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Tempest Lore, Volume 2:

Classes, Items, and Spells


From Heroes of the Storm
Monastic Tradition:
Way of the Veradani
The Sahptev faith of Ivgorod maintains a militant warrior-
monk caste, bare-fisted and richly ornamented, to police its
monastery cities.
Every moment these monks are not steeped in the tenets of
their one thousand and one gods and goddesses, they are
vigilant for signs of demonic corruption. With fists bolstered
by spirit and a resolve tempered like steel, the Veradani
stomp out evil, root and branch, wherever it is found.
Veradani Arts
When you choose this Tradition at 3rd level, you gain access
to the three Veradani Arts. You may spend 1 Ki Point to use a
given Art for 1 minute. Only one Art may be active at a time.
While an Art is active, you gain a Spirit every time you hit a
creature with an unarmed strike. These Spirits leave you if
the Art's duration ends and you do not immediately spend
another Ki Point to renew it. You retain Spirits if you switch
from one Art to another.
The Iron Art causes your fists to harden and become
heavy like lead. While this Art is active and you have 3
Spirits or more, the next time you hit with an unarmed
strike, you may expend 3 Spirits and deal an additional
Martial Arts die of Piercing damage.
The Transcendant Art causes your shoulders to lighten,
and your wounds to fade. While this Art is active and you
have 6 Spirits or more, the next time you hit with an
unarmed strike, you may expend 6 Spirits and cause a Divine Palm
flash of pure Ki to either heal you for 1d4 Hit Points or At 17th level, you can flood Ki into a creature's body with a
jump to an ally and heal them for the same amount. touch. You may spend 5 Ki points to do one of the following:
The Insightful Art causes your mind to clear and reveals
the flow of Ki through your own body and the bodies of Use an action to touch an unconscious creature, healing it
others. While this Art is active and you have 9 Spirits or for a quarter of its hit point maximum and returning it to
more, the next time you hit with an unarmed strike, you consciousness immediately.
may expend 9 Spirits and regain 1 Ki point. Use a reaction to touch a creature that has just been
reduced to 0 hit points. Instead of falling unconscious, it is
Radiant Dash paralyzed and immune to damage until the end of its next
At 6th level, you gain the ability to propel yourself forward on turn, at which point it is bathed in a flash of light and
a jet of Ki energy. As a bonus action, you can spend a Ki point healed for half its hit point maximum.
to target a creature up to a distance away equal to your Use an action to touch a conscious creature and mark it
Unarmored Movement bonus. with the Sign of the Divine Palm until the start of your
You fly through the air and land in an unoccupied space next turn. If the creature bearing the Sign would drop to 0
within 5 feet of that creature. You do not provoke attacks of hit points, it instead gains the benefit of the above , except
opportunity during this movement. You may immediately it is healed for three quarters of its hit point maximum.
make an unarmed strike against the target creature when you
land. No matter which of these abilities you use, you cannot use
Divine Palm again until you complere a long rest.
Spirit Ally
At 11th level, your spirit echoes with wisdom and insight from
the 1001 Sahptev deities. As a bonus action, you may spend a
Ki point to leave an ethereal echo of yourself in your space
known as a Spirit Ally. The Ally cannot move or take actions,
but cannot be damaged in any way. You may target the Ally
with Radiant Dash.
In addition, when you gain Spirits while within 25 feet of
your Spirit Ally, every third Spirit you gain grants you two
Spirits instead of one.
You may use this feature once per short rest.
Sacred Oath:
Oath of the Daelaam
The Oath of the Daelaam is a shared bond between
struggling peoples. The original Daelaam were a coalition of
a once-fractured race, dedicated to retaking their ravaged
homeland from a monstrous tide of Aberrant invaders.
Those who take up the Oath of the Daelaam are implacable
in the pursuit of their kith and kin's betterment, and will forge
any path to achieve that goal, no matter how horrid.
Tenets of the Daelaam
Though not codified into a ritualistic creed like most
Paladins' oaths, the Tenets of the Daelaam are as devoutly
followed and as earnestly lived as any holy decree.
For My People. My community, my family, my friends.
Those who grant me succor are my richest treasure, and
anything that threatens their well-being must be destroyed.
A Shield To Snuff A Flame. I will be in harm's way when
danger is near. I would rather my body be broken a thousand
times over than allow someone I care about come to harm.
By Any Means. No tactic is too underhanded when the
success of my mission and the safety of my people is at stake.
Ancient forbidden technology, soul-devouring magic...
anything and everything. Taboo is a luxury for a kinder age.
Oath Spells
You gain oath spells at the paladin levels listed. Shield Battery
Beginning at 7th level, whenever you or a friendly creature
Oath of the Daelaam Spells within 10 feet go an entire round without taking damage, you
Level Spells gain 15 temporary hit points that last 1 minute.
3rd Shield, Longstrider At 18th level, the number of temporary hit points increases
5th Blur, Invisibility
to 20 and the range of this aura increases to 30 feet.
9th Clairvoyance, Nondetection Immortal Barrier
13th Otiluke's Resilient Sphere, Stoneskin Starting at 15th level, while you have temporary hit points of
any kind, all damage rolls against you subtract 5 from their
17th Hold Monster, Telekinesis total.
Channel Divinity Purifier Strike
When you take this oath at 3rd level, you gain the following At 20th level, you harness divine power to utterly demolish
two Channel Divinity options. any threat or obstacle to your righteous cause. As an action,
Shielding Strike. You can use your Channel Divinity to target a point within 600 feet and choose one of the following
turn outward force into inward protection. When you hit a effects:
creature with a melee weapon attack as part of the Attack Purify. A beam of holy light streaks from the heavens and
action, you can use your Channel Divinity to turn the force of blasts the area, scouring the ground bare as it passes.
that attack into a shimmering energy barrier around yourself. Creatures within 5 feet of the target point must succeed on a
Roll a d4 and multiply the result by the damage your attack Dexterity saving throw or take 12d8 Radiant damage, taking
dealt. You gain that many temporary hit points for 1 minute. half as much on a success. You may direct the beam to move
Rebuke Adversary. As a bonus action, you loudly declare up to 40 feet on your turn, forcing creatures it passes over to
your enmity for a creature that is impeding your mission. You make the same save or suffer the same damage. The beam
gain advantage on all saving throws against spells or effects lasts for 3 turns.
from that creature. At 7th level, you can Rebuke two creatures Suppress. A pulse of disorienting energy washes over the
at once. At 15th level, you can Rebuke up to three creatures. battlefield in a 50-foot radius around the target point.
This bonus lasts until you willingly end the effect, lose sight Creatures in the area must succeed on a Constitution saving
of the affected creature(s) for more than 1 minute, or after all throw or suffer disadvantage on all attack rolls for 1 minute.
creatures affected by it are reduced to 0 hit points. Whichever effect you choose, you cannot use this feature
again until you complete a long rest.
Items

Spear of the Dryad's Step


Weapon (spear), uncommon
Wailing Arrow This weapon has no metal upon it, and appears to be the
Weapon (arrow), rare limb of a tree that has grown its edge and impeccable balance
This arrow's head drips with a viscious black liquid that naturally.
never seems to fall from its edge, constantly receding and You have a +1 bonus to attack and damage rolls made with
hanging like inky wine legs. the Spear. When you make a ranged attack with the spear, it
When you fire this arrow at a creature or a point within magically reappears in your hand at the end of your turn.
range, it explodes into splinters instead of dealing damage. As an action, you can use the spear to cast Longstrider on
The exploding arrow unleashes a ghastly wail akin to a yourself. This ability cannot be used again until the next
Banshee's, forcing all creatures within a 25-foot radius to dawn.
make a DC 15 Constitution saving throw or take 4d12
Psychic damage, taking half as much on a success.

Spacetime Prism
Wondrous item, very rare
Worg Charm This green prism resembles an Ioun Stone at first glance.
Wondrous item, very rare (requires attunement) further inspection reveals a dot of pure black at the crystal's
This rough-hewn trinket holds the shape of a canine paw center that reveals no contour or flaw from any angle.
and hangs from a cord necklace. The wearer's hair seems to As an action, you may crush the prism in your hand and
grow an extra inch, and their voice deepens menacingly. throw it up to 30 feet away. After a brief delay, the crushed
While attuned to the Worg Charm, your unarmed attacks crystal erupts into a 10-foot-wide sphere of frozen spacetime.
deal an additional 1d4 Slashing damage, and you add 1 to all Creatures within the sphere must succeed on a DC 18
attack and damage rolls made using Strength. Dexterity saving throw or be trapped inside it.
Curse. If you are attuned to the Worg Charm during a full Creatures and objects trapped within the sphere do not
moon, you must succeed on a DC 15 Wisdom save or fall experience the passage of time. Creatures that enter the
victim to its curse and transform into a Wereworg. sphere are immediately subject to its effects. Any effect that
As a Wereworg, you add 1 to your AC, add 2 to your dispels magic can destroy the sphere.
Strength, and add 10 to your base speed, but your personality
changes to that of a feral Worg, evil and interested only in
preying on creatures weaker than yourself.
This transformation lasts until dawn. You revert if targeted
by a Remove Curse spell, and can remove the Charm
immediately.
If you succeed on the Wisdom save three times in a row,
you defeat the curse and can use an action to transform into a
Wereworg once every 7 days (or at will during a full moon).
After overcoming the curse, you retain your personality while
transformed, and can revert at will. Ghost's Skin
Armor, legendary (requires attunement)
This suit of unnatural fibres shimmers and bends light that
passes through it. While wearing this armor, you receive no
bonus to your AC, but are permanently under the effect of the
Greater Invisibility spell.
Spells

Spawn Aberrants
3rd-level Conjuration
Cursed Quiver Casting Time: 1 action
3rd-level transmutation Range: 30 feet
Casting Time: 1 action Components: S, V, M (the scale of a dead Aberrant)
Range: Touch Duration: Concentration, up to 1 hour
Components: S, V, M (the ashes of a cremated elf) You broadcast a psionic signal to the Far Reaches, calling
Duration: Concentration, up to 1 hour forth a number of Aberrant warrior-strain creatures to your
You touch a quiver containing arrows or bolts. When a aid. You may summon 4 Acid Hurlers, 2 Hunter-Killers, or a
target is hit by a ranged weapon attack using a piece of Glaive Shrike (statistics in the appendix below). The
ammunition drawn from the quiver, the target takes an extra creatures burrow up from the ground (or simply manifest in
1d4 Necrotic damage. In addition, a creature that takes an explosion of sludge if there is no suitable ground) near the
damage from this spell subtracts 1 from all damage rolls it target location, and act at your initiative for the spell's
makes for the next minute. This effect stacks up to 3 times. duration. They are slaved to your mental command until the
The spell’s magic ends on the piece of ammunition when it spell ends.
hits or misses, and the spell ends when twelve pieces of When the spell ends, you may cast it again to maintain
ammunition have been drawn from the quiver. control over any Aberrants you have summoned. Otherwise,
At Higher Levels. When you cast this spell using a spell the Aberrants simply keel over and die due to a fatal lack of
slot of 4th level or higher, the number of pieces of psychic stimulus.
ammunition you can affect with this spell increases by two for At Higher Levels. When you cast this spell using a spell
each slot level above 3rd. slot of 4th level or higher, you may summon an additional
Acid Hurler for each level above 3rd. For every two levels
above 3rd, you may summon an additional Hunter-Killer. For
every three levels above 3rd, you may summon an additional
Glaive Shrike.

Solo
7th-level enchantment
Casting Time: 1 action
Range: 20 feet Spawn Brontolith
Components: S, V, M (a guitar pick fashioned from jade) 8th-level Conjuration
Duration: Concentration, up to 1 minute Casting Time: 1 action
After a brief moment to psyche yourself up, you let loose Range: 80 feet
with a blast of heart-pounding music from whatever Components: S, V, M (a phial of Aberrant ichor)
instrument you happen to be carrying (or an air guitar, if Duration: Concentration, up to 4 hours
that's your thing. Don't worry, it's magic). Creatures in range You send a mental probe into the Far Reaches and entice
must succeed on a Wisdom saving throw or be enthralled by an Aberrant Brontolith to this plane with promises of fresh
your performance, doing nothing on their turns besides destruction. The monster punches a hole into this reality
dancing and cheering you on. through stubborn force of will, and will obey you so long as
Creatures immune to being Charmed automatically pass there are buildings to topple and fresh prey to slaughter.
their saving throw unless you successfully contest it with a Spawn Brontolith functions identically to Spawn Aberrants
Charisma (Performance) check. When the spell ends, above, summoning a single Brontolith (see appendix).
affected creatures may not even realize something was amiss, However, when the spell ends, the massive beast does not
regarding you amiably unless they took damage in the die. It may treat you favorably if you directed it to especially
meantime. violent ends. More likely, it will simply attempt to eat you.
Appendix: Aberrant Summons

Acid Hurler
Small aberration, unaligned Hunter-Killer
Medium aberration, unaligned
Armor Class 12 (natural armor)
Hit Points 8(2d8 - 1) Armor Class 14 (natural armor)
Speed 15 ft., burrow 5ft. Hit Points 18 (4d8)
Speed 25 ft., burrow 5ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 8 (-1) 2 (-4) 4 (-3) 2 (-4)
12 (+1) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 2 (-4)
Condition Immunities blinded
Senses tremorsense 60 ft (blind beyond this radius) Condition Immunities None
Languages -- Senses passive Perception 11, tremorsense 60 ft
Challenge 1/4 (50 XP) Languages --
Challenge 1/2 (100 XP)
Lurker Strain. The Acid Hurler's aberrant biology
renders it undetectable while underground. Swarm Tactics. The Hunter-Killer has advantage on
attack rolls against a creature if at least one other
Centrifugal Hooks. When Acid Hurler takes the Dash Hunter-Killer targeted that creature with its
action, it curls into a ball and begins rolling, adding Serrated Spines since its last turn.
5 to its base speed until it takes an action other
than Dash. While rolling, it may use its Burst action
as a bonus action. Actions
Serrated Spines. Ranged weapon attack: +4 to hit,
Actions range 30/120 ft., one target. Hit: 10 (2d6 + 3)
Burst. The Acid Hurler emerges (if it was Piercing damage.
undergound) and kills itself by exploding in a geyser Vestigial Claws. Melee weapon attack: +1 to hit,
of bright green bile. All creatures in a 5-foot radius reach 5 ft., one target. Hit: 4 (1d4 + 1) Slashing
must make a DC 16 Dexterity save or take 2d8 damage.
Acid damage, taking half as much on a successful
save. This deals double damage to structures and
objects.
Death Throes. Acid Hurlers use their Burst
automatically when reduced to 0 hit points;
however, the DC and damage are halved and a
successful save negates the damage.
Glaive Shrike Brontolith
Medium aberration, unaligned Huge aberration, unaligned
Armor Class 13 (natural armor) Armor Class 15 (natural armor)
Hit Points 56 (8d8 + 16) Hit Points 132 (12d12 + 48)
Speed fly 60ft. Speed 50ft., Burrow 15ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 2 (-4) 10 (0) 2 (-4) 24 (+7) 8 (-1) 18 (+4) 2 (-4) 10 (0) 2 (-4)

Condition Immunities None Condition Immunities None


Senses passive Perception 14 Senses passive Perception 12, tremorsense 100ft.
Languages -- Languages --
Challenge 1 (200 XP) Challenge 6 (2,300 XP)

Flyby. The Glaive Shrike doesn't provoke an Magic Resistance. The Brontolith has advantage on
opportunity attack when it flies out of an enemy's saving throws against spells and other magical
reach. effects.
Siege Monster. The Brontolith deals double damage
Actions to objects and structures.
Glaive Worm. Ranged weapon attack: +5 to hit,
range 75/150 ft., one creature. Hit: 16 (3d6 + 4) Stony Appearance. While the Brontolith is partially
Piercing damage. On a hit, the Glaive Worm burrowed and remains motionless, it appears to be
bounces and targets a different creature. a set of rocky outcroppings, and can only be
discovered with a DC 18 Wisdom (Perception)
Glaive Worm (1st bounce). Ranged weapon attack: check.
+4 to hit, range 10 ft., one creature. Hit: 11 (2d6 +
3) Piercing damage. On a hit, the Glaive Worm Actions
bounces and targets a third creature. Demolishing Tusks. Melee weapon attack: +8 to hit,
Glaive Worm (2nd bounce). Ranged weapon attack: reach 10 ft., one target. Hit: 33 (4d12 + 7) Slashing
+3 to hit, range 10 ft., one creature. Hit: 8 (1d6 + damage.
2) Piercing damage.
Stomp. Melee weapon attack: +8 to hit, reach 10 ft.,
one prone creature. Hit: 42 (5d12 + 7)
Bludgeoning damage.

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