your proficiency bonus.
Magical Nature (Organs) You gain advantage on saving throws against spells and other magical effects. Additionally, you learn the Nathair's Mischief spell and can cast it once per long rest without requiring a spell slot. The save DC for this uses your choice of Charisma, Intelligence, or Wisdom.
Shifting Form (Torso) - You can change your size, from tiny to medium, at will. Additionally, you can magically fit through spaces up to 1 inch wide. Additionally, you are immune to being grappled or non-magically restrained.
Tree Stride (Legs) - While in contact with a plant, you may use a bonus action to teleport to another plant within 30 feet, transporting yourself through the roots.
Psychopomps
Hailing from the Silent Moon of Distillation, Psychopomps are perhaps the least intense of the outsiders. While most desire for change, they have the world they wish it to be. Those who take on these corruptions learn to see and speak with the dead, and eventually travelling the River Styx safely.
Drawbacks
After your first Corruption of this type, you gain disadvantage on medicine and nature checks, your soul becoming distant from the world of the living.
After your third Corruption of this type, you feel an innate need to hunt those who defy death. When you see an undead creature, you take 1d8 psychic damage for every turn you see it and are not making moves to return it to death. Additionally, you gain resistance to necrotic damage.
With all five Corruptions of this type, you become undead as well as humanoid, your alignment moves one step towards true neutral of your choice. Your resistance to necrotic becomes an immunity, and when you fail a third death saving throw your soul is split across the River Styx as you are reborn into a lower ranking Psychopomp. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Psychopomp's Mask (Head) - You take on the masked visage of the psychopomps. You are aware of any non-undead creature within 60 feet of you, sensing a white outline around them. Additionally, this sight goes into the ethereal plane.
Spirit-touched (Arms) - Your arms become pale and bone-like, glowing with an ethereal glow. You can target creatures in the ethereal plane normally, and are unaffected by features changing corporeality such as a ghoststep tattoo when attacking a creature
Deathless Constitution (Organs) - You no longer need to sleep, breathe, eat or drink. If you do choose to sleep, you appear dead, as if under the effects of feign death though you remain able to see or move.
Cloak of the Lost (Torso) - You gain the signature black cloak of the Psychopomps. You have a +1 bonus to your armor class, and become immune to mind-altering magic. Additionally, you can cast Spirit Shroud once per long rest, using your choice of Charisma, Intelligence, or Wisdom for the DC.
Undying March (Legs) - Your legs become pallid, unfeeling and colorless. You gain advantage on Constitution saving throws, and if you gain exhaustion you treat it as being one level lower than it is.
Kyton
The depraved outsiders of the Blood Moon of Sublimation, Kytons perhaps embody the idea of corruption the most, as such corruption is the essence behind them. Kyton corruptions are usually brought about willingly, a slow descension into depravity.
Drawbacks
After your first Corruption of this type, you gain disadvantage on history and nature checks, your mutations detaching your mind from reality.
After your third Corruption of this type, your soul begins to see endurance of pain as power. Once a fight has begun, you cannot run away or attempt to flee. Additionally, you gain resistance to necrotic damage.
With all five Corruptions of this type, you become an aberration as well as humanoid, your alignment moves one step towards neutral evil of your choice. Your resistance to necrotic becomes an immunity, and when you fail a third death saving throw your body explodes into a burst of blades, causing all within 5 feet of you to take 2d8 slashing damage. Your soul is then sent to Sublimation. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Tongue of Chains (Head) - Your tongue becomes replaced with blades and chains. The range you are able to grapple creatures from becomes 30 feet. Additionally, if a creature fails against escaping this grapple they take 1d8 slashing damage.
Crawling Corruption (Arms) - The flesh around your hand has become twisted and scarridden, and your hand has developed a mind of it's own, allowing you to remove and reattach it as a action. This hand acts as a familiar as described in find familiar and uses the Crawling Claw statblock.
Boneblade Wings (Organs) - You may temporarily form wings of twisted bone and flesh to form on your back. This takes an action to activate, and lasts for an amount of minutes equal to your proficiency bonus. This gives you a flying speed equal to your walking speed. Additionally, you may choose to have these wings explode as an action, forcing any creature within 15 feet of you to make a Dexterity saving throw (DC scaling off of your choice of Charisma, Intelligence, Or Wisdom) On a failure they take 3d8 slashing damage, or half that on a successful save. Once this is used, you cannot resummon the wings until you finish a long rest.
Jagged Blades (Torso) - Your torso becomes filled with blades, piercing your flesh. Once per turn when you hit a melee attack or are hit with a melee attack, you may use a reaction to deal slashing damage equal to your proficiency bonus. You may use this an amount of times per long rest equal to your proficiency bonus.
Raking Talons (Legs) - You can dash as a bonus action. If you hit with a melee attack after doing this, you deal an additional 1d8 slashing damage as you rake them with you talons as a bonus action. You may do this an amount of times per long rest equal to your proficiency bonus.
Unseelie Fae
The Fae of the Shrouded Moon of Separation are bitter and sadistic beings, feeling betrayed by the world for the loss of their worlds color. While the Fae planes resemble balance, the unseelie fae are the negative side of this balance, craving only vengeance and bloodshed. You have taken on the essence of these beings, even if it requires taking on their curse.
Drawbacks
After your first Corruption of this type, you gain disadvantage on history and arcana checks, your soul becoming unaccustomed to this worlds history or magic.
After your third, your senses dull. You no longer can smell, taste, or feel physical touch. This does not make it so you do not need to eat or drink.
With all five Corruptions of this type, your alignment moves one step towards neutral evil of your choice. Your resistance to psychic damage becomes immunity, and when you fail a third death saving throw your body immediately loses it's color and hardens, becoming petrified wood. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Guise of the Shrouded (Head) - A batlike hood covers your head and face and obscures the area near you in fog and mist. The area within 10 feet of you is considered lightly obscured, though this does not affect you. Additionally, you become immune to fear effects.
Shadowed Strike (Arms) As a bonus action, you can detach your shadow in preparation of a strike. When you take the attack action, you may choose to target a creature within an additional 30 feet of your weapon's normal range. When you do this, you teleport this distance and the target takes an additional 1d6 cold damage. You may use this an amount of times per long rest equal to your proficiency bonus
Color Drain (Organs) You gain a second tongue in the back of your throat, long and black with a sharp fork. You can cast Ray of Enfeeblement an amount of times per long rest equal to your proficiency bonus, using your choice of Charisma, Intelligence, or Wisdom for the save.
Sever Shadow (Torso) - Your shadow becomes it's own sentient being. You may choose to cloak yourself in this shadow, falling under the effects of the invisibility spell for an amount of minutes per long rest equal to your proficiency bonus. Effects that negate magical darkness such as Daylight or Devil Sight work on this effect.
Root Self (Legs) - You gain the ability to root yourself in place with tendrils of petrified wood. When you start your turn you may choose to drop your movement speed to 0. If you do so, you become immune to effects that would unwillingly move you, and you gain temporary HP equal to your proficiency bonus.
Inevitables
The lawful constructs of the Metal Moon of Ceration, inevitables are embodiment of complete law and order. They are not mindless, but followers and enforcers of that which they consider right. You've taken on their power, becoming more durable and powerful, but forced to follow their laws.
Drawbacks
After your first Corruption of this type, you gain disadvantage on insight and deception checks, your soul growing distant from any chaotic acts and emotional decisions.
After your third Corruption of this type, you grow a distaste for violence. When you reduce a creature to 0 HP you take 1d10 necrotic damage. Additionally, you gain resistance to thunder damage.
With all five Corruptions of this type, you become a construct as well as humanoid, your alignment moves one step towards lawful neutral of your choice. Your resistance to thunder becomes an immunity, and when you fail a third death saving throw your soul transferred to a low ranking inevitable in Ceration. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Incorruptible Mind (Head) - Your head and eyes are replaced with that of a construct. You gain advantage on effects of the illusion or enchantment school. Additionally, you gain the ability to use truespeech, a language that can be understood by any creature that can speak a language.
Soldier of Clockwork (Arms) - Your arms become those of a machine, your movements methodical and thought out. When you miss an attack, you may use a reaction to reroll, taking the highest result. You may use this an amount of times per long rest equal to your proficiency bonus.
Inevitable Core (Organs) - You no longer need to sleep, breathe, eat or drink. Additionally, you are permanently under the effects of protection from evil and good, though you can only change the affected creature type when you finish a long rest.
Armored Shell (Torso) - Your form becomes covered in metallic or stone armor. You gain an additional +1 bonus to your armor class. Once per long rest when you are hit by a critical hit, you may choose to make it a regular hit instead.
Overclock (Legs) - Your legs are replaced with whirring mechanical ones. As a bonus action, you may choose to temporarily put yourself under the effects of haste. This lasts for an amount of rounds equal to your proficiency bonus. Once you use this feature, you cannot use it again until you finish a long rest.
Fermentation Qlippoth
The Flame Moon of Fermentation is a hellscape, filled with creatures of ambition and sin forced to live within this tormentous land. You have been corrupted by this vile land, giving in to the will of it's inhabitants. Though qlippothic corruptions are typically more dangerous, they are all the more valued.
Drawbacks
After your first Corruption of this type, you gain disadvantage on insight on animal handling checks, your soul's empathy eroding.
After your third, your soul becomes ambitious, always wishing to come on top. If you admit defeat in a situation (by interpretation of the DM) you take 5d6 necrotic damage that cannot be reduced. Additionally, you gain resistance to fire damage.
With all five Corruptions of this type, your alignment moves one step towards lawful evil of your choice. Your resistance to fire damage becomes immunity, and when you fail a third death saving throw your body explodes into a wreath of flame as you are reborn as a vengeful qlippoth within your position. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Devil Eye (Head) - Your eyes become mismatched and oddly shaped. You gain magical darkvision to 30 feet. Additionally, once per long rest you may attempt to stun a person with fear. The creature must make a wisdom saving throw against you, with the DC scaling off of your choice of Charisma, Intelligence, or Wisdom. On a failure, the creature is stunned until the end of your next turn.
Ashen Flame (Arms) Your arms flow with the blood of flame. You gain advantage on Charisma saving throws. Additionally, you can cast vampiric touch once per long rest, using your Charisma, Intelligence, or Wisdom for the DC
Speaker of Corruption (Organs) Your lungs are replaced with a beating lump of shifting corruption. If you spend 10 minutes speaking to a creature alone, you may choose to mark it with a Devil Mark, a sigil of devilish corruption. Until the creature finishes a long rest, it has disadvantage on magical effects caused by you or creatures you consider friendly.
Barbed Defense (Torso) - Your torso is covered in thorns and bramble. When a creature hits you with a melee attack, they take piercing damage equal to your proficiency bonus.
Hellstrider (Legs) - Your legs are replaced with that of twisted bone and flame. You are not impeded by non-magical difficult terrain. Additionally, when you make a strength saving throw against a magical effect, you take half damage on a success and no damage on a failure.
Multiplication Qlippoth
The Hungering Moon of Multiplication is a land of warfare, bearing the extremes of two separate classifications of Qlippoth. Though these two types remain drastically different, the corruption of the Hungering Moon combines the aspects of both into a grotesque hybrid.
Drawbacks
After your first Corruption of this type, you gain disadvantage on persuasion and deception checks, your soul working off of emotion first.
After your third Corruption of this type, you begin to gain sustenance from violence. Regular food becomes tasteless and does not provide sustenance. Instead, you must eat the flesh of a humanoid at least once a week. Additionally, you gain resistance to poison damage.
With all five Corruptions of this type, you become a fiend as well as humanoid, your alignment moves one step towards chaotic evil of your choice. Your resistance to poison becomes an immunity, and when you fail a third death saving throw your body explodes in a burst of blood, being reborn as a weaker qlippoth in your place. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Baleful Bite (Head) - Your mouth becomes a maw of terrifying razors. You gain a bite as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you attack with this, you gain HP equal to your proficiency bonus so long as you are under half of your maximum HP.
Rending Limb (Arms) - Your replaced limb has a mind of its own and can focus your strikes. Your weapon attacks are considered critical hits on a 19-20
Spitting Organ (Organs) - You gain a small opening on your tongue that can spit a blinding venom. You gain the ability to spit a venom as ranged attack. This attack deal 1d4 + your dexterity modifier poison damage and the target must succeed a Constitution save (DC scaling off of your Charisma, Intelligence, or Wisdom) or be blinded for 1 round.
Repairing Hide (Torso) - Your form becomes tough and leathery, repairing itself when damaged. When you are restored hit points through magic, you can choose to take the maximum total.
Twisted Sinew (Legs) - This mighty leg is rippling with muscles and twice it's normal size. Your movement speed is increase by 10ft. Additionally, you gain advantage on Dexterity saving throws.
Projection Qlippoth
The Watching Moon of Projection is a distorted land of nightmares, splintered and broken as punishment for a divine crime. The Qlippoth of this plane are nonsensical, often resembling twisted versions of the vermin of the Salt.
Drawbacks
After your first Corruption of this type, you gain disadvantage on persuasion and performance checks, your form becoming marred with the corruption of evil.
After your third, your soul becomes barred from entering sacred grounds. For every minute you spend in a blessed location, you take 5 necrotic damage. Additionally, you gain resistance to radiant damage.
With all five Corruptions of this type, your alignment moves one step towards chaotic evil of your choice. Your resistance to radiant damage becomes immunity, and when you fail a third death saving throw your body explodes into a mass of insects as you are reborn as a vengeful qlippoth within your position. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Mass of Eyes (Head) - You grow tiny, red spider eyes across your face. With these eyes you can much more easily discern enemy movements, allowing you to disengage as a bonus action. Additionally, you gain tremorsense to 30 feet.
Throwing Scarab (Arms) These jagged, bony scarabs affix themselves to your upper arms. You can cast ice knife without expending a spell slot an amount of times equal to your proficiency bonus. This deals acid damage, rather than cold damage. The DC for this ability scales off of your choice of Charisma, Intelligence, or Wisdom.
Ward of Lies (Organs) Your body is covered in living heretical runes. When you finish a long or short rest, you fall under the effects of armor of agathys, as if cast at 2nd level. This lasts until you finish another rest, and deals psychic damage rather than cold.
Brainmass Cluster (Torso) - Your torso becomes covered in crawling insects and eggs, working as a hivemind extension of your own mind. You gain advantage on Intelligence saving throws and on arcana checks.
Heretical Swarm (Legs) - Your legs are replaced with insectoid swarms or swirling flame. You may add your choice of your Charisma, Intelligence, or Wisdom modifier to your initiative rolls. Additionally, you hover 6 inches off the ground at all times, rendering you immune to difficult terrain and effects such as spike growth
Dragons
Becoming a dragon is, at least usually, a slow process involving both metamorphosis of the soul and body alike through knowledge and power. However, this process changed drastically with the events of the Grand Sin. Now, the power of corruption that seeps from the Anima Mundi has affected even the Cosmic Egg, allowing some to harness draconic power without using the usual method.
Drawbacks
After your first Corruption of this type, you gain disadvantage on sleight of hand and acrobatics checks, your physical form becoming unwieldly. After your third Corruption of this type, your soul begins craving treasure. When you see an object above 300 GP in worth, you must make a Wisdom save (The DM has the DCs.) or fall under the effects of incite greed. Additionally, you gain resistance to a damage type of your choosing.
With all five Corruptions of this type, you become a dragon as well as humanoid. Your chosen damage resistance becomes an immunity, and when you fail a third death saving throw your surrounding area becomes affected with a dragon regional effect of your choice and your body petrifies. You can only be brought back to mortality with a True Resurrection or Wish spell.
Corruptions
Metabolic Fire (Head) - You learn the techniques of a dragon's breath. You can cast dragon's breath, without expending a spell slot an amount of times equal to your proficiency bonus. Additionally, when targeting yourself with this spell you can choose to deal the damage type of your chosen damage resistance. When using this damage type, the spell does not require concentration.
Dragon's Talon (Arms) - Your arms become bulky and lined with glimmering scales. You gain natural claw attacks which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, and an additional 1d6 damage of a type equal to your chosen damage resistance instead of the bludgeoning damage normal for an unarmed strike.
Dragon's Tail (Organs) - You gain a massive draconic tail. As a reaction when a creature enters a space within 10 feet of you, you may force them to make a Strength saving throw. On a failure they take 1d8 bludgeoning damage and are knocked prone.
Dragon's Wings (Torso) - You gain massive draconic wings. Your speed increases by 10 feet, and you gain a fly speed equal to your walking speed.
Dragonbone Legs (Legs) - Your legs become enforced with the strength of dragonbone. You have advantage on Constitution saving throws. Additionally, once per long rest you can cast Ashardalon's Stride without expending a spell slot, dealing the damage type of your chosen damage resistance rather than fire.
Fleshsculpting
When the Saint's made their way across the divisus of Tengrao, many discoveries were made by them that were later covered up, taken to their graves. When the Tower of Earth and Heaven was raided by the Lihtos Brigade, records of a soldier of the Kingslayer March who would steal the limbs of his prey were found, along with the instructions for how he had harnessed this power. While most magic seems to draw on the power of the soul, fleshsculpting seems to do the complete opposite. In order to be performed, evoking a counter-image of the magnum opus is required, usually done through an inverted glyph. It is because of this that many assume fleshsculpting to be drawing from the power of the Salt itself, rather than the magic of the world.
In Tengrao, fleshsculpting is at the moment not widespread. Having been kept a secret by the saint's and now the Brigade, those who would use this power for evil instead draw on the corrupting power of the Luminaries.
The act of fleshsculpting is very expensive, and if done with someone with no medical skill, can often be deadly.
4 Things are needed for Fleshsculpting:
• 12 Luminary Harnessing Gems, their symbols inverted.
• A vial of medical-grade Sanguine Venom.
• A willing subject.
• A willing or defeated monster or monster parts harvested from a monster.
Sublimation Harnessing Gems
Luminary harnessing gems are small round gems, each bearing a symbol of one of the holders of the luminaries power, said to only be found in the remants of asteroids or comets or places specifically connected to a luminary plane. The more powerful of these gems are described in the magic item section, but lesser ones typically run for 1000 gp each. For the sake of fleshsculpting, seven harnessing gems of Sublimation must be purchased.
Sanguine Venom
Venom harvested from the poisonous crimson spider, this venom takes on an often acidic property when gathered. It's used in a lot of medical contexts due to it softening both flesh and bone for a limited time. A vial of this would typically go for 500 gp.
The Process
Fleshsculpting is a gruesome and disturbing process, one that very few can witness with no issues. The luminary harnessing gems must be placed in a counter image to the magnum opus glyph around the subject, with chalk lines connecting all of them in a star like shape. When done, all of the gems should give off a faint glow. From there, the ashen venom must be applied to the subject. The harnessing gems begin directing their energy towards the subject as the venom takes it's effect and makes the flesh of the target malleable. From there, the sculptor has free reign to do as they wish, working with both the tools of a sculptor and a surgeon in syncronity.
Most will simply apply a single monster part to the subject, while more skilled sculptors have learned to transform the subject into a new monstrosity of their own creation.
Fleshsculpt Grafts
The act of fleshsculpting one creature into another is a process that can't be done by most, but what can be done is the grafting of singular parts onto an intact body. A fleshsculpt graft is just that, taking a monster part and applying it to the subject.
A subject can get a graft from any creature with a challenge rating equal to or less than the creature's proficiency bonus, anything else being subject to a DM's approval. Once all the requirements are gathered, the process is one of the sculptor and the subject both fighting for the subject's life.
To survive a fleshsculpting session, the subject must make three successful constitution ability checks. The dc for this is 30, but this can be reduced by an amount equal to the total of the sculptor's medicine check, made along with every constitution check with the subject. The minimum for the DC is 10.
Being the potentially deadly process it is, fleshsculpting can easily lead to death if not done properly. For every failed check, consequences may apply to the fleshsculpt. One fail will result in a minor mutation, two fails in a major mutation, and 3 fails in death. For mutation results, roll on the tables at the end of the fleshsculpting section.
Once applied, the creature can only have an amount of grafts equal to their constitution modifier.
True Fleshsculpting
While fleshsculpt grafts are the more common form of fleshsculpting, there is more to the process than even most know. With a skilled enough sculptor, a creature can be sculpted into another. This can only be done by one with the Fleshsculptor feat.
The process of true fleshsculpting is the same as a graft, but at the end the subject becomes the same type of creature as the monster part used, with DM's discretion. With DM's discretion, you can create a new creature, making an additional DC 20 medicine check. On a failure, the creature gains a major mutation but is not otherwise affected.
DM's Notes
Fleshsculpting is... from a writing standpoint, horrifying. For the sake of player enjoyment and this book not going into awful things, I've changed the rules of this to not account for fleshsculpting happening unwillingly. From a writing standpoint, yes, such unwilling fleshsculpting would occur in the world. But from the perspective of a tabletop game, I feel that allowing unconsenting victims to be subject is an all too easy way for a game to break the boundaries of what should usually be done in such a game.
If a situation calls for it, it would potentially be fair for unwilling fleshsculpting to be done, but that would be something that would likely need to be discussed with your group firstly. Until then, fleshsculpting should only be used on willing creatures to prevent stories from going bad.
d100 | Mutation |
---|---|
1-4 | Animal Traits: Fur or scales grows all over the victim's body. |
5-8 | Bloated Neck: The victim's neck becomes inflated and toadlike. |
9-12 | Bone Protrusions: Bony protrusions grow across the creature's body. |
13-16 | Bulbous Cranium: Misshapen lungs and nodules cover the victim's heads. |
17-20 | Elongated Tongue: The victim's tongue elongates and cannot fit in it's mouth properly. |
21-24 | Eye Stalks: The victim's eye's protrude from their sockets on short stalks. |
25-28 | Forked Tongue: The victim's tongue becomes forked like a snake's. |
29-32 | Gnarled: The creatures flesh takes on knotty, whorled patterns all over the body. |
33-36 | Hair Loss: Hair falls out in clumpy patches across the victim's body. |
37-40 | Huge Ears: The victim's ears become large and floppy, like those of an elephant. |
41-44 | Lidless Eyes: The victim's eyes become saucerlike and lidless. |
45-48 | Lipless Mouth: The victim's mouth becomes lipless, with exposed teeth and gums. |
49-52 | Long Fingers: The victim's digits elongate and gain extra joints. |
53-56 | Lurching: The victim grows a few inches taller, becomes gaunter, and walks with a lurching and ponderous gait. |
57-60 | Molten Flesh: The victim's skin sags, appearing to run like a melted candle. |
61-64 | Noseless: The victim's nose rots away, exposing its sinus cavity. |
65-68 | Pallid: The victim's flesh becomes translucent, revealing the veins and muscle beneath. |
69-72 | Ridges: Prominent ridges protrusions grow on the victim's forehead. |
73-76 | Sores: Painful blisters and sores erupt all over the victim's body. |
77-80 | Tumors: Tumorous growths appear across the victim's body. |
81-84 | Unnatural Eyes: The victim's pupils become unnaturally shaped or colored. |
85-88 | Vertical Eyelids: The victim's eyelids now form vertical slits that open and close from side to side. |
89-92 | Vestigial Digits: Additional vestigial digits grow from the creature's hands and feet. |
93-96 | Webbing: Webbing grows between the creature's fingers and toes. |
97-100 | Wide Eyes: The creature's eyes subtly migrate toward the sides of it's head. |
d8 | Loot |
---|---|
1-5 | Bioluminescent: The victims's flesh glows faintly. You take a -5 penalty to stealth checks. |
6-11 | Clogged Ears: The victim's ears close up and become useless. The creature is considered deafened. |
12-17 | Crooked Spine: Strange ridges and dislocations mar the victim's spine. It's carrying capacity is halved. |
18-25 | Deformed Joints: The victim's joints are knobby and twisted. The victim has disadvantage on saving throws against knockback or being knocked prone. |
26-30 | Deformed Legs: The victim's legs are warped or misshapen in some fashion. It's speed is halved. |
31-37 | Dermal Fissures: The victim's flesh painfully splits in dry cracks and exposes tender tissue beneath. The creature is vulnerable to slashing damage. |
38-43 | Elongated Limbs: The victim's limbs grow longer and ache badly. You have a -2 penalty to melee attack rolls and strength checks. |
44-59 | Eye Clusters: The victim's eyes divide and cluster into multiple, smaller eyes contained in each socket. You take a -5 penalty to perception checks. |
60-62 | Frail: The victim's organs fail easily. It takes a -2 penalty to any constitution check. |
63-68 | Light Sensitivity: The victim's eyes take on a reflective sheen. The creature has disadvantage on attack rolls and perception checks made in bright light. |
69-74 | Malformed Gills: The victim gains nonfunctional lungs that don't breathe in water, but it has difficulty breathing air. For every 6 hours in which you don't submerge yourself in water at least once, you gain one level of exhaustion. |
75-80 | Misshapen Mouth: The victim's mouth is warped and deformed. The victim can no longer speak legibly and cannot cast spells with verbal components. |
81-87 | Rubbery Flesh: The victim's flesh becomes rubbery and thick. It takes a -2 penalty to all dexterity checks. |
88-94 | Sleeping Silence: Fleshy growths cover the victims eyes, preventing sight. The creature is considered blinded. |
95-100 | Weeping Sores: Open sores weep strange fluids down the victim's body. It automatically fails any saving throw against disease. |
Finding your place
Aeroth, although following many high fantasy archetypes, has a different take on various 5e options. At risk of filling this whole book,
Chapter 5: Bestiary
Gnosis Holders
When the ward dividing the world from spiritual and material were shattered, shards of the power of Gnosis were spread across the world. In Tengrao, these pieces were collected and put to use by beings enhanced by their power.
Devos, the Carrion God
Tarandos is the god of the moon, bound to the mist-ridden Yueliang Woods. While he serves himself as a guide through the misdirection of these woods, many interpret him as something much more sinister. From this belief, Devos was born. The Stalker in Shadows, Eyes who Watch From the Briar, The Relentless Chase. This archon holds the Gnosis of the plane of Multiplication, one specifically embodying the concept of a predators querry of prey.
Devos is, at the campaigns beginning, conceptual. He bears no physical form beyond the fear in his follower's minds. The scene for his true emergence is to be narrated close to this, with minor exceptions made for player's approach to the grotto.
From the trees you hide within, you see a massive opening in the forest, trees clearly recently removed to make a clearing. Tents and ritual circles line the area, and in the center, a massive pit, about 15 feet deep. Within the dark brown mud of this pit lay numerous corpses, varying greatly in species and recency. Walking by the pit, you see the missing child. His eyes red with a bestial frenzy and body covered in recent wounds and bearing a massive mallet in one hand that his body's strength should not provide. He drags a struggling elven man towards the pit, desperately trying to crawl at the mud and grass on hopes of breaking free. This solace never comes, as the child loosens his grip and swings the hammer at the legs of the man, a sickening cracking noise spreading through the area as the man screams. With a powerful shove, the man is pushed into the pit, and screams. Not a scream of man, no. This a scream- a howl, more so, of a beast that is desperately enraged and hungry.
The child cheers, proclaiming to the red robed figures standing around the ritual circles. "Our god has turned his eye upon us, demanding sacrifice of flesh and fang. Ready the prey." The cultists scattered across the area around the pit draw long curved knives from their sheathes and watch with anticipation as the child turns to face the pit.
Within the pit, you see the elven man from before, his body wraught with change and corruption. He ruthlessly bites into the body of the child, blood spraying against the wall of the pit. He raises his mouth towards the sky as you see movement beneath his face, releasing a howl as jaw snaps in half, revealing the skull of a beast with shreds of human skin spread across the freshly formed bone. His body becomes obscured with blackened fur and bones crack into more bestial shapes, revealing the form of this summoned god. Show picture
Devos, Carrion God
Huge beast, neutral evil
- Armor Class 16
- Hit Points Pff idk. think 200 off the bat, adjust as needed. Goal is 3 rounds.
- Speed 15 ft (See Offerings)
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 10 (0)
- Saving Throws Strength (+7), Constitution (+5)
- Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical weapons.
- Senses Passive Perception 14
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
General Ability Description. General Attack Description
Angels
The Luminary of Calcination was borne of the idea of the Greater Good, a concept of Law and Good alike and how one can serve this function. Such an idea does not form naturally, so the plane quickly realized it would need aid. Not quite enforcers but not afraid to step in when needed, angels are keepers of peace tempered by restraint and compassion. Though an angel dreads violence, it does not mean they will cower away from such interactions when need be. When an angel is threatened,
Seelie Fae Nobility
Prince Losgann
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage
General Ability Description. General Attack Description
Prince Tavdan
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage
General Ability Description. General Attack Description
Princess Llewellyn
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage
General Ability Description. General Attack Description
Princess Rhodon,
Medium Fey, Chaotic Neutral
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage
General Ability Description. General Attack Description
Image Credits
Calcination: Elysium by Leonardo Fleuri
Congelation: Rivendell by Ivan Cavini
Fixation: Whispering Forest by Geoffrey Ernault
Solution: Limbo by Victor Sickman
Digestion: Dimlight Forest by Ferdinand Dumago Ladera
Distillation: Urborg, Tomb of Yawgmoth (WOTC owned)
Sublimation: Blood Marsh, Randy Hagmann
Separation: the Shadowfell by Maradraws Dcyfram
Ceration: Machines of Eroth by Finnian MacManus
Fermentation: Realms of Sins by Dan Roff
Multiplication: Avernus by Julian Kok
Projection: Gehenna by daturapiss
Tricksmith: @Monoflax on twitter
Chained Beast: Tharzidun (Can't find artist name??)
Executioner: Executioner Invisioned by Quigleyer
Revolutionary: Flaming Sword by Dominik Mayer
Destruction Cleric: Cleric by Tony Sant
Nightshade Druid: Thorn Druid by Adamarcymag
Sin Eater: Cernunnos by Y-mir
Flesh Knight: King In Black by JeeHyung lee
Sorrow Knight: Raven Knight by Vyacheslav Gluhov
Frozen Fist: Ice Mage Wendell, by Alexandr Leskinen
Apostate: Dread Wanderer by Josh Hass
Briar Scourge: Wood Witch, by Marta Sokołowska
Briar Marks: Curse of Death's Hold by Clint Clearly
Pathfinder: Shadow, by Alfonso Maesa
Perfumer: Plague Doctor (Major Grom) by 1Qemercy
Prowler: Thezmar by GerryArthur
Huskblood: Tibelluss The Spider Knight by andreiaugrai
Magnum Opus: Sacred Geometry 7 Star by Aurum Lux
Dreamweaver: Dreamweaver Ganesha by Andantonius
Angel Corruption: Corrupt Angel II by Nicole-Jimenez
test page
Note test
haha, notes
Monster Name
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
General Ability Description. General Attack Description
Class Name
Level | Proficiency Bonus | Features | Some Modifier |
---|---|---|---|
1st | +2 | Something | — |
2nd | ─ | ─ | — |
... | ─ | ─ | ─ |
20th | ─ | ─ | ─ |