Birthright 5 e
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Races of Cerilia
Humans There is no such thing as a standard human in Cerilia, and all humans are defined by their cultures. You can find more information about these in the BRSC. However, Age, Alignment, Size and Speed are the same as the the Human from the PHB.
Anuirean Ability Score Increase. Your ability scores each increase by 1. Cultural Ability Score. Your Wisdom score increases by 1. Languages. You can speak, read, and write Anuirean and one extra language of your choice.
Brecht Ability Score Increase. Your ability scores each increase by one. Cultural Ability Score. Your Dexterity score increases by 1. Languages. You can speak, read, and write Brecht and one extra language of your choice.
Khinasi Ability Score Increase. Your ability scores each increase by 1. Cultural Ability Score. Your Intelligence score increases by 1. Languages. You can speak, read, and write Basarji and one extra language of your choice.
Rjurik Ability Score Increase. Your ability scores each increase by 1. Cultural Ability Score. Your Constitution score increases by 1. Languages. You can speak, read, and write Rjuven and one extra language of your choice.
Vos Ability Score Increase. Your ability scores each increase by 1. Cultural Ability Score. Your Strength score increases by 1. Languages. You can speak, Vos and one extra language of your choice.
Variant Human Traits If your Dungeon Master allows it, you can be the scion of one of the divine Bloodlines. In this case, you gain the following traits. These traits are in addition to the Human traits of your culture unless they share the same name. Ability Score Increase. One ability score of your choice improves by 1. Cultural Ability Score: Choose a human culture. The associated Cultural Ability Score improves by 1. Skill. You gain profiency with one skill of your choice. Feat. You gain the Blooded Scion feat. True Magic. You are capable of using true magic.
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Cerilian Dwarf Dwarves are literally born of the mountain and are as dense as stone, resulting in weights of 250 to 300 pounds for a height of 4 to 4 an a half feet of height. Age, Alignment, Size and Speed, Dwarven Combat Training, Dwarven Resilience, Tool Proficiency and Stonecunning are the same as the PHB Dwarves. Ability Score Increase. Your Constitution score increases by 2 and your Strength score by 1. Density of Stone. You have resistance against bludgeoning damage. Darkvision. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light, but can only see in shades of gray in darkness. Languages. You can speak, read, and write Karamhul and one extra language of your choice.
Variant Dwarf Traits If your Dungeon Master allows it, you can be the scion of one of the divine Bloodlines. In this case, you gain the following traits. These traits are in addition to Dwarf traits unless they share the same name. Ability Score Increase. Your Constitution score increases by 2. Feat. You gain the Blooded Scion feat. True Magic. You are capable of using true magic.
Sidhelien (SHEE-lin) The elves of Cerilia call themselves the Sidhelien, and graceful, but reclusive and suspicious of humankind, due to their past conflicts. Age, Alignment, Size, Speed and Fey Ancestry are the same as PHB Elves. Ability Score Increase.Your Dexterity score increases by 2, and your Intelligence score by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Nature's Stride. You can move through non-magical difficult terrain does not cost you extra movement. A creature trying to track you through natural terrain does so with disadvantage. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Trance. Elves do not sleep. Instead, you can meditate for 4r hours and gain the benefits of a long rest, Elfsight. You can see in dim light as if it were bright light. True Magic. You are capable of using true magic. Languages. You can speak, read, and write Sidhelien and one other language of your choice.
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Variant Elf Traits If your Dungeon Master allows it, you can be the scion of one of the divine Bloodlines. In this case, you gain the following traits. These traits are in addition to the Elf traits unless they share the same name. Ability Score Increase Your Dexterity score increases by 1 and your Intelligence score by 1. Feat. You gain the Blooded Scion feat.
Halflings Only a few know that the Halflings arent native to Cerilia, but in fact come from the Shadow World, and they like it that way, keeping their abilities secret as they have no desire to go back. Age, Size, Speed, and Halfling Nimbleness are the same as the PHB Halflings. Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom by 1. Shadow Sense. As an action, you can attune your senses to the Shadow World. Until you break concentration, you can sense the presence of any aberration, evil fey, fiend, undead, or magic of the necromancy school within 30 feet of you. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 foot of wood or dirt. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses after a long rest. Shadow Walk. As natives of the Shadow World, halflings can find paths between Cerilia and its Shadow counterpart. As a bonus action, and with a successful DC 15 Wisdom check, you can shift from Cerilia to the
Shadow World and back (or the other way around). You can use your movement before you return and therefore reappear at another location. Also, as an action, you can guide others through a passage to the Shadow World or back to Cerilia, but this is a one-way trip, unless you expend another use of this ability to go back the other way. Once you use this feature, you must finish a long rest before you use it again. Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Languages. You can speak, read, and write one language of your choice.
Variant Halfling Traits If your Dungeon Master allows it, you can be the scion of one of the divine Bloodlines. In this case, you gain the following traits. These traits are in addition to the Halfling traits unless they share the same name. Ability Score Increase. Your Dexterity score increases by 1. Feat. You gain the Blooded Scion feat. True Magic. You are capable of using true magic.
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Half-Elves Unions between men and elves are rare in Cerilia, but they do happen. Half-Elves are often regarded with suspicion by humans, who call them bewitched or changelings, but elves tend to consider them like elves if they choose to live with them. Age, Alignment, Size, Speed and Fey Ancestry are the same as PHB Half-Elves. True Magic. You are capable of using true magic. Languages. You can speak, read, and write Sidhelien, the language of your human parent, and one other language of your choice.
Variant Half-Elf Traits If your Dungeon Master allows it, you can be the scion of one of the divine Bloodlines. In this case, you gain the following traits. These traits are in addition to the Half-Elf traits unless they share the same name. Ability Score Increase. Your Charisma score increases by 1 and one other ability score increases by 1. Feat. You gain the Blooded Scion feat.
Languages The Common tongue doesnt exist in Cerlia. Instead, each human culture has its own regional language.
Human Tongues Andu (Old Anuirean) Anuirean Low (modern)Brecht) High (ancient) Brecht Basarji (Khinasi) Rjuven (Rjurik) Vos (note that Vos has no written form)
Demihuman Tongues Sidhelien (Elvish) Karamhul (Dwarvish)
Nonhuman Tongues Giant Gnoll Goblin Orog Ogrish Troll Draconic
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Classes in Cerilia The Birthright setting differs from your average D&D game in many ways and what follows is how to make your 5th Edition game as close as possible to the original setting. Feel free to change or disregard any of the following for your own campaign. True Magic The True Magic trait is required for wizards and eldritch knights. Without it, you simply do not have a strong enough connection to Cerilias magic to access those classes full potential. Elves (and half-elves) have this trait by virtue of having lived with the land and its magic for ages. Blooded Scions have this trait through the fraction of divine essence in their blood. Barbarian Barbarian are most common among the Vos, whose god Belinik favors Berserkers. Most Vos Totem Warriors are Bear. Among the Rjurik, Totem Warriors of Bear, Eagle (often Raven instead), and Wolf are equally common. Bard A Bards magic comes from their song and does not require the True Magic Trait. In most cultures, Bards are merely seen as entertainers (and accorded a varying amount of respect, depending on culture), but among the Rjurik, a bard is typically an honorable messenger and herald, held almost in the same high regard as a druid. Cleric Clerics magic comes from the gods and they do not require the True Magic trait. All Cleric must select a Cerilian Gods domain instead of one of those from the PHB or other sources.
Druid A druids magic comes from nature or the god Erik and druids do not require the True Magic trait. Erik is unique among the gods, as he is served both by priests and druids, since his domain is the natural realm. Fighter Fighters are quite common in the war-torn lands of Cerilia. Eldritch Knights require the True Magic trait and are common among Elves. Monk Monks are very rare in Cerilia, but there might be a few monasteries where men and woman practice exotic fighting styles rather than prayer. Paladin Like Clerics, Paladins do not require the True Magic Trait, and must choose a Cerilian god, as well as its associated Oath upon reaching level 3, instead of the PHB Oaths. Ranger Rangers do not require the True Magic trait, as their magic comes from the land, or the god Erik, not unlike druids. Rogue Rogues are common in the more civilized lands of the Anuirean, Khinasi, and Brecht (especially the Swashbuckler for the latter). Arcane Trickster do not require the True Magic trait. Sorcerer Since magic comes from a Sorcerers blood, whether they are a blooded scion or not, they do not require True Magic. However, Dragons are rare in Cerilia, and the magic isnt wild (at least not in the sense of the Wild Magic origin). The Arcane origin is recommended for Cerilian Sorcerer, though others (such as Stormborn) can be available as well.
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Warlock Warlocks already gain their magic from outside forces and therefore do not require the True Magic trait. Pacts are usually made with ancient, sometimes forgotten beings of the wilds (The Archfey), devils or demons (The Fiend), or things from the realm of dreams or beyond (The Great Old One) Wizard Only those with the True Magic trait can access the full powers of a wizard. Magician Someone who wishes to pursue the arcane arts but does not have the True Magic trait can still become a Magician. A Magician has two Arcane Traditions: School of Divination, and School of Illusion, and receives all benefits from both. However, Magicians cannot prepare any spell of 3rd level or above unless they are Divination or Illusion spells. They can still cast 1st and 2nd level spells of other schools using higher level spell slots. Magicians gain proficiency with simple weapons, rapiers, and shortswords.
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CLERICS
Avanis Domain Avani is the goddess of the sun and the lady of reason, bringing life and light to her people and protecting them from the misuse of magic.
Avanis Spells
Cleric Level Spells
1st Identify, Faerie Fire
3rd Continual Flame, Moonbeam 5th Counterspell, Daylight 7th Aura of Life, Death Ward 9th Flame Strike, Scrying
Bonus Cantrip
When you choose this domain at 1st level, you
gain the Light cantrip if you dont already know
it.
Light of Reason
Also at first level, you gain Advantage on saving
throws against illusions, as lies tend to shy away
from the light of Avani.
Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel
Divinity to harness sunlight, banishing darkness
and dealing radiant damage to your foes.
As an action, you present your holy symbol, and
any magical darkness within 30 feet of you Is
dispelled. Additionally, each hostile creature
within 30 feet of you must make a Constitution
saving throw. A creature takes radiant damage
equal to 2d10 + your cleric level on a failed
saving throw, and half as much damage on a
successful one. A creature that has total cover
from you is not affected.
Potent Spellcasting
Starting at 6th level, you add your Wisdom
modifier to the damage you deal with any cleric
cantrip.
Sunbeam
Starting at 11th level, you add the Sunbeam spell
to your list of Domain Spells.
Corona of Light
Starting at 17th level, you can use your action to
activate an aura of sunlight that lasts for 1
minute or until you dismiss it using another
action. You emit bright light in a 60-foot radius
and dim light 30 feet beyond that. Your
enemies in the bright light have disadvantage
on saving throws against any spell that deals
fire or radiant damage.
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Beliniks Domain Belinik is the prince of terror and lord of strife, encouraging his people to do fight and pillage in his glory.
Beliniks Spells
Cleric Level Spells 1st Divine Favor, Wrathful Smite
3rd Magic Weapon, Shatter 5th Fear, Haste 7th Blight, Staggering Smite 9th Destructive Wave, Hold
Monster
Bonus Proficiencies At 1st level you gain proficiency with martial weapons.
War Priest From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Beliniks Berserker Starting at 2nd level, you can use your Channel Divinity to enter a state similar to a barbarians rage 5 rounds. For the duration of the rage, you gain the following benefits: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using strength, you gain a +2 Bonus to the damage roll. Unlike a true barbarian rage, you can still cast spells for the duration of Beliniks Berserker.
Beliniks Wrath Starting at 6th level, you add an extra die of damage when you score a critical hit.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turn when you hit a
creature with a weapon attack, you can cause the attack to deal an extra 1d8 of damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8
Avatar of Terror At 17th level, whenever you are in combat, you emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or the first time it starts its turn there, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Once you use this feature, you cant use it again until you finish a long rest.
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Cuiracens Domain
Cuiracen is the storm lord, the god of battle and Haelyns champion, son, and herald.
Cuiracens Spells
Cleric Level Spells 1st Divine Favor, Thunderwave
3rd Gust of Wind, Magic Weapon 5th Call Lightning, Wind Wall 7th Elemental Bane, Storm Sphere 9th Control Winds, Destructive
Wave
Bonus Proficiencies At 1st level you gain proficiency with martial weapons and heavy armor.
War Priest From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature , you can also push it up to 10 feet away from you.
Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the
target. When you reach 14th level, the extra damage increases to 2d8.
Stormborn At 17th level, you gain resistance to lightning and thunder damage.
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Eloles Domain
Elole is the goddess of night and sister of thieves, patron of those who deceive and hide.
Eloles Spells
Cleric Level Spells 1st Charm Person, Disguise Self
3rd Mirror Image, Darkness 5th Blink, Nondetection 7th Dimension Door, Greater
Invisibility 9th Mislead, Seeming
Bonus Proficiencies At 1st level, you gain proficiency in one of the following skills of your choice: Deception, Sleight of Hand, or Stealth.
Blessing of Elole Also at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusions space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.
Channel Divinity: Cloak of Shadows Starting at 6th level, you can use your Channel
Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with poison a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Duplicity At 17th level, you can create up to four duplicates of yourself instead of one, when you use Invoke Duplicity. As a bonus action, on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
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Eriks Domain
Erik is the old father of forests, god of wilderness and animals, watching over nature.
Eriks Spells
Cleric Level Spells
1st Animal Friendship, Speak with Animals
3rd Barkskin, Spike Growth 5th Plant Growth, Speak with
Plants 7th Dominate Beast, Grasping Vine 9th Insect Plague, Tree Stride
Acolyte of Nature At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage
(your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Nature At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
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Haelyns Domain
Haelyn is the lord of noble war and the lawmaker, patron of knights and warrior kings
Haelyns Spells
Cleric Level Spells
1st Protection from Evil and Good, Sanctuary
3rd Lesser Restoration, Zone of Truth
5th Beacon of Hope, Dispel Magic 7th Freedom of Movement,
Guardian of Faith 9th Commune, Flame Strike
Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor.
War Priest From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a + bonus to the roll. You must make the choice after you see the roll, but before the DM says whether the attack hits or misses.
Haelyns Will Beginning at 6th level, you gain Advantage on saving throws against mind-affecting spells and Fear.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle At 17th level, you gain resistance to bludgeoning, piercing, and slashing weapons from nonmagical weapons.
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Krieshas Domain Kriesha is the ice lady and the winter witch, the goddess of long, bitter, harsh winter without mercy.
Krieshas Spells
Cleric Level Spells 1st False Life, Ice Knife
3rd Darkness, Ray of Enfeeblement 5th Bestow Curse, Sleet Storm 7th Blight, Ice Storm 9th Antilife Shell, Cone of Cold
Bonus Cantrip When you choose this domain at 1st level, you gain the Frostbite* cantrip if you dont already know it.
Winters Wrath Also at 1st level, you can rebuke attackers with a blast of ice-cold air. When a creature within 5 feet of you that you can see this you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes 2d8 cold damage on a failed saving throw, and half as much on a successful one. You can use this feature a number of time equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Merciless Cold Starting at 2nd level, you can use your Channel Divinity to wield the power of winter with unchecked fury. When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Freezing Cold Starting at 6th level, when you deal cold damage to a creature, it suffers Disadvantage on its next attack roll before the end of its next turn unless it succeeds on a Constitution saving throw.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold to the target. When you reach 14th level, the extra damage increases to 2d8.
Winters Embrace Starting at 17th level, you gain resistance to Cold damage.
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Laermes Doman
Laerme is the goddess of fire, beauty, and love, and patroness of art who sometimes acts as a muse.
Laermes Spells
Cleric Level Spells
1st Burning Hands, Charm Person
3rd Scorcher, Pyrotechnics 5th Fireball, Hypnotic Pattern 7th Fire Shield, Wall of Fire 9th Flame Strike, Immolation
Bonus Cantrip When you choose this domain at 1st level, you gain the Control Flames* cantrip if you dont already know it.
Divine Muse
Also at first level, you gain Advantage on any
ability check used to create or perform some
form of art.
Channel Divinity: Blinding Beauty
Starting at 2nd level, you can use your Channel
Divinity to sap the will to hurt you from your
foes.
As an action, you present your holy symbol, and
any creature within 30 feet of you that can see
you must succeed on a Wisdom saving throw if
they want to attack you with a spell or weapon
or harm you in any way for the next 1 minute. If
the creature fails this saving throw, it loses its
action as it stares at you in awe.
Channel Divinity: Bestow Blinding Beauty
Starting at 6th level, you can use your Channel
Divinity to grant the effects of Blinding Beauty
to a willing creature within 30 feet of you that
you can see.
Potent Spellcasting
Starting at 8th level, you add your Wisdom
modifier to the damage you deal with any cleric
cantrip.
Loved of the Flame
Starting at 17th level, you gain resistance to Fire
damage.
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Nesiries Domain
Nesirie is the goddess of the sea and the lady of mourning, a comfort for those who have suffered loss.
Nesiries Spells
Cleric Level Spells
1st Create Water, Fog Cloud
3rd Calm Emotions, Gentle Repose 5th Water Breathing, Water Walk 7th Control Water, Watery Sphere 9th Conjure Elemental (Water
only), Maelstrom
Bonus Proficiency At first level, you gain proficiency with the Trident and the Net.
Nesiries Embrace Also at 1st level, your healing spells are more effective, as Nesirie is as inclined to prevent the need for mourning as she is to comfort the mourners. Whenever you use a spell of 1st level of higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spells level.
Channel Divinity: Charm Aquatic Creatures Starting at 2nd level, you can use your Channel Divinity to charm creatures with a swim speed. As an action, you present your holy symbol and invoke the name of your deity. Each creature with a swim speed that you can see within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Child of the Sea Starting at 6th level, you gain a swim speed equal to your walk speed.
Potent Spellcasting Starting at 6th level, you add your Wisdom
modifier to the damage you deal with any cleric cantrip.
Freedom of Movement Starting at 17th level, you are permanently under the effect of a Freedom of Movement spell.
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Seras Domain
Sera is the lady of fortune and the goddess of wealth, and her interests lie in matters of trade and luck.
Seras Spells
Cleric Level Spells
1st Comprehend Language, Expeditious Retreat
3rd Arcane Lock, Locate Object 5th Glyph of Warding, Sending 7th Leomunds Secret Chest,
Fabricate 9th Facet, Animate Object
Bonus Cantrip When you choose this domain at 1st level, you gain the Khinasi Trade Tongue cantrip if you dont already know it.
Seras Luck Also at 1st level, you can benefit from divine luck when you are about to get struck. When you attacked by a creature within 30 feet of you that you can see, you can use your reaction, to impose disadvantage on the attack roll as some sort of random events causes your enemy to be more likely to miss. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Seras Wrong Side Starting at 2nd level, you can use your Channel Divinity to cast Misfortune.
Improved Seras Luck Starting at 6th level, you can also use your Seras Luck feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Seras True Blessing Starting at 17th level, you can use your action to call upon Seras favor. During 1 minute, you gain Advantage on every ability check and saving throw you roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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Ruornils Domain
Ruornil is the moon god and the silver prince, the lord of magic and guardian of mystical places.
Ruornils Spells
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystuls Magic Aura
5th Counterspell, Glyph of Warding 7th Hallucinatory Terrain,
Polymorph 9th Bigbys Hand, Wall of Force
Bonus Cantrip When you choose this domain at 1st level, you gain a Wizard cantrip of your choice.
Bonus Proficiencies Also at 1st level, you proficiency in the Arcana skill, if you dont already have it.
Channel Divinity: Ruornils Magic Starting at 2nd level, you can use your Channel Divinity to cast a spell from any spell list of a level you can cast, up to 3rd level, without expending a spell slot.
Potent Spellcasting Starting at 6th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Channel Divinity: Improved Ruornils Magic Starting at 11th level, you can use your Channel Divinity to cast a spell from any spell list of a level you can cast, up to 6th level, without expending a spell slot.
Under the Moon Starting at 17th level, you gain a +2 Bonus to spell attack rolls and Spell DC when the moon is in the sky.
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PALADINS
Oath of Avani Avani is the goddess of the sun and the lady of reason, bringing life and light to her people and protecting them from the misuse of magic.
Tenets of Avani Preserve knowledge Value Reason Bring light where there is darkness Punish those who misuse magic
Oath of Avani Spells
Paladin Level Spells
3rd Identify, Faerie Fire
5th Continual Flame, Moonbeam 9th Counterspell, Daylight 13th Aura of Life, Death Ward 17th Flame Strike, Scrying
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it cant willingly move to a space within 30 feet of you.
It also cant take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If theres nowhere to move, the creature can use the Dodge action.
Aura of Warding Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Wards of Light Beginning at 15th level, you are always under the effects of a Resist Magic spell.
Avanis Champion At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, creatures within the bright or dim light have disadvantage against your light-based spells.. Once you use this feature, you cant use it again until you finish a long rest.
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Oath of Cuiracen Cuiracen is the storm lord, the god of battle and Haelyns champion, son, and herald.
Tenets of Cuiracen Seek and do battle with those who oppress the weak Never show fear Never refuse a just battle
Cuiracens Spells
Paladin Level Spells
3rd Divine Favor, Thunderwave
5th Gust of Wind, Magic Weapon 9th Call Lightning, Wind Wall 13th Elemental Bane, Storm Sphere 17th Control Winds, Destructive
Wave
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it cant willingly move to a space within 30 feet of you. It also cant take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If theres
nowhere to move, the creature can use the Dodge action.
Relentless Warrior Starting at 7th level, your supernatural focus helps you close off a foes retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesnt provoke opportunity attacks.
Undying Warrior Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you cant use it again until you finish a long rest. Cuiracens Champion At 20th level, you can become infused with the power of the storm. Using your action, you call down a lightning bolt on yourself and wind rises around you. For 1 minute, you gain the following benefits: - Whenever an enemy starts its turn within 30 feet of you, it is struck by lightning for 10 lightning damage. - The winds around you grant you half-cover against melee attacks and three-quarter cover against ranged attacks. Once you use this feature, you cant use it again until you finish a long rest.
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Oath of Haelyn. Haleyn is the lord of noble war and the lawmaker, patron of knights and honorable lords.
Tenets of Haelyn Protect the weak Be honorable and fair Follow your duty
Oath of Haelyns Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic 13th Freedom of Movement,
Guardian of Faith 17th Commune, Flame Strike
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it cant willingly move to a space within 30 feet of you. It also cant take reactions. For its action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If theres nowhere to move, the creature can use the Dodge action.
Aura of Truth Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on saving throws against illusions while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit Beginning at 15th level, you are always under the effects of a Protection From Evil And Good spell.
Haelyns Champion At 20th level, as an action, you emanate an aura of majesty and eagerness for battle. For 1 minute, you gain the following benefits: - Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. - Enemy creatures within 10 feet of you have disadvantage against your paladin spells and Channel Divinity options. - You may challenge any creature within 10 feet of you that you can see to a duel. If you do, the creature is compelled to accept, unless it is immune to mind-affecting magic. No one else can intervene in the duel until the aura fades. Once you use this feature, you cant use it again until you finish a long rest.
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Oath of Nesirie Nesirie is the goddess of the sea and the lady of mourning, a comfort for those who have suffered loss.
Tenets of Nesirie Preserve the cycle of life and death Offer compassion to those who suffer Preserve the works of the past
Oath of Nesiries Spells
Paladin Level Spells
3rd Create or Destroy Water, Fog Cloud
5th Calm Emotions, Gentle Repose 9th Water Breathing, Water Walk 13th Freedom of Movement, Control
Water 17th Conjure Elemental (Water
only), Hold Monster
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it cant willingly move to a space within 30 feet of you. It also cant take reactions. For its action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If theres nowhere to move, the creature can use the Dodge action.
Aura of Purity Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to poison damage and immunity to being poisoned while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Freedom of Movement Starting at 15th level, you are permanently under the effect of Freedom of Movement.
Nesiries Champion At 20th level, you can assume the form of a powerful being seemingly made of water, taking on any shape you choose. For example, you might look like a watery version of yourself, or a waterspout. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: - Resistance to Fire and Cold damage - You gain half cover against all attacks, three-quarter cover if submerged in water. - You can walk on water. Once you use this feature, you cant use it again until you finish a long rest.
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Roguish Archetype: Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype. A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction. Fancy Footwork Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. Toujours lAudace At 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls. In addition, you can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it. Panache At 9th level, your charm becomes as sharp and dangerous as your blade. As an action, you can make a Charisma (Persuasion) check contested by a creatures Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile, it must target you with any attacks it makes and cannot willingly move farther away from you. This effect lasts for 1 minute or until you move more than 60 feet away from the target. If you succeed on the check and the creature is not hostile, it is charmed by you for 1 minute.
While charmed, it regards you as a friendly acquaintance. Elegant Maneuver You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on your turn. Master Duelist At 17th level your mastery of the blade lets you turn failure to success in combat. If you miss with an attack, you can choose to roll the attack again with advantage. Once you use this ability, you cannot use it again until you finish a short or long rest.
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Sorcerous Origin: Arcane
Your innate abilities come from a deep connection with the fabric of magic. You may have descended from a magical being, or you may have been touched by the raw essence of magic.
Magical Secrets At 1st level, you learn two spells of your choice from any class. A spell you choose must be of a level for which you have spell slots, or a cantrip. When you gain a level in this class, you can choose one spell gained from this ability and replace it with another spell from any class.
Extra Sorcery Points At 1st level, you gain 2 additional sorcery points and can use the flexible casting ability.
Powerful Spells At 6th level you can add your charisma modifier to the damage of any cantrips you cast. In addition, you can spend a sorcery point to add your charisma modifier to the damage of any spell you cast.
Persistent Spell At 14th level you can replace the duration of any concentration spell with the maximum allowed concentration time. You can only ever have one active spell that uses this ability, if you cast another spell using this ability the first spell immediately ends.
Arcane Destruction At 18th level your harmful spells grow more powerful. Whenever you roll for damage, you may spend any number of sorcery points to re-roll a die. The cost of this ability is one sorcery point per die re-rolled. A re-rolled die can never be re-rolled again.
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Sorcerous Origin: Storm Your innate magic comes from the power of elemental air. Storm sorcerers are invaluable members of a ships crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Stormborn The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know. Tempestuous Magic At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks. Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spells effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. Storm Guide At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20foot radius centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind
blows in a 100foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. Storms Fury At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you. Wind Soul At 18th level, you immunity to lightning and thunder damage. As an action, you can reduce your falling speed as if you had cast Feather Fall.
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Backgrounds Some backgrounds are more appropriate for some cultures, while others backgrounds are never found in a given region.
Background Common Never
Acolyte Anuirean Elf Charlatan Anuirean,
Brecht, Khinasi
Criminal Anuirean, Brecht, Khinasi
Entertainer Anuirean, Khinasi
Folk Hero Rjurik Guild Artisan Brecht, Dwarf, Vos Hermit Rjurik, Vos, Elf Noble Anuirean,
Brecht, Khinasi
Outlander Rjurik, Vos, Elf Anuirean Sage Anuirea,
Khinasi Vos
Sailor Brecht Soldier Anuirean,
Dwarf
Urchin Anuiren, Brecht
Elf
Equipment Like Backgrounds, certain weapons and armors are more common with some folks and are never seen in other lands. Here is a cultural and racial breakdown of some of the equipment available to characters. Any unlisted gear means its commonly available through Cerilia.
Longbow Anuirean, Rjuvik, Elf
Heavy Crossbow Anuirean, Brecht, Dwarf
Light Crossbow Anuirean, Brecht, Khinasi, Dwarf
Flail Anuirean, Brecht, Vos, Dwarf
War Pick Anuirean, Brecht, Vos Javelin Khinasi, Vos, Elf Pike Anuirean, Rjurik,
Brecht Halberd Anuirean, Khinasi,
Brecht, Vos Greatsword Anuirean, Brecht,
Rjurik (Claymore) Longsword Anuirean, Brecht, Vos,
Rjurik Rapier Anuirean, Brecht Scimitar Khinasi Scale Mail Khinasi Half Plate Anuirean, Brecht Plate Anuirean, Dwarf Additionally, the Varsk (a white-furred Giant Lizard with Cold Resistance) is a mount that costs 250g and is exclusively used by the Vos.
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The Bloodlines You must also choose a Bloodline Derivation, which determines from which god your bloodline comes. Any character with the Blooded Scion feat also gains a Bloodline Score of 11+1d6. Bloodline Score functions like other ability scores. But for each point Bloodline Score bonus, you gain a new Blood Ability. Your Bloodline Score can be increased in two ways. Investiture by another Scion, or piercing another Scions heart as a killing blow. A DM may rule that critical hit that kills a Scion outright is a shot through the heart when done with a piercing weapon. Otherwise, it must be done by finishing off an incapacitated opponent, but always with a piercing melee weapon. Using any melee weapon made of tighmaevril, or bloodsilver, will also work. This act increases your Bloodline Score by 1. If this increases your ability bonus, you also gain a new Blood Ability. If your victim has an ability you dont already have and that is available to your derivation, you gain one of those. Otherwise, you can choose one from your derivations list.
Bloodline Save DC When a Bloodline Ability calls for a saving throw, your Bloodline Save DC is based on an ability depending on your Bloodline derivation as follows:
Anduiras Charisma or Strength
Reynir Constitution Brenna Dexterity Basaa Intelligence Masela Wisdom Vorynn Wisdom Azrai Charisma or
Intelligence
Anduiras Bloodline Derivation Animal Affinity . You can communicate with any type of great cat. Any great cat that can see you and that you can see must succeed on a DC saving throw or be charmed by you for 1 minute or until injured. Animal Sense. As an action, you gain the effect of a Locate Animals and Plants or Beast Sense spells that only works on great cats. You regain the use of this ability after you finish a short or long rest. Animal Shape You can use the druid's Wild Shape ability to turn into mountain lion (Panther). At level 6, you transform into a Lion. You regain the use of this ability after you finish a long rest. Battlewise. Once per round, choose one of the following benefits. - On your turn, as a bonus action, you can direct an ally with your superior tactics, giving him advantage on one attack roll. - As a reaction, give an enemy disadvantage on an attack roll against an ally thanks to your cunning defensive tactics. Courage. You and your allies within 10 feet of you gain advantage on saving throws against fear. Detect Lie. You have advantage on Wisdom (Insight) checks made to detect falsehoods. Divine Aura. As an action you can duplicate the effects of the enthrall spell. You regain the use of this ability after you finish a long rest. Divine Wrath. When driven to great anger (perhaps with a critical hit scored against you or an ally you can see, or when an ally you can see is reduced to 0 hit points), you can use your reaction to use Divine Wrath.
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While Divine Wrath is active, you gain the following benefits: - You have advantage on melee attacks and saving throws - When you choose the Attack action, you gain an extra attack. - Your melee attacks and damaging spells do an extra die of damage. Enemies within 10 feet of you must succeed on a Wisdom saving throw or be frightened by you until the end of your Divine Wrath. Your Divine Wrath lasts for one minute, until you lose consciousness, or until the battle is over. You regain the use of this ability after you finish a long rest. Elemental Control. As an action, you can duplicate the effect of the Gust of Wind spell. You regain the use of this ability after you finish a short or long rest. Elemental Summoning. As an action, you duplicate the effect of the Summon Minor Elementals spell to summon Air Elementals. You regain the use of this ability after you finish a long rest. Enhanced Sense. You can use the paladin's Divine Sense feature. You regain the use of this ability after you finish a short or long rest. Healing. As an action, you can duplicate the effect of either the Cure Wounds spell or the Lesser Restoration spell. You regain the use of this ability after you finish a long rest. Heightened Ability. Increase your Strength score or Charisma score by 1, to a maximum score of 20. Iron Will. You gain advantage on saving throws against being charmed and against exhaustion.
Long Life. Your aging slows down to the point where your body ages a year for every 25 years that pass. Protection Aura. As an action, you can duplicate the effect of the Protection From Evil And Good spell on yourself. You regain the use of this ability after you finish a short or long rest. Regeneration. When you roll your hit dice to regain hit points after a short rest, you always roll an additional free d12 (you can choose to only roll that d12). When you finish a long rest, you regain all your hit dice instead of half. Resistance. You gain advantage on saving throws against effects that cause you to become charmed or frightened. Unreadable Thoughts. Your thoughts cannot be read through magic.
Azrai Bloodline Derivation Alertness. You cannot be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. Alter Appearance. As an action, you can duplicate the effect of the Disguise Self spell. You regain the use of this ability after you finish a long rest. Animal Affinity . You can communicate with any type of snake. Any Snake that can see you and that you can see must succeed on a DC saving throw or be charmed by you for 1 minute or until injured.
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Animal Sense. As an action, you gain the effect of a Locate Animals and Plants or Beast Sense spells that only works on Snakes. You regain the use of this ability after you finish a short or long rest. Animal Shape You can use the druid's Wild Shape ability to turn into a Poisonous Snake. When you reach level 3, you can turn into a Constrictor Snake or Giant Poisonous Snake. You regain the use of this ability after you finish a long rest. Battlewise. Once per round, choose one of the following benefits. - On your turn, as a bonus action, you can direct an ally with your superior tactics, giving him advantage on one attack roll. - As a reaction, give an enemy disadvantage on an attack roll against an ally thanks to your cunning defensive tactics. Detect Illusion. You have advantage on all saving throws against illusions. Divine Aura. As an action you can duplicate the effects of the enthrall spell. You regain the use of this ability after you finish a long rest. Enhanced Sense. You can see through dim light as if it were bright light within 60 feet and through darkness as if it were dim light for another 60 feet. Fear. You have advantage on saving throws against affects that cause you to become frightened. As an action, you can cause one creature within 5 feet of you that you can see to make a Wisdom saving throw or become frightened by you. You regain the use of this ability after you finish a long rest. Heightened Ability. Increase your Intelligence score or Charisma score by 1, to a maximum score of 20.
Iron Will . You gain advantage on saving throws against being charmed and against exhaustion. Long Life. Your aging slows down to the point where your body ages a year for every 25 years that pass. Persuasion . As an action, you can duplicate the effect of a Suggestion spell. You regain the use of this ability after you finish a long rest. Poison Sense. You gain advantage on Wisdom (Perception) checks to notice poisons. This ability is natural and does not require an action. Regeneration. When you roll your hit dice to regain hit points after a short rest, you always roll an additional free d12 (you can choose to only roll that d12). When you finish a long rest, you regain all your hit dice instead of half. Resistance. You have resistance against necrotic damage. Shadow Form. As an action you can change into a shadow form as long as you maintain concentration, up to a maximum of 10 minutes. While in this form, you cannot attack, cast spells, or interact with objects. You have immunity to bludgeoning, slashing and piercing damage from nonmagical weapons, you have advantage on Dexterity (Stealth) checks, and you gain the benefits of the Spider Climb spell. Additionally, undead creatures ignore you. You regain the use of this ability after you finish a long rest. Touch of Decay. You can duplicate the effect of the Disintegrate spell on a non-living, nonmagical object within 5 feet. You regain the use of this ability after you finish a long rest.
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Travel. As an action, you can travel to the Shadow World. You can only do this between dusk and dawn, you must be in dim light or darkness. You regain the use of this ability after you finish a long rest, but you cannot use it more than once per week. When you are level 5 or higher you can use this ability twice per week, three times per week at level 11 or higher, and four times per week at level 17 or higher. Unreadable Thoughts. Your thoughts cannot be read through magic.
Basaa Bloodline Derivation Alertness. You cannot be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. Animal Affinity . You can communicate with eagles, falcons and hawks. Any such raptor bird that can see you and that you can see must succeed on a DC saving throw or be charmed by you for 1 minute or until injured. Animal Sense. As an action, you gain the effect of a Locate Animals and Plants or Beast Sense spells that only works on eagles, falcons or hawks. You regain the use of this ability after you finish a short or long rest. Animal Shape You can use the druid's Wild Shape ability to turn into an eagle, falcon, or hawk. When you reach level 6, you transform into a Giant Eagle. You regain the use of this ability after you finish a long rest.
Character Reading. You gain advantage on Wisdom (Insight) checks to assess a characters intentions, attitudes, and motivations. Detect Lie. You have advantage on Wisdom (Insight) checks made to detect falsehoods. Detect Illusion. You have advantage on all saving throws against illusions. Divine Aura. As an action you can duplicate the effects of the enthrall spell. You regain the use of this ability after you finish a long rest. Divine Wrath. When driven to great anger (perhaps with a critical hit scored against you or an ally you can see, or when an ally you can see is reduced to 0 hit points), you can use your reaction to use Divine Wrath. While Divine Wrath is active, you gain the following benefits: - You have advantage on melee attacks and saving throws - When you choose the Attack action, you gain an extra attack. - Your melee attacks and damaging spells do an extra die of damage. Enemies within 10 feet of you must succeed on a Wisdom saving throw or be frightened by you until the end of your Divine Wrath. Your Divine Wrath lasts for one minute, until you lose consciousness, or until the battle is over. You regain the use of this ability after you finish a long rest. Elemental Control. As an action, you can duplicate the effect of the Protection From Energy spell, but only against fire. You regain the use of this ability after you finish a short or long rest. Elemental Summoning. As an action, you duplicate the effect of the Summon Minor Elementals spell to summon Fire Elementals. You regain the use of this ability after you finish a long rest.
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Enhanced Sense. You gain advantage on Wisdom (Perception) checks that rely on sight. You do not gain disadvantage on ranged attacks due to long range. Healing. As an action, you can duplicate the effect of either the Cure Wounds spell or the Lesser Restoration spell. You regain the use of this ability after you finish a long rest. Heightened Ability. Increase Intelligence score by 1, to a maximum score of 20. Long Life. Your aging slows down to the point where your body ages a year for every 25 years that pass. Protection Aura. As an action, you can duplicate the effect of the Protection From Evil And Good spell on yourself. You regain the use of this ability after you finish a short or long rest. Resistance. You have resistance against fire and radiant damage. Travel. You can duplicate the effect of a Teleport spell by stepping into a fire of your size or larger. Your destination point must also be a similarly sized fire. You are immune to harm from this fire, but if you bring anyone with you, they take damage as normal. You regain the use of this ability after you finish a long rest, but you cannot use it more than once per week. When you are level 5 or higher you can use this ability twice per week, three times per week at level 11 or higher, and four times per week at level 17 or higher. Unreadable Thoughts. Your thoughts cannot be read through magic.
Scion of Brenna . Alertness. You cannot be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. Alter Appearance. As an action, you can duplicate the effect of the Disguise Self spell. You regain the use of this ability after you finish a long rest. Animal Affinity . You can communicate with Cats. Any Cat that can see you and that you can see must succeed on a DC saving throw or be charmed by you for 1 minute or until injured. Animal Sense. As an action, you gain the effect of a Locate Animals and Plants or Beast Sense spells that only works on Cats. You regain the use of this ability after you finish a short or long rest. Animal Shape You can use the druid's Wild Shape ability to turn into a Cat. You regain the use of this ability after you finish a long rest. Blood History. You gain advantage on Intelligence (History) checks related to your own bloodline. Also, as an action, you can duplicate the effects of the Legend Lore spell, but only about topics related to your own bloodline. You regain the use of this ability after you finish a long rest. Character Reading. You gain advantage on Wisdom (Insight) checks to assess a characters intentions, attitudes, and motivations. Detect Lie. You have advantage on Wisdom (Insight) checks made to detect falsehoods. Detect Illusion. You have advantage on all saving throws against illusions.
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Enhanced Sense. You can see through dim light as if it were bright light within 60 feet and through darkness as if it were dim light for another 60 feet. Heightened Ability. Increase your Dexterity score by 1, to a maximum score of 20. Long Life. Your aging slows down to the point where your body ages a year for every 25 years that pass. Persuasion . As an action, you can duplicate the effect of a Suggestion spell. You regain the use of this ability after you finish a long rest. Protection Aura. As an action, you can duplicate the effect of the Protection From Evil And Good spell on yourself. You regain the use of this ability after you finish a short or long rest. Resistance. You have advantage on saving throws against effects which cause the paralyzed and restrained conditions. Also, you have advantage on Dexterity (Acrobatics) checks to escape from being grappled. Shadow Form. As an action you can change into a shadow form as long as you maintain concentration, up to a maximum of 10 minutes. While in this form, you cannot attack, cast spells, or interact with objects. You have immunity to bludgeoning, slashing and piercing damage from nonmagical weapons, you have advantage on Dexterity (Stealth) checks, and you gain the benefits of the Spider Climb spell. Additionally, undead creatures ignore you. You regain the use of this ability after you finish a long rest.
Travel. You can duplicate the effect of a Teleport spell by using an action. You must stand on a road, and your destination point must be on the same road or reachable by connected roads from your origin point. You regain the use of this ability after you finish a long rest, but you cannot use it more than once per week. When you are level 5 or higher you can use this ability twice per week, three times per week at level 11 or higher, and four times per week at level 17 or higher. Unreadable Thoughts. Your thoughts cannot be read through magic.
Masela Bloodline Derivation Animal Affinity . You can communicate with any type of great cat. Any great cat that can see you and that you can see must succeed on a DC saving throw or be charmed by you for 1 minute or until injured. Animal Sense. As an action, you gain the effect of a Locate Animals and Plants or Beast Sense spells that only works on great cats. You regain the use of this ability after you finish a short or long rest. Animal Shape You can use the druid's Wild Shape ability to turn into mountain lion (Panther). At level 6, you transform into a Lion. You regain the use of this ability after you finish a long rest.
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Blood History. You gain advantage on Intelligence (History) checks related to your own bloodline. Also, as an action, you can duplicate the effects of the Legend Lore spell, but only about topics related to your own bloodline. You regain the use of this ability after you finish a long rest. Detect Lie. You have advantage on Wisdom (Insight) checks made to detect falsehoods. Detect Illusion. You have advantage on all saving throws against illusions. Direction Sense. You always know which way is north. You gain advantage on Wisdom (Survival) checks to avoid getting lost while at sea. Divine Aura. As an action you can duplicate the effects of the enthrall spell. You regain the use of this ability after you finish a long rest. Divine Wrath. When driven to great anger (perhaps with a critical hit scored against you or an ally you can see, or when an ally you can see is reduced to 0 hit points), you can use your reaction to use Divine Wrath. While Divine Wrath is active, you gain the following benefits: - You have advantage on melee attacks and saving throws - When you choose the Attack action, you gain an extra attack. - Your melee attacks and damaging spells do an extra die of damage. Enemies within 10 feet of you must succeed on a Wisdom saving throw or be frightened by you until the end of your Divine Wrath. Your Divine Wrath lasts for one minute, until you lose consciousness, or until the battle is over. You regain the use of this ability after you finish a long rest.
Elemental Control. As an action, you can duplicate the effect of the Water Walk spell. You regain the use of this ability after you finish a short or long rest. Elemental Summoning. As an action, you duplicate the effect of the Summon Minor Elementals spell to summon Water Elementals. You regain the use of this ability after you finish a long rest. Enhanced Sense. Your vision is not affected by an area being lightly or heavily obscured by weather effects, including magical effects such as Fog Cloud, and cannot be blinded or deafened by weather effects. Long Life. Your aging slows down to the point where your body ages a year for every 25 years that pass. Protection Aura. As an action, you can duplicate the effect of the Protection From Evil And Good spell on yourself. You regain the use of this ability after you finish a long rest. Resistance. You can breathe water in addition to breathing air, making you immune to drowning. Travel. You can duplicate the effect of a Teleport spell by using an action. You must stand on a road, and your destination point must be on the same road or reachable by connected roads from your origin point. You regain the use of this ability after you finish a long rest, but you cannot use it more than once per week. When you are level 5 or higher you can use this ability twice per week, three times per week at level 11 or higher, and four times per week at level 17 or higher. Unreadable Thoughts. Your thoughts cannot be read through magic.
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Reynir Bloodline Derivation Alertness. You cannot be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. Animal Affinity . You can communicate with Wolves. Any cat that can see you and that you can see must succeed on a DC saving throw or be charmed by you for 1 minute or until injured. Animal Sense. As an action, you gain the effect of a Locate Animals and Plants or Beast Sense spells that only works on Wolves. You regain the use of this ability after you finish a short or long rest. Animal Shape You can use the druid's Wild Shape ability to turn into a Wolf. You regain the use of this ability after you finish a long rest. Detect Lie. You have advantage on Wisdom (Insight) checks made to detect falsehoods. Detect Illusion. You have advantage on all saving throws against illusions. Direction Sense. You always know which way is north. You gain advantage on Wisdom (Survival) checks to avoid getting lost in the wilderness. Divine Aura. As an action you can duplicate the effects of the Enthrall spell. You regain the use of this ability after you finish a long rest. Elemental Control. As an action, you can duplicate the effect of the Meld Into Stone spell. You regain the use of this ability after you finish a short or long rest. Elemental Summoning. As an action, you duplicate the effect of the Summon Minor Elementals spell to summon Earth Elementals.
You regain the use of this ability after you finish a long rest. Enhanced Sense. While in the wilderness, you have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks made to follow tracks. Healing. As an action, you can duplicate the effect of either the Cure Wounds spell or the Lesser Restoration spell. You regain the use of this ability after you finish a long rest. Heightened Ability. Increase your Constitution score by 1, to a maximum score of 20. Iron Will . You gain advantage on saving throws against being charmed and against exhaustion. Long Life. Your aging slows down to the point where your body ages a year for every 25 years that pass. Poison Sense. You gain advantage on Wisdom (Perception) checks to notice poisons. This ability is natural and does not require an action. Protection Aura. As an action, you can duplicate the effect of the Protection From Evil And Good spell on yourself. You regain the use of this ability after you finish a short or long rest. Regeneration. When you roll your hit dice to regain hit points after a short rest, you always roll an additional free d12 (you can choose to only roll that d12). When you finish a long rest, you regain all your hit dice instead of half. Resistance. You have resistance against cold damage. Unreadable Thoughts. Your thoughts cannot be read through magic.
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Vorynn Bloodline Derivation Alter Appearance. As an action, you can duplicate the effect of the Disguise Self spell. You regain the use of this ability after you finish a long rest. Animal Affinity . You can communicate with any type of Owl. Any Owl that can see you and that you can see must succeed on a DC saving throw or be charmed by you for 1 minute or until injured. Animal Sense. As an action, you gain the effect of a Locate Animals and Plants or Beast Sense spells that only works on Owls. You regain the use of this ability after you finish a short or long rest. Animal Shape You can use the druid's Wild Shape ability to turn into an Owl. When you reach level 3, you can turn into a Giant Owl. You regain the use of this ability after you finish a long rest. Blood History. You gain advantage on Intelligence (History) checks related to your own bloodline. Also, as an action, you can duplicate the effects of the Legend Lore spell, but only about topics related to your own bloodline. You regain the use of this ability after you finish a long rest. Character Reading. You gain advantage on Wisdom (Insight) checks to assess a characters intentions, attitudes, and motivations. Detect Lie. You have advantage on Wisdom (Insight) checks made to detect falsehoods. Detect Illusion. You have advantage on all saving throws against illusions.
Divine Aura. As an action you can duplicate the effects of the enthrall spell. You regain the use of this ability after you finish a long rest. Enhanced Sense. As an action, you can cast duplicate the effects of the Augury spell. You regain the use of this ability after you finish a long rest. Heightened Ability. Increase your Wisdom score by 1, to a maximum score of 20. Long Life. Your aging slows down to the point where your body ages a year for every 25 years that pass. Protection Aura. As an action, you can duplicate the effect of the Protection From Evil And Good spell on yourself. You regain the use of this ability after you finish a short or long rest. Resistance. You have resistance to force damage. Travel. You can duplicate the effect of a Teleport spell by using an action. You must do this during the 10 minutes of moonrise or moonset. You regain the use of this ability after you finish a long rest, but you cannot use it more than once per week. When you are level 5 or higher you can use this ability twice per week, three times per week at level 11 or higher, and four times per week at level 17 or higher. Unreadable Thoughts. Your thoughts cannot be read through magic.
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Cerilian Spells
Spell Lists
Bard Spells
Cantrips (0 Level)
Khinasi Trade Tongue (Divination)
Thunderclap (Evocation)
1st Level
Detect Bloodline (Divination)
Sidhelien Bow (Transmutation)
2nd Level
First Strike (Transmutation)
Mask Bloodline (Illusion)
Misfortune (Enchantment)
Pyrotechnics (Transmutation)
4th Level
Detect Tighmaevril (Divination)
Cleric Spells
1st Level
Blood Bond (Necromancy)
Detect Bloodline (Divination)
Moonlight (Evocation)
4th Level
Mimic Blood Ability (Transmutation)
7th Level
Resist Magic (Abjuration)
Druid Spells
Cantrips (0 Level)
Control Flames (Transmutation)
Frostbite (Evocation)
Gust (Transmutation)
Thunderclap (Evocation)
1st Level
Beast Bond (Divination)
Moonlight (Evocation)
Ice Knife (Conjuration)
2nd Level
Earthen Grasp (Transmutation)
Misfortune (Enchantment)
Starry Sky (Divination)
3rd Level
Eriks Quills (Evocation)
Erupting Earth (Transmutation)
Flame Arrows (Transmutation)
Wall of Water (Evocation)
4th Level
Elemental Bane (Transmutation)
Watery Sphere (Conjuration)
5th Level
Control Winds (Transmutation)
Maelstrom (Evocation)
7th Level
Whirlwind (Evocation)
Ranger Spells
1st Level
Beast Bond (Divination)
3rd Level
Flame Arrows (Transmutation)
Sorcerer Spells
Cantrips (0 Level)
Control Flames (Transmutation)
Frostbite (Evocation)
Gust (Transmutation)
Thunderclap (Evocation)
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1st Level
Detect Bloodline (Divination)
Ice Knife (Conjuration)
Sidhelien Bow (Transmutation)
2nd Level
Earthen Grasp (Transmutation)
First Strike (Transmutation)
Mask Bloodline (Illusion)
Pyrotechnics (Transmutation)
Scorcher (Evocation)
Snowball Swarm (Evocation)
3rd Level
Erupting Earth (Transmutation)
Flame Arrows (Transmutation)
Wall of Water (Evocation)
4th Level
Improved Armor (Abjuration)
Mimic Blood Ability (Transmutation)
Storm Sphere (Evocation)
Watery Sphere (Conjuration)
5th Level
Control Winds (Transmutation)
Immolation (Evocation)
6th Level
Suppress Bloodline (Transmutation)
7th Level
Resist Magic (Abjuration)
8th Level
Horrid Wilting (Necromancy)
9th Level Blood Drain(Necromancy)
Warlock Spells
Cantrips (0 Level)
Frostbite (Evocation)
Thunderclap (Evocation)
2nd Level
Misfortune (Enchantment)
4th Level
Elemental Bane (Transmutation)
Wizard Spells
Cantrips (0 Level)
Control Flames (Transmutation)
Frostbite (Evocation)
Gust (Transmutation)
Khinasi Trade Tongue (Divination)
Thunderclap (Evocation)
1st Level
Detect Bloodline (Divination)
Ice Knife (Conjuration)
Sidhelien Bow (Transmutation)
2nd Level
Earthen Grasp (Transmutation)
First Strike (Transmutation)
Mask Bloodline (Illusion)
Misfortune (Enchantment)
Pyrotechnics (Transmutation)
Scorcher (Evocation)
Snowball Swarm (Evocation)
Starry Sky (Divination)
3rd Level
Eriks Quills (Evocation)
Erupting Earth (Transmutation)
Flame Arrows (Transmutation)
Wall of Water (Evocation)
4th Level
Detect Tighmaevril (Divination)
Elemental Bane (Transmutation)
Improved Armor (Abjuration)
Mimic Blood Ability (Transmutation)
Storm Sphere (Evocation)
Watery Sphere (Conjuration)
5th Level
Control Winds (Transmutation)
Facet (Transmutation)
Immolation (Evocation)
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6th Level
Suppress Bloodline (Transmutation)
7th Level
Resist Magic (Abjuration)
Whirlwind (Evocation)
8th Level
Horrid Wilting (Necromancy)
9th Level
Blood Drain(Necromancy)
Beast Bond 1st-level Divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link with one beast
you touch that is friendly to you or charmed by
you. The spell fails if the beasts Intelligence is 4
or higher. Until the spell ends, the link is active
while you and the beast are within line of sight
of each other. Through the link, the beast can
understand your telepathic messages to it, and
it can telepathically communicate simple
emotions and concepts back to you. While the
link is active, the beast gains advantage on
attack rolls against any creature within 5 feet of
you that you can see.
Blood Bond
1st level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a length of red silk
ribbon)
Duration: 10 minutes
Touch two humanoids simultaneously. Both are
entitled to a Constitution saving throw but may
forfeit it if they wish. If either saving throw
succeeds, the spell fails.
Blood Bond links the health of the two targets.
If either one suffers damage, both participants
split the damage between them (round up on
the character who was actually hit). The spell
ends if either character dies.
Blood Drain
9th level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Using this devastating spell allows, you drain
1d6 points of Bloodline Score and transfer them
to yourself permanently if the victim fails a
Constitution saving throw. Any Blood Ability
your victim loses is added to your own as well, if
they are available to your derivation. Otherwise
choose an ability from your derivation for each
ability lost by the victim that you could not
have.
Control Flames Transmutation Cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. - You instantaneously extinguish the flames within the cube.
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- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. - You cause simple shapessuch as the vague form of a creature, an inanimate object, or a locationto appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss
such an effect as an action.
Control Winds 5th-level Transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spells duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one youve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first
time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within
the cube, rising upward from the cubes bottom
edge. Creatures that end a fall within the cube
take only half damage from the fall. When a
creature in the cube makes a vertical jump, the
creature can jump up to 10 feet higher than
normal.
Detect Bloodline
1st-level Divination (ritual)
Casting Time: 1 action
Range: Self
Component: V, S, M (a collection of trinkets
representing the bloodlines)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence
and location of blooded scions within 30 feet of
you. You can also identify the bloodline
derivation and score in each case.
The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or
dirt.
Detect Tighmaevril
4th-level Divination (ritual)
Casting Time: 1 action
Range: Self
Component: V, S, M (a band of copper wire
wrapped around a steel rod)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence
and location of the bloodline-draining metal
from other metals. The spell can penetrate
most barriers, but it is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of
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lead, or 3 feet of wood or dirt.
Earthen Grasp 2nd-level Transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a miniature hand sculpted from clay) Duration: Concentration, up to 1 minute You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spells duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach
for a different creature or to move to a
different unoccupied space within range. The
hand releases a restrained target if you do
either.
Elemental Bane 4th-level Transmutation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target
must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, you can target
one additional creature for each slot level
above 4th. The creatures must be within 30 feet
of each other when you target them.
Eriks Quills
3rd level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a porcupine quill)
Duration: Instantaneous
You create five magic quills resembling
porcupine quills Each quill hits a creature of
your choice that you can see within range, up to
two different creatures. A quill deals 1d8
piercing damage to its target. On the second
and third round, each target must succeed on a
Constitution saving throw or take damage
again. After the third round, the quills
disappear.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the spell
creates an additional quill for each slot level
above 3rd. Additionally, you may choose an
extra target that you can see within range with
a spell slot of 5th level, and another for a spell
slot of 7th level.
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Erupting Earth 3rd-level Transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by 1d12 for each slot level above 2nd.
Facet
5th level Transmutation
Casting Time: 1 minute
Range: Touch
Component: V, M
Duration: Instantaneous.
Believed to have been developed by a Khinasi
w