Professional Documents
Culture Documents
ıntroductıon
Inns and taverns are filled with bards singing the praises of good heroes and their glorious strives against evil. They tell tales of
campaigns waged against evil, which sometimes go on for years and years, of intrepid knights charging into the fray in shining
armor, of righteous heroes sacrificing themselves to save unfamiliar innocents, of fascinating angels joining the causes of
mortals, and of many other instances of epic glory. Alas, the mentions in tales form the entirety of what most can find out about
heroes, about their deeds, and about the nuances of what goes on behind the scenes of these epic stories. At least this used to be
the case; until this book came to be...
Corpus Angelus is the ultimate codex of good. It is a holy book that contains a vast amount of information on methodology, tools,
weapons, faith, and of course, angels. Although some similar knowledge can be found in other sources, Corpus Angelus is one
that solely focuses on good content .
Corpus Angelus has a lot of new player character options, since it is not a book that focuses on what good cannot achieve.
Instead, it aims to cover the capabilities of everything good. It does not limit players, it opens their minds. The book reveals the
philosophy behind the good; their motivation, methodologies, ways of thinking, and much, much more for the use of players and
Game Masters alike.
This book can be used by both Game Masters and players for both good and evil campaigns; for the greatest heroes are those
who deceive the greatest evil, and the most sinister evil is that who casts away the purest of lights.
This is the demo booklet of Corpus Angelus, which contains 45 pages of the 350 pages of content the book is going to have.
Corpus Angelus will be available for our backers on Kickstarter this August. You can use this booklet in your adventures and
campaigns in any way you like to get a taste of the ultimate sourcebook; and if you like what you see, you can support us on
Kickstarter when the campaign starts.
Designers: Alican Develioğlu, Barkın Tokalak, Eyüp Emre Erdem, Suat Deniz Vural
Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, and are not Open
Content: All trademarks, proper names, dialogues, plots, storylines, locations, characters, artworks, and trade dress.
2
New Races
Two of the five races of Corpus Angelus are provided in this a moment later. But once a feeling affects a peri, it stays with
demo booklet. You may find detailed information on the them until it reaches the extreme. They usually choose to
cultures and lifestyles of the “Peri” and the “Redeemed Fiend” channel these extreme emotions for harmless endeavors or
races in this section. to push themselves towards their goals. There are some peris
Peri is a fey race that experiences emotions to the fullest. who find comfort in diverting their focus on hostile actions,
They have a unique way of thinking about life, and all their although they are a small percentage of the whole.
features provide the player with different role playing One of their defining qualities is that they want to
elements. A redeemed fiend is a former fiend who has chosen experience many things in life to the fullest and rarely avoid
to walk the path of redemption. Redeemed fiends lose some or deny their emotions, even undesirable ones such as fear and
of their former powers, while some of their powers change. anger. Peris are not afraid of feeling unfavorable emotions.
No matter what, the shadow of their past never stops chasing To not act in undesired ways while under the influence of
them. such feelings is a special skill that almost all peris master to
keep from causing unintentional harm. While they are still
Peri young, peris choose an emotion or a state of mind or spirit to
which they can anchor their senses in times of crisis. Over the
Marked Bodıes
Every peri has black marks on their bodies, resembling tattoos.
These marks mostly cover the most sensitive parts of the body,
such as the mouth, nose, eyes, fingertips, and ears.
Although their skin tones generally vary between shades
of green, they can have skin of any color. It is usually easy
to recognize them; on average, they stand taller than most
humans. Peris are between 5 and 7 feet tall and usually
weigh between 180 and 260 pounds. Their large proportions
compared to other fey races might seem scary at first sight.
Extreme Attıtudes
Sadness, happiness, fear, anger, and similar emotions may fill
a human soul in the blink of an eye, only to leave in a hurry
3
course of their lives, they master the emotion or the virtue Speed. Your base walking speed is 30 feet.
that they have chosen and become the ultimate representation Creature Type. Your creature type is Fey.
of it. Thus, they have something to turn to if they are led Darkvision. Your magical nature grants you sight even in
astray. the darkest of environments. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, and see
Flavorful Culture everything in shades of gray.
Empathy. You have proficiency in the Insight skill.
Having extremely developed senses, peris chase after a variety Fey Endurance. You have advantage on saving throws
of refined tastes, and most of them agree on the importance against spells and other magical effects.
of hot beverages. They consume a wide range of teas made of
Marked Senses. You have proficiency in the Perception skill.
fruits, herbs, and root vegetables, as well as some alchemical
Tea Expert. You gain proficiency with teamaker’s tools. In
mixtures. The earthly aromas, the warmth and the sound of
addition, you can discern every single aroma in food or drink,
the boiling water, and the beauty of the colorful ingredients
and determine whether it is poisoned or not.
gently appeal to all their sharp senses. Some of them even
craft elegant vessels to hold such beverages or decorate them Tool Proficiency. You gain proficiency with the artisan’s
for a better presentation. tools of your choice.
In addition to beverages, they also value spices, perfumes, Languages. You can speak, read, and write Common, Elvish,
clothes, and wind chimes. Every small tribe in which they live and Sylvan.
is ruled by a peri who has mastered the art of crafting one of Subrace. While they are still young, every peri chooses
these important things or something else that appeals to the an emotion or a value to hold onto when they encounter
senses in the same way. They export these products for others hardships. These emotions or values determine their
to enjoy. They mostly live in small settlements near large capabilities as adults.
bodies of water, in houses made of driftwood, mud and stone.
Curıosıty Perı
Perı Names
You favor the thrill of experiencing new things. You have
Peris are not given names by their parents. At some point in a deep-seated desire and ambition to learn, and your very
their childhood, they begin to discover their names. essence is pure curiosity. Your observant nature enables you
At that point, other peris intuitively start to call the to focus on small details that others might miss and gives you
youngling by incomplete versions of its name. For some time, an innate understanding of different languages.
which could vary from a week to a year, all those different Ability Score Increase. Your Intelligence score increases by
names start to meld into one. A peri chooses whether it wants 1.
to adopt the name that emerged from this combination or Truthful Memory. For a short while, your senses remember
wishes to have a completely different name. the things you experienced perfectly. You can make a Wisdom
(Perception) skill check to perceive something that you
Incomplete Names: Ay, Ae, Bo, Du, El, Fen, Gu, Hiu, Kin, Lia, perceived within the last minute, even if you can no longer
Lem, Nu, Pak, Ra, Riu, Sva, Tea, Uu, Vlo, Yad, Zel, Zil perceive it. You can attempt to do so once every minute.
Male Names: Aykin, Bovlo, Efen, Hiuzil, Kindu, Lialemea, Shared Tongue. You can cast the comprehend languages spell
Ravlo, Uuzil, Yadrenad once using this trait and regain the ability to do so when you
finish a short or long rest.
Female Names: Ayra, Cieli, Duru, Elen, Iltea, Kosvara, Miuu,
Nufen, Olia, Svana, Zelre
Love Perı
Perı Traıts
When challenged by hardships, these peris hold on to positive
feelings, such as joy, serenity, and love. They are also capable
Your fey nature blesses you with a variety of mystical traits
of sharing these emotions with others and spreading the love
that you share with other peris.
they carry within. Their affection makes them attractive to
Ability Score Increase. Your Charisma score increases by 2.
almost everyone they meet.
Age. Peris reach maturity at age 20 and can live to be 1200
Ability Score Increase. Your Wisdom score increases by 1.
years old.
Aesthetic of Good. You have proficiency in the Performance
Alignment. Because of their mystical nature with a
skill.
close connection to emotions, peris can easily empathize
Charming Glamor. You can cast charm person as a 1st level
with people. They tend to be kind, caring, chaotic, and
spell once using this trait. Charisma is your spellcasting ability
unpredictable; although they generally have good intentions.
for this spell. Once you cast it using this trait, you regain the
Size. Peris stand between 5 and 7 feet tall. They have well-
ability to do so when you finish a short or long rest.
built bodies and weigh between 180 and 260 pounds. Your size
is Medium.
4
Strong emotions can also lead a fiend to redemption; a
Valor Perı fiend can fall in love with an angel, or a devil can question the
orders that caused its best friend’s death, which can lead them
As a valor peri, you can channel your extreme emotions into to the paths of the righteous at the end.
hostile action. By doing so, you can hold your ground even
against the most formidable enemies when the odds are
against you. You are aware that combat and hostility can also Fıendısh Bloodlıne
be used as tools of good.
Ability Score Increase. Your Strength score increases by 1. Being a redeemed fiend is not easy, those who are redeemed
Brave. You have advantage on saving throws against being lose most of their powers that are the legacy of their heritage.
frightened. If a fiend somehow gets redeemed, its ideology, mindset, and
Tests of Bravery. Through self-appointed tests of bravery, the way it perceives the world change, making it harder for
you learn to use great weapons as a symbol of your great it to use its former powers. Once the redeemed fiend goes
courage. You have proficiency with the greataxe, greatsword, through life enough for it to embrace its true self and accept
longbow, and maul. that these powers once serving evil can now serve a good
purpose, it slowly regains the courage to use some of them
again.
Redeemed Fiend
I thought I was done for when I saw it coming at me, baring its teeth,
but it turns out it was smiling at me. I imagined it’d introduce me to
my maker when it reached for me with its razor-sharp claws, but it
held my hand and gave me a bunch of coins. A damn pouch of’em! All
those priests, clerics passed me by; they hadn’t even cared to take a
look at us. Yet, it... Cared...
- Clementine, a former beggar, a cleric of light
Redemptıon
There are several ways to redeem oneself. For instance, there
are angels powerful enough to place a shard of goodness inside
a fiend by looking at its very eyes and sacrificing a part of its
own angelic soul for the greater good; a shard of good that
will make the foulest of souls question its life path… A shard of
good that may, perhaps, turn evil into good.
Although very scarce, there are some fiends whose lives of
thousands of years granted them an understanding beyond the
limitations of their nature and the tradition of their existence.
Those fiends retreat and live in seclusion for hundreds of
years, trying to blunt their malevolence. A few of those who
live in seclusion succeed to sunder their nature and are
redeemed through solitude and the wisdom they find within.
5
A Secluded Lıfe Redeemed Succubus / ncubus
Once evil incarnate, a fiend commits crimes both against the Charming, lustful, and deadly; succubi/incubi are some of the
agents of good and the agents of evil. Due to its former past, most dangerous beings of the lower planes. When redeemed,
a redeemed fiend has lots of enemies that are both good and their lust turns into affection, and their deadly kiss turns into
evil, whom the GM may determine and make a part of the a touch of warmth. Retaining their true forms as well as their
game. shapechanging ability, they look however they please to be.
Although changed, a redeemed fiend keeps its appearance When you choose this subrace, you gain the following benefits;
and creature type as is, which scares the folk that cross Alignment. Most redeemed succubi/incubi are neutral good;
its path and makes the redeemed fiends mostly keep to however, there can be redeemed succubi/incubi of any non-
themselves in society. They carry the burden of their past on evil alignment.
their shoulders. People find it hard to get close to redeemed Ability Score Increase. Your Charisma score increases by 1.
fiends and even harder to trust them. Language. You can speak, read, and write Abyssal, Common,
and Infernal.
Demon’s Claws. Although you have kept some of your
Redeemed Fıend Names bloodline features, some of them went blunt when you were
redeemed. However, as time passes, as you adapt more and
Male Names: Adramalech, Cresil, Melchom, Naburus more to your new lifestyle, you rediscover that you can, in
Female Names: Astarte, Hecate, Kali, Naamah fact, use your features for the better. As a bonus action, you
can grow claws that deal 1d6 slashing damage (each) while in
your true form.
Redeemed Fıend Traıts Fiend’s Wings. Due to your fiendish heritage, you have bat-
like wings. However, your wings lose their function when you
Your redeemed fiend character has certain traits that are the are redeemed. Regardless, as time passes, you gain a flying
legacy of your fiendish ancestry: speed of 30 feet when you reach 5th level through dedicated
Ability Score Increase. Your Wisdom score increases by 2. physical practice. Your flying speed increases by 10 feet when
Age. A fiend dying of old age is not a common sight to you reach 11th level (40 ft.) and 17th level (60 ft.).
behold. However, when redeemed, they have to sacrifice their You cannot fly while wearing any armor that you are not
immortality. They do not get old and have 200 years more to proficient with. You may alter your wings’ appearance at the
live after being redeemed. GM’s discretion.
Size. Redeemed fiends’ size and appearances vary greatly. Invigorating Kiss. As an action, you kiss a creature. The
However, they are mostly between 5 - 7 feet tall and weigh target regains a number of hit points equal to your Charisma
between 220 - 260 pounds. Your size is Medium. modifier (minimum 1).
Speed. Your base walking speed is 30 feet. Shapechanger. As an action, you can polymorph into a
Creature Type. You are a fiend rather than a humanoid. Small or Medium humanoid or back into your true form.
You’ve kept your fiendish physical appearance when Without wings, you lose your flying speed. Other than your
redeemed. size and speed, your statistics are the same in each form. Any
Holy Pact. When you are redeemed, you agree to an equipment you are wearing or carrying isn’t transformed. You
unrelenting holy pact. You thus simply cease to exist if you revert to your true form if you die.
commit evil acts and your alignment shifts to evil. Shifts in
your alignment are determined at GM’s discretion.
Darkvision. You once ruled over the darkness, which is why Redeemed Chaın Devıl
your vision is unaffected by it. You have darkvision out to a
range of 60 feet. Born of hate, mischief, and chains, chain devils are brutal
Fiendish Heritage. You have advantage on saving throws creatures of the lower planes. Their bodies are composed of
against being charmed and frightened. chains that can be used as deadly weapons or tools to enslave
Fiend’s Lifestyle. As a fiend, you’ve been on many adventures their foes. The painful screams of those they torture are music
and seen things that mortals could only imagine. Although you to their ears. The memories of these acts are burdens that
are redeemed, the memory of all that you’ve seen stays with redeemed chain devils must bear. They keep their appearance
you. Due to your past experience, you have proficiency in two as it was; however, they have overcome the evil within.
skills of your choice. Redeemed chain devils generally devote themselves to be
Unpopular. Commonfolk try to avoid you and do not trust followers of law and order, punishing those who commit evil,
you. You have disadvantage on Charisma (Persuasion) checks mostly under the guidance of a good-aligned temple. When
made against them while you are in your true form. you choose this subrace, you gain the following benefits;
Subrace. Redemption leads to different outcomes for Alignment. Most redeemed chain devils are lawful good;
different types of fiends. Each redeemed fiend has their however, there can be redeemed chain devils of any non-evil
subraces according to their former self. alignment.
Language. You can speak, read, and write Common and
6
Infernal. Heartening Mask. You choose a creature within 30 feet of
Devil’s Chains. You once used your chains to enslave your you that you can see. As a bonus action, you create an illusion
foes, but you came to understand that you can also use your of one of the target’s loved ones to comfort it. The target has
chains for good when you were redeemed. You can use your advantage on the next saving throw within 1 minute. If the
chain to make a melee weapon attack. The chain has the target is already affected by a magical effect, it can repeat its
following properties: It is a simple weapon that has reach saving throw against it, ending the effect on itself on a success.
property. On a hit, it deals 1d8 slashing damage, and the target Once you use this feature, you must finish a short or long
is grappled (DC is equal to 8 + your Strength modifier + your rest to use it again.
proficiency bonus). Magic Resistance. You have advantage on saving throws
Devil’s Eyes. Magical darkness doesn’t impede your against spells and other magical effects.
darkvision.
New Archetypes
Committing sin is easy. It tempts much, and it offers much.
On the other hand, walking on the path of goodness is hard.
Angel-Callıng
It requires self-sacrifice, unwavering devotion, unbreakable
will, and humility. However, it also brings with it unparallelled Starting at 1st level, you learn how to channel angels and use
rewards. A knight shining with angelic light can single- their powers.
handedly destroy dozens of servants of darkness. You call an angel as an action. To do so, you must expend
Each hero walks a unique path and creates a new tradition a spell slot or several spell slots of which the total levels are
that will be an example to others. These traditions are good equal to or higher than the challenge rating of the angel you
archetypes. In this section, you will find the might of good and want to call. You cannot call an angel whose challenge rating
what should be done to be worthy of wielding its power. is higher than half of your cleric level (rounded up).
Angel caller
-Cleric-
Bonus Profıcıencıes
At 1st level, you gain proficiency in the Religion skill, and with
heavy armor.
7
When you call an angel, your shape changes and you look
like an angel resembling your normal form for a number of Archangel
rounds equal to your Wisdom modifier (minimum of one). -warlock-
The angel’s weapon(s) appears in your hand, you may wear
angelic clothes, and there can be other cosmetic changes to
your appearance. If there is more than one attack option of the
angel, you choose one.
For the duration, you can use the angel’s chosen attack You made a pact with an archangel, one of the highest-ranking
option (to hit modifier and the damage); however, you do not members of heaven. The archangel can be a peaceful angel
deal the extra damage if the attack deals any (such as the extra that aims to heal others’ wounds or an angel of burning wrath
radiant damage dealt by Blessed Weapon feature). Your other and heavenly justice. You serve as the archangel’s hand,
statistics remain the same. In addition, when you transform, watching over the world, observing the mortals, and reporting
you assume the angel’s hit points and Hit Dice. When you and even punishing the sinful. You may have acquired this
revert to your normal form, you have the number of hit points pact as a member of a temple dedicated to the forces of good,
you had before you transformed. However, if you revert as a or after you are saved from a dire situation by the archangel
result of dropping to 0 hit points, any excess damage carries who destined you for greatness.
over to your normal form.
You can return to your normal form as another action, when
your hit points drop to 0 or when the duration ends.
Aıd of Angels
When you learn the art of angel-calling, you gain the title
“Angel Caller”. Starting at 1st level, you gain the ability to magically summon
a celestial ally that either destroys your enemies or heals your
allies. As a bonus action, you summon a Medium celestial
Channel Dıvınıty: Angelıc Grace
Starting at 2nd level, you can use your Channel Divinity to heal
your allies if they are not within your touch range.
When you cast a spell that restores hit points, you can use
your Channel Divinity to increase its range by 30 feet.
Adept Caller
Starting at 6th level, you gain a reputation as the “Adept
Caller”.
When you use the Angel-Calling feature, you can choose
to gain one resistance and one immunity that the angel you
called has as well. Additionally, if the angel has flying speed,
you also gain a flying speed of 30 feet.
Expert Caller
Starting at 8th level, you gain more renown and become an
“Expert Caller”.
When you use the Angel-Calling feature, you start to deal the
extra damage of the weapon attack you gain with the feature.
Master Caller
At 14th level, your fame spreads far and wide and you become
a “Master Caller”.
When you use the Angel-Calling feature, you gain all the
resistances and immunities of the angel, as well as one other
action, bonus action, or reaction that the angel has.
8
at a point you can see within 60 feet of you. The summoned
celestial remains for 1 minute or until you use this feature to Circle of Heaven
summon one more. -druıd-
When you summon the celestial, it can make a melee spell
attack against a creature within 5 feet of it or heal a creature
within 5 feet of it. If it attacks, the target takes 1d6 fire or
radiant damage (one of your choice) on a hit. If it heals, the
target regains 1d6 hit points. When you reach 10th level, the Druids of the Circle of Heaven find beauty in heavenly
damage and the amount of regained hit points increases to creations. They commune with celestials, good fey, and other
2d6. good spirits and call them for aid. They see these creatures as
As a bonus action on your turn, you can move the celestial the protectors of nature and of the living, and see themselves
up to 30 feet and make it attack or heal again. as these entities’ hands, acting in their place on earth.
You can use this feature a number of times equal to your The druids of this circle generally seek sacred groves and
Charisma modifier (minimum of once), and you regain all abandoned temples to tend to, and search for celestials and
expended uses when you finish a long rest. good fey to help them in their battle against evildoers.
9
Once you use this feature, you must finish a long rest to use
it again.
Celestıal Shapeshıftıng
At 14th level, you learn how to transform into a celestial
Shepherd of Heaven by using your Wild Shape feature. The challenge rating of
the celestial can be as high as your druid level divided by 5,
Starting at 6th level, the damage dealt by the celestial spirit on rounded down.
a hit increases to 2d8 radiant damage.
Additionally, when you conjure a creature by spells or educaTıon
other magical effects such as the conjure animals spell, you can -wızard-
choose to conjure a heavenly creature (p.136).
Heavenly Guardıan of the Cırcle Education is one of the greatest virtues, and you are the
carrier of its enlightening flame.
Starting at 10th level, the celestial spirit you summon can cast You are a teacher of the arcane arts. You start your
the protection from evil and good, sanctuary, and warding bond academic career from the bottom and make your way up
spells. as you improve yourself in magic and learn how to teach
When the celestial spirit casts one of these spells, it cannot it to others. Your students and their education are more
cast the same spell again until you summon the celestial spirit important to you than magic itself. Teaching can sometimes
again. be hard and can require restless nights of hard work, but the
students appreciate your patience and this gives you a sense of
accomplishment.
You graduated from a school that teaches the basics of the
arcane arts and convinced a professor to let you work for
them.
nstructor
You start to read and grade the exams and homework of
students, and report them to your superiors. Through this
process, you learn the basics of teaching.
Starting at 2nd, the money and time others spend to
copy a spell from your spellbook are halved.
Supervısed Cantrıps
Beginning at 2nd level, you can teach how to cast a
cantrip to others even if they have no knowledge of
the arcane arts.
You give an hour-long lecture to a creature and lend
them the ability to cast one cantrip that is inscribed
in your spellbook. The creature uses your spellcasting
ability to cast the cantrip. You can lend a maximum
number of cantrips equal to your Intelligence modifier
(minimum of 1).
A creature can’t be affected by this feature while it has
the ability to cast a cantrip with this feature and you
can end this effect on any creature that you are sharing
a cantrip with at any time.
Master nstructor
At 6th level, you learn how to effectively use your
academic skills during a moment of conflict. You can use
this feature to benefit from one of the following options
10
Assıstant Professor
Beginning at 10th level, you are an assistant professor. You
prepare the homework and some of the exam questions, and
you directly report to the professor that you are working
under. During this time in your career, you learn to design
creative challenges for the improvement of your students
through the questions you prepare.
As an action, you ask a question to a creature, who must
succeed on an Intelligence saving throw or be stunned. The
creature repeats the saving throw at the start of each of its
turns, ending the effect on a success. The creature must be
able to understand you or isn’t affected by this feature.
Professor
At 14th level, you become a professor. You prepare the
curriculum and have the authority to give a certificate to your
graduate students as the proof of their graduation. A graduate
student becomes qualified to choose this arcane tradition.
To become a professor, you learned to tap into the untapped
magical energies that reside inside your students. You can
cast the spells that have a range of self, with a range of touch
instead.
Glorious CombaTanT
-Fighter-
11
Combat Stamına Wıll and Glory
With every strike you land, you sustain your will to fight. At 15th level, you learn to act in dire situations in ways
Starting at 7th level, you gain a +2 bonus to your weapon you previously couldn’t. When you are aware of a friendly
damage and every time you deal damage to an opponent with creature being harmed by a hostile creature or being in need
a weapon attack, you regain 1 hit point. You can’t benefit from of immediate assistance in a possibly fatal situation, all spell
this feature against a creature that is not fighting back. and magical effects on you that restrict your movement ends.
At 13th level, you start to regain 2 hit points instead of 1. At The GM determines whether or not you can benefit from this
18th level, the weapon damage bonus increases to +4 and you feature.
start to regain 4 hit points instead of 2.
ZealoT
Wıll of the Fallen -Paladin-
Tenets of Zealot
Although the religious teachings of different deities vary,
zealots share the following tenets:
Divine Might. Your deity will always have enemies, and you
shall always be prepared to battle with them.
God’s Kingdom. You will rule God’s kingdom with wisdom
and strength.
True Path. Your path is the true one, and all who defy it are
infidels.
Oath Spells
You gain oath spells at the paladin levels listed below:
Zealot Spells
Paladin Level Spells
3rd bane, detect magic
5th flame blade, pass without trace
9th bestow curse, protection from energy
13th confusion, freedom of movement
17th hallow, planar binding
Dedıcated Faıthful
Nothing shall stand between you and your faith.
Starting at 3rd level, your deity bestows a portion of its
divine power upon you. You gain a pool of points called
12
Faith Points, and it is equal to your paladin level plus your Call of the Zealot. By using this option, you can incite fear,
proficiency bonus. hope, or rage within people.
You can use faith points to cast spells or to use paladin class As an action, you quote the teachings of your deity and
features that require you to expend spell slots (such as Divine incite fear, hope, or rage within your audience. Choose
Smite). The number of faith points required to do so is equal to a number of creatures equal to your Charisma modifier
twice the level of the spell slot. (minimum of 1 creature) that can hear you within 30 feet of
You regain all expended faith points when you finish a long you. The targets are charmed, frightened, affected by the bless
rest. spell, or affected by the bane spell (one of your choice). If a
target is unwilling, it can resist the effect with a successful
Charisma saving throw.
Channel Dıvınıty At 10th level, the range and the number of creatures you can
target by this feature are doubled.
Others shall heed your call or perish. Turn the Heretic. As an action, you present your holy symbol
When you become a zealot at 3rd level, and speak a prayer. Each enemy that does not worship your
you gain the following two Channel deity that can see or hear you within 30 feet of you must make
Divinity options: a Wisdom saving throw. A creature that fails its saving throw
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 can’t willingly move to a space
within 30 feet of you. It also can’t 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 there’s nowhere to move, the
creature can use the Dodge action.
13
Backgrounds
Corpus Angelus includes many new backgrounds that will help
you create the backstories of good characters. Two of them are
Suggested Characterıstıcs
included in this demo booklet.
A blessed child is someone marked by the forces of good who Blessed children are generally humble. They don’t talk about
lives a life full of faith, thus becoming an important figure for being blessed, and even hide their marks from others. They
their deity. Martyrs are those who walk the path of a cause at tend to believe that they were blessed for a reason, and that all
great peril to themselves; or those who have already done so. their actions are under the watchful eye of a divine force. No
matter what, they try to help people. Most of them also seek
answers about their deities. Many of them therefore live lives
Blessed Child that are appropriate for their deities and become members of
a temple at some point or another.
d8 Personality Trait
At birth, you were blessed by the forces of good or by a
respected member of a good temple. Through this blessing, I always act with caution, for evil lurks around every
1
divine powers put their faith in you. In return, you are corner.
expected to follow their path and put your faith in them. You
I will help everyone in need no matter who they are,
know the flame of faith burning in your heart will warm you 2
because that’s what a hero does.
and your allies if you hold on to it, even in the darkest of
times. This flame is your blessing and your guide.
I follow all orders from friends without so much as a
You carry a mark that shows you are blessed, which appears 3
second thought, even if it means risking my own life.
somewhere on your body right after you are blessed at birth.
Once you know you are blessed, the temple or other
religious figures may want to educate and protect you to I have a catchphrase that I sometimes blurt out when
4
ensure that you can walk the holy path. However, some who I’m excited.
see your mark are less than delighted, which may cause you to True blessing is the bond of friendship and family.
acquire enemies even as a child. 5 Thus, I see everyone as my friend, and my friends as
You may find out you are blessed through many means. my family.
You may be raised by a temple that tells you about your
mark from the very beginning, or you may be brought up by My rules are the same as those of my deity. If they
regular folk who hide your mark’s meaning from you, and may 6 conflict with the values of others, I will always choose
discover its true nature later in life through other means. You my deity’s rules.
can be spoiled by religious people, disciplined by religious
authorities, or even hunted by heretics. Even in the face of the slightest injustice, I can’t stay
7
silent. I feel like I must set things right no matter what.
Skill Proficiencies: Two of your choice (If you are raised in a
temple, you may want to choose Religion as one of them) I always try to stay positive and smile, even in the
8 darkest of times. Because If the one who is blessed
Languages: Celestial and one of your choice doesn’t smile, who will?
Equipment: A holy symbol (a gift you got when people
realized you were blessed), a set of common clothes, and a belt
pouch containing 15 gp d6 Ideal
Herald. I will spread the flame of faith burning in my
1
heart. (Good)
Feature: Mark of the Blessed
Faith. As a blessed child, I shall fulfill my destiny and
2
You carry a mark that symbolizes you are observed and guided vanquish all the enemies of my deity. (Good)
by divine powers. This mark can be anywhere on your body. Devotion. I must prove my worth and devotion to the
Its shape can be a holy symbol, a letter, or anything else you 3 temple. I thus execute their orders without question.
can think of. Religious people might recognize the mark with a (Lawful)
successful DC 15 Intelligence (Religion) check and understand
Truth-Seeker. I spend my days searching for and
that you are a blessed child. While some may trust you 4
studying the unknown about the divine. (Any)
instantly and wish to help you after recognizing your mark,
others may see you as a valuable target. Self-Justification. As I am blessed by righteous forces,
5 all my actions are blessed and righteous as well.
(Chaotic)
14
6
Divine. I am the hand of my deity amongst mortals and Cause
I act accordingly. (Deity’s alignment)
As a martyr, you fight for a cause that will benefit others;
d6 Bond be-they your own community or the entirety of society. This
cause is of the utmost importance to you, so much so that you
My deity’s temple and its members mean a great deal are ready to die for it if necessary. You should note that this
1
to me. I would do anything in my power to help them. cause also determines the role of the organization you are tied
Without my mark, I am no one. I must protect it with to, or your role within it. To determine what your cause is, you
2 can roll on the table below, choose from the table below, or
my life.
create a cause that best fits your character.
3 I would rather die than see the innocent hurt.
d10 Cause d10 Cause
My life, and all that I am, was gifted to me by my
4 family; this blessing included. I must protect them with 1 To win a war 6 For peace
my life. 2 To find a cure 7 To make discoveries
I will find other blessed children and protect them if 3 For faith 8 For protection
5
our ideals complement each other. 4 To help the weak 9 For change
6 I must learn why I was blessed and fulfill my destiny. 5 For freedom 10 For welfare
I believe this blessing means nothing. If you ask me, I Varıant Feature: Martyrdom
5
am no different than anyone else.
6 To me, faith is power. I see the faithless as my inferior. You may have already become a martyr for your cause.
Perhaps you came back from the brink of death, or perhaps
you died (or were considered dead) but somehow came back to
MarTyr life.
The folk, community, or society that sees you as a martyr
tries to provide for your needs to the best of their abilities.
This can present itself as a free stay in an inn or a house,
You are fighting for a cause of great importance for the good
someone tending to your (and your companions’) wounds,
of all, or of your own community. This cause can be anything;
food rations for a voyage or mission, or even simple mundane
you could be trying to win a war, seeking to put an end to a
items you may need. The GM has the final say about the extent
grave injustice, or looking to fill those around you with a sense
of these demonstrations of hospitality.
of divine understanding.
You may have chosen this path as a result of various
circumstances; you may have been trained for this your whole Suggested Characterıstıcs
life, lived through things to see the necessity of it, or found it
as you sought atonement for your past deeds. As a martyr, your cause is always on your mind. You thus
tend to consider how an action would help or hurt your
Skill Proficiencies: One of the following skills of your choice; cause before acting. As you see it to be the way of ultimate
Arcana, History, Religion; one of the following skills of your righteousness, you try to recruit others to it. Because of your
choice; Athletics, Persuasion, Insight loyalty, you hold your organization or kingdom in incredibly
Tool Proficiencies: One type of artisan’s tools high regard.
Equipment: An item of honor from the organization or However, this loyalty does not have to be to characters
kingdom you belong to or a noteworthy item signifying the or entities of authority; you are also incredibly loyal to
importance of your cause, artisan’s tools of your choice, a set your cause. Perhaps, you may even be in conflict with your
of common clothes, and a pouch containing 10 gp
15
organization for the sake of this ideal.
Pragmatism. Although not always virtuous, I should
5
find the best way to succeed in my cause. (Neutral)
d8 Personality Trait
Passion. I feel the importance of my cause in my heart,
If it’s gonna help my cause, I defy authorities without 6
1 and I act on it. (Good)
hesitation.
Feats
The Feats included below aim to make your character even that represents good. You gain advantage on Wisdom (Insight)
holier and even more unique. and Charisma (Persuasion) checks against good-aligned
creatures and disadvantage on these checks against evil-
Consecrated Spell aligned ones if they see the mark. Your attacks also deal an
extra 1d6 radiant damage to evil-aligned creatures.
Prerequisite: Ability to cast at least one spell, and your alignment
must be any good Watched Over by Angels
When you choose this feat, you choose a number of spells
equal to your spellcasting ability modifier (minimum of 1) that
Prerequisite: Your alignment must be any good
deal damage and target a single creature.
When you choose this feat, angels start to watch over you. You
While casting these spells, you can choose to consecrate it,
gain the following benefits:
blessing it with radiant energies. A consecrated spell’s damage
type changes to radiant and it ignores resistance to radiant • Increase one ability score of your choice by 1, to a
damage. maximum of 20.
• Once per day, the first attack that drops you to 0 hit points
misses you instead. Since you have no control over the
Mark of Good angels watching you, the GM decides if you can benefit
from this feature.
You carry the mark of a good deity or another cosmic entity
16
Devotıon Paths
Devotion Paths is an optional set of rules for GMs and players Path of Honor.
who wish to bring flavor to their NPCs and characters. In this
mechanic, you devote yourself to a concept, to a cause, and try
to walk its path. Each path has its own good deeds and sins. As Path of Honor
you live according to these restrictions, you understand the
path more deeply and are rewarded for your devotion. The You devote yourself to the path of honor. You try to be a living
rewards are generally bestowed by universal forces related example of chivalrous behavior; courage, generosity, and
to the path, such as the Gods of the path to which you are hospitality.
devoted or powerful angels and fey.
Deeds
PaTh ResTricTions: • Keeping an oath
• Showing courage
Deeds and Sins • Prioritizing duty over personal gain
• Paying your debts
• Challenging an enemy face to face
As is mentioned above, there are deeds and sins for each path,
although different paths can have common deeds and sins. S ns
These deeds and sins are listed under every devotion path. As • Breaking an oath
a GM, feel free to modify them or use them as guidelines to • Showing cowardice
write a new devotion path, or to write more deeds and sins for • Prioritizing personal gain over duty
an existing path. • Leaving your debts unpaid
• Associating with the dishonorable
DevoTion PoinTs • Using poison
You can always create new deeds and sins. The ones given
above are merely examples and are meant to act as guidelines
When you commit a deed, roll a d20. If the result of the die is for both GMs and players.
higher than your current devotion points, you gain 1 devotion
point. You lose 3 devotion points when you commit a sin. You
Rewards
can walk only one devotion path at a time, and when your
devotion points on a path drop to 0, you leave the path and You gain the following benefits as you walk the path of honor:
gain a curse that is unique to it. 1 Devotion Point. You have advantage on all your attack
As a GM, you should not forget two things. Firstly, if you rolls when you encounter an enemy face to face; when you do
think that the deed of the character must be rewarded, you not approach your enemy stealthily, when the enemy is not
can let the character gain 1 devotion point directly, without surprised, and when you directly face your enemy.
rolling a d20. 3 Devotion Points. You can challenge an enemy of your
Secondly, it must not be easy to accumulate devotion choice within 30 feet of you that can see you. The target must
points. They should be granted as rewards for the purest of succeed on a Wisdom saving throw (DC = 8 + your Charisma
intentions. For example, a character walking on the path modifier + your proficiency bonus) or have disadvantage on all
of honor may take 1 gold piece from one of their friends in weapon attack rolls it makes against any target other than you
the party as debt and pay it after 5 minutes. The character for 1 minute.
should not gain a devotion point each time they do this. The Once you use this feature, you must finish a short or long
purity of the intention of characters is determined at the GM’s rest to use it again.
discretion. 7 Devotion Points. Acting honorably all the time has its own
When you gain certain amounts of devotion points, you are hardships. To ease the weight on your shoulders, you can
granted unique rewards for your devotion. reroll a d20 after you make the roll but before the GM declares
the result. You cannot reroll the d20 that you roll to gain a
devotion point.
PaThs of DevoTion Once you use this feature, you must finish a long rest to use
it again.
13 Devotion Points. All your attacks deal an extra 2 radiant
damage to evil-aligned and dishonorable creatures. The GM
There are many Devotion Paths. Each path of devotion is decides whether or not a creature is dishonorable.
related to a good concept or emotion. One of these paths is the
17
20 Devotion Points. As an action, you call forth a ancestor of the duration expires.
glory (p.33) to your aid for 1 minute. Once you use this feature, you must finish a long rest to use
The spirit is friendly to you and your allies. Roll initiative it again.
for the spirit, which has its own turns. It obeys any verbal
command you issue to it (no action required by you) as Curse
long as it is not a dishonorable act. If you command it to do
something dishonorable, you lose 5 devotion points, it leaves When you leave the path of honor, the forces that once
your command and becomes hostile to you and your allies. If rewarded you for being honorable curse you. You take a -2
you issue no commands, the spirit only defends itself against penalty to all ability checks, attack rolls, and saving throws for
hostile creatures. 1 year. The curse can only be removed by means of a greater
restoration or wish spell cast within 30 days of the curse.
The spirit disappears when it drops to 0 hit points or when
Magıc tems
Although faith is the most important tool of a holy warrior, it • The properties and powers of magic items that you are
is a well-known fact that magic items have changed the course holding, wearing, or carrying are suppressed, except for
of many battles throughout history. Blessed armor, weapons Angelicus Gladius.
burning with holy flames, sanctified trinkets, the blood of • You can change the appearance of your equipment
saints, and sacred potions are just a small portion of what the without changing its dimensions and its statistics.
good may possess. In this section, you will find many relics Blessed. If a creature holding this sword is evil-aligned,
that destroy any evil which dares to touch it. holding it suppresses the properties and powers of magic
items that the creature is holding, wearing, or carrying,
including the Angelicus Gladius. This property does not
Angelıcus Gladıus suppress itself.
Weapon (longsword), artifact (requires attunement)
While you are holding this weapon, all other equipment that Bow of Lıght Blast
you are holding or wearing are empowered, but their own Weapon (any bow), rare (requires attunement)
magic is suppressed by the overwhelming magic the sword
harbors. While you are holding Angelicus Gladius, you gain the This bow made of wood and gold has inscriptions such as “ The
additional benefits listed below: light shows us the way” on it, written in Celestial.
• While holding a shield, you have an additional +3 bonus to It has six charges. As a bonus action, you can speak its
your AC. command word and expend one charge. The next time you
• While holding a weapon, you have a +3 bonus to attack and deal damage with it, the arrow shines and explodes on impact.
damage rolls made with that weapon (including Angelicus Creatures within 15 feet of the target must succeed on a DC 13
Gladius), and your weapon attacks are magical. Dexterity saving throw or take 1d10 radiant damage. A 15-foot
• While wearing armor, you have an additional +3 bonus to radius centered on the bow is illuminated with bright light
AC. until the end of your next turn. The light uncovers invisible
• You can’t cast arcane spells. creatures, such as those affected by an invisibility spell, for the
duration.
18
The bow regains 1d6 expended charges daily at dawn. If you
expend the bow’s last charge, roll a d20. On a 1, the bow loses
Necklace of Heavenly Beauty
some of its power and does not deal extra radiant damage on Wondrous Item, very rare
impact.
While wearing this necklace, you have a +1d4 bonus to
Charisma checks.
Dıvıne-Touched Greataxe
Weapon (greataxe), legendary (requires attunement)
Pen of Truth
When you hit a creature with this weapon, you can choose to Wondrous Item, uncommon
double the damage that you deal. Once you use this feature,
you must finish a short or long rest to use it again. A creature can only write the truth with this pen. In addition,
a text written with this pen is illuminated with dim light,
going over the text at the same time as the reader’s eye
Horn of the Unıcorn movement while it is being read, which helps creatures that
Wand, rare (requires attunement by a spellcaster) have difficulty reading to focus on the text.
If a creature tries to write a lie with the pen, the pen does
Some druids collect the horns of the dead unicorns they locate, not write anything.
weave them with spells and turn them into wands, just to
make the memories of these holy creatures last longer.
This wand has 10 charges. As an action, you can expend one
Phoenıx Armor
charge to cause one of the following effects of your choice: Armor (light, medium, or heavy), varies (requires attunement)
Agility. You target a creature within 60 feet of you. Its speed
increases by 10 feet for 1 minute. While you’re wearing this armor, it takes damage in your
Stamina. You target a creature within 30 feet of you and place. When you lose hit points, the armor loses hit points
reduce its exhaustion level by one, or end one disease affecting instead of you. Its hit point maximum depends on its rarity, as
it. given below:
Recovery. You target a creature within 15 feet of you. The
target regains 4d8 + 4 hit points. Rarity Hit Point Maximum
The wand regains 1d6 + 1 expended charges daily at dawn. If Uncommon 10
you expend the wand’s last charge, roll a d20. On a 1, the wand
crumbles into ashes and is destroyed. Rare 20
Very rare 30
rymıdıa Legendary 40
Potion, legendary
The armor regains 1 hit point at the start of each of your
After you drink this potion, you gain legendary resistance. If turns if it has more than 0 hit points. If the armor is reduced
you fail a saving throw, you can choose to succeed instead. to 0 hit points, any excess damage carries over to you, and
This effect persists until you use this feature or you finish a the armor burns to ashes and disappears. You can conjure the
long rest. armor back on yourself after you finish a long rest. If you don’t
Irymidia
Pen of Truth
Divine-touched Greataxe
19
conjure it within the 2 next long rests, the attunement ends that strike your opponents by doing so.
and you can’t conjure it anymore. While wearing this armor, your melee weapon attacks deal
an extra 1d8 radiant damage.
This armor has animated arms that mimic your movement and
Prayer of Healing
Will of Swords
Ring of Pacification
Relentless Conqueror
20
Cults and Organizations
Good exists in many shapes and forms. There is good in its homeland is welcome. Although members are generally
helping others less fortunate, just as there is good in sharing suspicious of the “civilized” folk, even they can be welcomed if
a joy-filled laugh with friends. There is good in defending they prove their intentions to be pure.
one’s home against dark forces, just as there is in living out Most members revere good deities and powerful spirits of
one’s days fighting evil and all that it stands for. This section nature.
includes information on orders, cults, and organizations
dedicated to good, one way or another. Here, you may find
information on their foundation, leaders, initiation rites and Leaders
processes, and goals and activities.
Nicehoof is quite popular among the wild folk; not as the
Claws of Good leader of the whole organization, but as the founder of this
movement.
Plot Hooks
The Claws of Good is a mostly non-humanoid organization that
protects nature, sacred groves, and the wild.
The wilderness is quite active these days. It is rumored that
The organization tries to destroy all evil forces that aim to centaurs butchered the goblin horde that was trying to invade
harm nature or which harm nature for other goals. a village nearby. The mayor wants to talk to these centaurs.
It is better to call the Claws of Good a movement rather
than an organization, since it started with the battle between
a minotaur, Nicehoof (p.27), and the evil mages that tried Order of
to destroy his homeland. After he formed the Claws of Good
and succeeded in ensuring the protection of his war-torn Grave Guards
homeland, his tales spread all around and many different
creatures joined the movement, each protecting their own
homeland. The Order of Grave Guards is a knightly order that seeks out
and destroys evil undead of all types.
Goals and Actıvıtıes Members of this organization gather information about the
evil undead, infiltrate evil cults of necromancy if necessary,
collaborate with temples and local guards, and hit their target
The main goal of the members of this organization is actually
to kill it for good.
one of the most basic needs of any creature; protecting their
home, especially against the “civilized” folk who call them
“uncivilized monsters”. They hunt anyone and anything that Goals and Actıvıtıes
tries to harm their home; nature. The members work alongside
druid groves and followers of the deities of nature.
The main goal of the Order of Grave Guards is to destroy all
Mostly, members living in the same territory operate kinds of evil undead and their creators.
together, but members of different territories helping each
To succeed in this, the organization educates all of its
other is not unheard of.
members about the undead; their types, abilities, and
Since this movement has many members in many different weaknesses. A member that completes this education is
areas, some of them lose themselves in hatred and rage, which known as a “Grave Guard”. The grave guards separate into two
leads them to commit non-good acts. Others try to persuade groups; those who seek, called the “Inquisitors”, and those
such members to employ less evil ways by the others. who destroy, called the “Disruptors”.
The order works in collaboration with temples of the gods
Headquarters that defy the undead, and the rulers of kingdoms. Since
hunting the undead is dangerous and dirty work, the Order of
Grave Guards is called when a threat arises. The order is well-
This movement has no headquarters, but many gathering
rewarded in return, and most of the orders’ funding comes
places. Each territory has its own unique place where the
from those rewards as well as loot.
members meet up.
Veterans and retired members of the order are highly feared
and respected among people. The organization has the right to
nıtıatıon and Membershıp reward its members with a knighthood. These knights are also
generally granted the right to rule a small piece of land, as a
sign of gratitude and as a political move.
Any good-hearted non-humanoid creature willing to protect
21
Since the order is a knightly order that has strong
Headquarters relationships with temples and kingdoms, Grave Guards are
expected to be courageous and good-willed. Otherwise, they
The order operates in Castle Grazerta; the castle of the leader are kicked out of the order.
of the order, Trellis von Grazerta (p.31). It is a stone fortress
placed in the middle of a beautiful and fertile forest.
Leaders
nıtıatıon and Membershıp High Inquisitor Trevis von Grazerta leads the organization.
22
Heroes
23
Charlie The STray
Medium beast, neutral good
ACTIONS
REACTIONS
24
Ilinar Spellflame
Medium Humanoid
High Elf
Neutral Good
Spellcaster
25
Ilinar Spellflame remaining semi-conscious, for 4 hours a day. The Common word
for this meditation is “trance”. While meditating, he dreams
Medium humanoid (high elf), neutral good
after a fashion; such dreams are mental exercises that have
become reflexive after years of practice. After resting in this
Armor Class 12 (15 with mage armor) way, he gains the same benefit a human would from 8 hours of
Hit Points 88 (16d8 + 16) sleep.
Speed 30 ft. Spellcasting. Ilinar is a 16th level spellcaster. His spellcasting
ability is Intelligence (spell save DC 17, +9 to hit with spell
STR DEX CON INT WIS CHA attacks). He has the following wizard spells:
Cantrip (at will): acid splash, fire bolt, light, mage hand, shocking
10 (+0) 15 (+2) 13 (+1) 20 (+5) 15 (+2) 18 (+4)
grasp
1st level (4 slots): burning hands, detect magic, mage armor*, shield
Saving Throws Intelligence +9, Wisdom +6, Charisma +8
Skills Arcana +9, History +9, Insight +6, Nature +9, Religion +9 2nd level (3 slots): arcanist’s magic aura, flaming sphere, scorching
Senses darkvision 60 ft., passive Perception 12 ray
Languages Celestial, Common, Draconic, Elvish 3rd level (3 slots): dispel magic, fireball, fly, haste, lightning bolt
Challenge 11 (7,200 XP) 4th level (3 slots): fire shield, greater invisibility, resilient sphere, wall
of fire
Elf Weapon Training. Ilinar has proficiency with the longsword, 5th level (2 slots): cone of cold, conjure elemental, wall of force
shortsword, shortbow, and longbow.
6th level (1 slot): chain lightning, globe of invulnerability, sunbeam,
Empowered Evocation. Ilinar adds 5 to the damage roll of any
true seeing
wizard evocation spell that he casts.
7th level (1 slot): delayed blast fireball
Fey Ancestry. Ilinar has advantage on saving throws against
being charmed, and magic can’t put him to sleep. 8th level (1 slot): sunburst
Mark of Good. Ilinar carries a holy mark (his golden eyes). He has *He casts on himself before combat.
advantage on Charisma (Insight and Persuasion) checks against
good-aligned creatures and disadvantage on these checks against ACTIONS
evil-aligned ones. Also, his attacks deal an extra 1d6 radiant
damage to evil-aligned creatures (already included in the attack). +2 Silver Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Righteous Evoker. Ilinar can change the damage type of any one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) radiant
wizard evocation spell he casts to radiant. damage.
Trance. Ilinar does not sleep. Instead, he meditates deeply,
26
Nıcehoof
“My only desire was to live a life of peace and se-
renity. Now? Now I must cleave those who dest-
royed my home and killed my friends!”
Large monstrosity
Minotaur
Chaotic Good
Warrior
27
Nicehoof
Large monstrosity, chaotic good
ACTIONS
Multiattack. Nicehoof makes two greataxe attacks, or he can make
one gore and one greataxe attack.
+1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 19 (2d12 + 6) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) piercing damage
28
The Penıtent Wanderer
The Penitent Wanderer is a middle-aged human. He has a The Penıtent Wanderer’s Goals
bald head and a clean-shaven face. He wears ragged clothes
and carries a whip. The Penitent Wanderer travels all around, seeking people that
The Penitent Wanderer travels from town to town and need help. He tries to solve all kinds of problems for atonement;
village to village and helps people, so that he can undo his from finding a missing cat to clearing a monster’s lair. He
sins. believes he will achieve inner peace and serenity by helping
people. Occasionally, The Penitent Wanderer helps temples of
The Penıtent Wanderer’s Story good-aligned deities and asks for redemption from divinity in
return.
The Penitent Wanderer had a name once, but he no longer
remembers what it was. With this name, he was known as a Roleplayıng The Penıtent Wanderer
professional criminal. He could do any kind of work, from
basic mugging to the assassination of nobles, and he was The Penitent Wanderer is an introvert and he prefers to live
proud to be able to do so. At some point in his life, money in seclusion. Since he doesn’t have a home, he usually sleeps
became meaningless because he had more than he could outdoors in the settlements where he helps people. If he thinks
ever spend. he can help someone, he insists upon it, and does everything
He dreamed of being a landowner and becoming a noble; in his power to do so. If he fails his tasks he punishes himself
but that meant settling for a normal life. He thus took a by whipping himself on the back. He never accepts any kind of
few “last” jobs. One of his last jobs was to destroy a piece reward for his good deeds; save redemption.
of evidence that was located in a crowded city. But things The Penitent Wanderer looks sad and tired most of the time,
went sideways when he started a fire to burn down the but if someone talks to him, he tries to hide it with a smile.
building with the evidence in it. In a battle, if The Penitent Wanderer’s target is not known
Only after he got out of the building with a smile on his to be evil, he chooses non-lethal attacks because he believes
face did he realize that the fire had spread to the adjacent everyone deserves a second chance, like him.
buildings. One of these buildings was an orphanage. With
the realization of what he had done, he fled and started to
wander the wilds, thinking about how many people had
Medium Humanoid
Human
Chaotic Good
Scoundrel
29
The PeniTenT Wanderer
Medium humanoid (human), chaotic good
ACTIONS
Multiattack. The Penitent Wanderer makes three melee weapon
attacks.
Whip of Penance. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 6 (1d4 + 4) slashing damage plus 4 (1d8) radiant damage.
If the target creature’s alignment is evil, the creature must succeed
on a DC 13 Charisma saving throw, or it is overwhelmed by the
vindictive power of the whip and is stunned until the end of its next
turn.
REACTIONS
30
Trelıs von Grazerta
Medium Humanoid
High Elf
Lawful Good
Warrior
31
Inquisitor Trelis von meditating, she can dream after a fashion; such dreams are
actually mental exercises that have become reflexive through
Grazerta years of practice. After resting in this way, you gain the same
Medium humanoid (high elf), lawful good benefit that a human does from 8 hours of sleep.
Undeadbane. Trelis’ weapon attacks deal an extra 1d6 radiant
Armor Class 15 (half plate) damage. If the target is undead, it takes an additional 2d6 radiant
Hit Points 231 (22d8 + 132) damage (Already included in the attack).
Speed 30 ft. Spellcasting. Trelis is a 5th level spellcaster. Her spellcasting
ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
She has the following spells:
STR DEX CON INT WIS CHA
Cantrip: true strike
18 (+4) 10 (+0) 22 (+6) 14 (+2) 15 (+2) 18 (+4)
1st level (4 slots): bless, cure wounds, shield of faith
2nd level (3 slots): branding smite, find steed, zone of truth
Saving Throws Strength +8, Wisdom +6, Charisma +8
3rd level (2 slots): speak with dead
Skills Arcana +6, Athletics +8, Insight +6, Intimidation +8,
Perception +6, Persuasion +8, Religion +6
ACTIONS
Senses darkvision 60 ft., passive Perception 16
Languages Celestial, Common, Elvish
Multiattack. Trelis makes two melee weapon attacks and then
Challenge 11 (7,200 XP)
makes a third weapon attack as a bonus action.
+2 Longsword. Melee Weapon Attack +10 to hit, reach 5 ft., one
Dead Stays Dead. Trelis can conduct a ritual of 1-hour on a dead
target. Hit: 10 (1d8 + 6) slashing damage plus 3 (1d6) radiant
body. The body cannot be raised as any type of undead for the
damage or 11 (1d10 + 6) slashing damage plus 3 (1d6) radiant
next 7 days if the raiser is not a deity.
damage if used with two hands. If the target is undead, it takes
Fey Ancestry. Trelis has advantage on saving throws against an additional 1d6 radiant damage.
being charmed, and magic can’t put her to sleep.
Speaker of the Dead. When Trelis casts the speak with dead spell, REACTIONS
she can ask up to ten questions instead of five.
Trance. Trelis doesn’t need to sleep. Instead, she meditates Parry. Trelis adds 4 to its AC against one melee attack that would
deeply, remaining semiconscious, for 4 hours a day. (The hit it. To do so, Trelis must see the attacker and be wielding a
Common word for such meditation is “trance.”) While melee weapon.
32
Monsters
Corpus Angelus includes many monsters of various Challenge Ratings; all of whom are agents of good in their own, special way.
Some of these monsters are given in this booklet, below. You can use each of them to bring some flavor to both evil and good
campaigns.
Ancestor of Glory
Medium undead, chaotic good
ACTIONS
33
Cherubım
The most vital ability for beings participating in an interplanar
conflict is to travel across planes of existence. A cherubim’s
duty is to hinder their enemies’ ability to do so. With
absolute integrity and armed with a weapon that co-exists
within itself without defying causality, a cherubim is
created by divine forces to be the ultimate weapon
against enemies’ utilization of magical methods
and abilities. Cherubims are mostly accompanied
by other angels who hold off the enemy as they
destroy portals and magical effects.
Divine Creation. A cherubim is an angel and
doesn’t require food, drink, or sleep.
Magic Termination. A cherubim can touch
and manipulate the magical energy that
suffuses creation and uses this ability to deny
magic and to terminate it. A cherubim can
directly strike the weave of magic, shattering its
pattern.
Owner’s Trace. When a cherubim dies, its body
disappears, but its weapon and armor are left
behind. While wielding the weapon or wearing the
armor, a creature is unable to use any kind of magic.
34
Dıvıne Felıne
Divine felines are close relatives of cats. Their bodies are
altered by divine powers, which change their appearances.
They are inhabitants of other planes of existence;
however, they can also be adopted as familiars of good-
aligned spellcasters.
They look just like regular cats from a distance;
however, if observed, one can see gleaming divine marks
on their foreheads in various shapes of sacred geometry.
Their fur also glows with radiant energy. In fact, they are
also known as celestial cats due to their glowing fur. They
have an average lifespan of a thousand years.
Divine Feline
Tiny celestial, any good
Armor Class 13
Hit Points 4 (1d4 + 2)
Speed 40 ft., climb 30 ft.
Divine Augury (1/Day). The divine feline can sense the future with
their great instincts and connection to the divines. If its allies ask
about the results of a specific course of action that they plan to take
within the next 30 minutes, the divine feline can make an omen as
in the augury spell.
ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3
slashing damage.
REACTIONS
35
Dıvıne Owlbear
Not every radiant being above the skies works to better things in the name of good; there are also
those who simply enjoy a life of peace, unencumbered by any goals or desires. A divine owlbear is a
tranquil creature that does not act aggressively until greatly provoked. It feeds on fruit and honey,
sleeps even though it doesn’t need to, and swims in clear waters.
Calming Presence. Some celestials meditate near divine owlbears, as they feel calmer and safer while
in the presence of these creatures.
Divine Creation. A divine owlbear doesn’t require food, drink, or sleep.
Immortality. A divine owlbear does not grow old and can’t die of old age. They usually die as a result
of their clumsiness or of attacks from outsiders. Most of the time, they are resurrected by deities that
feel sorry for them.
Divine Owlbear
Huge celestial, unaligned
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Challenge 10 (5,900 XP)
Keen Sight and Smell. The divine owlbear has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Magical Body. Beak and claw attacks of the divine owlbear are
magical.
ACTIONS
REACTIONS
36
ron Angel
An iron angel is an angel forged by fire from iron. Their
faith in law and in good are so intense that they burn
with divine fire when they unleash their fury against
enemies, which causes them to look like angels in the
shape of molten metal.
Divine Creation. An iron angel doesn’t require food,
drink, or sleep.
Molten Swords. Only the souls of righteous warriors
who wish to continue battling after they die are
worked in the angelic forges and reshaped as iron
angels. When a devoted soul becomes an iron angel,
it also receives a pair of blessed, molten weapons
as a gift. Each of these swords is unique to its
owner, and disappears when its owner dies.
When an iron angel receives a target to destroy,
it can write the name of the target within the
blade by using a forge, which is made easier by the
weapon being molten. When it does so, the iron angel
deals double damage to the target with these weapons.
Restless Hunters. An iron angel’s duty is to seek and
destroy the enemies of the forces of good. Once it starts
to hunt a creature, the iron angel magically sees the
1-month-old traces of the target’s aura, which makes it a
perfect hunter.
37
Lıght Elemental
Light elementals are the natives of the planes of existence where only light exists. They are made of pure light of different
colors. They can alter their shape at will, but they mostly choose the form of a humanoid. They are just as dangerous as they are
elegant; their intense light also emanates extreme heat around them.
They rarely visit the material plane. If one does come across a light elemental in the material plane, it is probably because it
was summoned and somehow became free.
Light elementals are friendly in their nature; however, they try to keep their distance from creatures they can harm with
their body heat.
Light Elemental
Large elemental, chaotic good
Armor Class 13
Hit Points 114 (12d10 + 48)
Speed 50 ft., fly 50 ft. (hover)
ACTIONS
REACTIONS
38
Ophanım
The first light that shines upon the throne of a deity humbly
bows before the might of the divine as it obtains sentience to
perceive and, through perception, to comprehend the supremacy
of the holy. If a deity chooses to preserve the courteous light, it
blesses the light with four sacred rings, creating an ophanim. An
ophanim’s loyalty never wavers and unlike other angels, they can’t
fall from grace. They are pure light molded into a body through
faith. An ophanim’s duty is to watch over the realm of a deity and
to guard its throne.
Being of Light. An ophanim doesn’t have a vessel; it is a being
of pure light anchored to material existence by four rings. These
rings have numerous eyes on them that constantly watch over the
ophanim. By doing so, they acknowledge its existence.
Divine Creation. An ophanim is an angel and doesn’t require
food, drink, or sleep.
Incorruptible. The essence of an ophanim consists of strong and
righteous ideals and the pillars of divine faith. If these ideals ever
weaken or if the faith of an ophanim ever wavers, the ophanim’s
essence dissipates and it is no more.
Ophanim ACTIONS
Gargantuan celestial, lawful good
Multiattack. The ophanim makes two radiant rupture attacks.
Armor Class 18 (natural armor) Radiant Rupture. Ranged Spell Attack: +15 to hit, range 150 ft., one
Hit Points 231(14d20 + 84) target. Hit: 36 (8d8) radiant damage. It deals 54 (12d8) radiant
Speed 0 ft., fly 150 ft. (hover) damage to creatures that are poisoned by Drain Light.
REACTIONS
STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 1 (-5) 17 (+3) 22 (+6) 28 (+9) Drain Light. To attack a creature that is made of pure light is a
vile act that can drain the attacker. When a creature successfully
Saving Throws Intelligence +9, Wisdom +12, Charisma +15 hits the ophanim, the ophanim can choose to drain the
Skills Insight +12, Perception +18 creature’s light. The creature must succeed on a DC 17 Charisma
saving throw or become poisoned. The poisoned creature takes
Damage Resistances bludgeoning, piercing, and slashing from
more damage from radiant rupture.
nonmagical attacks
Damage Immunities necrotic, poison, radiant
Condition Immunities blinded, charmed, deafened, exhaustion,
LEGENDARY ACTIONS
frightened, grappled, paralyzed, petrified, poisoned, prone,
stunned The ophanim can take 3 legendary actions, choosing from the
Senses truesight 120 ft., passive Perception 33 options below. Only one legendary action option can be used
Languages all, telepathy 120 ft. at a time and only at the end of another creature’s turn. The
ophanim regains spent legendary actions at the start of its turn.
Challenge 18 (20,000 XP)
Teleport. The ophanim magically teleports, along with any
Divine Awareness. The ophanim knows if it hears a lie. equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
Divine Integrity. The ophanim is a being of pure light that
sustains its physical form by being constantly aware of it. It Eyes of Rings (Costs 2 Actions). The ophanim targets one creature
uses its Wisdom modifier instead of its Strength, Dexterity, it can see within 120 feet of it. Numerous eyes on the golden
and Constitution modifiers. If the ophanim falls unconscious, it rings focus their gazes upon a single creature. The creature must
becomes unaware of itself and dies. succeed on a DC 23 Charisma saving throw. On a failed save, the
creature is overwhelmed and stunned until the end of its next
Innate Spellcasting. The ophanim’s spellcasting ability is turn.
Charisma (spell save DC 23). The ophanim can innately cast the
following spells, requiring no components: Light’s Ultimatum (Costs 3 Actions). The ophanim absorbs the
radiant energy around a 120-foot radius area centered on the
At will: detect evil and good, protection from evil and good ophanim. All lights are absorbed by the ophanim, creating a
5/day each: hallow, dispel evil and good magical darkness in the affected area. Each creature in the
3/day each: commune, geas, sunbeam darkness must succeed on a DC 23 Charisma saving throw or lose
1/day each: mass heal, sunburst their resistance and immunity to radiant damage until leaving
the darkness. The ophanim gains 11 temporary hit points (+4 for
Limited Magic Immunity. The ophanim can’t be affected or each radiant immunity or resistance nullified). Temporary hit
detected by spells of 6th level or lower unless it wishes to be. points gained from several uses of this ability do not stack, the
It has advantage on saving throws against all other spells and higher value is used.
magical effects.
39
Songster
Songsters are bird-winged angels in the shape of humanoids. Their wings are made of the softest feathers of blue and violet,
giving them a glorious appearance.
Songsters have mellow and soothing voices. Their songs and their singing voices sound like that of nightingales. They often
choose to live in isolated places such as mountain tops, desolate islands, or deep in the woods.
Divine Creation. A songster doesn’t require food, drink, or sleep.
Emissaries of Joy. A songster generally serves a deity of art, dance, joy, happiness, and freedom.
Songster
Medium celestial, neutral good
ACTIONS
40
Spırıt of Love
Spirits of love are spirits who love to watch creatures treat each
other with affection, and who commit themselves to spreading
and promoting love and affection everywhere, even in the
deepest corners of the coldest and darkest places.
Although they are incredibly powerful beings, the spirits
of love generally choose not to show their might. They do not
favor battle, enter combat only when they have to, and try to
find pleasure in small, simple things. They walk among
mortals to ensure their happiness, and they cherish
the joy taken from the simple moments in daily
life. However, if the need arises to be aggressive
and something threatens what they stand for, they
become the fiercest enemies imaginable. If need
be, they sacrifice themselves for the sake of love
without a moment’s hesitation.
Different Forms. A spirit of love can be the spirit of a
deceased lover, an angel, or a creature of other forms. It can act
independently, be the servant of a deity of love, or an angelic
emissary.
If the spirit is an angel, its alignment is lawful, its type is
celestial, and it has resistance to radiant damage.
Additionally, a spirit of love doesn’t require food, drink, or
sleep.
Rainbow Riders. Each time a spirit of love observes a simple
expression of love, such as the union of two lovers, a family
spending time together, or a mortal petting a stray dog it is
elated and a rainbow is created. They can also use these rainbows
to teleport from one end to the other.
Spirit of Love 3/day each: calm emotions, enhance ability, glyph of warding,
Large fey, neutral good planeshift, teleport
1/day each: foresight, magnificent mansion, mirage arcane,
Armor Class 19 (natural armor) regenerate, resurrection, true resurrection
Hit Points 212 (17d10 + 119) Magic Resistance. The spirit of love has advantage on saving
Speed 40 ft., fly 80 ft. (hover) throws against spells and other magical effects.
Sanctified Weapon. The spirit of love’s weapon attacks are
magical and it has advantage on attack rolls against all who
STR DEX CON INT WIS CHA
oppose love. When it hits with any weapon, the weapon deals an
18 (+4) 20 (+5) 25 (+7) 14 (+2) 24 (+7) 24 (+7) extra 2d8 radiant damage.
41
Twın Angels of War
It is essential for most warriors to have someone who always
has their backs, and most strategies require more than one
person. It is also a valuable advantage to have numerical
preponderance on the battlefield. This angelic embodiment
of war (made up of two parts) has one mind to strategize
against its enemies, two bodies to have the upper hand, and
no voice to oppose orders. They value hierarchy the most
and are perfect soldiers of the heavens. The two bodies of the
twin angels of war are trained to slay each other if they lose
their way and doubt their morality.
Divine Creation. Twin angels of war don’t require
food, drink, or sleep.
Perfected for War. Bodies hardened by pain,
mind tested by conflict; twin angels of war are
unwavering in the battlefield and they
never question their superiors. They
are perfect soldiers.
Single Essence. A twin angel
of war is an angel created
from a single angelic
essence that became
two bodies. It’s its own
companion in battle;
never alone or
unprepared.
Twin Angels of War independently from each other. If both bodies attack the same
creature in a turn, they have advantage on attack rolls. The
Medium celestial, lawful good
bodies take damage separately but share total hit points. The
twin angels of war take 7 (2d6) force damage at the start of
Armor Class 18 (natural armor) its turns if their bodies are more than 30 feet apart from each
Hit Points 97 (13d8 + 39) other. The bodies can occupy the same space and while doing so
Speed 30 ft., fly 90 ft. the twin angels of war can’t be flanked.
Shared Conscience. The twin angels of war have two bodies but
STR DEX CON INT WIS CHA one mind and soul. All conditions and effects are shared between
the bodies except non-magical restrictions on their movement.
20 (+5) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 17 (+3) War Infused. The twin angels of war’s attacks are magical. When
the twin angels of war hit with any weapon, the weapon deals
Saving Throws Strength +9, Dexterity +7, Constitution +7 an extra 1d8 radiant or 1d8 fire damage (included in the attack).
Skills Intimidation +7 The twin angels of war must choose the type of extra damage
Damage Resistances radiant; bludgeoning, piercing, and before making an attack roll.
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened ACTIONS
Senses blindsight 60 ft. (blind beyond this radius), tremorsense
120 ft., passive Perception 12 Twin Multiattack. Each body makes two greatsword attacks.
Languages Understand Celestial but can’t speak Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Challenge 10 (5,900 XP) Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) radiant or fire
damage.
Innate Spellcasting. The twin angels of war’s spellcasting ability Whirlwind Attack. While the bodies of the twin angels of
is Charisma (spell save DC 15). It can innately cast the following war occupy the same space, together they can make a single
spells, requiring no verbal components: whirlwind attack. The twin angels of war can make a greatsword
At will: detect evil and good, protection from evil and good attack against any number of creatures within 5 feet of it, with a
separate attack roll for each target.
Self-companied. The bodies of the twin angels of war can act
42
OPEN GAME LICENSE Version 1.0a by this License
The following text is the property of Wizards of the Coast, Inc. 6. Notice of License Copyright: You must update the
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All COPYRIGHT NOTICE portion of this License to include the exact
Rights Reserved. text of the COPYRIGHT NOTICE of any Open Game Content You
1. Definitions: (a)”Contributors” means the copyright are copying, modifying or distributing, and You must add the
and/or trademark owners who have contributed Open Game title, the copyright date, and the copyright holder’s name to the
Content; (b)”Derivative Material” means copyrighted material COPYRIGHT NOTICE of any original Open Game Content you Dis-
including derivative works and translations (including into oth- tribute.
er computer languages), potation, modification, correction, ad- 7. Use of Product Identity: You agree not to Use any
dition, extension, upgrade, improvement, compilation, abridg- Product Identity, including as an indication as to compatibility,
ment or other form in which an existing work may be recast, except as expressly licensed in another, independent Agreement
transformed or adapted; (c) “Distribute” means to reproduce, with the owner of each element of that Product Identity. You
license, rent, lease,sell, broadcast, publicly display, transmit or agree not to indicate compatibility or co-adaptability with any
otherwise distribute; (d)”Open Game Content” means the game Trademark or Registered Trademark in conjunction with a work
mechanic and includes the methods, procedures, processes and containing Open Game Content except as expressly licensed in
routines to the extent such content does not embody the Prod- another, independent Agreement with the owner of such Trade-
uct Identity and is an enhancement over the prior art and any mark or Registered Trademark. The use of any Product Identity
additional content clearly identified as Open Game Content by in Open Game Content does not constitute a challenge to the
the Contributor, and means any work covered by this License, in- ownership of that Product Identity. The owner of any Product
cluding translations and derivative works under copyright law, Identity used in Open Game Content shall retain all rights, title
but specifically excludes Product Identity. (e) “Product Identi- and interest in and to that Product Identity.
ty” means product and product line names, logos and identify- 8. Identification: If you distribute Open Game Content
ing marks including trade dress; artifacts; creatures characters; You must clearly indicate which portions of the work that you
stories, storylines, plots, thematic elements, dialogue, incidents, are distributing are Open Game Content.
language, artwork, symbols, designs, depictions, likenesses, for- 9. Updating the License: Wizards or its designated
mats, poses, concepts, themes and graphic, photographic and Agents may publish updated versions of this License. You may
other visual or audio representations; names and descriptions use any authorized version of this License to copy, modify and
of characters, spells, enchantments, personalities, teams, perso- distribute any Open Game Content originally distributed under
nas, likenesses and special abilities; places, locations, environ- any version of this License.
ments, creatures, equipment, magical or supernatural abilities 10. Copy of this License: You MUST include a copy of
or effects, logos, symbols, or graphic designs; and any other this License with every copy of the Open Game Content You Dis-
trademark or registered trademark clearly identified as Product tribute.
identity by the owner of the Product Identity, and which specif- 11. Use of Contributor Credits: You may not market
ically excludes the Open Game Content; or advertise the Open Game Content using the name of any Con-
(f) “Trademark” means the logos, names, mark, sign, motto, de- tributor unless You have written permission from the Contribu-
signs that are used by a Contributor to identify itself or its prod- tor to do so.
ucts or the associated products contributed to the Open Game 12. Inability to Comply: If it is impossible for You to
License by the Contributor (g) “Use”, “Used” or “Using” means comply with any of the terms of this License with respect to
to use, Distribute, copy, edit, format, modify, translate and oth- some or all of the Open Game Content due to statute, judicial
erwise create Derivative Material of Open Game Content. (h) order, or governmental regulation then You may not Use any
“You” or “Your” means the licensee in terms of this agreement. Open Game Material so affected.
2. The License: This License applies to any Open Game 13. Termination: This License will terminate automat-
Content that contains a notice indicating that the Open Game ically if You fail to comply with all terms herein and fail to cure
Content may only be Used under and in terms of this License. such breach within 30 days of becoming aware of the breach. All
You must affix such a notice to any Open Game Content that you sublicenses shall survive the termination of this License.
Use. No terms may be added to or subtracted from this License 14. Reformation: If any provision of this License is
except as described by the License itself. No other terms or con- held to be unenforceable, such provision shall be reformed only
ditions may be applied to any Open Game Content distributed to the extent necessary to make it enforceable.
using this License. 15. COPYRIGHT NOTICE
3. Offer and Acceptance: By Using the Open Game Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Content You indicate Your acceptance of the terms of this Li- Inc. System Reference Document 5.0 Copyright 2016, Wizards of
cense. the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
4. Grant and Consideration: In consideration for Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
agreeing to use this License, the Contributors grant You a per- Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
petual, worldwide, royalty-free, nonexclusive license with the based on original material by E. Gary Gygax and Dave Arneson.
exact terms of this License to Use, the Open Game Content. Corpus Angelus Demo Booklet © 2021 Dream Realm
5. Representation of Authority to Contribute: If You Storytellers LTD. All rights reserved.
are contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
43
44