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The Eren Chronicles - Journey of The Godslayer - DMGuild
The Eren Chronicles - Journey of The Godslayer - DMGuild
The Eren Chronicles - Journey of The Godslayer - DMGuild
Written by
Nicos Ostas
THE WAY OF THE GODS
Gods have always been connected to the beginning and the end of all creation. Whether
makers or destroyers, a miracle or a scourge, their divine will is the predominant force
that weaves the fabric of reality.
Lesser beings learn to worship, coexist or simply survive under the reign of greater divine
entities. Such is the way of our world. One would say that such is the way of every world across
the multiverse, since the Gods have managed to solidify their dominion in every place where life
exists; and in some cases, even in places devoid of life. Such is the dread of the divine might
that casts its shadow over the countless realms of existence.
Mortals have always tried to appease the Gods and their fury. They make offerings to plead for
their mercy, sacrifices to ease their wrath, perform great deeds in their honor.
They raise monuments and temples in their names, devote their lives to them,
love them from afar or hate blindly for their sake. They carry out these acts without doubt,
for a mere glimpse of a promise. a shadow of kindness and a fatal question between eternal
doom, or salvation. Such is the toll one must pay to satisfy the will of the divine.
Such questions seem to emerge every time a major catastrophy occurs. A monster that ravages
the land, a plague that claims thousands of lives, a cataclysm that ends entire civilizations.
The will of an unmerciful God forced upon the mortal realm.
It is unwise to challenge the Gods, say the sages and the scholars.
These notions were passed on from one generation to another, from the elder to the young,
in order to maintain stability in a crooked world and endure its many woes. You are taught to
know your place, bend the knee before holy symbols, lead a quiet life
and take the path most traveled by.
But what happens when mortals rise up to challenge the will of the Gods?
This book contains unspoken truths. Truths that others, so called sages, tried to suppress and
obfuscate, fearful of divine retribution. But truth is a mighty force that obeys no laws but its
own, defying everything in its wake. Even the cruel masters of the Cosmos.
In these pages, written in the blood of those who stood up to Tyrants and Messiahs alike,
you will uncover ways to challenge the rule of a God. It is a path paved with trials that mere
mortals were never meant to overcome. A path that leads to pain and sacrilege, blessing and
redemption. A path that leads to God, not as a servant, but perhaps, as an equal.
A Godslayer’s path.
Credits Table of Contents
Writing: Nicos Ostas Foreword...............................................................................
Inspired by: Angelos Kyprianos How to Use This Book..................................................... 4
Co-Writing: Nikolas Totief, George Sfendourakis Chapter I: Deicide...........................................................
Layout: Chrysanthi Lykousi, Nicos Ostas The Seven Sacred Seals.................................................. 7
Editing: George Vontitsos, Nicolas Alexandropoulos To Kill a God....................................................................... 9
Book Cover Art: Tamás Patkós, Angel in Waiting
Chapter II: Divine Favor ............................................
Additional Art:
Divine Offerings...............................................................12
Divine Sacrileges............................................................14
Firstear
Divine Blessings.............................................................. 17
The Ancient Greek Warrior: Half-Page, page 5
Divine Banes....................................................................19
Jeff Brown
Optional Rules: Influence..............................................23
Godbound Cover: Chapter Starter, page 6
Quentin Bouilloud
Chapter III: Theurgy.....................................................
List of 10th Level Spells................................................24
Angel: Chapter Starter, page 10
Felipe Gaona Chapter IV: Archtemples............................................
Theurgy: Chapter Starter, page 23 A Step Along the Journey...............................................29
Andrii Shafetov Chapter V: Remnants of Divinity..........................
Return of the Knight: Half-Page, page 27 Beyond Mortal Limits.....................................................34
Camille Kuo Artifacts by Divine Domain...........................................35
Kingdom of Nature: Chapter Starter, page 28 Chapter VI: Divine Avatars.......................................
Archives of Tenebos: Half-Page, page 32 Arcana: Aeteria, the Omnipotent.................................42
Liu Zishan Death: The Lichqueen ...................................................44
Eerie Dark Castle: Half-Page, page 30 Forge: Nemetorius, the Adamant.................................46
Chris Yarbrough Grave: Denovir, the Inevitable......................................48
Magic Sword: Chapter Starter, page 34 Knowledge: Vythrax, the Collector..............................50
Grim Press Life: Vanwattar, Essence of Creation..........................52
Magical Item Stock Art: Artifacts, page 35-38 Light: Melthurion, the Captive Light...........................54
Phoenix Rising: Monster art, page 52 Nature: Bandur, Warden of the Wilds.........................56
Joyce Maureira Protection: Aoden, Guardian of the Meek.................58
Elven Male Zealot: Half-Page, page 39 Tempest: Gormag, Calamity Incarnate.......................60
Ben Moran Trickery: Rahab, Visage of Inner Daemons...............62
Angel: Chapter Starter, page 40 War: Legil’Gan, Lord of War.........................................64
Tithi Luadthong Chapter VII: The Enlightened Ones...................
Demonic Summoning: Monster art, page 42 Arcana: Warlock, Patron Arcanum..............................68
Hugo Fredoueil Death: Druid, Circle of Blood.......................................70
Valhalla Golem Guard: Monster art, page 44 Forge: Paladin, Oath of Inheritance............................72
Othon Nikolaidis Grave: Barbarian, Path of the Deathsworn...............74
Justiciar: Monster art, page 48 Knowledge: Monk, Way of Chronicler........................75
Ascension: Full-Page, page 72 Life: Artificer, Restoration Specialist..........................76
Daniel Comerci Light: Sorcerer, Luminomancer Origin...................... 77
Brood Shaman: Monster art, page 50 Nature: Rogue, Wildlander...........................................78
Wyrm Dragon: Monster art, page 60 Protection: Fighter, Bastion Martial Archetype........79
Fantasy Witch: Character art, page 70 Tempest: Ranger, Nomad of the North.......................80
Gnome Druid: Character art, page 78 Trickery: Wizard, School of the Fool........................... 81
Wouter Florusse War: Bard, College of Rhapsody..................................82
Forest Spirit: Monster art, page 56 Epilogue................................................................................
Sam Kanios Author’s Note....................................................................84
Guiding Guardian: Monster art, page 58 Other Titles by the Eren Chronicles...........................84
Ömer Burak Önal
Bravestone: Monster art, page 64 DUNGEONS & DRAGONS, D&D, Wizards of the
Warm Tail Coast, Forgotten Realms, Ravenloft, Eberron, the
Priestess: Chapter Starter, page 66 dragon ampersand, Ravnica and all other Wizards of
Forrest Imel the Coast product names, and their respective logos
Summoner: Character art, page 68 are trademarks of Wizards of the Coast in the USA
Barbarian: Character art, page 74 and other countries. This work contains material
Artificer: Character art, page 76 that is copyright Wizards of the Coast and/or other
Sorcerer: Character art, page 77 authors. Such material is used with permission under
Matt Forsyth the Community Content Agreement for Dungeon
Warden: Character art, page 79 Masters Guild. All other original material in this
Dionisis Milonas work is copyright 2021 by The Eren Chronicles and
Snow Elf: Character art, page 80 published under the Community Content Agreement
Dwarf War Drummer: Character art, page 82 for Dungeon Masters Guild.
Revolution: Half-Page, page 83
Justin Davis The artworks contained in this book and
Wizard: Character art, page 81 not listed in the credits were all provided
Dean Spencer by the DMs Guild Creator Resources
Battle Formation: Filler art, page 82 and are owned by Wizards of the Coast.
For instance, you may employ them altogether in Divine Favor. Pledging an offering to a deity is a
order to create an entire campaign based on the ritualistic show of faith by the devoted. On the contrary,
concept of the Seven Sacred Seals, treating them as an act of sacrilege is an offence towards a deity and a
milestones during the characters’ journey as Godslayers. mockery of its teachings. Making an offering causes a
Alternatively, you may simply draw inspiration from the pious character to potentialy receive a divine blessing
blessings and banes to reward or afflict the characters by the deity, while a series of sacrilegeous acts may
with, create unique events caused by the effects of cause them to become afflicted by a divine bane. In
Theurgy spells, have them discover an arch temple by this chapter, you shall find detailed lists of the various
chance or coincidence or unearth a long lost divine offerings, sacrileges, blessings and banes, both universal
artifact, even if the campaign’s main focus is not and specfic according to each deity’s divine domains.
revolving around the deities, religions or divinity at all. Feel free to use them as you see fit, or draw inspiration
The divine avatars can be used to create outstanding from them to create your own. Lastly, you will find the
encounters, either as the incarnations of divine will, or optional rule system of influence points which you may
by assuming any variant role you deem appropriate for choose to use during the characters’ process of breaking
them in your story. a deity’s Sacred Seal of Power.
Defeating a God is a gradual process. The reason that During this process, the deity may respond by inflicting
this is assumed to be an impossible deed is simply divine banes upon the Godslayers while another, rival
because of the overwhelming obstacles that one is deity may even reward them with divine blessings.
required to overcome in order to succeed in such a task.
Obstacles that could shatter the will of ordinary people, As a DM, you may either use your discretion or the
and cause the courage of legendary heroes to waver. optional system of Influence Points provided later in
this chapter, in order to determine the exact amount of
effort required for the Seal of Power to be broken.
The Seven Sacred Seals
Prophecies foretold in ancient codices state that every Third Seal of Omniscience
deity is protected by its seven Sacred Seals. Breaking
each of them stands as a quest of its own while together, After the Seal of Power has been broken, the Godslayers
they represent the journey of a Godslayer. must prepare for what lies ahead. By now, the deity’s
gaze is surely fixed upon them while its most formidable
To destroy a deity and dethrone it from its divine domain followers are set on a trail of hunting them down. In
equates to breaking its Seals of Righteousness, Power, order to secure any hopes of success on their quest, they
Omniscience, Ascenscion, Secrets, Arcana and Eternity. must gain the element of surprise. Therefore, they have
to break the deity’s Seal of Omniscience.
These aspects define the nature of divinity and are the
contigencies a Godslayer must overcome in order to Though not omnipotent, all deities are omniscient,
diminish the power of the deity before summoning which means that they are capable of perceiving all that
forth its corporeal manifestation. While all of these transpires upon their worlds of established influence.
divine aspects must be dealt with seperately, various The Seal of Omniscience is broken when the characters
other forces must be aligned in order to provide but a manage to obscure themselves from the deity’s watchful
single chance of victory, such as those of trusted allies, sight by gaining a Divine Veil against it.
powerful abilities and magical items of great potential
for a group of extremely powerful individuals in a For a deity to locate a party of characters under the
conflict against a divine being. effects of the Divine Veil, it must resort to alternative
methods in order to find and apprehend them, rather
than effortlessly detecting them at will as it normally
First Seal of Righteousness would. A Divine Veil may be bestowed as a divine
blessing by another deity, or granted by the properties of
The Seal of Righteousness is the mark that sets the a divine artifact, as described in the following chapters.
party of characters upon a quest against the divine. A
series of events might have led them to the time and
place upon which they decide to take action. They may
become united under this cause for different reasons.
Some may be aspiring to free the world from a cruel Divine Veil:
God’s oppressive yoke, while others may have personal Upon receiving this blessing, you become
scores to settle. They may be driven by another force impossible to locate or become detected through
into going after a specific deity or might have witnessed means of divination spells and magical effects
the terrible effects caused upon their world by it. cast by a particular deity. This effect may apply
towards a single deity at a time.
The Seal of Righteousness is broken as soon as the
characters denounce a deity’s rule over them, declare
themselves its enemies and vow to vanquish it, while
performing their first act of sacrilege against its faith.
This marks the beginning of their journey as Godslayers.
Chapter I: Deicide
7
Fourth Seal of Ascension Secret
1 The deity’s true name.
Now that they are capable of roaming the realms
undetected, the adventurers must venture forth and gain 2 The deity’s plane of origin or the location of its
the means to actually harm a deity. Mere weapons and seat of power.
spellweavery will not suffice, as the being is protected 3 An ancient prophecy that foretells of the deity’s
by the Seal of Ascension. To break the deity’s Seal of demise under a particular condition.
Ascension and wound that which cannot be wounded by
mortal means, they must seek a way to become imbued 4 The deity plots to act against another deity.
with a portion of divine power themselves. 5 A demiGod child of the deity lives among mortals.
6 Once, the deity itself was a mortal creature.
When confronted in combat, lesser deities and divine
avatars have a trait called Impervious. This trait
Such a secret may be known to some among the deity’s
renders them immune to all sources of damage and
most trustworthy servants, other divine beings or even
harmful effects caused by other creatures, unless those
a chosen, mortal devotee of their faith. Upon designing
creatures have the Divine Reach trait.
the plot that will allow the characters to discover the
deity’s secret, you may draw inspiration from the
The characters may gain Divine Reach through means
following list of examples.
of either acquiring a divine artifact or by receiving the
Blessing of Divine Reach by another deity. As soon
as the character ends their attunement with such an Plot
artifact or the deity ends the effect of their blessing 1 An old enemy of the deity is being punished by
upon them, they immediately lose the benefit of Divine it, condemned to an eternity of torment and
Reach. Not every character needs to be under the effects imprisonment. The characters must find their way
of Divine Reach, because as soon as the divine avatar into that creature’s prison and then convince it to
is successfully harmed once, it immediately loses its share the deity’s secret with them.
Impervious trait for 24 hours.
2 The characters learn of a codex or sacred text that
has been lost during the downfall of a civilization,
As a DM, it is up to you to design the trials and perils the
or in another plane of existence. It is believed that
characters will have to overcome in order to successfully
the deity’s secret is inscribed upon it and that even
acquire a divine artifact or the favor of another deity.
its divine will cannot destroy it.
Feel free to use the list of divine artifacts, detailed at
the Remnants of Divinity chapter of this book, or draw 3 The characters gain the allegiance of another deity,
inspiration to create your own. which reveals to them their enemy’s secret.
4 The characters learn of another world, the
creatures of which are waging a war against their
enemy deity’s dominion. By travelling to that world
and allying themselves with those creatures, they
might discover the secret that they need.
Divine Reach:
When a creature with the Divine Reach trait 5 A highly appointed servant of the deity may be
successfully hits a creature that features the confronted and then somehow made to reveal the
Impervious trait with an attack or a spell, that deity’s secret.
creature loses all benefits gained by the 6 The deity sends a misleading omen upon the
Impervious trait for the next 24 hours. characters’ minds, luring them into a trap.
Through emerging victorious against all odds
from the difficult ordeals posed by this trap, the
characters manage to discover the deity’s secret.
Chapter I: Deicide
8
Upon casting the Gate spell, an extraplanar Gate opens To Kill a God
leading directly to the location of the deity’s plane of
origin. By crossing through, the characters are bound to Having defeated the embodiment of the deity’s divine
face the embodiment of the deity’s itself. As a DM, you power, the long journey of the Godslayer is over. Divinity
may design the deity’s seat of power as an interesting now lies shattered before them. They and their allies
dungeon they must delve through, before meeting the have managed to succeed in an impossible task; to bring
embodiment of the deity in combat. a God down upon their knees before the mortal kind.
Legacy awaits the heroes who have proven that even the
Upon casting the Wish spell for that purpose, the divine masters of the universe are bound to eventualy
characters summon the embodiment of the deity’s meet their fate, as well as the consequences of their
power to appear into the material world. The spellcaster actions. But just as with every ending, they are now
therefore becomes unable to cast the Wish spell ever presented with a new beginning.
again. As a DM, make sure that the characters are
aware that, though they will be probably faced with a Upon breaking the Seventh Seal, an immesurable
less dangerous task than venturing into another world, a amount of energy is being emmited as the balance shifts
struggle in combat with the deity’s embodiment in their in the multiverse. For the fleeting moment of the deicide,
home world will most definetely wreak havoc to a wide this raw energy can be wielded by the Godslayers and
area and cause collateral damage. directed towards manifesting a particular outcome. The
characters now have a choice to make, as each among
Whether they have chosen to meet their greatest foe in them is given the following options.
its own domain or in their home world, the characters
are about to enter the epilogue of their journey as Wonder
Godslayers. It is the one that will determine what all A Godslayer may use the last remnants of the deity’s
their efforts up until now have amounted to, their final diminishing power in order to cast a spell, chosen from
victory or defeat. the list of 10th level Theurgy spells.
Chapter I: Deicide
9
Chapter II
Divine Favor
M
Attempting to comprehend the true nature of a divine
any are the Gods and Goddesses being is considered to be a task in vain. Maybe this is
who lord over the world and why their interpretations differ so much, according to
its creatures. Beings eternal, the religious codices and mythology of each culture.
capable of summoning powers
beyond mortal comprehension, It is widely believed is that, though eternal, the powers
equal only to one another. As of the deities are sustained through the faith their
ancient as the cosmos itself, believers place in them. Without the devotion of their
their influence often extends to several worlds accross worshippers, they would be left powerless to protect
the multiverse. Through the passing of the aeons, they them, or attain the sacred purposes they desire to see
solemnly watch the rise and fall of empires, the dawn fullfilled. So, the deities watch over the faithful, whilst
and dusk of entire worlds. But just as everything else, the faithful worship them in return.
even they are bound by the most dogmatic law in the
universe; the law of necessity. Due to this state of mutual dependency, each deity’s
divine aspect has been coincided with a cosmic force
What could beings such as they, in all their of the universe, or a particular mortal attribute. These
unimaginable might and wisdom, possibly require? The aspects are known as divine domains, and a deity
answer is simple. In order for one to be divine, others may be associated with either one or more of them.
must be devotees. Those are the domains of Arcana, Death, Forge, Grave,
Knowledge, Life, Light, Nature, Protection, Tempest,
All forms of deities share one common characteristic, Trickery and War.
which is the desire to be worshipped by mortals. They
watch over and protect those faithful to them, for it No matter how dissimilar, all deities find themselves
is through their faith that they may continue existing. represented by at least one of the divine domains. Some
Without believers, even a deity is bound to slowly wane may even struggle with one another for dominion over
away, eventually becoming forlorn and forgotten. And the same domain. Below follow some examples of Gods
that is a fate that even a God detests and fears. and Goddesses of different religions and pantheons, in
accordance to their respective divine domains.
Divine Ranks
Amaterasu - Light
The divine beings of the multiverse are often categorized
Anubis - Grave
according to their cosmic power. Some Gods are
worshiped on multiple worlds and have a different rank Hecate - Arcana
on each world, depending on their influence there. Isis - Life, Arcana
D
Arcana Domain
Offering of Incantation
ivine offerings are testaments of a Perform a newly acquired ritual spell for no other
believer’s devotion towards the deity reason than to honor the deity. For the ritual to qualify
they have chosen to place their faith as an offering, it must be the first time you ever cast this
into. Every single offering is important in particular spell.
itself, because it signifies the connection
between the mortal and the divine. An Offering of Spellweaving
offering may serve as a token of gratitude Create a new spell of your own conception and dedicate
to a deity, a means of atonement for a sin committed it to the deity. The spell cannot be a cantrip, and must be
against it, or a casual tribute to avoid invoking divine created in accordance to the rules of spell creation and
wrath. The reasons behind the commitment of a divine the DM’s discretion.
offering may vary based on each deity’s ethos, as well as
the believer’s relationship with it.
Death Domain
Commiting a number of satisfying offerings to a deity
Offering of Sacrifice
may cause a character to be graced with a divine
Sacrifice a living creature’s life to the deity, through
blessing by it, especialy in a time of great need. If
a ritual that lasts for 10 minutes. According to the
a character is afflicted by a divine bane, they might
sacrificed creature’s potential and significance, this
consider commiting offerings of repentance to the deity
offering may satisfy the deity of Death in different levels.
that has cursed them in hopes of convincing it to have
the bane alleviated. It falls under the DM’s discretion to
Offering of Undeath
determine how many and what kind of offerings could
Animate a creature through means of necromancy
cause a deity to bestow a divine blessing upon a believer.
magic or be responsible for the creation of an undead
Alternatively, you may use the system of Influence
creature. Depending on the creature’s potential and
Points provided and detailed later in this book at the
significance, this offering may satisfy the deity of Death
Divine Influence chapter, as a guideline regarding the
in different levels.
dedication of offerings.
Protection Domain
Offering of Chivalry
Vow to safekeep a particular party, item or area at any
cost, from a threat that is imminent within the following
day or days. The offering is complete as soon as you
manage to successfully do so.
Offering of Vigilance
Manage to vanquish a constant threat that has been
looming over a creature’s well being or an item’s safety
for a prolonged amount of time. Then, perform a ritual
in the presence of that creature or the possession of that
item, that lasts for one minute.
A
Blasphemy
Below follows a list of example sacrileges that may • Desecrate a temple or place of worship dedicated to
be committed against deities of any divine domain, a deity.
separated into three categories according to their • Perform a ritual or offering in honor of a deity inside
severity, in descending order. While some blasphemies a temple of an antagonist deity.
might even be committed involuntarily, desecrations are • Kill a population of creatures faithful to a deity or
more serious offences that require time and preparation. convert them to the faith of another.
Lastly, it takes a true enemy of the deity to reach the • Kill an archcleric, advocate or important
extends of commiting a heretical act. representative of a deity’s faith.
Sabotage
Cause a large number of creatures, such as a town’s
population, to be left defenseless in the face of a
looming threat.
Betrayal
Kill someone who relied upon your protection, such as a
creature you were tasked to defend or offered hospitality
to.
Tempest Domain
Cowardice
Cower in the face of danger, after having declared to act
in accordance to the deity’s will.
Hubris
Perform a feat of great strength, right after publicly
denouncing the deity.
Challenger
Alleviate the fear of divine wrath, such as by sailing seas
that no one is supposed to come back alive from and
spreading the news.
Trickery Domain
Judge & Executioner
Bestow an unjust punishment upon a creature for
offending or stealing from the nobility of a realm.
Unmasker
Expose the true identity of an agent of the deity’s faith.
Truth Bearer
Go to great lengths in order to uncover a grand scheme
or reveal the truth behind a lie that has deeply affected
the lives of many creatures, for better of for worse.
War Domain
Silver Tongued
Achieve victory in a purpose through means of deceit,
in order to avoid open conflict out of fear of defeat in
combat.
Diplomat
Convince two opposing armies to withdraw without
further conflict, or a renowned warrior to abandon their
weapons and therefore lead a life of peace.
Peacekeeper
Convince a conqueror to end their campaign, or a
warlord to end a war that has lasted for years.
I
Blessing of Vampirism
t is upon receiving a divine blessing that a Upon receiving this blessing, a willing creature turns
believer knows for certain that their ongoing into a Vampire before the next dawn. The statistics of
faith and devotion did not pass unnoticed by a character transformed into a Vampire do not change,
their deity. Alternatively, one that isn’t truly except that the character’s Strength, Dexterity and
faithful might have somehow satisfied a deity’s Constitution scores become 18 if they aren’t higher. In
agenda or confronted its antagonists through addition, the character gains the Vampire’s damage
their actions. They can feel themselves inspired resistances, darkvision, traits and actions. The save DC
by divine will, invigorated by a incomprehensible for Charm is 8 + the Vampire’s Proficiency bonus + the
force that allows them to achieve feats beyond mortal Vampire’s Charisma modifier. The effects of this blessing
capability, for as long as the deity deems it appropriate. cannot be reversed, unless a Wish spell is used or the
character is killed and is brought back to life.
Such a gift should not be taken lightly, for it usually
comes as the notion of a purpose. It is a sign that Blessing of Ghostly Emanation
encourages one to continue walking upon the path of Upon receiving this blessing, you become capable of
piety, or apprehending the enemies of the faith without absorbing a portion of the soul of a creature that you
cowering in the face of fear. For any reason that may be, have killed yourself. Once per long rest and as bonus
the blessed one feels chosen by the deity and imbued action, you can summon a ghostly emanation of the
with divine essence in order to fulfill a particular creature to fight for you. The emanation remains
purpose. summoned for the duration of one minute. Its abilities
and statistics are those of a Ghost, except that it does
Below follow the divine blessings that can be bestowed not have the Possess ability.
upon a character by a deity, regardless of divine domain.
Forge Domain
Blessing of Divine Ardor
Upon receiving this blessing, you become immune to Blessing of Legacy Unearthed
damage caused by an energy type of the deity’s choice. You gain information regarding the traits and location of
a particular artifact or relic of the past that is considered
Blessing of Divine Intervention to have been lost through the ages, as well as an crucial
Upon receiving this blessing, you may use an action to hint towards the means to retrieve it.
call for the deity to aid you in a time of need through
a Divine Intervention without failure probability. After Blessing of Wondercraft
using the benefits of this blessing once, it therefore Begin the creation of an item, that upon completion, will
becomes expended. receive magical properties. Choose an item from the
existing list of magic items, that corresponds to the type
Blessing of Divine Veil of item you wish to create and the magical properties
Upon receiving this blessing, you become impossible to you want it to feature.
locate or become detected through means of divination
spells and magical effects cast by a particular deity. This Grave Domain
effect may apply only towards a single deity at a time.
Blessing of the Grave Return
Blessing of Divine Reach The contigency of this blessing becomes triggered if you
Upon receiving this blessing, whenever you successfully are ever killed and your body receives proper funeral
hit a creature that features the Impervious trait with an rites. If your body was buried, the powers of the grave
attack or a spell, that creature loses all benefits gained restore you back to life causing the effects of the Raise
by the Impervious trait for the next 24 hours. Dead spell on the next dawn. If it was burned, the
scattered ashes reassemble at the point of the pyre and
Below, follows a list of divine blessings that a deity may you become resurrected in a similar manner.
bestow, according to the divine domains of its portfolio.
Blessing of the Undying
Arcana Domain Upon receiving this blessing, you receive an omen
that urges you to dig your own grave at a place of your
Blessing of Unending Arcana choosing. The grave then becomes magical and requires
Once per long rest and as a Bonus Action, you may you to attune yourself to it. Should you ever be killed
cause yourself to immediately replenish a number of while attuned to the grave, your body immediately turns
expended spell slots equal to 1d4 + 4. into dust. The dust scatters and travels along with a
supernatural wind back to the grave’s location. Your
Blessing of Magical Incarnation body becomes recreated under the earth, causing you
Once per long rest and as an action, you can cause to receive the effects of the Raise Dead spell after the
yourself to become an conduit of immense, arcane following 1d4 days. In order for you to be permanently
power for the duration of one minute. During that killed while blessed in this way, one must first find and
minute, you may double your spellcasting ability destroy your grave.
modifier when determining the DC required to resist
one of your spells.
A
Plague Stricken
divine bane is nothing less than the You gain vulnerability to poison damage. You also suffer
manifestation of a deity’s vengeance upon disadvantage on all checks and saving throws made
a mortal creature. Upon receiving such against poison and disease effects.
a bane, one is declared by the deity as
an enemy of its faith, due to the series of The Restless Dead
atrocious sacrileges they have committed Upon receiving this bane, you begin to experience
against its name and following. haunting nightmares that are always in relevance
to a creature that you have slain in the past through
A divine bane is usually bestowed upon a heretic great effort. The creature has risen from the dead as a
that openly desires and repeatedly acts towards the Revenant, with the sole purpose of seeking vengeance
diminishing of a deity’s influence upon the world. In from you. Upon encountering this particular creature in
some occassions, a naive adventurer who stole a combat, you suffer disadvantage on ability checks and
sacred relic from a temple of the deity may also become saving throws made against it. You must also succeed
accursed in such a manner until the relic is returned. a Wisdom DC 16 saving throw or become frightened of
it. You may repeat this saving throw at the end of each of
Below, follows a list of banes that a deity may bestow your turns, in order to end this effect.
upon a character, regardless of divine domain.
Torment of the Damned
Divine Mark You receive an internal feeling that you will be denied
The holy symbol of the deity now marks your body, peace in the afterlife. Instead, after your mortal death,
burned or scarred upon your skin. It can appear this bane causes your spirit to wander the Ethereal
anywhere from your chest to your forehead. Any Plane in the form of a ghost.
creature you encounter that is a worshiper of the deity’s
faith or directly connected to the its domain senses the Forge Domain
mark and immediately adopts an unfriendly or even
hostile disposition towards you, depending on the Cursed Hands
circumstances of your interaction. Furthermore, the Every time you conclude the process of crafting an item,
deity’s most fearsome followers receive visions that set roll 1d100 and consult the following table.
them on a holy quest of tracking and hunting you down.
1-50 The item is crafted normally.
Excommunication
Upon entering a temple or place of worship dedicated 51-70 The item receives a minor detrimental
to the deity, you immediately receive a looming sense property.
of imminent danger that you cannot deny or hide from. 71-90 The item receieves two minor detrimental
It is as if your mere presence violates the sanctity of properties.
the place. While in such an area, you may receive no
benefits from resting and suffer disadvantage on your 91-100 The item receives one major detrimental
ability checks and saving throws. property.
E
10th-level conjuration
The deity assumes total and precise control of a willing An army of creatures becomes invograted by the deity’s
creature that is faithful to it. During the spell’s effect, the divine will, inspired to achieve victory at war. Each
creature takes only the actions the deity chooses, and affected creature gains immunity to the negative effects
doesn’t do anything that the deity doesn’t allow it to do. of travelling in a forced march pace, 10 temporary hit
Each time the creature takes damage, it is allowed to points, resistance to a type of damage chosen by the
make a Wisdom saving throw of DC 25 in order to resist deity and one inspiration point for the duration of the
the spell’s effect. If the saving throw succeeds, the spell spell’s effect.
ends.
Arcana Infinitum
Promised Land 10th-level transmutation
10th-level evocation
Casting time: 1 action
Casting time: 1 hour Range: Worldwide
Range: Worldwide Components:
Components: - Duration: Instantaneous
Duration: Instantaneous
Any ongoing magical effects caused by spells of up
The fertility level of the land within an area of up to a 10 to 9th level that are currently affecting the targeted
miles radius begins to gradualy increase or decrease creature become permanent.
according to the deity’s will. The soil’s fertility changes
by one degree per week, based upon its fertility level
prior to the spell’s effect and the deity’s desire. For Create Creature
example, a fertile landscape requires three weeks to 10th-level conjuration
become barren or one week to become rich.
Casting time: 24 hours
Barren. Completely dehydrated. Creatures cannot Range: Worldwide
sustain themselves from its resources and may either Components: A soul’s essence
starve, or migrate. Duration: Instantaneous
Infertile. Unsuitable for agriculture or farming to
produce food and other resources in order to sustain a The spell creates a creature, the type of which is
community. determined by the divine domains in the portfolio of
Sufficient. The land provides scarce resources, the deity that casts the spell. Characteristics such as
barely enough to sustain a local community without any the creature’s age, sentience and current memories are
excess. determined by the deity. The challenge rating of the
Fertile. Nourished soil, suitable for the sowing of created creature equals to the days spent in casting the
various different seeds, that may produce enough food spell.
for the upkeep of a city.
Rich. The land is considered blessed by the Gods. The types of creature that a deity may create through
Any planted seed grows faster and healthier than in means of this spell according to the divine domains in
most other regions of the world, yielding double the its portfolio, are the following. A deity’s options may be
amount of food when harvested that it normally would. limited according to its alignment.
• Duplicate any Cleric spell of 9th level spell or lower. • A large body of water such as a river or a lake turns
into holy water. Alternatively, holy water pours from
• End the effects of any Cleric spell of 9th level or lower. the sky in the form of a rain that lasts up to 4 hours.
• A number of creatures chosen by the deity gain Depending on its desires, a deity may cause an effect
immunity to the effects of a spell, magical effect, other than the ones listed above. A Divine Miracle’s
poison or disease for the duration of an hour. power is practicaly limitless, kept in check only by the
possibility of a evoking the wrath of other, rival deities.
• A number of creatures chosen by the deity gain Due to the effort involved in casting a Divine Miracle,
Immunity to a particular type of damage for the the deity cannot cast another for the following 6d6
duration of an hour. days.
Thunderdome
Divine Blessing:
Blessing of the Chronicler
Divine Blessing:
Blessing of Natural Harmony
While you wear this cloak with its hood up, your face The staff emits an awakening aura of 60 foot radius
becomes completely concealed by magical darkness. around it, summoning the spirits of nature to arise and
Pulling the hood up or down requires an action. You can assemble. The spirits cause trees, rocks, and grasses to
cause the darkness to disperse and your face to turn become animated.
visible as a bonus action. By doing so, each creature
of your choice that can see you falls under one of the Grasses and Undergrowth. The ground inside the
following illusory effects, chosen by you. aura’s radius that is covered by grass or undergrowth is
difficult terrain for your enemies.
Friend. The creature sees the visage of a person dear
to them in the place of your own face. In order to target Trees. At the start of each of your turns, each of your
you with an attack or a harmful spell, it must first enemies within 10 feet of any tree inside the aura’s
succeed on a Wisdom saving throw of DC 16. radius must succeed on a Dexterity saving throw of
DC 14 or take 4d6 slashing damage from whipping
Foe. The creature sees the visage of their sworn enemy branches.
in the place of your own face. In order to do anything
other than targeting you with an attack or a harmful Roots and Vines. At the end of each of your turns, one
spell as soon as it is able, it must first succeed on a creature of your choice that is on the ground inside the
Wisdom saving throw of DC 16. aura’s radius must succeed on a Strength saving throw
of DC 14 or become restrained until the start of your
Mirror. The creature sees its own visage in the place next turn. A restrained creature can use an action to
of your face. At the beginning of its every turn, it must make a Strength (Athletics) check against your spell
succeed on a Wisdom saving throw of DC 16 or suffer save DC, ending the effect on a success.
disadvantage on its first attack against you.
Rocks. As a bonus action, you can cause a loose rock in
Any creature that you choose to leave unaffected by the the cube to launch at a creature you can see inside the
above effects can see your face normally. The effect aura’s radius. Make a ranged attack against the target.
persist until you spend a bonus action to conceal your On a hit, the target takes 3d8 nonmagical bludgeoning
face with darkness again. damage, and it must succeed on a Strength saving
throw or fall prone.
Trickster’s Visage
Once every new dawn, by spending an action, you may
plant the staff unto the earth. The staff immediately
grows into a Treant that fights alongside you for the
duration of a minute. During that time, the staff’s
awakening aura is centered on the Treant and the DC
to resist any effects caused by it increases to 17. Once
this effect’s duration is over or the Treant drops to 0 hit
points, its form changes back into that of a staff.
Os Garail
Armor (shield), Artifact (attunement)
Ark of Darkness
Inward Eye
Wondrous item, Artifact (attunement)
As a bonus action, you can close your eyes and cause the
inward eye to open. For one minute, you gain Blindsight
and the benefits of the True Seeing spell.
At the end of your turn, while the inward eye is open, you
may choose to revert back to your turn’s beginning. You
are considered to have witnessed a glimpse of the near
future, regarding how the results of the actions you wish
to take will unfold. Everything that has occurred during
your turn is negated as if it never happened. You may
then take your turn again, choosing a different course of
Armor of St. Balcred
action. If you choose to repeat the same actions, such as
casting the same spell again, the results are considered
to be the same without having to roll for them a second
time. Once this ability has been used, you cannot use it
again before you complete a long rest.
O
nly the naive and truly determined would During that time, it becomes susceptible to harm by
dare invoke the wrath of a God. No other creatures, whether those creatures feature the
matter which trait better defines those Divine Reach trait or not.
who have managed to tread the path of
the Godslayer to its very end, they have Fatal Flaw
accomplished a feat that few mortals in
history have - to make a God fear them. The might and Impervious trait of an Avatar are not the
Now, one final obstacle lies ahead of them. The breaking only reasons it should be feared for. Each Avatar’s power
of the Seventh Seal of Eternity. is tethered to a source that grants it a most defining trait.
As long as that trait is active, the Avatar is more than
Breaking the Seventh Seal shall mark the vanquishing just a powerful creature. While attempting to destroy it,
of the divine being’s from the material plane and the the flow of the entire combat must revolve around that
alleviation of its grasp over it. It might even mean the trait as well as the means to negate it. By successfully
being’s demise, a true fall from divinity, according to doing so, the Avatar becomes weakened and thus more
how powerful the deity is and how many worlds its vulnerable in its own way. This is known as the Avatar’s
influence extends to. Failure shall not be kind though, to Fatal Flaw, and is detailed along with the description of
those who were so bold as to challenge its rule. each of those creatures.
Fatal Flaw
Aeteria’s Fatal Flaw are abilities that combat magic
in general, such as counterpell and antimagic field.
Fatal Flaw
Rahab’s fake Fatal Flaw is looking away from
the Idol of Lies’ gaze attacks. Its real Fatal Flaw
is revealed during the fight, when the Avatar of
Trickery begins to hide within the characters’
shadows.
Grand Conqueror. Legil’Gan’s weapon technique Fueling the War changes how Legendary Actions are
is unparalleled. His tactical mind is keen. His senses, often used and should most likely be discharged when
as sharp as the tip of his spear. Lethal strikes turn to 5 to 7 actions are accumulated. A well-placed Blood of
scrapes with a flourish, as he calculates his next move. Heroes can execute opponents, but the risks to using
Even after succumbing to fury, the Lord of War refuses it are high, since Consumed by Fury might be forced
to accept defeat and will keep on fighting, until no foe is to activate first. Note that Consumed by Fury grants
left standing upon the bloodied field. Legil’Gan new charges since he takes damage from it.
S
The Enlightened Ones Inspired by the Gods
ome among a Gods followers are so instilled Apart from the world’s view of them, the truth behind
with faith that it resonates through them. each enlightened character may vary greatly. They differ
Their motivation sources from it, as it is an from one another, as some may be truly touched by
inseparable part of themselves. Others are the Gods, destined to serve a particular purpose, while
blessed by the Gods and though oblivious of others may have gained their extraordinary abilities
that fact, they exhibit unique skills and even through coincidental factors that are somehow aligned
supernatural abilities because of it. Whether with a particular deity’s divine domain.
committed devotees or simply gifted for reasons only
known by the Gods themselves, these characters have Whether as a DM or as a player character, you may
been touched by divinity and been granted powers that weave a great destiny determined by the Gods for
few others possess. The bestowal of these gifts is known such an individual and a role which they are fated for,
by the faithful as an epiphany, or an enlightening. or simply a story of the endeavors made by one who
merely seeks to understand who they are and where
do their gifts truly come from. Lastly, you can always
Parts of a Greater Whole create a character with an Enlightened subclass and
not deal with matters of faith at all, depending on where
Though the characters who have been blessed by an they were born and raised, as well as how religious their
epiphany are often not religious themselves, they are upbringing was.
most commonly treated with respect by the followers
of the God or Goddess whom they presume to have
bestowed their unique powers upon them. They often The Fate of Those Enlightened
become symbols of the faith, willingly or not, as many
among them find themselves being chased after by Choosing to play a character with an enlightened
the great expectations of religious folk. Nevertheless, subclass does not require you to include the concepts
characters who realize the origin of their abilities tend of religion and spirituality in their background or
to experience a desire for discovering why they have personality. While you may decide to represent a true
been chosen by a deity in this way, as well as to what advocate of faith, you may also choose to be oblivious
end. regarding the origins of your powers. You may even
choose to be in denial due to your discordance with the
Below follows a list of each subclass according to the teachings of the faith that your powers are considered to
respective divine domain which it derives from. be connected to.
F
At 1st level, your patron grants you access to a cantrip
from the Wizard’s spell list. During a long rest you can
or those daring enough to deal with the change the cantrip you have access to with another
arts of the arcane, the hunger for cantrip from the Wizard’s spell list. Additionally, once
knowledge often knows no bounds. per short rest before making an Intelligence (Arcana)
Beings who have dedicated their lives check, you may tap into the supernatural insight of your
into revealing the mysteries of the patron and gain advantage on your roll.
cosmos or seeing a particular aspiration
fulfilled have managed to ascend into Arcane Infusion
something beyond mortal potential. Though immortal
by nature or made this way through their own magical Starting at 6th level, whenever a spell that is not a
prowess, these creatures of immense power have one cantrip is cast on a target that is within 30 feet of you,
fear yet; meeting an inevitable end, before seeing their you can make an Intelligence (Arcana) check, the DC of
goals accomplished. This is why some among them which equals to 10 + the level of the spell. On a success,
seek a paragon, one that will continue their research you may use your reaction to absorb a portion of its
and realize their plans even after they are gone. They magical energy, become infused with it and recreate it
infuse this paragon with their own power and grant into certain effects. Depending on the school of magic
them abilities capable of interacting with the essence the absorbed spell belongs into and its spell level, the
of the Weave itself. Patrons powerful enough to form infusions created are described below. Each infusion
such a pact with a mortal are legendary Wizards, Liches lasts for the duration of a minute, unless otherwise
or even ancient Dragons with inherent magic in their stated in its description. You can create as many arcane
bloodline. infusions as your proficiency bonus, before completing
a long rest.
N
atural environments have endless
variations and capabilities and so do
those who meddle with their forces.
Death Druids master the secrets
of the darkest corners of the wild,
able to draw power from carcasses
of beasts and summon the spirits
that dwell within them. They learn how to channel the
essence of the dead, draw their blood and create sacred
talismans out of their remains in order to assimilate
the most defining traits those creatures featured in life,
equipping themselves with whatever power is necessary
to withstand the dangers that come in their way.
Spiritual Possession
Upon choosing this circle at 2nd level, you learn of how
to summon the spirits of beasts to inhabit your own
body, granting you certain benefits for as long as they
dwell. Each possession can be summoned as an action
and lasts for the duration of one minute.
F
Tenets of Inheritance
aith can be an abstract concept but The tenets of the Oath of Inheritance vary by paladin
forever remains the common element based on the history and aspirations of their inherited
among Paladins. It is the compass that relic, but always revolve around attaining its sacred
directs them to their cause and its form purpose.
may vary from a God, to a king or even
to a symbol of a greater ideal. A Paladin Ancestral Duty. I shall honor the values of this Relic
who takes the Oath of Inheritance and embrace its quest as my own.
pledges their life to a relic weapon that hosts a spirit or
a type of sentient force within. By doing so, they inherit A Forger’s Legacy. I shall not falter in the face of fear
a duty to abide by its ideals, honor its history, follow its and redeem the aspirations of this relic’s predecessors.
guidance and wield it with grace towards seeing the
purpose for which it has been forged or the unfinished The Past Demands Salvation. I shall succeed where
business of its previous wielder ultimately fullfiled. others have failed in my stead, for I know their spirits
Whether an ancient artifact of olden times or a family are watching over me.
heirloom, weapon and wielder become bound to one
another and venture together towards unraveling their Duty Above Thyself. Until the day my quest is through,
mutual destiny. duty shall precede my own desires.
E
Path of the Deathsworn Starting at 14th level, you become able to peer into the
realm of the Ethereal and discern the reverberations of
very culture has its own heroes. For spiritual energy that every living creature has. Instead of
the barbaric tribes that have attacking your enemies’ physical body directly, you can
been imperiled by acts of vile draw out and attack their spiritual form instead.
necromancers in the past, those
heroes are the Deathsworn. By After successfully hitting a creature with an attack but
becoming Deathsworn, the mightiest before rolling for damage, you may choose to target
warriors among the savage clan take the creature’s spiritual form. The form has a number of
a sacred vow before the eyes of Gods and kinsmen hit points equal to one fourth of the creature’s total hit
alike; to face their own death valiantly, and to hunt down points. Destroying its spiritual form causes the creature
the undead and those that command them. Having to take psychic damage equal to the hit points of its
already sworn their lives to the service of their Gods and spiritual form. The damage caused by this effect cannot
tribe, these warriors become truly fearless. Unyielding be prevented by any means, such as by resistance or
protectors of ancient burial mounds, their wrath immunity to Psychic damage.
descends upon those that would dare defile them, as
one fated day, they seek to earn their own resting place In addition, the creature must succeed a Wisdom saving
among their legendary ancestors of the old. throw of 8 + your Strength modifier + your proficiency
bonus or become cursed by you. The curse you bestow
The Dead and the Dying upon the creature may cause either one of the following
effects, which last for the duration of one minute.
Starting when you choose this path at 3rd level, you can
cast the spell speak with dead without expending a spell • Any healing effect received by the creature, including
slot as a ritual. Additionally, whenever you are raging regeneration, is reduced by half its normal amount.
and a creature drops to 0 hit points within 30 feet of
you, your rage damage increases by 1 up to a number of • The creature gains disadvantage on its Intelligence,
times equal to your proficiency bonus. This bonus is lost Wisdom and Charisma saving throws.
on you as soon as your rage ends.
• The creature becomes incapacitated. At the end of
Howl of the Damned each of its turns, the target can make another Wisdom
saving throw. On a success, the effect ends on the
Starting at 3rd level, upon reducing a creature to 0 target.
hit points, you may spend a bonus action to release a
bellowing howl, causing all enemies within 30 feet of If killed while cursed in this manner, the creature
the creature to make a Wisdom saving throw of DC 8 cannot ever become resurrected, animated or have its
+ your Strength modifier + your proficiency bonus. On soul interacted with by any means other than the effects
a failed save, they become frightened of you for the of the True Resurrection and Wish spells.
duration of a minute. Each affected creature may repeat
the saving throw at the end of each of its turns, in order
to end the effect. On a successful save, it becomes
immune to this effect for the following 24 hours.
Unyielding Conviction
Starting at 6th level, whenever you or an ally makes a
Death saving throw within 30 feet of you, they may do
so with advantage. Once per long rest, upon succeeding
on a Death saving throw, you can choose to regain 1 hit
point.
Sealed Fate
At 10th level, while you are raging, you gain the
following benefit:.
A
ki point. Additionally, whenever you expend a ki point,
you add your Wisdom modifier on your next damage
part from religious practices, several roll.
monastic orders are on a mission of
collecting and preserving the vast Instinctive Knowledge
knowledge of the world. Inside their
monasteries, monks, scholars and sages Beginning at level 11, you can use your reaction to gain
translate, copy and archive books from information about your opponents and then use it to
all over the world, so that the words of your benefit.
wisdom will endure the passing of time and be passed
onto the next generations. Throughout history, places • When a creature within 30 feet of you that you can see
such as these have often been targeted by ill-intented makes a weapon attack against you, you can use your
parties, who aspired to use their contents to their reaction to expend a ki point and replace your AC with
own advantage or worse, destroy them. Due to this, a Dexterity (Acrobatics) check until the start of your
the monks have trained themselves in order to not next turn.
only protect the important work they carry out, but
also to overcome any danger that may arise upon a • When you make a monk weapon attack against a
journey of retrieving an ancient scroll or lost relic from creature and miss you gain a +1 bonus on your attack
somewhere in the world, in order to bring it back into rolls against that creature. This bonus is lost on you
the safekeeping of their order. as soon as you successfully hit the creature.
Know Thy Enemy • You regain 2 ki points at the start of your turn. You
cannot gain more ki points than your maximum.
Additionally at 3rd level, whenever you successfully hit a
creature with a monk weapon, you learn their AC. • You can use all the benefits of Path Towards
Furthermore, once per long rest and at the start of Enlightenment.
your turn, you can designate a creature that you can
see. The first time you make a successful monk weapon • A creature of your choice within 15 feet of you gains
attack against the designated creature each round, you temporary hit points equal to half your monk level
add your proficiency bonus on your damage rolls and every time you expend any amount of ki.
you learn if their current hit points are higher, equal or
below half of their maximum hit points.
L
At 3rd level, as an action, you can summon an orb of
assistance in an unoccupied space within 15 feet of
ife tends to manifest into various and you. Its speed is equal to your walking speed and it can
mysterious forms. Ever since the hover for up to 10 feet away from the ground. It has 5 hit
moment of Creation, many are those points and 12 AC. A use of mending restores the orb to
have attempted to comprehend full hit points. Its saving throws are the same as yours.
its essence and manipulate the
invigorating force that breathes life into On each of your turns, you can control the orb as a
the countless beings who tread upon bonus action to move and do one of the following things:
the worlds. Some seek to do so through the study of the
arcane arts. Others, through the advancement of science Restore. A creature of your choice within 5 feet of the
and technology. In some rare occasion, exceptionally orb that has less than half of its maximum hit points,
bright individuals prove themselves industrious enough regains hit points equal to your artificer level + your
to apply both of these methodologies into practical use. Intelligence score. If the orb uses restore on a creature
Accomplished arcanists as well as trained physicians, that has not completed a short or long rest since it last
these brilliant artificers deploy their magically enhanced, received its benefits, the creature must make a DC 5
mechanical contraptions in order to cure the sick, heal Constitution saving throw or take lightning damage
the wounded and restore life wherein it has been lost. equal to your artificer level + your Intelligence score.
As front line medics, they have invented ways to not only The DC increases by 5 for every subsequent try.
save lives, but also to protect themselves from harm.
Their research is never ending, as they study the mortal Assist. A creature of your choice within 5 feet of
biology and strive to discover new ways through which it the orb has advantage on its next attack roll or saving
can be enhanced and preserved. throw.
Zap! You can cast your next spell through the orb.
Lightning Pulse
At 5th level, whenever a creature regains hit points by
you or your orb, you or a creature of your choice within
30 feet of you, gains a number of hit points equal to
your proficiency bonus. Alternatively, you can choose
to damage a creature within 30 feet of you dealing
lightning damage equal to your proficiency bonus.
Heart of Restoration
Upon reaching 15th level, you can replace the orb of
restoration with your own heart. You stop aging, become
immune to lightning damage and no longer need food or
water to sustain yourself. Additionally, you can hover for
up to 10 feet from the ground.
T
Starting at 1st level, you learn the Light cantrip.
he power of divine Light has been Furthermore, when you reach level 5, you learn the
depicted in various different ways - Daylight spell and can cast it without expending a
celestial beings, descending from the spell slot for as many times as your Charisma modifier
skies or holy warriors who have been (minimum 1) before completing a long rest.
imbued with its power by the Gods.
In truth, the Light is a cosmic force Moreover, you become proficient with shortswords and
that flows throughout the multiverse. scimitars.
Sometimes, children are born with a special attunement
to its essence, for reasons yet unknown. Whether by Luminomancy
chance or choice made by divine will, these characters
grow capable of wielding and bending the Light. Gifted Additionally, at level 1, when you cast Light on a weapon
with sorcery, they employ these powers in order to you are wielding, you may add your proficiency bonus
purge their foes and illuminate the truth behind their to your damage rolls. Whenever you make an attack roll
attempts for deceit. with this weapon, you can use your Charisma modifier
instead of Strength or Dexterity, for the attack and
damage rolls.
Upon reaching level 5 and you have cast the Light spell
on your hands, whenever you deal damage with a spell,
you also add your Charisma modifier to the damage roll.
Radiant Technique
At level 6, whenever you cast a spell as an action, you
can make a melee weapon attack as a bonus action.
Flash Step
At level 14, whenever a creature hits you with a melee
weapon attack, you can use your reaction to burst in
sunlight. All creatures within 10 feet of you that can
see you must succeed on a Constitution saving throw
or be pushed up to 10 feet back and be blinded until
the start of their next turn. Creatures that have sunlight
sensitivity make the saving throw with disadvantage. In
addition, as part of the same reaction, you can teleport
to an unoccupied space that you can see within a 30-foot
distance.
Searing Brilliance
At level 18, whenever you hit with a weapon affected
by the Light spell or deal damage with a spell, you
can choose to deal radiant damage instead of normal
damage. You ignore resistances to radiant damage and
if a creature is immune to radiant damage, you still deal
half radiant damage (rounded down).
M
any think of the wilds as a hostile
and uncharted terriory, a frontier
and boundary to the expansion
of civilization. In reality though,
the various natural habitats
contain communities of their
own. Whether hermits by
choice or social outcasts, some individuals have grown
more accustomed to being part of those, rather than
living within the confines of a civilized society. They
understand their rules, respect the food chain as the
highest authority there is and live off by foraging what
the land has to offer, while learning to co-exist in mutual
respect with the various species of plant and beast that
consist it. Constantly adapting to survive, they grow
a deeper understanding of the behavioral patterns or
defense mechanisms of various creatures through keen
obsvervation and interaction. Then, they employ their
cunning wits as well as magical means in order to copy
them and develop their own. Since none can know for
certain exactly how they first came in possession of Druidic Heritage
such traits, they are considered to be gifted by nature
itself in a rare and extraordinary way. Starting at 3rd level, you become able to use the
Druidcraft and Shillelagh cantrips. Additionally, you
can use the Entangle spell once per long rest without
Animal Mimicry expending a spell slot. Your spellcasting ability for these
spells is Wisdom. When you use Shillelagh, the weapon
Starting at 3rd level, you can use a bonus action to becomes a finesse weapon that deals either piercing or
mimic the predation mechanisms of wild beasts by slashing damage, which is chosen by you upon casting
partially adapting their form. You gain the benefits of the the spell.
bestial aspect of your choice until you end the effects as
a bonus action or until are knocked unconscious. Natural Remedy
Bear Paw. You can cause one of your arms Upon reaching 9th level, your adaptation ability expands
to assume the form of a bear paw. The paw cannot to mimic the regenerative properties of some plants
wield weapons. You may attack with the paw, dealing and creatures. As an action you may secrete restorative
slashing damage equal to 1d8 + your Wisdom modifier sludge rolling the extra damage of your sneak attack
on a successful hit and causing the target to become and regaining that many hit points.
grappled by you.
You may use this feature a number of times equal to your
Snake Fangs. Your teeth turn into poisonous Wisdom modifier (minimum onc), before completing a
snake fangs. You gain resistance to poison damage and long rest.
immunity to the poisoned condition. As a bonus action,
you can make a bite attack against a creature for 1d6
points of poison damage. The creature must succeed
Verdant Growth
on a Constitution saving throw of DC of 8 + your Starting at level 13, whenever you roll an 18 or more on
proficiency bonus + your Wisdom modifier or become an attack roll against a creature using a weapon made
poisoned until the end of their next turn. from the Shillelagh cantrip and the attack is successful,
vines sprout out of the ground around the creature,
Hawk Eyes. Your eyes change into that of a causing the effects of the Entangle spell upon it.
hawk. You may ignore half cover and three quarters
cover during your attacks. Additionaly, whenever you
roll for an attack with advantage against a creature, you
Beastial Aspect
may add your Wisdom modifier to the damage roll. When you reach 17th level, your Animal Mimicry
improves. If you hit a creature with Bear Paw, the
You may use this feature for as many times as your creature is now restrained instead of grappled. When
Wisdom modifier (minimum 1) before completing a long a creature fails their Constitution saving throw against
rest. Snake Fangs, the target is poisoned for 1 minute instead
of until the end of their next turn and, take 1d6 poison
damage at the start of each of their turns. Finally, when
you make attacks with Hawk Eyes active, your weapon
attacks score a critical hit on a roll of 19 or 20.
A
weapon is defined by the reason it is Ironskin
drawn. That is the simple code behind the
ideal of those who pledge their martial Starting at 10th level, during a long rest, you can focus
prowess into the service of others. They your body and mind into the strenuous training you have
follow the warrior’s path not for glory, been through in the past. You gain resistance to either
arrogance or coin, but on behalf of those bludgeoning, piercing or slashing damage, which lasts
who cannot fight back themselves. Living until you take another long rest. Additionally, whenever
bastions of fortitude, these warriors do not waver you take damage from the damage type that you chose,
against any foe. They stand vigorously against all threats, you may use your reaction to push your attacker for 5
to protect the meek and vanquish their oppressors, as feet towards a direction of your choice, as long as they
well as destroy those whose rampant vanity amasses were within your reach when they attacked.
victims in its wake. In the field of battle, their unyielding
endurance stands as a testament of their willpower to Juggernaut
all those who dare challenge them.
At 15th level, you may use Shove as a bonus action. If
Parrying Stance the creature is pushed, you may move into the space it
occupied.
Beginning at 3rd level, whenever you are hit by an attack
you can, as a reaction attempt to parry the incoming Immovable Bastion
blow, rolling an attack roll with your weapon. If the
result is higher than your opponent’s attack roll, the At 18th level, your Ironskin feature grants you immunity
enemy’s attack misses instead. This attack roll gains +2 instead of resistance. You also become immune to any
if you are using a shield. Until the start of your next turn, effects that would cause you to be moved against your
you may attempt to parry additional attacks, equal to the will or knocked prone.
number of attacks granted by your Extra Attack feature,
without using additional reactions. In addition, you may In addition, whenever you successfully cause an
use the Protection Fighting style without using a shield. attack to miss using Parrying Stance or the Protection
Fighting style, you can immediately use Shove on the
Rush to Their Aid creature who attempted it.
F
Also at 7th level, you gain proficiency on Wisdom
(Survival) checks. If you are already proficient, you gain
ew are those who dwell in the most expertise. In addition, whenever you are about to suffer
desolate corners of the world. Even fewer, a level of exhaustion, you may use half of your maximum
are those who dare to call them their hit die to avoid the effect. Finally, while in an arctic
homeland. In these frozen wastes, the environment, you can use the Hide action as a bonus
unforgiving cold claims the weak while action.
the strong constantly fight for survival
against the monstrous predators native Bitter Winds, Greater
to these environments. Those brave nomads employ an
unwavering determination along with a set of uniquely At 11th level, your ability to summon the bitter winds
cultivated skills in order to adapt to the terrain and becomes more potent. Summoning them grants you the
overcome the looming threats posed by the daily life following, additional benefits.
in those wilds, as the slightest of mistakes could prove •
fatal in an instant. • Creatures of your choice gain resistance to fire and
cold damage for as long as they remain within the
effect’s radius.
Northern Nomad Magic
• Enemy creatures that do not have resistance or
immunity to cold damage take 1d8 cold damage and
Starting at 3rd level, you learn an additional spell upon must make a Constitution saving throw for every
reaching certain levels in this class, as shown at the turn they start within the effect’s radius. On a failure,
following table. The spell counts as a Ranger spell for their movement speed is reduced by 10 feet. Upon a
you but does not count against the number of Ranger second failure, their speed becomes halved. By failing
spells you know. again, their speed becomes 0. By succeeding at any
point, they remove all applied effects and become
immune to this effect of your Bitter Winds for the next
Ranger Level Spells 24 hours.
3rd Ice Knife
• You can use the Hide action without using any terrain
5th Misty Step
elements other than the winds.
9th Sleet Storm
13th Locate Creature Tundra Stalker
17th Cone of Cold Starting at 15th level, whenever you deal cold damage
to a creature outside your turn, you can also make a
weapon attack against it as a reaction.
Bitter Winds
Additionally at 3rd level, you gain the ability to summon
gales of northern winds to envelop you in a 30-foot
radius centered at you, decreasing the temperature
and hindering your foes’ vision. You can summon or
dismiss the winds as a bonus action, up to a number of
times equal to your proficiency bonus before completing
a long rest. The effects persist for the duration of a
minute, and grant the following benefits.
Permafrost
Starting at 7th level, while your Bitter Winds are active,
you can conjure projectiles made or pure ice from thin
air or coat your meele weapon with rime as part of your
attack action. The conjured projectile or coated meele
weapon deals an extra 1d4 cold damage on a hit. The
damage dice increases as you grow stronger, becoming
1d6 at level 10, 1d8 at level 15 and 1d10 at level 20.
Cold Blooded
Additionally at 7th level, you gain advantage on saving
throws made against spells and effects related to cold.
Chapter VII: The Enlightened Ones
80
Trickery Domain: Wizard Jack in a Box
School of the Fool
R
Starting at level 10, you can attune yourself to a small,
mundane box through a ritual that lasts 10 minutes,
eality is but a concept we create for causing it to become magical for as long as you remain
ourselves, based on our own perception in attunement to it. The box’s dimensions must be no
of the world. Various Wizards have more than 1 foot long and 1 foot wide, and it may weight
yearned to define what is true and what no more than 2 pounds. You can spend an action to
is false regarding the veiled mysteries store any spell that you are capable of casting within the
of the universe, to a point where they box. The spell remains stored until expended, or until
deemed such a task to be futile. Others you choose to store a different spell. For as long as a
went mad, no longer able to tell the difference between spell is stored within the box, your available spells per
the truth and a mere illusion of it. Rather than trying to day are decreased in the appropriate manner, as if you
determine reality itself, those arcanists have therefore have already cast that spell.
indulged themselves with the creation of alternate
realities, studying the very methods that are capable of A stored spell becomes triggered in one of two different
fooling the mortal senses. They deploy these abilities ways; either by spending a bonus action, or by having
in combat, taking pleasure in merely observing how a a creature to open the box. The spell’s effect is always
fearsome enemy can be turned into a pawn, once they centered at the box’s location and the box itself
gain control over their setting. remains unaffected by any damage it may cause to its
surroundings.
B
amount you rolled on your bardic inspiration die, at the
start of each of their turns.
ards are known for their musical talents
among other charismatic features. They Clarion Call. You discern an opportune
often compose songs about the heroic moment to strike and inspire your allies to valiantly
deeds of others, although most of the charge against your foes. An affected creature that
times, their tales are but figments of the moves up to 10 feet in a straight line towards an enemy
imagination. There are those among may deal an extra amount of damage on their first melee
them however, who dare to look their foe weapon attack for each turn, equal to the amount you
in the eye and live to tell the tale. They can be found rolled on your bardic inspiration. In addition, an affected
at the head of great armies or amidst the chaos of a creature may choose to spend its reaction in order to
battlefield, where the greatest triumphs and tragedies immediately make a 10 feet movement to a direction of
are being born. A Rhapsodist is a proud student of their choice.
warfare who has not only witnessed history with
their own eyes, but was also a part of it. Their songs Battle Hymn. Your song shakes the resolve
and memoirs speak of rebels and conquerors, loyal of your foes, discouraging and decreasing their morale.
comrades and formidable foes, and a time when they Creatures of your choice must succeed a Charisma
themselves were marching side by side with heroes that saving throw or have their AC reduced by an amount
became legends, inspiring their allies with tunes of war. equal to half the amount you rolled on your bardic
inspiration.
This book stands as my first collaboration attempt with Forever Dungeon Master for over ten years in multiple
other independent, content creators. It has been an game systems and a professional editor, George’s input
amazing journey for me and a privilege to work with has been invaluable. He developed the divine Avatars
each one of them. I’m grateful for the trust they have and the character options, while supervising the book’s
shown in me and I’m looking forward to working with editing process.
them again in future projects.
geosfen1@gmail.com
I would like to thank all the wonderful artists and
illustrators who have allowed the inclusion of their Angelos Kyprianos
incredible artworks, in a manner approachable for an Author - Game Designer
indie creator such as me. Should you take notice of an
artwork that inspires you while perusing this book, feel Creator of the Meteor Tales Pen & Paper, Roleplaying
free to return to the Credits page in order to discover Game and an author of fantasy novels, Angelos was the
the artistic hand behind it. inspiration behind this book.
Lastly, I would like to mention that this book’s contents There have been multiple instances in his life during
derive from a larger scale world-building effort of mine, which he has been paid to write words. He has created
called The Eren Chronicles. My aim is to continue most of the mechanics of the divine Avatars, as well as
releasing parts of it in the form of various different the character options.
publishments in the near future. My hope is that,
steadily and through your support, I will manage to nicolastotief@gmail.com
share with you the world that lives in my mind and paint
a bigger picture of it, while at the same time allowing all
Chrysanthi Lykousi
content to be compatible with any Dungeons & Dragons
3D Artist - Graphics Designer
setting that might suit your interest.
Chrysanthi has been a professional visual artists for the
Once again, thank you for your love and support and
past four years, collaborating with various studios and
wish to you the most glorious of adventures!
projects. She has designed the graphic elements and
the layout of this book.
Kind regards,
Nicos Ostas
artstation.com/chrysanthilykousi
www.tetra-cube.com