Seas of Marinos

by MarinosGang

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Seas of Marinos

Welcome to Marinos!

Think of outer space, then fill it with vast quantities of salt water. Then reduce the scale, so that planets are close enough together to sail between. Then invert the planets, turning them into hollow spheres of air surrounded by water with glowing antigravity suns in the middle pushing everything away from themselves. Then scatter islands throughout the edges of the spheres and create hollow tubes snaking between the “planets.” Then populate the world with people and animals and monsters and magical beings of air, earth, fire, water, light, and darkness. That’s Marinos.

This is an oceanic world filled with islanders, sailors, merchants, fishers, hunters, inventors, and undersea peoples. Scattered with the remains of naval empires and filled with wonders and adventure, it’s a world of life and death, creation and destruction, all hanging in the balance.

Marinos is perpetually in the golden age of seafaring, for there is always more to explore. The burgeoning population spurs quests to find new spheres to inhabit. And one can always dive deeper into the dark depths of the ocean, where magic, wonders, monsters, and terrible perils await (along with absurdly massive and deadly pressures).

People traverse the seas in majestic sailing vessels, harnessing the wind to go forth upon the waters. They also ride in altered sea creatures fitted to become living submarines. And aquatic peoples such as Makos and Duskino dolphins have an even easier time exploring the ocean.

Technological advancements thus far include advanced sailing vessels, augmented creatures, clumsy steam power, and gunpowder. The bows and arrows of the past have been discarded in favor of firearms that don't require as much training and muscle to use, though experts may prefer the old ways when in need of silence.

Marinos is metaphysically situated at the hub of a set of interconnected worlds called the Nexus. Eight cosmic forces of good, evil, order, and chaos exert their magical influences on Marinos through intermediate dimensions known as Impressions.

Most people on Marinos feels the call of one of the Impressions of the eight Outer Planes. These Impressions are the passionate and violently primal Stormcome, the vivacious and verdant Prism, the peaceful and nurturing Veil, the radiant and everpresent Mirror, the mysterious and ghostly Echo, the patiently entropic Timewear, the malicious and militant Shadow, and the terrifyingly consumptive Muffle Impressions. This connection between a person and a plane is called a Draw. Many people are Drawn to planes that match their personalities, while some are connected to Impressions that stand for everything they hate.

The planes are always just around the corner, just within reach, changing the world based on their natures. The power of the Outer Planes is what gave mortal life (and death) as we know it to Marinos and made it the place it is today. Now it has its own magic and properties, a result of the amalgam of the world’s own magic and the elemental and cosmic influence of the Outer Planes and their Impressions...and the ancient dreamers of many worlds.

Table of Contents

There is no automated way to do one so it will be the last thing done. Table of contents coming to you no time soon.**

PART 1

Character Creation

          Draws

In addition to picking a race, alignment, background, and class, you’ll likely choose a Draw for your character. Your Draw does not have game effects; it’s a matter of story. It represents the alternate dimension that your character has a metaphysical connection to. It can make for a convenient story hook or explanation of magical powers. Draws often match or nearly match alignment, but don’t have to. People dream most often in the Impression they’re Drawn to. You can read about the planes in the Impressions section if you want to, but the Impressions are as follows. Each Impression is the most comprehensible aspect of its Axis and the portion closest to Marinos. They are the sources of what would be divine magic in other realms.

The Echo Impression (LN) is a temporary afterlife and a planar library of the cosmic records of all existence. It is the source of the mysterious magic that brings the skeletons of the drowned to undeath in Marinos. It is part of the Axis of Memory.

The Mirror Impression (LG) is a world of light and benevolent order that strikes out against tyranny and darkness. It is the home of people’s celestial reflections, beings who (mostly) work to sway their mortals towards righteousness. It is part of the Shining Axis.

The Veil Impression (NG) is a softly lit twilight of peace and safety that works to protect and nurture. It is the reason why modern armaments are not as effective as they should be and why people heal overnight of many injuries in Marinos. It is part of the Haven Axis.

The Prism Impression (CG) is a vibrant realm of liberty and splendor fueled by virulent creative forces. It embraces the destruction of the old for the renewal of everything. It is part of the Axis of Creation.

The Stormcome Impression (CN) is a violently passionate land of battle, tension, and primal energy, a favorite of fierce warriors, elemental adepts, and those who crave adventure. It is part of the Tempest Axis.

The Muffle Impression (CE) is a force of swift destruction and hunger embodying natural disasters, cunning predation, and animalistic terror that seeks to wipe out the record of the past. It is part of the Axis of Silence.

The Shadow Impression (NE) is a proving ground for the armies of darkness and tyrannical supernatural warlords. It tempts mortals to dominate each other and weighs down the hearts of those it opposes with unshakeable gloom. It is part of the Doom Axis.

The Timewear Impression (LE) is a calculating and nihilistic world of corruption and pleasure at the expense of the future. It seeks to destroy all forms of vibrancy and flourishing by turning the world into a wasteland of selfishness and rot. It is part of the Entropy Axis.

No Draw: When people fall asleep, their souls enter the Etherial Plane and usually are pulled to the worlds of their Draws. Some folk have none, however, and bob between the different Impressions at random. Children usually begin life this way before gaining a connection to a specific plane, but teneshiki and unusual dreamers may remain in this state for their entire lives.

Etherial: A rare few are not as affected by the planar undercurrents that churn through the Etherial, and dream in the transitive plane itself. This happens to everyone on occasion, but for such souls, it is common place, and occasionally referred to as a Draw to the Etherial, though this isn't technically correct. There they are played with and tormented by the great variety of primordial fey spirits there. This is typical for Dreamspinners especially, though they are a good deal rarer than clerics.

The Folk

Marinos’ common peoples suitable as player characters are collectively known as the Folk. There are certainly intelligent beings who are not Folk, such as dragons, uplifted animals, spirits of the planes, some elemntals, and various miscellaneous monsters, but Folk are what you think of when you say the word "people." They encompass various species, magical lineages, and arcane creatures, often humanoid and on a similar size scale to humans (especially in the case of playable species) but not necessarily so. Humans make up about 35% of the land based, humanoid population. Most of the other humanoid species resemble animals more closely than humans, but just as humans are related to other apes without being Beasts, the other sapient races share many things in common with each other that they don’t with their closest taxonomic relatives- this shared essence of culture, crafting, language, abstract thought, and society is what makes them Folk.

The common races are all definitive species, but some race options are members of various species affected by the same magic or parentage rather than comprising unique biological clades. These are marked with an asterisk, and gain some benefits from the base species through a feature called a “template.” Template choices are found at the bottom of the Folk section.

Nationality is often (but not always) more important in interactions than species in Marinos.

Common Races

  • Homogriffs are reserved and productive bird people.
  • Humans are adaptable, talented, and widespread.
  • Iguanas are peaceable reptiles in tune with nature.
  • Minotaurs are a powerfully built species with a propensity for havoc.
  • Misa are courageous and agile mousefolk.

Uncommon Races

  • Bloodweres were created to hunt and obey.
  • Dragonborn are the descendants of true dragons who sacrificed their magical essence for wishes.
  • The Drowned* are the bones of the victims of the sea, unsure of who they are.
  • Makos are widespread shark people, but they’re not commonly seen on land.
  • Ogres are big and dumb, but they’re not the monsters they used to be.
  • Rakisha are hardy wolf folk who make their homes in the most desolate wastelands of Frostreach.
  • Tabaxi are inquisitive catfolk of mysterious origin.
  • Teneshiki inhabit the tubes between spheres, confusing others with their odd psychology and tendency to view all aspects of life in terms of color.
  • Selkies are shapeshifting fey who can take on human or seal form.
  • Wildbloods* have elemental, draconic, or fey heritage and are born to a mortal parent.

 

 

 

 

 

 

 

 

 

 

 

Homogriffs

Avian mortals of air and tranquil skies, Homogriffs possess keen minds. Distinctly birdlike, they have unique humanoid anatomy. Their forelimbs are a combination of trailing wings and arms. The hand and wingtip emerge from the same wrist. The hands have two fingers and a thumb, each ending in small dull talons. The legs are scaly and taloned. The beak is slightly curved, somewhere between a parrot and a bird of prey, and varies in length and shape. Males come in bright blues, greens, and yellows with striated patterns; some have varying degrees of brown. Females are usually brown like a sparrow, sometimes with hints of color on the head and wings. Leucistic (white) individuals are not uncommon. The tail is short and blunt. The eyes are large, bright, and intelligent.

Homogriffs move like birds, but thoughtfully, as though weighing the prospects of each step. This gives them a serene aspect. Quiet and introspective, Homogriffs are usually reassuringly calm, though some have an anxious streak. While polite, they are aloof and take a long time to make friends. They are usually introverted. More likely to be downhearted than bitter, they are not always the happiest people, but are easily made content. Homogriffs cherish family and knowledge. They would much rather be poor than ignorant, and much rather be ignorant than friendless.

Ability Score Increase. Your Intelligence increases by 2, and one other ability score of your choice increases by 1.

Age. Homogriffs live about as long as humans.

Alignment and Draw. These birds are strongly predisposed to lawful and good alignments. They are usually Drawn to the Veil, Mirror, Echo, or Timewear Impressions.

Size and Type. Standing about five feet tall with a ten foot wingspan, your size is medium, but you only weigh 40 pounds due to your hollow avian bones. You count as Folk.

Speed. Your walking speed is 20 feet.

Flight. You have a flying speed of 30 feet, but you can’t use it without meeting all of the following requirements. At 3rd level, your flying speed increases by 5 feet, and again at 5th level. Any modifications to your walking speed also apply to your flying speed.

  • You cannot perform actions with your hands or make unarmed strikes while flying.
  • You need a Large path at least 10 feet wide. If your path dwindles below this level you must land, unless the squeeze is short. In that case you can make an Acrobatics check to fly through the squeeze. Otherwise you fall.
  • You cannot be carrying anything heavier or more unwieldy than light weapons in your hands. (As an example, you cannot wield a shield while flying).
  • You cannot be wearing medium or heavy armor.
  • You cannot be encumbered or restrained.

Talented Dedication. Choose one skill you have proficiency in. You gain Expertise in one that skill. You also gain proficiency in 1 tool or fluency in 1 language of your choice.

(Optional) Social Blindness. This negative feature is optional. Nonplayer homogriffs take a long time to accurately judge the characters of others, usually have little reason to suspect other homogriffs, and find non-avian creatures difficult to read, but PC’s are exceptional people. Some players enjoy having a weakness. If you are one such player, feel free to take this trait. You have disadvantage on Insight checks.

Languages. You can speak, read, and write Aquan and Auran. Homogriffs aren’t born knowing Auran, but learning and speaking it feels deeply right to them. Many homogriff societies independently adopted it as their language from time immemorial. You can opt to replace Auran with another language if your character was taught something different.

Homogriff Names

Homogriffs take their names from the Auran language. Personal names are typically gender specific; some names can be used for males or females; babies have “chick names” for use during childhood until the true name is given as a coming of age ceremony. Family names are passed down through the males, except in Gemwater, where it is the females who pass on the family name.

  • Male Names: Oerano, Tasho, Alion, Feanotova
  • Female Names: Dia, Rhena, Savonna, Lia, Toreva
  • Gender Neutral Names: Lashonna, Disiva, Alionis, Respin
  • Chick Names: Tik (Baby), Pin (Little), Seeby (Smush), Nori (Sweet), Feebi (Heartbeat)
  • Family Names: Averhorn, Nahaera, Elonnis, Denastre, Phoril, Sehonni
Can My Bird-Man Look Like a Duck? An Exploration of Character Aesthetics

While Homogriffs appear as a mix of humanoid, budgie, and hawk, the aesthetics of your character are purely up to you. If you want your character to look like another type of bird, you are free to declare that to be the case. However, keep in mind the tone of the campaign you are playing in. A group investigating themes of despair and hope in a harsh and desolate setting is unlikely to appreciate your flying penguin paladin or your furious chicken barbarian. You should generally stick to birds associated with fantasy, such as eagles, songbirds, vultures, owls, ravens, and hawks. Other “majestic” species can work as well. As long as you don’t overdo it, some more unusual choices can be appropriate, such as a gregarious pelican bard or a faerie touched hummingbird rogue. Stay away from overly “comical” species, such as turkeys and tawny frogmouths, unless you’re playing in an intentionally ridiculous adventure.

Carved Eggs

Homogriffs don't throw out their chicks' hatched egg shells, but rather paintsakingly glue them back together, strengthen them with resin, and carve them into intricate works of art. Such shells are used as luminaries and memorobilia. Some homogriffs wear chips of their own shells or those of their children on pendents.

They never carve their own eggs in order to sell, but some artisans get so good at turning shells into objects of wonder that they do make a living off of carved ratite eggs. A roc egg carved by a master is a priceless treasure.

Egg carver's tools cost 20 gp, weigh 3 pounds, and include picks, resin, scrapers, fine knives, and scoring tools, along with glue and miniscule brushes. You can be proficient with egg carver's tools by spending a tool proficiency.

Homogriffs Around the World

Frostreach

Those in Frostreach are far better off and benefit from their enterprising tendencies, and strangely in a sphere so rife with war, can almost entirely stay out of trouble. Neighbors may be war hawks but local honor systems consider attacking pacifists taboo, so most birdfolk and others who prefer peace are considered "other" and looked on with confused yet intrigued mild disdain and left alone in favor of more enthusiastic opponents.

Altratha (homogriffs of Frostreach) often have a lofty attitude and take pride in rising above conflicts, both figuratively and literally, though there are certainly those who embrace the nationalistic fervor of the cultures they live among instead.

Gemwater

Their peaceful ways, delicate builds, dislike of war, and difficulty intuiting the intentions of others made it hard for them to defend themselves in the wild days of Gemwater, and the disadvantages of these times carried over to the present disenfranchisement. Talent and dedication allows them to scrape by in other folk communities, but rarely to fight tooth and nail to get on top. If they can live such simple lives peaceably and with enough to get by, though, they're usually happy, and they get along swimmingly with Iguanas except for exasperation at their laid back approach to work.

However, free wheeling birds can often thrive where others can't reach. Tribes of homogriffs in Gemwater use their superior mobility to colonize remote islands and desolate, elevated places where they thrived, sometimes in partnership or competition with dragons and giant eagles.

The exceptions to all these rules are the Postmasters, a "tribe" of homogriffs and some "adopted" winged beings who carry the mail the fastest way possible without expensive magic involved. More reliable and flexible than beasts, they are a prestigious group and fly where they wish when not on duty regardless of borders.

Vashan Homogriffs brought over as slaves with the colonizers found many opportunities to escape, especially in the chaos of the War. These found and integrated with native homogriffs. Others remained in the colonies, especially Daisho, where growing discontent among Rannadonians "flushed down the tubes" by the Vashan government gives the populace a common enemy and rebellious ideas, and between that and more individualistic ideals osmosed from surrounding cultures, slavery is not permitted there anymore.

Vasha

Once upon a time warrior homogriffs ruled the earth and skies, in an era remembered only in fragments of pottery and ancient armor hidden beneath old sands. But now it is a different story, and Vashan homogriffs are widely loked upon as possibly the most disenfranchised major ethnic group in the 3 spheres. For thousands of years they have oft been enslaved, though times are changing.

Seeds of change take long to grow in Vasha even if they do become great trees with time. Even where liberation is in the air it often exists in name only and enforcement is a myth in the outer wilderness. But the chaos of the Lawless Sands also offers hope, where the law cannot reach and only the most brazen of slave hunters venture looking for the rebellious, as likely to get murdered as they are to find their quarry. Nozonn is a kinder place than the rest of the sphere, and while homogriff citizens may not often be well off they don't really need to worry about indentured servitude, share cropping, or any other pseudo-slavery evils that may be common elsewhere. And free outposts do exist.

The Tubes

Flight is risky in the Tubes due to extremely chaotic air currents, but combined with cleverness some thrive there, whether nomadically or settled on the islands discovered by their ancestors. And if said islands fall into the sea, well, at least they've got wings? Such populations tend to have stiffer, longer wings for gliding or agile wings for clipping through aggressive swirling winds.

Wingshifters

About 1/10 homogriffs have extremely mild shapeshifting abilities to adjust their wings for different varieties of flight, sometimes so mild they may do it reflexively and not even notice it. This runs a spectrum all the way to those who can morph their wings from sparrow like for burst flight through branches to wide thermal catching swooping wings to long gliding and diving wings to albatross like stiff wings for long distance gliding.

Most of these individuals are part of or descended from homogriff populations in the Tubes, where such extreme aerial adaptability can be paramount and magic has influenced their ancestors on a fundamental level.

More uncommonly (roughly 1/100), some homogriffs can adjust their beaks for different needs- generally from tube populations. However other homogriffs typically find this uncanny.

Auran Differences

Human language tends to take as a verbal baseline that everything normal starts and happens on the ground. Auran, as a matter of fact, does not, and whatever language homogriffs speak they're likely to use terms, at least among themselves and if raised by homogriffs, with a more aerial viewpoint. For instance, they're "ascended from" an ancestor figure, being down to earth may be more likely to mean depressed than practical, head in the clouds to mean aspirational rather than unreliable or distracted, and you might have a brain full of hot mud rather than being an airhead.

Humans

Humans are varied and make up a good portion of the populace of Marinos. As likely to wage war as they are to plunk down and start a family, they’re unpredictable in numbers, unless you know history, and then they are at times the most predictable beings in the world.

Legends disagree on their origins. Some say Humans and Tabaxi entered the world from a realm beyond the Nexus, and are its guests. Others say Humans were the first to live here, and the other mortal species were once humans. Whatever the case may be, they’re here to stay.

One problem for Humans is that they have no instinctual language. Their languages morph and evolve too fast for some longer lived beings to keep track of, mutating in ways unheard of in the fundamental languages. For this reason they have taken up Aquan just like the other mortals of the world.

The major Human languages in the region are Caspian, spoken by Frostreach Humans (Caspians); Sikenese, spoken by the native Human cultures of Gemwater; Tishan, spoken by those from Gemwater or Vasha whose lineage traces back to the latter sphere, and Germasko, spoken by the mercantile and nomadic group of the same name.

Ability Score Increase. One of your ability scores increases by 2, and the rest increase by 1.

Age. Humans reach early adulthood in their teens, but finish maturing in their 20’s. They live less than a century. Average lifespan varies by area. Where wars ravage the land or resources are scarce, humans may be lucky to get to 30. Where medical assistance and goods are plentiful, they can make it to 70 or 80 with relative ease.

Alignment and Draw. Humans are, if one thing only, varied.

Size and Type. Humans vary widely in height and build, ranging from barely 5 feet to tall to well over 6. Your size is Medium. You count as Folk.

Speed. You have a walking speed of 30 feet.

Skillful Adaptability. You have proficiency in a skill of your choice and with a tool or weapon of your choice.

Languages. You know Aquan, any language of your choice, and one human language of your choice. Humans make use of a variety of tongues, as they have no inherent language like other beings. Their languages evolve quickly and fluidly, much to the confusion of those born with the knowledge and eventual ability to speak and understand their own tongue. You may learn a language other than a human language, but it should reflect your upbringing.

I was sick of humans sucking

So I buffed them. With the advent of Tasha's ASI swaps their versatility is simply inferior to every other playable race, and that's humans' whole shtick. All the other races are not just better-than-humans in Marinos. Humans are cool too!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Naming Conventions and Ethnicities

There are four major human ethnicities in this broad region of Marinos. Each has its own sub-ethnicities related to specific areas and divisions, but this is the broadest breakdown. Note that the following information is mostly cultural; these beliefs and behaviors are not innate to any of the human races.

Tishan

The Tishans hail from what they call the Old World, the sunscorched sphere of Vasha. Vasha is the home of ancient and intricate cultures and has a deep history, but is tired, overpopulated, and short on natural resources. What they lack in terms of a hospitable environment, they make up for in efficiency and grit.

Many Tishans live in Vasha, the most populous sphere. Those living by the Sea of Nations are often urban, and they depend on the sea for food and the land for industry. National identity is central to their culture. Those from the Outer Sands are used to an even more rugged existence in the wastelands, scraping a living from the harsh desert by ranching hardy animals, farming slow growing and resilient crops, hoarding water when it rains (which is rare), and foraging what little can be gained from the sands and dry savannahs. They see far away capitals and arbitrary borders as foriegn and useless, and find more commonalities with other desert dwellers than coastal urbanites from the same country.

Tishan humans have also emigrated from overcrowded Vasha to luscious, tropical Gemwater. At first, there were attempts at colonization, but the native Sikhenese kicked their rears using superior biomagic. Tishans are stubborn and determined, however, and eventually agreeable terms were forged. Many Tishans were allowed to stay, either in new (smaller than hoped for) colonies or intermingled with the Sikhenese, at a cost. Their origin nations have to pay the Sikhenese through lucrative one sided trade deals, at least until hostile relations stabilize.

Rannadon’s colonists are its outcasts and their descendants, and have an intense hatred for their old country. Fazhane’s colony is less exploited and more ambivalent towards its founder. Some Tishans also live in the tube between Vasha and Gemwater, along with many isolated human groups in remote capillaries.

Tishans are very dark skinned, with generally long, loose, straight hair in dark shades. Men wear their hair long, sometimes in ponytails or even buns. In more rural areas wide brimmed hats are common to keep the sun off. Women wear light, airy, translucent veils in various colors, more for decoration and protection from the sun than modesty, and skirts appropriate to the climate (or pants, if necessary for their occupations). Tishan humans often wear brilliant colors made with cheap dyes from Gemwater or nicer ones bought from the Teneshiki of the tubes. Their eyes are typically brown, but about 10% of them have a red ring around the iris.

Tishans generally speak the language called Tishan, and different dialects exist in the Outer Sands, the coastline of the Sea of Nations, in the tubes, and in Gemwater.

Tishan Names

Tishans are given a first name at birth. Names ending in “a” usually go to girls and those ending in “on” or “in” are typically masculine. It is considered acceptable to give a child any name, however, whatever the ending, and most names are gender neutral. They earn a title-name before reaching

adulthood. This is chosen by the parents, the grandparents, the neighborhood, the children themselves, or the local ruler, depending on the family and culture. It is always based on some interesting and unique “accomplishment,” which ranges from saving half a dozen kids from a fire to landing upside down in a well and getting stuck there for a week. A dozen or more words relating to the accomplishment are decided upon, then traditionally anywhere from two to five of the words are randomly selected and put together to form the title-name. These names are often absurd sounding. By a quirk of tradition, twins and triplets are required to have the same title-name. In recent times many name-choosers have begun to choose the order, such that the title names portray the story behind them more clearly. Lastly, the mother’s family name is placed before the father’s family name as a double-moniker. Only the last part of the double-moniker is passed to successive children. This pair of family names is usually only listed for legal purposes.

  • Personal Names: Vecca, Davish, Ravishon, Fegor, Lado, Tidanov, Orvo, Scirnia, Nashia
  • Title-Names: Five Drops in the Bucket, Relentless Beetle-Scourge, Runs Toward Trouble, Feather-Ring Trident, Provincial Monarch Crimson Flag, Survival Game, Honored Laborious Loser, Dip Scissor Iron Tail, Firesong in the Red Lightning, Hippo Chaser Splash Rip
  • Family Names (need two): Dorniva, Scrildashin, Nidarazot, Sambine, Rhinh, Vearnhard, Seenava

Sikhenese

The Sikhenese are the native Humans of Gemwater, a verdant sphere of blue oceans, swashbuckling adventure, beautiful green isles, exotic cities, and violent storms. Proud of their heritage, the Sikhenese come from diverse cultures and keep track of their ancestry. Before the Nasty Little War, the different groups often squabbled and fought, but once they had a common enemy, they became relatively united even while maintaining their cultural diversity. The main thing they disagree about is politics; diverse unity is important to the Sikhenese after the war, but nobody can agree on how to be unified.

 

 

 

 

 

 

 

 

 

 

 

There is, in general, racial strain between Tishans and the Sikhenese; Ranaddon and Fazhane attempted (unsuccessfully) to colonize Gemwater, and the Sikhenese have an overabundance of resources that all of Vasha doesn’t. The two cultures also clash; in the desert sphere frugality, resilience, tradition, perseverance, and nationalism are valued highly, while those of the tropical sphere tend to focus on individuality, sporadic expression, and hedonism.

These people have almond brown or tawny skin, eyes in a variety of hues, and wavy, kinky, or curly hair. Gemwater is very warm without having the skin cancer and burning risks of living in Vasha, so the people here prefer sparser clothing. Fashion differs considerably from tribe to tribe, island to island, and country to country, but there are some general trends. Those who live in cities or make a living as merchants favor sashes, bandanas, and trousers. Those in less urban areas often wear less, whether that just means shorter pants, a kilt, or a loincloth. Wherever they live though, the Sikhenese differ from the other human ethnicities in one jarring element of traditional modesty: shirts are optional. For everyone. That doesn’t mean nobody wears shirts, but whether or not they’ve got a top on depends on the occasion, the person, the company, and the mood. People even go to fancy events shirtless and unshod. This seems a little odd to Tishans and extremely jarring to Caspians. All that skin showing leaves a lot of space for their artistic tattoos, and they often wear a feather, perhaps from a quetzal or bird of paradise, clipped to their hair.

Sikhenese Names

Sikhenese surnames come first, followed by gender specific personal names. A single tribe may have a few unique surnames associated with it. Even though they only keep the father’s name, the Sikhenese are obsessed with ancestry to the point of beating Rakishas, and each keeps a detailed, waterproof book detailing their ancestry from both parents.

  • Surnames: Tanala, Laedo-Aedo,
    Naveno, Yarrin Sena, Sceen Vala,
    Faerionel, Tidersan
  • Female Personal Names: Veena,
    Laera, Sheena, Lovill, Sora,
    Kitta-Vi, Vaelin, Sevriel, Ni
  • Male Personal Names: Eno-Sill,
    Ravin, Rilio, Tiko, Nev, Faden,
    Colo, Faziquel

Caspians

The Caspians of Frostreach are occasionally called Vikings, and adopted that name from a small group of Humans from another world that, according to myth, intermarried with the people they found when they accidentally arrived in this frigid portion of Marinos. Caspians and others in Frostreach have advanced motors and steam technology, but it runs on Sparkstone, a filthy resource found only in that sphere. The skies are polluted there for a reason.

Frostreach is a place of volatile politics and whirlwind formation and dissolution of nations. Caspians are typically very patriotic, sometimes to the point of nationalism, and those who leave Frostreach to live in other regions often become zealously enthusiastic about the countries they join.

The inhabitants of Frostreach value ambition, loyalty, honor, shrewdness, and boldness, and tend not to think about the future more than eighty years ahead of them or the past more than a century back. Caspians are taught from an early age to take calculated risks for anticipated rewards, to live up to high expectations, and not to back down. This cultural standpoint can result in courageous behavior, but also war and intense foolhardiness.

Caspians are taller and broader than other human ethnicities (in order to survive the harsh and freezing climate) and have lighter skin due to the feebler sunlight. They typically have brown or light blue eyes and have hair in a variety of reds, blonds, and browns, generally straight or wavy. The men are often extremely hairy... and the women are renowned for their full beards (an exaggerated reputation, as “only” about a fourth of them possess this feature). When they travel to warmer places, these women often (but not always) shave their beards.

Frostreach weather fluctuates with little rhyme or reason, but mostly, it’s cold, and only getting colder over time of late. Caspians are used to wearing a lot of clothes, and even in warmer spheres tend to retain these habits as much as possible because of modesty standards. Caspians find the dress habits of the Sikhenese distasteful or scandalous, and the Sikhenese find Frostreach standards stifling.

These people speak Caspian with a variety of accents.

Caspian Naming Conventions

Caspians names vary wildly based on region and time, and it is common practice for the parents to make up what they think is a cool sounding name with no meaning or historical use. Surnames exist, but are changed frequently; if a Caspian doesn’t like the way their name sounds with the first name they just get a legal name change and
choose or make up something else.

  • Surnames: Valahar, Nordaine,
    Ydas, Forhassl, Aesord, Od, Cassor,
    Odolly
  • Female First Names: Fya, Dain,
    Rlla, Pel, Fyora, Drassa,
    Fae’Norell
  • Male First Names: Alkys,
    Dalkyn, Halor, Negl, Valki,
    Rasgor, Borian, Gdrin

Germasko

The Germasko are a nomadic, seafaring group who travel on huge communal houseboats as merchants. Others live on the backs of massive, peaceable, surface dwelling aspidochelone (dragon turtle islands). They breed livestock, interact with the sapient Duskino dolphins frequently, act as interpreters and go betweens, and trade goods from far off lands. Those who live on land often work in monetary industries, offering loans and bank accounts. In general nobody likes them, but everybody needs them.

There’s a saying in Vasha; “A king who hasn’t read history is like a sea nomad who doesn’t know how to swim.” A similar variation from Gemwater involves calling someone who lacks the wherewithal or skill to thrive in their chosen profession a seasick Germasko, though that expression is more inflammatory. The Germasko have a love-hate relationship with the ocean, the source of their livelihood and an ever present danger. In general it leans toward love though; while others at sea might feel homesick, to many Germasko, the sea is their homeland. They are renowned for their diving and swimming skills, and even more so for their sailing and negotiating.

The Germasko, due to their typical professions and the difficulty of gaining the trust of suspicious outsiders, are often polite and charming. They typically combine shrewd diplomacy and manners with a joyous zealousness for life; life on a Germasko ship is far from boring. Part of that is the threat of storms, but these sailors create their own excitement. The Germasko love celebrations, music, and dancing, and celebrate any and every occasion with all of the above. Even a pleasant evening is a cause for music. Large ships generally have a dedicated musician to keep the sailors entertained as they work. Dances range from passionate frenzies of rhythmic intensity to peaceful waltzes. The Germasko by necessity get their sea legs from an early age, but passengers are still regularly shocked to see them dancing almost without mistake while the boat heaves nauseatingly in a rough sea.

A few Germasko are born “Dragon Whisperers” or “Traskador Eskadav” in their language. This is a good thing, given how many dragons and serpents inhabit the waters. It’s also good for those Germasko who live on aspidochelones. A handful of aspidechalones are quite violent, and it takes a dragon whisperer to know. The dragon goes where it wishes, but might veer off course a bit for a dragon whisperer it likes. Aspidochelone are spirits of earth, water, and fire given dragon form, and are volcanic; it’s good to have somebody around who knows when it’s time to temporarily ditch the “island.” They also need to dive underwater to mate and to lay eggs… Needless to say, Germasko who live in “turtle villages” rebuild from the unsteady ground up often. Nonetheless, it’s typically a symbiotic relationship, as they are used to change, benefit from a home no creature in its right mind would dare to attack, and can assist the dragon medicinally.

The Germasko have rounded faces and small hands, and their eyes lean down towards the center of their faces. Their skin tones vary greatly, but most have light skin that tans easily and intensely. Their curly hair comes in shades of brown, black, and red and typically turns at least partially gray at a young age. Their eyes are gray or nearly black.





























They typically wear tunics or robes, often in neutral tones or duller hues of various colors. Colorful clothing is saved for special occasions. Small, pointed hats (with straps to keep the wind from blowing them off) or tight cloth caps are common headwear, with the latter being worn at most ceremonial occasions. Most Germasko have their ears pierced, and many wear traditional bracelets made of strands of old ship rope.

The Germasko speak a language of the same name.

Naming Conventions

Children are typically named after the most recently deceased relative of the same gender, which is coupled with the paternal suffix for males or the maternal suffix for females. (This results in some confusion for children of mixed race whose parent of the same gender is not Germasko.) They are then given two monosyllabic “little names,” equivalent to a middle name. An example for a Germasko woman would be Vina’Olaine Dak Vit.

  • Female Names: Vina, Tiska, Nosi, Xandra, Vidi, Izine, Poaly
  • Maternal suffixes: ‘Olaine, ‘Sova, ‘Trivip, ‘Laffina, ‘Azic
  • Male Names: Dan, Rosko, Danto, Zindo, Lony, Ravindash
  • Paternal Suffixes: ‘Orthid, ‘Rovo, ‘Jaskit, ‘Kat-Kat, ‘Dipodane
  • Monosyllabic Little Names: Dak, Lix, Vit, Graique, Baz, Lorp, Nip, Vik, Torx, Az

Other Human Ethnicities

While the previously described human ethnicities are the most common, numerous others exist as well. Dorio humans are the native people of some of the branches of the Vasha-Gemwater tube. The Vanskrit of Rannadon make their living from the Salt Gash Lake. Several human tribes live in the majority minotaur Gorim Jungle, and their languages are completely distinct from both Tishan and Minotaur. The Dimriminivale dwell on one set of islands in Gemwater and are adamant in their assertion that they are not Sikhenese, though their language is related. The Caipsocan live in carved glacier fortresses in Frostreach. Minorities exist in each sphere, and are often seen as threats or inferior people by the majority ethnicities living there. Some maintain their traditional homelands in isolated or well defended regions, others are nomadic, and yet more have been driven from their typical habitations over time and forced to live in squalor or assimilate.

You are free to play a character from one of the previously mentioned ethnicities, or another from your imagination. Distinct cultural groups can be as small as a few hundred people. Assume you know a common human language from the surrounding area, but if you run into a member of your ethnicity and they have a special language, you will be able to understand and communicate with them as appropriate.
















Biracial & Mixed Race Humans

In a world full of talking mice, dragons, eight foot minotaurs, perplexing shapeshifters, magic, and primeval elemental beings, one would think that humans would have more obvious factors to discriminate against than closely related races. One would think wrong. But while the cultural and psychological barriers that lead humans to avoid deep association with members of related groups can be strong, it is not uncommon for those of mixed parentage to be born.

You are free to play a human character who is of mixed heritage. When doing so, consider the following questions:

  • Does your character identify with one, both, or neither of his parent’s cultures?
  • What do people think of your character when they see her, when they meet her, or when they know her? Has your character been discriminated against by one or both surrounding cultures? How big a deal is their mixed race where they come from? Has it been a source of trouble? Inspiration?
  • Does your character take a name from his mother’s culture, his father’s culture, or a combination of both?

If you want a biracial character, you can roll on the Ethnicity Table or pick two results. You can either ignore duplicates, or decide that your character is an unexpected mix of more specific ethnicities within the broader one rolled. You can roll on the Parentage Table, pick a result, or decide upon one of your own invention to determine your character’s heritage.

d20 Ethnicity
1-3 Tishan: Sea of Nations
4-5 Tishan: Outer Sands
6-7 Tishan: Gemwater
8-13 Sikhenese
14-19 Caspian
20 Germasko

d100 Parentage
1-10 One of your parents was a foreigner, perhaps a soldier, an explorer, a merchant, a trapper, a tourist, or an artist. They fell in love with your other parent, either as a brief fling or a longstanding relationship.
11-20 Your parents had a secret relationship, either longstanding or short. You can roll any die: on an even, they were never found out, and on an odd, they were discovered.
21-30 You never met one of your parents, and you have no idea what happened to result in you.
31-45 One of your parents is of mixed heritage.
46-60 Both of your parents are of mixed heritage.
61-70 Your parents were or are openly in a relationship of some sort; what did others think of this?
71-80 Your parents met at sea.
81-84 You are obviously not the child of one of your parents.
85-86 Your parents did, indeed, meet in a dream, though they may not have realized the significance at the time.
87 Your parents were prophesied to come together, and whether it was a true prophecy or they just listened to it cannot be proven.
88-89 Your parents met after both wandering into the same Impression.
90 Parent 1 was racist, but Parent 2 of a different race fell in love with Parent 1. Parent 2 used magic to disguise themselves as the other’s race in an attempt to appeal to them, probably with eventual disastrous results.
91 One of your parents was a selkie, but you inherited none of his or her fey powers. Alternatively, you can use the Selkie race option despite being half human.
92-93 Your parents were stuck in the same place around each other for a long time, perhaps far from other humans, and things happened.
94-96 Your parents were not in love, and any relations between them were forced, either by one of them or by someone else.
97-98 One of your parents was a refugee who had to flee into another culture to escape a political or ecological danger, where they met your other parent.
99 You were born in an augmenter's test tube. Maybe the augmenter saved you from your pregnant mother's corpse and raised you, or maybe you were an unethical experiment the Mythal couldn't prevent.
100 Your parents are of the same ethnicity, and all the evidence points to neither’s infidelity, but you look completely different from them and are obviously of another race. Was there a mixup and you’re not either’s child? Was magic involved?

Human Alternative Traits

A small number of humans display traits different than those given for the species. When you create a human character, you have the option of using either of the two following sets of traits, which replace the human racial traits given above (size, type, and age unchanged unless noted). These alternative racial traits are not eligable for the Ability Score Flexibility option presented in Tasha's Cauldron of Everything.

Dragon Speaker

A rare few humans are born with an innate magical bond to draconic creatures. Such a gift is extrordinarily uncommon, and most likely to manifest in those of Germasko heritage.

Ability Score Increase. Your Charisma increases by 2, and 2 other ability scores of your choice each increase by 1.

Speed: You have a walking speed of 30 feet.

Age. Dragon Speakers live about a decade longer than other humans (on average).

Dragon Whispers. You can speak telepathically to any number of creatures within 30 feet of you, but only in Draconic. The creatures can respond to you if they understand Draconic, but cannot hear each other through the connection.

Dragonbreath Warding. You can cast Absorb Elements once per long rest, and additional times if you wish using your spell slots of 1st level or higher. Charisma is your spellcasting ability for this spell.

Silver Tongue. Choose Deception, Persuasion, or Intimidation. You add a d4 to Charisma checks with this skill. At 5th level, you can choose for the bonus to increase to a d6 or to apply to another of the 3 skills instead of just 1.

Brave. You have advantage on saving throws against fear.

Languages. You speak Aquan, Draconic, and a human language of your choice.

Gillspun Humans

Before the world war, augmenters were just beginning to discover the new magical science of hereditary augmentation. Hoping to eventually be able to colonize the ocean, they augmented a large group of human volunteers before the time of the war and the blockage of the mythal. These volunteers founded Atlantis in the Deeplands.

Unfortunately for these humans, hereditary augmentation was just too new of a technology. As it turned out, while such augmentations could be inherited, many difficulties began to arise across generations of augmented creatures, sometimes beginning with the first to be augmented themselves. These problems range from sterility to mental deterioration to birth defects to known but uncommon health problems to bizarre unheard of disorders and could even morph the poor afflicted into horrible monsters.

With more research (preferably not on sapient subjects), the problems of hereditary augments might have eventually been lessened or solved, but then the war happened. The mythal prevented further human experimentation, and the war plunged Marinos into a dark age it is only recently emerging from, so there hasn't been time to perfect the art on animals either.

Gillspun humans have survived and reproduced through several generations. Unfortunately, the line is accumulating health problems and it is becoming more difficult for them to have children.

Their numbers originally rose through natural reproduction, but began declining recently. Atlantis fell, but the gillspun reside across the sphere on the coasts of human settlements or in aquatic cities with duskino, sirens, curls, and makos. They retain a cheerful attitude for the most part, and many have adopted the sirens' religion of Limshkopss, which focuses on serenity and seeks spiritual connection with the universe through meditation. Almost all gillspun are Sikhenese.

Ability Score Increase. Each of your ability scores besides Constitution increase by 1. One ability score that isn't Constitution increases by an additional 1. Most gillspun are somewhat sickly and have low Constitution scores.

Languages. You know Aquan, Sikhenese, and a language of your choice.

Speed. You have a swimming speed of 30 feet and a walking speed of 25 feet.

Darkvision. You have standard, 60 foot darkvision.

Amphibious. You can breathe both air and water.

Water Dependant You must spend at least 8 hours a day mostly submerged in water. For every 24 hours spent without such soaking, you must succeed on a DC15 Constitution saving throw or gain a level of exhaustion that is only removed once you soak in water for 8 hours.

Degeneration. Roll a d4 to determine the result of progressive post hereditary augment degeneration (PPHAD), or choose a result.

  1. Your legs are fused together into something like a tail, and you have a walking speed of only 5 feet.
  2. Your lungs are malfunctional. You cannot breathe air for more than an hour before you begin suffocating. For any time spent breathing below water, you reduce the "timer" on this trait by the same amount of time.
  3. Your gills are malfunctional. You cannot breathe underwater for more than an hour before you begin suffocating. For any time spent breathing air, you reduce the "timer" on this trait by the same amount of time.
  4. Your eyesight is terrible on land. Whenever you are above water you have disadvantage on all sight based Perception and Investigation checks, and cannot see anything beyond 60 feet.

Misa

Once there was an island. There were mice on that island, as well as people. But that’s not the point. The story really starts the day invaders came into the land, terrible monsters and their armies. They landed during a great storm unlike any seen before, but the waves bothered them not at all. They were after the people and would have ignored the vermin. But whenever the people of the land were captured or tied up or struck with nets, the misa came along and gnawed the ropes to shreds, setting them free to fight. As the frenzy of battle filled the lightning laced sky with the sounds of pain and war, as blood and rain soaked the ground, as towering waves pummeled the cowering coast and destruction reined, as the terror and anger of the inhabitants and the brutality of the invaders reached its climax, the veil between Marinos and the Stormcome was torn asunder and the influence of the Axis of passion, violence, and bravery seeped into the world, specifically the vermin. They were transformed, no longer mere dainty rodents, no longer timid. Standing about three feet tall and gifted with ancient weapons from deep below the battlegrounds of the Tempest, the misa charged courageously into battle to rescue their former tormentors. Together they beat off the titans and won a surprising victory.

That’s the legend anyway. Today they’ve spread across Marinos, their fiery chutzpah and willingness to fight anything giving them a reputation as a brave and adventurous, if sometimes overzealous and foolhardy, people. Anyone who makes the mistaken assumption that a misa is nothing more than a cute ball of fuzz will generally find themselves challenged to a duel, given a stern talking to about history, or graced with an expression full of distaste and a tail swish as the misa walks away, not deigning to respond.

Fond of snacks and tidbits, misa love friends, family, home, and a nice dry nest, but they also have a taste for adventure and journeys, and even the most homebody misa likes to go on short trips to new places and to explore every nook and cranny of the neighborhood or island.

Misa look like mice or rats, depending on subrace, except that they stand on two legs and are digitigrade. They have long tails (which they are quite vain about), and fur in shades of brown, tan, gray, black, and occasionally white. Their eyes don’t have much white to them, but nonetheless possess a keen spark of intelligence and curiosity. Unlike most other humanoids, misa feel no need to wear clothes except for                 decoration and utility. Their fur makes this less awkward           than it could be. Misa often wear some combination of hats,       capes, ear piercings, tail rings, regular rings,                                           feathers, and other decorations.                                                     They prefer functional clothing to be                                             as comfortable as possible, but                                                           when necessary, they’ll don                                                             the most unpleasant armor.                                                           Misa go barefoot if the                                                                     temperature allows it, but they                                                       enjoy the adventurous feel of                                                         boots.

Misa are small, and the lightpaws at least are generally polite. Until challenged or endangered (or until they see somebody else challenged or endangered) they are pleasant and relaxed. They are typically the first to stand up to bullies and tyrants, however, and more likely to become adventures than their stature and cute faces would suggest. Any child who’s been around them knows that, when disaster strikes, it may be better to hide behind a mouse (or rat) than a warrior. These intelligent rodents come in two varieties. The most common, the lightpaws, are blessed with extraordinary fortune. The other, the verminkin, are cursed by the Shadow Impression but very resilient. Both are brave and often goodhearted; the lightpaws are bold and brash while the verminkin prefer sneaky tactics and more underhanded cunning.

Among or Beside

Unlike most species, it's fairly rare for Misa to live in Misa specific groups. They usually dwell among other Folk, wither enitrely mixed in or perhaps in their own neighborhoods in a large city. Tyrants find them notoriously difficult to govern, even if the Misa are left alone and others bullied, so they usually either enjoy a lot of leeway in regimes to help others because nobody likes getting their butt kicked by rodents or they fight back and lose but regroup "beside" rather than "among" their teralisqor, or "companions" as they call those they live among, forming their own communities and fighting as necessary from strongholds or nipping at heels from slums and wildernesses.

Misa Names.

Misa are given names out of their own language or pleasant combinations of words from the languages around them. Traditional Misa names are gendered; word-names aren’t gender specific but may be chosen according to a culture’s ideas of what words and concepts sound feminine or masculine. The family name is a sort of squeak unpronounceable to other races. When a legal family name must be put into a writing, one is typically chosen from the surrounding cultures.

  • Male Traditional Names: Tagalo, Reepicheep, Vackadin, Despereaux, Dasherpor, Naradock, Niskator, Raskafor, Damaski
  • Female Traditional Names: Snip, Tiskafina, Fedotatota, Hearthafell, Heatherdamaski, Fidita, Affernet, Tiska-Tiska, Pikicheepa
  • Word Names: Wolf, Thunderbolt, Tumble-Daisy, Trouble, Winter-Bell, Tiger-Stripes, Firedancer, Ribbon-Tail, Petunia, Seafoam, Cloud, Danger, Pinecone

Ability Score Increase. Your Dexterity increases by 2.

Age. Misa mature at around 11 years old and live up to 40 or 50 if they’re lucky, but they fit a lot into their short lives.

Alignment and Draw. Brave and willing to fight for others, kind and chivalrous, misa tend strongly towards good alignments. Passionate emotions and the typical Draw to the Stormcome Impression influence them toward a chaotic alignment. They are also commonly Drawn to the Veil, and verminkin may be tied down to the Shadow Impression.

Size and Type. Misa are Small, standing about 2 ½ to 3 feet high. They weigh around 40 pounds. You count as Folk.

Speed: Your speed is 25 feet.

Brave. You have advantage on saving throws against being frightened.

Cheek Pouches. You can hold up to a cubic foot of material in your cheekpouches, which can be placed inside or removed with an object interaction. Spitting everything out on the ground doesn't take an action.

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Aquan and Misa.

Subrace. Two varieties of Misa exist, the typical lightpaw and the cursed verminkin.

Lightpaw

These are typical, scrappy Misa, homely creatures of light and courage.

Ability Score Increase. Your Charisma score increases by 1.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Verminkin

By far the less common subrace, verminkin misa are cursed by the influence of the Shadow Impression, and Drawn to it far more often than other misa. They tend less toward chaos than others of their species, and tend to be more sensible, sarcastic, and rough than lightpaws. Those who are good aligned are less flamboyantly and overdramatically so than the average lightpaw. They possess more beastial, ratlike features, such as curved nails, mangy fur, and long, protruding teeth. They are larger and tougher, and willing to feed on the most vile offal. They are inured to the effects of their diets and to other illnesses and poisons. Despite their nasty reputation and diminished liveliness, they inherit more good sense than the average lightpaw. Intermarriages result in half of the offspring being lightpaws and the rest verminkin, but never intermediates.

Ability Score Increase. Your Constitution increases by 1.

Ratkin Resilience. You have advantage on saving throws against poison and disease, and you have resistance to poison damage.

Darkvision. You have standard 60 ft darkvision.

Natural Weapons. Your dirty claws and nasty, massive yellow teeth are natural weapons with which you are proficient. They deal 1d6+ your Strength modifier of piercing damage. You don’t need hands free to use your teeth as weapons.

Autumnal Misa

The autumnal misa inhabit islands in the tube between Gemwater and Frostreach. They carry the blood of unknown fey, and many of them sport oddly vulpine tails and/or ears. They count as lightpaw misa, but instead of the naturally stealthy trait, they recieve the following traits:

Fey Blood. You have advantage on saving throws against being charmed or transformed into a different sort of creature.

Bonus Language. You can speak, read, and write Sylvan.

Minotaurs

Passionate people of impressive physique, minotaurs are driven by emotion and ambition. Prone to outbursts of passion or fury, these bull-like humanoids are met with a wary eye for their violent and impetuous reputations. This stigma is only half deserved, as a minotaur is as likely to knock you out cold with an exuberant thump to the back as a hammer to the head. Warriors, laborers, hunters, sportsmen, adventurers and guards, they crave excitement and fear nothing more than boredom. These people are competitive, brash, and ambitious, driven by a bottomless desire to outdo themselves and those around them.

Minotaurs look like humanoid bovines, though they aren’t closely related to regular ungulates. They are unusual creatures, anatomically speaking, in that they have both cloven hooves and meaty four fingered hands. They are covered in brown, gray, black, or cream colored hair. Those who trace their ancestry to Frostreach have shaggy fur, while those from Gemwater and Vasha have shorter coats. Both males and females sport impressive horns for fighting and looks. They also have a taste for meat no cow in its right mind would ever dream of.

Despite their unpredictability and lack of gentleness, minotaurs are extremely family oriented creatures. This manifests in a surprisingly group oriented mindset, unusual honor codes passed through generations, and even their naming conventions. They take to romance with a zeal that perhaps surpasses even that of humans, from whirlwind romances to passionate long term relationships.

Baby minotaurs are cute, but they are also born able to walk, run, and brawl. Young minotaurs (and minotaurs in general) regularly survive accidents that would kill other people. Fragility is not an issue, and they forget that other species are not as durable as they are. Minotaurs love kids, and enjoy the company of children of all species, but have to remember to be gentle. Minotaurs who don’t fall into cycles of violence (as they can be a very violent species) retain a childlike playfulness throughout their entire lives.

With a fondness for seafaring, Minotaurs take to the oceans to fight, explore, trade, pillage, thrill seek, conquer, go monster hunting, or some combination of the above. Even the most mercantile Minotaur ship is armed to the teeth with trigger happy pugilists just dreaming of the day they’ll get a chance to show up some pirates. Unfortunately, no pirates in their right mind would ever take on a ship full of minotaurs.

There have been plenty of minotaur empires throughout history, but they never last long. Internal strife and bickering tear apart the conquerors within a couple generations while their amicable tendencies cause them to take up with the natives, plunk down, and form new settlements. While the initial violence may never be forgiven, minotaurs are surprisingly benevolent in their rule for a few reasons. First, societal injustice deeply offends most minotaurs. Ingrained in the heart of a minotaur’s psyche is a driving love of freedom. It would never cross any but the vilest minotaur minds to withhold much dignity even from the weakest and most downtrodden opponent. Second, the last thing any spoiled minotaur wants in life is to spend his or her free time wading through bureaucracy when there are spoils and parties to

enjoy, so most of these conquerors let their subjects maintain their previous societal and economic policies, so long as they don’t disadvantage any segment of the population.

With all this said, not every Minotaur is violent. Some are opposed to conquest and unnecessary bloodshed, though total pacifists are rare. Most are at least argumentative. But no matter the wrong, after fighting (literally or figuratively) for what they see as right, they are quick to forgive and loathe to hold a grudge.

Optionally, you can roll on the Minotaur Personality table to determine a personality trait for your Minotaur character.

d10 Trait
1 I love sports and am convinced I’m good at all of them.
2 I am obsessed with beating a specific record.
3 I just got a new horn ring/tattoo/body piercing and I show it off constantly.
4 I never stop moving, and I don’t talk, I yell. What do you mean I’m getting on your nerves!?
5 I’m great with kids and like giving them piggy back rides.
6 Oops, I didn’t mean to knock him unconscious. It was just a friendly fist bump! Everyone misses sometimes!
7 I gesticulate wildly, usually with a weapon in hand.
8 I never start a fight but I’m always hoping for one.
9 I can never turn down a challenge, especially if it involves food.
10 I try to act like a tough guy but secretly I fear I'm a coward.

Minotaur Names.

Minotaurs are given a gender specific personal name, followed by a family name (passed down through the bulls), followed by a clan name (always introduced in translated form). Clan names are considered more important than family names, and friendly or rival clans meet up for competitive events, using their clan names as team titles. Each clan typically has some sort of heraldry associated with it, such as a fist with a lightning bolt on a checkered background or a battleaxe crossed with a plow share.

Male Names: Razkor, Davidon, Bruenor, Razkin, Bashidon, Dendrik, Arvox

Female Names: Olga, Naeda, Miga, Grimlicka, Grezibeth, Biva, Grenail, Bizveh

Family Names: Taregath, Moradorrin, Varkin, Trish-Nostrum, Egaddin

Clan Names: Hard-Silver, Gasher-Horn, War-Duke, Red-Steel, Thunderclash

 

Ability Score Increase. Your Strength score increases by 2, and your Constitution by 1.

Age. Minotaurs mature within about fifteen years and live up to 60.

Alignment and Draw. Fueled by unrestrained passion, brash but seldom motivated by hatred, minotaurs tend above all to chaotic alignments, and are most often chaotic neutral and Drawn to the Stormcome.

Size and Type. While much larger than humans, you are still Medium. You count as Folk.

Speed. Lumbering but faster than you look, your base walking speed is 35 feet.

Labyrinthine Recall. Minotaurs aren’t the cleverest but have an uncanny sense of direction and a good memory. You have advantage on checks to recall any path you’ve trodden.

Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.

Savage Attacks. When you roll a 19 or 20 on the die and hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the damage of the hit.

Natural Weapons. Your horns are natural weapons, dealing 1d6+your Strength modifier of piercing damage. You are proficient with them and don’t need a free hand to use them.

Gore. When you take the Dash action on your turn, you may use a bonus action to make a horn attack.

(Optional) Clumsy Momentum. This negative feature is optional. Minotaurs are known for being careless, clumsy, and accident prone. Some players enjoy having a weakness. If you are one such player, feel free to take this trait. You have disadvantage on Acrobatics checks.

Languages. You can speak, read, and write Aquan and Minotaur.

Labyrinth Minotaurs

Recently, a massive region below the surface of Vasha known as the Labyrinth was unsealed by virtue of a tremendous enchantment upon the ancient underground realm ending. Beneath the Burning World lies the ruins of an ancient empire of a technologically and magically advanced minotaur civilization.

Reduced to a shadow of its former glory by an apocalypse wrought by the Muffle Impression in times long ego, the remains of the empire are populated by bands of wastelander minotaurs and a palid human minority known as the Angalians. Only a few organized settlements remain, including the ancient Capital.

Drowned

The ocean, for all its life giving properties, is also a thing of swift, silent, and deadly annihilation, the effects of the Muffle Impression. Those who drown in the darkness of the pressing saline waters leave the Nexus without a trace, bypassing the Echo Impression and the Memory forever. That’s why they call it Davy Jones' Locker; it locks their secrets away with their lungfull of water. Nobody really knows what happens next. Maybe the soul moves Beyond immediately. Those of some religions say that the soul ceases to be, or never was to begin with, but these are the pessimists. The only thing everyone can agree with is the simple fact that the skeletons of the drowned are washed up on shore, bones from who knows what people, from who knows what ocean, from who knows what era. You could ask the bones, but crawling up on shore is the first thing they remember.

Do they have their own souls? Or are they the spirits of the drowned themselves, cursed with incurable amnesia? Nobody knows, least of all the Drowned.

Treated with suspicion, distaste, morbid fascination, or indifference by most, it’s hard for Drowned to adjust to their new lives among the living. They never have a childhood, as, unless the unfortunate owner of the body when living was young, they inherit the mind and body of an adult, complete with language...and a voice. A living voice,

that pauses as though to take a breath, sings, intones, laughs, and weeps without tears, devoid of muscles, a voice box, or a set of lungs. It’s disconcerting to say the least, and feels off even to the owner of the voice. Drowned move with muscles they don’t have, meet people’s gaze with eyes they will never know the color of, and think with brains they’ve never possessed. Those unlucky enough to “inherit” a memento, such as a ring or snapped off half of a manacle, may spend many hours a day pondering who they are.

Gender is a bit complicated for the Drowned, as they don’t marry, reproduce, or have hormones. Some have a sure sense of gender, either because of shreds of memory left over from their transformation, hints from their personality, or because of definitive gendered form in their skeleton. Others are not really sure if their bodies were male or female. Most passively acknowledge that they are gendered, without knowing (or always caring) which.

Drowned are undead, but not because of any dark curse. The only other fact of their origin, agreed upon by most scholars, is that the Drowned exist as the Echo Impression’s all out attempt to preserve some memory of the obliterated stories of the victims of the sea. However, the gloominess or loneliness of their predicament and the very fact that they are dead can Draw them to the Shadow Impression. They are also often Drawn by the Echo or Muffle Impressions, probably because of those dimensions’ involvement in their creation. And many take a shining to the Prism, seeking a new start and a new life, whatever the old may have been. Similarly, the Veil offers solace and comfort to what can be a very lonely unlife.

They never have Reflections or Shadows; these parallel denizens of the Shadow and Mirror realms perish simultaneously and in similar fashion to the people they parallel, only to reincarnate as the unasked for companions of another living being as they have for eons.

Despite their troubles, the Drowned are powered by a counterintuitive hope, one which most can’t think of a reason to explain. They are stubborn in pursuit of normalcy. And the ill opinions of others sharpen their wills to a fine edge, like a blade on a whetstone. Perhaps because of their vulnerability and lack of family, Drowned are also protected by the Veil Impression, the source of their hope. For this reason they are sometimes Drawn to the Veil Impression of the Haven.

Drowned maintain some of the abilities their bodies had in life. Minotaur Drowned have horns, for example, and lightpaw misa Drowned are still mysteriously lucky.

Drowned Names

The Drowned sometimes take names from the cultures they live in, or derive a composite name from the names of their first friends and people they respect. Sometimes they pick a name; other times their first acquaintances do and it sticks. Others take a name from a legend. A Drowned may go by a nickname instead, perhaps based on a unique feature or personality trait.

Legend Names: Davy Jones, Master Orin, Green Mystrani, Hercules, Freya

Nicknames: Crooked, Creaky, Logic, Whimsy, Trigger, Clink, Hobble, Barnacle, Smirk, Shrieker, Cackle, Rattle, Fist, Stench, Grim, Flag, Happy

Template. You gain the template feature (see templates, below, and make your choice before continuing). You gain the traits and Ability Score Increase associated with the template you pick, which reflect a sampling of the talents of the being you came from.

Ability Score Increase: Your Constitution increases by 2.

Age: The Drowned don’t age biologically. They last as long as their bones hold up or until something bad happens to them. Because of the preserving influences of the Echo and Veil Impressions, the bones last a lot longer than they typically would, often twice as long as the parent species, before becoming brittle. At that point the Drowned may last another few years in a fragile state, the equivalent of old age, and begins to become forgetful. Finally it dies like any other person, with one difference: no Echo. Drowned can’t be magically aged.

Alignment and Draw: Draws? It’s complicated. See description. Drowned are as diverse as the species they come from and can have any alignment or Draw.

Undead Nature. You don’t breathe, eat, or drink, but you do require sleep as long as your origin species does. You are immune to the effects of environmental heat and cold. You have resistance to poison damage and advantage on saving throws against poison. You are immune to diseases unless they specifically affect the bones. You count as both Folk and an undead. Because your condition is not unholy, you can be healed, raised back to life, and stabilized as normal, even by spells that say they can’t heal or raise or stabilize undead. However, you can also be partly affected by anything that targets undead, such as a turning effect.

  • When subjected to an effect that turns undead, you make the saving throw with advantage and can repeat it every turn. While turned by an ally, you are not forced to take the Dash action and may instead skip your action.
  • When subjected to an effect that destroys undead (such as failing the saving throw against being turned for a cleric’s Destroy Undead ability), instead of being destroyed, you gain a level of exhaustion and take 1d12 radiant damage.
  • When subjected to an effect that controls undead (such as a necromancer’s Command Undead feature), instead of being controlled, you become charmed by the enemy (as per Charm Person) and can repeat the saving throw every hour if the effect wouldn't allow you to repeat the save more often.
  • Spells and effects that prevent undead from entering or leaving an area don’t have full effect on you. You can make a Charisma saving throw against a DC set by the DM once each turn; on a success, you ignore the restriction for 24 hours. On a failure, you take 1d6 force damage.

Curiosity. You gain proficiency in a skill of your choice. Drowned must make a life for themselves and pick up tricks by necessity.

Live Scrimshaw

People with a phobia of drowning pay special tattoo artists to cut them open and inscribe their bones with scrimshaw ID's. Drowned may get scrimshaw for decoration.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Iguanas

Tranquil, peaceful semi aquatic reptiles with a love of warm coastal seas, Iguanas are the hippies of Marinos, hospitable and deeply in tune with nature. They abhor violence and their societies boast a wealth of folk medicine stretching back thousands of years. They make it their business to help anyone who comes to their home. Usually content to live their entire lives on a single island or coast, they are fantastic guides to their native locals. They have a fondness for beauty of all sorts and possess an rustically artistic flare. Iguanas are seldom very materialistic, not because they don’t like things, but because they find deep satisfaction in simple and common items and experiences. Iguanas savor every positive experience with relish and love friendship and peace. They are good neighbors, never invading or stealing unless they are forced to for their own survival. While not inclined to take over new lands, they will fight fiercely for their homes against all manner of threats, whether beast or army or cosmic force.

Iguanas have a hard time being aggressive or assertive, but are unflappable. If you yell at an Iguana, accuse her of something she didn’t do, spit on her face, she’ll probably just blink, turn around, and leave to go hang out someplace nicer. Only when that doesn’t work do they resort to harsher methods. Such as a good talking to. And after that doesn’t work, maybe then they’ll get some help. If one Iguana didn’t work, maybe twenty will. Or grumpier people, in the absence of other Iguanas. Prompt, radical action is saved for physical danger or threats to the home.

Strictly vegetarian, Iguanas find the meat eating tendencies of other species repulsive. The one exception is Redeye Iguanas, who have a taste for the stuff. Carnage! Disgusting. Those rebels, those (shudder) omnivores. Nasty. Sit down and enjoy a nice salad like the rest of us! These tropical lizard people do have communal meals, but they get most of their nutrition as they go, wandering, stopping to admire a nice flower, eating said flower, admiring its taste...

The surest thing to drive Iguanas away from their homes is overpopulation, stirring them to explore. The other things bound to make them travel are the lasting bonds which unite distant colonies. What’s more fun than going on a voyage to visit your second cousin twice removed for several weeks? Especially when you haven’t seen her in years? And especially when you bring a passe of friends, none of whom have ever met her? You’re sure they’ll like her too.

Iguanas come in several varieties: Marine, the most common; Redeye, typically found near volcanoes and in intense climates, and Basilisk, born sporadically among Marines or repeatedly in small colonies. These subraces are a combination of regional influences, ancestry, and random chance; just because two Redeyes have children doesn’t mean all of them will be Redeyes.

Optionally, you may roll on the Iguana Personality table to determine a personality trait for your character.


d10 Personality Trait
1 Life would be so much better if everyone would just slow down.
2 I enjoy standing outside in the rain when it’s warm and soaking, and if I can’t get that I don’t mind a hot spring or a cold ocean on a warm day.
3 I’m very vain about my scales, which are, in my opinion, of the most attractive color.
4 I’ve developed a taste for meat, which I’m ashamed of and keep secret. It’s a disgusting habit, but it’s so good...
5 Non-reptiles intrigue me. I just watch as they argue and fight and take and break stuff. It’s fascinating.
6 If the food isn’t up to my standards I’m going to make sure everybody is aware of my displeasure.
7 I relax by perfecting my dangerous stunts.
8 I have perfected the art of the argument and been awakened to the joys of conflict. I’m one of a kind.
9 I socially shut down in the face of conflict.
10 I spend more time in the water than on land if I can get away with it.

Ability Score Increase. Your Wisdom score increases by 2. Iguanas are keenly in tune with nature and the emotions of others.

Age. A slow moving, slow aging species, Iguanas can easily live two or three hundred years.

Alignment and Draw. A fondness for tradition and agreed upon values pulls these reptiles towards law, while a loathing for harmful or stifling conventions tugs them toward chaos. Iguanas love nature and the sea, and find it easy to adjust to disaster and change. Fiercely protective of friends and family, careful to steward natural resources for future generations, gentle and conflict averse, Iguanas are most often neutral good. They are usually Drawn to the Veil Impression of the Haven, but find the lush liveliness of the Prism appealing as well. Most find the Mirror too rigid, and the neutral and evil planes too callous or destructive.

Size and Type. Standing between 4 and 6 feet tall, your size is medium. You count as Folk.

Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Friend of Earth, Sky, and Sea. You are proficient in the Animal Handling skill. Iguanas are so finely attuned to nature that they learn to commune with some of its vassals. Choose one animal language from the language section. You have studied and interacted with this type of animal so many times that you can communicate with them as per Speak with Animals. You mimic their body language and understand their secret tongues. This knowledge is not something that can be taught; only learned and felt. On account of your intimate knowledge of their strategies and tricks, you also gain proficiency with one skill having something to do with the instincts or lifestyle of the animal, such as Stealth for snakes or Acrobatics for songbirds. You also gain proficiency in one similarly appropriate tool, such as mason’s tools for burrowing mammals or flutes for songbirds.

(Optional) Cold Blooded. This negative feature is optional. Nonplayer iguanas are poorly suited metabolically to survive the cold, but PC’s are exceptional people. Some players enjoy having a weakness. If you are one such player, feel free to take this trait. You have disadvantage on saves to avoid exhaustion from cold climates.

Languages. You can speak, read, and write Aquan and Kizaku. Kisaku is a lilting but firm language that draws from the elemental tongues, which these reptile people find easy to learn.

Subrace. Choose a subrace from below: Marine, Basilisk, or Redeye.

Marine

The most common and passive variety of their species, Marines take life slow. They use their wits to resolve disputes and love the natural and mystical arts. Tricksters, oratories, poets, and storytellers, they are natural leaders among the Iguanas. When greater force of personality is required, a Marine may need the help of a Redeye.

Marines are chunky, with green, gray, black, or brown scales sometimes splotched with blue, pink, or orange. Their long tails are striped.

Ability Score Increase. Your Intelligence or Charisma increases by 1.

**Bonus Language. ** You know one additional language. This is often an elemental language or Sylvan. Marines tie together different cultures as well as society and nature.

Hold Breath. You can hold your breath for half an hour plus a number of minutes equal to three times your Constitution modifier. You count as a semiaquatic creature for purposes of underwater adventuring.

Additional Animal Language. Choose an additional group of animals you can communicate with (you do not gain the associated proficiencies). Marines learn to respect and understand multiple sorts of animals.

Leadership. You can assist allies as per the Guidance cantrip a number of times per long rest equal to your proficiency bonus. This is nonmagical and can be done as a bonus action.

Basilisk

Fast and impetuous, Basilisks are daring and love stunts and displays. These adrenaline junkies serve as scouts and performers, sportsmen and messengers. They are best known for their ability to run on water for short distances. They have large feet, wavy fins, head crests, and bright colored scales, usually green.

You have a lot of experience trying something dangerous. “Hey get back here don’t be stupid noooooooooo” is basically your middle name. Basilisks have shorter average life expectancies than other Iguanas for obvious reasons.

Ability Score Increase. Your Dexterity score increases by 1.

Lightning Dash. Your land speed increases to 35 feet.

Run on Water. As long as you take the Dash action on your turn, you can run across the surface of a liquid so long as it is not too rough (or sticky, like sap). You fall into the liquid as normal should you stop moving or end your turn without getting out of the water. You can’t start running on water more than once per turn, and you can’t run on a liquid you’re already submerged in.

Redeye

Most Iguanas are connected to the elements of earth and water, with a weaker tie to air, but Redeyes have a very strong bond to fire in addition to these connections. It roils through their veins, toughening them and filling them with passion and energy. Argumentative and fond of meat, Redeyes are much more confrontational than other Iguanas. That may not be saying much, but it’s something.

Iguanas consider Redeyes abrasive, annoying, and arrogant, and usually the Redeyes don’t care. Most Iguanas ignore the nasty criticisms of others. Redeyes disdain the nasty criticisms of others, and often the useful ones too. Other Iguanas hate to admit it, but the Redeyes can be charming and win lots of friends. They are more likely to adventure than other Iguanas. Deep down redeyes are still very similar to others of their species; while they can be abrasive, they are usually deeply empathetic and protective.

Prone to bluffing, boasting and fighting, these fiery reptiles tend to bicker among each other. Colonies of Redeyes tend to be raucous and full of drama. But their silver tongues can be useful for uniting the group and conducting diplomacy (a task they are well suited for, if they would just figure out when to shut up). They are resistant to fire and can fling it as well as they can take it, making them good warriors and sorcerers. Bold and stubborn, they are hardy and tough.

Ability Score Increase. Your Charisma increases by 1.

Alignment and Draw. Redeyes take sides when it comes to law and chaos. Naturally this makes them argue more fiercely with each other. While impetuous, they are still typically well meaning and good aligned. The rare evil Redeye may find the Muffle or Timewear Impressions appealing. Redeyes in general are Drawn to the Stormcome Impression as often as the Veil or the Prism.

Fire Resistance. You have resistance to fire damage on account of your flame retardant scales. Most Redeyes are overconfident about playing with fire as a result.

Playing with Fire. You know the Produce Flame cantrip. Choose a mental ability score at character creation as your spellcasting ability. Whenever you are concentrating on this spell, you can ignore the Cold Blooded trait if you have it.

Iguana Names

Iguana names come in two forms: personal names and nature names. A baby Iguana, when he hatches, is given a personal name, and later in his life chooses a nature name that represents his personality. At that point he chooses what to introduce himself as. Some Iguanas don’t find a suitable nature name until they are adults, or even old aged.

Male Personal Names: Nizo, Avua, Jonzu, Lo’vua, Renuki, Nooshu, Deevu, Actu

Female Personal Names: Shia’lo, Onooa, Ishi, Viayo, Siki, Guenaco, Senza, Vani

Nature Names: Tuju (Stone), Shia-wia (Waving Grass), Shiati (Ocean Wave), Oolamon (River), Taganako (Thunder), Enovia (Breeze), Li-oovana (Shadow)

Teneshiki

The majority of air breathing folks live in the spheres, but not the Tenishiki. These merchants, designers, performers, gardeners, weavers, and artists are native to the network of filaments between Vasha and Gemwater. While the main tube is in most places miles wide, the smaller capillaries and nodes coming off of it are often as little as a thousand feet wide, tapering down to unstable veiny tips several feet in diameter.

Not all capillaries are habitable, and some are unstable, have inhospitable climates, display bizarre gravity, are completely dark, or otherwise are problematic. But the Tenishiki have gotten good at finding islands in the tubes where they can thrive, and their in depth knowledge of the area gives them a military advantage allowing them a fighting chance to fend off intruders despite their small size.

Gifted with instincts appropriate for life in the tubes, some Tenishiki emigrated about 150 years ago to the Gemwater Frostreach tube, which, while more circuitous, has fewer islands and fewer capillaries. They can also be found coexisting with the Germasko on their mercantile ships sometimes, or occasionally on islands with Iguanas, but they rarely settle down in any of the spheres otherwise.

Best known for manufacturing and selling beautiful and vivid dyes, Tenishiki also cultivate fruit, breed exquisite ornamental fish, compose and teach music, find collect and sell fine magical spring waters, go on trips as tourists, engage in wildly fanciful and fleeting hobbies, chase colorful birds, steal valuables from visitors, build tropical resorts, guide explorers, act as diplomats, and design aesthetic architecture with no functional purpose except to act as giant prisms or attract songbirds.

Driven by fancy and whim, Teneshiki view the world through a lens of colors. Songs have colors. All Twitchlings have synesthesia in some capacity. Emotions have colors. Art and music are necessary for daily existence. Flowers are worth more than money and colorful animals are worth all the money in the world. Their use of language is very evocative and typically employs visual descriptions and references as part of metaphors, poetry, and instead of adjectives. “You must be feeling terribly burgundy today.” “My adventure was green and wholesome.” When insulting each other, they use colors. A specific branch of Tenishiki humor that nobody else understands or appreciates is No’kora Na, which as far as anyone can figure out is akin to silent, purely visual puns based on the color of art, illusions, and objects.

In the presence of an overjoyed Teneshiki, the colors of the world around them brighten, while a miserable Twitchling sucks the color out of everything around them until they and their surroundings are starkly monochromatic. Tenishiki can see many more colors than humans can, and when communicating with each other they supplement their speech with mildly hallucinogenic pheromones that induce the experience of witnessing colors that add meaning to the conversation or relationship.

Tenishiki are magical by nature, and in areas deprived of magic become listless. They can conjure the most beautiful dyes and spray blinding flashes of multicolored light from their hands.

Wild, friendly, and often mysteriously cantankerous, these people create ample cause for others to keep an eye on any nearby, aware of their mischievous antics, tantrums, gleeful fits of fancy, and penchant for causing trouble and coming up with off the wall ideas. They are difficult to understand despite being uninterested in putting any effort into controlling or masking their emotions. They grow bored easily and vent their frustration in unexpected ways. They may come from a line of fey, or have mingled with them at some point in the distant past.

About 1 in 20 Teneshiki is partially colorblind and experiences muted emotions and drives, and these Achromatics often have no Draw. While not particularly more difficult for other species to interact with, other Teneshiki find them utterly alien and treat them poorly. The majority of Tenishiki learn by a combination of watching, going everywhere, asking too many questions, and pressing all the buttons, but Achromatics are more prone to observation.

Ability Score Increase. Your Charisma increases by 2, and your Dexterity increases by 1.

Age. Tenishiki have intensely variable lifespans (anywhere from 40 to 110 years), and mature at around 12.

Alignment and Draw. Tenishiki are chaotic beings, erratic and spontaneous. Most are chaotic neutral. While not prone to violence, some possess a mean streak a mile wide, and can be quite petty, and these may be evil. Others are more innocent and inclined to be playful. Chromatic Tenishiki usually shift from Draw to Draw over the course of a lifetime, while Achromatics may have one stable Draw or none at all.

Size and Type. Twitchlings are about three feet tall, and weigh between 35 and 45 pounds. Your size is Small, and you count as Folk.

Speed. Your walking speed is 25 feet, and you have a swimming speed of 15 feet.

Spellcasting. You can cast the Color Spray spell once per long rest at a spell level equal to one half your character level, rounded up (maximum 9th level). Choose a mental ability score at character creation to be your spellcasting ability for this spell, which you can cast without material components. Most Tenishiki cast this spell as a burst of blinding rainbow light, but for Achromatics it is more of a silvery flash. You can also cast the spell using any spell slots you have, in which case its level is equal to that of the slot.

Weave Colors. As an action, you can create an obviously illusory flash, pattern, or image of light that fits within a five foot cube within 5 feet of you and lasts for one round. Alternatively, you may, as an action, alter the color of a Small or smaller portion of an inanimate object or regular plant, or create a colored effect on its surface. This change lasts for 1d4 minutes. By spending 10 minutes imbuing the colors into the object, you can make the change permanent. You can do the same on larger objects, but it takes longer. By spending 1 hour in concentration (as though you were concentrating on a spell), you can magically create a liter of dye of any color you choose.

Emotional Telepathy. Through the magical, psychic release of feelings, sensations, and colors, you can silently project simple emotional information such as fear, joy, affection, or disgust to creatures of your choice within 30 feet that are capable of experiencing emotions. Typically, this means they must have an Intelligence score of at least 2, but certain creatures, such as constructs that lack self awareness, may not be capable of receiving such communications even if they have higher Intelligence scores. Recipients have no ability to communicate back in turn unless they also have this ability or a different form of telepathy.

Resilient. You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic, a useful defense against the strange and mystical environments of the tubes.

Languages. You can speak, read, and write Aquan and a language of your choice.

Teneshiki Names

Teneshiki often pick their own names, usually colors, flowers, gems, phenomena, or other visually noteworthy subjects. Sometimes, words relating to other senses might be chosen.

Example Names: Aureolin, Aurora, Chattoyance, Firefly, Indigo, Peridot, Phalaenopsis, Scarlet, Waterflame

Makos

The land is crawling with pampered weaklings who call themselves warriors. But they’ve never lived on the brink of the darkness where the terrors live, far from the air, far from the light, biding their time, waiting to strike. The sharkfolk know what that feels like. And you’re lucky they do, because without them, the most important bulwark against the malice below would be gone, and it could focus its attention on eating you.

Makos are pragmatic, flexible, willing to eat anything, so long as it’s meat. Fearsome predators, they hunt not only for fish but also sea monsters when they must. Wary and callous, they don’t get along well with squishy surface dwellers, but that doesn’t mean you can’t count on them to save a drowning soul should they happen to witness it. They might take all your stuff while you’re unconscious as payment, but hey, at least you’re alive.

They’re not against trading with surface cultures, as they need metal and occasionally medical attention requiring a dryer environment. They’re also not against hunting on land, and may claim sections of islands as their own, sometimes resulting in conflict. Mako cultures in deep water territories are militant by necessity, with an emphasis on courage and skill. Those in shallower areas can afford to be a bit easier going.

Makos have an incredibly dry sense of humor and a keen appreciation for irony. They may snicker at poetic justice or smirk when a friend says something contradictory. Others find their sensibilities hard to appreciate or understand.

Yet another thing that turns people off to them is the way they are born. Females lay large clutches of eggs. The thing people don’t understand is that the entire clutch is tied to a single Mako soul. So when the first to hatch devours all the other eggs for nutrition, it isn’t actually murder; they’re all the same Mako and he or she can only use one body.

Another supernatural thing about Makos is their ability to transfer their health to injured comrades using traditional blood magic that has been taught for generations. This is risky, as it causes injury to the healer, but very useful.

They may have beady eyes, but the dim glitter conceals a foxy cleverness that most people underestimate. This is a mistake, as Mako tactics are brilliant and take advantage of others’ ignorance and presumptions. These piscine humanoids capitalize on the ill informed opinions of others, and many Makos find it amusing and useful to perpetuate the stereotype of stupidity.

Makos are usually met with suspicion in settlements.

Mako Names.

Mako names are typically taken from the Abyssal language. When translated, even “nice” names can sound filthy, based not on surface dweller sensibilities but on Mako tastes. And unlike Humans, who generally pick positive names for their young, Makos feel no such compunction; a nice name won’t have any impact on its bearer’s life, nor will a negative name. Mako parents choose positive names when they feel like it, but unpleasant ones are believed to help the bearer become strong and brave. Oftentimes, the name comes in a semi prophetic dream, just before a Mako’s young hatches. Makos also don’t have family names, caring nothing whatsoever about ancestry or being remembered by future generations. Loyalty is all that counts.

Male Names: Mordakos (Carrion), Wargiris (Friend), Rash-Morian (Cornered), Edokai (Unconquered), Panitak (Forest), Dakaton (Hostile), Venatos (Maimed), Hashlaq (Excellent)

Female Names: Vorial (Sunlight), Vorp (Ruthless), Gaska (Eel), Norgai (Dismal), Vespirorg (Happy), Navishesh (Smirking), Jodikai (Whiplash), Tajirog (Glutton), Jokidov (Fang), Gashick (Curiosity), Moradi (Blood)

Ability Score Increase. Your Strength score increases by 2, and your Intelligence by 1.

Age. Makos mature at around 16 and usually die before the age of 50, but can live to 150. A short life well lived is better than a long life squandered, as the Mako saying goes.

Alignment and Draw. Makos lean toward a neutral alignment and a wide variety of Draws. They seldom are Drawn to the Veil, as its niceties seem unrealistic to them.

Size and Type. Larger than humans, but still Medium. You count as Folk.

Speed. With your amphibious build, you have a walking speed of 25 feet and a swim speed of 30 feet.

Amphibious. You can breathe in air or water and count as a deep sea creature for purposes of aquatic adventure.

Acclimatized. You are immune to the effects of environmental cold, and treat frigid water in the same way other creatures would treat extreme cold in the air. You need not drink so long as you eat a diet rich in wet food that is not too saline, such as fresh fish.

Blood Magic. Once per short rest, you may cast either the Cure Wounds or Healing Word spell, but you take irreducible necrotic damage equal to that which you heal a creature of. Choose a mental ability score at character creation as your spellcasting ability for these spells.

Partial Sleep. You remain alert to danger while sleeping naturally, as though you were awake, and can travel at a slow pace as you rest. Interruptions still result in loss of rest benefits.

Natural Weapons. Your teeth are natural weapons, dealing 1d6+your Strength modifier of piercing damage. You are proficient with them and don’t need a hand free to use them.

Darkvision. Accustomed to the darkness of the deep ocean, you have standard darkvision.

Mako Weapon Training. You gain proficiency with the trident, spear, javelin, and net.

Shark Scenting. Makos have advantage on Wisdom (Perception) checks made underwater that rely on smell.

Languages. You can speak, read, and write Aquan and Abyssal.

Selkies

Sons and daughters of the sea, Selkies are shapeshifting fey who slip human bodies into living sealskins to become creatures of water. Enchanting beings of captivating supernatural beauty, those who see them are awed by their allure whether or not they understand what they see. Selkies are torn between land and sea. The ocean is their true home, where they are free. They are drawn there by longing. The land is rest and tyranny, and they are drawn there by curiosity. There they may fall in love with humans, compounding their conflict. Or, worse, a human who beholds one at a distance and falls into selfish romance may sneak up and capture the precious sealskin, binding the Selkie to his or her will. A Selkie will stop at almost nothing to get it back, even if it takes years. The best way to keep a Selkie is to let her go. She’ll head to the ocean and disappear into the brine. And then if you’re worth keeping she’ll always come back. When you kidnap a Selkie by stealing her sealskin, she’ll always find a way to get it back. If you burn it, with no incentive to stay she’ll leave you and you’ll be cursed forever by the sea. If you don’t, when she finds it, she’ll disappear into the brine. And she’ll never come back. You’re not worth keeping. Some Selkies are manipulators, using their raw charm and otherworldly glamor to sway the destinies of nations and change the world forever according to their whim. Some wreak vengeance on those who hurt them. Some look for love on land or upon the sea. Some sing songs to the lonely coastlines. Some haunt deep trenches, always on the run from the creatures of the deep. They are chaotic and unpredictable, with little interest in domination or the greater good. Something wild dances in a Selkie’s soul, something that can never be tamed. Selkies wander; that combined with their magical nature can drive them to adventure. Females are most often targeted by humans, and may need to flee from obsessive lovers, slave traders, or anyone else who might hold them captive through their sealskins. Selkies sometimes like to have a home base but don’t like to possess much and prefer to live a freewheeling life. Wards of the ocean, Selkies have a supernatural tie to it. They are highly sought after sailors, as the ocean seems to fawn over them, easing a ship’s passage.

Selkie Names

Selkies take fleeting and changeable names from other cultures based on whimsy or chosen by others for use on land. They also have truenames in Sylvan, which they tell only to those they trust.

Male Names: Airic, Brendon, Cadvan, Enoves, Kelvyn, Pryderi, Soren

Female Names: Ardena, Evelina, Fianna, Idelisa, Muriel, Nareena, Oriana, Rowena, Yva

Ability Score Increase. Your Charisma increases by 2, and your Wisdom by 1.

Age. Selkies would live about 120 years if they spent all their time on land, but their aging is slowed by regular visits to the sea. By returning to the sea often a Selkie greatly prolongs his lifespan, perhaps by 50 years or more. Those who spend their entire lives in the ocean live even longer. But to a Selkie, for the sake of experience every year of life spent on land is worth twice that of a year in the sea, and they feel as though they are missing something if they don’t get to spend part of their lives above the water.

Alignment and Draw. Selkies are strongly chaotic at heart, following instincts and urges others have a hard time understanding. They are at times passionately emotional, and other times utterly serene. Typically they are Drawn to the Stormcome, Veil, or Prism.

Size and Type. You count as a fey with the shapechanger subtype, and are about the size of a human in human and seal forms.

Speed. Your walking speed is 30 feet. You have a swim speed of 20 feet. You count as an aquatic creature for purposes of underwater adventuring (like many marine creatures, you need not drink water so long as you eat a diet of fresh fish).

Darkvision. You have standard darkvision.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Hold Breath. You can hold your breath twice as long as a human could.

Selkie Magic. You know the Shape Water or Druidcraft cantrip (your choice at character creation) and can cast it at will. When you reach 3rd level, you can cast the Speak with Animals spell at will, but only on oceanic animals such as seabirds and fish. At 5th level, you can cast the Suggestion or Gust of Wind spell (your choice, but not both in one day) once per longrest. You can only cast Gust of Wind at sea. You can cast them both with spell slots as well, but Gust of Wind still only at sea in this way. Choose a mental ability score at character creation as your spellcasting ability for these spells. Selkies share an intimate bond with nature and its creatures, and their beguiling charm allows them to influence people as well.

Sealskin. You were born with a sealskin, a living part of you. Usually silvery and silky smooth, a sealskin is a Selkie’s most important belonging, if you could call a part of your body a belonging. Usually worn like a cape or held when not in use, a Selky might store it someplace safe now and then, but some are a bit careless. You can easily disguise it as a fur cape, or store it in your backpack, but you start to feel uncomfortable if it is confined or compressed for too long.

You can spend one minute donning your sealskin, so long as you are not encumbered. Equipment disappears under your sealskin and can’t be accessed until you take it off. Should you die in seal form, your equipment magically appears in the nearest unoccupied spaces. While in it, you are transformed into a seal. Your human anatomy shifts extradimensionally to snugly fit into the stubby torpedo shaped body, and you gain the following traits. You can doff your sealskin in the same amount of time it takes you to don it. Nobody else can shapeshift using your sealskin.

  • Your swim speed increases by 20 feet, or becomes equal to your human walking speed if that is greater.
  • You can hold your breath for a number of minutes equal to 15 plus three times your Constitution modifier.
  • You become immune to the ill effects of normal environmental cold, in air or in water.
  • You gain a bite attack that deals 1d6 plus your Strength modifier of piercing damage, and you are proficient with it.
  • You have flippers instead of hands, can only speak in Sylvan, and have a walking speed of 10 feet, no matter what your usual walking speed is. This speed can’t be increased.
  • You can speak and understand Selken, the animal tongue of pinnipeds, otters, and manatees, while in this form.

Lost Sealskin. If you lose your sealskin for any length of time, you lose the Sealskin trait and gain the ability to give yourself advantage on any die roll two times per long rest before knowing the result. Selkies who have lost their sealskins need a will of steel to get through life. Regaining your sealskin inactivates this trait and returns use of the Sealskin trait to you.

Languages. You can speak, read, and write Aquan and Sylvan.

Rakishas

In the coldest depths of winter wasteland, where nobody else in Frostreach wants to live, dwell the Rakishas. These lupine humanoids are covered in yellowish white, silver, blue gray, or black fur. Tough and cold in expression, with yellow or icy blue eyes, Rakishas are surprisingly some of the most hospitable and understanding people in the sphere. Underneath their stoic demeanor lies the loyalty of a wolf and the playfulness of a puppy, which emerge in the presence of trusted friends and on rare occasions when there is plenty to eat.

Compassionate and determined, Rakishas are respectful of life, but when they do decide that something has to be killed to feed or protect the family, they are merciless and tactical, dealing as swift and painless a death as they can. Herding and hunting come naturally to them; they are strictly carnivorous, eating anything from caribou and muskoxen to polar bears and mammoths.

Rakisha culture is rich and ancient; their music and arts are simple but deep and eloquent. They sing by howling in musical harmony and have perfect pitch. Rakishas are fond of beauty in a withdrawn and dispassionate way. They keep detailed track of their ancestry, down to personal details about progenitors from hundreds of years ago. Most Rakishas choose a patron ancestor when they reach the age of 12 and honor the ancestor in a philosophical manner. Religious Rakishas typically believe in reincarnation, which to them is a depressing concept as life is very hard. Some tribes have traditions venerating spirits or taking the ancestor tradition to another level as religious worship.

Rakishas are devastating in combat, but whenever possible they are slow, analyzing, and patient. Opportunities are few and perils are innumerable in the wastes, and a wolf can’t afford to be unaware of one or make a mistake.

Once upon a time these wolf-folk were hunted for their pelts, but that went poorly for the hunters more often than not. Eventually the Rakisha tribes forged a curse that ruined anyone who owned such a pelt. Nowadays, they stay out of the way of everyone, and everyone stays out of the way of them. Nobody wants the land they want anyway.

When creating a Rakisha character for use outside of Frostreach, think about what drew them out of their insular society and into the wider disapproving world.

Rakisha Names

Rakisha names are generally in their own tonal language, Rakisha, which consists of barks, whines, growls, howls, chuffs, grunts, and screams. Translation into human phonetics is difficult at best. Male names are generally louder than female names in everyday speech. Pups are given gender specific names, preceded by the possessive form of the pack’s name. Pack names are always given as direct translations. Finally, honor names are given for displays of bravery, might, loyalty, skill, or cleverness.

Pack Names: White-Fang Mountain’s, Stag-Step’s, Winter-Whisper’s, Bluefire’s, Jewel Bird’s, Grizzle Back’s

Male Names: Rarfac, Bakibak, Aro, Grar, Yaaroo, Ap-Ap

Female Names: Grer, Ree, Wowf, Bar, Kar-Yip

Honor Names: Bear, Medal, Victory, Bullet, Adept, Avalanche, Hero, Shield, Peak, Arrow, Foxy, Watcher, Leviathan, Shadow, Slicer, Artistry

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Rakishas have a similar lifespan to humans. They produce more young, but harsh conditions mean that many pups die in rough years.

Alignment and Draw. Rakishas are cautious and loyal, stern and imposing and often traditional. They tend strongly against chaotic alignments and are typically lawful neutral. They are usually Drawn to the Muffle, as they are well acquainted with death and the destructiveness of war and nature.

Size and Type. While taller than humans, you are still Medium. You count as Folk.

Speed. With a steady and light digitigrade gait, your speed is 30 feet.

Cold Resistance. You have resistance to cold damage because of your insulating fur, thin layer of fat, and thick blood.

Shift Gait. Rakishas are naturally able to use tools and weapons and to stand on two legs, but when not holding anything they can run faster on all fours. When not carrying anything in or using your hands, you can drop to all fours to increase your walking speed by 10 feet. (This only functions for purposes of walking and running across solid ground, not speeds that depend on the magnitude of your walking speed.) You don’t count as prone while doing so, and can still be knocked prone. You can stand up from running on all fours without spending movement.

Natural Weapons. Your teeth are natural weapons, dealing 1d6+your Strength modifier of piercing damage. You are proficient with them, and don’t need your hands available to use them as weapons.

Rakisha Senses. You may add 1d4 to Perception, Investigation, and Survival checks that rely on scent or hearing, and can track creatures by scent. This increases to 1d6 at 5th level. You are thoroughly colorblind, even more so than other canines, and see entirely monochromatically. You also have low light vision; you can see in dim light as though it were bright light.

Perfect Pitch. You have perfect pitch, and have advantage on checks to recall music.

Rakisha Weapon
Training.
You have
proficiency in spears,
rifles, javelins, and
longbows.

Languages. You can
speak, read, and write
Aquan and Rakisha.

Ogres

Big. Dumb. Noisy. Stupid. Destructive. Clumsy. That’s what most people think of ogres, but...well, mostly they’re right. But they’re not the monsters they used to be, freed from a curse that made them servants of the lower planes by a wizard everybody thought was mad.

Zina the Oddball was convinced ogres were unlike goblinoids, kobolds, and orcs in that they had ghosts in the Echo Impression while the other monsters didn’t. She spent two decades devising a magical formula, another decade collecting the ingredients, and five minutes uttering the spell and performing the ritual. And then all the ogres in the entire world got a headache and wondered what they were doing with their lives, an uncharacteristically philosophical question as the species goes.

The ritual was completed during the Dark Days of the Great War, freeing the ogres just as the sinister warlords of the Doom Axis needed them most and helping to turn the tide.

Who knows if Zina was right or if she made herself right by changing the fundamental nature of ogres. The ogres still smash and rampage and some are still pawns of the Doom Axis. But now they work on ships, as bodyguards, as unskilled laborers, pulling carts, playing sports, living in mortal cities, causing mayhem, and eating constantly.

Ogres love to eat. They always bring a snack in their pockets, perhaps a dead pig or a squashed pumpkin. And when they don’t bring a snack, they. Will. Find. One. Hopefully not your prize goat you keep in the front yard.

These hulking beings get along well with minotaurs, who also love to eat and are unfazed by noise, celebration, and brawls. Most other folks steer a very wide berth.

Ogre Names

Ogres generally choose easy to pronounce names they like from surrounding cultures or make up easy to remember nonsense phrases that sound tough or cool to them. The latter typically have a ridiculous aspect to them, never intentionally. They also like to use words for “tough” sounds or words. Unbeknownst to them, these are also often kind of ridiculous.

“Tough” Nonsense Names: Bashald, Grarbald, Zarggy, Grungybutt, Blasher, Quegger-Blegger, Zexit, Plugwallop, Hraggoc, Xarxiblut

Tough Word Names: Gash, Ripper, Scar, Animal, Rabid, Big Gun, Shrapnel, Smusher, Pants Eater, Bomb, Crusher, Spikes-Instead-of-Pillow, Macho, Barbed Wire, Carnivore

Sound Names: Crash, Boom, Smash, Bang, Thunder-Blam

Ability Score Increase. Your Strength increases by 2, and your Constitution scores increase by 1.

Age. Ogres mature at the same rate as humans but have a shorter maximum lifespan. A very elderly Ogre might live to 60, but they tend to have too many accidents and fights to achieve that.

Type. You count as Folk.

Alignment and Draw. Ogres don’t understand social expectations, complex laws, or other people, nor do they generally care. They are strongly chaotic, and their bad tempers and volatility can drive them toward evil. Kind hearted Ogres don’t understand people’s biases and often get in the way when they’re trying to help. Ogres don’t think or care about Draws much, but they are usually Drawn to non-lawful planes.

Size. Ogres are massive, brawny blobs of muscle, corpulence, and flesh. You are Large, standing around 9 or 10 feet tall and weighing around 800 pounds. You use weapons made for Medium creatures. Your weapon attacks deal an extra 1d4 damage.

Brute. You have proficiency in the Intimidation skill.

Speed. With a pounding, heavy gait and massive size, your walking speed is 35 feet.

Darkvision. You have standard darkvision.

Toughness. Your hit point maximum increases by 1, and does so again at each level you gain.

Languages. You can speak Aquan and a language of your choice, though probably not very well. Most ogres are illiterate, but that is up to you.

Ogre IQ

Why don’t Ogres get a negative add to their Intelligence? Thematically, it would make sense. Ogres often have incredibly low mental scores, especially Intelligence. But negative ability score alterations should generally be avoided for player races to facilitate balance and allow more player agency. After all, who am I to tell you you can’t play an Ogre wizard so long as you have a cool reason? Instead, consider putting your lowest score in Intelligence (unless you’re playing the Ogre wizard or artificer…) and roleplaying appropriately. If you enjoy having a character weakness that can be expressed both numerically and in story terms, you can of course deduct 2 from your Intelligence and run around with an insanely low score and an appropriate flaw if you wish.

Tabaxi

The catlike Tabaxi are inquisitive explorers, minstrels, scouts, messengers, tinkers, actors, comedians, collectors, curators, traders, minor mages, cartographers, and seamen. While not the most numerous species, everyone knows one; they live dispersed in family groups and small tribes within the populations of other species. That’s how they like it. You might call the Tabaxi lookout to climb the mainstay quicker than anyone else can, or hire the Tabaxi handyman to wriggle into a crawl space and fix a duct.

One thing this species is missing is their own instinctual language, which, according to tradition, was lost a thousand years ago under mysterious circumstances. This peeves some Tabaxi scholars and anthropologists, who want to get it back. Some suspect the Timewear is to blame, a plane infamous for machinations involving the degradation of culture to its basest forms.

Your character has the traits in Volo's Guide to Monsters or Mordenkainen Presents Monsters of the Multiverse, with the following traits changed.

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence or Charisma increases by 1.

Alignment & Draw. Tabaxi are whimsical, chaotic creatures, and seldom malevolant, so they are often chaotic neutral or chaotic good. They are driven by curiosity and a spontaneous zest for life, yet many find themselves Drawn to the Timewear. Those whose dreams escape its clutches often dream in the Prism or Stormcome.

Cat's Claws. The damage die for your claws is 1d6.

Cat's Talent. You can choose 2 skills from History, Machinery, Perception, and Stealth.

Eligible Racial Feats: Prodigy

Dragonborn

“You grow frail and sick as you weather the years. We are dragons. Age only serves to make us stronger.”

Ambition burns through the veins of every dragon, a ceaseless craving for power, majesty, and the glittering glory of a growing hoard. A metallic dragon might be happy to rule a majestic peak in a wilderness, sleeping for decades and shaping the realms of dream, giving wisdom to visitors or driving them off with deadly breath. Chromatics hunger for fame, and seldom turn down infamy, using their might to change the course of mortal affairs for better or worse. Gem dragons covet secrets and magic. A dragon’s overpowering majesty, awe inspiring and terrifying presence, unfettered physical might, and wellspring of inner magic allow it to shape the world as it sees fit.

Some dragons covet more, however. And each dragon knows that, with meditation, a ritual, or perhaps even a simple wish, it can convert its draconic essence to immense magical power, at the cost of the form and might it has known for its whole life. This process, which varies from dragon to dragon, is called the Bloodsong. Dragons are loathe to even consider trading their already powerful abilities for different power and becoming regular mortals in body and in soul, so it is a rare process.

Thus the dragonborn entered the world. They are the descendants of world shaping sorcerers of immense power who traded unimaginable longevity and strength for depths of flexible magical power, desperate wishers who burned through power for a reality altering desire, and even dragons who turned their life force into raw immortality. A bit of that magic still runs through their veins, sometimes emerging as sorcery, and each broils with the elemental breath weapons and ambition of their predecessors.

Dragonborn are highly mutable. Many are tailless, others have short tails, a few have long ones. Some are plantigrade, a few digitigrade. They are typically wingless, but rarely have vestigial wings in shapes reminiscent of those of their dragon ancestors. Dragonborn have 17 distinct morphs corresponding to each type of true dragon, along with infinite adminctures. About a fourth of dragonborn of mixed lines are born displaying an obvious similarity to a metallic, gem, or chromatic dragon species (or sometimes moonstone dragons and the chromatic adjacent deep dragons), while the rest tend to posses more muted colors and general dragonish features. Many dragonborn lack a distinct visual similarity to a specific type of dragon, as they have mingled together over eons, but dragonborn of more recent draconic heritage are often vividly similar to their ancestor.

Dragons find the presence of dragonborn disturbing (or at least offputting), as most cannot imagine why any dragon would give up its splendor to become mortal, and they hate the idea that it could happen to them by force if they are unlucky enough.

Not all dragons who become dragonborn do so through the Bloodsong. The bottomless ambition of dragons and the nosiness of chromatics can get them in deep trouble with other powers, especially the planes, and rarely a dragon may be cursed to lose its mighty form and become a mere mortal with no special powers.

When making your dragonborn, consider how closely their ancestry ties them to true dragons. Was one of their parents

or grandparents a dragon once, or is that tie more distant? Are they proud of their magical heritage, or bitter that their ancestors caused them to be born into a frail humanoid body when they could have been great wyrms? Did you perhaps even begin life as a true dragon, and if so, why did you give that up, and for what? Or was it taken from you?

Dragonborn Options

When making a dragonborn character for Marinos, you can use the options in the Player's Handbook or in Fizban's Treasury of Dragons. Either way, you also gain the Darkvision and Natural Weapons traits. If you don't have access to Fizban's, you can use the Draconic Options UA instead. You also have the following race options. All of these options have the following traits:

Ability Score Increase. One of your ability scores increases by 2, and a different one increases by 1.

Creature Type. You are a Folk and a Dragon.

Age. Your draconic blood prevents you from ever dying of or weakening due to old age.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Variable Draconic Trait. Your dragon heritage manifests strongly. Choose one of the following (darkvision is the most common):

  • Dragon Darkvision. You have standard darkvision.
  • Dragon Scales. You can always calculate your AC as 13+ your Dexterity modifier.
  • Sea Dragon Soul. You have a swimming speed of 20 feet and can breathe in air and water.
  • Dragon Heart. You have advantage on saving throws against fear.

Natural Weapons. Your teeth and claws are natural weapons you are proficienct with, dealing 1d6+ your Strength modifier of piercing or slashing damage.

Deep Dragonborn

Deep dragons are closely related to the chromatic dragons, and are also known as purple dragons. Dragonborn with ties to deep dragons often have dull ebony or dark purple scales, smell fungal, and prefer the dark more than others of their kind.

Draconic Resistance. You have resistance to psychic damage.

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15 foot cone. Each creature in that area must make a Dexterity saving throw (DC=8+ your Constitution modifier+ your proficiency bonus). A creature takes 1d10 psychic damage, halved on a successful save. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your breath weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sinuous. Squeezing doesn't take you extra movement.

Toxic Warding. Starting at 5th level, as a bonus action, you can channel your draconic energy to protect yourself. For 1 minute, you gain resistance to poison damage and advantage on saving throws against poison and disease. If you already have resistance to poison damage, you gain immunity to poison damage and the poisoned condition for the duration. Once you use this trait, you can't do so again until you complete a long rest.

Moonstone Dragonborn

Moonstone dragons are creatures of dream and ride the edge between the Material, Etherial, and dream planes. Dragonborn with ties to moonstone dragons have scales of translucent green or white and manes of soft fur.

Draconic Resistance. You have resistance to radiant damage.

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30 foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC=8+ your Constitution modifier+ your proficiency bonus). A creature takes 1d10 radiant damage, halved on a successful save. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your breath weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Dream Breath. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15 foot cone. Each creature in that area must make a Constitution saving throw (DC=8+ your Constitution modifier+ your proficiency bonus). On a failure, a creature becomes incapacitated until the start of your next turn, and doesn't recall anything that occurs within that interval afterward.

Once you use your Dream Breath, you can't do so again until you finish a long rest.

Song Dragonborn

Song dragons are rare metallic dragons who spend vast quantities of time in humanoid form. They are lovers of music, masters of subterfuge, and exclusively female. Dragonborn displaying characteristics of song dragons are extraordinarily rare and always biologically female, often with shimmering scales like anodized titanium and prominent head frills.

Dragonborn with song dragon heritage use the abilities of metallic dragonborn, but with a thunder ancestry.

Bloodweres

The first hundred and twenty one bloodweres were created in a glass cauldron through a vile ritual involving the blood of a thousand sacrificial scent hounds, dozens of fine cast iron chains, the ashes of a burnt magical map, a stone from the Entropy Axis, a charge of lightning, hot tar fresh from a cursed tarpit, the tears of a dictator, and shredded leather made of human skin. The sorceress Noshinna Several Whisper was responsible for this act; she was the iron fisted tyrant of Nozonn eight hundred years ago after the deposition of Emperor Tashindoma (orchestrated by her). Seeking to rid the earth of her last surviving enemies, she created a new lineage of beings created to follow her to the death.

Bloodweres experience little emotion, but derive great pleasure from order. Engendered for their loyalty and lack of empathy, they crave honors bestowed upon them by those they respect. Living by a code of often legalistic honor, they have a hard time seeing beyond the demands of duty and command.

Bloodweres are happy to follow the orders of those they owe loyalty to, but despise being bound by any other chain of command. Prone to obsessively bowing and scraping to a single individual, they are stubbornly independent in the face of all other structures.

Half of the first generation of bloodweres was female, and the rest were male. But Noshinna created them with the intention that they would die out after she was gone, knowing she would get two generations out of them. Three quarters of bloodwere offspring are male, making it incredibly difficult for the species to propagate. While a human couple need only have three surviving children to contribute to population growth, bloodweres must have at least five on average. Evidently they were more resilient than the sorceress realized, as they never went extinct as planned. Stubborn and determined, bloodweres remain rare but proved capable of surviving and even slowly increasing in number, despite the stereotype of the callous Bloodwere incapable of forming a loving relationship.

Their population is occasionally bolstered by the odd, small scale recreation of the old ritual rediscovered or uncovered by vengeful dark wizards or spellcasters handed the knowledge by Timewear delegates (who are rather fond of Bloodweres). Such new bloodwere lineages may resemble other human ethnicities, but rarely last long. Outside of Vasha, bloodweres are nigh nonexistent. A bloodwere created outside of Vasha might not even know others exist, much less be able to find one, much less happen to find a member of the opposite sex, much less be decide to have children with one.

Lately the bloodwere population has begun to diminish due to the increasing cost of raising a large family in inner Vasha. A portion of the population resides in the Outer Sands, however, and that subgroup is still slowly increasing as usual.

Bloodweres of the main lineage look almost exactly like Tishan Humans, and often pass themselves off as such to avoid unwanted attention and stigma. A lot of people have never even seen a bloodwere (at least not knowingly), but there’s a reason that the Nozonn saying goes “cruelty’s got yellow eyes.” Besides that singular defining feature, bloodweres have faintly leathery skin and can see in the dark. Their keen sense of smell may be a cause for confusion to acquaintances who assume they’re human. While they look like humans, they are incapable of producing offspring with them and generally indisposed to do so anyway- highly unusual as rare interspecies relationships in Marinos go, which are typically faciliated by world spanning Prism magic.

Bloodweres don’t mind the desert heat much, and often wear a lot of clothing even when it’s sweltering. As likely to be nocturnal as diurnal, this preference suits them well in frigid nighttime temperatures out in the desert.

Possessed of sharp senses and a sharp wit, bloodweres take great satisfaction in outwitting opponents in any context. With their love of order, independence, and bringing opponents to their knees, they are often detectives, bounty hunters, trackers, and counselors to figures more influential than themselves. Their minimal need for sleep makes them excellent at finding runaway quarry- giving them a rather terrifying reputation among escaped slaves. It is certainly not true that all bloodweres are predators, but those who are are frightening and untiring enemies.

While hard pressed to relate emotionally to others, bloodweres are capable of an intellectual understanding of the fact that other people dream and suffer, and some have a fair concept of true justice.

The discrepancies in the ratio of male to female bloodweres results in several problems. While many of the men are interested in romance, there are few potential partners to be found and far too much competition. Rivalries between males are usually respectful but tense. The women have an outsized role in the continuation of the species. However, the unevenness within their own kind gives ‘weres a unique perspective. Woman are treated with paradoxical chivalry and pressure, simultaneously respected and treated as equals but also intensely pressured to marry. It is unheard of for a female ‘were to be forced or coerced or tricked into a marriage or relationship; they always decide. bloodwere men have a hard time comprehending the ways some men of other species mistreat members of the opposite sex. The surest way for a man to lose the respect of a male bloodwere is to disrespect or mistreat a romantic partner (of any gender) or show a general disregard for women.

Bloodwere communities are often loosely organized but strangely tight knit, and a single dispersed coalition may span an area of a hundreds of square miles. A special trick to create a Charm of the Altered Eye has been passed down through generations of Bloodweres. While not all know how to craft one, most have access to somebody willing to make them. It is up to you if your Bloodwere character owns one or not. They usually are rings, patches, or single fingerless gloves. Wearing one puts an illusion over your eyes to make them appear a color typical of human eyes and specific to the charm.

Ability Score Increase. Your Intelligence, Wisdom, and one physical ability score of your choice increase by 1. Alternatively, if using the variant Tasha's rules, you can choose for 1 ability score of your choice to increase by 2 and another by 1.

Age. Bloodweres live just a few years longer than humans.

Alignment and Draw. Enforcers by heart, bloodweres are almost unequivocally lawful, and have a reputation for being cold blooded and aloof. They are typically drawn to the Timewear Impression. While their creator certainly intended them to be evil (though she probably used a different word), her experiment didn’t go as planned, and bloodweres are free willed.

Size and Type. Bloodweres appear almost exactly like humans of slightly below average height and weight. Your size is Medium, and you count as Folk.

Speed. Your speed is 30 feet.

Talents of the Hunter. You gain proficiency in two of the following skills of your choice: Insight, Investigation, Perception, and Survival.

Darkvision. You can see in dim light as though it were bright light, and in darkness for up to 60 feet as if it were dim. You can’t see most color in darkness, only shades of gray and gold.

Keen Smell. You can add 1d4 to the result of any Investigation, Perception, or Survival check that relies on smell, and can track creatures by scent. At 5th level, this bonus increases to 1d6.

Acclimated. You are immune to exhaustion caused by environmental heat, and need only drink half as much water as a typical human.

Leathery. Your skin is thick and has a slightly leathery texture. You always have the option to calculate your AC as 11+ your Dexterity modifier (and can still benefit from a shield).

Tireless. Bloodweres sleep lightly, and for only 4 hours a night. Any sound that would alarm a wakeful human is enough to rouse you if you so choose, and waking up for a moment a few times a night causes you no harm. You can choose to sleep with your eyes open, in which case sudden and dramatic movements in your field of vision can similarly wake you. You only require 4 hours to complete a long rest. Furthermore, you can travel or engage in strenuous activity up to 12 hours a day, rather than 8, without suffering exhaustion. Once per long rest, you can reduce your level of exhaustion by 1 after finishing a short rest.

Languages. You can speak, read, and write Aquan and a human language of your choice, almost always Tishan.

Wildbloods

There are many intensely magical and intelligent elementals and fey in the world and the planes. Those that can shapeshift or already have humanoid forms may fall in love with mortals, producing hybrid children. Such children may also come about from influence to powerful magic during their mother’s pregnancy (or in the egg, for Iguanas and Homogriffs), or be born to bloodlines marked by otherworldly heritage. A child may also be burdened by mystical curses, touched by their blessings, or imbued with the magic of their very presence.

All true dragons can shapeshift, and they may intermingle with mortal bloodlines or imbue other creatures with a degree of their magical essence. While such unions can produce half dragons, the difficulty of passing on draconic features to non-draconic offspring means that Wildblood children are more common.

Wildbloods aren’t tied together by any consistent classification; it is a blanket term to describe any person displaying the telltale signs of an otherworldly heritage. The Homogriff daughter of a shapeshifted thunderbird and the mysterious boy raised by a blue dragon may both have lightning powers, but that is where the similarity ends.

When you create a Wildblood character, choose a heritage: air, darkness, earth, feral, fire, forest, ice, light, storm, toxin, or water. Your heritage gives you mild magical powers and a unique appearance while likely reflecting your immediate ancestry and circumstance.

Think about your heritage. Perhaps you’re the son or daughter of a dragon or thunderbird who took on humanoid form for a time. Maybe you’re related to a naturally humanoid elemental such as a djinn. Maybe your mother was blessed by a phoenix, or you were born during an eruption or terrible storm. Or is your family descended from a mysterious fey, and you were the first in generations to bear the mark of their power?

Wildbloods are an anomaly; many people have heard of them without meeting one. In cities, they attract only slightly less attention. They earn the stares of passerby, whether openly or surreptitiously. While they appear mortal their otherworldly heritage is self-evident in altered skin textures and colors, glowing veins of magma, unusual fins, crystal claws, metal horns, dragon scales, feathered hair, leafy brows, glowing eyes, frosty rhymed hands, and the like. What did your family think of you when you were born? Were you expected, hoped for, a shock, an outrage, a blessing, or a freak? How were you seen in your community?

Wildblood Names

Wildbloods typically are given names by a mortal parent, though they may receive one instead or in addition to by their magical parent. Some may earn nicknames based on their appearances or powers.

Template. You gain the template feature (see templates, below, and make your choice before continuing). You gain the traits associated with the template youpick, which reflect a sampling of the abilities of the species you come from.

Ability Score Increase. Your Charisma increases by 2. With their magical natures, involvement with powerful beings, odd histories, and connection to forces of creation and destruction, wildbloods are often sorcerers, warlocks, and bards. Needing silver tongues to be accepted as regular people (or ascend into positions of leadership), they often have high Charisma.

Age: Wildbloods have similar life spans to their mortal parents, but age a bit slower. Interestingly, it can take up to a decade for a wildblood Echo of elemental ancestry to appear in the Echo Impression, leading to the superstition that wildbloods have no souls.

Alignment and Draw: The term Wildblood doesn’t even correspond to any particular type of creature, and the possibilities are too vast to make a blanket statement.

Recognizable. Due to your very unusual appearance, you have disadvantage on all checks to disguise yourself or blend in with a crowd without magic.

Bonus Language. You know a language of your choice (one that most likely relates to your otherworldly heritage).

Innate Magic. Your subrace grants you some number of innate spells you can cast: at will for any cantrips listed, and once per long rest for any leveled spells once you reach the specified levels. You can also cast these spells using any spell slots you have of the appropriate level or higher. Choose a mental ability score at character creation. That score is your spellcasting ability.

Subrace. Choose from any of the options below.

Air

Lighter and of slighter build than average members of their mortal species, these wildbloods are always accompanied by a refreshing breeze. Soft of step and light on their feet, an air heritage wildblood may be kind and unimposing as a gentle breeze or fierce and volatile as a whirlwind. They may be descended from thunderbirds, seafaring fey, genies, or even Stormcome spirits.

Character level Innate Magic
1 Gust
3 Longstrider
5 Gust of Wind

Backwind. Your walking speed (and flying speed, if you have one) increase by 5 feet.

Breath of Life. You are immune to effects that would require you to breathe in dangerous substances, as your bond to the sky lets you unconsciously filter the air and receive only what you want.

Caustic

A burning handshake, corroded fingers, tears that sizzle when they hit the ground, or eyes the colors of a hotspring may give these wildbloods away. Perhaps descended from a black or copper dragon, an elemental of volcanic hotsprings, a Timewear spirit, or bitingly ruthless fey, they can be painfully sarcastic, ruthless as a dictator, keen as a razor, or incorigeable pranksters.

Character level Innate Magic
1 choice of Acid Splash or Vicious Mockery
3 Tasha's Caustic Brew
5 (Melf's) Acid Arrow

Caustic Nature. You have resistance to acid damage. Additionally, you have advantage on saving throws against being swallowed.

Darkness

Easy to miss in a patch of shade and often tricksy and cunning, these wildbloods are descended from mischievous fey, fiends from the Lower Planes, creatures of shadow, and black or deep dragons. Their heritage displays itself in dark eyes, wispy hair made of shadows, or hands that drip with shade.

Character level Innate Magic
1 Minor Illusion
3 Disguise Self
5 Darkness (you can see through it)

Superior Darkvision. You have standard 120 foot darkvision.

Sunlight Senstivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Shadow Step. Once per short rest, while in darkness, you may teleport up to 10 feet as a free action on your turn.

Trickery. Choose Deception, Sleight of Hand, or Stealth at character creation. Whenever you make a skill check with the chosen skill, you may add 1d4 to the result. At 5th level, choose for the bonus to increase to 1d6 or for the 1d4 bonus to apply to a second skill from the list.

Earth

Sturdy and strongly built, these wildbloods are tougher than their mortal parents. With cracked and rocky hides, crystal horns, unusually heavy bodies, tears made of dust, or other telling features, these Wildbloods are born from elementals of islands, swamps, and sea floors, certain gem dragons, or fey of the earth.

Character level Innate Magic
1 Mold Earth
3 Shield

Toughness. At 1st level and every level thereafter, your hit point maximum increases by 1.

Feral

With animalistic eyes or ears, clawed hands, sharp teeth, quilled skin, a scaly hide, beastial tail, wild hair, or just a general scruffy look and unforgettable musky odor, these wildbloods are descended from truly wild fey, primeval dragons, Prism celestials, or even the legendary Beast Lords themselves.

Character level Innate Magic
1 Speak with Animals
3 Animal Friendship
5 Animal Messenger

Tongue of the Wild. Casting Speak with Animals does not require your concentration. Additionally, the spell allows you to speak with beastial, unaligned monstrositities such as owlbears and griffins, at your DM's discretion.

Wild Whisperer. Whenever you make an Animal Handling check, you may add 1d4 to the result. At 5th level, the bonus increases to 1d6.

Natural Weapons. Choose piercing, slashing, or bludgeoning damage at character creation. You have natural weapons, such as claws, horns, or fangs, that deal 1d6+ your Strength modifier of the chosen damage type. You are proficient with them. If you already have natural weapons, their damage die increases by 1 size instead.

Fire

Eyes flickering with flame, skin radiating heat, hands curling with wisps of dark smoke, hair covered in ash, these wildbloods may be born on volcanic islands or near oceanic vents. One might be the child of a polymorphed red, gold, or brass dragon, or a fey being of summer. Some may even be related to a fiend or a fiery celestial. They can be fiercer and more independent than their mortal parents, often ambitious and capricious. At their worst they may be cruel and greedy; at their best, stalwart allies of their friends and those in need. Some are warm and friendly as a winter hearth.

Character level Innate Magic
1 Produce Flame or Control Flames
3 Burning Hands

Kin to Flames. You have resistance to fire damage and immunity to the ill effects of breathing in smoke and volcanic gas.

Forest

Leaves in their hair, branchy antlers, mossy skin, perpetual komorebi flickering across their skin, a smell of flowers, or bark clawed hands give away their heritage. These wildbloods are often descended from floral fey like dryads, or Prism or Veil spirits, but who knows, maybe you're even a treant cursed to live in humanoid form?

Character level Innate Magic
1 Druidcraft
3 Entangle
5 Spike Growth

Wild Strider. You can ignore non-magical difficult terrain caused by plants and fungi.

Wild Instincts. Choose Nature or Survival. Whenever you make check using the chosen skill, you may add 1d4 to the result. At 5th level, choose one: the bonus increases to 1d6, or the 1d4 may be added to the other skill also.

Ice

These wildbloods may have frost rimed hands, silvery eyes, claws or teeth of ice, icicle spikes, or freezing breath. They may be stoic and distant as a glacier, sarcastic as a Timewear fiend, or as friendly as a silver dragon.

Character level Innate Magic
1 Ray of Frost
3 Ice Knife
5 Silence

Cold Resistance. You have resistance to cold damage.

Light

Glowing eyes, hair of sunlit fog, runic gemstones embedded in skin, or flickering bioluminescence give these wildbloods away. They may be descended from Mirror spirits, sun birds, summery fey, or crystal dragons. They range from stern and noble to mirthful and lighthearted to dogmatic and arrogant.

Character level Innate Magic
1 Choice of Light or Dancing Lights
3 Faerie Fire
5 Moonbeam

Made of Light. You have resistance to radiant damage.

Fast as Light. Each of your flying, climbing, swimming, or walking speeds are 5 feet greater.

Storm

Tempestuous, bold, and brave, with static electricity making their hair or feathers fly and hands that shock. They may manifest the quickness of lightning or the awe inspiring quality of a thunderstorm, and are often descended from thunderbirds, lightning dragons, or Stormcome spirits.

Character level Innate Magic
1 Shocking Grasp
3 Thunderwave

Brave. You have advantage on saving throws against being frightened.

Lightning Resistance. You have resistance to lightning damage.

Toxin

Maybe fangs dripping with green venom, skin the color of a poison dart frog, an acrid stench, or hair strung with nightshade flowers gives it away. These wildbloods may carry the magic of green dragons, fey that embody toxic emotions and behaviors, or elementals of swamps or volcanic gases. They can be clever, sardonic, hateful, or playful.

Character level Innate Magic
1 Poison Spray
3 Detect Poison and Disease
5 Toxic Ray (Scorching Ray, but as poison damage)

Toxic Resilience. You have resistance to poison damage, and advantage on saving throws against poison and disease.

Water

Water heritage wildbloods might be short and stocky with finned appendages, have elongated snouts for catching fish and water repelling scales, have eyes with clear lids, possess skin with patterns like light rippling through water, or have feathers like a seabird, depending on the parent species. They can be descended from marids, selkies, deep scions, water nymphs, aquatic dragons, or a miriad of other beings of watery magic.

Character level Innate Magic
1 Shape Water
3 Fog Cloud
5 Wall of Water

At Home on Land or Sea. You have a swim speed of 30 feet, or you can add 10 feet to an existing swim speed.

Amphibious. You can breathe underwater. If you can already, you can always treat water depths as 2 miles shallower for the purposes of pressure.

Templates

Some race/species options allow you to play as a regular mortal twisted by extraplanar influence, drowned and then returned to new life as an undead, or born from a non humanoid parent. Others let you play as a dark or light simulacrum of a worldly creature. If you play as one of these, pick an origin species and gain its template features. You gain the subtype of the template species, such as human or minotaur. You gain the traits associated with the template you pick, which reflect a sampling of the abilities of the species you come from.

Origin Species. At character creation, pick an origin species (and subrace as appropriate): Human, Misa (lightpaw or ratkin), Minotaur, Iguana (marine, basilisk, or redeye), Homogriff, Mako, Selkie, Tabaxi, Teneshiki, Rakisha, or Ogre. (Bloodweres are impervious to such magical influence and thus do not have a Template Option, though they can maybe turn into Drowned, in which case you can just use the Human Template as there is no way to tell the difference).

Note 1: Important: You cannot use an ability score increase granted by your template for a score already increased by your race/species.

Note 2: If a template references a trait and doesn’t explain it, reference the race option for your origin species to find the details.

Note 3: Unless the template or race says otherwise, you count as Folk.

Origin Features. You gain one or more traits as determined by your origin species.

  • Human. Speed: 30 feet. Size: Medium. Languages: You know Aquan and a human language of your choice. Ability Score Increase: You gain +1 to two ability scores of your choice (not an ability score already increased by your race). Traits. You gain proficiency in a skill of your choice. Alternatively, you gain a language and a tool or weapon of your choice.
  • Misa. Speed: 25 feet. Size: Small. Languages: You know Aquan and Misa. Racial Traits. You gain the Brave trait, and one or two traits depending on your origin subrace. Autumnal or Lightpaw. You gain the Lucky trait. Ability Score Increase. You gain +1 to Dexterity or Charisma, your choice. Ratkin. You gain the Darkvision and Natural Weapons traits. Ability Score Increase. You gain +1 to Dexterity or Constitution, your choice.
  • Minotaur. Speed: 35 feet. Size: Medium. Languages: You know Aquan and Minotaur. Ability Score Increase: You gain +1 to Strength or Constitution, your choice. Racial Traits. You gain the Relentless Endurance and Natural Weapons traits.
  • Iguana. Speed: 30 feet, swim 30 feet. Size: Medium. Languages: You know Aquan and Kizaku. Racial Traits. You gain the Friend of Earth, Sky, and Sea trait for speaking to a type of animal and gaining a tool proficiency, but not the two skills. You also have one or two traits determined by your subrace. (If you want it, you also gain the optional Cold Blooded trait.) Marine. You have the Hold Breath and Bonus Language traits. Ability Score Increase: +1 to Wisdom, Charisma, or Intelligence, your choice. Basilisk. You have the Run on Water trait. Ability Score Increase: +1 to Wisdom or Dexterity, your choice. Redeye. You have the Playing with Fire trait. Ability Score Increase: +1 to Wisdom or Charisma, your choice.
  • Homogriff. Speed: 20 feet. Size: Medium. Languages: You know Aquan and Auran. Ability Score Increase: You gain +1 to an ability score of your choice. Racial Traits. You gain the Flight trait, without the speed increases at later levels.
  • Tenishiki. Speed: 25 feet. Size: Small. Languages: You know Aquan and a language of your choice. Ability Score Increase: You gain +1 to Dexterity or Charisma, your choice. Racial Traits. You gain the Weave Colors, Semiaquatic, and Emotional Telepathy traits. At 3rd level, you gain the Teneshiki’s Spellcasting trait.
  • Mako. Speed: 25 feet, swim 25 feet. Size: Medium. Languages: You know Aquan and Abyssal. Ability Score Increase: You gain +1 to Strength or Intelligence, your choice. Racial Traits. You gain the Darkvision, Amphibious, and Natural Weapons traits. Special. You cannot choose this template as a Drowned- unless you Reincarnate into it! Makos don’t drown.
  • Tabaxi. Speed: 30 feet. Size: Medium or Small. Languages: You know Aquan and a language of your choice. Ability Score Increase: You gain +1 to Dexterity, Intelligence, or Charisma, your choice. Racial Traits. You gain Darkvision, Feline Agility, and the natural weapons from Cat's Claws.
  • Rakisha. Speed: 30 feet. Size: Medium. Languages: You know Aquan and Rakisha. Ability Score Increase: You gain +1 to Wisdom or Constitution, your choice. Racial Traits. You gain the Rakisha Senses and Shift Gait traits. Additionally, you are immune to the effects of nonmagical environmental cold.
  • Ogre. Speed: 30 feet. Size: Large (see Ogre race entry). Languages: You know Aquan and a language of your choice. Ability Score Increase: You add +1 to Strength or Constitution, your choice. Racial Traits. You have Darkvision.
  • Dragonborn. Speed: 30 feet. Size: Medium. Languages: Aquan and Draconic. Ability Score Increase: +1 Constitution, Strength, or Charisma, your choice. Racial Traits. You get the Variable Draconic Trait and Natural Weapons traits, and count as both Folk and Dragon. Choose a type of dragonborn. You get its Breath Weapon trait. A breath weapon that deals force, psychic, thunder, radiant, or necrotic has its damage dice reduced by 1 size (d10 to d8).
  • Bloodwere: Speed: 30 feet. Size: Medium. Languages: Aquan and a human language of your choice, typically Tishan. Ability Score Increase: +1 to Wisdom, Intelligence, or Constitution, your choice. Racial Traits: Darkvision, Keen Smell as a +1 instead of a die, immune to normal environmental heat, Tireless for 6hour long rests and 10 hours of exertion rather than 4 and 12 respectively. Special: Bloodweres cannot reproduce with non-bloodweres at all, so generally speaking, wildblood bloodweres don't exist.
Reincarnate in Marinos

When cast in this world, Reincarnate does not have the options presented in the player's handbook. Instead, roll 1d4 until you get a 1. The number of times rolled is the result of the spell based on the table below. If a result lists subraces, repeat the process to determine a subrace. If you roll more than the number of results possible, the result is the first listed.

Additionally, if you have a template race, you keep your race, switch templates, and stop at 11.

  1. Human- 1) Tishan 2) Sikhenise 3) Caspian 4) Germasko
  2. Minotaur
  3. Homogriff
  4. Misa- 1) Lightpaw 2) Verminkin 3) Autumnal
  5. Iguana- 1) Marine 2) Basilisk 3) Redeye
  6. Makos
  7. Teneshiki
  8. Tabaxi
  9. Dragonborn- 1) Chromatic 2) Metallic 3) Gem 4) Deep 5) Moonstone
  10. Rakisha
  11. Ogre
  12. Selkie
  13. Bloodwere
  14. Lo'Kua (see Appendix A)

Part 2: Classes

All of the fundamental D&D classes, plus Artificers,
can be played in Marinos, but some of them gain
their power in different ways than normal.

Barbarians

Barbarians channel intense emotion into supernatural might through a connection to elemental powers, wild spirits, planes, a sort of unbridled emotional psionics, or their own tumulutous life force. Whether embodying the might of courage or the cornered savagery of rage, the frenzied valor of love defending its charges or the terrible wrath of vengeance, a connection to the carnage and violence of beasts or the terrible screaming peril of storms and the sea, barbarians are a force to be reckoned with.

All barbarians can enter a state called a rage, but whether it is fueled by anger and hatred or one of the other connections described above is up to you. Many barbarians are wanderers and adventurers, seafarers, hunters, or pirates. They use their powers to protect or to wound, to steal or to restore.

< I had an idea and I'm gonna put a subclass here when I get around to it.>

Bard

Bards channel the energy of creation, orchestrating the tidal dance of magic between the planes. Using skillfully artistic powers to bend reality according to their creativity, Bards are often Drawn to the Prism.

Optional Class Features

Tools of the Trade (1st level). Starting at 1st level, you can spend your 3 musical instrument proficiencies on certain other tools as well. You can choose from any musical instruments and any artisan's tools.

Any musical instument you have proficiency in can be used as a spellcasting focus for your bard spells, as can any tool from the following list if you are proficient: calligrapher's supplies, painter's supplies. Any artisan's tool you are proficient with can be used as a spellcasting focus for bard spells with a casting time of 1 minute or longer.

Jack of All Trades, Master of Many (4th, 8th, 12th, 16th, 19th). Starting at 4th level, you begin to pick up new talents. Each time you gain an Ability Score Increase from the bard class (or take a feat in place of an ASI from the bard class), you 1) gain proficiency in an additional Tool of the Trade, and 2) you gain Expertise in 1 tool you were already proficient in, allowing you to add double your proficiency bonus to checks made with it.

College of Ink

Some bards specialize in creating magic through the visual arts. I wasn't satisfied with any of the homebrew subclasses for this idea that I found, so I will be making one myself sometime.

Spirits of Marinos

Marinos is not an animistic world- yet certain special objects and locations do have spirits. Certain ancient, lovingly crafted, historically significant, uniquely materialed, or brilliantly played musical instruments or tools of art are inhabited by spirits of creativity known as Muses. When making your bard, consider whether they know, own, or have been involved with such a tool.

Perhaps your bard’s sentient instrument is the source of his or her musical inspiration, or maybe they were tutored by the ancient piano that resides within the bard college on Isle Veria in Gemwater.

                                                Cleric

Clerics are conduits of the outer planes rather than gods, and the plane they are Drawn to determines the sorts of domains they belong to and the spells they prefer. A Cleric is tied to all the planes and can summon a bit of power from any of them. Cleric magic is a form of heightened Draw.

While most clerics are positively inclined towards the plane they get the majority of their power from, being a cleric is not voluntary. The position is thrust upon them by the magic of the Outer Plane itself, and cannot be turned down. Some clerics resist the call of their plane and act in ways contrary to its nature. This can result in terrible misfortune and danger from emissaries of the plane.

Clerics are always Drawn to the plane they act as conduits for. A list of planes and appropriate domains is given below. Your domain gives you access to thematic spells, but think about what other cleric spells your character prefers. Haven clerics tend toward healing spells, for example, while Mirror clerics may be fond of Zone of Truth and Guiding Bolt. If you come up with a cool story, you can tie together a plane and a domain that are not usually associated.

Skills

Dreaming is added the list of cleric skills you can choose from.

Hand of the Axis (1st level)

At first level, you become a conduit, willing or not, of one of the 8 Impressions- specifically, of your Draw. Choose Mirror, Veil, Prism, Stormcome, Muffle, Shadow, Timewear, or Echo. Your choice grants you an expended spell list you can use as an addition to the regular cleric spell list.

Mirror

Spell Level Expanded List
0 Blade Ward, Minor Illusion, Sword Burst, True Strike
1 Color Spray, Compelled Dual, Faerie Fire, Magic Missile, Silent Image
2 Cloud of Daggers, Knock, Moonbeam, See Invisibility
3 Blinding Smite, Crusader's Mantle, Intellect Fortress, Major Image, Meld into Stone (mirrors instead of stone)
4 Hallucinatory Terrain, Mordenkainen's Faithful Hound, Otiluke's Resilient Sphere, Stone Skin
5 Circle of Power, Mislead, Steel Wind Strike, Wall of Force, Wall of Light
6 Arcane Gate, Globe of Invulnerability, Programmed Illusion, Wall of Ice, Wind Walk
7 Crown of Stars, Mirage Arcane, Project Image, Mind Blank
8 Demiplane, Maze
9 Blade of Disaster, Invulnerability

Veil

Spell Level Expanded List
0 Blade Ward, Druidcraft, Message
1 Alarm, Fog Cloud, Illusory Script, Speak with Animals
2 Animal Messenger, Enthrall, Find Traps, Pass Without Trace, Rope Trick
3 Blink, Catnap, Gaseous Form, Leomund's Tiny Hut, Nondetection
4 Conjure Woodland Beings, Dimension Door, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum
5 Circle of Power, Mislead, Passwall, Seeming, Tree Stride
6 Fizban's Platinum Shield, Globe of Invulnerability, Guards and Wards, Transport via Plants, Wind Walk
7 Mordenkainen's Magnificent Mansion, Sequester
8 Demiplane, Mind Blank

Prism

Spell Level Expanded List
0 Druidcraft, Minor Illusion, Thorn Whip
1 Absorb Elements, Animal Friendship, Color Spray, Speak with Animals
2 Beast Sense, Pyrotechnics, Spider Climb, Summon Beast
3 Elemental Weapon, Fly, Hypnotic Pattern, Plant Growth, Speak with Plants
4 Conjure Minor Elementals, Fabricate, Guardian of Nature, Summon Elemental
5 Awaken, Creation, Reincarnate, Skill Empowerment, Wrath of Nature
6 Druid Grove, Investiture of Wind, Move Earth, Otto's Irresistible Dance, Primordial Ward
7 Mordenkainen's Magnificent Mansion, Prismatic Spray
8 Animal Shapes, Demiplane
9 Prismatic Wall, Shapechange

Stormcome

Spell Level Expanded List
0 Gust, Shocking Grasp, Thunderclap
1 Chaos Bolt, Expeditious Retreat, Fog Cloud, Jump, Thunderwave
2 Gust of Wind, Knock, Shatter, Warding Wind
3 Call Lightning, Fly, Sleet Storm, Thunder Step, Wind Wall
4 Confusion, Conjure Minor Elementals, Ice Storm, Storm Sphere
5 Animate Objects, Cone of Cold, Conjure Elemental, Control Winds, Maelstrom
6 Chain Lightning, Investiture of Ice, Investiture of Wind, Primordial Ward, Wind Walk
7 Whirlwind, Reverse Gravity
8 Control Weather, Tsunami
9 Foresight, Shapechange, Storm of Vengeance

Muffle

Spell Level Expanded List
0 Firebolt, Primal Savagery, Ray of Frost
1 Burning Hands, Fog Cloud, Ice Knife, Tasha's Hideous Laughter
2 Heat Metal, Pass Without Trace, Rime's Binding Ice, Scorching Ray
3 Elemental Weapon, Enemies Abound, Hunger of Hadar, Nondetection, Tidal Wave
4 Conjure Minor Elementals, Greater Invisibility, Phantasmal Killer, Summon Elemental
5 Cone of Cold, Conjure Elemental, Destrctive Wave, Immolation, Modify Memory
6 Disintegrate, Flesh to Stone, Investiture of Flame, Investiture of Ice, Otiluke's Freezing Sphere
7 Power Word: Pain, Whirlwind
8 Mind Blank, Feeblemind, Tsunami
9 Meteor Swarm, Psychic Scream

Shadow

Spell Level Expanded List
0 Blade Ward, Sword Burst, True Strike
1 Charm Person, Ensnaring Strike, Hunter's Mark, Ray of Sickness
2 Earthbind, Mind Spike, Ray of Enfeeblement, Shadow Blade, Suggestion
3 Enemies Abound, Hypnotic Pattern, Phantom Steed, Stinking Cloud
4 Charm Monster, Compulsion, Dominate Beast, Evard's Black Tentacles
5 Bigby's Hand, Cloudkill, Destructive Wave, Dominate Person, Hold Monster
6 Magic Jar, Mass Suggestion, Mental Prison, Soul Cage, Wall of Thorns
7 Forecage, Power Word: Pain
8 Dominate Monster, Mighty Fortress
9 Imprisonment, Weird

Timewear

Spell Level Expanded List
0 Acid Splash, Blade Ward, Mind Sliver
1 Disguise Self, Dissonant Whispers, Illusory Script, Tasha'a Caustic Brew
2 Locate Animals or Plants, Melf's Acid Arrow, Nystul's Magic Aura, Rope Trick
3 Hypnotic Pattern, Intellect Fortress, Meld into Stone, Slow, Wall of Sand
4 Elemental Bane, Sickening Radiance, Vitriolic Sphere, Leomund's Secret Chest
5 Passwall, Transmute Rock, Wall of Force, Wall of Light, Wall of Stone
6 Fizban's Platinum Shield, Globe of Invulnerability, Investiture of Stone, Primordial Ward, Wall of Ice
7 Forecage, Sequester
8 Glibness, Maze
9 Invulnerability, Time Stop

Echo

Spell Level Expanded List
0 Green Flame Blade, Mage Hand, Message
1 Comprehend Languages, Identify, Tenser's Floating Disk, Unseen Servant
2 Detect Thoughts, Knock, Levitate, Locate Object, Rope Trick
3 Gaseous Form, Intellect Fortress, Meld into Stone, Phantom Steed, Tiny Servant
4 Arcane Eye, Dimension Door, Leomund's Secret Chest, Mordenkainen's Faithful Hound
5 Contact Other Plane, Mislead, Modify Memory, Rary's Telepathic Bond, Skill Empowerment
6 Drawmij's Instant Summons, Investiture of Stone, Magic Jar, Mental Prison, Soul Cage
7 Crown of Stars, Sequester
8 Mind Blank, Telepathy
9 Foresight, Time Stop

Expanded Spell List

Cantrips
  • Chill Touch
  • Dancing Lights
  • Friends
  • Infestation
1st Level
  • Cause Fear
  • False Life
  • Sleep
2nd Level
  • Crown of Madness
  • Darkness
  • Darkvision
3rd Level
  • Conjure Lesser Demon
  • Fear
  • Summon Lesser Demons
  • Summon Undead
  • Vampiric Touch
4th Level
  • Blight
  • Shadow of Moil
  • Summon Greater Demon
5th Level
  • Antilife Shell
  • Danse Macabre
  • Dream
  • Enervation
  • Infernal Calling
  • Negative Energy Flood
6th Level
  • Circle of Death
  • Eyebite
  • Summon Fiend
  • Tasha's Otherworldly Guise
7th Level
  • Finger of Death
8th Level
  • Abi Dazim's Horrid Wilting
  • Antipathy/Sympathy
  • Maddening Darkness
9th Level
  • Power Word: Kill
Darker Powers

The clerics of Marinos wield the power of the Lower Planes as much as they do the Upper.

Plane Domains
Memory Knowledge, Grave, Order
Mirror Mirror, War, Light, Peace, Knowledge, Arcana
Veil Veil, Life, Twilight, Peace, Nature
Prism Prism, Life, Tempest, Nature, Light, Forge
Stormcome Tempest, War, Nature, Forge
Muffle Silence, Death, Trickery, Tempest
Shadow Shadow, Order, War, Death, Trickery, Twilight
Timewear Entropy, Knowledge, Order, Trickery, Nature

Mirror Domain

The Shining Axis opposes evil through inefficient bureaucratic warfare. It is a good plane, but its goodness is tarnished by legalism and internal disloyalties. Nonetheless, clerics of the Mirror Impression are given powers of light and reflection to work against the forces of darkness.

The Shining Axis is the transformed Day Axis of an ancient era, which was a plane of conquest and absolute authority that burned all opposition to cinders. Reborn, it now stands against tyranny and injustice, but is so afraid of the possibility of lapsing into old habits that it partially paralyzes itself with rules and regulations. Nonetheless, its agents work to promote healthy societies that benefit all their citizens, to root out corruption, and to stand against the encroachments of the Shadow Impression. Despite its mystical grandeur, it encourages humility and clear headed self awareness, seeking no honor for itself.

Cleric Level Spells
1st Magic Missile, Shield
3rd See Invisibility, Mirror Image
5th Blink, Counterspell
7th Dimension Door, Mordenkainen’s Private Sanctum
9th Mislead, Wall of Force
Bonus Cantrip

When you select this domain at 1st level, you gain the Light cantrip, or a different cleric cantrip of your choice if you already know it.

Warding Flare

As the 1st level Light Domain feature.

Channel Planes: Invoke Duplicity

As the 2nd level Trickery Domain feature.

Improved Flare

As the 6th level Light Domain feature.

Potent Spellcasting

Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.

Flashing Soul

Starting at 17th level, you gain immunity to radiant damage, force damage, and the blinded condition. If you already had resistance to radiant damage, also gain resistance to necrotic damage. Whenever a creature targets you with an effect that deals radiant or force damage or would blind you, they become the target of the effect as well, ignoring all outcomes of the effect besides blindness, force, or radiant damage.

You can cast Meld into Stone at will, but instead of using stone, you can only step into mirrors your size or larger this way.

Finally, you can add your Wisdom modifier as extra damage to any spell that deals radiant or force damage.

Silence Domain

The Muffle Impression tries to drown the world in a blinding flash of terror and blood. It utilizes surprisingly organized tactics, and the font of its hate and force is limitless. At times the Axis of Silence tries to bend people to its will, usually people with bitterness and rage in their hearts. It fills them with power and sets them to its tasks, driving them through dreams and horrific visions.

This is not a nice domain. Most given its power fall to ruin, commit terrible acts of violence, or hide themselves away forever. The Axis of Silence is good at picking people who embrace its dark plans or crumble to pieces under the weight of its malice. Once in a while, however, a Silence Cleric goes rogue and uses their powers against the plane of sudden annihilation.

Cleric Level Spells
1st Zephyr Strike, Inflict Wounds
3rd Pass Without Trace, Silence
5th Blinding Smite (necrotic), Elemental Weapon
7th Greater Invisibility, Phantasmal Killer
9th Modify Memory (forgetfulness only), Steel Wind Strike
Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in the Stealth skill and with martial weapons. If you are already proficient in Stealth, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Deception, or Intimidation.

Dread Ambush

Starting at 1st level, when you surprise a creature and hit it with a weapon attack or spell attack before it takes a turn in combat, you gain temporary hit points equal to half the damage dealt, and the target is silenced (as though through the Silence spell) until the end of its next turn if you wish.

Channel Planes: Guided Strike

Your strikes fall with unerring accuracy fueled by the vitality severing magic of the Muffle. Starting at 2nd level, when you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after seeing the roll but before the DM says if it hits or misses.

Sudden Onslaught

Starting at 6th level, your ambushes become even deadlier. You have advantage on attack rolls against surprised creatures. Additionally, your attacks are critical hits on rolls of 19 or 20 against creatures that haven't taken a turn yet in combat.

Divine Strikes

Starting at 8th level, you gain the ability to infuse your weapon attacks with planar energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic or cold damage. When you reach 14th level, the extra damage increases to 2d8.

Hideous Nothingness

At 17th level, you become a swift harbinger of unseen death. Your walking, flying, swimming, and climbing speeds (if you have them) increase by 15 feet. You have advantage on Stealth checks and initiative checks. You can cast Blindness/Deafness at will. As a bonus action in combat, you can cast Blindness/Deafness against a creature that has not yet taken a turn.

Additionally, whenever you cast Blindness/Deafness, you can choose to have both the blindness and deafness options take effect. You can do this a number of times equal to your Wisdom modifier per long rest.

Entropy Domain

The Entropy Axis wants nothing for itself. It wants a process. It wants that process to be carried out in the proper ways. It wants that process to be brought to a perfect end. That process is metaphysical entropy and the end is a dead world of struggle and bleak ruination, devoid of beauty, stripped of variety, unchanging, and vested with only the crudest, meanest forms of life and culture.

Its agents are either convinced that the world is doomed anyway and that they might as well get rewarded in their short life, or they don’t care one way or another about their descendants and will pay any price for the smallest gain, so long as that price never affects them during their lifetime.

Those who have been unwittingly turned to the Axis’ purposes include big business executives using up the world’s resources to increase their own riches, corrupted bureaucracies that prioritize order and the way things have always been to creating positive change, and anyone who has given up hope and would rather rest than fight for something better.

Entropy clerics’ preferred tactics are to wear down their enemies slowly and to force them to waste time. They are chosen from easily corruptible people, often those who have been squandering the resources of the world or making long term sacrifices for short term gain. Sometimes the Entropy Axis makes mistakes, however. Those who resist the call find themselves inexplicably hindered by all the people described in the previous paragraph, and if they don’t get the hint, agents of the Axis may come to punish, enslave, or end them, preferably after trying to bribe them first.

Cleric Level Spells
1st Bane, Sleep
3rd Calm Emotions, Enthrall
5th Hypnotic Pattern, Slow
7th Sickening Radiance, Wall of Sand
9th Elemental Bane, Wall of Stone
"The Entropy Axis is here for a long time, not a good time."
Bonus Language

At 1st level, you learn Derelict (the language of the Entropy and Memory Axes) or a language of your choice if you’ve studied it already.

Time Runs Like Water

Starting at 1st level, You age half as quickly as normal. In addition, you learn the Acid Splash cantrip. This counts as a cleric cantrip for you.

Ages Flicker Before the Eyes

Starting at 1st level, when a creature within 30 feet of you that you can see hits you with an attack, you can use your reaction to slow time for the creature and assault its mind with visions of vast eons passing. Sand drips from its eyes like tears. It must make a Charisma saving throw and takes 2d8 psychic damage on a failed save, or half as much on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before taking a long rest.

Channel Planes: Nothing Lasts Forever

Starting at 2nd level, you gain the ability to channel the wastes of the Timewear to debilitate your foes. As an action, you expend a use of your Channel Divinity, present your planar symbol, and speak words in long dead tongues against a creature within 60 feet of you. The target makes a Constitution saving throw. On a failure, that creature cannot benefit from healing (including regeneration) or rest for 1 hour, and its spent Recharge abilities (such as a dragon’s breath weapon) do not recharge during this time.

If the creature succeeds on its saving throw, you do not expend your Channel Divinity. However, the targeted creature becomes immune to your uses of this ability for the next hour.

Channel Planes: Some Things Last Longer Than Others

Starting at 6th level, as a reaction when you take damage, you may spend a use of your Channel Divinity to gain resistance to that type of damage (including the triggering damage) until the end of your next turn.

Potent Spellcasting

At 8th level, you may add your Wisdom modifier to the damage of any cleric cantrip you cast.

Entropy Unbound

Able to awaken in reality a vision of the future the Entropy Axis desires with its cunning and wicked essence, you gain the following benefits at 17th level:

  • You stop aging.
  • Objects of your choice within your line of sight are vulnerable to all damage.
  • Your enemies are afflicted by apathy and a sense of doom, and their bodies become as fragile in your presence as their minds have always been. Whenever you force a creature to make a Wisdom, Intelligence, Charisma, or Constitution saving throw to resist a spell, you may expend a spell slot one level higher than that of the spell to give each targeted creature disadvantage on its first save against the spell. The spell gains no additional effects from being cast at a higher level.

Shadow Domain

The Axis of Doom aims to conquer all of existence. More patient than the Axis of Silence and hoping to succeed far before the Entropy Axis could ever hope to accomplish its goals, the Doom neither wants total destruction nor to be left with a living wasteland. Rather, it eagerly covets all the liveliness and diversity of the worlds. It is a force of greed and malice and arrogance that has set out to strangle existence in its iron fist. It isn’t a personal force, but it is most accurately embodied in the Lord of Darkness and other beings of conquest, slavery, dominion, tyranny, and abuse.

The warlords of darkness from this plane know they cannot win using brute strength. Instead, they use strength to supplement politics, trickery, magic, and lies, working behind the scene to turn nations and planes of existence against each other. When the Entropy Axis does this, it is to leave the world a despairing ruin. It wants nothing but a process and its completion. When the Axis of Doom tries its hand at such schemes, it does so to soften everything up for a final battle. And it certainly wants something. It wants everything.

What forces can’t be manipulated into working towards the Axis’ goals are cowed into submission, terrified into silence, lulled into apathy, or destroyed. The Shadow Impression tempts and tricks people into becoming its pawns, and works through terror tactics to melt its worst enemies into nothing.

Most Shadow Clerics have been turned into pawns through one of the above tactics. Those who haven’t yet, the Shadow Impression drives into ruination if it can.

Cleric Level Spells
1st Charm Person, Wrathful Smite
3rd Darkness, Suggestion
5th Enemies Abound (XGE), Vampiric Touch
7th Charm Monster (XGE), Shadow of Moil
9th Dominate Person, Hold Monster
15th Dominate Monster
Bonus Proficiencies

You gain proficiency in heavy armor, martial weapons, and your choice of the Deception, Persuasion, or Intimidation skill at 1st level.

Mark of Darkness

Starting at 1st level, you gain the power to manifest the unnerving dark of your Draw. As a bonus action, you can activate your mark of darkness, which might be a halo or flickering mantle of shadow, spectral wings of twilight gloom, or eyes that become pools of swirling inky black. Your mark turns bright light within 5 feet of you to dim light, and is only visible when it is turning bright light to dim. Choose Deception, Persuasion, or Intimidation when you gain this feature. While your mark is active (whether or not it is visible), you have advantage on checks with the chosen skill.

You may dismiss your mark of darkness as a bonus action.

Channel Planes: We're All Puppets to Someone

Starting at 2nd level, when you attempt to charm or impose the frightened condition on a creature with a spell, you may present your planar symbol and expend a use of your Channel Divinity to give a single target disadvantage on its first two saving throws against this casting of the spell.

Channel Planes: Ways to a Creature's Heart

When you attempt a Deception, Intimidation, or Persuasion check, you may expend a use of your Channel Divinity and gain a bonus to the roll. This bonus is equal to twice your Wisdom modifier (minimum +2). You may use this ability after seeing the result of the roll but before knowing whether it is a success or failure.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with planar energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic or psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Umbra of Suffering and Strife

Starting at 17th level, when you have your mark of darkness active, you may increase its shade radius to 30 feet or turn it back to a 5 foot radius on your turn without spending an action. Whenever you deal necrotic or psychic damage to a creature in your umbra, you may reroll any number of the damage dice of those types and take the new result.

Additionally, once per long rest, you can deepen the aura, infusing yourself and your allies with tactical intuition and battlefield might. For 1 minute, you and your allies in the umbra gain a bonus to weapon and unarmed strike damage equal to your Wisdom modifier.

Haven Domain

The Veil impression embodies rest and sanctuary for the hunted. Its clerics are usually chosen for their virtue and humility, or in the hopes that they will change based on the influence of the plane. Clerical power is vested in needy communities rather than those already well taken care of.

Haven domain clerics generally act to prevent violence and destruction and to protect innocents from those who would hurt them, hiding them, guiding them to safety, or casting spells on them to keep them safe.

Cleric Level Spells
1st Fog Cloud, Sanctuary
3rd Find Traps, Pass without Trace
5th Leomund's Tiny Hut, Nondetection
7th Death Ward, Mordenkainen's Private Sanctum
9th Dispel Evil and Good, Seeming
Bonus Cantrip

At 1st level, you learn one of the following cantrips of your choice: Guidance, Mending, Dancing Lights, and Light. This counts as a bonus cleric cantrip for you.

Mystic Ward

You learn to protect others using flashes of light, mist, and wind. Starting at 1st level, when a creature you can see within 30 feet of you attacks a creature other than you, you can use your reaction to impose disadvantage on the attack roll before it hits or misses, provided the attacker isn’t immune to being blinded.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

Channel Planes: Preserve the Innocent

Your favored tactics are preventative, protecting creatures from harm and keeping them out of harm's way. You can channel planar magic to reduce the worst wounds to surface scratches should worst come to worst.

Starting at 2nd level, when a creature you can see within 30 feet of you attacks you or another creature you can see, you can rebuke the attacker and shield the victim. You expend one use of channel divinity as a reaction. The victim gains resistance to all types of damage dealt by the attack, including that instance of damage. The resistance lasts until the end of the victim’s next turn. If the victim already had resistance to a type of damage dealt by the attack, they gain immunity until the end of their next turn.

Meanwhile, the attacker takes 2d10+your cleric level of damage. The damage is the same type as the damage dealt by the attack, or radiant, your choice.

Improved Mystic Ward

Beginning at 6th level, you can use your Mystic Ward feature when a creature you can see within 30 feet of you attacks you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Penultimate Protector

You are a peerless deliverer of the imperiled, and gain the following benefits at 17th level.

  • Whenever a creature within 60 feet of you that you can see takes damage, you can use your reaction to magically take the damage instead. This damage is affected by the target's resistances, but otherwise cannot be reduced in any way. If multiple creatures in range and within sight take damage from the same source, you can soak all of the damage dealt to them instead if you wish.
  • You and creatures of your choice within 60 feet of you have advantage on saving throws against fear and exhaustion.
  • As an action, you can touch a creature (which could be yourself) that hasn't taken aggressive action within the past minute. The creature turns invisible. This effect ends before the creature takes any aggressive action without benefiting said action, or if you use this feature again.

Prism Domain

The Prism is a force that seeks to restore and renew everything in the world in an endless cycle of glorious rebirth, ousting outdated customs and replacing them with fresh ideas, destroying anything ruined or decaying and replacing it with brilliant new features, taking death and filling the void with new life. This dimension’s followers include elementalists, good aligned druids, rebellious smiths, many artists with an eye for beauty, well meaning political dissidents, and others who strive to make the world better by making it uncomfortable. Those who “walk the Iris path” tend to walk a fine line between freedom and sensibility, however, and can be corrupted by emotion. Prism clerics are usually changeable as the wind, flexible, unpredictable, and passionate. They are selected from the population for their empathy or zeal.

Cleric Level Spells
1st Color Spray, Speak with Animals
3rd Animal Messenger, Lesser Restoration
5th Beacon of Hope, Conjure Animals
7th Freedom of Movement, Polymorph
9th Awaken, Wall of Light (XGE)
Acolyte of Creation

At 1st level, you learn the Dancing Lights and Druidcraft cantrips as free cleric cantrips. You also gain proficiency in one skill from the following list: Animal Handling, Nature, or Survival. You also gain proficiency in 2 artisan's tools and 2 musical instruments of your choice.

Bonus Proficiency

You gain proficiency in heavy armor at 1st level.

Channel Planes: Freedom Call

Starting at 2nd level, you can liberate those around you from all that would bind them. As an action, you spend a use of your channel divinity, present your planar symbol, and call forth a wave of radiant color that washes over creatures within 30 feet of you. For one minute or until you lose concentration (as if you were concentrating on a spell), all creatures (including enemies) within 30 feet of you are immune to being charmed, turned, frightened, having their alignment changed forcefully, or compelled to do anything against their will. Such effects are suppressed for the duration if already in effect, so long as affected creatures remain in the colorful aura. Creatures also have advantage on saving throws against being grappled, incapacitated, paralyzed, petrified, restrained, or stunned while in the aura.

Channel Planes: Color Smite

At 6th level, presenting your planar symbol, as an action, you call down the wrath of creation upon a creature within 30 feet. The targeted creature makes a Constitution saving throw. It takes 2d10 damage plus an amount of damage equal to your cleric level of a type of your choice (other than necrotic, psychic, or force) on a failed save, or half as much on a successful one. If it fails its save, it is also blinded until the end of your next turn. You can cast a cleric cantrip with a casting time of 1 action as a bonus action before your turn ends.

Divine Strike

You gain the ability to infuse your weapon strikes with planar energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, lightning, acid, poison, thunder, or radiant damage (your choice) to the target. At 14th level, this increases to 2d8 extra damage.

Paragon of Creation

At 17th level, you are one with the chaotic, feral beauty of the Prism Impression. After a long rest, you can surround yourself with one of the following auras. Auras glow with bright light for 10 feet and dim light for another 10 feet when active. You can activate or dismiss an aura as a bonus action. It ends at the end of your next long rest, when you must pick a different aura.

  • Magma Aura. You have resistance to fire damage and are immune to taking exhaustion from or having your speed reduced by cold. You are immune to ill effects from mundane smoke. Your weapon attacks deal an extra 1d8 fire damage.
  • Water Aura. You have resistance to cold damage and are immune to taking exhaustion levels from heat. You also gain a swimming speed equal to your walking, flying, or climbing speed and the ability to breathe underwater.
  • Stone Aura. You gain a +1 bonus to AC and ignore difficult terrain created by earth, or stone, or mud.
  • Storm Aura. You have resistance to lightning and thunder damage. You are immune to being pushed by wind or having your concentration broken by bad weather, including weather related spells. If you have a flying speed, it increases by 10 feet.
  • Snow Aura. You have resistance to cold damage, ignore difficult terrain created by ice and snow, cannot have your speed reduced by cold, and can skate across water as though affected by Water Walk.
  • Color Aura. You shine bright light for 30 feet and dim light for another 30 feet. You have resistance to radiant damage and immunity to the blinded condition. Additionally, you are immune to Hypnotic Pattern and spells with the word Prismatic in the title.
  • Wild Aura. You have resistance to acid damage, are affected as if with the Speak with Animals spell, cannot be swallowed, and have advantage on Animal Handling checks.
  • Nature Aura. You have advantage on Constitution saving throws and ignore difficult terrain created by plants.

Dreamspinner

Dreamspinner

A spellcaster imbued with the magic of Marinos itself, tied to its cosmic origins as a world of dreams that the spirits of sleepers of many worlds used to unknowingly visit every time they went to sleep. Tied to the fey that were once lords of the dreaming of the multiverse before Draws, before the outer planes were born and the celestials and fiends came into being and became the shepherds and overlords of the segmented realms of dream.

Unlike the clerics of Marinos, Dreamspinners aren't tied to any particular plane, and often don’t even have Draws. Instead, they travel freely between any of the dream planes they wish, or dream in the Ethereal Plane, where the remnants of the wild dream spirits survive, waylaying dreamers on their way to their Drawn planes, spinning incomprehensible adventures of whimsy and absurdity and joy and terror as they have done for all of time.

Since Dreamspinners use a shard of the deep magic of the original Marinos lodged within their soul rather than continually drawing from the plane itself, they are arcane rather than divine casters. They are rare- eddies and fragments of primal Marinos are nothing more than essences; most of that magic is long gone.

Due to their ties to primal Marinos, Dreamspinners also have access to some water magic as well.

Creating a Dreamspinner

First, make Wisdom your highest score, followed by Dexterity if you want to be hard to hit or Constitution if you want to be tougher and excel at concentration saving throws. Choose the hermit background. Then, prepare the cantrips Mind Sliver, Thaumaturgy, and Minor Illusion.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Class Features

As a dreamspinner, you gain the following class features.

Hit Points

Hit Dice: 1d6 per dreamspinner level

Hit Points at 1st level: 6+ your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifer

Proficiencies

Armor: none
Weapons: Clubs, daggers, quarterstaffs, sickles, light crossbows, slings
Tools: 1 musical instrument or painter's tools
Saving Throws: Wisdom, Intelligence
Skills: Dreaming and choose 2 from Arcana, Nature, Animal Handling, Insight, Perception, Deception, Intimidation, and Performance

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a) 2 daggers, or b) a quarterstaff
  • a) a light crossbow and 20 bolts, or b) any simple weapon with which you are proficient
  • a) an entertainer’s pack, or b) an explorer’s pack, or c) a scholar’s pack
  • A mystical focus
  • The first item you ever pulled out of a dream (roll on the trinkets table in the PHB, pick one, or make up your own)

The Dreamspinner



Level Proficiency Bonus Features Cantrips Spell 1st Slots 2nd per 3rd Spell 4th Level 5th 6th 7th 8th 9th
1 +2 Spellcasting,Dreamcasting, Uncanny Mind, Tokens from Slumber 3 2* - - - - - - - -
2 +2 Dreamspinner_Archetype, Dream Guide 3 3* - - - - - - - -
3 +2 Master of Conciousness 3 4* 2 - - - - - - -
4 +2 Ability_Score_Improvement______ 4 4* 3* - - - - - - -
5 +3 Empowered Reality 4 4* 3* 2 - - - - - -
6 +3 Archetype Feature 4 4* 3* 3* - - - - - -
7 +3 4 4* 3* 3* 1 - - - - -
8 +3 Ability Score Improvement 4 4* 3* 3* 2* - - - - -
9 +4 4 4* 3* 3* 3* 1 - - - -
10 +4 It's Not Happening That Way in My World 5 4* 3* 3* 3* 2* - - - -
11 +4 5 4* 3* 3* 3* 2* 1 - - -
12 +4 Ability Score Improvement 5 4* 3* 3* 3* 2* 1 - - -
13 +5 5 4* 3* 3* 3* 2* 1 1 - -
14 +5 Archetype Feature 5 4* 3* 3* 3* 2* 1 1 - -
15 +5 5 4* 3* 3* 3* 2* 1 1 1 -
16 +5 Ability Score Improvement 5 4* 3* 3* 3* 2* 1 1 1 -
17 +6 5 4* 3* 3* 3* 2* 1 1 1 1
18 +6 Archetype Feature 5 4* 3* 3* 3* 3* 1 1 1 1
19 +6 Ability Score Improvement 5 4* 3* 3* 3* 3* 2 1 1 1
20 +6 Blossoming Dreams 5 4* 3* 3* 3* 3* 2 2 1 1

A * signifies a spell level you gain a Dreamcasting slot for.

Spellcasting (1st)

Your dream infused power grants you the ability to cast spells. Wisdom is your spellcasting ability, because you use your mystical awareness and sheer will to alter the world around you with your magic. You have standard magic progression in terms of spell slots. Additionally, you prepare your spells from the dreamspinner spell list. You prepare the standard number of spells (your dreamspinner level plus your Wisdom modifier) from the dreamspinner spell list. You also prepare cantrips rather than learning them, and can prepare 3 at 1st level, 4 at 4th level, and 5 at 10th level.

Ritual Casting

You can cast dreamspinner spells you have prepared as rituals if they have the ritual tag.

Spellcasting Focus

You can use a mystical focus as your spellcasting
focus. They usually take the shape of dreamcatchers, palm stones made of semi precious gems smoothed
to a shimmering finish, or mirrors that reflect
imaginary scenes.

Creatures of Whimsy and Nightmare

Eventually, you gain the power to bring mercurial fey spirits of ancient dreams to your aid, calling them
forth into forms both wondrous and strange. While
you do not gain any summons spells until 3rd level,
the following change applies to your spellcasting in regards to creatures summoned or created by your dreamspinner spells:

  • Regardless of what type the spell says the creature
    is, it counts as fey instead.

Dreamcasting (level 1, 4, 6, 8, 10)

There are certain spells you have the ability to cast in your sleep, bolded on your spell list. When casting them in this way, you ignore verbal and somatic components, and need not be touching material components, but must have them on your person.

You gain special spell slots at certain levels called dreamcasting slots for this purpose. At 1st level, you get one 1st level dreamcasting slot. Similarly, you get a 2nd level slot at 4th level, a 3rd level slot at 6th, a 4th level slot at 8th, and at 10th level, you gain a 5th level slot. You can also spend unspent spell slots for further dreamcasting. You always have these spells prepared for the purpose of dreamcasting.

Concentration spells take no special effort, but you can still only use one such spell at a time. When you cast Augury using dreamcasting, it can relate to a course of action you plan to take within the next day. When you cast a spell with a duration that is not Instantaneous, you can choose to change the duration to 8 hours. If you do, the spell ends early if you wake up. Spells can take effect when you choose during your sleep.

Uncanny Mind (1st)

Your mercurial mind is slippery, giving you resistance to psychic damage.

Tokens from Slumber (1st)

You can carry objects from dreams to waking. When you finish a long rest, you may create a number of tokens up to your Wisdom modifier. For each token, choose any nonmagical Small or smaller object worth a number of gp equal to or less than 20 times your Dreamspinner level. The objects materialize next to you or in your hands just before you awake, and disappear at the end of your next long rest.

A token is visibly magical, feels oddly insubstantial, radiates faint light, and is lighter than it should be. You may designate a harmless sensation and/or emotion. Anybody who touches the object feels that sensation and emotion emanating from it. It counts as a spellcasting focus for you and anyone you designate. The object radiates bright light as per the Light spell. As an action, you can touch the object, changing the radius of light or extinguishing it. The radius cannot exceed that of Light. In addition, for each token you create, you may choose one of the following effects and apply it to the token:

  • The object is temporarily inhabited by a fey spirit. It has vision and hearing, darkvision to 60 feet, and can speak and understand any languages you do. It hovers slightly above the ground, giving it a walking speed of 30 feet and immunity to falling damage. It has a Strength of 4, and its other scores are each 10. It cannot take actions except for Dodge, Dash, Help, and Disengage. You cannot have more than one token under this effect at a time.
  • Cast a spell of 3rd level or lower, expending a spell slot as normal, or a cantrip. You need not have it prepared. Instead of immediately taking effect, the spell becomes stored in the object. At any point, while holding the item, you or any creature you designate may cast that spell using your spellcasting ability modifier, spell attack modifier, and save DC.
  • The object becomes partially intangible. Only you can use, pick up, or activate the object. To others, it appears translucent. As an action, you can touch the token and make it invisible to all other creatures or make it translucent again.
  • The object always returns. You and any creature you designate can "call" the object to appear in their hand or in their space as a free action on their turn.

Dreamspinner Archetypes (levels 2, 6, 14, 18)

When you reach level 2 in this class, you pick a Dreamspinner Archetype: Azure Soul, Cosmic Echo, or Feyspark.

Dream Guide (2nd)

You can create realms of dream according
to your own whims. Starting at 2nd level,
whenever you sleep, you can shape your
dreams however you wish and invite
creatures of your choice within 30 feet to
inhabit them with you. Alternatively, you
can choose which Impression you and
the invited creatures dream in. Invited
creatures can choose to sleep even if they
would normally be incapable of sleeping,
and any effects magically altering their
behavior, personality, or alignment are
repressed while in the dream, as are effects
of madness. The same benefit applies to you.

Since you can create environments and
effects of your choice while asleep, you and
your companions can get certain types of
meaningful work done while resting. While in
your dream, creatures can spend time
conversing, planning, writing, practicing skills,
teaching each other knowledge or languages,
and perhaps casting spells if the DM allows. After
waking up, creatures find that anything they have
written down in the dream is physically written
down on paper or blank books on their person if
they wish.

Despite the time spent in activity, creatures
awake from the dream feeling well rested and
soothed by the remarkable vistas you envisioned.
You and each creature you visited your dream
awake with temporary hit points equal to your Dreamspinner level. Furthermore, taking a long rest in your dream world relieves an additional level of exhaustion for a creature that lost at least one level of exhaustion while resting.

You and any creatures you invite into your dreams are immune to negative effects from the Dream spell during their rest. Additionally, ambient noise in the physical environment you are sleeping in does not disturb rest, though noises that might signify danger are not repressed and can still alert you.

Master of Consciousness (3rd)

At third level, you cannot be magically put to sleep.
You gain advantage on saving throws against being charmed, frightened, or possessed.

Ability Score Improvement (levels 4, 8, 12, 16, 19)

At certain levels in this class, you may add 2 to an ability score of your choice,                               add 1 to two ability scores of your choice, or,                    if your DM allows the optional feat rule, you                         may take a feat. You can't raise an ability score                above 20 in this way.

Empowered Reality (5th)

At 5th level, you gain the ability to decide you don’t like how reality is turning out and do something about it. Empowering a creature to create the reality you desire, you can, as a reaction to a creature (which can be you) within 30 feet failing an ability check, allow them to reroll it and take the better result. You can use this ability once. You regain this power on a short rest. You can expend a spell slot of first level or higher as part of its activation to use this ability again.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

   It's Not Happening That    Way In My World (10th)

              As a reaction, you may do one of the following:

  • Turn an attack that hit within your line of sight into a miss
  • Turn a failed saving throw within your line of sight into a success, so long as you are aware of it
  • As a creature you can see dies, you cause them to fall unconscious with reset death saving throws instead
  • As a creature you can see falls unconscious, you cause them to become stable and conscious at 1 hit point instead.
  • Retroactively cause a creature you can see to actually be in a location 5 feet next to where they were so as to prevent the results of a trap, area of effect, natural hazard, or other danger to them.

This effort is very taxing, causing you to gain one level of exhaustion.

Blossoming Dreams (20th)

Your reality shaping abilities reach the pinnacle of their power. You can change the world around you by altering the flow of existence to fit the spectacles of your imagination.

By concentrating (as though you were casting a spell), you can shape the world within 5 feet of you, creating terrain features and objects. For every minute you spend concentrating in this way, you can affect up to 10 square feet of surface or 100 cubic feet of volume, creating any inanimate, nonmagical form you desire per 10 minutes spent concentrating. You must spend at least one full minute concentrating before any objects, terrain features, or effects can be created. You can affect a maximum of 1000 square feet of area and 10,0000 cubic feet of volume. You regain all usage of this ability after completing a long rest.

For example, you could create a door in a solid wall, a pit in a floor, a statue of a dragon, a fountain of fresh water, a swamp in a desert, or an island in the ocean. Anything created in this way vanishes after 24 hours or a few minutes after you complete a long rest, whichever comes first. Creatures in created spaces are harmlessly ejected to the nearest unoccupied space when the effect ends.

You cannot create objects worth more than a total of 10,000 gold in this way per long rest. Additionally, you cannot create consumable items, such as poisons. Finally, forms of energy that you create appear when you are finished creating them, but cannot cause more damage than a first level spell. For example, given access to the interior, you could cause a wooden building to light itself on fire, or you could create a display of fireworks and lightning given time to prepare, but you cannot create a wall of indefinite fire with no fuel source.

Azure Soul

The Azure Soul is deeply connected Marinos' primeval essence and to the Waters at the center of dreaming before the Impressions were born. They manifest this power via enigmatic water magic and the supernatural ease with which they move beneath the waves.

Azure Soul Spells

You gain access to certain spells as you gain Dreamspinner levels. You always have them prepared, and they don't count against the number of spells you can prepare. Spells with * appear later in this document.

Dreamspinner Level Spells
2 Create or Destroy Water, Waterspout*
3 Rime's Binding Ice, Warding Wind (as swirls of water)
5 Water Breathing, Wall of Water
7 Control Water, Watery Sphere
9 Cone of Teeth*, Maelstrom

Child of the Ancient Seas (2nd)

Your connection to primal Marinos infuses your heart with an oceanic spark. You gain a swim speed equal to your walking or flying speed, or increase an existing swim speed by 20 feet. In addition, you ignore penalties from underwater combat, and gain the ability to breathe underwater if you do not already have that capability. Additionally, you can speak normally underwater. If you don’t already speak Aquan, you learn it.

Additionally, when you summon creatures with swim speeds, they can move above the surface of the ground at the speed of their swim speed.

Aquamancer (6th)

When you cast a spell, you may choose one of the following additional effects to occur:

  • One creature targeted by or within the area of effect of the spell is sprayed with a violent blast of water. The creature must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and take 1d6 bludgeoning damage.
  • Pelting rain falls in a 60 foot high, 20 foot radius cylinder centered on you or on a creature or object targeted by or within the area of effect of the spell, extinguishing unprotected flames in the area.The rain lasts until the end of your next turn and causes Concentration saving throws not made by you to be made at disadvantage.
  • The ground around you within a 15 foot radius becomes like the surface of the sea for a moment, coated in a layer of shimmering, frothy, smooth, or tumultuous water. Creatures other than you on the ground in the area must make Dexterity saving throws against your spell save DC or fall prone.
  • A wave of water materializes beneath you and carries you, allowing you to move up to 10 feet in any direction. Opportunity attacks against you are made at disadvantage while you use this movement.

You can use this ability a number of times equal to your Wisdom modifer. You regain expended charges after completing a short rest.

Melt Into Wave (14th)

Starting at level 14, you gain the ability to magically adopt a form of liquid. As an action, you shapeshift into water. Your gear melds into your fluid body, becoming inaccessible. While in water form, you gain the following benefits and drawbacks:

  • You can squeeze through any space an inch or more wide without expending extra movement, and pour through any smaller space water could move through at the same rate water would.
  • You have resistance to bludgeoning, piercing, slashing, and fire damage.
  • Whenever you take cold damage, make a Constitution saving throw (DC equals 10 or half the damage taken, whichever is higher). On a failure, you cannot move until the end of your next turn or until you leave your water form.
  • You cannot speak, make weapon attacks, or cast spells, though you can continue concentrating on and taking actions related to spells you have already cast.

  • You have advantage on stealth checks made while underwater.
  • Your swimming speed increases by 10 feet.

This form lasts for an hour or until you end it using an action. Once you use this feature, you cannot use it again until you have taken a long rest. You can recharge this ability by expending a spell slot of 5th level or higher to do so.

Vault of the Waters (18th)

You can change the environment around you into an aquatic dreamscape or a deep sea nightmare. As an action, you transform your surroundings into a reflection of the mystical waters of primeval Marinos.

When you do so, choose a point you can see within 300 feet of you. It need not be on the ground. The area within a 300 foot radius sphere centered on that point becomes wreathed in a shimmering aura of magical water. You can alternatively choose to fill an enclosed area with this effect, such as a room, a gulley, or a cave, so long as the enclosed space could fit within a 300 foot radius sphere.

You choose whether the interior is lit by bright light or dim light, or filled with darkness. If you choose bright light, the area shines outward with bright light for a radius of an additional 150 feet, and dim light 150 feet beyond that. An area filled with dim light emits dim light for 150 feet. If you create this vault underwater, you can choose for it to be the same pressure as the surrounding water, atmospheric pressure, or anything in between. You can choose for this water to be fresh or salty, and clean, silty, or muddy. Silty water obscures vision like light fog. Muddy water obscures vision like heavy fog.

The entirety of the area counts as being underwater, including for the purposes of combat, fire damage, movement, hearing, and sight. The waters are magically breathable to air breathing creatures, and paper is not harmed by the aura of water, but flames within the area are immediately extinguished.

As an action, you can target a creature within your sight and within the watery aura, forcing it to make a Constitution saving throw as the magical water thickens in its lungs. Creatures that can breathe underwater or don’t need to breathe are immune to this effect. On a failure, the creature is incapacitated until the end of your next turn as it splutters and chokes.

This effect lasts for an hour, or until you dismiss it as an action. If you leave the area, the effect immediately ends. Any containers filled with the water remain full. The watery aura disappears, but if you choose, you may cause some of the conjured water to fall from the area as light rain for the next round, minute, or hour. Once you use this ability, you cannot use it again until you finish a long rest. You may expend a 9th level spell slot to use this ability again.

Feyspark

Whether born with this power or gifted it, your heart is marked by the wild fey of the realms of dream, whimsy, and nightmare, the same beings that mutated in the endlessly evolving landscapes of primal Marinos and swirled through the waters of dream. This deep connection allows you powers to summon even stranger creatures and to shift the world around you like your own lucid dream.

Shifts of Whimsy (2nd)

Starting at level 2, your connection to mysterious spirits allows you to alter your form with the free fluidity of the fey. You also learn to speak, read, and understand Sylvan.

At any time on your turn, you can alter your appearance and clothing as though by the Disguise Self spell. If you are Medium, you can change your size to Small, and vice versa. If you are Large, you can change your size to Medium. These changes are physical rather than illusory. You can end the effect at any time, and it ends if you go unconscious.

Additionally, when you summon creatures with swim speeds, they can move above the surface of the ground at the speed of their swim speed.

Feyspark Spells

You gain access to certain spells as you gain Dreamspinner levels. You always have them prepared, and they don't count against the number of spells you can prepare.

Dreamspinner Level Spells
2 Faerie Fire, Unseen Servant
3 Phantasmal Force, Summon Beast
5 Phantom Steed, Conjure Animals
7 Conjure Woodland Beings, Polymorph
9 Animate Objects, Seeming

Mercurial Summons (6th)

The forms of the beings you summon are limited only by the confines of your and their imaginations. Whenever you summon a creature with a spell, you may choose one of the following benefits and apply it to each of the creatures summoned by the spell.

  • Each creature gains a flying, swimming, or walking speed equal to its fastest speed, and the ability to breathe in both air and water.
  • Each creature gains darkvision out to 120 feet and blindsight to 10 feet.
  • Each creature grows a size larger or shrinks a size smaller. If larger, their reach increases by 5 feet.
  • Each creature gains resistance to a damage type of your choice.
  • The creatures have multiple heads, giving them advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, along with initiative rolls. They can also take an extra reaction each round and have advantage on Perception checks.
  • The creatures are armored or covered in thick hide or scales, giving them +1 to AC.
  • The creatures can take the Hide and Disengage actions as bonus actions.
  • The creatures can shapeshift into any humanoid or beast form of their size or smaller as an action, or back to their true form, maintaining their statistics.
  • The creatures can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and gain a climbing speed equal to their walking speeds.
  • The creatures are actually swarms of smaller monsters, and can occupy another target’s space and vice versa, and the creatures can move through any opening large enough for a Tiny creature. They gain condition immunities of the swarms of beasts shown in the back of the player’s handbook. The creatures can’t regain hit points or gain temporary hit points.

Additionally, you can choose for creatures summoned to emit dim light to a radius of 5 feet, to turn bright light to dim light in a radius of 5 feet, or neither. You should feel free to customize your creatures of dream and nightmare, such as by describing their stench, unearthly beauty, alien forms, or transparent bodies.

Soul Bond (lv. 14)

Starting at 14th level, your connection to the fey spirits you summon grows deeper. You and your summons can communicate telepathically and share senses as per the Find Familiar spell so long as they are on the same plane of existence as you.

Additionally, your concentration cannot be broken as a result of taking damage when you are concentrating on a spell that summons or creates a creature.

Infectious Dream (18th)

You can forcibly eject a creature’s soul from reality and into a dreamscape of your choosing by pulling their essence along with yours as you plunge into dream realms. As an action, you fall into a trance, become incapacitated. Every creature of your choice within line of sight must make a Wisdom saving throw. On a failure, they fall asleep. While affected creatures are asleep, their bodies are immune to psychic damage. Should their bodies take damage, they can repeat the saving throw with advantage, waking up on a success.

While incapacitated in this way, you also cannot cast spells or speak in the physical world. However, if you wish, the souls of you and all affected creatures appear in a dreamscape of your choosing. The dreamscape can be any environment you could imagine but cannot contain traps, immobilize creatures, or cause damage. Creatures cannot suffocate in this environment. Each creature (other than you) must make a Wisdom saving throw. On a failure, a creature is charmed or frightened of you (your choice). Any damage dealt in this dream realm becomes psychic damage, and creatures have disadvantage on saving throws against your spells while here.

You can choose to return to consciousness at any time. If your physical body takes damage, make a concentration saving throw. On a failure, you wake up.

Once you use this ability, you cannot use it again until you finish a long rest. You can use this ability again by expending a spell slot of 9th level or higher as you activate it.

Cosmic Echo

Some dreamspinners call upon the power of unknown dimensions to bring effects into their own reality using the leftover magic of dreamers from other worlds. They have an acute sense of otherworldly emanations, and can eventually call upon this remnant magic to form objects of power.

Cosmic Echo Spells

You gain access to certain spells as you gain Dreamspinner levels. You always have them prepared, and they don't count against the number of spells you can prepare. Spells with * appear later in this document.

Dreamspinner Level Spells
2 Comprehend Languages, Identify
3 Deeppockets*, Magic Weapon
5 Analyze Contraption*, Tiny Servant
7 Banishment, Hallucinatory Terrain
9 Creation, Contact Other Plane

Emanations From Beyond (2nd)

You have improved mystical awareness and the ability to detect planar rifts. Once per long rest, as an action, you can extend your awareness outward from yourself in a radius equal to your Wisdom modifier miles (minimum one mile), allowing you to sense the presence of portals within the area. You know their number and general direction, but not their exact location. You gain a similar sense of any thin spots in that radius or areas of planar influence.

Additionally, by closely inspecting a portal for one minute, you can discern whether it leads to another part of the world you are, another world in the same plane of existence, or another plane of existence entirely. And whenever you touch a creature, you are alerted if the creature is not native to the world you are on.

Finally, you can always cast Detect Magic as a ritual whether or not you have it prepared, and can do so in half the normal time.

Fragments of Other Worlds (6th)

Your mystical connection to the unknown allows you to spin motes of otherworldly potential into objects of power. Whenever you finish a long rest, roll a d100 twice and consult the Fragments table. Choose one of the resulting rolls. A magic item corresponding to the number rolled appears at your feet.

At any point, you can immediately attune to the item if it requires attunement or allow a willing creature you touch to attune to it. Once the item has been attuned to, it cannot be attuned to by another creature.

You ignore class and race requirements the item has, as does anyone you allow to attune to it. It doesn't count against their attuned items. The item and any items it creates disappear at the end of your next long rest.

Improved Fragments of Other Worlds (14th)

Your power over echoes has increased, and you can call forth objects of greater power from the aether. When you finish a long rest, roll a d100 twice, consult the following table, and choose a magic item corresponding to one of the two rolls. This feature works the same way as Fragments of Other Worlds, but uses the Improved Fragments table.

Fragments

Item Item Item Item
1 Bag of Beans 26 Elemental_Gem:_Earth 51 Lantern_of_Revealing 76 Ring_of_Jumping
2 Bag of Holding 27 Elemental Gem: Water 52 Necklace_of_Adaptation 77 Ring_of_Protection
3 Bag of Tricks: Gray 28 Eversmoking Bottle 53 Oil of Slipperiness 78 Ring of Resistance (acid, cold, fire, lightning, or poison)
4 Bag of Tricks: Rust 29 Eyes of Charming 54 Pearl of Power 79 Ring of Resistance (force, necrotic, psychic, radiant, or thunder)
5 Bag of Tricks: Tan 30 Eyes of Minute Seeing 55 Periapt of Proof Against Poison 80 Ring of Water Walking
6 Boots of Elvenkind 31 Eyes of the Eagle 56 Periapt of Wound Closure 81 Ring of X-ray Vision
7 Boots_of_Striding_&_Springing 32 Eyes of Night 57 Philter of Love 82 Robe of Useful Items
8 Gloves_of_Swimming_&_Climbing 33 Figurine of Wondrous Power: Silver Raven 58 Pipes of Haunting 83 Rope of Climbing
9 Boots of the Winterlands 34 Figurine of Wondrous Power: Onyx Dog 59 Pipes of the Sewers 84 Sending Stones
10 Bracers of Archery 35 Figurine of Wondrous Power:_Serpentine_Owl 60 Portable Hole 85 Sentinel Shield
11 Broom of Flying 36 Folding Boat 61 Potion of Animal Friendship 86 Shield+1
12 Circlet of Blasting 37 Gauntlets of Ogre Power 62 2 Potions of Climbing 87 Slippers of Spider Climbing
13 Cloak of Elvenkind 38 Gem of Brightness (2d6+3 charges) 63 Potion of Firebreath 88 Staff of the Adder
14 Cloak of Protection 39 Glove_of_Missile_Snaring 64 Potion of Growth 89 Staff of the Python
15 Cloak of the Manta Ray 40 Gloves of Thievery 65 3 Potions of Healing 90 Stone of Good Luck
16 Daern’s Instant Fortress 41 Hat of Disguise 66 Quaal’s Feather Token: Anchor 91 Trident of Fish Command
17 Dagger of Venom 42 Heward’s Handy Haversack 67 Quaal’s Feather Token: Bird 92 Wand of Magic Detection
18 Decanter of Endless Water 43 Headband of Intellect 68 Quaal’s Feather Token: Bridge 93 Wand of Magic Missiles
19 Deck_of_Illusions_(complete,_but disappears_after_5_uses) 44 Helm of Comprehending Languages 69 Quaal’s Feather Token: Fan 94 Wand of Secrets
20 Driftglobe 45 Helm of Telepathy 70 Quaal’s Feather Token: Swan Boat 95 Wand of the War Mage+1
21 Dust of Disappearance 46 Immovable Rod 71 Quaal’s Feather Token: Tree 96 Weapon of Warning (of choice)
22 Dust of Dryness 47 Instrument of the Bards: Doss Lute 72 Quaal’s Feather Token: Whip 97 Weapon+1 (of choice)
23 Dust of Sneezing and Choking 48 Instrument of the Bards: Mac Fuirmidh Cittern 73 Quiver of Ehlonna 98 Weapon+1 (of choice)
24 Elemental Gem: Air 49 Javelin of Lightning 74 Ring of Feather Falling 99 Wind Fan
25 Elemental Gem: Fire 50 Keoghtom’s Ointment 75 Ring of Free Action 100 Roll_twice,_and_gain_items corresponding to both rolls.

Improved Fragments

Item Item Item Item
1 Amulet of Health 26 Figurine_of_Wondrous Power: Golden Lions 51 Potion_of_Mind_Reading 76 Staff of Fire
2 Animated Shield 27 Figurine of Wondrous Power: Ivory Goats 52 Potion of Flying 77 Staff of Frost
3 Armor_of_Resistance (of choice) 28 Figurine of Wondrous Power: Marble Elephant 53 Potion of Invisibility 78 Staff of Healing
4 Armor +1 (of choice) 29 Flame Tongue 54 Potion of Invulnerability 79 Staff of Power
5 Arrow Catching Shield 30 Frost Brand 55 Potion of Speed 80 Staff of Striking
6 Beads of Force 31 Gem of Seeing 56 Potion of Vitality 81 Staff_of_Swarming_Insects
7 Belt of Frost/Stone Giant Strength 32 Helm of Brilliance (1d2 of each gem) 57 Quaal’s Feather Token of choice 82 Staff of the Woodlands
8 Boots of Levitation 33 Helm of Teleportation 58 Ring of Evasion 83 Staff of Thunder and Lightning
9 Boots of Speed 34 Horn of Blasting 59 Ring of Regeneration 84 Staff of Withering
10 Bracers of Defense 35 Horn of Valhalla (Silver) 60 Ring of Shooting Stars 85 Sun Blade
11 Cape of the Mountebank 36 Instrument of the Bards: Anstruth Harp 61 Ring of Telekinesis 86 Sword of Life Stealing (of choice)
12 Carpet of Flying (size of choice) 37 Instrument of the Bards: Canaith Mandolin 62 Ring of the Ram 87 Sword of Sharpness (of choice)
13 Chime of Opening (1d2 uses) 38 Instrument of the Bards: Cli Lyre 63 Robe of Eyes 88 Sword of Wounding (of choice)
14 Cloak of Arachnida 39 Iron Bands of Bilarro 64 Robe of Scintillating Colors 89 Tentacle Rod
15 Cloak of Displacement 40 Mace of Smiting 65 Robe of Stars 90 Wand of Binding
16 Cloak of the Bat 41 Mace of Terror 66 Rod of Alertness 91 Wand of Enemy Detection
17 Crystal Ball 42 Mantle of Spell Resistance 67 Rod of Rulership 92 Wand of Fear
18 Cube of Force 43 Medallion of Thoughts 68 Rod of Security 93 Wand of Fireballs
19 Dancing Sword 44 Necklace of Fireballs 69 Rope of Entanglement 94 Wand of Lightning Bolts
20 Dimensional Shackles 45 Necklace of Prayer Beads (complete set) 70 Scimitar of Speed 95 Wand of Paralysis
21 Dragon Scale Mail (type of choice) 46 Oil of Etherealness 71 Scroll of Protection (of choice) 96 Wand of Polymorph
22 Efreeti Bottle 47 Potion of Clairvoyance 72 Shield+2 97 Wand of Web
23 Elemental Gem of choice 48 Potion of Diminution 73 Sovereign Glue 98 Wand of Wonder
24 Figurine_of_Wondrous_Power: Bronze Griffon 49 Potion of Gaseous Form 74 Spellguard Shield 99 Weapon+2 of choice
25 Figurine of Wondrous Power: Ebony Fly 50 Potion of Heroism 75 Staff of Charming 100 Wings of Flying

Aspect of Distant Dimensions (18th)

You can call upon dead, misty, and ancient memories of times and places past and future, near and far to summon forth fragments of other dimensions and project them upon your world. As an action, choose a space within sight comprising up to a 1000 foot cube. The landscape there is replaced by a landmark, natural wonder, defining feature, or large object from a world of your imagination. Other important features are temporarily and harmlessly shunted to the side for the duration or coexist with the new features as appropriate. This might take the form of a tower, a dome of granite, an ancient redwood forest, a palace, a labyrinth, a concert hall, a cathedral, a futuristic ship, a laboratory, a ruined fortress, or any number of other possibilities, which can be flavored as you wish. While within this area, creatures have advantage on History and Arcana, as well as two other types of skill checks of your choice.

This ability can be used to give you a battlefield advantage, to call forth a fortress, to create a cliff, to make a diversion, etc, but cannot directly harm or imprison creatures through its creation. For instance, you cannot cause a sinkhole to open up under a creature or summon a volcanic caldera around them, but you are free to create hazardous environments so long as no creature is directly harmed or trapped by the new features.

If you are inside the zone, you can cause all creatures in the area to be enclosed in it with you. If you do so, the DM determines how difficult it would be to escape based upon the nature of the terrain. A futuristic device might take several rounds or minutes for creatures to find a way out, a labyrinth might necessitate Intelligence and Survival checks, an enclosed cave might be nearly impossible to escape, etc.

The landscape is based upon the dreams of creatures from other worlds, so with your DM’s permission, you can fashion it in accordance with other planes and dimensions in your world’s multiverse that you know about, even if your character doesn’t. Your DM might place monsters, treasures, hints about other worlds, or NPC’s in the dreamscape, as appropriate and if they wish.

The changes to the landscape last for 8 hours, or until you dismiss them as an action. When the landscape reverts to normal, creatures are harmlessly deposited in safe locations.

You can use this ability once. You regain the ability to do so upon taking a long rest. You can use this ability an additional time by spending a spell slot of 9th level or higher as part of its activation, but must wait at least an hour between uses.

Spells

Cantrips

  • Chill Touch
  • Control Flames
  • Dancing Lights
  • Friends
  • Gust
  • Infestation
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Shape Water
  • Thaumaturgy
  • Vicious Mockery

1st Level

  • Alarm
  • Animal Friendship
  • Arms of Hadar
  • Bane
  • Bless
  • Cause Fear
  • Charm Person
  • Color Spray
  • Command
  • Create or Destroy Water
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Grease
  • Illusory Script
  • Jump
  • Mage Armor
  • Protection from Evil and Good
  • Ray of Sickness
  • Sanctuary
  • Silent Image
  • Sleep
  • Tasha’s Hideous Laughter
  • Unseen Servant

2nd Level

  • Alter Self
  • Animal Messenger
  • Augury
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Enlarge/Reduce
  • Enthrall
  • Hold Person
  • Levitate
  • Magic Mouth
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Moonbeam
  • Nathair’s Mischief
  • Knock
  • Nystul’s Magic Aura
  • Pass Without Trace
  • Phantasmal Force
  • Pyrotechnics
  • Rope Trick
  • Shadow Blade
  • Silence
  • Skywrite
  • Suggestion
  • Summon Beast
  • Tasha’s Mind Whip
  • Web

3rd Level

  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Conjure Animals
  • Daylight
  • Enemies Abound
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Haste
  • Hunger of Hadar
  • Hypnotic Pattern
  • Intellect Fortress
  • Leomand’s Tiny Hut
  • Major Image
  • Meld Into Stone
  • Phantom Steed
  • Revivify
  • Sending
  • Slow
  • Spirit Guardians
  • Spirit Shroud
  • Stinking Cloud
  • Summon Fey
  • Summon Shadowspawn
  • Summon Undead
  • Tidal Wave
  • Tiny Servant
  • Wall of Water
  • Water Breathing
  • Water Walk

4th Level

  • Arcane Eye
  • Charm Monster
  • Compulsion
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dimension Door
  • Divination
  • Dominate Beast
  • Evard’s Black Tentacles
  • Fabricate
  • Freedom of Movement
  • Giant Insect
  • Guardian of Nature
  • Hallucinatory Terrain
  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Stone Shape
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Watery Sphere

5th Level

  • Animate Objects
  • Awaken
  • Cloudkill
  • Commune
  • Commune with Nature
  • Conjure Elemental
  • Contact Other Plane
  • Contagion
  • Creation
  • Danse Macabre
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Dream
  • Far Step
  • Geas
  • Hold Monster
  • Insect Plague
  • Legend Lore
  • Maelstrom
  • Mislead
  • Modify Memory
  • Passwall
  • Rary’s Telepathic Bond
  • Reincarnate
  • Scrying
  • Seeming
  • Summon Celestial Spirit
  • Summon Draconic Spirit
  • Synaptic Static
  • Telekinesis
  • Transmute Rock
  • Tree Stride
  • Wall of Light
  • Wrath of Nature

6th Level

  • Arcane Gate
  • Conjure Fey
  • Eyebite
  • Find the Path
  • Guards and Wards
  • Hero's Feast
  • Mass Suggestion
  • Mental Prison
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • Scatter
  • Summon Fiendish Spirit
  • Sunbeam
  • Tasha’s Otherworldly Guise
  • True Seeing
  • Wind Walk

7th Level

  • Crown of Stars
  • Draconic Transformation
  • Dream of the Blue Veil
  • Etherealness
  • Mirage Arcane
  • Mordenkainen’s Magnificent Mansion
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Teleport

8th Level

  • Animal Shapes
  • Antipathy/Sympathy
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Maddening Darkness
  • Maze
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Telepathy
  • Tsunami

9th Level

  • Astral Projection
  • Blade of Disaster
  • Foresight
  • Gate
  • Mass Polymorph
  • Prismatic Wall
  • Psychic Scream
  • Shapechange
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

Druids

Druids are conduits of primal nature, drawing their powers from the material plane itself. While they are sometimes in conflict with civilization, many prefer to find ways for society and nature to coexist.

Ask Sam for calamity druid thingy

Paladin

Paladins in Marinos swear themselves to all that a speific Outer Plane stands for, gaining their powers through utter devotion to the cause. Unlike clerics, who are mystically chosen regardless of their will, a paladin chooses the plane. As such, while paladins often serve the plane they are Drawn to, this isn't always the case.

Like clerics, paladins are not necessarily a universal symbol of righteousness- merely the ward evokes a combination of awe and unease. Some are certainly powerful paragons of righteousness, but others are fanatical purveyors of perversion.

Skills

Dreaming is a class skill option for paladins.

Expanded Spell List

Cantrips
  • Chill Touch
  • Dancing Lights
  • Friends
  • Infestation
1st Level
  • Cause Fear
  • False Life
  • Sleep
2nd Level
  • Crown of Madness
  • Darkness
  • Darkvision
3rd Level
  • Conjure Lesser Demon
  • Fear
  • Summon Lesser Demons
  • Summon Undead
  • Vampiric Touch
4th Level
  • Blight
  • Shadow of Moil
  • Summon Greater Demon
5th Level
  • Danse Macabre
  • Dream
  • Enervation
  • Infernal Calling
  • Negative Energy Flood

Planar Smite (alters Divine Smite) (2nd level).

Your smite calls upon otherworldly power from the plane you serve. It deals damage of the following types depending on the plane you serve. You choose which type it deals each time. This also adjusts Improved Divine Smite.

Plane Smite Damage Type
Echo Necrotic or cold
Mirror Radiant or force
Veil Radiant or psychic
Prism Radiant or fire
Stormcome Lightning or thunder
Muffle Necrotic or fire
Shadow Necrotic or psychic
Timewear Acid or psychic

Unusual Paladins (Subclass Notes) (3rd level)

Marinos paladins don't necessarily fill the knight in shining armor archetype, and the couple of archetypal "evil" subclasses fail to capture the breath of this class in this setting. As such, it is recommended that the following hyperlinked homebrew subclasses be allowed for campaigns in Marinos. In general, we'd make our own- but these were already quite pleasing, so why reinvent the wheel?

Of note, paladins serving chaotic planes may not swear Oaths per se, instead having magic fueled by more freeform but nonetheless powerful committment.

Suggested Subclasses

Plane Suggested "Oaths"
Echo Watchers, Unliving* (ignoring most flavor text, Valkyrie, Exorcist*, Grave
Mirror Devotion, Redemption, Valkierie, Liberty, Cinders, Radiance, Spellbreaker
Veil Redemption, Love*, Liberty, Shield, Moon
Prism Ancients, Glory, Love*, Liberty, Liberation, Revolution/Working Class, Cinders, Sky
Stormcome Glory, Open Sea, Liberation, Revolution/Working Class*, Sky, Anarchy
Muffle Oathbreaker, Vengeance, Spite*, Dread*, Cinders, edited to affect celestials instead of fiends, Hunt
Shadow Conquest, Vengeance, Oathbreaker, Sin*, Tyranny, Agony*, Hellfire*, Strife*, Oath of Beauty, Inquisition (with minor edits perhaps)
Timewear Watchers, Sin*, Spite*, Calamity*, Prosperity, Spellbreaker, for destroying magic that helps society and the arts flourish
Any Abyssal Warden, Oathless
  • Subclasses with an asterisk are mostly well written but may need a few balance tweaks.

Rangers

Ranger Conclave: Castaway

"Not all who wander are lost. But personally I prefer to be. Tell me to get lost and I'll take it as an excuse to do just that which I enjoy most." -a Nameless Legend

Many rangers specialize is finding the way, seeking the lost, and discovering the forgotten. Not so with these. The Castaway seeks the thrill of the unknown and the mythical mystery of the endless uncharted. While some are explorers, others delight in leaving no stone unturned, and then promptly unturning it again so that the excitement of discovery and the sanctity of obscurity can be preserved for the next intrepid wanderer.

Some Castaways are a little crazy, all seem to draw a bit of magic from at least playing the part.

Castaway Quirks
d8 Quirk
1 You think I know where I'm going? ...Yeah, I'm your hired guide, what's that got to do with it? I promised a good time, not a way back.
2 The state of being lost is sacred.
3 I pretend to have been driven insane by years of isolation.
4 When I was young I was abandoned in a hostile wilderness with no way home. Best day of my life. I still have no clue where I am.
5 I get lost so I can save the lost.
6 There's nothing I hate more than an accurate map.
7 I am at my most creative when I am out of my comfort zone- so I make sure to always be out of my comfort zone.
8 Borders are imaginary.

Castaway Spells

You learn additional spells at certain levels, which count as ranger spells for you but don't count against your spells known.

Ranger level Spell
3rd Mending, Find Familiar
5th Skywrite
9th Leomund's Tiny Hut
13th Fabricate
17th Far Step

Oh, I'm Just Talking to Wilson (3rd level)

You don't need people. You made your own friend. When you cast Find Familiar, it doesn't require any material components, but you must have natural or reclaimed materials on hand.

Your familiar has the construct type, and is immune to poison and psychic damage. It is immune to the following conditions: blinded, deafened, poisoned, fear, exhaustion, and charmed. It has the Immutable Form trait (see golems in the Monster Manual).

Furthermore, you tend to bounce ideas off your familiar and use it maintain sanity in situations others would find unbearable. So long as your familiar is within 30 feet, you can reroll 1 failed Intelligence or Wisdom roll, either an ability check or a saving throw. You must use the new result. You can use this feature once per long rest.

Other people tend to think you're crazy when you do this in public, as they all seem convinced your familiar is an inanimate object unless presented with overwhelming evidence to the contrary. You and your familiar have advantage on Deception checks to convince others that your familiar isn't a creature.

Unfamiliar Turf Advantage (3rd level)

You are at your most capable when you have no prior knowledge of the lay of the land. Whenever you take a rest in a location you have never taken a rest in or are traveling where you have never gone before (that you can remember), you cannot be surprised and make initiative checks, physical saving throws during the first turn of combat, and physical saving throws against traps and natural hazards with advantage.

Pathless (7th level)

You and your familiar emanate an aura of disorientation for 30 feet. Creatures in the aura leave no tracks, even if they try, and cannot be tracked by magical or nonmagical means. Additionally, all creatures in the aura are under the effect of the Nondetection spell.

You can activate or suppress this aura at the end of a long rest.

You move 50% faster in wilderness terrain when not using or following any roads, paths, signs, or well known waterways. That means you actually move faster off road at all times when you gain Land's Stride at 8th level.

Finally, you and your familiar can both add your Wisdom modifier to Stealth checks.

Free Spirit (11th level)

You don't like being tied down in one place for long, and that preference manifests as a magical defense against all manner of binding. Spells and other magical effects can neither reduce you speed nor cause you to be paralyzed or restrained.

You can also spend 10 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

Get Lost (15th level)

You can warp reality to create the condition of being lost for creatures you designate.

As an action, you can designate any number of willing creatures (which can include yourself) or 1 unwilling creature within 30 feet. All willing creatures immediately teleport together to a randomly determined location that is unfamiliar to you within 10 miles. Such a location can be hazardous, but only to a certain extent; you will not arrive so far below water that creatures you bring will drown before they reach the surface, nor will you materialize high enough in the air to take falling damage, or in the caldera of an active volcano, etc. If there are no suitable unfamiliar locations within range, the range increases by 10 miles, as many times as necessary.

An unwilling creature must make a Wisdom saving throw against your spell save DC. On a failure, it teleports in the same way, but to a different location it is unfamiliar with.

Any creature teleported by this ability becomes affected by Nondetection as though you had just cast it on them.

Sorcerers

Sorcerers get their magic from genetics, inherited blessings and curses, freak accidents of magic, the blessings of dragons, or the influence of the planes manifested strongly in a particular spot on the Material Plane. Sorcerous power is so diverse and inherent that it cannot be studied like wizardry. But all of it comes from the Material Plane itself; even if it is an absorption of cosmic energies, such energies come from a plane, are transferred to Marinos, and then resonate in a sorcerer exposed to the land’s energies.

Storm, Shadow, and Divine Soul sorcerers are some of the most common, due to the absorption of cosmic energies vested in the Material Plane. Draconic sorcerers are also relatively common (as sorcerers go) and trace their power to elemental dragons, and Wild Magic sorcerers are a wonderful hot mess that find their magic to be very in tune with the absurdity of the dream world they live in. They come from an infinite variety of magical sources and mysterious influences. Sometimes they crop up for no reason at all.

Sorcerers are often Drawn to a plane that has something to do with the type of magic they wield.

Arcane Spark Sorcery

Your sorcery is born of a connection to the purity of deep, raw magic. Wielding sizzling magical energy and conjuring constructs of arcane force, you can call to magic itself and make it resonate with your will.

Bonus spells (1st level).

You learn the following spells at the sorcerer levels shown as bonus sorcerer spells, which do not count against the number of spells you know.

Sorcerer Level Spells
1st Detect Magic, Magic Missile
3rd Continual Flame, Nystul's Magic Aura
5th Counterspell, Dispel Magic
7th Arcane Eye, Ottiluke's Resilient Sphere
9th Bigby's Hand, Wall of Force

Arcane Connection (1st level).

When you learn a sorcerer spell, you can pick it from the sorcerer or wizard spell list, and it counts as a sorcerer spell for you.

Arcane Soul (1st level).

When you make an Arcana check, you can use Charisma instead of Intelligence. You gain proficiency in Arcana, or Expertise if you already have proficiency.

Mystic Heart (6th level).

You have advantage on saving throws against spells and other magical effects. Additionally, once per short rest or long rest, when you are forced to make a saving throw against a magical effect, you can change the type to a Charisma saving throw as a reaction by exerting your will upon the magic itself. You can use this ability again by spending 2 sorcery points.

Magic Purity (14th level).

When you cast a spell, you can spend 1 sorcery point to change all damage other than psychic damage from the spell to force damage. When you use this effect on a cantrip, add your Charisma modifier to the damage of the cantrip.

You gain resistance to force damage.

Reservoir of Arcane Might (18th level)

You learn the following spells as bonus sorcerer spells: Disintegrate, Forecage, Antimagic Field, and Wish. They do not count against your spells known. For each spell you already know, pick a sorcerer or wizard spell of the same level instead.

You may, as an action, spend 5 sorcery points to regain a spent spell slot of any level. Once you do so, you cannot do so again until you have completed 1d4 long rests.

Fate Marked (Not Finished Yet)

In Marinos, time is the domain of the Echo and Stormcome; the former guards the past, while the latter ushers in the future. The Stormcome and other forces guard or manipulate Fate itself, delivering prophecies of potential futures and guiding those whose decisions will alter the course of history. Fate is not a deterministic force, nor an endless set of possible outcomes. Rather, it mystically encompasses a few of the most important likely outcomes of the near future and the endless potential of the far future in one magical tide that undergirds reality.

Some people are intricately tied to this force, drawing magical power from it, freed by the possibilities it presents to them, and bound by its mandates. Whether supernaturally tied to the Azurium Tablets and their prophecies hidden in the Stormcome, tasked by a sphinx or other Omenborn with a momentous part to play in the unfolding of a future, or touched by eldritch forces from beyond, these people bear a weighty power.

Fate Marked Magic (1st level)

You have access to magic that taps into the power of Fate to alter or bring it about. At the sorcerer levels listed in the table below, you learn additional spells, which count as sorcerer spells for you and do not count against your spells known.

Sorcerer Level Spells
1st Bane, Bless, Ceremony
3rd Augury, Enhance Ability
5th Beacon of Hope, Bestow Curse
7th Death Ward, Divination
9th Commune, Dream

Adjust Fate (1st level)

You can guide the future, making subtle alterations to the fates of important actors. Bane and Bless count as one spell for you, Bane/Bless. Whenever you cast Bane/Bless, you increase the number of creatures affected by 1. Additionally, you may choose which effect any given creature targeted by the spell is under. For instance, when you cast Bless, you may choose for 2 creatures to be affected by the Bless spell (as normal) and 2 to be affected by Bane.

Starting at 2nd level, when you cast Bane/Bless, you may expend 2 sorcery points to cause it not to require concentration. You cannot have 2 Bane/Bless spells active at the same time.

Tangle Fate (6th level)

You can mark a creature as having rejected its possible fates. As an action, you can a force a creature of your choice within 1 mile that you can see to make a Charisma saving throw against your spell save DC. On a failure, the creature becomes trapped in twisted webs of fate that materialize around it. The creature is restrained. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the creature escapes its bonds, and the effect ends on the target.

By breaking the chords of its future, the creature invokes a curse on itself. At any point once within the next minute, you can use a reaction when the creature makes a roll to impose disadvantage on the roll.

You can use this ability once, and regain it when you complete a long rest. You can use it again by spending 5 sorcery points. You can use Metamagics on this ability as though it were a 4th level spell.

Join Fates (14th level)

You can weave unbound fates together into a single cord. When you touch a creature (a spell attack roll against an unwilling target), you can bind its fate to yours. When either of you loses hit points, regains hit points, suffers temporary damage to an ability score, or gains a temporary bonus to an ability score, the other undergoes the same numerical effect, halved. Whenever one of you is targeted by a spell (not an area of effect), the other becomes targeted by a copy of the same spell, wherever they are. A spell that only affects a willing target has no effect on the other creature if it is not willing to be affected, even if the one it was cast on was willing. If a creature linked in this way dies or takes damage, the other is immediately aware and knows if it was death, a small amount of damage (less than 20% of the damaged creature's hit point maximum), or a large amount of damage. Either creature is aware if the other undergoes a large change in circumstance, such as marriage, suffering a terrible injury, being betrayed, or winning a great honor, but is not aware of the exact nature of the event.

This is a divination effect, and continues until dispelled, one or both creatures die, or you use this ability again. It continues even if creatures are on separate planes of existence. It counts as a 6th level spell that curses for purposes of Dispel Magic or Remove Curse.

You can touch two willing creatures instead, causing them to be bound in this way rather than you and another creature.

Decree Fate (18th level)

Your visionary powers have progressed to such a degree that you can peer into possible futures and take minute actions to achieve the future you deem worthy of coming about. As a reaction at the start of another creature's turn, or as a free action during your turn, you can declare that you peering into the future. Everything continues as normal.

At the start of that creature's next turn, or at the start of your next turn if you declared this during your turn, all things return to their exact state from when you declared you were using this ability. Everything continues as normal, with rolls and decisions made anew, until the start of the creature's next turn (or yours, if you used this ability during your turn). Creatures you designate can make decisions in this second future based on the outcomes of the first.

You decide which course of events actually transpires. Only you remember what transpired in the unchosen future. You can't use this ability again until you complete a long rest, unless you spend 7 sorcery points to use it again.

Warlocks

These spellcasters get magic from powerful beings from the Outer Planes, krakens, genies, powerful fey, elementals, dragons, and other beings of great might. Fey warlocks
have bartered with powerful and strange beings of
nature and emotion. Fiendish and Hexblade warlocks
work for evil beings of the Outer Planes, such as the
Lord of Darkness from the Doom Axis. Great Old One warlocks get their powers from beings
originating outside of the Nexus, such
as the enigmatic Aesir. Celestial
warlocks make pacts with
beings of the upper planes,
including the Shining
Ones from the
Shining Axis.

Warlock Patron: The Aesir

The Aesir are incomprehensible beings of godlike power hailing from another realm- and that's more than most mortals know about them, since most aren't even aware that they exist.

Since most mortals have no knowledge (or next to none) of the Aesir, talk with your DM about what Aesir have interest in being warlock patrons and what basic information your character would know about their patron.

In general, the Great Old One represents an Aesir patron fairly well. Bryceio also made a very fun subclass based on a specific Aesir patron, here, for the Weaver, aka Granny.

While the Aesir are all alien, and some are absolutely intent on domination, others have subtler influences- whether more benign or not may be unclear. If you serve an Aesir, you have an option to adjust the subclass with the following abilities.

Slightly Altered Great Old One Spells (7th level). If you serve a patron that has less of an emphasis on directly controlling other beings, you can switch Dominate Beast with Raulothim's Psychic Lance or Summon Aberration, and Dominate Person with Contact Other Plane or Dream.

Alien Knowledge (14th level, optional, replaces Create Thrall). Some incomprehensible beings pursue and offer knowledge- often dangerous knowledge- rather than the domination of mortal minds. If you serve such a being, you can take this ability. When you make an Intelligence check and fail, you can call on your patron, who floods your mind with comprehension that threatens to overwhelm you. Change the roll of the d20 to a 20 for the check, and make a DC 20 Wisdom saving throw. On a failure, you gain a random form of short term madness.

Warlock Patron: The Beast Lord (Unfinished)

The Lords of Beasts are primeval and ageless creatures, wondrous or terrifying, magical, and wild. Not every species or type of animal is ruled by a Beast Lord. A handful of species are guarded and manipulated by more than one. Some Beast Lords are relatively minor powers, holding sway over a rare and isolated type of animal. Others have far reaching power and inspire fear or awe in surrounding humanoid populaces.

Intelligent, cunning, and fierce, these primal creatures are devastating foes and marvelous allies, but their motives are wild. Commanding the ability to speak with all animals and to rally even beasts they do not rule, some also have powers over natural phenomena and druidic magic. Many can switch between a size normal for their species and a titanic and majestic form at will.

A slain Beast Lord is born again to members of its species and rises once more to power, ready to wreak vengeance upon those who killed it. The only way to destroy a Beast Lord is to lay waste to its species and cause it to go extinct.

Some Beast Lords prefer seclusion, others wage war against encroaching development, some work with mortals, some hunt them, some are rivals, and others are unpredictable. They all seek at a bare minimum to protect the type of animal they represent. Most seek to guard natural wonders and maintain ecological balance, though others seek dominance for their species. Their varied motives sometimes lead them to make pacts with mortals.

Note that while many of the species in Marinos look like animals, they aren’t any more bestial than humans. Humans are closely related to gorillas but they aren’t gorillas. A Rakisha won’t necessarily feel any kinship with a Great Wolf, and so on.

You can roll on the following table to find inspiration for why you became a warlock to a Beast Lord and to whom you are beholden to. (Other great beasts exist as well; you can use these for inspiration.)

Beast Lord Encounters
d8 Result
1 You stumbled into Astrion the Red Stallion, King of Wind & Thunder. Dying of thirst in the desert, you begged for aid, and received a ride upon the Stallion himself. Quenching your thirst came at a price.
2 You weren’t just raised by wolves; you were raised by the wolf. The White Wolf of the Wastes made you a wild hunter prowling the snow and you are his eager servant.
3 Slavering Jaws hunted your tribe for sport, and you were the offering to appease her. You survived your encounter and now wield her magic, but how will you fulfill her demands?
4 After a strange and mystical encounter with a silver manatee when you were diving for pearls or coral you have begun hearing her siren’s song in your dreams...
5 Your people have always venerated Raining Cloud the Osprey, and he chooses one lucky adolescent each generation to receive his teaching and soar upon his wings.
6 When you died, your spirit didn’t move on as normal. You ascended into the auroras and your spirit danced within their flame. Visited by Lellia the Winter Mare you were reincarnated and tasked with a grave and desperate duty.
7 You knew Devil Smirk & Shameless Cur the Mongrels roamed the streets of Azago as scrappy mutts. When another member of your gang kicked one into an ally, not knowing who they were messing with, your entire group was handed the fray of their lives. You (shamefully) begged for mercy, and now here you are, serving a pair of scrawny good for nothing strays.
8 You tried to steal the Hive Tyrant’s honey on a dare. That was a terrible idea.

Beast Lord Expanded Spell List

The Beast Lord allows you to choose from an expanded spell list. The fact that warlocks get expanded spell lists instead of bonus spells is dumb, and I suggest these be allowed as extra spells instead of extra choices.

Beast Lord Spells
Spell Level Spells
1 Animal Friendship, Cause Fear
2 Animal Messenger, Summon Beast
3 Fear, Conjure Animals
4 Dominate Beast, Polymorph
5 Commune with Nature, Wrath of Nature

Wild Heart (1st level). You gain proficiency in Animal Handling.

Wild Shape (1st level). You can use your bonus action to magically assume the shape of a beast that you have seen before. You can use this feature once. You regain expended uses when you finish a short or long rest. If you gain Wild Shape from another source, the levels stack, but the useage doesn't; if you took 2 levels in druid, for instance, you would only have 2 uses of wild shape per rest, not 3.

Your warlock level (plus your druid levels, if you have any) determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1 or lower that doesn't have a flying or swimming speed.

You may may replace the limitation on swimming speeds with an inability to use forms with walking speeds when you gain this feature, if you wish.

See the Wild Shape druid ability for further rules, replacing "druid level" with "druid plus warlock level."

Natural weapons from Wild Shape forms count as Pact Weapons for Pact of the Blade.

Beast Shapes
Warlock Level Max CR Limitations
1st 1/4 No flying or swimming speed
2nd 1 No flying or swimming speed
4th 1 No flying speed
6+ One third your (warlock+druid) level, rounded down -

Muteable as Spirits (6th level). You are granted the power to alter your form in additional ways. You learn the Enlarge/Reduce and Alter Self spells as warlock spell, which don't count against your spells known, and can cast them without components, but you can only cast Enlarge/Reduce on yourself. You can cast each of them without expending a spell slot once, regaining expended uses when you finish a long rest. Additionally, you can cast these spells as either an action or a bonus action.

Primal Splendor (10th level). You gain Expertise in Animal Handling, allowing you to add twice your proficiency bonus to Animal Handling checks.

Beast Spells (10th level). Beginning at 10th level, you can cast many of your warlock spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a warlock spell while in a beast shape, but you aren't able to provide material components. (If you have any druid spells, this benefit also applies to them).

Primeval Dawn (14th level.

Warlock Patron: The Dragon

You’ve made a pact with a powerful dragon, who has granted you a shard of draconic power in exchange for your services. Only legendary (adult and older) dragons have the power to become the patrons of warlocks.

Choose a type of dragon from the following list to be your patron: Amethyst, Black, Brass, Bronze, Blue, Crystal, Copper, Deep, Emerald, Green, Gold, Moonstone, Red, Sapphire, Shadow, Silver, Song, Topaz, or White.

Expanded Spell List

The Dragon allows you to choose from an expanded spell list, which depends on the type of dragon acting as your patron. Expanded spell lists for each dragon patron are listed at the end of this subclass.

The fact that warlocks get expanded spell lists instead of bonus spells is dumb, and I suggest these be allowed as extra spells instead of extra choices.

Beating Wings (1st level)

Nothing inspires fear and awe as the silhouette of a dragon flying toward you high above. A dragon’s wings are a symbol of power, and dragons punish their foes with the merciless beating of their enormous wings should anyone dare cross them.

As an action, you evoke a set of spectral dragon wings flaring from your back. Each creature of your choice within a 10 foot radius must succeed on a Strength saving throw against your warlock spell save DC or be knocked prone and take Xd10 magical bludgeoning damage. X is half your proficiency bonus, rounded down. A creature takes half damage and isn't knocked prone on a success. You can then fly up to your fastest speed without provoking opportunity attacks.

You can use this feature once. You regain the ability to use this feature upon taking a short or long rest.

Hoard Builder (1st level)

Your patron has invested you with a deep connection to material things that allows you to find, evaluate, acquire, and protect worldly goods. As an action, you can automatically and unerringly assess the value of any treasure, coins, art object, or hoard within line of sight. Additionally, you have advantage on Perception and Investigation checks to notice pickpocketing, acts of thievery, and, if you own property or a long term hideout, intruders on your property or in your hideout.

Draconic Investiture (6th level)

At 6th level, your patron invests you with a sliver of its elemental power. You gain resistance to the damage type associated with your dragon patron. Damage types are listed with the expanded spell lists of each type of dragon at the end of this subclass.

Additionally, when you cast a damaging spell, you may change the type of damage dealt to that which is associated with your patron. You can use this feature twice, and regain the ability to do so upon taking a short rest. When you cast a spell that deals the damage type associated with your dragon patron, increase the die size by 1 (such as d8 to d10). d12's instead gain a +1 bonus per die.

Voice of the Dragon (10th level)

You have become a speaker of your dragon patron, endowed with an aspect of its mighty voice. As a bonus action, you can empower your voice. While empowered, your voice is audible for up to 1 mile if you so wish, you have advantage on Intimidation checks against creatures that can hear, and you can be clearly understood while underwater. You can end this effect as a bonus action.

You learn the spell Fear as a bonus warlock spell. If you already know this spell, you instead gain a bonus spell known from the warlock spell list. While your voice is empowered, you can cast the Fear spell once without spending a spell slot, but it only affects creatures of your choice that can hear you, and it does not require concentration for this special casting. You can cast Fear in this way once per long rest.

Dragon’s Breath (14th level)

You gain the ability to exhale waves of destructive energy in the same manner as your patron. As an action, you open your mouth and blast forth a pulse of elemental power. Each creature in a 60 foot cone must make a saving throw of a type determined by your specific dragon patron and listed under the patron’s section at the end of this subclass. The DC equals your warlock spell save DC. On a failure, a creature takes Xd8 damage of your patron’s associated damage type. X is your proficency bonus. On a success, a creature takes half damage. Your DM might decide that your breath affects objects as well- the fiery breath bestowed by a brass dragon might set wood ablaze, while the thunderous attack of the warlock of a sapphire dragon could shatter glass.

You can use this feature once. Once you’ve used this feature, roll a d6 at the beginning of each of your turns. On a 6, you regain the ability to use this feature.

Dragon Expanded Spell Lists

Amethyst

Associated Damage Type: Force

Dragon’s Breath Save: Strength

Spell Level Spells
1 Detect Evil and Good, Magic Missile
2 Alter Self, Rime’s Binding Ice (3d6 force damage and Strength saving throw)
3 Blink, Sending
4 Control Water, Otiluke’s Resilient Sphere
5 Summon Draconic Spirit, Wall of Force
7 Draconic Transformation

Black

Associated Damage Type: Acid

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Bane, Tasha’s Caustic Brew
2 Blindness/Deafness, Melf’s Acid Arrow
3 Wall of Water, Water Breathing
4 Grasping Vine, Vitriolic Sphere
5 Insect Plague, Summon Draconic Spirit
7 Draconic Transformation

Brass

Associated Damage Type: Fire

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Burning Hands, Sleep
2 Aganazar’s Scorcher, Dust Devil
3 Wall of Sand, Wind Wall
4 Fire Shield, Wall of Fire
5 Immolation, Summon Draconic Spirit
7 Draconic Transformation

Bronze

Associated Damage Type: Lightning

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Thunderwave, Fog Cloud
2 Alter Self, Gust of Wind
3 Lightning Bolt, Wall of Water
4 Storm Sphere, Watery Sphere
5 Control Winds, Summon Draconic Spirit
7 Draconic Transformation

Blue

Associated Damage Type: Lightning

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Color Spray (as dust), Earth Tremor
2 Dust Devil, Maximilian’s Earthen Grasp
3 Arcane Eye, Lightning Bolt
4 Freedom of Movement, Storm Sphere
5 Transmute Rock, Summon Draconic Spirit
7 Draconic Transformation

Crystal

Associated Damage Type: Radiant

Dragon’s Breath Save: Constitution

Spell Level Spells
1 Faerie Fire, Guiding Bolt
2 Lesser Restoration, Snilloc's Snowball Swarm
3 Clairvoyance, Thunder Step (radiant damage)
4 Divination, Greater Restoration
5 Far Step, Summon Draconic Spirit
7 Draconic Transformation

Copper

Associated Damage Type: Acid

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Tasha’s Caustic Brew, Tasha’s Hideous Laughter
2 Melf’s Acid Arrow, Nathair’s Mischief
3 Erupting Earth, Slow
4 Freedom of Movement, Vitriolic Sphere
5 Transmute Rock, Summon Draconic Spirit
7 Draconic Transformation

Deep

Associated Damage Type: Psychic or Poison (your choice when you gain this patron; your breath weapon will deal psychic damage regardless)

Dragon’s Breath Save: Wisdom

Spell Level Spells
1 Dissonant Whispers, Ray of Sickness
2 Alter Self, Locate Animals or Plants
3 Plant Growth, Stinking Cloud
4 Confusion, Locate Creature
5 Cloudkill, Summon Draconic Spirit
7 Draconic Transformation

Emerald

Associated Damage Type: Psychic

Dragon’s Breath Save: Intelligence

Spell Level Spells
1 Burning Hands (the fire is green), Dissonant Whispers
2 Detect Thoughts, Tasha’s Mind Whip
3 Clairvoyance, Nondetection
4 Arcane Eye, Mordenkainen’s Private Sanctum
5 Legend Lore, Summon Draconic Spirit
7 Draconic Transformation

Gold

Associated Damage Type: Fire

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Bless, Burning Hands
2 Flaming Sphere, Zone of Truth
3 Beacon of Hope, Fireball
4 Aura of Life, Wall of Fire
5 Immolation, Summon Draconic Spirit
7 Draconic Transformation

Green

Associated Damage Type: Poison

Dragon’s Breath Save: Constitution

Spell Level Spells
1 Detect Poison and Disease, Ray of Sickness
2 Pass Without Trace, Spike Growth
3 Plant Growth, Stinking Cloud
4 Dominate Beast, Giant Insect
5 Cloud Kill, Summon Draconic Spirit
7 Draconic Transformation

Moonstone

Associated Damage Type: Radiant

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Faerie Fire, Sleep
2 Calm Emotions, Moonbeam
3 Catnap, Revivify
4 Conjure Woodland Beings, Freedom of Movement
5 Greater Restoration, Summon Draconic Spirit
7 Draconic Transformation

Red

Associated Damage Type: Fire

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Burning Hands, Earth Tremor
2 Heat Metal, Suggestion
3 Ashardalon's Stride, Fireball
4 Fire Shield, Wall of Fire
5 Dominate Person, Summon Draconic Spirit
7 Draconic Transformation

Sapphire

Associated Damage Type: Thunder

Dragon’s Breath Save: Constitution

Spell Level Spells
1 Dissonant Whispers, Thunderwave
2 Detect Thoughts, Levitate
3 Clairvoyance, Meld into Stone
4 Arcane Eye, Stone Shape
5 Summon Draconic Spirit, Telekinesis
7 Draconic Transformation

Shadow

Associated Damage Type: Necrotic

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Bane, Inflict Wounds
2 Blur, Phantasmal Force
3 Bestow Curse, Feign Death
4 Greater Invisibility, Phantasmal Killer
5 Contagion, Summon Draconic Spirit
7 Draconic Transformation

Silver

Associated Damage Type: Cold

Dragon’s Breath Save: Constitution

Spell Level Spells
1 Fog Cloud, Ice Knife
2 Calm Emotions, Rime's Binding Ice
3 Beacon of Hope, Sleet Storm
4 Aura of Life, Ice Storm
5 Cone of Cold, Summon Draconic Spirit
7 Draconic Transformation

Song (needs adjusted; song dragons are thunder dragons)

Associated Damage Type: Lightning

Dragon’s Breath Save: Dexterity

Spell Level Spells
1 Guiding Zap (Guiding Bolt, but lightning damage), Feather Fall
2 Magic Weapon, Protection from Poison
3 Blink, Lightning Bolt
4 Freedom of Movement, Storm Sphere
5 Summon Draconic Spirit, Wall of Force
7 Draconic Transformation

Topaz

Associated Damage Type: Necrotic

Dragon’s Breath Save: Constitution

Spell Level Spells
1 Create or Destroy Water, Inflict Wounds
2 Alter Self, Blindness Deafness
3 Slow, Wall of Water
4 Control Water, Fabricate
5 Antilife Shell, Summon Draconic Spirit
7 Draconic Transformation

White

Associated Damage Type: Cold

Dragon’s Breath Save: Constitution

Spell Level Spells
1 Fog Cloud, Ice Knife
2 Gust of Wind, Rime's Binding Ice
3 Erupting Earth, Sleet Storm
4 Dominate Beast, Ice Storm
5 Cone of Cold, Summon Draconic Spirit
7 Draconic Transformation

Warlock Patron: The Elemental

Nope. Not right now. Later.

Wizards

By studying the forces and energies of the Material Plane arcane wizards learn to control the forces of magic.

School of Seafaring

The world is rife with the magic of the ocean, ready to be exploited by anyone brave and cunning enough. Sea wizards focus on utility spells that make them invaluable (and highly paid) members of any ship’s crew. Some are the working class wizards of the world, while others are masters of the elements.

Seafaring Savant (2nd level)

The gold and time you must spend to copy a spell with the words “water,” “wind,” or “ice” in the name is halved. The DM may allow you to use this feature for other water and air based spells, such as Fly and Maelstrom.

The Tune of the Sea (2nd level)

You learn the Druidcraft cantrip and add the Create or Destroy Water spell to your spellbook, and they count as wizard spells for you. You also gain proficiency in the Nature skill, cartographer’s tools, and with water vehicles.

Additionally, you can cast Create or Destroy water once per long rest without expending a spell slot.

Provisions of the Sea (6th level)

You add the Create Food and Water (which counts as a wizard spell for you) and Gust of Wind spells to your spellbook, and gain a bonus cantrip. That cantrip can be Mending, Shape Water, or Gust. If you already know those cantrips, gain a different wizard cantrip of your choice. If you already had Gust of Wind in your spellbook, you gain a different wizard spell of your choice (2nd level or lower). You can cast Gust of Wind once per short rest without using a spell slot, and its maximum duration becomes 1 hour for this special casting.

Luck of the Sea (10th level)

You have learned magic that allows you to create a lucky sea charm. The magic of the charm allows you to summon or conjure a magical creature to increase your good fortune. As long as you are at sea, on the coast, or by a body of water of at least 20 square feet, you may, as an action once per long rest, summon your lucky charm creature to an open space within 100 feet. When you gain this trait, choose the appearance and nature of the lucky summons. Examples are a silvery dolphin, a sea turtle covered in swirling runes, a sea spirit such as a naiad or merperson, an elegant serpentine water elemental, an albatross, a manta ray, a sea serpent, or a horse shaped ice elemental that gallops upon the sea. It has a swim speed of 60 feet and can jump or fly just above the surface of the water at that same speed. The creature lasts one hour and can help in the following ways:

  • It can get one Medium creature or up to two Small creatures safely to land so long as there is land within 20 miles, carrying you on its back or bringing auspicious currents.
  • It can take the Help action on your turn against a creature in or under the water, or up to 10 feet above the water.
  • It gives you or another person advantage on checks to navigate or steer a ship by guiding you, as well as Survival and Nature checks that have to do with the ocean or another body of water. You have advantage on Perception checks while it is summoned.
  • Once while the creature is summoned, you may reroll a failed attack roll, saving throw, or ability check.
  • It might bring or guide you to interesting or useful objects and locations it finds, such as coins, lost keys, skeletons under the water, or cave entrances.
Master of the Sea (14th level)

You add twice your proficiency bonus to water vehicles and cartographer’s tools checks. You add Water Breathing and Water Walk to your spellbook. For each of those spells you already have in your spellbook, gain a different wizard spell of your choice of third level or lower. You can cast Water Breathing and Water Walk each once per long rest without expending a spell slot.

Artficers

“You never make something that doesn’t work. You make things that work to disastrous effect.” -Brahm'sh “Digs for Buried Secrets” Imzel-Sambine

The Artificers of Marinos learn to work with what they have, which is to say, not much fuel. Refining metal is energy intensive, so artificers (and mundane but nonetheless talented engineers) often eschew it, choosing instead to work in wood and stone. Energy has to be supplied by wind, tides, work, magic (which is impossible to mass produce), and the sun. The exception is Frostreach, where inventors have discovered how to generate localized steam power from volcanoes and portable energy from the native sparkstone. Many Artificers have another resource up their sleeves: organisms.

By altering a creature’s nature with surgery, magic, and implants, the creature’s innate energies can be harnessed to sustain various supernatural effects that would otherwise take large amounts of magic to permanently enchant.

Marinos’s economies and militaries are driven in part by beings called augmented creatures, usually beasts magically changed by artificers into half organic, still sentient inventions. They range from massive, fat, typically immobile Gemwater spiders that spend their lives eating and churning out vast quantities of spider silk to the submarine cetaceans using Bag of Holding-esque magic to carry passengers and goods in extradimensional spaces without displacing their innards. Such innovation is reflected by the Augmentor artificer specialty subclass.

Bonus Proficiency. Marinos artificers gain proficiency in the Machinery skill.

Augmenter

To an Augmentor, bodies are another type of machine to improve and innovate with. They change creatures into tanks, submarines, spies, weapons, and novelties using wood, crystal, glass, leather, rivets, jewels, stone, fire, ice, runic tattoos, and magic. They can also modify themselves and others with similar tricks.

They are known for taking corpses, modifying them with technology to reactivate their basic functions, and using them as servants and meat-walls. Such undead have no alignment or sentience, but people still find them gross (understandably). Masterful augmentors are also infamous for giving beasts full sapience, and such creatures lack legal rights in many places. People are often nervous regarding augmentors, knowing that if regulations and the Great Mythal were lifted, they could easily learn to modify people according to their whims as well...

Many Augmentors have scruples about what they will and will not do with their talents, or shortcomings regarding the use thereof. You may roll on the Character Traits table to determine a trait for your character, or make up your own.

d12 Trait
1 I went too far with my experiments when I was younger and created a monster. I’ll never make the same mistake.
2 I hold a deep respect for living things, so my alterations are designed to be long lasting and efficient so that they do not need constant fixing and replacing. Even a cat deserves not to have its organs scrambled more than once.
3 I’ll never Alter a creature to be something other than what it was born. I may enhance an eagle’s talons, but I’ll never give it gills.
4 I gained my knowledge through countless cruel and perhaps unnecessary experiments.
5 My augmentations are designed to be replaceable; I hate trying the same thing over and over again when I could be testing the limits and my new inventions on my pets.
6 I’m so used to scrapping and reworking augmentations that I never build them to last, so my pets are in constant need of repair.
7 I don’t care if others approve of my experiments. I know what’s best for me and my creatures.
8 I’m so nervous about trying new things that I fall into a rut of what I already know I’m good at. I use the same few tricks over and over again.
9 I don’t care how my creatures suffer so long as progress is made.
10 My goal is to engineer an army of Altered animals for use in warfare.
11 I improve animals, making them better than their natural limitations.
12 Restrictions and Mythals on augmenting people should be lifted.
Augmenter Spells

At 3rd level, you gain additional spells prepared. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. In addition to this, you also get a large extended spell list of biological and buff spells that you can choose to prepare from, listed at the end of this subclass.

Artificer Level Augmenter Spells
3rd Bless
5th Enhance Ability
9th Animate Dead
13th Giant Insect
17th Danse Macabre
Tool Proficiency (3rd level)

When you gain this specialty at 3rd level, you gain proficiency in a tool of your choice. You should choose one that relates to how you customize creatures. Are you a surgeon who stitches mismatched parts together, a smith who turns animals into steampunk cyborgs, or a whimsical inventor who creates carapaces and wings of leather and wood for beasts to wear?

Changer of Creatures (3rd level)

At 3rd level, you gain access to augmentations, longlasting magical effects fueled by the life force of the creatures you put them on. They are listed after the expanded spell list for this subclass. Each augmentation has a level, as shown in the table. You gain access to that augment when you gain access to artificer spells of that level. Some augmentations replicate the effects of spells, while others are different from any existing spells and detailed at the end of this subclass. All augments are transmutation magic if they don't say otherwise.

You can upgrade willing, restrained, or incapacitated Beasts (other than High Eagles) and corporeal undead without the Folk type by spending a spell slot of level equal to or higher than the augment and X hours and X*10 gp, where X is the level of the augment, representing materials appropriate to your tool proficiencies. Having appropriate materials at hand might decrease the cost. If the DM agrees, you can also augment monstrosities with bestial natures, such as griffins, hippogriffs, and owlbears, as well as constructs made of flesh, such as homunculi and flesh golems. You may alter summoned companions of the fiend, celestial, or fey types so long as they take the form of a naturally occurring beast. Furthermore, you can augment yourself.

You make any choices involved in the augmentation when you create it. If it replicates a spell, it affects only the chosen creature, and lasts indefinitely or until an augmenter removes it. Augmentations cannot be ended by Dispel Magic, but they are supressed in an antimagic field.

A creature can have total levels of augmentations on it equal to your proficiency bonus. A creature cannot benefit from the same enhancement twice unless otherwise noted. You may remove an augment from a willing, restrained, or incapacitated creature over the course of one hour, gaining back half the cost of materials spent.

Alteration Savant (3rd level)

You can use your Magical Tinkering feature on willing creatures as well as objects. In addition, you gain proficiency in Animal Handling or Medicine (your choice). Given a day of work, 10 gp (more for Large or larger creatures at the DM's discretion), and access to a willing injured creature, you can create an Ersatz Eye or Artificial Limb that allows the creature to see or move normally again. (Laws limiting permanent augmentation of sentient beings allow for medically necessary Augmentations. The Great Mythal also has intentional loopholes for such procedures.)

Augmented Animal Companion (5th level)

You gain the service of a beast of your choice, provided its CR is 1/2 or lower, Large or smaller without flying (or Medium or smaller with flying), and has no alignment. Whether you found it, bought it, befriended it, caught it and restrained it on an operating table, or have been storing it in an extradimensional machine until you knew you were ready, you use your skills to render it a useful and unique companion and helper.

Some animals are easier to train and Augment than others; smaller, domesticated, mellower animals are much easier to work with. If you pick a CR ¼ or lower beast, it gains 5 additional hit points and can deal extra damage equal to your proficiency bonus when it hits with an attack on its turn (maximum once per turn). A fiercer (CR ½) animal still learns, and can similarly gain a bonus to damage equal to your proficiency bonus minus two once on each of its turns when it hits. In any case, whatever companion you choose, the animal improves over time as it adventures with you and bears the brunt of your experimentations. For each Artificer level you gain after 5th, its hit point maximum increases by 4 and it gains a d6 hit die. It uses your proficiency bonus or its own, whichever is higher. It is proficient in any types of armor you are, as far as barding is concerned.

Your companion is friendly to you, and it always obeys your commands. In combat, it shares your initiative and takes its turn simultaneously to yours.

If the augmented companion dies, you can bring it back to life within the following day by spending an hour of work and a spell slot. You can spend two hours of work, a second level or higher spell slot, and 10 gp worth of materials to bring it back to life after that period and/or without remains. In any case, it returns to life with half of its hit points.

You can dismiss your augmented companion at will, at which point its bond to you is broken and it leaves. You can gain a new companion of an allowed type (CR 1/2 or lower, no alignment) by performing an hour long technological ritual on a beast. The animal must remain within range and friendly, restrained, or incapacitated for the duration of the ritual, or it ends early. You must spend the time used performing the ritual working on the creature. If you do not use your action to work on the creature for more than three turns in a row, the ritual terminates. At the end of the ritual, the beast becomes a new companion.

Corpse Genius (9th level)

You've become a creative expert of corpse manipulation. Now that you’ve had some practice reanimating them, you can augment them faster than ever before. You can augment undead creatures in 1/60th the time (minutes rather than hours.)

Self Experimentation (9th level)

You are your own test subject, and your body has grown accustomed to the rigors of your craft. The same can be said for your companion. You and your augmented companion can each sustain levels of augments equal to your proficiency bonus plus your Intelligence modifier.

Master of Alteration (15th level)

You can now augment willing Folk, spending gold and time as normal, as you have found ways to safely and superficially alter them with (hopefully legal) removable gadgetry. Or maybe you’ve learned to bypass the Great Mythal, probably illegally. When you create the augmentation, you can choose to make it removable, in which case it can be ended by you or them as an action.

Expanded Spell List

MM stands for Marinos Magic.

Augmenter Expanded Spell List

Cantrips
  • Cat Feet (MM)
1st level
  • Accuracy
  • Animal Friendship
  • Augmented Familiar (MM)
  • Banish Blight (F) (MM)
  • Beast Bond
  • Bless
  • Branch to Branch (MM)
  • Brand (MM)
  • Chameleon Camouflage (MM)
  • Ensnaring Strike (F)
  • Entangle (F)
  • Goodberry (F)
  • Reflexes
  • Speak with Animals
2nd level
  • Animal Messenger
  • Assume Undead Form (MM)
  • Banish Dazzle (MM)
  • Barkskin
  • Beast Sense
  • Burrow (MM)
  • Gentle Repose
  • Locate Animals or Plants
  • Spike Growth (F)
  • Summon Beast
3rd level
  • Animate Dead
  • Charmthwart (MM)
  • Clutch Ward (MM)
  • Feign Death
  • Intellect Fortress
  • Plant Growth (F)
  • Remove Curse (creatures only)
  • Speak with Dead
  • Speak with Plants (F)
  • Summon Undead (putrid or skeletal only)
4th level
  • Amorphous Form (MM)
  • Aura of Purity
  • Death Ward
  • Dominate Beast
  • Giant Insect
  • Grasping Vine (F)
  • Guardian of Nature
  • Locate Creature
  • Polymorph
  • Stoneskin
5th level
  • Awaken
  • Danse Macabre
  • Insect Plague
  • Modify Memory (clarity only)
  • Raise Dead
  • Rary's Telepathic Bond
  • Tree Stride (F)
  • Wrath of Nature (F)

Augments

1st level
  • Accuracy (MM)
  • Branch to Branch (MM)
  • Chameleon Camouflage (MM)
  • Enhanced Sense (non-spell)
  • Extradimensional Innards (non-spell)
  • Feather Fall
  • Gift of Sapience (non-spell)
  • Innate Saddle (non-spell)
  • Jump
  • Longstrider
  • Mage Armor
  • Reflexes (MM)
2nd level
  • Aerial Acceleration (MM)
  • Air Breathing (MM)
  • Alter Self
  • Assume Undead Form (MM)
  • Banish Dazzle (MM)
  • Barkskin
  • Burrow (MM)
  • Darkvision
  • Enhanced Natural Weapons (non-spell)
  • Expeditous Retreat
  • Immunity Buffer (non-spell)
  • Protection from Poison
  • Spider Climb
3rd level
  • Barkskin
  • Enhance Ability
  • Enhanced Core (non-spell)
  • Enlarge/Reduce
  • Feign Death
  • Spider Climb
  • Tremorsense
4th level
  • Blindsight
  • Fly
  • Intellect Fortress
  • Protection from Energy
5th level
  • Amorphous Form (MM)
  • Freedom of Movement
  • Guardian of Nature
  • Skill Empowerment

Enhanced Core

3rd level augmentation


One of the creature’s ability scores of your choice increases by 2, to a maximum of 20. This might alter attack bonuses and/or armor class. You may give the same creature this augmentation more than once, choosing a different score each time.

Enhanced Natural Weapons

2nd level augmentation


One of the creature’s natural weapon or unarmed strike attacks of your choice adds 1d4 damage of a type of your choice other than force or radiant.

Enhanced Sense

1st level augmentation


You can give a creature this augment more than once, choosing a different option each time. Choose one: The creature gains advantage on Perception checks based on one sense of your choice: 1) sight, 2) hearing, or 3) smell. If you pick smell, the creature also gains advantage on Survival checks using that sense.

Extradimensional Innards

1st level augmentation (2nd level for a Large creature, 3rd level for a Huge creature, 4th level for a Gargantuan creature)

The creature becomes superimposed with an extradimensional space, equal in volume to its own body. You can choose to give the space windows, in which case those outside or inside can see in and out. You can, after installing this augment, choose to furnish the space given enough time and the right resources, though if the animal is prone to rolling or spinning that might not work well. It is accessible by one of the following methods (choose one): 1) Reaching or walking through the creature’s mouth provides free access to the space, provided the creature is willing to allow access. Otherwise its mouth simply leads down its gullet. The creature can choose to “swallow” things into the extradimensional space, rather than eating them. The animal can breathe in and out of its storage space to refresh the oxygen, and can fill the space with air or water. 2) The creature has a port or hatch installed in its body (with a lock if you so choose) that allows access to the space.

You cannot use this augmentation on creatures that are already mostly hollow, such as skeletons.

Gift of Sapience

1st level augmentation


You may decide to make this Changer of Creatures effect permanent when you pick it, in which case it cannot be undone. Only creatures with an Intelligence of 6 or less can have this augment used on them. The creature's Intelligence score becomes 10, and its Charisma and Wisdom become 6 if not already higher. Additionally, if it doesn't already have an alignment, the creature gains an alignment of Neutral, which may change over time (player’s discretion for familiars and companions). It learns to understand a language of your choice that you know, assuming it can hear, and can communicate simple concepts to you nonverbally.

This augmentation has been painstakingly perfected over time by generations of augmenters and is the most advanced of them all despite its relatively simple execution.

Gift of the Voice

1st level augmentation


The creature gains a voice of your design that translates its thoughts into a language of your choice that you know (chosen when you give it this feature), allowing it to communicate concepts it is capable of understanding. The translator allows it to understand appropriately simple concepts stated in that language. A creature that can already speak simply learns the language while this augment is installed. You can install this augmentation more than once, choosing 2 additional languages each time.

Immunity Buffer

2nd level augmentation


You must have proficiency in Medicine to use this augmentation. The creature gains advantage on saving throws against infectious, natural disease. This is a “medically necessary” augmentation, so you can install it in humanoids.

Innate Saddle

1st level augmentation


The creature becomes rideable as a mount regardless of its or the rider’s shape, so long as the creature riding it its size or smaller. In addition, the rider gains advantage on checks made to avoid falling off the creature (so long as the creature is willing to be ridden). If the creature is being ridden and is subjected to an effect that would allow it to take half or no damage on a successful save, the rider can use their reaction to grant the mount advantage on the save.

Manipulation Limb

2nd level augmentation


A mechanical arm, prehensile tail, or other addition allows the creature to manipulate objects as though it had one more hand than it would otherwise. You can install this augmentation more than once to install more limbs.

Rot Reducers

2nd level augmentation


If the creature dies, it immediately gains the effect of Gentle Repose.

Rotting Maid

1st level augmentation


This augmentation can't be installed into a living creature or existing undead. Rather, you install it into a humanoid corpse no more than a week old. This augmentation requires 8 hours to install. It costs 30 gp, rather than the usual 10. Using costly chemicals, technonecromantic magic, mechanical innards, biomystical surgery, and magical powders, you turn the corpse into a “rotting maid,” a dim witted cadaver-bot used to perform chores and often sold to the rich.

When you create the undead, you also engineer a command matrix. Whoever holds the matrix can command the zombie servant and tell it who else to obey. The maid understands simple instructions in a language of your choice, along with any languages it understood in life. Rotting maids last 2d10+your Intelligence modifier years before falling apart (minimum of your Artificer level). They are incapable of boredom and well suited to menial labor. They are used as maids, valets, workers in dangerous and simple jobs, dockhands, cooks, and odd pets.

A rotting maid requires food similar to what its body required in life, but half as much, and it preferentially chooses rotting fodder. They’re an investment but don’t need pay or humane conditions. This augmentation fills one of the undead’s augmentation slots. You can also create a “rotling” from a Large or smaller beast’s corpse; these lower Intelligence and are harder to get to do anything (but easier to get a hold of). Your DM may allow you to make rotting servants out of bigger animals or giants, but they determine the price, time, and augmentation level it takes.



Rotting Maid

Small or medium undead, unaligned


  • Armor Class 7
  • Hit Points 5 (1d6+1)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 5 (-3) 12 (+1) 5 (-3) 5 (-3) 5 (-3)

  • Saving Throws Constitution+3, Wisdom-1
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 10 ft., passive perception 7
  • Languages -
  • Challenge 0

Actions

Clumsy Bludgeon. melee weapon attack: +1 to hit, Reach ft, one target. Hit: 2 bludgeoning damage.



Rottling

Small, medium, or large undead, unaligned


  • Armor Class 7
  • Hit Points 5 (1d6+1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 5 (-3) 12 (+1) 2 (-4) 6 (-2) 5 (-3)

  • Saving Throws Constitution+3, Wisdom+0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 10 ft., passive perception 8
  • Languages -
  • Challenge 0

Actions

Clumsy Tackle. melee weapon attack: +1 to hit, Reach ft, one target. Hit: 2 bludgeoning damage.



Tiny Rottling

Tiny undead, unaligned


  • Armor Class 8
  • Hit Points 2 (1d1+1)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
3 (-4) 7 (-2) 12 (+1) 2 (-4) 6 (-2) 5 (-3)

  • Saving Throws Constitution+3, Wisdom+0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 10 ft., passive perception 8
  • Languages -
  • Challenge 0

Skillful Adaptation

2nd level augmentation


The creature gains proficiency in a skill of your choice appropriate to its capabilities. You can give a creature this augment more than once, choosing a different skill each time.

Sleep Replacers

1st level augmentation


The creature no longer needs to sleep, and can perform light activity such as reading while resting.

Unrelenting Youth

2nd level augmentation


This augment can only be installed on non-undead creatures that are not physically mature. The creature stops maturing. This does not alter the creature’s natural lifespan, but causes it to remain at its current state of maturation. Puppies, goats, kittens, chipis (domesticated sheepshead fish), and baby antelopes are often changed in this manner to be used as permanently young pets; they generally remain small, cute, and needy for their entire lives. The creature’s Charisma score becomes 10 if it is not already higher.

Wound Closure Implants

2nd level augmentation


When the creature drops to 0 hit points, it immediately stabilizes. Taking damage at 0 hit points destabilizes it and gives it a negative death save as usual.

Other Adventurers

Marinos adventurers come in a vast variety. As such, with your DM's permission, the following relatively well crafted homebrew classes are presented for consideration, 3 of which are, uniquely, mostly non-magical completely mundane, adding to the rather low variety of non (or at least less) supernatural classes.

Part 3: Basic Rule Changes

Skill Changes

  • Medicine is an Intelligence or Wisdom skill, player's choice. You can’t perform surgery by following your heart and listening to your gut feelings.
  • Religion is now the Planes skill. Most characters types who would gain their power from gods, philosophies, or holy and unholy forces in other worlds get their power from the planes here. “Regular” religious topics are now covered by the History skill, not because it is a thing of the past, but because that skill covers many aspects of public belief and perspective. Knowing about religion through the History skill doesn’t necessarily mean your character has all the answers to life’s questions, but you will know what other people think about those questions. Characters who would get proficiency in Planes may opt to switch it to History.
  • Machinery skill. This Intelligence based skill is added to the list of those available to fighters, rangers, rogues, and wizards. Artificers have proficiency as a bonus skill. This skill can be used to operate and control complex mechanical devices, including magical ones that don’t require magical know how to use. Consider giving advantage on Machinery checks if the character also has proficiency in an appropriate tool.
  • Dreaming skill. This Wisdom skill measures your character's ability to recall the contents of their dreams clearly and to shape the world around them and navigate in the dream worlds (the Outer Planes, the Etherial, and the Astral Plane). The DM may call for Dreaming checks using spellcasting ability scores to finely tune a Dream spell or customize dreams caused by a Sleep spell. Lucid dreaming is also a Dreaming check, but is too difficult for most characters to succeed at. Dreamspinners are proficient in this skill, and clerics and paladins can choose it as a class skill.

Optional Rules

Unmet Prerequisites For Feats

If a player character loses their race, such as through Reincaranate, they may swap any racial feats for different feats they now meet the prerequisites for.

Redundant Skills & Features

If something forces you to gain a skill proficiency, damage resistance, language, or other feature you already have, such as a Redeye Iguana draconic sorcerer with a fire ancestry, talk to the DM. You can gain another power of the same type appropriate to the source. For example, maybe the Redeye’s ability to spend a sorcery point when casting a spell that deals fire damage gives cold resistance instead of fire resistance, reflecting the inner fire that burns away chilling attacks. Alternatively, stacked resistances can grant a 3/4 reduction in the damage type rather than half.

Two Weapon Fighting

Two weapon fighting shouldn't suck but does. It is highly suggested that it be a part of the Attack action when two light weapons are being used rather than a bonus action.

Refreshing Rests

Thanks to the Haven Axis, even a rough night’s sleep on a stone floor is enough to heal simple injuries, even if they were deep and painful the evening before. However, nobody functions their best with a bad night’s sleep in an unnerving environment. If you find a safe, comfortable place to take a long rest with access to good food (rations don’t count) and clean water, you become refreshed. Once within the next 24 hours, you may add 1d4 to a skill check after you roll the check but before you know the result.

Part 4: Feats

Racial Feats

Marinos uses different races than typical D&D settings. A variety of racial feats are presented here, along with listings of what Xanathar's Guide to Everything (XGE) feats are available to each race, if any.

Humans

Humans can take the Prodigy feat (XGE).

Homogriffs

Homogriffs can take the Prodigy feat (XGE).

Iguanas

Iguanas can take Dragon Hide (XGE), replacing the ability score bonus to Strength, Constitution, or Charisma to a bonus to Wisdom, Constitution, or a score granted an increase by your subrace. Redeyes can also take Flames of Phlegathos from XGE.

Harmony of Nature’s Tune.

Requirements: Iguana

Iguanas have an almost supernatural connection to the natural world, and some are particularly insightful. You gain the following benefits.

  • You can cast Detect Evil and Good, Locate Animals or Plants, and Speak with Plants spells once each without using material components. You regain the ability to cast them on a long rest, and can cast them with any spell slots you have of appropriate level. Choose a mental ability score to be your spellcasting ability.
  • You gain an additional group of animals you can speak to as outlined in Friend of Earth, Sky, and Sea.
  • You learn Sylvan. If you already know Sylvan, you learn an elemental language of your choice. If somehow you know all four of those as well, you gain a language of your choice.

Minotaurs

Minotaurs can take Orcish Fury (XGE), renamed Bull's Fury.

Misa

Misa can take Second Chance (XGE) and Squat Nimbleness (XGE), along with the feats listed below. Lightpaw and Autumnal Misa can take Bountiful Luck (XGE).

Battleborn

Requirements: Misa

The ferocity of the Stormcome is in your blood. You are a leader of warriors and gain the following benefit:

  • You learn the Truestrike cantrip. Choose Heroism or Shield of Faith when you gain this feat. You can cast the chosen spell once per long rest. You do not need material components for these spells. You can also cast the spell with any spell slots you have. Choose a mental ability score as your spellcasting ability.
  • When a creature within 30 feet that can hear you is subjected to an effect that causes it to make a saving throw against fear, you can use your reaction to give it advantage on the save.
  • While in combat, you have advantage on saving throws against being charmed.

Tempest Call

Requirements: Misa

Some Misa have the magic of the Stormcome imbued in their veins. You gain the following benefits:

  • You learn the Shocking Grasp cantrip. You can cast Absorb Elements (XGE) and Thunderwave each once per long rest. You do not need material components for these spells. You can also cast them with any spell slots you have. Choose a mental ability score as your spellcasting ability.
  • Once per long rest, you can re-roll all damage dice for a spell that deals lightning or thunder damage and use the new total.

Drowned

Out of Davy Jones' Locker

Requirements: Drowned

Your enigmatic past has left its mark on you. Stained by the magic of the Axis of Silence, you gain the following benefits:

  • You have resistance to necrotic damage.
  • You can cast Fog Cloud once per long rest. You can cast Silence and Darkness each once per long rest. A mental ability of your choice is your spellcasting ability for these spells, and you can cast them with any appropriate level spell slots you have.

Secrets of the Dead

Requirements: Drowned

Drowned are preserved in undeath through the power of the Memory Axis. Sometimes the magics of the Echo Impression become tied to the Drowned. You gain the following benefits:

  • You can cast Speak with Dead once per long rest without material components, contacting the Echo of the deceased. Constitution is your spellcasting ability. You can also cast the spell with any appropriate level spell slots you have.
  • You gain proficiency in one skill of your choice, one tool of your choice, and the Derelict language (or some other language if you have already studied it). You seem to have absorbed knowledge from a long dead person or people...but you don’t know who.

Faceless

The Fate of all Dreams

Requirements: Faceless

Memories of you fade like a dream, and evidence of your passage vanishes like shadows in the dawn. As you spend time out of direct contact with someone, they gradually forget you. Once you leave someone's sight/hearing/senses, you immediately begin to fade from their mind. This is a continuous process, but the following benchmarks allow you to estimate its speed:

  • After a number of minutes equal to a creature's WIS+INT score (not mod), a creature will no longer think of you without being prompted by something else (either another creature or a related thought)
  • After that number of hours, a creature will no longer remember any ephemera about you - the way you look, sound, smell, and so on, or any experiential memories that include you, even when prompted.
  • After that number of days, a creature will no longer remember any facts about you at all, even in the abstract - including the fact that you ever existed.

Beings of incarnate Memory, Deities, and others of similar power can resist this effect, if they choose to.

In addition to your effect on memories, the world itself rejects signs of your passage. Evidence of your existence has an uncanny tendency to be destroyed or erased - journals describing or referring to you are water-damaged, recordings of you are corrupted, your footsteps are trod over, your fingerprints are accidentally wiped away, and an inkblot lands on your name on a list. This process is subtle and unobtrusive, and how long it takes is entirely dependent on the context of what and where the evidence is.

Teneshiki

Aura Seer

Requirements: Teneshiki

Able to mystically perceive the essences of others as fields of swirling colors that represent who they are and their current emotional state, you gain the following benefits.

  • You have advantage on Wisdom(Insight) checks so long as you are not in an area that suppresses magic.
  • Once per long rest, as an action, so long as you are not in an area that suppresses magic, you can make a Wisdom (Insight) check contested by a sentient creature you can see’s passive Charisma (Deception) score. If you win the check, you become aware of the creature’s Draw, or the fact that it has none. Generally speaking, beings from Marinos that sleep and are capable of exercising some degree of free will have Draws.
  • You find it easy to alter the auras (and behavior) of others. You gain proficiency in either Persuasion, Insight, or Animal Handling, your choice.

Makos

Inured

Requirements: Mako

You’ve been exposed to the foul malevolence of the deep and survived. Tough as nails, you gain the following benefits.

  • You have advantage on Wisdom saving throws against fear.
  • You have resistance to cold and necrotic damage.

Greater Blood Magic

Requirements: Mako

Through practice, wits, and willpower, you have gained further mastery of the Dasha V’kaz, or Darkness of Light, a Mako discipline of magic, sacrifice, and healing.

  • You learn the Toll the Dead cantrip (XGE) and can cast the Bane and Life Transference spells (XGE) once per long rest each. Choose a mental ability score as your spellcasting ability for these spells. You can also cast them with any spell slots you have of the appropriate level.

Selkies

Beguiler

Requirements: Selkie

Your fey powers are stronger than most.

  • You can cast the Charm Person, Faerie Fire, Calm Emotions, and Enthrall spells each once per long rest. Choose a mental ability score as your spellcasting ability for these spells. You can also cast them with any spell slots you have of the appropriate level.

Nature's Ward

Requirements: Selkie

Your tie to the sea is a tangible force. Nature protects you and aids you in a variety of ways.

  • You can cast Fog Cloud, Beast Bond (XGE), Pass without Trace, and Animal Messenger spells each once per long rest. When you cast Beast Bond or Animal Messenger this way, you can only target aquatic and seagoing animals such as seabirds and fish. Choose a mental ability score as your spellcasting ability for these spells. You can also cast them with any spell slots you have of the appropriate level.

Rakisha

You can take Elven Accuracy (XGE), renamed Hunter’s Accuracy.

Tabaxi

You can take the Prodigy feat (XGE).


Spells from Racial Traits & Racial Feats

If you gain access to spells from a racial trait or racial feat, it does not require material components.

Duskino

Inscribe

Requirements: Duskino

Increase your Dex, Wis, or Int score by 1, to a maximum of 20.

You've learned to use your psychic powers to compensate for the difficulty of writing with flippers, and managed to turn this workaround into an outright advantage. You can write complicated patterns, including letters, onto a nearby surface with any ink you provide. You can write up to a full page with an action; this reduces the amount of time required to transcribe large amounts of text to 0.5% of what it would be otherwise. Because transcribing a spell also involves significant amounts of deciphering and composing, this only reduces the time required for that to 1/3, though you can make a temporary copy quickly and then fully transcribe it later.

Other Feats

Machine Whisperer

Requirements: Born in the Labyrinth.

You have an uncanny knack with technological and mechanical devices, but while most self respecting mechanics and artificers master there craft through an understanding of their subject, you...didn't. The gizmos just listen to you. Concussive maintenance just works. You're not really sure how any of it functions, but who cares, you can get it to do what you want.

  • You have advantage on any vehicles and Machinery checks. You can also use Wisdom or Charisma instead of Intelligence when using the skill and instead of any ability score when making a check related to driving or fixing a vehicle.
  • You learn the Mending spell. You also learn the Cure Wounds spell, which you can cast once per long rest without expending a spell slot, but can only cast it on constructs unless you also know it from another source. Finally, you learn the Tiny Servant spell, and cast it once per long rest without expending a spell slot. Your spellcasting ability for these spells is Wisdom or Charisma.
  • You can understand the speech of any construct, and constructs can always understand your speech, even if they don't understand any languages.

Suspicious

Whether you've been exposed to so many lies throughout your life that you don't trust anything easily, whether you've been changed by dreams you didn't even realize weren't waking, constantly beffuddled by illusions, or deceived by other mortals, you treat everything that is with suspicion, just in case it isn't.

  • Whenever you roll a d20 to make an Insight checks or any mental ability checks and saving throws to notice something is an illusion or a dream, if you roll below a 10, treat the die as a 10.
  • You have advantage on saving throws against being charmed or possessed and against enchantment and illusion spells.
  • You gain resistance to psychic damage.
  • When you roll initiative as the result of a threat caused by a betrayal or shift of social situation rather than an ambush or straightforward battle rush, you can use your Insight bonus rather than your Dexterity bonus if you wish.

Part 5: Backgrounds

Artist (Pending)

Caged

Caretaker

Celebrity Speaker

Cook

Colonist (pending)

Diplomat

Dreamer (pending)

Everything Was a Dream (pending)

Farnmer (pending)

Fisher

You spent your life so far making a living off the sea, or perhaps a body of freshwater. You’re familiar with what landbound people aren’t, and that’s the physical influence of the Impressions. Perhaps you’ve even been to one. The ocean isn’t just a body of water. It’s a battleground between conflicting cosmic influences. They say saltwater is the gateway of dreaming, starting with the tears behind your lids upon your eyes.

Other forces fill the sea, and perhaps you've had run ins with these- creatures collassal beyond imagining, islands here one day and gone the next, fish with the power to grant wishes, seashells that sing with haunting melodies of elsewhere, fish hooks that remember their greatest triumphs.

Whether your life was a peaceful one of plenty, a toiling one full of hardship, a satisfying one full of hard work and the enjoyment of the hard earned fruits of your labor, a disappointing one full of loss or emptiness, a social one full of fellow workers and markets and families, or a lonely one where you only supported yourself, you know the ins and outs of the edge between the water and the land and the edge between dreaming and waking. Your experience informs your new adventuring life.

Think of reasons for why you quit or were forced away from your (relatively) ordinary life. Also consider your experience with the supernatural and the planes. Maybe you were forced to leave when your lake was fished dry by invading colonials. Maybe you grew dissatisfied with your career or circumstance. Perhaps magical powers brought you far away from home.

Skill Proficiencies: Perception and Nature Tool Proficiencies: Water vehicles, fisherman’s kit Equipment: Fisherman’s kit (fishing tackle), commoner’s clothes, Waveclear Goggles, a lucky charm, bell, a bottle with a message in it you found on the beach

Feature: Ocean Memories. You know the changing moods of the sea are the waxing and waning influences of the Outer Planes. And you know the sea is full of secrets and wonders, often perilous and beautiful. You may very well be an ordinary person but you dwell closest to the magic that permeates the world There's more to fishermen's tails than simple bragging and rumors oftentimes. You have a connection to one of these awe inspiring influences based on a marvelous or terrifying experience in your past. You can roll on the Connections table or make up your own. This is akin to the Discovery feature of the Hermit background. You’ve learned something great, terrible, or surprising based on your experience. Perhaps you know the location of a stash of treasure, that a certain type of monster is becoming more common, or that one of the Outer Planes is gaining more influence in a certain area.

d12 Connection
1 I fell in love with a mesmerizing sea spirit. They leave signs of their presence when I’m not looking. Maybe they love me too? Everywhere I go, every body of water, whether it makes sense or no- I'm starting to wonder whether I didn't just fall for a water spirit, but the ghost of one.
2 I was swallowed up in the mists and narrowly escaped the Muffle with my life. I’ve been touched by darkness ever since.
3 I saved a beached Evenna Beluga. Somehow, I got the massive, heavy creature back into the sea. It sang a blessing on me and I’ve been seeing signs of the Seafolk ever since. I’ve been hearing their songs in my dreams, and they tell me things. Should I believe them?
4 A terrifying sea monster capsized my boat. I made it back to shore by a miracle. Nobody believes me. But a piece of its tooth is embedded in my skin- just the tip- and I can't help but feel that will be significant
5 I was nearly coaxed to my watery doom by a creature of the Axis of Silence, a siren, Will o’Wisp or other deceptive being. Never again will I fall prey to the lures of the sea!
6 I fell asleep in a cursed cove, and when I woke up, decades had passed and I was much older. My experience with the Timewear has awakened me to its hidden threats, and I see them everywhere.
7 The enormous fish I caught begged me to let it go. I was so surprised I released it by accident and it escaped into the deep, but it told me a secret as thanks for setting it free.
8 I got eaten by a sea monster, found something weird in its stomach (roll on the trinkets table), and thrown up onto an unknown island. I’m still not really sure how to get home, but the secrets I found on the island were worth it!
9 I didn't realize I'd taken a ride on a ghost ship until it was too late, and I still don't remember who gave me the silver key to the lock to its beating heart.
10 One morning on the soft mists of dawn I found myself someplace else, someplace that didn't like hooks and meat and traps and bait, and I sure felt funny about my profession since but a person's gotta eat. There's strange luminous shadows in the mists now, every morning.
11 When I fought off that baby sea serpent I had a vision of a place I couldn't understand, twisting through ice I couldn't understand, and the eyes in the serpent in the ice- what is it? Why? Why does it collect?? And has it seen me back?
12 Every time I sit down to fish, the pole tells me stories. Really. Can't you hear her?
d8 Role
1 Deep sea fishing with one or more other fishermen using a small but sturdy boat.
2 Freshwater or brackish fishing next to a river or lake.
3 Coastal fishing with a line and rod off of an abrupt drop off.
4 Net fishing in shallow waters.
5 Fishing using a trained bird, porpoise, or other creature using traditional methods (switch one of this background’s skills with Animal Handling).
6 You invented an original contraption that allows you to catch fish in a novel way.
7 Hunting with a spear with a squad of fellow hunters in a rocky river or fast flowing tidal ground.
8 Traps; you set them up and check them periodically for lobsters or other creatures. Your fisherman’s kit includes a trap instead of a rod and line.
d8 Personality Trait
1 My trade is often a solitary one, but I hate being by myself and pull stunts to avoid it. I’ll talk the ears off a rock if nobody’s around.
2 I wish people would be quieter. Don’t they understand that too much talk ruins my concentration?
3 I gesticulate wildly when I speak and have knocked the hats off people I don’t like on many occasions. Accidentally. If I look like a fool that’s fine by me.
4 I am soothed by the sound of running water and seek it out whenever I’m stressed.
5 I can’t help but look at a fish and feel sorry for it, dandling there on a line. I almost can’t bear to kill any creature, but I have to eat and make a living.
6 Nobody believes the tales I tell of the wild things that have happened to me, so I no longer bother telling anybody about anything remotely unbelievable.
7 I would rather sleep outside than under a roof, even if it’s raining.
8 I’m constantly predicting the weather, citing obscure folk knowledge and scientific facts. I’m usually wrong.
d6 Ideals
1 Hard work makes life’s joys more rewarding. (Any)
2 Those who earn their keep shouldn’t have to share with those who don’t. (Lawful)
3 Sharing the fruits of my labor gives me joy. (Good)
4 Not being able to expect what’s around the corner is what makes life worth living. (Chaotic)
5 I deserve better than what I was born into. (Neutral)
6 I’m biding my time, but I will stop at nothing to make people give me the respect I deserve. (Evil)
d6 Bond
1 Colonists came and overfished my town’s lake until there was nothing left. I’ll never let that happen anywhere I live again.
2 I may not own much, but I take great pride in the tools and comforts I’ve earned for myself.
3 My family worked hard to give me what I needed to get out of my impoverished hometown, and I’m determined not to let them down. I send them money whenever I have a little extra.
4 I’m in love with a selkie/merperson. Someday I’ll prove my love to him or her.
5 I haven’t seen my best friend since he or she left on a merchant’s ship to make a new life for him/herself. After they left I found out he/she had forgotten something precious. I’m determined to get it back to its original owner.
6 I own a precious memento passed down through generations of my family. I’ll never sell it or let it get stolen or taken or lost, ever.
d8 Flaw
1 I am overcome by bitterness when anyone insults my station or wounds my pride.
2 I have a severe bias (conscious or unconscious) against a certain species or ethnic group.
3 I’ve been holding onto a deep grudge for most of my life and it’s been wounding my happiness ever since.
4 There’s someone I miss so much I can never move on.
5 Based on a childhood experience, I have a crippling phobia of a certain weather phenomenon or type of wild animal.
6 I’m afflicted by a curse that affects my behavior, forcing me to lie about a certain topic, driving me to commit petty acts of vengeance against a specific group of people, or making me squander one type of resource.
7 I am self sufficient to the point of refusing assistance stubbornly when I need it most.
8 I'm unreliable as the sea.

Laborer

Medic

Medically Desperate

Messenger

Mook

Officer

Raised By Monsters

Reporter

Slave (pending)

Tour Guide

Urban Rafter

Village Elder (pending)

Wastelander

Wizard's Exoeriment

Part 6: Equipment (need to add guns)

DO NOT LOOK AT THIS IT IS NOT DONE DO NOT GET YOUR HOPES UP

Cheaper in Marinos: Basic Adventuring Gear Discounts

Cloth. 1/2 the price.

Glass: 1/10 the base price.

Metal (including metal armor): 1/3 the base price.

Rope. 1/3 the base price.

Other Discounts. See below.

Equipment Cost Weight (lb.)
Acid (PHB) 10gp 1/2
Alchemist's Fire 25gp 1/2
Antitoxin (vial) (general) 40 gp -
Book (general) 5sp per 50 pages 1 per 50 pages
Holy Water (flask) (damages fiends and clerics and paladins of evil planes) 20gp 1/2
Ink (1 ounce bottle) 1 sp -
Kit, Climber's 8 gp 12
Kit, Healer's 1 gp 3
Kit, Poisoner's 20 gp 2
Paper or Parchment, 50 sheets 3 sp 1
Poison, Basic (vial) (no save, generally black market only) 15 gp 1/2
Potion of Healing (Basic) 30 gp 1/2
Rations (per day) 2 sp 2
Spellbook (waterproof) 25 gp 3
DMG Magic Items for Sale
Equipment Cost Weight (lb.)
Adamantine Armor 8 times the cost of the armor unchanged
Ammunition +1 15 gp each
Bag of Holding 200 gp 2
Decanter of Endless Water 1000 gp 1
Driftglobe 500 gp 1
Dust of Disappearance 250 gp -
Dust of Dryness 250 gp -
Equipment Cost Weight (lb.)
Eversmoking Bottle 500 gp 1
Eyes of Minute Seeing 200 gp 1/2
Eyes of the Eagle 500 gp 1/2
Folding Boat 10,000 gp 4
Gloves of Thievery (black market only) 500 gp -
Goggles of Night 500 gp 2
Hat of Disguise (usually black market only) 400 gp 1/2
Helm of Comprehending Languages 500 gp 2
Horn of Blasting 1000 gp
Immoveable Rod 100 gp 5
Mithral Armor Armor cost times 3 halved
Mariner's Armor armor cost + 400 gp
Necklace of Adaptation 700 gp -
Oil of Sharpness 1000 gp 1/2
Oil of Slipperiness 400 gp
Periapt of Health 1000 gp (in high demand) -
Periapt of Wound Closure 800 gp (also in high demand) -
Philter of Love (usually black market only) 700 gp -
Potion of Animal Friendship 50 gp 1/2
Potion of Climbing 40 gp 1/2
Potion of Firebreath 200 gp 1/2
Potion of Growth 200 gp 1/2
Potion of Healing (Greater) 50 gp 1/2
Potion of Healing (Superior) 80 gp 1/2
Potion of Healing (Supreme) 140 gp 1/2
Potion of Poison (black market only) 400 gp 1/2
Equipment Cost Weight (lb.)
Potion of Water Breathing 40 gp 1/2
Quaal's Feather Token, Anchor 4000 gp -
Quaal's Feather Token, Fan 2000 gp -
Quaal's Feather Token, Swan Boat 2000 gp -
Quaal's Feather Token, Tree 2000 gp -
Quaal's Feather Token, Whip 800 gp
Quiver of Ehlonna 200 gp 2
Ring of Swimming 500 gp -
Rope of Climbing 500 gp
Saddle of the Cavalier 500 gp
Sending Stones 500 gp
Wand of Magic Detection 700 gp
Wand of Magic Missiles 700 gp
Wind Fan 500 gp
XGE Magic Items for Sale
Equipment Cost Weight (lb.)
Bead of Nourishment (XGE) 5 gp -
Bead of Refreshment (XGE) 5 gp -
Candle of the Deep (XGE) 1 gp -
Clothes of Mending (XGE) 50 gp 2
Ear Horn of Hearing (XGE) 10 gp 1
Enduring Spellbook (XGE) 100 gp 3
Ersatz Eye (XGE) 10 gp -
Heward's Handy Spice Pouch (XGE) 75 gp -
Horn of Silent Alarm (XGE) 50 gp 1
Orb of Time (XGE) 10 gp 1/2
Perfume of Bewitching (black market only) (XGE) 100 gp -
Pole of Collapsing (XGE) 20 gp 3
Rope of Mending (XGE) x5 value of any rope unchanged
Ruby of the Warmage (XGE) 50 gp -
Tankard of Sobriety (XGE) 7 gp 1/2
Wand of Pyrotechnics (XGE) 5 gp 1/2
Weapons
Equipment Cost Weight (lb.)
New Adventuring Gear
Equipment Cost Weight (lb.)
Anarchic Water 25 gp 1/2
Antitoxin (vial) (specific) 25 gp -
Axiomatic Water 20 gp 1/2
Book, Dime Novel 1 sp 1
Book Waterproofing 5 sp per 50 pages -
Flippers 3gp 1
Glasses 10gp -
Inflatable Raft 50 gp 15
Lock, Average 1 gp 1
Lock, Cheap 2 sp 1
Lock, Excellent 10 gp 1
Matches (20) 1gp -
Multicompass 1 gp 1/2
Perfume, Cheap 1 sp -
Perfume, Exorbitant 10 -
Perfume, Moderate 1 gp -
Pocketwatch 20gp 1/2
Prosthetics 20 gp -
Spider Silk Rope (50 ft.) 50 gp 1
Unholy Water (typically black market only) 25 gp 1/2
Wetsuit 30gp 5

Anarchic Water. This magical water is infused with ideological chaos. You can use it as holy water for certain spells at your DM's discretion, and you can weaponize it like holy water. When used in this way, it deals 2d6 of a randomly determined damage type, ignoring resistance, if the creature is a lawful fiend, celestial, or archon, or a cleric or paladin of a lawful plane.

Antitoxin (specific). It is far easier to craft an antitoxin against a specific venom or poison than one that buffers the immune system against all toxins. A specific antitoxin works as an antitoxin, is cheaper, and only has effect on one specific toxin determined by the crafter, such as green dragon poison, adder venom, or cyanide.

Axiomatic Water. This magical water is infused with ideological order. You can use it as holy water for certain spells at your DM's discretion, and you can weaponize it like holy water. When used in this way, it deals 2d6 force damage if the creature is a chaotic fiend, celestial, or archon, or an undead, or a cleric or paladin of a chaotic plane.

Flippers. These large swimming flippers take an action to put on or off. While wearing them, each foot of land terrain you move over costs an extra foot of your movement, but in the water, you can swim up to your walking speed. (This does not count as having a swim speed for purposes of underwater combat and the like).

Inflatable Raft. It takes 15 minutes to manually inflate this raft, or five minutes with the Gust spell, or 1 minute with the Gust of Wind spell cast specifically to fill the raft. Once inflated, it floats and can carry up to two Medium creatures (2 Small creatures count as 1 Medium creature and a few Tiny creatures can ride along as well.

Locks. Locks behave as the lock from the player's handbook. A cheap lock has a DC of 10. An average lock has a DC of 15, like the one in the PHB. An excellent lock has a DC of 20.

Matches. A match can be struck against a hard surface using an object interaction, expending the match and producing a flame like that of a candle. The flame burns for 1d4 rounds.

Multicompass. A multicompass is a small glass orb. Within the sphere are 2 needles on strings. One is enchanted to ignore the magnetism of the spheres and points in the direction of Oceanic North, which is constant throughout Marinos. The other points in the direction of Spheric North, which differs between spheres but is constant within a given sphere. Outside of a sphere, both needles point towards Oceanic North.

Perfume. Many qualities and scents for all walks of like. The cheap stuff might or might not be made by augmented skunks in Gemwater.

Pocket Watch. Clunky and giving off a faint ticking sound, often carried by the rich in extra large pockets made especially for the purpose. Keeps time decently but needs to be rewound about once a month. A relatively new invention (they only got small enough to carry 30 years ago or so).

Spider Silk Rope. Harvested from Altered giant spiders, this shimmering rope can carry three times as much weight as a normal rope.

Unholy Water. This magical water is infused with the malevolence of nightmare. You can use it as holy water for certain spells at your DM's discretion, and you can weaponize it like holy water. When used in this way, it deals 2d6 necrotic damage, ignoring resistance, if the creature is a celestial or a cleric or paladin of a good plane.

Wetsuit. A wetsuit protects you from chilly water temperatures. Wearing one gives you advantage on saving throws against environmentally cold water. It can be worn under armor, albeit uncomfortably. It gives disadvantage on saving throws against heat.

Tools and Instruments
Equipment Cost Weight (lb.)
Accordian 25gp 10
Bicycle 10gp 30
Egg Carver's Tools 20gp 3
Fishing Tackle 1gp 4

Accordian. Bulky bellows based instrumnets with a keyboard, invented by the Germasko.

Bicycle. Proficiency allows you to move at up to 3 times your speed on smooth surfaces with sufficient friction, such as pavement and tiles, but it’s harder to turn while riding a bicycle than while walking (and you can’t wield weapons while riding!). Bikes are available in paved cities and are built for either Small or Medium humanoids in most instances. A Small bike weighs 10 pounds. *While not incredibly heavy, their bulky size and odd shape make them poorly suited for carrying.

Egg Carver's Tools. Egg carver's tools include picks, resin, scrapers, fine knives, and scoring tools, along with glue and miniscule brushes. They are used by homogriffs and dragonborn to create carved eggshell scuptures as a celebration of the hatching of their children, and can also be used to repair cracks in eggs and turn bird and monster eggs into works of art.

Fishing Tackle. Tool. Proficiency lets you add your proficiency bonus to Survival checks to fish. If you also have proficiency in Survival, you gain advantage on your check.

Animals

All animals listed for sale in the PHB are available in geographically and climatically appropriate regions, except for equines, which cannot be tamed.

Equipment Cost Available
Canary or other fancy small bird 1gp Warm climates, coastal cities
Cat varies from free to exhorbitant Most settements
Cave Goat somebody might pay you to take it Labyrinth
Tamed, trained falconry or service clackbat 50 gp Specialized breeders, falconry centers, adventurer's outfitters
Tamed Corvid 5 gp Cities
Dog varies from free to exhorbitant Most settements
Domesticated Fox varies; similar to cats Gemwater, large trading ports
Live Frillurple 2 sp Cities of the Labyrinth
Henchmork 5-20gp Labyrinth
Domestic Sheepshead Wrasse (Chpiksi) 25 gp Underwater settlements
Fancy Squirp varies Urban centers
Fishing Tackle 1gp

Part 7: Languages

A wide variety of tongues are spoken in Marinos, but the lingua franca is whalesong.

Your Marinos character begins play knowing Aquan and at least one other language. The list of languages available in the world is presented here, with the following tags for ease of reference:

Cetacean. These languages can only be spoken aloud easily by cetaceans and creatures with a capacity to learn and speak any language no matter their mouths and vocal anatomy, like dragons and celestials. Humanoid and other characters who learn them can understand, read, and write in these languages but cannot speak them easily without access to telepathy, sound creating illusions, or transformative magic. They can manage, but it will sound a bit odd.

Elemental. The four elemental tongues are magically related but seemingly vastly dissimilar.

Humanoid. These languages can only be spoken aloud easily by humanoids and creatures with a capacity to learn and speak any languages no matter their mouths and vocal anatomy, such as dragons and celestials. Cetacean and other nonhuamnoid characters who learn them can understand, read, and write in these languages but cannot easily speak them without access to telepathy, sound creating illusions, or transformative magic. They can manage, but it will sound a bit odd.

Innate. These languages are intrinsic in the minds of certain creatures without learning them. They do not change over time, though they can have regional variants akin to dialects. Some have innate written, signed, or other versions as well, while others do not. Any creature of similar form to the native speakers can speak these languages without difficulty if they learn it.

Mundane. These languages are not magically established or innate to a species' psychology, so they evolve over time and may have ancient versions, which can also be learned.

Mystical. These languages are founded in magic and the nature of the world or legendary creatures. The basics do not change much over time, though they can pick up temporary slang and jargon that shifts. Any creature capable of speech can speak these languages if they learn it without difficulty. The written and signed versions of these languages are also ingrained in reality.

Aquan.

The lingua franca of Marinos, a tongue of elemental water and the shifting flow of life with time. It is a tonal language that is sung rather than spoken. Many water based magical creatures speak it innately, and many people learn it for trade. It can be heard in the songs of whales and the creaking of glaciers, the thrum of the tide and the beating of the rain.

Common Languages

These are languages that are likely to come in handy with some frequency for any adventurer in Gemwater, Frostreach, or Vasha.

Abyssal. Mystical. The language of the lower planes, monsters, and those influenced by the fell worlds. Monsters originating from the lower planes, including the Fellfolk (goblinoids, orcs, kobolds, etc), speak this language. Various deep sea monsters plot and scheme in Abyssal as well. Makos also use this tongue, exposed to it frequently during close encounters with the dark forces of the deep.

Auran. Elemental, Mystical. This is the language of air, soft and quick. It is poetic and eloquent, equally useful for quick communication and in depth description. Spoken by air elementals, some denizens of the Stormcome and the Tempest, and most Homogriffs.

Duskino. Cetacean, Innate. This squeaking, clicking language is innate to the cetacean species of the same name. It's written with innate pictograms.

Minotaur. Humanoid, Innate. This is the instinctual and intrinsic language of the Minotaurs. Its most notable quality is volume. If you aren’t speaking this language loudly, you aren’t speaking it well.

Misa. Humanoid, Innate. This is the language of the Misa, which comes naturally to them. Misa is spoken with chirps, whispers, squeaks, and cheeps. It is generally full of politeness and niceties, but also contains an astounding number of ways to respond to insult and a notable variety of cuss words.

Human Languages

These languages are spoken by humans and those who associate with them. They're regional in nature but most of them still have a decent chance of coming in handy.

Angalian. Humanoid, Mundane. The language of the Angalian humans, a minority living in the mostly minotaur dominated ruins of the underground Labyrinth below Vasha.

Caspian. Humanoid, Mundane. This is the language of Frostreach humans, also known as Caspians. It borrows freely from Minotaur. This language is full of difficult pronunciations and is written with hieroglyphs and runes.

Germasko. Humanoid, Mundane. The nomadic Germasko humans who often travel between Gemwater, Vasha, and Frostreach speak this guttural and fast paced language. Despite its harsh sounds it is a peppy sounding tongue, with many useful terms for trade, banking, and seafaring. It is known for its preponderance of extremely short words, mostly one or two syllables each and strung together quickly to form more complex meanings. Notably, the amount of time between words affects the meaning and is represented in writing by numbers of spaces; this makes it very difficult to learn, taking 20% longer.

Sikhenese. Humanoid, Mundane. Spoken by the human ethnicity of the same name from Gemwater. The native clans of Gemwater speak this quick and lisping, energetic language where the words flow liquidly into each other (making it hard for others to learn, taking 20% longer).

Tishan. Humanoid, Mundane. The Aquan translation of what Gemwater Tishan humans call their language is “Common.” It did not take off as a trade language, despite being the easiest human language to learn. Due to concerted efforts to standardize the language, it has straightforward pronunciation and well organized structure. These changes never took off in the Outer Sands, though, where people feel more of a tie to other Outlanders than to the vague far off capitals that happen to claim their stretch of desert. Dialect differs between nations, and also between Vasha and Gemwater and the tubes.

Uncommon Languages

These are languages associated with less widely dispersed species or are most commonly spoken by non-Folk. They're common enough to be likely to see some use in a campaign.

Celestial. Mystical. This is the language of the Mirror Impression and the Shining, and a kind of common tongue of the planes, especially the good ones. Most Creation Axis and Haven Axis beings speak this language, as do beings of the Memory Axis.

Draconic. Mystical. This is a language spoken by dragons and their kin, along with kobolds (evil servants of shadow dragons). It is harsh and ancient, carrying the weight of ages and the scent of power wherever it’s spoken and used often in magical study. Dragonborn also speak this language.

Kizaku. Humanoid, Innate. The Iguanas speak this soft and poetic language, which is full of adjectives for describing beauty and nature. Some humans in Gemwater speak it instead of Sikanese or Tishan.

Sylvan. Mystical. Spoken by selkies and other fey along with some denizens of the Prism, Creation, Veil, and Haven. Curls, the tiny seahorse folk of the ocean, also communicate with it.

Rare Languages

These are very specialized languages, which might not see any use in an entire campaign, though they could have some regional relevence.

Derelict. Mystical. These are the preferred methods of communication among the inscrutable beings of the Timewear and Entropy, as well as the creatures of the Memory Axis and many ghosts. It is a bland and doleful language comprised of the ruined remains of every dead language. The Timewear desires to bring every language to ruin and replace them with this lifeless tongue.

Evennha. Cetacean, Innate. The mystical Evennha belugas of Frostreach and its adjacent tube speak this musical tongue. It is comprised of melodious whistles and trills.

Ignan. Elemental, Mystical. The language of fire and magma, spoken by fire elementals and inhabitants of volcanic islands. Some fiery beings of the Stormcome speak this.

Falehrua. Cetacean, Innate. The "people born into the flesh of the dead," the undead macroraptorial Falehrua whales of the deep, call out into the void in this tongue, much of which is below humanoid hearing and can only be felt as a gut ringing vibration.

Rakisha. Humanoid, Innate. The rarely seen wolf-folk of Frostreach speak this barking, ululating, tonal language.

Terran. Elemental, Mystical. The language of earth, spoken by earth elementals and mortals tied to the earth. It is rhythmic and atonal, a language of percussion, clicks, and harsh vibration.

Aesirian

The tongue of the Aesir can only be spoken and written by the Aesir. However, a character can learn to read it (an inadviseable course of action). Every time they read more than a glance or a word in this language, they must succeed on a DC20 Wisdom saving throw. On a failure, they gain a random short term madness. Below a 15, and they instead contract a random long term madness. Below a 10, and they gain a random indefinite madness. A character cannot learn to read this language without special permission from the DM, and creature's with Languages: All can only read it, not speak or write it.

Language Samples

Aquan

It is difficult to convey the complexity and nuance of Aquan, especially with English characters. The actual consonance and assonance matter, but the tone and musicality matter more. Being tone deaf and trying to speak Aquan as about as difficult as being blind and trying to write.

Sample Words

Asho-oh. Life, with a connotation of fragility and wonder.

Araha. Fins; wings.

Aqa. Water.

Barlashoora. Orca. "Magnificent assassin."

Deleleelea. Fire/other/foreign/above/strange/burn.

Ellarha. Whale. Roughly translates to "one who soars on the fins/wings of the deep."

Ohnaree. Rider/barer/born upon.

Ooshoobomba. Kraken.

Shrekee-kee. Dry, landlubber, terrestrial creature, out of the loop.

Soo-ru-tea. Shark.

Thalassohnare. Sailor; "rider upon the waves"

Thalassoho Wave; onrush.

Thelee. Fear.

Vetretha. Weather, withstand erosion, be changed but not defaced


Phrases and Sayings

Asho-oh Aqa. Water of life.

Baru thoff-ah soo-ru-tea. Punch the shark in the nose. Get to the point, bring it on, just do it already.

Deleleelaqa. Never; almost literally "when water burns.""

Ooshoobomba thelee'teh ahu Deleleelaqa. Never show the kraken fear, face it bravely.

Vetrethan aqa. Weather the waters; be patient but stand firm.

Part X: The World of Marinos

The largest habitable parts of Marinos (habitable for landlubber species like humans and minotaurs anyway) are called spheres. They are hollow bubbles of air with antigravity stars pushing away the water in all directions. Islands and small continents held in place by internal floatstone line the edges, creating miniature, inverse worlds.

The known spheres are haphazardly connected by “tubes,” inverse, three dimensional, twisting, turning pipes of air. They are lit by "streamers," elongated ribbons of sun stuff that branch out from the suns of the spheres. In tubes, objects are still pushed away from the center and toward the edges, and they can be haunted by savage currents, nasty predators, hateful ghosts, toll systems, and other terrifying hazards. If you can navigate the tubes, you can navigate a ship between the spheres.

The important, known spheres and tubes are listed below. Think about where your character comes from and what took them away from there if they left.

General History of Marinos (todo: timeline)

The Savage War & the Dual War

The war a century ago affected everything.

For one thing, unscrupulous mages hired immigrants as "scientific assistants" and used them with increasingly less consent for all manner of horrific magical experiments, and did not inform them of the risks. This resulted in the first lycanthropes. Some escaped back to Vasha, only to spread the curse by accident, resulting in a lycanthropy pandemic. Vashan governments were displeased, and demanded recompense in the form of land. Some Gemwater residents were happy to allow in the Vashans in the hopes of gainful exchanges, while others were not, and they squabbled over this. Without getting permission from all involved parties, Vashan governments began sending in boatloads of people. The Sikhenese and minotaurs were not cool with the new slave plantations in a certain location, and in one fell swoop murdered everyone on them (including the infirm and children) besides the homogriff slaves, who were excited to be free and also absolutely horrified. War had begun.

Makos began pillaging everywhere now that the landlubbers were distracted, Atlantis was isolated from the surface governments and fell into anarchy, duskino opportunists began selling weapons to all sides.

Simultaneously in Frostreach, what seemed to be a typical shift of power spiraled out of control. Gemwater powers with alliances to various Frostreach nations found themselves suddenly at war. Again. At the same time as the other war. Even worse, they were now technically at war with each other.

Militaries began arriving en masse from Vasha with the populace of Gemwater only mostly on the same page about fighting the outsiders. Some of them had already made alliances with smaller Vashan governments, which declared neutrality for fear of the larger nations arround them. Forced to fight each other through the mess that is Frostreach politics and already divided by many historically unresolved issues, the alliance of the populace of Gemwater spiraled out of control into what has been called the "meta-war" within the war, united against Vasha but at each other's throats. And of course the lycanthropy pandemic was a raging dumpster fire.

Things really only got worse from there. Overenthusiastic Frostreach warriors ready to "defend Gemwater" used an illegal shortcut, tresspassing through the sovereign territory of a nation of sirens in the Aitaria tube and sparking war with the underwater nations. Some of these in Gemwater had been trying to stay neutral, but they were conflated with being allied with the local landlubbers who were allied with the Frostreach armies, and were dragged into war with the tube dwellers.

Meanwhile in the the Wytherine tube, battles rages, ships were lost in the capilarries, sea monsters were bribed by both sides to eat entire armies, and everyone who lived on the path from Vasha to Gemwater got out of the way or died for the most part. Frostreach was, as you remember, also at war. This meta war has been called the Double Conflict. Vasha had not been invaded, nationalistic extremists slaughtered dissidents and governments augmented anyone who wasn't on board into lobotomized submission. Its people were suffering from the pandemics, the sphere was a emptied of almost everyone around a certain age as all able bodied men and women were drafted (Outer Sands dwellers rose up in bloody armed rebellion against this), infrastructure was turned to the production of weapons, and millions starved from lack of food and water as farmers, ranchers, and cleric were forced to war and the Outer Sands stopped trading. Refugees from around the world fled to the outskirts of the Tubes or the wildernesses of Frostreach or Vasha. Good aligned outer planes allowed millions of refugees into the realms of dream, and some even escaped into the Timewear out of desperation. Those ones never came back.

Dragons and elementals were involved in the war as well- chromatic dragons especially, whose magic is innately tied to their influence over mortals. Sapphire and brass dragons were already fascinated by war, and others could sometimes be bribed with sufficient treasure. Thunderbirds fought for glory, or to fend off dragons. Stormcome beings got involved for fun and to prove themselves.

Mirror celestials had been actively been trying to broker piece talks for quite a while now. This had evidently failed. They warned mortals that certain influential figures were suspected to be in league with the Shadow Impression (by accident or on purpose), but few listened. At that point, the Mirror mostly teamed up with the Veil for damage prevention, while the Prism was at work furiously to spur on invention and discovery in the sciences of healing and the works of artistic encouragement now that mortals were motivated by their hour of need. Through some miracle, were bears lost the destructive tendencies of other lycanthropes and became a force of protection due to the influence of the Prism.

Armies had been augmented for a couple hundred years, but now things were getting serious as Gemwater military scientists crossed all ethical boundarie in pursuit of the perfect soldier. All manner of horrific new advancements were made, and soldiers were turned into monsters, stripped of their humanity (people-anity?). Sparkstone smoke clogged the skies of Frostreach as the military industrial complex grew to monstrous proportions, feeding off the conflict and even secretly sabatoging peace talks. A group of radical Gemwater augmenters unleashed a plague in Vasha that spread out of control and became another magical pandemic, Frostreach radicals bombed the augmenters, the aquatic nations of Vasha and various parties in the Tubes declared war for causing a plague, anyone who wasn't already involved got dragged into it, and atrocities were committed on every side.

Notably, Homogriffs, Misa, Iguanas, and a few other rarer species did not contribute nearly as much to the suffering and depravity. The mousefolk especially were brave and honorable (as a general rule), and many Homogriffs put their talents to work alleviating suffering.

Vast casualties has been sustained on every side, and the double war showed no sign of stopping. What had come to become known as the Savage War started being called the Long War. When Frostreach agents bombed much of Vasha, it was the straw that broke the camel's back.

In the moment of the world's weakness, the Shadow invaded. The world was a decimated heap near the end of the First Strife, the part of the war before the extrapalanar invasion, which was exactly when the Shadow Impressions forces began to march. Armies of goblinoids, orcs, kobolds, ogres, enslaved and selectively bread mortal soldiers, and wargs led by shadow dragons, undead, and fiendish warlords marched through the spheres, decimating armies, taking captives, raiding supplies, and conquering entire nations. In retrospect the Doom Axis might have orchestrated the Savage War to weaken all the spheres at once and take them by storm after having their work done for them. Or perhaps it just took advantage of an opportunity. Weakened by the incredible injustices and aggressive military action of the world's populace, the Mirror was powerless to stop them. The outer planes feed off of the times, and the Mirror was starving for any kind of widespread upright morality or self reflection.

With the choice of continuing their war and facing utter defeat and endless subjugation under the merciless military might of the Shadow Impression’s forces or banding together to repel the threat before it was too late, mortals chose to work with their enemies. Augmentations meant to make warriors thirst for the violent and painful deaths of their former enemies made this difficult, and the moral degradation of mortals meant they had little light to fight against the darkness, which they had brought upon themselves. Many areas above and below the sea had already been conquered, but tenacious resistances sprang up. What was left of tattered armies, spellcasters and rulers who hadn’t fled, populations armed with whatever they could get their hands on, nature spirits roused from slumber, benevolent elementals, powerful dragons, Stormcome creatures ready for a good fight and disliking the widespread subjugation, and most importantly the radiant forces of the Shining Axis (empowered by the new unity of mortals) came together in a last ditch effort to stop the dark invasion. At the climax of the war the armies of mankind, celestials, and their magical allies clashed against the legions and magic of the Lord of Darkness himself in a month of endless night. And the good guys (if you could call them that after their war) won, but with tremendous loss of life and limb.

And the world learned a valuable lesson it could have learned from older history: natural disasters and genocides may tear open holes to the Muffle, and mortal greed and apathy give power to the Entropy Axis, but war is the domain of the Doom Axis. And wherever there’s war, there’s a Shadow Confluence.

The world was in ruins. It has only recently recovered to anything like its former state of development and advancement.

People went home. And their loved ones hardly recognized them. What stuck with people most after the war, for good or for ill, was finding their family and friends had been turned into beasts of war through augmentations. The world resolved: never again. No more bio weapons. No more chemical weapons. No more augmenting people. At all.

Decades later, the remaining magical experts of the three spheres came finished at last. Their project, meant to change the world forever, the Great Mythal. A world spanning enchantment that reached into some of the Impressions themselves and prevented all but "medically necessary" augmentations from being used on those whose living magical signature was mortal, namely humanoids, duskino, and curls. Certain forms of mental augmentation used in trafficking and slavery simply could not be used anymore- a great benefit. But a portion of augmenters consider it one of the darkest days of history- the Day of Lost Potential. Much wrong was stopped, but how much good was prevented, they ask? What was the cost? The general populace remain suspicious of augmentations on humanoids to this day.

Frostreach

Frostreach is a sphere of social, technological, and climate dynamism perrenially on a new tipping point, whatever was next after the last one collapsed. The Folk populace of this frigid archipelago sphere are fiercely patriotic and nationalistic but chaotic, embracing states that rise and fall at a rate that would make historians used to studying other regions motion sick. Whether in the constant fight to adapt and overcome the viciously fierce and ever worsening frigid weather, war between mortals and mortals or mortals and primeval forces, or fierce capitalist competition between companies, adventurers, and tycoons of both the mundane and magical sorts, life here is often defined by extremes and the drive to prove oneself on the black diamond course of conflict, conquest, or survival.

Ideologies

Idealogicaly, Frostreach is comprised of several important groups and factions.

The Valorous, as the more dramatic among them call themselves, are those who dwell in kingdoms and fight (literally or figuratively) and labor both for their own betterment and that of their chosen nation. They value honor, hard work, and power. They also often follow the Dawnvalor Pantheon, the longest standing and most widely worshipped of the polytheistic traditions of this globe. The Honorbound States are any states in Frostreach that more or less follow this code. This cultural category is so strongly developed and widespread that is applies to the oceanic peoples as well as the terrestrial ones, though the devout among the seafolk often focus on different gods or picture the same ones differently. The Valorous encompass both the devout worshippers of the gods of the Dawnvalor Pantheon and those who are indifferent to them but embrace similar goals of self actualization and tribalistic grandeur. Also central to this group's ideology is the belief that Civilization is Good, and Nature is the weathering enemy that must be conquered. Really anyone considered to be "on the side of Civilization" may occasionally be called Valorous by the Valorous.

The Betrayers, as the Valorous call them, are those Folk (and others who typically live among them) who take an opposing stance, siding with the Wild. They include most druids and rangers, all warlocks of the Wild and Wild Bloods with ties to elementals and Beast Lords who either choose to defy the ways of the Valorous they were raised among or were born among the Wild and the Betrayers. One would think these Betrayers would have a different name for themselves, but they've embraced and reclaimed the term, on the grounds that that which deserves to be torn down is no dishonor to betray. The Rakisha were at one time considered to all be either Betrayers or Wild themselves, depending on the exact biggotry involved.

The Wild consists of the organized, non-Folk forces of what the Valorous call Nature. Awakened beasts, treants, intelligent elementals and fey spirits of the world, some dragons, and almost all of the Beast Lords of Frostreach do actively oppose the imposition of Civilization, though some seek to bring it back into balance and others to destroy it. These two camps work together on uneasy terms for the time being. The cause of this active, sphere wide hostility, not at play anywhere else in Marinos, is Sparkstone.

The Strangers are not one group but many- any who do not fall within these camps. Most Rakisha packs/tribes, countercultural hippies, non-Honorbound states, some traders and mercenaries, some dragons, and nature spirits who have grown too tired of war to bother are among these. Since the Valorous consider it dishonorable to fight those who will not be enemies, or who they consider irrelevant to current dynamics, these sorts are mostly left to do as they please within the rules of wherever they live. Bizarrely this means that any states that do form and do not seek the path of Valor as a collective are less likely to be invaded should they not instigate anything themselves.

Sparkstone and Global Cooling

Unique to Frostreach is a mineral called sparkstone that is a fossilized contradiction. Set on fire, it burns with immense, impossible heat, making an amazing fuel source to power the industries and steampunk technologies of the sphere wherever volcanic heat for stationary projects will not suffice or cannot be found. Gotten wet, it instead destroys a large quantity of heat, intensely chiling everything around it like a reverse fire.

When sparkstone is gotten wet and its chilling effect is activated, it slightly alters the overall heat output of the sun, making it burn hotter. When burned, it does the opposite. It is mostly burned. Reasonable quantities cause no harm of course, but as the sphere doubles down on mining and consumption of the yellowing, orange flaked, slightly glittery minerals, the effect adds up, and the world is getting colder, bit by bit by bit.

This is the reason why the Valorous and the Wild have not stopped fighting for decades upon decades. Even before ideological differences result in conflict, but aside from occasional arcane foolishness that affected large areas (such as that time a group of wizards used the sun as a laser against an enemy nation, leaving a titanic crater archipelago and earning the wrath of the Wild and of the Valorous alike for entirely separate reasons), outright, long term war is unheard of.

Gemwater (to do: like, everything)

Gemwater is a tropical sphere, full of island chains, jungles, and coral reefs. Sometimes it is the calmest, most beautiful place in the world, all pristine green waters and cloudless skies so clear you can see the sunbirds dancing in the endosphere. And other times, massive storms rip through the entire sphere.

Ecology and Astronomy

Gemwater is full of tropical archipelagos. It is mostly jungle and rainforest but some small islands are rocky and barren. Its islands are typically very rugged and mountainous. Its waters are warm and full of life near the surface, with coral reefs and a variety of aquatic ecosystems.

In terms of earth species, the region sports organisms from Central and South America, Mexico and Florida, Southeast Asia, the forested areas of Africa, and Oceana. The air is humid and the weather ranges from gentle breezy sunshine to rainshowers to gales and squalls to sphere wide hurricanes. The sun is a cheery yellow that dissolves in a shower of radiating streamers of sparks in the evening. These star showers then condense into the sun again in the morning. Auroras in Gemwater are midnight blue and silver.

There are "slashers" or "whirlers" (sphere spanning, multi-cyclonic hurricane-esque storms). When the green lightning comes, everyone knows to take cover from the whirling, swirling world storm with intricate arms and multiple wheeling eyes.

Gemwater has a radius of 1400 miles and a circumferance of 8800 miles.

Sarcaleeks

Sarcaleeks, which just translates to "sea trees" from the Aquan transliteration of a Duskino word, are oceanic trees that anchor their roots to each other in vast chains, with keystone trees anchored to floatstone chunks in the ocean after having slowly eroded the tiny islands from around them.

They form semi free floating forest networks that act as homes for all manner of wildlife and cultures. The branches protrude somewhat from the water. Curls especially favor these sheltered habitats.

Underwater Lakes

Some of the floastone land masses in Gemwater are fully submerged at all times, some of them quite deep. Salt deposits in these land masses seeping hypersaline liquid create super dense lakes far beneath the surface.

General History

Gemwater is a salad bowl. Since pre history it has been inhabited by extremely diverse squabbling human tribes and empires crisscrossed with endlessly evolving networks of trade and cultural exchange. Misa have dwelt there among humans for just as long, with some islands inhabited almost exclusively by the rodent folk. All iguanas trace their heritage back to Gemwater's peaceable iguana nations, who have always been intrepid explorers and ocean wanderers, finding new islands to dwell in and settling disputes between neighbors. A few thousand years ago homogriffs arrived from the Stormcome to settle the "new winds."

Duskino explorers routing the tube known as Aitaria eventually discovered that an entire new sphere, Frostreach, existed about 800 years ago. And then a bunch of bored minotaurs decided they wanted to move. To the place the explorers were from. Out of Frostreach. They didn't really ask permission. They just came. Since then they have established themselves as a less common but widespread species and brought a degree of...havoc to local life.

This exchange between previously unconnected spheres allowed an exchange of animals, magical progress, art, literature, and germs. Plagues swept both lands, causing mass deaths and panic and prompting the Organomagical Rennaissance in Gemwater- the dawn of widespread augmenting. New medical advancements were developed, allowing the diseases to be checked and the two societies to rebuild.

Around that time, regular trade was begun with the nations of Frostreach, and Gemwater had to learn to contend with increasing levels of piracy and the many complications of tube related international politics. Trade and cultural exchange flourished, benefiting both spheres. The two cultures clashed with each other, and while this resulted in some conflicts, it also created interesting fusions.

About two hundred years ago Sikhenese human and iguana explorers discovered the way to Vasha through the Wytherine tube. This time, they did not provide the new nations they met with instructions on how to find them. Preliminary exchanges and Sikhenise initiated and controlled trade began. Fifty years later the Tishans found the way to Gemwater. Hearing exaggerated reports of the bountiful paradise beyond the sea, impoverished desert dwellers (mostly humans and minotaurs, and escaped homogriff slaves) began a mass exodus to Gemwater. The first were mostly welcomed, but, well, then the war happened and that was a disaster.

After the Savage War, the entire world entered a period of reconstruction. Vasha was having population problems as post war families underwent a baby boom, and desperate for space, Fazhane and Ranaddon allied to colonize Gemwater. That resulted in a short and bloody conflict often simply called the "Nasty Little War," which the Vashan nations lost.

In exchange for reparations and trade treaties heavily skewed in favor of the governments of Gemwater,

Humans in Gemwater

The Humans in Gemwater consist of two major ethnic groups. The Tishans are descended from explorers and colonials from Vasha; they typically have very dark skin and are a bit short for their species. They generally live in cities and towns such as the famous Windmill City of G’nar. Others operate or work on plantations for fruits, spices, and luxuries. Some are merchants, a few are pirates or monster hunters; they tend to use the big fin sailed boats typical of Vasha. The Sikenese are the native people who have spread around the sphere. They have lighter brown skin, are of average height for their species, and have curly hair in various shades of black, brown, and red. Some Vashan history books (mostly those from Rannadon) claim that Tishan explorers discovered Gemwater, but in reality Sikenese explorers found Vasha and Frostreach well before their sphere was ever ”discovered” by outsiders. The Tishans of a couple of Vashan nations (namely Rannadon and Fazhane) attempted to conquer Gemwater, but despite superior numbers and strong arcane magic were thrashed by the superior naval tactics, animal helpers, and technology of the Sikenese and their Iguana allies. The imperials had big ships and cannons, and large militaries and powerful wizards, but their enemies had more accurate gunpowder weapons and augmented killer whales for war submarines and better knowledge of the reefs. This was before the Veil reduced the damage output of the improved firearms.

Vasha

Vasha is an old world as spheres go. The cultures there are ancient, structured, and rigid. The sun is tired, massive, red, and unforgiving. This sphere is rich in land, but at a cost; with only a few rivulets and little seas of ocean exposed to the air (the rest is smothered in a shell of land), there is almost no water, and most regions are pitiless deserts. The population is as large as it can get in such an environment, at least until another technological or magical advancement comes. Wars are generally fought over resources. Buoyed by shipments of food from Gemwater and the spells of clerics and druids, excess of population is routinely shipped off to other spheres, usually to the dismay of those spheres.

Vasha is populated by humans, homogriffs, minotaurs, misa, and tabaxi. A newfound ethnicity of minotaurs emerged from underground, and an unusual native tribe of terrestrial makos makes its home in the desert. Humans and tabaxi, who have no inherent language, unlike the rest of the populace of Marinos, are believed to have arrived in Vasha from another world, or at least another unknown sphere.

The major kingdoms (Fazhane, Rannadon, and Nozonn) along with a variety of smaller countries are varied and mostly populated by Tishan humans. Other important, smaller nations include Novastre, Gandastre, Gorim, and Dahiki.

The countries are almost entirely clustered around the Sea of Nations, the only access to the Saline Expanse that connects all the spheres. The Wytherine Tube in the middle of the Sea leads to Gemwater. Various rivers lead from mountain ranges to this sea, but they are usually very low or completely dried up between Deluges.

Agriculture is hard and laborious. Watersnappers can be grown in the ocean, and are a staple of cuisine. Fish is also an important source of food. Water is usually hard to come by, except in the roughly yearly Deluge, when the water around the sun bursts forth and crashes from the sky, flooding everything.

 

Recently a new tube was discovered by escapees from a vast underground maze complex hitherto unknown to surface dwellers; it leads from an underground lake to who knows what; maybe an undiscovered sphere?

Ecology and Astronomy

Vasha is mostly desert and dry savannah/prairie with some fertile coastal regions and a decent sized patch of jungle. It contains many plains, desert, and savannah animals and plants from the hot and arid regions of North America, Africa, Australia, and central Asia. Its “year” is roughly twice as long as the Marinos cycle (and earth years) and slightly variable. The ecology is dominated by the unpredictable, roughly yearly Deluge, with no rainfall in between. Days are fiercely hot, nights are frigid, and the air is dry. Coastal regions are more temperate. After the Deluge, the desert becomes a glorious riot of awe inspiring wildflower carpets. The rest of the year, dry lightning storms may rage high in the sky, bringing wind but never rain. Even thunderbirds can't cause it to rain out of season.

Vasha’s sun is extremely bright and harsh, but roughly one out of every 10 days are “Long Dusks” where the sun glows an ominous but beautiful deeper red. Such days provide a relief from the heat and dull light through a milder night. Auroras are rarer in Vasha than in the other spheres, with a few flashing each night. They flare up roughly one in five days. When they appear they are red or gold. The stars are motes of light that orbit the sun. Vasha has two moons, one silver and one coral colored.

General Economics

Vasha has a surplus of people and a permanent shortage of resources. Its people are hardy, adaptable, and abhor waste. They make the best use of what they have.

The ocean is the most surefire source of food, providing fish, seaweed, and watersnappers, along with reeds for papermaking. The sphere has complex architecture for catching the infrequent but violent rain, storing it in the long term, and distributing it. The water is used to grow land based crops and as a drinking source.

Sunforging technology allows the hot, bright sunlight of the sphere to be concentrated into thin, dangerous beams of laser like intensity and focused onto ores or water or silica to produce metal or glass products or boil off clean drinking water from saltwater or the Boiling Cauldron.

This surplus metal and glass makes up the sphere's main export, as Gemwater lacks the types of resources necessary for mining and refining. In turn, they import food and medical products. In smaller quantities, Vasha exports books and art.

Slavery

Warrior homogriffs may have soared in freedom as the dominant overland culture in the realm's ancient history, but that certainly hasn't been the case in a long, long time. For at least a millenium they have been subjugated by humans and minotaurs for use as slaves due to their relatively meek mannered natures, and put them to work at backbreaking labor beneath the grim lights of the auroras or the devastation of the glaring sun.

In general, they're forced into animal husbandry, cleaning, maintenence, cooking, menial labor, and other time consuming tasks they can manage with their lighter frames. Those who misbehave have their wings clipped, though particularly heinous masters may clip their slaves' wings at all times.

It takes a lot to drive most homogriffs to violence against societal order, but a lot has been done to them. Recently rebel slaves have managed to wrest control of a tiny sector of Rannadon near Azago, and successfully founded their own micronation, causing sphere wide uproar and intrigue. Runaway slaves can sometimes start new lives in the relative chaos of some areas of the Outer Sands, far from prying governments and all but the most feared slave catchers. There are few rules out there aside from community values, which vary, so it is as much a haven as a threat- homogriffs born free can just as easily be enslaved if they aren't careful, necessitating enclaves of escapees to form.

Fazhane, after much unrest and a dramatic freedom movement, freed all of its slaves recently, but is having little success enforcing this change anywhere except the coast. Even those who are officially free often become trapped in manipulative webs of economic and social manipulation. Nozonn has been free for several hundred years, and enjoys a more uniform and fully developed economic without widespread trafficking of any sort. Rannadon is not budging, and discontent is growing on all sides.

Drowned are also enslaved in some areas, though this is less common.

Culture

In general, Vashans value tradition, efficiency, adaptability, courage in the face of hardship, longsuffering, and grit. They have a collectivist view of the world, at least when it comes to others of their nationality and social class. Everybody has a place, boundaries are well understood, and rules should only be broken on behalf of family and nation (and rarely class). They seek to be content with what they have available to them while also looking for ways to better take care of them and theirs.

Within a community, it is considered a virtue to mind your own business but to offer assistance to neighbors who seem to be having a bad time if you have anything to spare. Loyalty is valued and friendship cherished. Waste is a cause for public humiliation. Excess must be put to use or given to those who can put it to good use, even animals.

Nations

Alana Sh'Val (ASV)

The earliest known Homogriff culture is the enigmatic Warrior Homogriffs of Vasha. Nobody knows what became of them but a few of their arts remain, such as Arcane Archery. Now, most Homogriffs are part of the crippling system of slavery. Rebellions have usually been crushed in the past, though the Free Republic (Alana Sh’Val in Auran), called the ASV, is a testament that they aren’t always without effect. This small nation of the bird folk is a thriving new culture that makes responsible use of its only aquifer. It is advancing quickly in artifice, as Homogriffs are an intelligent and talented species when given room to work. A few bird tribes also exist in desolate areas.

The ASV is a tiny country, and their latest project is a half finished transparent dome to keep moisture locked within, harvested through energy intensive measures. Proud and aggressive to anyone who would threaten their sovereignty, it is secretly admired by enslaved Homogriffs the sphere over. Rivalry with the city of Azago in Rannadon is fierce, as the land (and people) used to belong to that nation. The rest of Rannadon dislikes the ASV, but its antipathy is less intense. Nevertheless, Azago’s nobles have massive lobbying power, resulting in a blockade of the ASV that lapses on and off as support from the broader Rannadon government waxes and wanes.

Draconix Commune

"What do you mean, 'communist dragons?' That's not a sentence that will ever make any sense in any context!!"

The borders of this region within Rannadon mostly consist of the line defined by "Don't go anywhere near that place there's DRAGONS!!!" While not actively murderous, the wyrms of this experimental society founded by an amethyst dragon have made it quite clear over the years that they do not appreciate intruders.

Fazhane

Fazhane is currently a somewhat gentler country in terms of tradition and governance. The current monarch is a little foolish and blind but well meaning, and the Parliament elected by the land owning wishitiks (“high bloods”) keeps him from doing anything too stupid.

Thriving from trade with the supernatural jungle nation of Gorim and its colony Khiva in Gemwater, Fazhane can afford to sell tickets to live in Khiva to other nations (besides Rannadon; their age old rivalry is legendary, and they share equal blame for that). Fazhane possesses rugged mountain land in the Gorrim range and the use of the River Vadi. Its capital, Ripki, is located where the Zanesh joins the Vadi and has river access to the Sea of Nations. Vesela on the river of the same name on the border with Nozonn is a dusty hub of tinkering and invention, and salesmen travel from there all over the sphere and beyond to trade their goods. It’s got a decent education system, owing partly to friendly relations with the ASV. One ethnic group, the Crispertine Verminkin Misa, makes a living scrounging scrap, mostly in Vesela, and making crafts from it or selling it off.

Lizalophan the Dead Nation

Lizalophan is a haunted region in the desert characterized by adobe ruins, ghosts, and portals to the Echo and Muffle Impressions. The center is a massive lake of tar that has been on fire for all of recorded history. A few ruins are guarded by strange creatures, and sandstorms often blast the region. Only the most daring archeologists and adventurers venture there. Beware!

Gandastre

Gandastre also has a nice climate, and a not even superficially nice dictator, who has mysteriously achieved immortality or something akin to it. A hub of murder and terror policies, this police state is a dark zone to the rest of the world, as visitors are not allowed and nobody officially leaves. The military police ride on dragonback, and powerful wyrms are deeply involved with the dictatorship.

Gorrim

Gorrim is populated by tribal Minotaurs who trade food, exotic fruit, and water to Fazhane. The valley is magically lush and green and gets a lot of rain; nobody knows how. Portals to the Prism Impression are common in this Prism Material Confluence. Ancient step pyramids rise from the misty jungles, which flourish with a variety of unique flora and fauna.

Novastre

Novastre is respected by the entire sphere as a hub of luxury, culture, and economic stability. The rich from Vasha, Gemwater, and even Frostreach vacation here (sometimes using expensive magical portals to get back and forth), fueling the tourism economy. The climate is milder, and fine wines are produced in the vineyard region. The city of Kispa has a lucky spot close to the Gemwater Tube and controls it using its magical military. The country collects enviable sums each year from tolls. Novastre is ruled by a charismatic dictator with unknown quantities of personal wealth.

The borders of Novastre also encompass portions of the Sea of Nations, as the other half of the country is fully aquatic. Novastre is really a dualistic coalition of two parts, one on land and one in the sea. The aquatic portion is mainly ruled by Duskino, who often skirmish with the Borderless, packs of makos and their allies of the Inner Sea. Other inhabitants include curls and sirens.

Nozonn

A country plagued and blessed with intensely magical terrain, Nozonn is divided into three regions: Seaside, Lakeside, and Sandslide. The populations of each are culturally distinct and do not like to be conflated.

Seaside sports a long coast and a skinny arm bordered by Novastre. Port Stone collects goods and money, trading precious magical materials from the weirder areas. Lakeside is centered on the Boiling Cauldron, a massive, magically volcanic lake of water that somehow stays a liquid hundreds of degrees above the normal boiling point. Bizarre creatures live in the lake, and bizarre crops are grown on it. Horrible as it is, it is a source of freshwater if the poisons can be removed. A colony of hook horrors dwells in the nearby cliffs. Sandslide is a treacherous region of moving sand eddies, all eventually leading into the 2,000 mile long Sandfall Gorge, a sand waterfall rushing headlong into a bottomless pit of monsters and darkness. The tribes native to this region, including the rhino riding Vesperta Makos, have to know how to navigate the shifting ground. The makos say their ancestors settled there to prove themselves against the violence of nature in the Burning World.

Rannadon

Rannadon is one of the most powerful nations, with a relatively lengthy coast and complete control of the Eijo River. Its capital, Randdadon, is nothing compared to Azago, sometimes called the Jewel of Vasha. Towering and magnificent, it is a dusty paradise of culture and an armpit of injustice. The city is built upon a cliff, and important people enjoy the milder climate by the sea and hide in their waterproof palaces during the Deluge while everyone else lives in the hot dusty upper portion.

Rannadon controls vast swathes of desert, including the Mago Dunes, the Salt Gash Lakes, some of the Gorrim Range, and the stable cliffside of Sandfall Gorge. These regions are harsh and many are all but uninhabitable, often lawless and wild. Where possible, ranchers and hunter gatherers make their living in the windswept sands. Hardy frontier towns can be found, populated by those willing to endure a scrappy existence hewn from the rugged wild in order to avoid the crowds of the coast.

Minotaur tribes range the scalding wilds out toward the mountain range, and an enigmatic society of dragons called the Draconix Commune rules an area to the west of the Sandfall Gorge.

The portion by the river is farmlands, which make use of a massively complex and brilliantly designed system of aqueducts and canals to efficiently harness the waters of the Deluge for use all year round. The farmlands are poor soil for growing anything, so it takes a lot of land to feed the populace. They also have to be protected from the Deluge by a series of weathered canals that draw the water to reservoirs, and the excess to the ocean.

Industrial districts dot the base of the cliffs that run along near the sea. The Salt Gash Lakes are another hub of habitation and a source of water, though not fresh. A few tribes make their living there.

Rannadon owns the country of Daisho in Gemwater and has a lot of naval power. It sends unwanted citizens there, referred to as getting “flushed down the tubes.” Rannadon shares a border with Nozonn, and owns the cliff that runs along the Sandfall Gorge. The great fortress monastery of Bastion overlooks the gorge, guarding the world from the terrible monsters within. It is famed for its autonomy, as historically, whenever the government interferes (fairly or otherwise) in Bastion’s affairs, the monks let the monsters get out of control. The head of the monastery, Anodo, is the celestial Reflection of the uncannily immortal human dictator of Gandastre.

Rannadon’s government is composed of a pyramid of aristocratic families living in conditions ranging from sumptuous palatial glory to ragged poverty. The bureaucracy is stiff and arduous. Slavery is commonplace, usually of homogriffs. The veneer of riches and esteem covers up a country with a core population of reliably discontented people in need of more food, cheaper water, space, and dignity.

Rannadonians are hardy people, and they value Tornik Vasti, “making due” in Tishan. This principle encompasses the virtues of hard work and contentment with one’s place in society with an emphasis on creative use of resources. Waste is an unheard of vice in Rannadon; even those with resources to spare pride themselves on a refusal to throw anything away or let food rot. Norkai, or “refusal” is the counter ideal, although its place is not firmly established as a virtue or a vice. It embodies change, demand, collective action, and stubborn refusal to back down. These two concepts shaped Rannadon into the nation that it is today.

Rannadon's Counterintuitive Strength

Despite widespread corruption and a stratified socioeconomic system, one of Rannadon’s greatest strengths is its capacity for long lasting systemic reform. Slavery of Homogriffs is still rampant, but great improvements for Drowned have come about through the hard work of reformers and the occasional justice oriented aristorat. As of about fifty years ago all Drowned “born” on Rannadon’s shores are considered its citizens, and those traveling in Rannadon and hailing from other countries are generally treated with a modicum of fairness. Similarly, women received citizenship about 550 years ago during the Disruption, and continue to enjoy legal treatment the same as men. Change is tremendously difficult to create, but successful efforts continue paying off for centuries.

Other Nations

Tallba (to the south and east of Gandastre) is a country of well educated Minotaurs. Reznad to its south is hilly and mostly inhabited by misa and humans. Tivan in the west exports dyes and is known for its court city of Galna, which is a Mirror Material Confluence. Rae to its east is so overpopulated that half its people live in floating shanty towns, but it is known for its fine arts and the generosity of its people. Dahiki is militaristic, grows famous spices, and has a good education system.

The Labyrinth

To do: info

To do: map

The Great Rejoining

In the year 6534 PA, a momentous event happened without any grand opening or hint of its coming beforehand. Openings to an ancient underground land, soon known as the Labyrinth, spanning much of the continent opened up silently throughout the land. Much of this realm was Folk made, carved from the natural and extensive cave networks. Much of the population was minotaurs, with a sizeable human minority known as the Angalians and smaller numbers of dragonborn and tabaxi, sapient electrical automotons built in mostly humanoid form known as servitons, along with non Folk such as hook horrors, volcanic red and subterranian deep dragons, flumphs, and...shadows. And demons. So many shadows and demons and Muffle related undead, waking from ancient slumber.

The ruins of this great empire told a dark tale: though incredibly magically, technologically, and martially sophisticated, this empire fell to the apocallyptic desolation of a Muffle abomination now deeply, supernaturally forgotten. And as it was reconnected to the Nexus and the Axi themselves, those dark forces reawakened from their strange imprisoned slumber. Including, slowly, the great worm Syteria, a primeval fey turned demon lord, an archcleric of the Muffle and cause of the Labyrinth's downfall.

As Muffle influence flooded out from the Labyrinth into Vasha proper, many adventurers, supernatural creatures, and national forces took on the challenges of the new era that was dawning from the ashes of the old- including from the ranks of the rugged survivors of the Labyrinth.

An Unusual Team

Of greatest import was a specific group of adventurers. Danto'Aurix Baz Vik, a Germasko wild magic sorcerer of draconic wildblood heritage, looking for power- and eventually a way to protect those weaker. He eventually mutated into a chaos dragon through...well, chaos, and an encounter with the Astral Sea. Brahm'sh "Digs for Buried Secrets" Imzel Sambine, a Tishan sunsoul monk, archeologist, and eventual Dreamspinner from the Bastion Monastery with a destiny strangely entwined with the doomsday entity. Seiros, a paranoid homogriff augmenter, and Fezzic, the augmented gorrilla, who discovered many magical and technical advancements from the Labyrinth. (They got a bit distracted from the impending doomsday, and set about founding a new society in Gemwater with the help of Brunerzi, a blinkling minotaur bard displaced from the Labyrinth's ancient past.) Celani, a tormented augmented pangolin necromancer created as a living weapon, once rescued by Seiros, and finding a place in the world as his own person. And Katabasis, a Drowned homogriff druid, businesswoman, and shadow cleric, also a friend of Seiros, who eventually ascended to a celestial Oathkeeper archon.

Joining them from the depths of ancient history were Teragor, the Echo cleric, a hero of the ancient Labyrinth, killed destroying a great demon, except that the the adventurers faked his death while time traveling and brought him with them to the present, and Lumavi, the neon angel, his adventuring companion and eventually the party's, saved from a debilitating curse and returned to her true form after having been alive but weakened as a living driftglobe.

Harrowing Adventure, Recovered Wonders, Ancient Perils

In the course of their efforts to investigate the strange "new" Labyrinth, foil the machinations of demons, and prevent the downfall of Vasha, these adventurers explored old wonders, spoke with Aesir, faced incarnations of death, uncovered great mysteries, and pieced together the Muffle broken history of the underworld. They evntually overcame the demonic forces.

Year (PA) Event
6,534.3 Labyrinth reconnected to the world; openings to the new below appear all over the sphere.
Undead shadows emerge from the openings and spread like a disease in cities.
Rannadon attempts to invade the labyrinth and fails due to demons.
The ASV establishes diplomancy with the labyrinth, soon followed by Nozonn, Fazhane, and some smaller nations.
Adventurers stop a young Muffle cleric from starting a cataclysmic chain of events involving the unholy Book of the Forgotten, killing the war criminal Shasta Rovo, a Muffle aligned paladin famous for his murderous terrorism and past war crimes. The cleric, Starhunter, who's real name was recovered as Aestorian, eventually became an ally, studying in the Bastion.
6,534.4 Gnolls begin to spread out of control throughout the sphere, eventually put to a stop by adventurers, thunderbirds, dragons, the Sphere Rovers, armies, and Adamant Teeth and Sorrowguard the Beast Lords.
The adventurers travel to Gemwater and receive a prophecy from the giant Venus fly trap Gochira at Isle Veria bard college, who throws up a piece of the Azurium Shards, ancient fragments of unique set in stone prophecy set in but older than the Stormcome.
They travel to the Stormspire, overcoming its challenges to obtain the True Name of Syteria- a complex series of rapid expressive fey shapeshifting- from the Lying Sphinx.
6,534.5 8 different purple worms appear across the sphere over the course of a couple weeks.
The adventurers travel travel to and return from the past armed with the knowledge to prevent the apocalypse and many lost wonders from the ancient Labyrinth- and an unexpected ally or two.
The adventurers travel to the Astral Sea and disconnect Syteria from the Muffle in a harrowing mission under the threat of dozens of astral dreadnoughts.
Syteria fully reawakens and is defeated by adventurers.

Part X: The Nexus

The Impressions of the Axis

To Do: Discuss relations between each of the planes

The Echo

Alignment: Lawful Neutral

Themes: Memory, history, the past, ghosts, recording, libraries, death, the afterlife

Allied Planes: Stormcome

Neutral Planes: Mirror, Prism, Shadow, Timewear, Veil

Enemy Planes: Muffle

Typical Symbols: An empty boat floating down a winding river, a scale weighing a heart against a feather, a quill and scroll

This is the realm of memory and catalogued, methodical preservation. They say everything that ever happened, except for things swallowed up by Silence, can be found in the misty depths of Memory, where one can become lost forever. More recent goings on are replayed and inscribed in the Echo Impression, a somewhat forlorn but more innocuous plane in the Memory Axis.

When mortals die, their ghosts (or “mortal echoes”) can usually be found in the Echo, replaying their old lives, sitting in silence, traveling the plane, waiting for their loved ones. Through a process called the Bleaching, mortal echoes who have already been there for a while begin to have their minds bleached of memories and they slowly forget who they are. Those in the middle of this process are often called faded echoes. The Bleached memories are transferred to the Outer Plane of Memory for preservation for the rest of time. When a soul has been fully Bleached, it moves on outside the Nexus to wherever it needs to go. The exact nature of this movement is subject to debate, and nobody can agree what happens to it. The dead echo (or “husk”) is transferred to the Memory, where it relives moments of its life in an alien, robotic manner.

Some echoes never make it to the Memory, or escape from it, and haunt the world or another plane. Echo Wardens travel the planes and Marinos looking for such errant souls to put them back “where they belong.” Some are repeat escapees.

Hatred of the Muffle

The Echo and Muffle are diametrically opposed, one seeking to record and the other to annihilate without a trace. Despite the heavy association of both planes with death, their can never be peace between the two, and they are in a state of eternal war. The Echo has no issue with the other planes at all, and as such, cannot be expected to work against the other two evil planes by the Upper Planes. The fact that the Echo pours so much into fighting the Muffle allows the Upper Planes to focus their efforts on the Shadow and Timewear. Without this buffer, the Nexus would likely be tipped into ruination.

Notable Locations

Forest of Spilled Ink. A towering forest whose trees are etched with runes, whose leaves are the pages of books, and whose birds are origami. This ancient, echoing forest of quiet rustling, hollow sounding wind chimes, and eery silent winds features "sky" made of an upside down kelp forest above the terrestrial forest. Some of the plants have leaves made of paper, others of slate, some of canvas or parchment, some of vellum or scrimshaw. The origami birds recite noteworthy works of writing. The plants record everything that has ever been written, though they die if the Muffle erases the memory of what they record. Within the cavernous roots of the stately trees are twisting passages chronicling the oldest instances of art and writing, such as cave paintings. If you listen very closely to the chimes of the forest, they record oral traditions from around the world.

The Forbidden Library. In these vast halls are all manner of wonders- knowledge from the dreamers of many worlds, mystical planetariums, strange puzzles, hundred mile mazes made of bookshelves, books that bite, and most infamously, monitor librarians with exactly one rule: utter silence is the law. Anyone who breaks it will be efficiently destroyed. The halls are quiet and still, harboring mute refugees and hermits along with discarded mementos and lost ghosts.

The Forever Fields. These endless expanses of mists swirl with pensive, often confused ghosts, wandering aimlessly in a haze of slow forgetting. The mists flicker and glimmer with fragments of memories of every age; scents of meals, snippets of conversation, sounds of battle, the feeling of searching, haunting music, beautiful sunsets, the hunger of animals, ripples of telepathic musings from souls long departed.

The Catalogue of the Dead. A registry of every creature to have ever been born or died in Marinos- besides what the Muffle manages to erase at least. Before these towering registries of names and hollow gray pictures that flicker with uncanny lifelike gazes are winding lines of the newly dead, waiting to be processed by Monitors and admitted to the afterlife. Veil spirits allowed into the plane provide kind counseling to these souls if desired, which the Echo prefers for the sole reason that it makes the ghosts less likely to get up to trouble.

Elysium. The limiting factor in a ghost's stay in the afterlife is how much of their memories they have left; as they are drained, the ghost draws nearer to their second demise. Some have managed to find a way around this- a way that perplexes, aggravates, amuses, and bemuses the plane they find themselves in. Elysites, as they call themselves, spend their time in the realm of the dead partying, exploring, drowning themselves in panoramas of interesting memories, studying, and engaging in contests and adventures- by doing so, they form new memories continually, and prolong their stay to potentially indefinite lengths. The downside is that they eventually lose all memory of who they once were, but the types to stick around for vast periods often embrace this aspect of change and consider their current existence to be more important than their past.

Bifrost. The Echo and the Stormcome are complementary- one guards the order of the past, the other the possibility and unpredictability of the future. At the far distant edges of the Memory and the Tempest, a soaring bridge of etherial light mystically connects the two, seemingly stretching over the infinite depths of Limbo. Bifrost shifts from sepiatone shades on the Memory side to steely grays, cobalt blues, and the yellows and blacks of stormclouds on the Tempest side. Ghosts of warriors sometimes stay for a time in the Stormcome before going to the Echo.

Haven Port. This unusual location is in both the Echo and the Veil, allowing salvials to minister to distressed spirits and even provide them with a year of time to recover from the trauma of death (or living) in the Veil itself before going to the Echo. Salvials are not permitted to bring many, so they choose the souls in the most dire need.

Canyons of of Discarded Mementos. These underwater clefts and desert canyons house everything that the world remembers but doesn't bother to recall on account of the Timewear. It is physically impossible for any but Asleep monitors and apathions to read this information from the mementos- others find the area to be unavoidably, intollerably, overwhelmingly, overpoweringly boring and never make it far. This location is in both the Timewear and the Memory.

Courts of Light and Memory. This is where the Grand Scribe records everything from every life of a Reflection's existence. The Scribe's seat is in the Memory, and the Restoration and the Speaking Hall where Reflections inform the Grand Scribe of the events of their prior life lies beyond a shimmering veil in the Mirror, and yet is adjacent.

The Mirror

Alignment: Lawful Good

Themes: Light, purity, justice, introspection, truth, caution, fidelity, trust

Allied Planes: Veil, Prism

Neutral Planes: Echo, Stormcome

Enemy Planes: Shadow, Muffle, Timewear

Typical Symbols: Silver sun reflected over a halfmoon, multiwinged disk, eye reflecting itself over and over again

The Mirror Impression is a sea of radiant mist and moonlight, optical illusions and flashes of hidden truth. Denizens walk through mazes of reflections and across dazzling metal surfaces, walk across water, or float through radiance. It embodies the light of the upper ocean and the blaze of the sun on the surface of the sea, the sometimes deceptive influence of the waters to bring out courage and hope in people with a promise of something better. It is sometimes reached by accident by stepping through a mirror, sailing into a mirage, or walking through a reflecting pool. The essence beyond the Impression is the Shining, a world of unattainable light and enlightenment.

This is the realm of light and purity, virtue and hope, riddled with pervasive mystery. It is a place of fundamental good riddled by old mistakes and quixotic rules. The Shining Ones who rule the Axis from the luminous realm of the Shining vowed to act justly and oppose tyranny, enacting a set of laws and regulations designed to be an example for all nations, worlds, and peoples.

The Shining Axis marches to war, but never to conquest. It seeks the creation of just laws and embraces individuality and freedom within a firm and just framework of order and protection. Unlike mortals intending to create such a utopia, the celestial beings and creatures of light that define this Axis are actually capable of sustaining and upholding it in the image of what it was meant to be.

Since the celestial legislators and rulers of the Shining and the enforcers and judges of the Mirror Impression are for the most part good and sensible, the bureaucracy is fundamentally good as well. Otherworldly Mirror denizens find it difficult to understand that such systems would not work so well in Marinos or elsewhere.

Mirror spirits are also notoriously stubborn, and while they desire justice in all worlds, they vigorously oppose all change within their own, since the system is already so virtuous. It is, however, extremely inefficient, limiting the efficacy of the plane.

Every person in Marinos has an enigmatic Reflection, a being slightly more virtuous than themselves, set on enigmatic missions to purify Marinos and guide their earthly counterparts with signs and nudges that will seldom be noticed. There’s a reason people see what they want to see in themselves when they look in a mirror on Marinos. But, because of the greater celestials’ vow to never rule the will of another being, the Reflections were given free will. Perhaps this was wise, as the Shining Ones are good but not omniscient, and perfectly capable of making mistakes. But legalistic Reflections may attempt to use guilt to nudge their earthly counterparts onto the right path, as evidenced by some people’s misery staring into the mirror. And the reflections of very wicked people are still only slightly better than them, and therefore terrible villains. Complicating matters, now and then a person may be plagued by a Reverse Reflection, the very opposite of their nature. Reverse Reflections of tyrants and murderers are the purest souls alive, while those of kind, brave, or generous people rival the vilest Shades in their wickedness. They abuse their position to sow corruption and confusion throughout their world and ours.

The Veil

Alignment: Neutral Good

Themes: Peace, rest, safety, protection, mercy

Allied Planes: Mirror, Prism

Neutral Planes: Echo

Enemy Planes: Shadow, Muffle, Timewear, Stormcome

Typical Symbols: Stylized willow tree over water, baby animal wrapped in a blanket beneath a star

This is the plane of preservation and rest, healing and harmony and the gentleness of nature. It embodies the life-giving properties of water. People may find themselves in the Veil when they most need peace and help, such as after a terrible personal loss, when wounded and left for dead on the beach, or when saddened by the suffering of a loved one and looking for a cure.

Full of peaceful animals and small settlements of rustic celestial beings, it is made up of lagoons, small waterfalls, rivers, islands, and deep waters swum by whale sharks and sunfish. The weather is gentle, never too hot or cold, with soft rain showers, slow breezes, and pleasant sunshine.

This plane exerts its influence on the worlds by making choice natural habitats more balanced and harmonious, trying to mediate between the other two good planes, and quickening the healing of biological creatures. It is the reason that a good night’s sleep heals all so many wounds.

Planar delegates are unlikely to look for fights, and look for new allies everywhere they go, even in the evil realms. Unlike many who assume that the overall nature of the plane determines everything that goes on there, Veil celestials know that each plane has countercurrents running against its dominant alignment and goals. One such difficulty is the opposing nature of the Veil itself, torn between total pacifism and the quest for unity and peace everywhere.

The Prism

Alignment: Chaotic Good

Themes: Rejuvenation, renewal, rebirth, creation, innovation, beauty, wonder, passion, romance, love, exultation, celebration, change, nature

Allied Planes: Stormcome, Mirror, Veil

Neutral Planes: Muffle

Enemy Planes: Timewear, Shadow

Typical Symbols: Rainbow over an erupting volcano, circle of tools and instruments and art supplies

This is the frenzied world of vivacious life lived without limits, destruction of the old to make way for the new, passion and love, dancing, freedom, song, art, joy and ambition, and the dangerous beauty of nature. Welcoming and full of color, this plane disguises a hidden peril; if you try to set limits on any of the occupants, even reasonable ones, you risk their wrath. The animals here are energetic and vicious, colorful and often toxic. The ecosystem is a spiraling circle of life fueled by plenty and violence.

It is because of this world that people and animals have such an easy time creating their next generations, often having twins and triplets. This drives beasts to fight and mortals to explore for new lands to populate. There’s always room somewhere.

Bards are often Drawn to this plane for its ties to the original process of creation, weaving threads of the other Outer Planes into the tapestry of the world. Even though this is a world of creation, the denizens feel a camaraderie (not mutual) with the Entropy Axis. Destruction makes way for the new.

The Stormcome

Alignment: Chaotic Neutral

Themes: Zeal, violence, passion, breaking free, self reliance, seizing fate, the future, prophecies, destiny, adventure, danger, peril, self discovery, thrills, unfettered nature

Allied Planes: Echo, Prism

Neutral Planes: Mirror, Shadow, Muffle

Enemy Planes: Veil, Timewear

Typical Symbols: Lightning bolt above a a roaring chimera, shimmering sword dripping frothing water and fresh blood

If you’ve ever stood on a rock, staring into the distance, smelling the rain on the wind and had the sudden exhilarating and daunting impression that the torrent is on its way, you’ve tasted the winds of the Stormcome. People step into the realm of wind and clouds and gray beating waves where the storm is always about to break through such experiences. In the Stormcome you are always surrounded by a massive ring of clouds like the eye of a hurricane, or faced by a massive, black, towering thunderhead approaching the horizon. The middle of the Stormcome is a place of rising excitement and nervous fear, of contests and arguments, adventure and longing. The edge is filled with strife and battle, and whips the emotions of its residents into a constant frothing frenzy where lightning flashes without end. This is a dimension of energy, both good and bad.

The homogriffs claim to trace their lineage to ancestors from the Stormcome, and many find themselves Drawn by it. Their peaceful nature has an undertone of longing and a quiet love of discovery, freedom, and adventure. Other people driven by rage, fierce love, or courage find themselves Called by the song of the storm.

The essence beyond is the Tempest, the purest distillation of passion and the unbridled violence and ferocity of the ocean and the skies. It is an endless battleground of lightning, disaster, and fury, populated by terrible elemental warriors and visiting Echoes of the heroes and villains of the past.

The Muffle

Alignment: Chaotic Evil

Themes: Destruction, annihilation, terror, silence, unpredictability, anxiety, nihilism, purging, bloodthirsty hatred, forgetting, annulling

Allied Planes: None

Neutral Planes: Stormcome, Prism

Enemy Planes: Echo, Timewear, Veil, Mirror, Shadow

Typical Symbols: Tsunami with a vicious maw full of fangs crashing over a city, blank white circle with a hole burned through the middle, disintegrating book

The plane of annihilation sits just beyond the mists, waiting, lurking, poisoning the bottom of the sea against the creatures of the land. Earthquakes, tsunamis, drownings, and eruptions are all the artistry of the Muffle Impression. Devoid of life and hungering to end all life, this Axis is the least hospitable. The Entropy Axis also seeks to end all but the most basal forms of sapient life and culture, but slowly, gently, and with a false sense of dignity, so slowly that nobody would notice along the way. The Axis of Silence would rather extinguish everything in one bloody moment of dawning realization.

The works of this world are swift, alluring, and deadly, from the song of a demon tainted harpy to the beckoning radiance of a Will o'Wisp, both ready to lure you to your doom. Any life it suffers to live is at least a little bit dead.

The Shadow

Alignment: Neutral Evil

Themes: Conquest, control, fixation, addiction, despair, greed, hatred, darkness, slavery, lust, domination, infighting, warfare, power

Allied Planes: None

Neutral Planes: Timewear, Echo, Stormcome

Enemy Planes: Mirror, Veil, Muffle, Prism

Typical Symbols: Dagger buried up to its hilt in a skull sinking in tar, weeping angel on a torture rack, whips and scorges

This is the plane of death and misery that stokes the fires of evil throughout the Nexus. Populated by malicious Shades that dog people with misfortune and corruption, it’s the most feared of all the planes and the direct opposition to the Mirror Impression. The swirling mists of darkness that permeate the plane instill the chill into visitor’s bones and fill their souls with dread. Malice turns the atmosphere heavy and oppressive. It’s a plane that wants the world to sink into its greedy iron fisted grip, which would doubtless result in unimaginable depravity and suffering.

It is an ocean of shadow; creatures swim though its void, hiding from the light that permeates the shallowest layers from above. It can be reached by stepping into a deep pool of shadow, by loneliness combined with feelings of misery and the weight of tragedy and loss, or by staring into the eyes of a dreadful monster.

Eons ago, instead of being connected to the then nonexistent Doom, the Shadow Impression was the layer in between the Material Plane of Marinos and the Night. A world of neutrality and restful solitude, people could go there to find protection from the overbearing Day before it was replaced by the beneficent and introspective Mirror. But the Lord of Darkness corrupted the Night, drained it of all power, cast it aside, and created a new cosmos, the Axis of Doom, sucking the Shadow Impression into its bitter depths. Vestiges of the old order remain, such as the original Shades that aren’t dreadful monsters beholden to the Lord of Darkness, and the Night Queen, a mysterious figure representing the final remnants of power from the realm of Night.

The Timewear

Alignment: Lawful Evil

Themes: Decay, decadence, manipulation, intrigue, "enlightened self interest," scinicism, apathy, erosion

Allied Planes: None

Neutral Planes: Echo, Shadow

Enemy Planes: Prism, Muffle, Stormcome, Mirror, Veil

Typical Symbols: Melting clock, empty hourglass, flowers of rust

Patience, erosion, heedlessness, selfishness, shortsightedness, decay, disrepair. These are the tools of the Timewear Impression. This is the plane that wants to destroy everything by following all the rules, leaving only a desiccated wasteland of the toughest vermin and the cruelest mortals all fighting over scraps. From wearing away at the genetics of species to rising sea levels and islands worn away to bare rocks, the methods this Axis favors don’t make anyone angry at it except those with particular foresight. And the Timewear is never worth fighting, because doing so won’t benefit the one who tries during their lifespan. Nobody ever bothers unless they have particular love for people they’ve never met.

This is the patience of the sea to wear at the land, biding its time. It’s the strength of a tree to turn a foundation to a crumbling wreck in pursuit of the slightest trickle of water. It’s the way the wind turns a pillar of stone to a tapering needle. It’s the force that brings down nations from within using their own failures.

Part X: Magic in Marinos

In this section, you can find all sorts of useful information on the magical and mystical!

  • Component Flexibility
  • Information on and changes to Necromancy
  • Spell Rebalancing
  • New Spells

Components

D&D is mostly played with a mostly Western ispired culture and in temperate to arctic environments. As such, many spell components are quite out of place in many parts of Marinos. If your group wants to, you can change spell requirements as follows:

  • Any plants or animal parts can be substituted for thematically appropriate native organisms. For instance, Goodberry requires holly. Holly might not grow in all areas, such as most of Frostreach. A sprig of white pine, a cactus petal, or a cocunut shell shard could be substituted.
  • Some spells require grave dirt. Most societies in Marinos don't actually bury the dead. In Vasha there are sky burials, in Frostreach there are sea burials, in the Labyrinth cremation is typically used, and in Gemwater corpses are buried at sea, cremated, or buried. As such, you can use grave dirt, grave wax, bones left over from sky burials, cremation ash, and similar materials.

The "Magic" of Gems

Gems don't have magic in and of themselves, but since Marinos is a dream world, the magical properties people ascribe to the gems permeate them with potential, making them potent magical tools as spell and item components.

Necromancy in Marinos

Marinos necromancers bound evil spirits of death to corpses in the bad old days to create malevolent undead servants. But a couple thousand years ago they discovered how to recover and fetter the shallow soul of a creature to its remains. This is the animating force of a living creature, but not its consciousness, and is the only part remaining when a ghost becomes a husk in the Echo Impression. Now, undead servants are normal in many parts of Marinos, filling a role much like machinery. The vast majority are simple Rotting Maids.

Obtaining Corpses

Frostreach

In Frostreach, corpses are often available for sale. In the hyper capitalist economic environment, the bodies of dead debtors are sold off to pay off a portion of the debt.

Typical prices range from 4-7 gold for an average human's corpse. Smaller corpses are slightly cheaper, and larger ones cost more. Bodies can be had on the black market for less.

Niche markets also exist for "ethically sourced" corpses, which cost around 50% more.

Gemwater

Death is a taboo in Gemwater. People don't like talking about it, thinking about it, looking at it, smelling it, hearing about it, being at risk of it, seeing undead, or arranging for their bodies to be used for necromancy.

As such, ethically sourced corpses tend to cost a lot- around 20 gold. They can be had from...unsavory types for a bit less.

Vasha

In Vasha, death is not a taboo. It’s not that people enjoy the concept- but they don’t avert their eyes from its existence. Being practical people in a harsh sphere, Vashans use every resource to the utmost. This includes bodies. It’s an odd form of life insurance, but many people arrange to have their bodies sold to augmentors and necromancers at corpse auctions. The proceeds usually go to the deceased’s relatives, or perhaps a favorite cause. The bodies of smaller humanoids go for about 1.5-2 gold, while medium corpses sell for 2.5-5. Very brawny minotaur corpses and ogre corpses in general go for 5-7 gold. Prices fluctuate based on supply and demand. Large cities have a dependable supply of corpses for sale at auction. Towns and villages might not have organized corpse sails, but you might be able to bargain for them (if you can avoid offending the dying!). Corpse auctions are often held next to sky burials, sometimes close enough to hear the Deluskan services happening for the dead. Austere New Order Deluskan priests typically attend the auctions, ritualistically feeding small portions of flesh to holy albino vultures. These priests are typically friendly and unintrusive, simply wishing to honor the dead and perform their religious duties. Because of the heat, both corpse auctions and sky burials are typically held in the evening.

In Vasha, the traditional method of honoring the dead is to uplift the cadaver upon a roosting pole. Vultures then have their fill and “carry them beyond the horizon,” representing freedom and rest. There are, therefore, no graveyards. Thrifty necromantic types sometimes climb the poles and remove the skeletons. This is illegal in Novastre, but unofficially tolerated elsewhere. You’ll get weird looks though. Beware raising the ire of the family members should they happen to come pay their respects…

Misa

Misa prefer to bury their dead when possible, creating beautiful garden graves featuring appealing plants appropriate to the environment. The gravestones feature carvings and poems, and sculptures and decor add charm to the landscape. When space is limited, corpses are buried in the fetal position. Misa corpses are generally not for sale, except in Frostreach when they died in debt.

As these customs span disparate Misa cultures throughout the spheres, it's believed to be deeply instinctual.

Necromancy Tables

Corpse Sellers

Halve the results in Gemwater.

Settlement Size Legal Corpse Sellers Illegal Corpse Sellers Corpses Available Per Location
Village or Hamlet 0 0 -
Town 1 0 1 or 2/week
City 2 1 1d4 per day
Metropolis 3-5 2 2d6 per day

Corpse Species/Race

Use the following tables to determine the species and/or race of a corpse for sale. Any markets you may find in the tubes will have different "wares," but you can expect teneshki, humans, and iguanas to be common in the Vasha Gemwater tube and teneshiki, autumnal misa, and humans in the Gemwater Frostreach tube.

Frostreach
2d6 Species
2 Rakisha
3 Mako
4 Misa
5-6 Minotaur
7-8 Human (Caspian)
9-10 Homogriff
11 Human (non-Caspian)
12 Exotic (ogre, tabaxi, dragonborn, iguana, selkie, or other)
Gemwater
2d6 Species
2-3 Human (non-Sikhenese)
4 Misa
5-6 Iguana
7-8 Human (Sikhenese)
9 Homogriff
10 Minotaur
11 Mako
12 Exotic (ogre, tabaxi, dragonborn, selkie, teneshiki, or other)
Vasha
2d6 Species
2 Iguana
3 Misa
4 Mako
5-6 Homogriff
7-8 Human (Tishan)
9-10 Minotaur
11 Human (non-Tishan)
12 Exotic (ogre, tabaxi, dragonborn, or other)

Corpse Auctions in Vasha

Bidding

A character can attempt to bid to get the best price they can on a corpse by scaring the other bidders into thinking they have a lot to spend, cannily choosing their battles in a large auction, secretly plotting with the other buyers, convincing the other buyers that a corpse is of particularly low quality, or otherwise trying to get a good bargain. They can use Charisma or Intelligence and their choice of Medicine, Arcana, Deception, Intimidation, Performance, or Persuasion, but must describe how their character acts in order to use the check of their choice. Getting caught scaring or calluding with the other buyers has negative consequences.

A character rolls at disadvantage if they are trying to get 50% or more of the available corpses at a larger auction, as the other bidders will bid harder to get what they want if they realize you’re going to snag everything.

Costs are in gold pieces (gp).

PC Check DC Price: Small Price: Medium Price: Fancy
5 2.5 3 7
10 2 2.5 5
15 1.5 2 3.5
20 1 1.5 2.5
25 1 1 2

Fancy corpses include ogres, bulky minotaurs, iguanas, and makos. Makos know they can sell their corpses for a good price for use as underwater Rotting Maids. Iguanas don’t typically sell their corpses. They prefer to float them out to sea, or cremate them if that isn’t possible.

Events & People

Sometimes, bidding for dead people doesn't go as planned.

d6 Events & People
1 A very fashionable necromancer shows up and has far too much money on her hands. It’s going to be a rough auction.
2 There are spectators watching from the shade, perhaps cheering on their favorite bidder.
3 A vendor is hawking his specialty “ZombE Cream” that gives corpses a nice, unintrusive scent.
4 An extremist Old Order Nerhen priest is railing at the auctioneer about the sanctity of the dead and getting in the bidders’ faces to yell at them.
5 Oops. That bidder didn’t mean to insult the Drowned. In its rags, resting in the shade, it looked just some of the dead for sale!
6 A sandstorm means almost nobody is showing up- if you can stand it you could snag some great deals!

Corpse Quirks

Shambling zombies and clattering skeletons may not be the brightest or have any sense of self, but that doesn't mean they all act or look the same. Many necromancers have favorite undead servants that they grow fond of over time.

d20 Quirk
1 Weird scar
2 The body is very recognizable, and the deceased was well known in the area. Roll 1d4. 1: Famous. 2: Infamous. 3: Eccentric. 4: Well loved in the neighborhood.
3 Evidently died violently
4 Astoundingly decrepit- how long did the owner live anyway!?
5 Funny looking nose, snout, or beak
6 Covered in tattoos
7 Now that you’ve animated it, the corpse groans along to its favorite song from life. Over. And over.
8 Of course you got the only undead that picks its nose.
9 The corpse dances whenever it hears music.
10 The corpse scribbles aimlessly in the sand, dirt, or snow.
11 The undead paces constantly.
12 The undead rattles very loudly.
13 You’ve never smelled a more putrid corpse in your life, and that’s probably saying something.
14 Has a pegleg or hook hand, or missing a tail
15 You must have accidentally used an older variant of the spell- your creation’s eyes glow red at night? Is that a bad sign?
16 The undead has a favorite food, which it keeps trying to eat
17 The undead occasionally tries to take a bath.
18 Missing an eye or ear
19 The corpse is wearing a ring. It won’t come off.
20 The undead likes to climb things or attempts to fly.

Animate Dead Redux

“This would be so much easier if I were willing to commit murder.” -Seiros, homogriff wildblood augmentor


In an attempt to make necromancy a little less of a hassle, this change allows a spellcaster to choose quality over quantity of undead without (hopefully) sacrificing power.

Animate Dead

3rd level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (A drop of blood, a piece of flesh, and a pinch of bone dust)
  • Duration: Instantaneous
  • Classes: Augmenter, Cleric, Wizard

Casting this spell generates 1 grave point, plus 2 for every spell level above 3rd (plus 1 for necromancy wizards.) When the spell is cast, you can spend a point to raise a zombie or skeleton from a suitable humanoid corpse within range. Similarly, you can spend 3 points to create a Greater Zombie or Greater Skeleton (listed below). You can spend 4 points for a Minotaur Skeleton, with the following changes: it is medium, it understands the languages it knew in life but doesn’t speak (rather than Abyssal), and it’s Charge only pushes a creature 5 feet. This requires a minotaur’s corpse, of course. You may spend 4 points for an Ogre Zombie that understands the languages it knew in life but doesn’t speak. This requires an ogre’s corpse. You can spend grave points from different castings of the spell on the same creature, so long as the castings are done consecutively. Additionally, creatures created by the spell stop following your orders after 24 hours have elapsed. You can spend X grave points from casting the spell to reassert control over creatures you’ve created worth a total of 4*X grave points.

An undead with weapons listed in its stat block is raised with the weapons in its hands, which can be replaced if its creator spends a 1st level spell slot.

An undead made from a minotaur, rakisha, or mako can deal piercing damage instead if it chooses using its natural weapons, while a tabaxi undead can deal slashing. A zombie made from a mako or iguana gains a swimming speed of 20 feet.

An Augmentor’s undead can use ordinary firearms or any simple weapons rather than the weapons granted if provided with them, and count as proficient.

Minion Armor & Barding

If you have minions created or granted by a spell or class feature, they are proficient with any armor you are.


Greater Zombie

Small or Medium undead, usually unaligned


  • Armor Class 8 (+2 if created by a necromancy wizard)
  • Hit Points 65 (+10 if created by a necromancy wizard)
  • Speed 20 feet (20 foot swim if made from a mako)

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Skills Intimidation +1
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Understands the languages it knew in life but can’t speak
  • Challenge -

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Greater Creation. This creature has an additional augmentation slot for the purpose of an augmentor’s Changer of Creatures ability. Its attacks also deal an additional 1d6 damage if this creature was created by a necromancy wizard.


Actions

Multiattack. The Greater Zombie makes 2 slam attacks. You can reflavor an attack as the zombie gnawing somebody’s head in hopes of brains!

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.

Gentle Repose

This spell is commonplace, and often used on the bodies of important people to prevent their being stolen and raised as commodity undead to be sold, or to allow for future resurrection by Revivify.

You can purchase the services of a spellcaster to have this spell cast on a body for 40 gp while in a city.



Greater Skeleton

Small or Medium undead, usually unaligned


  • Armor Class 13
  • Hit Points 49 (+5 if created by a necromancy wizard)
  • Speed 30 feet

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Wisdom +1
  • Skills Intimidation +1
  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Understands the languages it knew in life but can’t speak
  • Challenge -

Greater Creation. This creature has an additional augmentation slot for the purpose of an augmentor’s Changer of Creatures ability. Its attacks also deal an additional 1d4 damage if this creature was created by a necromancy wizard.


Actions

Multiattack. The Greater Skeleton makes 2 Rake, Blade, or Shortbow attacks.

Rake. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d4+1 slashing damage.

Blade. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d6+3 slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 feet, one target. Hit: 1d6+3 piercing damage.

Spells & the World

Magic is far more common in Marinos than in most D&D settings. As such, it permeates many aspects of society and nature and shapes it in many ways. Around one or two in a hundred people can cast spells, and clerics, wizards, and artificers are relatively common.

Entire careers can be based off of a single cantrip, such as Mold Earth for a laborer or Firebolt for a mercenary. Minor magical talents, such as "gut feelings" that are really the whisperings of divination and "animal whisperers" with just a hint of druidic magic are common.

Most people have access to minor magical items and can purchase the services of low level spellcasters, at least in cities. This is helped by the fact that the average worker in Marinos makes around a gold piece per day.

Basic magic courses are taught in most cities, allowing ordinary people with enough patience and dedication to learn the basics of wizardly cantrips. Such people can cast the cantrip once per day, adding to the magically gifted population.

Some spells have particularly vast effects on the way the world runs, and are detailed here.

Magic Laws

Destructive Magig

Magic in Sports

Mind Magic

Magic in War

Enchantment & Illusion Magic

These devious, manipulative, or downright authoritarian spells are utilized by criminals, investigators, and refugees to hide, force, trick, control, or evade oppression. They can also be used to entertain and create wonder.

While some enchantment and illusion spells have some relatively harmless applications, using them to commit crimes generally carries a worse penalty than committing the crime without magic. Some states require users to get a license or otherwise get recorded.

Every competent law enforcement agency in the world is trained on the basics of identifying the warning signs of enchantment and illusion magic.

Friends & Charm Person

While these spells can be used in self defense or investigations, their most notorious uses are for abductions, human trafficking, and quick, silent murders. There many laws around the uses of these spells in most areas.

Charm Person is occasionally used by doctors on willing patients to get them to submit to painful, uncomfortable, or otherwise unpleasant procedures they know they need. It also has uses by psychologists to get their patients to open up (hopefully with a waiver first).

These spells are generally not available as a service legally, except for the above purposes and similar uses.

Disguise Self

It's good for hiding from the authorities, posing as a bystander, framing people, and for instant costumes in theater.

Illusory Script

All good spies and criminals know to watch out for (and possibly even make use of) this spell. It's also handy for pranks. Watch out for magicked legal documents.

An Illusory Script will cost you 25 gp, but you might have to get it through a black magic market or criminal organization if you don't want the details to be available to law enforcement.

Invisibility

Those who plan well orchestrated bank heists love this spell, as do pranksters and performers if they can get their hands on it.

Nystul's Magic Aura

This very subtle spell is a go to for more delicate operations involving magic or dangerous monsters.

You can have this spell cast for 60 gp, but you might have to get it through a black magic market or criminal organization if you don't want the details to be available to law enforcement.

Pass Without Trace

Used equally by criminals, hunters, detectives, spies, refugees, and the hunted.

Silence

Great for murders and taking down criminal spellcasters, along with weirdly stealthy sabotaging of large structures with high grade explosives.

Suggestion

This spell is heavily regulated and distrusted. In general, it's not offered for sale legally, and casters are often not willing to use it for anyone except themselves given the risks.

Greater Invisibility

This spell has been used for a couple of well known assassinations, such as those of General Terbin of Frostreach during the Great War and more recently Halia Verinimth, a famous actress from Gemwater whose murder is still being investigated.

Hallucinatory Terrain

This spell have changed the outcome of some of the world's most important battles.

Modify Memory

This rare spell, utilized for one purpose by Echo clerics and an entirely different one by Muffle clerics, can foil Zone of Truth and many other efforts to learn the truth, can restore what was lost, and even helps those suffering from neurological diseases in old age.

Healing Magic

The Veil Abatement reduces the efficacy of weaponry across Marinos, especially new and deadlier weapons. Even more noticeable than that, however, is the fact that the plane's influence heals all ordinary wounds through a good night's sleep.

However, sometimes more help is needed, such as with injuries that are immediately dangerous to life and health and many diseases. In these cases, healing magic may be necessary. In fact, in Frostreach, commercial hospitals in urban areas offer "ambulance services" via wandering augmented animals trained to respond automatically to requests for hospitalization, and provide healing for a price. Similar systems have been developed in other cities around the world as the concept spreads, usually without the crippling monopolizing involved in Frostreach economics.

Magical medics often know Spare the Dying, and will often cast it for free in expectation of tips. Cure Wounds can be bought for 15 gp in a city at the right facilities, and Lesser Restoration for 40 gp.

Revivify

Revivify requires expensive components, increasing its price significantly. As such, it typically costs around 600 gp. It is usually cast on Gentle Reposed corpses. Gentle Repose costs around 40 gp. However, in pressing circumstances, such as after battles or disasters or when a caster thinks they can get away with extortion as time ticks away, these services can cost more.

Divination, Knowledge, & Communication Magic

Druidcraft

Message

Comprehend Languages

Detect Evil & Good

Detect Magic

Detect Poison & Disease

Hunter's Mark

Identify

Speak with Animals

Animal Messenger

Augury

Detect Thoughts

Find Traps

Locate Animals & Plants

Locate Object

Magic Mouth

See Invisibility

Skywrite

Sending

Speak with Dead

Speak with Plants

Tongues

Divination

Matter & Energy Manipulation & Creation Magic

Control Flames

Mage Hand

Mending

Mold Earth

Shape Water

Create or Destroy Water

Feather Fall

Goodberry

Tenser's Floating Disk

Unseen Servant

Gust of Wind

Levitate

Plant Growth

Control Water

Competency Spells

Guidance

Bless

Enhance Ability

Movement & Space Spells

Expeditious Retreat

Longstrider

Misty Step

Rope Trick

Spider Climb

Fly

Water Breathing

Water Walk

Protection & Dispelling Magic

Ceremony

Sanctuary

Shield

Arcane Lock & Knock

Dispel Magic

Nondetection

Protection from Poison

Purify Food & Drink

Remove Curse

Banishment

Death Ward

Zone of Truth

New Spells

All Spells

Cantrips (0 Level)
  • Alter Breath Weapon
  • Amanuensis Scribe
  • Battlecry
  • Cat Feet
  • Cut
  • Day Dream
  • Dire Radiance
  • Prank
  • Preemptive Retort
1st Level
  • Absorb Spiritual Energies
  • Accuracy
  • Additive Amanuensis
  • Alanna Harpel's Shimmering Ship
  • Arcane Sensitivity
  • Arcane Tattoo
  • Banish Blight
  • Branch to Branch
  • Brand
  • Burnish/Tarnish
  • Call Hounds
  • Carrion Summons
  • Chameleon Camouflage
  • Claws of the Animal
  • Claws of Murder
  • Cloak of Dusk
  • Color
  • Cool Breeze
  • Death Watch
  • Depth Warning
  • Dispel Fatigue
  • Electrosense
  • Emotion Read
  • Feel No Pain
  • Ice Gauntlet
  • Moonlight
  • Pernicious Sliver
  • Reflexes
  • Twisting's Elongated Grasp
  • Twisting's Tail
  • Ward Flame
  • Waterspout
  • Zina's Bottled Song
2nd Level
  • Aerial Acceleration
  • Alicorn Lance
  • Ambush
  • Arcane Potion
  • Assume Undead Form
  • Banish Dazzle
  • Beast Claw
  • Candletrick
  • Chilling Chamber
  • Cloak Undead
  • Cold Fire
  • Combust
  • Curse of the Grinning Skull
  • Deeppockets
  • Detect Shapeshifter
  • Elemental Shift
  • Fiery Chamber
  • Fire Step
  • Magic Talons
  • Materialization
  • Zina's Instant Pit
  • Zina's Paper Form
3rd Level
  • Air Breathing
  • Alter Self Image
  • Analyze Contraption
  • Analyze Opponent
  • Babble
  • Backblast
  • Bedevil
  • Castigate
  • Charmthwart
  • Charm Undead
  • Clearstone
  • Cloak of Nullification
  • Clutch Ward
  • Continual Darkness
  • Conceal Riches
  • Coral Growth
  • Crocodile Tears
  • Dark Fire
  • Dark Way
  • Decay
  • Inflict Sentiment
  • Ink Cloud
  • Pact of Martyrdom
  • Tremorsense
  • Shadow Bite
  • Spectral Scythe
  • Twisting's Continuous Transformation
4th Level
  • Abolish Shadows
  • Acid Bolts
  • Amorphous Form
  • Armor of Darkness
  • Blindsight
  • Blood Lightning
  • Celebration
  • Cone of Euphoria
  • Cone of Teeth
  • Create Darkenbeast
  • Creature of Darkness
  • Detect Scrying
  • Disfigure
5th Level
  • Awaken Object
  • Boiling Blood
  • Chromatic Blade
  • Cone of Earth
  • Dusk Shield
  • Earth Walk
  • Mass Command
  • Nullify Buoyancy
6th Level
  • Anarchic Energy Flood
  • Animate Blood
  • Ball Lightning
  • Breath of the Sand Man
  • Cacophanic Shield
  • Crawling Darkness
  • Curse of Vengeance
  • Dragon Scales
  • Fog of War
  • Noshina's Shatterstrike
  • Transport Via Mirrors
7th Level
  • Avalanche
  • Control Elements: Flame
  • Create Shade
  • Night Terror
  • Positive Energy Flood
8th Level
  • Axiomatic Energy Flood
  • Basilisk Glare
  • Curtain of Cold Death
  • Demand
  • Devastation
  • Dimensional Contortion
  • Noshina's Blood Chains
  • Shipwreck
9th Level
  • Absorption
  • Dark Conflagration
  • Diluvial Torrent
  • Fated Confrontation

Artificer

Cantrips (0 Level)
  • Amanuensis Scribe
1st Level
  • Absorb Spiritual Energies
  • Additive Amanuensis
  • Arcane Tattoo
  • Burnish/Tarnish
  • Cool Breeze
  • Death Watch
  • Depth Warning
  • Dispel Fatigue
  • Feel No Pain
  • Ward Flame
  • Zina's Bottled Song
2nd Level
  • Aerial Acceleration
  • Arcane Potion
  • Candletrick
  • Chilling Chamber
  • Deeppockets
  • Elemental Shift
  • Fiery Chamber
  • Materialization
  • Zina's Paper Form
3rd Level
  • Analyze Contraption
  • Clearstone
  • Decay
  • Ink Cloud
  • Magic Talons
4th Level
  • Blindsight
5th Level
  • Awaken Object
  • Earth Walk
  • Nullify Buoyancy

Augmenter (Spells)

Cantrips (0 Level)
  • Cat Feet
1st Level
  • Accuracy
  • Banish Blight
  • Branch to Branch
  • Brand
  • Chameleon Camouflage
  • Claws of the Animal
  • Color
  • Reflexes
  • Electrosense
  • Twisting's Elongated Grasp
  • Twisting's Tail
2nd Level
  • Assume Undead Form
  • Banish Dazzle
  • Burrow
3rd Level
  • Air Breathing
  • Charmthwart
  • Clutch Ward
  • Tremorsense
4th Level
  • Amorphous Form
5th Level

Augmenter (Augments)

1st Level
  • Branch to Branch
  • Chameleon Camouflage
  • Claws of the Animal
  • Dispel Fatigue
  • Elemental Shift
  • Reflexes
  • Twisting's Tail
2nd Level
  • Accuracy
  • Air Breathing
  • Assume Undead Form
  • Burrow
  • Electrosense
  • Twisting's Elongated Grasp
3rd Level
  • Aerial Acceleration
  • Banish Dazzle
  • Magic Talons
  • Tremorsense
4th Level
  • Blindsight
5th Level
  • Amorphous Form

Bard

Cantrips (0 Level)
  • Amanuensis Scribe
  • Battlecry
  • Daydream
  • Prank
  • Preemptive Retort
1st Level
  • Alanna Harpel's Shimmering Ship
  • Additive Amanuensis
  • Arcane Tattoo
  • Color
  • Emotion Read
  • Feel No Pain
  • Moonlight
  • Ward Flame
  • Zina's Bottled Song
2nd Level
  • Curse of the Grinning Skull
  • Deeppockets
  • Detect Shapeshifter
  • Materialization
  • Zina's Paper Form
3rd Level
  • Alter Self Image
  • Babble
  • Bedevil
  • Castigate
  • Charmthwart
  • Conceal Riches
  • Crocodile Tears
  • Dark Way
  • Inflict Sentiment
  • Twisting's Continual Transformation
4th Level
  • Abolish Shadows
  • Celebration
  • Cone of Euphoria
  • Detect Scrying
5th Level
  • Awaken Object
  • Chromatic Blade
  • Mass Command
6th Level
  • Cacophanic Shield
  • Destructive Dominion
  • Dimensional Contortion
  • Fog of War
7th Level
8th Level
  • Demand
  • Shipwreck
9th Level

Cleric

Cantrips (0 Level)
  • Amanuensis Scribe
  • Battlecry
  • Preemptive Retort
1st Level
  • Absorb Spiritual Energies
  • Additive Amanuensis
  • Brand
  • Cloak of Dusk
  • Death Watch
  • Dispel Fatigue
  • Emotion Read
  • Feel No Pain
2nd Level
  • Assume Undead Form
  • Banish Dazzle
  • Cloak Undead
  • Curse of the Grinning Skull
  • Detect Shapeshifter
3rd Level
  • Analyze Opponent
  • Babble
  • Bedevil
  • Castigate
  • Continual Darkness
  • Dark Fire
  • Decay
  • Pact of Martyrdom
  • Spectral Scythe
  • Shadow Bite
4th Level
  • Abolish Shadows
  • Armor of Darkness
  • Creature of Darkness
  • Disfigure
5th Level
  • Boiling Blood
  • Dusk Shield
  • Mass Command
6th Level
  • Anarchic Energy Flood
  • Curse of Vengeance
  • Destructive Dominion
  • Fog of War
7th Level
  • Night Terror
  • Positive Energy Flood
8th Level
  • Axiomatic Energy Flood
  • Curtain of Cold Death
  • Demand
  • Devastation
9th Level
  • Diluvial Torrent
  • Fated Confrontation

Mirror Expanded Spell List

Cantrips (0 Level)
  • Cut
  • Dire Radiance
1st Level
  • Accuracy
  • Burnish/Tarnish
  • Katabasis' Chaos Cubes
  • Moonlight
2nd Level
  • Alicorn Lance
  • Deeppockets
3rd Level
  • Analyze Opponent
  • Backblast
  • Charmthwart
  • Clearstone
  • Cloak of Nullification
4th Level
  • Detect Scrying
5th Level
6th Level
  • Noshina's Shatterstrike
  • Transport Via Mirrors
7th Level
8th Level
9th Level
  • Absorption

Veil Expanded Spell List

Cantrips (0 Level)
  • Cat Feet
  • Daydream
1st Level
  • Moonlight
2nd Level
  • Ambush
  • Chameleon Camouflage
  • Cool Breeze
3rd Level
  • Air Breathing
  • Charmthwart
  • Clutch Ward
  • Dark Way
  • Ink Cloud
4th Level
5th Level
6th Level
  • Breath of the Sand Man
7th Level
  • Create Shade
8th Level
9th Level

Prism Expanded Spell List

Cantrips (0 Level)
1st Level
  • Banish Blight
  • Color
  • Katabasis' Chaos Cubes
  • Zina's Bottled Song
2nd Level
  • Aerial Acceleration
  • Cool Breeze
  • Elemental Shift
3rd Level
  • Air Breathing
  • Coral Growth
4th Level
  • Celebration
5th Level
  • Awaken Object
  • Chromatic Blade
  • Cone of Euphoria
6th Level
  • Dragon Scales
7th Level
8th Level
9th Level

Stormcome Expanded Spell List

Cantrips (0 Level)
  • Daydream
  • Prank
1st Level
  • Cool Breeze
  • Waterspout
2nd Level
  • Aerial Acceleration
3rd Level
  • Air Breathing
  • Twisting's Continuous Transformation
4th Level
  • Amorphous Form
  • Celebration
5th Level
  • Cone of Euphoria
6th Level
  • Cacophonic Shield
7th Level
8th Level
  • Shipwreck
9th Level

Muffle Expanded Spell List

Cantrips (0 Level)
  • Cat Feet
1st Level
  • Carrion Summons
  • Chameleon Camouflage
  • Claws of Murder
  • Combust
2nd Level
  • Ambush
  • Beast Claw
  • Cadletrick
3rd Level
  • Crocadile Tears
  • Twisting's Continuous Transformation
4th Level
  • Cone of Teeth
5th Level
6th Level
  • Noshina's Shatterstrike
7th Level
  • Avalanche
8th Level
  • Basilisk Glare
9th Level
  • Dark Conflagration

Shadow Expanded Spell List

Cantrips (0 Level)
1st Level
  • Accuracy
  • Call Hounds
  • Carrion Summons (no gnolls)
  • Claws of Murder
  • Pernicious Sliver
2nd Level
  • Beast Claw
3rd Level
  • Alter Self Image
  • Charm Undead
  • Crocadile Tears
4th Level
  • Create Darkenbeast
5th Level
6th Level
  • Animate Blood
  • Crawling Darkness
7th Level
  • Create Shade
8th Level
  • Basilisk Glare
  • Noshina's Blood Chains
9th Level
  • Dark Conflagration

Timewear Expanded Spell List

Cantrips (0 Level)
  • Dire Radiance
1st Level
  • Burnish/Tarnish
2nd Level
  • Deeppockets
3rd Level
  • Alter Self Image
  • Charmthwart
  • Conceal Riches
  • Inflict Sentiment
4th Level
  • Acid Bolts
  • Blood Lightning
5th Level
  • Nullify Buoyancy
6th Level
7th Level
8th Level
9th Level

Echo Expanded Spell List

Cantrips (0 Level)
  • Daydream
1st Level
  • Carrion Summons (no gnolls)
  • Zina's Bottled Song
2nd Level
  • Chilling Chamber
  • Cold Fire
  • Zina's Paper Form
3rd Level
  • Charm Undead
4th Level
  • Detect Scrying
5th Level
6th Level
7th Level
8th Level
9th Level

Dreamspinner

Cantrips (0 Level)
  • Cat Feet
  • Daydream
  • Prank
  • Preemptive Retort
1st Level
  • Alanna Harpel's Shimmering Ship
  • Arcane Tattoo
  • Branch to Branch
  • Brand
  • Call Hounds
  • Carrion Summons
  • Chameleon Camouflage
  • Claws of the Animal
  • Cloak of Dusk
  • Color
  • Cool Breeze
  • Dispel Fatigue
  • Emotion Read
  • Feel No Pain
  • Moonlight
  • Twisting's Elongated Grasp
  • Twisting's Tail
  • Waterspout
  • Zina's Bottled Song
2nd Level
  • Alicorn Lance
  • Ambush
  • Arcane Potion
  • Assume Undead Form
  • Beast Claw
  • Burrow
  • Cold Fire
  • Curse of the Grinning Skull
  • Deeppockets
  • Zina's Instant Pit
  • Zina's Paper Form
3rd Level
  • Air Breathing
  • Alter Self Image
  • Babble
  • Bedevil
  • Charmthwart
  • Clearstone
  • Continual Darkness
  • Conceal Riches
  • Coral Growth
  • Crocodile Tears
  • Dark Way
  • Inflict Sentiment
  • Ink Cloud
  • Shadow Bite
  • Twisting's Continuous Transformation
4th Level
  • Amorphous Form
  • Armor of Darkness
  • Cone of Euphoria
  • Cone of Teeth
  • Create Darkenbeast
  • Creature of Darkness
  • Disfigure
5th Level
  • Awaken Object
  • Nullify Buoyancy
6th Level
  • Animate Blood
  • Brainstorm
  • Breath of the Sand Man
  • Crawling Darkness
  • Destructive Dominion
  • Dimensional Contortion
  • Riptide
  • Transport Via Mirrors
7th Level
  • Create Shade
  • Night Terror
8th Level
  • Shipwreck
9th Level
  • Diluvial Torrent
  • Fated Confrontation

Druid

Cantrips (0 Level)
  • Cat Feet
  • Cut
1st Level
  • Banish Blight
  • Chameleon Camouflage
  • Claws of the Animal
  • Cool Breeze
  • Death Watch
  • Depth Warning
  • Electrosense
  • Feel No Pain
  • Ice Gauntlet
  • Moonlight
  • Pernicious Sliver
  • Twisting's Tail
  • Ward Flame
  • Waterspout
2nd Level
  • Alicorn Lance
  • Ambush
  • Banish Dazzle
  • Burrow
  • Candletrick
  • Chilling Chamber
  • Cold Fire
  • Combust
  • Detect Shapeshifter
  • Fiery Chamber
3rd Level
  • Air Breathing
  • Clearstone
  • Coral Growth
  • Decay
  • Ink Cloud
  • Tremorsense
  • Spectral Scythe
4th Level
  • Blindsight
  • Cone of Teeth
5th Level
  • Cone of Earth
  • Earth Walk
6th Level
  • Destructive Dominion
  • Dragon Scales
  • Riptide
7th Level
  • Avalanche
  • Command Elements: Flame
  • Create Shade
8th Level
  • Devastation
9th Level
  • Diluvial Torrent

Paladin

1st Level
  • Absorb Spiritual Energies
  • Brand
  • Burnish/Tarnish
  • Call Hounds
  • Cloak of Dusk
  • Death Watch
  • Dispel Fatigue
  • Feel No Pain
  • Reflexes
2nd Level
  • Cloak Undead
  • Detect Shapeshifter
  • Magic Talons
3rd Level
  • Castigate
  • Dark Fire
  • Pact of Martyrdom
  • Spectral Scythe
4th Level
  • Armor of Darkness
  • Dusk Shield
5th Level
  • Boiling Blood
  • Mass Command

Mirror Expanded Spell List

1st Level
  • Accuracy
  • Moonlight
2nd Level
  • Alicorn Lance
  • Banish Dazzle
3rd Level
  • Analyze Opponent
  • Backblast
  • Charmthwart
  • Cloak of Nullification
4th Level
  • Detect Scrying
5th Level

Veil Expanded Spell List

1st Level
  • Emotion Read
  • Moonlight
2nd Level
  • Ambush
  • Chameleon Camouflage
  • Cool Breeze
3rd Level
  • Charmthwart
  • Clutch Ward
  • Ink Cloud
4th Level
5th Level

Prism Expanded Spell List

Cantrips (0 Level)
1st Level
  • Color
  • Zina's Bottled Song
2nd Level
  • Cool Breeze
3rd Level
  • Coral Growth
4th Level
  • Celebration
  • Cone of Euphoria
5th Level
  • Awaken Object
  • Chromatic Blade

Stormcome Expanded Spell List

1st Level
  • Cool Breeze
2nd Level
  • Aerial Acceleration
  • Curse of the Grinning Skull
3rd Level
  • Air Breathing
  • Babble
  • Bedevil
4th Level
  • Amorphous Form
  • Celebration
  • Cone of Euphoria
5th Level
  • Cone of Euphoria

Muffle Expanded Spell List

1st Level
  • Chameleon Camouflage
  • Claws of Murder
  • Combust
2nd Level
  • Ambush
  • Beast Claw
  • Candletrick
3rd Level
  • Crocodile Tears
  • Shadow Bite
4th Level
  • Cone of Teeth
5th Level

Shadow Expanded Spell List

1st Level
  • Accuracy
  • Call Hounds
  • Claws of Murder
2nd Level
  • Assume Undead Form
  • Beast Claw
  • Curse of the Grinning Skull
3rd Level
  • Alter Self Image
  • Bedevil
  • Charm Undead
  • Crocodile Tears
  • Shadow Bite
4th Level
  • Create Darkenbeast
  • Creature of Darkness
  • Disfigure
5th Level

Timewear Expanded Spell List

1st Level
2nd Level
  • Deeppockets
3rd Level
  • Alter Self Image
  • Babble
  • Bedevil
  • Conceal Riches
  • Decay
  • Inflict Sentiment
4th Level
  • Acid Bolts
  • Blood Lightning
5th Level
  • Nullify Buoyancy

Echo Expanded Spell List

1st Level
  • Additive Amanuensis
  • Carrion Summons (no gnolls)
  • Zina's Bottled Song
2nd Level
  • Assume Undead Form
  • Cold Fire
  • Curse of the Grinning Skull
3rd Level
  • Bedevil
  • Charm Undead
4th Level
  • Detet Scrying
5th Level

Ranger

1st Level
  • Accuracy
  • Brand
  • Banish Blight
  • Branch to Branch
  • Call Hounds
  • Chameleon Camouflage
  • Claws of the Animal
  • Cloak of Dusk
  • Cool Breeze
  • Death Watch
  • Depth Warning
  • Dispel Fatigue
  • Electrosense
  • Reflexes
  • Twisting's Tail
  • Ward Flame
2nd Level
  • Aerial Acceleration
  • Ambush
  • Banish Dazzle
  • Beast Claw
  • Burrow
  • Candletrick
  • Chilling Chamber
  • Deeppockets
  • Detect Shapeshifter
  • Fiery Chamber
  • Fire Step
3rd Level
  • Air Breathing
  • Analyze Opponent
  • Coral Growth
  • Ink Cloud
  • Tremorsense
4th Level
  • Abolish Shadows
  • Blindsight
5th Level
  • Earth Walk

Sorcerer

Cantrips (0 Level)
  • Battlecry
  • Cut
  • Prank
1st Level
  • Absorb Spiritual Energies
  • Arcane Sensitivity
  • Carrion Summons
  • Cool Breeze
  • Death Watch
  • Ice Gauntlet
  • Katabasis' Chaos Cubes
  • Moonlight
  • Pernicious Sliver
  • Twisting's Elongated Grasp
  • Ward Flame
2nd Level
  • Aerial Acceleration
  • Assume Undead Form
  • Beast Claw
  • Candletrick
  • Cold Fire
  • Combust
  • Fire Step
3rd Level
  • Air Breathing
  • Backblast
  • Charm Undead
  • Cloak of Nullification
  • Crocodile Tears
  • Dark Fire
  • Shadow Bite
  • Spectral Scythe
  • Twisting's Continuous Transformation
4th Level
  • Amorphous Form
  • Armor of Darkness
  • Blindsight
  • Cone of Euphoria
  • Cone of Teeth
  • Creature of Darkness
  • Dusk Shield
5th Level
  • Ball Lightning
  • Chromatic Blade
  • Cone of Earth
6th Level
  • Anarchic Energy Flood
  • Animate Blood
  • Brainstorm
  • Cacophanic Shield
  • Crawling Darkness
  • Destructive Dominion
  • Dimensional Contortion
  • Dragon Scales
  • Fog of War
  • Noshina's Shatterstrike
  • Riptide
7th Level
  • Command Elements: Flame
  • Positive Energy Flood
8th Level
  • Axiomatic Energy Flood
  • Basilisk Glare
  • Demand
  • Devastation
  • Noshina's Blood Chains
  • Shipwreck
9th Level
  • Dark Conflagration
  • Diluvial Torrent

Warlock

Cantrips (0 Level)
  • Amanuensis Scribe
  • Battlecry
  • Dire Radiance
  • Prank
1st Level
  • Absorb Spiritual Energies
  • Carrion Summons
  • Claws of Murder
  • Cloak of Dusk
  • Death Watch
  • Moonlight
  • Twisting's Elongated Grasp
  • Twisting's Tail
  • Waterspout
2nd Level
  • Assume Undead Form
  • Beast Claw
  • Cloak Undead
  • Cold Fire
  • Curse of the Grinning Skull
  • Detect Shapeshifter
  • Magic Talons
  • Pernicious Sliver
3rd Level
  • Alter Self Image
  • Babble
  • Bedevil
  • Charm Undead
  • Continual Darkness
  • Conceal Riches
  • Crocodile Tears
  • Dark Fire
  • Dark Way
  • Decay
  • Inflict Sentiment
  • Pact of Martyrdom
  • Tremorsense
  • Shadow Bite
  • Spectral Scythe
  • Twisting's Continuous Transformation
4th Level
  • Amorphous Form
  • Armor of Darkness
  • Blindsight
  • Cone of Euphoria
  • Cone of Teeth
  • Creature of Darkness
  • Detect Scrying
  • Disfigure
  • Dusk Shield
5th Level
  • Boiling Blood
  • Nullify Buoyancy
6th Level
  • Anarchic Energy Flood
  • Animate Blood
  • Brain Storm
  • Crawling Darkness
  • Curse of Vengeance
  • Destructive Dominion
  • Dimensional Contortion
  • Transport Via Mirrors
7th Level
  • Night Terror
  • Positive Energy Flood
8th Level
  • Axiomatic Energy Flood
  • Basilisk Glare
  • Curtain of Cold Death
  • Demand
  • Devastation
9th Level
  • Dark Conflagration
  • Diluvial Torrent

Wizard

Cantrips (0 Level)
  • Amanuensis Scribe
  • Battlecry
  • Cat Feet
  • Cut
  • Prank
1st Level
  • Additive Amanuensis
  • Alanna Harpel's Shimmering Ship
  • Arcane Tattoo
  • Brand
  • Call Hounds
  • Carrion Summons
  • Claws of Murder
  • Color
  • Cool Breeze
  • Death Watch
  • Depth Warning
  • Electrosense
  • Feel No Pain
  • Ice Gauntlet
  • Reflexes
  • Twisting's Elongated Grasp
  • Twisting's Tail
  • Ward Flame
  • Zina's Bottled Song
  • Waterspout
2nd Level
  • Aerial Acceleration
  • Arcane Potion
  • Assume Undead Form
  • Banish Dazzle
  • Candletrick
  • Chilling Chamber
  • Cloak Undead
  • Cold Fire
  • Combust
  • Curse of the Grinning Skull
  • Deep Pockets
  • Fiery Chamber
  • Fire Step
  • Materialization
  • Pernicious Sliver
  • Zina's Instant Pit
  • Zina's Paper Form
3rd Level
  • Air Breathing
  • Alter Self Image
  • Analyze Opponent
  • Babble
  • Backblast
  • Bedevil
  • Charmthwart
  • Charm Undead
  • Clearstone
  • Cloak of Nullification
  • Continual Darkness
  • Conceal Riches
  • Dark Way
  • Tremorsense
  • Shadow Bite
  • Twisting's Continuous Transformation
4th Level
  • Acid Bolts
  • Armor of Darkness
  • Blindsight
  • Blood Lightning
  • Cone of Euphoria
  • Cone of Teeth
  • Create Darkenbeast
  • Creature of Darkness
  • Detect Scrying
  • Disfigure
5th Level
  • Ball Lightning
  • Boiling Blood
  • Chromatic Blade
  • Cone of Earth
6th Level
  • Anarchic Energy Flood
  • Animate Blood
  • Cacophanic Shield
  • Curse of Vengeance
  • Dimensional Contortion
  • Destructive Dominion
  • Fog of War
  • Dragon Scales
7th Level
  • Command Elements: Flame
  • Create Shade
  • Positive Energy Flood
8th Level
  • Axiomatic Energy Flood
  • Basilisk Glare
  • Curtain of Cold Death
  • Demand
  • Devastation
  • Shipwreck
9th Level
  • Absorption
  • Dark Conflagration
  • Dilluvial Torrent

It takes 7d12 damage of a type determined by the following d12 table on a failed save, or half damage on a success:

  • 1: Bludgeoning
  • 2: Piercing
  • 3: Slashing
  • 4: Fire
  • 5: Cold
  • 6: Acid
  • 7: Poison
  • 8: Thunder
  • 9: Lightning
  • 10: Psychic
  • 11: Force
  • 12: Roll twice on the table, and the target takes the damage once for each roll. Do not ignore additional 12s.

In addition, this spell leaves the target tainted by Wild Magic. For the next minute, every time a creature succeeds on a saving throw against the target or it misses another creature with an attack, it rolls on the Wild Magic table.

Spell by Necronophtase.

Arcane Potion

2nd level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a crystal vial worth at least 5 sp, which must be filled with nonmagical liquid, such as water or wine)
  • Duration: 8 hours
  • Classes: Artificer, Dreamspinner, Wizard

As you cast this spell, you are a spellcaster you designate casts a spell with a range of self and a casting time of 1 action, but targeting the vial of liquid. The spell is then stored in the vial as a temporary potion. The liquid in the vial becomes magical for the duration. The stored spell must be of a level less than that at which Arcane Potion was cast.

If a creature imbibes the liquid before Arcane Potion expires, the spell activates and affects them, and if the spell requires concentration, the drinker is the one to concentrate on it. Source

Arcane Tattoo

1st level transmutation


  • Casting Time: 1 minute per square inch of skin you wish to cover (ritual)
  • Range: Touch
  • Components: V, S, M (1 sp worth of quartz dust and ink, which the spell consumes)
  • Duration: 1 day, 1 week, 1 month, 1 year, or until dispelled (your choice)
  • Classes: Artificer, Dreamspinner, Bard, Wizard

You trace a design over a willing creature as you cast the spell, creating a magical tattoo. It can be of any design you choose, but you must have artistic skill to create any complex designs. You can choose any or all of the following special features if you wish.

  • The tattoos glow, shedding dim light to a radius of 5 feet if uncovered.
  • The tattoos shift across the target's body according to a pattern or cycle you determine when you cast the spell.
  • The tattoos are invisible except to the target and any creatures you designate when you cast this spell.
  • The tattoos are warm to the touch.
  • The texture of the skin is changed wherever the tattoos are, such as scaly skin becoming smooth, furred skin becoming webby, or smooth skin becoming slimy.

You can instead cast this spell on an existing tattoo created by this spell, dispelling it.

Armor of Darkness

4th level abjuration and necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Dreamspinner, Paladin, Sorcerer, Warlock, Wizard

Muttering arcane words in a dark language, you wrap yourself in a barrier of negative energy. For the duration, your armor class is 13+ your spellcasting ability modifier or Dexterity modifier, whichever is higher. You gain darkvision to 60 feet, or increase the range of your darkvision by 60 feet. Your darkvision can see through magical darkness. You and all creatures within 10 feet gain resistance to radiant damage and are immune to being blinded by light or caused to glow, such as by Faerie Fire or Guiding Bolt. If you wish, the spell makes it impossible to identify you, masking your distinguishing features, warping your voice, and making you undetectable to divination spells you do not permit.

You radiate magical darkness which regular darkvision cannot see through for 10 feet, and bright light within an additional 10 feet is reduced to dim light. If the area of magical darkness interlaps with a magical light spell of 3rd level or lower, that light spell ends. A Continual Flame spell is instead repressed for 10 minutes.

You and allies within 10 feet gain advantage on saving throws against being turned (such as a cleric's Turn Undead), or immunity to being turned if already resistant.

Whenever a creature within 10 feet would gain hit points, the amount they gain is halved. Source

Assume Undead Form

2nd level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a chunk of corpse flesh)
  • Duration: 1 hour
  • Classes: Augmenter, Cleric, Dreamspinner, Sorcerer, Warlock, Wizard

Your flesh rapidly decays, hanging off your body in zombie like strips or leaving you as a skeleton. The stench of death hangs over you, and most animals will avoid you. You have advantage on Animal Handling checks to get creatures to leave you alone- even undead with an Intelligence of 4 or less. While in this form, other people assume you are an undead, and react accordingly. In a society where all necromancy is dangerous and evil, you might be attacked, while in a land where undead are mindless and benign servants, you might be ignored or assigned chores. A successful Perception check against your spell save DC reveals that you are indeed living, but not your identity. Undead that attack the living on sight are likely to ignore you if they would ignore other undead, though they will attack if provoked or if they are guarding something you are attempting to gain access to.

You can end this spell as an action, returning to your normal form. Some versions of this spell are also known as Become Bones. Source

Avalanche

7th level conjuration


  • Casting Time: 1 action
  • Range: Self (200 foot line, 15 feet wide)
  • Components: a pebble and a chunk of ice
  • Duration: Instantaneous
  • Classes: Druid

Thunderous rumblings emerge from the ground beneath your feet. Choose earth or snow. A blast of the chosen material explodes from your hands and the ground, rushing forward in a cataclysmic onslaught. Any creature or structure caught in the area must succeed on a Strength saving throw, taking 7d8 damage, halved on a successful save. The damage is 6d8 bludgeoning and 1d8 thunder for earth, and for snow it is 3d8 cold and 4d8 bludgeoning. A creature that fails its saving throw is also restrained. It can repeat the saving throw as an action on each of its turns, freeing itself on a success.

The area is difficult terrain, but snow melts in appropriate weather.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bludgeoning or cold damage increases by 1d8 per slot level above 7th.

Awaken Object

5th level transmutation


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (an amethyst or hackmanite worth 1000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Artficier, Bard, Dreamspinner

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller object or construct that is not hostile. The target must have either no Intelligence score or an Intelligence of 3 or less.

The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is an object, it gains the ability to move and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened object.

The awakened object or construct is charmed by you for 30 days, until you magically release it from its charmed state as an action, or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Axiomatic Energy Flood

8th level Evocation


  • Casting Time: 1 Action
  • Duration: Instantaneous
  • Range: 60 feet
  • Components: V M (A carved sphere of petrified wood)
  • Classes: Sorcerer, Cleric, Warlock, Wizard

You enfold a creature in primordial Law. The target must make a Constitution save, taking 13d12 Force damage, halved on a saving throw. On a failure, the creature is caught in a pattern: on each of its turns, it must repeat the same actions it took on its last turn, including choosing the same targets if possible, and rolling the same numbers on each die. At the end of each of its turns, it makes a Wisdom saving throw, breaking the pattern on a success.

Spell by Necronophtase.

Babble

3rd level illusion


  • Casting Time: 1 action, 1 minute, or 1 hour
  • Range: 60 feet
  • Components: V, S, M (a small clay model of a ziggurat)
  • Duration: 1 minute, 1 hour, or 8 hours
  • Classes: Bard, Cleric, Dreamspinner, Sorcerer, Warlock, Wizard

An aura of confusion spreads from a point you choose within range to fill a 30-foot radius sphere for the duration. The effect spreads around corners. Creatures in the area of effect hear only mindless babbling or incomprehensible unknown languages whenever they listen to or try to read any language.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the aura emanates from the object and moves with it. Completely covering the source of the beffudlement with a solid object, such as a bowl or a helm, blocks the aura. Creatures can still communicate via telepathy.

The duration of the spell depends on the time spent to cast it. If cast as an action, the spell lasts 1 minute. If cast over the course of a minute, the spell lasts an hour. If cast over the course of an hour, the spell lasts 8 hours.

If any of this spell’s area covers a creature affected by the Tongues or Comprehend Languages spell of 2nd level or lower, that spell is dispelled. Casting a Tongues spell on the aura acts as though the caster attempted to cast Dispel Magic on the effect. Source

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of Tongues and Comprehend Languages spells if the spell’s level is less than the level of the spell slot you used, and the radius of the sphere increases by 10 feet for each level above 3rd. If cast as a 9th level spell, you can choose for the radius to be 1 mile.

Backblast

3rd level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an obsidian mirror worth 5 gp, which the spell consumes)
  • Duration: 8 hours
  • Classes: Sorcerer, Wizard

A creature you touch is warded against fire magic. The creature gains resistance to fire damage. When the creature is affected by a spell that deals fire damage, such as a fireball, or a magical effect from a creature that deals fire damage, such as a gold dragon's breath or a barbed devil's flame, the spell immediately redirects half of the attack's base fire damage back at the source. The creature that made the attack takes half of its own attack's fire damage automatically. The Backblast spell then ends. Source

Ball Lightning

5th level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a woven wire orb trapping a handful of copper and iron pellets)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

4 5-foot-diameter spheres of sparkling electricity appear in unoccupied spaces of your choice within range. Each sphere sheds bright light for 20 feet and dim light for 20 feet beyond that. You may immediately move each sphere up to 60 feet in a path of your choice, including through the air. The spheres can pass through metal objects freely and share a space with creatures. Any creature in a space that at least 1 sphere passes through must make a Dexterity saving throw. The creature takes 2d12 lightning damage per sphere that passed through its space on a failed save, or half as much damage on a successful one. On a failed save, the creature cannot take reactions until the start of its next turn.

The spheres then wink out of existence in a flurry of sparks. Any creature within 5 feet of a sphere when it disappears must make a Constitution saving throw or be blinded until the end of your next turn. Source

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional sphere for each slot level above 5th.

Banish Blight

1st level transmutation


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a unicorn's tear)
  • Duration: Instantaneous
  • Classes: Augmenter, Druid, Ranger

A plant you touch is cured of all diseases and poisons affecting it. Additionally, this spell invigorates the plant, restoring it to full health as though it were growing in conditions perfect for its species. The plant may wither again within a few days if conditions are not suitable for its growth. This spell does not restore missing pieces of a plant, and cannot return dead plans to life.

You can instead use this spell to cure a plant creature you touch of all diseases and poisons. The plant creature regains hit points equal to your spellcasting ability modifier (minimum of 1). This spell can alternately be used as Inflict Wounds against tainted plant creatures such as blights. Source

Banish Dazzle

2nd level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shard of glass, crystal, gem, or mica)
  • Duration: 1 hour
  • Classes Augmenter, Cleric, Druid, Ranger, Wizard

A creature you touch is protected from light. The target gains resistance to radiant damage, and is immune to being blinded by light effects. The target also gains advantage on ability checks and saving throws to see through illusions and mirages. Source

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target 1 additional creature for each slot level above 2nd.

Basilisk Glare

8th level transmution


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a chunk of petrified wood and the caster's tears)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

Your eyes flare with crimson light. When you cast the spell, you attempt to turn one creature that you can see within range and that can see you into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

On each of your subsequent turns, you may repeat this effect as a bonus action against a different creature you can see that you have not targeted with this casting of the spell yet.

Creatures can avert their gaze from you as a free action during their turns, causing them to count as blinded against you and preventing you from targeting them with this curse. They can look at you again at any time, but this renders them vulnerable to your gaze.

If a creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, fully petrified creatures are turned to stone until the effect is removed. Source

Battlecry

Illusion cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous or 1 minute
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

When you cast this spell, choose 1 of the following effects to occur; it can either last a moment (instantaneous) or a full minute. An Investigation check against your spell save DC allows a viewer to discern the effect as an illusion. You can have up to 3 non-instantaneous effects from this spell active at a time.

  • An obviously illusionary banner up to 5 feet on a side appears within range. It is designed however you wish and lasts for the duration.
  • The sound of trumpet fanfare, war drums, or the like plays for the duration, emanating from a point within range.
  • Sounds of battle of your choice, such as clanging weapons, gunshots, war cries, yelling, and the screams of mounts emanate from a point within range for the duration.
  • A creature within range is covered by an illusion that makes them appear to be carrying a weapon, wearing armor, wounded, or on fire.
  • The ground in a 5 foot cube within range appears to be the site of a battle, covered in blood, scattered with broken arrows, blasted by an explosion, or the like.

Beast Claw

2nd level transmutation and necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Dreamspinner, Ranger, Sorcerer, Warlock

Your arms transform into beastial appendages tipped in the rending claws of a fell beast. The claws give off an acrid odor and visibly drip sizzling necromantic magic. You gain Natural Weapons that deal 2d8 Necrotic Damage on hit, and can use your Spellcasting modifier for attack and damage rolls if you wish. These weapons have the Finishing and Light properties. A creature that is hit by multiple of these attacks in 1 turn cannot regain hit points until the start of your next turn.

The claws are unaffected by transmutation magic, so you retain the use of them even if under the effects of a Polymorph or similar spell. Source

At Higher Levels. For every 2 levels up, the damage increases by 1d8.

Bedevil

3rd level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a statuette of an imp worth 25 gp and a drop of the target's blood or a personal item of theirs)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Dreamspinner, Warlock, Wizard

You attempt to bind an annoying spirit to a creature you can see within range. The creature must succeed on a Charisma saving throw. It has advantage on the save if you use a spellcasting focus instead of the drop of blood or personal item. On a failure, you curse the target with the presence of a persistant malignant spirit. The spirit is invisible and intangible and is either a fey, a fiend, a Stormcome outsider, or an undead.

While bedeviled, the target has disadvantage on ability checks and concentration saving throws. If you concentrate on the spell for the entire duration, the duration becomes permanent until dispelled.

A creature cursed with a bedeviling spirit may wake up to find its belongings soiled, be annoyed by the sound of shattering objects in its sleep, see things out of the corner of its eye, or be plagued by other disrupting inconveniences. The target can repeat the saving throw at the end of each long rest it takes, ending the effect on a success.

A bedeviling spirit can be noticed as a vague blur with a DC 20 Perception or Arcana check. It can also be detected via Detect Evil and Good. The spirit is not harmed by Protection from Evil and Good, but the effects of the bedevilment are suppressed while the target is under the affects of that spell. Remove Curse or Dispel Evil and Good can end the effect early. Source

Blindsight

4th level transmutation and divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of spermaceti)
  • Duration: 1 hour
  • Classes: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard

The target gains blindsight out to 30 feet for the duration, or increases the range of its existing blindsight by 15 feet.

At Higher Levels. When cast with a spell slot of 5th level or higher, you can target an additional creature per spell level above 4th.

Blood Lightning

4th level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 day
  • Classes: Wizard

You touch a willing creature, instilling magical potential into their blood that will spill forth when the creature is harmed. The next time the creature takes bludgeoning, piercing, slashing, fire, acid, or necrotic damage, their own electrified blood blasts out of their wounds as sizzling bolts of red lightning. Each other creature within 40 feet of the affected creature must make a Dexterity saving throw. They take 7d10 lightning damage on a failed save, or half as much damage on a successful save. The target then regains 1d6 hit points. The spell then ends.

You can use this spell on unwilling targets. To do so, make a melee spell attack against the target. Since this is simply a touch, you can make a Sleight of Hand check to avoid attracting the target's notice if they are not observing you. On a hit, the target is affected by the spell. On a miss, the spell slot is still expended.

This spell counts as a curse for the purposes of spells and effects that remove curses. Source

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases by 1d10 and the duration by 1 day for each slot level above 4th.

Boiling Blood

5th level necromancy and evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of saltpeter and blood)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Paladin, Warlock, Wizard

Reaching into the disrupted life force of a wounded creature within range, you bring its own blood to a roiling boil. The creature must make Constitution saving throw. The creature takes 7d6 fire damage, halved on a success. On a failure, the creature falls prone and is stunned until the end of its next turn. A creature with resistance to fire damage makes the saving throw with advantage.

This spell has no effect against uninjured creatures, undead, creatures that are immune to fire damage, or creatures without blood, such as plants, most oozes, and most elementals. Source

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Branch to Branch

1st level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of woody vine)
  • Duration: 1 hour
  • Classes: Arcane Trickster, Augmenter, Dreamspinner, Ranger

A creature you touch gains a climbing speed equal to its walking speed for the duration. If it already has a faster climbing speed, add 10 feet to its climbing speed for the duration. Source

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can affect with it is equal to the level of the slot used.

Brain Storm

6th level conjuration


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S, M (a pickled piece of brain in a jar shaped like a skull or head worth at least 15 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Dreamspinner, sorcerer, warlock

Pulsating magical brains rain from the sky in a 40 foot radius, 250 foot high cylinder centered on a point within range. Creatures in the area must succeed on Dexterity saving throws, taking 4d12 psychic damage and 4d12 bludgeoning damage on a failed save.

The area turns into difficult terrain for the duration, including above the ground as more tiny brains fall. As a bonus action on your turn, you can choose a point on the ground in the area, point, and cause a brain to explode. Creatures within 15 feet of that point must succeed on a Dexterity saving throw or take 1d12 psychic and 1d12 bludgeoning damage, halved on a success.

The brains stop pulsating and become nonmagical when the spell ends, but remain in place, dissolving after 1d4 days.

At Higher Levels. For each spell level above 6th, the initial and later psychic or bludgeoning damage (your choice) increase by 1d12 per level above 6th.

Brand

1st level necromancy & transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (an iron shard)
  • Duration: Instantaneous
  • Classes: Augmenter, Cleric, Dreamspinner, Paladin, Ranger, Wizard

Living tissue you touch for the entirety of the casting is scarred with a permanent branding mark, which can be any simple symbol or lettering of up to 6 characters. The area containing the mark can be no larger than 2 sizes smaller than the victim.

The caster chooses whether inflicting the mark causes intense pain or a mild itch during casting, and can color the mark as they wish.

The brand can be removed by the caster as an action by touching the victim. Otherwise, it can only be healed via Heal, Regenerate, or Wish. It can, however, be easily masked by illusion.

Augmenters can only use this spell on willing, uncoerced targets when targeting humanoids.

This spell has a variety of uses, some benign and some malignant. It is used by tattoo artists, ranchers, and slave traders alike for vastly different purposes. Source

Breath of the Sand Man

6th level enchantment


  • Casting Time: 1 action
  • Range: Self (60 foot cone)
  • Components: V, S, M (a handfull of fine sand)
  • Duration: Instantaneous
  • Classes: Dreamspinner

Your oustretched palm fills with a pile of glittering semi-etherial sand, which you blow outward into a billowing cloud of swirling eddies. All creatures in the spell's area must succeed on a Constitution or Wisdom saving throw against sleep, whichever they are worse at, or fall unconscious. A creature with a level of exhaustion makes this saving throw at disadvantage. Creatures that normally sleep fall into a natural slumber. They can be awakened through all the normal means, but otherwise wake up after a full sleep cycle. If they are particularly tired, have a level of exhaustion, or were awake at a time they would normally be asleep or be about to go to sleep, they instead wake up after a full night's sleep (or their species' equivalent). A creature that is usually incapable of sleep, such as most constructs, oozes, plants, some elementals, and undead, recovers more quickly, waking up after Xd6 minutes, where X is the level of the spell, and which the DM rolls in secret.

At Higher Levels: When you cast this spell with a spell slot of 7th level or higher, the size of the cone increases by 10 feet per level of the slot above 6th.

Burnish/Tarnish

1st level transmutation


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes Artificer, Paladin

A metallic object you touch or a group of metallic objects in a container you touch is restored to its full natural luster, converting any oxidation into pure metal. This does not restore any metal lost as chips of oxidation, nor does it protect the metal from future deterioration. It does, however, work on the scales of metallic dragons. You can affect up to 100 pounds of metal per level of the spell.

This spell can remove up to 1 point of penalty to a metal weapon or suit of armor caused by a rusting effect such as that of a rust monster. Remaining penalty must be fixed in the normal ways, since damage beyond a 1 point penalty involves quantities of rust falling off of the object. Source

Burrow

2nd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of fur from a burrowing animal and a tiny replica of a shovel worth at least 1 gp)
  • Duration: 1 hour
  • Classes: Augmenter, Dreamspinner, Druid, Ranger

A creature you touch grows massive claws like those of a mole, which can be physical or spectral, your choice. The claws grant the creature a burrowing speed of 5 feet and allow it to leave a tunnel behind itself the same size as it is.

The claws are natural weapons based on Strength that the user is proficient with. They deal 1d8 plus the user's Strength modifier nonmagical slashing damage on a hit. Source

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the attack increases to 1d8 per 2 levels of the slot. Additionally, when cast at 7th level, the target can burrow through solid, unworked stone. When cast at 9th level, the target gains the Earth Glide ability of an earth elemental for purposes of its burrow speed.

Call Hounds

1st level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a dog biscuit)
  • Duration: 1 hour
  • Classes: Dreamspinner, Eldritch Knight, Paladin, Ranger, Wizard

You summon 2 faithful canine spirits into spaces within range. They have the statistics of mastiffs, but have an Intelligence of 10, the same alignmnent as you, and the ability to speak, read, and understand any languages you do. You can give commands to the hounds (no actions required), which they do their best to fulfill. They take their turns on your initiative. If not given any orders, the hounds use their best judgement to help their summoner. The hounds disappear when they drop to 0 hit points.

You can dismiss the hounds as a bonus action, ending the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon different creatures. When cast at 2nd level, you can summon 2 wolves. When cast at 3rd level, you can summon 1 dire wolf and 2 mastiffs.

Cacophanic Shield

6th level abjuration and evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a forked wire or a conch shell)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Wizard

A 10 foot radius shphere of buzzing energy crackles into being around you. The wall is 5 feet thick, giving it an outer radius of 15 feet. The barrier is faintly visible as a shimmering field of spastic energy. It remains immobile even if you move. Creatures inside the sphere cannot hear anything from outside the sphere, and vice versa. Thunder damage and sound based effects cannot pass through the sphere. Ranged attacks that pass through the barrier are made at disadvantage.

Any creature that starts its turn in the space of the barrier or enters its space for the first time on a turn must make a Constitution saving throw. The creature takes 6d10 thunder damage on a failed save, or half as much on a successful one.

Any Silence spell of a level equal to or lower than this spell that intersects with the Cacophanic Barrier is dispelled. A Silence spell cast on the barrier at a level higher than the barrier dispels Cacophanic Barrier.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can increase the radius of the barrier by up to 5 feet per spell level above 6th if you wish.

Source

Candletrick

2nd level transmutation


  • Casting Time: 1 action (ritual)
  • Range: 10 feet
  • Components: V, S, M (a bottle of ash)
  • Duration: 1 hour
  • Classes: Artificer, Druid, Ranger, Sorcerer, Wizard

Pointing at a mundane fire within range that fits into a 5 foot cube, you cause it to resist attempts to put it out. The flame can be put out as normal, including by wind or water, but as soon as the wind or dousing stops, the flame reignites to its previous size. It also continues to burn as hot as before even if it runs out of fuel (no hotter than a campfire, about 600 degrees F).

Casting the spell on the same fire every hour for a full day and sprinkling 50 gp worth of spices and incense into the fire to be consumed at the end makes the spell permanent until dispelled.

At Higher Levels: When you cast this spell with a slot of 3rd level or higher, the size of the cube can be 5 feet greater per additional spell level, and the maximum temperature increases by 100 degrees F per slot level above 2nd if you wish.

Carrion Summons

1st level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of rotten meat, which is consumed by the spell)
  • Duration: Concentration, up to 1 hour.
  • Classes: Dreamspinner, Sorcerer, Warlock, Wizard

You summon different scavengers creatures based on the level you cast the spell at. They appear within unoccupied spaces within range. A summoned creature disappears when it drops to 0 hit points or when the spell ends.

  • 1st Level: 4 jackals, quippers, ravens, or vultures in any combination, or 1 swarm of ravens
  • 2nd Level: 1 swarm of quippers, or 2 gnolls (gnolls remain for the full duration and become hostile if you lose concentration)
  • 3rd Level: 2 giant hyenas, 2 giant vultures, or 2 swarms of maggots (no disease)
  • 4th Level: 2 carrion crawlers
  • 5th level: 1 otyugh (remains for the full duration and becomes hostile if you lose concentration unless placated with an offering of meat)

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell with a spell slot of at least 3rd level, you may instead choose a creatures that would be normally be summoned with lower level spell slots. You summon twice as many for a spell slot 2 levels above what it would take to usually summon them, 3 times as many for a slot 4 levels higher, 4 times as many for a slot 6 levels above, and 5 times as many for a slot 8 levels above.

Source:

Castigate

3rd level evocation


  • Casting Time: 1 action
  • Range: Any creature that can hear your voice (must be closer than 1 mile away)
  • Components: V, S, M (a shard of slate)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Paladin

You rebuke a creature within range for its actions. If the creature is unaligned, the spell fails. Otherwise, the creature must succeed on Wisdom saving throw, taking 8d8 thunder damage, halved on a successful save. On a failed save, the creature is also deafened. The creature can make a Constitution saving throw at the end of each of its turns, ending the condition on a success. If you are a cleric or paladin and target a fey creature, the damage increases by 1d8.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the damage increases by 2d8.

Source

Cat Feet

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute
  • Classes: Augmenter, Dreamspinner, Druid, Wizard

This subtle spell silences your footfalls and augments your gracefulness. It does not silence any other noises you make. While under the effect of this spell, you can reroll the d20 for your stealth checks if it rolls a 5 or lower and take the new result. Additionally, you count as having fallen 10 feet less while under the effects of this spell.

Source

Celebration

4th level enchantment


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V (a drinking song), S, M (a flask of alcohol, which you must consume as part of the casting))
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

Singing a rowdy drinking song, you exort other creatures within range to enter an intoxicated state. Affected creatures must make a Wisdom save against poison. On a failure, a creature becomes poisoned and has disadvantage on Dexterity saving throws. Affected creatures also raise their voices to join in your song, guffaw, cheer, or jeer, and take a -5 to their Insight and Perception checks, and attempts to Persuade them have advantage. Unaffected creatures feel a surge of celebratory cheerfulness but are not otherwise affected.

If in combat, the creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Creatures, whether affected or not, know you casted a spell, but if you were in a festive envrironment outside of combat, they don't suspect you are influencing their mood magically unless they beat your Charisma (Deception) check with a Wisdom (Insight) check.

At Higher Levels: The radius increases by 5 feet per additional slot level.

Source

Chameleon Camouflage

1st level transmutation


  • Casting Time: 1 action (ritual)
  • Range: Self
  • Components: V, S, M (a chameleon's scale)
  • Duration: Concentration, up to 1 hour
  • Classes: Augmenter, Dreamspinner, Druid, Ranger

You take on the shifting mantle of a chameleon, allowing you and your equipment to change color to match your surroundings. When you don't move, attack, or perform somatic components during your turn, you gain a +5 bonus to your Stealth and can treat a roll of 9 or lower for a Stealth check as a 10. If you move, attack, or perform somatic components, these benefits are suspended until the start of your next turn. This spell has a range of touch for an augmenter.

Source

Charmthwart

3rd level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Augmenter, Bard, Dreamspinner, Wizard

You ward yourself against mind effecting magic for the duration. Whenever you would be subjected to an an enchantment spell, you are aware of it and can choose for it to fail. You have resistance to psychic damage for the duration. Additionally, you are immune to the charmed and frightened conditions, and cannot be possessed. Any ongoing negative enchantment spells on you and effects that would result in one of these 3 conditions are repressed for the duration.

This spell has a range of touch for an augmenter.

Source

Charm Undead

3rd level enchantment/necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M~ (bone marrow from a zombie)
  • Duration: 1 hour
  • Classes: Sorcerer, Warlock, Wizard

You attempt to charm an undead creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Source

Chilling Chamber

2nd level evocation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (an ice cube in a finely wrought glass bottle worth 10 gp, which the spell consumes)
  • Duration: 1 year
  • Classes: Artificer, Druid, Ranger, Wizard

You touch a room, chamber, cave, other space, which must be enclosed on all sides or all but one side. Another area of Chilling Chamber counts as an enclosed side if adjacent. The room must fit within a 20 foot cube. The temperature in the room is always 80 degrees F colder than it would otherwise be, though it cannot be reduced below 30 degrees F in this way. Source

At Higher Levels: When you cast this spell with a slot of 3rd level or higher, the size of the cube the space must fit in increases by 10 feet per slot level above 2nd, and the minimum temperature by 10 degrees per slot level above 2nd.

Chromatic Blade

5th level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a tiny prism worth 5 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Wizard

A beautiful, color shifting blade (or other weapon) of magical force appears in your hand and lasts for the duration. It sheds dim light out to 5 feet. Any magical darkness snuffs the glow, but the sword itself is always visible. If you let go of the weapon, it disappears, but you can evoke the weapon again as a bonus action.

You can use your action to make a melee spell attack with the sword. On a hit, choose acid, cold, fire, lightning, poison, or thunder. The target takes 4d6 damage of the chosen type.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 7 damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

While holding this weapon, you are immune to Color Spray and have advantage on saving throws against Prismatic Spray and Prismatic Wall spells. You can attack a Prismatic Wall as an action with the weapon, destroying the closest layer. Your concentration is then broken.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you damage increases by 1 die per 2 slot levels above 5th.

Source

Claws of the Animal

1st level transmutation


  • Casting Time: 1 bonus action (ritual)
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Dreamspinner, Druid, Ranger

The target's hands sprout the wicked claws or talons of a predator. The target is proficient with these natural weapons. They deal 1d6+ the user's Strength modifier used for the attack in slashing damage. Alternatively, you can choose for the base die to be a d4 and the claws to have the finesse property. The natural weapons are magical, and have a +1 bonus to attack and damage rolls.

At Higher Levels. When you cast this spell with a slot of 3rd level or higher, the bonus increases to +2. When cast at 5th level or higher, the bonus increases to +3.

Source

Claws of Murder

1st level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (The severed hand of a humanoid who killed at least 1 other humanoid in life, which is consumed in the casting)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard

You raise the hand that destroyed another as an undead servant to do your bidding. You create 1 crawling claw. It has a bonus to Stealth checks equal to your proficiency bonud. It obeys your commands to the best of its ability, but will not harm or destroy itself or another claw you control. It remains under your control for 1 week, after which point it ceases to obey your orders and acts according to its nature- which is to seek victims to strangle.

This spell, unlike many necromancy spells in Marinos, still only has a "malevolent archaic" version. As such, it is illegal in many places.

Clearstone

3rd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until Dispelled
  • Classes: Artificer, Dreamspinner, Druid, Wizard

An area of stone that fits within a 5 foot cube becomes clear like glass or precious stone- you choose the color, and whether the stone is transparent, translucent, frosted, smoky, or striated. If you choose, the stone gains vulnerability to thunder damage.

Alternatively, you choose an area of stone fitting within a 5 foot cube that is already affected by this spell, and end the spell on it.

At Higher Levels. When you cast this spell with a slot of 4th level or higher, the size of the cube can be up to 5 feet greater per spell level above 3rd.

Source

Cloak of Dusk

1st level evocation/abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a black cat's eye gem or a sliver of jet)
  • Duration: 1 hour
  • Classes: Dreamspinner, Cleric, Paladin, Ranger, Warlock

A creature or object you touch is shrouded in an aura of soft darkness, turning all bright light to dim light in a 30 foot radius around them for the duration. A creature that is the target of this spell has advantage saving throws against being blinded by light effects, cannot be caused to glow by spells of a level equal to or less than the level this spell was cast at, and counts as having double the hit points for the purpose of the Color Spray spell. If the target is a creature with vulnerability to radiant damage, it loses that vulnerability for the duration. Additionally, any sunlight in the area no longer counts as sunlight. You can end this spell as a bonus action.

Source

Cloak of Nullification

3rd level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a duck feather)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Wizard

A shimmering veil of energy coats your body, protecting you from spells and other magic. For the duration, you have advantage on saving throws against spells and magical effects. Additionally, this spell also gives you immunity to the Magic Missile spell.

At Higher Levels. When cast at 5th level or higher, the spell grants your resistance to damage from spells, spell attacks, and magical effects. Cast at 7th level or higher, you also have advantage on concentration svaing throws when damaged by spells, spell attacks, or magical effects.

Cloak Undead

2nd level abjuration/necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M~ (a bloodied gag)
  • Duration: 1 hour
  • Classes: Cleric, Paladin, Warlock, Wizard

Up to 5 willing undead creatures within range per level of this spell are cloaked from certain forms of divination magic. An undead creature affected by this spell cannot be detected by any effect or spell that reveals the presence of undead based on their creature type, such as a paladin's Divine Sense. Additionally, undead cloaked by this spell cannot be turned unless the one doing the turning is aware of their presence and precise location. The cloaked undead also do not count as undead for the purposes of spells and effects that cause additional harm to undead creatures specifically, such as Spectral Scythe (contained in this document) or Divine Smite.

Source

Clutch Ward

3rd level abjuration and conjuration


  • Casting Time: 1 hour (ritual)
  • Range: 1 mile per level of the spell
  • Components: V, S, M (a clutch of no more than a dozen eggs)
  • Duration: 1 week per level of the spell
  • Classes: Augmenter, Any learned caster

Spellcasters who use this spell are generally servants of dragons or thunderbirds, or are members of a species that lays eggs.

A clutch of eggs you handle during the casting of this spell is protected from interference. If the eggs are not familiar to you, the spell fails. The eggs are familiar to you if you have directly taken care of them or guarded them for 24 hours or more. If the location you choose is not safe for the eggs to the best of your knowledge, the spell fails.

When you cast this spell, designate a familiar location within range. If the eggs are touched, attacked, disturbed, or hurt by a creature or dangerous phenomenon, the eggs are preemptively teleported to the chosen location before they can be harmed. The spell then ends. You are aware if the spell ends early in this way.

Source

Cold Fire

2nd level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (snow mixed with ash)
  • Duration: Concentration, up to 1 minute
  • Classes: Dreamspinner, Druid, Sorcerer, Warlock, Wizard

You point at a fire within range. It can be a mundane fire, such as a bonfire or candle, or a magical fire, such as a Wall of Fire or the flames of a Flametongue sword, but it must fit within a 20 foot cube. The fire changes color to a chilly blue, white, or teal, and radiates intense cold instead of heat for the duration. It deals the same damage to creatures as a normal fire, but the damage is magical cold. It can spread as normal, but only within the cube.

You can target a creature made of fire or molten material with this spell. If you do, the creature must make a Constitution saving throw. It takes 2d8 cold damage, halved on a successful saving throw. On a failed saving throw, it also has disadvantage on attack rolls and ability checks until the end of its next turn. On each of your subsequent turns, you can use a bonus action to force this saving throw again.

At Higher Levels. The size of the cube increases by 10 feet and the damage by 1d8 for each spell level above 2nd.

Source

Color

1st level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a bit of red, blue, and yellow sand)
  • Duration: Until Dispelled
  • Classes: Artificer, Bard, Dreamspinner, Wizard

You alter the visual properties of a single nonliving object that fits inside a 1 foot cube, which you touch while casting the spell. Alternatively, the target can be a willing creature's hair, scales, feathers, keratinous horns, or other nonliving body part. Each casting affects a square foot of hair, feathers, scales, etc. You change the color of the target, and can apply simple patterns, marks, gradients, or symbols. You can cause the target to be glossy, matte, or even metallic as you wish.

At Higher Levels. The maximum size of the affected object or area increases by 5 feet in each applicable dimension for each spell level above 1st.

Source

Combust

2nd level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

Make a melee spell attack against a creature or object you can reach. On a hit, the target takes 3d10 fire damage and bursts into flames. A burning creature takes 2d6 fire damage at the start of each of its turns. It or an adjacent creature can put out the flames as an action. Any effect that puts out flames ends the burning, such as dousing in water moving into a Gust of Wind spell.

Source

Command Elements: Flame

7th level transmutation


  • Casting Time: 1 action
  • Range: Self (500 foot radius)
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Sorcerer, Wizard

This spell was create in Vasha off of a different conceptualization of 4 elements, in this case idealized as flame, sand, sea, and wind. You can nearly perfectly control nonmagical flames within the area. You gain the following benefits for the duration. Any ongoing effects end when the spell does. The DM may allow you to perform other tasks based off of the element of flame that are similar in power to those below.

  • As a reaction to a creature you can see taking fire damage within range, you can give it resistance to fire damage retroactively until the start of its next turn, or immunity if it has resistance.
  • As an action, you can snuff flame fitting within a 100 foot cube.
  • You can light a fire, provided it has enough fuel, of 5 or 10 foot radius as an action. Any creature caught in the fire at the start of their turn or that enters the fire for the first time on their turn must succeed on a Dexterity saving throw, taking 8d6 fire damage, halved on a successful save.
  • You can light or snuff a candle or torch you can see within range as a free action on your turn.
  • You can focus your will on explosives as an action to cause them to detonate.
  • You can use an action to ward explosives (including the gunpowder inside a gun) fitting within a 100 foot cube from detonation, causing it not to explode if exposed to flame, heat, or shock before the end of your next turn.
  • You can raise the ambient temperature in the entire area by up to 50 degrees as an action, or reduce the temperature by up to 50 degrees (but not to an end temperature lower than 80 degrees) as an action. You cannot change the temperature by more than 50 degrees from what it would be naturally in this manner.
  • As an action, you can cause dim sunlight and firelight to become bright in the entire radius, or vice versa.
  • As an action, you can give a creature made of fire or molten material 15 temporary hit points.
  • As an action, you can force a creature made of fire or molten material to make a Constitution save. It takes 8d6 cold damage, halved on a successful saving throw.
  • As an action, you can cause all fire damage dealt in the entire area to be halved. You can end this effect as an action.
  • As an action, you can intensify all fire in the area. Fire spreads twice as quickly. Creatures with resistance to fire damage do not gain any benefit from their fire resistance in the area. You can end this effect as an action.

If you know or have prepared another Command Elements spell of a different name, you can switch which spell you are casting without expending another spell slot. The total duration remains unaffected.

Command Elements: Sand (not finished)

7th level transmutation


  • Casting Time: 1 action
  • Range: Self (500 foot radius)
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

This spell was create in Vasha off of a different conceptualization of 4 elements, in this case idealized as flame, sea, sand, and wind. You can nearly perfectly control nonmagical flames within the area. You gain the following benefits for the duration. Any ongoing effects end when the spell does. The DM may allow you to perform other tasks based off of the element of sand that are similar in power to those below.

  • Your movement is not restricted by sand, dust, quicksand, or sand based effects, such as Wall of Sand.
  • You have advantage on saving throws against sand or dust based effects.
  • You can cause a sandstorm or dust storm to subside within the entire area of effect as an action.
  • Given sufficient sand or dust, you can create a sand or dust storm across the entire area as an action. It obstructs vision similarly to a fog cloud spell.
  • As an action, you can manipulate sand or dust in the area to attack up to 2 different creatures within range. The creatures take 5d8 slashing damage, halved on a successful Dexterity saving throw. On a failure, they are also blinded until the end of your next turn.
  • As an action, you can turn a pound of stone into a pound of sand or vice versa.
  • As an action, you turn any amount of sand that fits within a 10 foot cube into glass, or vice versa.
  • As an action, you make an area of sand or dust that fits within a 100 foot cube rough terrain, or cause it to stop being rough terrain. Different spaces of sand can be affected by opposite effects.
  • As an action, you shape sand or dust fitting within a 100 foot cube into forms of your choosing, as with Move Earth. Any physically impossible forms end when the spell ends, otherwise they remain.

Cone of Earth

5th level conjuration


  • Casting Time: 1 action
  • Range: Self (30 foot cone)
  • Components: V, S, M ( a hunk of fool's gold worth 1 sp)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

To cast this spell, you must be standing on or no more than 5 feet away from solid ground made of earth, sand, mud, or stone. A violent spray of hunks of stone and pummeling dirt clods erupts from your outstretched hand, clobbering everything in its path. Creatures in range must make Dexterity saving throws, taking 6d6 bludgeoning damage, halved on a successful save. On a failure, a creature is also buried in rubble. A creature restrained by the rubble or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

This spell also puts out all flames in its area of effect, and leaves an area of difficult terrain due to the dirt and rocks. A creature can take 1 minute to clear a 5 foot square of rubble.

Source

Cone of Euphoria

4th level enchantment


  • Casting Time: 1 action
  • Range: Self (20 foot cone)
  • Components: V, S, M (gem dust worth 10 gp)
  • Duration: Duration
  • Classes: Bard, Dreamspinner, Sorcerer, Warlock, Wizard

You exhale a cloud of sparkling dust and gas. Creatures caught in this cloud must make Wisdom saving throws. This counts as a charm effect. On a failure, a creature is overcome by enraptured euphoria. For the duration, the creature can't take reactions, and must roll a d6 to determine what it does with its turn.

1-2. The creature takes no action or bonus action and uses all of its movement to move in a random direction.

3-4. The creature does nothing on its turn, staring into space in stupefied wonder.

5-6. The creature spends its entire turn singing and dancing unpredictably, and takes the Dodge action.

At the end of an affected creature's turn, it can repeat the saving throw, ending the effect on itself on a success.

Source

Cone of Teeth

4th level conjuration/evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a shark's tooth, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Dreamspinner, Druid, Sorcerer, Warlock, Wizard

To cast this spell, you must eat the componant, taking 1 piercing damage. This does not trigger a concentration saving throw.

You evoke a frenzied cataract of swirling seawater centered on a point you can see within range. It has a radius of 15 feet at the bottom, is 10 feet tall, and slightly tapered, like a tornado. Spectral fins can be seen slicing in and out of the water, and the inside is ringed with slashing rows of shark-like teeth. The spell's area is difficult terrain. Ranged attacks that pass through the vortex are made at disadvantage.

Any creature or loose object that starts its turn in the area or enters it for the first time on their turn is sucked into the vortex and takes 4d6 slashing damage, halved on a successful Strength saving throw. On a failure, a creature is also pulled 5 feet toward the center.

A creature within the vortex must hold its breath if it can't breathe underwater. Escape is difficult- if a creature tries to swim away from the center of the vortex, it must succeed on a Strength (Athletics) check against your spell save DC or be unable to move outward for the turn.

At Higher Levels. The damage increases by 1d6 per additional spell level.

Source

Continual Darkness

3rd level evocation


  • Casting Time: 1 action
  • Range: 1 object that you touch
  • Components: V, S, M (50 gp worth of onyx or black diamond powder, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Cleric, Dreamspinner, Warlock, Wizard

A quivering black flame springs forth from an object that you touch. It creates no heat and doesn’t use oxygen. A continual darkness can be covered or hidden but not smothered or quenched. The flame sucks in surrounding light, turning an area within 20 feet into darkness and then dim light for another 20 feet past that. If the darkness overlaps with normal darkness, the shared area becomes impermeable to normal darkvision.

A light spell that dispells lower level darkness only stifles Continual Darkness for the light's duration plus 10 minutes, or 10 minutes after the Continual Darkness is removed from the light, rather than destroying it.

A Continual Flame cast at a lower level than this spell is dismissed for 10 minutes when its area overlaps with a high level Continual Darkness, and vice versa.

Cool Breeze

1st level evocation


  • Casting Time: 1 minute
  • Range: 100 feet
  • Components: V, S, M (a dried legume seed or a fan)
  • Duration: Until Dispelled
  • Classes: Artificer, Dreamspinner, Druid, Ranger, Sorcerer, Wizard

You designate a space within range, which must fit within a 50 foot radius sphere. The space can be any shape. The space is filled with a permanent, gentle, cooling breeze of up to 5 miles per hour traveling in directions of your choice, so long as the air is never forced to travel through a space so small that it must channel the wind at a high speed. A strong wind overpowers this breeze while the strong wind lasts. A creature in the area has advantage on saving throws against natural heat, and it can also help to ventilate mostly enclosed spaces.

This spell is mostly used as a form of home improvement or environmental change, but it has more subtle uses. You do not have to see the space you designate, so it can be used to send discrete, quiet signals through walls. Forms of communication can also be created involving the wind currents created by casting the spell, allowing the caster to create simple signals through the shaping of this spell. Source

At Higher Levels: When you cast this spell with a slot of 2nd level or higher, the range of the spell increases by 20 feet and the radius of the sphere the space must fit in increases by 10 feet per slot level above 1st.

Crawling Darkness

6th level abjuration/evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (soot, a spiderweb, and a bit of tentacle)
  • Duration: Concentration, up to 1 minute
  • Classes: Dreamspinner, Sorcerer, Warlock

You evoke a swarm of seething limbs made of shadow stuff to surround you for the duration. You gain the following benefits until the spell ends:

  • You have immunity to the prone condition and ignore difficult terrain, as the scuttling limbs carry you forward.
  • The waving limbs act like a weird parachute, slowing your falls as though you were under the effect of a Feather Fall spell.
  • You gain a climbing speed equal to your walking speed.
  • The limbs carry you through and across liquids, as if you were affected by the Water Walk spell. You can suppress or reactivate this effect as a free action on your turn.
  • The limbs swat ammunition and small creatures out of the way. Ranged weapon attacks and the melee attacks of Tiny creatures (and swarms of tiny creatures) are made at disadvantage against you.
  • Bright light turns to dim within 10 feet of you. Light spells of your choice within 10 feet are dispelled if they are of lower level than this spell was cast at.

At Higher Levels. When cast with a 7th level slot, the duration is concentration, up to 10 minutes. Cast at 8th level, the duration is concentration, up to 1 hour. Cast at 9th level, the duration is an hour without concentration, in which case you can end the spell as a free action on your turn.

Source

Create Darkenbeast

4th level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (300 gp worth of carnelian, golden obsidian, mookalite jasper, ruby, tiger iron, and/or topaz, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Dreamspinner, Wizard

An unaligned small or medium beast you perform the ritual over for the entirety of the casting time is twisted into something else. The animal becomes a darkenbeast, a forbidding monster of unparrareled and single minded determination to perform its creator's wishes.

The creature is utterly loyal to you, has no free will, and follows your commands to the best of its abilities. It even follows suicidal commands, and might need told not to throw itself needlessly into danger for the sake of its master. While not really self aware, it is possessed of a high level intelligence, and makes decisions based on what it believes serves its master's interests. It acts on its own initiative and retains no memories from its beast life.

You can transfer control of the darkenbeast to another creature using a 1 minute long ritual during which you must be within 10 feet of both creatures. You can similarly regain control over the darkenbeast with another minute long ritual done within 10 feet of it. Regardless of its current master's commands, it will remain with you for the ritual if you tell it to.

The darkenbeast, if commanded by its current master to harm the master or its creator, has a risk of going rogue. If it recieves such a command, roll a d6. On a 1-2, the creature permanently gains an alignment of chaotic evil and becomes hostile to all other creatures. On a 3-4, the darkenbeast goes into a catatonic state and dies within 24 hours unless affected by a Remove Curse. On a 5-6, the darkenbeast permanently gains free will and heightened self awareness and does whatever it wants.

If the darkenbeast is killed, it reverts to a corpse of its animal form, and the spell ends.

When you cast this spell, you can choose to cause the targeted beast to transform into an individual darkenbeast you have created before that was previously dispelled, dismissed by sunlight, or slain. The creature's appearance will change but it will retain its original memories.

Source Other Source

Susceptible to Psionics

Darkenbeasts do not communicate easily with outsiders and both covet and respect psionic power. If given an order or request telepathically by a creature they are not hostile towards, they are likely to follow it so long as they believe it won't inconvenience their masters.


Darkenbeast

Medium monstrosity, neutral


  • Armor Class AC 13
  • Hit Points 60 (10d8+30)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 17 (+3) 7 (-2) 8 (-1) 10 (+0)

  • Saving Throws Con+7
  • Skills Intimidation+2, Stealth+5
  • Damage Vulnerabilities radiant
  • Damage Resistances necrotic, psychic
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive perception 9
  • Languages understands the languages of its creator
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Dive Attack. If the darkenbeast is flying and dives at least 30 feet straight toward a target and then hits with a Talons weapon attack, the target takes an extra 1d6 slashing damage of the same type as the attack.

Store Spell. The darkenbeast's master can cast a 1st level spell while touching the darkenbeast, storing the spell in the creature to take effect later. The darkenbeast can cast the spell once, using its master's DC and to hit bonus. Storing a second spell causes the first to dissipate harmlessly.

Flyby. The darkenbeast does not provoke opportunity attacks while flying.

Sunlight Dismissal. If the darkenbeast starts its turn in an area of bright sunlight, or enters one for the first time on its turn, it must succeed on a DC20 Constitution saving throw, or the spell ends and it reverts to its animal form.

Strange Bond. The darkenbeast's master and creator can understand it as if they shared a spoken language. The darkenbeast is immune to any effect that would force it to act in a way contrary to the wishes and interest of its creator or master.


Actions

Multiattack. The darkenbeast makes one Talons attack and one Fangs attack.

Talons. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 6 (1d6+2) slashing damage.

Fangs. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 7 (1d8+2) slashing damage. If the target is a creature with blood, it must succeed on a DC 13 Constitution saving throw or take an additional 3 (1d4) necrotic damage.

Conceal Riches

3rd level illusion


  • Casting Time: 1 action (ritual)
  • Range: 60 feet
  • Components: V, S
  • Duration: Until Dispelled
  • Classes: Bard, Dreamspinner, Warlock, Wizard

You designate a 20 foot cube originating from a point within range. All manmade objects and minerals that are not being worn or carried by unwilling creatures are covered by an illusion that makes them appear worthless, broken, and poorly made. You can designate any number of such objects you can see to not be affected.

You can dismiss this spell as an action by touching an affected object. Otherwise, it lasts until dispelled. A creature can discern the illusion for what it is by making an Intelligence (Investigation) check against your spell save DC, seeing the illusion as a faint overlay across the real appearance of the object on a success. Source

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the size of the cube increases by 10 feet per slot level above 3rd.

Coral Growth

3rd level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: S, M (a piece of coral and a drop of water)
  • Duration: Instantaneous
  • Classes: Dreamspinner, Druid, Ranger

You touch a living, nonmagical coral, causing it to grow and flourish. You cause the coral to recover from any afflictions it was suffering, and to grow, creating additional volume equivalent to a 5 foot cube. This spell does not protect the coral from future damage. Alternatively, you touch a nonliving piece of coral, expanding it to fill up to a 5 foot cube.

This spell is often used to create large quantities of coral for use in art and jewelry, in coral gardens, and in underwater architecture. Source

Create Shade

7th level abjuration


  • Casting Time: 1 hour
  • Range: 1 mile
  • Components: V, S, M (black quartz dust worth at least 100 gp, which the spell consumes)
  • Duration: Until Dispelled
  • Classes: Dreamspinner, Druid, Wizard

You ward an outdoor area against intense light. Designate an area that fits within a 1000 foot cube with an origin that is in range and that you can see. A barrier of invisible force springs into being at the top face of the cube, covering designated areas.

The ward is immaterial, but shades the ground beneath it from harsh lights, protecting creatures from the sun. Creatures have advantage on saving throws against hot weather while beneath it, and creatures with vulnerability to sunlight are comfortable beneath the barrier.

It does alter the landscape below over time as the plant life adjusts to the new light level. There are a few areas of shade created by this spell in Vasha, where the spell was invented, marked on good maps.

The ward doesn't block weather or objects from passing through, and is immune to all damage except radiant. It has 100 hit points, and recovers 1 hit point per round on initiative count 20. If it is ever reduced to 0 hit points, the spell ends. Source

At Higher Levels. When you cast this spell with a spell slot of 8th level or higher, the size of the cube increases by 1000 feet per slot level above 7th.

Creature of Darkness

4th level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of soot, a strand of spider web, and black fur or feathers from a bat or flying bird)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Dreamspinner, Sorcerer, Warlock, Wizard

A vaguely creature shaped form of darkness appears within range. Its space is darkness, which cannot be penetrated by regular darkvision, and it blocks line of sight like a creature. It is your size and general shape. You can see, hear, smell, and touch through it simultaneously with your own body, though it uses your senses. You can cast spells from its location.

As a bonus action, you can move the darkness up to your speed. If the darkness overlaps with an area of light created by a spell of level equal to or lower than this spell's level, the spell that created the light is dispelled.

If you are in the same space as the darkness, you can merge with it. While merged, you cannot see unless you have Devil's Sight or a similar ability, but you can affect yourself as though under the effects of the Levitate spell, and count as being under the effects of Feather Fall. You can unmerge simply by moving out of the darkness' space. While merged, the darkness moves with you if you wish. Source

Crocodile Tears

3rd level illusion/enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a splash of water applied to your face)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Dreamspinner, Sorcerer, Warlock

An illusion makes you appear feeble and needy, and disguises any armor or weapons, natural or otherwise, on your person. Any humanoids or beasts within 100 feet that can see you must succeed on a Wisdom saving throw or be charmed by you for the duration. A charmed creature must use its movement each turn to approach you, and either sheathes or drops its weapons, shields, and casting foci on its turns until they are all dropped or put away.

If you attack, cast a spell, or damage a creature directly (such as with a breath weapon), this spell ends early. Whenever a charmed creature is damaged, attacked, or targeted by a harmful spell, or gets within 5 feet of you, they can repeat the saving throw, ending the charmed condition and seeing through the illusion on a success. Source

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the range of the charm effect increases by 50 feet per spell level above 3rd.

Curse of the Grinning Skull

2nd level illusion (curse)


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a bone shard and a spark of fire)
  • Duration: Until Dispelled
  • Classes: Bard, Cleric, Dreamspinner, Warlock, Wizard

A creature of your choice within range must succeed on a Charisma saving throw or be cursed for the duration. While cursed, the target is permanently accompanied by a Tiny floating, illusory skull resembling that of a humanoid or beast species of your choice. The skull doesn't cause any physical detriments to the creature, but it mocks them ceaselessly, attempting to bother them by staring at them while they sleep, imitating their mannerisms in an exaggerated manner, and silently laughing at them during important social encounters. One handy use of this spell is to mark a target so that they will be easy to spot in a crowd. Source

Curse of Vengeance

6th level necromancy (curse)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of unholy water or blood from an executed humanoid)
  • Duration: Until Dispelled
  • Classes: Cleric, Warlock, Wizard

A creature within range must make a Charisma saving throw, which it succeeds at automatically if it has no alignment or if you have cast this spell on it in the last year. On a failure, the target is cursed by you. While cursed, any humanoid the target kills has a 50% chance of rising as a revenant, and if the creature kills you, you instantly arise as a revenant. Source

Cut

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

This simple spell is good for slicing potatoes, chopping wood, giving a friend a haircut, cutting ropes from a distance to crash bridges or send chandeliers down on people's heads, slitting necks, normal stuff like that. Make a ranged spell attack against a creature or object within range. On a hit, the target takes 1d6 slashing damage. If it is a creature that can bleed, it also takes 1 damage at the start of its next turn. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Curtain of Cold Death

8th level abjuration/necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S
  • Duration: 1 week
  • Classes: Cleric, Warlock, Wizard

The temperature near a single door, portal, or archway grows palpably chilly. You ward the passage with a 2 inch thick curtain (visible or invisible, your choice) of negative energy. Any creature that begins its turn in the space of the curtain or enters the space of the curtain for the first time on its turn takes 10d8 necrotic damage, halved on a successful Constitution saving throw.

You can designate certain creatures to be unaffected. It can be as specific as a named individual, as broad as a species, or as general as one or more creature types. You can also designate a password. Any creature that speaks the password is unaffected.

The spell ends early if you cast it again within a 1 mile radius of the curtain.

At Higher Levels. The spell lasts 1 month when cast as a 9th level spell.

Source

Dark Conflagration

9th level evocation/necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a wax doll worth 1 sp)
  • Duration: Concentration, up to 1 minute.
  • Classes: Sorcerer, Warlock, Wizard

Chanting words of dark power, you set a target creature you can see within range ablaze with seething black flames. The target must make a Dexterity saving throw. It takes 30d6 fire damage, halved on a successful saving throw. If the creature is not undead or a construct, it is also set on fire for the duration. It sheds dim light to 10 feet while ablaze. At the start of each of its turns, the creature must make a Constitution saving throw, taking 10d6 fire damage, halved on a success. The fire cannot be quenched through normal means, but being doused in water or sand reduces the next fire damage roll to 5d6. Additionally, the burning creature is crippled by severe pain, giving it disadvantage on attack rolls and ability checks and halving its speeds.

Creatures within 10 feet of the burning creature are overcome by the shimmering waves of violent heat emanating from the target. A creature that starts its turn within 10 feet of the target or that comes within 10 feet of the target for the first time on the secondary creature's turn must make a Constitution saving throw, taking 8d6 fire damage, halved on a success.

If the primary target is a humanoid and dies while burning, it rises on your next turn as a zombie permanently under your control. The zombie has immunity to fire damage and sheds dim light in a 10 foot radius. It can put out or reinstate the light as a bonus action at your command. The zombie's attacks do an extra 1d4 fire damage while it sheds light. Source

Dark Fire

3rd level evocation/necromancy


  • Casting Time: 1 bonus action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Warlock, Sorcerer

An inferno of oily black flames appears in your hand. It sheds bright light for 30 feet and dim light for another 30 feet; however, this light is only visible to creatures with darkvision.

As an action, you can hurl the fire at a creature or object within range or grab a target with your flaming hand, allowing you to choose between a ranged spell attack or a melee spell attack. On a hit, the target takes 3d10 damage. This damage counts as fire, but bypasses fire resistance unless the target also has resistance to necrotic damage. It does not bypass fire resistance from being fully submerged in water. Source

At Higher Levels: When you cast this spell with a spell slot of 5th level or higher, the damage increases by 1d10 per 2 slot levels above 3rd.

Dark Way

3rd level illusion


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S, M (a tiny bottle of bat fur)
  • Duration: 1 hour (can dispel as an action)
  • Classes: Bard, Dreamspinner, Warlock, Wizard

You create an illusory bridge up to 200 feet long and 10 feet wide between two points you can see within range, which can be horizontal or slanted up to 45 degrees. The bridge can have side ropes or guard rails if you wish. When you cast this spell, you can force any number of creatures you designate within range to make Intelligence (Investigation) checks against your spell save DC. If they succeed, they disbelieve the illusion, and find the bridge to be insubstantial, preventing them from putting it to use.

All other creatures can walk across the bridge as though it was solid ground. A creature can choose to fall through the bridge if it wishes to. The bridge causes anything viewed through it to be lightly obscured from the viewer. Source

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the maximum length of the bridge increases by 100 feet and its maximum width increases by 5 feet per slot level above 3rd.

Daydream

enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Dreamspinner

A creature within range must succeed on a Wisdom saving throw or become lost in a pleasant daydream for the duration. A daydreaming creature has disadvantage on Perception checks and therefore -5 to its Passive Perception.

This spell is very subtle, so a creature affected by it is unlikely to realize it is under the effects of a spell. Source

Death Watch

1st level divination/necromancy


  • Casting Time: 1 action (ritual)
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

You open your eyes to the life auras of creatures around you, allowing you to sense the state of a creature's health. You are immediately aware of the following facts about any creature or body you look at: whether it is alive, dead, undead, or neither (such as a construct); whether there are any necromancy spells currently affecting it; whether it is currently suffering any diseases and if those diseases are pathogenic or not (and magical or not); how many levels of exhaustion it has, if any; and if it is wounded or not. The DM describes its state as follows: Unwounded (full health), Slightly Wounded (not at full health), Bloodied (half health or less), or Mortally Wounded (10% of its health remaining or less). Source

Decay

3rd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of dried mold and rust)
  • Duration: Until Dispelled
  • Classes: Artificer, Cleric, Druid, Warlock

An object you touch is cursed to feel the erosions of time with greater rapidity than anything around it. The object must fit within a number of adjacent 5 foot cubes equal to the level of the spell. The object ages twenty times as fast as it would otherwise. This spell can skeletonize a corpse within a couple days or reduce a section of fortress wall to crumbles within a few decades. Source

Deeppockets

2nd level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pouch or an object with pockets)
  • Duration: 12 hours
  • Classes: Artificer, Bard, Dreamspinner, Ranger, Wizard

A single object you touch has its pockets transformed into extra dimensional storage spaces. A small pouch is a viable target for the spell, counting as 1 pocket. The pockets can together hold a total of 500 pounds of material not exceeding 64 cubic feet. When you cast the spell, you either choose for the pockets all to lead to the same extradimensional space or you divide the total storage capacity evenly between the targeted pockets. You can choose for some of the object's pockets not to be affected. A container with an opening larger than a 6 inch diameter circle isn't affected by the spell. Any containers affected by the spell lose their elasticity for the duration. If a container is broken, the spell ends, but the object gains the resiliency of a typical magic item for the duration, so that is unlikely to occur.

Objects (and creatures) already in affected pockets are shunted into the space when you cast the spell. Things that were in the pockets originally return to the pockets when the spell ends. All other material stored in the extradimensional space appears in the nearest unoccupied space(s) when the spell ends.

The total extradimensional space contains air or water as per a Bag of Holding. If a creature is in an affected pocket when the spell is cast, it can attempt a Dexterity saving throw against your spell save DC, escaping into the nearest unoccupied space on a success instead of being shunted into the pocket dimension. The spell ends if you try to put a Bag of Holding or similar item inside or vice versa. It also ends if you try to put the affected object into another container affected by Deeppockets. Source

At Higher Levels. The total extradimensional storage capacity increases by 250 pounds and 32 cubic feet per spell slot level above 2nd.

Demand

8th level divination/enchantment


  • Casting Time: 1 action
  • Range: Unlimited, targeting a creature with which you are familiar
  • Components: V, S, M (a short piece of fine copper wire along with a snake tongue, honeycomb, or drop of sweet oil)
  • Duration: Concentration, up to 8 hours
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

This domineering spell allows a powerful caster to issue magical mandates to unwilling minions, even across different planes.

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

You may suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.

If you or any of your companions damage the target, the spell ends. The target knows you magically influenced it when it succeeds at its saving throw or when the spell ends if it fails its saving throw. This is likely to make the creature's attitude toward you deteriorate significantly, assuming it knows you. Source

Depth Warning

1st level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a clear glass bead)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Ranger, Wizard

You open your mind to the water around you. For the duration, you perceive information about the liquids within a 200 foot radius cylinder centered on you, which has a height high enough to reach the surface of the liquid if you are below water and deep enough to reach the sea floor, if there is one. As such, you might technically not be in the cylinder. The spell reveals no information if you are more than a mile above the surface of land or an exposed body of liquid.

You know the general depth of the liquid at any given space within range, though the spell can miss fine details such as a deep hole in the rock that is only a few feet wide. This spell gives you a general three dimensional layout of the seafloor or other liquid bottom around you, allowing you to know when you are close to certain hazards such as underwater rock outcroppings. Large objects, such as ship wrecks, may appear via the spell as elevations in the terrain. If the liquid is deeper than 20 miles, the spell alerts you to this fact.

This spell reveals no information about dry land, but it is useful for detecting small bodies of water now and then because it will start revealing depth information once you are close. Source

At Higher Levels: The radius of the cylinder increases by 100 feet per spell slot level above 1st.

Detect Scrying (also known as Scry Scrying)

4th level divination (ritual)


  • Casting Time: 1 action
  • Range: Self (40 foot sphere)
  • Components: V, S, M (a piece of mirror and a miniature brass hearing trumpet)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Warlock, Wizard

You instantly become aware of any scrying within a 40 foot radius sphere centered on yourself. Scrying includes any divination or similar magical effect that reveals information about a creature, space, location, or object within the radius or views, listens to, or otherwise eavesdrops on them magically. Any sensors created by such effects become visible to you. You are also aware of any effects that attempt to target a creature or object in one of these ways but fail, such as from a Nondetection spell.

This spell reveals the name of any spells detected, though it does not get any more specific than that. If somebody is spying on you using a Crystal Ball, for instance, the spell would only reveal that Scrying had been cast.

You can attempt to reverse the scrying effect in a turn of magic against the watcher. As an action, you end this spell, and make a contested spellcasting ability check against the originator of a target divination or similar effect revealed by this spell. An item makes the check according to its rarity: +2 (common), +3 (uncommon), +4 (rare), +5 (very rare), +6 (legendary), +7 (artifact). If you succeed, you gain the benefits of the scrying against the source for 1 round, such as a Scrying sensor hovering above the crystal ball, or a Locate Creature spell against the caster of Locate Creature. An affected caster (not an object or a person using an object) then compares their passive Perception to your spell save DC, realizing their spell or effect was reversed if they beat your DC. Source

Detect Shapeshifter

2nd level divination (ritual)


  • Casting Time: 1 action
  • Range: Self (30 foot radius sphere)
  • Components: V, S, M (a balm of honey and lotus flower applied to your eyelids)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock

This spell reveals the presence of a shapeshifter within range, but not the location. For purposes of this spell, a shapeshifter is a creature with the shapechanger subtype, a Change Shape action, or the Wild Shape ability. This spell does not reveal which of these triggers marked a creature as a shapeshifter. Source

At Higher Levels. When cast with a 3rd level spell slot, the spell reveals which types of shapeshifters are within range, which could include more than one type. When cast at 4th level, the spell also reveals the number of shapeshifting creatures of each type or combination of types, such as "a shapechanger with the Change Shape action, a creature with the Change Shape action, and two creatures with Wild Shape."

Destructive Dominion

6th level abjuration/transmutation


  • Casting Time: 1 bonus action
  • Range: Self, 100 foot radius sphere
  • Components: V, S, M (ash, a piece of a hearthstone, and a half sheathed knife or blade)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Cleric, Dreamspinner, Druid, Sorcerer, Warlock, Wizard

Whenever any creature, object, structure, or other target within range deals or takes damage, it is rolled twice, and you choose which result is taken. The damage is rolled twice, not three times, even if both the dealer and target are within range.

You can concentrate on this spell at the same time as you concentrate on another spell. If your concentration is broken, both spells end.

This spell is rarely used by adventuring parties, but makes for a fearsome control spell in a fight involving armies.

Devastation

8th level evocation


  • Casting Time: 1 bonus action
  • Range: Self (100 foot radius sphere)
  • Components: V, S, M (a pendant of gold worth 100 gp and inscribed with a symbol representing magic or a spellcaster)
  • Duration: 1 round
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You unleash the powers of destruction and entropy upon the surrounding area. Until the end of your next turn, whenever any creature, object, or other target within range takes or deals damage of any kind, the damage is maximized instead of rolled.

At Higher Levels: This spell has a duration of 1 minute when cast at 9th level.

Diluvial Torrent

9th level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a silver gong worth at least 100 gp, which must be struck as part of casting the spell)
  • Duration: Instantaneous
  • Classes: Cleric, Dreamspinner, Druid, Sorcerer, Wizard

With a yell as you strike the gong, you unleash a highly destructive flood of crushing water from the sky. A 100 foot radius, 300 foot tall cylinder of water falls from 600 feet directly above you and is centered on you. You do not have to see the point in the sky the spell originates from, but the spell fails if there isn't enough space for the water to appear.

Each creature and object (including structures) beneath the crashing water must succeed on a Strength saving throw, taking 40d10 bludgeoning damage, halved on a successful save. This includes you, but you take half the damage; as such, you take a quarter of the damage on a successful save. Structures take twice as much damage.

Any creature or object (including structures) within 500 feet of the center of the destruction and not within the epicenter (the 100 foot radius cylinder around you and above you) or protected from the downward rush but not the outward wave makes the saving throw, but takes only 20d6 damage. Creatures and objects within 750 feet instead take 10d10 damage. Structures take twice the damage.

Creatures other than you affected by the spell are moved 100 feet outward away from the center. This distance is halved if they succeeded against the save.

All flames within these areas are immediately extinguished, and the spell may leave a crater. The water disperses as a natural flood would.

Whenever a creature starts its turn in the area for the next 5 rounds, it must succeed on a Strength saving throw, being moved 50 feet away from the center the first round, 40 on the second, 30 on the third, 20 on the fourth, and 10 on the 5th. The creature moves half as much on a success, or not at all if they grab a support and succeed.

A creature at least 50 feet below water takes no damage and is not moved. If it is at least 25 feet beneath the surface, it takes half damage and has advantage on the saving throw. A creature submerged, but less than 25 feet from the surface, it has advantage on the saving throw.

Creatures and objects that have total cover only escape the destruction if their cover somehow avoids being utterly crushed and broken. It is highly suggested the caster take precautions, such as casting a Resilient Sphere spell. Creatures underground may be at risk of drowning.

Dimensional Contortion

6th level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Bard, Dreamspinner, Sorcerer, Warlock, Wizard

You take control over the fabric of space around you, allowing you to bend it to your will. Whenever calculating the distance between yourself and anything else for the purpose of a spell, attack, or other effect, you can alter space around to double or halve the effective distance, or anything in between. This also applies to distances calculated for other creature's effects on you, though adjacent creatures count as adjacent no matter what. You can also use this control to empower your movement, effectively doubling your speeds for the duration.

At Higher Levels. When cast with a spell slot of 7th level or higher, the range becomes touch.

Dire Radiance

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Warlock

Calling down a cold beam from the sky on a creature within range, you sheathe it in malignant starlight. The target must succeed on a Charisma saving throw or take 1d6 radiant damage and be sheathed in excruciating crystallized light until the end of its next turn. If the target moves closer to you at any time before then, it takes an additional 1d4 radiant damage, and the spell ends. Source

This spell’s damage increases when you reach 5th level (2d6, 2d4), 11th level (3d6, 3d4), and 17th level (4d6, 4d4).

Disfigure

4th level transmutation/necromancy (curse)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until Dispelled
  • Classes: Cleric, Dreamspinner, Warlock, Wizard

Make a melee spell attack against a creature within range. On a hit, the creature must make a Constitution saving throw. On a failure, it withers, twists, mutates, and ages into a horrific version of itself that is magically distasteful and pathetic to others. A Disfigured creature has disadvantage on all Charisma based skill checks. Additionally, whenever a creature hostile to the target must choose a creature for a harmful effect that could be the target and would otherwise have no strong preference as to which creature to pick, it picks the target.

Close friends of the target are unlikely to have their behavior towards them drastically changed, but strangers and aquaintences are more likely to be hostile when they would otherwise be neutral, and neutral when they would otherwise be friendly.

This spell has no effect on constructs, fiends, or undead. A Greater Restoration, Remove Curse, Heal, or Wish spell can end this spell. Source

Dispel Fatigue

1st level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour per level of the spell
  • Clases: Artificer, Cleric, Dreamspinner, Paladin, Ranger

A creature you touch feels refreshed and rejuvinated as you strengthen its life force against hardship. Its exhaustion level counts as 1 lower for the duration. Source

At Higher Levels: When cast at 3rd level or higher, the creature can make a DC 10 Constitution saving throw, getting rid of 1 level of exhaustion on a success and ending the spell. On a failure, it is temporarily alleviated as normal.

Dragon Scales

6th level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a true dragon's scale)
  • Duration: 1 hour
  • Classes: Druid, Sorcerer, Wizard
  • Subclasses: Dragon Patron warlocks

A willing creature you touch becomes sheathed in a protective barrier of glittering dragon scales. For the duration, the target can calculate their AC as 16 plus their Dexterity modifier (maximum addition of 2). Any bludgeoning, piercing, or slashing damage the creature takes is reduced by 5. Additionally, the target has advantage on saving throws against fear and gains resistance to a non-physical damage type of your choice, which determines the color of the dragon scales. Source

At Higher Levels: The spell lasts longer when cast with a higher level slot: 4 hours at 7th, 8 at 8th, and 24 at 9th.

Dusk Shield

5th level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a bottle of dew)
  • Duration: 10 minutes
  • Classes: Cleric, Paladin, Sorcerer, Warlock

Delicate, flame like wisps of shadow or luminescence surround you for the duration. Choose morning or evening. A morning shield shines with bright light for 30 feet and dim light for an additional 30 feet, dispelling magical darkness within the light of a level lower than that of this spell. An evening shield changes bright light to dim within 60 feet, and it changes existing dim light to magical darkness within 10 feet of you, dispelling magical light of a lower level than this spell within 60 feet. When you cast this spell, you can choose that Darkvision cannot pierce this magical darkness.

A morning shield gives you resistance to necrotic damage, and an evening shield gives you resistance to radiant damage.

In addition, the shield flares with light or darkness whenever a creature within 5 feet hits you with a melee attack, dealing 2d10 necrotic damage from an evening shield, or 2d10 radiant damage from a morning shield.

Earth Walk

5th level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a xorn scale)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Ranger

A creature you touch gains a burrowing speed equal to half of the target's walking or swimming speed. They can burrow through nonmagical, unworked earth and stone. While doing so, they don't disturb the material they move through unless they wish to. Source

Electrosense

1st level transmutation and divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a lodestone and an insect's eye)
  • Duration: 1 hour
  • Classes: Augmenter, Druid, Ranger, Wizard

For the duration, the target gains tremorsense with a range of 100 feet, but only through surfaces made of metal. The target also has blindsight for 100 feet that only works to "see" electrical discharges and creatures or effects made of electricity. It also allows them to see magnetic fields within the same range. This blindsight is not blocked by metal or water of any thickness or appearance.

Underwater, the target has blindsight for 30 feet that only detects organic creatures.

At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, you can target one creature per spell slot level.

Elemental Shift

2nd level transmutation/abjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a dial filled with multicolored sand)
  • Duration: 1 hour
  • Classes: Artificer, Sorcerer

A willing creature you touch gains resistance to your choice of poison, fire, cold, lightning, acid, thunder, radiant, necrotic, or force damage, losing resistance to one of the above for the duration. If the target did not have resistance to one of the above damage types to "trade" temporarily for a new resistance, the spell fails. Source

Emotion Read

1st level divination


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a drop of quicksilver)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Dreamspinner

A creature you can see within range must succeed on a Charisma saving throw, or you become aware of its general emotional state- such as happy, nervous, excited, furious, bitter, jealous, anxious, miserable, cheeky, disgusted, or mournful. Source

At Higher Levels: This spell can affect one more creature within range per spell slot level above 1st.

Fated Confrontation

9th level Conjuration


  • Casting Time: 1 Action
  • Duration: Instant
  • Range: Touch
  • Components: VSM
  • Classes: Dreamspinner, Cleric

You grab hold of another creature and draw the fabric of the planes around the two of you, weaving a tiny world from the essence of the Ethereal Plane and your chosen Outer Plane (Patron plane for Clerics, any for Spinners).

This world has a volume of roughly half a cubic mile, and is Unbounded. Its features mimic the location you cast this spell, warped by the perspective of the Outer Plane you used. So long as both you and the target remain alive, planar travel to or from this world is completely impossible, even foiling Wish spells and more powerful effects. This includes extraplanar spaces: Bags of Holding lose access to their contents and become simple empty pouches. Rope Trick and similar spells can still be cast, but the planes they create are inaccessible. As a consequence of the Ethereal matter used in its creation, this world has both a Material and an Ethereal component, which can be traversed between just like any other Border Ethereal, though they are both sealed off from anything beyond.

Once either you or the target die*, the plane is no longer sealed in this way, and it can be accessed and left through normal means. Over the course of the next few weeks after it unseals, it gradually disintegrates back into the Ethereal and Outer material it was made from, spreading everything in it randomly across those two planes as the interior becomes more misty and less coherent.

  • (either by being completely destroyed, or in a fashion that would require you to travel to an afterlife, but temporary "death" doesn't count)

Spell by Necronophtase

Feel No Pain

1st level enchantment (ritual)


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a cloth bandage soaked with alcohol or a drop of liquor)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Cleric, Dreamspinner, Druid, Paladin, Wizard

One willing creature loses all sensation in their body. They are immune to and automatically recover from any effects that involve physical pain, and they don't need to make Concentration checks for any non-Psychic damage type. However, they cannot deliberately move their body at all - any autonomous processes proceed as they would during deep sleep. This counts as the Paralyzed condition, except that it does not inflict Incapacitated, so actions which require no body can still be taken and concentration can be maintained. If this Paralyzed condition is removed, the spell ends.

This spell is commonly used as an anesthetic for grievously wounded creatures, or prior to surgery. (Spell by Necronophtase.)

Fiery Chamber

2nd level evocation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a hollow iron cube filled with pieces of unusual volcanic stone, worth 10 gp, which the spell consumes)
  • Duration: 1 year
  • Classes: Artificer, Druid, Ranger, Wizard

You touch a room, chamber, cave, other space, which must be enclosed on all sides or all but one side. Another area of Fiery Chamber counts as an enclosed side if adjacent. The room must fit within a 20 foot cube. The temperature in the room is always 80 degrees F hotter than it would otherwise be, though it cannot be increased above 150 degrees F in this way. Source

At Higher Levels: When you cast this spell with a slot of 3rd level or higher, the size of the cube the space must fit in increases by 10 feet per slot level above 2nd. Additionally, you can choose for the maximum temperature to increase by 5 degrees per spell slot level above 2nd.

Fire Step

2nd level conjuration


  • Casting Time: 1 action
  • Range: Self, Sight
  • Components: V, S, M (a bit of ash)
  • Duration: Concentration, up to 1 hour
  • Classes: Sorcerer, Wizard

For the duration, you gain the ability to teleport to any space within 5 feet of a fire you can see as a bonus action. The flame must be at least the size of a candle flame.

Fog of War

6th level Conjuration


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a pinch of powdered hoof or an unholy symbol)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Sorcerer, Wizard

A 50 foot radius sphere of choking, roiling, acidic vapors appears centered on a point on the ground within range. It is obscured within as per a Fog Cloud spell, but is much less benign. Bright light within the area is reduced to dim light. Additionally, the fog is so thick that it counts as difficult terrain, and weapon attacks made within or through the cloud are made at disadvantage. Creatures fall through the fog as if affected by the Feather Fall spell.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw. On a failed save, the creature spends its action that turn choking as acid begins to attack its eyes and lungs. Such a creature is also blinded until the start of its next turn. Creatures that don’t need to breathe or are immune to acid automatically succeed on this saving throw. A creature takes 3d4 acid damage, halved on a successful saving throw. Creatures whose eyes are protected by goggles or a Mage Armor spell are not blinded.

The area is filled with a panic inducing aura. Any creature that is completely within the cloud when the spell is cast must make a Wisdom saving throw or be frightened. It can repeat the saving throw at the start of each of its turns, ending the fear effect on a success.

At the start of each of your turns, the fog moves in direction of the wind at half the wind's speed. Additionally, the vapors are heavy, causing the fog to roll down slopes. Winds of 30 mph or greater reduce the radius of the sphere by 10 feet at the start of each your turns. A Gust of Wind spell clears its area of effect of acidic fog for the duration of the wind spell. Source

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 10 feet and the damage by 1d4 per spell level above 5th.

Ice Gauntlet

1st level conjuration


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a pair of silver "brass" knuckles with True Ice inlays worth at least 10 gp)
  • Duration: Concentration, up to 5 minutes per spell slot level
  • Classes: Druid, sorcerer, wizard

A creature you touch's fists and feet are encased in crackling rhyme which forms into spikes and crystals, as are all their natural weapons. For the duration, the creature's unarmed and natural attacks count as magical, and it doesn't suffer effects that would result directly from hitting a creature with an unarmed strike or natural attack, such as an acid creature that would deal damage to their hands. This doesn't prevent effects that are triggered by all melee attacks. Once before the spell ends, when the creature makes an attack with their unarmed strike or natural weapon and hits, they can end the spell early to deal an extra 4d6 cold damage.

Inflict Sentiment

3rd level enchantment


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V
  • Duration: 1 minute
  • Classes: Bard, Dreamspinner, Warlock

A target creature or object within range, which you need not be able to see, must make a Wisdom saving throw, which it fails if it has no Wisdom score. On a failure, it has its nature altered such that its physical essence shatters just as a mind due to psychic damage if it has no mind, or its mind is broken by such effects as though it had the spirit of a less resilient creature if it is intelligent. The target loses any resistance to psychic damage, and treats immunity to it as resistance instead.

Ink Cloud

3rd level conjuration


  • Casting Time: 1 reaction*
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, dreamspinner, druid, ranger

In a billowing cloud of ink, you swiftly are propelled to an unoccupied space of your choice within range. The range is doubled if you and the location you move to are underwater. This movement does not trigger opportunity attacks.

The ink cloud expands behind you in a 10 foot radius sphere centered on where you were. The sphere is heavily obscured, and disperses after 1 minute. A strong wind or current (20 mph or faster for wind, 10 mph or faster for water) disperses the cloud after 1 round instead. If originating underwater, the sphere has a 15 foot radius instead,

*Which you take when you are dealt damage

Katabasis' Chaos Cubes

1st level conjuration


  • Casting Time: 1 action or bonus action
  • Range: 60 feet
  • Components: V, S, M (a reflective creature or material)
  • Duration: Instantaneous or 1 round
  • Classes: Sorcerer, Mirror and Prism clerics

You conjure 3 spinning cubes of reflective energy and hurl them at creatures within range. For each cube, make a ranged spell attack (a creature can choose to be hit by a cube) and choose attack or assist. For each cube that hits, roll on the appropriate table to determine an effect.

Attack. (1d6)

  1. The creature takes 1d6 force damage.
  2. The creature’s speeds are reduced by 10 feet until the end of your next turn.
  3. The creature must succeed on a Constitution saving throw or be blinded until the end of your next turn.
  4. The creature takes 1d8 radiant damage.
  5. The creature’s AC is reduced by 1 until the end of your next turn.
  6. The cube splits into two. Roll twice.

Assist (1d6).

  1. The creature gains a flying speed equal to their walking speed until the end of your next turn.
  2. The target’s damaging effects deal an extra 1d4 force or radiant damage, their choice, until the end of your next turn.
  3. The target has resistance to the first instance of damage it takes before the end of your next turn it wouldn’t already have resistance to.
  4. The creature’s AC increases by 1 until the end of your next turn.
  5. The creature has advantage on the first saving throw it makes before the end of your next turn.
  6. The cube splits into two. Roll twice.

The spell creates an additional cube per spell level above 1st.

Magic Talons

2nd level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: concentration, up to 1 hour
  • Classes: paladin, wizard, artificer

You touch a creature whose unarmed attacks are not currently affected by a flat attack bonus. Until the spell ends, that creature's Unarmed Strikes and Natural Weapons become magical and have a +1 bonus to attack and damage rolls. (Spell by Necronophtase.)

At Higher Levels. The bonus increases to +2 at spell level 4 and +3 at spell level 6

Mass Command

5th level enchantment


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V
  • Duration: 1 round
  • Classes: Bard, Cleric, Paladin

You speak a one-word command to up to 10 creatures you can see within range. Each target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th, and the range increases by 10 feet per slot level above 5th.

Source

Materialization

2nd level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: M (an object you are holding)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Wizard
  • Also Available to: War Clerics

An object you are holding is teleported to an empty location of your choice within range. It arrives at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.

If it would arrive in a place already occupied by an object or a creature, the object takes 4d6 force damage, and the spell fails to teleport it.

This spell is used mostly by militaries and specialized civilian applications, as adventurers don't have much use for it. (Spell by Necronophtase for worldbuilding purposes.)

Moonlight

1st level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Bard, Dreamspinner, Druid, Sorcerer, Warlock

An object or willing creature you touch becomes wreathed in soft light. They radiate dim light for 100 feet, which counts as moonlight. Covering the object or creature with an opaque object blocks the light. Casting this spell on a shapechanger gives it 1d4 temporary hit points that last for the duration.

You can try to use this spell on a nonwilling target. If you do, make a melee spell attack. On a hit, the target begins glowing with the moonlight as described above, and cannot benefit from invisibility. They can make a Constitution saving throw at the end of every minute, ending the spell on a success.

At Higher Levels: The radius of the moonlight increases by 25 feet per additional spell level.

Night Terror

7th level enchantment


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (the tears of a creature that cried while asleep)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Dreamspinner, Warlock

A creature within range must succeed on a Wisdom saving throw or fall unconscious for the duration, taking 5d12 psychic damage. On a success, the spell ends and the creature takes half the damage, suffering no other ill effects. Creatures that cannot sleep, are immune to being magically put to sleep, or can't dream are immune to this spell.

An affected creature takes 5d12 psychic damage and repeats the saving throw at the end of each of its turns, halving the damage and ending the spell on a success. A creature has advantage on this saving throw if it has advantage on saves against fear or immunity to the frightened condition. When the spell ends in this way or by you losing or dropping concentration on it, the target is frightened of you until the end of its next turn.

Noshina's Blood Chains

8th level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of humanoid blood or a tear from a dead celestial)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer

Speaking words of dark energy and pain, you conjure an arcing assault of rattling chains made of blood that sizzle with magical malice. Three chains are conjured in spaces within range, and each can then attack a single creature within 5 feet of it. Make a melee spell attack against each creature. On a hit, the chains enter the creatures space and the creature is restrained, and begins to be constricted by the rapidly tightening barbed chains. At the start of each of its turns, the creature must make a Strength saving throw, taking 3d6 bludgeoning and 3d6 piercing damage, halved on a success. If the saving throw succeeds by 5 or more, the chain is broken and dissipates.

A restrained creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, the chain releases them and is shunted to the nearest unoccupied space of the creature's choice.

As a bonus action on your turn, you can direct a chain to move up to 20 feet and attack a creature again. It releases any creature it was restraining in doing so.

A creature made of liquid, gas, or energy or with the Amorphous trait is immune to this spell.

At Higher Levels: When cast with a spell slot of 9th level, the spell cunjures 4 chains.

Noshina's Shatterstrike

6th level conjuration


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S, M (a piece of broken mirror)
  • Duration: Instantaneous
  • Classes: Dreamspinner, Sorcerer
  • Subclasses: Mirror Cleric

A column of glittering glass falls from the sky from a point within range, shattering on impact. Each creature in an X foot tall cylinder with a radius of 20 feet centered on the chosen point must make a Dexterity saving throw, taking 9d8 piercing damage, halved on a successful saving throw. X us the height of the chosen point.

Shards of glass fill the area below on the ground. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Nullify Buoyancy

5th level transmutation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a popped balloon)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, dreamspinner, warlock

A creature of your choice within range must succeed on a Strength saving throw or lose the ability to be supported by fluids. Such a creature safely descends at 60 feet per round and has its swim and fly speeds reduced to 0.

A creature with Earthglide loses its burrow speed and descends in this manner through materials it could usually burrow through. This applies to similar abilities and their associated materials as well.

Alternatively, you can affect a Medium or smaller object. If it has a Strength score (such as for a ship), it can make a save. It uses Constitution instead if it has no Strength score but does have a Constitution score.

At higher levels: When cast with a spell slot of 6th level or higher, one additional creature or object can be targeted per level of the slot above 5th. The maximum size of an object is Large for a 6th level spell, Huge for a 7th level spell, and Gargantuan for an 8th level spell, if it fits in a 20 foot cube. It can fit in a 25 foot cube for a 9th level slot.

Pact of Martyrdom

3rd level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Warlock

You touch a willing creature and accept its pain, fueling its damaged life force with your own. The creature immediately is healed to full health, loses all levels of exhaustion, regains all spent hit dice, has its hit point maximum and ability scores restored if they had been reduced, and is cured of all curses, poisons, diseases, negative spells, and negative conditions besides grappled, restrained, and prone. You immediately take irreduceable, untyped damage equal to the healing, gain any levels of exhaustion cured, lose hit dice equal to those restored, reduce your hit point maximum and affected ability scores by the amount of reduction cured, and suffer any curses, poisons, diseases, negative spells, and negative conditions removed.

Pernicious Sliver

1st level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Available to: Shadow Clerics

You fire an oily slick wedge of indescribable material at a target creature within range. Make an attack roll, with disadvantage if the creature has no mouth and isn't liquid or amorphous, or with advantage if it is liquid or amorphous, has two or more mouths, or cast a verbal spell since the start of its last turn. On a hit, the wedge forces its way down the creature's throat or into tis body if it has none. Nothing happens immediately, except that if the creature is concentrating, they must make a concentration saving throw.

At the end of the creature's next turn, it takes 4d12 poison damage and must make a Constitution saving throw. On a failure, they are poisoned for the next minute. They must repeat the save at the end of each of their turns to end the effect early, taking 1d12 poison damage on a failure. If the creature tries to cast a spell with a verbal component while poisoned in this way, it must make a Constitution saving throw or waste the spell without casting it.

At higher levels: For each level of spell slot above first you use to cast this spell, the damage (burst and ongoing) increase by 1d12

Positive Energy Flood

Bryce made this spell (:

Prank

Conjuration and enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 minute
  • Classes: Dreamspinner, Bard, Sorcerer, Warlock, Wizard
  • Available to: Cleric: Trickery

You cast a cantrip favored by obnoxious young students of the arcane, taught from one generation of budding wizards to the next. When you cast this spell, choose one of the following effects:

  • A tiny vermin, such as a spider or rat, appears within range or on a creature within range for the duration. You are not in control of it, and it cannot deal damage.
  • A creature within range must succeed on a Dexterity saving throw or take 1 piercing damage from a thumbtack, bee, or splinter. The sharp object or bug then disappears.
  • A whoopee cushion or other trap appears within range and lasts for the duration. A creature only notices the trap with a Perception check or Passive Perception beating your spell save DC. The trap makes a loud, silly noise if touched or sat on.
  • A Tiny nonliving organic object within range that is capable of rotting spoils.
  • A puddle of slime appears within range and lasts for the duration, covering an object or 5 foot square of ground. A creature only notices the trap with a Perception check or Passive Perception beating your spell save DC. If a creature steps on the slime, they must make a Dexterity saving throw or fall prone. Any creature that touches the slime gets stained by it for the duration.
  • A loud, startling noise or flash of light emanates from a point within range and lasts only a moment.
  • A creature within range must succeed on a Constitution saving throw. On a failure, they belch, pass gas, or sneeze loudly.
  • A creature within range must succeed on a Wisdom saving throw. On a failure, they utter a single embarrassing word, sing their next sentence, or make an absurd face of your choice.
  • A creature within range must succeed on a Dexterity saving throw or be covered in a burst of glitter that lasts for the duration. Even if they succeed, the glitter covers the ground and nearby objects.

Preemptive Retort

enchantment cantrip


  • Casting Time: 1 action
  • Range: Unlimited, so long as the target can hear you
  • Components: V, S
  • Duration: 1 round
  • Classes: Bard, Cleric, Dreamspinner

Designate a target creature you can see, or yourself, as the Forbidden. Then, specify a creature within range as the Rebuked. This can be a guess, but the spell fails if the target cannot hear you. You magically warn the Rebuked that is shall pay dearly should it harm the Forbidden. If the Rebuked damages, attacks, or casts a spell on the Forbidden, the Rebuked takes 1d12 psychic damage, with no save, and the spell ends. The Rebuked knows the general nature of this risk before taking such action.

This spell’s damage increases by when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Reflexes

1st level abjuration and transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a cheetah hair)
  • Duration: 1 hour
  • Classes: Arcane Trickster, Augmenter, Paladin, Ranger, Wizard

A willing creature you touch is imbued with quick instincts. It adds 1d4 to its initiative rolls and Dexterity saving throws. Additionally, its walking, flying, swimming, and climbing speeds (if it has any) increase by 10 feet for its first turn in combat.

At Higher Levels. When cast at 2nd level or higher, you can affect 1 creature per spell level.

Riptide

6th level abjuration


  • Casting Time: 1 action
  • Range: 30 foot sphere (self) (60 foot sphere, self, if you are underwater)
  • Components: V, S, M (a cormorant feather and a drop of water)
  • Duration: Concentration, up to 10 minutes
  • Classes: Dreamspinner, druid, sorcerer

Water empowers the movements of your allies and hinders that of your foes for the duration.

Creatures you designate as enemies that start their turn in the area or enter it for the first time on a turn must make a Strength saving throw. On a failure, until the start of their next turn, each foot of movement in the area costs an extra foot, and the targets of their attacks have resistance to the bludgeoning, piercing, slashing, and fire damage of their attacks, spells, and abilities. Creatures that fail the save by 5 or more are knocked prone and cannot use their action that turn to get up.

Creatures you designate as allies or friends spend only 1 foot of movement per 2 feet moved in the area, and add 1d4 damage to their weapon attacks as the water spurs their weapons onward.

This spell puts out nonmagical fires of your choice in the area.

Shadow Bite

3rd level necromancy


  • Casting Time: 1 action Time
  • Range: 60 feet
  • Components: V, S, M (a drop of pitch and an iron chain)
  • Duration: Instantaneous
  • Classes: Cleric, Dreamspinner, Sorcerer, Warlock, Wizard

You instill a spark of necromantic potential into a creature's shadow, partially animating it. Make two melee spell attacks against a creature within range. For each hit, the creature takes 3d10 necrotic damage. If both hit, the target has disadvantage on Strength based attack rolls, ability checks, and saving throws until the end of your next turn.

Regardless of the result of the attacks, the target must succeed on a Wisdom saving throw or be frightened until the end of your next turn.

If damage from this attack kills the target, and the target is a humanoid, beast, giant, dragon, or monstrosity, their shadow immediately rises as an undead connected to the Shadow or Muffle Impression.

This spell has no effect on celestials, unaligned constructs, creatures that emit any radius of light, fiends, or undead (though it does work on the Drowned).

Spectral Scythe

3rd level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a shard of bone from a creature that died of old age)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Druid, Paladin, Sorcerer, Warlock

A massive, chilling scythe appears in your hands. It has the 2 handed and reach properties, and lasts for the duration. If you let go of the scythe, it disappears, but you can evoke the scythe again as a bonus action.

You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 3d8 necrotic damage, or 3d10 against an undead. This damage ignores resistance and immunity to necrotic damage if the target is undead. Additionally, an undead hit by a scythe attack must make a Constitution saving throw. On a failure, it is sent flying through the air and lands 10 feet directly away from you.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you damage increases by 1 die per 2 slot levels above 3rd.

Source

Shipwreck

8th level conjuration


  • Casting Time: Casting Time
  • Range: 500 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, dreamspinner, sorcerer, wizard

This spell can only be cast in an area open enough for the cylindrical area of effect (50 foot radius, 200 feet high) to fit in, unobstructed in the top half.

A massive ship falls from the sky within range. Creatures and objects in the area must make a Dexterity saving throw, taking 10d10 bludgeoning damage, halved on a success. A Huge or smaller creature that fails is also knocked prone. The shattered ship then instantly disappears.

At Higher Levels: When cast at 9th level, the damage increases by 2d12, and the radius can be between 50 and 75 feet.

Tremorsense

3rd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of web or wire)
  • Duration: 1 hour
  • Classes: Augmenter, Druid, Ranger, Warlock, Wizard

The target gains tremorsense out to 30 feet. If it already has tremorsense, it increases the range of that tremorsense by 15 feet.

At Higher Levels. When cast with a spell slot of 4th level or higher, you can target an additional creature per spell level above 3rd.

Transport Via Mirrors ^^^

6th level Conjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Classes: Warlock, Dreamspinner, Mirror Cleric

This spell creates a magical link between a reflective surface you touch and any other reflective surface, at any distance, on the same plane of existence. You must have seen or touched the destination at least once before. For the duration, any creature can step into the target surface and exit from the destination surface by using 5 feet of movement. If the surfaces used are small, this might require Squeezing, or it might even be impossible.

A "reflective surface" must be actively reflecting in order to be a valid destination - one which is in total darkness is not a valid destination. (Spell by Necronophtase)

Twisting's Continuous Transformation

3rd level illusion


  • Casting Time: 1 action or bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes
  • Classes: Bard, Dreamspinner, Warlock, Sorcerer, Wizard

Fortifying your body with shadow stuff, your form attains intense mutability. You begin a series of rapid illusory mutations that continue for the spell's duration. The mind affecting magic of this spell causes others to completely ignore this constant transformation, ignoring it and failing to recall anything unusual about it unless they succeed on an Intelligence(Investigation) check against your spell save DC to disbelieve the illusion for its remaining duration.

You are unrecognizeable while under effects of this spell through any normal senses- your voice, body, smell, everything change constantly. Any creature that stops interacting with you for a round or more does not afterward recognize you as the person they were speaking to or fighting. Only a creature that sees you when you come under this spell realizes who you are, and still would not regongnize you later on if they lose contact with you while under effects of this spell.

The changes wrought by this spell are quasi-physical. You retain your basic shape, but morph gender and species, shift through heights between 75% and 125% of your original height (while staying in your original size category), sprout and lose useless extra limbs or eyes, and otherwise mutate. A creature that touches you feels something is wrong with your physical substance, and can immediately attempt the Investigation check with advantage.

At Higher Levels. This spell lasts an additional 10 minutes per spell slot level above 3rd.

Twisting's Elongated Grasp

1st level transmutation


  • Casting Time: 1 bonus action or action
  • Range: Touch
  • Components: S, M (a rubber figurine)
  • Duration: 1 minute
  • Classes: Augmenter, Dreamspinner, Eldritch Knight, Sorcerer, Warlock, Wizard

You touch a target creature. Its limbs stretch and extend, magically strengthened to function without difficulty even with greater torque. The target's reach, jump distances, and walking and climbing speeds are increased by 5 feet, plus 5 feet per two spell levels above 1st.

Twisting's Tail

1st level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a bit of monkey fur or a stinger from an imp)
  • Duration: 1 minute per level of the spell slot
  • Classes: Augmenter, Dreamspinner, Druid, Ranger, Warlock, Wizard

A willing creature you touch sprouts a spiked, prehensile tail for the duration. The tail can weild a one handed weapon or hold an object such as a spellcasting focus, but it cannot effectively use a shield or operate a ranged weapon that requires two hands to shoot. It counts as a hand for the two weapon fighting ability or similar traits.

The tail, if not holding anything, can be used to assist in climbing, giving its user advantage on checks to avoid falling, being knocked prone, or being moved against their will while doing so.

The tail has a spike, knob, or barb at the end, retractable if the caster wishes when the spell is cast. When not holding anything, the tail can be used as a a weapon with the light property. The target of this spell is proficient with it, and it deals 1d4 bludgeoning, piercing, or slashing damage, caster's choice when the spell is cast.

At Higher Levels. When cast at 2nd level or higher, the tail has reach and deals 1d6 damage. Additionally, the target sprouts an additional prehensile tail per spell level above 1st, if you choose.

Ward Flame

1st level abjuration


  • Casting Time: 1 minute
  • Range: 10 feet per level of the spell
  • Components: V, S, M (a red dragon scale and a drop of water)
  • Duration: 1 month per level of the spell
  • Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard

You protect an object or area of ground against flame. When you cast this spell, specify a maximum temperature and a single object or area of ground, which must fit within a number of five foot cubes equal to the level the spell was cast at. The targeted object or area will not exceed the maximum temperature for the duration.

If the target was hotter than the maximum temperature when the spell was cast, it will not heat up further, and gradually, naturally cools when the opportunity arises. If the maximum temperature is less than the ambient temperature of the surrounding region, the spell treats the regional ambient temperature as the maximum temperature until that is no longer the case.

This spell has limited effect on magical sources of heat or flame. Any spell of a level equal to or higher than Flame Ward was cast at ignores the restriction and heats the object or ground up as normal. Similarly, magical flame from a creature of CR equal to or greater than the level this spell was cast ignores the restriction.

Since this spell doesn't prevent heat from traveling through an object to get to heat sinks elsewhere, casting it on armor protects the armor, but not the wearer.

Waterspout

1st level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes.
  • Classes: Dreamspinner, Druid, Sorcerer, Wizard

A waterspout, 5 feet in diameter and 10 feet tall, appears within range and lasts for the duration. Any creature that ends its turn within the space of the waterspout must make a Dexterity saving throw. The creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failure, the creature is pushed 5 feet directly away from the spout.

As a bonus action, you can move the waterspout up to 30 feet. If you ram the spout into a creature, that creature must make the saving throw against the damage, and the waterspout stops moving this turn.

When you move the waterspout, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Underwater, it can move up and down freely.

You can designate creatures to be unharmed by the sphere. When such a creature enters the spout's space, they can jump up to 15 feet from the top without using an action or movement.

At higher levels: For every 2 spell slot evels above 1st, the water spout grows: a 5 foot radius at 3rd level, plus 5 feet for ever 2 levels beyond that. The height of the waterspout is 3 times the radius at higher levels, and the jump distance is 4 times the radius. The damage increases by 1d6 per spell slot level above 1st.

Zina's Bottled Song

1st level enchantment


  • Casting Time: 1 reaction, which you take when you hear music start
  • Range: Hearing
  • Components: V, S, M (a tiny glass bottle worth 1 gp)
  • Duration: Until Used or Dispelled
  • Classes: Artificer, Bard, Dreamspinner, Wizard

You enchant a glass bottle to store a piece of music. You open the bottle as you cast the spell, and must concentrate on the spell until the song ends, or the music escapes the bottle and is lost. When the song ends, you end your concentration, and the bottle magically re-stoppers itself.

At any time, a creature holding the bottle can unstopper it as an object interaction. The song is then released, replaying the song from start to finish. The bottle then melts and reshapes into a living glass flower, the type of which somehow matches the song. This spell can be cast again at that time, re-recording the song as it plays.

At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you can record the song into a number of 1 gp bottles per level of the slot.

Zina's Instant Pit

2nd level transmutation/conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V (the word "Dig" in any language), S, M (dirt beneath your fingernails, or on your hands if you have no nails)
  • Duration: Instantaneous
  • Classes: Dreamspinner, Wizard

Saying the word "dig" and pointing at the area you wish to excavate, you command the earth to disappear. This spell only works on sand, gravel, water, mud, or soil, not solid rock or worked stone. You must target a solid or liquid surface.

A rounded pit instantly appears, centered on a point within range. It is circular and up to 30 feet wide (15 foot radius) and 30 feet deep. Somehow, the pit does not destabalize structures or trees. If its appearance would normally destabilize a structure or tree where it appears, the pit refills and returns to normal after 1 minute, shunting any creatures inside to its surface. Any creatures, manmade items, small plants, or magic items in the affected area when the spell is cast fall to the bottom of the pit. A creature on the ground where and when the pit appears falls in, taking damage as normal for a fall. If the creature was within its standing long jump distance of the edge of the pit, it can make a Dexterity saving throw, landing in the closest space on the side of the pit if available and not falling.

A creature can climb out of the pit using their movement, as normal for an easily climbable surface.

If you wish, the pit's bottom is filled with a shallow layer of harmless sticky fluid, and 10 pounds of feathers fall from the sky above the pit when the spell is cast.

If cast in the water or liquid, the pit remains for 1 minute before the water around it rushes in to fill it.

The earth or liquid displaced by this spell goes...somewhere. Ever since Zina created this spell there has been a suspicious increase in the number of spontaneous causeless acts of God involving piles of mud falling on the heads of pompous nobles during important ceremonies and heaps of water falling from the sky onto house fires or mean dragons. It's definitely a coincidence. Don't worry about it. Source

At Higher Levels: The maximum width and depth of the hole increase by 10 feet per slot level above 2nd.

Zina's Paper Form

2nd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of origami)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Bard, Dreamspinner, Wizard

You flatten yourself into a papery form. Your equipment also becomes two dimensional and can only be used by you. While paper thin, you can move and act normally, and gain the following benefits and drawbacks:

  • You weigh 1% of what you normally do, and are under the effects of the Feather Fall spell.
  • You have disadvantage on saving throws and ability checks made against wind effects and being moved against your will.
  • You have vulnerability to fire damage.

You can fold yourself into an origami form while under the effects of this spell or return to paper thin form as an action. You have the following options; you choose one to begin in when you cast this spell:

Animal.

  • You are two sizes smaller than normal.
  • You cannot use your hands or speak.
  • Your walking speed increases by 10 feet, and you have a climbing speed equal to half that walking speed.
  • Your jumping distance is doubled.

Boat.

  • You are two sizes smaller than normal.
  • You cannot use your hands or speak.
  • You have a swim speed equal to your usual walking speed and are under the effects of the Water Walk spell.
  • Your walking speed is 0.
  • You can harness the wind to move at the wind's speed instead of using your speed when moving in the same direction as the wind across liquid.

Bird or Flying Machine.

  • You cannot use your hands or speak.
  • You are two sizes smaller than normal.
  • You have a walking speed of 5 feet, and a flying speed equal to your normal walking speed. You can move in the direction and speed of the wind instead.

Crumple.

  • You are three sizes smaller than normal.
  • You cannot use your hands or speak.
  • You can roll at your walking speed, and ranged attacks against you are made at disadvantage.
  • You are immune to prone.
  • You have resistance to piercing damage.

Fish.

  • You are two sizes smaller than normal.
  • You cannot use your hands or speak.
  • You have a walking speed of 0, but you gain a swimming speed equal to your usual walking speed.

Flat.

  • You can use your hands and speak as normal.
  • You can move through any space a piece of paper of your hight could fit through without squeezing.
  • Ranged attacks against you are made at disadvantage.
  • You have advantage on Stealth, Acrobatics, and Sleight of Hand checks.

Tube.

  • You cannot use your hands or speak.
  • You are two sizes smaller than normal.
  • You can roll at twice your walking speed when moving downhill.

Decorative Form. Doesn't do anything but it's a neat party trick. This can be a pinwheel, a beating heart, a hat, or some other piece of origami. While in a decorative form, you are two sizes smaller and cannot speak or use your hands, and your speeds are 0.

Alternatively, you can cast this spell on a willing creature.

Animal Undead

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Crush

Dance of the Unicorns

Equine Summons

Treehouse

https://forgottenrealms.fandom.com/wiki/Cold_fire

https://forgottenrealms.fandom.com/wiki/Cold_curtain

https://forgottenrealms.fandom.com/wiki/Cocoon

https://forgottenrealms.fandom.com/wiki/Cloudburst

https://forgottenrealms.fandom.com/wiki/Cleanse_water

https://forgottenrealms.fandom.com/wiki/Claws_of_Velsharoon

https://forgottenrealms.fandom.com/wiki/Claws_of_the_umber_hulk

https://forgottenrealms.fandom.com/wiki/Claws_of_darkness

https://forgottenrealms.fandom.com/wiki/Circle_dance

https://forgottenrealms.fandom.com/wiki/Chilling_scythe

https://forgottenrealms.fandom.com/wiki/Chilling_blow

https://forgottenrealms.fandom.com/wiki/Chevic%27s_tracer

https://forgottenrealms.fandom.com/wiki/Chariot_of_Sustarre

https://forgottenrealms.fandom.com/wiki/Chant_of_fangs

https://forgottenrealms.fandom.com/wiki/Chain_contingency

https://forgottenrealms.fandom.com/wiki/Changestaff

https://forgottenrealms.fandom.com/wiki/Celebration

https://forgottenrealms.fandom.com/wiki/Cataract_of_fire

https://forgottenrealms.fandom.com/wiki/Carrion_summons

https://forgottenrealms.fandom.com/wiki/Calm_winds

https://forgottenrealms.fandom.com/wiki/Breathsense

https://forgottenrealms.fandom.com/wiki/Brain_spider_(spell)

https://forgottenrealms.fandom.com/wiki/Bowgentle%27s_fleeting_journey

https://forgottenrealms.fandom.com/wiki/Bone_bite

https://forgottenrealms.fandom.com/wiki/Body_link

https://forgottenrealms.fandom.com/wiki/Bloodstone%27s_spectral_steed

https://forgottenrealms.fandom.com/wiki/Bloodstars

https://forgottenrealms.fandom.com/wiki/Coral_growth

https://forgottenrealms.fandom.com/wiki/Control_darkness_and_shadow

https://forgottenrealms.fandom.com/wiki/Elemental_aura_(spell)

https://forgottenrealms.fandom.com/wiki/End_to_strife

https://forgottenrealms.fandom.com/wiki/Evolve

https://forgottenrealms.fandom.com/wiki/Extract_water_elemental

shrapnel burst

arcane commandment

https://forgottenrealms.fandom.com/wiki/Face

https://forgottenrealms.fandom.com/wiki/Faerie_form

steam burst

concussive echolocation

Battle Song

https://forgottenrealms.fandom.com/wiki/Battle_song

(Azuth's) Spell Shield)

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Frost Flower's (Auril's Flowers)

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Animate Rope

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Invasive Uncertainty

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension. https://forgottenrealms.fandom.com/wiki/Amaunator%27s_uncertainty

Age Plant

4th level Transmutation


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Air Spiral

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Air Walk

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

AirBoat

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Alacrity

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Alamir's Fundamental Breakdown

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Acid Whip

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Cruel Aging

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Tweak Time

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Alternate Reality

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Volcanic Apocalypse

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Marinos DMG

Part X: The World

Marinos, the Material Plane

Marinos is a vast place. Most of this document considers things from the perspective of one of its layers, Aquari, but the plane is not simply an ocean, it is the Ocean, and the Nexus is not simply a dreamscape, it is the Dreamscape. It was the dreaming of many worlds, some familiar and some alien. As such, Marinos is defined by the very concept of an ocean, rather than any particular kind of ocean. As such, it has multiple layers, each comprising "oceans" of various sorts. The general structure of an unending fluid with pressurized regions between spheres maintained by anti gravity objects (usually suns that alternate between bright and hot and dark and cold) remains the same.

The layers of Marinos are different worlds in the same plane, and best reached via Dream of the Blue Veil. The different layers share access to different layers of the same Etherial and Outer Planes. They share the Astral Sea as well, which doesn't have portions keyed to each layer of Marinos. The boundaries between layers of the non-Material planes are less rigid. Incarnates are aware of these facts and can reattune themselves to a different layer of their plane given time if they wish to interact with different dreamers and portions of the Material Plane. However, most invest themselves in a single layer.

Since you can also go "deeper" into an Outer Plane by moving through different areas and layers, it is best to think of them as spacially 5 dimensional, those dimensions being Cartesian, "depth" in terms of "proximity" to the Etherial or the "edge" of the plane and Limbo, and which layer of Marinos a portion is tied to, which is discrete.

The Etherial has similar layers that align with those of Marinos, but only has depth in terms of having Border and Deep regions. Some Dreamwalker fey can attune themselves to different layers, while others are bpund to specific ones.

The Law of Exploration

The Material Plane catalyzes exploration of all sorts. It is magically impossible for material plane creatures to run out of places (or just about anything else) to discover. Even in Vasha, where everything should have been completely mapped and known by now, the sphere grows slightly bit by bit to make room for tiny islands that rise out of the sea, ancient ruins erased from history by the Muffle are unearthed from the sand, and your weird Teneshiki neighbor at least claims to have discovered a brand new color, though you wonder if they were high on something when they said it.

This World Law prevents creatures of the Outer Planes from divulging their knowledge of other layers, as that would "rob" Material Planes creatures of the ability to discover this for themselves.

Marinos (1-3)

The "default" layer of Marinos.

Gemwater Gemwater (aquatic) Vasha Vasha (aquatic) Frostreach Frostreach (aquatic) Tubes Robots and pilons Kitsune and asian stuff and aliens and baku sphere, isolated other sphere other small sphere weird tube

Methari (needs a better name?) (4-5)

Methane ocean layer. Vissicocian and some other life.

purple sun sphere- pretty desolate in half of it thick ocean

Pulsarium (name pending) (6)

Zepparran life for the most part.

Icarus (7-8)

Hydrogen planet stuff. Miles long balloon like creatures and intelligent "plankton," dragon like creatures, metallic hydrogen elementals

The weird "tidally locked" place

Phlegathos (9)

Lava ocean with rock rain, mineral based life forms, etc, lava fish, rock dwelling turtle like creatures.

Psriror (10)

Pressurized steam and water world

Weird Stuff (11-12)

Jormungandr (Aquari) Unusual Tube (Aquari)

Extinct Axes

The Day

The Night

The Etherial Plane

The Astral Sea

Other Worlds of the Nexus

Delirium Apex

Part X: Creatures

Creature Types and Changes

What makes a Folk?

Biologically speaking, most Folk are animals, but when it comes to magical essence, they are distinct from their Beast cousins. There is much debate on what the underlying difference driving that separation is, but it comes down to...well, let's see what people say.

Biology and psychology (popular among some wizards, historians, and druids): "A species is Folk if it collectively has the capacity for society, language, culture, crafting, abstract thought, self awareness, and will to defy instinct.""

Our part in the Dream (pupular among many bards, artists, professional adventurers, and fey): "What about the bards and fey? "What is a dream but a story, and what is our world but a dream? You exert your will upon the plot, and perhaps it changes, perhaps it does not. So what is life but a dream? A play has actors and props. An actor whose job is to sleep may breathe but they make no art. A true actor breathes art. And what is art without intent? What is a sapient being but a creature of art, a creature of will, a creature who dreams? We who are Awake are fundamentally different than those who Sleep. A Beast is flesh. An Incarnate is an idea given flesh. A Folk is flesh that breathes ideas. And the Fey are Will itself."

You're overcomplicating this (popular among laymen and tired academics): "Look, if it walks and quacks and swims like a duck it's probably a duck. If it talks and makes stuff and wears a hat and goes and watches a play every other week it's probably a Folk if it isn't a flipping dragon or something."

Just trust the magic, would you (not popular): Look, my spell says you're a Folk, and that your dog is not, do we really need to argue about this?

Magic is stupid (not generally popular): Well yeah, the magic says I'm that, but what does that even mean, really? Who gets to decide? Magic? It's not even a mind. It's just a thing that says stuff! Screw that!

Game effects that refer to Humanoids apply to Folk in Marinos.

Non-Folk

And what isn't a Folk? Everything else. The remaining type essences are:

Aberration: A catch-all category for anything that defies the laws of reason, biology, magic, and reality, and makes divination magic go "UMMMMM!" They may be native to the Astral Plane or somewhere outside of the Nexus entirely. Aberrations may have little in common with each other. They are simply supernatural and esoteric in a way magic doesn't know what to do with. Some aberrations may very well follow alien patterns that Folk don't or can't understand.

Dragon: While Dragons share many physical traits with Beasts and Folk, they are of a fundamentally different essence. Draconic biology is enhanced and sustained by esoteric and elemental forces, and they cannot suffer from old age. "True dragons," in fact, only grow stronger with age. Dragons are built around the ideas of power, majesty, wealth, and glory and have a strong connection to the Material Plane.

Beast: Any being that belongs to a species of ordinary animal that isn't a Folk, and thereby includes augmented, uplifted animals given some sapient mental traits, highly intelligent species commonly considered people despite not being Folk (such as high eagles), and clever animals not typically considered people but treated with additional respect compared to most animals. Some animal species in Marinos may be mildly magical, but not generally in an esoteric manner; animal magic tends to be simple and concrete. The first animals in Marinos were dreamed into being by sleepers from other worlds and became the Beast Lords, who rule the animate aspects of nature that are not Folk.

Constructs. Animate creatures that were made, and not born, are constructs. They include the servitons of the Labyrinth, golems, and homonculi.

Elementals. Creatures made of pure elemental energy, as well as magical biological creatures deeply infused with and born of it, are elementals.

Fey: Fey describe themselves as beings made of story and pure will. The primordial dream fey, along with slightly less esoteric creatures such as the spirits of trees and of cities and boats. Fey describe themselves as "Awake."

Incarnate: Incarnates are ideas given form and include the denizens of the Outer Planes; Celestials, Fiends, Monitors, and Proteans. The Fey describe Incarnates in their baseline state as "Asleep." The Incarnates don't generally appreciate this.

Monstrosity: If it's weird, but in a mostly mundane sense, and isn't something else, it's a monstrosity. They may have chimeric anatomy, weird but not particularly esoteric magic, and/or not fit into any other category and not be fundamentally weird enough to be aberrations.

Ooze: Nobody really knows what's up with this category of creatures. By all accounts, they don't appear to be magical, but they also don't have any reasonable biological basis for living, so...these blobs of weird but non-cellular stuff that sometimes defies the laws of chemistry are...mysteries.

Plant: Annoy druids and biologists with this one simple trick! Academics prefer the term "vegetative being," since creatures of this type can be made of plant, fungal, or even sponge matter, among others, but nobody's willing to use that many syllables, especially not adventurers.

Undead: If it was alive, and now it's not, but it's not dead either, it's probably undead.

What Happened to Giants?

Giants don't really have a unique magical essence in Marinos, nor do they have their own language. As such, the DM should consider species of giant that are just big people to be Folk, and more monstrous creatures (like trolls) to be monstrosities for purposes of this setting. Effects that target Giants effect Folk of size Large or larger.

Since Marinos is less human-centric than many fantasy settings, the DM should feel especially free to take creative liberties with regard to the form and appearance of giants, if they wish to include them.

Incaranates

"Incaranates" as a creature type includes celestials, fiends, law-born Monitors, and chaos-born Proteans. Any celestial or fiend is an incarnates. Effects that target celestials and fiends target Incaranates. Effects that target lawful celestials and fiends target all law-associated Incarnates; effects that target chaotic celestials and fiends target all chaos-associated Incaranates.

Celestials. Incarnates from the Upper Planes are celestials, and are almost always good aligned. Some, like Reflections, can easily vary in alignment, but are usually good. Innately, celestials are defined (magically speaking) by positive energy, so the extinct Day Axis' creatures would also have been celestials despite their evil alignments.

Fiends. Incarnates from the Lower Planes are fiends, defined by negative energy. They are almost always evil, though the creatures of the extinct Night Axis were mostly neutral.

Monitors. Monitors are the Incarnates of the Echo Impression, almost always lawful neutral in outlook. See the Incarnates sidebar.

Proteans. Proteans are the Incarnates of the Stormcome Impression, almost always chaotic neutral in outlook. See the Incarnates sidebar.

Subtypes and Tags

Most regular subtypes, such as goblinoid, can be used as normal, but the following have changes or are added.

Aesir. Immensely powerful outer gods banished from another realm.

Anima. Some objects and places have spirits, whether fey, elemental, or otherwise. Any "worldly" spirit tied to the land or a place or object has this subtype (including Beast Lords). These are anima.

Dreamborn. This applies to creatures created from the dreams of other beings- the Beast Lords, beholders and other creatures created from reveries in the Astral Sea, and certain fey.

Fellfolk. These are the twisted mockeries of the Folk forged and bred in the Shadow- goblinoids, orcs, kua-toa, sahuagin, kobolds, and the like. They often count as both Folk and Monstrosities. They are, by definition, Asleep.

High Beast: A subtype without rules implications that simply denotes a Beast species which (generally) explicitly considers itself a person, if asked in a manner it can understand. High eagles are an example.

Omenborn. These mysterious beings with ties to no worlds and all worlds guard the paths of fate and pursue incalculable ends.

Incarnate Subtypes. Based on plane: Prism (azata), Stormcome (protean, already included in type), Muffle (demon), Shadow (devil), Timewear (apathion), Echo (monitor, already included in type), Mirror (archon), Veil (salvial).

Creature Type and Alignment

Creature type doesn't determine alignment in Marinos as firmly as in some settings (not that there's anything wrong with those settings). There are some creatures that are absolutely set in their instincts- such as the Fellfolk- but there are few, comparatively speaking.

The fey have a couple useful terms to describe themselves and Incarnates. Dream spirits are considered "Awake" if they are aware of their nature and free willed. All fey are Awake in this sense. Spirits are "Asleep" if they are essentially pre-programmed pawns of an ideology that may have intelligence but lack free will or deeply introspective self awareness. Most Incarnates are Asleep (according to the fey at least, so take that with a grain of salt). Some Incaranates are innately Awake, like Reflections and the Shades of the Night (some fey might disagree). A rare few, through identity shattering circumstances, excruciating magical accidents, soul wrenching events, or other phenomenal circumstances Awaken on their own. Incarnates that are Asleep are alignment locked.

Lycanthropes could be said to be Awake in their natural forms and Asleep in the throes of a transformation. And Servitons could be said to Awaken given time.

Trolls, gnolls, mind flayers, and a small portion of other creatures are alignment locked as well ("Asleep"). In general, however, a surprising number of creatures aren't- from dragons to beholders to giants.

Tentacles Do Not Mean Aberrations.

Tentacles, too many or too few eyes, a crustacean like appearance, or weird fishy traits do not make a creature an aberration. Creatures born of very alien places such as the Astral Sea or certain realms beyond the Nexus are aberrations. They can look appalling but don't always. Monstrosities can just as easily be covered in tentacles and have squid beaks.

Creature and Animal Languages (WIP GETTING RID OF THIS PART)

Some unexpected creatures are capable of a degree of language use. Characters can learn such creature languages as normal languages, given sufficient explanation for how they were taught, but may have difficulty copying noises that are not natural to their morphology. Whether a character may learn a creature language and how well they can speak it is up to DM discretion. Some creature languages are full, if unconventional languages, while others are quite limited but can be learned.

Some smarter animals can speak very rudimentary meanings in one or more elemental languages.

Aquan: Whales are natural singers of haunting Aquan tunes; all cetaceans can naturally sing rudimentary Aquan.

Auran: Parrots and corvids can innately speak extremely rudimentary Auran. High eagles take to it easily. Pigeons can speak some very very basic Auran.

Elephant: Elephants have very basic languages dependant on species.

High Elk: The giant elk of Frostreach are known to call out to each other in a basic tongue.

Hook Horror: This innate language of hook horrors is mostly percussive, with some similarities to Terran. Hook horrors have very keen hearing and can listen to each other underground across distances.

Hyena: Vasha's spotted hyenas speak a very rudimentary language that is adept at describing hyena social relationships and pecking orders.

Ignan: One would not expect any animals to speak rudimentary Ignan. One would be wrong. Vasha's pyromaniac hawks and kites, which use fire as a weapon to flush prey out of brush by grabbing sticks from wildfires and flying away with them (or by using a little animal sorcery...) speak very basic Ignan.

Prairie Dog: Vasha's prarie dog's chittering can be translated via Comprehend Languages. Go figure. They're good at communicating the location of nature of threats and basically have adjectives they can use to describe different creatures and situations. However- prairie dogs' languages are not innate- those raised in captivity can only "speak" gibberish! As a result, one can only aquire proficiency in specific regional versions...not exactly relevent to your average adventurer.

Primate Languages: Most species of monkeys and apes have very rudimentary languages characters can learn to comunicate basic concepts. These languages are not shared across species.

Rat: Rats are highly social and have some very basic species specific languages.

Terran: Some fairly intelligent subterranian Beasts naturally use very basic elements of Terran, such as naked mole rats.

Octopuses are definitely intelligent, but being quite solitary, they do not have any beast languages.

Beasts and Animals

Given the relative prevalence of druidic magic, Folk in Marinos are fairly cognizant of animal nature and can test out theories simply by, well, asking the animals they are studying. As a result, ignorance based animal cruelty and dismissiveness toward animal wellbeing based solely on similarities in behavior or appearance to familiar creatures is less common than it may be elsewhere. Intentional and callous cruelty still exists, of course, but much can be known about different kinds of animals due to divination magic.

New Trait: Low Light Vision. Creatures with low light vision can see in dim light as if it were bright to a specified range. This can be applied to appropriate pre-existing beasts.

Intelligent Beasts

Some animals present ethical quandaries due to their intelligence or emotional complexity, despite not being Folk. As a result, many Folk cultures use some variation of the following definitions:

High Beast: If you can cast Speak with Animals on a Beast and ask it if it's a person, and it responds yes and seems to understand the concept and provide an explanation, most druids recommend treating the Beast's species as a High Beast, a people worthy of respect and dignity. If a Beast has any concept of dignity, or considers its own otherwise humane captivity to be wrong, most people believe you should consider it a High Beast. This is a description for a species- an individual Awakened dog's intelligence does not make dogs in general High Beasts, but High Eagles as a whole group are.

Soul Beasts: Between High and Low Beasts are the more ambiguosly defined and disagreed upon Soul Beasts, not widely believed to be people but generally considered worthy of a good deal more respect than other animals. This includes animals of similar intelligence to Folk toddlers, animals that demonstrate remarkably sophisticated tool use, animals who can speak one or more natural languages such as Aquan via understanding and not mere copying, animals with rich social and emotional lives, and the like. Many parrots, corvids, primates, octopi, elephants, and non-sapient cetaceans are widely held to be members of this vague category. It is generally taboo to kill such creatures or to capture them for long term captivity without their permission via a Speak With Animals Spell except in case of extreme necessity, such as self defense or starvation or if the Beast cannot otherwise survive.


Amaroch (wolf ogre)

Large beast (high beast), usually neutral


  • Armor Class 13 (natural armor)
  • Hit Points 83 (15d8+15)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 6 (-2) 16 (+3) 8 (-1)

  • Skills Athletics +4, Perception +5, Stealth +4
  • Senses Low light vision 120 ft., Passive Perception 15
  • Languages Amaroq
  • Challenge 2 (450 Xp)

Keen Hearing and Smell: The amaroch has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bonded Tactics: The amaroch has advantage on an Attack roll against a creature if its mate is within 5 ft. of the creature and isn't Incapacitated. (Use Pack Tactics instead if transforming into an amaroch.)

Mournful Fury. If its mate is reduced to 0 hit points while fighting alongside it, the amaroch goes into a bloody rage, gaining advantage on attack rolls for the next minute and dealing an extra 4 (1d6) damage with any melee attack.

Actions

Multiattack. The amaroch makes 1 wounding bite attack and 1 bashing blow attack.

Wounding Bite. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage, and a target that can bleed must succeed on a DC 13 Constitution saving throw or take 4 (1d6) necrotic damage at the end of its next turn.

Bashing Blow. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage, and a Medium or smaller target must succeed on a DC 11 Constitution saving throw or be incapacitated until the end of its next turn.

Rock. Ranged weapon attack: +4 to hit, Range 20/60 ft., one target. Hit: 1d8+2 bludgeoning damage.

The amaroch is to the rakisha as the gorilla is to the human. Unlike a gorilla, amaroch are predators, and they live in the cold wastes of Frostreach. While sometimes called wolf ogres, they are neither wolves nor ogres, though they are certainly at least close to being canines. Highly intelligent, they work together as a bonded pair and mate for life.

Amaroq Language

A basic high beast language made largely up of tail and ear body language, with a surprising diversity of ways to convey affection and communicate animal tactics subtly. There is also, apparently, some form of humor possible in it that only amaroq seem to comprehend. It is a complex enough mode of communication that a character could hypothetically communicate basic concepts to wolf-ogres with it, if they have a flexible tail and ears.

Bees

Bees are generally not considered soulbeasts, but their dances are reminiscent enough of language that Comprehend Languages can translate their meanings- often directional or in relation to opportunities and threats. A character could hypothetically learn to "speak" Bee Dance, but why would an adventurer do that?


Bird

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 4 (-3) 2 (-4) 10 (+0) 5 (-3)

  • Skills Acrobatics +5, Perception +2, Survival +2
  • Senses Passive Perception 12
  • Languages -
  • Challenge 0 (0 XP)

Actions

A stat block for any typical small bird. Some small birds, such as woodpeckers and nuthatches, have a climbing speed of 10 feet. A pigeon has the statistics of a bird, but an Intelligence of 3 (doesn't affect stats) and a Charisma of 9 (-1). A pigeon has advantage on survival checks to navigate back home or survive in a city.

Some birds may have higher Intelligence and Charisma scores, at DM discretion, and minor skills appropriate to their species. For instance, a woodpecker has a climbing speed of 10 feet, and a pigeon has a Charisma of 9 (-1) and advantage on survival checks to navigate home.



Cat

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 11 (+0)

  • Saving Throws Dexterity +4
  • Skills Perception +3, Stealth +4
  • Senses Low light vision 60 ft., Passive Perception 13
  • Languages -
  • Challenge 0 (10 Xp)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Graceful. The cat counts as having fallen 15 fewer feet whenever it falls for the purpose of falling damage.


Actions

Claw. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit: 1 slashing damage.



Cave Goat

Small beast, unaligned


  • Armor Class 11
  • Hit Points 2
  • Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 2 (-4) 13 (+1) 4 (-3)

  • Saving Throws Dexterity +3
  • Skills Stealth +3
  • Senses Darkvision 120 ft., tremorsense 30 ft., Passive Perception 11
  • Languages -
  • Challenge 0 (10 Xp)

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Sunlight Sensitivity. The goat has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight.

Web Eater. The goat ignores movement restrictions caused by webbing.


Actions

Headbutt. Melee weapon attack: +2 to hit, Reach 5 ft., one target. Hit: 1 bludgeoning damage.

These bizarre goats are toxic to giant spiders, and love to eat their webbing. They run free in the Labyrinth, filling the tunnels with their weird bleating when they're not trying to stay out of trouble.

Clack Bats

Clack bats are large, clever bats that can communicate strategy with each other via high pitched clicking that combines elements of rudimentary Auran and Terran. They hunt stryxes and other small, flying, meaty monsters in small groups, and are known to strap sharp stones and slivers of wood to their feet to augment their raptor-like talons. They are often considered soulbeasts, as they don't seem to mind humane captivity with enough social and puzzle stimulation and cannot comprehend most abstract concepts when spoken to via magic. If asked about things like thought, they might talk about making weapons or new flying games.

They have the statistics of eagles, but have 90 foot blindsight based on echolocation and sunlight sensitivity. Their intelligence is 5. They speak and understand very rudimentary Auran and Terran.

Corvids

Corvids are crows and relatives and are exceptionally canny and intelligent birds, often quite mischevious and clever, capable of copying noises and figuring out patterns. They are generally considered soulbeasts, having not much abstract conception but being capable of impressive feats of logic and tool use. Some corvids can reflect on the knowledge they posess to figure out new strategies and have rudimentary justice systems. As a result, some argue they should be considered High Beasts- opinions are mixed, and they don't seem to mind humane captivity with plenty of enrichment when asked via magic.

Small corvids, such as jays, have the statistics of a Bird with a Corvid's mental statistics and Mimicry ability.

Esper

The Esper are High Beast crows who live on a few islands in the Gemwater-Frostreach tubes. Not much is known about them, but they seem to be simply crows of higher intelligence and awareness.

H'mi

The H'mi are High Beast jays (similar to Stellar's jays). They dwell specifically in the redwood forests on parts of Vasha's coast, which are protected by Redwood Dryads. H'mi have the statistics of a bird with an Intelligence score of 9 (-1), Wisdom 13 (+1), and a Charisma of 12 (+1), along with a corvid's Mischief action. They are typically benignly Chaotic Neutral and are often Drawn to the Veil. They speak Sylvan and no innate Auran. They have proficiency in Stealth.

Q'Chunk!

These crows are Folk instead of Beasts, and have the statistics of a corvid with an Intelligence of 10 (+0). They insist on the exclamation emphasis on the name, and do not have any innate languages, but are skilled at creating and learning languages and codes.

Q'Chunk are not a species. Rather, they are born to regular crow parents (and often kidnapped by other Q'Chunk in the vacinity, who can vaguely sense their presence.) Some claim to have reincarnated from other sentient creatures as crows. When quarried, Echo Monitors had no response. Q'Chunk can reproduce with some difficulty, perhaps thanks to the Prism Impression. They aren't particularly common anywhere, but are most likely to be found in the cities of other Folk as flocks.

Interestingly, Q'Chunk can be augmented despite being Folk, but only when they are very, very young, which can be risky. As a result, it's not common.

Q'chunk only came into existence 500 years ago for unknown reasons, and exist wherever regular crows do. They live a little longer, and have two rear claws on each foot (for a total of 5 claws per foot). To the Q'Chunk life in general is a funny mystery best treated as a game. They are often Chaotic Good but vary significantly in alignment. Typically, they are Drawn to the Stormcome or the Echo...or the Mirror. Because it's shiny. Or the Prism. Which really likes them.

Spell Crows

Nobody knows why, but some crows mysteriously can cast a random cantrip. Perhaps they simply have a proclivity for investigating things beyond their ken and getting into trouble and surviving anyway, as this is much rarer with shyer ravens. A spellcrow's casting ability is Charisma (DC 10, +2) and can cast one of the following cantrips of the DM's choice: Dancing Lights, Friends, Gust, Mage Hand, Magic Stone, Minor Illusion, Thaumaturgy, Vicious Mockery, or Prank (from this book).



Corvid

Tiny Beast, Unaligned


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 5 (-3) 12 (+1) 11 (+0)

  • Saving Throws Intelligence -1
  • Skills Perception +3, Sleight of Hand +4
  • Senses Passive Perception 13
  • Languages Rudimentary Auran
  • Challenge 0 (10 XP)

Mimicry. The corvid can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) or DC 10 Intelligence (Nature) check.

Cocky. The corvid has advantage on saving throws against fear.

Payback (1/day). The crow can take the Help action as a bonus action on behalf of a creature within 30 feet of it who has specifically done it a favor within the last 24 hours if it has not been the recipient of Payback from this crow since then. Alternatively, it may make its Beak attack twice in one action against a creature that has specifically wronged it or a close companion without provocation within the last 24 hours without recieving Payback from this corvid since then.


Actions

Beak. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit 1 piercing damage. On a critical hit, the target has disadvantage on its next attack roll or ability check made before the end of its next turn.

Mischief (1/day). Target creature within 15 feet of the corvid must succeed on a DC 10 Wisdom saving throw. On a failure, it can only use its action on its next turn to retaliate against the crow, or waste it.



Dunkleosteus

Gargantuan beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 205
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 8 (-1) 23 (+6) 2 (-4) 11 (+0) 2 (-4)

  • Skills Perception +3
  • Damage Resistances bludgeoning, slashing
  • Senses Passive Perception 13
  • Languages -
  • Challenge 13 (10,000 Xp)

Plate Shearing Jaws. The dunkleosteus's bite attacks ignore bonuses to AC provided by natural or artificial armor.

Water Breathing. The dunkleosteus can breathe only underwater.

Legendary Resistance (1/day). When the dunkleosteus fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The dunkleosteus makes 1 bite attack and 1 tail attack, which must be against different targets.

Bite. Melee weapon attack: +11 to hit, Reach 5 ft., one target. Hit: 5d10+8 bludgeoning damage, which ignores resistances.

Tail. Melee weapon attack: +11 to hit, Reach 10 ft., one target. Hit: 2d6+8 bludgeoning damage.


Legendary Actions

The dunkleosteus can take 1 Legendary Action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

King of the Deeps (1 action). The dunkleosteus repeats a saving throw or ability check against an effect that is grappling, frightening, grappling, paralyzing, poisoning, restraining, or stunning it, provided the effect required a saving throw to begin with. On a success, the effect ends.

Thrash (1 action). The dunkleosteus thrashes violently in the water. Each other creature within 10 feet must succeed on a DC 17 Strength saving throw or take 3d6 bludgeoning damage, halved on a success. The dunkleosteus can then swim up to 10 feet.



Eferida (Dolphin Bird)

Small beast, unaligned


  • Armor Class AC
  • Hit Points 4 (1d4+1)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 3 (-4) 14 (+2) 5 (-3)

  • Skills Acrobatics +7, Perception +4, Performance +1
  • Senses Passive Perception 14
  • Languages -
  • Challenge 0 (10 Xp)

Stunning Leap. If the eferida swims at least 10 feet forward, its jump distances are doubled if it immediately leaps.


Actions

Beak. melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit 1 piercing damage. If the eferida made the attack while jumping, it does 2 damage instead.

Eferida are flightless birds completely adapted to a life at sea. Unlike a penguin, they retain their flight feathers, which are flat and firm to use as flippers. They propel themselves using their front flippers and the undulations of their dolphin like tail. The feet are vestigial, and they have ridges of feathers as stabilizing "fins." Their nostrils are positioned at the top of their beaks, which stretch across their foreheads like a whale's melon.

They hunt fish using sight, and can chase flying fish into the air with graceful leaps. They enjoy a cosmopolitan distribution with a variety of species native to different areas. Despite their fully aquatic lifestyle, they can't hold their breath any longer than most birds, resorting mostly to shallow dives and high speed chases.

They perform dazzling dances of aeroaquatic acrobatics as part of their mating rituals.



Fox

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 11 (+0)

  • Saving Throws Intelligence -2
  • Skills Perception +3, Stealth +4
  • Condition Immunities charmed
  • Senses Low light vision 60 ft., Passive Perception 13
  • Languages -
  • Challenge 0 (10 Xp)

Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit: 1 piercing damage.

Foxes were domesticated in Gemwater long before wolves, and are still used as pets and watch animals. Many wild species can be found around the world. They are slightly resistant to fey magic.



Frillurple

Tiny beast, unaligned


  • Armor Class 8
  • Hit Points 1 (1d4-2)
  • Speed 0 ft., swim 10 ft.

STR DEX CON INT WIS CHA
1 (-5) 6 (-2) 7 (-2) 1 (-5) 1 (-5) 8 (-1)

  • Senses Blindsight 10 ft., Passive Perception 5
  • Languages -
  • Challenge 0 (0 Xp)

Water Breathing. The frillurple can breathe only underwater.


These comedic looking neotonic cave salamanders have reduced limbs and mouths like basking sharks, which they use to filter feed off of microscopic organisms in the waters of the Labyrinth.

They are considered a delicacy in the Capital and surrounding areas, and are somtimes kept as pets.

High Eagles

High eagles are the in-world name for Giant Eagles. In Marinos, their typical alignment is a mildly benevolent Neutral, but varies, as they are fully Awake.

High eagles consider themselves "people" and communicate such if asked. They are not capable of comprehending complex webs of social dynamics like Folk can, and their tools and philosophies are typically fairly simple and straightforward. They do understand abstract concepts much as humans do and can make art, and they each have individual values and moral sensibilities. They are generally content to live the typical lives of eagles, albeit with more song and deeper interpersonal relationships with their mates and young. They usually do not desire to participate in larger societies, though there are exceptions.

Some high eagles become explorers or adventurers. They can typically keep up alright with the dynamics of a small group of Folk such as an adventuring party with some effort. Rangers and druids are relatively common among their kind. Some may be fighters, barbarians, sorcerers, or even monks, and the occasional warlock of an elemental, fey, or Beast Lord is not unheard of. They are not typically wizards or artificers, as they don't take easily to complex maths, and their claws are of limited tool using utility compared to hands.

Aquiline: The innate language of high (giant) eagles. It is a fairly simple language (relatively speaking) where words for concrete concepts double as words for related abstract ideas. The language is a bit sparse, with relatively few words, but fairly poetic nonetheless. It doesn't lend itself well to some concepts (such as discussing architecture or mathematics) but has many words for weather, eagle tactics, nest dynamics, landscapes, and other things relevant to eagles, including emotions and the types of limited cooking they are able to do with their meat.

High eagles often borrow words from Auran if they need to talk about concepts their innate language can't handle.

High Elk

High Elk are giant elk from Frostreach who dwell in small herds (of very large animals) and seem to enjoy making their own sort of strange music and stamping art and runes in the snow. They are generally shy and peaceful but fierce if attacked and easily spooked. They tell simple stories and legends in their own language and many enjoy finding poetic ways to phrase things about their feelings or the natural world. They are often Neutral, but fully Awake.

They are very rare, and distrust Folk of late. Their relationship with the Rakisha is complicated, as some Rakisha tribes have traditionally hunted them, but the species in general is also the most likely Folk to take their side in many matters.

They have a highly unusual relationship with the Beast Lords. The Lord of Cervines refused their plea to protect them from the Amaroq, but the Lord of Amaroq caused the wolf ogres to stop hunting the High Elk in exchange for the giant deer offering their deceased to the Amaroq. He is rather fond of the Elk and considers them to be far too fine of creatures to kill for meat except perhaps in emergencies. The Lord of Cervines considers this unnatural, and often fights with the Lord of Amaroqs.

High Elk and Amaroq both will stomp penguins on sight, as they feel there is something wrong with them, and they are right.

High Elk: The giant elk of Frostreach have a simple but fairly pleasant innate language. It is somewhat musical and has many words for the tastes of plants.



Hippopotamus

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 85 (10d8+40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 19 (+4) 3 (-4) 9 (-1) 6 (-2)

  • Skills Athletics +6, Intimidation +2
  • Senses Passive Perception 9
  • Languages -
  • Challenge 1

Hold Breath. The hippo can hold its breath for 15 minutes, but generally only does so for 5.

Riverbed Walker. The hippo sinks in water, and can walk along the bottom at a speed of 25 ft.

Wounded Fury. While it has 20 hit points or fewer, the hippo has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.


Actions

Bite. Melee weapon attack: +6 to hit, Reach 5 ft., one target. Hit: 1d8+4 bludgeoning or piercing damage, the hippo's choice.

These cantankerous creatures are not to be trifled with. Far deadlier than lions, they can be found in Vasha and Gemwater. Gemwater's saltwater hippos are even crankier.



Hummingbird

Tiny beast, unaligned


  • Armor Class 15
  • Hit Points 1
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 20 (+5) 5 (-3) 1 (-5) 10 (+0) 12 (+1)

  • Saving Throws Dexterity +7
  • Skills Acrobatics +7
  • Senses Passive Perception 10
  • Languages -
  • Challenge 0 (0 Xp)

Evasion. When the hummingbird is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble Flurry. The hummingbird can take the Dash or Disengage action as a Bonus Action on each of its turns.



Mongoose

Tiny beast, unaligned


A mongoose has the statistics of a weasel and resistance to poison damage.

Orca

Huge beast, unaligned

Orcas, or killer whales, use the statistics of a killer whale, but have an Intelligence of 6 (-2) and the Pack Tactics trait. They speak simple Aquan and are almost universally admired by land peoples. Like other nonsapient cetaceans, most people consider them soulbeasts at least. Orcas do not seem to precisely comprehend concepts like "dignity," "morality," or "art" but do suffer horribly in captivity and beg to be released if spoken to, unless they are receiving necessary care they couldn't survive without. They don't understand requests to eat more sea lions and fewer Duskino (though due to the influence of their Beast Lord, they do not typically go after any kind of Folk). They do have fads. As a result, some people think they should be considered High Beasts. The orcas have no opinions on this, except to insist upon freedom.

Orcas are capable of immense kindness or horrific cruelty in equal measure. When asked why they hunt whales even when they aren't hungry, they respond with confusion. Most druids believe they are simply so driven to hunt that they don't stop hunting, and that their behavior is macabre play without understanding of prey pain, even though they are very capable of empathy for non-prey species such as humanoids and other orcas. As a result, they are unaligned despite their sometimes cruel behavior; it's not precisely conscious malice.

Orcas are highly variable in habit. Some pods range vast distances; others call a specific area their home. Some hunt marine mammals, others mainly eat fish. Fish eaters, when asked if they eat fish instead of marine mammals out of conscience, don't understand the question. Usually, they just like the taste of fish or are better at catching fish or live someplace with many fish.

Augmented Orcas and Daggermaw

Before Augmenting became widespread, orcas were as orcas naturally are. But something stirred the fascination of their Beast Lord, Daggermaw: the inventions of the Folk; the new fleshcraft in particular. For whatever reason, he forsook the other Beast Lords and chose the company of Folk, exchanging power and pacts in exchange for learning their ways and being given tools to manipulate the world around him as they did. To the shock (and often horror) of the others, it turns out a Beast Lord can indeed be augmented.

Some didn't care. Many were aghast but considered it his business. Many thought it a terrible mistake, or a betrayal of the Beasts, but did not intervene. Some went to war with him. They lost. Because he is the god of killer whales, and they were not. And now he had machines.

Daggermaw, Heart of the Machine and perhaps the most heavily augmented creature in existence, brimming with overhwleming life force to be transmutated and modified and channeled, changed the nature of orcas, decreed in their souls that they would be the allies of Folk and the bearers of machines. Not exactly wild. Not exactly tame. They were something new entirely. Some orcas swim free and wild in a natural state, albeit looking hungrily at Duskino but not biting. And some swim free and altered and serve Folk symbiotically in exchange for powerful, fun, beneficial, or otherwise desirable augmentations, steady supplies of food, and medical care.

Daggermaw says his orcas enjoy kinship with the dynasty of technological civilization and have overcome their natural limits through cooperation and the beauty of machines while staying true to themselves- intelligent and majestic and powerful and adaptable. While Folk augment many cetaceans, they treat orcas in particular with a special awe. And even ruthless augmenters and whale handlers avoid poorly treating the killer whales. For their god is watching. And he does not take kindly to offense.

Heart of the Machine

Orca whales have an additional augmentation slot.



Otter

Small (river) or Medium (sea) beast, unaligned


  • Armor Class AC
  • Hit Points 2
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 11 (+0) 4 (-3) 12 (+1) 8 (-1)

  • Skills Investigation -1
  • Senses Low light vision 60 ft., blindsight 10 ft. when underwater, Passive Perception 11
  • Languages - (prowler, selken)
  • Challenge 0 (10 Xp)

Hold Breath. The otter can hold its breath for up to 10 minutes.

Keen Smell. The otter has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Bite. Melee weapon attack: +0 to hit, Reach 5 ft., one target. Hit: 1 piercing damage.



Platypus

Tiny beast, unaligned


A platypus uses the same stats as a poisonous snake, but a female platypus has no poison. A male's venom is not lethal to larger creatures, leaving any Small or larger creature it brings to 0 hit points with poison damage unconscious but stable.



Sheepshead Wrasse

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 6 (1d8+2)
  • Speed 0 ft., swim 35 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 15 (+2) 4 (-3) 13 (+1) 6 (-2)

  • Skills Intimidation +0
  • Senses Passive Perception 11
  • Languages - (furlfin)
  • Challenge 1/8

Water Breathing. The wrasse can breathe only underwater.


Actions

Multiattack. The wrasse makes 1 bite attack and 1 headbutt attack.

Bite. Melee weapon attack: +3 to hit,, reach 5 ft., one target. Hit: 1d6+1 piercing damage

Headbutt. Melee weapon attack: +3 to hit, Reach 5 ft., one target. Hit: 1 bludgeoning damage.

These carnivorous fish have been domesticated by the various aquatic races and serve a roll similar to dogs on land. Humans find them a little off putting and incredibly derpy- they have bizarre mouths that appear to be full of human teeth. They are also surprisingly clever despite their dumb looks and bulgy heads, and are able to break open shellfish by using rocks as tools.

They also are all born female. Larger, dominant individuals transition into males when the opportunity arises.



Sperm Whale

Gargantuan beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 181
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 7 (-2) 26 (+8) 6 (-2) 15 (+2) 8 (-1)

  • Skills Perception +5
  • Damage Resistances thunder
  • Senses Blindsight 180 ft., Passive Perception 15
  • Languages very simple Aquan
  • Challenge 8 (3,900 Xp)

Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 60 minutes

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Multiattack. The sperm whale makes one bite attack and one tail attack, which must be against different targets. It can use Sonar Blast if it is available.

Bite. Melee weapon attack: +11 to hit, Reach 5 ft., one target. Hit: 5d10+8 piercing damage, and the target is grappled (escape DC 16). The whale cannot bite other targets while it has a creature grappled.

Tail. Melee weapon attack: +11 to hit, Reach 10 ft., one target. Hit: 3d8+8 bludgeoning damage, and the target must succeed on a DC 16 Dexterity saving throw or be knocked prone.

Sonar Blast (recharge 6). The whale creates a 60 foot cone of powerful sound. Each non-sperm whale in the cone must succeed on a DC 16 Constitution saving throw or take 2d4 thunder damage and have disadvantage on all attack rolls and ability checks until the end of its next turn. This ability has no effect in an area of Silence.



Spotted Hyena

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 15 (2d8+6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Saving Throws Constitution +5
  • Skills Intimidation +2, Perception +3
  • Senses Passive Perception 13
  • Languages - (Biter, Prowler)
  • Challenge 1/2

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Keen Smell. The hyena has advantage on Wisdom (Perception) checks that rely on smell.

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.


Actions

Bone Crushing Bite. Melee weapon attack: +5 to hit, Reach 5 ft., one target. Hit: 2d4+3 piercing damage. This attack ignores resistance to piercing damage.

The hyenas of Vasha are not to be trifled with. While they are dangerous predators culturally associated with death, the locals don't find the hyenas as repulsive as many cultures do, and in some areas, they are even allowed into the cities to clean the offal and kill monsters.



Squirp

Tiny monstrosity/beast, unaligned


  • Armor Class 11
  • Hit Points 1
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 13 (+1)

  • Skills Acrobatics +4, Stealth +4
  • Condition Immunities asleep, exhaustion, paralyzed, petrified
  • Senses Darkvision 30 ft., Passive Perception 10
  • Languages -
  • Challenge 0 (0 Xp)

Spider Climb. The squirp can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Suction-Footed. The squirp cannot be moved against its will if it is standing on any surface that wouldn't also be moved by the effect.

Actions

Sticky Tongue. The squirp launches its long, sticky tongue at a surface, creature, or object within 30 feet. If the target is a surface or a Medium or larger object, the squirp latches onto it and pulls itself to the location of its target. If the target is a creature or a Small or smaller object, the squirp makes an attack roll with a +4 to hit. On a hit, it pulls itself onto the target and can stick using its climbing speed. The squirp can instead pull a Tiny loose object that isn't being worn or carried to itself in this way if the object weighs 3 ounces or less.

Squirps are weird little lizard like monsters found in the Labyrinth. They have green, leathery, scaless skin and suction cups for feet. They also have a suction cup on the end of their tails. They will eat just about anything and are considered pests by adults. However, their endearing faces and humorous habits of using their tongue to jump onto people make them beloved to most children.

They also don't sleep, and are immune to being turned to stone by some of the underground monsters they share a biome with.

A few rarer species in other colors can be found in the tubes and on certain islands in Gemwater.

Other animals I need to do:

  • Kangaroos (gray and red)
  • Argentinosaurus
  • Spinasoaurus
  • Sperm whale
  • Giant squid
  • Blue ring octopus
  • Giant octopus
  • Lionfish
  • Pufferfish
  • Jellyfish
  • Dolphin (ocean, river)
  • Beluga
  • Narwhal
  • Seals (medium and large, leopard, walrus)
  • Penguins (tiny, small, and medium)
  • Cobra
  • Mongoose
  • Wooly rhino
  • Paraceratherium
  • Armored fish
  • Ichthiosaurus or however that's spelled
  • Manatee or dugong
  • Giant sea cow
  • Loris
  • Monkey (pygmy, small, and medium, baboon, howler)
  • Apes (chimp gibbon orangutan, gorilla)
  • Porcupine
  • Hedgehogs and Tenrics
  • Moray eel
  • Bird of paradise
  • Seagull
  • Fowl
  • Songbird
  • Hummingbird
  • Dodo
  • Kiwi
  • Emu and Rhea
  • Ostrich
  • Cassawary
  • Moa & demon ducks
  • Giant tortoise
  • Terror birds (axe beaks)
  • pelagornithids
  • Toothed whales
  • Baleen whales
  • Fruit bat
  • Diving bats
  • Dolphin birds
  • Sea turtles
  • Armored fish
  • Nautilus
  • Friller Salamander
  • Armadillo
  • Anteater
  • Echidna
  • Beavers and sea beavers
  • Aye aye
  • Tarsier
  • Barreleye
  • Barracuda
  • Swordfish
  • Lobster
  • Mouse Deer
  • Colugo
  • Solenadon
  • Tapir
  • aardvark
  • Kangaroo rat
  • Water possum
  • Iguanas
  • Komodo dragon
  • Gliding snake
  • Gliding lizard
  • Thorny devil
  • Turtles
  • Gharial and caimens
  • Mantis and giant mantis
  • Giant assassin bug
  • Giant millipede
  • Hummingbird hawk moth
  • Salmon
  • Giant anglerfish
  • Giant snail
  • Giant slug
  • Blue glaucous
  • Schooling fish
  • Giant sea slug
  • Giant anemone
  • Sunfish
  • Giant isopod
  • flying squirrel
  • squirrel
  • Capybara
  • Llama
  • Alpaca
  • Sand worm
  • Sand seal
  • Sand hippo

Monsters (Do Not Peep)

To Do

List of stuff to add, stablocks or at least info and suggestions on how to run:

  • Sam's celestials
  • My Veil celestials
  • How to "convert" Incarnates over to each plane
  • The Aesir
  • The Beastlords
  • Info on existing monsters
  • Shimmer Dragons
  • Example augmented beasts
  • maybe my campaign NPC's? Handmaidens? Dire Shadows or whatever they're called?
  • Dire Shadows
  • Wind horse (elemental)
  • Horse variants
  • Dream spirits
  • Torments
  • Harbingers
  • Toradin
  • More ship spirits, and neaten up
  • Neaten up the gnoll stuff
  • Muses
  • Sun elementals
  • Shadow elementals
  • Sun birds?
  • Mirage spirits or how to run them
  • Lying sphinx, how to run as a sphinx
  • Mini sphinx
  • Supersoldier
  • Living Weapons (oozes, pestilences, etc)
  • More lynacthropes?
  • Song dragons
  • Old Moon lycanthropes
  • Drakes?
  • Sea monsters
  • Chimera
  • Info on dragons
  • Light spirits (hyperlink)
  • Dire Songs
  • Endlings
  • Rainbow Serpents
  • Hyperlinks to more elementals
  • Sparkstone Elemental
  • Caladrius (celestial)
  • Mimic stuff?
  • Outer Planes animals (templates?)
  • Storm lords
  • Ghost warriors
  • More dreamspawn stuff
  • Glass Spiders (Sam's species)
  • Aberrant Penguins
  • Beholder stuff
  • Gochira and omenborn stuff
  • Add languages to already in game beasts
  • Blade robot thingies from the labyrinth
  • General:
    • Mako Warrior and Scout and Blood Mage
    • Clerics and paladins of each plane
    • Servitons
    • the cetacean people, each kind
    • add the cephalopod races?
    • Lo'Kua
    • Faceless
    • Dragonborn Bloodsong Sorcerer
    • Iguana mystic
    • Ship Mystic
    • Deckmonger
    • Seafaring Wizard
    • Bastion Monk
    • Corvids? Also war lizards and kenku

Angels

Neon Angel

The neon angels are remnants of the Day Axis that were sent to invade the Night but rebelled against the burgeoning evil of their commanders. Trapped within a dawning world of darkness, hate, and tyranny as changed creatures of light, the angels dimmed, becoming something else entirely. Those that have survived the terrors of the Doom Axis support the Underworld Geurillas, have escaped the plane somehow, or have even jumped the edge in desperation to escape into the mists of Limbo.

Born of tyrannical light, living in hostile shadow, redeemed as creatures of honor, they are burdened with a complicated and wearying existence, and their claws carry the weight of their sorrow. They appear daunting and alien in their true forms, time ravaged relics from another time.

Shining with a strange glow, these angels wield the power of light in the dark.



Neon Angel

Large Celestial (Day Axis), any good


  • Armor Class 17 (natural armor)
  • Hit Points 118 (14d8+48)
  • Speed 40 ft., fly 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 16 (+3) 21 (+5) 17 (+3)

  • Saving Throws Wis +9, Cha +7
  • Skills Deception +7, Perception +9, Stealth +7, Investigation +7, Intimidation +7
  • Damage Immunities radiant
  • Damage Resistances fire, lightning, poison, necrotic, nonmagical physical
  • Condition Immunities charmed, exhausted, frightened, poisoned
  • Senses darkvision 120 feet, PP 19
  • Languages Aquan, Celestial, Abyssal, telepathy 120 ft.
  • Challenge 9?
  • PB: +4

Innate Spellcasting. Wisdom, DC 17, +9 to hit, no material componants required.

  • At will: Daylight, Detect Evil and Good, Nondetection (self only), Nystul's Magic Aura (self only)
  • 3/day: Hex (radiant)
  • 2/day: Moonbeam

Spellcasting. Wisdom, 8th level mixed spellcaster, DC 17, +9 to hit.

  • Cantrips: Dancing Lights, Light
  • 1st level (4 slots): Alarm, Command, Hellish Rebuke (radiant)
  • 2nd level (3 slots): Animal Messenger, Blur, Misty Step
  • 3rd level (3 slots): Bestow Curse, Blink, Fear, Meld into Stone, Phantom Steed, Spirit Shroud
  • 4th level (2 slots): Freedom of Movement, Sickening Radiance, Wall of Fire

Masked Angel. The angel's darkvision is not hindered by magical darkness. Effects that detect celestials fail to detect the neon angel. Additionally, the angel can choose for effects that detect or are based off of creature type to consider it a fiend.

Cunning. The angel can disengage as a bonus action.

Magic Resistance. The angel has advantage on saves against spells and magical effects.

Aura of Faerie Fire. The angel emits dim light in a 60 foot radius. Each creature of the angel's choice that starts its turn within the light or enters the light for the first time on its turn must make a DC17 Dexterity saving throw. On a failure, the creature becomes rhymed in softly glowing light until the start of its next turn. A glowing creature sheds dim light in a 5 foot radius, cannot benefit from being invisible, and attack rolls against it have advantage. The angel can reduce the radius of the aura, increase it to an amount equal to or less than 60 feet, or put out the light as a bonus action.


Actions

Multiattack. The angel makes 2 attacks.

Plasma Hooksword. Melee weapon attack. +7 to hit, Reach 5 ft., one target. Hit 1d8+3 slashing damage plus 14 (3d8) special damage, which counts as lightning or fire, whichever the target is weakest to. See Hooksword properties, Warrior's Codex.

Flashing Boomerang. Ranged weapon attack: +8 to hit, Range 30/60, one target. Hit 1d4+4 nonlethal bludgeoning damage plus 3 (1d4) nonlethal radiant damage. The first time the target is hit on a turn, it must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. The boomerang then repeats the attack against another creature within range of the prior target until it misses or runs out of new targets. It then returns to the angel's hand.

Claws of Despair. Melee weapon attack: +7 to hit, Reach 5 feet, one target. Hit 1d6+3 slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or be frightened of the angel until the end of its next turn. The target also takes 7 (2d6) psychic damage, halved on a success.

Change Shape. The neon angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice). In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, spells, legendary actions, and lair actions) that the new form has but that it lacks.


Reactions

Parry. If the angel is wielding a hooksword, it can add 2 to its AC when hit by a melee attack it can see. It adds 4 instead if it is wielding 2 hookswords.

Apathions

Insidious fiends of the Timewear, Apathions delight in decay. They are creatures of corruption, sowing greed, apathy, baseness, homogeneity, and irresponsibility throughout the Material Plane so that mortals can spin the slow demise of their own world. The apathion view of paradise is a world where the flow of entropy and time have ground all creativity, individuality, color, and song to a joyless gray void.

Apathions typically are pleasing to the eye and exude an aura of sophistication

Template

Any thematically appropriate fiend can be reflavored as a Timewear spirit. Apathions have the following traits. Make sure to replace any traits typical of other types of fiend and not just add to them.

Alignment. Lawful Evil

Subtype. Apathion

Damage Resistance. cold, psychic, often nonmagical physical damage

Damage Immunities. Acid, Poison

Condition Immunities. Charmed, Exhaustion, Petrified, Poisoned


Some also have the following trait. Superior Inscrutability. The apathion is immune to any effect that would sense its emotions or read its thoughts, as well as any Divination spell that it refuses. Wisdom (Insight) checks made to ascertain the fiend's intentions or sincerity have disadvantage.

Additionally, no magic or effect can force the apathion to tell the truth. The apathion is aware of any spell or effect that would reveal the apathion's creature type, subtypes, alignment, or sincerity, and it chooses what the spell or effect reveals. However, a Divine Smite or Moonbeam still have added effects based on its shapechanger subtype and fiendish nature.

Crooked Confidant

Crooked confidants are the spies, influencers, manipulators, and diplomats of the Timewear. Supernaturally charming and uncannily talented shapeshifters, they use their abilities to ease into positions of influence and engender the trust of elites and sometimes entire societies. They then cunningly utilize their relationships to lure mortals into increasing levels of ostentatious depravity.

Crooked confidants seek out ways to get people to engage in ludicrous wastages of natural resources and to eliminate all positive and unique aspects of culture and existence in the societies they puppet.

They avoid combat, and lying, preferring to work through words to use creature's own desires against their world. And those who listen to them find they often don't suffer for it- the problem with the Timewear is it always makes good on its word, and they engender a world where their thralls suffer no consequences for their actions in their lifetimes.



Crooked Confidant

Medium Fiend (apathion, Entropy Axis, shapechanger), Lawful Evil


  • Armor Class 18 (includes Charisma)
  • Hit Points 45? (not a combat oriented creature)
  • Speed 30 ft

STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 17 (+3) 26 (+8) 23 (+6) 27 (+8)

  • Skills Arcana +12, Deception +12, Insight +10, Investigation +12, Perception +10, Religion/Planes +12, Sleight of Hand +5
  • Damage Resistances cold, psychic, nonmagical physical
  • Damage Immunities acid, poison
  • Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
  • Senses Darkvision 120 ft, PP 20
  • Languages All, telepathy 120 ft
  • Challenge ???
  • Proficiency Bonus +4

Amorphous (sand form only) The apathion can squeeze through any space fine sand could flow through. Paths smaller than a square inch in area are difficult terrain.

Insidious Magic. The Apathion's spells do not require verbal or somatic componants. Additionally, whenever a creature is affected by its Charm Person, the creature must succeed at a DC 20 Wisdom saving throw or not realize it was effected by mind altering magic.

Legendary Resistance (1/day). When the Apathion fails a saving throw, it can choose to succeed instead.

Magic Resistance. The apathion has advantage on saving throws against spells and other magical effects.

Superior Inscrutability. The apathion is immune to any effect that would sense its emotions or read its thoughts, as well as any Divination spell that it refuses. Wisdom (Insight) checks made to ascertain the fiend's intentions or sincerity have disadvantage.

Additionally, no magic or effect can force the apathion to tell the truth. The apathion is aware of any spell or effect that would reveal the apathion's creature type, subtypes, alignment, or sincerity, and it chooses what the spell or effect reveals. However, a Divine Smite or Moonbeam still have added effects based on its shapechanger subtype and fiendish nature.

Innate Spellcasting. The apathion can cast the following spells innately, requiring no material components. It's spellcasting ability is Intelligence (+12 to hit, DC 20)

At Will: Bane, Detect Evil and Good, Detect Magic, Dissonant Whispers, Light, Melf's Acid Arrow

3/day: Charm Person, Lesser Restoration, Meld into Stone, Nondetection

1/day: Arcane Lock, Calm Emotions, Daylight, Dispel Magic, Feign Death, Find Traps, Freedom of Movement, See Invisibility, Slow, Wall of Sand, Zone of Truth


Actions

Silvered Dagger (humanoid form only). Melee Weapon Attack: +4 to hit, 5 ft/Range 20/60, one target. Hit: 1d4 slashing or piercing damage, which counts as silvered.

Self Dismissal. The apathion's body dies, leaving a corpse. Aleternatively, it dissolves into a pile of sand, its choice. The apathion immediately reforms in the Timewear.

Change Shape. The apathion magically polymorphs into any typical Folk race that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is borne by the new form. In a new form, the apathion retains its statistics and gains the speeds, size, and racial traits associated with the creature it became, besides spellcasting or consumable abilities. Alternatively, the apathion assumes its true form, that of a shifting pile of glittering, velvety sand.

Reactions

Parry (appropriate Folk forms only). When hit by a melee attack it can see, the apathion can add 4 to its AC for that attack, potentially turning the hit into a miss.

Legendary Actions

The apathion can take 1 Legendary Action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Cast a Spell. The Apathion casts one of its non-damaging innate spells, expending a use as normal.

Archons

These righteous paragons of flashing light, glinting steel, and dazzling magic are the denizens of the Mirror Impression, a plane of purifying light and introspection. The Mirror is a place of reason, awareness, clarity of thought, and benevolence of spirit. Its Incarnates are glorious champions of awe inspiring radiance that seek justice, grant clearheaded guidance, wage war against Shadow forces, and otherwise seek to resolve conflict with words rather than force.

Archons despise tyranny, and while they can be inordinately preachy, are seldom overbearing and never cruel. Simultaneously harsh, patient, and kind, they are deep thinkers and philophers who seek to protect the free will of creatures who have it. Archons will fight, but generally only with great deliberation will they forcefully intervene in mortal wars or governments. Often, by the time they are done deliberating, history has already moved on. They are wary of making a mistaken judgement, a quality that, while admirable, often cripples their effectiveness in the Material Plane.

What archons will not hesitate to do is wage total war against fiends of the Shadow Impression, their archenemies. If granted the opportunity and resources, they are happy to take on other creatures of evil as well. They generally save their strength when it comes to Muffle creatures, knowing that Echo creatures are highly motivated to fight demons and demons alone. If the Mirror creatures were to spread thin their forces, the Echo would not compensate in other areas. Archons are strategic creatures with a group oriented mindset but no lack of individual motive, making them a force to be reckoned with when they will just move already. In all matters, they weigh the risks and benefits, costs and gains carefully, trying to decide how best to spend effort, time, and resources.

Creating an Archon

Existing celestials can be outfitted as archons to supplement the ones listed here. Give it the archon and Mirror subtypes, immunity to radiant and poison damage, and resistance to cold, fire, and force damage, along with the following trait:

Reflected Transposition. Whenever a creature within X feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.

Anthropomorphic Celestials

Some celestials, such as empyreans, are humanoid in form in traditional D&D. In Marinos, most humanoids are Folk, but not all Folk are humanoid, so celestials don't have any special predilection to have humanoid forms in particular. You can assume that anthropomorphic celestials resemble various Folk via the following trait (labeled for a Medium or lower end Large celestial). You can add this trait to any existing celestial you want to use as an archon.

Alter Form. As an action, the celestial can adjust its form to mimic the shape and appearance of any type of Folk it is aware of the existence of, and it can change its size between Small, Medium, and Large. While Small, it is affected as per the Reduce spell. The celestial can have swimming and/or walking and/or flying speeds equal to its walking or swimming speed listed in its stat block, if appropriate to the form. It can have a climbing speed of 2/3 that if appropriate to the form, and a burrow speed of 5 feet if appropriate to the form. (For instance, one in the form of a Duskino would gain a swimming speed and lose a walking speed). Otherwise, its statistics remain unchanged. It remains blatantly obvious that the creature is a celestial, and it retains any distinguishing characteristics according to its type, such as wings or glowing eyes. As such, they usually retain any flying speeds in all forms.

(Depending on the base size of the celestial in question certain details could change, for instance a comforting Veil celestial might be limited to Small and Tiny, a titanic protector might not be able to go below Huge, etc. Some celestials can fancifully customize these forms, such as an angel becoming a Tiny minotaur one moment and a Large curl the next, while others are limited to certain sizes based on the mimicked species, such as an empyrean that can be Huge or Gargantuan and is always triple the size of the species it is mimicking.)

Gateway Archon

(Concept, stats, and description by Necronophtase)

Gateway archons are formed from hundreds of flickering, shifting images, filling the shape of a Humanoid. Each of these images is a reflection from a mirror, somewhere else in the Nexus. They thrive in tandem with other archons, because they can leverage the Reflected Transposition ability constantly, gaining the benefits of Assymmetric Teleportation each time. Theirs is the duty to spread the Mirror's influence beyond its current borders, to seek out new places, and when they do, they bring the archons of the Mirror to bear upon it. While they are somewhat scarce in an absolute sense, these are some of the more commonly encountered higher-tier archons, since they spend so much time out in the mortal realm, seeking and finding.

In combat, gateway archons keep their distance from opponents, running in to attack from range with space-stwisting strikes and vanishing to safety using Ripple Step. They never stay in a fight if they don't think they can win, preferring to simply disengage using their vastly superior mobility. When they have archon allies, they play closer to the front amid their friends, providing plentiful temporary HP from repeated triggers of Reflected Transposition, and ensuring that the two forces are always well-positioned.

Hound Archon

(Concept, description, and stats by Necronophtase, inspired by older editions and Mouse from the Dresden Files)

Hound Archons are the companions and guardian angels of worthy mortals. A Hound Archon enters the Material Plane by being born into a litter of companion animals - in human societies, this usually means dogs, though cats, underland boars, ancilere falcons, chipsi fish, grinheldr, lovebirds, house foxes, and riding antelopes also work. They find their way to mortals whom the Mirror believes will play important roles or face hardships, to keep them safe and guide them rightly. The Hound appears as a large and uncannily intelligent animal, but is not overtly celestial in appearance, and can even fool basic Divinations into reporting it as a mere Beast. When its charge is faced with threats of a more malevolent, supernatural nature, however, the Hound can be a much more potent guardian than it seems. Hound Archons only age past maturity if they decide to, so they typically remain strong and fresh as long as their charge has need of them.

Keystone Archon

(Concept and stats by Necronophtase)

These mesmerizing, sparkling orbs of light, about the size of a clenched humanoid fist, bely tremendous magical power and a brilliantly tactical yet phenomenally compassionate mind. A keystone archon strengthens its allies and saps the impetus from opposing forces, acting as a rallying banner for archons and their allies on the battlefield or anywhere else.

Mirror Knight

(Concept, description and stats by Necronophtase)

Mirror Knights are some of the most common full-fledged celestials in the Shining Axis, though not to the degree of Reflections. Whatever form they take, their flesh is a smooth, glassy white, cool to the touch, and while it mimics the overall shape of coverings like hair, scales, and feathers, it remains a single, uniform piece. Mirror Knights' forms only assume the low-frequency parts of the Folk they appear as; there are no veins beneath their skin, no wrinkles on their palms, no prints on their fingers. Despite this, they are emotive, with mobile and expressive features. Mirror Knights are unfailingly courteous and helpful.

The arms and armor created by Mirror Knights are middlingly potent magical items, with powerful ties to the Mirror that make them excellent bases for further enchantment. However, they are destroyed every time the Mirror Knight uses Ironclad, and new armaments are created, so it isn't feasible to make use of (or improve) them while the Mirror Knight remains active. When a Mirror Knight is vanquished, their armaments remain until the Knight re-forms in the Mirror, and if a Mirror Knight is somehow killed permanently, then their armaments can be used safely without risk of disappearance. This would make them the target of hunters, if it were practical to try to permanently kill Celestials.

Noble Archon

(Concept, description and stats by Necronophtase)

Noble Archons usually take the form of whatever the traditionally used mount is among the mortals they interact with. (This might modify the type of physical damage their attack deals, but it does not change the rest of their stats.) Whatever form they take, their outer covering appears opalescent, and even seems to scatter more light than it could possibly be receiving.

They have an aura of palpable majesty about them that lifts up their allies, but when coupled with their wrath it is enough to crush villains beneath the wieght of their own wretchedness. Noble Archons prefer to use this aura to cut through social tension and heated argumens, clearing the way for more level-headed conversation. However, when battle must be joined, a Noble Archon will serve as a mighty steed for a champion of righteousness, and no host can stand against one for long without being put to rout - after all, an enemy that flees the field of battle need not be put to the sword.

Oathkeeper Archon

(Concept, description and stats by Necronophtase)

Oathkeeper Archons form the immovable center of the Mirror Impression, both in war and in peace. Their bones are a pale, nigh-unbreakable solid grey stone, covered over with muscles and tendons of tightly-woven coppery metal, flowing with quicksilver blood, and surmounted by brilliant silver skin/feathers/scales (depending on what mortal race they are appearing to). Their silver outer layer is harder than any mundane armor, for all that it might look supple, but peircing it will do little good, for there is no soft flesh beneath. They stand roughly half again as tall as the mortals around them, but their metallic flesh means that they mass almost thirty-five times as much. Because of this, they hover slightly above the ground almost all of the time, since few surfaces can survive that much weight. In the air behind them float twin patterns of gleaming Celestial text in the shape of butterfly wings, detailing the Oaths sworn to the Archon.

In times of peace, Oathkeepers serve as judges and arbitrators, settling disputes between weaker creatures. They also act as witnesses of oaths and deals, from trifling bets to lifelong pledges and international treaties. In battle, they form the unbreakable point around which the forces of the Mirror rally - the tip of the spear and the core of the shield. While other Archons may maneuver faster or have a versatile array of tricks, Oathkeepers are the immovable object behind which such clever fighters can retreat when their schemes flounder, and the unstoppable force that shatters their enemies' stratagems like so much glass.

They are immune to mind affecting magic of many kinds, but the crystal clear purity of their ancient souls is harmed by such effects. Attempts to twist their minds or emotions meet with the unyielding rigidity of stone, but while stones cannot bend, they can break, causing them harm.

Oathkeepers are surrounded by an aura of truth that chokes the soul of a creature that is magically gifted at deception. Creatures which make a mockery of Truth are not permitted the privilege of speech in the presence of an Oathkeeper.

An oathkeeper has the following non-combat abilities.

Speak in Good Faith. Creatures in the presence of an Oathkeeper may voluntarily Speak True. If what they are saying is not intended to deceive anyone, their words ring with a celestial authority which is impossible to counterfeit, and all who hear them know them to be spoken in good faith. (This ability allows metaphorical language, but it does not allow deliberately misleading statements like half-truths.) Creatures cannot be compelled to Speak True - the effect will not activate if the speaker is coerced into trying.

Honest Oath. Creatures in the presence of an Oathkeeper may choose to make an Oath. They must know the full implications of doing so beforehand, and choose it freely, in order for it to take effect. A creature which takes an Oath in this way carves the true intent of its pledge into its very self, and will never willingly act in violation of its Oath from that point onward. Oaths are always Spoken True. The exact words of an Honest Oath are not the crucial component - such trickery is a Devil's game. It is the true intent behind the Oath that binds the swearer.

Radiant Archon

(Concept, description and stats by Necronophtase)

Radiant Archons are massive, brilliantly glowing abstract patterns of light, like intricately arranged patterns of luminous dust, which swirl around an array of ever-smaller orbs of blackness. These are the Archon's manifold eyes, which allow it to see with a resolution few others could hope to match. It's said that a Radiant Archon can read a newspaper over your shoulder from outside the edge of the atmosphere, on a clear day. Deespite their appearance, they are not incorporeal: The dust of light composing them is anchored together via an ever-shifting, rigid medium with the consistency of finely-spun glass. Between their slow speed, extreme fragility, and ability to see and act at long ranges, Radiant Archons are most commonly encountered as distant points of light and showers of fire from afar. In battle, they serve as fire support for more close-range Archons.

In times of peace, Radiant Archons are typically serene and reclusive, content to watch from afar both literally and figuratively. They keep an eye (give or take a hundred) on the goings-on of whole cities, ensuring that their more active fellow Archons and the mortal forces of order alike are kept up-to-date.

Reflection

Reflections are minor celestials and the most numerous type of archon. Each one is tied to a specific Folk currently alive in the Nexus and acts as a companion, advisor, listening ear, and moral guide for their reflected counterparts- all through the reflective surfaces they're looking through.

See the Reflection race in appendix B for more details.



Gateway Archon

Medium celestial (archon/Mirror), Lawful Good


  • Armor Class 17
  • Hit Points 150
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 25 (+7) 18 (+4) 25 (+7) 21 (+5) 20 (+5)

  • Saving Throws Charisma +10, Dexterity +12, Intelligence +12, Wisdom +10
  • Skills Arcana +12, Insight +10, Persuasion +10, Religion/Planes +12, Stealth +12
  • Damage Resistances cold, fire, force, nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities poison, radiant
  • Condition Immunities Blinded, Deafened, Exhausted, Poisoned
  • Senses Truesight 120 ft., Passive Perception 15
  • Languages All, telepathy 120 ft.
  • Proficiency Bonus +5
  • Challenge 16

Traits

  • Assymmetric Teleportation. The archon's allies with either endpoint of a teleportation lying within a radius of 60 feet around the archon gain 10 temp HP when they teleport. Creatures the archon is hostile to that teleport with either endpoint in radius take 10 force damage. (Crossing through portals and planar travel also count as teleportation.)

  • Far Strikes. The archon's melee attacks and Touch range effects can affect targets within 30 feet, even ignoring cover if the archon can see through it. For every 5 feet of distance (not counting the archon or target's spaces) between the archon and the target of its melee attacks or touch effects, the archon may deal an extra 1d8 force damage.

  • Keen Vision. The gateway archon has advantage on Wisdom(Perception) checks relying on sight.

Unusual Nature. The archon doesn't need to eat, drink, breathe, or sleep.

Reflected Transposition. Whenever a creature within 120 feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.

  • Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.

  • Legendary Resistance (3/day). If the archon fails a saving throw, it can choose to succeed instead.

  • Innate Spellcasting. The archon can cast the following spells using Intelligence. Hit +12/DC 20.

  • 1/day: Gate

  • 3/day: Teleport, Plane Shift, Scatter, Scrying, Sending, Arcane Gate

  • At-will: Steel Wind Strike, Dimension Door, Vortex Warp, "Transport via Mirrors" (as per Transport Via Plants, but with mirrors)


Bonus Actions

  • Ripple Step. The gateway archon teleports to an unoccupied space within 60 feet of it that it can see.

Actions

Multiattack. The archon makes 2 melee attacks.

Whip. melee weapon attack: +12 to hit, reach 30 ft., one target. Hit 1d4 +7 slashing damage, plus any from Far Strikes.

Alter Form. The gateway archon can adjust its form to mimic the shape and size of any type of Folk or Beast it is aware of the existence of, and it can change its size between Small, Medium, and Large. While Small, it is affected as per the Reduce spell. The archon can have swimming and/or walking and/or flying speeds of 30 feet, if appropriate to the form. It can also have a burrow speed of 5 feet if appropriate to the form. (For instance, one in the form of a Duskino would gain a swimming speed and lose a walking speed). Otherwise, its statistics remain unchanged. It remains blatantly obvious that the celestial is a gateway archon.


Legendary Actions (3/round)

  • Blink Away (1 action). The archon uses Ripple Step.
  • Cast a Spell (2 actions). The archon uses one of its at will spells.
  • Strike (2 actions). The archon makes a melee weapon attack.


Hound Archon

Small, Medium, or Large celestial (archon/Mirror), Lawful Good


  • Armor Class 14 (natural armor)
  • Hit Points 33
  • Speed Walk 40 (60 for a Large archon) (sometimes has a swim speed instead and the ability to breathe in water instead of air)

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 13 (+1)

  • Saving Throws Dexterity +5, Strength +5
  • Skills Athletics +5, Insight +4, Perception +4
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities poison, radiant
  • Condition Immunities Charmed, Exhausted, Frightened, Surprised
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Celestial, any languages its charge speaks
  • Proficiency Bonus +2
  • Challenge 2

Traits

Keen Hearing and Smell. The hound archon has advantage on Perception, Investigation, and Survival checks relying on hearing or smell.

Beast Seeming. The Hound can choose to appear as a Beast or as a Celestial when targeted by Divination effects, though its true type is always Celestial.

Pack Tactics. The Hound has advantage on attack rolls against a creature if at least one of the Hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Reflected Transposition. Whenever a creature within 60 feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.

Magic Weapons. The Hound's weapon attacks count as magical for the purposes of overcoming resistance or immunity.

Alert Sentinel. The Hound Archon has advantage on initiative rolls.

Protective Bond. While the Hound is within 20 feet of its charge, they both have the effects of Protection From Good and Evil.


Bonus Actions

Clarion Call (2/day). The Hound Archon lets out a bark, roar, or other appropriate noise for its form, which is laced with magic of wakefulness and clarity. All creatures which can hear it recover from effects which include or require the Charmed and Frightened conditions, awaken if they are sleeping, and are no longer Surprised.


Actions

Bite. Melee Weapon Attack, +5 to hit, range 5ft, one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or fall Prone. (Depending on the Hound Archon's form, they might have a Claw, Hoof, or more exotic attack in place of Bite, which can change the physical damage type, but their statistics remain the same.)



Keystone Archon

Tiny celestial (archon/Mirror), lawful good


  • Armor Class 20
  • Hit Points 150
  • Speed 0, fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 30 (+10) 15 (+2) 27 (+8) 21 (+5) 25 (+7)

  • Saving Throws Charisma +13, Dexterity +16, Intelligence +14, Wisdom +11
  • Skills Arcana +14, History +14, Nature +14, Religion/Planes +14,
  • Damage Resistances acid, cold, fire, force; magical bludgeoning, piercing, and slashing
  • Damage Immunities poison, radiant; nonmagical bludgeoning, piercing, and slashing
  • Condition Immunities Blinded, Deafened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Truesight and Blindsight 60 (blind beyond this radius), Passive Perception 15
  • Languages All, telepathy 60 feet
  • Proficiency Bonus +6
  • Challenge 17?

Traits

Incorporeal. The Keystone Archon is a hand-sized glimmer of light. It can pass through solid matter, though it takes 1d8 psychic damage if it ends its turn there (it is not ejected).

Reflected Transposition. Whenever a creature within X feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.

Blessed Presence. The Keystone Archon radiates an aura of unity 60 feet in all directions. Creatures within this aura to whom the archon bears no ill will are subject to the effects of the Bless spell, while all other creatures must make a DC 22 Charisma saving throw upon entering or starting a turn in the aura. On a failed save, those creatures are subjected to the effects of the Bane spell until the start of their next turn.

Bond Champion. The Keystone Archon and one willing creature can spend one minute performing a ritual in which that creature takes the Archon into themselves. The Archon can use the champion's senses in addition to its own, and can still use telepathy, but otherwise cannot act except to break the bond as an action. While it is bonded, the Archon cannot be targeted or damaged. The Champion gains several benefits from the bond: it can use the Archon's turn in addition its own, it has access to the Archon's Innate Spellcasting, and it has regeneration (see Troll) equal to its Level (or CR), which is cancelled by Necrotic and Psychic damage. The bond breaks if the Champion dies.

Unusual Nature. The archon doesn't need to eat, drink, breathe, or sleep.

Spellcasting. The Keystone Archon can cast the following innate spells, requiring no material components. (INT casting, DC 22 / +14 to hit)

  • 1/day: Mass Heal, Holy Aura (radius 60), Temple of the Gods
  • 3/day: Divine Word, Conjure Celestial (Mirror creatures only, 9th level), Plane Shift
  • At Will: Resilient Sphere, Dispel Magic, Shield of Faith, Crusader's Mantle (radius 60, duration 10 minutes)

Actions

Searing Rebuke. One creature the Archon can "see" within 60 feet must make a DC 22 Dexterity saving throw, from which it gains no benefit from cover. On a failed save, it takes 8d6 Radiant and 8d6 Force damage, none on a success.

Coordinate Offense. One creature of the archon's choice within 60 feet may make a weapon attack as a Reaction.



Mirror Knight

Small, Medium, or Large Celestial (archon, Mirror), Lawful Good


  • Armor Class 21 (adamantine plate, tower shield)
  • Hit Points 75
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 10 (+0) 15 (+2) 18 (+4)

  • Saving Throws Charisma +7, Constitution +6, Strength +7
  • Skills Athletics +7, Insight +5, Persuasion +7, Performance +7
  • Damage Resistances fire, cold, force; nonmagical bludgeoning, piercing, and slashing damage not from adamantine weapons
  • Damage Immunities radiant, poison
  • Condition Immunities blinded, exhausted, poisoned
  • Senses Truesight 30 ft., passive Perception 12
  • Languages Celestial
  • Challenge 6 (P.B. +3)

Traits

Radiant Mirror: If the Knight takes Radiant damage, each non-Archon creature within 10 feet of the Knight takes that damage instead; the Knight takes none of the damage, though it can still be affected by secondary effects.

Magic Resistance: The Mirror Knight has advantage on saves against magic.

Clad in Adamantine. Critical hits against the knights count as normal hits instead.

Actions

Multiattack. The Mirror Knight makes two Ironclad Weapon attacks.

Ironclad Weapon: The Mirror Knight attaks with the weapon they conjured with Ironclad. This is a magic weapon that deals its damage dice once as physical damage, and once as Radiant. See the example below.

Ironclad Weapon (War Pick): Melee weapon attack, 5 foot reach, +7 to hit. Hit: 1d8+4 (magic) piercing and 1d8 Radiant. This weapon is Skewering, Sundering, and Versatile (2d4, Ensnaring). When wielded with both hands, both the Piercing and Radiant damage are increased by Versatile.

Alter Form. The Mirror Knight can adjust its form to mimic the shape and size of any type of Folk it is aware of the existence of, and it can change its size between Small, Medium, and Large. While Small, it is affected as per the Reduce spell. The archon can have swimming and/or walking and/or flying speeds of 25 feet, if appropriate to the form. It can also have a burrow speed of 5 feet if appropriate to the form. (For instance, one in the form of a Duskino would gain a swimming speed and lose a walking speed). Otherwise, its statistics remain unchanged. It remains blatantly obvious that the celestial is a mirror knight.

Bonus Actions

  • Ironclad (recharge 6): The knights of the Mirrror are always ready for battle. At a moment's notice, the Archon conjures a suit of gleaming Adamantine plate around themselves, and a reflective tower shield to hand alongside their weapon of choice. These objects are imbued with the magic of the Shining Axis, which protects them from rust or tarnish, and they disappear when the Archon uses Ironclad again. As part of this Bonus Action, the Mirror Knight can choose to cast Mirror Image.

Reactions

Reflect Magic. If the Mirror Knight succeeds on a save against a single-target magical effect that targets only itself, it can use its Reaction to turn the effect back on the caster. The caster must save against the effect as normal, and the Knight is unaffected even if the spell would normally have reduced effects on a success.

Gleaming Rebuke. When a creature within 10 feet targets the Mirror Knight with an attack, the Knight's shield flares with light. The attacker must make a DC 15 Dexterity Saving Throw. On a success, they avert their eyes and are counted as Blinded for the triggering attack. On a failure, they look directly into the light and are Blinded until the start of their next turn. The Mirror Knight can only use this Reaction if it is wielding the shield it made with Ironclad.

Reflected Transposition. Whenever a creature within 60 feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.



Noble Archon

Medium, Large, or Huge celestial (archon/Mirror), lawful good


  • Armor Class 18
  • Hit Points 195
  • Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 12 (+1) 16 (+3) 23 (+6)

  • Saving Throws Charisma +11, Constitution +9, Strength +9
  • Skills Athletics +9, Insight +8, Intimidation +16, Performance +11, Persuasion +11
  • Damage Resistances cold, fire, force; nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities poison, radiant
  • Condition Immunities charmed, frightened
  • Senses Truesight 90 ft., Passive Perception 13
  • Languages All, Telepathy 90 ft.
  • Proficiency Bonus +5
  • Challenge CR 13

Traits

Keen Hearing. The noble archon has advantage on Perception checks relying on hearing.

Flyby. The archon does not provoke opportunity attacks while flying.

Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.

Majestic Presence. Allies of the Noble Archon within 90 feet are immune to Frightened and Turned. All other creatures who start their turn in the aura or enter it must make a Wisdom saving throw (DC 19) or be Frightened of the Noble Archon until the start of thier next turn. Fiends within this radius lose immunity to Frightened, though such Fiends have Advantage on saves against it.

Noble Steed. The Noble Archon can retarget attacks against itself or its rider to the other.

Steed Forms. The Noble Archon always takes on the form of an animal considered a typical mount by a given society. It can change its form at the end of a long rest if it wishes to an appropriate Medium, Large, or Huge beast, but is always self evidently a noble archon, and its statistics remain the same (other than size). It is affected as though by the Reduce spell while Medium. Aquatic forms may have a swim speed instead of or in addition to a walking speed, and might only be able to breathe underwater.

Unusual Nature. The archon doesn't need to eat, drink, or sleep.

Reflected Transposition. Whenever a creature within 90 feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.


Bonus Actions

Awful Aspect (recharge 4-6). The Noble Archon unleashes its full majesty, hammering at the hearts of the fearful with painful awe. All creatures who are Frightened by the Noble Archon's Majestic Presence take 7d6 psychic damage, halved on a successful DC 19 Wisdom save.

Ethereal Stride. The Noble Archon and up to three willing creatures touching it magically transfer between the Material and Ethereal planes.


Actions

Multiattack. The Noble Archon makes two Hoof attacks.

Hoof. Melee Weapon Attack: +9 to hit, Reach: 5 ft.,, one target. Hit 2d6+4 bludgeoning and 2d6 radiant damage. Against Frightened targets, this attack uses Charisma instead of Strenth (+2 to hit and damage).

Mounts in Marinos

Domesticated or tamed mounts commonly used in various areas of Marinos vary widely. A noble archon might become a sabertooth antelope, elephant, camel, or occasionally a rhino in Vasha, a llama or rhino dragon in Gemwater, a Grinheldr (giant goat) in Frostreach, or a riding porpoise or killer whale in the upper ocean, arapaima or paddlefish or giant perch/salmon/sturgeons/trout in rivers and lakes, or basking sharks or mantas or cuttlefish or giant salmon/sturgeons in underwater oceanic areas.



Oathkeeper Archon

Small, Medium or Large celestial (angel, archon/Mirror), lawful good


  • Armor Class 21 (natural armor and tower shield; 18 without shield)
  • Hit Points 240
  • Speed 20 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
Str (+8) Dex (+1) Con (+6) Int (+4) Wis (+8) Cha (+6)

  • Saving Throws Charisma +12, Constitution +12, Strength +14, Wisdom +14
  • Skills Athletics +14, Insight +14, Perception +14, Persuasion +12
  • Damage Resistances cold, fire, force; nonmagical bludgeoning, piercing, and slashing not made with adamantine weapons
  • Damage Immunities poison, radiant
  • Condition Immunities Blinded, Charmed, Deafened, Exhausted, Frightened, Poisoned, Stunned, Unconscious
  • Senses Truesight 120 ft., Passive Perception 24 Precise Hearing
  • Languages All, telepathy 120 ft.
  • Proficiency Bonus +6
  • Challenge 20

Regeneration. The Oathkeeper regains 20 Hit Points at the start of each of its turns. If it takes Psychic damage, this trait does not function at the start of its next turn. It dies only if it starts its turn with 0HP and doesn't regenerate.

Immovable Object. The Oathkeeper has advantage on saves against forced movement and the Prone condition.

Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.

You'll Have To Go Through Me. Whenever an enemy within 60 feet of the Oathkeeper makes an attack against a creature that an Oathkeeper, it must make a DC 20 Wisdom saving throw. On a success, it becomes immune to this feature for the next hour. On a failure, it must target the Oathkeeper with that attack unstead, losing the attack if it is unable.

Inviolate Self. Potent attempts to influence the archon (spells of 6th level or higher, and comparatively strong abilities, that inflict Charmed or Frightened, or change how the target behaves) are doomed to fail, but they can cause significant harm to the Oathkeeper in the process. Whenever the Oathkeeper fails a save against a coercive effect of sufficient strength, instead of any non-damage effect the failed save would normally have, the Oathkeeper takes 1d6 psychic damage per level of the spell (for abilities, use half the CR or level of the origin).

Still the Tongues of Liars. Any creature within 90 feet of the archon while under an effect (such as a Mastermind Rogue's ability Soul of Deceit, the Glibness spell, or the Inscrutable trait) that baffles or interferes with truth effects is stricken by the Curse of the Stilled Tongue, which prevents them from speaking until it is removed (by Remove Curse or similar magic). Removing the curse in the Oathkeeper's presence while still meeting the triggering conditions is futile. Creatures who are under the Curse of the Stilled Tongue may choose to forfeit the effect that triggered it in order to lift the Curse, even if they could not ordinarily suppress it, but only once. If they take their lying power back up (which they may do at any time), they cannot forsake it again.

Angelic Weapons. The Oathkeeper's weapon attacks are magical and deal an extra 14 (4d6) radiant damage on a hit. This damage is doubled against creatures afflicted by the Curse of the Stilled Tongue. This damage is already included in its attacks.

Divine Awareness. The oathkeeper knows when it hears a lie.

Unusual Nature. The archon doesn't need to eat, drink, breathe, or sleep.

Legendary Resistance (3/day). If the oathkeeper fails a saving throw, it can choose to succeed instead.

This stat block is complex and is continued on the next page.



Oathkeeper Archon (continued)


Bonus Actions

Rebuke the Blasphemous. One aberration, fey, fiend, protean, undead, or Omenborn creature (such as a sphinx) (that is not also a Folk or a player character) the Oathkeeper can see who is afflicted by the Curse of the Stilled Tongue must make a DC 22 Charisma Saving Throw as the Oathkeeper's wrath stifles its very soul. On a failure, its Charisma and Wisdom scores are each reduced by 1d4+1. (Roll seperate d4s.) If either score is reduced to zero in this way, the creature's mind and personality shatter irrevocably. While its body isn't killed, it is no longer capable of thought or action. This vegetative state can only be reversed by a Wish spell or more powerful magic - even if the ability scores are restored, it persists.


Actions

Multiattack. The oathkeeper makes two weapon attacks.

Warhammer. Melee Weapon Attack: +14 to hit, reach 5ft, one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 14 (4d6) Radiant damage. The radiant damage is doubled against a creature under the Curse of the Stilled Tongue.

Healing Touch (4/Day). The Oathkeeper touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness, along with the charmed and frightened conditions.

Alter Form. The oathkeeper archon can adjust its form to mimic the shape and size of any type of Folk it is aware of the existence of, and it can change its size between Small, Medium, and Large- it is always 50% larger in all dimensions than what is typical for the species it mimics, if possible. While Small, it is affected as per the Reduce spell. The archon retains its flying speed in all forms, and can use it underwater. It can also have a burrow speed of 5 feet if appropriate to the form. It loses its walking speed in a form that would not have one. Otherwise, its statistics remain unchanged. It remains blatantly obvious that the celestial is an oathkeeper archon.

Reactions

Reflected Transposition. Whenever a creature within 90 feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.


Legendary Actions (3/round)

Spirit Cleave (2 Actions). The Oathkeeper manifests an ethereal blade of force, which sweeps in an arc. Creatures in a 15 foot arc (flat Cone) starting at the Oathkeeper must make a DC 22 Dexterity Saving throw or take 20 (3d12) Force damage. This ability hits both the Border Ethereal and the adjacent plane.

Crushing Condemnation (1 Action). The Archon utters a condemnation of one creature that can hear its words of ringing Celestial. The target must make a DC 22 Constitution Saving Throw as the Oathkeeper's words cut at its soul. It takes 13 (2d12) psychic damage, halved on a success.

Move (1 Action). The Oathkeeper moves up to half its speed. It can instead stand up from Prone.



Radiant Archon

Large celestial (archon, Mirror), Lawful Good


  • Armor Class 14
  • Hit Points 100
  • Speed fly 20 (hover)

STR DEX CON INT WIS CHA
1 (-5) 11 (+0) 14 (+2) 19 (+4) 23 (+6) 21 (+5)

  • Saving Throws Charisma +9, Intelligence +8, Wisdom +10
  • Skills Insight +10, Perception +14, Persuasion +9
  • Damage Vulnerabilities bludgeoning
  • Damage Resistances cold, force
  • Damage Immunities radiant, fire, poison
  • Condition Immunities blinded, deafened, exhausted, poisoned, prone, unconscious
  • Senses Truesight (sight), passive Perception 24
  • Languages Languages
  • Challenge 9 (P.B. +4)

Traits

Distant Watcher. The Radiant Archon's many eyes allow it to see flawlessly across great distances. It has advantage on Perception and Investigation checks relying on sight. For the purpose of making Perception checks based on sight, including using Truesight, it treats all points within line-of-sight as though they were adjacent. Additionally, it sees in all directions at once.

Luminous Form. The Radiant Archon sheds Bright Light out 60 feet, and Dim Light another 60 feet. This light is magical and sunlight, and dispels magical darkness of 5th level and lower.

Speak From Afar. The Radiant Archon can establish telepathic communication with up to 10 other creatures at a time, and relay communication between them in real-time. It takes an Action to make one of these bonds, though they can be dismissed at any time. These are not limited by range, but the Radiant Archon must maintain line of sight to the targets. The Radiant Archon can cast Sending at-will, but only targeting other Archons.

Innate Spellcasting. The radiant archon can cast the following spells without material components. (Wisdom based, DC 18, +10 to hit).

  • At will: Light, Daylight
  • 1/day: Continual Flame

Actions

Star Shower. The Archon makes four Blazing Star attacks.

Blazing Star. Ranged spell attack, 600 foot range, +10 to hit, 1d6 fire plus 6 radiant damage, and objects that aren't being worn or carried ignite.

Starfire Burst. A flash of holy fire erupts at a point within 600 feet of the Radiant Archon. All creatures within a 20 foot sphere of the point must make a Dex save for half of (3d6 Fire and 3d6 Radiant). This damages and ignites objects in the area.

Manipulate Flames. The Archon chooses one flame (magical or otherwise) within 600 feet, and either spreads it 5 feet in one direction, or extinguishes a 10 foot cube of it. To affect a magical flame that would otherwise be unable to act this way, the Archon must succeed on a Wisdom check of DC 10+the spell's level.

Bonus Actions

Fire Within (recharge 4-6). One creature the Radiant Archon can see must make a DC18 CON save as blessed flame begins to flower within their body. On a failure, they take 4d10 Fire and 4d10 Radiant damage, and they are set alight. While a target is alight in this way, they take 2d10 Fire and 2d10 Radiant damage the the end of each of their turns, and then make another CON save, ending the effect on a success. If a creature is reduced to 0 Hp while alight, they crumble into ash. If a creature succeeds on the initial save, they take half damage and are not ignited. The Radiant Archon does not roll to recharge this ability while a creature is alight.

Reactions

Reflected Transposition. Whenever a creature within 90 feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.



Reflection

Size varies, Celestial/Folk (archon, Mirror), Lawful Good


AC: varies HP: varies Speed: varies


INT WIS CHA
18 (+4) 15 (+2) 14 (+2)

Physical ability scores are the same as the reflected creature.


  • Saving Throws Charisma, Intelligence, Wisdom
  • Skills Arcana, History x2, Insight x2, Performance, Persuasion x2, Planes
  • Damage Resistances radiant, force
  • Senses varies
  • Languages Celestial, Aquan, and any 5
  • Challenge varies

Traits

Innate Spellcasting. The Reflection has the following innate spells, which can be cast without material components.

  • At will: Light
  • 2/day: Shield
  • 1/day: Mirror Image

Reactions

Reflected Transposition. Whenever a creature within 90 feet of the archon teleports or utilizes planar travel, the archon can teleport with them as a reaction, maintaining their position relative to the creature post teleportation.

Azatas

The Ghaele and Veranallia are translated by Necronophtase from PF2e to 5e and compiled into GM Binder and slightly edited by me

Azatas are the Incarnates of the Prism Impression and Creation Axis, creatures that embody the exultation of unbridled freedom made beautiful by the light of love. They are passionate creatures of innovation and renewal with a zest for life and an appreciation for variety and beauty.

Azatas are not gentle creatures, and can be extraordinarily fierce, but neither are they cruel or murderous. When they are destructive, they destroy only in order that something better may arise from the ashes, and they avoid causing unescessary suffering or pain.

The creatures of the Prism are not particularly invested in the wars of mortals, prefering to engage in bringing renewal from the resulting destruction when all is said and done. They do, however, despise tyranny, and will begrudgingly ally with the more rigid Archons to vanquish particularly horrible regimes, should suitable possibility for something actually better arising from its end seem likely. Prism creatures understand that change must begin with the creatures they wish to assist, and therefore do not engage in any kind of warfare where they judge in their relative wisdom that another terrible era will arise from the vanquishing of the current injustices.

There are no rules in the Prism, with all its Incaranates living according to their own senses of right and wrong. Given that they are celestials, this goes relatively well, though they are willful creatures and do get in altercations. Each celestial is free to act as it deems best, which has its benefits, but their lack of organization sometimes cripples them in terms of their effect on the world stage.

Suggested Traits

Several existing celestials, such as empyrians, pegasi, and unicorns, can be adjusted slightly as Prism celestials. Azatas are quite varied, with few unifying features. A celestial that is an Incarnate of the Prism specifically gains the Azata and Prism subtypes and the following trait:

Scion of Creation. The celestial has proficiency in all artisan's tools and musical instruments.

Anthropomorphic Celestials

Some celestials, such as empyreans, are humanoid in form in traditional D&D. In Marinos, most humanoids are Folk, but not all Folk are humanoid, so celestials don't have any special predilection to have humanoid forms in particular. You can assume that anthropomorphic celestials resemble various Folk via the following trait.

Alter Form. As an action, the celestial can adjust its form to mimic the shape and appearance of any type of Folk it is aware of the existence of, and it can change its size between Small, Medium, and Large. While Small, it is affected as per the Reduce spell. The celestial can have swimming and/or walking and/or flying speeds equal to its walking or swimming speed listed in its stat block, if appropriate to the form. It can have a climbing speed of 2/3 that if appropriate to the form, and a burrow speed of 5 feet if appropriate to the form. (For instance, one in the form of a Duskino would gain a swimming speed and lose a walking speed). Otherwise, its statistics remain unchanged. It remains blatantly obvious that the creature is a celestial, and it retains any distinguishing characteristics according to its type, such as wings or glowing eyes. As such, they usually retain any flying speeds in all forms.

(Depending on the base size of the celestial in question certain details could change, for instance a comforting Veil celestial might be limited to Small and Tiny, a titanic protector might not be able to go below Huge, etc. Some celestials can fancifully customize these forms, such as an angel becoming a Tiny minotaur one moment and a Large curl the next, while others are limited to certain sizes based on the mimicked species, such as an empyrean that can be Huge or Gargantuan and is always triple the size of the species it is mimicking.)

Lichnist (Harrow Azata)

Design, description, idea, and stats by Necronophtase

The Prism is the plane of change and renewal, of sweeping away the old to make way for the new. The Azatas known as Lichnists prefer to focus on doing the sweeping, clearing space for their gentler counterparts to seed with new life and beauty. This can mean something as literal as physically clearing away invasive species like kudzu, or it can mean shattering stagnant, entrenched power structures in Folk civilizations. The Prism as a whole prefers non-violent solutions to Folk problems when possible, so these Azatas usually stick to taking care of the wilds. Seeing a Lichnist in a city is a terrible sign; it means something has gone fundamentally wrong, that all subtle and peaceful options have failed, and all that remains is to shatter the nation completely and start over. Fortunately, such disastrous events are incredibly rare, and even in these dire times, Lichnists are careful to minimize collateral damage whenever possible.

Lichnists tend to be less gentle and more anarchic than their fellow Azatas, and will happily go centuries in the deep wilderness without speaking to anyone. When their work takes them into contact with humans, out at the borders of the wilds, they are generally gruff and unsociable but ultimately helpful. They appear as towering, slender columns of whirling, glittering snow, surrounded by multiple floating limbs made of ice and covered in razor-sharp spikes. A Licnnist can and freqently will cast one of these limbs aside when it becomes dissatisfied with the form of it. This cast-off appendage melts into a mixture of Holy and Anarchic water, making it a valuable gift if the Lichnist chooses to give it to a mortal. Lichnists can shape new limbs from any source of moisture over the course of a day, but they tend to be picky about what sources they use for this process. They choose what these limbs look like when they make them, and most Lichnists have between four and eight of them at a time.



Ghaele

Medium celestial (azata/Prism), chaotic good


  • Armor Class 20 (Armor of Conviction)
  • Hit Points 170
  • Speed 30 ft., swim 30 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 23 (+6) 20 (+5) 15 (+2) 17 (+3) 19 (+4)

  • Saving Throws Dex+11, Con+10, Strength+9
  • Skills Acrobatics+11, Insight+13, Perception+8
  • Damage Resistances poison, nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities Radiant
  • Condition Immunities Blinded, Charmed, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses Truesight 60 ft.
  • Languages All, Telepathy 120 ft.
  • Proficiency Bonus +5
  • Challenge 15?

Traits

  • Light Form. The Ghaele's form lies somewhere between matter and light. It can move through solid matter while using it's movement, and even through magical barriers that allow light to pass through. If it ends its turn in such a space, it takes 2d10 force damage. It can also use its flying speed as a swim speed in translucent or transparent liquids.

  • Armor of Conviction. When unarmored, the Ghaele can calculate it's AC as 10+DEX+CHA

  • Free Blade. The Ghaele's movement is unaffected by difficult terrain, and spells and other magical effects cannot reduce its speed. Being underwater imposes no penalties on its movement or attacks.

  • Additionally, it is immune to any effect that would force it to act against its will.

  • Scion of Creation. The celestial has proficiency in all artisan's tools and musical instruments.

  • Unusual Nature. The azata doesn't need to eat, drink, or sleep.

  • Spellcasting. The Ghaele can innately cast the following spells, requiring no components: (Charisma, DC 17 / to-hit +9)

  • 1/day: Prismatic Spray, Mirage Arcane

  • 3/day: Banishment, Heal

  • At Will: Disguise Self, Lesser Restoration, Invisibility, Detect Magic, Detect Evil and Good, Detect Poison and Disease


Bonus Actions

  • Elemental Alignment. The Ghaele makes a WIS(Insight) check opposed by one target within 100 feet's CHA(Deception) check. If it suceeds, it learns the target's Immunities, Resistances, and Weaknesses, and it can pick an element from among Acid, Cold, Lightning, Fire, and Thunder to attune its blade to, and one to attune its body to. It has Resistance to the element it aligned its body to, and it's weapon attacks deal an extra 6d4 damage of the element it aligned its blade to. Alternatively, it does not make a check or gain this information, and instead simply picks which of the listed elements to align itself to. These alignments last until it successfully uses this feature again.

Actions

Multiattack. - The Ghaele makes three Mutable Weapon strikes, each of which it can substitute for a Luminous Ray attack.

Mutable Weapon. Melee weapon attack, reach 5ft, +11 to hit. Hit: 1d8+6 damage (Ghaele's choice of physical type), plus 6d4 elemental damage from Elemental Alignment.

Luminous Ray. Ranged Spell Attack, range 300ft, +9 to hit. Hit: 6d6 damage of the type in Elemental Alignment.



Lichnist (Harrow Azata)

Huge celestial (azata, Prism), chaotic good


  • Armor Class 17
  • Hit Points 165
  • Speed walk 60 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
Str (+5) Dex (+2) Con (+4) Int (+1) Wis (+5) Cha (+0)

  • Saving Throws Constitution +8, Strength +9, Wisdom +9
  • Skills Intimidation +4, Nature +9, Perception +9
  • Damage Resistances acid, nonmagical physical
  • Damage Immunities cold, poison
  • Condition Immunities grappled, restrained, prone, poisoned, blinded
  • Senses blindsight 120
  • Languages Celestial, Sylvan
  • Challenge 11 (P.B. +4)

Traits

Sacred Steps. The Lichnist's passage leaves a trail of faint traces that look like frost behind it, which last for a year and a day before they fade. Each Lichnist keeps a list of species in mind, which typically includes all Fiends along with a select few invasive species. They can change this list at will. If a matching creature walks into the trail (has to match list when trail was created, not current list), it is subjected to the effects of Divine Word.

Dust to Dust. The Lichnist has an aura extending 30 feet out from itself in which dead organic matter (animal or plant) rapidly disintegrates into fertile, rich soil. Bodies count every round spent within this area as an hour for the purposes of resurrection spells. Within ten minutes, all dead matter is fully decomposed.

Frigid Form. The Lichnist's body is composed of swirling snow and wind. It does not occupy its space - it can move through other creatures' spaces and difficult terrain freely, and other creatures can move through its space as difficult terrain. The first time on each turn that the Lichnist enters another creature's space (or vice versa), it can choose to deal (5) 2d4 Cold damage to that creature. Additionally, whenever a creature within 5 feet hits the Lichnist with a melee attack, they take (5) 2d4 Cold damage.

The Rigid are Brittle. Against Lawful Outsiders and their Clerics, Paladins, and Warlocks, the Lichnist's cold damage ignores resistance and treats immunity as resistance.

Innate Spellcasting. The lichnist can cast the following spells without material components, using Wisdom (DC 17, +9).

  • At will: Gust, Locate Animals or Plants (invasive species only), Sleet Storm
  • 3/day each: Chill Metal (as Heat Metal, but cold damage), Gust of Wind
  • 1/day each: Commune with Nature, Control Winds

Actions

Reaping Arms. The Lichnist makes a Thorned Slam attack against any number of creatures within reach.

Multiattack. The Lichnist makes three Thorned Slam attacks.

Thorned Slam. Melee weapon attack, reach 15 feet, +9 to hit, hit: (10) 1d10+5 choice of (magical) bludgeoning or piercing, plus (7) 2d6 cold.

Bonus Actions

Divine Word (Recharge 5). The Lichnist casts Divine Word. When it casts this spell, it does not need to be able to see its targets; it can choose any number of species and target all matching creatures. It typically uses this ability to handle large numbers of difficult-to-see pests, such as borer beetles.



Veranallia

Large celestial (Azata/Prism), chaotic good


  • Armor Class 18
  • Hit Points 200
  • Speed 30, fly 60, swim 30

STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 20 (+5) 19 (+4) 27 (+8) 24 (+7)

  • Saving Throws Charisma +13, Dexterity +14, Strength +14, Wisdom +14
  • Skills Athletics +14, Nature +10, Perception +14, Religion/Planes +10, Stealth +14
  • Damage Resistances Fire, Cold, Lightning, Thunder
  • Damage Immunities Nonmagical B/P/S
  • Condition Immunities Exhausted, Stunned, Frightened, Prone
  • Senses Blindsight 150
  • Languages All, Telepathy 120 ft.
  • PB: +6
  • Challenge 20?

Traits

  • Regeneration. The Veranallia regains 25 hit points at the start of its turn. If it takes Necrotic damage, this trait doesn't function at the start of the Veranallia's next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

  • Weather Control. the Veranallia is permanently under the effects of Control Weather.

  • Swift Abduction. the Veranallia can move at full speed while grappling.

  • Rebirth. the Veranallia can spend an hour encasing a dead creature in a cocoon. 24 hours later, that creature is resurrected as though it were subject to a Reincarnate spell (appropriate to type and setting), except that the Veranallia has full control over the spell's outcome. (race, sex, height, physical features)s

  • Scion of Creation. The celestial has proficiency in all artisan's tools and musical instruments.

  • Unusual Nature. The azata doesn't need to eat, drink, or sleep.

  • Spellcasting. The Veranallia casts spells as a 19th level Druid. (Save DC 22, +14 to hit)

  • Legendary Resistance. 3/day.


Bonus Actions

Shifting Foliage. Reposition all Grappled creatures (All creatures currently Grappled by the Veranallia's tendrils are moved to a square of choice within reach of said tendrils)


Actions

Multiattack. The Veranallia makes two Grasping Vine attacks and one Hoarfrost Sickle attack. It can replace the Sickle attack with a Cantrip.

Grasping Vine. Melee weapon attack, Reach 10 ft, +14 to hit, 4d8+8 magical Bludgeoning damage and the target is Grappled (escape DC 22). This attack automatically hits targets that the Veranallia has Grappled.

Hoarfrost Sickle. Melee spell attack, reach 5ft, +14 to hit, 2d6+8 magical Slashing and 2d6 Cold damage, and the target's Speed is halved until the Veranallia's next turn.

Reactions

Buds From The Ashes. When a creature is reduced to 0 Hit Points within 60 feet of the Veranallia, it can use a Reaction to use the creature's life to enrich the world. The creature dies and its body disintegrates, and the ground where it died blushes with new life. The area is subjected to the Plant Growth spell (either mode), and if the creature is not resurrected within 24 hours, an Azata of equal or lesser CR (or level) springs up somewhere within the affected ground. While this Azata lives, the creature cannot be revived by any means.

Legendary Actions (3/Round)

Move (1 action). The Verenalia moves up to half its speed.

Dance of Vines (1 action). The Verenalia can use Shifting Foliage.

Crackling Blade (2 actions). Makes a Hoarfrost Sickle attack.

Blossom With Power (3 Actions). The Veranallia casts a spell with a range of Self, or a range of Touch which targets only itself.

Azer, Hydrothermic

These azers live beneath the continents, using hydrothermic vents as forges. They have frilly gills made of metal and avoid sinking through the use of a steam bladder of superheated water within their bodies. As a defense mechanism, they can expel this steam at foes, but they better have something to hold onto, or they will sink.

Hydrothermic azers have the statistics of azers, but they gain resistance to cold and the following action option:

Steam Burst (recharge 6). The azer bursts its steam bladder, shooting a blast of superheated water out of its chest. Creatures in a 10 foot cone must succeed on a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The azer then loses its buoyancy until this trait recharges.

Additionally, they can breathe underwater, have a walking speed of only 10 feet, and gain a swimming speed of 30 feet.

Beast Lords

When beings of other worlds first dreamed of animals from their own worlds, the Beast Lords were formed. Born together in the dawn of the material plane and as deeply tied to it as dragons, each Beast Lord is an immortal paragon of its own kind.

The Lords of Beasts are primeval and ageless creatures, wondrous or terrifying, magical, and wild. Not every species or type of animal is ruled by a Beast Lord. A handful of species are guarded and manipulated by more than one. Some Beast Lords are relatively minor powers, holding sway over a rare and isolated type of animal. Others have far reaching power and inspire fear or awe in surrounding humanoid populaces.

Intelligent, cunning, and fierce, these primal creatures are devastating foes and marvelous allies, but their motives are wild. Commanding the ability to speak with all animals and to rally even beasts they do not rule, some also have powers over natural phenomena and druidic magic. They can switch between a size normal for their species and a titanic and majestic form at will.

Some Beast Lords prefer seclusion, others wage war against encroaching development, some work with mortals, some hunt them, some are rivals, and others are unpredictable. They all seek at a bare minimum to protect the type of animal they represent. Most seek to guard natural wonders and maintain ecological balance, though others seek dominance for their species. Their varied motives sometimes lead them to make pacts with mortals.

Immortality

Beast Lords are nearly immortal. A slain Beast Lord is born again to a random member of its kind within a sphere of its choice in a year or less and rises once more to power, ready to wreak vengeance upon those who killed it. If trapped or in supreme supernatural danger, a Beast Lord can release its spirit to reincarnate elsewhere. The only way to infallibly destroy a beast lord is to render its kind extinct.

Beast Lords retain the general appearance of the individual body they were born into while in its form or their true form, but they have some shape changing capabilities. They consider themselves fundamentally both male and female, temporarily adopting whatever gender they were born into at any given time.

Delerium Apex

Delerium Apex is a large demiplane nestled near the Material Plane where the Beast Lords can meet and perfect their own miniature realms. While sleeping, they visit Delerium Apex as though it were their Draw and experience the dreams of their animals as visions while there.

The War of the Lily

Vast eons ago, when there were only small populations of sapient species, when the Impressions were young, when the Day and Night Axes burgeoned in the early ages, and beasts ruled the wilds, came the event the Beast Lords call the Starfall. The Dawn Aesir- the first to arrive in Marinos- fell from grace in Asgard and were thrown from their world, plummeting through Limbo but guiding their fall and landing in the planes of dream. These included Bleirickrarstijewnk (also knows as Jormungandr and eventually the Lady of Frost and Flowers as well), Elthwynae the Grasping Flame, and the Emerger.

The Emerger disappeared. Bleirick attempted to enslave all life in the material plane and Elthwynae infected the suns. Even the Beast Lords could not compare in power individually to these Aesir, but there were more of them, and they were stubborn and coordinated.

The Beast Lords could not be killed permanently, and used this to their advantage, becoming such a bother to the Aesir that their tactics and will were compromised, driving them through tormented dreams in Delirium Apex and harrying them with the help of fey creatures, beast mages, and dragons in the Material Plane.

Nonetheless, the Aesir could destroy (or worse) any creature on a whim, and once Elthwynae realized the Beast Lords' one weakness, it began systematically exterminating their kinds in order to drive them into what they call the Weeping Death- when a Beast Lord dies and cannot reincarnate due to the extinction of its kind. Jormungandr was more interested in domination than extermination, using his influence to drive some Beast Lords to their knees through sheer torment even if he could not magically crush their wills.

Things changed when the Bellfounder and her song dragon followers arrived in Marinos from fallen Prismirazex, a mineral paradise of the first metallic and gem dragons. The Beast Lords attempted to destroy her as well (without success), and she attempted to befriend them. Wishing to prevent the rampaging Aesir from destroying or usurping the new world they had found themselves in, and recognizing the Beast Lords as key players in the power balance, she worked patiently to found an alliance with as many of them as were grudgingly willing to work with her.

Establishing instantaneous communication between herself, every Beast Lord working with her, and their miscellaneous allies (including some Stormcome creatures), she altered their tactics from harrying and battle to underhanded magical scheming, deception, plots, and quests. Eventually they managed to trick Bleirick and Elthwynae into fatal mistakes, and Elthwynae was bound in the heart of Frostreach's sun via song that lulled it to sleep. This was made possible via the dreaming nature of the world. Bleirick was manipulated into divulging its "harmonics" and in one of the only direct conflicts the Bellfounder ever participated in, she cleaved the Aesir in half. She will tell close confidants she tormented and manipulated it into breaking, which is true, but in reality, she weakened it in this fashion, turning it against itself, and finished the process herself. And much to her satisfaction- she lead it to believe it was its own choice, a desire to explore dual sides of its nature. Perhaps, in a way, it was, but it was all according to her machinations.

She had also established captive breeding programs of endangered animals vital to the Beast Lords' survival in her sanctuary, and maintains such populations to this day. Bleirick has been divided, at least for now, into a Jormungandr aspect that is mostly content to lie dreaming in the ices of the world, enjoying fond Shadow nightmares, and scheming, slowly collecting pets and slaves. Its other aspect, the Lady of Frost and Flowers, plays political games in Frostreach, but dares not extend her reach too far due to constant insidious warfare with the Bellfounder and competition with...itself, in the form of Jormangandr, wishing to play his games with the other spheres.

The Primal Accords

Before the War of the Lily, the Beast Lords had maintained little contact with each other for the most part. But as they recovered from the fall of the Aesir and watched as mortal dreams from other worlds harked of worlds where the wilderness continued to recede and sapients ruled as tyrants over the natural world, they came to a collective agreement: they would not allow their world to ever be fully tamed.

As Beast Lords of domesticated creatures were born in the world, the Accordists agreed there must be a balance between sapient societies and their creatures and wild nature: mortals must not be purged, but they could not ever be permitted to rob the wilderness of all its treasures or the beasts of all their homes. They have enforced this policy throughout history.

Rogue Beast Lords found mortals repulsive and despised their tendency to spread imbalance, and vowed to destroy them all. They have remained in conflict with mortals and Accordists.

The Bellfounder prefers to allow the Beast Lords to decide their own politics, but provides council and occasionally assistance whenever desired. She would rather manipulate positive results and viewpoints from behind the scenes such that the creatures of the world freely choose benevolent decisions.

Since she began befriending sapients, some Beast Lords have become bitter toward her, but most afford her a fair amount of respect regardless. Others have followed her lead, teaching sapients druidic magic in an effort to lead their societies into paths of balance with nature.

Wild Spirit

Beast Lords are of the Beast type, and do not consider themselves fey. Shapechanging of any sort does not allow a character (or any other creature) to become one, even for a little while, and they cannot be summoned against their will, even through Gate. They are constantly under the effects of a Freedom of Movement spell and cannot be charmed.

The Beast Lords Themselves

Astrion the Red Stallion, King of Wind and Thunder (CN)

Astrion the Red Stallion is one of two horse lords (the other is in Frostreach). Free spirited, he has a temper, and ranges the deserts; sometimes with herds of desert horses ready to punish any who would tame them, sometimes in the form of a windstorm. He is a guardian of horses, zebras, and other equines, but also has some power over the wind and dust.

He occasionally scouts out mortal activities in the guise of a Folk. Unlike other Beast Lords, he mates with willing specimens of any species he pleases, usually equines or sapients. The only rules he follows are horse rules, which he wrote, and he breaks them if he pleases.

Belly of Endless Avariciousness the Leopard Seal Lord (N)

The Leopard Seal Lord is a fearsome sight, typically taking the form of a thirty plus foot long leopard seal partially composed of crystalline ice. He is ferocious and hunts when hungry. Like Tch'saki the Wolf, he enjoys uplifting prey animals and worthy contenders for territory into gigantic, empowered versions of themselves to present a proper challenge to the Beast Lord. Those who are defeated have the honor of becoming part of his belly. Those who prevail have their spirits sent to Delirium Apex.

Broken Shard the Penguin (NG)

Perhaps the most desperately affected by the War of the Lily of all living Beast Lords, Broken Shard's power was consumed and usurped by the Lady of Frost and Flowers, and she enslaved him. With no influence over penguins anymore, and missing many of his original powers, Broken Shard is a shadow of his former self, and lacks even the power to have a warlock or two.

He plans to use his position as a consort of the Lady to attempt to moderate her behavior via his influence as overseer of her tower. However, eons spent as her disenfranchized slave has had ill effects on his mental state, and the benevolent penguin lord has become broken and unstable in the depths of his misery.

Daggermaw the Orca, Heart of the Machine (CN)

Daggermaw is a Rogue in a different sense- he has given up his wild nature and fully allied himself with sapients. Some of the other Wild Lords disdain him as a betrayer of all they represent. Others consider him a disgusting but necessary enforcer of the balance of wilderness and society. Fascinated by magic and invention, Daggermaw abandoned the other Beast Lords in modern times and spends most of his time with Folk researchers, wizards, and augmenters- especially augmenters.

Daggermaw is possibly the most heavily augmented creature in the world, more machine than flesh. He pledged his kind to the Folk that they could enjoy the benefits of augments, though there are still wild orcas as well. They assist Folk so long as the Folk continue to assist them. Daggermaw personally reeks vengeance upon those who do not respect his people, whether in willing captivity or in the wild.

Devil's Smirk and Shameless Cur, the Mongrels (CN)

The first of the Feral Lords, Devil's Smirk and Shameless Cur are the lords of domestic dogs, and, to a certain extent, domestic animals in general. They stick together most of the time and roam the streets of cities and the edges of encampments.

They are the guardians of feral domesticated creatures, pampered house pets, and everything in between. Cheeky and mischevious, they often find unexpected friends, but Smirk has a cruel streak and Cur is impulsive.

Father Filth, the Fly (CG)

Father Filth usually takes the form of a hideous fly dripping with awful offal the size of a horse. Despite the obscenity of his appearance, he is a strangely magnanimous creature with an enduring love of irony and a strange sense of humor. He uses his horrific appearance to amuse himself, curious to see which creatures will be repulsed and which will swallow down their revulsion to seek knowledge or conversation.

He guards the balance of health and sickness, life and carrion, cleanliness and filth. At times he may bring plagues if it seems necessary; at others, he may cure them.

Farubon the Ape (NG)

Can be any herbivorous great ape, but prefers to be a gibbon. He is very relaxed, except when mortals or monsters infinge upon the rights of wild apes.

Grinning Girdy the Great Shark (CG)

A megalodon lord of sharks. Enjoys scaring people but doesn't actually eat them unless she decides it's strictly necessary.

He Who Breaks the Spine of Anathema With Adamant Teeth, the Hyena God (LG)

He Who Breaks the Spine of Anathema is an ancient nature spirit with not insignificant activity relating to things Folk would consider relevant. She appears in many legends in Vasha as a figure of retribution upon the profane. This is semi accurate, though the legends are often half truths and some are pure fiction.

Adamant Teeth is primeval and filled with unbridled ferocity, but in general seems to wish The Folk no ill will. She is more concerned with annihilating anything that encroaches on the natural order, and holds a special vengeance against gnollish monsters.

Adamant Teeth holds hunters, druids, and rangers in some regard but otherwise doesn’t really concern herself with communicating with people. She doesn’t shy away from them either, or hide her activities without need.

She generally doesn’t wish to approach or be approached otherwise, preferring the company of hyenas and vultures, but makes exceptions when mutual interests are involved. She does take a few livestock sometimes in areas overrun by humanoid activity, but farmers consider this good luck.

The Hive Tyrant (LN)

Lord of all social insects, with some influence over other hive based animals, the Hive Tyrant is the Queen of Sticky Darkness and Overseer of the Flowers. She is extraordinarily cantankerous, taking warlocks on threat of death to them when she deems best in her fickle rule. She has an appreciation for apiculturists and royalty who do not harm the natural world.

Legionflock, the Great Mumuration, the Starling Horde (CG)

Legionflock was a dream of a murmuration, and rather than comprising a single organism, is a consciousness shared by thousands upon thousands of starlings at a time. They love beauty and song, and travel far and wide, spying upon the world with a million eyes. Legionflock can be in multiple places at once, but typically has consciousness and power centered in one or two places at a time. Any starlings that leave the murmuration are separate being, typical animals, but others will take their place.

She stays in tight contact with the Bellfounder, giving both of them an immense channel of information and sense to draw from.

Llellia the Winter Mare (CG)

Llellia objected to the Enmity in Frostreach, but eventually joined resignatedly. She dislikes violence, preferring the freedom to soar through the auroras of the sky, but she is an adventurous creature nonetheless, befriending unusual allies and calling heroes to action to defend the wilderness and the Material Plane in general.

She often takes the form of a majestic black mare with flowing fetlocks and mane and tail that burn with streaming auroras.

Raining Cloud the Osprey (NG)

Raining Cloud is a weaker major Beast Lord, but he has established a relationship with a tribe of humans in a small island in Gemwater who he gives wisdom and fair weather to. They learned from him to safegaurd the environment of the island, which is a haven for extirpated species and one of the few inhabited areas in Marinos that is not a Timewear confluence. He trains druids and warlocks, including strangers who make their way to him and prove themselves.

Reekee Tiki Tavi the Mongoose (LG)

Reekee Tiki Tavi came into being during a conflict between Beast Lords and dragons. He's known as the Dragon Reaver for a reason. Born with an instinctual hatred for wyrms and serpents, he battles them ceaselessly.

Slavering Jaws, the Black Tigress (CE)

Slavering Jaws is feared in the jungles, mountains, deserts, and taigas through which she ranges and rages. Taking the forms of solitary big cats such as jaguars, tigers, and leopards, she is a sadistic predator who kills not for food or for a simple prey drive but for pleasure and enjoyment of the fear of weaker creatures. She terrorizes both man and beast, empowering solitary predators and instilling them with bloodlust to hunt the creatures she hates.

Shnolra the Manatee (NG)

Shnolra is a Veil cleric, shy and reclusive but interested in protecting weak and unsual creatures and finding fragile artifacts.

Sorrowguard, the Vulture (LG)

Sorrowguard is lord of scavenging birds, a morose poet who muses on the concept of death and guides mourners who seek out his council. He is a devout Delusgaani, which the other Beast Lords find rather strange. He and Breaks the Spine of Anathema are cohorts and occasionally companions, sharing news and philosophical debate.

Tch'saki the Blue Moon's Fang, White Wolf of the Wastes (LN)

Tch'saki is the lord of social predators of the land and sky, from wolves to blood hawks. He is an honorary Lord of Thunder to the thunderbirds and leads the Enmity against the encroaches of mortal desecrations. Fierce and adventurous, he can be incredibly violent, or incredibly playful. He tends to spare weak mortals without a lot of influence, perhaps toying with them a bit and letting them off with a warning or a game, but he tears those who have a significant hand in the desolation of his world asunder without mercy.

The Wolf is a hunter, uplifting prey into towering, majestic monstrosities to present a challenge to him and his similarly changed wolf companions. Prey who survive are sent to the wild paradise of Delerium Apex.

Thrumming Death That Smells of Carrion, Nemesis of Civilization, the Allosaur (CE)

Thrumming Death has taken it upon herself to destroy all civilization, a task that is, to be fair, beyond her. What she succeeds in is instilling the fear of the wild into mortals in many regions.

Wretched Old Goat (NE)

A Feral Lord, Wretched is cantankerous, stubborn, and has a dirty sense of humor. He is specifically unhelpful to just about all creatures besides goats and sheep.

Zmim the Mayfly (NG)

Zmim, unlike other Beast Lords, matures quite quickly- and dies as quickly. As such, she can easily reincarnate into mayfly larvae in other spheres, allowing her to travel quickly, in a strange sense. As such, she can collect information and share news to Beast Lords and creatures she finds interesting. She occasionally provides this service to creatures who can entertain her or show her something she hasn't seen before. She is extremely flighty, but also absolutely impossible to frighten or coerce, and she fears nothing.

Minor Beast Lords

  • Achweechee the Parakeet. Achweechee loves music of all kinds, and often hangs around the bard college on Isle Veria in Gemwater.
  • Askeemi the Narwhal. Askeemi guides the toothed whales of Frostreach, but suffers from chronic boredom. She alleviates it by spending some time in the form of a legendary dualist. Those who can beat her in a match she may reward with warlock powers if she thinks they will preserve the integrity of the oceans.
  • Batrachi the Camel. Bethrachi loves cryptic riddles and hates crowds. He knows a few sphinxes and often works with the Omenborn. He enjoys fine things, occasionally visiting caravans, merchants, spas, and oasis markets either in his true camel form or as a good looking Folk.
  • Beaver, Who Built the Best Treehouse. If you find strange architecture in the middle of the woods, inhabited by beavers, you know he's been around.
  • Blurge the Catfish. Specializes in death poetry for some reason.
  • Bongo the Croc. The lord of crocodilians holds long, long grudges and tends to respond poorly to insult. He is cantankerous and takes prey without regard for territory or property at all. His one weakness is percussion- he adores a good rhythm.
  • Bone Picked Clean the Foosa. An artisan who makes beautiful carvings out of the bones of her prey.
  • Brushtria Bashanna the Silk Moth. A Feral Lord, Bashanna oversees the use of domesticated insects.
  • Bush Baby Who Bludgeoned a Chimp. Beware this barbarian bush baby. He came from a chimp's worst nightmare.
  • Calladria the Ibis. An avian Beast Lord who is an expert in the medical arts and loves to learn the superstitions of many cultures.
  • Crooked the Salmon. A wise prankster and guardian of migrating fish in Frostreach.
  • Disk of the Eternal Brilliance the Mola. An enormous fish who wields sunfire.
  • Eater of Rocs the Tarantula. Lord of giant spiders.
  • The Emperor Pelican. Believes himself king of all birds.
  • Flumox the Walrus. Really, really likes puzzles.
  • Furrow the Tapir. A Wild Lord who rather dislikes the fact that humans have domesticated some tapirs in Gemwater.
  • Goldgaze the Red Panda. Can intuit your truthfulness and intentions just by looking at you.
  • Haru'tea the Anaconda.
  • Horomo the Moa. Lord of rattites.
  • Inigo the Hammerhead.
  • Happy Hrusk, the Pterosaur.
  • Howler Monkey, Vanquisher of Glass.
  • Lazy Mounds, the Sleeping Tortoise.
  • Lucemirien the Hidden Shard, the Horseshoe Crab.
  • Lurks in Murk the Salamander.
  • Meechi the Saw Shark.
  • One Eyed Jack of the Innumerable Jaws, the Eel.
  • Scar Scrivven Breaker of the World's Own Hull, the Plesiosaur.
  • Secret the Okapi.
  • Skyquake the Land's Revenge, the Sauropod.
  • Stars That Flash Upon the Rainkissed Leaves, the Firefly.
  • Sundark and Moonwhite the Ravens.
  • Suvo the Smug Rat.
  • Thunder Drive the Rhino.
  • Toad Who Screams With a Thousand Cyclones.
  • Twitchin' Chicken.
  • Unflinch the Colugo.
  • Va Bladefoot, the Harpy Eagle.
  • Wallow the Platypus.
  • Watcher of the Wights Upon the Waters, The Delver, the Barreleye.
  • Zoosh the Basking Shark.
  • Amaroq lord?
  • Cervine lord?
  • And Many Others.

Creating a Beast Lord's Stat Block


(Size) Beast (Beast Lord, anima, dreamborn, shape changer), Alignment


  • Saving Throws Constitution, Charisma, Wisdom
  • Skills Animal Handling, Nature, Survival
  • Damage Resistances Psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, stunned
  • Senses truesight X ft.
  • Languages Sylvan, permanent Speak with Animals

Unleashed. The Beast Lord is unaffected by difficult terrain, and its speed can't be magically reduced in any way. It can spend 5 feet of movement to stand up from prone or escape any grappling or restraining effect or cage, as well as through magical barriers of force.

Primeval. The Beast Lord is permanently under the effects of Speak with Animals. Beasts, other than Beast Lords and their allies, must succeed on a DC X Wisdom saving throw whenever they attack the Beast Lord or attempt to inflict a harmful effect upon it. On a failure, they must choose a new target, lest the attack or effect is wasted.

Rebirth. If the Beast Lord is killed or chooses to die (no action required), it is reborn within a day into a randomly determined member of its kind that is about to be born or hatch. If no suitable candidates exist, the Beast Lord's spirit waits for one to become available. The Beast Lord can only truly die if its kind goes extinct.

Innate Spellcasting. The Beast Lord's spellcasting ability is Wisdom (+X to hit, DC X). It can cast the following spells.

  • At Will. Animal Friendship, Animal Messenger, Beast Bond, Beast Sense, Dominate Beast (animals of its domain only), Enlarge/Reduce, Locate Animals
  • 3/day. Commune with Nature, Conjure Animals, Dominate Beast, Fear
  • 1/day (major Beast Lords only). Animal Shapes, Awaken, Druid Grove, Power Word: Pain, Wrath of Nature

Magic Resistance. The Beast Lord has advantage on saving throws against magical effects.

Legendary Resistance (X/day).


Actions

Change Shape. The Beast Lord assumes the form of a Folk or beast, which must be of a challenge rating no higher than its own. Its retains its statistics, but replaces its physical ability scores, size, actions, and modes of movement with those of the new form (retaining this action). It gains any mundane innate abilities of the new form that it lacks while in it.

Blue Mind Ravens

Blue Mind Ravens are rare birds living in isolated enclaves in various remote areas of Marinos. They are shy but inquisitive creatures with a penchant for runes and divination magic. They are Folk, having intricate cultures and a love of philosophy, knowledge, and study. A few become wizards or scholars, or even familiars of wizards. They normally keep to themselves, but have been known to be cautiously interested in investigating nearby folk settlements and learning about local cultures. In general, they are essentially tribal, having full fledged small governments, systems of elders, storytelling traditions, and many different arts and crafts.

A rare few Blue Mind Ravens possess the gift of tongues and/or short range truesight.

Since they are often targeted by hunters to sell to wizards and merchants for their magical knowledge, Blue Mind Ravens are often very cautious and secretive, and both fascinated by and distrustful of wizards.



Blue Mind Raven

Tiny Folk, often Lawful Neutral, often Drawn to the Echo and Stormcome simultaneously


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 15 (+2) 15 (+2) 11 (+0)

  • Saving Throws Intelligence -1, Wisdom +4
  • Skills Arcana +4, History +4, Nature +4, Perception +4, Stealth +4
  • Senses Passive Perception 13, Darkvision 60 feet
  • Languages Auran, Celestial
  • Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

Suspicious: The raven has advantage on Wisdom and Intelligence saving throws except against fear and on Insight checks.

Runic Spellcasting. The raven can cast the following spells once per day each, but only as rituals (its spellcasting ability is Intelligence (DC 12, +4)): Detect Magic, Speak With Animals, See Invisibility. It can cast Augury once as a ritual, but cannot do so again until it has taken 7 long rests. It can cast Truestrike at will.

Divine Eye: The raven is immune to negative effects caused by sight, such as looking at a basilisk.


Actions

Beak. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit 1 piercing damage. On a critical hit, the target has disadvantage on its next attack roll or ability check made before the end of its next turn.

Curse of Knowledge (1/day). Target creature within 30 feet of the raven must succeed on a DC 12 Intelligence saving throw. On a failure, the raven chooses one: 1) the target has disadvantage on all Intelligence checks, and can repeat the save at the end of every long rest to end the effect, or 2) the creature takes 1d6 psychic damage as its mind reels with memories that are not its own, or 3) the creature cannot use language for the next 1 minute.

Crystalline Tortoise



Crystalline Tortoise

Tiny celestial, any good


  • Armor Class 20
  • Hit Points 6 (1d4+4)
  • Speed 10 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
8 (-1) 1 (-5) 19 (+4) 6 (-2) 13 (+1) 17 (+3)

  • Saving Throws Constitution +6, Intelligence +0
  • Damage Vulnerabilities thunder
  • Damage Resistances cold, fire, lightning, piercing, slashing
  • Damage Immunities poison, radiant
  • Condition Immunities blinded, exhaustion, petrified, poisoned
  • Senses tremorsense 5 ft., darkvision 30 ft., passive Perception 11
  • Languages Understands Celestial, Draconic, and Terran but doesn't speak
  • Challenge 0 (10 XP)

Traits

Prone Deficiency. The tortoise has an AC of 13 while prone. Standing up from prone takes its entire movement and action.

Sparkle. The tortoise sheds dim light to a radius of 5 feet. It can activate or deactivate this effect as a bonus action.


Actions

Mini Guiding Bolt. Ranged Spell Attack: +5 to hit, range 20/60, one target. Hit 1 radiant damage, and the creature must succeed on a DC 10 Charisma saving throw or begin glowing with dim light for a 5 ft. radius until the end of its next turn or targeted with an attack roll. An attack roll has advantage against the glowing creature, which cannot benefit from invisibility.

Gift. The tortoise casts Light. There is no limit to the number of targets that it can have under the effect of Light at a time.


Reactions

Refract. When targeted by a light effect, it can use its reaction to redirect the effect from itself to up to 3 targets within 30 feet of it of its choice. The targets must succeed on DC 13 Dexterity saving throws or suffer the effect instead. Light effects are radiant damage, anything that would cause the tortoise to glow, Color Spray, Prismatic Spray, or blinding effects from light. Other effects may be refractable at the DM's discretion.

The crystalline tortoise is
a minor celestial that calls
all the Upper Planes home.
Tiny but mighty, its real
strength lies in its ability
to spread the radiant effects
of other celestials to
multiple targets at once
like a magical prism.

These celestials are
mellow and sweet, with
relaxed personalities and
coopoerative natures. They
don't mind being picked up
and carried by other
celestials as light sources
and radiance spreading
helpers. They cheerfully
serve good aligned warlocks
as familiars.

Dragons

Dragons are some of the most widely encountered creatures of potent magical and physical power in Marinos. While their numbers are lower than many other sapient species, their presence is always felt in various ways by all creatures that they affect, and it is rare that a dragon has no effect on the world around it, given their power and ambition.

Unusual Tastes

Most dragons are predators and enjoy meat. Young dragons may be able to sustain themselves by hunting natural animals such as Beasts, but older dragons find that to sate their appetite, they must take on bigger, tougher prey, often monsters.

Most dragons hunt such prey in the wilds of the world, but it is not unheard of for dragons to obtain meat through other means. Some dragons are known to actually ranch certai types of sauropod dinosaurs, guarding the tiny abandoned young when they hatch until they can survive on their own, setting them loose, and then eventually liesurely picking off specimens from the air using their breath weapons when it's time to feed, possibly even using the magic of their lairs to smoke huge quantities of leftover meat before it spoils (though some types of dragons actually prefer putrid meat...).

Particularly influential dragons, or those willing to use their powers in ways other creatures would be willing to pay them dearly for, may even trade for livestock from the Folk. The general consensus among most dragons is that Folk are useful because 1) they usually farm extensively, and are sometimes willing to trade food for protection, scouting, flight, or draconic magic, 2) they are the main sources of items dragons consider worth hoarding, and 3) some of them are very good with medicine. Additionally, even most evil dragons consider it a bad idea to make a habit of eating Folk because if they do, they'll have to deal with even more adventurers and possibly other special ops forces.

Nobody seems to mind particularly if they chase the armies of the Shadow, however. Dragons can earn treasure from relieved nations in this way while obtaining large quantities of highly questionable meat. In fact there are entire draconic cookbooks on how best to serve goblin.

Even with such flexibility of diet, however, the sheer size of dragons could easily strain the ecosystems and economies of Marinos if it weren't for a couple of other factors. For one thing, many dragons spend a decent amount of time shapeshifted, and don't require as much food while assuming smaller forms. For another, all dragons have other methods of sustaining themselves that supplement what most people would consider "usual" dietary items (mostly meat, when dragons are involved).

All dragons sustain themselves partially from the magic of their growing hoards; since dragons are massive creatures in their adulthood and beyond, the amount they tend to eat is enough to horrify smaller onlookers (which is to say, most creatures), but they don't need to eat all that often compared to other predators. They draw magic from the land and their hoards and funnel it into themselves, giving them increasing strength and vitality over time. A dragon who loses its hoard essentially suffers from a deficit of magic, and is likely to start hunting more intensely, resulting in strain on the surrounding areas.

Most dragons have still other sources of magic they use to sustain themselves, but that varies drastically based on the species of dragon.

Dragon Hoards

Dragons need to add to their hoards in much the same way as most creatures need to eat. It’s not a hobby, it’s a constant itch that feels good to scratch. They keep maturing and getting stronger over time physically regardless, but their magic doesn’t develop with them unless their hoard does too. Dragons are the only creatures for whom greed is a healthy impulse in moderation.

Adding to hoard isn’t a completely uncontrollable urge, but it’s a strong instinct. Good dragons might channel that into collecting and guarding precious works of historical significance, making a museum or library, keeping cursed items from getting into the wrong hands, making deals with squishy little humanoids to fairly trade for or earn treasure, etc, while evil ones take what they want by force or manipulation and don’t care what side effects that has. In any case, adding to a hoard relieves the drive to collect for a little while, so most dragons don't think about it constantly.

Dragons have an innate sense of an item’s Worth. Objective valueing systems can actually be created based around how much an item satisfies a dragon’s need to collect. It won’t tell you exactly how much it’s worth to non dragons. In 5241 DE, the dragonborn economist Raliketh coined the term Athkeros as a unit of objective worth based on measuring the magical output of an item going into a dragon’s hoard. The only trouble is that this quanity must be measured based on species of dragon- a silver gilded book of illustrated dreams has more Aktheros to a moonstone dragon than a red dragon. This is essentially why most species of dragon are known for collecting certain types of items; individual dragons have differing tastes even within a species, but will still tend toward similar preferences.

Magic Magnets.

Since dragons have such an affinity for ambient magic, they often absorb some of the magic of the areas around them. In general, this magic is then transmuted and incorporated into the Aktheros of the hoard, increasing its value and resulting in hoard items. Some of the magic goes back out into the land as regional effects.

Occasionally, however, a dragon that lairs in an area already rife with powerful magic may find that the magic changes them in some way, rather than the other way around. This might cause only a small change, such as the dragon gaining minor new innate spells, but they can also be drastic, such as what happens to dragons living in strong Shadow confluences or ancient wild magic zones.

Notable Dragons of Marinos

Anthraxus

Anthraxus is a 16,000 year old red greatwyrm, measuring over 500 feet long. He is an archcleric of the Stormcome and values personal freedoms over anything else. He provides council to adventurers, powerful beings, or anyone else who is looking to wrest control of their destiny and is brave and strong enough to seek an audience. He stays out of politics and does not deny council to any who seek it on the basis of good or evil, so long as the petitioner does not seek to interfere in the freedom of another person's choices.

Anthraxus's Lair

Anthraxus lairs in the caldera of the Fulminating Mount in Frostreach. The mountain is a perpetually erupting volcano that creates a ring of smoke around Frostreach. The area is a vast Stormcome confluence and trial zone for any brave enough to venture in. The mountain is surrounded by several trial paths leading up to the base, one of which must be traversed to access the caldera.

Coco

Coco is 350 year old chocolate dragon. Coco became the only chocolate dragon via a bizarre dream that she found herself having in the Astral Sea. In the dream, she desired chocolate, which led to her physical body's transformation. She is capable of creating various chocolates and marshmallows via her breath weapon, and her tail's tip is able to produce whipped cream. Coco is welcoming of any visitors to her lair and makes sure it is a comfortable and safe place to rest at.

Coco's Lair

Coco's lair is an island in a tube near Frostreach. The island is covered in cocoa trees that seem to thrive despite the environment and prominently features several ports and a large palace. The palace is where Coco resides and serves as a cozy rest stop and chocolate shop for any weary sailors passing through the area. The hot chocolate served here is legendary all throughout the three spheres.

Daerevaturalix

Daerevaturalix is a 30 year old gold chaos dragon. Despite his young age, he is one of the largest true dragons in the Nexus, measuring over 1000 feet long, earning him the title of The Looming Flame.

His scales are primarily purple, though his wings are red, having the structure of a red dragon's wing, and spots of various other colored scales shift across his body. A line of fluff resembling that of a moonstone dragon lines his tail, a large gemstone that shimmers various colors is embedded in his chest, his eyes appear to dance and flicker like flame, and the interior of his wings appear as if they were a window into the vast expanse of the Astral Sea and its stars.

Daerevaturalix was once a Germasko human named Danto'Aurix Baz Vik. During the Great Rejoining of Vasha in 6534 he was transformed into his current state after his wild magic sent his corpse into the Astral Sea. He is generally friendly, treating humans and other Folk as equals due to his origins. He likes to stay involved in the affairs of the world, and often provides his aid to defend against the lower planes and other evil forces of the world using his physical strength and potent wild magic. He possesses a ring that allows him to shrink down as small as Small size, which he uses often when interacting with people, generally becoming Medium.

Daerevaturalix is a prolific archmage and is responsible for the creation or several spells. He is also quite adept at the production of magic items, which he offers to make for other dragons as a means of generating income for his hoard.

Daerevaturalix is the son of the gold dragon Ixthriin and has a good relationship with his father, is a close acquaintance of his fellow chaos dragon, Karziekis, and has some sort of connection to the platypus Beast Lord, though the exact nature of this relationship is unknwon. He is occasionally accompanied by a celestial platypus familiar.

Daerevaturalix's Lair

Daerevaturalix lairs on a lush island in a shallow region of the Prism. The island is largely covered in forests filled with Prism spirits, and the lair itself is a mountain on one side of the island with a large clearing at its base. The entire area is a wild magic zone and gives strange, memorable dreams to any dreaming spirits who enter the area. Visitors are always welcome so long as they do not intend to cause trouble, and many portals to the lair are scattered in various places in the Material Plane that are important to Daerevaturalix.

Ixthriin

Ixthriin is a 600 year old gold dragon. He generally stays secluded on his island, protecting his hoard of dangerous cursed items, but is friendly to those who visit, especially if they are bringing an addition to his collection. He is a prolific player of the game Go and once competed in championships for the game. His skill in the game is constantly honed against an apathion, Azdagarum, who is trapped on the island by Ixthriin.

His hoard of cursed items makes him somewhat well known to those throughout Marinos who deal with such things and many such people find that delivering items to Ixthriin is one of the more responsible and safe means of disposing of a potentially dangerous article.

Ixthriin's Lair

Ixthriin’s lair is an oasis island in the north west of Vasha’s Sea of Nations. The entrance to the lair is a small body of water that enters a vast cave complex filled with some ancient ruins. There are several wards and traps around the more sensitive areas of the lair, but the front entrance has a welcoming room and a bell to alert Ixthriin to a visitor’s presence.

Kaleidoscope

Kaleidoscope, whose draconic name is Vaerathimtrivik, is a 30,000 year old prismatic greatwyrm who measures approximately 2,500 feet from nose to tail. She was originally from another world known as the Great Geode which was inhabited by dragons. The Geode was destroyed and Kaleidoscope was lost in Limbo until she was fished out by the Labyrinth's Operation Angler. She rules over the Sun Realm, a space within the sky of Vasha, atop the clouds, that few people from the surface know of.

She is responsible for adjudicating the cloud trials, dangerous trials that occur within the realm that can be attempted by those willing to undergo great risk for amazing reward. She once participated in such trials, but decided that her strength was an unfair advantage. Due to her responsibilities and general activity within the Sun Realm, she very rarely visits the surface and does not keep up with the goings on. The last documented appearance of her outside of the Sun Realm was during the Great Rejoining in 6534 when she joined in one of the final confrontations against the demonic incursion.

Kaleidoscope is generally benevolent, but can become quite authoritative if her will is not followed. Her great strength means that her position is nearly undisputed as few are strong enough to even considering challenging her authority. She has had several mates throughout her 10,000 years in Marinos, but has since given up on maintaining such relationships as there are few, if any, who could genuinely see her as an equal in such a relationship.

Kaleidoscope's Lair

Kaleidoscope, much like the other dragons and elementals of the Sun Realm, resides in a lair built upon a solid cloud foundation. Her hoard is filled with various treasures, including those she earned from her time participating in the cloud trials. Due to the vacuum that exists between the surface and the Sun Realm, it is not possible to reach the Realm through ordinary mechanical flight from the surface. The only way to enter the Sun Realm from elsewhere is teleportation or some form of flight that can function without air, of which Kaleidoscope is capable of the latter.

Karziekis

Karziekis is a 1,500 year old deep chaos greatwyrm, measuring a bit over 100 feet in length. He is from the Labyrinth and lived there since before its separation from the rest of the Nexus. He died a century before the Great Rejoining, but was resurrected by the archcleric Teragor at the request of Daerevaturalix, who had met him while time traveling. Karziekis was once known as The Spellbreaker due to his ability to consume the magic of spells off of objects and creatures, particularly favoring consumption of curses. He offers this as a service to people who venture to his lair.

Before the separation of the Labyrinth, Karziekis had befriended several Proteans from the Stomrcome as they are generally able to endure and enjoy his chaos without particularly suffering any consequences.

Karziekis's Lair

Karziekis's lair exists within the eastern expanse of the Labyrinth, a couple hundred miles from the Sandfall Dams. The space within the lair is twisted and mutated by his chaotic nature. Large mushrooms are scattered about the surrounding area and the interior of the lair itself has space warped such that further away objects appear to be larger than they actually are, which is disorientating to visitors.

The lair was once taken from Karziekis by two dragons who fought together to fell him, but it had been permanently warped by his chaos, leading them to abandon their claim to the land not long after. He reclaimed his lair shortly after being resurrected and has since began rebuilding his lost hoard.

Terizdeem

Terizdeem is a 995 year old dragon from the Labyrinth. Her scales and figure show her mixed heritage of both blue and deep dragon parents, which is an unusual occurrence. She is a prolific explorer within the Labyrinth and is fond of traveling to some of the stranger places within the caves, hoping to one day have the entire system mapped out. She is generally cordial to Folk and other dragons, though she does not hesitate to defend herself, her team, or her hoard from those would would bring harm. Her intelligence and quick wit are boosted even further by the Crown of Intellect she wears atop her head, an ancient item of legendary importance that was essential to the founding of the Labyrinth and its ancient empire.

Terizdeem travels the Labyrinth in the company of other adventurers including a wizard, flumphs, and other dragons. The wizard in her employ is quite fond of the arrangement they have as they are permitted to occasionally use the Crown of Intellect to further their research.

Terizdeem's mother was the ancient blue dragon Arxanica. Arxanica was a prominent figure in the ancient Labyrinth as both a dragon and a prolific archmage specializing in conjuration and abjuration magic. She was one of the founding figures and primary administrators of Operation Angler, which brought several creatures and objects from Limbo into the Nexus. Arxanica became a dragonborn after using the bloodsong ritual during Angler's retrieval of the Timekeeper, though she used magic to turn herself back into a dragon with disastrous results, eventually leading to her death shortly after the Labyrinth's separation from the Nexus.

Terizdeem's Lair

Terizdeem inherited her mother's hoard, including the Crown of Intellect. The lair is in the northern reaches of the Labyrinth and contains the hoards she has inherited as well as what she has managed to collect herself throughout her adventures in the Labyrinth.

Virimithrisk

Virimithrisk is a millennia old black greatwyrm. He prefers to keep some information about his private and mysterious, so his exact age is unknown, though he does appear to be younger than Anthraxus. He rules over and protects the Gemwater city of Downmurk, a city that is constantly sinking deeper into the ocean, in the Isle of Mangroves. He enjoys the decaying nature of the city and its continued existence despite the circumstances.

Skilled in various forms of art, Virimithrisk is fond of producing masterworks and then setting them adrift to float out to sea or sink into the mud around Downmurk. He is also purportedly a poet, though none of his works are published by himself and have only ever been recorded by people who had been in his presence when they were recited.

Virimithrisk is generally considered a fair ruler of his city and is generally wise with its administration. His nature has attracted the devotion of cults at various points in the past, though he has never shown them any inclination of deliberately cultivating or dissuading such attention. He has never been known to have a mate nor a child, though he occasionally offers means of becoming a half-dragon to some of his most loyal servants.

Virimithrisk's Lair

Virimithrisk resides in the Downward Tower within the city of Downmurk. It is from here that he administers and monitors the city. He protects the city against threats, including some ancient entity that resides deep below the city at its base. The exact nature of this entity is unknown, but it is kept sealed beneath the city partially by Virimithrisk's magic, ensuring that the city is able to continue existing and that the entity does not bring ruin to Downmurk or anywhere else. His hoard has a curse placed upon it that causes and thieves to rot or turn to dust if they attempt to steal his precious belongings.

Chaos Dragons

Some dragons are weirder than others

Dragon hoards may absorb dragon magic, but dragons themselves can also absorb excess magic from their surroundings. They function as magical sponges in the ecosystem, sometimes even drawing sustenance from the innate magic of the material plane.

Sometimes, however, that magic is anomalous, resulting in a true dragon mutating into a chaos dragon or purging itself of these hectic forces by laying a wild magic infused egg. Thus these unpredictable dragons are usually formed, but they can also simply spawn in the wilderness from a confluence of draconic and chaotic magic. In any case, they are rare.

You can use the following template to create a chaos dragon for your world, but you should customize it freely. A chaos dragon is likely to show mutations from its species, such as additional tails, heads, limbs, eyes, or horns, strange coloration or textures, alien anatomy, special effects such as sparking light or a weird spell. They may swap genders spontaneously, create a wild magic zone in around their lair, hallucinate alien creatures into existence, sprout flowers from their backs, turn all the nearby birds into therapods, accidentally switch day and night cycles, manifest weird natural disasters, get high on clouds, change mountains into glass, who knows the limits of what they can or will do but they don't have much control over some of the stranger effects. Nor their breath weapons for that matter.

In fact, they start out with so little control over their own magic, chaos dragons often don't make it through their first weeks of life, let alone years. The eggs especially generate extraordinarily potent and uncontrolled effects upon investigation or interaction. Young chaos dragons may die via spontaneous autoexplosion. However, if they do survive, they can gain a modicum of control over their spontaneous powers, to potentially terrifying effect.

These facts coupled with the fact that they eat magic makes them the stuff of nightmare for anyone who wishes to utilize any kind of predictable magical effect, spell, or item. Ancient chaos dragons may be able to permanently destroy powerful artifacts- as a snack.

Apply the following changes to the appropriate template depending on the origin dragon type. Whenever the stat block includes an X, that means the trait is the same as that for the base dragon. Z is the number of damage dice of the origin dragon's main breath weapon.

  • It retains all Change Shape actions of its origin species.
  • It retains it Frightful Presence, if it has one.
  • If its origin species has telepathy, the chaos dragon does as well, but only to a range of: 10 feet for a wyrmling, 20 for a young, 30 for an adult, and 40 for an ancient.
  • It may gain spells at certain age categories. Cantrips are at will. Other spells are once per day.
Dragon Other Traits Spells (wyrmling+) Spells (older) Damage Resistances
Amethyst Amphibious Unseen Servant Blink (adult), Control Water (ancient) Force
Black Amphibious Blindness/Deafness Create or Destroy Water (young) Acid
Brass Speak with Animals Create or Destroy Water (young) Fire
Bronze Amphibious Speak with Animals Beast Sense (young), Control Water (ancient) Lightning
Blue Create or Destroy Water Major Image (young) lightning
Crystal Immune to cold environments Dancing Lights Hypnotic Pattern (adult) Radiant
Copper Minor Illusion Phantasmal Force (adult) Acid
Deep Faerie Fire Dissonant Whisers (young) Poison, Psychic
Emerald Tunneler Minor Illusion Mage Hand (invisible) (young) Psychic
Gold Amphibious Light Pyrotechnics (young) Fire
Green Amphibious, advantage on saves against poison Speak with Animals Invisibility (adult), Plant Growth (ancient) Poison
Moonstone Immune to being charmed Faerie Fire Invisibility (ancient) Radiant
Red Bane Heat Metal (young), Hypnotic Pattern (adult) Fire
Sapphire Spider Climb, Tunneler Tenser's Floating Disk Dissonant Whispers (adult) Thunder
Silver Fog Cloud Sleet Storm (adult) Cold
Topaz Amphibious Bane Create or Destroy Water (adult) Necrotic
White Ice Walk Fog Cloud Gust of Wind (adult) Cold


Chaos Dragon Wyrmling

Medium Dragon (wild magic), Any Chaotic Alignment


  • Armor Class X
  • Hit Points X
  • Speed X

STR DEX CON INT WIS CHA
X X X+2 X-2 X-4 X+2

  • Saving Throws X
  • Skills X+___
  • Damage Resistances Special
  • Senses X, PP ___
  • Languages X
  • Challenge: X+1?
  • Proficiency Bonus: +X

  • Thaumivore. The chaos dragon has advantage on saving throws against magic. Whenever it succeeds on a saving throw against a spell, it gains temporary hit points equal to twice the spell's level.
  • Unpredictable Magic. Whenever the dragon casts a spell of 1st level or higher, roll a d20. On a roll equal to or less than the spell level, the dragon generates a wild magic surge; roll on the Wild Magic Surge table.

Actions

Bite. Melee Weapon Attack: +X to hit, 5 ft., one target. Hit X piercing damage plus X force damage (however much non-physical damage would normally be dealt by the bite).

Fluctuating Breath (Recharge 5-6). The dragon unleashes the chaotic magic pent up within it as a blast of...you know what, we're about to find out...in a 15 foot cone. Creatures within the cone must make a DC X saving throw, the type of which is determined by the breath weapon. Roll 1d20 and see the table below to determine the breath weapon used. The dragon cannot use its Fluctuating Breath in the area of an antimagic zone.

Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (+___ to hit, DC ___).

At will: Chaos Bolt

1/day each: Grease, Nathair's Mischief, Tasha's Hideous Laughter



Young Chaos Dragon

Large Dragon (wild magic), Any Chaotic Alignment


  • Armor Class X
  • Hit Points X
  • Speed X

STR DEX CON INT WIS CHA
X X X+2 X-2 X-4 X+2

  • Saving Throws X
  • Skills X+___
  • Damage Resistances Special
  • Senses X, PP ___
  • Languages X
  • Challenge: X+1?
  • Proficiency Bonus: +X

  • Thaumivore. The chaos dragon has advantage on saving throws against magic. Whenever it succeeds on a saving throw against a spell, it gains temporary hit points equal to 3 times the spell's level.
  • Unpredictable Magic. Whenever the dragon casts a spell of 1st level or higher, roll a d20. On a roll equal to or less than the spell level, the dragon generates a wild magic surge; roll on the Wild Magic Surge table.

Actions

Multiattack X

Claw. Melee Weapon Attack: +X to hit, 5 ft., one target. Hit X slashing damage.

Bite. Melee Weapon Attack: +X to hit, 10 ft., one target. Hit X piercing damage plus X force damage (however much non-physical damage would normally be dealt by the bite).

Fluctuating Breath (Recharge 5-6). The dragon unleashes the chaotic magic pent up within it as a blast of...you know what, we're about to find out...in a 30 foot cone. Creatures within the cone must make a DC X saving throw, the type of which is determined by the breath weapon. Roll 1d20 and see the table below to determine the breath weapon used. The dragon cannot use its Fluctuating Breath in the area of an antimagic zone.

Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (+___ to hit, DC ___).

At will: Chaos Bolt (3rd level)

2/day each: Grease, Nathair's Mischief, Tasha's Hideous Laughter

1/day each: Mirror Image, Misty Step, Pyrotechnics



Adult Chaos Dragon

Huge Dragon (wild magic), Any Chaotic Alignment


  • Armor Class X
  • Hit Points X
  • Speed X

STR DEX CON INT WIS CHA
X X X+2 X-2 X-4 X+2

  • Saving Throws X
  • Skills X+___
  • Damage Resistances Special
  • Senses X, PP ___
  • Languages X
  • Challenge: X+1?
  • Proficiency Bonus: +X

  • Legendary Resistance (3/day)

  • Thaumivore. The chaos dragon has advantage on saving throws against magic. Whenever it succeeds on a saving throw against a spell, it gains temporary hit points equal to 4 times the spell's level.

  • Unpredictable Magic. Whenever the dragon casts a spell of 1st level or higher, roll a d20. On a roll equal to or less than the spell level, the dragon generates a wild magic surge; roll on the Wild Magic Surge table.


Actions

Multiattack X

Claw. Melee Weapon Attack: +X to hit, 5 ft., one target. Hit X slashing damage.

Bite. Melee Weapon Attack: +X to hit, 10 ft., one target. Hit X piercing damage plus X force damage (however much non-physical damage would normally be dealt by the bite).

Tail. Melee Weapon Attack: +X to hit, 15 ft., one target. Hit 2d8+Strength modifier bludgeoning damage.

Fluctuating Breath (Recharge 5-6). The dragon unleashes the chaotic magic pent up within it as a blast of...you know what, we're about to find out...in a 60 foot cone. Creatures within the cone must make a DC X saving throw, the type of which is determined by the breath weapon. Roll 1d20 and see the table below to determine the breath weapon used. The dragon cannot use its Fluctuating Breath in the area of an antimagic zone.

Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (+___ to hit, DC ___).

At will: Chaos Bolt (6th level)

3/day each: Grease, Nathair's Mischief, Tasha's Hideous Laughter

2/day each: Mirror Image, Misty Step, Pyrotechnics

1/day each: Blink, Confusion, Disintegrate, Sleet Storm


Legendary Actions (3)

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a Tail attack.

Wing Attack (2 actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC X Dexterity saving throw or take 2d6+Strength modifier bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed. X is the save DC for the dragon's breath weapon.

Cast a Simple Spell (2 actions). The dragon casts a spell from its 3/day or at will lists, expending a use as normal.

Cast Any Spell (3 actions). The dragon casts a spell, expending a use as normal.



Ancient Chaos Dragon

Gargantuan Dragon (wild magic), Any Chaotic Alignment


  • Armor Class X
  • Hit Points X
  • Speed X

STR DEX CON INT WIS CHA
X X X+2 X-2 X-4 X+2

  • Saving Throws X
  • Skills X+___
  • Damage Resistances Special
  • Senses X, PP ___
  • Languages X
  • Challenge: X+1?
  • Proficiency Bonus: +X

  • Legendary Resistance (3/day)

  • Thaumivore. The chaos dragon has advantage on saving throws against magic. Whenever it succeeds on a saving throw against a spell, it gains temporary hit points equal to 5 times the spell's level.

  • Unpredictable Magic. Whenever the dragon casts a spell of 1st level or higher, roll a d20. On a roll equal to or less than the spell level, the dragon generates a wild magic surge; roll on the Wild Magic Surge table.


Actions

Multiattack X

Claw. Melee Weapon Attack: +X to hit, 5 ft., one target. Hit X slashing damage.

Bite. Melee Weapon Attack: +X to hit, 10 ft., one target. Hit X piercing damage plus X force damage (however much non-physical damage would normally be dealt by the bite).

Tail. Melee Weapon Attack: +X to hit, 15 ft., one target. Hit 2d8+Strength modifier bludgeoning damage.

Fluctuating Breath (Recharge 5-6). The dragon unleashes the chaotic magic pent up within it as a blast of...you know what, we're about to find out...in a 90 foot cone. Creatures within the cone must make a DC X saving throw, the type of which is determined by the breath weapon. Roll 1d20 and see the table below to determine the breath weapon used. The dragon cannot use its Fluctuating Breath in the area of an antimagic zone.

Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (+___ to hit, DC ___).

At will: Chaos Bolt (9th level), Grease, Nathair's Mischief, Tasha's Hideous Laughter

3/day each: Mirror Image, Misty Step, Pyrotechnics

2/day each: Blink, Confusion, Scatter, Sleet Storm

1/day each: Animate Objects, Awaken (also works on objects), Disintegrate, Flesh to Stone, Insect Plague, Otto's Irresistable Dance, Prismatic Spray, Telekinesis, Transmogrification


Legendary Actions (3)

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a Tail attack.

Wing Attack (2 actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC X Dexterity saving throw or take 2d6+Strength modifier bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed. X is the save DC for the dragon's breath weapon.

Cast a Simple Spell (2 actions). The dragon casts a spell from its 3/day or at will lists, expending a use as normal.

Cast Any Spell (3 actions). The dragon casts a spell, expending a use as normal.

1: Caustic Glitter Breath (Dexterity). A coughed up burst of shimmering, glimmering glitterdust that corrodes everything it touches. Creatures take X/2(rounded up) acid damage and X/2 radiant damage, both halved on a successful save. If a saving throw fails by 5 or more, the creature is also blinded until the end of its next turn. Objects are also affected.

2: Ensnaring Bubble Breath (Dexterity). An exhalation of rapidly growing pink bubbles made of viscous, floating glop. On a failed save, a creature is restrained. The creature can make a DC X Strength saving throw at the end of each of its turns to end the effect. The area is difficult terrain for the next 10 minutes, after which the residue dries.

3: Hallucinatory Breath (Wisdom). A cloud of iridescent vapor. On a failed save, affected creatures begin hallucinating, and must roll 1d4 at the start of each of their turns to determine what they do. At the end of each of their turns, they can repeat the saving throw, ending the effect on a success.

  1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

  2. The creature doesn't move or take actions this turn.

  3. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature babbles and screams incoherently and does nothing this turn.

  4. If the creature has damaging ranged cantrips or ranged weapons, it must use one against a random creature within range of one or more of those attacks.

4: Exploding Crystal Breath (Dexterity). The dragon spits flying crystal fragments that explode concussively in a burst of shrapnel, audible for at least 200 feet. On a failed saving throw, creatures take X/2 (rounded up) thunder damage and X/2 magical piercing damage. On a success, they take half the thunder damage and no piercing damage. If the saving throw fails by 5 or more, the creature is also deafened until the end of its next turn. Objects are also affected.

5) Plasma Breath (Dexterity). A beam of aurora like lights flashes from the dragon's mouth, along with bolts of arcing, multicolored lightning. Creatures take X lightning damage, halved on a successful save. Those made of or wearing large quantities of metal; or standing in, submerged in, or made of water, have disadvantage on this save. Those that fail their save cannot take reactions until the start of their next turn. Any creature with nerves that fails by 5 or more spazzes, making a long jump of maximum distance in a random direction and taking 1d8 bludgoning damage if it impacts anything.

6: Tornado Breath (Strength). On a failed saving throw, a creature takes X/2 (rounded up) magical bludgeoning damage and is flung 10+1d10 feet in a randomly determined direction (roll 1d4): 1-2: straight up, 3: towards the dragon, possibly being flung behind, 4: Away from the dragon. On a successful save, a creature takes half the bludgeoning damage and is not flung.

7: Dandelion Breath (Constitution). The area is affected as if by a Fog Cloud spell for the next minute. Creatures in the area of effect that fail their saving throw are poisoned and spend their turns sneezing. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

8: Pyrotechnic Breath (Dexterity). Targets take X fire damage on a failed save. Objects are also affected. The damage is halved on a successful save. If a creature's saving throw fails by 5 or more, it is also deafened until the end of its next turn. The area is brightly lit until the end of the dragon's next turn. The light is visible for at least 200 feet in dim light and 400 feet in darkness. The explosions are audible for at least 400 feet.

9: Antigravity Breath (Dexterity or Strength). Gravity reverses for all creatures and objects in the cone. On a successful save, a creature finds something to hold onto and hangs upside down from the ground. If there are no handholds or the save fails, a target floats Y feet up into the air: Y=the number of damage dice for the origin dragon's breath weapon times 5. It takes 1d8 bludgeoning damage if it hits anything on the way up. It falls at the end of its turn, unless it has managed to secure itself before then.

10: Dizzy Breath (Constitution). Space bends, and creatures begin spinning uncontrollably. On a a success, a creature stops spinning. On a failed saving throw, a creature is incapacitated, releases any creatures it is grappling, and loses concentration on any spells. It can repeat the saving throw at the end of each of its turns to stop spinning and regain its balance. Until then, it has disadvantage on Dexterity and Strength saving throws. If a save fails by 5 or more, the creature also falls prone and throws up, causing its space to become difficult terrain.

11: Floral Frenzy Breath (Dex): Wild and absurd plants ranging from spined weeds to giant carnivorous plants burst forth within the area. Creatures take X/2 (rounded up) magical piercing damage and X/2 poison damage, both halved on a success. Creatures that fail the saving throw are restrained by the plants. The dragon can command the plants not to deal damage. As an action, a restrained creature can make a DC13 Strength check, escaping on a success. The area is difficult terrain for the next minute, after which point the plants wither. Before or after withering, the plants can be set aflame by taking even a single point of fire or lightning damage. Setting the plants on fire deals everything within range 2d4 fire damage, halved on a successful DC 13 Dexterity saving throw, and destroys the plants and difficult terrain.

12: Mosquito Plague Breath (Constitution). A horrifying cloud of bloodsucking insects issues forth from the dragon's maw. Creatures without blood are immune to this breath weapon.

Creatures take X necrotic damage, halved on a successful saving throw, and the dragon magically regains hit points equal to half the damage dealt. Roll any die. On an even, the confused insects disperse. On an odd. they form a Swarm of Insects that is hostile to all creatures and disperses in 1 minute.

13: Snowball Fight Breath (Dexterity). Snow falls in the area of the attack, dousing all nonmagical flames. Creatures (and objects) that fail a Dex save take X/2 (rounded up) cold and X/2 magical bludgeoning damage. Magical snowballs remain in each space affected by the area until they melt or are dealt fire damage. A creature can pick up and throw a snowball as a ranged improvised weapon attack using Strength or Dexterity. The snowballs have a range of 20/60. On a hit, a snowball deals 1d4 cold damage plus 1d8+(the attacker's Strength or Dexterity modifier) magical bludgeoning damage. The snowballs lose their magic after 1 minute.

14: Rainbow Breath (Constitution). Creatures take X radiant damage, halved on a success. The dragon can choose for this effect not to deal damage. Additionally, creatures that fail their saving throw are blinded until the end of their next turn. A creature that fails its save by 5 or more also glows with bright light of their least favorite color for 5 feet and dim light for an additional 10 feet for the next minute. It can repeat the save at the end of each of its turns, ending the effect on a success.

15: Laser Breath (Dexterity). Each target that fails its saving throw takes X/2 (rounded up, damage dice increased by one size) fire damage and X/2 radiant damage. Objects are also affected. A target that fails its saving throw by 5 or more is lit on fire, taking 1d6 fire damage at the start of its turns. It or an adjacect creature can use an action to put out the flames.

16: Sleep Breath (Constitution). Each creature that fails its save falls asleep for 1 minute, until it takes damage, or until a creature uses an action to wake it up. Creatures with at least 1 level of exhaustion make this save with disadvantage and fall into natural sleep after 1 minute if not woken up.

17: Perfume Breath (Wisdom). Creatures without a sense of smell are immune to this breath weapon. Creatures that fail their saving throw are charmed by the dragon until the end of the dragon's next turn or until hurt by the dragon. Nonhostile creatures are charmed for a maximum of 1 minute. A hostile creature remains hostile to the dragon's allies. Additionally, all creatures in the area of affect smell powerfully of perfume until they can wash it off, giving other creatures advantage on checks to track them by the smell of the perfume until it is washed off. However, creatures have disadvantage on recognizing the scent of the target underneath the overwhelming smell of the perfume.

18: Illusion Breath (Intelligence). A seething cloud of mind gas gives form to a target's worst fears. Creatures take X psychic damage, halved on a success. Additionally, creatures that fail are afraid of the dragon until the end of their next turn.

19: Time Blip Breath (Charisma). Time warps in the affected area. Creatures that fail their saving throw are shunted out of the time for the next minute. An affected creature can repeat the saving throw at the end of each of its turns, returning to its space (or the nearest space available) on a success with no memory of any time having passed.

20: Surprise! The dragon generates a wild magic surge (roll on the Wild Magic Surge table.) Reroll to determine a breath weapon affect, ignoring 20's.

A Chaos Dragon's Lair

Chaos dragons loose some of the elemental affinities of their progenitor species, but they nonetheless favor similar environments, if at times preferring lesser elemental extremes. They are drawn to areas saturated in magic, especially wild magic, and find places connected to lively and chaotic outer planes or the worlds of the fey appealing. At times the magic in a chaos dragon's lair is so intense that mundane creatures find it nauseating. Their lairs often feature seemingly impossible magical effects and may evolve and shift over time.

Chaos dragon hoards are certainly eclectic, and often disorganized, but nonetheless composed of the high quality treasures that all dragons favor. They prefer hardy items that can stand the outbursts of their wild magic without warping unfavorably, and they especially enjoy collecting magic items with an unpredictable nature.

Lair Actions

On initiative count 20 while in its lair, a legendary chaos dragon can use one of the following effects, determined at random. (1d12)

1: Mutate Creature. The dragon irradiates a creature it can see in the lair with mutagenic magic. That creature must succeed on a DC 15 Constitution saving throw or be poisoned. A shapechanger makes this save with advantage. A poisoned creature can repeat the save on initiative count 20 of the next round. On a failure, the creature is effected by a permanant cosmetic mutation of the DM's choice. This can be ended by Remove Curse, Greater Restoration, or similar magic. On a success, the poisoned condition ends. On each successive round at initiative 20, the creature can repeat the save to end the poisoned condition.

2: Warp Space. Reality bends and distorts in bizarre ways in the lair. Until inititative count 20 of the next round, all space is difficult terrain for any creature but the dragon, and ranged attack rolls, Athletics checks, and Acrobatics checks have disadvantage.

3: Objects to Creatures. Objects in the hoard animate and attack. 2 creatures of the dragon's choice within the hoard and line of sight of the dragon must make DC 15 Dexterity saving throws, taking 13 (2d12) bludgeoning damage on a failed save and half on a success.

4: Brain Swap Two creatures within line of sight of each other and of the dragon in the hoard must make DC 15 Charisma saving throws. If one fails, both take 13 (2d12) psychic damage (halved on a success), and they swap bodies until the initiative count 20 of the next round. If both fail, they permanently swap bodies. A bodyswapped creature retains its personality, memories, and alignment but completely switches hit points, conditions, powers, ability scores, racial traits, gender, and capabilties with the other creature. This effect can be ended by Remove Curse, Greater Restoration, or similar magic.

5: Witchlights. Strobing lights pulse in a 20 foot radius sphere centered on a point the dragon can see. Any creature other than the dragon in the sphere concentrating on a spell must make a DC 15 concentration saving throw or lose concentration. Additionally, each creature of the dragon's choice must make a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 of the next round.

6: Animate Tongues. Each creature of the dragon's choice it can see in the lair must make a DC 15 Constitution saving throw or begin vocalizing incoherently at impossible volumes. Such a creature and any creature within 5 feet of it take 7 (1d12) thunder damage. Additionally, objects in the hoard begin wailing, babbling, singing, and screaming. All creatures in the lair are deafened, including the dragon, and those who failed their saving throw cannot do verbal components for spells or abilities.

7: Universal Invisibility. All creatures in the lair turn invisible until initiative count 20 of the next round.

8: Recursive Portals. A creature in the lair the dragon can see must make a DC 15 Dexterity saving throw or fall through a set of looping portals, taking 13 (2d12) force damage and landing prone.

9: Unbearable Tickling. A creature in the lair the dragon can see must make a DC 15 Wisdom saving throw, taking 2d12 psychic damage, halved on a success. On a failure, the creature falls prone and loses concentration on any spells or effects. If the save fails by 5 or more, the creature is incapacitated until initiative count 20 on the next round.

10: Squishify. Everything in the lair becomes squishy, as do all creatures. All Dexterity based rolls have disadvantage and all creatures gain resistance to bludgeoning damage until initiative count 20 of the next round.

11: Manifest Emotions. Each creature of its choice in the lair that the dragon can see must make a DC 15 Wisdom saving throw. On a failure, a creature's emotions manifest as a spirit near it. Ask the player what their character is feeling. Anger: The creature takes 13 (2d12) fire damage and must use its next action to attack a creature. If the save failed by 5 or more, it cannot distinguish friend from foe until initiative count 20 of the next turn. Fear: the creature takes 13 (2d12) cold damage and must use its next action to Disengage, Dodge, or some other defensive effect. Excitement: The creature takes 2d12 lightning damage, doubles its movement speed until the end of its next turn, and must use all of its movement on its next turn. If the save fails by 5 or more it gains a level of exhaustion. Envy or Greed: The creature takes 13 (2d12) poison damage and must use its next turn trying to steal an item from the dragon or another creature. Other: The creature takes 13 (2d12) psychic damage and gains a random form of short term madness. It can repeat the save at initiative count 20 of the following rounds to end the effect.

The spirits are friendly to the creatures that spawned them and can be used as familiars until disappearing in 24 hours. The DM chooses forms appropriate to the emotions.

12: Wild Magic Surge. The dragon rolls twice on the wild magic surge table and picks which result activates.

Regional Effects

The region surrounding a legendary chaos dragon's lair is warped by the dragon's magic, creating one or more of the following effects. Additionally, if you wish, the area within 6 miles of the lair might be affected by an Unraveling Magic Zone or even Mirror Zone (from Tasha's Cauldron of Everything). You could also use the Enchanted Spring, Magic Mushroom, or Primal Fruit tables.

Wild Magic. Whenever a creature casts a spell of 1st level or higher within 6 miles of the lair, roll a d20. On a 1, the creature generates a wild magic surge. Wild magic sorcerers also roll for cantrips.

Evolving Landscape. Unpredictable changes effect the surrounding land within 6 miles. A volcano might simply appear one morning, caves may twist and turn in the night, anomalies may manifest, such as giant edible taffy crystals, solid clouds in the shape of faces, swarms of color changeing butterflies, skies full of giant bubbles, or storms that rain fish that then learn to breathe air. The time of day might not match the surrounding region.

Antimagic Pockets. 2d6 small pockets of antimagic dot the nearby landscape, perhaps visible as glowing hemispheres.

Weird Dreams. Creatures within 5 miles have bizarre dreams, which they remember perfectly upon waking up.

These effects fade over 1d10 days if the dragon dies.

Chromatic Dragons

Changes. Give all chromatic dragons of age Adult or older the Change Shape trait. Young chromatic dragons have a 50% chance of having the trait, as some attain shapeshifting earlier than others. Add the shapechanger subtype.

Black

Changes. Give black dragons that are Adult or older to Dead Languages as a bonus language.

d6 Favored Form
1 Very scarred giant crocodile missing one eye
2 Apparently nameless Folk who grimly explores abandoned, dilapidated structures, and might guide you- for a price.
3 Whithered, ancient Folk who appears to be slightly rotting
4 Anaconda with lost literature inscribed into its hide in dead languages
5 Grave robber who steals corpses to study their process of decay
6 Vulture or giant vulture practicing divination by reading the entrails

Blue

d6 Favored Form
1 Daunting patrician and demanding patron of the arts
2 The advisor to a powerful ruler, who wield great power without needing to make constant public appearances. The ruler deals with that part, and it's a handy arrangement for both.
3 A general in an ancient nation, more focused on preserving battle decorum than innovating strategies in war.
4 A giant gyrfalcon that dodges with elegant grace through imposing canyons
5 A spinosaur being fanned with enchanted palm leaves
6 A hare or roadrunner that goes to a specific arroyo every time there's a lightning storm

Deep

d6 Favored Form
1 Grizzled explorer, smelling faintly of mushrooms
2 Giant spider
3 Strangely intimidating cave goat
4 Dirty hermit who can pass through the fringes of underground societies without anyone paying attention to them
5 Despite the fact that it isn't a Beast, the dragon has discovered how to transform into a squirp, and uses the form to spy on their unsuspecting enemies
6 When assuming a Folk form, the dragon prefers to manifest a form with dwarfism for the sake of moving through tight underground areas.

Green

d6 Favored Form
1 White gibbon
2 Cunning tycoon
3 Brilliant spy or backroom negotiator
4 Infamous druglord
5 Political puppeteer
6 Paraceratherium with deepset eyes

Red

d6 Favored Form
1 Massive pterosaur
2 Strangely menacing daredevil
3 Whatever mortal tried and failed to kill them last
4 Dramatic and good looking gladiator
5 Pyromancer
6 Crimson tyrannosaur

White

d6 Favored Form
1 Dire snow leopard
2 Minotaur brawler
3 Burly hunter covered in claw scars
4 Polar bear
5 Giant white lizard that looks suspiciously dragon-like
6 A seemingly innocuous Folk that, when ridiculed one day, stared the accuser in the eye, took a bite out of their glass, chewed it, and left. The ridiculer "mysteriously" disappeared the next day.

Gem Dragons

Amethyst

d6 Favored Form
1 A long dead philosopher
2 A professor who teaches extraordinarily esoteric courses
3 A little known wizard the dragon secretly idolizes
4 Purple moray eel
5 Platypus
6 Sea sponge, just to confuse other dragons and then "impress" them with the erudition of declaring that a sponge is a Beast

Crystal

d6 Favored Form
1
2
3
4
5
6

Emerald

d6 Favored Form
1
2
3
4
5
6

Sapphire

d6 Favored Form
1
2
3
4
5
6

Topaz

d6 Favored Form
1
2
3
4
5
6

Metallic Dragons

Metallic dragons hail from another world, and are some of the more cautious of the true dragons. Varying widely in alignment, they do nevertheless tend to stick to their usual instincts on the law and chaos spectrum. They often enjoy secluded lairs (depending on species and individual) even compared to other dragons, and are superlative shapeshifters. Highly intelligent and possessing deep intuitions and personalities as mesmerizing as their glittering scales, they are often sought out for their knowledge and wisdom, but they can be dangerous when they decide they have been wronged.

Metallic dragons can supplement their diets with minerals.

Changes. Give all metallic dragons of age Young or older the Change Shape trait. Add the shapechanger subtype.

Brass Dragons

Brass dragons are loquacious creatures, and far more outgoing than many metallic dragons. They seem to enjoy eating glass.

d6 Favored Form
1 A boisterous old "merchant" of an unusual species who is definitely just a regular old auctioneer, don't worry about the occasional smoke snorts when they're excited
2 Just another town gossip, possibly fabricating new gossip in the hopes of hearing more tales that might or might not even be true
3 A rat that knows the way through a crack in the wall to the place all the local conspirators get together, and is bursting at the seems wanting to reveal all the secrets, but also loathe to not have the delight of knowing secrets anymore
4 A very chatty giant eagle
5 The most average looking human (or other common species) imagineable, playing a game of reverse psychology trying to get the local Folk to think they're onto the dragon being a shapeshifter that is terrible at lying, but tricking them into thinking it's the completely wrong type of shapeshifter, such as a thunderbird
6 A talented parrot that is way too good at talking

Bronze Dragons

These fierce dragons are experts on warfare, and watch ongoing conflicts with interest. If they feel that one side is in the right (or that they have something to gain, in the case of less benign dragons), they are likely to join. Bronze dragons often consume large amounts of salts.

d6 Favored Form
1 A risso's dolphin with a single bronze scale beneath one flipper
2 A pure black albatross that watches all ships passing through its territory
3 A swordfish with a penchant for fencing?
4 A battle scarred drill seargent who appears on the beach every morning and gives drills to anyone who is crazy enough to show up
5 An old person with far, far, far too many war stories, but they have a cool surprise for anyone who can stand to listen to all of them
6 That one guy who always does the stunts for the historical society at every single battle related event

Copper Dragons

These capricious pranksters love to sow chaos everywhere they go, entertained by nothing more than havoc. Kind copper dragons use their pranks to teach useful lessons or brighten moods, while others simply cause the maximum mayhem they can. They seem to enjoy eating rusts and patinas.

d6 Favored Form
1 Jester
2 Your pet
3 Annoying local prankster
4 Crow; has trained all the local crows to bring it all the keys, rings, and left shoes they can find
5 Famous comedian
6 Large animals; by all means it should be causing more dangerous issues than it is, but it's spending its time pantomiming local leaders

Gold Dragons

Reserved and a bit withdrawn, gold dragons often prefer to observe the goings on of the world than to get directly involved in large scale events if they can avoid it. They often keep a variety of potent magical items in their hoards. They love eating gemstones.

d6 Favored Form
1 Ocean sunfish that really enjoys sunbathing
2 Judge known for their immense knowledge of political history
3 Majestic giant mastiff dog that knows all the local children
4 Old human who competes in tournaments and has become an expert at one or more difficult strategy games
5 Recluse poet
6 Eferida bird that swims near a pier to listen to the music

Silver Dragons

Friendly and intelligent, silver dragons find mortal cultures fascinating, and often spend large amounts of time in the forms of the Folk. They enjoy eating precious metals, but what they particularly seek out is particularly fine dishes from a variety of cultures.

d6 Favored Form
1 World famous chef
2 Snowy owl with reading glasses known to perch on the stone gargoyles above the local temple
3 Museum curator
4 Charismatic travel guide who has been just about everywhere
5 Renowned history professor
6 Lynx that has befriended a circle of druids

Song Dragons

d6 Favored Form
1
2
3
4
5
6

Shimmer Dragons

Sinuous dragons of the oceans, shimmer dragons make up the fourth branch of dragonkind. While not particularly rare as dragons go, they are rarely seen by landlubbers, and thus not often encountered by terrestrial races in comparison to the other varieties of dragon.

With mesmerizing coats of smooth, glimmering scales, shimmers arc gracefully through the waters of the world. They can fly to, when they wish, despite having 6 limbs but no wings, trailing through the air much as they do through the waves. Preferring to stay wet, they only make brief forays above water.

Appearance and Species

There are at least five "species" of shimmer dragons: irridescent, schiller, pearlescent, chatoyant, and opalescent. All are serpentine and coiling, with smooth, glossy scales that are so small and finely overlapped that they form an unbroken coat that appears almost like a salamander's skin from a distance, especially when wet (which they usually are). Shimmer dragons have no wings, instead posessing two sets of webbed hindlimbs.

Mystical Natures

Shimmer dragons embody the mysterious aspects of water, the playful waver of light in dark, and the magic of that which is hidden many layers deep. Their breath weapons emulate spells in one way or another, and they are often good with various spells.

These wyrms are variable as the moods of the sea, and have whimsical interests, often reflected in their unusual hoards and fondness for trading treasure. Even their life cycle is mysterious and mutable.

Life Cycle

These dragons are hermaphroditic, and any two can mate, whether they are of the same type. They usually leave each other soon after mating, seeing the activity as simply a means to produce an heir. Either or both dragons might then lay a rubber egg or two. Oblong and soft, they are nonetheless just as hardy as other dragon eggs, and turn translucent about halfway through development, revealing the dragon embryo within.

The stretched, pear shaped eggs are squishy, but not very fragile; a good shimmer dragon parent will gently knock the baby back and forth on its stalk to help it develop. Gently squishing the soft egg makes the very flexible baby feel safe and loved.

All baby shimmer dragons hatch as wyrmlings of no particular type, and have a translucent, rubbery hood like a jellyfish's bell around their neck, which they use to swim awkwardly. After seven years of life, a shimmer wyrmling enters a sessile, polyp-like state that lasts for a mere few days. During this stage, the wyrmling sleeps and has visions while their body undergoes drastic metamorphoses. There is a whole branch of draconic divination magic that at least claims to obtain divinatory information from the swirling of the strange fluids contorting within the waving polyps. They eventually emerge from the ruptured capsule of their distended polyp as a young dragon of either their Mentor (the parent who laid their egg) or Contributor's species, which is apparently random. The Mentor will generally raise the dragon regardless of whether their species matches.

Aventurescent Dragon

Glittery dragons with unnervingly crustacean like features, aventurescent dragons are boisterous and rowdy, with an unruly sense of humor and a tendency to want to play even with creatures that are likely to find them terrifying. They can be extremely irate and unpredictable, but you can appeal to their love of showing off and affinity for celebration and festivity.

These dragons enjoy competition and partying; as a result, they are the most inclined of the shimmer dragons to use their shapeshifting abilities to interact with other races.

Chatoyant Dragon

This bizarre species of shimmer dragon is a lot less showy than the others, but its scales have an understated shine that glimmers and changes based on angle, like a tiger's eye stone. With horrifying eyes like a barreleye fish and a massive, twisting, forked tongue, and whiskers like a squid's tentacles. Despite their appearance, they are actually quite friendly and curious. While they live in deep, dark regions, in the rare circumstance that they come across humanoids or other small sapient races, they can be overwhelmingly overzealous in their chummy pursuit of interaction.

Their breath weapon consists of a barrage of strangling, spectral tentacles. They pick up all sorts of weird, random knowledge in their meandering through the deeps, some of which could be earth shattering and they might not even know it. They collect treasure that sinks, along with gems from the deep earth where the floating continents meet the water.

Irridescent Dragon

This species of shimmer dragon prefers clear, open waters, especially chilly ones. They have magical powers over currents and underwater weather, and their breath weapon is a burst of high velocity shards of sparkling ice. They have very keen senses and use their long whiskers to detect fluctuations in electrical fields and water currents, allowing them to nearly flawlessly sense their surroundings and intuit the thoughts and emotions of others.

Iridescent dragons prefer to build their hoards in icebergs or seaweed rafts in the open sea. They make art out of water currents and can enchant whales with their songs. They are musical geniuses, creating astounding compositions. They are aloof, but actively seek out the company of talented musicians. They often maintain air pockets in their lairs to allow air based music to be performed in their home.

Opalescent Dragon

The most powerful of the shimmer dragons, the opalescent dragons are stern, imposing, and magnificent, but simultaneously charming and winsome. Vastly intelligent and possessing fine taste in all things, they are perhaps the most talented storytellers in the world, and make a hoard of stories of all kinds. Their voices are spellbinding, and they trade in tails, carrying on oral traditions through the ages. Their breath weapon is a churning blast of disorienting, rainbow chips that flash with electricity. Watch out for the stinger tail and their words of power.

Pearlescent Dragon

These shimmer dragons love shallow coastal waters more than most of the other aquatic shimmer dragons. They adore corals and sea pens and colorful fish, and turn coral reefs into living hords. When they live in colder areas, they'll settle for weird sponges, giant kelp, or just enchant their corals to survive the cold. Pearlescent dragons also like collecting humanoid artwork that can survive underwater.

Befitting of a creature that cultivates corals, pearlescent dragons are very patient. However, their favored hoard items are rather fragile, and the destruction of their treasures, whether intentionally or by accident, can throw them into a draconic temper tantrum. The rest of the time, they tend to be mellow, and enjoy showing visitors their favorite pieces of coral and art. They are a bit flighty, but their knowledge of natural remedies makes them invaluable counselors. They are also much more intelligent than their slightly dopey expressions might make you think at a glance.

A pearlescent dragon's breath weapon is an explosion of plant or coral growth. They can also cast various spells relating to animals, plants, and light. Like all mature shimmer dragons, they can breathe above water and fly if they wish, but pearlescent dragons despise doing so as it kills the corals they so meticulously decorate themselves with. Also like all mature shimmer dragons, these creatures can shapeshift into humanoids and animals, but they generally look rather androgynous whether they wish to or not, which can help you tell what they are if you know to be on the lookout for these dragons.

Shimmer dragons can have young with humanoids while shapeshifted, like most dragons, but since shimmer dragons are hermaphroditic creatures, that's a little more...ah...interesting than it is with other shapeshifting dragons, and that's saying something. Shimmer dragons also naturally assume (in most cases) that whichever being brings forth the young should take care of it, as that is how shimmer dragons are wired. They also don't see much use in romance, mating only to produce young every once in a while, so they're not really predisposed to do this in the first place most of the time.

Schiller Dragon

These shy, beautiful dragons live deep underwater, and are avaricious, ambitious, and paranoid. Collectors of arcane secrets and connoisseurs of poetry, schiller dragons are canny, cunning, scheming, competitive creatures, but their faults are softened by a sense of a humor, an appreciation for beauty, and and an interest in faraway lands. While they can be unpleasant, they do at least find violence extraordinarily distasteful, and generally avoid it, considering it a hallmark of lesser life forms. They dislike bright light, and communicate with bioluminescence. Unlike other shimmer dragons, schiller dragons sometimes can be found in deep freshwater lakes. Their breath weapon is a toxic stream of lashing, stinging filaments.



Shimmer Dragon Wyrmling

Medium Dragon, any alignment (usually neither lawful nor chaotic)


  • Armor Class 10
  • Hit Points 19 (6d8-8)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 7 (-2) 13 (+1) 15 (+2) 13 (+1)

  • Saving Throws Charisma +3, Wisdom +4
  • Skills Perception +6, Stealth +2
  • Damage Vulnerabilities piercing, slashing
  • Senses Blindsight 10 ft., darkvision 60 ft., passive perception 16
  • Languages Aquan, Draconic
  • Challenge 1/4

Magic Sense. The dragon is always under the effects of Detect Magic, and can cast Identify as a ritual.

Water Breathing. The dragon can breathe only underwater.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (DC 12, + 4 to hit). It can innately cast the following spells, requiring no material components.

  • At will: Dancing Lights
  • 1/day: Alarm, Counterspell, Dispel Magic

Actions

Bite. melee weapon attack: +2 to hit, Reach 5 ft., one target. Hit 5 (1d10) piercing damage.

Ink Spray Breath (recharge 5-6). The wyrmling whirls around, exhaling a cloud of ink in a 15 foot sphere centered on itself, which becomes heavily obscured for 1 minute if underwater. A moderate current of 5 mph or more disperses the cloud in 1 round.



Ancient Aventurescent Dragon

Gargantuan Dragon (shapechanger), any alignment (usually chaotic)


  • Armor Class X
  • Hit Points XXX
  • Speed 10 ft., burrow 20 ft., fly 50 ft. (hover), swim 80 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Charisma +X, Constitution +X, Strength +X, Wisdom +X
  • Skills Athletics +X, Intimidation +X, Perception +X, Planes +X, Stealth +2X
  • Damage Resistances fire, thunder
  • Senses Darkvision 120 ft., blindsight 60 ft.
  • Languages Aquan, Draconic
  • Challenge Challenge and Xp

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Sense. The dragon is always under the effects of Detect Magic, and can cast Identify as a ritual.

Limited Amphibiousness. The dragon can breathe air and water, but it needs to be submerged at least once every 24 hours to avoid suffocating.

Enthralling Presence. At the start of its turn, each creature of the dragon's choice within 120 feet and aware of it must succeed on a DC XX Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of its turns and whenever it is targeted by a harmful effect by the dragon, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Enthralling Presence for 24 hours.

Ensnarement. The dragon's Bite and Claw attacks grapple creatures at most a size smaller than the dragon on a hit (escape DC X). Each natural weapon can only grapple one creature, and that creature is the only applicable target for that attack while grappled.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (DC XX, + XX to hit). It can innately cast these spells without material components. These spells ignore resistance to fire caused by being underwater.

  • 3/day: Witch Bolt (9th level), Protection from Energy, Gaseous Form, Counterspell, Dispel Magic
  • 2/day: Heat Metal (9th level), Thunder Step (5th level), Far Step
  • 1/day: Cone of Earth, Greater Invisibility, Boiling Blood

Actions

Multiattack. The dragon makes 1 Bite, 1 Claw, and 1 Tail attack.

Bite. melee weapon attack: Attack Bonus to hit, Reach 15 ft., one target. Hit Damage Damage piercing damage.

Claw. melee weapon attack: Attack Bonus to hit, Reach 10 ft., one target. Hit Damage Damage slashing damage.

Tail. melee weapon attack: Attack Bonus to hit, Reach 20 ft., one target. Hit Damage Damage bludgeoning damage.

Breath Weapons (recharge 5-6). The dragon chooses 1 of the following magical effects to fill a 90 foot cone originating it.

  • Detonation Breath. Each creature and object must succeed on a DC XX Dexterity saving throw, taking XXX fire (which ignores resistance caused by being underwater) and XXX thunder damage (all halved on a success), as streaming fragments detonate in a concussive burst of sound and heat. On a failure, a creature is stunned until the end of its next turn and deafened for one minute. It can make a DC XX Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Spell Breath. The dragon infuses its breath with the magic of one of its innate spells and releases it in a cone, casting it and expending a use as normal. The spell must not be concentration, and be one that targets a single target, one that targets self, or one that targets an area. The spell affects every applicable target (creatures, objects, areas) in the area of the breath weapon instead.

Change Shape. The dragon magically polymorphs into a humanoid or beast with a CR no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is dropped or borne by the new form (dragon's choice). In a new form, the dragon retains its alignment, HP, hit dice, speech, proficiencies, legendary resistances, lair actions, and mental scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Legendary Actions (3/round)

Detect. The dragon makes a Wisdom (Perception) check.

Pharyngeal Jaws. The dragon attempts to restrain a creature it has grappled with its bite. The creature must succeed on a DC XXX Strength saving throw or be restrained for the duration of the grapple.

Thrash (2 actions). The dragon wrenches itself free of any other creature's grasp and lashes out at creatures in its vicinity. It can immediately reattempt a check or saving throw against any effect that is grappling or restraining it, ending the effect on a success. Each creature within 10 feet of the dragon must succeed on a DC XX Dexterity saving throw or take XX bludgeoning damage and be pushed 10 feet directly away from the dragon, which can then swim or fly up to half its speed.



Ancient Chatoyant Dragon

*Gargantuan Dragon (shapechanger), any alignment


  • Armor Class X
  • Hit Points XXX
  • Speed 10 ft., fly 50 ft. (hover), swim 80 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Charisma +X, Constitution +X, Strength +X, Wisdom +X
  • Skills Athletics +X, Arcana +X, Investigation +X, Perception +X, Performance, Stealth +X
  • Damage Resistances force, bludgeoning
  • Senses Darkvision 120 ft., blindsight 60 ft.
  • Languages Abyssal, Aquan, Draconic
  • Challenge Challenge and Xp

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Sense. The dragon is always under the effects of Detect Magic, and can cast Identify as a ritual.

Limited Amphibiousness. The dragon can breathe air and water, but it needs to be submerged at least once every 24 hours to avoid suffocating.

Enthralling Presence. At the start of its turn, each creature of the dragon's choice within 120 feet and aware of it must succeed on a DC XX Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of its turns and whenever it is targeted by a harmful effect by the dragon, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Enthralling Presence for 24 hours.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (DC XX, + XX to hit). It can innately cast these spells without material components. These spells ignore resistance to fire caused by being underwater.

  • 3/day: Arms of Hadar (9th level), Blindness/Deafness, Counterspell, Dispel Magic, Hypnotic Pattern
  • 2/day: Detect Thoughts, Dream, Evard's Black Tentacles (9d6 base damage)
  • 1/day: Legend Lore, Contact Other Plane, Telepathy

Actions

Multiattack. The dragon makes 3 attacks, 1 with its bite, 1 with its claws, and 1 with its tentacles or tail.

Bite. melee weapon attack: Attack Bonus to hit, Reach 15 ft., one target. Hit Damage Damage piercing damage

Claw. melee weapon attack: Attack Bonus to hit, Reach 10 ft., one target. Hit Damage Damage slashing damage

Tentacles/Tail. melee weapon attack: Attack Bonus to hit, Reach 20 ft., one target. Hit Damage Damage bludgeoning damage, and the target is grappled (escape DC X) if it is at most a size smaller than the dragon. The dragon can grapple up to 3 creatures at once.

Breath Weapons (recharge 5-6). The dragon chooses 1 of the following magical effects to fill a 90 foot cone originating it.

  • Spectral Lash Breath. Each creature or object of the dragon's choice in the area must succeed on a DC XX Strength saving throw or take XXX force and XXX bludgeoning damage, halved on a success. Each creature that fails is grappled by spectral tentacles, and can repeat the saving throw at the end of its turn, ending the effect on a success.
  • Spell Breath. The dragon infuses its breath with the magic of one of its innate spells and releases it in a cone, casting it and expending a use as normal. The spell must not be concentration, and be one that targets a single target, one that targets self, or one that targets an area. The spell affects every applicable target (creatures, objects, areas) in the area of the breath weapon instead.

Change Shape. The dragon magically polymorphs into a humanoid or beast with a CR no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is dropped or borne by the new form (dragon's choice). In a new form, the dragon retains its alignment, HP, hit dice, speech, proficiencies, legendary resistances, lair actions, and mental scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Legendary Actions (3/round)

Detect. The dragon makes a Wisdom (Perception) check.

Strangle (1 action). The dragon makes an attack with its tentacles or tail.

Thrash (2 actions). The dragon wrenches itself free of any other creature's grasp and lashes out at creatures in its vicinity. It can immediately reattempt a check or saving throw against any effect that is grappling or restraining it, ending the effect on a success. Each creature within 10 feet of the dragon must succeed on a DC XX Dexterity saving throw or take XX bludegoning damage and be pushed 10 feet directly away from the dragon, which can then swim or fly up to half its speed.



Ancient Irridescent Dragon

*Gargantuan Dragon (shapechanger), any alignment


  • Armor Class 18 (natural armor)
  • Hit Points 232 (15d20+75)
  • Speed 10 ft., fly 50 ft. (hover), swim 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 21 (+5) 20 (+5) 20 (+5) 19 (+4)

  • Saving Throws Charisma +10, Constitution +11, Strength +11, Wisdom +11
  • Skills Acrobatics +7, Arcana +11, History +11, Perception +17, Performance +10, Stealth +7
  • Damage Resistances cold, piercing
  • Senses Darkvision 120 ft., blindsight 60 ft.
  • Languages Aquan, Draconic
  • Challenge 20
  • Proficiency +6

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Sense. The dragon is always under the effects of Detect Magic, and can cast Identify as a ritual.

Limited Amphibiousness. The dragon can breathe air and water, but it needs to be submerged at least once every 24 hours to avoid suffocating.

Enthralling Presence. At the start of its turn, each creature of the dragon's choice within 120 feet and aware of it must succeed on a DC 19 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of its turns and whenever it is targeted by a harmful effect by the dragon, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Enthralling Presence for 24 hours.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (DC 19, +11 to hit). It can innately cast these spells without material components. These spells ignore resistance to fire caused by being underwater.

  • 3/day: Armor of Agathys (3rd level), Color Spray (9th level), Counterspell, Dispel Magic, Freedom of Movement
  • 2/day: Rime's Binding Ice (9th level), Tidal Wave (9th level), Control Water
  • 1/day: Sending, Conjure Elemental (water only, disappears if concentration is broken), Breath of the Sand Man

Actions

Multiattack. The dragon makes 3 attacks, 1 with its bite, 1 with its claws, and 1 with its tail.

Bite. melee weapon attack: +11 to hit, Reach 15 ft., one target. Hit 16 (2d10+5) piercing damage.

Claw. melee weapon attack: +11 to hit, Reach 10 ft., one target. Hit 12 (2d6+5) slashing damage

Tail. melee weapon attack: +11 to hit, Reach 20 ft., one target. Hit 14 (2d8+5) bludgeoning damage.

Breath Weapons (recharge 5-6). The dragon chooses 1 of the following magical effects to fill a 90 foot cone originating it.

  • Icicle Shard Breath. Each creature or object of the dragon's choice in the area must succeed on a DC 19 Dexterity saving throw or take 6d8 cold and 5d8 piercing damage, both halved on a success. Each creature that fails is bloodied by the icy shrapnel, reducing each attack roll and ability check they make before the end of their next turn by 1d4.
  • Spell Breath. The dragon infuses its breath with the magic of one of its innate spells and releases it in a cone, casting it and expending a use as normal. The spell must not be concentration, and be one that targets a single target, one that targets self, or one that targets an area. The spell affects every applicable target (creatures, objects, areas) in the area of the breath weapon instead.

Change Shape. The dragon magically polymorphs into a humanoid or beast with a CR no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is dropped or borne by the new form (dragon's choice). In a new form, the dragon retains its alignment, HP, hit dice, speech, proficiencies, legendary resistances, lair actions, and mental scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Legendary Actions (3/round)

Detect. The dragon makes a Wisdom (Perception) check.

Glaciate (1 action). The dragon freezes the water or vapor around a creature within 30 feet into a slick coat of ice. The creature must make a DC 19 Constitution saving throw, taking 13 (2d12) cold damage (halved on a success). On a failure, the creature's speed is reduced by 15 feet until the end of its next turn.

Thrash (2 actions). The dragon wrenches itself free of any other creature's grasp and lashes out at creatures in its vicinity. It can immediately reattempt a check or saving throw against any effect that is grappling or restraining it, ending the effect on a success. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 12 (2d6+5) bludgeoning damage and be pushed 10 feet directly away from the dragon, which can then swim or fly up to half its speed.



Ancient Opalescent Dragon

*Gargantuan Dragon (shapechanger), any alignment


  • Armor Class X
  • Hit Points XXX
  • Speed 10 ft., fly 50 ft. (hover), swim 80 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Charisma +X, Constitution +X, Strength +X, Wisdom +X
  • Skills Arcana +X, History +X, Investigation +X, Persuasion +X, Perception +X, Planes +X, Stealth +X
  • Damage Resistances lightning, radiant
  • Senses Darkvision 120 ft., blindsight 60 ft.
  • Languages All
  • Challenge Challenge and Xp

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Sense. The dragon is always under the effects of Detect Magic, and can cast Identify as a ritual.

Limited Amphibiousness. The dragon can breathe air and water, but it needs to be submerged at least once every 24 hours to avoid suffocating.

Enthralling Presence. At the start of its turn, each creature of the dragon's choice within 120 feet and aware of it must succeed on a DC XX Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of its turns and whenever it is targeted by a harmful effect by the dragon, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Enthralling Presence for 24 hours.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (DC XX, + XX to hit). It can innately cast these spells without material components. These spells ignore resistance to fire caused by being underwater.

  • 3/day: Command, Dissonant Whispers (9th level), Counterspell, Dispel Magic, Protection from Energy
  • 2/day: Enhance Ability, Suggestion, Positive Energy Flood
  • 1/day: Haste, Prismatic Spray, Power Word: Stun

Actions

Multiattack. The dragon makes 3 attacks, 1 with its bite, 1 with its claws, and 1 with its tail.

Bite. melee weapon attack: Attack Bonus to hit, Reach 15 ft., one target. Hit Damage Damage piercing damage

Claw. melee weapon attack: Attack Bonus to hit, Reach 10 ft., one target. Hit Damage Damage slashing damage

Tail Stinger. melee weapon attack: Attack Bonus to hit, Reach 20 ft., one target. Hit Damage Damage piercing damage, and the target must succeed on a DC XX Constitution saving throw or take XX poison damage and be poisoned until the end of its next turn.

Breath Weapons (recharge 5-6). The dragon chooses 1 of the following magical effects to fill a 90 foot cone originating it.

  • Flashstorm Breath. Each creature or object of the dragon's choice in the area must succeed on a DC XX Dexterity saving throw or take XXX radiant and XXX lightning damage, halved on a success. On a failure, a creature sparks luminously as sparkling chips cover it until the end of its next turn. The creature glows with dim light for 5 feet, attack rolls against it have advantage, and the glowing creature cannot benefit from invisibility.
  • Spell Breath. The dragon infuses its breath with the magic of one of its innate spells and releases it in a cone, casting it and expending a use as normal. The spell must not be concentration, and be one that targets a single target, one that targets self, or one that targets an area. The spell affects every applicable target (creatures, objects, areas) in the area of the breath weapon instead.

Change Shape. The dragon magically polymorphs into a humanoid or beast with a CR no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is dropped or borne by the new form (dragon's choice). In a new form, the dragon retains its alignment, HP, hit dice, speech, proficiencies, legendary resistances, lair actions, and mental scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Legendary Actions (3/round)

Detect. The dragon makes a Wisdom (Perception) check.

Dazzle (1 action). The dragon creates a brilliant flash of light in front of a creature within 60 feet's eyes. The creature must make a DC XX Constitution saving throw or be blinded until the end of its next turn.

Thrash (2 actions). The dragon wrenches itself free of any other creature's grasp and lashes out at creatures in its vicinity. It can immediately reattempt a check or saving throw against any effect that is grappling or restraining it, ending the effect on a success. Each creature within 10 feet of the dragon must succeed on a DC XX Dexterity saving throw or take XX bludegoning damage and be pushed 10 feet directly away from the dragon, which can then swim or fly up to half its speed.



Ancient Pearlescent Dragon

*Gargantuan Dragon (shapechanger), any alignment


  • Armor Class 18 (natural armor)
  • Hit Points 280 (17d20+102)
  • Speed 10 ft., fly 50 ft. (hover), swim 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 23 (+6) 21 (+5) 21 (+5) 20 (+5)

  • Saving Throws Charisma +12, Constitution +13, Strength +12, Wisdom +12
  • Skills Animal Handling +19, Medicine +12, Nature +12, Perception +19, Stealth +9, Survival +12
  • Damage Resistances poison, slashing
  • Senses Darkvision 120 ft., blindsight 60 ft., passive Perception 29
  • Languages Aquan, Draconic, Sylvan, permanent Speak with Animals
  • Challenge 21
  • Proficiency Bonus +7

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Sense. The dragon is always under the effects of Detect Magic, and can cast Identify as a ritual.

Limited Amphibiousness. The dragon can breathe air and water, but it needs to be submerged at least once every 24 hours to avoid suffocating.

Enthralling Presence. At the start of its turn, each creature of the dragon's choice within 120 feet and aware of it must succeed on a DC 20 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of its turns and whenever it is targeted by a harmful effect by the dragon, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Enthralling Presence for 24 hours.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (DC 20, + 12 to hit). It can innately cast these spells without material components. These spells ignore resistance to fire caused by being underwater.

  • 3/day: Lesser Restoration, Calm Emotions, Counterspell, Dispel Magic, Plant Growth
  • 2/day: Protection from Poison, Daylight, Speak with Plants, Greater Restoration
  • 1/day: Death Ward, Commune with Nature, Animal Shapes

Actions

Multiattack. The dragon makes 3 attacks, 1 with its bite, 1 with its claws, and 1 with its tail.

Bite. melee weapon attack: +12 to hit, Reach 15 ft., one target. Hit 16 (2d10+5) piercing damage.

Claw. melee weapon attack: +12 to hit, Reach 10 ft., one target. Hit 12 (2d6+5) slashing damage.

Tail. melee weapon attack: +12 to hit, Reach 20 ft., one target. Hit 14 (2d8+5) bludgeoning damage.

Breath Weapons (recharge 5-6). The dragon chooses 1 of the following magical effects to fill a 90 foot cone originating it.

  • Coral Explosion Breath. Each creature or object of the dragon's choice must succeed on a DC 20 Dexterity saving throw, taking 5d6 slashing and 6d12 poison damage (halved on a success), as a mass of sharp edged coral grows around and past it. A creature that fails must make a DC 20 Constitution save against poison or be paralyzed until the end of the dragon's next turn. Additionally, the entire area becomes difficult terrain.
  • Spell Breath. The dragon infuses its breath with the magic of one of its innate spells and releases it in a cone, casting it and expending a use as normal. The spell must not be concentration, and be one that targets a single target, one that targets self, or one that targets an area. The spell affects every applicable target (creatures, objects, areas) in the area of the breath weapon instead.

Change Shape. The dragon magically polymorphs into a humanoid or beast with a CR no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is dropped or borne by the new form (dragon's choice). In a new form, the dragon retains its alignment, HP, hit dice, speech, proficiencies, legendary resistances, lair actions, and mental scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Legendary Actions (3/round)

Detect. The dragon makes a Wisdom (Perception) check.

Call Helpers. The dragon's animal friends come to its aid, attacking its foes. Each creature of the dragon's choice must succeed on a DC 20 Dexterity saving throw or take 6 (1d12) piercing damage, and the dragon's first attack against it before the end of the dragon's next turn has advantage.

Thrash (2 actions). The dragon wrenches itself free of any other creature's grasp and lashes out at creatures in its vicinity. It can immediately reattempt a check or saving throw against any effect that is grappling or restraining it, ending the effect on a success. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6+5) bludegoning damage and be pushed 10 feet directly away from the dragon, which can then swim or fly up to half its speed.



Ancient Schiller Dragon

Gargantuan Dragon (shapechanger), any alignment (usually chaotic)


  • Armor Class X
  • Hit Points XXX
  • Speed 10 ft., fly 50 ft. (hover), swim 80 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Charisma +X, Constitution +X, Strength +X, Wisdom +X
  • Skills Arcana +X, Deception +X, Insight +X, Investigation +X, Perception +X, Performance +X, Stealth +2X
  • Damage Resistances acid, necrotic
  • Senses Darkvision 120 ft., blindsight 60 ft.
  • Languages Abyssal, Aquan, Draconic
  • Challenge Challenge and Xp

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Sense. The dragon is always under the effects of Detect Magic, and can cast Identify as a ritual.

Limited Amphibiousness. The dragon can breathe air and water, but it needs to be submerged at least once every 24 hours to avoid suffocating.

Bioluminescent. The dragon sheds dim light for 10 feet, which it can activate or deactivate as a bonus action.

Enthralling Presence. At the start of its turn, each creature of the dragon's choice within 120 feet and aware of it must succeed on a DC XX Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of its turns and whenever it is targeted by a harmful effect by the dragon, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Enthralling Presence for 24 hours.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (DC XX, + XX to hit). It can innately cast these spells without material components. These spells ignore resistance to fire caused by being underwater.

  • 3/day: Dissonant Whispers (9th level), Tasha's Hideous Laughter, Invisibility, Counterspell, Dispel Magic
  • 2/day: Tasha's Caustic Brew (9th level), Enemies Abound, Nondetection
  • 1/day: Mirror Image, Blade Barrier (9d10), Mind Blank

Actions

Multiattack. The dragon makes 3 attacks, 1 with its bite, 1 with its claws, and 1 with its tail.

Bite. melee weapon attack: Attack Bonus to hit, Reach 15 ft., one target. Hit Damage Damage piercing damage

Claw. melee weapon attack: Attack Bonus to hit, Reach 10 ft., one target. Hit Damage Damage slashing damage

Tail. melee weapon attack: Attack Bonus to hit, Reach 20 ft., one target. Hit Damage Damage bludgeoning damage.

Breath Weapons (recharge 5-6). The dragon chooses 1 of the following magical effects to fill a 90 foot cone originating it.

  • Stinglash Breath. Each creature or object of the dragon's choice must succeed on a DC XX Constitution saving throw, taking XXX acid and XXX necrotic damage (halved on a success), as streaming tendrils of stinging filaments shoot past it. On a failure, a creature has disadvantage on Dexterity based attack rolls and checks until the end of its next turn as numbness overcomes it.
  • Spell Breath. The dragon infuses its breath with the magic of one of its innate spells and releases it in a cone, casting it and expending a use as normal. The spell must not be concentration, and be one that targets a single target, one that targets self, or one that targets an area. The spell affects every applicable target (creatures, objects, areas) in the area of the breath weapon instead.

Change Shape. The dragon magically polymorphs into a humanoid or beast with a CR no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is dropped or borne by the new form (dragon's choice). In a new form, the dragon retains its alignment, HP, hit dice, speech, proficiencies, legendary resistances, lair actions, and mental scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Legendary Actions (3/round)>

Detect. The dragon makes a Wisdom (Perception) check.

Befuddle. The dragon laces its words with enchantment. A creature of its choice that can hear it must make a DC XX Wisdom saving throw or make a weapon attack against a creature of the dragon's choice within reach.

Thrash (2 actions). The dragon wrenches itself free of any other creature's grasp and lashes out at creatures in its vicinity. It can immediately reattempt a check or saving throw against any effect that is grappling or restraining it, ending the effect on a success. Each creature within 10 feet of the dragon must succeed on a DC XX Dexterity saving throw or take XX bludegoning damage and be pushed 10 feet directly away from the dragon, which can then swim or fly up to half its speed.

Gnollish Creatures

Gnolls are vicious Muffle spawn with a horrific magical biology. Any humanoid, mosntrosity, beast (other than vultures), or giant that consumes even a bite of carcass from a creature killed by gnolls is twisted by the taint and transformed into a gnoll or related creature in a gruesome transformation.

A creature that transforms into a gnoll sprouts vicious fangs and claws, ripping through the gums and skin, its mouth elongates if it doesn't have a snout, its rippling flesh swells with muscle, its fur, feathers, or hair become a wild mess, its eyes glow with unholy light, and with its first meal it dislocates its jaw from appalling hunger, devouring the corpse in a few bites and bleeding from its torn cheeks. The scars remain forever.

Gnolls can only gain sustenance from the flesh of the living. In combat, they tear chunks and strips of flesh from their enemies and devour the pieces, maws dripping with blood, as they fight. Then they leave the juicy corpses behind once their partially eaten living prey dies of its wounds. Gnolls will engage in terrifying autocannibalism when desperate, along with tearing bites from each other. Their wounds fester with flies and rot that do not kill them

Template

A creature that becomes a gnoll gains a gnoll stat block of your choice. It should never decrease in challenge rating. A very dangerous beast, such a T-rex, keeps its stat block but gains the ability scores of a gnoll where better, the ability to speak Gnoll and Abyssal, an alignment of Chaotic Evil, Rampage, a bite attack if it doesn't have one, and 50% more hit points.

You can make a gnoll Large if it came from a bigger animal. Similarly, a flying creature that becomes a gnoll may have a fly speed. A lizard or ape might retain a climb speed. You can add residual traits to gnolls as you wish.

In Marinos, gnolls have both the humanoid and monstrosity types if they came from beasts, humanoids, or monstrosities, and the giant and mosntrosity types if they came froma giant.

Havoc Flinger

The havoc flinger is a horrifying creature. Sure, it's a gnoll. But more importantly, it's a gnoll that can sling fire and lightning in all directions, blasting everything around it and delighting in the carnage it causes with cackling creams of ecstasy.

These creatures are endowed with sorcery, and being gnolls, their sorcery revolves around blood and mayhem. It is very Muffle flavored magic- mostly elemental, and only good for violence.



Havoc Flinger

Medium monstrosity (gnoll), chaotic evil


  • Armor Class 13 (hide)
  • Hit Points 52
  • Speed 30 (sometimes fly 40)

STR DEX CON INT WIS CHA
+2 +3 +1 -2 +0 17 (+3)

  • Saving Throws CHA +5, CON +2
  • Senses DV 60, PP 10
  • Languages Gnoll
  • Challenge ???

Rampage.

Metamagic. The havoc flinger has 6 sorcery points, which recharge on a long rest. It can convert a spell slot to its level of sorcery points as a BA. It can convert 2 sorcery points to a 1st level slot, 3 to a 2nd level slot, or 5 to a 3rd level slot as a BA. When it casts a spell, it can spend one point to reroll up to 3 damage dice. It can cast a spell with a casting time of 1 action as a BA for 2 points.

Spellcasting. The gnoll is a 6th level CHA based sorcerous spellcaster. +5 to hit, DC 13.

Cantrips (at will): Firebolt, Frostbite, Infestation, Shocking Grasp

1st level (4 slots): Burning Hands, Thunderwave, Fog Cloud

2nd level (3 slots): Scorching Ray, Rime's Binding Ice, Shatter

3rd level (3 slots): Erupting Earth, Lightning Bolt, Thunder Step


Actions

Bite. MWA: +4, reach 5, one target. Hit 1d4+2 PRC

Gnoll Muffle Necromancer

Sometimes, the Muffle gifts gnolls with the powers of a cleric, always to be put to dark ends. Gnoll necromancers are not wizards, but rather Muffle clerics whose magic is based upon negative energy- the quintessence of the nightmares of ages.

They are often high ranking in their packs, and can raise the picked clean skeletons of their prey as new packmates. Some can also create witherlings from dead gnolls.



Gnoll Muffle Necromancer

Medium monstrosity (gnoll), chaotic evil


  • Armor Class 15 (hide+shield)
  • Hit Points 52
  • Speed 30 (sometimes fly 40)

STR DEX CON INT WIS CHA
+2 +3 +1 -2 +3 -1

  • Saving Throws CON+2, WIS +5
  • DR Necrotic
  • Senses DV 60, PP 10
  • Languages Gnoll
  • Challenge ???

Rampage.

Innate Spellcasting. Wisdom based, +5 to hit, DC 13.

At will: Chill Touch, False Life

3 per day each: Animate Dead, Inflict Wounds

2 per day each: Blindness Deafness, Ray of Sickness

1 per day each: Bestow Curse, Fear, Feign Death, Ray of Enfeeblement, Vampiric Touch


Actions

Bite. MWA: +4, reach 5, one target. Hit 1d4+2 PRC + 1d4 necrotic

Wendigo

The wendigo is a creature of legend, feared for good reason wherever the land suffers the presence of both gnolls and trolls. Almost any humanoid, giant, monstrosity, or beast that eats gnoll killed carrion becomes a gnoll, but trolls become something far worse, a wendigo.

Given the nature of trolls, unlike most creatures susceptible to the curse, they do not avoid it.



Wendigo

Huge Monstrosity (gnoll), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 127
  • Speed 30 feet

STR DEX CON INT WIS CHA
+5 +1 +6 -2 -2 -3

  • Saving Throws Con +9
  • Skills Stealth +3, Perception +1
  • Condition Immunities condition_Immunities
  • Senses DV 60, PP 11
  • Languages Gnoll
  • Challenge Certainly more than 5 now

Keen Smell.

Rampage.

Regeneration. 10 hp heal at start of wendigo's turn, doesn't die if at 0. Doesn't function if wendigo took acid, fire, or radiant.

Legendary Resistance 1.


Actions

Multiattack. The wendigo makes 2 claw attacks and 1 devouring bite attack. and type of attacks

Claw. MWA: +8, 5 ft, one target. Hit: 12 (2d6+5) SLS.

Devouring Bite. MWA: +8, 5 ft, one target. Hit: 12 (2d6+5) PRC. If the target is a creature other than an elemental or an undead or a construct, the wendigo regains HP equal to the damage dealt, and the target must succeed on a DC 15 CON save or lose 1d10 HP at the start of each of its turns due to a gaping wound. This wounding is cumulative. The wound can be staunched by a DC 15 Medicine check or magical healing.


Legendary Actions (1 per round)

Detect. The wendigo makes a Wisdom (Perception) check.

Move. The wendigo moves up to half its speed.


Gnoll Tainted Tyranasourus

As a T-rex, with the Rampage trait, mental stats of a gnoll where better, darkvision 60, 20 more HP, chaotic evil, and speaks Gnoll.


Gnoll Horde

Found here, CR 8: Gnoll Pack

Ghosts

Ghosts are the spirits of the deceased in the Memory Axis, though they occasionally escape to the Material or Etherial planes. In the Echo, a person's spirit is slowly harvested for memories. Older ghosts only retain their personalities and most important memories, though they can read about themselves if they wish. Once all memories have been drained for safekeeping in the Echo, the spirit moves only, leaving only a ghostly husk that plays out its life's most basic premises and tendencies over and over again in a robotic fashion.

They are difficult to truly kill, usually reappearing in the Echo Impression. An exception to this is any killed by Muffle forces.

Ghost, Lesser

The ghosts of the Echo Impression are creatures being slowly harvested for memories or already drained of their souls. As such, a "typical" ghost stat block represents only the most potent ghosts. Most are lesser spirits without as much power or sense of self.



Lesser Ghost

Small or medium undead (Memory Axis), any alignment


  • Armor Class 11
  • Hit Points 14 (3d8)
  • Speed 0 ft., fly/swim 40 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 13 (+1) 10 (+0) 10 (+0) 11 (+0) 15 (+2)

  • Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Cold, Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Any languages it knew in life
  • Challenge 1/2?

Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Actions

Withering Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Scare. One creature of the ghost's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the ghost is within line of sight, ending the effect on itself on a success. When the effect ends or the target saves successfully, it becomes immune to this ghost's Scare for 24 hours.

Puppetry. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 10 Wisdom saving throw or suffer 1 of the following effects of the ghost's choice: The target makes a single weapon or shove attack against a target of the ghost's choice, the target moves up to its speed and/or drops prone and/or drops any objects it is holding and/or takes an Interact with Object action, or the target does nothing on its next turn. Once it successfully saves against this trait, it becomes immune to this ghost's Puppetry for 24 hours.

Variant: Animal Ghosts

Animal ghosts also appear in the Echo, though they are more likely to escape to the Prism than anywhere else if they can. They have the same statistics as lesser ghosts, but can only use Puppetry on creatures of the Beast type. Additionally, they have Intelligence scores equal to that of the species they came from.

Monitors

Stoic guardians of death and chroniclers of all that has ever transpired, monitors are the Incarnates of the Echo Impression. Some oversee the afterlife, where the spirits of the worldly dead are slowly relieved of their memories to be chronicled in the Endless Archives. Others catalog, organize, study, and protect the Archives. Some hunt down demons, liches, and other transgressors that jeopardize the natural order of memory collection. Still others seek out rogue spirits.

Monitors detest Muffle creatures, and are at endless war with them. This makes them overall a great boon to existence, but while they can be helpful, they do nothing out of a sense of compassion. They simply wish to prevent the destruction of memories (so they can catalog them) and prevent unnatural catastrophes that would end existence (so they can keep cataloging it.) They harbor the knowledge of the ages, but have no particular inclination to share it.

Fate and Memory

Despite being at opposite ends of the alignment scale, the Echo and the Stormcome are complimentary rather than oppositional. The former guards the past, while the latter ushers in the future. Monitors and proteans have very different attitudes and tendencies but tend to get along cordially. They occasionally form alliances.

Creating a Monitor

In general, there is not an abundance of existing 5e stat blocks that would make much sense to refit as monitors. However, a few creatures might be able to be easily reskinned, such as the merrenoloth and...I can't actually think of any others. But, if you wish to take a creature and turn it into a monitor, make the following changes.

  • Switch its creature subtype energy damage resistances to poison, psychic, and radiant.
  • Switch its creature subtype energy damage immunities to cold and necrotic.
  • Give it telepathy and Truesight, the better to spot ghosts.
  • Spirit Shackles. The monitor's attacks ignore the resistances and immunities of incorporeal and undead creatures, and it can restrain and grapple incorporeal creatures that would normally be immune to the conditions.
  • Telepathic Eavesdropping. All telepathic conversation or transmission within range of the monitor's telepathy is overheard and can be joined by it. This is a divination effect.

Ammits

Ammits are massive monitors with beastial features. They typically have the heads and tails of crocodiles, the manes, chest, and forelegs of a lion, and the body and hind legs of a hippo. They are far bigger than any of these animals, however, and are also surrounded by magical scrolls of great length and strength, which the ammits use to lash out at and grab opponents. The scrolls are written in Abyssal on one side and Celestial on the other, and combine poetry and the magical text that empowers their spells.

Ammits are the spiritual trash compactors of the Memory Axis. Internal threats that cannot simply be allowed to slowly spiritually "decompose," such as destroyed liches and the ghosts of loyal Muffle clerics, are fed to the ammits for immediate destruction and memory harvest.

Cherybdis Ammit (stats by Necronophtase)

These are "young" ammits, plump, massive, slow, and lazy. While only a bit less intelligent than a human, they are thought of by other monitors as weird pets, and don't seem to mind in the slightest. They usually wait for threats, also known as snacks, to be brought to them.

Ammitlet

Minitaure ammits with far lesser power, ammitlets are minor Echo spirits, somewhat similar to imps and quasits. They never develop into stronger ammits, instead fetching things for more important monitors and playing with ghosts and ancient memories. They also make excellent warlock familiars for the rare warlocks who make a pact with a powerful monitor.

Scylla Ammit (stats by Necronophtase)

These are "mature" ammits, rippling with sleek leonine muscle. They are still very relaxed (as monitors go), but when the need arises, can charge into action, even chasing quarry across the planes of existence.

Ammit Scrolls

A killed ammit turns to ash, but its scrolls don't do so for another 24 hours. The scrolls can be transcribed by a wizard, ritual caster, or similar spellcaster into a spell or ritual book, if the spells known by the ammit are one that could be transcribed by the person if it were found in a spell scroll or spell book. Doing so requires the use of Comprehend Languages if the caster does not know Abyssal or Celestial. This is usually considered a great affront by all monitors. In special circumstances, a living ammit may agree to allow such a person to copy down spells from its scrolls.



Ammit, Charybdis

Huge monitor (ammit, Echo), lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 150
  • Speed 15 ft., swim 10 ft.

STR DEX CON INT WIS CHA
21 (+5) 7 (-1) 18 (+4) 8 (-1) 21 (+5) 16 (+3)

  • Saving Throws Constitution +8, Strength +9, Wisdom +9
  • Skills Athletics +9, Insight +9, Intimidation +7, Perception +9
  • Damage Resistances poison, psychic, radiant; nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities cold, necrotic
  • Senses Truesight 60 ft., Passive Perception 19
  • Languages Abyssal, Celestial, Derilect, telepathy 60 ft. Proficiency Bonus +4
  • Challenge 9

Overwhelming Presence. The ammit emits an aura of futile hopelessness 30 feet around itself, which it can turn on or off as a free action on its turn. A non-monitor creature that enters the aura or starts its turn there must make a DC 13 Wisdom save. On a failure, it becomes Overwhelmed until the start of its next turn. An Overwhelmed creature is unable to intentionally move or teleport away from the ammit, though it can allow other creatures and outside effects to cause it to move. Attacks and ability checks against it have advantage so long as it can see the source of its despair. Overwhelmed counts as Frightened for the purposes of abilities, effects, and spells.

Spellcasting. The ammit can innately cast the following spells, requiring no components. Its casting ability is Wisdom (+9/DC 17).

At-Will: Entangle, Command

Spirit Shackles. The ammit's attacks ignore the resistances and immunities of incorporeal and undead creatures, and it can restrain and grapple incorporeal creatures that would normally be immune to the conditions.

Telepathic Eavesdropping. All telepathic conversation or transmission within range of the ammit's telepathy is overheard and can be joined by the ammit. This is a divination effect.


Bonus Actions

Reel In. The ammit tries to roll up the scrolls that surround it, dragging those caught in them closer. It chooses any number of creatures it has Grappled, and then it and all those creatures must make Athletics checks. If the ammit's result is at least as high as each of its targets, it may pull all the chosen creatures as far towards it as it likes (it can choose different distances for different targets). If any of the targets beat the ammit, however, none of them are pulled.


Actions

Multiattack. The ammit makes two Lashing Ribbon attacks and one Bite attack, in any order. It can replace the Bite with Devour Being

Lashing Ribbon. Melee Weapon Attack: +9 to hit, reach 15 ft. Hit: (9) 1d8+5 magical slashing damage, and the target is grappled (escape DC 17). The Ammit can have up to 3 creatures grappled at a time.

Bite. Melee weapon attack: +9 to hit, reach 5 ft. Hit: (16) 2d10+5 magical piercing damage. If the target was grappled by the ammit, it is now restrained as well while the grapple persists, and the ammit can't Bite another target while restraining it.

Devour Being. The ammit makes one Bite attack against a target it is grappling and restraining. If the attack hits, the target takes the Bite's damage and is swallowed, and the grapple ends. The swallowed target is blinded and restrained, and it has total cover against attacks and other effects outside the ammit.

While within the ammit's impossibly spacious gullet, a creature has its very mind stripped away, unspooled into the Echo's endless libraries. At the beginning of each of the ammit's turns, each creature it has swallowed must make an Intelligence save. Undead creatures make this save with disadvantage. On a failure, it takes 1d4 Wisdom damage as its memories drain away into the Echo. If a creature's Wisdom is reduced to zero in this way, its soul is destroyed and the ammit is nourished by the remnants, regaining HP equal to half the victim's current total. A destroyed victim cannot be restored to life by any means short of a Wish spell. If the victim survives and finishes a long rest while the Ammit still lives, the drain becomes permanent.

If the ammit takes 25 damage or more on a single turn from a creature inside it, it must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the ammit dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.



Ammitlet

Tiny monitor (ammit, Echo), lawful neutral


  • Armor Class 13 (natural armor)
  • Hit Points 14 (3d4+6)
  • Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 14 (+2) 8 (-1) 17 (+3) 13 (+1)

  • Saving Throws Consitution +4, Dexterity +4, Wisdom +5, Charisma +3
  • Skills History +1, Insight +5, Perception +5, Planes +1, Stealth +4
  • Damage Resistances poison, psychic, radiant; nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities cold, necrotic
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages Abyssal, Celestial, Derelict, telepathy 30 ft.
  • Challenge 1/4?

Limited Truesight. The ammitlet can see invisible creatures and into the Border Etherial for 60 ft.

Spirit Shackles. The ammit's attacks ignore the resistances and immunities of incorporeal and undead creatures, and it can restrain and grapple incorporeal creatures that would normally be immune to the conditions.

Telepathic Eavesdropping. All telepathic conversation or transmission within range of the ammit's telepathy is overheard and can be joined by the ammit. This is a divination effect.


Actions

Bite. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit 1d4+2 magical piercing damage, and the target is unable to recover hit points until the end of its next turn. A creature killed by this attack cannot be raised from the dead or revived in the next day by anything short of Wish or True Resurrection as its body transforms into a pile of abstract scrolls. This attack has advantage against undead creatures, and can target creatures in the Border Etherial.



Ammit, Skylla

Huge monitor (ammit, Echo), lawful neutral


  • Armor Class 19 (natural armor)
  • Hit Points 200
  • Speed 45 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 18 (+5) 11 (+0) 24 (+7) 18 (+4)

  • Saving Throws Constitution +10, Strength +12, Wisdom +12
  • Skills Athletics +10, Insight +10, Intimidation +8, Investigation +5, Perception +10, Survival +12
  • Damage Resistances poison, psychic, radiant; nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities cold, necrotic
  • Condition Immunities exhausted
  • Senses Truesight 120 ft., Passive Perception 22
  • Languages Abyssal, Celestial, Derilect, telepathy 120 ft. Proficiency Bonus +5
  • Challenge 13

Overwhelming Presence. The ammit emits an aura of futile hopelessness 30 feet around itself, which it can turn on or off as a free action on its turn. A non-monitor creature that enters the aura or starts its turn there must make a DC 14 Wisdom save. On a failure, it becomes Overwhelmed until the start of its next turn. An Overwhelmed creature is unable to intentionally move or teleport away from the ammit, though it can allow other creatures and outside effects to cause it to move. Attacks and ability checks against it have advantage so long as it can see the source of its despair. Overwhelmed counts as Frightened for the purposes of abilities, effects, and spells.

Spellcasting. The ammit can innately cast the following spells, requiring no components. Its casting ability is Wisdom (+12/DC 20).

At will: Hunter's Mark (without Concentration), Locate Creature, Find The Path

3/day: Teleport (self only)

1/day: Plane Shift (self only)

Spirit Shackles. The ammit's attacks ignore the resistances and immunities of incorporeal and undead creatures, and it can restrain and grapple incorporeal creatures that would normally be immune to the conditions.

Telepathic Eavesdropping. All telepathic conversation or transmission within range of the ammit's telepathy is overheard and can be joined by the ammit. This is a divination effect.


Bonus Actions

Aggressive. The ammit can Dash as a Bonus Action, as long as it ends this movement closer to its prey than it started.


Actions

Multiattack. The ammit makes 3 Lashing Ribbon attacks and 1 Bite attack, in any order. It can replace the Bite with Devour Being.

Lashing Ribbon. Melee Weapon Attack: +12 to hit, reach 15 ft. Hit: (9) 1d8+7 magical slashing damage, and the target is grappled (escape DC 20). The ammit can have up to 5 creatures grappled at a time.

Bite. Melee weapon attack: +12 to hit, reach 5 ft. Hit: (16) 2d10+7 magical piercing damage. If the target was grappled by the ammit, it is now restrained as well while the grapple persists, and the ammit can't Bite another target while restraining it.

Devour Being. The ammit makes 1 Bite attack against a target it is grappling and restraining. If the attack hits, the target takes the Bite's damage and is swallowed, and the grapple ends. The swallowed target is blinded and restrained, and it has total cover against attacks and other effects outside the ammit.

While within the ammit's impossibly spacious gullet, a creature has its very mind stripped away, unspooled into the Echo's endless libraries. At the beginning of each of the ammit's turns, each creature it has swallowed must make an Intelligence save. Undead creatures make this save with disadvantage. On a failure, it takes 1d4 Wisdom damage as its memories drain away into the Echo. If a creature's Wisdom is reduced to zero in this way, its soul is destroyed and the ammit is nourished by the remnants, regaining HP equal to half the victim's current total. A destroyed victim cannot be restored to life by any means short of a Wish spell. If the victim survives and finishes a long rest while the Ammit still lives, the drain becomes permanent.

If the ammit takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the ammit dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Rabid Spirit

The rabid spirit is a nasty creature, a patch of sickening green mist in its natural form that prefers to inhabit unlucky animals and drive them to acts of carnage.

Rabid spirits are created when animals with natural rabies dream. Certain virulent, magical forms of the disease cause the afflicted spirit to enter the Astral Plane during sleep, where its dreams spawn nightmares of savage insanity.

Such creatures are unlikely to remain in the Astral Plane, and it is easier to leave than to enter. They are attracted to the Muffle, and get along just fine with its bloodthirsty demons, tormenting the souls of dreaming animals there.

Sometimes they find there way into Marinos, where they can be a serious threat if they possess a dangerous animal.



Rabid Spirit

Small aberration (dreamborn), Chaotic Evil


  • Armor Class 11
  • Hit Points 12
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 10 (+0) 3 (-4) 10 (+0) 15 (+2)

  • Saving Throws Charisma+4
  • Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Abyssal
  • Challenge 1/4?

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Actions

Cackling Claw. Melee weapon attack: +3 to hit, Reach 5 ft., one target. Hit 1 psychic damage, and the target must succeed on a DC13 Wisdom saving throw or use its reaction to make a weapon attack against the nearest creature other than a rabid spirit or demon (randomly determine if multiple are available).

Beast Possession (Recharge 6). One beast that the spirit can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the spirit then disappears, and the target is incapacitated and loses control of its body. The spirit now controls the body but doesn't deprive the target of awareness. The spirit can't be targeted by any attack, spell, or other effect, except ones that turn or banish aberrations, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies if it has any. The target gains advantage on all attack rolls, can't be charmed or frightened, and all attacks against it have advantage. The possession lasts until the body drops to 0 hit points, the spirit ends it as a bonus action, or the spirit is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target is immune to this spirit's Beast Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Henchmork

The Labrynthine henchmork is a domesticated boar bred as a working, guard, and companion animal and beast of combat. They fill a very similar societal niche to dogs, albeit with pig psychology, and came about because keeping carnivores in a cave system is not economical or feasible at scale. Besides, when minotaurs are short on meat, they would like it all for themselves and maybe their guests. Better to have a pig that can eat whatever!

Henchmork have the statistics of boars, with the exception of (relatively) toy varieties. They can only be reliably purchased in the Labyrinth. They have an Intelligence of 3 (-4) and Keen Smell (all boars should have these traits.)

Henchpigs aren't typically part of any official or line bred breeds, but certain general varieties are commonly recognized:

Dorkmork means silly/stupid/dumb pig, with a word borrowed from Old Angalian. It sin't so much a dig at their intelligence as the impracticality of their breeding; dorkmorks are fancy pigs bred more for looks or as companions than for any of the usual jobs. It can be deeply affectionate or very dismissive depending on the tone. Some people like them, some people don't.

Hurfmork means sniff pig. They are the bloodhounds of the Labyrinth, and have comically enlarged snouts and droopy skin hanging over their faces and necks, giving them a comical, sagging appearance.

Kebaramork means battle pig. They are bred as war and guard animals, and occasionally for bloodsport. They are typically fierce and suspicious, and brutal in a fight, but most varieties aren't prone to any particularly indiscriminate violence, as that would not be practical.

MORK!!! means loud pig. You pronounce it the same as the word mork, except loud. Very loud, to make sure you're clear. Contextual volume is important.

Morkmork is an offhand term for any henchmork of nondescript type; a mixed breed; a standard issue or generic henchmork. Which is exactly what many people would like anyway; a well rounded animal capable of fending off predators, finding food, assisting with tasks, and okay with children and guests.

Porkmork means...pork pig (pork borrowed from Old Angalian). They are not considered henchmorks and are normal domesticated pigs rather than companion pigs, forming a separate lineage. They do not generally make suitable pets and are bred for meat. Pigs make terrible milking animals. They are not used for this.

Zoopmork means zoom pig. They are bred for speed and not very common.

Savage Shoosuva

Shoosuva are the demonic guardian angels of gnolls. Unlike other demons, they do not simply spawn in the Muffle. Instead, they must orchestrate vile rituals among gnoll packs to create other shoosuva. Gnolls are emboldened by their presence and may worship them as minor gods.

When demons die, they usually reform in the Abyss. The same is true of the "gnoll shepherds," shoosuva. Arrogant creatures, when slaughtered more than once by the same or similar foe that a shoosuva considers inferior to itself, or it endures a particularly embarrassing vanquishing, it may be consumed by rage and a desire for vengeance giving it the powers of a barbarian.

This stat block is for a shoosuva named Mauler who was humiliatingly defeated at the hands of a monk, an artificer, a wizard, and a sorcerer.



Mauler

Large fiend (demon, Axis of Silence, shoosuva), chaotic evil


  • Armor Class 14, 16 when raging
  • Hit Points 182
  • Speed 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 18 (+4) 7 (-2) 15 (+2) 11 (+0)

  • Saving Throws Dex +5, Con +7, Wis +6
  • Skills Intimidation +8, Stealth +5, Perception +6
  • Damage Resistances cold, fire, lightning; nonmagical physical
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision & demonsight 60 feet., PP 16
  • Languages Abyssal, Gnoll, telepathy 120 ft.
  • Challenge Definitely more than 8 now

Rampage. When Mauler reduces a creature to 0 HP with a melee attack on his turn, he can move up to half his speed and Bite as a BA.

Reckless Attack. When Mauler attacks for the first time on his turn, he can give himself adavanatge on all melee weapon attacks. Foes have advantage on attacks against him until the start of his next turn.

Feral Instinct. Mauler has advantage on initiative rolls. If he is surprised on the first turn of combat and isn't incapacitated, he can act normally so long as his first course of action is to rage.

Rage Twice per long rest, as a BA, Mauler can enter a mindless, frothing rage for 1 minute. While raging, he has ADV on STR checks and saves, gains +3 damage to melee weapon attacks, gains +2 to AC, and gains resistance to psychic damage. The rage ends if he doesn't attack or take damage in a round.

Aura of Blood Thirst. So long as Mauler isn't ancapacitated, creatures with the Rampage trait can make a bite attack as a bonus action when within 10 feet of him.

Suspicious. Mauler has advantage on saving throws against enchantment and illusion spells.


Actions

Multiattack. Mauler makes 2 attacks: one with his bite and one with his stinger.

Bite. +8 to hit, Reach 5 ft., one target. Hit: 26(4d10+4) PRC, +3 if raging.

Tail Stinger. +8 to hit, Reach 15 ft., one creature. Hit: 13 (2d8+4) PRC, +3 if raging, DC 15 Con save or victim is poisoned. While poisoned, also paralyzed. Target repeats save at the end of each of its turns, ending the effect on a success.


Reactions

Retributive Bloodbath (recharge 5-6). When Mauler is dealt 20 or more damage from a single source, he can lash out, making a bite attack against every creature within reach. Furthermore, each creature within 5 feet must succeed on a DC 15 Dexterity save or be knocked prone by his tail.


Death Effect

Parting Gift. When Mauler dies, a wave of demonic rot grubs erupt from his flesh, launching in a spray of acidic blood at creatures within 10 feet. These creatures must succeed on a DC 15 Dexterity saving throw or take 1d6 acid damage and be infested with 1d4 demon ichor rot grubs. At the start of an afflicted creature's turn, it takes 1d6 PRC per rot grub infesting it. An infested target cannot scream or speak above a whisper. Applying fire or radiant damage to the wound before the end of the target's next turn kills any grubs. After this time, these rot grobs have burrowed too far beneath the victim's skin to be burned, but if the target takes 20 or more radiant damage in a single turn, all grubs infesting it die. If a target infested by rot grubs ends its turn with 0 hit points, it dies and rises immediately as a gnoll witherling. This effect can only be reversed by a Wish spell. Any effect that cures disease or ends a curse kills all rot grubs infesting a target.

Ship Spirits

Ship spirits are the fey hearts of watercraft, born of wood, metal, canvas, rope, and a spirit from the site the materials were harvested from. They take the forms of animals and are beastial in nature. While they have no concept of morality, they absorb the general attitude and ambience of the ship they embody. Thus the spirit of a nasty raiding ship may be violent and unpredictable, while the spirit of a merchant vessel might be friendly and energetic. Some ship spirits appear infrequently, hibernating within the vessel, while others are constantly active.

Important ships hire ship mystics to keep the spirit in line, calming them in battle or getting them to harm enemies, soothing them when injured, and keeping the crew safe from them.

All ship spirits have the following traits.

Staunch. The spirit is immune to any spell or effect that would alter its form, teleport it over 100 feet from its vessels, or move it to a different plane of existence than its vessel. The spirit requires no air, food, drink, or sleep.

Magic Weapons. The spirit’s weapon attacks are magical.

Object Body. The spirit does not need to eat, drink, breathe, or sleep.

Essence of the Vessel. The spirit is vaguely aware of anything that occurs on the boat; it feels pounding footsteps on the lower deck at the same time as it feels lightning strike the mast.

The spirit is the embodiment of a boat and cannot willingly go more than 100 feet from its bonded vessel or a larger boat that it is attached to. As an action, it can turn into an incorporeal form, sinking into the nearest surface of the vessel (as per Meld With Stone, but not for stone, and not immobile). It can move through the vessel’s walls, ceilings, masts, hull, and the like at up to its fastest speed.

When the spirit is reduced to 0 hit points, it reappears in 1d4 hours with hit points equal to those of the bonded vessel (or the spirit’s maximum, whichever is less). When the vessel’s hull receives healing, the spirit receives the same healing. When the vessel’s hull is damaged, the spirit receives the same damage halved. When the sails or other locomotion are destroyed, the spirit's speeds are reduced by 20 feet (to a minimum of 5 feet).



Bilge Rat Boat Spirit

Tiny fey (anima), unaligned


  • Armor Class 12
  • Hit Points 1
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 11 (+0) 2 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +2
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Petrified, Poisoned, Unconscious
  • Senses passive perception 11
  • Languages Sylvan
  • Challenge 0 (10 Xp)

Actions

Bite. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit 1 piercing damage.

Bilge Spew (recharge 6). The ship spirit spews a fountain of disgusting filth in a line 10 feet long and 5 feet wide. Each creature in the line must succeed on a DC 10 Constitution saving throw or be poisoned until the end of their next turn. The area is affected as if by the Grease spell for 1 minute (save DC 10).



Canvas Sail Panther

Medium fey (anima), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 14 (3d6+3)
  • Speed 50 ft., climb 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 14 (+2) 7 (-2)

  • Skills Acrobatics +4, Stealth +4, Perception +3
  • Damage Vulnerabilities fire
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Petrified, Poisoned, Unconscious
  • Senses passive perception 13
  • Languages Sylvan
  • Challenge ?

Pounce. If the spirit moves at least 20 feet straight toward a creature right before making a claw attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can take a bonus action to make one bite attack against it.


Actions

Bite. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit 1d6+2 piercing damage.

Claw. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit 1d4+2 piercing damage.

Animate Ropes (recharge 6). A creature within 60 feet of both the panther and at least 15 feet of rope must succeed on a DC 12 Dexterity or Strength saving throw orbe grappled and restrained by the ropes as they fly to entangle it. The creature can repeat the save as an action, ending the effect on a success.

Blessing of the Wind (1/day) The panther chooses a creature or vehicle within 60 feet and increases that target's speeds by 10 feet for 1 hour.



Deck Spirit Cat

Tiny fey (anima), unaligned


  • Armor Class 12
  • Hit Points 2
  • Speed 40 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Acrobatics +4, Stealth +4
  • Damage Vulnerabilities fire
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Petrified, Poisoned, Unconscious
  • Senses passive perception 11
  • Languages Sylvan
  • Challenge 0 (10 Xp)

Actions

Bite. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit 1 piercing damage.

Buckling Wood (recharge 6). A creature standing within 30 feet of the cat on a wooden surface must succeed on a DC 10 Dexterity saving throw or fall prone and take 1 piercing damage from splinters.



Ironclad Rhino

Huge fey (anima), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 45 (6d10+18)
  • Speed 40 ft., swim 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 2 (-4) 9 (-1) 6 (-2)

  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities fire, poison
  • Condition Immunities Exhaustion, Petrified, Poisoned, Unconscious
  • Senses passive perception 9
  • Languages Ignan, Sylvan
  • Challenge ?

Freeze. If the rhino takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Charge. If the spirit moves at least 20 feet straight toward a target and them hits with a gore attack on the same turn, the target takes an extra 2d8 bludgeoning damage. It must succeed on a DC 15 Strength saving throw or fall prone.

Heated Metal. If the spirit would take fire damage, it instead absorbs the heat. Its next melee weapon attack, if made before the end of its next turn, deals extra fire damage: either 2d8 or the damage it would have taken, whichever is less.


Actions

Gore. Melee Weapon Attack. +7 to hit, reach 5 ft., 1 target. Hit: 2d8+5 bludgeoning damage.

Canon. Ranged Weapon Attack. +1 to hit, range 60/200, 1 target. Hit: 3d12 bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or fall prone if it is Huge or smaller. This attack releases a massive explosion sound and doesn't work underwater.

Acrid Cinder Breath (recharge 6). The rhino sprays a spume of filthy, flaming gasses, sparks, and soot. All creatures in a 15 foot cone must succeed on a DC 15 Constitution saving throw, taking 5d6 fire damage on a failed save and half on a successful save. Creatures who fail their saving throw are poisoned until the end of their next turn.

Blessing of Spark and Steel (1/day) The rhino chooses a creature or vehicle within 60 feet and gives it resistance to fire damage for 1 minute.



Rowboat Spirit Bird

Tiny fey (anima), unaligned


  • Armor Class 12
  • Hit Points 1
  • Speed 10 ft., fly 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

  • Skills Acrobatics +4
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Petrified, Poisoned, Unconscious
  • Senses passive perception 11
  • Languages Sylvan
  • Challenge 0 (10 Xp)

Actions

Peck. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit 1 piercing damage.

Animate Oars (recharge 6). The ship spirit animates an oar within 30 feet to attack a creature within 5 feet of the oar. The oar attacks with +4 to hit, dealing 1d4 bludgeoning damage on a hit.

Thunderbirds

Massive elemental avians with the horns of a ram, a beak full of conical teeth, and a long but flexible feathered tail, thunderbirds are the lords of the winds. Rather than dictators of the weather, however, they are its shepherds, guiding it in what they know to be its natural patterns.

Thunderbirds can be shining golden, the pearlescent colors of the dawn, sleek storm blue, glossy black, ice blue, or matte charcoal. They can spark with lightning or flare with auroras. They do not age, though they can die of violence, accidents, or a few magical diseases. A depressed thunderbird can die by dissolving into wind without meaning to, but this does not happen often.

Thunderbirds can contend with younger dragons if they have a mind to, and a group can take down an older one. Thunderbirds compete with giants and dragons for prey and territory, and as a result they treat each other wearily.

The ways of these mystical guardians of the skies are mysterious. They generally ignore mortals, neither hunting them nor aiding them, although thunderbirds are free willed and exceptions can occur. They dislike evil monsters and will hunt them actively.

Thunderbirds are shapeshifters, able to assume one or more humanoid forms at will. They often retain several telltale features, such as a few golden feathers, a pair of curling horns, or aquiline eyes. They occasionally check in on humanoid settlements or travelers in these guises to hear the local news and remain aware of the activities of their neighbors.

An affronted thunderbird is a dangerous enemy indeed. They are usually calm, and shrug off insults with disdain, but when stoked to anger, often over abuse of the land or magical interference with the weather that they deem inappropriate, they will lash out with lightning and thunder to destroy infringing property and, if they deem it necessary, lives.

While aloof, thunderbirds can develop a respect for individual humanoids, and at times this respect blossoms into something deeper. They have been known to occasionally have children with humanoids while shapeshifted. Unlike some dragons, they usually make their partner aware of their nature if they weren't already.

Lords of Thunder

The thunderbirds are loosely ruled and guided by a trio of beings and forces.

The first is Atash, which simply means "The Desert Wind" in Auran. This is the guide of thunderbirds in Vasha, and has neither gender nor physical form. In fact, thunderbirds argue if it is a sentient being or god or a mystical force akin to the Impressions, or perhaps a Material Plane aspect of the Stormcome. They interpret its will through signs in the wind and sand. The second is ____, a giant of tremendous size who is the third guardian of the Stormspire in Gemwater. He is usually found in the form of a massive human, but can just easily take on the form of a roc that blots out the skies. The fourth is Tevonon, Voice of the Blizzard, in Frostreach. She is more aggressive and angered by the excessive burning of sparkstone, and as such, guides thunderbirds willing to follow her to war against the industrialized nations of Frostreach.

Thunderbirds who follow the Ahmadria (Sacred Air Quest in Auran, a religion also followed by some Stormcome beings and a few groups of homogriffs) usually worship the Lords of Thunder as gods. The Lords of Thunder make no comment.

Sacred Air Quests

Whether devout followers of Ahmadria or not, most thunderbirds hold its philosophy of questing and self improvement in very high esteem, and this tendency is a part of their nature. Most thunderbirds will seek out a Lord of Thunder or other worthy quest giver at least once in their lifetimes and will be given a difficult and dangerous task.

The thunderbird will combine completion of this task with sessions of deep self reflection, during which they may even dissolve into wind for a few days. Some thunderbirds perish on their quests, and are honored by other thunderbirds for their sacrifice.

A thunderbird who successfully completes a quest given by a Lord of Thunder is gifted a Steel Feather, which appears on the creature's forehead. A thunderbird who earns 5 Steel Feathers becomes a Sky Sovereign.



Thunderbird Chick

Large elemental, any alignment (usually neutral)


  • Armor Class 12 (natural armor)
  • Hit Points 39 (6d10+6)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 13 (+1) 15 (+2)

  • Saving Throws Charisma +4
  • Skills Nature +2, Perception +3
  • Damage Resistances cold, fire
  • Damage Immunities lightning, thunder
  • Senses darkvision 60 ft., Passive Perception +3
  • Languages Auran
  • Challenge 1/2

Innate Spellcasting. The thunderbird can cast the following spells without material components. Their spell attack bonus is +4, and their spell save DC is 12.

3/day: Druidcraft, Fog Cloud, Gust of Wind

1/day: Thunderwave

Stormborn. The thunderbird ignores ill effects from weather, including weather related spells. It can see perfectly through fog, smoke, and airborn sand. It can shape the weather immediately around it at will to protect riders from adverse conditions (except temperature) or to make itself more comfortable.


Actions

Beak. melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit 8 (1d10+2) piercing damage plus 3 (1d4) lightning damage.



Thunderbird

Huge elemental (shapechanger), any alignment (usually neutral)


  • Armor Class 15 (natural armor, thunderbird form only), 11 (humanoid form only)
  • Hit Points 152 (16d10+64)
  • Speed 30 ft. (25 or 30 ft. in humanoid form), fly 90 ft (thunderbird form only), fly 30 ft. (homogriff forms, if any).

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 17 (+3) 10 (+0) 17 (+3) 18 (+4)

  • Saving Throws Dex +5, Con +8, Wis +8, Cha +8
  • Skills Medicine +6, Nature+8, Perception +7, Survival +7
  • Damage Resistances cold, fire, radiant
  • Damage Immunities lightning, thunder
  • Senses darkvision 120 ft., Passive Perception 17
  • Languages Auran, Aquan
  • Challenge 9 or 10?

Innate Spellcasting. The thunderbird can cast the following spells without material components. Their spell attack bonus is +8, and their spell save DC is 16.

At will: Control Winds, Druidcraft, Feather Fall, Fog Cloud, Gust, Gust of Wind, Shocking Grasp (as a 17th level spellcaster), Thunderwave (as a 3rd level spell)

3/day each: Call Lightning, Create or Destroy Water (as a 3rd level spell), Control Weather, Deafness

2/day: Dust Devil, Sleet Storm, Warding Wind

1/day: Ice Storm, Wind Wall

Legendary Resistance (1/day). The thunderbird can choose to succeed at a saving throw it failed at.

Stormborn. The thunderbird ignores ill effects from weather, including weather related spells. It can see perfectly through fog, smoke, and sand. It can shape the weather immediately around it at will to protect riders from adverse conditions (except temperature) or to make itself more comfortable.


Actions

Transform. The thunderbird has at least 2 forms, its true, thunderbird form, and one or more specific small, medium, or large humanoid forms. The thunderbird can use its action to polymorph into a humanoid form or back into its true form, which is a huge thunderbird.

Its statistics, other than its AC and movement modes, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Multiattack (thunderbird form only). The thunderbird makes three attacks: one with its beak and two with its claws.

Beak (thunderbird form only). melee weapon attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

Claw (thunderbird form only). melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Additionally, the target must succeed on a DC 17 Strength saving throw or be grappled if the thunderbird is not already grappling a creature. The thunderbird's walk speed is halved while grappling a creature.

Lightning Storm (Recharge 5–6) (thunderbird form only). The thunderbird flaps its wings, unleashing a flury of lightning as a 30 foot sphere centered on itself. Each creature in that sphere must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions (1/round)

Cast a Spell. The thunderbird casts Create or Destroy Water, Fog Cloud, Gust of Wind, or Deafness.

Detect. The thunderbird makes a Wisdom (perception) check.

Fly (thunderbird form only). The thunderbird moves up to half its flying speed. Opportunity attacks against it are made at disadvantage.

Charge. The thunderbird rolls a d6, recharging Lightning Storm on a 6.

Flash. All creatures within 15 feet of the thunderbird must succeed on DC 16 Constitution saving throws or be blinded until the end of their next turn. Once a creature successfully saves against Flash, it immune to the Flash of all thunderbirds for 24 hours.



Thunderbird Sky Sovereign

Huge elemental (shapechanger), any alignment (usually neutral)


  • Armor Class 17 (natural armor, thunderbird form only), 12 (humanoid form only)
  • Hit Points 252 (24d12+48)
  • Speed 30 ft. (25 or 30 ft. in humanoid form), fly 100 ft (thunderbird form only), fly 40 ft. (homogriff forms, if any).

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 18 (+4) 13 (+1) 18 (+4) 21 (+5)

  • Saving Throws Dex +7, Con +9, Wis +9, Cha +10
  • Skills Medicine +9, Nature +6, Perception +9, Survival +9
  • Damage Resistances cold, fire, radiant
  • Damage Immunities lightning, thunder
  • Senses darkvision 180 ft., Passive Perception 20
  • Languages Auran, Aquan, Draconic, 2 others, permanent Speak with Animals
  • Challenge 20 (25000 Xp)

Innate Spellcasting. The thunderbird can cast the following spells without material components. Their spell attack bonus is +10, and their spell save DC is 18.

At will: Control Winds, Druidcraft, Feather Fall, Fly, Fog Cloud, Gaseous Form, Gust, Gust of Wind, Shocking Grasp (as a 17th level spellcaster), Thunderwave (as a 3rd level spell)

3/day each: Animal Messenger, Call Lightning, Create or Destroy Water (as a 5th level spell), Control Weather, Deafness

2/day: Darkness, Daylight, Dust Devil, Ice Storm, Sleet Storm, Warding Wind, Wind Wall

1/day: Bane, Bless, Chain Lightning, Commune with Nature, Insect Plague, Wind Walk, Whirlwind

1/week: Storm of Vengeance

Legendary Resistance (3/day). The thunderbird can choose to succeed at a saving throw it failed at.

Stormborn. The thunderbird ignores ill effects from weather, including weather related spells. It can see perfectly through fog, smoke, and sand. It can shape the weather immediately around it at will to protect riders from adverse conditions (except temperature) or to make itself more comfortable.


Actions

Transform. The thunderbird has at least 5 forms, its true, thunderbird form, and one or more specific small, medium, or large humanoid forms. One or more of its forms are beast forms of CR 5 or lower. The thunderbird can use its action to polymorph into a humanoid or beast form or back into its true form.

Its statistics, other than its AC and movement modes, are the same in each form. However, it gains the traits of beasts that it lacks while in their form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Multiattack (thunderbird form only). The thunderbird makes three attacks: one with its beak and two with its claws.

Beak (thunderbird form only). melee weapon attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 6) piercing damage plus 17 (3d10) lightning damage.

Claw (thunderbird form only). melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage plus 7 (2d6) thunder damage. Additionally, the target must succeed on a DC 19 Strength saving throw or be grappled if the thunderbird is not already grappling a creature. The thunderbird's walk speed is halved while grappling a creature.

Lightning Storm (Recharge 5–6) (thunderbird form only). The thunderbird flaps its wings, unleashing a flury of lightning as a 30 foot sphere centered on itself. Each creature in that sphere must make a DC 18 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much damage on a successful one.

Thunderbolt Teleportation (1/day). The thunderbird transforms into a bolt of lightning, teleporting up to 1 mile to a location it can see. All creatures and objects in a 10 foot wide line between where the bird started and where the bird ended must succeed on DC 16 Dexterity saving throws or take 16 (3d10) lightning damage and 6 (1d10) thunder damage.

Legendary Actions (3/round)

Cast a Spell. The thunderbird casts an at will spell, Create or Destroy Water, or Deafness.

Detect. The thunderbird makes a Wisdom (perception) check.

Fly (thunderbird form only). The thunderbird moves up to half its flying speed. Opportunity attacks against it are made at disadvantage.

Charge. The thunderbird rolls a d6, recharging Lightning Storm on a 5 or 6.

Flash (2 actions). All creatures within 15 feet of the thunderbird must succeed on DC 18 Constitution saving throws or be blinded until the end of their next turn. The thunderbird can choose for affected creatures to take 11 (3d6) radiant damage, halved on a successful save. Once a creature successfully saves against Flash, it immune to being blinded by the Flash of all thunderbirds for 24 hours.

Appendix A

Bonus Playable Races

Aquatic Races

  • Curls
  • Duskino
  • Evenna
  • Sirens
  • Shimmer Dragonborn

Curls

"What would be the sociological effects of a society that has to live with being the tiny little prey animals hiding in the coral?" -Sam Owen

"Should you get caught, if you're lucky you get to be an exotic pet instead of food." -Scott RY

Curls are the most common sapient species in the oceans, but tend to lay low. This is probably because they're only a few inches long, quite slow, and very physically weak, so they try to stay out of trouble. Something as intelligent as a human and that small is…vulnerable to exploitation.

They’re very nervous and slow to trust, as animals might eat them and people might use them. They value a willingness to keep your head low, but also resourcefulness. Though the specific values depend on the society, that’s the general trend.

Curls are not inclined to tribalism but do tend to stereotype others based on fear. They would rather be absolutely certain they will be considered reliable and that they can rely on their allies than make a risky power play or go beat up potential helpers because they’re from the wrong side of town.

They tend to look for useful alliances while being wary of said alliances turning into coercive one sided deals. If they can, they try to make themselves so useful that nobody can afford to mistreat them, but that is easier said than done.

As a general rule, Curls are patient, nervous, good at hiding, opportunistic but afraid of change, and handy with detail work. They also have approximately zero aggressive tendencies, as for the average curl, fighting back is a death sentence or useless at best, it's better to stay out of trouble in the first place and try to escape if you have to.

Curl Names

Curls usually take names in Sylvan. They sometimes sound a bit odd to other species once translated.

Male Names. Barhu (Industrious Clam), Prih'cohlin (Bright Anemone), Shahallin'te (Carrier of Life), Verhinte (Inspiration)

Female Names. Afwere Floh (Quietude Hidden), Alhero (Brightness Behind a Wave), Kekoni Flhuir (Sunfish's Shadow), Sh'honn Dhu (Elegance), Tavin'sali (Brilliance)

Traits

Age: Depending on species, curls can live between 13 and 23 years.

Ability Score Increase. Your Wisdom increases by 2, and your Dexterity increases by 1. Alternatively, you can increase your Wisdom, Dexterity, and one other mental ability score of your choice by 1.

Size and Type. Your size is Tiny, and you count as Folk.

Physically Weak. Your Strength score is 1. If rolling for scores, you roll six values as normal and choose five to keep for the other scores. If using Point Buy, you spend 0 points on Strength.

Prehensile Tails. Curls don't have hands, but they do have a pair of prehensile tails. The hind tail is roughly normal for a seahorse of similar size; the foretail is smaller and often preferred for delicate tasks. Curls can use their tails for the same purposes of hands for all intents and purposes, though in general equipment must be specially designed for their use, and tasks that specifically require fingers (such as using a typical printing press) may take additional time.

Curls are quite adept at fine detailwork and careful handling of delicate objects. You have advantage on Sleight of Hand checks and any check made with artisan's tools that would benefit from extremely fine motor control. You gain proficiency in a tool of your choice.

Talents. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Sleight of Hand, or Stealth.

Speed: You have a swimming speed of 5 feet and no walking speed. You can move yourself a single foot as an action on land.

Water Breathing. You can breathe underwater, but not in air.

Camouflage. Due to your minuscule size, can add your proficiency bonus to Stealth checks an additional time. This does not stack with Expertise or similar features, but it does stack with Jack of All Trades.

Darkvision. You have standard 60 foot darkvision.

Pouch. All curls have pouches, which the males use to carry the young. These large flexible pouches are essentially built in pockets, which can hold an amount of material equal to your carrying capacity so long as the volume is appropriate.

Hitch a Ride. As a bonus action, you can grab onto a willing Small or larger creature you share a space with, so long as at least one of your tails is free to hold on. You can attempt to latch onto a target that is unaware of you, making a Dexterity (Sleight of Hand) check contested by its passive Perception. If you are beaten, the creature decides whether to allow you to hitch a ride or not.

While hitching a ride, your speed is zero, and you move with the creature. You can detach at any time.

Suspicious. You have advantage on saving throws against being charmed.

Regeneration. If you lose a piece of your body (without dying, of course), it regrows at the end of 1d4 long rests.

Detach. If you are grappled or restrained, you can detach one of your tails as a part of an escape attempt to give you a +10 bonus to the result, after seeing the total and after knowing if it would have succeeded or failed.

Subrace/Species. Curls come in three species. The common, largest variety are the nondescript but adaptable 6 inch browns. The shapeshifting greens are around 4 or 5 inches long and resemble leafy sea dragons rather than seahorses. Finally, the frail but magical pinks are a mere 1 or 2 inches tall and resemble pygmy seahorses.

Languages. You know Aquan and Sylvan. Curls are physically capable of speaking magical languages such as Sylvan, the elemental tongues, Celestial, Abyssal, and Draconic. While they can learn to read, write, and understand languages such as the human tongues, Duskino, and other species specific languages, they don't have the appropriate oral anatomy to speak such languages with ease.

Brown

Slightly Less Physically Weak. Browns are a bit bigger than the other species of curls, and have a Strength of 2.

Canny. Browns are known for being very keen. They always know which way is North and the exact time of day, and they have photographic memories and advantage on checks to recall conversations they've heard.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Green

Ocean Forms. Once per long rest, you can cast Polymorph on yourself, but only to transform into a Tiny beast with a swim speed and a challenge rating of 0.

Friendly Message Carriers. Starting at 3rd level, you can cast Animal Messenger once per long rest, but only on a Tiny beast with a swim speed. You can also cast it with any spell slots you have of appropriate levels, without the restriction.

Pink

Spells. You know the Dancing Lights, Message, or Minor Illusion cantrip, your choice.

At 3rd level, choose Color Spray, Detect Evil and Good, Detect Magic, Disguise Self, Fog Cloud, Sanctuary, Silent Image, Sleep, or Speak with Animals. At 5th level, choose Animal Messenger, Beast Sense, Detect Thoughts, Enthrall, Misty Step, Nathair's Mischief, or Web. You can cast the chosen spells per long rest for free, and additional times with any spell slots you have of the appropriate level. A mental ability score of your choice is your spellcasting ability for these spells.

You can change your choices at the end of a long rest.

Curl Equipment

Most places that sell adventuring gear underwater also carry suitable equipment for curls.

  • Weapons, Shields, and Light and Medium Armor. 1/4 the cost, 1/10 the weight
  • Bone Charm. Cost: 75 gp. Weight: 1/10 pound. A Bone Charm exudes an aura of transmutation magic that hardens and segments a curl's naturally bony subcutaneous layer into a sort of armor. This counts as heavy armor that grants an AC of 15, has no Strength requirement or Stealth disadvantage imposed, and doesn't add weight. It takes an minute to don or doff.
  • Ring Saddle. 1 gp, weight 1/10 pound. A ring saddle can be attached to a piece of clothing. It then provides a convenient tail-hold for a curl to hitch a ride with a friend.
  • Portable Tank. 5 gp, 5 pounds. This tank made of translucent rock from the Clearstone spell can be strapped to a Medium or smaller creature, providing a way to carry a curl friend on land while allowing them to breathe and see.
Magical Aging Effects

should be based of fraction of lifespan (based on years listed compared to a human lifespan)

Running Tiny Creatures in a Medium Game

If you want to play a curl, talk with your DM and the other players. It may be a good idea to have a party member carry your character and coordinate in combat since they're so slow.

Magic items can be tricky. Rings can be worn on your tails, but armor and other equipment may need magical adjustments.

A Word of Caution

Curls make rather bad martial characters. If you do play a martial curl, talk with your DM about how to explain their damage dealing capacities. In worldbuilding terms, curl fighters don't really exist; they're too small to really hurt much.

Cetaceans

There are several species of fully sapient cetaceans that inhabit the seas of Marinos, and two of them are playable. The Duskino Skreekee (people of the leap) are the most widespread, appearing somewhat like intricately patterned Pacific white sided dolphins from our world. The Evennha Skreekee (people of the song) are mostly found in Frostreach, and are the world's only belugas. Not playable but still present are the Falehrua Skreekee (people born into the flesh of the dead), macroraptorial monster hunting sperm whales who begin to rot as soon as they are born in the crushing depths and grow into majestic, if monstrous, undead behemoths. Finally, the Tailonnha Skreekee (people of the call) are rarely seen swirled baleen whales.

These cetaceans are all psionic to varying degrees, and many are skilled with other magic as well, especially bardic magic.

If you play a etacean character, you gain the following traits, as well as those of the species you pick.

Sight Through Echolocation. Sight is important to you, but you live primarily in a 3D world of sound and echos. You have blindsight with a range of 60 feet, which doesn't function when you are deafened. Like regular sight, your echolocation is primarily directed forward. You never count as blinded against anything within your echolocation when it is working. You have disadvantage on sight based Perception checks when echolocation wouldn't help you. Beyond 100 feet above water, your vision is blurry, causing everything beyond that point to be lightly obscurred. You have imprecise echolocation beyond your range, allowing you basic awareness of the shape of your environment and the general location of sizeable creatures within a couple hundred feet. Basically, if a human could see it in clear bright water, you can detect it at least vaguely with your echolocation.

Telepathy. You can speak magically and telepathically to any creature you can "see," provided the creature is within a number of feet of you equal to 10 times your level. This telepathy is language based, like speech. The target can reply to you if it wishes.

Close Range Telekinesis. You can magically manipulate items as if you had two hands even though you don't. This is telekinetic, and therefore not restrained by handcuffs and the like. Your Strength score partially represents the strength of your telekinesis.

Speed. You have a swimming speed of 40 feet and no walking speed. You can "walk" 5 feet as an action by assisting yourself with your magical telkinesis, but it isn't pretty and it isn't fun.

Collapse. You take 1 bludgeoning damage and must make a DC 10 Constitution saving throw or suffer a level of exhaustion at the end of each hour spent out of water (assuming normal gravity). The DC and damage increase by 1 per hour.

Speech. You can speak cetacean languages and non-humanoid specific languages such as draconic and aquan normally, but you can only awkwardly speak humanoid languages. Learning them allows you to understand them and "speak" them telepathically.

Resting. Cetaceans rest with one eye open and half their brain inactive at a time. As such, you remain wakeful while resting, and can travel at a slow pace, but cannot engage in any mentally difficult activity or communicate complicated concepts. You have disadvantage on all ability checks except Perception while in this state.

Type. You are fundamentally more similar to average people than Beasts despite being a very different shape than many of them. You count as Folk.

Duskino

The Duskino are the most widespread and common aquatic Folk after brown and green curls. They are monochromatic dolphins in swirling shades of sleek black, white, and gray, with glittering eyes that sparkle with mischief and intelligence. Enterprising and cheeky, they are always scheming and dreaming. They are quite social and usually enjoy the company of all races.

Ability Score Increase. Your Intelligence increases by 2, and another ability score of your choice increases by 1.

Size. Duskino range from 5 and a half to 8 feet long, and are Medium. You weigh 300-400 pounds.

Alignment and Draw. Duskino range in alignment and Draw as deeply as humans.

Improved Psionics You also know the Mage Hand cantrip. You use your choice of mental ability score as a spellcasting ability for it, and for you, it has a casting time and activation of your choice of an action or a bonus action. The hand is invisible.

Additionally, your telepathy range is 20 times your level, rather than 10 times it.

Shift Patterns. Over the course of a long rest, you can change the patterns on your skin however you like, but you are always a combination of black, gray, and white, perhaps with very slight yellow or blue tints.

Languages. You can speak Aquan and Duskino.

Evennha

The Evenha are marvelously musical belugas from Frostreach, though some have established a magically cooled colony in Gemwater. All have mild bardic abilities. They are guardians of song and bringers of light.

Ability Score Increase. Your Strength increases by 2, or your Strength and your Constitution increase by 1. Your Charisma or Wisdom increases by 1.

Size. Evennha range from 11 to almost 16 feet long and weigh a ton and a half. You are Large, but use Medium equipment, except for armor. Your weapon attacks deal an extra 1d4 damage on a hit.

Alignment and Draw. Evenha are playful and patient, and are usually Good. Unusually, they're typically Drawn to both the Prism and Timewear. (A cleric draws power mainly from one or the other). The Veil and the Stormcome are not an uncommon pair for them to be Drawn to either.

Thick Blubber. You have resistance to cold damage.

Like Hitting a Barn Wall From the Inside. Your Dexterity counts as 1 lower for the purposes of calculating AC.

Bardic Soul. Choose one of the following traits:

  • Inspiring Songs. You have a single use of the Bardic Inspiration class feature of bards. The die is a d6. If you are a bard, this die uses your bardic inspiration die size.
  • Magical Talent. You know a bard cantrip of your choice, which you use a mental ability score of your choice to cast.

Haunting Voice. You have proficiency in Performance.

Languages. You can speak Aquan and Evennha.

Sirens

Viewed warily by other races for the incorrigible personalities, overenthusiasm, deceptive talents, and opportunistic natures, sirens are nonetheless likeable and charming. The large jawless fish have fins similar to bony fishes and a vaguely humanoid torso, but unlike other humanoids, their "arms" are really modified pelvic fins, rather than pectoral fins. Surprisingly graceful and magnanimous, they have burbling voices and a knack for mimicry, trickery, and diplomacy.

If legends of merfolk speak of beautiful aqautic hominids luring hapless seafarers and fishers to their doom, it's most likely referencing sirens using their innate magic. They are skilled with illusions and enchantments, and between that and their raw charisma and mimicry, they are the ultimate con artists when they wish to be.

Sirens love adventure and drama, and prefer to solve problems with social wit and tact, but should worst come to worst, they bring an almost terrifying zeal to battle, singing chilling songs of death and blood and spinning the tale into a legend afterward.

Age: Sirens mature in about 7 years, are considered "true" adults around 13, and can live to 120.

Ability Score Increase. Your Charisma increases by 2, and another ability score of your choice increases by 1.

Size and Type: Your size is Medium, and you count as Folk.

Alignment and Draw. Sirens are whimsical and often a bit capricious, tending toward chaotic alignments. Their Draws usually shift over time, so clerics are rare among them. Those with a Draw often dream in the Echo, reliving their memories and the memories of others.

Speed. You have a swimming speed of 35 feet and a walking speed of 5 feet.

Limited Amphibiousness. You can breathe and speak in water and air, but must be submerged at least once every hour to avoid suffocating.

Magnetic Personality. You have proficiency in two of the following skills of your choice: Animal Handling, Deception, Performance, and Persuasion.

Siren Charms. You can cast Disguise Self once per long rest. At 3rd level, you can also cast Charm Person once per long rest. Choose a mental ability score at character creation to be your spellcasting ability for these spells, which you can also cast with any spell slots you have.

Once per long rest, when you cast an enchantment or illusion spell, you can imbue it with deeper allure as an action or bonus action. Any creature's first saving throw or Investigation check made against it are made at disadvantage. This applies to all creatures affected by the spell.

Latch On. Sirens are jawless fish with lamprey like suckers. You have advantage on checks and stay on a mount or other creature at least a size larger than you when you would fall off.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You know Aquan and 2 languages of your choice.

Itharu

Itharu is a meditative religion of discovery and inner peace- at least that's the idea. Its practitioners call themselves Itharites, and seek to teach the world the value of thought and the holiness of serene enjoyment of life's pleasures. Itharites consider harmless pleasure to be sacred, and may go on pilgramages to experience the delights of other regions.

Those of the Viliminua sect believe that devout Itharites develop such a harmony with the world that they will become empaths able to soothe the sorrows of others and bask in the joy of those around them. Those of the Askifwath way of thought consider that hogwash, arguing that Viliminuans who develop such abilities are really just accidentally practicing the arcane through psychic abilities they could have awakened in other ways.

The religion was founded a couple centuries ago by the sirenian shaman Bleethomana. They spent their life as a masseuse. During the Savage War, the new religion split into various denominations based upon their thoughts on whether Itharu was a method of self enlightenment or a path to solving the world's pain.

Itharu can be an extremely self centered way of life, but many of its acolytes do consider suffering a problem to be alleviated so that others can enjoy the scaredness of living.

Shimmer Dragonborn

Ability Score Increase. One of your ability scores increases by 2, and a different one increases by 1. One of these scores must be Wisdom.

Creature Type. You are a Folk and a Dragon.

Age. Your draconic blood prevents you from ever dying of or weakening due to old age.

Size. You are Medium.

Speed. You have a swimming speed of 30 feet and a walking speed of 5 feet.

Limited Amphibiousness. You can breathe and speak in water and air, but must be submerged at least once every hour to avoid suffocating.

Variable Draconic Trait. Your dragon heritage manifests strongly. Choose one of the following (darkvision is the most common):

  • Dragon Darkvision. You have standard darkvision.
  • Dragon Scales. You can always calculate your AC as 13+ your Dexterity modifier.
  • Amphibious. You have a walking speed of 20 feet and can breathe in air and water.
  • Dragon Mind. You have advantage on saving throws against being charmed.

Natural Weapons. Your teeth and claws are natural weapons you are proficient with, dealing 1d6+ your Strength modifier of piercing or slashing damage.

Shimmer Ancestry. You have a shimmer dragon ancestor, granting you a special magical affinity. Choose adventurescent, chatoyant, irridescent, opalescent, pearlescent, or schiller.

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15 foot cone. Each creature in that area must make a Dexterity saving throw (DC=8+ your Constitution modifier+ your proficiency bonus). A creature takes 1d8 damage of the type chosen with your Draconic Resistance feature, halved on a successful save (ignoring fire resistance caused by being underwater). This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You can use your breath weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spell Breath (5th level). At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15 foot cone. The save DC for this breath, if it has a save, is 8+ your Constitution modifier + your proficiency bonus. The effect is determined by your ancestry.

Adventurescent

Draconic Resistance. Choose fire or thunder. You have resistance to the chosen damage type until you finish a long rest.

Spell Breath: Disorienting Pulse (5th level). Each creature in the cone must succeed on a Constitution saving throw or be deafened for 1 minute. While deafened, the creature subtracts 1d4 from attack rolls and ability checks. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Chatoyant

Draconic Resistance. You have resistance to force damage.

Spell Breath: Endowment of the Dark (5th level). Each creature in the cone gains darkvision out to 30 feet (or adds that to their existing darkvision) for 1 hour, as do you.

Irridescent

Draconic Resistance. You have resistance to cold damage.

Spell Breath: Iceglaze Armor (5th level). Each creature in the cone gains the effects of the Armor of Agathys spell, but for a number of temporary hit points equal to your proficiency bonus, as do you.

Opalescent

Draconic Resistance. Choose lightning or radiant. You have resistance to the chosen damage type until you finish a long rest.

Spell Breath: Runic Stream (5th level). Your breath weapon is a stream of runes representing mystical words of power that carry the weight of all the stories in the world. Each creature in the cone adds 1d4 to ability checks and +1 to saving throws for 10 minutes, as do you.

Pearlescent

Draconic Resistance. You have resistance to poison damage.

Spell Breath: Coral Blessing (5th level). Each creature in the area of your breath weapon gains +1 to their unarmored AC for 1 hour, as do you. Alternatively, each creature in your breath weapon's area is affected by the Animal Friendship spell.

Schiller

Draconic Resistance. Choose necrotic or acid. You have resistance to the chosen damage type until you finish a long rest.

Spell Breath: Stinglash Stream (5th level). Each creature in the area must succeed on a Constitution saving throw or be debilitated by stinging fibers, giving it disadvantage on Dexterity based attack rolls and ability checks. It can repeat the saving throw at the end of each of turns, ending the effect on a success.

Exotic Races

This section offers your players the chance to explore a variety of exotic player races unique to Marinos. It is ultimately up to you whether you allow them or not- these are thoroughly "bonus" races and not required for gameplay.

  • Blinklings* are shapeshifters who split their time between adult and child form.
  • Decrepits* are people who age prematurely because of the influence of Entropic energy.
  • The Escaped: A ghostly spirit on the run from the afterlife cops trying to pass itself off as mortal.
  • Faceless* are people born with horrifying visages in areas overwhelmed by annihilation energy.
  • Lo'Kua: Shy, benevolent, shapeshifting fey sea turtles who love to tell stories and help the unfortunate.
  • Reflections* are radiant, immortal counterparts of mortals from a dimension of light.
  • Servitons are ancient automatons designed to perform useful tasks without complaint, but given free will and awareness.
  • Shadows* are dark beings from the Doom, tied to mortals.

Blinklings

“You got a CHILD to help you catch those monsters!? What were you thinking?” The civilian asked the cops.

“I’m not actually a kid,” the calf said in a high pitched voice, and with a snap a brawny minotaur lady stood in her place. “But I can play the part. Gets them every time. We go after all kinds of monsters- shadows like those want to kill vulnerable things, but its not just undead that prey on those who can’t fight back.”

“Oh,” stammered the human woman, gawking, neck craned back to stare up at the shapeshifter. Apparently unsure how to respond, she just left.

“Nice job Vidria,” congratulated her officer friend. “There’s more out there though.” There always were. Vidria cracked her knuckles, and transformed back into her child form.

Most people are born, go through stages of infancy, childhood, adolescence, adulthood, and old age, and die. When you speak with an adult, you assume they’re actually an adult, and when you speak to a child, you assume they’re actually a child. Perhaps at some point you were wrong in your assumption.

Blinklings occur in many species, and can shapeshift from their natural form to that of the child they used to be effortlessly. Nobody knows where they come from, and they’re not very common. Despite their alluring charisma, most people find them creepy once they find out what they’re dealing with. There is something otherworldly and timeless about a blinkling, a weighty maturity in powerful adult form and a youthful innocence in the guise of a child.

When a blinkling shapeshifts, they don’t just alter their appearance. They actually take on the mind of a child, or return to that of an adult, retaining their knowledge but alternating between attitudes and emotional traits. Some live double lives, either schemingly or casually. A massive, stoic bodyguard might play tag every evening with the neighborhood children as a child, then go home, take care of the two kids he adopted, go to sleep, and go back to work the next day without even thinking about how strange others would find him if they found out. A murderer might escape to another country and spend the rest of her days in child form to avoid suspicion, moving from city to city every so often so that nobody notices her lack of outward aging. A beggar might plead for food or coin as a child to better gain the help of others, and sleep as a muscle bound man to avoid being messed with by the local gang, all the while trying to find a way out of poverty so he can never have to use his sniveling and immature child form again. An adopted child might suddenly recall her adult life before she spent too long as a kid and forgot who she was, and be unsure what to tell her new family.

A young blinkling who discovers their talent early can assume adult form while young, though once they reach adolescence they lose access to that form until they grow into it and instead gain the ability to become their younger self. The current physical and emotional state of the person about two thirds (or less) of the way to puberty determines the appearance and tendencies of their childhood form.

If a blinkling undergoes a drastic change of personality, beliefs, or attitude between childhood and adulthood, shapeshifting results in intense cognitive dissonance. A blinkling can choose to act upon newer beliefs and impulses even in child form, but it requires awareness and effort of will. The child and adult are not separate people, but they are awkwardly disconnected. The dissonance is further increased by the fact that adult blinklings are massive and powerfully built.

Despite the confusion of existing in two states of mind, being a blinkling has its perks. Those who suffer from pain and stiffness in old age can take refuge in the health and vitality of their child form. A jaded blinkling who only discovers their power when they’re older might find it easier to treat people well in child form. A kind and pleasant blinkling who used to be an obnoxious brat, however, might avoid using their child form.

Blinklings can have children, as in adult form they are mature individuals in every respect. However, they typically don’t, as explaining things to a romantic partner is a special kind of odd, and raising a child when you spend half your time as one is probably not going to end well. When they do have children, the powers can be inherited.

Blinklings often seek each other out, not necessarily for romance (as both parties being blinklings solves none of the problems), but for understanding. Many end up as adventurers; it’s easier to find acceptance among other (often magical) freaks and weirdos than among the general population. Their strange talents can also come in handy in such a group. Their shapeshifting provides opportunities for subterfuge. In adult form they are powerful and imposing. In their youthful forms they have an easy time appearing harmless and getting into tight spaces.

Template. Choose a template option, detailed in the Templates section. You gain the traits associated with the template you pick, which reflect a sampling of the abilities of the species you come from.

Ability Score Increase. Your Charisma and Strength scores increase by 1. You can forgo 1 point of Ability Score Increase from your template to increase your Strength or Charisma by 2 instead of 1.

Alignment and Draw: Forgetful and mysterious, aloof and uncanny, Blinklings are often neutral and are not disposed toward any particular Draw. Their species plays some role in both alignment and Draw, however. They lean more toward chaos than law.

Age Forms. You have the shapechanger subtype. As an action, you can switch between child and adult form (choose which is your true form at character creation; an adolescent counts as being in adult form and can shapeshift into child form).

  • Adult Form. Your size is Medium. You have advantage on Intimidation checks against creatures of your size category or smaller. Additionally, if you picked a Medium template species, you count as a size larger for determining your carrying capacity and how much you can push, drag, shove, and lift.
  • Child Form. Your size is Small. If a target does not know of your Blinkling nature, you 1) have advantage on Charisma checks to get people to help you or not to harm you based off of your apparent vulnerability or age, and 2) have disadvantage on Intimidation checks against creatures of your size category or larger and on any Charisma checks that would benefit from the target seeing you as a mature adult. If the DM decides it is appropriate, they can award you advantage on other Charisma checks, or even Animal Handling, if your efforts could reasonably benefit from others perceiving you as young, vulnerable, or innocent.

Duplicitous Instinct. You have proficiency in Deception and Performance.

Speed. You have the Speed trait of your template.

Languages. You gain the Languages trait of your template.

The Truth About Blinklings

In the ancient days when Marinos was new, the Material and Outer Planes were one primordial vortex of dreams, water, and potential. The First Denizens embodied the Great Dream that swirled around the pure Waters. The First Denizens were the first dream spirits- the Fey. And they were the dreaming of many worlds.

But something happened, and things changed. The Great Dream and the Waters took form into the Nexus of Marinos, an ocean world encompassed by the cosmic dream realms of the Outer Planes, each distinct from the rest rather than flowing together. The Dream Divided was no longer one great swirl, but rather a system of nightmares and omens and whimsy and horror and delight, segmented. The Fey were displaced by the Outsiders- the Celestials, Fiends, and In Betweens. Now they have no place in the world, and are scattered among the Outer Planes and throughout Marinos, wild and unpredictable spirits, carryovers from another age, who live to a different song, the song that was sung at the dawn of the world.

Some of these displaced spirits never took on form, and becoming ever more hazy and undefined in shape and mind, they put themselves into the womb, and were born into mortal flesh. Others dissolved into magic, devoid of soul but seeking form. And thus the Blinklings were born. They are different in spirit, and like the fey, they do not belong to a single time.

But time, though they are strangers in its grasp, flows for the Blinklings as it does for the World, and thus their origin has been lost in obscurity.

Decrepit

Faceless children are beneficial for the Muffle Impression, as they create an atmosphere of fear, tension, suspicion and mistrust that paralyzes a populace. But the appearance of Decrepits among a mortal population does not benefit the Entropy Axis, which would rather not have its areas of activity known. Where the wasting influence of the Timewear is strongest, Decrepits are born to mortal parents. Such children appear normal all the way up through adolescence. But on the cusp of adulthood, they succumb to a wretched curse: horrific aging. Within a year or two their bodies have gone from the prime of youth to the early elderly years. The rapid aging then stops, leaving them weak and tired, confused and depressed. Most then live normal lengthed lives where they continue to age, reaching heights of withered antiquity unbeknownst to other mortals.

Decrepits are sure signs that the Entropy Axis is at work in an area, and an obvious display of the polite Timewear Impression’s hideous ill will. Agents of the axis may try to kill or work with the mortal before anyone finds out, assassinating the Decrepit or better yet offering them a permanent illusion to make them look their actual age forever in exchange for telling nobody about their transformation. In exchange for some service, a Decrepit may also be given magic to reduce the effects of their aged body on their capabilities.

Decrepits who don’t accept such dark bargains suffer from their affliction greatly and may have a hard time earning respect and friendship. They have to learn to get by by developing an iron will and learning to read people. Lacking all the benefits of youth and getting none of the usual benefits of old age, life is hard, but not impossible.

Template. Choose a template option, detailed in the Templates section. You gain the traits associated with the template you pick, which reflect a sampling of the abilities of the species you come from.

Ability Score Increase. Your Wisdom increases by 2.

Alignment and Draw: Decrepits who accept the temptation of Timewear help are often lawful or neutral evil. Those who resist might be any other alignment, but they tend to follow the inclinations of their species, albeit leaning a little more toward neutrality than toward goodness.

Size and Type: You are the same size as your origin species and count as Folk.

Speed: You gain the Speed trait of your template minus 5 feet on all speeds.

Acid Resistance. Infused with the energy of the Entropy Axis, you have resistance to acid damage.

Willpower. Once per day, you may give yourself advantage on one d20 roll before you roll it.

Frail. When you roll Hit Dice to heal injuries, treat the dice as one level worse (1d10 to 1d8, for example).

Touch of Decay. Once per long rest, you can touch one non magical, nonliving item of Small or smaller size that is not being worn or carried and destroy it, causing it to rust, crumble, crack, harden, wither, or otherwise decay. Valuable objects destroyed in this manner can be fixed by somebody with the proper tool proficiencies. Transferring some of the wasting energy of the Timewear is easy for you.

Entropic. You know the Acid Splash cantrip. At third level, you can cast the Bane spell once per long rest. At fifth level, you can also cast Melf’s Acid Arrow once per long rest. Choose a mental ability score at character creation as your spellcasting ability for these spells. You need no material components for these castings.

Languages. You gain the Languages trait of your template and can speak, read, and write Derelect. If your template already gives you that language, gain a language of your choice instead.

The Escaped

Now you've gone and done it. The entire Echo is after you whenever it has a spare moment. But let's face it. You weren't done yet. And being dead and increasingly senile was no fun anyway.

If you get caught, they'll stuff you in Ghost Prison. If you die again, it's game over. You ain't going back to the Material Plane or the Echo at that point.

Will you live like no tomorrow, or hatch a scheme to avoid being caught? All your time from now on is borrowed time and there's no way to pay it back.

Ability Score Increase. One ability score of your choice increases by 2, and another ability score of your choice increases by 1.

Age: You're supposed to be dead already. Why aren't you where you belong?? Every day is a stolen day from the point of view of the Echo creatures that would really like to know your location.

Size and Type: You are Medium or Small, your choice at character creation, and count as undead.

Stubborn Undeath. You don’t breathe, eat, sleep, or drink. You are immune to the effects of environmental heat and cold. You are immune to disease. Additionally, you have some resistance to typical undead harming effects.

  • When subjected to an effect that turns undead, you make the saving throw with advantage and can repeat it every turn. While turned by an ally, you are not forced to take the Dash action and may instead skip your action.
  • When subjected to an effect that destroys undead (such as failing the saving throw against being turned for a cleric’s Destroy Undead ability), instead of being destroyed, you gain three levels of exhaustion and take 5d12 radiant damage.
  • When subjected to an effect that controls undead (such as a necromancer’s Command Undead feature), instead of being controlled, you become charmed by the enemy (as per Charm Person) and can repeat the saving throw every 8 hours if the effect wouldn't allow you to repeat the save more often.
  • Spells and effects that prevent undead from entering or leaving an area don’t have full effect on you. You can make a Charisma saving throw against a DC set by the DM once each turn; on a success, you ignore the restriction for 24 hours. On a failure, you take 5d6 force damage.

Speed: Your walking speed is 30 feet.

Light as a Feather. You can stand up from prone using 5 feet of movement.

Ghostly Resistance. You lost some of your power by disguising yourself as a mortal, but still retain a degree of the vigor of undeath. You gain resistance to poison or cold damage, your choice. You can change this choice when you gain a level.

Spectral Attacks. Your unarmed strike is a d6, and deals cold damage instead of bludgeoning damage.

Not Quite There. Whenever you are hit by an attack roll, roll a d20. On a 20, the attack misses.

Partially Incorporeal. It's best to avoid manifesting your ghostly capabilities to avoid detection, but you have some handy talents in a pinch as you regain control over your spectral self after having given much of it up to escape. The spells granted by this trait are based on a mental score of your choice, and you can also cast them on yourself with any spell slots you have of the appropriate levels.

  • You have advantage on checks to avoid being grappled or restrained, and can try to escape a grapple or restraint as a bonus action if it would normally require an action. This does not allow you to try to escape more times per turn
  • At 3rd level, you can cast Invisibility on yourself once per long rest.
  • At 5th level, you can cast Fly, but only on yourself, once per long rest. If anything gives you a fly speed, you count as having the hover trait.

Languages. You know Aquan, Derelect, and a language of your choice.

Faceless

Where the influence of the Axis of Silence is felt most strongly, Faceless are born among the mortal races. From the back or in a mask, they appear as a normal member of their species, but when they turn their empty gaze toward you you’ll see they have no face. In its place is a smooth, featureless skin or shell that only vaguely resembles a normal face in shape. A Faceless human may have taught skin drawn over the front of a hairless head, with no ears, nose, mouth, or indent for the eyes. A Faceless homogriff may have a pointed, beak like head, but no mouth, nostrils, or eyes.

There is something horrifyingly expressive about a Faceless face, capable of showing malice, wrath, confusion, and torment. They certainly experience other emotions, but those are more difficult to express without words. Faceless voices are typically disturbing, from unsettling whispers to dry rasps to hollow wails to multiple voices speaking at once to deep, monstrous sounds.

Despite having no eyes, ears, or mouth, a Faceless still eats, drinks, sees, hears, and breathes. Food is absorbed into the face near where the mouth should be like a stone sinking into thick, viscous liquid. Faceless speak and may have a sense of humor, but they are incapable of laughter. They may cry, but they are incapable of tears. They may listen to music, but they usually can’t sing.

Mortals react with terror when Faceless are born among them, because they are monstrous in appearance and they mean that the plane of annihilation is intruding on the area. Many Faceless are killed at birth, others abandoned. Parents who choose to take care of the child are treated with revulsion and fear by those in the community.

Faceless are always Drawn to the Muffle, and their dreams are terrifying. They may lie stiff all night, belying the visions of torment and destruction they witness, or scream through the dark, with raw throats in the morning. In the corners of their minds are dark and hideous things; some embrace such ideas, some fight them. If any one image could encapsulate the sort of horror story that keeps a person in Marinos awake at night, it would probably be a Faceless serial killer. That does happen on occasion, but Faceless are usually scapegoats, blamed for everything from disappearances to murders to any other violent or disturbing occurrences plaguing an area.

It’s easier for people to blame the Faceless than to fight the Muffle Impression. They are treated with loathing, disrespect, and even violence in public. Faceless characters always have some distressing quirk. You can make one up yourself, or pick or roll for one on the table below.

d8 Distressing Quirk
1 Featureless face permanently shines and drips with sweat, even when cold
2 Face crinkles and flexes disturbingly while speaking
3 Voice sounds like multiple people speaking in unison
4 Skin at the edge of your face bubbles and churns as though boiling
5 Nobody wants to look you in the eye; there’s something particularly horrible about the experience, though you’re not sure what
6 Ever changing, horrific facial features just visible beneath barely translucent skin when anybody looks closely
7 Moves with a lurching, hunched gate
8 Breathing sounds like constant ragged hyperventilation

Template. Choose a template option, detailed in the Templates section. You gain the traits associated with the template you pick, which reflect a sampling of the abilities of the species you come from.

Ability Score Increase. Your Dexterity score increases by 2.

Alignment and Draw: Faceless are not inherently more evil than the species they come from, but their difficult lives and dark temptations from the Muffle Impression can bring them toward it. Shunned by society and always Drawn to the Muffle Impression, they are typically chaotic.

Size and Type: You are the same size and type as your origin species, as stated in your template.

Disturbing Aspect. Once per long rest, when you are attacked and both you and the enemy can see each other, you can impose disadvantage on the attack roll. In doing so, you make your Faceless nature clear to the attacker.

Covert. You gain proficiency in the Stealth skill.

Horrifying. You add your proficiency bonus an additional time when using the Intimidation skill, but only when your Faceless nature is obvious for all to see. (You count as proficient when you usually aren’t, and you count as having Expertise when you are proficient.) This does not stack with features such as Expertise that double your proficiency bonus, but it does stack with Jack of All Trades.

Inured. You have resistance to cold damage. The power of the Muffle is often one of absence, not substance, and you have that cold aspect in your icy veins.

Lo'Kua

Around the fire, iguanas in some regions tell tales of benevolent sea spirits that are givers of wisdom and seekers of peace. These legends speak of the Lo'Kua, shapeshifting fey sea turtles who are guardians of the ocean and the innocent. Generous with their understanding, when the Lo'Kua choose to interact with peace loving mortals it is to the benfit of the contacted.

Natural healers with a deep medical intuition and drive to resolve conflict, the Lo'Kua often grow fond of specific communities. They may take children for a ride on their backs through the surf, guide divers to pearls, or warn of approaching storms. But perhaps the most beloved gift they bring to iguana and other peaceable communitis is the gift of storytelling, which they bestow freely and artfully from their depths of memory.

They are known for their magical azure tongues, which allow them to speak the languages of all beasts and share their stories with the natural world. This does make them a target for magic item component hunters, however.

The Lo'Kua may also take a romantic interest in the iguanas at times, as all Lo'Kua have an iguana form, much like selkies have seal and human forms.

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma or Constitution by 1.

Age: Most people believe that Lo'Kua never die of old age but can perish from other causes. In reality, they can survive a couple thousand years before fading away, but don't usually.

Size and Type: You are Medium, and count as a fey with the shapechanger subtype.

Speed: Your walking speed is 25 feet, and you have a swim speed equal to your humanoid form's walking speed.

Alignment and Draw: Lo'Kua are almost always benevolent, even tempered, and shy, leading them toward a usually neutral good outlook. They're almost always Drawn to the Veil.

Azure Tongue: You can magically communicate with beasts as though under the effect of a constant Speak with Animals spell.

Giver of Wisdom and Life. You know the Guidance cantrip. For you, it has a range of 30 feet, but only works on other creatures and if the target can hear and understand you. At 3rd level, you can cast the Cure Wounds spell once per long rest, and at 5th levels, you can cast Calm Emotions once per long rest, and it also works on beasts. An ability score of your choice is your spellcasting ability for these spells, which you can also cast using any spell slots you have.

Natural Lore. You gain proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Easily Frightened. Lo'Kua are risk averse and nonconfrontational, and find violence particularly distressing. Whenever you take damage from a single source within a single turn equal to or greater than half your hit point maximum, you must succeed at a DC 15 Wisdom saving throw or be frightened of the source until the end of your next turn.

Clumsy. Getting up from prone requires all your movement rather than half.

Optional Trait: Cold Blooded. Lo'Kua do not like cold water or handle it well. If you wish to take this weakness to more accurately reflect the fey creature the race is based off of, you have disadvantage on saving throws against environmental cold.

Turtle Form: Your humanoid form closely resembles an iguana, but that is not your true form. Your true form is that of a Small or Medium sea turtle, your choice at character creation. You can switch between turtle and humanoid forms as an action. When you shift to turtle form, any gear on your humanoid form is shifted to be carried within a magical pocket dimension within your shell. You can remove an item from the pocket dimension as an action. No one else can. It returns to your person when you return to humanoid form. If you die, you dissappear as a cloud of shimmering blue vapor, leaving a clean shell, an azure pearl, and any equipment behind. In turtle form, you have the following abilities and detriments.

  • Your swimming speed increases by 15 feet, but your walking speed becomes 5 feet regardless of bonuses.
  • You can hold your breath for up to an hour while active, or up to 10 hours while resting or sleeping.
  • You have a natural armor of 15 plus your Dexterity modifier (maximum of 2) because of your sturdy, beautiful shell.
  • You have no hands. However, you can still cast purely beneficial spells with somatic components and no material components on willing creatures in this form.

Languages. You know Aquan, Sylvan, and Kizaku.

Reflections

The Silver Denizens are beings of the Mirror Impression, agents of the Shining Axis. Every mortal has a Reflection, a sort of flawed guardian angel who, through mystical influence, attempts to guide their charge to better ways. They are essentially professional good influences, but also actively push back at the dark forces through sly espionage.

There are some problems with this situation. Reflections are only partially more upright than their mortals, and the best are still prone to mistakes and bias. They are similar to their respective mortals in many ways, including personality, interests, quirks, and mannerisms. Though they tend toward law and good, they swerve from that based on the intensity of the alignments of their charges. It’s not that they change against their will any more than mortals, it’s just that their choices run parallel to their people, leading them down similar paths. Their destinies are always intertwined; whenever one looks in a reflective surface, the other will be there, looking.

The Reflections of especially wicked people are vile and terrible, even if less so than the one they reflect. Reflections are foxy, and wicked ones seek to undermine the goodness of the plane by manipulating the bureaucracy, conducting subterfuge and sabotage, and turning beings against each other who should not be enemies.

Further complicating matters, once in a blue moon a person will have a Reverse Reflection. This is a Reflection who is the exact opposite of the mortal. Those paired with despicable people are exceedingly virtuous, but those connected to the most virtuous are filled with unending hate and a desire for wanton destruction. They will work towards their goals with diabolical cleverness.

The Mirror Impression is a place of law and good undershot with veins of chaos and evil caused by loopholes, the plane's desire not to dictate the choices of its scions, and bureaucratic rigidity that gets in the way of fighting the undermining corruption of those who abuse this liberty. When it was created from a corrupt plane of overbearing light, the firm laws came into being to prevent any such abuse of power from ever occuring again. These absolute, immutable rules protect both the lesser celestials of the Axis and mortals in general, but make it difficult for the plane to get anything done efficiently. It is much debated in dimensiology circles on the Material Plane whether the rules are there because powerful beings decided on them or whether they are intrinsic to the luminous plane itself. The Reflections aren’t telling anyone. Who knows if they know. If they do, they might not be able to let on. It is because of these complications that Reflections are so mysterious, rigid, and alien.

When a person dies, their Reflection vanishes, unless it has an important task to finish. Then it may apply for an extension, which its mysterious superiors in the untainted but infuriatingly rigid outer regions of the Shining Axis will consider. If accepted, the Reflection finishes its business, then vanishes unless another extension is filed for extenuating circumstances. Reflections who make friends have been known to file extension after extension to clog up the bureaucracy and get a few more days helping the people they love.

When a Reflection vanishes, it first goes to the Grand Scribe for an immense bookkeeping session sequestered out of time, then enters a period of rest and peace called the Restoration in the Shining Axis, always refreshing. The quality of this rest depends on the perceived quality of their last position. This causes the Reflections much frustration, as they often disagree with their unwavering superiors. The good ones know that the bad ones get away with murder by making sure their bosses never see their bad side.

After the Restoration, the Reflection is reassigned to a new mortal and reincarnated in the Mirror Impression to begin the job anew. They maintain an identity, however, as their tactics, grand and overambitious schemes, and moral fiber remain about the same life to life. They maintain memories of their past lives, though they grow fuzzier the more lifetimes pass. And contrary to popular belief, they do care about the specific goings on of mortals and may plot and scheme up ways to help the families of people they came to love for centuries after the relevant person died.

Reflections don’t have genders. Officially, they don’t have names, besides taking on the name of their current mortal. Each was assigned a number when the Reflections first came into being. In actuality, Reflections may unofficially keep the names from one or more favorite lifetimes. And when they grow close, they have a way of finding each other. Over and over again throughout eons of reincarnation. Unofficially. Nobody but the Grand Scribe from the Memory Axis knows which numbers go with which Reflection. The Radiant Ones receive anonymized reports of the goings on of absolutely everything, often years and years too late to do anything about it. (This of course makes it easier for wicked reflections to get away with a lot of things. Since Reflections always get paired with mortals of somewhat lower quality, it can be assumed that a Reflection to a horrible person is horrible, was horrible, and is working toward the unwinding of all things good about the plane. But another rule of the plane is that two of the Radiant Ones must be sure of a crime personally to punish a crime.) The plane treats all creatures as innocent until proven guilty, with exceptions for obvious cases such as fiends and certain violent monsters.

The Grand Scribe is the being of perfect order that volunteered at the beginning of time to do the plane’s titanic confidential bookkeeping. Reflections are not only required to give it all the information it asks for and to answer truthfully, they are incapable of lying to it. It knows how to ask specific questions. And it is willing to spend all the time it needs to to get the answers it seeks. Reflections know it’s useless to obfuscate or paint the truth in a different light. They’ve all tried. The process is heinously boring and dreadfully aggravating. It gets old after the 306th time.

The only time everyone can be straight with everyone is during the Renewal, and it seems like nobody’s there at the same time when you need them to be. Another absolute law of the Shining Axis is that Reflections cannot be penalized for anything they say during the Renewal. Numbers are public knowledge there, and anybody can look up a complete history of any reflection.

Reflections all have personal goals. Role on the Goals table, pick one, or make one up. These goals are overambitious, cosmos spanning, outrageously difficult, and often conflict with those of other Reflections and the plane itself. But don’t worry. It’s amazing what you can do when you have all eternity and the patience of a being who sees time with the attitude of an astronomer staring through a telescope.

Rarely, Reflections may be sent away from the plane. You can role on the Causes of Removal table, pick one, or make one up.

Personal Goals

d8 Goal
1 You are going to found a new Outer Plane, better than all the others.
2 You want to change one of the important laws of the Shining Axis. Good luck with that...
3 You are going to become one of the Shining Ones, kicking the most legalistic one out of the Shining Oligarchy in the process.
4 It saddens you when bad things happen to large groups of mortals. You are going to reverse the extinction of a long forgotten sapient species.
5 You are obsessively protective of a specific family of mortals based on an experience in a lifetime hundreds of years ago. You do everything you can to help them, even when your position has nothing to do with that part of the world.
6 You are going to become yourself from a past life. That was a good life and you want your identity back.
7 You are writing a book exposing all the secrets of the Axis, and plan to get it published through the resources of the Shining itself using a ludicrously complicated loophole in its laws only you are aware of.
8 You’re going to redeem your friend, who you’re not supposed to know, no matter what it takes.

Reflection Flaws

d6 Flaw
1 You are one of the few original Reflections remaining. Based on your vast experience in countless past lives, you are convinced that you perfectly understand the motives of all mortals.
2 Paranoia is the only way to keep secrets safe. It's for everyone's good.
3 Sometimes you forget which personality you’re supposed to have this time around and revert to past ones for a while until you catch yourself.
4 You confuse current goings on and events from past lives. It’s hard when you’ve lived a few thousand years.
5 You endlessly complain about the bureaucracy of the Shining Axis, not to mention bureaucracy in general, to anyone who will listen, and many who won’t.
6 Failure is always okay. You can just try again later. Maybe next life.

Causes of Removal

d12 Cause
1 Exiled after being caught cheating during a very important life. Maybe you had good reason, maybe you didn’t.
2 Renegade; you decided to leave, and no one can stop you! (Or maybe no one’s bothering to.)
3 Sentenced to death in the Doom Axis for terrible transgressions and escaped to the Material Plane. You’re starting to regret your decisions.
4 Framed by a wicked Reverse Reflection for its crimes!
5 Separated from your home plane by a cosmic accident and trying to get back.
6 Shirking your duties for a personal quest. Nobody will know.
7 Sent to investigate the disappearance of another Reflection. Plus, you’re pretty sure your assistant suggested that the Radiant Ones send you specifically so it wouldn’t have to deal with you for a while. Everyone knows it’s a cold case.
8 Trying to get evidence to incriminate a rival Reflection, who you’re pretty sure was responsible for a terrible disaster during your previous life.
9 Sent on a reconnaissance mission. You’re not supposed to interfere...
10 Your “request for Renewal to be spent on another plane” was actually accepted. Those are never accepted. You’ve even been granted a temporary body. This vacation is going to be a change of pace!
11 You’ve been sent on a mission to sabotage the efforts of an evil or chaotic plane working to corrupt Marinos with, well, evil or chaos.
12 Your exile was an administrative error. Everyone knows that now, but rules are rules.
The Population of Reflections

How many Reflections are there? There are a lot of people in Marinos, and almost all of them have a Reflection. It is thought that some Reflections may take on many rolls at once, and that their associated mortals are destined never to look in a mirror at the same time, but it would be difficult to conduct an experiment to test that hypothesis. Alternatively, Reflections may be subject to a time bending effect that allows them to live through the same period multiple times over. Or perhaps there are just many, many Reflections.

Template. Choose a template option, detailed in the Templates section. You gain the traits associated with the template you pick, which reflect a sampling of the abilities of the species you come from.

Ability Score Increase. Your Intelligence increases by 2. If your first level is cleric and you pick the Mirror Domain, you may apply the +2 to Wisdom instead.

Age. Reflections typically remain in a specific incarnation for as long as their fate bound counterpart remains alive. They age with their counterpart, and cannot age otherwise.

Alignment and Draw. Reflections lean more lawful and good than their counterparts, but this does not mean they are always lawful good. They don’t have Draws, but are always associated with the Mirror Impression.

Size and Type. You are the same size as your origin species (stated in the template), and count as both Folk and a celestial. You count as originating from both Marinos and the Shining Axis for purposes of spells such as Banishment.

Celestial Resistance. You have resistance to radiant damage.

Lives Beyond Number. You gain proficiency in History.

Mirror Magic. You know the Light cantrip. At third level, you can cast the Shield spell once per long rest. You can also cast it with any spell slots you may have. Choose a mental ability score at character creation as your spellcasting ability for these spells. You need no material components to cast them.

Languages. You gain the Languages trait of your template and can speak, read, and write Celestial (backwards and forwards).

Serviton

Servitons are constructed laborers who happily toil away in the depths of the Labyrinth at the same tasks they were assigned a millennium ago, growing a bit senile as the years go by and no one understands their construction or maintenance anymore.

Nobody really forces servitons to work. They just enjoy it, and have an almost snobby dedication to the specialized tasks they've been built to perform and trained to excel at. Perpetuating the functionality of mechanical systems the survivors, settlers, and outposts of the labyrinth have come to take for granted, they work without pay and without thanks, and don't care.

While hard working, they aren't necessarily workaholics, and enjoy picking up hobbies and engaging in debate in their spare time. They are not unquestioningly obedient- rather they tend to wonder why they are doing what they are doing without any outside incentive and decide they just like it. They handle themselves very well without supervision and are capable of a large degree of independence, but appreciate leadership so long as it is capable and organized.

Appearance

Servitons are mostly built to look vaguely like clunky, comically boxy and leggy metal humans, and are often vaguely masculine. However, designs vary.

d10 Appearance
1-3 Vaguely masculine and human-like
4 Vaguely feminine and human-like
5 Androgenous and human-like
6-7 Masculine, minotaur-like
8 Feminine or androgenous, minotaur like
9 Tabaxi or dragonborn like
10 Fanciful design
d8 Material
1-4 Brass coated steel
5 Blueish electrum alloy
6 Glossy white
7 Steel
8 Black metal

Specialized Design and Training

Servitons combine keen interest in various subject matter with specialized designs that allow them to excel at their functions. You can roll on the table below or decide what your character was designed and trained for. Each option lists a suggested ability score increase.

d8 Function
1 Manual Labor: there's nothing as relaxing as turning your brain off and humming a tune for a long shift of hard labor.
2 Artisan: you were designed to build complicated mechanical parts that, while repetitive, require an intelligent craftsman and a lot of skill to create.
3 Artist or Inventor: unlike other servitons, you were created and set lose with orders to push the boundaries. Your task is to forge new paths through creativity and cleverness.
4 Maintenance: you keep the machines of the labyrinth from falling into disrepair.
5 Specialist Knowledge: you are an expert in a certain field, a walking library of useful information. Perhaps you are a translator, librarian, or medical expert.
6 Dangerous Inspection: the areas you check on and do basic repairs to would kill most biological creatures.
7 Companion: you were built to serve the needs of a particular type of individual, perhaps a rich and socially awkward noble who desired an expensive friend, or a person with special needs who required additional care. The original person is long dead, but you may seek out similar individuals to fulfill your mandate.
8 Boss: you're the overseer, built to help keep other workers organized. Maybe the other servitons got fed up with a biological master and you were built to keep them satisfied.

Ability Score Increase. One ability score of your choice increase by 2, and another by 1. Neither of these can be Dexterity or Wisdom.

Age: The servitons still living have lasted a thousand years or more. The passage of time and a lack of expert maintenence has left its mark on them, and they are usually creaky, squeaky, and leaky, and often a bit senile.

Size and Type: You are Medium, and count as a construct.

Speed: Your walking speed is 30 feet.

Alignment and Draw: Servitons are built to enjoy work and order, and are typically Lawful Neutral. They don't sleep, but can power down to save energy or pass time. When they do so, they dream. They may or may not have any Draw.

Built, Not Born. You are a construct. Creatures must use Intelligence(Machinery) rather than Medicine to stabilize or assist you. Because you have a soul and were invented with "natural" healing capabilities, healing spells work on you, but not very well, restoring only half the usual hit points.

You don't sleep or breathe, are immune to environmental heat and cold, cannot be magically put to sleep, are immune to poison and disease, and don't eat or drink.

Electric Heart. You must plug yourself into one of the charging stations in the Labyrinth for an hour every 24 hours, much like a humanoid has to eat. Going without leads to "starvation" as though you hadn't "eaten."

Whenever you take lightning damage, you must succeed on a Constitution saving throw with a DC of 10 or half the damage taken, whichever is greater. On a failure, you have disadvantage on all d20 rolls until the end of your next turn.

A creature (including you) that has a cantrip that deals lightning damage can attempt to recharge you with it by making a DC20 Intelligence(Machinery) check. On a success, you count as having "eaten a full ration" for the day. On a failure, you take the damage from the cantrip instead.

Power Down. You can power down to save energy, entering a sleep like state. While powered down, you only expend a day's worth of energy every 10 days. You can wake up whenever you wish.

Mechanical Specialization. You have proficiency in Machinery, a skill of your choice, and 2 tools and/or languages of your choice.

Made of Metal. You have an AC of 13+ your Dexterity modifier and disadvantage on Stealth checks. Effects that reduce the damage or bonus of metal objects that touch them also affect you should you touch them. For each point of penalty or metallic destruction effect you are subjected to, you instead take 1d6 acid damage.

Excellent Memory. You always know which way is north, it takes you half the usual time to learn languages, and you have advantage on checks to remember details you've seen before or conversations you've heard.

Axiomatic. You are very firm in your mindset. You have advantage on saving throws against being charmed and cannot have your alignment magically altered.

Languages. You know Aquan and Minotaur. Those who know additional languages often speak Angalian.

Shade

The Doom Axis is not a happy place. It’s an Axis of malice and hate that suffocates everything good in a layer of sorrow and pain. The agents of these worlds work to corrupt the Nexus by sqeezing the life out of all that yearns for freedom and working in the darkness to drown out any spark of hope.

Shadows populate the Shadow Impression, dark reflections of those living above. While similar to their connected mortals, they are more wicked and selfish, desperate and sorrowful. Their hunger is endless, their loathing knows no bounds.

That’s what the Lord of Darkness would like you to think, anyway. It’s the way he wants the world to work, and he’s been shaping it towards that image for eons. But at the dawn of the world, the Shadow Impression was part of the now extinct Night Axis. The Night was a world of rest and solitude, dangerous at times but a haven of dusk. It was a place you could escape from toil, strain, and the arrogance of others to recover from loss and sorrow.

The original Shades were beings of this world, morose but not more wicked than the people of the Day Axis, who were arrogant and disdainful. Some of these Shades remain, ancient beings of twilit rest. This is not the world it once was, and they are angry. The Lord of Darkness hides it well, but there are enemies in his own realm.

Shadows, including Shades, form as a counterpart to mortals much like Reflections do, and undergo a similar cycle of reincarnation. Each possesses its own form as well, however, which it can assume at will in the Doom Axis. Should the Shadow be sent or manage to escape to another plane, it takes on a form similar to that of the mortal it is bonded to. Shadows have secret names as well, which they almost never share.

Template. Choose a template option, detailed in the Templates section. You gain the traits associated with the template you pick, which reflect a sampling of the abilities of the species you come from.

Ability Score Increase. Your Constitution or Strength increases by 2.

Alignment and Draw. Shadows lean toward neutrality, but their circumstances can drive them to evil. They don’t have Draws. They are always bonded to the Shadow Impression.

Size and Type. You are the same size as your origin species, and count as both Folk and a fiend. You count as originating from both Marinos and the Doom Axis for purposes of spells such as Banishment.

Dark Resilience. You have resistance to necrotic damage.

Power of the Dusk. You know the Toll the Dead (XGE) cantrip. At third level, you can cast the Cause Fear spell (XGE) once per long rest. At fifth level, you can also cast Darkness once per long rest. Choose a mental ability score at character creation as your spellcasting ability for these spells. You need no material components to cast them. You can also cast them with spell slots you have of the appropriate level.

Darkvision. You have standard darkvision (60 ft.). If your template or another source gives you darkvision, instead add 60 feet to the range of that darkvision.

Sunlight Sensitivity. You have disadvantage on attack rolls and Perception checks when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.

Languages. You gain the Languages trait of your template and can speak, read, and write Abyssal. If your template already gives you that language, gain a language of your choice instead.

Appendix B

Timeline of the Nexus
Age Location Event
First Etherial Ancient, primeval "waters" of Marinos have no form
First Etherial Marinos connects the dreams of all thinking creatures who dream throughout existence in all the worlds of Limbo
First Etherial Spirits form from or around the dreams, forming into fey
First Arriving from Limbo come the strange guardians of the threads of fate, which are so chaotic in Marinos. They are the Omenborn. Skein witches, the Bowel Speaker Gochira, the creatures that would eventually take the forms of sphinxes, and other cosmic and alien beings came to oversee this young world when it developed its first life. The Azurium Shards fell from Limbo into the swirling chaos.
Second Etherial, Material The Material and Etherial split due to some movement, change, or development in the Astral Plane
Second Planes divide into layers corresponding to the sorts of settings creatures of wildly varying biology would dream of
Third Etherial As the hopes and fears and thoughts of dreamers infuse the Etherial, associated concepts gravitate towards each other in the Astral representations of the Etherial. This results in the division of the Etherial. Portions are ripped violently away and form the Outer Planes.
Third Material Perhaps reflecting this process of solidification through some Astral process, the first floatstone forms in the darkness of the Material Plane.
Third Dreams gravitate into the Outer Planes, with more concentrated ideas and intense dreams moving to the essence edges, and somewhat more diluted concepts forming the Impressions. Dreams form into spirits- the first Incarnates, the Harbingers.
Third Material The first suns form in the layers of the Material Plane, forming pockets of emptyness, but they are dark, and their is no air.
Third Other Incarnates form as the planes continue to develop.
Third Material Something causes the suns to flare to life- forever dancing between light and dark and heat and cold. They reach to each other in the endless "waters" of the different layers of the Material, forming the first tubes.
Third Material Plants from the landscapes of dreams populate the worlds.
Fourth Various conceptual realms vie for continued existing, consuming and subsuming each other, shrinking and flickering out or growing and growing, bleeding into each other at the edges, until finally only seven prevail, leaving the Primeval Axes: Entropy, Night, Silence, Stormcome, Prism, Echo, and Day.
Fourth Delerium Apex As highly intelligent life forms the realms of thought from dreams, animals shape other realms with theirs. The relatively minor plane of Delerium Apex forms around their first dreams in Marinos, and the birth of the Beast Lords heralds the dawn of mortal life walking the earth. Elementals begin to form.
Fourth The etherial fey are driven out and controlled and reshaped by the two axes of very different ordered malice. Fey escape en masse, some to the chaotic planes and the Night, most to the Material Plane- the great Fey Diaspora.
Fourth Material The Day, continually gaining power, haughtily invades the Material Plane to quell the imperfection of the fey and to crush the will of beasts and spirits that they may bask in the glory of the light.
Fourth Material Syteria and her sister Chymsia, primeval dream spirits with no set form who had escaped to beautiful sphere in Aquari, the earth environments water layer, vow vengeance for the atrocities suffered by the fey, and declared war on all existence. Embracing the Muffle, they ascend, or perhaps descend, becoming fey demon lords.
Fourth Material Bent on vengeance and the nihilistic destruction of all things, believing nothing was worth saving, they become the flagships of the Silence's vendetta of annihilation.
Fourth Night Exalt, greatest of the Harbingers of Day, takes the fight for the cleansing of the cosmos to the Night.
Fourth Bloody and brutal warfare on the Material Plane and War in the Heavens, all the while with far more evil than good in the composition of the Outer Planes, make for an incredibly dark world despite domination by a plane of light.
Age Location Event
Fourth Night Exalt conquers the Night, driving the Queen of Night, last remaining Harbinger of Night, to her eternal final stand in the unspeakable depths of the nightmares of a multiverse worth of unimagineable atrocities.
Fifth Doom Exalt Awakens. Beholding the majesty of his glorious power, and savoring the taste of conquest, he desires more. Declaring himself a god, he takes the entire Nexus by surprise by absorbing the power of the fear that lies in darkness, corrupting the Night with the detestable poison of his anethema, and launching a reverse invasion back into the Day. Exalt becomes the Lord of Darkness.
Fifth Doom The Day Incarnates brought by the Lord of Night change with him, becoming Shadow things.
Fifth Day The balance of the cosmos is shattered. Beholding the lie that is its truth reflected back at itself, the Day implodes- and metamorphoses.
Fifth Day, Mirror In a period of time equaling a mere few weeks- nanoseconds for events of such cosmic scale- the Day becomes the Shining, and all of its current celestials change with it, becoming Mirror Incarnates, except for some which Awakened and chose their terrible Day forms. They met a variety of fates.
Fifth Doom Torn between the millstones of opposing cosmic forces at war, some of Exalt's celestials Awaken, and choose light- but this time, of a different sort. They are terrible, but beautiful, sorrowful, but good- the Neon Angels. And they are reborn into enemy territory.
Fifth Doom, Haven Repulsing the Doom and allying with the Prism for a frontal assault, archons and azatas liberate some of the remaining Night forces and trapped fey, also releasing torrents of uncorrupted but altered energies and ideas. Some of these forces adapt, change, and develop, becoming the Haven Axis.
Fifth Material The War in the Heavens detracted from the ability of the planes to stave off the Muffle menace before it had grown to world ending proportions, gorged on extinction and death nearly unopposed in the Material Plane.
Fifth Gemwater The Beast Lord of mice sacrifices her life force to save an island of intelligent trees and refugee fey and Night creatures and her last remaining "people" from the Muffle. In the blood and the potential and the violence and the storm and the bravery and the chaos, the Misa are born.
Fifth Stormcome The first homogriffs arrive in the Stormcome from the Firmament, a torus shaped world of air. The one time in history the Stormcome could be considered a relatively safe, calm place in relation to everything.
Fifth Momentous effort and sacrifice by Incarnates, thunderbirds and djinn, fey, and the Beast Lords resulted in a great quest to find how to destroy the great worms.
Fifth Stormcome Finding the Azurium Shards in the Stormcome, Incarnates from all planes besides the Muffle and Echo embarked on a great quest to do as it said must happen for the unstoppable twisted fiends that had been fey to be destroyed.
Fifth Memory A great and perilous journey through the Memory with it fighting them all the way resulted in the aquisition of the cosmic memories of the arch demon menaces. According to the relevant esoteric and vague tablet, if interpreted correctly, the worms had to be forgotten by the world before they could be destroyed. Twice, in the greater worm Syteria's case.
Fifth Silence An even more perilous journey through the Silence itself to destroy the memories resulted in their being annihilated in the River Lethe. At the same time, various brave creatures tricked the great worms into falling into a tremendous gorge, where the most powerful Mirror enchantment possibly of all time caused their movement to bring them always back to where they started. This held true for the sand as well- resulting in the Sandfall Gorge.
Sixth Vasha The sphere was blasted into glass by an age of cosmic warfare and the concentrated ire of the Day. The Prism took a supernatural wasteland and saw a desert, somewhere where desolate and hardy beauty could thrive. It overcame the power of the Timewear, triumphing in this instance, and as the globe of power slowly receded, leaving savanha and natural deserts and prairies and mountains and dunes that shown under the blood red sky, the magic trickled into the depression that would become the Gorim jungle.
Sixth Vasha Minotaurs were born from shards of a fearless toradin's horns and the broken dreams of the lost and the weak of that conflict, and became a strong people with a strong sense of where they were going, and who they wanted to be.
Sixth Gemwater Iguanas were born from the final dreams of a reptilian race from another world, and from the tired tears of a water world that wanted peace.
Age Location Event
Sixth Frostreach, Gemwater, Vasha Giant eagles, owls, and vultures with the intelligence of people hatch from eggs filled with the power of destiny.
Seventh Aesir
All the other races and creatures
Year (PA) Location Event
-??? Vasha Lizalophan an ancient nation of small, eusocial, amphibian Folk, founded
-??? Vasha Lizalophan at the height of its glory.
-4000? Vasha Earliest signs of minotaur civilization in the Gorrim Jungle.
-3642 Vasha Labyrinth empire founded by King Norbello after winning the Crown of Intellect from the blue dragoness archmage Arxanica and leading his people underground
-3622 Vasha High mages of the empire begin Operation Angler to explore and recover alien relics and creatures lost in Limbo
-3620 Vasha Arxanica invents Dimensional Grafting
-3616 Vasha The Operation recovers and studies Kaleidoscope, a 20,000 year old Prismatic Greatwyrm from a destroyed world of dragons known as the Great Geode.
-3610 Vasha Operation Angler recovers humans in stasis from a world called Earth. They may be the first humans in the sphere, and are the ancestors of the Angalians and possibly Tishans- unclear historical record.
-3599 Vasha Using memories of Earth technology, Labyrinth researchers reinvent electricity and begin engineering ways to generate it
-3591 Vasha Tabaxi are recovered from a rapidly shrinking world, but have a low place in Labyrinth society.
-3581 Vasha First sand dams completed, bringing light and power to many areas of the labyrinth
-3579 Vasha First functioning servitons created in the labyrinth
-3574 Vasha Independant Capital Wizard Guild associated conjuration specialists invent Dimensional Stretching
-3573 Vasha Very creatively named Industrial District established in the far east, illustrating the vast reach of the Labyrinth's empire.
-3562 Vasha First Flumphs brought to Marinos by Angler, but imprisoned and studied
-3555 Vasha Angler not only finds and retrieves its first Aesir, the Weaver, but successfully enslaves her.
-3532.7 Vasha Angler bites off more than it can chew and releases the Timekeeper, Aesir of space and time, unbound into Marinos, and is crippled from the encounter
-3522.8 All Timekeeper permanantly excises the Nexus from Limbo via an insurmountable reality warping barrier, cutting it off permanently from the dreams of other worlds and destroying Operation Angler
-3522.8 Frostreach. Elsewhere in the world, the final People of Potential are born, in the same vein as the Misa, Minotaurs, and Iguanas, but this time much later. The Rakisha are born from the swan song of a world plunged into the cold and dark of the nothing that isn't Limbo, born from loneliness and isolation and a deep sorrow that set deep in the hearts of creatures throughout the Nexus who were particularly in tune with the harmonies of their world- Dreamspinners and bards. They are a people of history and companionship.
-3522.8 Vasha In a last ditch effort to contain the being, the remaining Angler archmages pounce on the Timekeeper while he is briefly but potently destabilized from the exursion, bringing under the Weaver's power. She binds him due to the bindings on her and to prevent him from screwing up the Nexus any further, with as many loopholes as possible for his own good.
-3534.5 Vasha Time traveling adventurers from 10,000 years in the future arrive in the Labyrinth, sent by...nah, who knows. Don't know anybody who could be responsible for that.
-3534.5 Vasha A poorly placed breach in the Sandfall Gorge unleashes the unbelievably ancient dark powers of the great Muffle arch demons Syteria and Chymsia, primordial fey dream spirits twisted into apalling demonic avatars of nihilism by service to the Muffle, long sealed away
-3534.5 Vasha Labyrinth empire rapidly and cataclysmically falls to Muffle incursion.
-3534.5 Vasha Teragor, Echo archcleric and biographer, vanquishes the great worm Chymsia, but "perishes."
-3534.5 Vasha A contingent of Labyrinth survivors escape via magic to Frostreach
-3534.5 Severed Labyrinth Bound Timekeeper finishes the Millenium Watch, sealing the Labyrinth and the demons away from the Nexus (especially the Muffle) for a thousand years in the Labyrinth...and 10,000 on the outside.
Year (PA) Location Event
-3534.5 Severed Labyrinth A powerful Echo artifact, in its last days before going into stasis from disconnection to the Outer Planes, is corrupted by the machinations of the demonic Handmaiden of Syteria trapped within, wiping the memory of existence of all trace of the Muffle disaster, the labyrinth's glories, certain (still living!) enemies of the Muffle, and the Timekeeper- who, once again, disrupted, loses all memory whatsoever. The worm is forgotten a second time.
-??? Vasha Lizalophan falls to unkown Muffle related catastrophe, and the amphibian driplings are driven to extinction, probably.
-1600 Vasha Warrior homogriff culture spreads throughout Vasha
-200 Vasha Warrior homogriffs disperse into unaffiliated, culturally dissasociated tribes
300 Vasha Storyline cave paintings near Salt Gash Lakes depict humans running from guieerak (fire giants), humans and guieerak at war, and finally humans and guieerak at peace, followed by the two species working together to fight dragons.
450 Vasha First records of Azakant culture, as the humans and guieerak (fire giants) begin to build towns, benefiting from long distance trade
480 Vasha Azakant art begins to depict a wide variety of fey, and various strange events involving them.
900 Vasha Age of shark teeth found in caves in stable rock formations in Sandslide where Nozonn now is, signaling presence of early desert mako culture. What brought them there of all places??
1350 Vasha Azakant Triple Cities established by Salt Gash Lakes. The ruins are quite strange, due to being designed for both guieerak (fire giants) and humans to cohabit the same cities.
2420 Vasha Coalition of dragons and thunderbirds lead by the thunderbird Prism cleric Havast the Shimmering destroy Shadow confluence by the Salansh River in a historic war chronicled by the epic poem the Vikuu Dahan chronicled by the 17 tailed Last Kitsune, She Who Persists to Tell the Tale.
3885 Vasha Remember Kaleidoscope the Prismatic Greatwyrm from a long, long, long while back? Still around. And becomes Illustrious Immortal Majesty Kaleidoscope the Unmatched, Lord of the Sky, becoming the permanent grand ruler of the Sun Realm, a Trial Zone of solid clouds making up a spherical shell of magically held air around the sun but above the water that forms each Deluge. She is still Skylord to the present day.
4220? Vasha Tufial expedition. Fwip Fwip octopi embark on a journey from the Saline Expanse to chart Southern Vasha using magic to survive.

Picture Refs

https://www.drivethrurpg.com/product/290229/Filler-spot--items-compass--RPG-Stock-Art?filters=0_2400_0_0_0

https://www.drivethrurpg.com/product/280991/Filler-spot--items-scroll--RPG-Stock-Art?src=hottest_filtered

https://www.drivethrurpg.com/product/268151/Filler-spot--items-carthographers-desk--RPG-Stock-Art?src=hottest_filtered

https://www.drivethrurpg.com/product/278815/Filler-spot--items-dice-set--RPG-Stock-Art?manufacturers_id=8135

https://rpg-settings.tumblr.com/post/164579585533/design-commissions-mrrhexx-aiur-varric-and

https://www.drivethrurpg.com/product/227813/Filler-spot--icon-axebeak-symbol--RPG-Stock-Art?cPath=22828_27340

https://www.deviantart.com/mylittleuchiha/art/feather-49814026

https://www.deviantart.com/queenofeagles/art/Commission-Artemis-851462650

https://www.kickstarter.com/projects/brotherwise/call-to-adventure-epic-origins/posts/3373339

https://www.drivethrurpg.com/product/340434/Filler-spot--environment-fireplace--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/242129/Filler-spot-colour--items-desert-gear--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/287335/Filler-spot--items-wax-seal--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/283910/Filler-spot--items-tankard--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/242127/Filler-spot--event-wagon-repair--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/233178/Filler-spot--environment-riverboat--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/227822/Filler-spot--items-viking-helm--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/296019/Filler-spot--character-woodsman--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/205268/Filler-spot--items-rose--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/319140/Filler-spot-colour--items-nautical--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/283911/Filler-spot-colour--character-camel-rider-with-bow--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/275725/Filler-spot-colour--environment-japanese-shrine--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/282754/Filler-spot-colour--event-shaking-hands--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/262990/Filler-spot-colour--event-girl-looking-in-pet-shop-window--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/243303/Filler-spot-colour--environment-viking-village-RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/248607/Filler-spot-colour--items-viking-woodcarver--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/235548/Filler-spot-colour--environment-viking-weapon-house--RPG-Stock-Art?manufacturers_id=8135

https://www.deviantart.com/refiend/art/The-Harbor-885333709

https://www.deviantart.com/valyavande/art/The-Copper-Pool-872195068

https://www.deviantart.com/nataliebernard/art/The-Approaching-Storm-707773702

https://www.deviantart.com/valyavande/art/The-Wayfinder-873097356

https://www.deviantart.com/drachenmagier/art/Warrior-Mouse-583970324

https://www.deviantart.com/abigailbozarthart/art/Professor-Snitchet-871842424

https://www.drivethrurpg.com/product/242804/Filler-spot--items-dragon-tooth-dagger--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/278819/Filler-spot--items-ornate-key--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/259449/Filler-spot--items-potion-bottles--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/315115/Colour-card-art--character-minotaur-swashbuckler--RPG-Stock-Art

https://www.drivethrurpg.com/product/259450/Filler-spot--items-shield-mounted-on-wall--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/186623/Cover-full-page--Minotaur--RPG-Stock-Art?manufacturers_id=8135

https://www.drivethrurpg.com/product/205269/Filler-spot--items-map-and-dagger--RPG-Stock-Art?cPath=22828_27340

https://www.drivethrurpg.com/product/314069/Filler-spot--items-campfire--RPG-Stock-Art?manufacturers_id=8135

https://www.reddit.com/r/DnD/comments/7k9ta2/artoc_ebenhardt_my_hurdygurdyplaying_skeleton/

https://www.deviantart.com/charongess/art/In-Your-Head-766530221

https://www.deviantart.com/abigailbozarthart/art/Iguana-871413708

https://emmatheward.tumblr.com/post/174631651702/commission-for-athenaltena-of-their-dd-species

https://www.deviantart.com/abigailbozarthart/art/Living-Palette-876580145

https://www.deviantart.com/abigailbozarthart/art/Teneshiki-Sketches-874897793

https://www.deviantart.com/abigailbozarthart/art/Discovery-875951382

https://www.deviantart.com/dandzialf/art/Werewolf-583368924

https://www.deviantart.com/cloister/art/Ogre-character-portrait-364441762

https://www.drivethrurpg.com/product/318776/Filler-spot-colour--character-gentleman-orc--RPG-Stock-Art?src=hottest_filtered

https://www.artstation.com/artwork/rRYoOe

https://www.artstation.com/artwork/A9dXRm

https://www.deviantart.com/ashpwright/art/Easy-Trick-814593895

https://www.deviantart.com/caraidart/art/Dormancy-800305634

https://www.deviantart.com/vooron/art/Absolute-Authority-876088016

https://www.artstation.com/artwork/Vd3zJ4

https://www.deviantart.com/musonart/art/Leah-871800688

https://www.deviantart.com/sandara/art/Kraken-865603549

https://www.deviantart.com/bryansyme/art/Weaving-the-Muse-420998323

https://www.deviantart.com/dark-fenrir/art/Kenku-Sorcerer-Commission-Illustration-876366591

https://www.deviantart.com/valyavande/art/The-shadow-at-my-side-755088720

https://www.deviantart.com/thetundraghost/art/Plague-bringer-738671513

https://www.deviantart.com/tiagoaleixo/art/Let-Your-Colors-Shine-881623343

https://www.deviantart.com/88grzes/art/Growing-Rites-of-Itlimoc-Magic-the-Gathering-737337757

https://www.deviantart.com/artursadlos/art/Adventure-Concept-Art-5-210248724

https://www.scottmfischermtgstore.com/hats/force-of-will

https://www.deviantart.com/abigailbozarthart/art/Akira-ASV-Artificer-Agent-871431068

https://www.drivethrurpg.com/product/259164/Filler-spot-colour--items-dinosaur-embryo-container--RPG-Stock-Art?src=hottest_filtered

https://www.deviantart.com/darekzabrocki/art/Windmill-Town-827292985

https://www.deviantart.com/abigailbozarthart/art/Vasha-913595518

https://www.deviantart.com/abigailbozarthart/art/Gemwater-913595799

https://www.deviantart.com/abigailbozarthart/art/Shimmer-Dragon-Eggs-915997345 https://www.deviantart.com/abigailbozarthart/art/Shimmer-Dragon-Wyrmling-915998366 https://www.deviantart.com/abigailbozarthart/art/Shimmer-Dragon-Polyp-915999749 https://www.deviantart.com/chiakiro/art/Opal-Tortoise-898664484

My Dreamspinner Drawings

I wanted to put them in the document, but they aren't as pretty as the others, so here they are as a footnote (:

My Art Gallery