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# 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.
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## 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.
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### 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.
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# 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.
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## 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.
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# 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.
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## 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.
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## 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.
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## 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.
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# 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.
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## 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.**
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### 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.
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## 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.
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# 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.
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## 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.
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# 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.
\pagebreak
## 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.
\pagebreak
### 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.
\pagebreak
#### 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.
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# 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.
\pagebreak
## 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.
\pagebreak
___
> ## 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.
\pagebreak
### 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
\pagebreak
### 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
\pagebreak
### 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
\pagebreak
## 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.
\pagebreak
#### 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.
\pagebreak
#### 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.
\pagebreak
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.
\pagebreak
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.
\pagebreak
## 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.
\pagebreak
#### 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.
\pagebreak
#### 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.
\pagebreak
## 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:
\pagebreak
• **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.
\pagebreak
## 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.
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### 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.
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# 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.
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# 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.
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## 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.
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## 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.
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## 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.
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## 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.
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## 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.
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## 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.
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## 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.
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## 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.
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## 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.
\pagebreak
## 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.
\pagebreak
## 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*
\pagebreak
## 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.
\pagebreak
## 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.
\pagebreak
| 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.||
\pagebreak
## 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,
\pagebreak
# 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
\pagebreak
## 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,
\pagebreak
## 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
\pagebreak
___
___
> ## 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
\pagebreak
___
___
> ## 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
\pagebreak
___
___
> ## 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
\pagebreak
## 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
\pagebreak
## 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 | ─ | ─ | ─ |