Professional Documents
Culture Documents
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.
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.
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.
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.
Cerilian Dwarf
Sidhelien (SHEE-lin)
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
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.
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
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.
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.
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
1st
3rd
5th
7th
9th
Spells
Identify, Faerie Fire
Continual Flame, Moonbeam
Counterspell, Daylight
Aura of Life, Death Ward
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.
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
1st
3rd
5th
7th
9th
Spells
Divine Favor, Wrathful Smite
Magic Weapon, Shatter
Fear, Haste
Blight, Staggering Smite
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
Cuiracens Domain
Cuiracen is the storm lord, the god of battle
and Haelyns champion, son, and herald.
Cuiracens Spells
Cleric Level
1st
3rd
5th
7th
9th
Spells
Divine Favor, Thunderwave
Gust of Wind, Magic Weapon
Call Lightning, Wind Wall
Elemental Bane, Storm Sphere
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
Eloles Domain
Elole is the goddess of night and sister of
thieves, patron of those who deceive and hide.
Eloles Spells
Cleric Level
1st
3rd
5th
7th
9th
Spells
Charm Person, Disguise Self
Mirror Image, Darkness
Blink, Nondetection
Dimension Door, Greater
Invisibility
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
Eriks Domain
Erik is the old father of forests, god of
wilderness and animals, watching over nature.
Eriks Spells
Cleric Level
1st
3rd
5th
7th
9th
Spells
Animal Friendship, Speak with
Animals
Barkskin, Spike Growth
Plant Growth, Speak with
Plants
Dominate Beast, Grasping Vine
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
Haelyns Domain
Haelyn is the lord of noble war and the
lawmaker, patron of knights and warrior kings
Haelyns Spells
Cleric Level
1st
3rd
5th
7th
9th
Spells
Protection from Evil and Good,
Sanctuary
Lesser Restoration, Zone of
Truth
Beacon of Hope, Dispel Magic
Freedom of Movement,
Guardian of Faith
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
Krieshas Domain
Kriesha is the ice lady and the winter witch, the
goddess of long, bitter, harsh winter without
mercy.
Krieshas Spells
Cleric Level
1st
3rd
5th
7th
9th
Spells
False Life, Ice Knife
Darkness, Ray of Enfeeblement
Bestow Curse, Sleet Storm
Blight, Ice Storm
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
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
1st
3rd
5th
7th
9th
Spells
Burning Hands, Charm Person
Scorcher, Pyrotechnics
Fireball, Hypnotic Pattern
Fire Shield, Wall of Fire
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
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
1st
3rd
5th
7th
9th
Spells
Create Water, Fog Cloud
Calm Emotions, Gentle Repose
Water Breathing, Water Walk
Control Water, Watery Sphere
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
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
1st
3rd
5th
7th
9th
Spells
Comprehend Language,
Expeditious Retreat
Arcane Lock, Locate Object
Glyph of Warding, Sending
Leomunds Secret Chest,
Fabricate
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.
Ruornils Domain
Ruornil is the moon god and the silver prince,
the lord of magic and guardian of mystical
places.
Ruornils Spells
Cleric Level
1st
3rd
5th
7th
9th
Spells
Detect Magic, Magic Missile
Magic Weapon, Nystuls Magic
Aura
Counterspell, Glyph of Warding
Hallucinatory Terrain,
Polymorph
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.
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
3rd
5th
9th
13th
17th
Spells
Identify, Faerie Fire
Continual Flame, Moonbeam
Counterspell, Daylight
Aura of Life, Death Ward
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.
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
3rd
5th
9th
13th
17th
Spells
Divine Favor, Thunderwave
Gust of Wind, Magic Weapon
Call Lightning, Wind Wall
Elemental Bane, Storm Sphere
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
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
3rd
5th
th
9
13th
17th
Spells
Protection from Evil and Good,
Sanctuary
Lesser Restoration, Zone of
Truth
Beacon of Hope, Dispel Magic
Freedom of Movement,
Guardian of Faith
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
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
3rd
5th
9th
13th
17th
Spells
Create or Destroy Water, Fog
Cloud
Calm Emotions, Gentle Repose
Water Breathing, Water Walk
Freedom of Movement, Control
Water
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
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
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.
Backgrounds
Equipment
Background
Acolyte
Charlatan
Criminal
Entertainer
Folk Hero
Guild Artisan
Hermit
Noble
Outlander
Sage
Sailor
Soldier
Urchin
Common
Anuirean
Anuirean,
Brecht,
Khinasi
Anuirean,
Brecht,
Khinasi
Anuirean,
Khinasi
Rjurik
Brecht, Dwarf,
Rjurik, Vos, Elf
Anuirean,
Brecht,
Khinasi
Rjurik, Vos, Elf
Anuirea,
Khinasi
Brecht
Anuirean,
Dwarf
Anuiren,
Brecht
Never
Elf
Longbow
Heavy Crossbow
Rapier
Scimitar
Scale Mail
Half Plate
Plate
Khinasi
Anuirean, Brecht
Anuirean, Dwarf
Light Crossbow
Flail
Vos
War Pick
Javelin
Pike
Halberd
Anuirean
Vos
Greatsword
Longsword
Elf
The Bloodlines
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
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.
Cerilian Spells
1st Level
Spell Lists
Bard Spells
Cantrips (0 Level)
Misfortune (Enchantment)
Starry Sky (Divination)
3rd Level
1st Level
Detect Bloodline (Divination)
Sidhelien Bow (Transmutation)
2nd Level
2nd Level
4th Level
4th Level
5th Level
7th Level
Whirlwind (Evocation)
Cleric Spells
1st Level
Blood Bond (Necromancy)
Detect Bloodline (Divination)
Moonlight (Evocation)
Ranger Spells
4th Level
3rd Level
7th Level
1st Level
Druid Spells
Cantrips (0 Level)
Sorcerer Spells
Cantrips (0 Level)
Control Flames (Transmutation)
Frostbite (Evocation)
Gust (Transmutation)
Thunderclap (Evocation)
1st Level
4th Level
2nd Level
Wizard Spells
Cantrips (0 Level)
3rd Level
1st Level
4th Level
2nd Level
th
5 Level
Control Winds (Transmutation)
Immolation (Evocation)
6th Level
Misfortune (Enchantment)
Pyrotechnics (Transmutation)
Scorcher (Evocation)
Snowball Swarm (Evocation)
Starry Sky (Divination)
3rd Level
7th Level
8th Level
Horrid Wilting (Necromancy)
9th Level
4th Level
Blood Drain(Necromancy)
Warlock Spells
Cantrips (0 Level)
Frostbite (Evocation)
Thunderclap (Evocation)
nd
2 Level
Misfortune (Enchantment)
5th Level
Control Winds (Transmutation)
Facet (Transmutation)
Immolation (Evocation)
6th Level
Suppress Bloodline (Transmutation)
7th Level
Resist Magic (Abjuration)
Whirlwind (Evocation)
8th Level
Horrid Wilting (Necromancy)
9th Level
Blood Drain(Necromancy)
Blood Drain
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
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.
Detect Bloodline
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
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
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
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.
Erupting Earth
First Strike
3rd-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Facet
5th level Transmutation
Casting Time: 1 minute
Range: Touch
Component: V, M
Duration: Instantaneous.
Believed to have been developed by a Khinasi
wizard merchant, this spell can increase the
value of a gem or piece of jewelry by removing
flaws and imperfections and improving its
quality. The target gem or piece of jewelry
doubles in value, up to a maximum value of
25,000gp. You must succeed on a DC 15
Intelligence check or accidentally halve the
objects value instead. You can cast this spell
multiple time son the same object, but suffer
disadvantage on the Intelligence check for each
subsequent casting.
Flame Arrows
3rd-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts.
When a target is hit by a ranged weapon attack
using a piece of ammunition drawn from the
quiver, the target takes an extra 1d6 fire
damage. The spells magic ends on the piece of
ammunition when it hits or misses, and the
spell ends when twelve pieces of ammunition
have been drawn from the quiver.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the number of
pieces of ammunition you can affect with this
spell increases by 2 for each slot level above
3rd.
Frostbite
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Ice Knife
Gust
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of
the following effects at a point you can see
within range:
- One Medium or smaller creature that you
choose must succeed on a Strength saving
throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of
moving one object that is neither held nor
carried and that weighs no more than 5 pounds.
The object is pushed up to 10 feet away from
you. It isnt pushed with enough force to cause
damage.
- You create a harmless sensory affect using air,
such as causing leaves to rustle, wind to slam
shutters shut, or your clothing to ripple in a
breeze.
Horrid Wilting
8th-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of sponge)
Duration: Instantaneous
You draw the moisture from every creature in a
1st-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of
ice)
Duration: Instantaneous
You create a shard of ice and fling it at one
creature within range. Make a ranged spell
attack against the target. On a hit, the target
takes 1d10 piercing damage. Hit or miss, the
shard then explodes. The target and each
creature within 5 feet of the point where the ice
exploded must succeed on a Dexterity saving
throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level
above 1st.
Immolation
5th-level Evocation
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see
within range. The target must make a Dexterity
saving throw. It takes 7d6 fire damage on a
failed save, or half as much damage on a
successful one. On a failed save, the target also
Improved Armor
4th level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a cube of polished steel)
Duration: 8 hours
You touch a willing creature who isnt wearing
armor, and a protective magical force surrounds
it until the spell ends. The targets base AC
becomes 16 + its Dexterity modifier. The spell
ends if the target dons armor or if you dismiss
the spell as an action.
Maelstrom
5th-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (paper or leaf in the shape
of a funnel)
Duration: Concentration, up to 1 minute
A mass of 5-foot-deep water appears and swirls
in a 30-foot radius centered on a point you can
see within range. The point must be on ground
or in a body of water. Until the spell ends, that
area is difficult terrain, and any creature that
starts its turn there must succeed on a Strength
saving throw or take 6d6 bludgeoning damage
and be pulled 10 feet toward the center.
Mask Bloodline
2nd level Illusion
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: 1 hour
This spell is used by blooded wizards (or cast on
blooded scions) to hide the derivation and
strength of their bloodline. A caster using
Detect Bloodline must succeed on a Wisdom
saving throw to see through the spell.
The spell is immediately cancelled if the
recipient uses a blood ability.
Pyrotechnics
Misfortune
2nd level Enchantment (ritual)
2nd-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose an area of flame that you can see and
that can fit within a 5-foot cube within range.
You can extinguish the fire in that area, and you
create either fireworks or smoke.
Fireworks. The target explodes with a dazzling
display of colors. Each creature within 10 feet of
the target must succeed on a Constitution
saving throw or become blinded until the end of
your next turn.
Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around
corners. The area of the smoke is heavily
obscured. The smoke persists for 1 minute or
until a strong wind disperses it.
Resist Magic
Moonlight
1st level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a reflective moon- or
sun-shaped talisman)
Duration: Concentration, up to 1 minute.
Choose an undead creature within range that
you can see. A silver or golden beam of light
strikes this creature, paralyzing it for the
duration of the spell unless it succeeds on a
Wisdom saving Throw.
Scorcher
2nd-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a red dragons scale)
Duration: Instantaneous
A line of roaring flame 30 feet long and 5 feet
wide emanates from you in a direction you
choose. Each creature in the line must make a
Dexterity saving throw. A creature takes 3d8
fire damage on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.
Sidhelien Bow
1st level Transmutation
Casting Time: 1 bonus action
Range: Touch
Component: V, S, M (a thread from a silk worm)
Duration: Concentration, up to 1 hour
You touch a nonmagical bow. Until the spell
ends, the weapon gains a +1 bonus to hit.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the bonus
increases to +2. When you use a spell slot of 5th
level or higher, the bonus increases to +3.
Snowball Swarm
2nd-level Evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of ice or a small
white rock chip)
Duration: Instantaneous
A flurry of magic snowballs erupts from a point
you choose within range. Each creature in a
5-foot-radius sphere centered on that point
must make a Dexterity saving throw. A creature
Starry Sky
2nd level Divination
Casting time: 1 action
Range: Self
Components: V, S, M (a silver mirror)
Duration: Concentration, up to 1 hour
Developed by a Brecht magician, this spell
enables ships to sail on cloudy nights or
storm-swept days without losing their ways.
When you cast the spell, a display of stars
appears approximately 30 feet above your
head, or on the ceiling. The stars are an exact
representation of the position of stars in the
sky, allowing a navigator to steer by this
projection.
Storm Sphere
4th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs
into existence centered on a point you choose
within range. The sphere remains for the spells
duration. Each creature in the sphere when it
appears or that ends its turn there must
succeed on a Strength saving throw or take 2d6
bludgeoning damage. The spheres space is
difficult terrain.
Until the spell ends, you can use a bonus action
on each of your turns to cause a bolt of
lightning to leap from the center of the sphere
toward one creature you choose within 60 feet
Suppress Bloodline
6th level Transmutation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a collection of trinkets
representing the bloodlines)
Duration: Concentration, up to 1 hour
Choose a blooded creature that you can see
within range. You must know the bloodline
derivation of the victim. If the target fails a
Constitution saving throw, they cannot use any
bloodline ability for the duration of the spell.
Wall of Water
3rd-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes
You conjure up a wall of water on the ground at
a point you can see within range. You can make
the wall up to 30 feet long, 10 feet high, and 1
foot thick, or you can make a ringed wall up to
20 feet in diameter, 20 feet high, and 1 foot
thick. The wall vanishes when the spell ends.
The walls space is difficult terrain.
Any ranged weapon attack that enters the
walls space has disadvantage on the attack roll,
and fire damage is halved if the fire effect
passes through the wall to reach its target.
Spells that deal cold damage that pass through
the wall cause the area of the wall they pass
through to freeze solid (at least a 5-foot square
section is frozen). Each 5-foot-square frozen
section has AC 5 and 15 hit points. Reducing a
frozen section to 0 hit points destroys it. When
a section is destroyed, the walls water doesnt
fill it.
Watery Sphere
Thunderclap
Evocation Cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous
You create a burst of thunderous sound, which
can be heard 100 feet away. Each creature
other than you within 5 feet of you must make
a Constitution saving throw. On a failed save,
the creature takes 1d6 thunder damage.
The spells damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
4th-level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute
You conjure up a sphere of water with a 10-foot
radius on a point you can see within range. The
sphere can hover in the air, but no more than
10 feet off the ground. The sphere remains for
the spells duration.
Any creature in the spheres space must make a
Strength saving throw. On a successful save, a
creature is ejected from that space to the
nearest unoccupied space outside it. A Huge or
larger creature succeeds on the saving throw
Whirlwind
7th-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V, M (a piece of straw)
Duration: Concentration, up to 1 minute
A whirlwind howls down to a point on the
ground you specify. The whirlwind is a
10-foot-radius, 30-foot-high cylinder centered
on that point. Until the spell ends, you can use
your action to move the whirlwind up to 30 feet
in any direction along the ground. The
whirlwind sucks up any Medium or smaller
objects that arent secured to anything and that
arent worn or carried by anyone.
A creature must make a Dexterity saving throw
the first time on a turn that it enters the
whirlwind or that the whirlwind enters its
space, including when the whirlwind first
appears. A creature takes 10d6 bludgeoning