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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.

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.

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.

Cerilian Dwarf

Sidhelien (SHEE-lin)

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.

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 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.

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,

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.

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.

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.

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.

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

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.

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

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

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.

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

target. When you reach 14th level, the extra


damage increases to 2d8.
Stormborn
At 17th level, you gain resistance to lightning
and thunder damage.

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

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.

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

(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.

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

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.

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

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.

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

modifier to the damage you deal with any cleric


cantrip.
Loved of the Flame
Starting at 17th level, you gain resistance to Fire
damage.

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

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.

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.

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.

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.

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.

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

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.

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

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.

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

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.

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.

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.

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.

Backgrounds

Equipment

Some backgrounds are more appropriate for


some cultures, while others backgrounds are
never found in a given region.

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.

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

Anuirean, Rjuvik, Elf


Anuirean, Brecht,
Dwarf
Anuirean, Brecht,
Khinasi, Dwarf
Anuirean, Brecht, Vos,
Dwarf
Anuirean, Brecht, Vos
Khinasi, Vos, Elf
Anuirean, Rjurik,
Brecht
Anuirean, Khinasi,
Brecht, Vos
Anuirean, Brecht,
Rjurik (Claymore)
Anuirean, Brecht, Vos,
Rjurik
Anuirean, Brecht
Khinasi

Scale Mail
Half Plate
Plate

Khinasi
Anuirean, Brecht
Anuirean, Dwarf

Light Crossbow
Flail
Vos

War Pick
Javelin
Pike
Halberd

Anuirean
Vos

Greatsword
Longsword

Elf

Additionally, the Varsk (a white-furred Giant


Lizard with Cold Resistance) is a mount that
costs 250g and is exclusively used by the Vos.

The Bloodlines

Anduiras Bloodline Derivation

You must also choose a Bloodline Derivation,


which determines from which god your
bloodline comes.

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.

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

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.

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.

Long Life. Your aging slows down to the point


where your body ages a year for every 25 years
that pass.

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.

Resistance. You gain advantage on saving


throws against effects that cause you to
become charmed or frightened.

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.

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.

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.

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.

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.

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.

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.

Long Life. Your aging slows down to the point


where your body ages a year for every 25 years
that pass.

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.

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.

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.

Resistance. You have resistance against fire and


radiant damage.

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.

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.

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.

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.

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.

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.

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.

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.

Reynir Bloodline Derivation

You regain the use of this ability after you finish


a long rest.

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.

Enhanced Sense. While in the wilderness, you


have advantage on Wisdom (Perception) checks
and Wisdom (Survival) checks made to follow
tracks.

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.

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.

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.

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.

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.

Cerilian Spells

1st Level

Spell Lists

Beast Bond (Divination)


Moonlight (Evocation)
Ice Knife (Conjuration)

Bard Spells

Earthen Grasp (Transmutation)

Cantrips (0 Level)

Misfortune (Enchantment)
Starry Sky (Divination)
3rd Level

Khinasi Trade Tongue (Divination)


Thunderclap (Evocation)

1st Level
Detect Bloodline (Divination)
Sidhelien Bow (Transmutation)

2nd Level

2nd Level

Eriks Quills (Evocation)


Erupting Earth (Transmutation)
Flame Arrows (Transmutation)
Wall of Water (Evocation)

First Strike (Transmutation)


Mask Bloodline (Illusion)
Misfortune (Enchantment)
Pyrotechnics (Transmutation)

4th Level

4th Level

Control Winds (Transmutation)


Maelstrom (Evocation)

Detect Tighmaevril (Divination)

Elemental Bane (Transmutation)


Watery Sphere (Conjuration)

5th Level

7th Level
Whirlwind (Evocation)

Cleric Spells
1st Level
Blood Bond (Necromancy)
Detect Bloodline (Divination)
Moonlight (Evocation)

Ranger Spells

4th Level

Beast Bond (Divination)

Mimic Blood Ability (Transmutation)

3rd Level

7th Level

Flame Arrows (Transmutation)

1st Level

Resist Magic (Abjuration)

Druid Spells
Cantrips (0 Level)

Sorcerer Spells

Control Flames (Transmutation)


Frostbite (Evocation)
Gust (Transmutation)
Thunderclap (Evocation)

Cantrips (0 Level)
Control Flames (Transmutation)
Frostbite (Evocation)
Gust (Transmutation)
Thunderclap (Evocation)

1st Level

4th Level

Detect Bloodline (Divination)


Ice Knife (Conjuration)
Sidhelien Bow (Transmutation)

Elemental Bane (Transmutation)

2nd Level

Wizard Spells

Earthen Grasp (Transmutation)


First Strike (Transmutation)
Mask Bloodline (Illusion)
Pyrotechnics (Transmutation)
Scorcher (Evocation)
Snowball Swarm (Evocation)

Cantrips (0 Level)

3rd Level

1st Level

Erupting Earth (Transmutation)


Flame Arrows (Transmutation)
Wall of Water (Evocation)

Detect Bloodline (Divination)


Ice Knife (Conjuration)
Sidhelien Bow (Transmutation)

4th Level

2nd Level

Improved Armor (Abjuration)


Mimic Blood Ability (Transmutation)
Storm Sphere (Evocation)
Watery Sphere (Conjuration)

Earthen Grasp (Transmutation)


First Strike (Transmutation)
Mask Bloodline (Illusion)

th

5 Level
Control Winds (Transmutation)
Immolation (Evocation)

6th Level

Control Flames (Transmutation)


Frostbite (Evocation)
Gust (Transmutation)
Khinasi Trade Tongue (Divination)
Thunderclap (Evocation)

Misfortune (Enchantment)
Pyrotechnics (Transmutation)
Scorcher (Evocation)
Snowball Swarm (Evocation)
Starry Sky (Divination)

Suppress Bloodline (Transmutation)

3rd Level

7th Level

Eriks Quills (Evocation)


Erupting Earth (Transmutation)
Flame Arrows (Transmutation)
Wall of Water (Evocation)

Resist Magic (Abjuration)

8th Level
Horrid Wilting (Necromancy)

9th Level

4th Level

Blood Drain(Necromancy)

Detect Tighmaevril (Divination)


Elemental Bane (Transmutation)
Improved Armor (Abjuration)
Mimic Blood Ability (Transmutation)
Storm Sphere (Evocation)
Watery Sphere (Conjuration)

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

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(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

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.

- 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.

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
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

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

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.

Erupting Earth

First Strike

3rd-level Transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous

2nd level Transmutation


Casting Time: 1 action
Range: 30 feet
Component: V, S, M (a handful of purified sand)
Duration: 1 minute

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
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.

Choose a willing creature you can see within


range. Until the spell ends, the target always
acts first in every round.
When the spell ends, the target must roll for
initiative as normal.

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

You cause numbing frost to form on one


creature that you can see within range. The
target must make a Constitution saving throw.
On a failed save, the target takes 1d6 cold
damage, and it has disadvantage on the next
weapon attack roll it makes before the end of
its next turn.
The spells damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

30-foot cube centered on a point you choose


within range. Each creature in that area must
make a Constitution saving throw. Constructs
and undead arent affected, and plants and
water elementals make this saving throw with
disadvantage. A creature takes 10d8 necrotic
damage on a failed save, or half as much
damage on a successful one.

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

burns for the spells duration. The burning


target sheds bright light in a 30-foot radius and
dim light for an additional 30 feet. At the end of
each of its turns, the target repeats the saving
throw. It takes 3d6 fire damage on a failed save,
and the spell ends on a successful one. These
magical flames cant be extinguished through
nonmagical means.
If damage from this spell reduces a target to 0
hit points, the target is turned to ash.

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.

Khinasi Trade Tongue


Divination Cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a vial of snake oil)
Duration: Concentration, up to 10 minutes.
Favored by Khinasi and Brecht wizards because
of their countries reliance on trade, this limited
form of ESP aids in dealing efficiently with
merchants and peddlers. By touching a person,
you can sense the amount of money that an
individual is willing to pay or accept for a
particular item, regardless of the price quoted
by the individual, within 1d6 coins. The target is
allowed a Wisdom saving throw to resist.

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.

Mimic Blood Ability


4th level Transmutation

Casting Time: 1 action


Range: 60 feet
Component: V, S
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see

within range. The creature gains the use of


a blood ability that you have previously
witnessed in use. The target of the spell
must already have a bloodline, but its
derivation does not need to match.

At Higher Levels. You may choose an additional


target for the spell for each spell slot level
above 1st.

Pyrotechnics
Misfortune
2nd level Enchantment (ritual)

Casting Time: 1 action


Range: 30 feet
Component: V, S
Duration 24h
An elderly Rjurik is said to have created this
spell to bring ill luck to his enemies. He
intended his foes to suffer misfortune when
hunting, fishing, or trapping activities
essential to the livelihood of the Rjurik
people.
Choose a target humanoid creature within
range that you can see. If the target fails a
Charisma saving throw, he suffers
disadvantage on all ability checks for the
duration of the spell.

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.

7th level Abjuration


Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of string, a block
of wood, and an unlit candle)
Duration: Concentration, up to 10 minutes,
The creature you touch becomes temporarily
magic resistant and gains Advantage on saving
throws against spells or magical abilities, as well
as Resistance to damage from spells or magical
abilities for the duration.

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

takes 3d6 cold 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 1d6 for each slot level above 2nd.

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

of the center. Make a ranged spell attack. You


have advantage on the attack roll if the target is
in the sphere. On a hit, the target takes 4d6
lightning damage.
Creatures within 30 feet of the sphere have
disadvantage on Wisdom (Perception) checks
made to listen.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the damage
increases for each of its effects by 1d6 for each
slot level above 4th.

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

automatically. On a failed save, a creature is


restrained by the sphere and is engulfed by the
water. At the end of each of its turns, a
restrained target can repeat the saving throw.
The sphere can restrain a maximum of four
Medium or smaller creatures or one Large
creature. If the sphere restrains a creature in
excess of these numbers, a random creature
that was already restrained by the sphere falls
out of it and lands prone in a space within 5 feet
of it.
As an action, you can move the sphere up to 30
feet in a straight line. If it moves over a pit, cliff,
or other drop, it safely descends until it is
hovering 10 feet over ground. Any creature
restrained by the sphere moves with it. You can
ram the sphere into creatures, forcing them to
make the saving throw, but no more than once
per turn.
When the spell ends, the sphere falls to the
ground and extinguishes all normal flames
within 30 feet of it. Any creature restrained by
the sphere is knocked prone in the space where
it falls.

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

damage on a failed save, or half as much


damage on a successful one. In addition, a Large
or smaller creature that fails the save must
succeed on a Strength saving throw or become
restrained in the whirlwind until the spell ends.
When a creature starts its turn restrained by
the whirlwind, the creature is pulled 5 feet
higher inside it, unless the creature is at the
top. A restrained creature moves with the
whirlwind and falls when the spell ends, unless
the creature has some means to stay aloft.
A restrained creature can use an action to make
a Strength or Dexterity check against your spell
save DC. If successful, the creature is no longer
restrained by the whirlwind and is hurled 3d6
10 feet away from it in a random direction.

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