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Designers: Alican Develioğlu, Ekin Topanoğlu, İzel İrem Aydın, Aysegül Gürzumar, Suat Deniz Vural, Barkın Tokalak,
Eyüp Emre Erdem

Editor: Aysegül Gürzumar


Proofreader: Sedef Glover

Art Director: Umut Çomak


Cover Art: Mehmet Ozen
Interior Arts: Ender Coskun, Muhammet Ali Parlağı, Ömer Tunç, Umut Çomak, Murat Çalıs,
Ozgur Tor, Mehmet Ozen
Layout and Graphic Design: Umut Çomak

© 2022 Dream Realm Storytellers


Corpus Angelus is published by Dream Realm Storytellers, under the Open Game License version 1.0a Copyright 2000 Wizards
of the Coast, Inc. Dream Realm Storytellers logo, Corpus Angelus and 5e logos are trademarks of Dream Realm Storytellers. All characters
and the distinctive likenesses thereof are property of Dream Realm Storytellers.

Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, and are not Open
Content: All trademarks, proper names, dialogues, plots, storylines, locations, characters, artworks, and trade dress.

ON THE COVER
In this scene illustrated by Mehmet Ozen, we
see an angelic legion about to wipe a certain
evil off existence. As the mere presence of
angels cleanses the environment that has been
corrupted, setting fire to the denizens of evil
below, we see the angels floating down with
inordinate grace and elegance.

2
Introduction
Most stories, whether in song-form, written on a page, or performed on stage, tell tales of the struggle between good and evil;
between angels and demons, between heroes and villains. However, what makes a story stand the test of time are the unique
qualities of these heroes and villains; the ways in which they differ from us and from one another, as well as the ways in which
they are similar. It’s the details of a story, the nuances between each hero that stay with us readers, and that allow us to find joy
in walking through tales that are more or less quite similar.

This book is dedicated to all good heroes and everything for which they stand. In the pages to come, you will find many things
ranging from all sorts of angels, to what tools a soldier of good has at their disposal as they march against the armies of evil. You
will find what makes a hero into what they are, the concepts for which they fight, the deities they worship, and even what one
must do if one ever leaves the path of the hero. You will find information on concepts such as redemption and atonement or
sacred alchemy, as well as tales of great heroes who have all contributed to the good fight in one way or another; be-it through
healing the innocent, slaying the bad, or educating the ignorant.

This book can be used by both Game Masters and players for both good and evil campaigns. While the content that fills the pages
of this book mostly concerns good, one must not forget that great adventures are forged from the duality between the light and
the dark. In other words, a proper hero will make the story of any villain that much better.

Corpus Angelus is a book containing over 350 pages of good, righteous content. May you read it in the light.

HOW TO USE THIS BOOK

There are five chapters in this book; new character options, new rules, faith and deities, magic, heroes and angels.

Chapter 1 - Character Options: This chapter includes new races, archetypes, backgrounds, feats, and a new class; Paragon.
The options presented in this chapter will let you create a vast variety of different characters. Anyone with good intentions can
become a hero, but the information here will shape the nuances that sets them apart.

Chapter 2 - Offerings of Angelic Powers: This chapter includes information on the paths that must be walked by heroes, as
well as mechanics concerning knighthood, sainthood, exorcisms, prayer and worship, and much more. You’ll find that each path
or each mechanic entails a different boon or reward, meant to guide the angelic in their eternal struggle against the demonic.

Chapter 3 - Orders of the Heavens: This chapter introduces new deities and cults & organizations formed to please the powers
of good. Even though there is little limit to the capabilities of a good deity, evil is everywhere, and must thus be wiped off the
face of all realms. Here, you may find information on the mortal emissaries of these deities, as well as guilds formed for specific
ways of fighting evil, and for spreading good.

Chapter 4 - Angelic Magic, Items and Equipment: This chapter includes new spells, rituals, equipment, and magic items. Just
as evil characters can bring havoc to battle with their unholy auras and profane spells; the good have faith and the support of all
that is good on their side. From spells that bring down the kingdom of heaven upon the heads of evil to prayers that ensure the
protection of the good; you can find many useful tools of the good in this chapter.

Chapter 5 - Heroes and Monsters: This chapter includes heroic NPCs and good monsters. Here, you can find the important
characters of the cults and organizations in this book, as well as independent NPCs that you can easily use in your adventures.
This is also where you’ll find the many types of angels that assist heroes on their holy path, acting as the light that guides their
way through the dark.

Throughout these chapters, you will notice that a lot of spells are marked with a star (*) sign. Unless otherwise stated, this sign
indicates that the spell is a new spell presented in Corpus Angelus.

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Table of Contents
Philosophy of Good…………………………………………………………………….……6 School of Sealing……………………………………………………………….…80
New Backgrounds………………………………………………………….......……..82
Chapter 1: Character Options…………...........................................9 Benefactor………………………………………………………………………………82
Angelic Races…........................................................……………….............10 Blessed Child………………………………………………………………………..…83
Aengel……………………………................................................…..............10 Commoner……………………………………………………….……………………..85
Angelic………………...........................................……………………............11 Gravekeeper……………........................................…........…………………86
Light-touched……..............................................…………………............12 Healer…………………………………………………………………………………….87
Peri…………………………….................................................………............14 Martyr…………………………………………………………………………………….88
Redeemed Fiend………................................................…………............16 Penitent………………………………………………………………………....………90
Stranger………………………..….............................................……............18 Pilgrim……………………………………………………………………………………91
New Class: Paragon…………...............................................………............20 Sheltered…………………………………………………………………….………….93
New Archetypes……………..............................................…………............36 Temple Guard…………………………………………………………………………94
Barbarian Paths……………..............................................………............36 New Feats………………………………………………………………..…………………95
Path of Celestial Fury…………..........................................…............36
Path of Self-Sacrifice………….......................................…….............37 Chapter 2: Offerings of Angelic Powers…....................................99
Path of the Hopebringer….....................................…………............38 Devotion Paths………………………………………………………………………....100
Path of the Virtuous…………....................................………..............39 Deeds and Sins………………………………………………………………….…..100
Bard Colleges…………………...........................................………..............40 Devotion Points……………………………………………………….....………..100
College of Hope………..............................................…………............40 Paths of Devotion………………………………………………………………….100
College of Truth….........................................………………….............41 Path of Ascension………………………………………………………….…..100
Hymn Singer…………….....................................……………….............42 Path of Charity…………………………………………………………..………101
Cleric Domains……….............................................………………............43 Path of Heraldry………………………………………………………………..101
Angel Caller……...........................................……………………............43 Path of Honor……………………………………………………………………102
Exorcist………………..............................................…………….............44 Path of Hope……………………………………………………………………..103
Dawn Domain……….........................................………………..............45 Path of Humor……………………………………………………………………103
Holy Virtues Domain……...........................................………............46 Path of Leadership……………………………………………………………..104
Druid Circles.……………….................................................…….............47 Path of Medicine………………………………………………………………..104
Circle of Heaven…………….............................................…..............47 Path of Mercy…………………………………………………………………….105
Circle of Phoenix………………........................................……............49 Path of Sacrifice……………………………………………………………......105
Circle of Unicorns…………............................................…….............50 Path of Sagacity………………………………………………………………….106
Martial Archetypes……………........................................………............51 Path of Truth………………………………………………………….………….106
Anointed Warrior……………….......................................……............51 Path of Vigilance………………………………………………………………..107
Glorious Combatant………………………………………………..….............52 Inquisitor………………………………………………………………………..…...….108
Holy Knight………………………………………………………………..............53 Knighthood………………………………………………………………………..…….111
Iron Bulwark………………………………………………………..…….............55 Hallowed Companions……………………………………………………………….117
Monk Traditions……………………………………………………….…..............56 Redemption and Atonement………….………………………………………....119
Way of Angels…………………………………………………………................56 Exorcism…………………………………………………………………………….…….121
Way of Cardinal Virtues………………………………………..……............58 Prayer and Worship………………………………………………….………………122
Way of the Pilgrims……………………………………………………............58 Sainthood…………………………………………………………………………………123
Paladin Oaths………………….……………………….……………………............59 Holy Grounds……………………………………………………………………………124
Oath of Righteousness……........................................………............60 Self-Sacrifice…………………………………………………………………………….126
Templar………………………………………………………………………............61 Sacred Alchemy……………………………………………………………………..…127
Zealot………………………………..........………………………………..............62 Temples……………………………………………………………………………….…..130
Ranger Conclaves……………………………………………………..……............64 Signs of the Apocalypse……………………………………………………………..134
Evil Slayer…………………………………………………………….……............64
Holy Messenger………………………………………………….………............65 Chapter 3: Orders of the Heavens…………..................................137
Keeper of Light………………………………………….....……………............66 Angelic Deities……………...................................................................….138
Roguish Archetypes…………….………………………………………...............67 Andu, the Unjust Virtuous…………………………….…………………..….138
Chainbreaker………………………………………………………...…..............67 Dra, God of Rulers…………………………………………..…………….…......139
Divine Blade……………………………….....………..…………………............68 Eclipse, the Veiled One……………………………………………………...….140
Vigilante……………………………………………………………….……............70 Heohalieha, the Mist in Minds……………………………………………….141
Sorcerous Origins…………………………………………………………..............71 Kahribar, the First Sacred Alchemist….………………………………….142
Prismatic Sorcerer………………………………………………………............71 Noiriel, Lady of the Redeemed……………………………………………....143
Starborn…………………………………………………………….………............72 Angelic Cults………………………………………………………………………...….144
The Knight Dragon Bloodline………………………………….….............73 Aureate Warden…….……………………………………………………………..144
Warlock Patrons………………………………………………………..….............75 Celestial Army……………………………………………………………………...145
Archangel ……………………………………………………………………………75 First Resort……………………………………………………………………………146
Nature………………………………………………………………………………….76 H.E.A.L…………………………………………………………………………………..147
The Returned………………………………………………………………….……77 Heroes’ Guild……………………………….………………………………………..148
Wizard Traditions………………………………………………………………….…78 House of Extraordinary Collectors…………………………………………149
Celestial Summoner…………………………………………………………..…78 Masons of Ancapeek…………………………………………………......……..150
Education………………………………………………………………………...….79 Molten Judgment…………………………………………………………………..151
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Mortal Inquisition of Duvark……....................................................152 Knight Dragon…………………….………………………………………………….257
Night Hunters………….......................................................................153 Light Elemental………………………………………………………………………261
Order of Grace……….................................................................………154 Manymany………………………………..……………………………………………262
Order of Grave Guards…............................................................……155 Mimic of Love………………………….……………………………………………..263
Order of Swift Mercy……..............................................................….156 Oath Angel…………………………..…………………………………………………264
Red Carpeted Home………................................................................157 One-Eyed Crow………………………….……………………………………………265
Saints of the Forge…………................................................................157 Ophanim………………………….……………………………………………………..266
Second Chances…….....................................................................…..159 Orb of Trials…………………………………………………………………………...268
Silent Exorcists…………..................................................................…160 Rootless Tree………………………..………………………………………………..269
Sacred Witness………………………….……………………………………………270
Chapter 4: Angelic Magic, Items and Equipment……............…..162 Sanctified Angel………………………..……………………………………………271
Angelic Magic……….......................................................................…….163 Seraph……………………………………….……………………………………………272
Spell List………………..........................................................................163 Shaper Giant……………………………..……………………………………………274
Spell Descriptions…………….......................................................…….165 Silver-Horned Tiger………………………………………………………………..275
Angelic Rituals…………….............................................................……185 Songster……………………………………….………………………………………..276
Magic Items………………………............................................................….192 Soul Guide……………………………….……………………………………………..277
Armors………………………............................................................……..192 Spark of Hope……………………….………………………………………………..278
Potions………………….........................................................……………..195 Spirit of Love………………………………………………………………………….279
Prayers………………………...............................................................…..195 Spirit of Redemption…………….………………………………………………..280
Rings……………..........................................................................………197 Star Incarnate…………………………………………………………………………281
Rods…………………………………..…..…..…..…..…..…..…..…..…..…..…..….198 Starfly……………………………………………………………………………………282
Staffs………………………………………………………………………………………199 Sworn Protector…………………………..…………………………………………283
Wands…………………………………….………………………………………………199 The Seer……………………………..………………………………………………….285
Weapons……………………………….………………………………………………..200 Trinity…………………………………….………………………………………………287
Wondrous Items………………………………………………………………………204 Twin Angels of War…………………………………………………………………289
Ukradolo……………………..………………………………………………………….291
Chapter 5: Heroes and Monsters….............................................211 Unexpected Savior……………………….………………………………………...292
Monsters…………………..……………………………………………………………….212 Vigilant Angel…………………………………………………………………………293
Amarashi……………………..…………………………………………………………212 Warrior-Priest…………………………………………………………………………294
Ancestor of Glory…………………..……………………………………………….213 Watcher……………………………..…………………………………………………..295
Angel of Alchemy……………………………………………………………………214 Weeping Guardian………………………………………………………………….297
Angel of Dreams……………………….…………………………………………….215 Winged Unicorn…………………………………………………………………....298
Angel of Flames………………………..…………….………………………………216 Heroes……………………………….………………………………………………………300
Angel of Gates…………………..…………………………………………………….217 Agrodar, the Forge Saint…………………………………………………………300
Angel of Honor………………….……………………………………………………219 Alissia Veriol……………………….………………………………………………….302
Angel of Inspiration……………….……………………………………………….220 Angelique Windtune……………………………………………………………….304
Angel of the Dark…………..……………………………………………………….221 Blacktooth…………………………..………………………………………………….306
Angel of the Wind………………….……………………………………………….223 Charles Higherhand, Geronarcanologist………………………………….308
Angel Soul…………………….………………………………………………………..224 Charlie the Stray…………………..…………………………………………………310
Angelic Emissary…………………………………………………………………….225 Chih-Ming Hai…………………………….……………………………….…………312
Angelic Legion……………………..…………………………………………………226 Delaila “Audacity”, the Chief Mason……………………………………….314
Anointer……………………..………………………………………………………….228 Dimael…………………………………….………………………………………………316
Blind Justice……………………………………………………………………………229 Edrinnie Godranaella……………………………………………………………...318
Capybara……………………………..…………………………………………………230 Eleanor Dawnstar…………………..……………………………………………….320
Celestial Eagle…………………………………………………………………………231 Grandpa Anton Warden Killmark Brave..………………………………..322
Celestial Sphinx…………………….………………………………………………..232 Gumi the Cursed……………………………………………………………………..324
Celestial Squire…………………..…………………………………………………..234 Ilinar Spellflame…………………………..…………………………………………326
Celestial Warhorse………………….………………………………………………235 Inquisitor Trelis von Grazerta…………………………………………………328
Cherubim…………………..……………………………………………………………236 Khem Hahro……………………………………………………………………………330
Crystal Belly……………………..…………………………………………………….237 Marciel…………………………….…………………………………………………….332
Diamond Angel………………….……………………………………………………238 Mavichar the Horned Bastion…………………………………………………334
Divine Feline………………….……………………………………………………….239 Messiah…………………………………………………………………………………..336
Divine Owlbear……………………………………………………………………….240 Miriel, the Molten Judgment………..…………………………………………338
Emanation of Grace……………..…………………………………………………241 Mortal Inquisitor Tilsendrel Nessar…….………………………………….340
Exalted Hunter……………………………………………………………………….243 Mortiel…………….………………………………………………………………………342
Fiend Hunter………………………………………………………………………….245 Nicehoof……………………………..………………………………………………….344
Firefly Fairy……………………………………………………………………………246 Penitent Wanderer……………..………………………………………………….346
Forgiving Spirit………………………………………………………………………247 Selkie, the Good Avenger…………….………………………………………….348
Glass Colossus…………………….…………………………………………………..248 Silent Venys………………………….………………………………………………..350
Grave Protector……….…………..…………………………………………………249 Uldis Aridalynn………………………………………………………………………352
Guardian Angel………………..……………………………………………………..250 Valeria Strongheart…………………………………………………………….....354
Guardian of the Light………………………………………………………………251 Xhereaxes……………………………….……………………………………………..356
Healer Priest…………………………………………………………………………..253
Healing Pool………………………….………………………………………………..254 Backer List………………………………........................................................….358
Heavenly Creature Template…………………………………………………..255 Playtesters……............................................................…………………………364
Iron Angel………………………….…………………………………………………..256 OGL…………………………………................................................................……365
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Philosophy of Good
T
here are many evil forces in the universe. They spread evil, wreak havoc upon the good, fight amongst themselves,
tempt and corrupt souls, and grow or shrink in power as a result. Whatever the result is, they succeed at spreading evil
and showing what one can get or achieve through evil methods. Evil is easy to spread due to its tempting nature, and
benevolent forces must be the epitome of goodness to be able to ward it off.

While it is quite easy to sin, choosing the right path, the


righteous path, is often challenging, and it often requires solid
Faith
determination. If you need more money, killing rich-folk to
steal their money would be a much faster solution than doing Perhaps the most important weapon of the dignified, faith, is
honest work. If you want more power, you can make a deal the pillar upon which all acts of goodness are built. To stand
with the many fiends who provide such services, and acquire it against the corruption that seems to offer immediate reward,
in the blink of an eye. Evil offers what it offers quickly and in one must have a faith of steel to keep true to the path of the
abundance, which is where the temptation lies. One may lose righteous. When you’re up against a gaggle of fiends looking
one’s immortal soul, but it is a great argument of evil priests to tear you limb from limb, and they offer you a chance at
that one has a hell of a good time in their lifetime, full of salvation, it takes the most lionhearted to refuse. When evil
indulgence and pleasure, as a result. Of course, they leave out looks to make its way to the heart of the good, faith is the
the part about one’s eternal regret in the afterlife where one shield that keeps them safe.
becomes a plaything.
Good, on the contrary, does not offer quick and easy
rewards, which is just as well, as heroes do not do good for the Helping Those in Need
sake of accolades. They do good because they must, because
someone has to. Heroes have to work hard, starting from the Heroes always want to help others. They help those in
moment they realize their purpose in this eternal struggle, need for the sake of providing them with assistance, not
and they must devote their entire being to that end. Then and for some reward or other. However, this does not mean
only then are they rewarded with what any hero wishes for; that heroes jump before all the dangers without any
the knowledge that they helped spread the goodness in their forethought. Goodness does not equate to stupidity. Heroes
hearts. vigilantly prepare against the dangers at hand, make their
Although the methods of good may seem ineffective to some investigations, equip themselves properly, make a well-
when compared to the much more effective-looking methods thought-out plan, and then face the danger threatening
of their evil counterparts (such as poison and cruelty), this is others.
not the case. Heroes respect life and think about the honor
and freedom of others before they act, and they prove that
desirable results can still be achieved through benevolent Improvement
means by doing so. They can make personal sacrifices for the
well-being of others, and make the greater good a priority at The word “improvement” could be considered in two senses of
all times. However, this does not mean that good must be nice, the word when viewed as a method of righteousness. Both can
naive, or polite. Although some heroes focus on such concepts prove equally important under the right circumstances.
and build their philosophies upon these stones, others see The first indicates the benefits that good forces provide
good as the holy fire that burns evil off existence, the celestial their legions with, to assist them against the sinister who are
sword that cuts all evil in half, or the righteous, crushing less limited in the methods they can use. A good cleric cannot
power of the heavens. employ such methods as torture, for instance, to extract
information from their enemies. They are thus granted a
Methods of Heroes plethora of benefits (as those you’ll find in the pages to come)
that allows them to get results without compromising their
integrity. A paragon would not utilize poison to defeat the
enemy before them, but would gladly set the weapons of their
allies ablaze with holy fire. Such improvements allow the
To go up against the warriors of darkness and the followers of good to be just as effective (if not more) as the evil forces they
evil, good heroes are equipped with benevolence, selflessness, oppose.
justice, righteousness, and hope. All of these tenets are The second concerns meliorism; the belief that the world
reflected in the following ways heroes employ. could be made better through effort. This belief is one shared
by everyone with goodness in their hearts, and an end that
they all strive towards. All the footsoldiers of good-aligned
deities are working to make the world a better place; through
6
knowledge, healing, praying, elation, or otherwise. All that is that their own deities will reward them just as well as the good
needed to improve the world is a faith that everything can be in the afterlife, thinking their realms to be an evil reflection
made better, and a will to make it so. of heaven. Such minions of evil, unfortunately, cannot and
should not be shown mercy. Similarly, you may not have the
chance to show much mercy in a massive battle, when faced
Mercy and Redemption with foes sworn to wipe all that is good off existence. Still, the
methods of a good warrior cannot be the same as those of an
This is one of the greatest principles of good and the most evil one. Even if you cannot be so merciful as to spare the foe
risky tool to equip against evil. Evil is wicked and tricky. before you, you can still offer them a quick and merciful death.
Showing mercy against an evil foe gives them a chance You can still avoid unnecessary gore and violence.
to recover and act against the heroes, and the evil is very Furthermore, the righteous must always consider the
talented in using this to their benefit. However, the hope innocent when targeting evil. For instance, you should keep
that good shall prevail also entails that certain evil can be from throwing a fireball in the middle of a tavern full of
redeemed. Heroes must thus be careful enough to not to fall innocent people to stop a criminal from running away with
into traps and show mercy to those who deserve it; for each its friends. Throwing a fireball made of radiant energy truly
redeemed soul is one less footsoldier in the army of evil, and proves how mighty you are, but harming the innocent does
another in the ranks of the good. not. It takes the courage of the truly righteous to fend off
temptation, and to keep to the right path.

Respecting Life
Selflessness
While evil doesn’t hold back when it comes to destruction,
good takes power from healing. Respecting life entails the The act of putting others before yourself is a very effective
curing of disease and the closing of wounds. Many deities tool in winning the hearts of others and can be used in many
of good are either closely related to healing or are the very different ways. Sharing a meal with the hungry, giving
embodiment of healing themselves. your last money to a poor, refusing to live in luxury to help
orphans, buying clothes to beggars, providing homes to the
homeless, sharing your loot with the temple, sacrificing your
Righteous Might life to save your loved ones; all of these acts contribute to the
greater good in its own way, and make evil that much weaker
against it.
Mercy is not always an option. Some creatures become so
corrupt that they reject any chance at redemption, believing

Celereth the Sanctified is a renowned comman- most evil and the most vile. Although there
der of the forces of good and a famous paladin, is no direct evidence, it is most likely that
whose countless victories over the enemies of these enemies engineered the events that caused
angels (may their divine light always guide Celereth and her lieutenants to be imprisoned
us) have earned her no small measure of fame in the deepest dungeons of the most malicious
throughout the realms. Specifically, her legen- of hells. However, it was again her unwavering
dary offense and miraculously crushing defeat faith, the unmatched purity of her heart, and
of the twelve commanders of hell has become her unbreakable will that led her through the
the stuff of legends amongst the faithful and angelic path, ascending her to angelhood, and
in the hearts of younger paladins. However, transforming her into a sanctified angel. She
rightful fame, absolute success, and righteous now guides all good-hearted folks towards the
glory are the very source of jealousy and spite. light, leading them through the darkness she
The heroic tales of Celereth has earned her and herself experienced in person.
her fellow soldiers many powerful enemies; the

7
8
9
Angel c Races
T
his section contains a variety of new races and subraces, and the new mechanics that go along with each of them.
Here, you may find information on aengels; a race made up of angels who seek to achieve greatness outside the
confines of heaven, or angelics; folk who have the blood of angels pumping through their veins. You can discover
creatures made entirely of light in the light-touched, get acquainted with the unique fey race; the peri, and learn about
the contradictory existence of redeemed fiends. Last but not least, you can delve into the specifics of the both blessed and cursed
lives of strangers.

they feel naked, disoriented, and lost before they start to adapt
AENGEL to their new life.

Looks of an Aengel
Aengels are genderless, their bodies may resemble a woman’s,
I had never seen such a variety of colors in one place. or a man’s; both or neither. Their skin is perfectly smooth
At least a dozen buckets were filled with hues of nature. and varies in shade from dark green to dark orange. Their
He was dipping a massive brush in those buckets, eyes have a slight glow, mostly white or light blue. They still
dancing across a wide boulder, painting it with precise carry the wings of an angel on their backs, but these wings are
brushstrokes. My curiosity bested me and I approached smaller than before.
him to ask what he was doing. He said that he was
painting the enormous boulder as an expression of his
feelings about being removed from heaven’s hierarchy, so
it could be seen from the heavens.
I took him in and sheltered him from the evil that
lurked outside the temple walls. Eventually, his curiosity
about the world got the best of him, and he chose to
leave this protection behind. I’ve missed him ever since.
I sincerely hope that he can see the gray amid the black
and white; that he can differentiate law and evil from all
that lies in between.
- Saint Orea

There are legends of angels falling from grace, thus


losing their birth right and becoming something else.
Such stories generally tell the tale of the most extreme
of situations, but this is not always the case. Sometimes
an angel starts to believe that the greater good can only
be achieved outside the confines of heaven. Such angels
don’t fall but are removed from heaven’s hierarchy. As
a result, their granted powers gradually grow dim, and
they become aengels.

Lıfe wıthout Blessıngs


It takes some time for most aengels to grow
accustomed to a life without the blessings of deities
and the protection of heaven. As aengels lose their
clear perspective of the heavens, their memories of
heaven start to fade. They lose their grip on magic,
their excellent awareness, and their legendary
capabilities. In fact, in the instant they leave heaven,

10
material plane of existence.
Aengels ın Socıety
Creature Type. Your creature type is Celestial.
Aengels seek perfection in everything, and are hence Darkvision. You can see in dim light within 60 feet of you as
disappointed in the imperfect world that they are banished to. if it were bright light, and in darkness as if it were dim light.
Because they are used to perfection, their criticisms of other You can’t discern color in darkness, only shades of gray.
creatures or their surroundings may sometimes be a bit harsh. Dimmed Resistance. When you fail a saving throw against a
As a result, they don’t get along well with others, and are spell or another magical effect, you can choose to reroll the
mostly forced to live a life of solitude. die. When you do so, you must take the second result. Once
you use this feature, you must finish a long rest to use it again.
Languages. You can speak, read, and write Common,
Aengel Names Celestial, and one other language of your choice.

Aengels almost always continue to use the names they had


as angels. In some rare cases, they adopt new names, in Angelic
accordance with their new earthly experiences.

Original Names: Aoriel, Duvrael, Tivreel, Uminiel, Zeradel


New Names: Fartraveler, Justblade, Mindboggler, Skyseer, Angelics are people that have angelic blood coursing through
Swiftarrow their veins, for one reason or another (see below). The blood
of angels bestows grace upon its carrier, affecting the carrier’s
body and soul. Angelics are partial to good and graceful acts,
Aengel Traıts and possess an unearthly charisma.
The angels who share blood with the angelic watch over
Your angelic powers are dimmed and you are able to channel a them; both to guide them through possible dangers and to
small part of it, which offers a variety of abilities. make sure that angelic blood is put to good use.
Ability Score Increase. Your Strength, Constitution, and A Heavenly Origin. One can be born an angelic or become
Charisma scores each increase by 1. one through the processes laid out below.
Age. Aengels are created as adults. You can’t be aged by any Occasionally, an angel is so impressed by the actions of a
means, and can’t die of old age. mortal that it rewards the mortal with its blood, transforming
the mortal into an angelic creature.
Alignment. There are strict alignment restrictions for an
aengel. They should always take actions that they believe to Even more rarely, if a mortal uses an angelic relic, guards
be in the interest of the greater good, paying no mind to rules a sacred area, or interacts with another heavenly source for
and restrictions when necessary. In other words, they are long periods of time, the source slowly transforms it into an
either chaotic or neutral. angelic.
Double-Edged Sword. Angelics are generally noteworthy
characters, and are easily recognized in crowds. Although
Evil. When an aengel adopts the ways of evil, it this can make them valuable allies, it also means that they are
becomes fallen and is no longer an aengel. When this more easily noticed by foes.
happens in a game, the character either becomes
Aberrations and evil spellcasters hunt them down to use
a Fallen Angel, or becomes an NPC. The fate of the
them as unique spell components, and fiends seek their soul to
character is determined by the GM.
make them suffer or use them against their heavenly enemies.
Lawful. When an aengel starts to believe that the
Also, if an angelic abandons the ways of the angel whose
divine hierarchy works perfectly as they once did, and
blood runs through their veins, the angel can take the powers
re-adopt the ways of the heavens, they can ascend
of the blood back, or even hunt the angelic if it commits an
back to heaven. When this happens in a game, the
unforgivable crime.
aengel becomes an angel once more, and the fate of
the character is determined by the GM. Like Angel, Like Blooded. An angelic displays the
characteristics of the angel whose blood it shares. For
example, if an angelic has the blood of an angel of war, it tends
Size. Aengels stand between 6 and 7 feet tall and average to become an honorable warrior.
about 220 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet and you have a Angelıc Template
flying speed of 30 feet.
Aengelic Infusion. When you hit with a spell or weapon You can choose this template while creating your character,
attack, your attack deals an extra 1d4 radiant damage. This or you can acquire it in the course of the game at the GM’s
damage increases to 1d8 at 11th level and to 2d8 at 20th level. discretion.
Banished. You are removed from heaven and now live in the When you become an angelic, you retain all your statistics
11
and gain the following benefits:
Glamorous
Ability Score Improvement. Your Charisma score increases
by 1, up to a maximum of 21.
Every light-touched has special physical properties indicating
Angelic Body and Soul. The necrotic damage you take that they were touched by the light. You carry distinctive
increases by 3, and the radiant damage you take is reduced by marks on your body that shine bright with the color of their
3. innate light. Your eyes and hair emit a glaring, dazzling
These numbers increase by 2 for every 4 levels you have light. Your body glows in the dark and can illuminate your
after 1st. surroundings. This innate light of yours may be golden as the
You also carry a physical mark. This mark can be an angelic sun, silvery as the moonshine, or prismatic.
sign on your body, jade green eyes, marble-like skin, or
anything else you can think of, so long as the GM approves of
your choice.
Angelic Existence. You age more slowly than before. Your
lifespan is doubled, and you only require half the ration and
half the sleep to sustain yourself: 1-day’s worth of rations
sustain you for two days, and you can finish a long rest in half
the time you did before.
Creature Type. You retain your old creature type, and
become a celestial. Since you can be detected by a detect evil
and good spell, or affected by a protection from evil and good spell,
the GM should keep in mind that being a celestial may cause
serious peril.
Angelic Manifestation. Your angelic blood manifests itself
more strongly as you gain more power.
When you reach 11th level, you choose one of the following
benefits:
• Your weapon attacks become magical and deal an extra
1d8 radiant damage on a hit.
• You sprout angelic wings, thus gaining a flying speed of 30
feet.
You can cast the planar binding spell. Once you use this feature,
you must finish a long rest to use it again.

Light-Touched

I’ve seen the look in her eyes, bright as the sun it was. She
was there to scorch me. “Oh,” I exclaimed, “I’m through
with filching. Promise!” She looked at me and I saw mercy
in her glowing eyes. She let me live and I never stole
another thing again. Never again…

-Bernard, an ex-thief talking about a light-touched


paladin

The light-touched are beacons of all that is good, a beam that


illuminates the darkest of nights, the purest of souls. They
are creatures of light. They were touched by it and carry its
blessing wherever they go, representing the light, standing tall
against the forces of evil.

12
Creatures of Light. You know the dancing lights and the light
Consecrated by the Lıght cantrips. In addition, when you reach 5th level, you can cast
the daylight spell once per day.
The origins of the light-touched vary; however, all are Glowing Bodies. You have a mark on your body that glows
somewhat connected to other realms of existence or angelic and emits a bright light as in the light cantrip. The light of
creatures of such realms. Your parents may be the followers your mark can be covered by 1 inch of common clothing or
of a God or Goddess of light and may have received said deity’s by similar materials. You have disadvantage on Dexterity
blessings. You may be the inhabitants of a realm of light where (Stealth) checks when you are in a lightly or heavily obscured
everything consists of radiant energy. Whatever the source of area unless you cover your innate glow. You also have
your existence is, you carry the light and as bright and pure as resistance to radiant damage.
it can get.
Radiant Form. As a bonus action, your whole body emanates
intense light, and you can take a humanoid form made of
radiant energy (transforming with your equipment) and gain
Lıght-Touched ın Socıety the following traits:
• You gain immunity to radiant damage and resistance
A light-touched is a rare sighting in a city, not because they
to bludgeoning, piercing, and slashing damage from
are excluded from society, but because they are uncommon
nonmagical attacks.
creatures.
• You can move through a space as narrow as 1-inch wide
Light-toucheds try to build peaceful relationships with
without squeezing.
others. Although their astonishing appearance certainly helps
with that, the real reason they are successful in doing so is • You have disadvantage on Dexterity (Stealth) checks.
that they make great warriors, spellcasters, politicians, and so You remain in the radiant form until the end of your next
on. They bring solace to the souls of their friends and agony to turn. Once you use this form, you have to finish a short or long
their foes. rest to use it again.
Strangers to Darkness. If a light-touched has had no contact
with daylight for three consecutive days, its light slowly fades.
Lıght-Touched Names Your hit point maximum decreases by 1 each time you finish
a long rest, and you suffer one level of exhaustion (that can’t
Most light-touched creatures are native to a realm consisting be removed until you see the daylight again for 1 hour). The
only of light and have names representing their specific required daylight can be imitated with the daylight spell or any
gleaming nature. However, a god of light may bestow its other spell of 3rd level or higher which radiates light. When
blessing upon a baby whose parents are not light-touched. In you finish a long rest after you get in contact with daylight,
such cases, they may have names adopted by other cultures. your previous hit point maximum is restored and you no
Also, the light-touched may go by names that indicate the longer suffer from one level of exhaustion.
color of their innate light, such as “the Red”, or “the Golden”. Language. You can speak, read, and write Common and one
other language of your choice.
Male Names: Bright, Candle, Dawn, Gleam, Shine, Sunny Subrace. The light-touched have three subraces according
to the type of light they host and each subrace has specific
Female Names: Aurora, Chiara, Glitter, Eileen, Skye, Starlight
magical benefits bestowed upon them.

Lıght-Touched Traıts Goldenborn


Your body emanates light in a form resembling sunlight. Your
Your light-touched character has a number of traits golden radiance soothes the souls of the innocent and strikes
originating from its light within. fear into the hearts of the forces of darkness.
Ability Score Increase. Your Charisma score increases by 2. Ability Score Increase. Your Constitution score increases by
Age. The light-touched reach physical maturity and are 1.
considered adults at about the same age as humans; however, Wrath of the Light. As a bonus action, you can focus and
they live up to 500 years. channel the power of your innate light to your hand for 1
Alignment. The light-touched are creatures of light. minute. When you make a melee attack, your attack deals
They are mostly restless fighters against the darkness, the an extra 1d4 radiant damage on a hit. This extra damage
emissaries of mercy, vitality, and hope. Therefore, most of the increases to 1d6 at 6th, 1d8 at 12th, and 1d10 at 18th level.
light-touched favor good alignments, though their ways of If you hit with an attack on which you used the Wrath of
achieving the good may vary. the Light trait while in radiant form, you are considered to
Size. The light-touched have skinnier builds than the have dealt the highest possible damage for your extra radiant
average human. Their height ranges from 5 to 6 feet. Your size damage.
is Medium. Once you use this trait, you must finish a short or long rest
Speed. Your base walking speed is 30 feet. to use it again.

13
Ir descent Ones mystical people of ardent emotions, trying to sympathize
with the actions of other people who are driven by strong
Your body glows with rainbow-colored lights that weave and
sentiment. They mostly settle near elves and benevolent
fade into one another and change as you move, making you a
people capable of love. It is common for them to choose
very pleasant sight to behold.
professions that appeal to their heightened senses, such as
Iridescents generally have artistic souls and a natural ability baking, brewing, gardening, painting, and singing. Most of
to blend in with almost any crowd. them are peaceful and very few of them dare to venture to
Ability Score Increase. One of the ability scores of your places of conflict.
choice increases by 1.
Natural Born Artists. You gain proficiency with an artisan’s
tool of your choice. Marked Bodıes
Prismatic. You are iridescent; you shine with different
prismatic colors that interlock and change with every step Every peri has marks on their body, resembling tattoos. These
you take; each step making you more elegant than before. marks mostly cover the most sensitive parts of the body, such
However, some iridescents may prefer to settle down and as the mouth or the eyes.
choose a stable or signature color with which to shine. As Although their skin tones generally vary between shades of
a bonus action, you can choose the color of light your body green, they can have skin of any color. They usually stand out
radiates.
Social Beings. You have the ability to blend in with different
crowds and to adapt, even in the face of the harshest of
conditions. You gain proficiency in one of the following skills
of your choice: Insight or Persuasion.

S lverborn
Your body exudes a graceful, silver light. All light-
touched have an understanding of magic, but
silverborns have a natural talent or deeper passion for
the magic of all sorts, so do you.
Ability Score Increase. One of the following ability scores of
your choice increases by 1: Wisdom or Intelligence.
Radiant Magic. You can change the damage type of any spell
that deals damage to radiant damage. In addition, your spell
save DC increases by one for spells that originally deal radiant
damage.

peri

There they were on stage, with their performance


illuminated by magical flakes. The audience gasped in
astonishment as the naked figures moved their bodies
closer to each other. Then, a red flame burst upon the
stage and I saw her. She was beautiful, they were all
beautiful and were as naked as the top of my bald head.
It was the first time ever that I witnessed such courage
from those so alien but so familiar at the same time. They
taught us not to be ashamed of love.
- Isadore Faustus, a student of poetry

The peri are a carefree folk that believe in the power of


experiencing life rather than understanding it. Peris are a
14
in crowds; on average, they are taller than most humans. Peris names start to meld into one. A peri chooses whether it wants
stand between 5 and 7 feet tall and usually weigh between 180 to adopt the name that emerges from this combination or
and 260 pounds. Their large proportions compared to other wishes to have a completely different name.
fey races may scare some at first sight.
Incomplete Names: Ay, Ae, Bo, Du, El, Fen, Gu, Hiu, Kin, Lia,
Lem, Nu, Pak, Ra, Riu, Sva, Tea, Uu, Vlo, Yad, Zel, Zil
Extreme Attıtudes
Male Names: Aykin, Bovlo, Efen, Hiuzil, Kindu, Lialemea,
Ravlo, Uuzil, Yadrenad
Sadness, happiness, fear, anger, and similar emotions may fill
a human soul in the blink of an eye, only to leave in a hurry Female Names: Ayra, Cieli, Duru, Elen, Iltea, Kosvara, Miuu,
a moment later. But once a feeling affects a peri, it stays with Nufen, Olia, Svana, Zelre
them until it reaches the extreme. They usually choose to
channel these extreme emotions for harmless endeavors or
to push themselves towards their goals. There are some peris Perı Traıts
who find comfort in diverting their focus on hostile actions,
although they are a small percentage of the whole. Your fey nature blesses you with a variety of mystical traits
One of the defining qualities of peris is that they want to that you share with other peris.
experience many things in life to the fullest and rarely avoid Ability Score Increase. Your Charisma score increases by 2.
or deny their emotions, even undesirable ones such as fear or Age. Peris reach maturity at age 20 and can live to be 1200
anger. They are not afraid of feeling unfavorable emotions. years old.
To keep control while under the influence of such feelings is a
Alignment. Because of their mystical nature with a
special skill that almost all peris must master at an early age
close connection to emotions, peris can easily empathize
to keep from causing unintentional harm. While they are still
with people. They tend to be kind, caring, chaotic, and
young, peris choose an emotion or a state of mind or spirit to
unpredictable; although they generally have good intentions.
which they can anchor their senses in times of crisis. Over the
course of their lives, they master the emotion or the virtue Size. Peris stand between 5 and 7 feet tall. They have well-
that they have chosen and become the ultimate representation built bodies and weigh between 180 and 260 pounds. Your size
of it. Thus, they have something to turn to if they are led is Medium.
astray by their passion. Speed. Your base walking speed is 30 feet.
Creature Type. Your creature type is Fey.
Darkvision. Your magical nature grants you sight, even in
Flavorful Culture the darkest of environments. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if
Having extremely developed senses, peris chase after a variety it were dim light. You can’t discern color in darkness, only
of refined tastes, and most of them agree on the importance shades of gray.
of hot beverages. They consume a wide range of teas made Empathy. You have proficiency in the Insight skill.
of various fruits, herbs, and root vegetables, as well as some
Fey Endurance. You have advantage on saving throws
alchemical mixtures. The earthly aromas, the warmth and
against spells and other magical effects.
sound of boiling water, and the beauty of colorful ingredients
gently appeal to all their sharp senses. Some of them even Marked Senses. You have proficiency in the Perception skill.
craft elegant vessels to hold such beverages, and even decorate Tea Expert. You gain proficiency with teamaker’s tools. In
them for better presentation. addition, you can discern every single aroma in food or drink,
In addition to beverages, peris value spices, perfumes, and determine whether it is poisoned or not.
clothes, and wind chimes. Every small peri tribe is ruled by a Tool Proficiency. You gain proficiency with one type of
peri who has mastered the art of crafting one of these things artisan’s tools of your choice.
or something else that appeals to the senses in the same way. Languages. You can speak, read, and write Common, Elvish,
Each tribe produces the specific commodity mastered by their and Sylvan.
ruler, and then exports them for others to enjoy. They mostly Subrace. While they are still young, every peri chooses
live in small settlements near large bodies of water, in houses an emotion or a value to hold onto when they encounter
made of driftwood, mud and stone. hardships. These emotions or values determine their
capabilities as adults.
Perı Names
Cur os ty Per
Peris are not given names by their parents. At some point in You favor the thrill of experiencing new things. You have
their childhood, they begin to discover their names. a deep-seated desire and ambition to learn, and your very
At that point, other peris intuitively start to call the essence is pure curiosity. Your observant nature enables you
youngling by incomplete versions of its name. For some time, to focus on small details that others might miss and gives you
which could vary from a week to a year, all those different an innate understanding of different languages.

15
Ability Score Increase. Your Intelligence score increases by Fiends are known to be evil, ruthless, destructive, and hateful;
1. basically the opposite of everything good. They are not only
Truthful Memory. For a short while, your senses remember evil, evil and malevolence make up their very nature. They
the things you experienced perfectly. You can make a Wisdom delight in pain and they do not know what mercy is. They do
(Perception) skill check to perceive something that you not easily change their ways either. Nevertheless, they are
perceived within the last minute using one of your senses, intelligent, capable of learning, and susceptible to change.
even if you can no longer perceive it. You can attempt to do so Further, although redemption is extremely rare and difficult
once every minute. for a fiend, it is not impossible.
Shared Tongue. You can cast the comprehend languages spell Their appearance varies since fiends vary in shape, but
once using this trait and regain the ability to do so when you they look indomitable and lurid by nature. A redeemed fiend
finish a short or long rest. buries its past deep within and only looks back to learn from
the grave mistakes it has made. Thankful for a clean slate
undefiled by its past, a redeemed fiend seeks out the ways of
Love Per the good, discovering the world anew.
When challenged by hardships, these peris hold on to positive
feelings, such as joy, serenity, and love. They are also capable
of sharing these emotions with others and spreading the love
they carry within. Their affection makes them attractive to
almost everyone they meet.
Ability Score Increase. Your Wisdom score increases by 1.
Aesthetic of Good. You have proficiency in the Performance
skill.
Charming Glamor. You can cast charm person as a 1st level
spell once using this trait. Charisma is your spellcasting ability
for this spell. You regain the ability to cast the spell using this
trait when you finish a short or long rest.

Valor Per
As a valor peri, you can channel your extreme emotions into
hostile action. By doing so, you can hold your ground against
the most formidable enemies, even when the odds are against
you. You are aware that combat and hostility can also be used
as tools to do good.
Ability Score Increase. Your Strength score increases by 1.
Brave. You have advantage on saving throws against being
frightened.
Tests of Bravery. Through self-appointed tests of bravery,
you learn to use great weapons as a symbol of your great
courage. You have proficiency with the greataxe, greatsword,
longbow, and maul.

Redeemed Fiend

-
I thought I was done for when I saw it coming at me -
baring its teeth, but it turns out it was smiling at me. I -
imagined it’d introduce me to my maker when it reached -
for me with its razor-sharp claws, but it held my hand -
and gave me a bunch of coins instead. A whole damn
pouch of’em! All those priests, clerics passed me by; they -
hadn’t even cared to take a look at us, did they? But, it... -
it… Cared... -
- Clementine, a former beggar, a cleric of light -

16
legacy of your fiendish ancestry:
Redemptıon
Ability Score Increase. Your Wisdom score increases by 2.
There are several ways to redeem oneself. For instance, there Age. A fiend dying of old age is not a common sight to
are angels powerful enough to place a shard of goodness inside behold. However, when redeemed, they have to sacrifice their
a fiend by looking into its eyes and sacrificing a part of its own immortality. They do not get old and have 200 more years to
angelic soul for the greater good; a shard of good to make the live after being redeemed.
foulest of souls question their life path… A shard of good that Size. Redeemed fiends’ size and appearances vary greatly.
may, perhaps, turn evil into good. However, they are mostly between 5 and 7 feet tall and weigh
Although very rare, there are some fiends whose lives of between 220 and 260 pounds. Your size is Medium.
thousands of years granted them an understanding beyond Speed. Your base walking speed is 30 feet.
the limitations of their nature and the traditions of their Creature Type. You are a fiend rather than a humanoid. You
existence. Those fiends retreat and live in seclusion for retained your fiendish form when you were redeemed.
hundreds of years, trying to blunt their malevolence. A few Holy Pact. When you are redeemed, you agree to an
of those who live in seclusion succeed to sunder their nature unrelenting holy pact. You thus simply cease to exist if you
and are redeemed through solitude and the wisdom they find commit evil acts, and your alignment shifts to evil. Shifts in
within. your alignment are determined at the GM’s discretion.
Strong emotions can also lead a fiend to redemption; a Darkvision. You once ruled over the darkness, which is
fiend can fall in love with an angel, or a devil can question the why you are accustomed to it. You can see in dim light within
orders that caused its best friend’s death, which can lead them 60 feet of you as if it were bright light, and in darkness as if
to the paths of the righteous. it were dim light. You can’t discern color in darkness, only
shades of gray.
Fiendish Heritage. You have advantage on saving throws
Fıendısh Bloodlıne against being charmed and frightened.
Fiend’s Lifestyle. As a fiend, you’ve been on many
Being a redeemed fiend is not easy, those who are redeemed adventures and seen things that most mortals could only
lose most of their powers that are the legacy of their heritage. imagine. Although you are redeemed, the memory of all that
If a fiend somehow gets redeemed, its ideology, mindset, and you’ve seen stays with you. Due to your past experiences, you
the way it perceives the world changes, making it harder for have proficiency in two skills of your choice.
it to use its former powers. Once the redeemed fiend goes
through life enough for it to embrace its true self and accept Unpopular. Commonfolk try to avoid you and do not trust
that these powers once serving evil can now serve a good you. You have disadvantage on Charisma (Persuasion) checks
purpose, it slowly regains the courage to use some of them made against them while in your true form.
again. Subrace. Redemption leads to different outcomes for
different types of fiends. The subrace of each redeemed fiend
is determined according to their former self.
A Secluded Lıfe
Redeemed Succubus/Incubus
Once evil incarnate, a fiend commits crimes both against
the agents of good and the agents of evil. Due to its past, a Charming, lustful, and deadly; succubi/incubi are some of the
redeemed fiend has lots of enemies that are both good and most dangerous beings of the lower planes. When redeemed,
evil, whom the GM may determine and make part of the game. their lust turns into affection, and their deadly kiss turns into
a touch of warmth. Retaining their true forms as well as their
Although changed, a redeemed fiend retains its appearance
shapechanging ability, they look however they please. When
and its creature type, which scares folk that cross its path, and
you choose this subrace, you gain the following benefits:
this causes redeemed fiends to mostly keep to themselves in
society. They carry the full weight of the heavy burden of their Alignment. Most redeemed succubi/incubi are neutral good;
past upon their shoulders. People find it hard to get close to however, there can be redeemed succubi/incubi of any non-
redeemed fiends and even harder to trust them. evil alignment.
Ability Score Increase. Your Charisma score increases by 1.
Language. You can speak, read, and write Common, and
Redeemed Fıend Names Abyssal or Infernal.
Demon’s Claws. Although you have kept some of your
Male Names: Adramalech, Cresil, Melchom, Naburus bloodline features, some of them went blunt when you were
Female Names: Astarte, Hecate, Kali, Naamah redeemed. However, as time goes by, and as you adapt more
and more to your new lifestyle, you rediscover that you can,
in fact, use the features you retained for the better. As a bonus
Redeemed Fıend Traıts action, you can grow claws that deal 1d6 slashing damage
(each) while in your true form or you can reduce them and put
Your redeemed fiend character has certain traits that are the them away.

17
Fiend’s Wings. Due to your fiendish heritage, you have bat- Once you use this feature, you must finish a short or long
like wings. Although your wings lose some of their former rest to use it again.
functions when you are redeemed, you can still use them in
some ways.
Your jump distance is doubled and you can glide while
Stranger
falling; your rate of descent slows to 60 feet per round, you do
not take any falling damage, and you can land on your feet.
Invigorating Kiss. As an action, you kiss a creature. The
target regains a number of hit points equal to your Charisma
The latest specimen was the first one we found with all its
modifier (minimum of 1). A creature can benefit from this
limbs and vital organs intact; however, it was frozen. We
feature once until it finishes a long rest.
took its measurements and started our tests to determine
Shapechanger. As an action, you can polymorph into a Small its age. My sorcerer colleagues started to unfreeze the
or Medium humanoid or back into your true form. Without chunks of ice covering the specimen without damaging
wings, you lose their benefits. Other than your size and speed, the flesh. The moment I realized our specimen had been in
your statistics are the same in each form. Any equipment you ice for 10 years, it opened its eyes. Thanks to the cleric we
are wearing or carrying isn’t transformed. You revert to your had with us, he now happily lives in a human village with
true form if you die. a wife and two children; 8 years after the incident.
Once you use this feature, you must finish a short or long - Grillia, an Elven Anthropologist
rest to use it again.
-

Redeemed Cha n Dev l Ancient, evil forces desperately tried to create a race that
Born of hate, mischief, and (of course) chains, chain devils could establish its supremacy over others and take control
are brutal creatures of the lower planes. Their bodies are of all material existence. They forged creatures out of flesh,
composed of chains that can be used as deadly weapons or
tools to enslave their foes. The painful screams
of those they torture are music to their ears.
The memories of these horrid acts are burdens
that redeemed chain devils must bear. They
keep their appearance as it was; however, they
overcome the evil within when redeemed. Redeemed
chain devils generally devote themselves to be followers
of law and order, punishing those who commit evil, mostly
under the guidance of a good-aligned temple. When you
choose this subrace, you gain the following benefits:
Alignment. Most redeemed chain devils are lawful good;
however, there can be redeemed chain devils of any non-evil
alignment.
Ability Score Increase. Your Strength or Constitution score
(one of your choice) increases by 1.
Language. You can speak, read, and write Common and
Infernal.
Devil’s Chains. You once used your chains to enslave your
foes, but you came to understand that you could also use them
for good when you were redeemed. You can use your chains
to make a melee weapon attack. The chain has the following
properties: It is a simple melee weapon that has the reach and
finesse properties. On a hit, it deals 1d8 slashing damage, and
the target is grappled (DC equal to 8 + your Strength modifier +
your proficiency bonus).
Devil’s Eyes. Magical darkness doesn’t impede your
darkvision.
Heartening Mask. You choose a creature within 30 feet of
you that you can see. As a bonus action, you create an illusion
of one of the target’s loved ones to comfort it. The target has
advantage on the next saving throw within 1 minute. If the
target is already affected by a magical effect, it can repeat its
saving throw against it, ending the effect on itself on a success.

18
thunder, and magic. These creatures were truly immortal, After some time, the nameless embraced this new name as
extremely fierce, and fast on the uptake, yet, they were not well. They don’t have names and true names, thus, they are
obedient. Evil tried its many tricks on these creatures, they not good with names and any concept they bring with them. A
even gave them souls to bind and chain. Every single time, stranger usually adopts a name given to them by a loved one
these creatures found ways to break free from their masters, or an important enemy.
and eventually, they started to ward off evil’s attempts of
enslavement effortlessly.
Stranger Traıts
Nameless and Cursed A speck of strength left from your glorious self and the burden
of your curse present themselves in the form of the following
They were not given a name upon their creation, not even a traits:
true name, as evil forces didn’t want others to be able to take
Ability Score Increase. Your Wisdom score increases by 2
control of their precious creation. Ironically, their creations
and three ability scores of your choice each increase by 1.
took control of themselves and started to decide their own
fate, calling themselves the “nameless”. When the first Age. Strangers reach maturity at age 5. Because of the curse
nameless was struck down, they learned there were limits to placed on their hearts, they die when they turn 66.
their immortality. They tasted the fear of dying, of losing a Alignment. Most strangers do not like the confines of rules
loved one, and of the great unknown. Motivated by this fear, and regulations as it reminds them too much of their past,
they fought back much more vigorously than before. They and thus tend to lead chaotic lives. They also try to be as
knew that this angst had to be their burden, and that evil had different from their creators as possible, leaning towards good
to be stopped before its wickedness spread further. Countless and trying to walk a path of righteousness to the best of their
times, they fought back and countless times, they lost. Every abilities.
time, they lost a little more of themselves, being cursed again Size. Strangers stand as tall as humans, averaging at about 6
and again by their former masters and current defeators until feet. Your size is Medium.
they lost so much power that they were no longer the concern
Speed. Your base walking speed is 30 feet.
of evil powers.
Curse of Death. When you turn 13, dark blue veins start to
spread across your body, originating from your heart. When
Lost Eternıty, Earned Glory you turn 66, you die. Also because of this condition, Wisdom
(Medicine) checks to stabilize you are made with disadvantage.
Curse and Strength. Your ancestral strengths and curses
Right before the evil powers that had made the nameless
occur in various severity. This condition determines your
turned their attention elsewhere, they bestowed their final
inherited strength and weakness. Roll on the two tables below,
and greatest curse on their creation; mortality. A final curse
or choose one curse from the Curses table and one strength
was placed in their hearts to symbolize their evil origins. With
from the Strengths table.
a lifespan of 66 years, they searched for their place among
other mortal races. They scattered across worlds and settled
near anyone who had a kind heart. They searched for good Strengths Table
people to leave their pasts, their masters, and all the evil they
witnessed behind. Backup Organs. Any critical hit against you becomes a
1
normal hit.
Borrowed Gift. You channel the power of your creators
Dıfferent but the Same by force. Your weapon attacks deal an extra 1d6
2
necrotic damage. This damage increases to 2d6 against
The nameless lived in various societies, masquerading fiends.
as humans. Two things gave them away; their crackling
Deep Sleep. When you suffer 6 levels of exhaustion, you
thunderous voice and the blue veins covering parts of their 3
don’t die, you remain unconscious instead.
bodies. Some of the nameless started to feel ashamed because
they were different from the rest, and this always warranted Mithridatism. You have resistance to poison damage
4
a reaction one way or another. They adopt different cultures and immunity against being poisoned.
as humans do and lead honest lives, readying themselves and
their loved ones to fight back against evil if that day ever Efficient Metabolism. You can survive for a month
comes. 5 without food or water, and you can hold your breath
for one hour before you start suffocating.
Persistent Existence. Your hit point maximum can’t be
Stranger Names 6
reduced by any means.

When the nameless settled in various societies, they were


called (a variety of the word) “strangers” and the name stuck.
19
Curses Table Cursed Emotions. You can’t regain hit points by any
6
Cursed Hands. You can’t wield weapons that have means while charmed or frightened.
1 metal parts. Any attempt to do so automatically fails
and the weapon falls to the ground. Darkvision. You can see in dim light within 60 feet of you as
Cursed Soul. You can be attuned to no more than two if it were bright light, and in darkness as if it were dim light.
2 You can’t discern color in darkness, only shades of gray.
magic items at a time.
Voice of Thunder. Your voice is like crackling thunder. If
Cursed Smell. Any beast within 150 feet of you is you use your voice during an intimidation attempt, you have
3 automatically aware of your location, and considers advantage on your Charisma (Intimidation) check.
you a threat.
Languages. You can speak, read, and write Common,
4 Cursed Feet. You can’t take the Dash action. Abyssal, Infernal, and one language of your choice.
Cursed Mouth. When a creature uses magical means
5 to discern whether you are telling the truth or not, it
always concludes that you’re lying, even if you aren’t.

New Class: Paragon


A
human hums a carol in a language that soothes the air around him in spite of his raspy voice. His friends feel relieved
and go to sleep wrapped in the warmth of the campfire.
A tiefling lifts his arms up high, screaming a prayer from scripture, while her friends try to brave the searing winds.
Her loud words of devotion strengthen them against the blaze.
Through the arched marble gateway of the divine cathedral, a stranger walks in. As he approaches the altar surrounded by
clerics, the temple abides his will and becomes his domain.

A human hums a carol in a language that soothes the air said training is complete, they become paragons; the very best
around him in spite of his raspy voice. His friends feel relieved of their clergy. Only then are their bodies and souls ready to
and go to sleep wrapped in the warmth of the campfire. learn the mystic realities of godly powers. At this point, they
A tiefling lifts his arms up high, screaming a prayer from start to learn Sacred Language; the language of all things holy,
scripture, while her friends try to brave the searing winds. Her and gain the ability to transform into an Avatar, becoming a
loud words of devotion strengthen them against the blaze. reflection of their deity.
Through the arched marble gateway of the divine cathedral, As a paragon becomes their deity’s complete reflection, they
a stranger walks in. As he approaches the altar surrounded by are almost incorruptible, which makes them terrifying in the
clerics, the temple abides his will and becomes his domain. eyes of all evil. They carry the divine within. They are the very
representation of those for whom only the most devoted can
Paragons are those who dedicate their lives to the holy and
even dream to speak.
the sacred. Although they are not spellcasters like clerics
and paladins, they gain the power to wield the language of
the gods themselves, and they become more and more like
their deities as they become more powerful. Their devotion is
Methodology and Dedication
unquestionable and their dedication, unbreakable.
The paths, methods, and goals of paragons may vary greatly,
but they all share one common aspect; intolerance against
Absolute Devotion heretics. Whether they are greatsword-wielding paragons in
their golden glistening armor, prophets who can bend the will
of all with mere words, or mystics whose books can reveal the
Clerics have access to their deities’ domains and can cast spells
most hard-to-find, hidden secrets about the vilest of enemies,
or create wonders through them. Paladins live by tenets and
paragons live to root out all evil. This drive pushes them to
make oaths to their gods, empowering themselves through
wander the world in search of adventure and glory.
martial practices and faith. Paragons, on the other hand, are a
result of an unnatural level of devotion.
Becoming a paragon requires years of training. They are not Creating a Paragon
spellcasters, and they do not acquire magical powers easily.
Throughout the challenging years of training, they have their
faith alone to sustain and protect them. While creating a paragon character, think about the character
style you want to play. Unlike many other classes, paragons
In their training, they are tested over and over again. When
have a variety of Orders as opposed to archetypes. If you want
20
The Paragon Table

Level Proficiency Features Avatar Features


Bonus
1st +2 Sacred Language (Carol), Avatar Form 1
2nd +2 - 2
3rd +2 Divine Order, Sacred Language (Invective) 3
4th +2 Ability Score Improvement 3
5th +3 - 3
6th +3 - 4
7th +3 Sacred Language (Confession) 4
8th +3 Ability Score Improvement 5
9th +4 - 5
10th +4 - 6
11th +4 Sacred Haven 6
12th +4 Ability Score Improvement 6
13th +5 Sacred Language (Prayer) 6
14th +5 - 7
15th +5 Sacred Haven Improvement 7
16th +5 Ability Score Improvement 7
17th +6 - 8
18th +6 Sacred Haven Improvement 8
19th +6 Ability Score Improvement 8
20th +6 The Prophet 10

to wield weapons and be a close combatant, you may enjoy


playing a paragon of the Order of Valor. If you want to talk to
Class Features
the masses and affect your enemies with your voice, Order of
the Voice is for you. Or, if you want to be an expert about your As a paragon, you gain the following class features.
enemies’ weaknesses and powers, and be a scholar of religious
knowledge, you would do well to choose the Order of Reason. H t Po nts
Paragons can have various goals in life that may or may
Hit Dice: 1d10 per paragon level
not be related to their orders. No matter which order you
choose for your paragon character, your unwavering will and Hit Points at 1st Level: 10 + your Constitution modifier
devotion form the foundation of your powers. Being a paragon Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
is merely a tool for your faith, the eternal and the perpetual. modifier per paragon level after 1st

Qu ck Bu ld Prof c enc es
You can make a paragon quickly by following these Armor: Light armor
suggestions. First, the DC of your avatar features is determined Weapons: Simple weapons
by your Charisma modifier, and it should be your highest Tools: None
ability score, followed by Strength, Dexterity, or Constitution
depending on your Order and play style. Second, choose the Saving Throws: Wisdom, Charisma
Blessed Child (p.83) background. Skills: Choose two from Deception, History, Insight,
Intimidation, Investigation, Perception, Persuasion, and
Religion
21
22
Equ pment take a bonus action to assume avatar form. You can use this
feature twice. You regain all expended uses when you finish a
You start with the following equipment, in addition to the short or long rest.
equipment granted by your background:
You can stay in your avatar form for 1 minute, then you
• (a) a quarterstaff or (b) any simple weapon automatically revert to your normal form. You can also refuse
• (a) a priest’s pack or (b) a scholar’s pack to revert to your original form and force yourself to sustain
• Padded armor and a holy symbol your avatar form, risking fatigue. If you do so, you can stay in
your avatar form for an additional number of rounds equal
to 4 plus your Constitution modifier, but when you revert to
Sacred Language your normal form, you suffer a level of exhaustion. You can
revert to your normal form earlier by using a bonus action.
You revert to your normal form automatically if you fall
You know Sacred Language, the secret language of paragons.
unconscious, drop to 0 hit points, or die.
You can speak and read the language but are prohibited
from using it in writing. Only holy texts are written in Sacred At 1st level, your avatar form has one feature of your choice
Language, which you are free to read, but must never attempt from the avatar features list. You gain additional avatar
to write. A paragon that writes in Sacred Language is forced to features of your choice at higher levels, as shown in the avatar
abandon this class, loses all of its connection to its deity and its features column of the paragon table.
ability to speak, understand, read, and write Sacred Language.
Sacred Language is a magical language that cannot be
understood or deciphered by the use of magic. Uttering the
Avatar Features
tongue aloud has certain effects on reality, some of which
paragons use. You gain the following features. At certain levels, you pick avatar features if you meet the
Carol. You sing a carol in Sacred Language for 1 minute prerequisites. Some of these features grant benefits that you
at the beginning of a long rest. When you do so, all friendly gain only when you assume avatar form, while some of them
creatures that can hear you can complete the long rest in 4 grant permanent benefits. If you gain a benefit only when you
hours instead of 8. assume avatar form, it says “Avatar Form Only” before the
benefit. You can change one of your previously chosen avatar
Invective. Starting at 3rd level, you can harm your enemies
features with a new one when you gain a level in this class.
by insulting them in Sacred Language. As an action, you
choose a creature within 60 feet of you that can hear you If any of the following features require a creature to make a
and insult it. The target takes 1d4 + 1 thunder damage. This saving throw against you, the DC is equal to 8 + your Charisma
damage increases by 1d4 + 1 when you reach 6th level (2d4 + 2), modifier + your proficiency bonus. Also, if a feature does
12th level (3d4 + 3), and 18th level (4d4 + 4) in this class. not state that it requires any type of action to take effect, it
automatically takes effect when you assume avatar form if
Confession. At 7th level, you gain the ability to force the
you choose that the feature do so, and you continue to benefit
truth out of someone. As an action, you ask a creature within
from the feature so long as you remain in avatar form. If a
10 feet of you a question that the creature can understand.
feature lets you cast a spell, it does so in the casting time of the
The creature must answer the question truthfully or take 2d6
spell unless stated otherwise. There can be exceptions to these
damage of the type that is the most harmful to the target at
rules, and these exceptions are stated in specific features.
that moment; determined by the GM. If the target is reduced
to 0 hit points by this damage, it dies. The target creature
becomes aware of the dangers of this feature immediately Avatar’s Invect ve
after it is used. If the target is not able to answer the question You shout an insult in Sacred Language filled with the anger of
or doesn’t know the answer, this feature has no effect. your deity. The Invective feature deals an additional 1 damage.
Once you use this feature, you can’t use it again until you This additional damage becomes 2 when you reach 12th level
finish a long rest. in this class.
Prayer. At 13th level, you learn how to protect your allies Avatar Form Only. The Invective feature deals an additional
from harm with powerful prayers. As an action, you start 1d4 damage. This additional damage becomes 2d4 when you
praying. Your prayer can last up to 1 minute, which requires reach 12th level in this class.
you to maintain concentration as if you are concentrating on
a spell. For the duration of your prayer, your allies within 60
feet of you gain resistance to a damage type of your choosing.
Eyes of the Arcane
An arcane presence fills your mind and grants you magical
insight. You can cast detect magic at will.
Avatar Form Avatar Form Only. You gain the benefits of the detect magic
spell (requiring no concentration).
Starting when you choose this class at 1st level, you can tap
into the energies granted by the deities of good that are Eyes of the W tness
channeled through you. Using these energies, you become
You can see in dim light within 60 feet of you as if it were
what many believers wish for you to be. On your turn, you can
23
bright light, and in darkness as if it were dim light. If you have Haven of the Blessed
Darkvision, the range increases to 90 feet. Prerequisite: 3rd level
Avatar Form Only. Your eyes turn into mirrors. You can see
through nonmagical materials within 60 feet of you that would As an action, you can touch a creature and the creature
normally block your vision. This feature allows you to see regains 1d8 hit points. You can use this feature a number of
through up to 3 feet of material that light can’t pass through. times equal to your Charisma modifier (minimum of once).
You regain any expended uses when you finish a long rest.
Avatar Form Only. At the beginning of each of your turns,
Hands of the Holy the creatures of your choice within 15 feet of you regain 1 hit
Your hands glow with destructive energies. You gain a special point.
ranged spell attack that deals 1d8 fire, lightning, or radiant Starting at 11th level, if you are within your domain when
damage. You choose the damage type when you take this you assume avatar form, your deity blesses your allies with
feature. The range of the attack is 90 feet, and the spell attack vitality. Your allies within the domain regain 1d4 hit point at
modifier of the attack equals your Charisma modifier + your the start of each of your turns as long as you stay in avatar
proficiency bonus. The damage of the spell attack increases form. The amount of hit points regained by this feature
when you reach certain levels in this class; at 5th level (2d8), increases, to 1d8 when you reach 15th level, and to 2d4 when
11th level (3d8), 17th level (4d8). you reach 20th level in this class.
Avatar Form Only. Your weapon attacks deal an extra 1d4
fire, lightning, or radiant damage. The damage type is the
same as the one you chose above. Sk n of the Colossus
This feature can be selected up to three times, selecting a Prerequisite: 3rd level
different damage type each time. Parts of your skin become semi-transparent white quartz. You
have resistance to radiant damage. At 14th level, your skin
Into the Fray completely transforms into semi-transparent white quartz and
you gain immunity to radiant damage. The change of skin can
While you are moving towards a fiend or undead that you can
vary according to the deity you worship, if the GM approves.
see, your speed increases by 10 feet.
Avatar Form Only. You can use your bonus action to take the Avatar Form Only. When you take damage, you can use your
Dash action while there is a fiend or undead within 30 feet of reaction to reduce the damage by 1d4. When you reach certain
you. levels in this class, this number increases; at 6th level (1d6),
9th level (1d8), 12th level (1d10), 15th level (1d12).

Ra n of Molten Gold
As an action, you conjure a globe of molten gold in your hand
Avatar of the D v ne
Prerequisite: 6th level
and throw it in the air. It erupts into thousands of droplets and
rains down on your enemies. Choose a target within 60 feet of As a paragon, you were chosen by your deity and your avatar
you. The target must make a Dexterity saving throw, taking form is a blessing from the divine. As you walk your deity’s
1d4 fire plus 1d4 radiant damage on a failed save, or half as path and act as the epitome of their values, your avatar form
much damage on a successful one. The number of targets you becomes even more powerful. The DCs of your avatar features
can choose increases when you reach certain levels in this and Sacred Haven features (when you gain the Sacred Haven
class; at 5th level (2), 11th level (3), 17th level (4). feature) increase by one.
Avatar Form Only. On each of your turns, you can use your Avatar Form Only. The DCs of your avatar features and
bonus action to make molten gold rain upon the creatures of Sacred Haven features increase by one more.
your choice within 10 feet of you. Each chosen creature takes 1 You can acquire this feature twice. When you do so, the DCs
radiant damage for each avatar feature you have. increase by 2 instead of 1 but it still increases by 1 when you
assume avatar form.
Weapon of the One Above
An aura of divine energies covers the weapons you hold. The Hallowed Steps
melee weapons you wield gain the reach property, while the Prerequisite: 6th level
range of ranged weapons increases by 15 feet. You can have your footsteps leave a holy print on the ground,
Avatar Form Only. As a bonus action, you can imbue your which can be seen with truesight, the detect evil and good
weapons and the weapons of your allies within 60 feet of you spell and Divine Sense feature. The footprints remain for
with the divine energies channeled through you. The weapons one month. Both your potential allies and enemies want to
shine as the sun and deal 1 extra fire, lightning, or radiant follow these steps and find you, whether it is to help you or to
damage (one of your choice) on a hit. The extra damage destroy you.
increases to 1d4 when you reach 5th level in this class, or to While a potential enemy traces your steps, they fear you
1d8 if you have the Hands of the Holy feature and you are a more with each footprint, thinking that you are greater and
paragon of 5th level or higher. more powerful than they are with each mark they see. After
they spend 1 week tracing your steps, they have disadvantage

24
against being charmed by you and being frightened of you. has the same damage resistances and immunities you have.
While a potential ally is following your steps, they admire
your deeds, devotion, and the purity of the path you walk. Eyes of the D v ne
They yearn for the chance to find you more and more with Prerequisite: 12th level
every step they find. After 1 month of following, they have
advantage on attack rolls and saving throws so long as they You gain blindsight out to a range of 15 feet.
keep on your trail. Avatar Form Only. Your eyes glow bright-blue, clearing your
Avatar Form Only. The allies who follow your footsteps have sight of all mundane distractions. You have truesight out to a
advantage on attack rolls and saving throws so long as you range of 60 feet and you can’t be blinded by any means.
assume Avatar form.
Per sh ng Gaze
Cha ns of the Shadow Angel Prerequisite: 12th level
Prerequisite: 7th level You lock your gaze on the very soul of your enemy, which your
As a bonus action, you point at a creature within 120 feet deity sees through your eyes. Choose a creature within 10 feet
of you. Dark chains protrude from the shadows and try to of you. The target must succeed on a Wisdom saving throw
capture the creature in their grasp. The creature must succeed or be frightened of you for 1 minute. It can repeat the saving
on a Dexterity (Acrobatics) or Strength (Athletics) check (of throw at the end of each of its turns, ending the effect on itself
its choice) against your Avatar feature DC, or be grappled. The on a success. If the target’s saving throw is successful, or the
target can repeat the check at the start of each of its turns, effect ends on it, the target is immune to this effect for the
ending the effect on itself on a successful one. next 24 hours.
You can use this feature a number of times equal to your You can use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain any Charisma modifier (minimum of once). You regain any
expended uses after you finish a long rest. expended uses when you finish a long rest.
Avatar Form Only. As a bonus action, you point at a creature Avatar Form Only. You can cast the disintegrate spell at will,
within 120 feet of you. Dark chains protrude from the shadows originating from your eyes, and require no components to
and wrap around the creature, holding it until the start of its do so. You can use this feature twice every time you assume
next turn. If the creature takes damage equal to or more than avatar form but if you use this feature a second time during a
half of its hit point maximum while held by the chains in this single avatar transformation, you are blinded when the avatar
way, the target is banished to its home plane. If the target is form ends, until you finish a short or long rest. This condition
native to the plane of existence that it is on, nothing happens. can’t be brought to an end until you transform back.
While held by the chains, the target is not restrained.
You can use this feature once, everytime you assume avatar Angel c Halo
form. Prerequisite: 13th level
You can communicate telepathically with creatures that
Wrath of the One Above you are familiar with, as long as they are within 120 feet of
Prerequisite: 9th level you. A creature with an Intelligence score higher than 3 can
understand you, but you can’t understand the creature if you
You can draw or stow one more weapon without requiring any don’t share a language that you speak.
type of action.
Avatar Form Only. An angelic halo hovers over your head.
Avatar Form Only. You and your allies within 60 feet of You can communicate telepathically with creatures within
you can conjure a weapon of pure faith, forged by the wrath 120 feet of you. Also, you have advantage on Wisdom (Insight)
of your deity, in each of your hands. A creature must be checks against a creature with which you communicated
proficient with the weapon to be able to conjure it in this way, through telepathy.
and the weapon deals one of the following damage types of
your choice instead of its normal damage type: Fire, lightning,
or radiant. Conjuring a weapon in this way does not require Fury of the One Above
any action. Prerequisite: 13th level
Lightning surges through you. As a bonus action, you can call
Halo of Golden Aeg s lightning down upon a target that you can see within 60 feet
Prerequisite: 10th level of you. The target must succeed on a Dexterity saving throw or
take 8d8 lightning damage.
You gain resistance to one of the following damage types
of your choice; acid, cold, fire, lightning, necrotic, poison, You can use this feature a number of times equal to your
thunder. proficiency bonus. You regain any expended uses when you
finish a long rest.
Avatar Form Only. A golden halo with divine engravings
appears behind you, floating. This halo constantly emanates a Avatar Form Only. When a creature within 5 feet of you
protective aura. Every friendly creature within 30 feet of you makes a spell or weapon attack against you, you can strike the
creature with a ray of lightning as a reaction. The target must
25
succeed on a Dexterity saving throw, or take 4d8 lightning
damage.
Divine Order
Starting at 3rd level, you choose your role in paragon society
Epaulette of Stars by joining a Divine Order, which will shape your standing with
Prerequisite: 17th level the temples. Your choice grants you additional avatar features
Avatar Form Only. Miniature galaxies with countless that are only available to the members of your divine order.
colorful stars inside hover over your shoulders. From within, There are 3 different orders: Order of Valor, Order of the
you can call down a rain of stars to harm your enemies. As an Voice, and Order of Reason.
action, choose a point within 90 feet of you. At the end of each
of your turns, each creature within 15 feet of the point must
make a Dexterity saving throw. On a failed save, a creature Sacred Haven
takes 8d6 radiant damage, or half as much on a successful one.
The stars continue to rain down for three turns and you can’t At 11th level, you are granted the power to establish your
call down a rain of stars to a different point until the previous own domain. Choose an enclosed space that has at least one
one ends. entrance; it can have small openings, windows, or doors but
it must be surrounded on all sides and secluded from the
Restore the Soul outside world. This enclosed space can’t be larger than 100
Prerequisite: 17th level feet in any dimension. Once you choose a space that meets
these requirements, you can claim it to make your domain,
Avatar Form Only. You are your deity’s hand that delivers which requires an uninterrupted 10-minute ritual. The area
death upon its enemies, but that also shows compassion to remains your domain until you successfully claim another. If
those who are pure. You can restore the soul of your fallen there are hostile creatures, permanent spells, or permanent
allies. You can cast the raise dead spell at will, requiring no magical effects within the area, you can’t claim the area as
material components and with a casting time of 1 round. your domain.
Your domain has the following properties.
Sh ne on Creat on No Rest for the Wicked. Each creature that is hostile towards
Prerequisite: 20th level you or your allies must make a Charisma saving throw (DC
equal to 8 + your Charisma modifier + your proficiency bonus)
Avatar Form Only. As an action, you shed your holy light
upon entering the domain or starting their turns within it. The
upon heretics. As they look into the light of divine creation,
creature can’t gain advantage on any of its rolls while within
you bless them with a painless death. Every hostile creature
the domain on a failed save, or remains unaffected by this
within 60 feet of you that can see you must make a Wisdom
feature for one hour on a successful one.
saving throw. A target takes 8d10 radiant damage on a failed
save, or half as much damage on a successful one. If this Safe Place. You and your allies in the domain have
damage reduces the target to 0 hit points, it is swallowed advantage on saving throws against effects that would
by the light and it disintegrates. A swallowed creature and otherwise cause you to be charmed, frightened, and possessed.
everything it is wearing and carrying, including magic items, Uninvited Guests. Nothing can teleport into or out of your
disappear. A creature disintegrated in this way can’t be domain, and planar travel is also blocked within the area.
restored to life by any means. Starting at 15th level, you are able to harness magic of a
You can use this feature only once every time you assume greater potential to empower your domain, granting it the
avatar form. following additional properties.
Holy Fire. Your enemies take 1 radiant and 1 fire damage
S bl ng of the Sun whenever they end their turn in your domain.
Prerequisite: 20th level Summoning Crystal. You place a large crystal, 5 feet wide
and 10 feet tall, in an unoccupied space within your domain.
Avatar Form Only. As an action, you create a sun in the sky The crystal has 30 hit points and AC 10. When you place the
right above you for 1 minute. This sun, a sibling of the sun, is crystal, it summons angels in unoccupied spaces in a 30-foot
a smaller version of it. It sheds bright light in a 3-mile radius radius. Choose one of the following options for what appears.
and dim light for additional 3 miles, centered on you. While
in the light of this sun, you, your allies, worshippers of your • One angel of Challenge rating 8 or lower
deity, and worshippers of your deity’s allies have advantage on • Two angels of Challenge rating 4 or lower
ability checks, attack rolls, and saving throws. You (and they) • Four angels of Challenge rating 2 or lower
also regain 1 hit point at the start of each of your turns. • Eight angels of Challenge rating 1 or lower
Within radius, the darkness spell does not take effect and its If all angels summoned by the crystal are slain, the crystal
effects are suppressed if cast beforehand. summons the same angels again after 24 hours. The angels
You can use this feature only once every time you assume summoned by the crystal are considered to be native to your
avatar form. domain and can’t be banished. You can dismiss a summoned
angel and summon another one once per week.

26
Ward of Resistance. You and your allies within your domain when you are giving a sermon in a public place, your words
have resistance to one type of damage that you choose while can be heard loud and clear within a 1-mile radius. At the
claiming your domain. end of the sermon, people who are willingly listening to your
Starting at 18th level, you can claim a domain as an action sermon regain 1 hit point and their hunger and thirst are
instead of a 10-minute ritual, and hostile creatures, permanent satiated for the rest of the day.
spells, and permanent magical effects within the area do not Infinite. If you are in the Order of Reason, your mind is
prevent your ability to do so. However, to claim a domain in blessed to the extent that you can comprehend the mysteries
this way, you must succeed on a Charisma check contested by of the universe, all destined to unravel before you. Once a
the Charisma check of the domain owner. Once you try and fail month, you can perform a 1-hour ritual and travel within
to claim a domain in this way, you can only try to do it again the strings of fate in a hypnotic state. As you do so, you think
after a short or long rest. If there is no certain owner of the about one of your allies and see prophetic visions of an event
domain, the check is made against the most powerful creature that is going to happen to them or around them within 1
in the domain (which is determined by the GM). month.
The domains of some creatures, for instance, certain places
controlled or touched by deities, cannot be claimed in this
way. Whether a particular location falls under this category or Order of Valor
not is determined at the GM’s discretion.
Also at 18th level, your domain gains the following
additional properties.
Absolute. Your domain’s appearance can’t be changed and The blade of sacred temples discriminates against no act
its structure can’t be manipulated by any magical effect; of evil. It must be swift and strong against any foul doing
although it can be damaged by normal means. For example, regardless of it being done by a friend or a foe. Although it is
the mirage arcane spell has no effect within the boundaries of intended as such in theory, such dedication is hard to achieve
your domain, but a warhammer can still break the wooden in practice, which is why the Order of Valor exists.
doors within. When a member of the clergy goes rogue, a paragon armed
Greater Ward of Resistance. Your domain’s Ward of for this duty, who is educated in the ways of the temple,
Resistance feature grants immunity instead of resistance. intercepts the corrupted in the name of the temple and of the
deity it stands for.
One Domain, One Ruler. The creatures within your domain
can’t use their special actions or features related to their lair. When you become a member of the Order of Valor, you
become proficient with a martial weapon of your choice.
Singular Faith. You and your allies can’t be targeted by
spells cast by enemy clerics and paladins, and have advantage
on saving throws against such spells while within your Deny Weakness
domain. While you are under an effect that requires you to make a
saving throw at the end of your turn, you can make the saving
throw at the start of your turn instead, ending the effect on
The Prophet yourself on a success. You can use this feature a number of
times equal to your Charisma modifier (minimum of once).
You become a prophet, a living, breathing physical You regain any expended uses when you finish a long rest.
representation of your faith, and a mortal reflection of your Avatar Form Only. When you fail a saving throw, you can
deity. You gain a new feature befitting your life’s dedication, choose to succeed instead. You can use this feature only once
which is determined by your chosen order. When you reach every time you assume avatar form.
20th level and finish a long rest, you receive a revelation from
your deity through its angels and holy servants, affirming that
you are a true believer and a paragon of your deity. Golden Armor of Heaven
Eternal. If you are in the Order of Valor, you are an You become proficient with medium armor, heavy armor, and
indispensable warrior whose heart burns with faith so strong shields.
that it could fuel your body, even after death. Once a month, if Avatar Form Only. If you are not wearing armor when you
you died, your deity offers you the chance to start anew. If you assume avatar form, you can conjure a golden version of an
choose to do so, you are restored to life within your domain, armor with which you are proficient on your body (no action
a temple of your deity, or your grave with all your hit points. required) for the duration of the avatar form. If the armor has
This effect closes all wounds, neutralizes any poison, cures all nonmetal parts, they are embroidered with golden threads.
diseases, and lifts any curses that affected you at the time of You can dismiss the armor (no action required). There are no
your death. The feature replaces damaged or missing organs, Strength prerequisites to use this conjured armor.
limbs, and can even provide a new body if the original is no
longer available.
Weapon of the Chosen One
Sermon. If you are in the Order of the Voice, you have
When you choose this feature, you must also choose a
become a true oratorical master and your prowess allows you
favored weapon type (for example: shortswords, longswords,
to reach your listeners’ souls with your words. Once a week,
27
battleaxes, halberds) that you are proficient with. You can Armored W ngs
conjure one or two of them in your hands as a reaction. You Prerequisite: 5th level
can dismiss it if you wish (no action required). You can change
the type of your favored weapon when you gain a level in this Avatar Form Only. You sprout wings of metal. You have a
class. The weapons disappear when they leave your hand. flying speed of 30 feet and the wings grant you a +1 bonus to
If you have the Wrath of the One Above feature, you no AC while you are not flying.
longer require a reaction to conjure your favored weapon. When you reach 10th level in this class, you gain the wings
It appears in your hand when you assume avatar form if you and the flying speed even if you do not assume avatar form.
want it to do so. However, they do not grant a bonus to AC while you are out of
avatar form.
Avatar Form Only. The weapon(s) you conjure using this
feature are magical for the duration of the avatar form.
Golden Armor of the Angels
Prerequisite: Golden Armor of Heaven, 6th level
The D v ne Bannerette
Prerequisite: 4th level You ignore the Strength prerequisites to wear an armor.
As an action, you can conjure a banner of your deity, your Avatar Form Only. If you are not wearing armor when you
temple, or another divine authority you serve. The banner can assume avatar form, you can conjure a golden version of a +1
appear in your hand or floating right behind you, depending armor, with which you are proficient, on your body (no action
on your choice, and fluttering in all its glory. The banner required) for the duration of the avatar form. If the armor has
remains for 2 rounds. All allies within 60 feet of you that can nonmetal parts, they are embroidered with golden threads.
see the banner have advantage on their attack rolls for the You can dismiss the armor (no action required). If you are
duration. The banner disappears if it falls to the ground. You wearing armor when you assume avatar form, you gain a +1
can use this feature a number of times equal to your Charisma bonus to AC. This +1 bonus does not stack with the shield of
modifier (minimum of once). You regain any expended uses faith spell.
when you finish a long rest.
Avatar Form Only. If you conjure the banner while in your Extra Attack
avatar form or the banner is conjured when you enter avatar Prerequisite: 6th level
form, the banner remains until your avatar form ends.
You can attack twice instead of once whenever you take the
Attack action on your turn.
28
Avatar Form Only. If you are a paragon of 17th level or Avatar Form Only. You can cast the branding smite spell as
higher, you can attack thrice instead of twice whenever you if it is a 3rd level spell instead of 2nd. If you are a paragon of
take the Attack action on your turn. 17th level or higher, you can cast the branding smite spell as if
it is a 4th level spell instead of 3rd.
The D v ne Em ssary
Prerequisite: The Divine Bannerette, 6th level W ngs of War
Prerequisite: Armored Wings, 10th level
You are the emissary of the divine, a sacred messenger, and
the banner you conjure with the Divine Bannerette feature is You gained experience with your wings and can now use them
the proof. So long as you carry the banner, neither you nor more efficiently in combat.
your allies shall ever fall. When you conjure the banner, you • As a reaction, when you are targeted by an attack, you can
and your allies within 60 feet of you gain temporary hit points cover your body with your wings made of metal. You have
for 8 hours. The amount of temporary hit points gained is a +5 bonus to AC against the attack.
equal to your level in this class.
• As a bonus action, you can target a creature within 5 feet
Avatar Form Only. At the start of each of your turns, if there of you and use your wings in different ways to attack it.
is an ally within 60 feet of you who has less than 5 temporary The target must succeed on a Dexterity saving throw or
hit points, it gains 5 temporary hit points. take 1d6 bludgeoning, slashing or piercing damage (one of
your choice).
Golden Armor of the D v ne You cannot use this feature while flying. After you use
Prerequisite: Golden Armor of Angels, 9th level your wings in the ways described above, your flying speed is
reduced to 20 feet until the end of your next turn.
Avatar Form Only. If you are not wearing armor when you
assume avatar form, you can conjure a golden version of a +2 Avatar Form Only. You can use this feature while flying.
armor, with which you are proficient, on your body (no action
required) for the duration of the avatar form. If the armor has D v ne’s Gr p
nonmetal parts, they are embroidered with golden threads. Prerequisite: Weapon of the Chosen One, 14th level
You can dismiss the armor (no action required). If you are
wearing armor when you assume avatar form, you gain a +2 You can wield a two-handed weapon you conjured by means of
bonus to AC. This +2 bonus does not stack with the shield of the Weapon of the Chosen One feature with one hand.
faith spell. Avatar Form Only. You gain a bonus to the damage of your
weapon attacks, equal to your Charisma modifier (a minimum
of one damage).
Weapon of the Valorous
Prerequisite: Weapon of the Chosen One, 9th level
The D v ne Commander
When you take this avatar feature, all your weapon attacks
Prerequisite: The Divine Emissary, 14th level
become magical.
Additionally, the weapons you can conjure using the Your voice can be heard by anyone within 30 feet of you,
Weapon of the Chosen One and Wrath of the One Above regardless of any environmental or magical effects that would
features become +1 magical weapons with radiant energy normally hinder their ability to do so.
flowing through them. You also deal an extra 1d6 radiant Avatar Form Only. You are the divine commander, deemed
damage on a hit with these weapons. If the target is an evil- so by the forces high above. They watch over you and let you
aligned creature, the extra damage increases to 2d6. When act as their hand that guides mortal forces. While you are
you score a critical hit, you can choose to make another attack carrying the banner you conjured with the Divine Bannerette
with the conjured weapon against the nearest enemy with feature, you can command your allies within 60 feet of you to
advantage, provided that you can reach the enemy with your attack once per turn, they can move up to their movement left
remaining movement. for that turn and make one weapon attack as a reaction.
Starting at 15th level, the weapons become +2 magical
weapons, which deal an extra 2d6 radiant damage on a hit. Blessed by the Sword of the S x-Armed
If the target is an evil-aligned creature, the extra damage Archangel
increases to 4d6. Prerequisite: 17th level
Avatar Form Only. You hold your hands out towards the sky,
Paragon’s Sm te crying out a prayer of vengeance, destruction, and absolution.
Prerequisite: 10th level Six armored arms emerge out of your back, emitting a brilliant
You are blessed with the holy powers of your deity to crush light, each holding a sword forged in the heavens. A small
foes. You can cast the branding smite spell. Using this feature, blast wave originating from you pushes all unattended objects
you can cast this spell twice at its lowest level without within 60 feet of you 10 feet further away from you, and a
expending a spell slot. You regain any expended uses when blessed chorus sings a hymn so loud it can be heard from 1
you finish a long rest. mile away. As an action, you make six melee weapon attacks
with a +3 bonus to your attack rolls against a single creature
29
within 5 feet of you. On a hit, each attack deals 2d6 + 3 slashing S lent Vo ce
and 2d8 radiant damage. This damage cannot be increased or
reduced by other effects. When you score critical hits with You can use your Sacred Language (Invective) feature against
these attacks, you can roll the damage dice of the attack one a creature that you can see within normal range, requiring no
additional time. When you use this feature, you can’t take sound, by simply moving your lips. The creature does not need
actions, reactions, or use your movement on your next turn. to hear you. Creatures that can see you must succeed on a DC
14 Wisdom (Perception) check to understand that the effect is
You can use this feature once every time you assume avatar originating from you.
form.
Avatar Form Only. The range of your Sacred Language
(Invective) feature increases to 90 feet.
War of the D v ne
Prerequisite: 17th level
Shaped Vo ce
Avatar Form Only. You can summon twin angels of war (p. You can choose to change the shape of the effects of the Sacred
289) to your domain by using the Summoning Crystal you Language (Invective) feature. When you choose this feature,
acquired through the Sacred Haven feature instead of other you gain the following benefits;
angels you can summon with it. Also, while being apart from
each other would normally weaken twin angels of war, there Sacred Fist. You can use the Sacred Language (Invective)
are no such limitations in this domain. feature to imbue your fists with holy energy. When you do
so, you make an unarmed strike as an action, which deals
additional damage equal to your Sacred Language (Invective)
Order of the Voice damage plus your Charisma modifier (a minimum of 1
damage).
Sacred Ray. You can change the Sacred Language (Invective)
feature to a ray. When you do so, the range of the feature
increases by 30 feet, it deals additional damage equal to your
To hear someone speaking Sacred Language echoing through
Charisma modifier (a minimum of 1 damage), and requires
the hallowed halls of a cathedral is a joyous experience in and
a ranged spell attack. You use your Charisma modifier to
of itself, but to be able to speak the language of the divine
calculate the spell attack modifier.
is an absolutely euphoric one. The members of the Order
of the Voice pursue perfect control over their voices and Avatar Form Only. You gain the following benefits when you
spend most of their time singing with temple choruses and assume avatar form;
reading sacred texts. They are the diplomats of many temples, Sacred Cone. You can change the Sacred Language
their emissaries, their mediators, and the voices of their (Invective) feature’s shape to a 15-foot cone originating
ultimatums. from you. The creatures within the cone must succeed on
a Dexterity saving throw or take the damage of the Sacred
When you become a member of the Order of the Voice, you
Language (Invective) feature.
learn the message cantrip and another bard cantrip of your
choice. When you reach 5th level in this class, you can cast Sacred Sphere. You can change the Sacred Language
the sending spell once with this feature, requiring no spell (Invective) feature’s shape to a 5-foot sphere centered on you.
components, and you regain the ability to do so when you The creatures within the sphere must succeed on a Dexterity
finish a long rest. saving throw or take the damage of the Sacred Language
(Invective) feature.

The Speaker
Daunt ng Vo ce
You have an extraordinary voice. With it, you can influence
Prerequisite: 4th level
the emotions of your listeners, as if the divine itself were
speaking through you. All who join in one of your prayers One word from you sows a relentless fear in the minds of your
that lasts for 1 minute, are filled with a sense of safety and enemies. As an action, you choose a target within 30 feet of
tranquility. All of you are affected by the protection from evil you and speak a word in Sacred Language. The target must
and good spell for 1 hour (requiring no concentration). You can succeed on a Wisdom saving throw, or be frightened of you
affect a number of creatures equal to your paragon level at a until the end of their next turn.
time in this way. Avatar Form Only. When you speak a word in Sacred
Once you use this feature, you must finish a long rest to use Language in this way, you can choose to affect each enemy
it again. within 15 feet of you, instead of a target you choose within 30
Avatar Form Only. You emanate a sacred aura in a 15-foot feet of you.
radius. Your allies within the aura gain the benefits of the A creature who succeeded on the saving throw is immune
protection of evil and good spell as long as they are inside the to this effect until it finishes a long rest. Also, when you reach
aura. 10th level in this class, the creatures that are frightened of you
as a result of this feature are frightened for 1 minute.

30
Celest al W ngs Charisma saving throw to resist the suppression of the item’s
Prerequisite: 5th level magical powers. The owner of the item has advantage on the
saving throw. When you rid an item of its magical properties
Avatar Form Only. You sprout four white-gold wings that using this feature, the item functions as a nonmagical item
douse you with their light. You have a flying speed of 30 feet for the duration. You cannot use this feature to destroy a
and you have advantage on Charisma (Deception), Charisma magic item that is suppressed and is currently functioning as a
(Intimidation) and Charisma (Persuasion) checks. Also, wings nonmagical item.
shed bright light in a 10-foot radius and dim light for an Avatar Form Only. If you concentrate on a magic item (as if
additional 10 feet. You can choose the color of the light. you were concentrating on a spell) for 1 minute and use your
When you reach 10th level in this class, you gain the wings, action on each of the turns you maintain your concentration
and the flying speed, even if you do not assume avatar form. to channel magical energies into the item, you can destroy
However, you still gain the other benefits of this feature only the magic item. You can destroy magic items that you can
when you assume avatar form. normally suppress. Only a wish spell can bring back an item
that is destroyed by using this feature.
Improved Invect ve
Prerequisite: Shaped Voice, 6th level Holy Word
Your voice is more demanding and commanding, enforcing Prerequisite: Hands of the Holy, Shaped Voice, 8th level
the will of words upon your surroundings. When you choose You can change the damage type of your Sacred Language
this avatar feature, you must also choose one of the following (Invective) feature to radiant damage.
features, gaining the benefits of the chosen feature. You
can choose this avatar feature more than once, choosing a Avatar Form Only. You can add the additional damage of the
different feature each time. Hands of the Holy feature to your spell attacks.
Silencing Fist. If a creature takes damage from your Sacred
Fist feature, it loses its voice for 1 minute. The creature can Speaker of the Words
make a Charisma saving throw at the end of each of its turns, Prerequisite: The Speaker, 9th level
ending the effect on itself on success.
You can affect others with simple words in Sacred Language.
Baneful Ray. If a creature takes damage from your Sacred
Sacred Word of Disturbance. As a bonus action, you choose
Ray feature, it is also affected by the bane spell for the duration
a target within 30 feet of you. The target must succeed on a
of the spell (requires no concentration).
Wisdom saving throw, or you disturb its spirit with the words
Shattering Cone. Objects that aren’t worn or carried within you speak. It has disadvantage on ability checks and attack
the cone of the Sacred Cone also take damage instead of only rolls until the end of its next turn. If a target succeeds on the
creatures. Structures and constructs take double damage from saving throw, it has advantage against this feature for the next
your Sacred Cone feature. 24 hours.
Personal Sphere. If a creature takes damage from your Avatar Form Only. Your words in Sacred Language become
Sacred Sphere feature, it is pushed 5 feet away from you. even more lethal as described below.
Sacred Word of Penitence. As a bonus action, you choose
The Echo of the D v ne a target within 30 feet of you. The target must succeed on a
Prerequisite: The Speaker, 6th level Charisma saving throw or feel immense pain as it remembers
its past sins, taking 2d8 psychic damage.
Sacred Language echoes through you and can be heard by
anyone within 15 feet of you. Your allies in the area feel more
energetic, gaining a +1 bonus to attack rolls. Vo ce’s Protect on
Avatar Form Only. Your enemies within 30 feet of you feel Prerequisite: 9th level
dread, taking a -1 penalty to saving throws.
With the words that are given to you, you can deny death. You
The bonus becomes +2 and the penalty becomes -2 when you can cast the death ward spell.
reach 14th level in this class.
You can use this feature once, or twice when you reach 14th
level in this class. You regain any expended uses when you
Word of D spel finish a long rest.
Prerequisite: 6th level Avatar Form Only. You become the envoy of the divine, and
You can cease the existence of mundane items, change reality they grant you their protection as a result. A red silk ribbon
and bend it to your will through the sheer power of your voice. decorated with golden threads hovers around your body. You
have the death ward spell cast on you until its benefits take
As an action, you can speak a word in Sacred Language and effect or until your avatar form ends.
a nonmagical item ceases to exist or a common item’s magical
properties are suppressed for 1 hour. You can suppress the
magical properties of an uncommon item at 9th level, a rare Vo ce of Salvat on
item at 14th level and a very rare item at 20th level. Prerequisite: 10th level
If the item has an owner, the owner must succeed on a
31
Your heavenly voice is music to the ears of the innocent; Unmak ng Invect ve
however, the sound of your chants fills the hearts of sinners Prerequisite: 11th level
with dread and sorrow. You can cast the revivify spell,
requiring no material components. You can use this feature You can choose to deal force damage instead of thunder
thrice. You regain any expended uses when you finish a long damage with your Sacred Language (Invective) feature.
rest. Avatar Form Only. As an action, you can use your Sacred
Avatar Form Only. Sinners may repent their evil ways after Language (Invective) feature on structures, unattended
listening to the hymns you sing in Sacred Language, even nonmagical objects, and creations of magical force (such as the
if they don’t understand it. An evil creature who listens to wall of force spell). When you do so, the target is destroyed if it
you sing in Sacred Language for 1 minute must succeed on is Large or smaller. If the target is Huge or larger, this feature
a Wisdom saving throw, or be overwhelmed by the weight destroys a 10-foot-cube portion of it. The target or portion of it
of its past sins. As a result, it suffers one level of exhaustion, dematerialized when destroyed.
which remains until it repents and gets redeemed (p. 119). If
the sinner is not redeemed, only a wish spell can remove the W ngs of W nd
effects of the Voice of Salvation. Even if it does not understand
Prerequisite: Celestial Wings, 14th level
your hymns, an evil creature can understand that listening to
the hymn for too long will harm it, and can try to escape or Your flying speed becomes 60 feet and you can hover.
keep from hearing it. Avatar Form Only. You can use a bonus action to take the
Dash action.
Elemental Invect ve
Prerequisite: 10th level Shatter ng Vo ce
Sacred Language contains the power of all creation, including Prerequisite: 14th level
that of the elements. You can change the damage type of When you hit a target with a ranged spell attack, the target’s
your Sacred Language (Invective) feature to acid, cold, fire, hit point maximum is reduced by an amount equal to half of
lightning (one of your choice), before you use it. the damage dealt.
Avatar Form Only. Your Sacred Language (Invective) feature Avatar Form Only. With one word in Sacred Language, you
ignores resistance to damage of the chosen type. shatter the mind and soul of your enemies. As an action, you
target a creature and speak a word. The target must make a
Words of Remedy Charisma saving throw. On a failure, the target takes 4d10
psychic damage, its hit point maximum is reduced by 10
Prerequisite: 10th level
(which lasts until the target finishes a long rest), it takes a
When you speak in Sacred Language, your voice soothes pain -1d4 penalty to every roll for 1 hour, and if the target is a
and cures injuries. As an action, you can choose a creature spellcaster, it has one spell slot removed from its highest
within 30 feet of you and speak to it. As a result, you can available spell level. On a success, the target only takes 2d10
choose one of the following effects. psychic damage. The penalty can be removed by the remove
Sacred Word of Healing. A holy wave of healing energies curse spell.
washes over the creature, and it regains 2d10 hit points. You can use this feature once every time you assume avatar
Sacred Word of Invigoration. As you speak, the target form.
creature’s body is filled with celestial power. The target’s
speed is doubled, and it gains an additional action on its next The Words of the D v ne
turn. That action can be used only to take the Attack (one
Prerequisite: Echo of the Divine, 17th level
weapon attack only), Dash, Disengage, Hide, or Use an Object
actions. Avatar Form Only. Choose two of the following spells: Holy
Sacred Word of Restoration. Your words mend a broken Verdict: Retribution (p. 174), Holy Verdict: Vengeance (p. 174), Holy
body. You can end either one disease or one of the following Verdict: Wrath (p. 174). You can cast the chosen spells requiring
conditions afflicting the target creature; blinded, deafened, no material components. Once you cast one of the chosen
paralyzed, or poisoned. In addition, the target’s severed body spells in this way, you can’t cast it again until you finish a long
parts are restored. rest.
You can use these features up to a number of times equal to
your proficiency bonus in total. You regain any expended uses Holy Invocat ons
when you finish a long rest. Prerequisite: 17th level
Avatar Form Only. As a bonus action, you can choose one of Avatar Form Only. Your words reach holy realms and
the effects of this feature, and you are affected by it. Using the the divine powers hear your call. When you use the Sacred
feature in this way does not count against its total number of Language (Prayer) feature, you grant divine protection to
usages. your allies with the holiest of invocations. For the duration of
your prayer, your allies within 60 feet of you gain immunity
to a damage type of your choosing instead of resistance. In

32
addition, the Sacred Language (Prayer) feature no longer extra 1d4 damage to targets whose weakness you learnt by this
requires concentration. feature. If the attack deals more than one damage type, you
choose the damage type of this extra damage out of the types
of damage dealt by the attack. When you reach certain levels
Order of Reason in this class, this damage increases: at 7th level (1d6), 11th
level (1d8), and 15th level (1d10).

Protector of the Temple


Realms are filled with the enemies of holy temples, originating Prerequisite: 4th level
from different aspects of evil. They are armed in numerous
ways, adapted to various uninhabitable places owing to their You know very well who your greatest enemies are, and you
supernatural fortitude, and are taught how to desecrate the are well-prepared for any possible conflict with them. Choose
efforts of the good. It is the duty of the members of the Order one of the following creature types when you take this feature:
of Reason to study such creatures and to strategize against aberration, dragon, elemental, fey, fiend, or undead. You have
them. They are the keepers of the temples’ bestiaries and advantage on your attack rolls against the chosen creature
incredibly efficient leaders against the forces of evil. type.
When you become a member of the Order of Reason, you Avatar Form Only. You can sense the exact location of the
become proficient in one of the following skills of your choice: creatures of the chosen creature type within 60 feet of you.
Arcana, History, Nature, Religion. Also, you learn a cantrip or
gain a weapon proficiency of your choice. R se Above
Prerequisite: 5th level
Far V s on Avatar Form Only. By the power vested in you by your gods,
You have proficiency in the Perception skill. You have you sprout angelic wings. You have a flying speed of 40 feet
advantage on Wisdom (Perception) checks that rely on sight. and you can hover.
Avatar Form Only. Your range is doubled while making When you reach 10th level in this class, you gain the wings,
ranged spell or weapon attacks. and the flying speed, even if you do not assume avatar form.

Sense V tal ty Counter Unholy


Prerequisite: 6th level
As a bonus action, you can realize whether an attack you can
make has the potential to kill a creature of your choice that You can use the powers granted by your deity to reject a
you can see within 30 feet of you. To calculate the outcome, heretic’s spell. You can cast the counterspell spell as a 3rd level
consider the hypothetical attack as a critical hit that deals the spell, requiring no material components.
maximum damage. You can use this feature a number of times equal to your
Avatar Form Only. If you have realized that an attack you proficiency bonus. You regain any expended uses when you
can make cannot kill your target, the attack deals an extra 1d4 finish a long rest.
damage. If the attack deals more than one damage type, you Avatar Form Only. When a creature within 30 feet of you
choose the damage type of the extra damage out of the types makes a saving throw against a spell or another magical effect,
of damage dealt by the attack. When you reach certain levels you can choose to grant advantage on the saving throw as a
in this class, this damage increases: at 7th level (1d6), 11th reaction.
level (1d8), and 15th level (1d10).
Free Sk es
Smell of Weakness Prerequisite: 6th level
As an action, you choose a creature within 120 feet of you While flying, you gain the benefits of the freedom of movement
and reveal one of its weaknesses. In other words, you become spell.
aware of one vulnerability of the target. If the target has no
vulnerabilities, you learn one damage type to which the target
has no resistance or immunity. Otherwise, this feature has no Incense Burner
effect. If the creature is immune to magic that allows other Prerequisite: 6th level
creatures to read its mind, discern its location, or to similar
As an action, you conjure a censer in your empty hand. Incense
divination magic, it is also immune to this feature. Also, you
burns in it, releasing smoke with a scent of your choice, which
cannot learn information about a creature whose challenge
reveals the footprints of creatures that passed through, and
rating is higher than your levels in this class.
the handprints and fingerprints where creatures touched
You can use this feature a number of times equal to your surfaces or objects within the last three days. The censer
proficiency bonus. You regain any expended uses when you and the prints remain for 1 minute. Only you and two other
finish a long rest. creatures of your choice can see the prints. The smoke covers
Avatar Form Only. Your spell and weapon attacks deal an a 5-foot sphere, which moves with you, remaining centered on

33
you.
You can use this feature a number of times equal to your
proficiency bonus. You regain any expended uses when you
finish a short or long rest.
Avatar Form Only. By using the conjured censer, you can
create one of the following effects of your choice;
Charm. As a bonus action, you speak a prayer and your
censer releases a charming smoke that covers a 10-foot
sphere centered on you. Each hostile creature within
the area must succeed on a Wisdom saving throw or be
charmed by you for up to 1 minute. You must use your
bonus actions on your consecutive turns to keep the censer
burning, otherwise the charmed creatures are no longer
charmed by you.
Cover. As a reaction, you can send the smoke released by
your censer to cover an ally within 30 feet of you. The ally has
half cover until the start of your next turn.
Divine Burn. As a bonus action, you can choose a creature
within 60 feet of you and make a spell attack against it using
your Charisma modifier. On a hit, the target takes 2d8 plus
your Charisma modifier (minimum 1) radiant damage.
Mark. As an action, you can surround a creature within 30
feet of you with the smoke. The smoke marks the creature and
you can see its footprints, handprints and fingerprints where
the creature touches for 1 day or until you use this feature
again. You can only mark one creature at a time in this way.

Obel sk
Prerequisite: 6th level
As an action, you target a point within 60 feet of you and an
obelisk of a height of up to 30 feet rises out of the ground. The
obelisk is made of white marble with golden veins, has AC 20,
50 hit points, resistance to bludgeoning, piercing and slashing
damage, and immunity to poison and psychic damage. Each
hostile creature within 30 feet of the obelisk must succeed
on a Wisdom saving throw or it cannot willingly move more
than 30 feet away from the obelisk. An affected creature can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. The obelisk remains for 1
minute, until you dismiss it (no action required) or until it is
destroyed. You can use this feature a number of times equal to
your proficiency bonus. You regain any expended uses when
you finish a long rest.
When you use this feature inside your domain, each affected
creature’s speed is reduced to 0.
Avatar Form Only. Your obelisk reaches its full potential,
gaining another feature on top of the previous one. Creatures
within 120 feet of the obelisk must succeed on a Wisdom
saving throw or spend their movements trying to arrive at a
space within 30 feet of the obelisk, in the fastest way possible.
An affected creature can repeat the saving throw with
disadvantage at the end of each of its turns, ending the effect
on itself on a success.

Prepared
Prerequisite: Protector of the Temple, 9th level

34
Your studies against the forces of evil and the blessings of your Doma n Awareness
deity allow you to be more cautious and effective against the Prerequisite: 11th level
enemies of your temple. You have advantage on saving throws
and ability checks made against the creature type you chose You have a golden eye-shaped piece of metal on your forehead.
for the Protector of the Temple feature. You are immune to You are aware of the exact position of all creatures while they
being charmed, frightened, paralyzed, petrified, poisoned, and are in your domain if they are not magically concealed.
stunned by the chosen creature type. Avatar Form Only. You are aware of the exact position of
You also choose one more creature type that is listed in the all creatures while they are in your domain even if they are
Protector of the Temple feature. magically concealed.
Avatar Form Only. As a bonus action, you can choose a
creature within 30 feet of you. The target has the benefits Burst the Enemy
explained above until the start of your next turn. Prerequisite: Prepared, 14th level
You can choose one more creature type that is listed in the
Excess ve D v ne Knowledge Protector of the Temple feature.
Prerequisite: 10th level Avatar Form Only. As an action, you shed bright light in
If you are not proficient with the Religion skill, you gain a 30-foot radius. All creatures of the type you chose for the
proficiency in it. If you are already proficient, you have Protector of the Temple feature within the area must make a
advantage on Intelligence (Religion) checks. Wisdom saving throw. On a failed save, a creature of challenge
rating 3 or lower bursts into flames leaving nothing but ashes
Avatar Form Only. You magically fill the heads of your behind, and a creature of challenge rating 4 or higher takes
enemies with divine knowledge that they cannot comprehend. 6d6 fire damage. On a successful save, a creature of challenge
You can choose a point within 60 feet of you and cause rating 3 or lower takes 6d6 fire damage, and a creature of
a sudden blue light to burst forth originating from it, challenge rating of 4 or higher takes half damage. This damage
momentarily shining upon creatures in a 30-foot radius. Each does not affect the items carried by the creatures.
creature within radius must make a Wisdom saving throw.
On a failed save, a creature is overwhelmed by the sacred
information you pour into its soul, and it takes 8d6 psychic Deny Escape
damage and is stunned until the end of its next turn. On a Prerequisite: 14th level
successful save, the damage is halved and the creature isn’t
As an action, you choose one creature within 120 feet that you
stunned. Another paragon can understand the knowledge,
can see. The target must succeed on a Charisma saving throw,
and is thus unaffected by this feature. You can use this feature
or its flying speed (if any) is reduced to 0 for 1 minute. You can
twice every time you assume avatar form, but if you use this
use this feature for a number of times equal to your Charisma
feature a second time during a single avatar transformation,
modifier (a minimum of once). You regain any expended uses
you start to lose your grip on reality, and you have
when you finish a long rest.
disadvantage on Intelligence, Wisdom, and Charisma saving
throws until you finish a long rest. Avatar Form Only. A constant purple mist pours out from
you, slightly filling the square you are in. As an action, you can
When you reach higher levels, your understanding of
expand the mist towards a creature within 30 feet of you. The
divinity expands. As a result, the damage increases to 10d6
target must succeed on a Charisma saving throw or it can’t
when you reach 14th level in this class, and to 12d6 when you
use any method of extradimensional movement, including
reach 19th level in this class.
teleportation, or travel to a different plane of existence. The
target repeats its saving throw with disadvantage at the end of
Ethereal Steps each of its turns, ending the effect on a success. You can affect
Prerequisite: 10th level one creature at a time in this way, using this feature. You can
dismiss this effect (no action required).
As a bonus action, you teleport to an unoccupied space that
you can see within 30 feet of you. Starting at 13th level, you
can teleport back to your domain. You can use this feature Paralyz ng Obel sk
for a number of times equal to your Charisma modifier (a Prerequisite: Obelisk, 15th level
minimum of once). You regain any expended uses when you
Avatar Form Only. Your Obelisk feature grows stronger.
finish a long rest.
Each hostile creature within 30 feet of the obelisk must
Avatar Form Only. When you use the feature described
succeed on a Wisdom saving throw or be paralyzed for 1d4
above, you can choose to teleport up to eight willing creatures
rounds. At the end of each of its turns, a creature can repeat
of your choice that you are touching, or a single object within
the saving throw, ending the effect on itself on a success. Even
60 feet of you. If you target an object, it must be able to fit
after the effect ends, creatures who failed their saving throws
entirely inside a 10-foot cube, and it can’t be held or carried
still cannot willingly move more than 30 feet away from the
by an unwilling creature. If you choose to teleport to your
obelisk.
domain, its teleportation restriction does not apply in this
case.

35
Deny Heret c’s Mag c D v ne Verd ct
Prerequisite: 17th level Prerequisite: 17th level
Avatar Form Only. You condemn a heretic casting spells Avatar Form Only. You can target a creature whose current
against the will of your deity. You point your finger at a target hit points are lower than half of its hit point maximum and
creature within 60 feet of you and a ray of divine power bursts cast the imprisonment spell as an action instead of its normal
out of it. The creature must succeed on a Dexterity saving casting time. However, casting the spell in this way requires so
throw or an antimagic field spell is cast on it. The spell doesn’t much effort that your avatar form ends when you cast it. Once
require concentration and it lasts as long as you are in avatar you use this feature, you must finish a long rest to be able to
form. You can use this feature once every time you assume assume avatar form again.
avatar form.

New Archetypes
T
his section includes dozens of archetypes fitting all the themes, concepts and ideas that Corpus Angelus presents. In
the pages to come, you’ll find many archetypes of angelic origins that concern certain gifts given to mortals by angels
themselves. The talents here that are not directly bestowed upon mortals by the divine have been developed by
mortals based on heavenly techniques, and are thus still of and related to the heavens.

Barbarian
Paths
The barbarian paths presented in this section takes the rage of
the barbarian as a means to an end for freedom, hope and the
abolition of all evil. Channel holy fire on the Path of Celestial
Fury to burn all evil to a crisp, throw yourself into the heart of
all danger as you walk the Path of Self-Sacrifice, or bring the
light of hope to the darkest corners of existence as you follow
the Path of the Hopebringer.

Path of
Celestial Fury

Also known as the Fury of Celestials, barbarians who walk this


path are devoted to the forces of good and of heaven. These
barbarians burn with holy fire when they rage, channeling
celestial energies that can also create weapons of light.

Celestial Fury
When you choose this path at 3rd level, you learn how
to channel your rage to become the embodiment of
heaven’s fury.
While raging, you can choose to deal an extra
1d4 radiant damage with your successful
weapon attacks. If you are using a blessed
weapon (for example p. 204), the extra
damage is doubled.
36
This extra damage increases: at 8th level (1d6), and 14th you, collecting this essence within you. When you rage, you
level (1d8). can choose to gain temporary hit points equal to 1d4 + your
Constitution modifier.
The temporary hit points gained by this feature increase
Reckless Angel to 1d6 + your Constitution modifier at 6th level, to 1d8 + your
Constitution modifier at 12th level, to 1d12 + your Constitution
Beginning at 6th level, when you use your Reckless Attack, you modifier at 17th level.
become immune to being charmed and frightened until the
end of your next turn.
Barbarians who have this feature also go by the title Power of the Survivor
“Reckless Angel”.
Starting at 6th level, your connection to the essence of life
bolsters your body and flexes your muscles each time you
Furious Lion/Lioness in Flames attack. Each time you heal a creature while raging, your Rage
Damage increases by 2 until your rage ends.
Beginning at 10th level, you burn with holy fire while raging.
When an enemy comes within 5 feet of you for the first time or
ends its turn there, it takes 1d4 radiant damage.
When you reach 14th level in this class, this extra damage
increases to 1d8.
Barbarians who have this feature also go by the title
“Furious Lion/Lioness”.

Heaven’s Fury
Beginning at 14th level, you can channel your celestial rage
to invoke the faith that sets your allies’ souls ablaze. As a
bonus action while raging, you let out a war cry, a prayer
of your own design and making, and call on your allies to
join you in a righteous battle. Until your rage ends, the
weapon attacks of your allies within 60 feet of you deal
an extra 1d8 radiant damage on a hit.
Barbarians who have this feature also go by the title
“Heaven’s Fury”.

Path of
Self-Sacrifice

Life is an ancient power. Those who preserve it are called


healers, and those who share it are the barbarians on the
Path of Self-Sacrifice. When their allies get hurt in their
presence, these barbarians focus their inner rage on the
forces of vitality and learn to recover their health through
their emotions. Their main purpose is to preserve life and to
share it with others. They keep smiling even after they get
hurt, so long as they can keep their friends from harm.

Essence of Life
Starting when you choose this path at 3rd level, your
emotions flow through the essence of life around
37
Share the Life Within Persevere
At 6th level, you gain the ability to share your vitality with When you arrive at a battlefield and initiate a fight, you
the people around you. As a bonus action, you can touch a rekindle the flame of hope within the hearts of your allies,
creature within 5 feet of you. The creature regains a number reminding them that this fire shall persevere, even in the
of hit points equal to half of your current hit points, and darkest of times.
you take the same amount of necrotic damage. This damage Starting when you choose this path at 3rd level, your friends
cannot be lowered by any means. You can use this feature a are filled with hope when fighting alongside you. When you
number of times equal to your proficiency bonus. You regain roll for initiative, you and your allies within 30 feet of you
any expended uses when you finish a long rest. gain temporary hit points equal to your barbarian level + your
You cannot use this feature to restore the hit points of a Charisma modifier until the combat ends.
creature if you have one hit point or less, as your life force is
barely enough to sustain yourself.
You can also sacrifice your life force to cleanse disease Prevail
by using this feature. By dealing 10 necrotic damage to
yourself, you can cast the lesser restoration spell, requiring no Beginning at 6th level, the forces acting
components. Once you use this feature to ward off disease, you through you bless the weapons you wield.
must finish a long rest to use it in this way again. Your weapon attacks deal an extra 1d6
radiant damage on a hit.

Swift Rescue
At 10th level, you can react to prevent harm to others. When
an ally within 15 feet of you takes damage, you can use your
reaction to jump to take your ally’s place, pushing the ally
to the nearest unoccupied space within 5 feet of it. By doing
so, you take the damage instead. If the ally is not willing, you
must succeed on a Strength (Athletics) check contested by a
Strength (Athletics) or a Dexterity (Acrobatics) check made by
the ally.

Harm to Heal
At 14th level, you learn how to turn the
pain of others into relief. When you take
damage while raging, you can use your
reaction to touch an ally within 5 feet of
you and restore a number of its hit points
equal to half of the damage you take.

Path of
the Hopebringer

Most great forces, entities, and deities are prone to making


mistakes, losing their standing in the process. In other words,
everything can be defeated; everything but hope. When you
walk the Path of the Hopebringer, mystical forces shrouded in
and armed with hope assist you on your journeys as you keep
hope alive and carry it in your heart to shine upon others.
With your guidance, you and your allies always preserve the
hope in your hearts and (eventually) prevail.

38
This extra damage die is considered to be part of your weapon everything you do.
damage die for the purposes of determining the extra damage Starting when you choose this path at 3rd level, you can’t be
for a critical hit. frightened while raging and the first successful weapon attack
you make on your first turn counts as a critical hit.
At 10th level, any hit you score against a creature whose
Beacon of Hope current hit points is equal to its hit point maximum is a
critical hit.
Starting at 10th level, your presence in the battlefield
encourages your allies to stay strong; even in the face of the
hardest of challenges. While you rage, your allies within 30 Fortune’s Favored
feet of you have advantage on saving throws.
You can also use this feature to reroll a failed saving throw Even your reckless behavior caused by your bravery is not
and must use the new roll. Once you use this feature, you can’t enough to put you in harm’s way. You don’t hesitate to act,
use it again until you finish a short or long rest. and this gives you an edge in combat.
Starting at 6th level, the armor class you gain by your
Unarmored Defense feature increases by 1. It increases by 2 at
Embodiment of Hope 10th, and by 3 at 14th level.

At 14th level, you become the embodiment of hope. While you


rage, you can use your bonus action to undergo fascinating
transformations. Golden veins pop out all over your body,
inscribing the story of your life in celestial. An angelic
halo appears over your head, glowing white. This
transformation lasts until your rage ends.
During this transformation, you gain the additional
abilities outlined below.
• You shed white bright light in a 10-foot radius and dim
light for an additional 10 feet.
• You and your allies within 30 feet of you gain temporary
hit points from the Persevere feature as if you rolled again
for initiative.
• The damage bonus in the Prevail feature increases to 2d6.
• Your allies within 120 feet of you regain 1 hit point at the
start of each of your turns.
• You have advantage on your attack rolls and attacks
against you are made with disadvantage.

Path of
the Virtuous

When the most virtuous of all are in the midst of a life-


changing near-death experience, they are presented with an
offer by the forces of good; they can go to heaven, or they
can start a new life with the sole purpose of protecting the
innocent. The barbarians walking the Path of the Virtuous are
those who choose the latter.

Greatness
You catch a glimpse of the afterlife while on the brink of
death, and even that is enough. Now that you know what
awaits at the end of all things, you are much more fervent in
39
Expose the Coward Bardic Aspiration
At 10th level, you gain the ability to reveal the position of Also at 3rd level, you learn to spread hope with your actions.
cowardly enemies in hiding, and to bring them out into the When you cast a spell that has a single target or expend one
open. use of your Bardic Inspiration to inspire others, you can
As a bonus action, you unleash a joyful battlecry that invites choose to sow the seeds of hope in their souls. When you do so,
your enemies to face you in battle. Each creature within 30 the target gains the following features for a number of turns
feet of you that can hear you must succeed on a Wisdom saving equal to your bard level:
throw (DC equal to 8 + your Proficiency bonus + your Charisma • The target has advantage on saving throws against being
modifier) or the creature has disadvantage on Dexterity frightened and charmed.
(Stealth) checks and gains no benefit from being invisible for 1 • When the target regains hit points, it regains an additional
minute. Once you use this feature, you can’t use it again until 1d4.
you finish a long rest.
You can use this feature a number of times equal to your
proficiency bonus. You regain any expended uses when you
finish a long rest.
The Power Within
Beginning at 14th level, your decisiveness enables you to Ambitious Repertoire
land perfect blows without hesitation. When you miss with
a weapon attack while raging, you can choose to hit instead.
Starting at 6th level, you expand your repertoire with different
Once you use this feature, you can’t use it again until you
kinds of spells. You can cast the beacon of hope, daylight, or light
finish a short or long rest.

Bard
Colleges
There are bards whose stories and songs aid the good in their
eternal struggle; either by spreading the tales of heroes and
their glory, or by providing them with divine power in battle.
In archetypes such as the College of Hope, the College of Truth,
and the Hymn Singer, you’ll find bards that do both.

College of Hope

The College of Hope focuses on all the good that surrounds us,
and its members believe that hope moves us forward in life.
They perform in honor of the bright and happy days to come,
as a gentle reminder of the beauty in life; for it is impossible
to fully be aware of it at all times. Usually, the members of this
college visit battlefields or places in crisis to lift the spirits of
those within.

Hopeful Thoughts
When you join the college of hope at 3rd level, you gain
proficiency in the Persuasion skill. If you are already proficient
in Persuasion, your proficiency bonus is doubled for Charisma
(Persuasion) checks.

40
at the end of the tunnel* spells without expending a spell slot
and requiring no material components. Once you cast a spell
Power of the Truth
in this way using this feature, you must finish a long rest to do
so again. At 3rd level, the secrets of the universe slowly but steadily
begin to reveal themselves before you. When you perform or
speak, you back your words with the power of truth. You know
A Song for Better Tomorrows tales, legends, and facts that would inspire others greatly.
When you expend one use of your Bardic Inspiration, the
creature who rolls the Bardic Inspiration die also adds your
At 14th level, with your performance, you make your allies feel
Intelligence modifier to the result.
that there is hope for survival yet. As an action, you can sing
the song “Better Tomorrows”, and all friendly creatures in a You also gain two more uses of Bardic Inspiration.
30-foot-radius area gain immunity to all damage until the end
of your next turn.
Once you use this feature, you must finish a short or long
What is this, an Illusion?
rest to use it again.
At 6th level, your profound obsession with the truth enables
you to fight illusions more effectively. You can cast the dispel
College of Truth magic spell requiring no material components, and you have
advantage on the Charisma checks you make to dispel an
illusion spell.

If you were a sword, you’d cut; if you were an arrow, you’d


pierce; and as a sharp mind, you know what others don’t.
The Song of Truth
You are a bard in search of truth; regardless of the content
or of the amount of peril you must face along the way. You are Starting at 14th level, your investigation of the truth bears
fascinated by the realm you live in, and want to uncover its fruit. You begin to understand the complex phenomena of life
secrets; may they all be unveiled before you. and death, the creation of the universe, the secrets of arcane
and divine powers, and other equally profound concepts. In
light of this knowledge you’ve gathered in the course of your
adventures, you have written several songs.
Bonus Proficiencies
As an action, you can expend one use of your Bardic
Inspiration to sing one of the following songs.
When you choose this archetype at 3rd level, you gain
proficiency in two of the following skills of your choice: Blueberries. You sing a psychedelic song about blueberries
Arcana, History, Investigation, or Religion. that is hard to comprehend. Your magical words harm the
minds of your enemies. Hostile creatures within 30 feet of
you that can hear you must make a Wisdom saving throw
against your spell save DC. On a failure, a creature takes
6d8 psychic damage and is frightened for 1 minute. On a
successful save, the damage is halved and the target is
not frightened.
Song of Death. You sing a song about the morbid
nature of death and the pain that awaits some in the
afterlife. Choose one hostile creature within 60 feet of you
that can hear you. If the creature falls unconscious within
1 minute, it counts as having failed one death saving
throw. In addition, it has disadvantage on death saving
throws for 1 hour.
Song of Faith. You sing a song about the peace of
mind brought on by strong faith, and how the faithful
are protected by the divine. Choose one ally within 60
feet of you that can hear you. Attacks against the
chosen creature are made with disadvantage for
1 minute.
Song of Life. You sing a mellow song about the
beauty of life. Choose one ally within 60 feet of you
that can hear you. The chosen creature regains hit points
equal to 4d6 + your Charisma modifier.
Song of Magic. You sing a song about a spellcaster who could
41
manipulate the arcane energies flowing through the universe. dealing 1d6 radiant damage on a hit.
Choose one ally within 60 feet of you that can hear you. The
creature’s spell save DC increases by 1 for 1 minute.
Sacred Secrets
Truth Unraveled At 6th level, you learn three additional spells of your choice
from the cleric and paladin spell lists. The chosen spells must
Starting at 14th level, as you begin to finally understand be of a level you can cast. The chosen spells count as bard
what truth is, mysteries start to unravel before you. You spells for you, but they don’t count against the number of
have truesight out to a range of 60 feet. Also, you cannot be spells you know.
charmed and frightened by means of magic. At 18th level, you
become a master of reality and acquire the ability to cast the
wish spell once per month. Hymn Magic
Starting at 14th level, when you use your Countercharm
Hymn Singer feature, the creatures affected by it also have advantage on
saving throws against spells. Additionally, the duration of
your Countercharm feature increases to 1 minute, requiring
concentration (as if concentrating on a spell).
Hymn Singers are trained to inspire their fellow zealots and
convert enemies to join their side. Students of both religion
and war, they use sacred hymns and religious legends to
inspire their allies, to make them stand tall against their
enemies in their faith, and to provide them with advantage in
combat.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency in two of the following skills of your choice:
Performance, Persuasion, or Religion.

Sacred Hymns
At 3rd level, you learn how to inspire your allies and to
convert your enemies by using sacred hymns. As an action,
you can expend one use of your Bardic Inspiration to
create one of the following effects.
Hymn of Hope. You choose up to two allies within 60 feet
of you that can hear you. Chosen allies gain advantage on
ability checks, attack rolls, or saving throws (one type of
roll of their choice) for 5 rounds.
Hymn of the Believer. You choose a creature within 60
feet of you that can hear you. It must succeed on a Wisdom
saving throw against your spell save DC or be charmed by
you for 1 minute.
If it fails the saving throw by 5 or more, it becomes hostile
toward its allies. In this case, it can repeat its saving throw at
the end of each of its turns. Success transforms this special
failure into a normal one.
Hymn of the Righteous. You choose up to two allies
within 60 feet of you that can hear you. The chosen allies
are covered in holy flames for 1 minute. As a bonus
action, a chosen ally can make a ranged spell attack
using Charisma as their spellcasting ability to shoot a
creature within 15 feet of it with a radiant bolt of fire,
42
to your Wisdom modifier (a minimum of one round). The
CLERıC angel’s weapon(s) appears in your hand, you may wear angelic
clothes, and there can be other cosmetic changes to your
appearance. If there is more than one attack option of the
DOMAINS angel, you choose one.
For the duration, you can use the angel’s chosen attack
The domains in this section represent the holiest of the holy; option (to-hit modifier and the damage); however, you do
the purest of the pure. Here you’ll find the Angel Caller who not deal extra damage if the attack deals any (such as the
asks the angels for help and uses their powers, the Exorcist extra radiant damage dealt by the Blessed Weapon feature).
who wanders the realms to banish evil, the cleric of the Dawn Your other statistics stay the same. In addition, when you
Domain who lights the darkest corners of the universe, and transform, you assume the angel’s hit points and Hit Dice.
the cleric of the Holy Virtues Domain who channels the power When you revert to your normal form, you have the number
of angelic virtues. of hit points you had before you transformed. However, if
you revert as a result of dropping to 0 hit points, any excess
damage carries over to your normal form.
Angel Caller You can return to your normal form as another action, when
you drop to 0 hit points, or when the duration ends.
When you learn the art of angel-calling, you become an
angel caller.
Angel Callers are clerics who practice the art of channeling
angels into their bodies. Instead of the domain powers, angel
callers use the power of the angels of their deities. Channel Divinity: Angelic Grace
Angel callers see themselves as the extensions of
their deities among mortals. They use angelic powers to
Starting at 2nd level, you can use your Channel Divinity to heal
exterminate enemies, and angels use such clerics’ bodies
your allies even if they are not within your touch range.
to display the might of the good. Religious authorities and
philosophers thus interpret the art of angel-calling as an When you cast a spell that restores hit points, you can use
agreement between a mortal and an angel. your Channel Divinity to increase its range by 30 feet.
Becoming an angel caller is a hard path; it requires you to
live according to your deity’s tenets and respect the good. You
should not forget that a divine being has permitted you to use
the angelic powers you have, and they may not be so generous
if you leave its path. If you stray from your path, your deity
may demand that you atone for your sins to be able to use the
powers of angel calling again. The GM decides whether your
actions require atonement or not.
Although being an angel caller is difficult, the fellow
followers of your deity highly respect you owing to your
determination and unwavering faith.

Bonus Proficiencies
At 1st level, you gain proficiency in the Religion skill and with
heavy armor.

Angel-Calling
Starting at 1st level, you learn how to channel angels and use
their powers.
You call an angel as an action. To do so, you must expend
a spell slot or several spell slots of which the total levels are
equal to or higher than the challenge rating of the angel you
want to call. You cannot call an angel whose challenge rating
is higher than half of your cleric level (rounded up).
When you call an angel, your shape changes into an angel
resembling your normal form for a number of rounds equal
43
Adept Caller Exorcist
Starting at 6th level, you gain a reputation as an Adept Caller. When you choose this domain at 1st level, you become an
When you use the Angel-Calling feature, you can choose initiate and learn the techniques of exorcism (p. 121). From
to gain one resistance and one immunity that the angel you then on, you are known as an “Exorcist”.
called has as well. Additionally, if the angel has flying speed, In addition, you become proficient in Arcana and Religion
you also gain a flying speed of 30 feet. thanks to your training, and gain proficiency with heavy
armor and martial weapons.

Expert Caller
Disturb the Wicked
Starting at 8th level, you gain more renown and become an
Expert Caller. Starting at 1st level, you can disturb the evil and the wicked.
When you use the Angel-Calling feature, you start to deal the Once on each of your turns, when you hit a creature with a
extra damage of the weapon attack you gain with the feature. spell or weapon attack, you can choose to deal an extra 1d4
radiant damage. If the creature is an aberration, fiend, a
creature with the Incorporeal Movement trait, or a creature
Master Caller with the ability to possess others, the extra damage increases
to 1d8.
At 14th level, your fame spreads far and wide and you become
a Master Caller.
When you use the Angel-Calling feature, you gain all the
resistances and immunities of the angel, as well as one other
action, bonus action, or reaction that the angel possesses.

Exorcist

Corruption can manifest itself in the most unexpected places


and in the most unexpected forms. Demons, devils, ghosts,
aberrations of unspeakable horrors; all wait until the faithful
are at their weakest to strike, and to whisper their horrid
lies in their ears. They reach for innocents at their most
vulnerable and try to affect them, or even possess them while
they would accept any help, or would close their eyes in the
face of danger.
There are certain clerics who excel at banishing evil in all
its forms, called Exorcists. They aim to prevent the spread of
corruption, acting as the emissaries of the forces of good.

Exorcist Spells
Cleric Level Spells

1st comprehend languages, detect evil and good

3rd detect thoughts, silence

5th glyph of warding, nondetection

7th banishment, locate creature

9th dispel evil and good, planar binding

44
This extra damage doubles when you reach 10th level in this
class. dawn domain

No Mercy for the Wicked


Deities of dawn watch over the light of dawn, which is a
Starting at 2nd level, you can choose to harm your enemies symbol of hope, like the light at the end of a dark tunnel.
while healing your allies. When you heal a creature with a According to these deities, dawn is one of the most
spell, you can choose another creature within 30 feet of you fundamental and powerful concepts in the lives of mortals.
that you can see, and send a surge of light to it. The second To stand in the way of light, and to help darkness advance is
target must make a Wisdom saving throw. On a failed save, thus unacceptable heresy. The deities of dawn are not the only
it takes radiant damage equal to the half of the hit points ones that associate this idea of first light with goodness, as the
the first target regained. On a successful save, the damage is interventions of good forces in history are generally depicted
halved. If the second target is an aberration, fiend, a creature as a sun rising over darkness. These deities generally expect
with the Incorporeal Movement trait, or a creature with the their followers to be the sentinels of light, standing tall against
ability to possess others, the damage is doubled. the darkness, banishing its minions.
You can use this feature on spells of 4th level or lower.

Abjurant Exorcist
Starting at 6th level, you gain the ability to empower your
attacks with magical effects. When you deal damage to an
aberration, a celestial, an elemental, a fey, a fiend, a creature
with the Incorperal Movement trait, or a creature with
the ability to possess others, you can also choose to have
it experience the effects of the banishment spell, without
you having to cast it. The creature must be of a challenge
rating equal to or lower than one fourth of your own level or
challenge rating (rounded down).
You can use this feature a number of times equal to your
Wisdom modifier (minimum of a +1 bonus). You regain any
expended uses when you finish a long rest.

Possession Sense
Starting at 8th level, if there is a possessed creature within
30 feet of you, it must succeed on a Charisma saving throw
against your spell save DC, or you realize that it is possessed.

Possession Denied
Beginning at 8th level, you start to emanate a 15-foot-radius
aura that bolsters the minds of your allies. Each ally within
the aura has a bonus to their saving throws against possession,
being charmed and frightened, and mind-affecting spells and
other magical effects. The bonus is equal to your Wisdom
modifier (minimum of a +1 bonus).

Unbreakable Exorcist
At 17th level, you become immune to being charmed,
frightened and possessed. You also gain immunity against
mind-affecting spells and other magical effects as long as you
are not willing to be affected.
45
Dawn Domain Spells Sentinel of the Dawn
Cleric Level Spells
Starting at 17th level, at the end of each long rest, you choose
1st bless, guiding bolt an ally within 30 feet of you that you can see. Until the end
of your next long rest, you and the chosen ally can make an
3rd continual flame, magic weapon
opportunity attack when an enemy moves within the area of
5th beacon of hope, daylight effect of a light spell cast by you. The opportunity attack can be
made with melee or ranged weapons if the enemy is within the
7th banishment, death ward reach or range.
9th dispel evil and good, flame strike
Holy Virtues
Bonus Proficiencies Domain
When you choose this domain at 1st level, you gain proficiency
with heavy armor and the morningstar.
Self-sacrifice, honor, peace; and much more that form the
foundation of universal goodness. These are holy virtues,
Carrier of the Light and they come in many forms. They are some of the few
things in the universe that can make kings and queens out
of commoners, and their blinding light has the power to
At 1st level, you learn the light cantrip. illuminate the darkest moments. The deities of these virtues
Additionally, when you cast light, you can choose a number watch over the virtuous, protecting and rewarding them for
of creatures within 30 feet of you and that you can see, up to their deeds.
your Wisdom modifier (minimum of one creature). The area of The clerics of holy virtues travel the land to spread good and
effect of the light spell cast by you becomes difficult terrain for to defeat evildoers. They are aware that they need the power
the chosen creatures. of more than one virtue to reach their goals, and try to be
Once you use this feature, you must take a short or long rest the embodiment of them all. They also like to lead others by
to use it again. example.

Holy Virtues Domain Spells


Channel Divinity: Turn Darkness
Cleric Level Spells
Starting at 2nd level, you can use your Channel Divinity to 1st bless, heroism
banish darkness and its creatures.
As an action, you present your holy symbol and say a prayer 3rd gentle repose, warding bond
summoning the light of dawn. The light fills a 30-foot radius, 5th dispel magic, healing ball
banishing all kinds of darkness. You can also choose a target
within the radius. The chosen target either regains 2d6 hit 7th radiant storm, personal heaven
points or takes 2d6 radiant damage (your choice).
9th dispel evil and good, hallow

Dawncaller
Bonus Proficiencies
Starting at 6th level, your ability to channel dawnlight
becomes more potent. The radiant damage dealt by your cleric At 1st level, you gain proficiency with martial weapons and in
spells and Channel Divinity options is imbued with dawnlight the Religion skill.
and ignores resistance to radiant damage.

Self-Sacrifice
Divine Strike
Starting at 1st level, you can cast the warding bond spell
At 8th level, you gain the ability to infuse your weapon strikes without expending a spell slot. In addition, starting at 5th
with divine energy. Once on each of your turns when you hit level, you do not require material components while casting
a creature with a weapon attack, you can cause the attack to the warding bond spell.
deal an extra 1d8 radiant damage to the target. When you Once you cast this spell using this feature, you must finish a
reach 14th level, the extra damage increases to 2d8. ong rest to do so again.

46
Channel Divinity: Blessing of the The Honorable
Virtuous
At 8th level, if a creature has advantage on attack rolls against
you, you have advantage on attack rolls against it as well.
Starting at 2nd level, you can use your Channel Divinity to
bless your allies. You raise your holy symbol and bless up to 3
creatures of your choice within 30 feet of you.
Peace Bringer
Blessed creatures gain the benefits of the bless spell, cast
directly by your deity, which means the spell does not require
concentration. Starting at 17th level, you carry the most sacred of all virtues
in your heart; peace. With it, you can even calm the fury of
battle.
Holy Might As an action, you point your finger to a point within 60 feet
of you. An area with a 15-foot radius centered on that point is
blessed by your deity and is filled with peace for 1 minute. A
Starting at 6th level, when you deal radiant damage to a
creature that enters the area for the first time or ends its turn
creature, it must succeed on a Wisdom saving throw or fall
there must succeed on a Wisdom saving throw (DC equal to 5
prone, being crushed under the might of your virtues.
+ your spell save DC), or it cannot take any offensive actions
You can use this feature a number of times equal to your (attacking with a weapon, casting a harmful spell, using a
Wisdom modifier (a minimum of once). You regain any damage-dealing feature, casting spells targeting an enemy
expended uses when you finish a long rest. etc.) within the area.
If a creature attacks another creature in the area, it makes
the saving throw. On a failed save, the attack fails. On a
successful save, the attack is successful but the creature has
resistance against the damage dealt by the attack.

druid
circles
The druids here focus on the constructive powers of
nature and seek to eliminate nature’s enemies. While the
Circle of Phoenix and the Circle of Unicorns draw power
from the creature they’re named after, the Circle of
Heaven channels the puissance of angels.

Circle of Heaven

Druids of the Circle of Heaven find beauty in heavenly


creations. They commune with celestials, good fey, and
other good spirits, and call on them for aid. They see these
creatures as the protectors of nature and of the living, and see
themselves as these entities’ reflections, acting in their place
on earth.
The druids of this circle generally seek sacred groves and
abandoned temples to tend to, and search for celestials and
good fey to help them in their battle against evildoers.

47
Circle of Heaven Spells Celestial Spirit
Druid Level Circle Spells
Starting at 2nd level, you can use your action to summon a
1st bane, bless celestial spirit from heaven. The spirit can be an angel, an
3rd prayer of healing, warding bond ancestor, a good fey, or a celestial beast.
The spirit is a Large celestial. Its AC is equal to 12 + your
5th bestow curse, spirit guardians Wisdom modifier, and it has a number of hit points equal to
half your hit point maximum, resistance to poison and radiant
7th death ward, guardian of faith
damage, and immunity to being petrified and poisoned. It has
9th commune, raise dead a base walking speed and flying speed of 30 feet. Its initiative
bonus is equal to your spellcasting ability modifier. It makes
a melee spell attack, which has 10 feet reach, uses your spell
Tongue of Heaven attack modifier, and deals 1d8 radiant damage on a hit.
The celestial spirit disappears when it drops to 0 hit points
or when the feature ends. It is friendly to you and your
At 2nd level, you learn to speak Celestial. You can also
companions for the duration. Roll initiative for the celestial
communicate with celestials within 30 feet of you
spirit, which has its own turns. It obeys any verbal commands
telepathically. The range of telepathy increases to 60 feet at
that you issue to it (no action required by you), as long as they
6th, 90 feet at 10th, and 120 feet at 14th level.
don’t violate its alignment (Neutral Good). If you don’t issue
any commands to the celestial spirit, it defends itself against
hostile creatures but otherwise takes no actions.
The celestial spirit disappears after 1 minute or when it
drops to 0 hit points.
Once you use this feature, you must finish a long rest to
use it again.

Shepherd of Heaven
At 6th level, the damage dealt by the celestial spirit on a
hit increases to 2d8 radiant damage.
Additionally, when you conjure a creature by spells or
other magical effects such as the conjure animals spell,
you can choose to conjure a heavenly creature (p. 255).

Heavenly Guardian of the


Circle
Starting at 10th level, the celestial spirit you summon
can cast the protection from evil and good, sanctuary, and
warding bond spells.
When the celestial spirit casts one of these spells,
it cannot cast the same spell until you summon the
celestial spirit again.

Celestial Shapeshifting
At 14th level, you learn how to transform into a celestial
by using your Wild Shape feature. The challenge rating of
the celestial can be as high as your druid level divided by
5, rounded down.

48
Circle of Phoenix Circle of Phoenix Spells
Druid Level Circle Spells

1st burning hands, cure wounds

Phoenixes are revered and deemed sacred by the druids of 3rd flaming sphere, scorching ray
the Circle of Phoenix. They find the purity and the innocence
5th fireball, revivify
of their rebirth by fire utterly amazing. These druids have a
special bond with one another and they all try to live their 7th fire shield, radiant storm*
lives in the way that these hallowed creatures do.
They safeguard their noble intentions, show grace to the 9th greater restoration, reincarnate
innocent, and blow evil to smithereens with blazing flames.
They mostly live in deserts, at the foot of mountains, or in
jungles where they can (hopefully) encounter phoenixes from Regeneration of the Phoenix
time to time.
Starting at 6th level, you internalize the regenerative
properties of the phoenix. You regain 1 hit point at the start of
Bonus Cantrip each of your turns, provided that you have at least 1 hit point.
The amount of hit points regained in this way increases to 2
When you choose this circle at 2nd level, you learn one at 10th level.
additional evocation cantrip of your choice.

Flames Within
Starting at 2nd level, you can use your action to
surround yourself with a cloak of flame that is harmless
to your allies. When a hostile creature enters a 5-foot
radius centered on you or ends its turn within, it is
affected by the flames that surround you. Creatures
in the area must succeed on a Dexterity saving throw
against your spell save DC or take 1d4 fire damage.
In addition, your successful melee weapon attacks
deal an extra 1d4 fire damage so long as you have
the cloak on. The cloak disappears if you take 20 cold
damage on a single hit, if you dismiss it (no action
required), or after 1 minute.
You can use this feature a number of times equal to your
Wisdom modifier. You regain any expended uses when you
finish a long rest.
The bonus fire damage increases to 1d6 at 6th level, 2d4 at
10th level, and 2d6 at 14th level.

Circle Spells
Your spiritual connection with phoenixes makes you skilled
in the magic of fire and rebirth. At 1st, 3rd, 5th, 7th, and 9th
level you gain access to spells associated with these sacred
creatures, as shown in the Circle of Phoenix Spells table.
Once you gain access to the spells of the circle of phoenix,
you always have it prepared, and it doesn’t count against the
number of spells you can prepare each day. If you gain access
to a spell that doesn’t appear on the druid spell list, the spell is
nonetheless a druid spell for you.

49
Wild Shape: Lesser Phoenix Circle of Unicorns
Starting at 10th level, you can use your Wild Shape feature to
magically assume the shape of a lesser phoenix.
Whether they look for unicorns as they roam the wild, have
spent their youth among them, or now try to protect them,
Lesser Phoenix the druids of the Circle of Unicorns share the beliefs and ideals
Large monstrosity, neutral good
that unicorns symbolize. The druids of the circle of unicorns
prioritize healing and the protection of living things. They
Armor Class 15 (natural armor) travel around the wild in search of creatures to whom they can
Hit Points 27 (5d8 + 5) offer their help.
Speed 10 ft., fly 40 ft.

Circle Spells
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 11 (+0) Your connection to nature and devotion to unicorns allow you
to cast a variety of mostly harmless spells. At 3rd, 5th, 7th, and
9th level you gain access to circle spells as given below.
Damage Immunities fire
Once you gain access to a circle spell, you always have it
Skills Perception +5 prepared, and it doesn’t count against the number of spells
Senses darkvision 60 ft., passive Perception 15 you can prepare each day. If you gain access to a spell that
Languages - doesn’t appear on the druid spell list, the spell is nonetheless a
druid spell for you.
Challenge 2 (450 XP)

Flaming Fortitude. If damage reduces the lesser phoenix to 0 hit


points, it must make a Constitution saving throw with a DC of 5 +
the damage taken. On a success, the phoenix drops to 1 hit point
instead.

ACTIONS
Multiattack. The lesser phoenix makes two melee weapon attacks;
one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6
+ 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) slashing damage plus 3 (1d6) fire damage.

Resurrection of the Phoenix


Starting at 14th level, you have resistance to fire damage.
In addition, when you drop to 0 hit points, you can choose to
burst into flames and turn to ashes. Each creature within 5 feet
of you must make a Dexterity saving throw. On a failed save,
a creature takes 4d4 fire damage. On a successful save, the
damage is halved.
Then, you are reborn from your ashes. At the start of your
next turn, you reappear in the last unoccupied space you were
in with 7d8 hit points.
Once you use this feature, you must finish a long rest to use
it again.

50
Circle of Unicorns Spells
Druid Level Spells
Martial
3rd aid, prayer of healing Archetypes
5th mass healing word, revivify
As honorable, holy fighters, the Anointed Warrior uses prayers
7th death ward, reflecting ward* and sacred oils, and the Iron Bulwark is an unbreakable
protector in the face of evil. The Glorious Combatant seeks
9th golden fog*, mass cure wounds triumph in battle and the Holy Knight is a warrior blessed by
the divine.

Horned Form
Anointed Warrior
When you choose this circle at 2nd level, you gain the ability
to assume a specific form, unique to the circle of unicorns.
You can use your Wild Shape feature to transform into your
horned form.
A unicorn horn protrudes from your forehead, your feet Anointed Warriors enhance their martial prowess using the
become hooves, your skin and hair change to colors of your divine powers of celestial prayers and sacred alchemical
choosing, and you start to glimmer. mixtures. Some alchemists and spiritual mystics can have the
While you are transformed, the following rules apply: recipes of such mixtures and texts of prayer, and they may
teach anointed warriors their methods of anointing. Whether
• Your speed increases by 10 feet.
you found them in the ruins of a lost temple, learned them
• You can cast the cure wounds spell as if you use a spell slot from a mystic, or met a celestial in person, you studied the art
of one level higher than the spell slot you expend. of anointing yourself, your equipment, and your allies as an
• You have a shimmering ward on you. You have a +2 bonus anointed warrior.
to AC.
• You can use your bonus action to place a shimmering
ward on a creature within 60 feet of you. The creature
gains a +2 bonus to AC for 1 minute. When you place a
shimmering ward on another creature, the first creature
loses its shimmering ward. Starting at 10th level, you can
place shimmering wards on multiple creatures.

Unicorn’s Favor
Starting at 6th level, you have advantage on saving throws
against spells and other magical effects.

Healing Seed
At 10th level, you gain the superior ability to place a seed of
magic within the shimmering wards you provide. When a
creature with your shimmering ward on them takes damage,
every creature with a shimmering ward on them within 30 feet
of the warded creature regains 1d4 hit points.

True Healing
Starting at 14th level, you are capable of fully recovering the
health of a creature. As an action, choose a living creature
within 60 feet of you. The target regains all lost hit points and
all effects that reduce the target’s hit point maximum end.
Once you use this feature, you must finish a long rest to use
it again.
51
Battle Anointment Anointed Commander
Beginning when you choose this archetype at 3rd level, you At 18th level, you learn one additional Battle Anointment.
can anoint yourself before combat. As an action, you recite a Choose one of the following options.
short prayer and douse yourself in oils. When you do so, you
Divine Body. You gain resistance to one damage type of your
gain one of the following benefits of your choice for 1 minute;
choice.
Angelic Body. You gain resistance to necrotic damage.
Eyes of Heaven. You gain the benefits of the detect evil and Divine Might. You gain the benefits of the
good or see invisibility spells (one of your choice). might of the divine ruler (p. 178) spell.
Holy Might. You gain the benefits of the enlarge/reduce spell. Eyes of the Divine. You gain truesight out to a range of 30
Holy Warrior. Your next use of Indomitable and Second feet.
Wind features within the duration does not work against the
number of usages you have.
Once you use this feature, you must take a long rest to use it Glorious Combatant
again. You can use this feature twice at 10th level, and thrice
at 15th level.

Bonus Language All fighters are trained to fight, to wield weapons, and to
show prowess. The distinctive quality of a Glorious Combatant
At 3rd level, you can speak, read, and write Celestial. is their will to act; unhindered even in the face of ineffable
horror. For a glorious combatant, victory can only be achieved
with zero casualties.
Anoint Weapon
Starting at 7th level, you can anoint your weapon. As an Antiphobia
action, you douse your weapon in sacred oils or decorate it
with papers that have prayers on them. When you do so, the
weapon gains one of the following benefits of your choice for 1 At 3rd level, you learn to fight your fears even when you are
minute; unable to overcome them. While frightened, you can willingly
move closer to the source of your fear. Additionally, spells and
Consecrated Weapon. Attacks against evil-aligned creatures
magical effects can’t dictate your actions if they require you to
are made with advantage while using this weapon.
be frightened.
Vengeance of Heaven. Successful attacks made with this
Starting at 18th level, you are immune to being frightened.
weapon deal an extra 1d8 radiant damage. This damage
increases to 2d8 at 10th level.
If another creature holds the weapon, the effects end.
Once you use this feature, you must take a short or long rest Resolved Ally
to use it again. You can use this feature twice at 10th level, and
thrice at 15th level. Beginning at 3rd level, spells and magical effects can’t force
you to harm other creatures without your consent. If a spell
or magical effect forces you to harm a creature, you take no
Holy Residue action instead.
Starting at 18th level, you are also immune to being
At 10th level, your weapon attacks become magical and charmed.
you gain resistance to necrotic damage owing to the divine
residues of constant anointments. When you use the Angelic
Body feature, you gain immunity to necrotic damage. Unwavering Defence
Starting at 3rd level, you can defend yourself effectively
Anoint Other against weapon attacks. When you take damage from a weapon
attack, you can use your reaction to roll a d6 and reduce the
Starting at 15th level, you can use the Battle Anointment and damage by the number rolled.
Anoint Weapon features on others within 5 feet of you and
their weapons, just as you use them on yourself and your own The die becomes d8 at 7th, d10 at 15th, d12 at 18th level.
weapons.
Combat Stamina
With every strike you land, you sustain your will to fight.
52
Starting at 7th level, you gain a +2 bonus to your weapon
damage and every time you deal damage to an opponent with
Will and Glory
a weapon attack, you regain 1 hit point. You can’t benefit from
this feature against a creature that is not fighting back. At 15th level, you learn to act in dire situations in ways
At 13th level, you start to regain 2 hit points instead of 1. At you previously couldn’t. When you are aware of a friendly
18th level, the weapon damage bonus increases to +4 and you creature being harmed by a hostile creature or being in need
start to regain 3 hit points instead of 2. of immediate assistance in a possibly fatal situation, all spells
and magical effects on you that restrict your movement end.
The GM determines whether or not you can benefit from this
Will of the Fallen feature.

Starting at 10th level, every fallen ally gives you the Holy Knight
determination you need to defeat your enemies. When an
ally that you can see or hear drops to 0 hit points for the
first time during an encounter, you gain a +1 bonus to your
weapon attack rolls and 10 temporary hit points for 1 minute.
If more allies drop to 0 hit points during this time, you gain a
+1 bonus to your weapon attack rolls for each of them, up to a The realms are full of benevolent clerics, paladins, feys,
maximum of +5. celestials, and other creatures and organizations that have
some relation to the forces of good. These creatures and
organizations value different aspects of goodness and seek
to protect their values as well as creatures, relics, and sacred
places that represent these values.
These creatures, places, and relics are usually guarded by
soldiers and specialists devoted to the ideas they represent.
However, there are times when even their protection falls
short. In such cases, blessed knights in golden armors answer
their calls.
Such blessed warriors are called Holy Knights. These fighters
with angelic powers are usually accompanied by celestial
squires or steeds. Their indiscriminate approach earns the
blessings of the people, which in turn empowers their arsenal,
allowing their good deeds to grow greater.
Holy knights live by a code of conduct, in which every good
value is of equal importance. They have the sacred duty of
helping anyone and anything, so long as they harbor goodness
within. As long as they don’t stray from their code, a holy
knight is free to do as they wish. While some find their calling
with clergies, serving the holy people of a sacred place, others
travel the world in search of more people to assist.

BECOMING A HOLY KNIGHT

A fighter can become a holy knight in several ways


including but not limited to:
• A powerful cleric, paladin, or paragon can grant
the fighter sacred powers through a blessed
ritual.
• The fighter can be exposed to radiant energies in
a location having to do with celestials.
• The fighter can find a relic that somehow
instructs them on the path of the holy knight, and
shows them how to perform the necessary rituals.
It should be kept in mind that the options listed
above are meant to act as suggestions to inspire both
53
the players and the GM. Feel free to find other ways to Blessed Armor. You have advantage on Charisma
transform a character into a holy knight in order to (Persuasion) checks.
spice up your game, drawing from the above. Blessed Weapon. This weapon sheds bright light in a 10-foot
radius while there is an evil creature within 90 feet of you.

Blessed by the Masses Sacred Steed


At 3rd level, good forces award you with a mighty steed. This
The quality of their armor and weapons is what usually gives a
mount is usually a celestial warhorse (p. 235), however, your
combatant an edge, but the winner is determined by the valor
GM can choose to appoint a different celestial as a mount as
in the hearts of the individuals. In the case of holy knights,
well.
their quality of character determines the quality of their
equipment. They grow in power through their good deeds and As an action, you can magically summon your mount or
the gratitude they receive in return, each of which empowers send it back to its regular dwelling place, which is somewhere
their arsenal. in the lands of life and illumination. When summoned, it
appears in an unoccupied space within 5 feet of you, or in the
Starting at 3rd level, the blessings you receive empower
unoccupied space closest to you if there is none within 5 feet.
your equipment. When you wield a nonmagical weapon or
Each time the mount is summoned, it appears with full health,
finish donning nonmagical armor for the first time, choose a
no conditions affecting it, and any gear it was carrying when it
bonus to grant your equipment. If you doff your armor or stop
was last sent back to its dwelling.
holding your weapon, the bonuses granted by this feature are
lost. The celestial warhorse disappears when it dies or when
you dismiss it, dropping any equipment it was carrying. As an
Each time you gain archetype features from this archetype,
action, you can summon it again.
two more bonuses will be available to you as described at the
end of each feature. You can apply only one bonus to each Riding Outfit. You have advantage on Dexterity saving
piece of equipment. throws while riding a mount.
Flexible Weapons. You have advantage on attack rolls made
with this weapon while riding a mount.

Celestial Squire
Starting at 7th level, you can conduct a 1-hour long ritual
to summon and bond with a willing celestial squire (p. 234).
You can have only one squire at a time and it tries to fulfill
the commands you issue to it, as long as they are morally
acceptable. If your command is not morally acceptable, the
squire will tell you so.
As an action, you can magically summon your
celestial squire or send it back to its home in the
lands of life and illumination. When summoned,
it appears in an unoccupied space within 5 feet of
you, or in the unoccupied space that is closest to
you if there is none within 5 feet. Each time the
squire is summoned, it appears with full health and
any gear it was carrying when it was last sent back.
When the celestial squire dies, it disappears and
journeys back to its home for its eternal rest and
drops any equipment it was carrying. In this
case, you need to summon and bond with a new
squire.
You can summon a celestial squire of
challenge rating 1 at 7th level, challenge
rating 2 at 11th level, challenge rating 3 at
13th level, and challenge rating 4 at 15th
level.
Radiant Armor. The armor
shines bright like a beacon. While

54
wearing the armor, melee attacks against you are made with weakness is determined by the GM, and can be related to
disadvantage, and ranged attacks against you are made with anything ranging from an emotion to a person or a memory.
advantage. Once you use this feature to reveal a weakness, you must
Radiant Weapon. When you hit with this weapon, it deals an finish a short or long rest to do so again.
extra 1d4 radiant damage. Divine Armor. You have a +2 bonus to your AC.
Divine Weapon. You have a +2 bonus to your attack and
damage rolls made with this weapon.
Virtuous Stand
Starting at 10th level, you can shield your allies by expelling Iron Bulwark
great amounts of the magical energy flowing through you as
a result of the many blessings you received from those you
helped.
If you are aware that you or your allies will be harmed, you
can use your reaction to get in the way, expelling inordinate
Not everyone can become a paladin, a holy warrior, or a sacred
amounts of magical energy. If you do so, attacks and spells
messenger for the divine; not everyone possesses the spiritual
coming from the direction you are facing can’t reach a 15-foot
capabilities of such blessed people. However, the most devout
cone originating from your back. You can continue to expel
among the regular folk can still commit their lives and bodies
this magical energy for up to 1 minute, unless you take an
to the service of a good temple.
action or reaction or use your movement.
There is a martial style known only to temples that
Once you use this feature, you must finish a short or long
prioritize protection, companionship and artisanship; one
rest to do so again.
that’s not even taught to paladins, only shown to the most
Flawless Armor. You have a +1 bonus to your AC. devout fighters. The first prerequisite of learning this style is
Flawless Weapon. You have a +1 bonus to your attack and to selflessly serve your deity, without wanting a single thing in
damage rolls made with this weapon. return.

Temple Wayshrine The Bulwark


At 15th level, temples start to grant you access for your All things aside, you are an artisan. You may not know how
teleportation rituals. When you come across a temple (with to forge an armor from start to finish, but you know how to
at least one enclosed space with an altar and an attendee) make small adjustments to armor, to make it fit you perfectly.
that shares in your values, you can spend 3000 gp worth of Keep in mind that these small changes are what gives one an
gold dust and perform an hour-long ritual to designate the advantage in battle.
temple as a wayshrine. Once you have designated a temple as a Starting at 3rd level, you can spend a short rest to make
wayshrine, you can teleport to it by performing an hour-long small changes to heavy armor, and have a +1 bonus to your AC
ritual as long as you are in the same plane of existence. while wearing it. This bonus increases to +2 at 10th level, and
You can designate a wayshrine once per week and you can to +3 at 18th level.
have more than one wayshrine. Once you use this feature to
teleport to a wayshrine, you need to finish a long rest to do so
again. The Mountain
Angelic Armor. You have resistance to bludgeoning,
piercing, and slashing damage from nonmagical attacks while By 7th level, you are able to stand still against seemingly
wearing the armor. unstoppable forces as a result of your long, strenuous efforts.
Angelic Weapon. The extra radiant damage dealt by the Owing to this discipline, you are immovable by ordinary
Radiant Weapon feature increases to 2d4. means.
Starting at 7th level, you can’t be pulled, pushed, shoved,
knocked prone, dragged, or carried by another creature
Revelation (unless you are willing) so long as the creature is not two or
more size categories larger than you.
Starting from 18th level, you can reveal the true evil hiding
behind pretty masks. As an action, you choose a creature
within 120 feet of you that you can see and mark it for 1 Forceful Confrontation
minute. Any illusions affecting the marked creature end and
its true form can be seen by anyone, as if everyone looking At 10th level, you have complete mastery over heavy melee
at it had truesight. In addition, any weakness possessed by weapons. When you hit with a melee weapon attack using a
the marked creature is revealed to all who can see it. The heavy weapon, the target must succeed on a Strength saving

55
throw (DC equal to 8 + your Proficiency + your Strength At 18th level, you master the technique of your martial
modifier) or be knocked prone. path. As an action, you can use this feature to make a single
melee weapon attack with a heavy weapon. If the attack hits,
the target takes 110 damage of the weapon’s damage type.
Wall of Metal This damage ignores the target’s resistances, but not its
immunities. When you use this feature, you can’t take a bonus
Your posture and stance enable you to protect your allies action or a reaction until the start of your next turn, and you
from incoming harm. While standing in harm’s way, being can’t use it again until you finish a long rest.
aware of the consequences is nearly impossible to more feeble
minds, but your unwavering code of honor allows you to do so
without regret.
Beginning at 15th level, you can provide total cover to allies
Monk
of the same size category or smaller.
Traditions
Devastating Strike The monks in these pages seek heavenly enlightenment. On
the Way of Angels, one trains with angelic discipline; while on
the Way of Cardinal virtues one becomes the embodiment of
You trained for many years to adjust your posture, to stay
the virtues they represent. The Way of Pilgrimage concerns
still against immense forces, to show resistance against the
endurance required for a life on the road.
hardest challenges, and to master your equipment. And all
this training was to learn one technique that can defeat the
mightiest of them all.
Way of Angels

Although an angel fighting is a rare sight to behold, it’s not


unheard of. The masters of various monastic traditions that
witnessed such scenes retrain themselves in the search of
heavenly perfection. They experiment with their styles to find
the most efficient and elegant moves, and by doing so, they try
to resemble angels.
One follows the Way of Angels to unlock the heavenly ki
that resides in every mortal soul. Of all monk traditions,
the way of angels may require the most discipline.

Golden Rings
Starting when you choose this tradition at 3rd
level, you can materialize your ki in the form of
large golden rings. As a bonus action, you can spend
ki points to create golden rings on your wrist. You can
spend 1 ki point to create a golden ring on each wrist. At
11th level, you can spend up to 2 ki points to create up to two
golden rings on each wrist. At 20th level, you can spend up to 3
ki points to create up to three golden rings on each wrist. The
rings disappear after 1 minute.
While you have a golden ring on your wrist, your successful
unarmed attacks or your attacks made with monk weapons
deal 1 extra radiant damage. In addition, on each hit, the
extra radiant damage is doubled until the start of your next
turn. For example, if you make four unarmed attacks against a
creature and three of them are successful, your first successful
attack deals 1 extra radiant damage, your second successful
attack deals 2 extra radiant damage, and your third successful
attack deals 4 extra radiant damage.

56
While you have two rings on each wrist, the extra damage use the following benefits. The limitations to the durations of
increases to 2. While you have three rings on each wrist, the the following features are determined by those in the Golden
extra damage increases to 3. Rings feature.
Blessing of the Heavenly Ki. As an action, you can spend (at
least) 2 ki points to share (at least) two of your golden rings
Ki Treatment (one from each arm) with an ally of your choice within 100
feet of you. When you do, the golden rings disappear from
Beginning at 6th level, whenever you spend ki points, you your wrists and reappear on those of your ally. You can choose
regain 3 hit points per ki point spent. to share your golden rings with multiple allies by spending
additional ki points. Every ally with two golden rings gains
20 temporary hit points and a +1 bonus to AC. Every ally that
Superior Deflect has a golden ring deals an extra 1 radiant damage with melee
weapon attacks (the additional damage is doubled in the same
way as in the Golden Rings feature). You cannot give more
Starting at 11th level, you can use your reaction to deflect
than two rings to the same ally within the duration.
harm when you are hit by a melee weapon attack or a spell
attack. When you do so, the damage you take from the attack While you are using your golden rings in this way, you
is reduced by 1d10 + your Dexterity modifier + your monk can’t benefit from their damage bonus. You can call back any
level. number of rings (in multiples of two) as a bonus action.
Golden Celestial Gardens of Heavenly Legion. As a bonus
action, you can spend 2 ki points to take two golden rings off
Heavenly Ki your wrist and place them on the ground, completely covering
a 15-foot radius with gold. Silver and golden flowers bloom in
the area, and the smell of heavenly incense fills the air. You
Absolute control over your ki enables you to unlock the secrets
can spend 2 additional ki points to place two more golden
of heavenly ki, which sustains, protects, and empowers you.
rings on the ground, and the radius of the area increases by 10
Starting at 17th level, you no longer need to breathe to feet per every two golden rings taken off. The allies in the area
stay alive and you can’t die of old age. In addition, you can gain the resistances and immunities you have. While in the
area you can also use your action to expend 1 to 10 ki points,
and have an ally of your choice that is also within the area
regain 1d10 hit points per ki points spent.
While you are using your golden rings in this way, you can’t
benefit from their damage bonus. You can call back any
number of rings (in multiples of two) as a bonus action.
Wall of Golden Rings. As a bonus action, you can
throw two golden rings, one from each wrist, at two
different unoccupied spaces in a 60-foot radius by
expending 2 ki points. These golden rings form
30-foot-high radiant force walls with all other
golden rings within 10 feet of them.
Nothing can physically pass through the
wall. It is immune to all damage and can’t
be dispelled by the dispel magic spell. A
disintegrate spell instantly destroys the wall
and the golden rings return to you. The wall
also extends into the Ethereal Plane, blocking
ethereal travel through the wall.
While you are using your golden rings in
this way, you can’t benefit from their damage
bonus. You can call back any number of rings
(in multiples of two) as a bonus action.

57
In addition, at 11th level, you can spend 5 ki points to pass
Way of judgment on a creature until the end of your next turn. When
you do so, your allies within 30 feet of you can deal radiant
Cardinal Virtues damage to the creature being judged by you.

Every devoted creature wants to follow the same path as the


Mortal Fortitude
divinity they worship and to be their likeness among mortals.
Those who seek to follow paths of righteousness usually find Starting at 6th level, you begin to see that your resilience
common ground in some sacred cardinal virtues. As a monk allows you to be a shining example of how nothing can bring
trains to become a fighter for all that is good, these cardinal the righteous down. When you are hit with an attack, you can
virtues act as a guide. In time, these virtues not only become use your reaction to spend 3 ki points and reduce the damage
their lifestyle, but also line the path they are to walk. The Way you take by 1d6. At 10th level, you can spend 5 ki points to
of Cardinal Virtues represents the very best in all monks and reduce the damage you take by 2d6 and at 14th level, you can
through these virtues, a monk becomes their best version. spend 7 ki points to reduce the damage you take by 3d6.

Fists of Justice Prudent Fighting


When you choose this way at 3rd level, you realize that justice Starting at 11th level, you are a master of when and how to
is the most important virtue separating good from evil. You act in combat. When a creature within your reach attacks you,
fuel your soul with righteous thoughts and fill your attacks you can use your reaction to make a melee attack against the
with the just power of the divine. While attacking evil-aligned attacker. If you hit, you hit the attacker before it can hit you
creatures, you can choose to deal radiant damage instead of and stop the attack, taking no damage.
the type normally dealt by the attack. You can use this feature a number of times equal to your
proficiency bonus. You regain any expended uses when you
finish a long rest.

Full Temperance
At 17th level, you gain full control over your body and your
mind. Thus, your soul and body can’t be tampered with unless
you allow them to be. Your vitality endures against any magic
that consumes and rots your life essence. You are immune to
any necromancy spell unless you are willing.
In addition, you spend one less ki point for all the features
that require you to spend ki points. This feature doesn’t apply
to those that require 1 ki point.

Way of the Pilgrims

You are a pilgrim monk. You are among the most


committed people to ever walk the earth.
A sacred search. Yours is a life dedicated to a sacred
search. Whether you seek holy grounds, an ancient
statue, or a field kept sacred by your ancestors, what
you are really after is a sense of inner peace.
You must determine what you are searching for. It
might be a place, a landmark, or even a concept such
as justice or love. Discuss it with your GM to decide
on what would best suit the campaign and your
character.

58
A sacred oath. You are a pilgrim in search of something In addition, if both attacks of the Flurry of Blows hit, the target
most important, most valuable, and most sacred to you. You must succeed on a Constitution saving throw against your ki
thus hold yourself up to an oath you’ve made yourself take; save DC or be stunned until the end of its next turn.
you shall find what you’re looking for or perish on the way.

Aura of the Blessed


The Traveler
Starting at 6th level, you emanate an invisible holy aura in
When you choose this archetype at 3rd level, you commit a 30-foot radius centered on you. Your aura provides your
your life to finding what you seek, and to wander where you allies with relief. The aura can be detected by the Divine Sense
may until you do. Your body thus adapts to the harshest of feature, the detect evil and good spell, and truesight.
conditions. You gain proficiency in Constitution saving throws. Your allies have advantage on saving throws against being
You can also choose to have advantage on a Constitution charmed and frightened.
check. You can use this feature thrice, and regain any
expended uses when you finish a long rest.
Aura of the Anointed
Sanctified Body Starting at 11th level, your Aura of the Blessed grows in
strength.
Starting at 3rd level, your holy pilgrimage is blessed by the Any spell or magical effect that heals an ally is more
divine. When you hit a creature using the Flurry of Blows effective within your aura, which allows your allies to regain a
feature, you can spend 1 additional ki point to deafen or blind number of extra hit points equal to your Wisdom modifier.
the target. The target is deafened or blinded (one of your
In addition, you and your allies within the aura have
choice) until the end of its next turn.
advantage on saving throws against spells and other magical
effects.

Aura of the Pilgrim


When you reach 17th level, unless you take a hostile action
against a target, you emanate a holy aura that keeps the
creatures within 30 feet of you calm. If you take a hostile
action, the aura disappears, and reappears at the start of your
next turn.
Each creature within the aura must make a Wisdom saving
throw (DC equals 8 + your Monk level) before attacking or
casting a harmful spell. On a failed save, creatures cannot
attack. On a successful save, they can attack normally.

Paladin
Oaths
Paladins of this book are direct representatives of heavenly
entities, their temples, or their religions. They are equipped
with angelic might and act on behalf of their deities. The
Oath of Righteousness pursues a righteous campaign against
evil, a Templar is the protector of the temple and provides
unmatched support to their allies, and a Zealot is the enemy of
all who oppose their deity.

59
Passion. Never let your enemies take away your zeal. Always
Oath of go after what you think is right.
Righteousness Patience. Don’t act in anger. Think before you act.
Truth. Always seek the truth, even if it is to your detriment.

The Oath of Righteousness binds a paladin to honor, justice, Oath Spells


order, and all other concepts encompassed by righteousness.
They pursue the greater good. They are knights who help You gain oath spells at the paladin levels listed.
those in need and the enemies of all that is dishonorable. They
worship the good gods of honor, justice, and law. They have
no fear in the face of injustice, even if that means they have to Oath of Righteousness Spells
fight the entire world.
Paladin Level Spells

3rd command, compelled duel


Tenets of Righteousness
5th warding bond, zone of truth
Paladins that take the Oath of Righteousness may follow 9th dispel magic, tongues
different ideals, but they all share the following tenets.
13th banishment, enhance perception*

17th geas, sinner’s mark*

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Ally of the Righteous. As an action, you present your holy
symbol and speak a prayer. A number of allies of your choice
up to your Charisma modifier (minimum of one ally) within 30
feet of you regains 1d8 hit points.
When you reach 10th level in this class, the amount of hit
points regained in this way increases to 2d8.
Righteous Fire. As an action, you can imbue a number of
weapons up to your Charisma modifier (minimum of one
weapon) that you or your allies within 30 feet of you are
wielding, with the fire of righteousness. Until the end of your
and your allies’ next turn, these weapons deal an extra 1d4 fire
damage on a hit.
When you reach 10th level in this class, the extra fire
damage increases to 1d8.

Aura of the Righteous


Starting at 7th level, you and your allies within 10 feet of you
deal extra fire or radiant damage (one of your choice) equal
to your Charisma modifier (minimum of one damage) on
successful weapon attacks, and have advantage on Wisdom
(Insight) and Charisma (Persuasion) checks.

Enemy of all Dishonorable


Beginning at 15th level, you have a +2 bonus to your weapon
attack rolls.

60
You can also use an action to make a single weapon attack of the same sort. Carrying and presenting them can prove that
using this feature, forfeiting the additional attacks you can you are a templar.
make with a bonus action and the Extra Attack feature. When
you do so, you cannot have disadvantage on the attack roll,
and on a hit, the target cannot take reactions until the start of Oath Spells
its next turn.
You gain oath spells at the paladin levels listed.
Might of the Righteous
Templar Spells
At 20th level, you can cast the might of the divine ruler (p. 178) Paladin Level Spells
spell without expending a spell slot and requiring no spell
components. 3rd bless, guiding bolt
You always have this spell prepared, and it doesn’t count
5th silence, zone of truth
against the number of spells you can prepare each day. Also,
each time you cast this spell, you regain 20 hit points. 9th daylight, spirit guardians
Once you use this feature, you must finish a long rest to use
13th divination, guardian of faith
it again.
17th commune, hallow

Templar

The templar is a paladin educated by the temple of their deity.


They are temple knights who act according to the dogmas
of their temple and who carry their holy symbol with pride
wherever they go. Templars are trained to withstand any foe,
and to help their allies in any way they can without an ounce
of fear in their hearts. Their presence comforts allies and
makes enemies stagger.

Tenets of Templar
Though the disciplines and dogmas of different temples vary,
templars generally share these tenets.
Faith. Be faithful, for your faith is your shield.
Loyalty. Be loyal, for the temple and your allies are your
weapons.
Unwavering. Do not fear, for you have the divine on your
side.

Templar and the Temple


Since a templar is trained by a temple, GMs would be advised
to have a templar receive quests from the temple, even after
they leave the temple to wander where they may. In addition,
creating NPCs you know from the temple by working with the
GM can add extra flavor to your game.
It should also be kept in mind that templars are respected
members of their temple, and are usually offered help or
shelter by other members of the same temple.
Temples generally provide their templars with special
tokens such as badges, holy texts, ritual swords, or other items
61
Channel Divinity Zealot
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Hand of Temple. As an action, you present your holy symbol The Zealot is both a paladin and a master orator, trained in
and shed bright light in a 30-foot radius. Up to five allies of religious teachings, as well as in the arts of battle. However,
your choice in the area regain 1 hit point at the end of each of their most prominent feature is their unwavering faith. They
their turns for 1 minute. follow the teachings of their religion and strictly adhere to
Will of Temple. As an action, you present your holy symbol them, no matter who stands in their way. Heretics and infidels
and shed bright light in a 30-foot radius. Each ally in the area are their mortal enemies. A Zealot’s presence is proof of the
can repeat one saving throw of their choice within the next might of their deity and a good reason to feel fear.
minute. The saving throw must be repeated before the GM
declares the result of the first roll.
Tenets of Zealot
Aura of Temple Although the religious teachings of different deities vary,
zealots share the following tenets:
Starting at 7th level, you constantly emanate a protective aura Divine Might. Your deity will always have enemies, and you
that mirrors the divine might of your temple. The damage shall always be prepared to do battle with them.
taken by you and friendly creatures within 10 feet of you from
God’s Kingdom. You will rule god’s kingdom with wisdom
spell and weapon attacks is reduced by 2.
and strength.
At 18th level, the range of this aura increases to 30 feet, and
True Path. Your path is true, and all who defy it are infidels.
the reduction of damage increases to 4.

Temple’s Favorite Soul Oath Spells


You gain oath spells at the paladin levels listed below:
Beginning at 15th level, you are always under the effects of a
heroism spell. The spell grants you 7 temporary hit points at
the start of each of your turns. The number of temporary hit Zealot Spells
points you gain in this way does not change, as the spell is
directly cast by divine forces. Paladin Level Spells

3rd bane, detect magic


High Templar 5th flame blade, pass without trace

9th bestow curse, protection from energy


At 20th level, you become one of the most well-known
individuals of your temple. Your temple grants you the 13th confusion, freedom of movement
highest-ranking title possible: High Templar. Now, others
can undoubtedly sense the presence of your deity within you. 17th hallow, planar binding
You shed bright light in a 10-foot radius, and dim light for
an additional 10 feet. If you completely cover yourself with
something opaque, the light is blocked. Dedicated Faithful
Additionally, you can use your action to emanate a divine
aura of a 30-foot radius centered on you for 1 minute. The aura Nothing shall stand between you and your faith.
moves with you, remaining centered on you. An enemy within Starting at 3rd level, your deity bestows a portion of its
the aura takes a -4 penalty to its ability checks, attack rolls, divine power upon you. You gain a pool of points called
and saving throws. Faith Points, and it is equal to your paladin level plus your
Once you use this feature, you can’t use it again until you proficiency bonus.
finish a long rest. You can use faith points to cast spells or to use paladin class
features that require you to expend spell slots (such as Divine
Smite). The number of faith points required to do so is equal to
twice the level of the spell slot.
You regain all expended faith points when you finish a long
rest.

62
At 10th level, the range and the number of creatures you can
Channel Divinity target with this feature are doubled.
Turn the Heretic. As an action, you present your holy symbol
Others shall heed your call or perish. and speak a prayer. Each enemy that does not worship your
When you become a zealot at 3rd level, you gain the deity that can see or hear you within 30 feet of you must make
following two Channel Divinity options: a Wisdom saving throw. A creature that fails its saving throw
Call of the Zealot. By using this option, you can incite fear, is turned for 1 minute or until it takes damage.
hope, or rage within people. A turned creature must spend its turns trying to move as far
As an action, you quote the teachings of your deity and away from you as it can, and it can’t willingly move to a space
incite fear, hope, or rage within your audience. Choose within 30 feet of you. It also can’t take reactions. For its action,
a number of creatures equal to your Charisma modifier it can only use the Dash action or try to escape from an effect
(minimum of one creature) that can hear you, within 30 preventing it from moving. If there’s nowhere to move, the
feet of you. The targets are charmed, frightened, affected creature can use the Dodge action.
by the bless spell, or affected by the bane spell (one of your
choice). If a target is unwilling, it can resist the effect with a
successful Charisma saving throw. These spells do not require Eyes of the Faithful
concentration when they are cast using this feature.
Nothing shall escape your eyes.
Starting at 7th level, when you or a friendly creature within
10 feet of you hits a creature with a weapon attack, the target
sheds bright light in a 10-foot radius, melee weapon attacks
against it are made with advantage, it becomes visible and
cannot benefit from being invisible, and it automatically fails
Dexterity (Stealth) checks until the end of its next turn. You
choose the color of the light. Both you and friendly creatures
can choose not to use this feature.

Will of the Zealot


None shall turn you from your path.
Beginning at 15th level, you have advantage on saving
throws against enchantment and illusion spells.

Shadow of the Divine


You shall turn terrible defeats into the greatest victories.
Starting at 20th level, you can reroll an ability check, attack
roll, damage roll, or saving throw. You can do so after you
make the roll and after the GM declares the result. You can
choose which roll to use.
Also, when a creature with truesight looks at you, it sees one
of the humongous ethereal hands of your deity reaching out
from the sky to protect and guide you.
You can use this feature a number of times equal to your
Charisma modifier (minimum of twice). You regain any
expended uses when you finish a long rest.

63
Ranger Sense Evil
Conclaves Beginning when you choose this archetype at 3rd level, you
become more sensitive to the presence of evil near you.
You can use your action to sense if there is any evil-aligned
The rangers in this book, quite simply, hunt evil. An Evil
creature within 60 feet of you. However, you cannot sense its
Slayer learns about their enemies, studies their powers and
exact distance, direction, or the number of companions it may
weaknesses, and develops effective methods of defeating
have with it.
them. A Holy Messenger acts as a divine emissary, delivering
the words of deities to mortals. A Keeper of Light is chosen by Starting at 11th level, you can use this feature to pinpoint
light itself as a companion, and together, they develop new evil creatures within 60 feet of you.
ways of fighting evil. Once you use this feature, you must finish a short or long
rest to use it again.

Evil Slayer Slay Evil


Starting at 3rd level, you can benefit from the slightest of
opportunities to strike your enemies. When an evil creature
within your reach misses you with an attack, you can use your
You are a zealous hunter of evil masters and their minions. reaction to make a melee weapon attack as an opportunity
An Evil Slayer searches for all kinds of evil and excels at both attack.
drawing them out and slaying them. Evil slayers are destined
to become the heroes of glorious legends, even if some of them
are crushed beneath the feet of evil and are forgotten in the
dusty pages of history.
Know Thy Enemy
Also starting at 3rd level, you are able to categorize the
enemies you encounter and jot down their strengths and
weaknesses. In time, you gain the ability to do research
about your potential enemies, learning about their methods
and preparing accordingly in advance (by crafting special
mixtures, buying specific spell scrolls etc.).
Each time you gain a level in this class, you add an enemy
to your list, called the List of Righteous Hunt. These enemies
should be specific such as the cultists of a demon lord, the
minions of a lich, or the thralls of an ancient evil. To elaborate,
the undead or fiends cannot be declared enemies as they are
too general as categories. However, the enemies you choose
with the Favored Enemy feature are also on this list.
When you hit a creature on the list with a weapon
attack, it takes an extra 1d8 damage.
You and others can use your List of Righteous
Hunt as a sourcebook in hunting down enemies,
which grants advantage on Intelligence (Arcana,
History, Nature, Religion) checks.

Escaping the Evil


Starting at 7th level, evil creatures have disadvantage
on opportunity attack rolls made against you. If the
creature is on your List of Righteous Hunt, it cannot
make an opportunity attack against you.

No Mercy to Evil
Starting at 11th level, you do not let evil escape. On each
64
of your turns, you can make your first opportunity attack,
requiring no action of any kind.
Holy Messenger Magic
In addition, you have advantage on weapon attack rolls
against the enemies on your List of Righteous Hunt. Starting at 3rd level, you learn an additional spell when
you reach certain levels in this class, as shown in the Holy
Messenger Spells table. The spell counts as a ranger spell for
Out of Evil’s Reach you, but it doesn’t count against the number of ranger spells
you know.

Starting at 15th level, you can magically protect yourself


against the attacks of evil. When you take damage from an Holy Messenger Spells
attack or an effect by an evil source, you can halve the damage
Ranger Level Spells
as a reaction.
Once you use this feature, you must finish a short or long 3rd radiant wayfinder*
rest to use it again.
5th prayer of healing

9th beacon of hope


Holy Messenger
13th guardian of faith

17th blood of a saint*

Holy Messengers are the chosen couriers of divine forces. Armor of the Messenger
They carry their divine words to mortals and sometimes to
other deities. Holy messengers are known for their speed and
their iconic, shining armor. Usually, they receive word of their At 3rd level, divine forces bless you with a spectral-looking,
divine purpose in their dreams or visions, and start spreading shining armor to help you in your journeys. As an action, you
the divine word as fast as they can. People in some places can summon the Armor of the Messenger onto yourself or
believe that a visit by a holy messenger brings good harvest, dismiss it. You can also summon this armor on top of another
but this is simply not true. armor since the Armor of the Messenger doesn’t provide
AC. The armor sheds bright light in a 5-foot radius and dim

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light for an additional 5 feet. You can work with your GM to
determine the appearance of your armor. When you summon Keeper of Light
the Armor of the Messenger, you gain one of the following
benefits of your choice;
Celerity of the Unicorn. The armor’s leg pieces flash a bright
light, and your speed increases by 20 feet for 1 hour. Having a strong sense of enmity against darkness, some
Flight of the Pegasus. The armor’s back piece flashes with rangers choose to hunt evil creatures of the night. Be-it a
light, and translucent pegasus wings sprout from it. You gain a celestial, a good spirit of nature, or another force, some form
flying speed of 30 feet for 1 hour. of magical light notices such a ranger and reaches out to them.
Rush of the Shark. An armor made of fin-like translucent The ranger and the light form a connection, and the light
pieces extends around you, granting you a swimming speed of starts following the ranger like a companion, circling them in
30 feet for 1 hour. the shape of a shining ball.
Once you use this feature, you can’t use it again until you
finish a long rest. When you reach 10th level in this class, you
can use this feature twice.
The Shining Companion
At 3rd level, a ball of shining light attaches itself to you and
Messenger’s Fury you develop a bond with it. As a bonus action, you can call the
light to appear right next to you, in your space.
At 7th level, your attacks clear the way against heretics. When The ball of light is the same size as your head. It sheds bright
you hit a creature with a weapon attack, you can choose to light out to a range of 30 feet and dim light to an additional 30
deal radiant damage instead of the damage normally dealt feet.
by the attack. If you choose to use this feature against your Once on each of your turns, when you hit a target with a
favored enemy, the target takes an extra 1d6 radiant damage. weapon attack, the ball of light also hits the target with a ray
You can use this feature a number of times equal to your of light, dealing 1d4 radiant damage. This damage increases to
proficiency bonus. You regain any expended uses when you 1d8 at 11th level.
finish a long rest. The ball of light remains until you send it back as a bonus
action or until you fall unconscious.

Unknown Gospel
Keeper of Light Spells
At 11th level, as you carry the will and the words of the divine,
you memorize some of them. As an action, you can shout out Also starting at 3rd level, you learn an additional spell of 1st
a single word granted to you by your deity that isn’t in any level or higher when you reach certain levels in this class, as
known language. When you do so, each evil-aligned creature shown in the following table. Each spell counts as a ranger
that can hear you within 30 feet of you must make a Wisdom spell for you, but it doesn’t count against the number of ranger
saving throw. On a failed save, a creature takes 3d6 psychic spells you know.
damage and is frightened of you for 1 minute. On a successful
save, the damage is halved and the creature isn’t frightened. Keeper of the Light Spells
Once you use this feature, you can’t use it again until you
finish a short or long rest. Ranger Level Spells

3rd guiding bolt


The Sacred Envoy 5th continual flame

9th daylight
At 15th level, your abilities as a messenger are heard across
the heavens and the divine reward your prowess accordingly: 13th death ward
• Armor of the Messenger sheds bright light in a 10-foot
radius and dim light for an additional 10 feet. 17th flame strike
• You can use the feature of Armor of the Messenger for an
unlimited amount of time and you can gain all the benefits
of it instead of one if you choose to do so. Lightplosion
• Your movement doesn’t provoke any opportunity attacks.
Beginning at 7th level, you can cause the light you call to
• Once per week, you can cast the plane shift and teleport
explode, requiring no action. Creatures of your choice within
spells, requiring no material components.
10 feet of you that can see the explosion take 1d8 radiant
damage and must succeed on a Constitution saving throw

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against your spell save DC or become blinded for 1 minute.
A target can repeat the saving throw at the end of each of its
One With the Light
turns, ending the effect on itself on a success.
When you use this feature, the ball of light disappears and When you reach 15th level, you gain the ability to become one
reappears right next to you, in your space after 1 minute. with the light you share a bond with, and travel together. If
the light is next to you, you can use your bonus action to turn
You can use this feature a number of times equal to your into light and travel to an unoccupied space of your choice
Wisdom modifier (a minimum of once), and you regain any that you can see within 30 feet of you.
expended uses when you finish a long rest.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once) and regain any
Protected By Light expended uses when you finish a long rest.

At 11th level, the light that attached itself to you also provides
you with protection. As a reaction, you can cause the light to
cover your body. When you do so, you gain half cover until the
Roguish
start of your next turn.
You can use this feature a number of times equal to your
Archetypes
Wisdom modifier (a minimum of once), and you regain any
The rogues you’ll find in the pages to come serve the will
expended uses when you finish a long rest.
of the good, one way or another. A Chainbreaker abolishes
slavery, a Divine Blade is an assassin of divine will, and a
Vigilante investigates crimes and makes sure every criminal
gets what they deserve.

Chainbreaker

Not all rogues are scoundrels, shady figures who lurk in back
alleys, assassins, or wrong-doers… Some who understand
the value of such things as honesty, innocence, and freedom
choose a much more virtuous path; one that is far removed
from that of their peers.
You understand the value of freedom and independence.
You are a freedom fighter who defends the innocent and seeks
to uphold justice. You stand against any and all in favor of
slavery and stand in the way of all who disrespect the right
of others to be free. You are, in every sense of the word, a
chainbreaker.

For Freedom
When you choose this archetype at 3rd level, your swift
fighting style keeps your enemies from slowing you down.
You have advantage on ability checks or saving throws against
being grappled, incapacitated, knocked prone, or restrained.
Opportunity attacks against you are made with
disadvantage.

Masters Shall Fall


Starting at 3rd level, you are fueled with a righteous fury
against all creatures who own slaves. You have advantage on
your attack rolls against slave masters. In addition, when you
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score a critical hit against them, you deal maximum damage.
Voice of Freedom
The GM determines whether a creature is a slave master or
not. Creatures who charm or dominate others to make them
act against their will, accept or support slavery, or act in any At 13th level, your words of wisdom favoring freedom and
other wicked way to bolster slavery can be considered a slave cursing slavery start to influence people sincerely to adapt
master. your values and fight for them. As an action, you speak your
soulful words to grant your allies within 30 feet of you that can
hear you the benefits of the freedom of movement spell. Once
Freedom Fighter you use this feature, you must finish a short or long rest to use
it again.

At 9th level, your strikes against creatures that are grappling


others get much better with practice. You have advantage Savior
on attack rolls against a creature that is grappling another
one provided that you are neither the grappler nor the one
being grappled. In addition, any hit you score against such a When you reach 17th level, you are held in high regard among
creature is a critical hit. the common folk, and are known by them as a savior and a
well-known chainbreaker who fought injustice in society . You
influence those around you. Any ally within 30 feet of you has
advantage on their ability checks or saving throws against
being grappled, incapacitated, knocked prone, or restrained.
You are immune to being grappled, knocked prone, and
restrained.
Your speed increases by 10 feet.

Divine Blade

Most assassins kill for the coin, and most thieves


work to grow in fame and fortune. Divine Blades,
on the other hand, have a divine calling. They seek
and destroy their deities’ enemies; the heretics
and infidels. Temples may employ a divine blade
following the same deity, or a divine blade can
receive visions of the targets they must vanquish
directly from their deity.
As a divine blade, you may be educated by
a temple or another divine blade, or you can
become aware of your abilities and your divine
calling in another, perhaps mystical, way.
Although most divine blades are followers of
good deities, divine blades of evil forces are not
unheard of.

The Divine Quest


A divine blade is nothing without a divine quest. You can
receive your quest from a temple, an emissary of your god, or
a vision coming directly from your deity.
This quest can concern the elimination of a cult or a specific
creature, the recovery of a precious relic from the hands of
enemies, or something completely different, so long as all its
details are approved by the GM.

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If the creature you declared a heretic is also a target given to
The Avenger you by your divine quest, the extra damage is doubled.
If you make three wrong accusations in a week or try to
When you choose this archetype at 3rd level, you are known as abuse this power by making false accusations to learn others’
“The Avenger”. Most clergies know and share the identities of intentions, your deity doubts your judgment and you cannot
the avengers who serve the same deity as they do. While this use this feature for the following week. The GM determines
allows you to receive help from your temple and the members whether you abused this power or not.
of its clergy, the same reputation also causes you to have more
enemies. You can use this feature a number of times equal to your
proficiency bonus, and you regain any expended uses when
you finish a long rest.
Bane of the Heretics
Seeker of the Heretics
Starting at 3rd level, you can use your action to declare a
creature that you can see within 30 feet of you a heretic.
At 9th level, you become an expert in snuffing out heretics.
For 1 minute, your sneak attacks deal an extra 1d4 radiant You can cast the detect evil and good, see invisibility, and zone
damage to the heretic. of truth spells, requiring no material components. Wisdom is
Since such a declaration is a serious accusation, it must be your spellcasting ability for these spells.
made carefully. On a false declaration (if the creature is not Starting at 13th level, you can also cast the locate creature
an enemy of your deity or if your deity finds your declaration spell, requiring no material components.
unjust), your attacks do not deal the extra damage because
your deity does not grant you additional power. The GM You can cast each spell once, and you regain any expended
determines whether or not your deity grants the power. uses when you finish a long rest.
When you reach certain levels in this class, the extra damage
increases: At 9th level (1d6), at 13th level (1d8), and at 17th No Sinner Runs Forever
level (1d10).

Starting at 13th level, whenever you deal your Sneak Attack


damage to a creature you accused of being a heretic with your
Bane of the Heretics feature, it must succeed on a Constitution
saving throw (DC equal to 8 + your Dexterity modifier + your
proficiency bonus) or its speed becomes 0 until the end of its
next turn.

The High Avenger


When you reach 17th level, you earn the title: “The High
Avenger”. You become one of the most feared and most
influential figures of your deity’s clergy.
Also starting at 17th level, you can use your action to
channel divine energies to overwhelm a creature that you can
see within 30 feet of you and that you declared a heretic within
the last minute. The target must succeed on a Wisdom saving
throw (DC equal to 8 + your proficiency bonus + your Wisdom
modifier) or be stunned for 1 minute. It can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a successful save.
Once you use this feature, you cannot do so again until you
finish a long rest.

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bonus), or be forced to release its hold and thus the grapple
Vigilante ends.
Innocuous Strike. When you make a successful Sneak Attack
against a creature, you can choose to deal no damage to
the creature and to reduce its speed by 10 feet for 1 minute
Most Vigilantes are investigators, bounty hunters, and local instead.Consecutive uses of this effect do not stack.
heroes. They work to punish crime and they value justice Pinning Strike. During an encounter, when you make your
above practically anything else. Most vigilantes are villains first Sneak Attack against a creature, the creature’s speed
and criminals in the eyes of those who prefer law over becomes 0 until the end of its next turn.
justice. It is common for a vigilante to work with people who Symbol of Fear. As an action, you make a ranged weapon
share the same perspective about justice as they do, and it is attack that requires no roll to an unoccupied space right
also common for a vigilante to act as a judge, a jury, and an next to a creature. The creature must succeed on a Wisdom
executioner all at once. saving throw (DC is equal to 8 + your Charisma modifier +
your proficiency bonus), or be frightened for 1 minute. While
frightened by this feature, the source of the creature’s fear
Vigilant is you, or the thrown weapon or ammunition if the creature
can’t see you.
Starting at 3rd level, you are always aware of your Taking Initiative. As an action, you can change a willing
surroundings. You gain a +5 bonus to your passive Perception ally’s initiative and make it equal to one less than your own.
and you gain proficiency in the Perception skill. Your
proficiency bonus is doubled for any ability check you make
that uses this proficiency.

Criminal Investigator
When you choose this archetype at 3rd level, you gain
proficiency in the Insight or Investigation skills if you are not
already proficient. Your proficiency bonus is doubled for any
ability check you make that uses either of those proficiencies.

Vigilant Moves
Also, at 3rd level when you choose this archetype, you can
make use of a variety of vigilant moves. You learn two moves
at this level. You learn one additional move of your choice
when you reach 10th, 14th, and 18th level. You can choose
from the styles below:
Adrenaline Rush. You enter a state of exhilaration. For 1
minute, your carrying capacity is doubled and having 0 hit
points doesn’t knock you unconscious. You must still make
death saving throws, and you suffer the normal effects of
taking damage while at 0 hit points.
Once you use this feature, you must finish a long rest to use
it again.
Bleeding Cut. After making a successful Sneak Attack against
a creature, you can choose to leave the weapon that you used
to attack inside the creature. The creature has -1d4 penalty
on its next Strength, Dexterity, or Constitution saving throw
(the first one it makes). When it makes the saving throw, the
weapon falls to ground out of the creature, ending the effect.
The creature can also take the weapon out of its wound as an
action, ending the effect by doing so.
Crisis Negotiation. You can rescue a grappled creature by
striking the grappler. If you successfully hit a grappler with a
Sneak Attack, it must succeed on a Constitution saving throw
(DC is equal to 8 + your Dexterity modifier + your proficiency
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will, a Starborn wields the power of the stars in the sky and a
Denying the Unjust sorcerer of the Knight Dragon Bloodline possesses the might of
knight dragons.
At 9th level, you learn how to deny the unrighteous advantage.
If a creature that you are aware of is making an attack with
advantage, you can make one weapon attack against that
creature as a reaction before it attacks. If your attack hits, the Prismatic Sorcerer
target makes its attack without advantage.

Cautious Steps
You are of an arcane bloodline, blessed by a good celestial,
native to a plane of light. You have the power of light coursing
Starting at 13th level, you can adjust your movement through your veins as a result. When you want, you can shine
considering the actions of others. When a creature within bright with the purest light of varying colors.
60 feet of you that you are aware of takes an action, you can
immediately move up to 10 feet using your speed without Each color has a different meaning and offers a different
using your reaction before the creature’s action ends. This blessing; all aimed at turning you into a potent agent of good
extra movement does not provoke opportunity attacks. You to be feared and respected.
can use this feature once per turn.
Prismagic
Verdict
Starting at 1st level, as you gain the ability to cast spells, as
you realize that each color of the prism represents a different
At 17th level, you can study a creature as a bonus action. When
school of magic. You can choose to alter the color of your
you do so, the Sneak Attack damage you deal to that creature
spells as you wish. For example, you can cast violet fire bolts.
increases by 2d6 for 1 minute.
In addition, you choose a color (and a spell school) at the
Also, you gain the ability to enforce your judgment over
end of each long rest, the DC for the spells of which increases
the guilty. As an action, you speak of the crimes of a creature
by 1 until you finish a long rest.
within 30 feet of you, also stating its punishment. As a
vigilante, you are responsible for giving a just punishment and
can discuss what that entails with the GM. Even if the creature Prismatic Spectrum
can’t understand or hear you, it knows that it is being accused
if it is aware of you in any way. If the creature isn’t aware of Colors Spell School
you or didn’t commit any crimes that you know of, this ability Red Evocation
has no effect. Otherwise, the creature has two options:
Plead Guilty. The creature surrenders and chooses not to Orange Enchantment
take any hostile actions against you and your allies. It accepts Yellow Illusion
the punishment of the vigilante.
Green Necromancy
Refusing the Verdict. The creature refuses to comply. It
must succeed on a Wisdom saving throw (DC is equal to 8 Blue Conjuration
+ your Charisma modifier + your proficiency bonus) or is
overwhelmed with the need to clear its name. The creature Indigo Abjuration
can’t retreat from a fight with you until you retreat or fall Violet Transmutation
unconscious. The creature can repeat its saving throw once it
drops below 50 hit points and repeat it again with advantage White Divination
once it drops below 25 hit points. This effect ends if the
creature ends its turn 300 feet away from you.
All creatures that are aware of your verdict have advantage Color Focus
on attack rolls against the accused creature.
Starting at 1st level, when you choose the same color as the
one you chose on the previous day using the Prismagic feature,
you gain additional sorcery points equal to your proficiency
Sorcerous bonus until you finish a long rest.

Origins Color Expert


These sorcerers owe their innate capabilities to celestial
origins. A Prismatic Sorcerer bends the colors of light to their Starting at 6th level, when you cast a spell that deals damage,

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you can change its damage type as you wish. You can use this Blue. The duration of your conjuration spells is doubled.
feature a number of times equal to your proficiency bonus. Indigo. You can cast abjuration spells whose casting time is
You can gain an extra use of this feature by expending 3 1 action as a bonus action instead.
sorcery points. Violet. Your spell save DC for transmutation spells increases
You regain any expended uses after you finish a long rest. by 2, instead of 1.
White. Creatures have disadvantage on saving throws
against your divination spells.
Advanced Prismagic
At 14th level, your Prismagic feature grows stronger. You gain Prismatic Radiance
the following benefits while you are under the influence of
different colors. Starting at 18th level, you can use your action to spend 9
Red. Your evocation spells deal 1d6 bonus damage. sorcery points and radiate a bright light in a 60-foot-radius
Orange. Your spell save DC for enchantment spells increases sphere centered on you, consisting of each color of your
by 2 instead of 1. prismatic spectrum. Creatures caught in the light must
succeed on a Constitution saving throw with disadvantage or
Yellow. The duration of your illusion spells is doubled.
be affected by the prismatic spray spell.
Green. When you raise or create a creature, as in the raise
dead spell, you can raise or create one additional creature.

Starborn

You carry the heavenly energy of stars in your veins and your
innate magic comes from the arcane forces woven around the
stars. Whether you are somehow related to a star incarnate,
were blessed by a divine being native to the stars, or found this
gift through your own endeavors in the field of star magic; you
are now of the stars. You shine bright with the gift bestowed
upon you and illuminate the darkness.

Child of the Stars


Starting when you choose this sorcerous origin at 1st level,
you can always find your way by looking at the night sky. You
always know which way is north, provided that you can see
the stars. In addition, when you finish a long rest under a
starry night sky, you have advantage on your first attack
roll, ability check, or saving throw (whichever happens
first) until you finish another long rest.

Starstrike
Starting at 1st level, stars watch over you and help you in
combat. Once per turn, when you hit a target with a spell
attack, a shiny ray of radiant star energy shoots out from your
fingertips and hits your target, dealing an extra 1d4 radiant
damage. If the spell attack has more than one target, you
choose which target takes the additional damage.
This additional damage increases to 2d4 at 5th level, 3d4 at
10th level, 4d4 at 15th level and 5d4 at 20th level.

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Starrain Magic of Starlight
Starting at 6th level, you can charm others with your innate Beginning at 6th level, you are blessed with the magic of
starlight. As an action, you can choose a point within 120 starlight. When you cast a damage-dealing spell, you can
feet of you to fill a 30-foot radius centered on that point choose to deal radiant damage instead of the spell’s normal
with stardust, which falls like rain for the duration. When damage type. You can use this feature a number of times equal
a creature enters the area for the first time or ends its turn to your proficiency bonus. You regain any expended uses when
there, it must succeed on a Charisma saving throw or be you finish a long rest.
charmed by you until they leave the affected area. The rain
of stardust lasts for 1 minute or until you fall unconscious. In
addition, creatures who failed the Charisma saving throw can’t Starshine
benefit from being invisible.
Creatures in the area have disadvantage on Dexterity Starting at 14th level, you are able to channel your innate
(Stealth) checks. starlight to emanate radiant energy. As an action, you
Once you use this feature, you must finish a short or long transform into a silhouette of bright light for 1 minute. You
rest to use it again. illuminate your surroundings; shedding bright light in a 50-
foot radius and dim light for an additional 50 feet. You also
gain immunity to radiant damage for the duration. Also, when
a creature enters a space within 5 feet of you for the first time
or ends its turn there, it must succeed on a Constitution saving
throw or be blinded for 1 minute or until they are 30 feet away
from you. Additionally, your spell attacks deal an extra 2d6
radiant damage for the duration.
Once you use this feature, you must finish a long rest to use
it again.

Starfall
Beginning at 18th level, stars fall to come to your aid. When
you take damage from a creature within 60 feet of you while
your current hit points are below half of your hit point
maximum, a star falls and hits the creature. The creature must
succeed on a Dexterity saving throw against your spell save DC
or take 1d8 radiant damage plus 1d8 bludgeoning damage.
In addition, once per week, when you drop to 0 hit points,
stars fall to avenge you. When this happens, each enemy
within 120 feet of you must succeed on a Dexterity saving
throw against your spell save DC or take 6d8 radiant damage
plus 6d8 bludgeoning damage.

The Knight Dragon


Bloodline

Your innate magic comes from the heavenly might of Knight


Dragons. These knights are brave dragons who reside in
heaven and embody ideas of chivalry.
There are many ways one becomes a sorcerer of this
bloodline; for instance, a knight dragon can gift the bloodline
to those they deem worthy, or one can be a descendant of a
dragon. Like the dragons they represent, most sorcerers of this
bloodline have a knack for martial arts, enjoy battle, and live
in pursuit of the greater good.

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Heavenly Warrior Ancestor Armory of the Knight Dragon
You can speak, read, and write Celestial and Draconic. Also, At 6th level, you can use your action to conjure up to three
you are proficient with one martial weapon and one armor of weapons and armor from the armory of your knight dragon
your choice. ancestor (for example a longsword, a shield, and a breastplate;
or a halberd, a battleaxe, and a plate), which immediately
appear in your hand or on your body. You must be proficient
Sword of the Knight Dragon with the armor and the weapon to conjure it. Weapons and
armor made up of more than one piece (e.g. gauntlets) cannot
At 1st level, you feel you’re under the watchful eye of your be conjured using this feature.
ancestors. Once per turn, when you hit a target with a The weapons and armor conjured in this way are magic
weapon attack, a golden sword appears in the air and revolves weapons, and they are in gold instead of their regular color.
around you. Creatures within 5 feet of you must succeed on a When you attack with a conjured weapon, you can use
Dexterity saving throw or take slashing damage equal to half Charisma instead of Strength or Dexterity for the attack and
your sorcerer level (minimum of one damage). damage rolls you make. The conjured weapons are also larger
than usual, which increases their weapon damage by 1d6.
A conjured weapon deals an extra 1d6 radiant damage on
a hit when you reach 14th level, and becomes a +2 weapon
when you reach 18th level in this class.
A conjured armor and shield also becomes +1 when you
reach 10th level, and +2 when you reach 14th level, and +3
when you reach 18th level in this class.
The conjured weapon and armor remain until you dismiss
them as a bonus action, or until you fall unconscious.

Knightly Metamagic
Starting at 6th level, when you take the Attack action to make
weapon attacks, you can spend 2 sorcery points to make
another weapon attack once per turn.

Extra Attack
Beginning at 14th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

The Dragon Within


At 14th level, you sprout draconic wings and gain a flying
speed of 30 feet.

Will of the Knight Dragon


Starting at 18th level, you refuse to fall before your enemies
do. When you drop to 0 hit points, you start to regain a
number of hit points equal to your Charisma modifier
(minimum of one hit point) at the start of each of your turns
for 1 minute.
Once this effect takes place, you must finish a short or long
rest for it to do so again.

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summoned celestial remains for 1 minute or until you use this
WARLOCK feature to summon another one.
When you summon the celestial, it can make a melee spell
attack against a creature within 5 feet of it using your statistics
PATRONS or heal a creature within 5 feet of it. If it attacks, the target
takes 1d6 fire or radiant damage (one of your choice) on a hit.
The warlocks in the upcoming pages make pacts with patrons If it heals, the target regains 1d6 hit points. When you reach
for the purpose of doing good and fighting for good. Destroy 10th level, the damage and the amount of hit points regained
your enemies and protect your allies with the angelic powers increases to 2d6.
provided by the Archangel, be more effective in battle as you As a bonus action on your turn, you can command the
utilize the power of nature to bring the enemy to its knees, or celestial to move up to 30 feet and make it attack or heal again.
come back from the dead and give your life a new meaning as You can use this feature a number of times equal to your
the Returned. Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
Archangel
Carrier of an Angelic Spirit
At 1st level, you become an accepted member of the angelic
courts of heaven. You learn Celestial and can telepathically
You made a pact with an archangel, one of the highest-ranking communicate with celestials within 60 feet of you.
members of heaven. Archangels can be peaceful entities
that aim to heal others’ wounds, or they may be burning
with wrath and a need for heavenly justice. You serve as
the archangel’s hand, watching over the world, observing
mortals, and reporting and even punishing the sinful.
In return, the archangel provides you with special gifts.
You may have acquired this pact as a member of a temple
dedicated to the forces of good, or after you were saved from
a dire situation by the archangel who saw a potential in you
for greatness.

Expanded Spell List


The archangel lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.

Archangel Expanded Spells


Spell Level Spells

1st bless, cure wounds

2nd angelic executioner*, spiritual weapon

3rd beacon of hope, revivify

4th dictate morality*, radiant storm*

5th burden of sins*, well of blessing*

Aid of Angels
Starting at 1st level, you gain the ability to magically summon
a celestial that can destroy your enemies and heal your
allies. As a bonus action, you summon a Medium celestial at
an unoccupied space you can see within 60 feet of you. The

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Channeling Angelic Powers Nature Expanded Spells
Spell Level Spells
Starting at 6th level, you can channel angelic powers. When
you deal damage with a spell or another magical effect, you 1st entangle, fog cloud
can use your reaction to change the damage type to radiant.
If the celestial you summoned with the Aid of Angels feature 2nd gust of wind, spike growth
is within 30 feet of one of the targets of the magical effect 3rd meld into stone, water breathing
when you use this feature, the effect deals an extra 1d6 fire or
radiant damage (one of your choice). 4th control water, freedom of movement

5th commune with nature, tree stride


Angelic Protection
At 10th level, angelic powers watch over you themselves. Nature’s Resilience
Under their watchful eye, you gain resistance to radiant
damage.
You have hit points equal to 8 + your Charisma modifier at 1st
Additionally, you can use a bonus action to gain resistance
level, and equal to 1d8 + your Charisma modifier per warlock
to necrotic damage for 1 minute. Once you use this feature,
level after 1st. In other words, your hit points are determined
you must finish a short or long rest to use it again.
by your Charisma score rather than your Constitution score.

Angelic Intervention
Gift of the Mountains
Starting at 14th level, you gain the ability to call angelic forces
to your aid. As an action, you choose a point within 30 feet of At 6th level, your patron rewards your efforts with a gift that
you. A troop of angelic figures rushes forth in a direction you transforms your skin to iron. You have AC 18 and you are
choose starting at that point, harming the enemies in a 15-foot considered to be wearing heavy armor at all times. You are
cone, and healing the allies within the area. proficient with this armor.
Enemies in the cone must make a Dexterity saving throw. On
Starting at 10th level, your skin is mithral and you have AC
a failed save, a creature takes 4d10 fire or radiant damage (one
19. At 14th level, your skin transforms into adamantine, you
of your choice) and is blinded until the end of its next turn. On
have AC 20 and any critical hit against you becomes a normal
a successful save, the damage is halved and the creature is not
hit.
blinded. Allies within the cone regain 2d10 hit points.
Once you use this feature, you must finish a short or long
rest to use it again.

Nature

You’ve sought out a powerful entity of nature and made a


pact with them. You may forge this pact with powerful forces
buried in the earth, deep beneath the oceans, or high above
the clouds. These forces have no quarrel with the natural
order of things and have no interest in interfering with it.
They never reach out to a mortal to lend their powers, but
are sought out by mortals to earn their blessings. Your
warlock patron of nature has appointed you to the
protection of nature against evil forces seeking to turn
it into a battlefield.

Expanded Spell List


Entities of nature let you choose from an expanded list
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

76
savior may choose to leave you. In this case, you lose all your
Gift of the Swamps archetype features and die. But who knows? Another, most
probably evil, force may make you an entirely different offer…
Starting at 10th level, you can cover yourself with water
droplets to create an obscuring fog. As an action, you create a
heavy fog that surrounds you for 1 minute. For the duration, Expanded Spell List
everything within 5 feet of you is heavily obscured and
everything within 15 feet of you is lightly obscured. You can
Your savior lets you choose from an expanded list of spells
see clearly within the fog.
when you learn a warlock spell. The following spells are added
Once you use this feature, you can’t use it again until you to the warlock spell list for you.
finish a short or long rest.

Returned Expanded Spells


Gift of the Skies Spell Level Spells

Starting at 14th level, you can conjure lightning from the skies 1st final words*, heretic’s mark*
and redirect it. You can use your action to make a ranged spell
2nd find steed, zone of truth
attack against a target within 150 feet of you. On a hit, you deal
20d6 lightning damage. 3rd mass healing word, spirit guardians
Once you use this feature, you can’t use it again until you
finish a long rest. 4th death ward, guardian of faith

5th mass cure wounds, planar binding

The Returned

You died and returned to life with the aid of an angel. At the
moment of your death, an angel saw you dying and decided
to visit your spirit before it left your body for all eternity.
Perhaps it was because you led a life full of good deeds and
you had yet a part to play in the grand scheme of things.
Maybe you had great potential that you are not aware of, or
you lived a life of sin, and haven’t a clue what meritted you
for this second chance. Whatever the reason may be, you
now have a second chance at life, along with some conditions
and instructions you must obey. When you accepted them,
the angel fused itself with your body and spirit, granting you
angelic features and a new existence. You are now a host
carrying your angelic savior within.

Conditions of the Angel


When you choose this archetype at 1st level, talk to your GM
about the specific terms and conditions that your savior asked
you to obey.
Being an angel, your savior demands that you act in favor
of the good and to refrain from committing evil acts. Their
demands are usually along the lines of “Do not lie! Do not
harm the innocent! Prevent evil from committing evil acts!”,
although the specifics of the conditions can change from angel
to angel. For example, a warrior angel can have more battle-
oriented demands such as “Kill each evildoer you meet!”.
When you do not act according to the predetermined
conditions and you cannot persuade your savior that you had
good reasons for doing so, or when you adhere to the terms
and conditions but otherwise commit vile atrocities, your
77
Boons of the Savior Angelic Host
At 1st level, you gain the ability to use some of the power of Starting at 14th level, when you use the Celestial Travel
your savior angel. Choose one of the following options of your feature, you can choose to bring with you a number of allies
choice. equal to your Charisma modifier (minimum of one ally) that
The Angelic Armor. As a bonus action, you conjure an armor you can see within 60 feet of you.
that shines with celestial light for 1 minute. The armor sheds In addition, the option you chose for your Boons of the
bright light in a 20-foot radius and dim light for an additional Savior feature is empowered as given below.
20 feet. It also grants you resistance to one damage type of The Angelic Armor. You gain immunity instead of resistance
your choice for the duration. to the chosen damage type, and the reduction of damage
Also, for the duration, when you are hit with a spell or increases to 1d8.
weapon attack that you were aware of, you can reduce the The Angelic Necklace. The extra damage increases to 2d8.
damage by 1d4 as a reaction. The Angelic Weapon. The damage dealt by the conjured
The Angelic Necklace. As a bonus action, you conjure a weapon increases to 2d10, and the extra damage dealt by the
bright, shining, golden necklace that remains for 1 minute. infused weapon increases to 2d6.
The necklace sheds bright light in a 10-foot radius and dim
light for an additional 10 feet. For the duration, two damage-
dealing spells of your choice (from your warlock spell list) deal
an extra 1d8 radiant damage. If a chosen spell affects more
Wizard
than one target, each creature takes the additional damage,
and if it creates several beams or rays, each of them deals the Traditions
additional damage.
The Angelic Weapon. As a bonus action, you conjure a The wizards you may find here study angelic concepts
celestial weapon of light with a form of your choice, or you academically. As a result of these studies, a Celestial
infuse a weapon of your choice with celestial energy, both Summoner can conjure celestials and use their energy, an
for 1 minute. The form of the conjured weapon can vary Education wizard focuses on imparting their wisdom to others,
each time. The conjured weapon deals 1d10 radiant damage and the School of Sealing focuses on closing and sealing chests
regardless of shape, and the infused weapon deals an extra 1d6 and doors, closing magical gates and portals, and banishing all
radiant damage for the duration. You can use your Charisma evil to the other side.
modifier instead of your Strength or Dexterity modifier for the
attack and damage rolls you make using these weapons.
Once you use this feature a number of times equal to your
Charisma modifier (minimum of once), you must finish a long
Celestial Summoner
rest to use it again.

Celestial Travel
The Celestial Summoner explores the cosmic secrets of angels
Starting at 6th level, you can magically teleport to a place and the laws of the good. As one, you combine your knowledge
chosen by your savior angel, called the Sanctuary. Your of arcane mysteries with religious teachings, and learn how to
sanctuary can be a heavenly room, a peaceful mountaintop, or summon celestials to your aid.
another place in which you cannot be harmed. Angels and other heavenly creatures answer your call if
You can use your action to teleport to your sanctuary. When and only if your alignment is good, your cause is good, or they
you do so, you regain 2d8 hit points and have time to do 1 deem it worthy or necessary to help you.
thing that takes 1 action or less. After you perform the act or
choose to go back, you return to the last space you were in
before you teleported. Time does not pass when you visit the Heaven 101
Sanctuary using this feature.
Once you use this feature, you must finish a short or long You have extensive knowledge about celestials, having studied
rest to use it again. them profusely. Starting at 2nd level, you benefit from the
following:
Becoming an Angel • You can add your proficiency bonus to the Intelligence
(Arcana, History, and Religion) checks you make about
At 10th level, the presence of your savior angel makes you celestial creatures. If you are already proficient, you add
more angelic as well. You do not require air, food, drink, or it again.
sleep. In addition, you grow angelic wings that grant you a • You gain advantage on Charisma (Insight, Persuasion)
flying speed of 30 feet. checks against angels.
• You can conjure a guardian angel (p. 250) as a familiar
when you cast the find familiar spell.
78
Celestial Summoning Celestial Fury
Starting at 2nd level, you can use your action to summon a Starting at 10th level, the bond between you and those
celestial with a challenge rating of 1 or lower. This challenge you summon allows you to channel radiant energy. While
rating increases to 2 at 6th, 4 at 10th, and 6 at 14th level. concentrating on a spell that summons a celestial or on the
The celestial appears in an unoccupied space that you can Celestial Summoning feature, you can use your bonus action to
see within range. You must maintain your concentration on expend a spell slot. When you do so, choose a number of allies
the celestial (as if concentrating on a spell) for it to remain. It equal to the level of the expended slot that you can see within
disappears when you lose your concentration, it drops to 0 hit 60 feet of you. The chosen allies’ melee and ranged weapon
points or after 10 minutes. attacks deal an extra 3 radiant damage for 1 minute.
The celestial is friendly to you and your companions for
the duration. Roll initiative for the celestial, which has its
own turns. It obeys any verbal commands that you issue it
Celestial Resurrection
(no action required by you), as long as the celestial is also
willing to execute the action. If you don’t issue any commands Starting at 14th level, when you drop to 0 hit points, you can
to the celestial, it defends itself against hostile creatures but choose to expend a use of Celestial Summoning feature as a
otherwise takes no actions. reaction, and drop to 5d8 hit points instead.
The GM has the celestial’s statistics.
Once you use this feature, you must finish a short or long
rest to use it again. You can use this feature twice at 6th, three Education
times at 10th, and four times at 14th level.

Exalted Conjuration
Education is one of the greatest virtues in existence, and you
At 6th level, you become an expert on the use of magical are the carrier of its enlightening flame.
energies to summon heavenly creatures and you can choose to You are a teacher of the arcane arts. You start your
apply the heavenly creature template (p. 255) to a creature you academic career from the bottom and make your way up as
summon by a conjuration spell. you improve in the ways of magic and learn how to teach
it to others. Your students and their education are more
important to you than magic itself. Teaching can sometimes
be hard and require restless nights of hard work, but the
students appreciate your patience and this gives you a sense of
accomplishment.
To start your career, you graduated from a school that
teaches the basics of the arcane arts and convinced a professor
to let you work for them.

Instructor
You start to read and grade exams and homework, and report
them to your superiors. Through this process, you learn the
basics of teaching.
Starting at 2nd level, the money and time others spend to
copy a spell from your spellbook are halved.

Supervised Cantrips
Beginning at 2nd level, you can teach how to cast a cantrip to
others even if they have no knowledge of the arcane arts.
You give an hour-long lecture to a creature and lend them
the ability to cast one cantrip that you know. The creature
uses your spellcasting ability to cast the cantrip. You can lend
a maximum number of cantrips equal to your Intelligence
modifier (minimum of 1).
79
You cannot lend more than one cantrip to a creature using You can use this feature a number of times equal to your
this feature. You can end this effect on any creature that you Intelligence modifier (minimum of once) and you regain the
are sharing a cantrip with at any time. ability to do so after you finish a short or long rest.

Master Instructor Assistant Professor


At 6th level, you learn how to effectively use your academic Beginning at 10th level, you are an assistant professor.
skills during a moment of conflict. You can use this feature to You prepare homework and some exam questions, and you
benefit from one of the following options of your choice: directly report to the professor that you are working under.
Negative Feedback. As a bonus action, you give negative During this time in your career, you learn to design creative
feedback to a creature concentrating on a spell. If the creature challenges for the improvement of your students through the
can see or hear you, it must succeed on an Intelligence saving questions you prepare.
throw (DC = 8 + your proficiency bonus + your Intelligence As an action, you ask a question to a creature, who must
modifier) or its concentration is broken. succeed on an Intelligence saving throw or be stunned for 1
Positive Feedback. As a reaction, you give positive feedback minute. The creature repeats the saving throw at the start of
to a creature casting a spell. If the creature can see or hear each of its turns, ending the effect on a success. The creature
you, the creature’s spell save DC and spell attack modifier must be able to understand you or isn’t affected by this
increase by 1 until the start of its next turn. feature.
Quick Course. You instruct a creature on how to end an
ongoing magical effect on themselves. As an action, choose a
creature that can see or hear you and the creature can repeat
Professor
the saving throw of a spell that is currently affecting it, ending
the spell on a success. The creature makes the saving throw At 14th level, you become a professor. You prepare the
with advantage. curriculum and have the authority to give a certificate to your
graduate students as proof of their efforts and achievements.
Upon graduation, a student becomes qualified to choose this
arcane tradition.
To become a professor, you learned to tap into the untapped
magical energies inside your students. You can cast the spells
that have a range of self, with a range of touch instead.

School of Sealing

This school of magic is all about enhancing or reducing the


effects of spells by sealing them in a specific way. The wizards
of this school usually work with spells from the school of
abjuration and aim to provide better protection through
magic. Wizards of this school are called sealers and are
generally the protectors of the groups they are in.

Weakening Seal
Starting at 2nd level, you can prevent a creature from using its
powers. As a reaction, you can target a creature within 30 feet
of you. The target must succeed on a Charisma saving throw or
be affected by one of the following effects of your choice:
• The target’s speed is reduced by 10 feet until the end of its
next turn.
• The target has disadvantage on the next saving throw it
makes within 1 minute.
• The target takes 1d6 radiant damage.

80
• The target has disadvantage on the next attack roll it a long rest.
makes within 1 minute. You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain all
expended uses after you finish a long rest.
Ritual of Protecting Seal
Also at 2nd level, you can place a seal on objects to protect Master Sealer
them against specific types of creatures. To do so, you perform
a 1-hour ritual with the item and choose one of the following At 14th level, you can close planar gates, teleportation circles,
creature types; aberration, celestial, dragon, elemental, fey, and portals by performing a 1-hour ritual.
fiend, giant, monstrosity, ooze, or undead.
You can also choose to close such gates and portals more
If a creature of the chosen type tries to carry the item, it quickly. As an action, you can expend a spell slot of 6th level or
takes 4d6 force damage, and an extra 4d6 force damage at the higher and consume spell components worth 500 gold pieces
start of each of its turns while carrying it. to close a planar gate or portal.
The sealed item retains its new properties for 1 week, for the When closed in this way, gates or portals are not destroyed
duration of which it also becomes a magic item. and can be activated again.
The seal is visible to the naked eye, and a creature can This feature does not work on the gates and portals created
discern the nature of the seal by means of a successful DC 15 by gods or other prominent divine forces.
Intelligence (Arcana) check.
The force damage increases to 5d6 at 10th, 6d6 at 14th, and
7d6 at 18th level.
In addition, when you reach 14th level, the effects of the
ritual become permanent, and you can seal the item against
evil-aligned creatures instead of choosing a single creature
type. Only you or a wish spell can dispel the effects of the
ritual.
Once you use this feature, you must finish a long rest to do
so again.

Interruptive Seal
At 6th level, you learn to form a seal between a creature and
magic. Whenever you cast the dispel magic or the counterspell
spells, you can choose to have advantage on the ability check
required by the spell.
In addition, when you cast the banishment spell, the target
has disadvantage on the Charisma saving throw, and you only
have to keep it under the effect of the spell for 5 turns instead
of 1 minute for the target to remain banished.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain any
expended uses when you finish a short or long rest.

Detailed Knowledge of Sealing


At 10th level, your knowledge of protection magic reaches
immense heights, allowing you to cast an abjuration spell
without expending a spell slot. Once you use this feature in
this way, you must finish a long rest to do so again.
In addition, choose one of the following creature types:
aberration, celestial, dragon, elemental, fey, fiend, giant,
monstrosity, ooze, or undead. When you cast a spell that
targets a creature of the chosen type, the target must succeed
on a Charisma saving throw or be stunned until the end of its
next turn. You can change the chosen type of creature during
81
New backgrounds
I
n the following pages, you will find some backgrounds that can fit any alignment, although most of them are more suited
to good characters. From martyrdom to penitence, from a sheltered life to the exciting one of a temple guard; you can find
many backgrounds in this book, suitable for the creation of both an epic character with a past full of legendary stories, as
well as one that is as plain and simple as can be.

Benefactor 3
I like being around children. They remind me of the lighter
and brighter side of life.

4 I’m always intrigued by real-life stories.

Benefactors are those who work for the well-being of the 5 I speak to everyone like they’re my friends.
people around them. They spend their time helping build
6 I don’t like stingy folk who don’t share their belongings.
houses, cook, or hand out supplies. They are generally beloved
by all, because not everyone dedicates their life to the well- 7 I like to collect mementos from the settlements I help.
being of others.
A benefactor can be someone who helps people in their 8 I am committed to my deity with my life.
daily comings or goings, can come from a wealthy family and
decide to use their treasures to help people or be someone who
provides supplies to a wartorn village against all odds. In any d6 Ideal
case, as a benefactor, you’ve dedicated your life to making the
world a better place; step by step and day by day. Foundation. I will create an organization to help people all
1
across the land. (Good)
Skill Proficiencies: Insight, Persuasion Humble. Those I’ve saved may see me as their savior,
Languages: Two of your choice 2 thinking they owe me their lives. Yet I was only doing what
Equipment: A small knife, a scroll that reads “Do you need was right. (Good)
help?” in Common, a set of common clothes, and a belt pouch
Kindness. No matter what, I will help everyone. There’s
containing 20 gp 3
nothing that could change my mind. (Good)

Justice. All those who hurt the innocent will pay for their
Feature: Name of Kindness 4
crimes in accordance with the law. (Lawful Good)

Your good deeds earned you a reputation in the settlements Power. Once I become powerful enough, I can stop all
5
violence. (Any)
nearby. Those you introduce yourself to tend to think you
have a good heart, which makes them eager to assist you in 6 Equality. None should suffer. (Any)
your adventures. For instance, they may provide you with
food, shelter or information.

d6 Bond
Suggested Characteristics While I was trying to help someone, I accidentally got them
1
killed. I now can’t shake the fear of losing someone again.
Benefactors always have people’s best interests at heart. They
thus don’t like wasting their time with things that don’t seem I carry an item that reminds me of the first time I risked
2
to be helping anyone. They also tend to be sociable, as their my life to save people.
job mainly focuses on people. They listen to those who need
I lost my family in a horrible event. From that day forward,
help and try to comfort them. Overall, most benefactors are 3
I’ve dedicated myself to saving others.
cheerful people with hearts full of hope.
When I am under stress, I start humming a melody, the
4
lullaby my mother sang to me when I was a child.
d8 Personality Trait
Since I always side with innocents, I’m not always welcome
1 I like to play harmless pranks on others. 5
everywhere.

2 When I am with people, I try to be serious.

82
by divine powers. This mark can be anywhere on your body. Its
I provide supplies to a small village from time to time. I
6 shape can be a holy symbol, a letter, or anything else you can
must make sure they are doing okay.
think of. Religious authorities might recognize the mark with a
successful DC 15 Intelligence (Religion) check and understand
that you are a blessed child. While some may trust you
d6 Flaw instantly and wish to help you after recognizing your mark,
others may see you as a valuable target.
1 I’ve had to work with shady folk to help others.

2 Seeing innocent people getting hurt blinds me with rage.


Suggested Characteristics
3 Secretly, I enjoy killing evildoers. It’s what they deserve.
Blessed children are generally humble. They don’t talk about
When someone flirts with me, I am charmed by them being blessed, and even hide their marks from others. They
4
almost immediately.
tend to believe that they were blessed for a reason, and that all
their actions are under the watchful eye of a divine force. No
5 I tend to flee from fights when I feel desperate.
matter what, they try to help people. Most of them also seek
6 I can’t stand gore. answers about their deities. Many of them therefore live lives
that are appropriate for their deities and become members of
a temple at some point or another.

Blessed Child
d8 Personality Trait

I always act with caution, for evil lurks around every


1 corner.
At birth, you were blessed by the forces of good or by a
I will help everyone in need no matter who they are,
respected member of a good temple. Through this blessing, 2 because that’s what a hero does.
divine powers put their faith in you. In return, you are
expected to follow their path and put your faith in them. You I follow all orders from friends without so much as a
3
know the flame of faith burning in your heart will warm you second thought, even if it means risking my own life.
and your allies if you hold on to it, even in the dampest and
coldest of places. This flame is your blessing and your guide. I have a catchphrase that I sometimes blurt out when I’m
4 excited.
You carry a mark that shows you are blessed, which appears
somewhere on your body right after you are blessed at birth. True blessing is the bond of friendship and family. Thus, I
Once you know you are blessed, the temple or other 5 see everyone as my friend, and my friends as my family.
religious figures may want to educate and protect you to
ensure that you can walk the holy path. However, some who My rules are the same as those of my deity. If they conflict
see your mark are less than delighted, which may cause you to 6 with the values of others, I will always choose my deity’s
rules.
acquire enemies even as a child.
You may find out you are blessed through many means. Even in the face of the slightest injustice, I can’t stay
7
You may be raised by a temple that tells you about your silent. I feel like I must set things right no matter what.
mark from the very beginning, or you may be brought up by
regular folk who hide your mark’s meaning from you, and may I always try to stay positive and smile, even in the darkest
discover its true nature later in life through other means. You 8 of times. Because If the one who is blessed doesn’t smile,
who will?
can be spoiled by religious people, disciplined by religious
authorities, or even hunted by heretics.

d6 Ideal
Skill Proficiencies: Two of your choice (If you are raised in a
temple, you may want to choose Religion as one of them) Herald. I will spread the flame of faith burning in my
1
Languages: Celestial and one of your choice heart. (Good)
Equipment: A holy symbol (a gift you got when people Faith. As a blessed child, I shall fulfill my destiny and
realized you were blessed), a set of common clothes, and a belt 2
vanquish all the enemies of my deity. (Good)
pouch containing 15 gp
Devotion. I must prove my worth and devotion to the
3 temple. I thus execute their orders without question.
Feature: Mark of the Blessed (Lawful)

You carry a mark that symbolizes you are observed and guided
83
Truth-Seeker. I spend my days searching for and studying I will find other blessed children and protect them if our
4 5
the unknown about the divine. (Any) ideals complement each other.

Self-Justification. As I am blessed by righteous forces, all 6 I must learn why I was blessed and fulfill my destiny.
5
my actions are blessed and righteous as well. (Chaotic)

Divine. I am the hand of my deity amongst mortals and I


6 d6 Flaw
act accordingly. (Deity’s alignment)

I tend to joke about serious stuff when I can’t find


1
anything else to say.
d6 Bond
I secretly want this mark gone, because my faith is
2
My deity’s temple and its members mean a great deal to wavering.
1
me. I would do anything in my power to help them.
3 I get paranoid when I feel powerless.
Without my mark, I am no one. I must protect it with my
2
life. I am quick to anger when someone talks badly about my
4
religion.
3 I would rather die than see the innocent hurt.
I believe this blessing means nothing. If you ask me, I am
5
My life, and all that I am, was gifted to me by my family; no different than anyone else.
4
this blessing included. I must protect them with my life.
6 To me, faith is power. I see the faithless as my inferiors.

84
Commoner 8 Bringing a smile to others’ faces, brings a smile to my own.

d6 Ideal
Not all heroes are nobles or trained warriors. Sometimes, fate
1 Benevolent. I would help anyone that needs me. (Good)
smiles upon the most unexpected people.
You were a commoner; a farmer, a baker, or simply a 2 Liberation. Life as a commoner can be hard. I must find a
villager. But then, on a day that seemed like any other, way to make their lives better. (Good)
something happened that changed your life completely. There
may have been an attack on your homestead or you may have 3 Hero. Anyone can be a hero, as long as they are just and
found an unknown artifact that emanated an unholy aura. good-willed. (Good)
Whatever it was, everything was turned upside down and you
4 Freedom. I took life one day at a time just to survive. Now,
left your steady life behind.
I’ll live my life to the fullest. (Neutral)

Skill Proficiencies: Choose two from Animal Handling, 5 Revenge. One day, I will be more than a commoner. The
Medicine, Nature, and Survival nobles who made us suffer will pay for their insolence with
their lives. (Any)
Tool Proficiencies: One of your choice
Equipment: A set of common clothes, and a pouch containing 6 Welfare. No matter what, everyone deserves to be happy.
1 gp I will make sure that the lives of commoners are just as
joyful as that of the rulers. (Good)

Feature: Common Knowledge


d6 Bond
You used to be an ordinary person with an ordinary life; one
1 I have a duty to my homestead. I must always think of their
that consisted of doing work and spending the rest of the
well-being.
time with a small community in a settlement. You can thus
recognize whether a place is for the commoner or not when 2 I left my family behind when I became an adventurer. I
you go to a new place. You also have no trouble socializing miss them a lot.
with the common folk who immediately recognize you as
one of their own. This means, while some people trust you at 3 I have an item that reminds me of who I was. I always keep
first sight, some don’t so much as give you a second glance, it with me.
thinking you’re just a member of the community.
4 I was shunned from my home because of something I did. I
must clear my name.
Suggested Characteristics 5 I have a strong sense of discipline; a keepsake from my
former life.
Commoners are people who can do all kinds of jobs; farming,
baking, trading, husbandry; basically all occupations you 6 I am searching for a purpose that could add meaning to my
would expect to find in a town or a village. Most are humble life.
and honest, but there are always those who want more.

d6 Flaw
d8 Personality Trait
1 I like to hoard my treasure and don’t like to share it.
1 I always want to be around my friends.
2 Sometimes I feel ashamed about being a commoner, so I lie
2 Sometimes, I hate my life. I think a common life is better about my past.
than adventure.
3 I am quick to trust people because I think there’s goodness
3 I don’t care about money as long as I’m having a good time. in everyone.

4 I don’t like to hurt animals. I love them all. 4 I take pleasure in punishing those who oppose me.

5 I like to talk to people and learn about them. 5 I secretly believe I’m above all commoners, since I’m no
longer one of them.
6 Being in the wild makes me feel free.
6 I have an addiction.
7 I can be very nitpicky.

85
Gravekeeper 4
I have a dark sense of humor that others find slightly
disturbing.

I try to do my job as best I can; you could eat off the graves
5
in my cemetery.
While others may find graveyards frightening, even petrifying;
6 I like when people come to visit the dead.
you find serenity and composure in the cold quiet of these
places. Working at night and resting during the day isn’t as
7 Worldly pleasures make no sense to me.
hard as it may seem to some, since you enjoy solitude more
than the company of society. Silence brings me solitude, and I’m happiest when I’m at
8
You’ve devoted your life to taking care of the dead. You the cemetery.
embalm them, burn them, dig comfortable burial places
for them. All in all, you fulfill their wishes about their post-
mortem resting places. d6 Ideal
You tend the tombs and keep them from getting robbed
by gravediggers. You pray for the souls of the dead, and Undead Destroyer. Death is the end of the story called
1
sometimes mutter hymns for them. “life”, and I’ve always hated sequels. (Lawful)
You may be alone, but not lonely; you believe as you keep Servant. Although others may not think so, the work I do
the dead company, the spirits of the dead watch over you as 2
is a must for the community. (Lawful)
well.
3 Hospitality. The dead deserve to rest in peace. (Good)
Skill Proficiencies: Choose two from Medicine, Perception,
Keeper. I keep the dead away from the living, preserving
and Religion 4
nature. (Neutral)
Tool Proficiencies: Carpenter’s tools and mason’s tools
Equipment: A bag containing ten candles and 2 blocks of Pragmatic. Why not use the dead for the greater good?
5
(Chaotic)
incense, a shovel, a set of common clothes, a simple rag, a
pouch of pebbles, and another pouch containing 5 gp
Curious. If only the dead could talk, the stories they’d tell
6
would be invaluable. (Any)

Feature: Keeper of the Graves


d6 Bond
As a gravekeeper, you own a small hut within the bounds of
the cemetery. 1 I fight gravediggers who disturb the dead.
As the common folk illogically associate you with their fear
of death, they tend to keep their distance until one of their 2
Once a month, I visit every grave in a cemetery and place
loved ones takes their last breath. flowers on them.
While traveling, other gravekeepers are willing to have you
3 The cemetery is my home, I better keep it clean.
as their guests.
If I see people who disrespect the dead, I confront them
4
with anger.
Suggested Characteristics
One morning, I awoke to find a grave had been dug up. I’m
5
investigating this crime, looking for the one responsible.
You keep your distance from the rest of society and find
tranquility and solace in silence and isolation. Others may be I visit the grave of a beloved friend of mine from time to
prejudiced and think you to be grim; however, you don’t need 6
time.
to be.

d6 Flaw
d8 Personality Trait
For me, death has become mundane; the death of my loved
1 Death is the ultimate reality, I embrace it without fear. 1
ones no longer affects me.
I try to be of service to my community, but they seem to
2 I often talk with the dead while I’m on the job. They
avoid me. 2
sometimes talk back.
I don’t like making small talk, gravekeeping is the perfect
3 I know my duty is a holy one, but I sometimes question my
job for me. 3
faith.

86
4 I let the downtrodden steal from the dead. Feature: Master Crafter
I don’t like conversing with people. I’m used to the quiet of
5
the graveyard.
Years of practice have made you proficient in your craft. You
know the subtleties required. You know the anatomy of the
I take ordinary items from the dead as mementos before I humanoid body. Thus, you have advantage on your Wisdom
6 (Medicine) checks to stabilize a dying humanoid creature.
bury them.
This gift of your craft comes at a small cost. Wherever you
go, the locals often seek you out to ask for your help healing
Healer someone, or for your professional advice regarding a day-to-
day health issue.

Suggested Characteristics
You were once the apprentice of a healer who was also an
Healers are generally required to be merciful and caring to the
excellent tutor in the craft of remedy and medicine. Perhaps,
weak and to those in need. They are generally peaceful, kind,
you wandered around the realm together, healing survivors of
and helpful. They often try to stay out of killing.
battles. You may have been the healers of a small settlement
where you had close relations with the locals, or you practiced
your craft in an entirely different context. No matter what the
specifics were, you had a group of people depending on you, d8 Personality Trait
for whom you were a beacon of hope, of remedy, and of relief.
1 I see myself as the hands of the divine.

Skill Proficiencies: Medicine, Nature 2 Providing others with relief soothes me.
Tool Proficiencies: Healer’s kit, herbalism kit
I hate it when people come to me for things as simple as a
Equipment: A bag full of herbs and components required for 3 headache which they could get rid of with a good night’s
the practice of herbalism, a set of common clothes, a healer’s sleep.
kit, a herbalism kit, a pouch containing 5 gp

87
4 I want to travel and help the helpless. I often need to discard the thought “All things die, why
3
bother healing them.”
The humanoid body fascinates me; it’s art in its purest
5
form. I sometimes prank people by adding a powder to their
4
medicine, which makes them laugh until they feel faint.
I believe all life forms are equally important; thus, I gladly
6
spend my energy to save every living thing. I can leave someone behind if I believe there are more
5
people who need my assistance elsewhere.
I understand that death is a part of life. Although I try to
7
prevent it, I don’t think of it as an enemy. Being exposed to death too many times has made me
6
unresponsive to it.
I try to refrain from killing wherever I can; unless it is
8
absolutely necessary.
Martyr
d6 Ideal

1 Medic. Good or evil; I’d heal anyone in need. (Good)

Helper. I’ve devoted myself to serving the common folk You are fighting for a cause of great importance for the good
2
who otherwise can’t afford healing services. (Good) of all, or of your own community. This cause can be anything;
you could be trying to win a war, seeking to put an end to a
The Judge. I only heal those who I believe will do some grave injustice, or looking to fill those around you with a sense
3
good in this world. (Lawful) of divine understanding.
Nature-Friendly. I never use materials procured from You may have chosen this path as a result of various
4 circumstances; you may have been trained for this your whole
endangered species while conducting my craft. (Lawful)
life, lived through things to see the necessity of it, or found it
Pure. I was never much for earthly ambitions involving while seeking atonement for your past deeds.
5
politics and intrigue, I’m happy with nature. (Neutral)

Academic. I must constantly study the anatomy of the Skill Proficiencies: One of the following skills of your choice;
6 Arcana, History, Religion; one of the following skills of your
body to perform my craft well. (Any)
choice; Athletics, Persuasion, Insight
Tool Proficiencies: One type of artisan’s tools
d6 Bond Equipment: An item of honor from the organization or
kingdom you belong to or a noteworthy item signifying the
1
I once lost someone close to me. I learnt to heal to keep importance of your cause, artisan’s tools of your choice, a set
others from suffering my fate. of common clothes, and a pouch containing 10 gp

2 I must travel the world to heal as many people as I can.

I have someone dear to me who is dreadfully sick, and I


Cause
3
don’t know how to heal that person.
As a martyr, you fight for a cause that will benefit others;
My master has taught me everything I know. I must honor be-they your own community or the entirety of society. This
4
them. cause is of the utmost importance to you, so much so that you
are ready to die for it if necessary. You should note that this
I should find an apprentice to whom I’ll pass on the craft of
5 cause also determines the role of the organization you are tied
healing.
to, or your role within it. To determine what your cause is, you
There is an outbreak of a rare condition in the community can roll on the table below, choose from the table below, or
6 create a cause that best fits your character.
I’m staying with; one that I plan to investigate.

d10 Cause d10 Cause


d6 Flaw
1 To win a war 6 For peace
If I cannot save someone who required my assistance, I feel 2 To find a cure 7 To make discoveries
1
terrible and blame myself for their death.
3 For faith 8 For protection
2 I’d risk my own safety to save others.
4 To help the weak 9 For change
5 For freedom 10 For welfare

88
Feature: Stand for the Cause 7
I am obsessed with my cause, but success only comes
to those who make sacrifices.
You have a strong will to follow your cause, to make it real,
I constantly seek ways to prove or improve myself
even if you shall (or did) perish to do so. On a challenge that 8
for the sake of my cause.
keeps you from progressing for your cause, you can choose to
spend an inspiration to automatically succeed on one saving
throw or death save, or count a roll on a check or attack roll as
a natural 20. If you don’t use inspiration in your game, you can d6 Ideal
use this feature once a week.
Ideals. We have to abide by ideals to fulfill our
1
cause. (Lawful Good)
Variant Feature: Martyrdom Wisdom. We should find the best way to achieve our
2
cause. (Neutral Good)
You may have already become a martyr for your cause.
Perhaps you came back from the brink of death, or perhaps Insight. Laws and rules cannot get in the way of the
3
you died (or were considered dead) but somehow came back to benefit of people. (Chaotic Good)
life.
The folk, community, or society that sees you as a martyr Honor. I must honor my cause because it is tradition
4
and law. (Lawful)
tries to provide for your needs to the best of their abilities.
This can present itself as a free stay in an inn or a house,
Pragmatism. Although not always virtuous, I should
someone tending to your and your companions’ wounds, food 5
find the best way to succeed in my cause. (Neutral)
rations for a voyage or mission, or even simple or mundane
items you may need. The GM has the final say about the extent Passion. I feel the importance of my cause in my
of these demonstrations of hospitality. 6
heart, and I act on it. (Good)

Suggested Characteristics d6 Bond

As a martyr, your cause is always on your mind. You thus My people depend on me to succeed; therefore, I
1
tend to consider how an action would help or hurt your must!
cause before acting. As you see it to be the way of ultimate
righteousness, you try to recruit others to it. Because of your 2 I have to prove myself worthy of my cause.
loyalty, you hold your organization or kingdom in incredibly
high regard. Our leader(s)’ actions hurt my cause. I must right
3
this wrong.
However, this loyalty does not have to be to characters
or entities of authority; you are also incredibly loyal to
I must keep my cause secret, as its discovery may
your cause. Perhaps, you may even be in conflict with your 4
result in great harm.
organization for the sake of this ideal.
5 I took an oath for my cause, I can never break it.

d8 Personality Trait I secretly wish for death as it is the ultimate sacrifice


6
I can make for my cause.
If it’s gonna help my cause, I defy authorities
1
without hesitation.

I am in a state of constant melancholy due to the d6 Flaw


2
voluntary weight I put on my shoulders.
I tend to judge others too harshly if they do not
1
I am (sometimes overly) protective of my share my cause.
3
companions and my organization.
I put myself in danger, sometimes recklessly, to help
2
I believe in the power of the masses; I try to our cause.
4
enlighten others to see my cause.
Without this cause and my role within it, I am
3
I experienced the harsh truth of how awful it will be worthless.
5
if I fail.
If something needs to be done, I want it done right
4
6 I abide by strong principles as I follow my cause. away.

89
I’m sadly (and secretly) afraid that my cause will fail 4 I changed to protect a loved one.
5
in the end.
I escaped the authorities in the nick of time. I will never
5
go through that again.
I secretly believe that my cause isn’t important, and
6
I try to convince myself otherwise. I think I’m going to die soon. I want to right my wrongs
6
before I go.

Penitent
Feature: Two Sides of a Coin
You were a sinner, but you are now on the other side of life.
You were once a heretic. For a time in your life, you murdered You know people from both your past life and your new one.
innocents, stole from others, worshipped dark powers; you While your new friends will most likely try to help you on your
sinned. But then, something happened that put you on the new path, the ones from your old life may try to tempt you.
path of penitence. From time to time, you encounter people from your old
life and they make job offers to you, or offer their help on
Skill Proficiencies: One related to your past life your quest, trying to convince you to return to your old
ways. Rejecting these offers may cause you hardship on your
Languages: One of your choice
adventure, and can make you some enemies. However, every
Equipment: An item of clothing, a token, and a set of items time you reject such offers, life opens new doors.
belonging to your past life, and a pouch containing 15 gp

Suggested Characteristics
Past Sins
Although you have less to gain on your new path compared to
Although you committed sins in your past life, you are now a the old one, you are happy with your new, peaceful life. Even
Penitent. Choose a past sin or roll on the table below. You can though your past sins still haunt you, you always try to look
also choose another sin, discussing it with your GM. forward.

d6 Past Sin d8 Personality Trait


1 Thievery
1 I idolize a legendary hero who was a penitent just like me.
2 Murder
I am a devoted person by nature. I was just devoted to the
3 Worshiping dark powers 2
wrong causes.

4 Blackmail and slander 3 I was evil. Now, I am its destroyer.


5 Arson
4 I always think twice before taking action.
6 Helping criminals
5 Loved ones are what really matters.

I always watch the actions of others and warn them if I


The Path of Penitence 6
catch them in a sin.

An important event changed your life and you decided to leave Owing to my past experiences, I am calm in extreme
7
your past life full of sin behind, to turn over a new leaf. Choose situations.
a Penitence Event or roll on the table below. You can also
8 I can always bring two enemies to common ground.
choose another event, after discussing it with your GM.

d6 Penitence Event d6 Ideal

1 I was caught and sentenced to jail for my past sins. 1 Faithful. My new faith guides all my actions. (Lawful)
I witnessed something gruesome and decided to start
2 2 Proving. I have to prove that I have changed. (Any)
fresh.

3 I was betrayed by my former colleague(s). 3 Helpful. I turn others from the wrong path. (Good)

90
4 Forgiving. Everybody can make mistakes. (Neutral)
Skill Proficiencies: Religion and Survival
Fair. I never judge others by their former actions. I judge Languages: One of your choice
5
them by their intentions. (Lawful)
Equipment: Priest’s pack, traveler’s clothes, and a belt pouch
Vengeful. I will destroy anyone and anything that has led
containing 2 gp
6
me to sin. (Any)

Feature: Pilgrim
d6 Bond
You went on pilgrimage before. You are thus blessed, and
I lost everything because of my past sins, except a single people of your faith identify you as a pilgrim. You are offered
1
person, who I must protect. free accommodation in the temples of your faith.

My mentor, my savior, pulled me out of my past life and


2
taught me everything I know about penitence. Suggested Characteristics
There are people out there whose loved ones I hurt in the
3
past. I must seek their forgiveness. Your faith is strong and you have a strong desire to travel
anywhere it takes you, even if this means going off to faraway
The temple helped me atone for my sins. Now, it is my turn lands.
4
to help them.

My past experiences taught me the ways of evil. Now, it is


5 d8 Personality Trait
time to destroy it.
1 I am constantly looking for divine signs and sacred places.
I found atonement in a new faith. I would protect it with
6
my life.
2 Earthly possessions do not matter. The truth lies in faith.

Hallowed temples bring me more comfort than crowded


3
d6 Flaw places.

1 My faith is more important than anything; even my friends. Pilgrimage can be deadly. But I would happily die for its
4
sake.
I fear that if I waver from my new cause, I will sin again. So,
2 I have small rituals, even for small events. We should be
I am dogmatic in my thoughts. 5
grateful for everything we have.
3 Dark and sinful thoughts still dwell in my mind.
6 I love learning about different cultures.
The past weighs on my conscience. Some nights, I wake
4 Pilgrimage is a means to an end for some, but it’s the
from nightmares. 7
journey one takes lessons from.
The past haunts me. Sometimes, I drink more than what’s
5 I feel free when I am far from home, searching for sacred
good for me to forget about it. 8
places.
Sometimes, penitence becomes too heavy a burden and I
6
think about going back to my past life.
d6 Ideal

Holy. I am a holy person, a pilgrim. I must live and die with


Pilgrim 1
honor. (Lawful)

Zealot. Although I am a humble pilgrim, I will bring wrath


2
upon the enemies of my faith. (Any)

You are a pious person who travels to places that are sacred 3 Free Spirited. I will travel until I die. (Chaotic)
to your faith. Through pilgrimage, you hope to feed your
soul with divine blessings and mystical inspiration to become Faithful. I am a mere servant in my deity’s grand plans,
4
closer to your deity. and I play my part to the best of my abilities. (Lawful)
Although some pilgrimage sites are well-known, some of Wise. I became a pilgrim to acquire divine knowledge
them are hidden and are only revealed to the most devoted of 5 and share it with others to make the world a better place.
followers. In addition to visiting the known sites, you also seek (Good)
the hidden ones.
91
Curious. The world has many secrets waiting to be I saw holy places in my dreams, waiting for me to find
6
6 uncovered, and my pilgrimages shall take me to them. them.
(Any)

d6 Flaw
d6 Bond
1 I feel like I am missing life when I am not traveling.
1 I hold my loved ones above all else, even if they’re far away.
2 Although I travel a lot, I don’t trust different folk.
The teachings of my faith will guide me through all
2
dangers. Although my goals are divine, I have a weakness for all
3
earthly pleasures.
3 I carry my faith to the untouched places in the world.
I place my faith higher than the others, sometimes too
4
4 I am the end of all enemies of my faith. high.

My duty is to protect other pilgrims and the sacred places 5 I can be overly violent in times of danger.
5
of my faith.
6 I envy those who discover hidden pilgrimage sites.

92
Sheltered 6
I was sheltered from the dangers of the outside world. I
now fear that I will become one of them.

7 I love learning about different cultures.

You were brought up with every comfort, sheltered from 8 I want to make the world a safer place.
the heartbreaking realities of the world. You might have
experienced hardships of your own, but they were different
compared to what most others go through. d6 Ideal
The stories told by the guests you entertained, those
Curiosity. One can disobey rules to satisfy one’s curiosity.
that filled the pages of your books, and that decorated the 1
(Chaotic)
paintings you looked at became your window to the outside
world; at least to the one you fantasized about. The truth, on Quest. I was raised to complete a quest. I shall fulfill my
the other hand, was entirely different and one that no one and 2
role. (Lawful)
nothing prepared you for.
Tactician. I had too much time to think, and I do not act
3
without thinking. (Any)
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set or one type of Courage. The stories indicate that the heroes always
4
musical instrument prevail, and I have no intention of being defeated. (Good)
Languages: One of your choice
5 Narcissism. I know what’s best for everyone. (Any)
Equipment: A novel, three candles, a small drawing of your
caretakers, a set of fine clothes, and a pouch containing 20 gp Equality. I have lived a safe life. I will ensure that everyone
6
does so too. (Good)

Feature: Fourth Wall


d6 Bond
You heard and read about many adventures. So, when you are
in a situation that you liken to a trope in the genre, such as 1 I had a caretaker who provided me with books, who read to
a bad guy monologuing about their plans, you can see what’s me and told me stories, and who taught me all I know.
coming and act accordingly. For example, when you’re going
to an inn for the first time in a new place, you can guess that 2 Even in the safe place I have lived in, someone tried to kill
there will be suspicious-looking, hooded figures or two groups me. I must find them.
in the midst of a brawl when you get there. Since life doesn’t
3 I look after a pet who means everything to me.
always make narrative sense, you may miss the mark with
some of your guesses. Inform the GM of your background so 4 Everything I know about the outside world, I learnt from a
that they can help you in this regard. relative of mine.

5 I must find the artifact that appears in many stories I’ve


Suggested Characteristics heard.

6 I promised someone I love to live out my own adventure.


You experienced a world of your own, disconnected from
most others. It had its own difficulties, pleasures, and teaching
moments.
d6 Flaw

1 I believe that the world is how it is described in stories.


d8 Personality Trait
2 I’m not comfortable around people.
1 I often quote my favorite character from my favorite novel.
3 I trust others too easily.
2 I prioritize experiencing new things above most things.
4 I scare too easily.
3 I dream of epic stories in my free time.
5 I am a perfectionist.
4 It gives me great pain to watch others suffer.
I look for an intrigue in every word uttered by those
5 I love to be the center of attention. 6
around me.

93
Temple Guard 6 I keep the people I protect at a distance.

7 I like weapons and the stories they tell.

8 I can stand guard for days without so much as a grumble.


You were once stuck between two worlds in your profession;
the hard life of a guard and the comfort of the temple. While
normal guards were trained to chase and arrest criminals d6 Ideal
and conduct investigations where need be, you were trained
to stay at your post at all cost. You might have been the sole 1
Honest Work. It’s not just about making a living, it’s about
protector of a shrine, the gatekeeper of a temple, or the doing it the right way. (Good)
guardian of a cleric.
Loyalty. My duty is to guard the temple, not to question or
Unlike most guards, you also received an education on 2
interfere with its affairs. (Lawful)
religious matters. You thus take great care not to disrupt holy
rituals or other activities of religious importance. Sacrifice. My duty to protect ends when I die, and not a
3
moment before. (Lawful)
Skill Proficiencies: Insight, Religion
Strategy. No one in their right mind would attack temples;
Languages: Two of your choice 4 we must try to understand those that are out of theirs.
Equipment: A brooch that indicates your rank, a potion of (Chaotic)
healing, a set of common clothes, and a pouch containing 15 gp
Wage. It doesn’t matter what I guard as long as I get paid.
5
(Neutral)

Feature: Credible Occupation Commitment. My temple and the people in it come first.
6
(Any)
Most people think very highly of your profession as a temple
guard and those with something to hide usually stay out of
your way. d6 Bond
You can thus find the assistance you seek in most places of
civilization so long as you have your brooch with you. This 1 I promised a cleric I’d live an honest life.
assistance can be in the form of food, a place to stay, directions
2 I must defeat evil.
to a particular location, and other things of the same nature.
However, your reputation does not ensure acceptance in the 3 I’ll never forgive nor forget those who attacked my temple.
eyes of everyone. Criminals such as thieves or assassins stay
away from you and refuse to provide you with their services. 4 Sacred places must be protected.

5 I have been entrusted with a secret by my temple.


Suggested Characteristics 6 I fight for those in need of protection.

The harsh training you went through and the fact that you
dealt with all kinds of people during your service has made
you disciplined and has taught you how to behave in most d6 Flaw
social situations. These things shaped you into the person you
1 I failed my duty before, and I fear I might do so again.
are today.
2 I prefer killing criminals to taking prisoners.

d8 Personality Trait 3 I forgive too easily.

1 I’m always polite to religious people. 4 I’m jealous of powerful paladins.

2 I’m getting ready to face the next terror to befall us. 5 I act under orders, giving no thought to the consequences.

3 I use lots of idioms. Sometimes I freeze under pressure, when my actions


6
matter the most.
I lost friends while I was in service, and their memories
4
shall always be with me.

5 I like to watch people worship; it gives me peace.

94
New Feats
T
he feats presented in this section are for you to provide your characters with holy, sacred, resourceful, and powerful
talents. Although feats do not normally have a prerequisite in terms of alignment, most talents here are suitable for
good characters.

Angelic Durability Celestial Blood


Your body is enhanced with angelic essence and some parts of Your blood is infused with celestial energies and you learn
it resemble that of an angel, made out of marble. You gain the how to tap its potential. You gain the following benefits:
following benefits: • Increase one of your ability scores by 1, to a maximum of
• Increase your Constitution score by 1, up to a maximum of 20.
20. • You can communicate telepathically with creatures within
• Once per week, you can choose to focus on the essence 30 feet of you. You still need to share a language to be able
within you as an action. If you do so, you instantly take to understand each other.
the benefits of a short rest. The number of spent Hit Dice • You have resistance to poison damage.
count against the number of maximum Hit Dice you can
use during short rests.
• You can choose to have advantage on a saving throw Consecrated Spell
against spells and other magical effects. Once you use this
feature, you must finish a long rest to use it again. Prerequisite: Ability to cast at least one spell, and your alignment
must be any good
Angelic Strength When you choose this feat, choose a number of spells equal to
your spellcasting ability modifier (a minimum of 1 spell) that
deal damage and target a single creature.
Your body is enhanced by angelic essences and you are blessed
While casting these spells, you can choose to consecrate it,
with the strength of an angel. You gain the following benefits:
blessing it with radiant energies. A consecrated spell’s damage
• Increase your Strength score by 1, up to a maximum of 20. type changes to radiant and it ignores resistance to radiant
• When you make a Strength check or saving throw and damage.
fail, you can choose to succeed instead by focusing on the
angelic essence within. Once you use this feature, you
must finish a long rest to use it again. Courageous
You are a warrior at heart; valor and bravery run through your
Blessing of Feather veins. You gain the following benefits:
• You have advantage on saving throws against being
You sprout angelic wings from your back, which grant you the charmed or frightened.
following benefits:
• You have advantage on your first attack roll at the start of
• Increase your Dexterity score by 1, to a maximum of 20. each encounter.
• You have a flying speed of 30 feet. • Your speed increases by 10 feet when charging towards an
enemy.

Blessing of Fin
Divine Magic Training
Several fins appear on your arms, legs, and torso granting you
the following benefits: You learn two cantrips from the cleric spell list, and one 1st-
• Increase your Dexterity score by 1, to a maximum of 20. level spell from either the cleric or the paladin spell list. You
• You have a swimming speed of 30 feet. can cast the chosen 1st-level spell only once using this feature,
and you must finish a long rest before you can cast it again.
• You can breathe underwater for up to 1 hour.
Wisdom is your spellcasting ability for the chosen spells.

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speed of 60 feet instead of 30 feet.
Epitome of Good
Prerequisite: You must be a good-aligned cleric, paladin, or paragon
Magical Birthmarks
You are a hero of faith that people look up to for Prerequisite: Peri
encouragement. You lead them by example, and their faith
does not waver when you are with them. You gain the
The marks on your body slowly changed as you grew and they
following benefits:
eventually took the shapes of ancient fey runes, granting a +1
• Increase your Charisma score by 1, up to a maximum of 20. bonus to all your saving throws.
• When you cast a cleric or paladin spell or use a cleric,
paladin, or paragon feature, you can use your reaction to
choose a target creature within 30 feet of you that saw you Mark of Good
casting the spell or using the feature. Any effect causing
the target to be charmed or frightened ends on itself. You
You carry the mark of a good deity or another good, cosmic
can use this benefit up to a number of times equal to your
entity. You gain advantage on Wisdom (Insight) and Charisma
Charisma modifier (minimum of once), and you regain any
(Persuasion) checks against good-aligned creatures and
expended uses when you finish a long rest.
disadvantage on these checks against evil-aligned ones
provided that they see the mark. You also deal an extra 1d6
radiant damage to evil-aligned creatures on a successful
Expanded Radiant Form attack.
Prerequisite: Light-Touched

You have more control over your innate light than others. Might of the Shaper Giant
Your radiant form remains for a number of rounds equal to Prerequisite: Strength 19 or higher
your proficiency bonus.
You were either blessed by the might of the shaper giants or
their blood flows through your veins; and you’ve just now
Former Glory realized your potential. You can use two-handed weapons with
Prerequisite: Aengel one hand.

You regain a small portion of your former glory and your


wings start to shine with radiant energies. You have a flying
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your proficiency bonus is doubled for any check you make
Oathbound with them.
Prerequisite: You must have an oath

Oaths have a special meaning and hold power within universal Radiant Landing
forces. When someone takes an oath, some of these forces start
to watch the oathbound. These forces can be fiends trying A celestial taught you the secrets of high altitude landings.
to make the oathbound deviate from the righteous path, or
When you take damage from a fall, you can choose to negate
angels that wish to help, reward, or punish them according to
the damage. If you do so, each creature within 10 feet of you
their actions.
takes radiant damage equal to the amount of the fall damage
You made an oath, whether you know the facts above or not; you negated. Once you use this feature, you can’t use it again
either to yourself, to another person, or to a celestial. Now, the until you finish a long rest.
oath is one of the most important things in your life and you
are bound to it.
Until you fulfill your oath, you have a +2 bonus on ability Redeemed and Accepted
checks, attack rolls, and saving throws that are directly related Prerequisite: Redeemed Fiend
to your oath. Whether the roll is directly related or not is
determined by the GM.
As redeemed fiends keep their fiendish physical appearance
If you break your oath, you take a -2 penalty to all ability
when they are redeemed, some of them have a hard time
checks, attack rolls, and saving throws until you atone for your
finding acceptance, but not you. You have strong connections,
mistake or are targeted by a wish spell. To atone, you must
and they have accepted you as you are. You gain the following
either spend 40 days in seclusion without talking and with no
benefits:
one to talk to, thinking about your sins and wrongdoings, or
you must be blessed by the bless spell cast by a good-aligned • Increase your Charisma score by 1, up to a maximum of 20.
spellcaster of 17th level or higher. • You no longer have disadvantage on your Charisma
When you fulfill your oath, you are no longer oathbound. (Persuasion) checks against common folk while in your
You do, however, receive the blessing of the divine; granting true form.
you a +2 bonus to all ability checks, attack rolls, and saving • Wisdom (Insight) checks by non- evil-aligned creatures
throws. against you are made with advantage, which allows people
GMs may choose to give this feat to a character when it to understand you have good intentions.
takes a serious oath, even if the character shouldn’t be able to
gain a new feat under normal circumstances.
Keep in mind, you can only receive blessing from the divine Restoring Hands
once in this way. So, for instance, you do not gain the bonuses Prerequisite: You must be a good-aligned paladin
again if you take a second oath and then fulfill it.
Your Lay on Hands feature is infused with the goodness of
your soul. The range of your Lay on Hands feature becomes 15
Pain-Bearer feet. In addition, your pool of healing power for Lay on Hands
Prerequisite: Constitution 13 or higher becomes equal to your paladin level × 6.

You were always eager to take the damage and to suffer the
pain instead of your loved ones. You can now use this pain to Starcaster
mend others’ wounds. You gain the following benefits: Prerequisite: Spellcasting feature
• Increase your Constitution score by 1, up to a maximum of
20. You are able to imbue yourself with the arcane powers of the
• When you take at least 10 damage in a round, and if you stars. You gain the following benefits:
cast any spell or use any feature that restores hit points • Increase your Intelligence score by 1, up to a maximum of
within the next round, the spell or the feature heals an 20.
additional 2d8 hit points. • As an action, you can imbue any spell with the power
of the stars for 1 minute. When you do so, the damage-
dealing spells you cast within the duration deal radiant
Prudent damage instead of their normal damage type.
Prerequisite: Wisdom 15 or higher • At night, you are guided by the stars. Thus, you can’t be
lost during the night.
You are blessed with prudence. You have the ability to discern
what others cannot. You gain proficiency in the Perception
and Insight skills. If you’re already proficient in these skills,

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Third Eye of the Heavenly Host Watched Over by Angels
Prerequisite: Your alignment must be any good
You open your spiritual third eye and gain the following
benefits: When you choose this feat, angels start to watch over you. You
• Increase your Wisdom score by 1, to a maximum of 20. gain the following benefits:
• You can use your bonus action to look into the Ethereal • Increase one ability score of your choice by 1, to a
Plane until the start of your next turn. maximum of 20.
• Once per day, the first attack that drops you to 0 hit points
misses you instead. Since you have no control over the
Thrice Life-given angels watching you, the GM decides if you can benefit
from this feature.
When you were infused with life during your creation, you • If anything tries to harm you while you are taking a long
were blessed three times instead of once, and it now shows. rest, you become aware of the threat just before you are
You gain the following benefits: harmed, which keeps you from being surprised.
• Increase your Constitution score by 1, to a maximum of 20.
• When your blood is spilled onto soil, small plants native to
your location start to grow at the spot and blossom. Wings of Light
Prerequisite: Light-Touched
• When you take damage, you regain 1 hit point at the start
of each of your turns until the total of the hit points you
regained is equal to the damage you took or until you take Wings made of your innate light sprout from your back. You
any more damage. gain the following benefits:
• As a bonus action, you can make your wings sprout or
disappear. While you have your wings spread, you have a
Twice Blessed Twice Cursed flying speed of 30 feet.
Prerequisite: Stranger • Your wings shed bright, magical light in a 20-foot radius
and dim light for an additional 20 feet. Magical darkness
You gain one additional strength and one additional curse doesn’t impede your wings’ magical light.
from your own racial features.

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Devotion Paths
D evotion Paths is an optional set of rules for GMs and players who wish to spice up their NPCs and characters. In this
mechanic, you devote yourself to a concept, to a cause, and try to walk its path. Each path has its own good deeds
and sins. As you live according to these restrictions, you understand the path more deeply and are rewarded for your
devotion. The rewards are generally bestowed by universal forces related to the path, such as the deities of the path to which
you are devoted, or powerful angels and fey.

Path Restrictions: Deeds and Sins Path of Ascension


As is mentioned above, there are deeds and sins for each You have devoted your life to the path of ascension. You know
path, although different paths can have certain deeds and there is a higher truth beyond your primal needs and greedy
sins in common. These deeds and sins are listed under every desires; a truth you cannot wait to reveal. To transcend your
devotion path. As a GM, feel free to modify them or use them bonds to perceivable existence, you have chosen to walk the
as guidelines to write a new devotion path, or to write more path of ascension.
deeds and sins for an existing path.

Deeds Sins
Devotion Points Losing control of your
Meditating regularly
emotions
When you commit a deed, roll a d20. If the result of the die is
higher than your current devotion points, you gain 1 devotion Keeping calm Failing to meditate regularly
point. You lose 3 devotion points when you commit a sin. You
Concentrating Losing concentration
can walk only one devotion path at a time, and when your
devotion points on a path drop to 0, you leave the path and Speaking the truth Lying
gain a curse that is unique to it.
As a GM, you should keep two things in mind. Firstly, if you Creating a peaceful Causing discomfort for no
think that the deed of the character must be rewarded, you environment reason
can let the character gain 1 devotion point directly, without
rolling a d20. Rewards
Secondly, it must not be easy to accumulate devotion You gain the following traits as you walk the path of ascension:
points. They should be granted as rewards for the purest of
1 Devotion Point. You have advantage on saving throws
intentions. For example, a character walking on the path
against being frightened.
of honor may take 1 gold piece from one of their friends in
the party as debt and pay it after 5 minutes. The character 3 Devotion Points. You can use your reaction to have
should not gain a devotion point each time they do this. The advantage on a saving throw using this trait. You regain the
purity of the intention of characters is determined at the GM’s ability to do so when you finish a short or long rest.
discretion. 7 Devotion Points. You can cast the levitate spell on yourself
When you gain certain amounts of devotion points, you are using this trait.
granted unique rewards for your devotion. 13 Devotion Points. You gain resistance to psychic damage.
20 Devotion Points. One of your ability scores of your choice
becomes 21. It reverts to normal if you lose this trait.
Paths of Devotion
Curse
When you leave the path of ascension, the forces that once
rewarded you for your dedication in the search for the truth
now curse you. For a year, you have disadvantage against all
There are many Devotion Paths. Each path of devotion is spells and magical effects. The curse can only be removed by
related to a different concept or emotion. means of a greater restoration or wish spell cast within the first
30 days of the curse.

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finish a short or long rest.
Path of Charity
7 Devotion Points. You gain the ability to lend your hit points
to someone in need. As an action, you can transfer any number
You have devoted your life to the path of charity. You collect of hit points to a creature you touch. When you do so, you lose
valuables and share them with people in need. It is your duty a number of hit points, and your target gains hit points in the
to make sure that the poor get their share from the treasures same amount.
of the rich.
13 Devotion Points. Your weapon attacks made with
nonmagical weapons become magical and deal an extra 1d6
damage of the type of your choice.
Deeds Sins
20 Devotion Points. You deny your enemy its luxuries. As
Sharing your income Spending coin on luxury an action, you choose a creature within 60 feet of you that
you can see. The target must succeed on a Charisma saving
Feeding the hungry Ignoring someone in need throw (DC equal to 8 + your proficiency bonus + your Charisma
Earning coin to help others Being lazy modifier) or all of its attunements end. Once you use this trait,
you must finish a long rest to use it again.
Claiming to be superior to
Being and looking modest
others
Curse
Robbing evil of its riches Bragging about yourself When you leave the path of charity, the forces that once
rewarded you for being charitable now curse you. Everything
you possess vanishes into thin air and for 1 year, anything
Rewards (except food, water, and simple clothing) that you try to own
You gain the following benefits as you walk the path of charity: disappears without a trace. The curse can only be removed by
1 Devotion Point. You have advantage on Charisma means of a greater restoration or wish spell cast within the first
(Persuasion) checks while dealing with merchants and with 30 days of the curse.
people living in poverty. Also, if you are not proficient with
the skill, you become proficient. If you are already proficient,
while making the check, you add your proficiency bonus twice, Path of Heraldry
instead of once.
3 Devotion Points. You can cast the create food and water spell You have devoted your life to the path of heraldry. You are the
once using this trait. You regain the ability to do so when you messenger of your deity. You live by their commandments,
101
and it is your duty to spread them. The more you share your for 30 days.
deity’s word to the people, the closer they can get to salvation.

Path of Honor
Deeds Sins
Abandoning your deity’s You have devoted your life to the path of honor. You try to be
Living by your deity’s rules a living example of chivalrous behavior; courage, generosity,
commandments
and hospitality.
Helping someone of the Refusing to help someone of
same faith the same faith

Preaching in the name of Forcing someone to embrace Deeds Sins


your deity your deity Keeping an oath Breaking an oath
Converting someone to your Showing courage Acting in cowardice
Ignoring sin
religion
Prioritizing duty over Prioritizing personal gain
Helping an evil creature Misrepresenting your personal gain over duty
redeem itself religion
Paying debts Leaving debts unpaid
Rewards Challenging an enemy face Associating with the
You gain the following benefits as you walk the path of to face dishonorable
heraldry.
1 Devotion Point. You have advantage on Intelligence Rewards
(Religion) checks about your deity. Also, if you are not
You gain the following benefits as you walk the path of honor:
proficient with the skill, you become proficient. If you are
already proficient, while making the check, you add your 1 Devotion Point. You have advantage on all your attack
proficiency bonus twice, instead of once. rolls when you encounter an enemy face to face; when you do
not approach your enemy stealthily, when the enemy is not
surprised, and when you face your enemy directly.
3 Devotion Points. You have advantage on Charisma
3 Devotion Points. You can challenge an enemy of your
(Persuasion) checks while trying to spread your deity’s
choice within 30 feet of you that can see you. The target must
commandments.
succeed on a Wisdom saving throw (DC = 8 + your Charisma
7 Devotion Points. You gain the ability to cast the guidance modifier + your proficiency bonus) or have disadvantage on all
cantrip. If you already know the cantrip, the target of your the weapon attack rolls it makes against any target other than
guidance cantrip rolls 2d4 instead of a d4. you for 1 minute.
13 Devotion Points. You have advantage on attack rolls Once you use this feature, you must finish a short or long
against evil creatures who refuse your call to abandon evil and rest to use it again.
embrace your deity.
7 Devotion Points. Acting honorably all the time has its own
20 Devotion Points. You are one of the most eminent hardships. To ease the weight on your shoulders, you can
emissaries of your deity and you can preach in a way that reroll a d20 after you make the roll but before the GM declares
touches something in the depths of your listeners’ souls. You the result. You cannot reroll the d20 that you roll to gain a
spend one minute preaching the commandments of your devotion point.
deity. To do so, you make a Charisma (Persuasion) check with
Once you use this feature, you must finish a long rest to use
advantage. Creatures within 30 feet of you that can hear you
it again.
must succeed on a Wisdom saving throw (DC = your Charisma
(Persuasion) check) or they embrace your deity, feel closer 13 Devotion Points. All your successful attacks deal an extra
to it, and abandon their evil acts. The GM decides which 2 radiant damage to evil-aligned and dishonorable creatures.
consequence happens to which creature. Creatures that are The GM decides whether or not a creature is dishonorable.
immune to being charmed are also immune to these effects. 20 Devotion Points. As an action, you call an angel of honor
(p. 219) to your aid for 1 minute.
Curse The spirit is friendly to you and your allies. Roll initiative
for the spirit, which has its own turns. It obeys any verbal
When you leave the path of heraldry, the same deity that once command you issue to it (no action required by you) as
rewarded you now punishes you. The fact that your deity has long as it is not a dishonorable act. If you command it to do
abandoned you disturbs your peace of mind, and you find something dishonorable, you lose 5 devotion points, it leaves
this particularly exhausting. You constantly have one level of your command and becomes hostile to you and your allies. If
exhaustion for 1 year. The curse can be removed by means of you issue no commands, the spirit only defends itself against
a greater restoration or wish spell cast within the first 30 days of hostile creatures.
the curse, or with your active service to a temple of your deity
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The spirit disappears when it drops to 0 hit points or when Once you use this feature, you must finish a long rest to use
the duration expires. it again.
Once you use this feature twice, you must finish a long rest 13 Devotion Points. All your attacks deal an extra 2 radiant
to use it again. damage to creatures that threaten hope. The GM decides
whether or not a creature counts as such.
Curse 20 Devotion Points. As an action, you call a spark of hope (p.
278) to your aid for 1 minute.
When you leave the path of honor, the forces that once
rewarded you for being honorable now curse you. You take a The spark of hope is friendly to you and your allies. Roll
-2 penalty to all ability checks, attack rolls, and saving throws initiative for the spark, which has its own turns. It obeys any
for 1 year. The curse can only be removed by means of a verbal command you issue to it (no action required by you)
greater restoration or wish spell cast within the first 30 days of as long as the command is to bolster hope. If you command
the curse. it to do something that is not suitable to its nature, you lose
5 devotion points, and it leaves your command, becoming
hostile to you and your allies. If you issue no commands, the
Path of Hope spark of hope only defends itself from hostile creatures.
The spark of hope disappears when it drops to 0 hit points or
when the duration expires.
You have devoted your life to the path of hope. You aim to
banish all sorrow and be the shining light at the end of a dark Once you use this feature, you must finish a long rest to use
tunnel, that keeps hope alive for all eternity. it again.

Curse
Deeds Sins When you leave the path of hope, you lose all hope. You have
Staying hopeful even in the Falling victim to disadvantage on ability checks, attack rolls, and saving throws.
most dire of situations hopelessness The curse can only be removed by means of a greater restoration
or wish spell cast within the first 30 days of the curse.
Proving that all evil can be
Letting evil win
defeated

Being the embodiment of


Path of Humor
Not helping others when the
hope by helping those in
need arises You have devoted your life to the path of humor. There are
need
lots of hardships that can push people to adopt more serious
Inspiring allies Discouraging an ally demeanors. Luckily, you know the cure to this ailment: Humor.
Passing up an opportunity
Fighting impossible odds
to inspire
Deeds Sins

Rewards Making people smile Making inappropriate jokes

You gain the following benefits as you walk the path of hope: Making comforting jokes Making fun of someone
1 Devotion Point. You gain proficiency in the Insight and Not realizing the gravity of a
Persuasion skills. If you are already proficient, you now have Helping people socialize
situation
advantage on the checks made with these skills.
3 Devotion Points. You can use your devotion to ignite the Having fun Being disrespectful
flame of hope within others.
Showing respect Losing your sense of humor
When a creature within 30 feet of you that can see or hear
you makes an ability check, attack roll, or saving throw, you
can use your reaction to grant advantage on the roll. Rewards
You can use this feature up to a number of times equal You gain the following benefits as you walk the path of humor:
to half your devotion points (rounded up). You regain any 1 Devotion Point. If you make someone laugh, you have
expended uses when you finish a long rest. advantage on Charisma checks against them for an hour or
7 Devotion Points. You can magically conjure a 6-foot-long until you severely offend them.
banner of hope and place it on the ground. All allies within 3 Devotion Points. You can cast the prestidigitation cantrip
60 feet of the banner gain a +1 bonus to ability checks, attack using this trait.
rolls, and saving throws. The banner, of which the handle is
7 Devotion Points. You can cast the hideous laughter spell once
metal and the banner is cloth, remains for 1 hour, or until it is
using this trait (DC equal 8 + your proficiency bonus + your
destroyed. It has AC 15, 60 hit points, immunity to poison and
Charisma modifier). You regain the ability to do so when you
psychic damage.
finish a short or long rest.
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13 Devotion Points. As an action, you make a joke you this trait. You regain the ability to do so when you finish a
designed for a specific creature, while the creature is short or long rest.
maintaining concentration. If the creature can hear and 13 Devotion Points. When you hit a creature with an attack,
understand you, its concentration is broken. The creature is the creature is marked until the start of your next turn. An
not affected if it is immune to being charmed or has resistance allied creature can move an extra 10 feet towards the marked
or immunity to psychic damage. creature if the extra movement enables it to make an attack
20 Devotion Points. Your presence is enough to cause joy against the marked creature.
to your allies. If an ally within 120 feet of you that can hear 20 Devotion Points. When you make an ability check, attack
or see you has disadvantage on a roll, it can choose to have roll, or saving throw with advantage, allied creatures within
advantage on that roll as well, to negate the disadvantage. 300 feet of you that can see or hear you have advantage on the
same type of roll (ability check, attack roll, or saving throw)
Curse until the start of your next turn.
When you leave the path of humor, the forces that once
rewarded you for being humorous now curse you. For 1 year, Curse
whenever you try to be humorous, you offend your audience. When you leave the path of leadership, the forces that once
If you make a joke, make a Charisma (Intimidation) check rewarded you for being an inspiring leader now curse you. For
contested by your audience’s Wisdom saving throw. The curse a year, you can’t benefit from the abilities, features, or spells
can only be removed by means of a greater restoration or wish of others. The curse can only be removed by means of a greater
spell cast within the first 30 days of the curse. restoration or wish spell cast within the first 30 days of the
curse.

Path of Leadership
Path of Medicine
You have devoted your life to the path of leadership. You
can see that not everyone can control their fate or their You have devoted your life to the path of medicine. You are
disposition and lead a life of kindness, caring and love; afterall, aware that a person must be physically healthy, or at least
no one is obligated to lead. You have taken up the torch, and devoid of pain, in order to be able to find a gentle and noble
are willing to guide others to a better tomorrow. meaning in its life. You choose to follow this path and cause no
harm to any living thing.

Deeds Sins
Treating subordinates
Deeds Sins
Mistreating subordinates
equally Easing someone’s pain Causing intentional harm
Demonstrating Healing the wounded Refusing to treat a patient
Being precise
incompetence
Doing no harm Being negligent
Taking responsibility Making a bad decision
Teaching first aid Torture
Guiding people towards
Setting a bad example Acting against a patient’s
their goals Treating patients equally
will
Setting a good example Ignoring consequences

Rewards
Rewards You gain the following benefits as you walk the path of
You gain the following benefits as you walk the path of medicine:
leadership:
1 Devotion Point. You have advantage on Wisdom (Medicine)
1 Devotion Point. You have advantage on Charisma checks. Also, if you are not proficient with the skill, you
(Persuasion) checks while dealing with your subordinates and become proficient. If you are already proficient, while making
with people that value authority. Also, if you are not proficient the check, you add your proficiency bonus twice, instead of
with the skill, you become proficient. If you are already once.
proficient, while making the check, you add your proficiency
3 Devotion Points. As a bonus action, you can stabilize a
bonus twice, instead of once.
creature with a successful DC 10 Wisdom (Medicine) check.
3 Devotion Points. You don’t suffer penalties for a fast pace.
7 Devotion Points. During a long rest, you can medically treat
Also, you and the creatures of your choice within 120 feet of
a creature if you have the appropriate tools, which enables it
you can add your proficiency bonus to Constitution saving
to make a Constitution saving throw with advantage against a
throws against the effects of a forced march.
poison or disease affecting it.
7 Devotion Points. You can cast the sending spell once using
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13 Devotion Points. When you have a creature regain hit immediately stabilized. After you use this ability, you can’t use
points, you can double the amount of hit points regained, it again until you finish a short or long rest.
using this trait. You regain the ability to do so when you finish 20 Devotion Points. In most fights, finishing off your
a long rest. opponent as fast as you can is a great mercy. As an action, you
20 Devotion Points. When you have creatures regain hit choose a creature within 90 feet of you. All hits scored against
points, you can double the amount of hit points regained, the creature are critical hits until the end of your next turn.
using this trait. You regain the ability to do so when you finish After you use this ability, you can’t use it again until you finish
a long rest. a long rest.

Curse Curse
When you leave the path of medicine, the forces that once When you leave the path of mercy, the forces that once
rewarded you for your medical determination now curse you. rewarded you for being merciful now curse you. For a year,
For a year, all your attempts to stabilize creatures fail. The when you fail a death saving throw, it counts as two failures.
curse can only be removed by means of a greater restoration or The curse can only be removed by means of a greater restoration
wish spell cast within the first 30 days of the curse. or wish spell cast within the first 30 days of the curse.

Path of Mercy Path of Sacrifice


You have devoted your life to the path of mercy. Most of the You have devoted your life to the path of sacrifice. Your
time, when there is a choice to be made, the one that requires bravery knows no bounds and allows you to sacrifice yourself
the most mercy also requires the most sacrifice. You found for the good of your deity (and of others) without a moment’s
enough strength in yourself to be merciful and you now walk hesitation. Knowing that you are bound for the glorious lands
the path of mercy. of your deity where you will be rewarded tenfold for your
actions after death, you see no point in fearing it.

Deeds Sins
Deeds Sins
Showing forgiveness Taking pity on others
Being on the frontlines Fleeing battle
Killing slowly and
Assisting someone Not shying away from a Refusing to help someone in
agonizingly
challenge need
Relieving someone of their
Ignoring others’ suffering Helping others in need even Sacrificing a non-willing
suffering
at risk to yourself creature
Requesting payment for
Caring for others Sacrificing a non-evil
helping Not fearing death
creature
Being empathetic Being apathetic
Guiding someone who wants Preventing the sacrifice of a
to share your path willing creature
Rewards
You gain the following benefits as you walk the path of mercy:
1 Devotion Point. You have advantage on Wisdom (Insight)
Rewards
checks while trying to empathize with someone. Also, if you You gain the following benefits as you walk the path of
are not proficient with the skill, you become proficient. If you sacrifice.
are already proficient, while making the check, you add your 1 Devotion Point. You master the art of performing sacrificial
proficiency bonus twice, instead of once. rituals. There is a higher chance that your sacrifice will be
3 Devotion Points. As an action, you can touch a creature accepted by your deity. Whether a sacrifice is accepted or not
with 0 hit points. The creature regains 1 hit point and you lose is determined by the GM.
1 hit point. You also gain proficiency in the Religion skill. If you are
7 Devotion Points. When you do not intend to seem already proficient, while making the check, you add your
intimidating, others usually underestimate you. Unless proficiency bonus twice, instead of once.
you take a hostile action, hostile creatures are likely to pay 3 Devotion Points. You can use your action to cut yourself
attention to their other targets if there are any. with a dagger, spilling your own blood, and taking 5 slashing
13 Devotion Points. As an action, you choose a creature damage. On your next turn, you can touch a creature using
within 90 feet of you. The creature is marked for 1 minute. your action to have it regain 5 hit points. You can use this
When a marked creature drops to 0 hit points, it is feature a number of times equal to your proficiency bonus.
You regain any expended uses when you finish a long rest.
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7 Devotion Points. When an ally within 10 feet of you takes check, you add your proficiency bonus twice, instead of once.
damage, you can use your reaction to take the damage in their 3 Devotion Points. You can cast the identify and detect magic
stead. To do so, you jump to your ally’s space, pushing them spells once using this trait. You regain the ability to do so
to the nearest unoccupied space within 5 feet. If the ally is when you finish a long rest.
not willing, you must succeed on a Strength (Athletics) check
7 Devotion Points. If you fail an Intelligence saving throw,
contested by a Strength (Athletics) or a Dexterity (Acrobatics)
you can reroll it, taking the new roll as the result. After you
check made by the ally.
reroll a saving throw in this way, you can’t do so again until
13 Devotion Points. When you use the trait you gained at 3 you complete a short or long rest.
devotion points, the creature you touch regains 10 hit points
13 Devotion Points. If you cast a spell or use an ability,
instead of 5.
feature, or item that requires a saving throw on a creature, the
20 Devotion Points. You can perform a 1-hour sacrificial DC of the saving throw increases by 1. You can only use this
ritual in which you sacrifice a non-evil item, a memory, or trait against creatures that have at least one value that is the
something else of great value to you. By doing so, you cast the opposite of yours. The GM determines whether you share an
wish spell. You can use this feature once per week. Whether opposite value with the creature or not.
the sacrifice is worthy or not is determined by the GM.
20 Devotion Points. You can act with perfect reason when
you are at ease. While your current hit points are equal to your
Curse hit point maximum, you have advantage on every d20 roll you
When you leave the path of sacrifice, the forces that once make.
rewarded you now curse you. You gain vulnerability to radiant
damage for 1 year. The curse can only be removed by means Curse
of a greater restoration or wish spell cast within the first 30 days
When you leave the path of sagacity, the forces that once
of the curse. Also, to return to the path of sacrifice, you must
rewarded you for being sagacious now curse you. You can’t
sacrifice yourself in the name of your deity. You die; however,
gain experience points for a year. The curse can only be
your deity rewards you with a new chance. You return to
removed by means of a greater restoration or wish spell cast
life but you start your new life with 0 devotion points. If you
within the first 30 days of the curse.
once again leave the path of sacrifice, there is no way you can
return to it.
Path of Truth
Path of Sagacity
You have devoted your life to the path of truth. You speak the
truth, the whole truth, and nothing but truth. You find candor
You have devoted your life to the path of sagacity. You
and fairness to be the most important virtues there are, and
believe that through logic and reasoning, anyone can turn
try to live by them with every fiber of your being. For you,
the underlying meanings of things into reality. Emotions and
there is no sin greater and more formidable than the sin of
goodwill can only get you so far; true kindness could only be
deception.
achieved under certain principles such as ethics.

Deeds Sins
Deeds Sins
Telling the truth at all cost Lying
Following an unreasonable
Questioning everything
request Avoiding deception Trying to hide the truth
Searching for the hidden Trying to bend reality to
Being driven by emotion Pursuing the truth
meaning your favor
Rationalizing your kindness Being rude Accepting the truth even Deceiving someone as a
when inconvenient means to your ends
Defining your values Arguing disrespectfully
Protecting those who tell
Debating respectfully Ignoring facts Destroying a document
the truth

Rewards Rewards
You gain the following benefits as you walk the path of You gain the following benefits as you walk the path of truth:
sagacity:
1 Devotion Point. You have proficiency in the Investigation
1 Devotion Point. You have advantage on Intelligence and Persuasion skills. If you are already proficient in them,
(Investigation) checks while searching for hidden knowledge. your proficiency bonus is doubled for any ability check that
Also, if you are not proficient with the skill, you become uses these skills. If you have proficiency in the Deception skill,
proficient. If you are already proficient, while making the you lose your proficiency in it. Also, you have disadvantage on
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Charisma (Deception) checks. Rewards
3 Devotion Points. You have advantage on saving throws You gain the following benefits as you walk the path of
against illusion and enchantment spells. vigilance:
7 Devotion Points. You can cast the zone of truth spell. The 1 Devotion Point. You gain proficiency in the Insight and
spell save DC for this spell is 15. Once you cast this spell in this Perception skills. If you already have proficiency, you now
way, you must finish a long rest to do so again. have advantage on the checks made with these skills.
13 Devotion Points. You gain truesight out to a range of 30 3 Devotion Points. You gain the benefits of the Fighting
feet. Style: Protection even if you are not wielding a shield.
20 Devotion Points. You are always under the effects of the 7 Devotion Points. Although you are an ever-vigilant
foresight spell. protector, adventure sometimes calls you away from your
duties. When it does, you are able to find out about the current
Curse status of those you are sworn to protect, using the divine bond
between you.
When you leave the path of truth, the forces that once
rewarded you now curse you. For 1 year, people do not believe To do so, you choose a creature, an item, a place, or
you even if you are telling the truth and magic can’t determine something else (that the GM also approves) as your “ever-
if you are telling the truth or not. The curse can only be protected”. You can meditate for 1 minute to find out about
removed by means of a greater restoration or wish spell cast their state of health (if they are healthy, damaged, or dead),
within the first 30 days of the curse. To return to the path, you whether or not they are in danger, and whether or not they
must speak nothing but the truth for a year. are in the same plane of existence as you.
Once you use this feature, you must finish a long rest to use
it again.
Path of Vigilance 13 Devotion Points. All your attacks deal an extra 2 radiant
damage to creatures that threaten those you protect. The GM
You have devoted your life to the path of vigilance. You aim to decides whether or not a creature poses such a threat.
guard your loved ones, protect the innocent, or be the ever- 20 Devotion Points. As an action, you can summon a grave
vigilant watcher of sacred relics and places. protector (p. 249) sent directly by the forces of heaven, and
leave it to guard a specific location. You can have only one
grave protector guarding a place in this way at a time. When
Deeds Sins you summon a second one, the first one goes back to where it
came from.
Protecting strangers Letting tyrants rule
Once you use this feature, you cannot do so again for one
Rebelling against tyrants Acting in cowardice week.

Sacrificing yourself to save Prioritizing personal gain


the innocent over others’ safety Curse
When you leave the path of vigilance, the forces that once
Failing to warn others of a rewarded you for being vigilant now curse you. You have
Noticing a threat
threat disadvantage on attack rolls against creatures who threaten
Taking on a ward to protect Betraying a ward those you protect, and you have disadvantage on Wisdom
(Perception) checks. The curse can only be removed by means
of a greater restoration or wish spell cast within the first 30 days
of the curse.

107
Inquisitor
I nquisitors are holy servants who eliminate the enemies of their faith. They are known for being hard to deceive
and even harder to defeat. Generally speaking, an inquisitor is expected to uncover hidden enemies, discover their
methods, and come up with the most effective way of eliminating them. All in all, they act as the judge, the jury, and
the executioner.

How to Become an Inquisitor Inquisitorial Powers


Being an inquisitor requires loyalty to faith, and most faiths Since there are many different deities, there are inquisitors of
have temples dedicated to them. It is thus not surprising that many different abilities. In addition, being an inquisitor does
many inquisitors work for temples. However, an inquisitor of a not have any restrictions in terms of the class you are playing.
long-forgotten faith is not unheard of. Anybody with a strong will and an eagerness to annihilate the
Inquisitors are above the temple hierarchy since one of enemies of their faith can become inquisitors. You will thus
their most important duties is to uncover the potential threats find inquisitorial powers to be special qualities that can be
within. They only answer to their deity, but they also respect granted to you by the GM, or that you can take as normal feats.
the inquisitorial hierarchy. Depending on the clergy, a temple Some powers feed one another and help inquisitors
may or may not have an inquisitorial order. However, this does specialize in different aspects of danger. The powers here
not prevent the followers of such religions from becoming an are generally suitable for inquisitors that hunt aberrations,
inquisitor; they are either called upon by their deity, or they fiends, the undead, or mortal cults. You can also always find
resolve to be one all by themselves. new things to hunt as an inquisitor, and write new powers
Most inquisitors train for many years to prepare for the accordingly.
challenges that await.
When you become an inquisitor, you gain the following feat. Bane of Enem es
Prerequisite: Inquisitor

Inquisitor Your quest was blessed with the holy light, and you were
educated to hunt a specific type of enemy of your choice;
aberration, fiend, or undead. Your weapon attacks deal an
You are an inquisitor. You are a tool of your deity and its
extra 1d4 radiant damage. If the target is of the chosen type,
hand among mortals. You are the judge, the jury, and the
the extra damage increases to 2d4.
executioner all rolled into one. None can question your
decisions. Your duty is to hunt what is necessary; be-it You can choose another type of enemy at the GM’s
answers, items, or people. discretion; such as the cultists of a specific demon.
You have acquired the title of Inquisitor. Others of your
religion respect you, and more importantly, fear you. Fellow Ban sher
inquisitors respect you and you respect them, for you know Prerequisite: Inquisitor, at least 2 inquisitorial powers
that getting this title is no easy task.
You carry a sigil of banishment; either as a tattoo on your body
When you become an inquisitor, you gain one inquisitorial
or as a trinket such as a necklace. This sigil could have been
power of your choice, of which you meet the prerequisites.
given to you by your deity themselves, or it could have been
assigned to you by the temple.
Life as an Inquisitor As an action, you can use this sigil to cast the banishment
spell. Once you use this power, you must finish a long rest to
use it again.
Inquisitors travel a lot in search of enemies and new threats.
Since they are respected within their clergy, they are generally
provided with food and a place to stay when need be. Call of the Inqu s tor
Although most inquisitors walk a holy path, sometimes, Prerequisite: Inquisitor, Charisma 13 or higher
some of them realize that their consecrated methods are not
As you are a good leader and a figure of inspiration for others,
enough, and start experimenting with more tricky methods
you gain the following benefits:
such as lying and using guile. Being an inquisitor is not easy,
and the line between the holy path and the path of the fallen is • Increase your Charisma score by 1, to a maximum of 20.
practically non-existent. Inquisitors who have failed to tread • You can inspire others in combat. When an ally within
this line have been known to stray from the path and to start 30 feet of you that can hear or see you makes a weapon
hunting other inquisitors. or spell attack, you can choose to grant a +3 bonus to its
108
attack roll as a reaction. You can use this power a number
of times equal to your Charisma modifier. You regain any
As a result of your neverending studies, you gain the following
expended uses when you finish a long rest.
benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
Cha ns of Dom nat on • When you make an Intelligence (Arcana, History, Nature,
Prerequisite: Inquisitor, Bane of Enemies or Religion) check to identify your enemy or its abilities,
As you are trained in hunting specific enemies, you can further you gain a +3 bonus to the result if you have proficiency in
train yourself, not only to kill them, but to dominate them. the skill.
Although this training seems controversial and extreme to
most, some inquisitors think that learning about and even Eye of the Inqu s tor
using the powers of an enemy is vital in its defeat. Prerequisite: Inquisitor, proficiency in Insight or Perception
You can cast the dominate monster spell on a creature with
a challenge rating equal to or lower than half your character Careful about your surroundings and people’s behaviors, you
level and who is of the type you chose for the Bane of Enemies gain the following benefits:
power. Your spellcasting ability for this spell is Wisdom or • Increase your Wisdom score by 1, to a maximum of 20.
Charisma (one, of your choice). • When you make a Wisdom (Insight or Perception) check,
If the target fails its saving throw against the spell by 7 or and if you are proficient with the check, you can choose
more, it is permanently dominated by you and the spell on to gain a +5 bonus to the check. You can use this power
it no longer requires your concentration. In such a case, a a number of times equal to your Wisdom modifier. You
magical and invisible chain appears, one of the ends of which regain any expended uses when you finish a long rest.
protrudes from your chest, and the other end of which is
connected to a collar around the target. The chain can be seen
by spells or other magical effects that can see the invisible.
Fortress of Flesh
Prerequisite: Inquisitor, Constitution 13 or higher
However, if the nondetection spell is cast or if another magical
effect with similar outcomes is cast on the magical chains, As you are resilient to necromantic effects that weaken the
they can only be seen with truesight. You can only have one body, you gain the following benefits:
creature under your total control at a time using this power.
• Increase your Constitution score by 1, to a maximum of 20.
Once you use this power, you must finish a long rest to use it
• You have advantage on saving throws against necromancy
again.
spells and other magical effects that decrease your
Strength, Dexterity, or Constitution scores, their
The Dead Stay Dead effectiveness, or hit point maximum.
Prerequisite: Inquisitor, Intelligence, Wisdom, or Charisma 13 or
higher Fortress of M nd
Relying on your faith to keep the dead in the grave, you gain Prerequisite: Inquisitor, Intelligence, Wisdom or Charisma 13 or
the following benefits: higher
• Increase your Intelligence, Wisdom, or Charisma score Your unwavering will grants you the following benefits:
(one of your choice) by 1, to a maximum of 20.
• Increase one of the following ability scores of your choice
• You can conduct a 1-hour ritual on a corpse. The corpse by 1, to a maximum of 20: Intelligence, Wisdom, or
cannot be raised as any type of undead for the next 10 Charisma.
days unless a deity or an artifact seeks to do so.
• You have advantage on saving throws against
enchantment spells and other magical effects that affect
Embod ment of Holy F re your mind, or that charm or frighten you.
Prerequisite: Wielder of Holy Fire

When you use the Wielder of Holy Fire power, holy fire runs Inqu s tor al Seals
through your veins. For the duration of the Wielder of Holy Prerequisite: Inquisitor, at least 2 inquisitorial powers
Fire, when you take slashing or piercing damage, your blood
As an experienced inquisitor, you are part of the select
is spilled on the creatures within 5 feet of you, dealing 1d4 fire
few deemed worthy of using the seals of divine power. By
damage to enemies, and having allies regain 1d4 hit points.
performing a 1-hour ritual during a short or long rest, you can
A creature can negate this effect with a successful DC 15
invoke the powers of one of the following seals of your choice
Dexterity saving throw. The fire damage dealt by this power
for 8 hours. The ritual requires special components that are
ignores resistance.
worth 100 gp.
Seal of Life. For the duration, you regain 1 hit point each
Enemy Lore time you hit a creature with a spell or weapon attack.
Prerequisite: Inquisitor, proficiency in Arcana, History, Nature, or Seal of Taunt. For the duration, when you hit a target with
Religion
109
a spell or weapon attack, you can choose to deal no damage. unique way to harm specific creatures. When you target a
When you choose to do so, the target must succeed on a DC 15 fiend by the bless spell, an aberration by the command spell,
Wisdom saving throw or attack you until the end of its next or an undead by the cure wounds spell by using this power,
turn. they feel immense pain and have disadvantage on the Wisdom
Seal of Terror. 3 times within the duration, you can choose saving throw they make against your interrogation.
to strike terror into the hearts of your enemies with a spell or
weapon attack. When you choose to do so, the target takes no Smell of the Heret c
damage from the attack, but must succeed on a DC 15 Wisdom Prerequisite: Inquisitor
saving throw or be stunned until the end of its next turn.
Seal of Wrath. Declare that you are going to use this seal You know how the heretics smell. It is wicked, it reeks of
at the start of your turn. For the duration, when you use the desperate emotions, and it is disgusting. As an action, you can
Attack action, you can choose to attack again; however, you learn whether there is an evil-aligned creature within 60 feet
take a -4 penalty to attack rolls until the start of your next of you or not by smelling air. However, you cannot pinpoint
turn. the exact location or can’t identify it.
You can use this power a number of times equal to your
Interrogator Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Prerequisite: Inquisitor, proficiency in Intimidation

Owing to your training in interrogation, you are an expert Speaker of the Dead
at obtaining information from your enemies. You gain the Prerequisite: Inquisitor, Wisdom or Charisma 13 or higher
following benefits:
• Increase your Charisma score by 1, to a maximum of 20. Being used to interrogating corpses, you gain the following
• You can try to extract secrets from the targets you benefits:
interrogate. After a 1-minute interrogation session, you • Increase your Charisma or Wisdom score (of your choice)
can choose to end it in a shocking but effective way (for by 1, to a maximum of 20.
instance by stabbing the target in the leg). Once you • You can cast the speak with dead spell once per long rest,
do, the target must succeed on a Wisdom saving throw without requiring spell components.
contested by a Charisma (Intimidation) check from you, • If you are already able to cast the speak with dead spell,
or it gives you one piece of secret information. The piece you can ask a corpse up to ten questions when you cast it,
of information provided doesn’t have to be of great instead of five.
importance, but it does have to be secret. When you
extract a piece of information from a creature in this way,
it must finish a long rest before you can do so again. There Is No Escape
Prerequisite: Inquisitor
Let There Be Inqu s tor al L ght When your enemies understand that they have no chance
Prerequisite: Inquisitor, Smell of the Heretic against you, they generally try to escape as cowards. However,
you are specially trained to not let that happen. When a
The flame of inquisition must be carried all over the universe: creature within 30 feet of you tries to get away by teleporting
From the top of the highest mountains to the depths of the or planar traveling (by spells such as misty step, planeshift,
deepest pits. teleportation or other magical means), you can touch the
You can cast the light cantrip. In addition, if there is an evil- creature as a reaction and choose to be affected by the same
aligned creature within the radius of the light cantrip you cast, effect, following the creature to where they go, or, if it is not
it casts no shadow. possible to touch, you can make a DC 15 Intelligence (Arcana)
If you cast the light cantrip on your holy symbol, evil-aligned check to track the magical residue.
creatures within the radius of the spell take 1d4 radiant If the creature teleports, you can track the magical residue
damage at the end of each of their turns. for the next 8 hours towards the points which the creature
traveled. To do this successfully, you must succeed on a DC 15
Master Interrogator Intelligence (Arcana) check at the start of each hour or you
lose the track.
Prerequisite: Inquisitor, Interrogator
If the creature traveled planarly, you learn the plane to
Having developed extraordinary methods to interrogate which it traveled.
unique creatures such as aberrations, fiends, and undead, you
are able to cast the bless, command, and cure wounds spells on
them with extra effects. Wisdom or Charisma (of your choice)
Tra ned Focus
is your spellcasting ability for these spells, and when you cast Prerequisite: Inquisitor, proficiency in a skill
one of them using this power, you can’t cast it again until you Being trained in showing great focus in the most stressful
finish a long rest. times, you gain the following benefits:
Although these spells are pretty basic, you cast them in a
110
• Increase one ability score of your choice by 1, to a W elder of Holy F re
maximum of 20. Prerequisite: Inquisitor
• When you make an ability check in which you are
proficient, you can choose to roll a 10 on the d20. When Trained in eliminating enemies with holy fire, you can imbue
you use this power, you must finish a short or long rest to your attacks with sacred flames as an action. When you do so,
use it again. your weapon and spell attacks deal an extra 1d4 fire damage
for 1 minute. Also, the fire damage dealt by this power ignores
resistance to fire, however immunity to fire still works
Veteran Inqu s tor normally against it.
Prerequisite: Inquisitor, at least 3 inquisitorial powers
Once you use this power, you must finish a long rest to use it
As an experienced inquisitor, you gain the following benefits: again.
• Increase your Charisma score by 1, to a maximum of 22.
• You can charm and frighten creatures that are immune W sdom Br ngs V ctory
to being charmed or frightened. This also allows you to Prerequisite: Inquisitor
interrogate them.
You know when to act and how to act. You gain the following
• If you have Bane of Enemies power, the extra damage die benefits:
becomes a d6 instead of a d4.
• Increase your Wisdom score by 1, to a maximum of 20.
• You add your Wisdom modifier to initiative rolls.

Knighthood
K
nighthood is a code of conduct followed and accepted by the bravest and most honorable warriors of every sort. Every
order of knighthood has its agendas and codes, which its members hold dear. However, knights are generally known
and expected to be valorous, honorable, and solemn.

the common folk and the knights of any order whose values do
Knight Orders not clash with their own. Therefore, they are very welcome in
villages, towns, and cities. In any place of civilization, being a
Each knight order focuses on a different concept such as knight is one of the greatest honors anyone can achieve.
justice, mercy, honor, valor, and grace. Therefore, knights of
specific orders must embrace their order’s values and must
represent them to perfection. For example, a knight of justice How to Become a Knight
must be fair and just in all circumstances, while a knight of
mercy should seek to spare lives and try to help the weak in
Anyone with the discipline to embrace a knight order’s code
any way possible. Many orders as well as their requirements
of conduct can become a knight. Knighthood, therefore, is not
and benefits are given below, in the List of Knight Orders
as simple a matter as holding a blade and donning shiny plate
section.
armor. There are many types of knights; a wizard can be a
magister knight, and a fighter can be a warrior knight.
Life as a Knight Generally, one must first become a knight’s squire in order
to become a knight. A squire is a knight’s right-hand person
who tends the knight’s weapons, shields, and mounts. As the
A knight’s life is one dedicated to a certain value. A knight is squire gets more practice with time, the knight can decide to
not an easy thing to be. A knight must uphold their order at introduce the squire to their order.
all costs and undertake the tasks it entails at every turn. They
must be the shining example of their orders’ values. Anyone In other circumstances one can apply to become a knight
can live by certain codes; what distinguishes knights is that order by paying them a visit. If they prove their worth and
they are the very embodiment of the codes they represent. loyalty, they are permitted to join the ranks of the order.
A knight treats both their inferiors and their superiors Similarly, a knight order can get in touch with someone of
with respect; the preservation of the order and unity between great honor known for great deeds, and ask them to join the
knights is essential in a knight’s life. order.
Each knight order is a different path to walk. A knight’s life Once a creature becomes a squire, it gains the Squire feat.
can be full of journeys where the knight is always on the path If a character is asked to become a knight as a direct result
to hunt evil, or it may be an immobile life dedicated to the of their deeds, they don’t need to take the Squire feat before
protection of a holy ground. taking the Knight feat. The GM should immediately give the
following feats to the characters if they acquire the right to be
That being said, almost every knight is respected by both a squire or a knight.
111
Order of Heroes
Prerequisite: Knight
Recission of Knighthood
You are an ever-vigilant knight who lives on the road; always
If knights continuously act against their order’s moving forward, and forever helping others. You are the
codes or break its rules, their knighthood may be classic proverbial knight in shining armor.
rescinded. However, if the crimes committed were not Your order has bases near places of conflict and its
unforgivable, the order can choose to reinstate former headquarters could be located in a number of remarkable
knights after they atone for their mistakes. places, ranging from a remote plateau to the capital of a
The GM determines whether or not knighthood is kingdom, from a fortress on an island to the top of a volcano.
rescinded or reinstated Knights of this order can be found assisting adventurers,
investigating a crisis, or enjoying a fancy meal in a luxurious
inn; but of course, there are also members with a more humble
and solitary lifestyle.
Squ re You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of
A knight has accepted you as a squire. Now, you must 20.
accompany your master at all costs, carry their belongings,
obey their orders, and learn how to act and react to your • You have advantage on your initiative rolls. You also add
surroundings in a knightly manner. By doing so, you shall your proficiency bonus to it.
adapt to the honorable life of a knight, hoping one day you • You are used to harsh conditions. You can ignore the
may become one. effects of exhaustion when you suffer only 1 level of
Once per day, when you successfully fulfill a difficult task exhaustion. However, you suffer the effects of level 2
given by your knight, you earn inspiration. The GM determines exhaustion as you normally would, along with the effects
whether you earn this inspiration or not. of level 1 exhaustion.

Kn ght Order of Honor


Prerequisite: Squire, or a great achievement Prerequisite: Knight, Wisdom 13

You have been promoted and became a knight. You are now You are the embodiment of integrity; there are many who look
a symbol of honor, bravery, and hope. You gain the following up to you. You are the savior of good, the nightmare of evil.
benefits: Whatever you do, you do with honor. You never fight dirty;
• You can have a squire for whom you are responsible. You and you don’t need to.
must train them and keep them safe. Your squire’s level Your order has many small villages under its command
cannot exceed half your level. with little forts at each of their centers. The order produces
• You have advantage on Charisma (Intimidation and wheat and animal products, harvests wood and mines ores. All
Persuasion) checks. members perform labor in order villages from time to time as
they believe honor to be a way of living as opposed to a way of
• When you join one of the knighthood orders listed below, fighting. They also donate excess supplies to people in need,
you can choose to take its feat. Therefore, if you join the which is greatly appreciated.
Order of Heroes, for instance, you can acquire the Order of
Heroes feat. If you do not take the feat corresponding to You gain the following benefits:
the order you’ve joined, you can increase an ability score • Creatures cannot have advantage on attack rolls against
of your choice by 1, up to a maximum of 20. you if you are fighting one-on-one.
• If you are fighting someone dishonorable, you have a +2
bonus to damage rolls. The GM decides whether or not the
List of Knight Orders creature is dishonorable.
• When you are grappled by a creature, and another one
Once you become a knight, you must join a knight order. You is attacking you, you have advantage on your Strength
can choose one of the feats regarding orders, such as the Order (Athletics) and Dexterity (Acrobatics) checks to escape
of Heroes. You can be a member of one knight order at a time, until the end of your next turn.
as it requires complete dedication. • You have advantage on saving throws and checks against
You can also become a member of an order that is not listed being restrained.
below. You can create your own order, taking those listed here
as an example, as long as the GM approves.
Order of Just ce
Prerequisite: Knight

You are a knight of righteousness, your sword cuts the unjust


while your shield protects the innocent. You must protect and

112
obey the order ensured by laws. You gain the following benefits:
Your order prefers to keep an eye on things. Therefore, your • You have the ability to cast the light cantrip.
bases are within cities. Knights of this order don’t hide their • As a reaction, you can choose to deal radiant damage
identities (or their bases), because they believe they must instead of your weapon’s damage type until the end of
be seen at all times as a reminder that the laws are always your next turn. Once you use this feature, you must finish
protected. a short or long rest to use it again.
You gain the following benefits: • As a bonus action, you speak a holy phrase and are blessed
• Increase your Wisdom score by 1, up to a maximum of 20. by the deities of light. Your attacks deal an extra 2d6
• You have advantage on attack rolls against a criminal or radiant damage until the start of your next turn. Once you
an evil-aligned creature for 1 minute. Also, your attacks use this feature, you must finish a long rest to use it again.
against these creatures deal an extra 1d6 radiant damage
on a success for the duration. You can use this feature Order of Mercy
a number of times equal to your proficiency bonus. You Prerequisite: Knight, the ability to cast at least one spell
regain any expended uses when you finish a long rest.
You believe that mercy is what keeps the realms going and try
Order of Knowledge to live by that philosophy.
Prerequisite: Knight, Intelligence 13 Your order does not have a headquarters. You go wherever
you are needed. Therefore, you mostly encamp around
You value information above anything else. Even the warzones where you can tend to the wounded, travel around
information on the most evil of acts can be used by the agents the realms to protect weaklings from the heinous acts of the
of good, to understand the enemy better. Hence, all knowledge forces of evil, or try to convert evil to embrace a good way of
is sacred, and therefore, must be protected. life. Therefore, you can come across a knight from the Order of
Your order’s headquarters are located around big Mercy almost anywhere.
settlements, in or around which colossal libraries or You gain the following benefits:
sacred grounds where they can inspect ancient, hallowed • Right when you are about to kill an evil creature, you can
inscriptions, can be found. Knights of the Order of Knowledge choose to give it a chance to shift its alignments towards
can be found in libraries; reading books or investigating good. If the creature is willing to adopt a good way of life,
every little detail about the evil they hunt. Your order values it can be redeemed (p. 119). You can use this feature once
information and believes that books, scrolls, or other means of per week.
transferring the information are sacred.
However, if you kill the creature after you give it the
You gain the following benefits: chance and the creature accepts it, you are banished from
• Increase one of the following ability scores of your choice the order, losing the benefits of this feat.
by 1, up to a maximum of 20: Intelligence or Wisdom. • You can touch a creature and end one curse or disease on
• Starting at 10th level, you gain the ability to cast the it. Once you use this feature, you must finish a long rest to
legend lore spell without expending a spell slot. Once you use it again.
use this feature, you must finish a long rest to use it again.
• You add double your proficiency bonus to one of the Order of the Dandel on
following checks of your choice: Arcana, History, Nature, Prerequisite: Knight, Charisma 15
or Religion.
Love is the purest value of all, and art is but a mere reflection
Order of L ght of one’s love deep within. You are a knight; you wield a sword
in one hand, and your other hand is no stranger to the smell of
Prerequisite: Knight
roses.
You are the beacon that frightens the creature of darkness. The members of your order can be found anywhere that
You are a knight of light, burning with the flame of people love each other, enjoy life, and appreciate art and
righteousness. People look up to you to light their way and set beauty. The headquarters are generally located in big cities
their sins ablaze, burning them away. where bardic colleges are also located, and the order organizes
Your order protects the light of the divine and its glimmer performance contests to attract the attention of new members.
that guides the mortals. Its bases can be anywhere ranging Although your order loves to enjoy life, they are not made of
from small altars to large temples, but their headquarters are candy and roses. They are also the fiercest and the most feared
located somewhere hard to reach like atop a mountain or in enemies of all who threaten the joy of life.
the middle of a cave system. You gain the following benefits:
Although some people see the knights of light as their • Increase your Charisma score by 1, up to a maximum of 20.
saviors, the knights of this order actually hunt down creatures • Your etiquette charms people without requiring a
of the night as well. As a result of this duality of purpose, they spell. You have advantage on Charisma (Deception and
guide people during the day and unleash their wrath upon evil Persuasion) checks.
minions at night.
• You understand people in a way others fail to do so; you
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have advantage on Charisma (Insight) checks. attack rolls and ability checks for 1 minute. Your attacks
• You are able to create one form of art perfectly. You have a +1 damage bonus for the duration.
have advantage on your Charisma (Performance) checks.
When you start making your art, others must succeed
on a Wisdom saving throw contested by your Charisma Knighthood Hierarchy
(Performance) check or be charmed by you until the end
of your performance. You can rise in the ranks of your own order of knighthood;
if you dedicate yourself to your knighthood path, you can
Order of Valor be promoted and become a knight captain. If you fulfill
your duties as a knight captain well, you can rise in rank
Prerequisite: Knight
and become a knight commander, or even become a high
Courage runs through your veins; falling in battle would be a commander of your order, which is the highest rank of a
great honor. knight order.
The members and the bases of your order can be found Your knighthood rank shows how committed you are to
everywhere courageous people are needed. Massive battles, following your order’s commandments. Below, you can find
demonic invasions, knightly contests, disasters, or any such feats you can acquire when your character is experienced
other event are a call of duty for a knight of this order. The enough to become a knight of high rank.
members of this order live, fight, and die with honor, so that
the others may sleep in peace. Kn ght Capta n
You gain the following benefits: Prerequisite: Knight
• You are immune to being frightened by spells with a slot
level of 5 or lower. You rise in station as you grow in glory. Increase an ability
score of your choice by 1, up to a maximum of 20.
• If you happen to be the first character who spills the first
blood during an encounter, you have advantage on your As a knight captain, you can demonstrate an excellent

114
ability to protect yourself or your allies and inspire them. By
using your reaction and bellowing a war command, you or
Knightly Feats
an ally of your choice within 30 feet of you gain one of the
following benefits of your choice: You don’t need to be a warrior with shiny armor to become a
• A +2 bonus to AC until the end of your next turn. knight. You can be a knight who sings, a knight who cherishes
art, a knight whose mount is their closest ally, or a knight who
• Advantage on the next saving throw made within 1 is the master of shadows. Anyone and everyone can become
minute. a knight, as long as they are prepared to fully commit their
• Advantage on the next weapon attack roll made within 1 whole lives to the good.
minute. Below, you will find feats that are designated for specific
• A +1 damage bonus to melee weapon attacks until the end fighting styles, lifestyles, or classes. For example, only knights
of your next turn. who are also bards can take the Knightingale feat, while the
You can use this feature a number of times equal to your Healer Knight feat is for those who want to have their allies
Charisma modifier (a minimum of once). You regain any regain vitality.
expended uses when you finish a long rest.
Banner Kn ght
Kn ght Commander Prerequisite: Knight
Prerequisite: Knight Captain, Charisma 15
You carry your knight order’s banner on the battlefield. You
You have become a respected knight and a prominent member must carry it until your dying breath as a symbol of victory
of your order. You have the leadership ability to command and unity. You gain the following benefits:
other knights now. • You can use your banner in battle, as if it were a spear or
Once a month, you can ask for the help of your order a pike.
in combat. You can have a number of veterans equal to • As an action, you raise the banner of your knighthood and
your Charisma modifier come to your help and obey your wave it. Your allies within 30 feet of you that can see your
commands. These veterans stay with you until the end of the banner have advantage on attack rolls and saving throws
combat. You also gain the following benefits: for 1 minute. Once you use this feature, you must finish a
• Your attacks have advantage against creatures acting long rest to use it again.
against the values of your order. • Your allies within 30 feet of you, who can see your banner
• You can benefit from the feature of your Knight Captain when they drop to 0 hit points, must fail four death saving
feat for an additional number of times equal to your throws to die instead of three.
proficiency bonus.
• As a reaction, you can command a creature that can Healer Kn ght
understand you to stop a hostile action. The creature must Prerequisite: Knight, Bard, Cleric, Druid, Paladin, or Paragon
make a Wisdom saving throw contested by your Charisma
(Intimidation) check. If you win the contest, the creature You find solace in healing others. For you, knighthood is a
takes no action until the start of its next turn. means to an end to help others for you. You gain the following
benefits:
H gh Commander • Increase your Wisdom or Charisma score by 1, up to a
Prerequisite: Knight Commander, Charisma 18 maximum of 20.
• When you heal your allies, they regain an additional 2d8
You are one of the highest-ranking knights in your order. hit points.
You might be the leader of your knight order or one of the • At 11th level, you gain the ability to cast the heal spell
candidates. People throughout the realms respect you, while without expending a spell slot. Once you use this feature,
creatures of evil fear your presence. You gain the following you must finish a long rest to use it again.
benefits:
• Increase your Charisma score by 1, up to a maximum of 22.
• You can count the result of a Charisma (Intimidation or
Holy Kn ght
Prerequisite: Knight, the follower of a good-aligned deity
Persuasion) check against a creature from your order as
20. Once you use this feature, you must finish a short or Your deity approves your knighthood, and you thus have
long rest to use it again. their blessings on your holy journey. You gain the following
• You score a critical hit when you roll a 19 and a 20, instead benefits:
of 20. • Increase your Wisdom score by 1, up to a maximum of 20.
• Whenever you have advantage on an attack roll, you can • You gain the ability to use the Turn Undead feature. If you
reroll one of the dice. Once you use this feature, you must can already use it, you can now use the Destroy Undead
finish a short or long rest to use it again. feature instead. If you already can use the Destroy Undead
feature, the challenge rating of the undead you can

115
destroy increases to 2. Once you use this feature, you must Unseen Kn ght
finish a long rest to use it again. Prerequisite: Knight, Ranger or Rogue, Dexterity 13
• As an action, you can benefit from the protection from
evil and good spell. The spell lasts for 1 minute (no Not all knights wander around in shining armor; you are
concentration required). Your allies within 5 feet of you a master of shadows, but it doesn’t make you any less of a
can also benefit from the spell. Once you use this feature, knight. You gain the following benefits:
you must finish a long rest to use it again. • Increase your Dexterity score by 1, up to a maximum of 20.
• Your proficiency bonus is doubled for Dexterity (Stealth)
Kn ght ngale checks.
Prerequisite: Knight, Bard • When you hit a surprised creature with a weapon attack,
you deal the highest possible damage you can score. Once
Your voice is the symbol of glory. You ignite a fire in the you use this feature, you must finish a long rest to use it
hearts of your allies with the songs you sing on the battlefield. again.
You gain the following benefits:
• When you hit a surprised creature with a weapon attack,
• Increase your Charisma score by 1, up to a maximum of 20. you deal an extra 1d6 damage.
• Add a d4 to your Bardic Inspiration die.
• You start singing a song that can last for 10 minutes. Warr or Kn ght
For the duration, your allies within 30 feet that can Prerequisite: Knight, Strength or Dexterity 13
hear you have a +1 bonus on their attack and damage
rolls. Continuing to sing requires concentration (as if You are a knight that relies on your weapon and your weapon
concentrating on a spell). Once you use this feature, you alone. You are well-trained and a master at melee fighting.
must finish a short or long rest to use it again. You gain the following benefits:
• Increase one of the following ability scores of your choice
Mag ster Kn ght by 1, up to a maximum of 20: Strength or Dexterity.
Prerequisite: Knight, Ability to cast at least 3rd level spells • You become proficient with 2 weapons and 1 armor of
your choice.
You are a knight who is also a master at the arcane arts. Your
• You have two favored weapons. You have advantage
spells are more potent, and so is your will to fight. You gain
on the attack rolls, and a +2 bonus on the damage rolls
the following benefits:
you make with them. If you lose a favored weapon or
• Increase your spellcasting ability score by 1, up to a break it somehow, you can claim another weapon as a
maximum of 20. favored weapon after you use it in three separate combat
• Your spell save DC increases by 2. encounters.
• Choose 3 spells that you can cast from your spell list. You
can now cast them, requiring no components. You can Royal Kn ght
change these spells by performing a one-hour ritual once Prerequisite: Knight
per week.
You devoted your life to the protection of a royal family or
Mounted Kn ght other people who you think are essential. You are sworn to
defend them. You gain the following benefits:
Prerequisite: Knight, Strength 13, Dexterity 13
• You can parry a melee attack that targets a person whom
You are an unstoppable warrior on your war mount. You gain you are sworn to protect that is within your reach. As a
the following benefits while you are mounted: reaction, you can grant the creature a +4 bonus to AC if
• You have advantage on melee weapon attacks against you are wielding a weapon or a shield.
Medium or smaller creatures that are on foot. • When an ally within 5 feet of you is targeted by an
• If your mount moves at least 10 feet before you hit a target attack, you can use your reaction to jump to the space of
with a melee weapon attack, the target must succeed on a your ally, pushing the ally out of the way to the nearest
Strength saving throw (DC = 10 + your Strength modifier unoccupied space within 5 feet of you. By doing so, you
+ your proficiency bonus) or be knocked prone, taking an take the damage instead. If the ally is not willing, you
extra 2d6 damage from the attack. must succeed on a Strength (Athletics) check contested by
a Strength (Athletics) or a Dexterity (Acrobatics) check by
• As a reaction, when you or your mount are targeted by an
the ally to be able to push it out of the way.
attack, you must make a Dexterity saving throw (DC equals
the creature’s attack roll), taking half damage on a failed • You have advantage on attack rolls made against creatures
save and no damage on a successful one. Once you use this who are attacking people you are sworn to protect. You
feature, you must finish a short or long rest to use it again. also have a +1 bonus to your damage rolls against those
creatures.

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Hallowed Companions
G
ood fey, celestials and some animal inhabitants of celestial realms are naturally interested in great deeds and acts of
charity performed with the purest of intentions, without any selfish concern. They thus tend to seek out the very best
of people, and offer their loyal company to those who are the purest of the pure. When fey and celestials do so, they
take on the form of their animal counterparts. The name given to all who choose mortal companions in this way, is
“Hallowed Companion”. When the hallowed companion finds a mortal to bond with, the mortal needs to approach them with the
same sense of amiability for the connection to be formed. A hallowed companion must be of challenge rating 1/2 or lower.

It should be kept in mind that it is rare to form a bond with and it shares your proficiency bonus. As you gain more
a hallowed companion. Not every good-aligned individual has experience together, your bond grows stronger and your
a hallowed companion; these majestic creatures only follow companion gains additional benefits. To elaborate, you may
those in whom they see great potential. have gained your companion when your level is higher than
1. In that case, your companion has past experience enough to
match your current level. When you level up, your companion
Not a Familiar levels up.

Although there are resemblances, a hallowed companion is not


a familiar. Hallowed companions can act independently of you, Hit
Companion Level AC Features
Points
just like a familiar, but they still obey the verbal commands
you issue to them (no action required by you), as long as the 1st - - Keen Senses
commands don’t violate their nature. A hallowed companion
rolls its own initiative and acts on its own turn. Unlike a 2nd +1d4 - -
familiar, a hallowed companion can use its action to attack.
Hallowed
You can only have one hallowed companion at a time. 3rd - - Companion
Like familiars, when a companion drops to 0 hit points, it Feature
disappears, leaving no physical form behind (unless it is native
to the plane of existence you are currently on). If it dies, it can 4th +1d4 - -
be brought back to life through magical means.
5th - +1 Well-Rested
You cannot dismiss your companion magically, but you can
ask it to stay at a designated place. You don’t have a telepathic Hallowed
bond with your companion but it understands and obeys your 6th +1d4 - Companion
commands. You cannot perceive through its senses, it cannot Feature
deliver spells for you; however, you can develop these skills at
7th - - -
higher levels.
The bond between you and your hallowed companion can be 8th +1d4 - -
broken in various ways. You can break the bond between you
Hallowed
and your companion by simply saying so to your companion.
9th - - Companion
However, because this statement breaks the heart of your Feature
companion, it leaves you - never to return. If you want to
reinstate your bond, you must track down your companion Relieving
10th +1d4 +1
and express your remorse. It can also leave on its own accord Presence
because your alignment shifts, or because you’ve abused
your power. Whether or not your companion leaves you is 11th - - -
determined by the GM. Hallowed
When your companion leaves you, you do not only lose your 12th +1d4 - Companion
companion, you also lose the favor of the good forces that once Feature
rewarded you. You take a -3 penalty to your saving throws,
which decreases by 1 at the end of each week (for instance, 13th - - -
from -3 to -2). The penalty can be removed by a greater 14th +1d4 - Very Well-Rested
restoration or wish spell.
Hallowed
15th - +1 Companion
Hallowed Companion Levels Feature

16th +1d4 -
Your hallowed companion’s level is equal to your class level,
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17th - - - Sense Danger
Hallowed Your hallowed companion is always on high alert. It cannot
18th +1d4 - Companion be surprised, and if you share a telepathic bond with your
Feature companion, you cannot be surprised either.

19th - - -
Extra Attack
Hallowed
20th +1d4 +1 Companion Your hallowed companion makes an extra attack.
Feature
Ev l Hunter
Your hallowed companion’s hit point maximum increases by Your hallowed companion has a burning passion to destroy
1d4 at even-numbered levels and its AC magically increases by evil monsters. On a hit, its attacks deal an extra 1d6 radiant
1 at 5th, 10th, 15th, and 20th levels. damage to evil-aligned creatures.

Keen Senses Improved Movement


Every companion has a habitat it’s most comfortable in. As an action, your hallowed companion can sprout angelic
Whether or not a place qualifies as a habitat is determined wings according to its size and have a flying speed of 30 feet
by the GM. When your companion is in its own habitat, it has for 10 minutes, or it can develop fins and have the ability to
advantage on Wisdom (Perception) checks that rely on hearing breathe underwater for 10 minutes. Once your companion uses
or smell. this feature, it must finish a long rest with you to use it again.

Well-Rested Improved Commun cat on


When you take and finish a short rest while your hallowed Prerequisite: Telepathy
companion is within 5 feet of you, you feel well-rested and
You can communicate with your companion telepathically
regain an extra 1d4 hit points.
while both of you are on the same plane of existence.

Rel ev ng Presence Inv s ble Compan on


The presence of your hallowed companion offers you relief.
As an action, your hallowed companion can benefit from
While within 30 feet of your hallowed companion, you can
the effects of the invisibility spell for 1 minute. Once your
choose to have advantage on a saving throw against being
companion uses this feature, it must finish a long rest with you
frightened. Once you use this feature, you must finish a short
to use it again.
or long rest to do so again.

Very Well-Rested Locate Compan on


You know exactly where your hallowed companion is at all
When you take and finish a long rest while your hallowed
times, provided that you are on the same plane of existence.
companion is within 5 feet of you, you feel very well-rested.
After you finish a long rest, you earn inspiration. You must use
it until the end of your next long rest. Lustrous Compan on
Your hallowed companion radiates bright light in a 30-foot
radius and dim light for an additional 30 feet. It can turn its
Hallowed Companion Features lights on or off as an action.

As your hallowed companion gains experience, it also


gains multiple features that enable you to customize your Mag ster Compan on
companion as you like. You may, for instance, prefer a Your hallowed companion knows a cantrip of your choice
companion that can communicate with you telepathically, or from the sorcerer spell list, and can cast them requiring no
one that is more primal than magical. components. Your companion can receive this feature up to
Each time your hallowed companion gains a feature, choose three times and can learn different cantrips.
from one of the options below.
Unless stated otherwise, your hallowed companion can Spell-Shar ng
receive these features only once.
When you cast a spell that targets you, your hallowed
companion can also choose to benefit from the spell, if you are
within 15 feet of each other, as a reaction. However, any spell
118
that alters your shape, such as polymorph, does not affect your hears until the start of your next turn, gaining the benefits of
companion. any special senses that the companion has. During this time,
Also, when you cast a spell with a range of touch, your you are deaf and blind with regard to your own senses.
companion can deliver the spell as if it had cast the spell. Your
companion must be within 100 feet of you, and it must use Tracker
its reaction to deliver the spell when you cast it. If the spell
requires an attack roll, you use your attack modifier for the Your companion has advantage on Wisdom (Perception and
roll. Survival) checks while tracking a creature and trying to find
the right path in wilderness.
Strong Compan on
V tal
A melee weapon, such as bite or claws, deals one extra die of
its damage when your companion hits with it. The hit point maximum of your hallowed companion increases
by an amount equal to your Constitution modifier (a minimum
of 1 hit point) for each even-numbered level it has. Whenever
Telepathy it gains an even-numbered level thereafter, its hit point
While your companion is within 100 feet of you, you can maximum increases by an additional amount equal to your
communicate with it telepathically. Additionally, as an action, Constitution modifier (a minimum of 1 hit point).
you can see through your companion’s eyes and hear what it

Redemption & Atonement


A
paladin of love might be tempted by a succubus and commit unforgivable sins, a cleric of mercy might lose its sanity
and massacre a band of slave traders, an evil lich may want to abandon its evil ways because the years have brought
it wisdom, a fiend might enter the path of righteousness after being counseled by an angel. All of the above might
happen in a roleplaying game; both NPCs and characters might deviate from their path. This deviance often results in
a change in their moral and personal attitudes, or alignments, falling from grace, being rejected by a higher power,
and losing all the benefits of one’s previous way of life.

A creature who wants to repent must be redeemed or atone


Taking revenge by bloodshed Major
for its sins. Only then, can it regain its former glory or start
its life with a clean slate. These redemption arcs can be an Signing a pact with a devil Major
important part of the development of a character.
Turning a creature into an intelligent undead
Below, you’ll find information on who must repent, how Ultimate
against its will
a creature can enter the path of redemption, and how it can
atone for its sins. Devouring a soul Ultimate

Sinners Must Repent One should keep in mind that a myriad of actions can be
considered sins, which are determined by the character’s
ideals, motives and personality. As such, GMs and players
Before one can walk the path of redemption, one must have
can both decide whether an action qualifies as a sin and
sinned or been born a creature of darkness or of evil. Clerics
whether it is Minor, Major, or Ultimate. Also, a Minor sin
and paladins who’ve lost the favor of their deities, fallen
for one character can be a Major sin for another character.
angels, knights expelled from their knighthood order, fiends,
For example, murdering an innocent for fun is always one of
liches, vampires are among those who can seek redemption if
the ultimate sins; however, not showing mercy to a criminal
they feel remorse.
might be a sin for a cleric of mercy whereas a paladin of war
The degree of one’s sin, or sins, decides how relentlessly may see it as a necessary casualty. In such gray areas, the GM
one should ask for forgiveness. As a guideline, the following determines whether something qualifies as a sin.
table outlines the severity of a few sins, ranging from Minor to
Now that you have sinned, you are ready to enter the path of
Ultimate. Examples of appropriate acts of repentance for sins
redemption.
of different severity are given under Atonement.

Greed resulting in theft Minor Path of Redemption


Lying to cause harm Minor
Desperate times call for desperate measures. Even good-
Summoning evil creatures Minor aligned creatures can bargain with evil forces, cause misery,

119
betray, cast evil spells, murder, harm one’s soul, steal, and Atonement Example Sin
so on; willingly or unwillingly. Such actions may shift their
alignment towards evil if the GM wishes. Similarly, evil Providing food for the hungry
creatures who have spent their whole lives on atrocious, for a month, without earning a Petty Theft (Minor)
blood-soaked killing sprees can decide to mend their ways for single coin.
a multitude of reasons. What matters for the purposes of this
section is that they both try to seek redemption. Working as a servant in a Torturing someone to
temple dedicated to healing the receive information
How and why a creature enters the path of redemption is a wounded people for a year. (Major)
different story. There are an endless number of reasons why
one may choose a path to redemption. For example, an evil Live in seclusion until you find
bandit may suffer from the consequences of its evil actions and your inner peace and dedicate Murdering an innocent
be filled with regret, a cruel warlord may observe the misery your life as a servant of a good (Ultimate)
of its subjects and question its own ways, an evil wizard may deity, until the end of your days.
come to think that choosing good over evil is the formula to
a clear conscience, a spirit of redemption (p. 280) may come
across a demon and place a shard of goodness inside it, a Minor sins require Minor atonement, Ultimate sins are
couple thousand years may give a lich the necessary wisdom harder to overcome and require Ultimate atonement.
to decide that all its greed for power was in fact enfeebling, an Minor Atonement. Such atonements usually require you to
incubus may fall in love with a mortal and change his ways. undo your actions if possible, working for the better of the
All in all, feeling remorseful is enough to enter this sanctified community. You should spend a month making amends in
path. order to get Minor atonement. If you commit the same sins
You should follow the steps below if you are seeking again, you must seek Major atonement because repeating the
redemption. same sin is a grave mistake for a repentant.
Acknowledgment. Be aware that your deed(s) was evil. Major Atonement. Major sins usually cannot be undone;
therefore, Major atonement requires you not to undo them but
Remorse. Feel the guilt, sorrow, or shame for your deeds to
to devote a year of your life to the exact opposite value of your
the core.
sin. If you harmed people, you should try to heal others; if you
Confession. Admit that you have sinned, and seek counsel to burned down settlements, you should try to rebuild others.
change your ways. If you commit the same sins again, you must seek Ultimate
Forgiveness. Ask for the forgiveness of those you hurt, if atonement because repeating the same sin is a grave mistake
possible. for a repentant.
Reconciliation. Offer the offended party something of Ultimate Atonement. Ultimate sins cover the worst things
spiritual value to express your remorse, if possible. a creature can do. Usually, there is no way of compensating
Atonement. Actively make amends until you finally find your for them. Therefore, you must make peace with your inner
inner peace. See below for further detail. remorse. One of the best ways of doing this is to live in
A Clean Slate. Start a new slate, cleansed by the wisdom you seclusion, alone with your thoughts. You may also choose to
acquired from your past mistakes. find others who go through the same redemption path as you
and try to find solace in solidarity. However, even that is not
There is no particular time period that must be spent enough.
on each step; while some are able to get through them in a
heartbeat, others may struggle for years on one step. Ultimate atonement requires for you to dedicate the rest of
Whether your apology is accepted or not, whether the hurt your life to a good concept that you wholeheartedly believe in.
parties accept your reconciliation, and whether your acts of Only then, can you truly atone for your sins.
redemption have been enough are all determined by the GM. As a GM, note that a character who is seeking Ultimate
atonement should be atoned after three years of being devoted
to a good way of life. However, the character must keep living
Atonement accordingly to maintain this atonement.
If you commit the same sins again, you must get Ultimate
Atonement is basically making amends while trying to clear atonement once more. However, this time around, your deity,
one’s own conscience. Therefore, it is a highly subjective your knight order, or your conscience will find it harder to
matter. As no one feels the exact same thing after they do the believe in you.
same thing, no one’s inner journey to redemption can be the Your GM determines whether you can be atoned or not for
same either. Hence, there are multiple ways of atonement each of these cases.
for every sin. You can determine what method of atonement Keep in mind that only the willing can truly be atoned. One
your sin entails by discussing it with the GM. The table below must be sincere in their remorse and repentance. If one must
provides a few examples of atonement for specific sins. refrain from doing an action, they must keep away from said
However, there are also those who look for atonement not as a deed by their own free will, not because of spells such as geas
result of specific sins but because they are incarnations of evil that would magically help them refrain.
cosmic powers, such as fiends. Redemption of such creatures
requires for them to get an Ultimate atonement (see below).
120
Exorcism
E xorcism is the practice of forcing a possessor out of a possessed body, mind, or soul. An exorcism is a challenging act
of will, and those who perform it are called exorcists. Exorcists must have an unbreakable will, unquestionable faith,
and unwavering methods. Otherwise, they may face dire consequences, as exorcism is a very dangerous task.

Exorcism is a religious, 1-hour ritual that must be performed The methods of exorcism can vary from exorcist to exorcist.
by someone of faith. They do not have to be performed by A few examples are:
a cleric or paladin, since exorcism requires strong belief • The exorcist places its hand on the possessed creature’s
as opposed to divine power. However, an exorcist must be forehead and starts to recite prayers to its deities or read
proficient in the Religion skill. During the ritual, an exorcist passages from their teachings. The possessed creature
must carry a holy symbol of its religion as it symbolizes the reacts abruptly and violently and tries to run away, so
presence of its deity. the exorcist must hold the creature in place by making
A GM might decide that an exorcism should take longer a successful Strength (Athletics) check or restraining it.
than 1 hour under special circumstances, especially if the When the position of the possessed creature is secured,
possessor is particularly powerful. In such a case, exorcism can the exorcist demands the possessor to leave in the name
take 1 hour if the possessor is of challenge rating 1-5, 1 day if of its deity.
the possessor is between challenge rating 6-10, 1 week if the • The possessed creature is placed in the middle of 10
possessor is between challenge rating 11-15, and 1 month if people of the same faith as the exorcist. The exorcist
the possessor is of challenge rating 16-20. recites a holy passage from its holy book 101 times and
The ritual of exorcism normally takes 1 hour and if then performs a small action relevant to its deity, such as
interrupted, the creature performing the ritual must start blowing a horn or burning a specific incense.
over. However, the possessor has advantage on reattempted • The exorcist bleeds itself, dealing 10 slashing damage
saving throws against exorcism, since it has already seen that cannot be reduced by any means to itself in the
the methods employed by the exorcist. For longer rituals of process for it believes that blood grants protection against
exorcism, the exorcist can take breaks to rest. While resting, possession. While bleeding, the exorcist starts dancing in
restraining the possessed creature would be best, as the a euphoric state to draw the attention of the possessor. A
possessor can (and probably will) do anything it can to escape.

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successful DC 19 Charisma (Performance) check forces the fighting capacity. If the possessor succeeds in staying in the
possessor to leave the possessed creature’s body and try to body after three consecutive rituals, the possessed creature
possess the exorcist instead. However, the blood protects dies at the end of the last exorcism, and the possessor takes
the exorcist, and if the possessed creature has also been full control of the body.
covered with blood, the possessor cannot return to the Exorcists are rare due to the risks and requirements
body, mind, or soul (whichever was possessed), and leaves. involved in the practice of exorcism. However, this makes
These are only a few examples that are meant to inspire them valuable and their fame spreads swiftly. After
players and Game Masters; every exorcist can create new and performing a successful exorcism ritual for the first time, one
unique methods. is granted the “Exorcist” title by the witnesses who spread
However, whatever the method is, once the ritual is the word. Once a reputation has been established, an exorcist
complete, the possessor must succeed on a Charisma saving is always in demand. They are highly respected members of
throw. The DC equals 8 + the exorcist’s Wisdom or Charisma society and are generously rewarded for their services. When
modifier (whichever is higher) + the exorcist’s proficiency an exorcist is called to a village, for example, they do not pay
bonus. On a failed save, the possessor leaves the possessed for food or board, and receive a fee of 100 gold pieces for an
creature, but it either manifests in an unoccupied space within exorcism ritual of 1 hour. Exorcism rituals that last longer cost
10 feet of the possessed creature in incorporeal form, or more, but you should keep in mind that some exorcists offer
returns to its body if it has one. their services for free, simply for the greater good.
On a successful save, the possessor can choose to stay in Just as exorcists hunt possessors, some possessors hunt
the possessed creature, or it can leave the possessed creature famous exorcists. There are ghosts, fiends, aberrations, and
and try to possess the exorcist instead. If the possessor cannot other creatures that ruin others’ lives by possessing them for
possess the exorcist, it may try to possess another creature, or hundreds, sometimes thousands of years, and some exorcists
leave. target them specifically.
An exorcism is a dangerous and tiring experience for both Also, some exorcists write down their hunts, some of them
the exorcist and the possessed. Hence, they each take levels work on classifying the possessor and give lessons in academic
of exhaustion according to the length of the exorcism ritual; institutions and temples, and some others travel around to
1 level of exhaustion for an hour-long ritual, 2 levels of find both apprentices and hunts. The experiences of former
exhaustion for a day-long ritual, 3 levels of exhaustion for a exorcists can be invaluable for those starting out, and finding
week-long ritual, and 4 levels of exhaustion for a month-long special techniques and unique methods to hunt a specific
ritual. Some possessors hold grudges against exorcists and possessor can be a stand-alone storyline of the game.
may try to take advantage of the exorcist not being at its full

Prayer and Worship


T
here are many different divine entities that are regarded as deities. For ages, people have tried to communicate
with these higher powers, and to receive their blessings by following their teachings. Prayer and worship have been
common practice for quite some time, as evident from the many temples and shrines all around the universe, and all
the communities formulated around belief.

Deities grew in power while their followers gained influence, higher status than the other in the eyes of the divine, as long
starting the long line of tradition where the follower prays as the one who is praying is a devout believer. There are also
to the divine, sometimes getting an answer in return. When perpetual and communal acts of prayer, although the most
someone cries out their deity’s name in times of trouble, or common form of prayer is probably still the one performed in
utters a prayer as they selflessly bow before the might of their solitude where a believer asks for the help of a higher power.
deity, their intentions echo through the planes and are heard Worshiping, on the other hand, requires close attention to
by divinity. The divine forces who hear the pleas and demands certain instructions. These instructions can concern a specific
of mortals intervene when they see fit, although they usually set of movements to be performed while praying, visiting a
abstain from meddling in earthly matters. holy place during a specific time period, or simply gathering
Prayer is the simplest way of communicating with a deity. in a temple to read holy scripture. While most believers pray
In essence, praying is pouring one’s heart out before a greater in similar ways, acts of worship differ from deity to deity. For
power; whatever the reason may be. Whether uttered to example, a goddess of fire may require sacrifices burnt on a
find relief, forgiveness, or wellness, the act of praying is an bonfire whereas a god of nature may ask for a festival of sorts,
intimate one. There is no “correct” way of praying, it only where people plant trees and flowers in barren areas.
matters that the one who offers the prayer is sincere. A
warrior can shout out a prayer for victory in the middle of a
battlefield just as a farmer can kneel in the middle of a field
GM TIP
and pray in silence for good harvest. One prayer is not of a You can use prayers and acts of worship to create a story

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arc. For instance, characters can help people who have been of worship are solely taught by the clergy. Characters may
praying for a solution to what ails them, without knowing if thus discover that people have been deceived by the so-called
anyone heard their pleas. They may take the arrival of the clerics or priests and have been worshiping an evil entity
party to be a sign from the divine. The party can assist them without knowing it.
in various ways; for instance by lifting a curse that has been Whatever the case may be, the GM should keep in mind that
haunting the village for a generation, or by clearing the nest of all prayers and acts of worship are not answered, but that
a monster that was abducting people. some are bound to be heard by higher powers.
You can also play with the notion that for some people, acts

Sainthood
S
aints are blessed people renowned for their benevolence, mental resilience, and zeal. They live their lives pursuing
religious studies, and fulfilling the necessities of their beliefs. Although no one is certain of the precise requirements
to become a saint, saints tend to share the following characteristics.

Saints are blessed people renowned for their benevolence, saint by learning to be benevolent and you must follow its
mental resilience, and zeal. They live their lives pursuing necessities one by one in order to ascend to sainthood. You
religious studies, and fulfilling the necessities of their beliefs. should keep in mind that agents of evil tend to seek people
Although no one is certain of the precise requirements such as yourself out, in order to try and corrupt their ways.
to become a saint, saints tend to share the following You gain the following benefit and as you advance in your path
characteristics. of becoming a saint you gain additional benefits as described
Benevolence. Saints don’t intentionally harm living things below.
and are very careful so as not to cause unintentional harm. Benevolent. If you intentionally harm a living thing that
Their benevolence is so strong that it usually manifests itself can feel physical or emotional pain, you lose all benefits of
in physical ways. sainthood.
Humility. Saints have a very modest view of themselves. As a bonus action, you can shed bright light in a 30-foot
They are humble in spirit and deportment. They refuse radius and dim light for an additional 30 feet. This light dispels
luxuries, comfort, and material attachments. Saints don’t carry magical darkness as well. You can use your bonus action to end
magic items except those entrusted to them by their temple, this effect.
and they never use currencies. They are thus unable to form You need to spend a month without using magic items and
connections with magical equipment; they form connections without trading with currencies to gain the following benefit.
with spells granted by their deities instead.
Humble. After gaining this benefit, if you use a magic item,
Enlightenment. Although their road to enlightenment varies, spend any currency on trade, or seek luxuries, you lose all
from searching the depths of their own mind and soul to benefits of sainthood.
studying the subtleties of natural phenomena, it is a fact that
You can’t attune to magic items. You can attune to cleric and
saints are enlightened one way or another. Their title indicates
paladin spells instead. While affected by a spell that requires
that they have found their truth and are no longer searching
concentration, you can attune to it as an action. While attuned
for it. Having an answer to existential questions gives them an
to a spell, you remain under the effect of the spell until you
edge over the lies and deceptions of reality.
end the attunement as part of a short rest or until dispelled,
Willpower. Deities don’t grant sainthood to just anybody; and it no longer requires the concentration of the caster. You
especially not those who might abandon their beliefs. Every can attune up to 2 spells at a time.
saint possesses an indomitable will that allows them to stay
You need to spend a month without telling a lie to gain the
strong against the temptations of evil. Though their body may
following benefit.
break, the spirit of a saint is unbreakable.
Enlightened. After gaining this benefit, if you tell a lie or
Perseverance. Though they are able to achieve great things
insult anyone, you lose all benefits of sainthood.
through their indomitable will,
You know when you hear a lie and you have truesight out to
saints are, after all, just people. Sometimes, they need help.
60 feet.
When saints are truly in need of assistance and their motives
are just, their calls don’t go unanswered. You need to pray three times a day with eight hour intervals
for a month to gain the following benefit.
Indomitable. After you gain this benefit, if you forget to pray
Becoming a Saint for two days in a row, you lose all benefits of sainthood.
You are immune to being charmed and frightened. Your
As a player, you can’t choose to become a saint. Game Masters thoughts and emotions can’t be discerned by magical means.
can grant a chance at sainthood as they see fit. Once you are You must spend nine more months without losing the
granted the chance, you start your journey to becoming a benefits of sainthood to gain the following benefit.
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Perseverant. When you gain this benefit, you become a saint. divine intervention can take place if the GM sees fit.
If you fail to uphold any of the necessities of your sainthood, You are revered by non-evil creatures and highly respected
you lose all benefits of the title. by religious people. It is not unlikely for a paladin to risk their
If you are forced in any way to act against your beliefs and life for you.
you are incapable of resolving the situation by any means, a

Holy Grounds
N
o matter how big or small, every good act in the universe empowers the forces of good. Whether it’s making a child
smile, saving a forest from burning down, or destroying an ancient evil entity before it devours thousands of souls;
each act performed with the right intentions contributes to the good. All of these actions form a will with time, and
may even become creatures that embody the good, such as celestials.

Sometimes, the act performed is of such great scale or is to holy grounds to the full, while an evil creature may feel
such a rare occasion that people tell the tale for generations anxious.
to come. Priests blessing thousands of warriors who clash Some places are of such holy importance that not even a
with an undead army, angels pouring down from the heavens successful Charisma saving throw can save creatures against
to put an end to a fiend invasion, a deity of fertility making the effects of the aura. Places touched by hundreds of angels,
an appearance in a festival in its name, a hero turning into a or those that are blessed directly by a deity may have powerful
statue in an act of self-sacrifice; are all a few examples of what auras as such.
such an event would entail. The site of such an occurrence is
Embodiment of Good. Sometimes, the aura on holy grounds
filled with holy energies that sometimes take on a will and a
is so intense and powerful that it takes a physical form or
physical form. Such a site is considered to be holy ground. The
another creature(s) comes there, or is sent by higher forces,
effects of the events that turn a place into holy ground tend to
to live and protect the place. Grave protectors (p. 249), sworn
be more profound and last longer.
protectors (p. 283), or other thematically suitable angels or
Holy grounds reflect the intense emotions felt during the spirits can be found guarding such places.
events that took place within them. They have unique auras,
Holy. Holy grounds are filled with holy energies, as if
relevant to the nature of the specific incident that took place
affected by the hallow spell. The particular effects caused by
there. For instance, an aura of glory can constantly fill a
the hallow spell are determined by the GM. The holy energies
battlefield, or a festival site can constantly inspire feelings of
filling an area generally have many points of origin, which
joy.
makes dispelling the effects challenging. For instance, each
Different holy grounds have different characteristics (the and every weapon and piece of equipment belonging to a
specifics of which are determined at the GM’s discretion), paladin who died in a fight against an archdemon can be
however, they may have the following effects in common: affected by the hallow spell, and stored in a mausoleum. In this
Blessed Residents. The spirits of witnesses to holy events can case, the spell must be dispelled for each item, separately. Evil-
choose to stay at the site of the event. These spirits protect aligned creatures make their saving throws against the hallow
holy grounds and help good-aligned visitors, while they do spell with disadvantage while on holy grounds.
what they can to prevent the entry of evil. Such spirits can be Holy Scent. Holy grounds have a sweet, comforting
forgiving spirits (p. 247), ancestors of glory (p. 213), or another scent, unique to each of them. Such a scent is a sign of holy
spiritual being that the GM sees fit. energies filling the place, owing to which, evil creatures
Cherished Emotions. Emotions experienced during holy have disadvantage on saving throws against spells and other
events permanently affect the aura of holy grounds. The magical effects on holy grounds.
effects of such auras vary from creature to creature.
Unwilling creatures who enter holy grounds must succeed
on a DC 19 Charisma saving throw or be affected by the aura
within.
The auras of holy grounds can differentiate good from
evil, and tend to protect the good and dampen the powers of
evil. When creatures with good intentions enter an ancient
battlefield in which glorious warriors won blessed victories,
they may be affected by the heroism spell for as long as they
stay in the battlefield. Similarly when evil creatures try to cast "One must know the ground one walks
a bane spell in the same area, the spell can fail automatically.
Apart from the effects holy grounds have on game on to truly know themselves."
mechanics, a good creature can feel the emotions related

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125
Self-Sacrifice
A
ll good-aligned deities want their followers’ well-being. However, life usually gets in the way, as it is full of all sorts
of challenges that cannot be overcome without divine help. When faced with such a challenge, one follower can offer
up their own well-being in return for intervention for another. This offer is called self-sacrifice and it is considered
one of the greatest, most selfless, and most honorable acts a follower can partake in. Even though self-sacrifice isn’t
unique to the clergy, not everyone would choose to sacrifice themselves for the sake of another; after all, letting go of
abilities, capabilities, comforts, and one’s own life takes absolute courage.

In exchange for self-sacrifice, the intervention of divine


powers can help overcome difficulty, provide protection to Sacrificing yourself, dying
loved ones, or simply prove the devotion of the one making permanently unless the deity wills +89
the sacrifice. Keep in mind, however, that self-sacrifice is not otherwise
always answered, as not every plea is heard by deities.
In terms of game mechanics, you must make the sacrifice * Fasting results in 1 level of exhaustion that cannot be
yourself after you specify what you want from your deity. removed by any means for the duration.
When you do, roll a d100. If the result is between 1 and 10, Keep in mind that you can always create new ways of self-
your deity shall provide something in return for your sacrifice. sacrifice. The ones given above are merely examples, and
Certain actions increase your chances of getting this reply. are meant to act as guidelines for both GMs and players.
For example, let’s say a druid wants to be freed from a cage What qualifies as self-sacrifice and the bonuses it grants are
and she requires help from her deity to do so. Normally, she determined at the GM’s discretion.
would need to roll a d100, and if the result was between 1-10,
If you succeed on your roll of the d100, the GM determines
she would get her reply. If she were to cut her own hand to
the response of the deity according to the wishes of the
demonstrate her devotion, dealing 10 damage to herself in
character. You would be advised to use already-existing effects
the process, she would have to roll between 1-11 instead. In
of spells or items that correspond to the wish of the character.
this case, the druid’s sacrifice would have granted her a +1
For example, a barbarian who sacrifices an eye in the name of
“bonus”.
a war god and prays to become more powerful may experience
the effects of the enlarge/reduce spell, an increase to Strength
score and acquire a very rare battleaxe; all for a time.
Self-Sacrifice Bonus
Similarly, when a character mourning the death of a party
member permanently sacrifices one of their spell slots, the
A wound worth 10 hit points +1
party member may be resurrected as a reward.
Fasting for a month* +5 As a GM, you should prevent your players from overusing
self-sacrifice features by reminding them that is a last resort,
+The spell level of or by having their deity not respond to their constant use of
Sacrificing a spell slot the spell slot minus self-sacrifice.
2 (minimum one)

Permanently expending a spell + The spell level of


slot the spell slot

Losing a limb, eye, or another


+5
organ

Taking damage on behalf of


+2
someone else

Forgetting the most peaceful


"Live to believe.
+3
memory you have
Die to protect.
Offering a spiritually valuable item
+3
of a loved one Live to worship.
Permanently sacrificing an
emotion (love, hatred, curiosity, +5
Die in sacrifice."
etc.)

126
Sacred Alchemy
A lchemy has always been one of the greatest allies of adventurers. The mixtures created as a result; small amounts of
fun-colored liquids preserved in bottles of many shapes and sizes can create wonders in times of need.

Just as it is possible to create the most evil and wicked The cost of a recipe is equal to the material cost of a holy
things, such as flesh-rotting drugs and painful poisons, potion or a sacred oil. Once you obtain a recipe, you can use it
through alchemical methods, it is also possible to create sacred to produce more than one alchemical product as long as you
oils and holy potions with a plethora of positive effects. have it on your person. Otherwise, you make the check to craft
In this section, you will find a list of holy potions and sacred the item with disadvantage as you might misremember the
oils that can be crafted by sacred alchemy, as well as a guide process.
on how to craft them, which will also help you to create
potions and oils of your own design. Components
Although obtaining components is usually one of the easiest
Sacred Alchemy 101 parts of sacred alchemy, it can sometimes be the hardest.
These components can be ordinary things like a silver
mirror or a bouquet of daisies, or they can be items of epic
There are four vital parts of sacred alchemy: Education, recipe,
proportions such as a willingly-given unicorn hair or a scale of
components, and faith. Practitioners of this art are known as
an ancient gold dragon.
“Sacred Alchemists”, and anyone with a little bit of talent and
strong faith can become one.
Fa th
Educat on Although sacred alchemy is basically alchemy with a holy
kicker, it is believed that there are angels (p. 214) and even
A sacred alchemist must above all be proficient with
a deity (p. 142) who watch over and assist faithful sacred
alchemist’s supplies. As the practice is dangerous in
alchemists.
inexperienced hands, it is advised that it be undertaken by
those trained in the basics of alchemy. Such a person can be Temples may sell blessed alchemist’s supplies, of which
trained in the ways of sacred alchemy in the temples where the price is 750 gp, and that grant a +1 bonus to any ability
sacred alchemists can take on apprentices. You can also get an check you make using the supplies. You must be of non-evil
education from a wandering sage, a forgotten tome, an elder in alignment and proficient with alchemist’s supplies to use
your tribe, or any other source the GM approves of. and thus enjoy the benefits of blessed alchemist’s supplies.
Otherwise, you do not get the bonus.
Sacred alchemy is not designed to be exclusive to a select
few. Therefore, if you are not proficient with alchemist’s In addition, keep in mind that certain places are more
supplies, you can become proficient by studying sacred suitable for alchemy. Carefully designed and specifically
alchemy for at least a month from any of the sources blessed temple rooms, personal laboratories of sacred alchemy
mentioned above and paying 500 gold pieces. masters, long-forgotten ruins holding mythic knowledge
waiting to be uncovered, and many other places that are
If you are proficient with alchemist’s supplies, an education
suitable to conduct sacred alchemical experiments can grant
of 1 week is enough to learn the basics of sacred alchemy.
advantage to the ability checks you make using alchemist’s
During this time, one is provided the knowledge required to
supplies.
practice sacred alchemy. At the end of the education, a sacred
alchemist knows one tier I recipe, which can be chosen from
the options below. Craft ng
Once you have completed your education, acquired the recipe,
Rec pes gathered the components and strengthened your faith, you
have everything you need to craft holy potions and sacred oils
Temples are the best place to find the recipes and samples of
through sacred alchemy.
widely-used holy potions and sacred oils. Some temples may
allow you to buy these commodities, while some other temples Sample lists of holy potions and sacred oils have been
may give them to you as gifts. The members of the temple provided below; each of which contains a “Crafting” section
determine if and how you can acquire such items from them. that includes the cost (including material costs), the crafting
DC and crafting time required to make the item concerned.
While most recipes can be found in one temple or another,
there are some recipes of sacred alchemy that are lost or To craft a holy potion or sacred oil, you must succeed on an
protected. It is highly unusual to learn the existence of such a Intelligence check with alchemist’s supplies (DC stated in the
recipe, let alone find and use it. Uncovering one of them could “Crafting” section for each). On a fail, the material is wasted
be a fun plot hook for a campaign. and you must start the crafting process all over again.
127
You can craft an item gradually throughout different When you drink this potion, any disease you have is cured, you
sessions as long as each session is within 1 week of each other. gain a +2 bonus to AC, and you gain an additional action on
For instance, if crafting a holy potion takes 8 hours but you do each of your turns for 1 minute.
not have 8 hours of uninterrupted free time, you can take 1
hour to craft it one day, then 2 hours the next day, and 5 hours
the day after that.
Holy Pot on of Consecrat on (II)
Crafting: Cost: 100 gp, DC: 15, Time: 8 hours
Whether you craft a potion or oil in a single sitting or in
several crafting sessions, you make the required Intelligence Components: A pinch of soil from consecrated ground
check at the end of the crafting process. This potion consecrates your body and you emanate a 5-foot-
radius holy aura for 1 minute. When an evil-aligned creature
Craft ng Your Own Content enters the aura for the first time or ends its turn there, it takes
1d6 radiant damage. Spells and other magical effects (such
You will notice numbers within parentheses in the titles of the as the nondetection spell) that act as wards against divination
holy potions and sacred oils below. These numbers indicate spells also protect a creature against the effects of this potion.
the tiers. There are 5 tiers in total. The higher the number,
the more powerful the product. You may also notice that items
of the same tier have identical Crafting sections. You can thus Holy Pot on of D v ne Protect on (II)
use these sections as guidelines to create original recipes for Crafting: Cost: 100 gp, DC: 15, Time: 8 hours
your own concoctions. Components: Tear of a good-aligned cleric or paladin

When you drink this potion, you can’t target a creature with
Holy Potions an attack or take any other action that is going to harm it for 3
rounds, but you are immune to all damage for the duration.
Holy potions are alchemical liquids that take effect when
consumed. Evil creatures are, in a way, allergic to them. When Holy Pot on of D v ne Purge (III)
an evil creature drinks a holy potion, the potion does not Crafting: Cost: 250 gp, DC: 21, Time: 1 day
work, tastes like the thing the creature hates most, and the Components: A bouquet of daisies
drinker has disadvantage on their ability checks, attack rolls,
and saving throws for 1 hour. When you drink this potion, a dispel magic is cast on you to end
the most powerful magic effect on you. The spellcasting ability
modifier for the spell is +5, and it uses your proficiency bonus.
Holy Pot on of Angel c Boon (III)
Crafting: Cost: 250 gp, DC: 21, Time: 1 day
Components: An angel feather
Holy Pot on of D v ne Strength (V)
Crafting: Cost: 1000 gp, DC: 27, Time: 1 month
When you drink this potion, you have advantage on attack Components: A bottle of storm giant breath
rolls and ability checks of one ability score of your choice for
1 minute. Also for the duration, your attacks and damage- When you drink this potion, your Strength score increases to
dealing spells deal an extra 1d8 radiant damage. 29 for 1 minute.

Holy Pot on of Arcane Surge (II) Holy Pot on of F end-Sense (III)


Crafting: Cost: 100 gp, DC: 15, Time: 8 hours Crafting: Cost: 250 gp, DC: 21, Time: 1 day
Components: A molten arcane focus Components: Silver mirror

When you drink this potion, you feel a surge of magical When you drink this potion, you know the location of any
energies. Choose one school of magic. The spell save DC for the fiends within 60 feet of you for 1 minute. This potion only
spells of the chosen school increases by 1 for 1 minute. reveals their presence, it doesn’t give information on the size
or identity of the fiends present.
Holy Pot on of Bless (I)
Crafting: Cost: 20 gp, DC: 11, Time 1 hour Holy Pot on of Mag c Surge (I)
Components: A parchment with prayers on it Crafting: Cost: 20 gp, DC: 11, Time 1 hour
Components: A melted arcane focus
When you drink this potion, you experience the effects of the
bless spell for 1 minute. When you drink this potion, you feel a surge of magic
bestowed by the forces of good. Your weapon attacks are
magical against evil foes for 1 minute.
Holy Pot on of Celest al Prowess (IV)
Crafting: Cost: 500 gp, DC: 23, Time: 1 week
Components: A feather of a celestial eagle

128
Holy Pot on of Sacred Endurance (II) Sacred Oils
Crafting: Cost: 100 gp, DC: 15, Time: 8 hours
Components: A lock of hair that belongs to a good fey Sacred oils take effect when applied. They mostly result in
strange effects that could easily be the stuff of an angelic
When you drink this potion, you experience the effects of the
legend. Evil creatures are not prohibited to use sacred oils, but
lesser restoration spell.
when sacred oil gets in contact with evil creatures, they act
like holy water.
Holy Pot on of Sa nt Blood (V)
Crafting: Cost: 1000 gp, DC: 27, Time: 1 month Sacred O l of Angel c Tears (II)
Components: A drop of saint’s blood Crafting: Cost: 100 gp, DC: 15, Time: 8 hours
When you drink this potion, your blood carries radiant light Components: Soil from the grave of a good cleric or paladin
for 1 minute. When you are hit with an attack by a creature When you apply this oil to your weapon, the weapon deals an
within 5 feet of you that deals piercing or slashing damage, the extra 1d6 radiant damage on a hit for 1 minute.
attacker must succeed on a DC 15 Dexterity saving throw, or
your blood splashes onto it, dealing 8d6 radiant damage.
Sacred O l of After L fe (II)
Crafting: Cost: 100 gp, DC: 15, Time: 8 hours
Holy Pot on of Sanctuary (I)
Crafting: Cost: 20 gp, DC: 11, Time: 1 hour Components: Soil from the grave of a good cleric or paladin
Components: A stone taken from somewhere you belong to When you mix this oil with your blood, the mixture turns into
diamond dust that can only be used as the material component
When you drink this potion, you experience the effects of the of spells such as resurrection. It has no monetary value, and 50
sanctuary spell for 1 minute. hit points worth of blood results in 1000 gp worth of diamond
dust.
Holy Pot on of Seren ty (II)
Crafting: Cost: 100 gp, DC: 15, Time: 8 hours Sacred O l of Bless (III)
Components: A feather of a celestial owlbear Crafting: Cost: 250 gp, DC: 21, Time: 1 day
When you drink this potion, charm, frighten, rage, and any Components: Gold dust
other emotion-changing effect ends on you. When you apply this oil to a point on the ground, up to
5 creatures of your choice within 15 feet of the point are
Holy Pot on of Ta nt-Sense (III) affected by the bless spell.
Crafting: Cost: 250 gp, DC: 21, Time: 1 day
Components: An iron mirror Sacred O l of Commun cat on (II)
Crafting: Cost: 100 gp, DC: 15, Time: 8 hours
When you drink this potion, you know the location of any
aberration within 60 feet of you for 1 minute. This potion only Components: A handful of snowdrops
reveals their presence, it doesn’t give information on the size When you apply this oil to your tongue, you experience the
or identity of the aberrations present. benefits of the tongues spell for 1 minute.

Holy Pot on of Undead-Sense (III) Sacred O l of Consecrat on (V)


Crafting: Cost: 250 gp, DC: 21, Time: 1 day Crafting: Cost: 1000 gp, DC: 27, Time: 1 month
Components: A golden mirror Components: A drop of saint’s blood
When you drink this potion, you know the location of any When you apply this oil to a point on the ground, a 30-foot-
undead within 60 feet of you for 1 minute. This potion only radius area centered on that point becomes consecrated.
reveals their presence, it doesn’t give information on the size Undead can’t be raised in the consecrated area, fiends must
or identity of the undead present. succeed on a DC 15 Charisma saving throw to get in or out of
the area, and aberrations have disadvantage on Intelligence
Holy Pot on of Un corn (IV) checks and Wisdom saving throws while in the area.
Crafting: Cost: 500 gp, DC: 23, Time: 1 week
Components: A piece of a unicorn horn Sacred O l of F re (II)
Crafting: Cost: 100 gp, DC: 15, Time: 8 hours
When you drink this potion, you regain 4d8+4 hit points. In
addition, the potion removes all diseases and neutralizes all Components: Cinder taken from a flame burning in the
poisons afflicting you. temple of a good deity

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When you apply this oil to a weapon, the weapon is set aflame within 12 hours. It does not have nightmares, and is immune
and deals an extra 1d6 fire damage on a hit for 1 minute. to the spells and other magical effects that cause it to have
nightmares.
Sacred O l of Heavenly S ght (V)
Crafting: Cost: 1000 gp, DC: 27, Time: 1 month Sacred O l of Preservat on (IV)
Components: A flower taken from heaven Crafting: Cost: 500 gp, DC: 23, Time: 1 week
Components: A handful of the hair of a unicorn
When you apply this oil to your eyes, you gain the benefits of
the true seeing spell for 1 hour. When you apply this oil to a corpse, it cannot be raised as an
undead for 1 week unless an artifact is used or a deity itself
intervenes.
Sacred O l of Holy L ght (III)
Crafting: Cost: 250 gp, DC: 21, Time: 1 day
Components: Silver dust Sacred O l of Sun (I)
Crafting: Cost: 20 gp, DC: 11, Time 1 hour
When you apply this oil to your armor, the armor sheds bright Components: A sunflower
light in a 15-foot radius and dim light for an additional 15 feet
for 1 minute. In addition, for the duration, the fiends and the When you apply this oil to your eyes, you know the sun’s
undead within the light have disadvantage on attack rolls they position for 1 minute.
make against you and your allies while you have the armor on.
Sacred O l of the Gravekeeper (II)
Sacred O l of Merc ful Touch (V) Crafting: Cost: 100 gp, DC: 15, Time: 8 hours
Crafting: Cost: 1000 gp, DC: 27, Time: 1 month Components: A handful of grave soil
Components: Gold dust
When you apply this oil to your lips and pray at a grave for 1
When you apply this oil to your hands, for 1 minute, you can minute, you learn the name of the corpse in the grave and the
use your action to touch a creature and reduce its exhaustion deity it had worshiped while living. The effects of the oil end
level by 1. when you learn about one grave.

Sacred O l of Peaceful Sleep (I) Sacred O l of Verm n Ward ng (IV)


Crafting: Cost: 20 gp, DC: 11, Time 1 hour Crafting: Cost: 500 gp, DC: 23, Time: 1 week
Components: A sunflower Components: Several teardrops of a saint

When you apply this oil to your lips, your voice is enchanted When you apply this oil to your body, vermin (including insect
by angelic powers for 1 minute. If you start singing right swarms conjured or called by spells and other magical effects)
after you apply the oil, and a creature listens to you for 1 do not attack you for the next hour.
minute, the creature sleeps peacefully during its next long rest

Temples
T emples are the main gathering places for any believer to follow their deity’s teachings. People can go to a temple to
pray, attend events like weddings or funerals, or conduct rituals. Since almost all temples are dedicated to a single
deity each, all events that transpire within are conducted in the ways of a particular deity. Something else that all
temples have in common is the presence of clerics, paladins, paragons, and priests, who are there to perform the
necessary acts of worship and to meet a myriad of needs of both the temple and of the worshippers. There are also
healers or cooks in some temples, while there are monks or knights in others. In other words, anyone that has dedicated their
life to a deity can be a part of a temple in one way or another.

The concept of a temple depends on the deity it serves, and of a temple can be considered the owner as well.
different temples perform different tasks in society, ranging
from simple chores to a divine mission. For example, a temple
dedicated to death can be located next to a graveyard in which Building a Temple
the temple members are responsible for burying the dead.
While the true owner of any temple is without a doubt the To build a temple, a location must first be selected according
deity for which it was built, the most prominent religious to the particular needs it is going to have. For instance, a
figure in a temple or the person who paid for the construction tundra could be the ideal place for a temple worshiping a deity

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associated with the cold, while a deity of nature may prefer it own, since many different factors can affect the construction
if their temple were built in a barren land to which they can of a building.
bring rain or good harvest. If the selected area is within a city
or kingdom, it may have to be bought or earned by passing a
test or providing a service. Building Additions
Once the location is chosen, the material must be decided
upon, and the right material also differs from temple to Just like all buildings, temples have different parts for
temple. For instance, a deity whose greatest aim is to preserve different things. There are also some optional parts that can
nature might not want the construction of their temple be built for some extra coin. For example, a temple that also
through the destruction of nature. Thus, cutting down an houses the priests it employs would require a room for the
entire forest for this purpose would not be prudent. Similarly, priests to sleep in. Similarly, a temple that does charity work
a deity of craftsmanship might prefer to have their temples for those without access to resources may require a kitchen.
built of stone and appear glamorous; as only such a display The following can be added to a temple at any time for a
would be worthy of their name. fee, as long as there is a suitable location. A small temple
has enough space to construct six building additions, a
Temple S ze - Construct on Cost and T me large temple has enough space to construct twelve building
additions, and a huge temple has enough space to construct
The duration of construction varies from 3 months to a year,
twenty-four building additions.
depending on the size of the temple. Since temples can be
of any shape and size, it is up to the owner to determine its All these additions can be built as separate buildings, or be
appearance. connected to the main building.
The construction cost depends on the location and the
material of the temple. The construction of a small wooden Academy Bu ld ng
temple costs around 10000 gold pieces while a larger stone Prerequisite: Large or huge temple
building can cost 50000 gold pieces. The time, money and
material required to build different structures have been laid An academy building is a place where you can educate people
out in the table below. about the teachings of your deity. A single academy building
can fit up to 20 acolytes and requires a teacher figure. The
teachers at an academy building in a temple are usually
Temple size and priests, since this is a place of religion.
Cost (gp) Time (days) An academy building takes up to 25 days to complete and
material
costs 10000 gold pieces. Once construction is complete, you
Small, Wooden 10000 gp 90 can recruit new people to join your temple and teach them to
Small, Stone 20000 gp 120 spread the holy word. An acolyte finishes their education in
one year and becomes a priest.
Large, Wooden 35000 gp 240

Large, Stone 50000 gp 360 Add t onal L v ng Quarters


Living quarters are a necessity for those who don’t have a
Huge, Wooden 75000 gp 450 place to stay, or for the priests working in the temple. Thus,
Huge, Stone 100000 gp 600 the addition of living quarters would allow more people to
visit your temple and allow priests to stay the night.
A living quarter takes 5 days to complete and costs 3000 gold
A small temple is approximately the same size as a regular pieces. Once construction is complete, the living quarters can
house. A large temple is nearly four times the size of a normal comfortably fit up to ten people. Staying at the temple doesn’t
house, and can contain a variety of rooms. A huge temple have to be free, you can charge people for a stay as well. If you
is generally the main attraction of the town it’s in, and is do so, the temple gains 10 gold pieces per month. However, it
almost the size of a castle. A huge temple can include gardens, may be wise to keep in mind that visitors to your temple might
libraries, and other buildings that are not attached to the main be more willing to accept your deity as their own after a free
building of the temple. night of rest.
All temples, no matter the size, have a main hall, a main
altar, and a room that can be used for various purposes.
Altars
Since most buildings are constructed from wood and stone,
many temples are also built from these items. There are, in Aside from the main altar or statue in the main hall, some
fact, a plethora of materials from which a temple can be built, temples have altars to different deities. The placement of these
but they are usually not preferred due to inconvenience. For altars for different faiths ensures that the temple attracts
instance, one could build a temple from a precious metal like different worshipers, creating a multi-religious community.
adamantine, but doing so would cost a fortune and take an The construction of a small altar takes 5 days and costs 1000
incredibly long time. Talk to your GM to determine the size, gold pieces, while the construction of a larger one takes almost
material, cost, and time required to build a temple of your 30 days and costs 4000 gold pieces. A temple that has more
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than five altars, including the main altar, ceases to be a temple priests (p. 253). An infirmary can be built as another room or
dedicated to a particular deity (e.g. Temple of the Goddess of an unattached building.
War) but is rather a holy place for all. This means the temple The construction of an infirmary takes up to 20 days and
will be protected and loved by many, and will be seen as a costs 5000 gold pieces. Once construction is completed, you
point of pilgrimage. can train the priests as healers. A priest finishes their healing
training in a month. You and your allies can be treated free of
Armory/Barracks charge, and your healers can cast a resurrection spell once per
Prerequisite: Large or huge temple month. You can choose to charge others for treatments, or
have them be free for all who visit the temple.
Some temples also train the guardians of their faith (e.g. If you choose to charge for the services of the infirmary, the
knights, paladins, monks, or other warriors), generally in temple earns 100 gold pieces per month.
the armories that also equip them. Up to 10 acolytes can be
trained in an armory at a time, and educating them requires
a teacher figure, who can be any kind of warrior. An armory K tchen
building can fit a total of 50 weapons and armor. A kitchen in a temple can serve as a mess hall for the people
The construction of an armory takes 30 days and costs 10000 staying in the temple, or as a public kitchen to serve food to
gold pieces. Once constructed, temple members can be trained others. In any case, most temples have a kitchen; firstly to
as warriors of the temple and provide protection. They can feed the employees and the other people staying there, and
also be sent on various missions to aid other believers in need. secondly to feed those who visit the temple to find comfort
These warriors can be trained in a variety of ways; they can be and food. A kitchen is also necessary for storing provisions
inquisitors that seek heretics across the lands, just as they can needed for the gatherings held to attract new members, or to
be guardians that protect the innocent. This is decided by the make important decisions with the old.
owner of the temple thus, discuss with your GM about how you The construction of a kitchen with a mess hall takes 3
will train your warrior group and what their name or titles days and costs 3000 gold pieces. The construction of a simple
will be. An acolyte finishes their training in 180 days, at which kitchen alone takes a day and costs 1000 gold pieces. A mess
point they become a warrior priest (p. 294). hall can fit up to 20, and it requires one more person to cook
and serve the meals. Once the hall is built, people can dine
Cellar/Dungeon together in the temple, and it is more likely that they choose
to stay longer, maybe long enough to join your cause. While
Some temples may require a place to store their rations, while providing food to those in need is always nice, you do not have
others may need a dungeon to punish heretics. No matter what to provide free rations for everyone; you can also charge those
the reason is, a temple growing in size or power needs a cellar who eat here.
or a dungeon.
The temple provides free meals for its employees. However,
The construction of a cellar takes 10 days and costs 3000 it can resolve to serve its visitors at a price. In the case of the
gold pieces. Once construction is complete, it can fit rations to latter, the temple earns 10 gold pieces per month.
feed up to fifty people for a year.
The construction of a dungeon takes 10 days and costs 5000
gold pieces. Once construction is complete, it can fit up to ten L brary
people in separate cages, and has a room especially designed Prerequisite: Large or huge temple
for any interrogation needs. Since divine knowledge is the basis for every religion, coming
across a library containing scriptures, books or the diaries of
Garden saints in a temple is not surprising. A library can be built as
another room or an unattached building. Commoners can
When temples construct additional buildings that are come here to learn about deities and can become acolytes of
separated from the main building, the area between them the temple after a year of education.
can be used as a secluded resting area. This resting area (or
garden) can contain altars, sculptures, gazebos, and various The construction of a library takes 3 days and costs 2000
plants. The main idea of a garden is to create a calming place gold pieces, excluding the cost of the books, which you may
for the people visiting or staying in the temple. obtain separately. It can fit 1000 books and texts. People can
come to your library for research and may choose to stay
The construction of an empty garden takes 2 days and costs as acolytes if you have built additional living quarters or
500 gold pieces. All other things like plants or sculptures can an academy building. An acolyte in a temple with a library
be added in time, for additional costs. can finish their education to become a priest in 10 months
instead of a year. Use of the library doesn’t have to be free for
Inf rmary outsiders.
Prerequisite: Large or huge temple Intelligence (Religion) checks within the library are made
with advantage.
A temple could have the main intention of curing the sick
and treating the injured, or the sick and injured may seek If you choose to charge others for entry, the temple earns
temples out to benefit from the healing properties of divine 50 gold pieces per month. Libraries are among the biggest
magic. With an infirmary, you can cure people and train healer moneymakers for temples, because they contain elusive,
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precious knowledge. don’t leave without granting a donation for the maintenance
of reliquaries. As a result, the temple earns 100 gold pieces per
month.
Master’s Chamber
Prerequisite: Huge temple
As the “owner” of the temple, you can choose to build a room
Stable
reserved for yourself and your allies. This room can serve as Stables can be found in almost every temple as priests and
a bedroom, an office, or both. It can contain specific stations pilgrims come from far and wide to perform various acts of
according to your occupation and personality, such as a worship, and require a place to leave their trusty steeds when
calligraphy table or an easel. they do. A stable can fit 10 horses.
The construction of a master’s chamber takes 3 days and The construction of a stable takes up to 3 days and costs
costs 3000 gold pieces. Once construction is complete you 1000 gold pieces. Once construction is complete, you can hire a
can stay in your chamber whenever you wish, and you can groom for 1 gold piece per month.
decorate it to your liking. You can upgrade the stable by adding a ritual circle at the
A master’s chamber is an indication that the owner of the entrance, the construction of which takes up to 5 days, and
temple lives in the building. You gain the title of Head Master costs 10000 gold pieces.
if you have built an academy building, High Priest if you are a The horses in the circle regain 1 hit point at the start of
person of religion, or simply Master if neither is the case. each of their turns. If the spellcaster is within the circle, the
casting time of the spells that summon steeds such as find steed
decreases to 1 action instead of its normal casting time. Also
R tual Chamber while the spellcaster is within the circle, the duration of the
Prerequisite: Large or huge temple phantom steed spell increases to 24 hours.
Ritual chambers are quite common in temples. These rooms
are where priests gather to conduct various rituals like Tower
blessings, specific prayers, and sometimes even weddings or
funerals. A tower can be used for many purposes in a temple. It is
generally used as a bell tower to notify people of the time of
The construction of a ritual chamber takes up to 5 days and
worship, as well as various other things like a warning for
costs 1000 gold pieces. Once construction is complete, priests,
danger. A tower can also be built as a lookout or as a wizard’s
you, or your allies can cast spells with the ritual tag inside the
tower if the temple trains wizards or is associated with magic.
chamber without any problems.
The construction of a tower takes up to 20 days and costs
The room has a nondetection spell cast on it at all times. The
3000 gold pieces. Once construction is complete, it can be
hallow spell can be cast on the entire temple from inside the
designed for different purposes:
room. In addition, once per week, any spell can be cast as if
that spell can be cast as a ritual. • The addition of a bell to the tower takes up to 5 days and
costs an additional 1000 gold pieces. This addition turns a
tower into a bell tower.
Room of Rel quar es • Although any tower can technically be used as a
Prerequisite: Huge temple lookout, fortifying a watchtower is still a good idea. The
The room of reliquaries is where a temple stores and displays fortification of a tower to turn it into a proper watchtower
its holy trophies or relics. Any kind of item can be studied here takes up to 10 days and costs 2000 gold pieces.
by the acolytes of the temple. Those who do not live or work in • Those who praise magic as a divine force usually build
the temple can also visit the room to admire the holy items on a wizard’s tower (or arcane tower) to study magic or to
display. simply pray in, in magical ways. The transformation of a
The construction of a room of reliquaries takes up to 3 days tower into a wizard’s tower takes up to 5 days and costs
and costs 10000 gold pieces. Once construction is complete, 1500 gold pieces.
you can train priests as researchers, and have them travel • For temples built on the shore, a tower that acts as a
far and wide to retrieve holy items, or have them study new- lighthouse is a common addition. The transformation of
found relics within the confines of the library or the academy a regular tower into a lighthouse takes up to 5 days and
building. A priest can complete their training and become costs 2000 gold pieces.
a researcher in 3 months if the temple has a library. If the
temple has both a library and an academy building, a priest
can complete their training in one month. Temple Services
The storage of holy relics and maintaining their safety is
no easy task; and the construction of these rooms are quite Almost all temples offer one kind of service or another in
expensive as a result. These rooms are constantly under the order to attain different goals. Some may only want to help
effect of the following spells: nondetection, protection from evil the folk, some may want to increase their number of followers,
and good, magic circle, hallow. and others may only want to fill up their treasury. The
The followers of your deity who visit the temple generally following table specifies the services a temple can provide

133
and the average costs of these services. Please keep in mind
4th level spell 500
that temples aren’t commercial establishments, even if some
do ask for certain payments. A temple may thus choose not 5th level spell 1500
to charge a fellow believer, a notable cleric/paladin/paragon,
or the downtrodden. In addition, not every service can be 6th level spell 5000
found in every temple. Temples in larger cities or important
7th level spell 10000
places usually offer many other services when compared with
temples of smaller settlements. 8th level spell 20000

9th level spell 40000


Services Cost (gp)
Food and Drink 0.1
Atonement Ritual 100
Lodging 0.2
Ceremonies (per hour)
Infirmary 5
Coming of Age 5
Hirelings (per day)
Funeral 10
A researcher (or an acolyte) 1
Wedding 20
A healer priest 2
Spellcasting*
A warrior priest 5
1st level spell 40
Using temple’s buildings (library,
0-5
2nd level spell 100 stable, etc.)
*material costs are not included
3rd level spell 200

Signs of the Apocalypse


T his chapter describes an example of the end times, which may be tomorrow, or which may never come. If you want
to integrate notions, stories and clues of an apocalypse into your game, you can use this as a guideline.

The Book of Prophecy The F rst S g l


A creature of unknown nature that looks part-fiend and part-
Our logic dictates that there must be an end to a series celestial shall come forth, bearing the first sigil embedded in
of events that has a beginning, and that these events are its chin, with a sight that reaches as far as the eye can see; a
interconnected by cause and effect. One might argue that sight that can’t be fooled by any. Its tongue shall be forever
this rationale can be challenged by thought experiments silent, never uttering a single word. Above the waist, it shall
and can even be half-denied through an empirical approach. plummet from the highest sky and below the chin, it shall
Even so, our innate systems, call them emotions, spirits, or pierce and break the soil, and the two shall rejoin together and
characteristics, don’t allow us to deny the actuality of an form the hideous body. “The time has come.” it will announce,
inescapable, absolute end to all things in existence. and the first sigil shall break under its chin.
The same mysterious need for sentience, which tries to
categorize events temporally with a beginning and an end, The Second S g l
has been studied by scholars of great importance. The most The wind and the wave shall lose their sound. Blue mist
important work uncovered by these scholars is an ancient shall carry scents of lavender across the lands; save only the
book written in Sacred Language, the language of Paragons, mountains, which shall remain untouched. As all do as they
filled with prophecies for the end of all creation. must, the wise alone shall notice the absence of the second
A few of the relevant pages were archived and a widely sigil.
accepted interpretation can be found below. Although most
scholars agree that the book suggests the sigils will break in
numerical order, some scholars claim that the Seraphim’s The Th rd S g l
arrival will predate the sigils. After the third sigil breaks, all shall be as if it never was,
save the marks it shall leave on our hearts. The present shall

134
retreat to the past, heralding the judgment days. The Tenth S g l
An impossible spell, forbidden by the divine, shall be cast by
The Fourth S g l a mere mortal. The surprising surge of magical energy shall
The sun shall wait until noon and rise with a loud boom, which break the bonds amid the fabric of magical existence and the
shall be heard by all, regardless of ability. With the noise balance shall collapse. All living things shall suffer and mourn,
shattering glass and gems, we shall know ‘tis judgment day for magic shall be no more. When the magic binding the tenth
when the fourth sigil breaks. The stars shall align around the sigil retreats into nothingness, the tenth sigil shall break.
globe and the sun shall never set again. The collapse of the tenth sigil shall see all the realms come
together, and out of them all, a new realm shall emerge. At the
end of all things, all shall share a single, dying world.
The F fth S g l
Above the clouds, where the sacred reside, the fifth sigil shall
break to be witnessed by the winged. They shall gather the The Eleventh S g l
worthy, whom they will have shepherded, and shall feed and A gentle winter shall cover the last world in a blanket of white
bathe them with care. All will then depart to reunite with the and every flake of snow shall carry a small piece of the broken
holy with martyrs first in line. eleventh sigil.

The S xth S g l The Twelfth S g l


Below the dirt, where corruption spreads, the sixth sigil shall As the end comes close, the final fortress of mortals at the
break to be witnessed by the horned. They shall gather the peaks of the great, untouched mountains shall become
unworthy, whom they will have tortured, and shred to pieces uninhabitable. From the depths of the land, red liquid rocks
to be melted into a single grain. The unholy shall devour the shall ooze out of the cracks of boulders. Stars shall free
grain and within its unfathomable existence, the dead shall themselves from their chains, and with a weapon in one hand
remain. and a bow in the other shall come down from the skies, which
shall be left barren and black. With fifty legs and fifty feet
and twenty eyes fixed upon the remaining, the stars shall
The Seventh S g l land on snow and purple glass. Their seven wombs shall birth
On the seventh day of the seventh month, the seventh sigil three children, and the three children shall bear the sigil. The
shall break. For seven days and seven nights, beasts shall howl remaining mortals with impure hearts shall lose themselves in
and cry. All the fences and walls made by hand shall crumble bloodlust, and slaughter the children of the stars. The twelfth
beneath the feet of rampaging beasts as they return to their sigil shall break then, opening up a path for the purest of
ancient home with the high sky where the two blues meet. mortals. At the end of the path, there shall be the last light.
As the beasts retreat, leaves and branches shall fill their
void. A plane tree shall set its roots across continents and its
body shall shadow three kingdoms; until three kings approach
The Th rteenth S g l
the tree and with their sharpened axes they end its life. The The mountains shall fill the depths and oceans shall cease to
plane tree shall fall and when it does, it shall shed three fruits exist, disappearing into the darkened skies. All shall flatten
that hit the ground. The soil will devour their seeds and they into a battlefield for the remaining souls to meet their final
shall be the last there ever was. No plant shall have seeds from challenge. No rules nor limits shall be left to burden the flesh,
that day forth, and the land shall only yield tasteless grass. but souls shall be tested in this final clash.

The E ghth S g l The Arr val of the Seraph m


Four from the North, three from the East, three from the At first, all shall be covered in silence. Then, the sound of
West, three from the South, and one in the middle; thirteen drums beating to the rhythm of every heartbeat coming from
of the queens shall adorn themselves in white, save her in every direction, guiding one and all into submission. An all-
the middle, shrouded in the dark. Thirteen dark knights shall ascended chorus shall sing their arrival and once more, the
accompany. A gold dragon shall fly over the queens and hover wind shall sweep the barren land as their wings span across
over the dark one, before a dark flame pierces its heart. The the horizon. There shall be a flash of heat and thunder and
eighth sigil shall break upon the serpent’s final breath. When lightning will follow. Boulders will crumble into rocks, rocks to
it does, all the kin of dragons shall vanish, leaving trails of sand, and sand to pure glass. Air will cry in pain as it shatters,
flame and acid that shall ravage what was once their home. and a gate from nothingness shall eat its way through reality.
As the divine avert their gaze from their doomed creation,
the joyous and hateful flames of unmaking shall arrive on
The N nth S g l their wings. They shall fall upon what there was until there is
The sun shall turn red, and clouds will disappear. The earth nothing more. The Seraphim arrives, and their arrival is final.
shall be depleted of all iron and coal. And we shall know that
the ninth sigil has been broken.

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136
137
Angelic Deities
A
ll angelic deities, respected by the angels themselves, are the embodiment of different concepts related to good.
Each holds the greater good above all else, yet what that phrase entails as well as their means of achieving it vary
greatly.

Andu, the Unjust Virtuous

portion of its power reaches the rest of creation, but even that
is enough to sustain its followers and subjects.

Alignment. Andu is goodness incarnate and would do


anything to spread its doctrine without delay. Its alignment is
chaotic good.
Domains. Andu offers power to anyone good-aligned, willing
to slay evil. The deity offers a variety of domains related to the
cause of the worshiper and Andu.
Worshippers. Andu’s followers are mostly zealots who
hunt down any and all evil that crosses their path without
distinction. Its angels reward the good who slay evil, thus
aiding them in the eternal battle against all that sullies the
path of the virtuous.
Andu’s followers do not interfere with events that are in a
morally gray area. If there is doubt about whether something
is evil, the followers of Andu get in touch with followers of
other good-aligned deities and wait for them to prove the evil
before they obliterate it.
Realm. The realm created to lure Andu is now completely
Some may argue that if you take a value to its extreme, you free of evil. It is perfectly good and peaceful; maybe even more
will end up with its opposite. Andu is a powerful deity that than the heavens. There are no entrances to or exits from
took goodness to its extreme and sought the utter annihilation this realm; only Andu, its angels, and the descendants of its
of even the tiniest traces of evil in the whole of existence. followers from the crusade live in this realm.
Throughout the realms, Andu’s creations and subjects When a follower of Andu dies, their soul is pulled to this
decimated thousands of villages, cities, kingdoms, and empires realm by the deity to live in eternal bliss until the end of times.
filled with vile people. At some point, Andu’s crusades began Andu’s followers can’t be brought back to life.
to threaten the balance of creation.
Rituals and Rules. When its name is invoked, Andu directs
Many deities came together, putting aside their differences, its gaze at the creature that does so. If the situation calls for
and worked together to stop Andu’s neverending crusade. Not the slaughter of evil, and it always does if evil is present, Andu
even their collective power was enough to end Andu, and as sends a gift to the creature that will facilitate the killing.
the deities of good were strongly against such action, together
A person must be careful when uttering the deity’s name
they built an evil realm into which they lured Andu. Upon
in holy places dedicated to others. Even followers of the
Andu’s arrival to the realm, they separated the realm from the
benevolent divine do not approve of giving voice to the name
rest of the existence.
of the Unjust Virtuous.
Even though Andu is immensely powerful, only a small

“Balance is a lie told to sustain cowards. Choose a side,


and be willing to die for it.”

138
Dra, God of Rulers
is harder to corrupt. When Dra blesses one’s reign, it sends
a sign meaning that it is watching, and that it shall watch
forevermore. An eagle may perch on a queen’s arm, a dying
bear may entrust the lives of its newborn cubs to a king, or
other animals can show their respect or trust to a prince as a
sign of Dra’s blessing on their reign.
There are also angelic emissaries (p. 225), oath angels (p.
264), and iron angels (p. 256) that serve Dra, and they act as
Dra’s eyes and ears on the earth.

Alignment. Dra is lawful good. The establishment of a


righteous and just rule forms the basis of Dra’s dogmas; no
matter how small the community.
Domains. Dra can bestow any domain to its clerics, as long as
the domain is related to the ideals and dogmas Dra represents.
Worshippers. Dra’s worshippers mainly split into two groups.
The first, the Order of Dra’s Voice, are consultants to rulers.
Be-they king, queen, warlord, mayor, baron, baroness or
anything else, the members of this order do everything in
their power to make sure all rulers stay on the right path.
Dra is an ancient deity who came into existence when a ruler The second is called the Order of Righteous Rule. These
rose among others to lead their community. Dra’s origins, wandering worshippers travel the realms and fight unjust
story, and description are mostly shrouded in mystery, and rulers. They lead rebellions against tyrants, work to correct
different cultures have different variations of the story. problematic laws, and are thus greatly feared by the wicked
Dra opposes tyranny and supports righteous rulers. It rulers.
represents celestial rulership, however some say that Dra was Realm. Dra’s realm is a throne room. Here, Dra sits on its
the first to come up with the dogmas embraced by heaven throne with its worshippers’ souls as its consultants. Together,
today. they watch the lives of mortals and debate their acts so that
In many cultures, Dra is associated with an animal, although they can give the most correct answer if anything is asked.
this animal also changes from culture to culture. Lions, eagles, Rituals and Rules. Dra takes an interest in coronation
dinosaurs, wolves, tigers, bears and many more are among days and rituals. If its name is evoked, Dra heeds the call by
the variations of animals that symbolize the god. The crown is sending one of its favorite animals or angels in its place. If
another symbol used to represent the deity. Whether a highly Dra’s blessing is requested by an area in which there are no
detailed jeweled crown or a simple piece of wood in the shape Dra clerics, paladins or paragons, Dra sends one over by giving
of a crown, the concept of a crown universally defines rulers. them cryptic messages in dreams.
Dra does not show itself directly, but sends messages.
It is known to give cryptic messages to future, current, or
past rulers in their dreams. This message can be a warning
to a ruler whose reign is under threat due to its imminent
corruption, a declaration of one’s irrefutable right to rule, or
other prudent advice.
It is believed that a rulership blessed by Dra lasts longer and

“A ruler without wisdom and righteousness is no


different than a warrior without strength.”

139
Eclipse, the Veiled One

The good are usually closely associated with the sun, and are night or when they want to be left alone. Those who find peace
even depicted as rays of sunlight in many cultures, but this in dark and quiet places tend to worship Eclipse.
does not mean they stop working when the lights go out. Every once in a while, just before a truly horrific event
A deity, shrouded in a blackened veil, rules over the night takes place out of the light’s reach, Eclipse sends its angels to
sky and demands beneficence, governing morality that lies interfere. These angels, known as Angels of the Dark (p. 221),
within the dark. Its most prominent doctrine is, “Everything is came to be at the same time as Eclipse; when the brightest
justifiable in the name of good, so long as no wound is made to light shone and cast its shadow.
the body, mind, or soul.”
Victims of discrimination also tend to worship Eclipse or
The shrines devoted to Eclipse are quite small and are seek counsel and help from its followers.
located out of sight, in places such as alleyways, basements,
Realm. Eclipse rests in a realm that overlaps with the
and small caves. There are no temples dedicated to Eclipse, as
material realm. The material realm casts a shadow on Eclipse’s
its followers pray in the shadows in other temples, and do so
realm, leaving it in darkness and making it extremely difficult
in silence.
to locate.
From time to time, at uneven intervals, Eclipse reveals itself
To enter this realm, one must wake from their sleep in the
to the inhabitants of the material world by overshadowing the
middle of the night, start walking without sobering up and
sun.
without thinking where to go, and keep walking until they find
themselves in a peaceful realm of darkness.
Alignment. Neither entropy nor order is relevant to Rituals and Rules. It is possible to call upon Eclipse to darken
morality; they are merely measures of one’s capability to the sun, as it has been done before. If the situation is so dire
categorize. Eclipse’s alignment is neutral good. in mortal affairs that even light has chosen not to interfere,
Domains. There are many among the religious whose tasks and thousands of prayers asking the light for help have gone
are carried out in darkness, such as exorcists. Eclipse offers unanswered, the Veiled One does its best to assist.
powers to such individuals willing to confront the agents of Eclipse values peace and hates discrimination. After all, all is
evil in the dark; where evil feels most at home. the same and all is quiet in the dark.
Worshippers. Most people pray to Eclipse while traveling at

“All souls are created in our image; don't be fooled by the


varieties of flesh.”

140
Heohalieha, the Mist in Minds
opposed to blind belief. Her alignment is chaotic good.
Domains. The powers she rules and the extent of them are
unknown as her clerics choose a variety of domains that are
associated with good and chaos.
Worshippers. Heohalieha’s followers are mostly peris,
although she has many followers of other folk as well.
Her followers are the ones who don’t find themselves in the
throes of an existential crisis while questioning the meaning
of everything, but they rather enjoy the unknown and find
kindness in it.
Realm. The entrances to her realm could be anywhere; a
simple wooden door in your dreams, a flower blooming on
the scorching earth of hell, a cave entrance behind a waterfall
could all be gateways. If a creature is curious enough to
explore these passageways, it will probably find itself in a
realm of mysteries that cannot be described by the limitations
of mortal literature; the realm of Heohalieha.
Rituals and Rules. The goddess of ambiguity has already
given her blessing to all without distinction. She doesn’t
offer other blessings per se; but one may unearth knowledge
prudent to the solution of a mystery while one prays in her
Heohalieha is the peri goddess of ambiguity. Although all name.
descriptions or legends about her are inexact in detail, it is
known that she is the one who created the uncertainty of
morality. She believes that being a good person shouldn’t be
about following a set of rules; an act of kindness must come
from the heart, not from the mind.
Knowledge about her physical appearance, how she became I saw a woman by my door today,
a deity, and her powers and domains are all ambiguous at
best. Although there are lots of different depictions of the Though she wasn't really there.
deity, several show her with curly orange hair, eyes that look
like they rest in a deep well of wisdom, and blue-ish skin with
Forever with me I knew she'd stay,
colorful peri marks all over her body. She who was both ugly and fair.
Heohalieha’s goal is to make everything doubt themselves,
to make them curious, and to teach them the thrill and joy
of mysteries that are left uncovered. True faith comes from All mine eyes saw did contradict;
uncertainty and the innate need for things that are out of the
reach of reason. She was meak but strong, short but tall.
And though stunned, I did predict,
Alignment. Without equivocation, there would be no
mysteries to follow; only rules to obey. Heohalieha stands for All I knew was nothing at all.
the opposite of that. She is the reason that there is faith; as

“To be sure could equal the rejection of all possibilities…


mayhaps.”

141
Kahribar, the First Sacred Alchemist
had found in Kahribar.
He locked Kahribar in a fortified dungeon so that they could
not be heard by their deity. For about three years, Kahribar
toiled under the king’s roof, making things (however small)
that would aid their enemy in the great, everlasting battle
between good and evil. Thankfully, the king’s lack of vision
kept him from figuring out all the different ways in which he
could abuse Kahribar’s prowess. All the while they were kept
in the dungeons, Kahribar preserved their faith, even if all the
deities seemed to forsake them, holding onto it tighter than
ever.
One day, the king and his forces were summoned to a great
battle; a monumental fight between good and evil. The king
took his alchemist with him to the battlefield post-haste, but
in doing so, forgot to form a barrier between Kahribar and
their deity. This time, when Kahribar sat down to work and
All who dabble in sacred alchemy have heard of Kahribar, prayed, their prayers were finally answered. Mustering all the
the First Sacred Alchemist, the Cunning Ancestor of the knowledge they collected, they decided to create a potion with
Curious. And yet, very little is actually known about this great dual effects - one that would hurt the evil and help the good -
mythical figure, thought to be the divine power behind all and blessed every single component they used in its making,
accomplishments in this practice. Most sacred alchemists disguising the potion’s sacred qualities. They were certain they
agree that Kahribar was the one who discovered sacred would die that day, but were determined to be useful before
alchemy, but everything else regarding the story of this great the end.
thinker, including the details of Kahribar’s life and their rise to
divinity is disputed. A summary of a popular rendition of the And they were. When all seemed lost; when the forces of
story is given below. good were scattered and hopeless, and the ranks of evil smiled
victoriously upon the gruesome scene; one of the king’s guards
Kahribar was an ordinary, humble cleric living in a town grabbed a potion, and threw it into the middle of a group
like any other, whose only discerning quality was an undying of gravely injured angels. Instead of killing them, however,
curiosity. When a library was built as an addition to their the potion exploded with a burst of light that stretched for 1
temple, Kahribar lost themselves in their studies. They met mile, healing the good and scorching the evil. Realizing what
alchemy during these studies, and fell in love with it instantly. had happened, the angels seized the potions Kahribar had
Before long, they were able to create all the alchemical prepared and used them to their advantage. The battle was
mixtures that the resources of their small town would allow, won by the forces of good that day. And though Kahribar was
and so Kahribar resolved to make pilgrimage to every corner among the many casualties, when they opened their eyes, they
of the universe to uncover the secrets of alchemy, and to were in their own realm; a deity.
return them to the temple.
Kahribar traveled far and wide, learning each and every
practice, uncovering each and every secret alchemy had to Alignment. Kahribar is neutral good; although they may
offer. They met fallen angels who informed mortals about have followers from any alignment able to do sacred alchemy.
metallurgy, happened upon a practitioner who focused on Domains. The followers of Kahribar can choose any domain
the alchemy of inside the body, and even met an alchemist as long as it is related to scholarship, cognition, invention and
working on the materialization of the soul to be used as goodness.
components. It was during these travels that they first thought Worshippers. The worshippers of Kahribar are the
about sacred alchemy - a form of alchemy that would help practitioners of sacred alchemy; although certain scholars also
good in their fight against evil. However, Kahribar did not yet revere Kahribar as a mythological being.
believe they were apt enough for such an undertaking. Realm. Kahribar’s realm is an enormous workshop of sacred
One day, they found themselves caught in a trap laid by the alchemy.
forces of a corrupt king. The king was an unintelligent, greedy
man lacking vision; but even he was aware of what a gem he

“A true alchemist does not turn lead into gold, but seeks
to better themselves and everything around them.”
142
Noiriel, Lady of the Redeemed
Noiriel was about to intervene, the paragon started begging
for mercy and offered his services to the creature in exchange
for the safety of his family. Noiriel couldn’t believe the sudden
turn of events. She watched in shock as the paragon of light
turned into a harbinger of darkness and started to single
handedly destroy temples. When Noiriel understood that there
was nothing she could do to stand in the paragon’s way, she
called for assistance.
The corrupt paragon was captured by the angelic forces
that answered Noiriel’s call, while the creature of darkness
was annihilated by the mortals. Unfortunately, the paragon’s
family was already dead. The paragon was subjected to
celestial trial, and was sentenced to death by execution.
However, Noiriel’s conscience kept eating at her. She too felt
responsible for the paragon’s crimes. She had watched him
for years; she should have predicted what would happen, she
should have seen it coming. She thus stated to the jury that
she wanted to be punished as well.
Noiriel’s actions changed the verdict of the angelic jury:
They resolved to turn Noiriel into a mortal and send her and
Noiriel is the goddess of all who seek redemption. She was the paragon back to the mortal realm, giving them a last
once the guardian angel (p. 250) of a paragon (p. 20) following chance to make things right.
a deity of light. The paragon was a traveler tasked with the After 25 years spent on the path to redemption, the paragon
inspection of all the temples of his deity. reached his final hours, but alas, his acts were not enough to
When Noiriel was given the task of guarding this paragon, redeem him. When he died, his spirit couldn’t join his family.
she wondered why he was so valuable. Throughout his Noiriel kept doing good deeds in the paragon’s name until she
journey, Noiriel observed the paragon. He was a simple man died. She was killed by bandits as she threw herself on a blade
who wore a plain gray robe, a silver holy symbol, and a silver to protect a child from the weapon, screaming the paragon’s
morningstar out of combat. In combat, he was the paragon of name.
light; summoning golden armor, shedding bright light with his This final act of selfless sacrifice redeemed the paragon,
weapon, creating a second sun in the sky. and Noiriel ascended to godhood, transforming her into the
For years, he traveled alone, from temple to temple, from protector of all who seek redemption.
inspection to inspection. He was feared and respected. His
mere presence in a temple was cause for great tension among Alignment. Noiriel is neutral good. She does not favor law or
the temple clergy. Still, Noiriel knew that his heart was pure, chaos, as long as good is pursued.
that there was great warmth and kindness beneath his hard Domains. Followers of Noiriel generally become clerics of the
exterior. It was his job to be serious, inspect others, and ensure Holy Virtues Domain.
discipline; his grimness was a natural consequence.
Worshippers. Although Noiriel accepts everyone as
For years, Noiriel watched the paragon fulfill his duties to followers, those who choose to worship her are generally
perfection. Then, she started to wonder why she was asked to people with a dark past; especially redeemed fiends.
guard such a powerful mortal. The paragon did have a family.
Perhaps Noiriel was there to save them. Realm. Noiriel’s realm is an endless temple, which has a
place for all who seek redemption.
Everything became clearer when the paragon’s family was
abducted by a creature of darkness. The paragon rushed to Rituals and Rules. Noiriel does not ask for special rituals
save them, threw caution to the wind and faced the creature and mystic festivals from her followers. As the Lady of the
alone. Although his faith was strong and he was remarkably Redeemed, she only expects true intent for redemption and
powerful, the creature was able to best the paragon. When the will to assist others on their own path leading to that end.

“There is no evil that cannot be redeemed.”

143
Angelic Cults
S
preading good to the far ends of all realms requires much more than the construction of temples. This is where the
angelic cults and organizations below come into play. You may find many of them in the pages to come, and you can
use them to spice up your game.

Aureate Warden Headquarters


Located in a large city, between the temple district and trading
district, an old three-story mansion serves as the headquarters
of the organization.
Aureate Warden, also called Golden
Wanderers, is a large organization that Its walls and ceilings are made of treated, durable wood.
spans across continents. Its members This square-shaped mansion is hollow in the center, where
work together with other organizations there is a small courtyard and many balconies looking over the
and groups to improve the living small garden within. The building can house up to 48 people,
conditions of people and to preserve and has a bathhouse, a kitchen, a cellar, a storage room, three
wildlife. Lots of people from different study rooms, a small library, a small meeting room, a large
professions facilitate the operations of the meeting room, and a workshop for daily repairs.
organization. The mansion once belonged to the founder of this
They also have moral consultants organization, a noble named Christina Veriol. She donated all
who assist those in the throes of a moral of her savings to this organization believing it will achieve its
dilemma, trained by gold dragons. Any goal one day.
member of the organization can train to
be a consultant after they are evaluated
and seen fit (or not) by another. Initiation and Membership
Even though this organization was not
founded by gold dragons, it has certainly Everyone can become a member of this organization. All they
caught their eye. Nowadays, Aureate need to do is write down their personal information and send
Warden is overseen by gold dragons who it to an office of the organization. There is no hierarchy in the
make sure that members don’t deviate organization, all a member needs to be able to take part in
from the path of kindness. greater efforts is the trust and respect of other members.

Goals and Activities Leaders


The main goal of this organization, and the dream that many Aureate Warden was founded by Christina Veriol. She was
of its members share, is to create a world with no poverty, war, a kind old lady and a wealthy noble. She had one daughter,
or sickness in it. They work to establish their utopia, knowing Lavinia, who resented her for spending her fortune to help
that they probably won’t see it, and even that alone is proof of others. Lavinia left her mother by herself and married a
their pure intentions. wealthy noble, with whom she had a daughter of her own. For
There are various kinds of operations undertaken by the years, during which Christina led the organization, Lavinia
organization. A member makes a plan that suits the goals of ignored her. After Christina’s demise due to old age, Lavinia
the organization and explains it to other members; through tried to take back the wealth that her mother had spent,
the organization’s organs, the news travels. When such a but these attempts were hindered by her own daughter,
member finds sufficient help from other members, they start Alissia Veriol. Alissia wanted to cherish the dreams of her
their operation. They mostly rebuild villages, offer education, grandmother whom she never had the honor of knowing, but
care for animals that have escaped wildfires, and supply held in the highest regard nonetheless.
essentials to people in need. Alissia Veriol (p. 302) is the current leader of Aureate
The organization’s entire income is made up of donations Warden. She offers everything in her possession to help others
and all its members are volunteers. Some members also build a better world, just as her grandmother intended.
organize events to ask for donations to fund important
operations.

144
huge portal, which is always monitored by clerics and wizards
Plot Hooks of all the good-aligned deities. The organization dubbed this
portal the Celestial Gate. The members of Celestial Army move
In a recently burned-down village, there are villagers camping swiftly and respond to dangers in an instant using this portal.
in the open. Their tents seem quite durable and expensive; and They also use it to raid the lairs and dungeons of evil creatures
they seem to be wearing brand new embroidered clothes. Both from time to time.
the tents and the clothes carry the same symbol.
A talented bard has come to town. She performs in taverns
and on the streets in return for donations. She is saying that Initiation and Membership
she needs the coin to feed the survivors of a recent dragon
attack. To become a member of Celestial Army, one must follow
a good-aligned deity and be willing to help people. If they
meet this criteria, all they have to do is find a member of the
Celestial Army organization and simply ask to join. If the applicant is deemed
suitable, they are directed to the Steel Cloud Castle to learn
more about the organization. In the castle, newcomers are
welcomed by the other members and shown around. Those
who wish to help people can join, and all different kinds of
Celestial Army is an organization people are needed for this task. Chefs, healers, librarians,
that recognizes all the good forces or any other metier is seen as valuable contributions to the
in the universe and that protects organization. All newcomers can state their reasons for
their methods and followers at all joining the organization, and are placed in a suitable position
costs. Members of this organization accordingly.
are mostly clerics and paladins, but Although the organization is called an army, there isn’t a
anyone who is willing to help others rank system. All members are deemed equal in the hierarchy
is welcome. Celestial Army has a of the organization, because everyone within is working for
member in almost every temple both their deity in their own way. Their titles are simply given to
to keep it safe and to recruit others. establish their function. Aside from the chefs, healers etc.,
Other members travel the lands like there are protectors who defend Steel Cloud Castle at all times,
adventurer groups, everything that keepers who live in the castle and work as the maintenance
threatens the ways of the good and crew, shop keepers, priests of the temples, guardians who
destroying it. protect the temples and soldiers who travel from city to city to
help people and fight against hordes of evil.
Each job has a training phase when old members teach the
Goals and Activities newcomers how to go about their mission. For those who
fight, this training generally concerns defeating monsters.
Celestial Army was established to Once those training the newcomers are satisfied, they become
help the followers of the good-aligned members.
deities. They protect temples, villages, and holy places in Once a newcomer becomes a member, they are blessed by
which the good have a presence. Some members dedicate the clerics, who each represent a good deity. Such members
themselves to the protection and assistance of these places abandon their former holy symbols (if they had one) and
while others travel in search of monster lairs. Their ultimate receive a new holy symbol that represents all the good forces
goal is to get rid of all evil and all villainy in mortal planes. in the universe. Now, they shall fight for the good of all, not
just one good deity. This holy symbol can still be used as a
spellcasting focus.
Headquarters
The headquarters of the organization, a castle built by the Leaders
founder of Celestial Army, is located atop a small mountain,
named Heaven Peak by the locals. The castle is called Steel The leader and founder of this organization is a human named
Cloud, and it contains all kinds of temples dedicated to Khem Hahro (p. 330). He is a paladin that fights for good.
good-aligned deities, armories, libraries, barracks, and There is no ranking system, he only sees to the concerns of the
many different stores. The castle is usually shrouded in people who live in the castle and deliver tasks to the members
rain and mist, but this doesn’t affect the mood of the people fighting outside its walls. Khem always smiles as he works, not
within. They are always up for a new challenge and eager to just because he enjoys what he does, but because he believes
demonstrate their will and courage. that everyone deserves to find a friendly face in their rescuer,
There is a large room in the middle of the castle with golden and he wishes to encourage this behavior, leading by example.
engravings on its walls. In the middle of the room, there is a He still travels from time to time to help people and gather
information.
145
who wish to help society and
Plot Hooks distribute the income with
total transparency. The guild
A village was recently attacked by unknown monsters and a notebook has records of all
group of warriors has gone to help the villagers. the donations in terms of who
A mysterious figure with an interesting holy symbol has received how much.
been seen in a temple, recruiting people to fight against evil. However, the guild mainly
A warrior seeks help to save her friend from a dungeon. She trains those who seek to find a
says they were the warriors of an organization called Celestial job in a metier that suits them.
Army. There are many who have
mastered their craft voluntarily
staying in the headquarters of
the guild; bladesmiths, armorers,
First Resort tailors, carpenters, butchers,
warriors; all waiting to provide a
thorough education of their craft
to others.
When the trainees learn
enough of the profession to
First Resort is an organization formed by a group of be able to work on their own,
benevolent merchants seeking to help those in need. They find they sign an agreement stating
peace by helping the downtrodden, and believe that this act is that they shall return to teach
the pillar of all contributions to society. Their doors are open others in five years time. The guild thus ensures a sustainable
to anyone who wishes to help their cause or who wishes to training system.
receive their help. However, their main goal is to teach people
professions.
Headquarters
Goals and Activities First Resort has a large network that stretches throughout the
realms, it is possible to find a base in almost all the big cities
First Resort wishes to be the first thing poor people turn to and crowded towns. The bases contain classrooms, as well as
when they require help. They collect donations from those rooms for its members. Every year, on the first day of spring,
146
First Resort throws a feast for the poor inside its bases. There are two types of aid
that this organization provides:
Personnel aid and drug aid. The
Initiation and Membership type of aid provided to a location
is determined by considering the
Everyone can become a member of First Resort. Anyone who severity of the situation and the
wishes to make donations is also more than welcome to do methods needed to interfere.
so. However, each application of those who wish to receive Personnel aid consists of
financial aid is strictly reviewed and evaluated to ensure that herbalists, alchemists, clerics,
their contributions go to those who really need it. trained volunteers, medical
professionals, and extras. Drug
aid consists of healing scrolls,
Leaders magical potions, hygiene
supplies, healthy rations, and
disinfection mists.
First Resort holds elections in which a leader is chosen. Hai
the Wise (p. 312), one of the founders of the guild, is still the
current leader of First Resort. He is an old man with a great
heart, and nothing else. He used to be a traveling merchant
Headquarters
and a carpenter.
A warehouse near the leader’s
house stores the medical supplies
Plot Hooks of this organization and acts
as its headquarters. There are no meeting halls, no social
facilities, and no medical facilities the organization possesses
A wealthy merchant made quite a generous donation to the
as their job is mainly to intervene in medical crises in remote
guild, claiming that he is a philanthropist acting solely out
locations.
of the kindness of his heart. However, he has been trying to
form connections with powerful individuals within the guild
and expand his network while trying to rise in rank. By doing
so, he is hoping to control the flow of donations and take the
Initiation and Membership
money for himself and his allies.
A page is missing from the guild notebook, and Hai insists To become a member, one must volunteer. To do so, they
that it be found. should find a member to file a report, which will start the
process and which will be approved or declined by the leader
A group of lumberjacks who are the members of First Resort or his assistants. After initiation, the new member must pass
have gone missing. a test of their capabilities and if found insufficient, they must
finish an additional, mandatory training.

H.E.A.L.
Leaders
A stranger named Charles Higherhand (p. 308) is the founder
and the leader of the organization. He has the final say in all
affairs of the organization. His ten assistants help him with
Healer’s Establishment and Aid Logistics, also known as both his school and organization work. Usually, he assigns
H.E.A.L., is an organization with healers, herbalists, clerics, trusted professionals to oversee some of the organization’s
and doctors at its disposal. Its members are all professionals activities and most of the time, these professionals also have
and specialists in different areas of healing, who follow a their own assistants who help them with their work.
strict hierarchy. They send medical supplies and assistance to
places where it is needed with no regard for political, social, or
physical consequences. Plot Hooks
A bitter smell is coming from the carts of a convoy, which
Goals and Activities seems to be accompanied by clerics and guards. The smell
reminds you of medical herbs that you have recently applied
The majority of this organization’s members live by a code to your wounds.
built on morality and ethics. They work for H.E.A.L. to make a A third party arrives on the battlefield, tending to wounds
difference in the cruelty of existence and lessen the pain of its on both sides. Because of the possible political crises that could
innocent inhabitants. occur if the third party is attacked, the battle comes to a halt.

147
headquarters after a long journey.
Heroes’ Guild
Initiation and Membership
One can join the guild to work in guild houses as an assistant,
an artisan or as an adventurer to help people. There is not an
Heroes’ Guild is an organization that initiation ritual or training; people can simply go to a guild
welcomes all kinds of adventurers house and ask to join. Those who ask to join are asked to fill
from all around, and that provides out a simple form in which they state their name and the
them with a mission, items, a place reason behind their application to the guild, then they become
to stay, and much more. The guild a member.
has members and safehouses almost All members can use most assets of the guild but only
anywhere. Many adventurers who certain higher ranks have access to all the resources available
became the best of the best are There are five hero ranks in the guild:
known to have started their hero’s
Fifth Rank (1st - 5th levels). This is the rank at which all
journey here.
new members start out. Owing to this rank, they can use some
part of the libraries for free, stay at the Battlenest or use any
service provided by the artisans for a fee. They are also given a
Goals and Activities cloak with the symbol of the guild on it. With this cloak, others
can recognize them as heroes, and ask for their help when
Heroes’ Guild aims to help people necessary. Fifth Rank heroes can only assist in simple quests
by getting them in contact with a like the delivery of an item, protecting commonfolk, locating
“hero”. Anyone can request help mundane objects, or ridding a basement of some rats.
from the guild for a fee, and any Fourth Rank (6th - 10th levels). You have completed enough
adventurer can accept quests from quests or have performed admirably enough in a handful of
the guild. Once the quest is complete, them that you have moved up in the ranks of Heroes’ Guild.
the guild may choose to take the fee Now you can stay at the Battlenest for free and you can
or not but the heroes always take their share. acquire the services of all the artisans in the Battlenest, 25%
The organization also accepts alchemists, blacksmiths, off. You receive a new cloak with the symbol of the guild as
calligraphers, leatherworkers and many other kinds of well as a sword embroidered on it. Fourth Rank heroes can
artisans to help the heroes on their journeys. Therefore, assist in quests such as securing the protection of someone
anyone can join. important, hunting a dangerous monster, or preventing an
The members are generally called heroes or adventurers, assassination.
and they always travel from one place to another. As a result, Third Rank (11th - 16th levels). You have proven yourself a
there aren’t many local heroes in the guild that only help worthy hero yet again, and have moved up in the ranks of the
people in a specific area. guild accordingly. You now have a room reserved for you at all
times in the Battlenest. You can use any kind of nonmagical
transportation in the Battlenest for free and your discount on
Headquarters the services provided by the artisans rises to 50% off. You can
now ask the guild for aid in any of your quests, and if you do,
There are many buildings in various sizes and in various a Fourth Rank hero is assigned at your side to help you (as a
places that belong to the guild, but the headquarters of the GM you can use a knight’s stat block for this character). You
guild is located near a large settlement. Built on a shore with can also access all of the sections of the libraries in this rank,
docks, this huge manor hosts the heroes of the guild as well as including the ones containing books of magic. You receive a
artisans of all kinds. The guild members have named this place new cloak that has a symbol of the guild and two swords on
“Battlenest”. Within this giant construct, there are libraries, it. Third Rank heroes can take on quests such as traveling to
armories, shops, docks, rooms for board, and cookhouses another realm to secure a relic, finding and clearing a cult’s
with huge gathering halls in the manor of Battlenest. Most hideout, or protecting a village from a monster.
importantly, there is a War Room where heroes choose their Second Rank (17th - 19th levels). You have completed quests
quests. There are five tables in the War Room that distribute that are truly heroic. You are now known across the lands as
all kinds of tasks and quests to different members. Each of a savior, and consequently rise in the ranks of the guild once
these tables has a quest of different difficulty levels. more. You can now use anything in the Battlenest for free. You
Members can buy all sorts of things at the Battlenest. receive a new cloak with the symbol of the guild and three
From weapons to adventuring gear, from assistants to swords on it, as well as a sending stone with which you can
ships; anything a hero might need is available in the manor. communicate with the War Room to receive new quests or ask
Celebrations are common, and many people attend them for for help. This new cloak is magical and requires attunement,
both their own enjoyment and as an excuse to return to the and you gain a +1 bonus to AC while wearing it once you
become attuned. If you ask for help, the guild sends you four
148
Fourth Rank heroes (as a GM you can use a knight’s stat block
for these characters) to assist you in your quest. Second Rank House of
heroes can choose any quest to assist in, and can be hired by
members of the nobility to perform secret tasks concerning
Extraordinary
delicate matters. Collectors
First Rank (20th level). There used to be only four First Rank
heroes in the guild and you’ve now become the fifth one. The
First Rank heroes of the guild are the best of the best. They
prevent calamities and catastrophic wars, destroy cults all
across the realms and fight alongside angels in unimaginable The House of Extraordinary
battles. They are the protectors of mortals and their lands. Collectors is a guild that focuses
When you become a First Rank hero, you can choose a type on history and magical artifacts.
of dragon. You are then given a magic cloak made from the Its members are usually wizards
scales of your chosen dragon. The cloak requires attunement, who want to delve deeper into
and once you are attuned to it, you gain a +2 bonus to AC and arcane secrets, archeologists who
resistance to the damage type of your chosen dragon’s breath wish to uncover relics and remains,
weapon. You are also tattooed with a magic ink, granting you and those who are good at solving
the following ability: mysteries. The organization is
Might of the Hero. As an action, you can activate the tattoo formed to find answers to the
to have advantage on ability checks, attack rolls, and saving unanswered questions of the
throws for 1 minute. In addition, while wearing your First universe and share them with others.
Rank cloak, you gain immunity instead of resistance to the
damage type of the chosen dragon’s breath weapon.
Goals and Activities
Leaders The House of Extraordinary
Collectors aims to teach people
Heroes’ Guild is led by a council of ten. No one knows who they the unknown. In this sense, they
are, and their identity is not revealed for security reasons, as are both a guild and a school. The
the divulgence of their identity would make them an active members, called extraordinary
target. The council is simply called “The Council” among collectors, travel to find ancient
members, and they live in the Battlenest. There is even a burial sites, the remains of a city, or an old dungeon to
saying in the guild that goes “Be kind to everyone, for one recover relics, to solve mysteries or to shine a light on secrets.
never knows when they might be watching.“ In truth, the All information they find is recorded by the members and
council is formed by four old adventurers and some kings and delivered to the organization for safekeeping. But as the
queens. They are the ones who created this organization out people in the organization are fascinated by mysteries, they
of a desperate need to keep people safe. The founding of the generally talk about new findings for days, rather than archive
Council also eliminated the chaos caused by the sheer number the information right away.
of adventurers all over the realms. The members can sometimes happen upon fiendish artifacts,
heretical scriptures, and cursed objects. When they do, it is
their duty to deliver it to the right hands before these items
Plot Hooks can cause any harm. It is important for the organization to
continue its exploration without being deceived by evil forces.
The party happens upon a huge manor built on the shore.
Someone walks towards them with a smile on their face and
greets them joyously, saying “Welcome to the Battlenest!”
Headquarters
A lonely man in the woods is looking for the company he
was keeping. He says “They were supposed to keep me safe! The headquarters of the House of Extraordinary Collectors
This is the last time I put my trust in Heroes’ Guild.” is located in an extremely crowded city. The building, now
known as the home of the bravest of researchers, used to be a
There is commotion in the village. Our party learns that a store called the Mystic Wardrobe that sold magic items. There
high-ranking hero is on their way to save them from trouble. is an immense library with lots of obscure information in it,
a main hall and a garden where people gather, a dining room
for fancy meetings, and two small towers where the leaders
live. One of the towers is called the House of Spectacular
Mysteries, and the second is called the House of Supernatural
Possessions. Each of the towers represent a different side of
the organization; members can choose one or simply work for
both of them.

149
teleport back to the headquarters of the organization.
Initiation and Membership
Head. You rise to this rank through your performance as
an Extraordinary Master, teaching a great number of people
To join the House of Extraordinary Collectors, one must prove and solving a myriad of mysteries. Once the leaders of the
they are an extraordinary collector by recovering a relic or an organization, Uldis and Dimael, are convinced that you can
artifact, finding an answer to an ancient question, or solving be a leader in the House of Extraordinary Collectors, you
a mystery that leads to different kinds of research. Once one are given permission to establish your very own house.
accomplishes these deeds (or similar ones), they can simply go Currently, there are only two houses of the two leaders; the
to the House of Extraordinary Collectors and share what they House of Spectacular Mysteries and the House of Supernatural
have done with the leaders of the organization. If the leaders Possessions. If you decide that you wish to found your own
deem their findings worthy, the applicant becomes a member house, you are asked to give it a name and decide what
of the organization, and is awarded the title of “ Extraordinary the goal of the house is. You also receive a tower in the
Collector” and a badge with the symbol of the organization. headquarters both for your research and as a home. Once you
The more a member works as a mystery-solver and the more decide the name, you are titled the “Head” of your house and
information they acquire, the more respect and accolades they become one of the leaders of this organization.
receive. Each finding is dubbed a “breakthrough” and each
breakthrough grants a bonus.
Extraordinary Collector. By becoming a member of the Leaders
House of Extraordinary Collectors, you receive the title of
“Extraordinary Collector” and a copper badge. This badge
Uldis Aridalynn (p. 352) and Dimael (p. 316) are the leaders
grants you access to most libraries in cities; even some of
of the organization. They lead two different houses in the
the restricted sections. You can stay in the room you are
House of Extraordinary Collectors. Uldis leads the House of
provided within the headquarters of the organization any
Spectacular Mysteries, and Dimael leads House of Supernatural
time you want. You can also examine all the findings of the
Possessions. Their main purpose is to find any kind of
other members like magic items and their writings in the
information and share it with others. They spend most of
headquarters.
their time teaching both members and outsiders about arcane
Extraordinary Explorer. You have proven yourself with arts, secret organizations, ancient civilizations, and many
another breakthrough to the House of Extraordinary more topics. Personally, Uldis wants to expand the House of
Collectors. You are now titled the “Extraordinary Explorer” Extraordinary Collectors and build a museum named House of
and receive a silver badge. You become proficient with one All There Are.
of the following tools of your choice: Calligrapher’s supplies,
cartographer’s tools, or navigator’s tools. You can ask for
protection and the organization will provide you with Plot Hooks
two guards as long as you are on a mission related to the
organization.
The locals have seen a group of people wandering around the
Extraordinary Auctor. With another breakthrough, you
caves nearby. It is said that they were looking for something in
now become a notable member of the House of Extraordinary
those caves.
Collectors. You are now titled “Extraordinary Auctor” and you
receive a golden badge. Kings and queens might want to hire A body lies lifeless in front of you, clutching a bunch of
you for complicated tasks like finding a long-forgotten tomb. parchments. On one of them, there is a map and an inscription
Also, you can now borrow magic items from the headquarters that reads “To whoever finds my body; please deliver this
on the condition that you return them within a week. message to the House of Extraordinary Collectors. I think I’ve
finally found it.”
Extraordinary Master. You have achieved the highest
adventuring rank in the House of Extraordinary Collectors
with yet another breakthrough. You are now the best
researcher, archeologist, arcanist, or occultist in the Masons of Ancapeek
organization. Every member looks up to you. You are titled the
“Extraordinary Master” and you receive an adamantine badge.
This badge is a very rare magic item, and once you attune to it,
you can use the following properties:
You have a +2 bonus to all your ability checks.
This badge has 10 charges and it regains any expended The masons that reside in the village at the top of Mount
charges daily at dawn. By expending 1 charge as an action, you Ancapeek are the so-called villains of the surrounding
can cast one of the following spells: dispel magic, knock, locate settlements, infamous even in the big cities. The underlying
object, sending. truth, on the other hand, is a bit more complicated. The
By expending 5 charges as an action, you can cast one of the masons are a group of people who build villain lairs and
following spells: legend lore, true seeing. dungeons with a small twist.
Also by expending 5 charges as a bonus action, you can

150
Goals and Activities Molten Judgment
This organization is a small one
with a couple dozen members. Their
main goal is to sabotage the lairs
and dungeons of villains. They raid The cult called Molten Judgment is an
neighboring villages and damage adventuring guild and a knightly order
their buildings, then come back in founded by an angel and that exclusively
disguise to repair the damage they accepts the most devoted of all. The
caused. This way, they preserve members of the cult worship any deity
their reputation as villains, which that favors the law and the good.
enables them to network with The order is known for their members.
other villains and take over their They are mostly combatants, can conjure
construction projects. molten armor and weapons, and their
presence makes even the most terrifying
creatures of the night quake with fear.
Headquarters Led by Miriel (p. 338), a former mortal
who is now an iron angel, the group leads
Their headquarters is at the peak of others by example, demonstrating how to
Mount Ancapeek, a village built by fight and how to show mercy in angelic
their leader and her deceased adventuring party. It is a stone ways.
castle with wooden walls.

Goals and Activities


Initiation and Membership
Molten Judgment is known for its
The members of this organization have become so because members who are highly talented in
they are all close friends that have found one another over battling evil. The members seek evil and either destroy it,
many years. To join them, you need to befriend them and or convert them to the cause of the good if they think it is
share the same goals as them: To take action against evil and possible.
have fun doing it. In general terms, the order aims to illuminate even the
darkest corners of the universe with the light of aid and hope,
whether it is by the sword or by diplomacy.
Leaders Miriel, the leader and the founder of the cult, teaches
mortals angelic methods. She encourages the worship of good-
A strong tiefling named Delaila (p. 314) is the chief mason, the aligned deities, trains the members herself and educates them
builder of the village, the founder of the Masons of Ancapeek, in the ways of angels who strike any and all evil, destroying it
and its current leader. She manages job offers and designs the before it can bear bitter fruit.
lairs and dungeons. Apart from that, she spends time in her
village, feasting and crafting.
Headquarters
Plot Hooks The headquarters of Molten Judgment is both a base of
operations and a temple dedicated to the deities of good, called
A group of sketchy people claiming to be masons are staying the Molten Temple. The stone temple houses many altars,
at an inn and are said to regularly travel to a nearby cave as well as ever-working forges, personal chambers, training
complex and back. grounds, and stables. The main hall is surrounded by canals
A group of well trusted adventurers are refusing requests full of molten iron that are carved into the stone ground. The
to travel to Mount Ancapeek to face the evil that awaits at the temple has large stained glass on all the walls, which depict
peak. The groups that have accepted the requests come back the victories of angelic forces against fiendish figures.
without completing the task.

Initiation and Membership


The organization accepts anyone that is devoted to the battle
against evil and to spreading the holy messages of the good.
However, Miriel is very sensitive about new members and

151
wants to be sure that no one with ill intentions infiltrates the recovered through divination spells and they have not
order. To ensure that a newcomer’s intentions are pure, she responded to spells such as sending. Miriel wants them to be
demands that they participate in a special ritual, also called found at all costs.
Molten Judgment. One of the characters of the adventuring party is being
Molten Judgment. When a newcomer first joins the order, hunted by a molten knight.
they receive training. After they complete the training, which The characters have a long-time enemy and request the aid
means they have reached 6th level at the very least, Miriel of Molten Judgment against it.
orders the blacksmiths of the order to fill a pit with molten
iron, which she then blesses. The new member is to enter
the pit and stay there for 1 minute. If the member has no evil
intentions, the molten iron does not harm them. Otherwise,
Mortal Inquisition
the metal deals 6d6 fire damage, which cannot be lowered by of Duvark
resistance or immunity to fire damage, at the end of each turn
the member stays in the pit. Those who succeed are admitted
into the organization, obtaining the chance to take the order’s
oaths and gaining a unique ability called Molten Armory owing
to the ritual.
Molten Armory. As an action, you can conjure molten The Mortal Inquisition of Duvark
armor on yourself. Additionally, you can conjure two molten was formed by the people of the
weapons or one molten weapon and one molten shield along town of Duvark; a small town that
with the armor. The molten armor is a +1 armor made of existed many years ago.
metal, and it always comes with a blank mask that hides your They didn’t have a long history
facial expressions. The molten weapons are magical and deal with many wars, and thus never
an extra 1d8 fire damage on a hit. The items conjured in this felt the need to form an army. The
way disappear when you fall unconscious, and they cannot be security of the town was ensured
wielded or worn by others. by the small number of guards who
When a member passes the trial of Molten Judgment, they patrolled the streets at night. This
must take their oaths to complete their initiation. Once the did not seem to cause any problems
initiation is complete, the member is called a Molten Knight. until one night, a terrible monster
The member becomes a Molten Captain at 10th level, and a attacked the town, killing many and
Molten Champion at 14th level. Rising in the ranks of the order kidnapping a few.
has unique benefits. Terrified, the townspeople sent
Molten Knight. You start taking quests from the order and word to everyone they could about
the order’s resources are made available to you with a 10 their terrible fate, asking them to
percent discount (such as potions, holy water, magic items). save their beloved town from these
Molten Captain. You can demand the aid of up to 3 molten horrors. The monster kept coming
knights for an upcoming battle once per year. These knights every night to unleash nightmares
stay with you until the battle ends. upon the town, and there seemed
Molten Champion. Items of rare or lower rarity are supplied to be no help or hope in sight.
to you for free. After a bloody week of massacre
after massacre, a group of knights finally arrived, killing the
If a member betrays the order, abuses the services they
monster that very night. There were celebrations all across
can get for their title in any way, or acts in disloyalty, they
town, as people rejoiced at their salvation.
are given a chance at atonement. If they insist upon their ill-
advised ways, the punishment is clear: A quick death. Alas, their joy was short-lived, for the very next night, their
heroic knights were butchered mercilessly by two monsters.
This went on for a year, at the end of which Duvark was
Leaders more like a post-apocalyptic realm than a town. Heroes
arrived to slay the monsters, and new monsters replaced them
the next day to kill the heroes. One fateful night, the people
The order is led by Miriel (p. 338); an iron angel. She rules the
of Duvark decided that they had had enough. They armed
order with an iron fist, but when her orders are questioned,
themselves with anything they could find and charged at the
she answers with patience and helps everyone understand her
monsters. And the organization, now feared by most creatures
methods.
of the night, was thus founded by mere commoners.

Plot Hooks Goals and Activities


A molten captain and a molten knight disappeared without
The Mortal Inquisition of Duvark was formed to hunt down
a trace around a small village. Their location couldn’t be
152
every evil creature there is. If there are villainous activities a heretic, and order someone’s execution. A mortal inquisitor’s
in a village, the inquisition arrives and mercilessly wipes out main task is to find corruption within commoners and expose
all who aid in the wickedness. Their usual targets include the them to the public, or to fight against cults and disrupt their
undead, werewolves, and evil cultists. For them, evil is a curse plans. If the knights are the muscles of the organization, the
that must be cleansed; by knife or by fire. mortal inquisitors are the brain.
As a mortal inquisitor, you are given a black holy symbol (p.
204) to help you identify the evil within people.
Headquarters
On the remains of Duvark, the inquisition built the Black Leaders
Temple of Duvark. In the beginning, the headquarters was
simply called the Temple of Duvark. The organization burnt Leaders of the Mortal Inquisition of Duvark are the spirits of
their foes in huge bonfires right outside the walls of the its founders. They are bound to the Black Temple of Duvark
temple, causing the walls to darken over time, and giving the and thus, can never leave. They don’t appear as long as they
temple its current name. aren’t needed. They are called the Immortals of Duvark and
The Black Temple of Duvark is not a big building. It is made are respected among the inquisition. The Immortals generally
up of a main hall, three private quarters, and a storage room alert members by whispering in their ear or appearing to them
containing food and drinks. The organization keeps their in dreams. Nobody knows how many Immortals there are, but
weapons all around the main hall on racks, so that they are everyone is certain that they shall stand beside the mortals
easily accessible at all times and also so that they intimidate until the very last battle in their fight to annihilate all evil.
those who walk in. Members usually stay in tents outside
the temple, but people rarely stay more than one night, for
everyone knows that evil never sleeps. Plot Hooks
Since this area is in ruins, it has a dark and gloomy
atmosphere, with burnt houses and the darkened remains of There is a rumor about a cult in town. There are whispers
trees all around. about a group of black-armored knights that wander around
the town at night.
Our party comes across a huge bonfire surrounded by
Initiation and Membership people; one of whom is a woman saying that the Mortal
Inquisition of Duvark is here to cleanse the evil within with
Anyone willing to join the inquisition must first find the holy fire.
Black Temple of Duvark. The town of Duvark is surrounded In the middle of the woods, a black-armored knight is
by mountains and forested areas, which makes locating the fighting a group of werewolves at night. It seems the knight
temple a challenge in and of itself. Once located, one must has already taken down a bunch of them.
prove itself to the Immortals of Duvark, the leaders. Initiation
is a difficult procedure, including thirty days of fasting,
branding oneself with a cold steel rod, and most importantly,
going out of the temple only at night. Once initiation is Night Hunters
complete, the newcomer becomes a knight of the temple.
Knight of the Black Temple. You have redeemed yourself for
your past sins and took an oath to never commit evil again.
By branding yourself with the symbol of your deity and the
symbol of the inquisition, you became one of these relentless
warriors. As a knight, you are given a black sword of the Night Hunters are heavily trained warriors specializing in
inquisition (p. 201) and a black armor of the inquisition (p. hunting “outsiders” such as fiends and aberrations. The
193) to strike fear into the hearts of the monsters of the night organization has had many names throughout its existence;
and their supporters. A knight’s main purpose is to eliminate however, its current name is the one that stuck. The
evil creatures and to protect innocent souls. They usually commonfolk frequently use expressions such as, “coming to the
travel alongside the inquisitors to protect them, and offer rescue as a Night Hunter”.
their assistance whenever necessary. Night Hunters do not ask to be compensated for their deeds;
After you fight an endless horde of malicious creatures and they are funded by what they find in their adventures and the
save too many lives to count, the inquisition demands that you donations of benevolent people and organizations. As they
return to the Black Temple of Duvark and repeat the initiation protect the commonfolk and ask for no coin, they are usually
process once more. After you do so, you become a Mortal welcome in towns and cities. People love to have them as
Inquisitor and become a full member of the organization. guests in their taverns and homes free of charge; it’s the least
Mortal Inquisitor of Duvark. Once you become a mortal they can do after all.
inquisitor, you can intervene in the daily jobs of people,
command the Knights of the Black Temple, brand someone as

153
monsters, your fame spreads and your reputation grows.
Goals and Activities
The organization’s primary goal is to Leaders
keep the realm free of evil monsters,
be they fiends, aberrations, or even
Night Hunters is an organization that has long existed, which
humans. They travel from town
was founded by a human named Adil the Thunder. He believed
to town in small groups, seeking
that mortals must gather their strength to fight off monsters
monsters to slay. Night Hunters
without relying on the help of celestial beings. Centuries have
also train others, turning them
passed after his leadership. Now, the organization is led by
into capable warriors who can slay
a middle-aged orc called Valeria Strongheart (p. 354). She
monsters on their own.
joined the organization when she was 27, after a conjurer
and his fiends massacred her beloved family. Since then, she
has worked hard and has become the organization’s leader at
Headquarters the request of her peers. Once every five years, she gathers
all prominent Night Hunters in her training area and holds
A Night Hunter’s life is mostly spent council on the organization’s future.
on the road, tracking their prey.
Therefore, Night Hunters have no
bases or headquarters, nor do they Plot Hooks
need one. For a Night Hunter, the
closest thing to a base is their area Rumors say that a dark cloud lurks above a village, and
of training. Each little group has children have been going missing.
its own area to train new initiates; however, these areas can
change from season to season. A cloaked man requested gold to track monsters down,
saying that he was a Night Hunter.
All night hunters in a training area have gone missing; other
Initiation and Membership hunters are looking into the mystery.

Becoming a Night Hunter is no easy feat. It requires precision,


determination, and hard work. Fighting the most ferocious of Order of Grace
monsters, such as demons and devils, demands heavy training.
Therefore, most of their training techniques may be perceived
as extreme and unorthodox to other martial guilds, but the
hunters owe their fame and success to their methods.
Every mortal can be an initiate of the Night Hunters, but An emanation of grace (p. 241) is
very few manage to complete training. Night Hunters often a celestial that is good and grace
recruit abandoned children and orphans of war and provide incarnate. It radiates an aura that
them with shelter in their training areas. These kids also pleases non-evil creatures and that
receive training, but through much simpler methods. When makes them more potent than ever.
they reach adulthood, they are presented with a choice; they The Order of Grace is a community
can either start training to become a Night Hunter, or they can consisting of both knights and
leave to find their own path. commoners formed around actual
The training of a Night Hunter involves both mental and emanations of grace.
physical challenges. For example, a Night Hunter must resist
the illusions of a chain devil: As part of their training, they
are left alone in a dark room filled with illusions representing Goals and Activities
their deepest fears for the duration of one night. Through this
process, they learn not to let fear corrupt their hearts, even in The order is established around
the most dreadful of situations. these embodiments of grace for
After training is complete, initiates are put to trial, where two reasons: First, because their
they are tested on everything they learnt thus far. The presence make good-aligned
initiates who pass the trial become Night Hunters. Some warriors mightier and second,
Night Hunters are further specialized in the killing of certain because they need to be protected;
creature types. They are then named accordingly, as fiend being the materialization of all that
hunters, aberrant hunters etc. is good and holy. These reasons
Night Hunter. When an initiate passes the trial and becomes parallel the order’s purpose of
a Night Hunter, they gain immunity to being frightened. As existence; to fight evil and to protect the good.
you complete more and more quests and slay more and more The order tries to keep the emanation of grace and the
154
creatures around it from harm. They act on intel and organize
crusades to where evil forces are situated. The order also sends Order of
aid to nearby villages that need help in any way, as long as the
order can provide the required need.
Grave Guards

Headquarters
The Order of Grave Guards is a
The headquarters of the order is a small village founded
knightly order that seeks out and
around an emanation of grace by the order itself. Members
destroys evil undead of all types.
of the organization have simply named the village; Grace.
However, when the order receives word that another Members of this organization
emanation of grace has been located, it sends some of its gather intel about the evil undead,
members to build another settlement around the new infiltrate evil cults of necromancy if
emanation, expanding the order’s reach. necessary, collaborate with temples
and local guards, and hit their
target with the intention of wiping
Initiation and Membership them off the face of all existence.

Everyone who wishes to live in the settlement founded by the Goals and Activities
order is welcome, provided that they have good intentions.
Therefore, anyone can be a member so long as they carry good
in their hearts. However, only those who are strong enough The main goal of the Order of Grave
to fight against evil are taken as knight initiates. If an initiate Guards is to destroy all kinds of evil
is deemed worthy, they become a Knight of Grace, joining the undead and their creators.
ranks of the fighting members of the order. Knights of Grace To achieve this, the organization
gain a unique ability called Graceful Touch thanks to the educates all its members on the
magical existence of the emanation of grace. undead; their types, abilities,
Graceful Touch (Recharges after a Long Rest). A Knight of and weaknesses. A member that
Grace touches a creature as an action, granting the target completes this education becomes a Grave Guard. The grave
a number of hit points equal to 4x the knight’s Charisma guards separate into two groups; those who seek, called the
modifier (minimum of 1 hit point). “Inquisitors”, and those who destroy, called the “Disruptors”.
The order works in collaboration with temples of the gods
that defy the undead, and the rulers of kingdoms. Since
Leaders hunting the undead is dangerous and dirty work, the Order of
Grave Guards is called when a threat arises. The order is well-
rewarded in return, and most of the orders’ funding comes
Blacktooth (p. 306), a silver, dragonborn paladin of
from those rewards as well as the loot they find.
righteousness in his late 20s, is the leader of the organization.
He is the one who discovered the very first emanation of grace Veterans and retired members of the order are highly feared
and who founded both the Order of Grace and the settlement and respected among the people. The organization also has the
around the emanation. Therefore, he also acts as the head of right to reward its members with a knighthood. These knights
the village. are also generally granted the right to rule a small piece of
land, as a sign of gratitude and as a political move.

Plot Hooks
Headquarters
The emanation of grace seems weaker than ever. There must
be evil creatures near the order’s boundaries. However, the The order operates in Castle Grazerta; the castle of the leader
order cannot find the source of this disturbance. of the order, Trelis von Grazerta (p. 328). It is a stone fortress
placed in the middle of a beautiful and fertile forest.
Someone has carved nonsensical words on the emanation of
grace and the order is trying to find the one responsible.
Forces of evil are currently gathering strength for a sudden Initiation and Membership
attack to enfeeble or destroy the emanation of grace.

Anyone can join the order. A candidate member always talks


to an inquisitor before joining the order, and its intentions
are always checked out through both mundane and magical
methods (such as Insight checks or the cure wounds and zone

155
of truth spells). A new member can join the order for fame,
money, knighthood, or for personal reasons, which may have
Headquarters
resulted in a thirst for vengeance.
Since the order is a knightly order that has strong Located in a large military castle,
relationships with temples and kingdoms, Grave Guards are which covers a large island,
expected to be courageous and good-willed. Otherwise, they the Saint Valendra Cathedral
are kicked out of the order. acts as the headquarters of the
organization. The chants echoing
amid the walls of the cathedral
Leaders have never been silenced and
there has never been a single
moment that these walls were left
High Inquisitor Trelis von Grazerta (p. 328) leads the unguarded.
organization.
All ceremonies the members of
the organization partake in take
place in this castle. A member
Plot Hooks must travel here after training to
become a knight.
A retired knight of the Order of Grave Guards was found The castle is packed with clerics,
dead in her castle last night. It is rumored that the body was paladins, farmers, fishers, and
completely drained of blood. devoted soldiers. The walls of
the castle cover all of the island,
securing the farmlands and houses
Order of as well as military structures. The most important part of the
island is the port which was built on a small cove and secured
Swift Mercy with high stone walls and chains that deny entrance to ships.

Initiation and Membership


The Order of Swift Mercy is a knightly order that can grant
legitimate knighthood. First, one must have training in ranged and melee combat,
Also known as the Students of the Heavenly Truth, the as well as knowledge of religious studies. Only then can they
members of this organization are devoted religious people become the squire of a knight of this order.
who believe in the necessity of earthly preparation for Knight of Mercy. A squire who has completed training earns
the revelation of the heavenly. All of the members of this the chance to become a Knight of Mercy. After attending the
organization believe in the end, the Apocalypse, when the ceremony and achieving this rank, a Knight of Mercy is taught
heavenly truth shall be revealed to all mortals, to be followed the secrets of unveiling evil.
by the destruction of the world. As an action, they can pierce the veil of ambiguity, granting
The order was founded with the purpose of creating an themselves special vision for a minute. This special vision
army that could cleanse the impurities of the world in order to enables them to see the traces of evil, which looks like black
prepare it for the end. and sticky smoke, and determine whether or not a creature’s
alignment is evil.
Grand Knight of Mercy. Knights are mostly capable of slaying
Goals and Activities fragile servants of evil, but grand knights are those who
proved their strengths over evil masters.
The main goal of this organization is to wipe evil from the Knight Lord of Mercy. Unlike knights and grand knights,
world and thus prepare it for the end times, when it will a knight lord’s duty is to protect the lands owned by the
be judged by their deities. They make up for their fatalistic organization and organize the attacks against evil.
approach to the problems caused by evil by trying to Sacred Knight of Mercy. Sacred knights are expert warriors
administer fast and painless deaths to agents of evil, which who possess great knowledge of divine matters. There are
they consider to be merciful. only 13 sacred knights in total, who protect artifacts, one for
The members, knights, of this order operate in a couple of each, which were believed to be the 13 sigils of the Apocalypse
ways; on their own or with a small group to exterminate evil (p. 134). It is the highest status a person can achieve in this
influence, or as an army with a lot of other members when organization.
facing greater evils.

156
Leaders Initiation and Membership
One of the 13 sacred knights lead the organization but it is not To be a part of children’s life means having a strong influence
known which one. over them; a factor that the organization takes into extreme
consideration while recruiting new caretakers. Most of the
caretakers are monks and clerics who believe in good-aligned
Plot Hooks deities, although forcing their beliefs on children is strictly
prohibited. Anyone can volunteer and become a member, but
A rider covered in plate armor and armed with weapons rode before they can interact with children, they must successfully
by the village, claiming that recent earthquakes have broken conclude various detailed courses ranging from pedagogy and
a sigil (Signs of the Apocalypse - p. 134). She suggested the sociology to the art of protection.
villagers make their amends. She was wearing a metal insignia
that stood out.
Religious chants could be heard in the whispering winds
Leaders
sweeping through the forest and echoing throughout the
mountain range. People claim that it is the sign of the Each orphanage of the Red Carpeted Home has its own
approaching holy army, coming to reclaim the lost lands leader. One among the leaders is elected to lead the entire
occupied by evil. organization. The leaders must be former residents of one
of the orphanages of the organization, must have respected
professions in which they must be outstanding, and must
Red Carpeted Home have no biological children. Currently, a military veteran
gnome named Anton Warden Killmark Brave (p. 322) leads
the organization. The children call him Grandpa, which he
embraced as one of his names.

Under the protection of monks and Plot Hooks


clerics, there are orphanages bound
to one another by a set of rules.
A couple of monks were sighted near a village, which was
The rules are designed to ensure
recently raided and burned down, with a group of children in
the development and protection of
it.
the children in the organization’s
care. One interesting rule is that In a village, the townsfolk take care not to consume alcohol
all orphanages in this organization or other addictive substances, and not to use offensive
must cover their floors with red language when within earshot of a large stone mansion
carpets; hence the name. where a red carpet can be seen in front of the main entrance,
protruding out from under the door.

Goals and
Activities Saints of the Forge
This organization’s goals are
simple, to protect the children in
its care and to provide the best
Saints of the Forge are a group of blacksmiths who forge armor
education that the children could
and weapons using celestial methods; the collection of which
acquire. Their top priority is to
they have dubbed the “Sacred Art”.
prepare the children for adulthood.
Kingdoms, temples of the forces of good, paladin groups,
There are many events that the
knightly orders, inquisitorial orders, and many others who
organization coordinates between orphanages, the main goal
battle against evil think the blacksmiths of this organization
of all of which are to make the children feel like they are a part
to be invaluable, since armor and weapons forged with the
of a big family regardless of their differences.
Sacred Art are highly effective against the forces of evil. The
items created with this art are called blessed items.
Headquarters Blessed Items. Blessed weapons forged by members of
this organization deal extra radiant damage to evil-aligned
creatures. The radiant damage ranges from 1d8 to 4d8 (1d8 -
The organization has no headquarters. Each orphanage uncommon, 2d8 - rare, 3d8 - very rare, 4d8 - very rare).
within its structure is equal and each of them provides equal
Also, the wearer of blessed armor can cast the protection from
treatment to the children under their care.
157
evil and good spell. Once it casts the functioning forge.
spell in this way, it can only do so
again after finishing a short rest.
Initiation and Membership
To become a member, one must be found worthy of training
Goals and Activities by a Forge Saint. To learn the Sacred Art, one must be good-
aligned and proficient with blacksmith’s tools. The training
Saints of the Forge aim to teach takes around 1 year, at the end of which the trainee is asked
the Sacred Art to talented and to forge a blessed item. Once they do so, the new Forge Saint
good-hearted blacksmiths. To find starts their own travels to seek apprentices of their own.
such blacksmiths and train them,
members of the organization (also
called Forge Saints) generally Leaders
travel around in search of worthy
apprentices. Agrodar (p.300), a dwarven blacksmith, leads the organization.
The purpose of a Forge Saint’s He is the first Forge Saint and one of the very few mortals who
travels is not limited to the search has managed to master the Sacred Art. Through his solitary
for apprentices. The members of this travels, his reputation preceded him and people started to
organization also protect the secrets call him “Forge Saint”. People then started to follow him and
of the Sacred Art against spies who before long, the organization was formed organically.
want to use it against the forces of
good, and help folks who are in need of it.
Plot Hooks
Headquarters There is a blacksmithing competition in the nearby city, and
the prize is training from a Forge Saint.
Forge Saints have no permanent headquarters. They travel a There are certain rumors about a traveling blacksmith;
lot, and the only thing they need to bring their art to life is a people say that every forge the blacksmith uses is blessed by
158
angels. The blacksmith declares that they shall forge a weapon
for the strongest warrior around these parts.
Headquarters
A Forge Saint was found dead. Further inspection has
revealed that their blacksmithing tools and diary have gone All members of Second Chances reside in Chain Bulwark, one
missing. of Xhereaxes’ secret havens. It is a castle built within a distant
plane.
The castle is made up of adamantine chains which can
Second Chances be animated and used as weapons by Xhereaxes. Although
the castle is on a desolate ground, there have been recent
sightings of flowers blooming around it, owing to the good
energies flowing through the residents.
Second Chances is a group made up of redeemed creatures Chain Bulwark is protected by spells, especially against
who abandoned their evil ways and started to walk on the path divination magic and golems of many sorts. A grave protector
of good, worshiping good deities. (p. 249) has also been built on site by the angel guiding
Xhereaxes, Selviel.
After being redeemed, most
creatures experience a time of There is a temple dedicated to the Lady of the Redeemed
obscurity and feel a great sense within the castle, as well as shrines of all good deities. The
of nothingness. Also, most of clerics and paladins of these deities, all of whom experienced
the time, the sins of the past do redemption, guide the new members and help them to be
not leave the redeemed easily; atoned.
people don’t trust them freely,
and old enemies do not let them
grow old in peace. Initiation and Membership
Formerly an immensely
powerful and extremely vicious All sinners who truly want to be redeemed can join Second
chain devil, now a humble Chances. However, since all members have enemies and rivals
worshiper of the Lady of the from the past, Xhereaxes is extremely careful when accepting
Redeemed (p. 143), Xhereaxes a new member to the organization. He uses any means possible
experienced these hardships to to understand the intentions of a new member without
the core. However, he saw an causing them any harm. Countless Wisdom (Insight) checks,
opportunity in this and thought zone of truth spells, and many forms of divination magic are
that he could guide similar among some of the methods he uses.
creatures into something
useful, both for the good and
for the others who walk the Leaders
path of redemption. He started
to search for such individuals, Xhereaxes (p. 356) leads the organization with the
found many of them, and made consultation of Selviel and the guidance of the Lady of the
them redefine life as they knew it. Redeemed.

Goals and Activities Plot Hooks


Xhereaxes himself was lost when he first set foot on the path There are rumors of a succubus helping the people of a nearby
of redemption. However, he found salvation in the assistance village. The authorities want to be sure that she bears no ill
of others and the guidance of angels, specifically the emissary, will.
Lady of the Redeemed (p. 143).
A character of the adventuring party wants to be redeemed,
The group helps the redeemed, teaching them how to live but does not know where or how to start.
their new lives and helping them discover new ways, so that
A powerful demon wants one of its former lieutenants dead.
they can put their newfound power to good use.
It is said that the lieutenant left to seek redemption.
Recently, Xhereaxes has been learning the methods of the
Lady of the Redeemed, and he is willing to teach them to
anyone that wants to learn.

159
other Silent Exorcists. When at least 5 of them are gathered
Silent Exorcists together, the initiation ritual is held.
The new member stays at the center of a ritual circle,
surrounded by candles. They are blessed by holy water and
silent prayers from dusk till dawn. When the sun starts to
The tools of evil are everywhere. rise, the new member hears a voice in their mind; that of their
Forked-tongued fiends, mind-altering master. This voice guides the member through the vow of
aberrations, body-possessing undead silence.
and many other dangers await the
faithfuls’ weakest moment to attack.
They wait for days, for months, Leaders
for years for the right moment
and whisper wickedness in blessed Silent Venys (p. 350), a paragon of light, founded the
ears, clouding their thoughts and organization and has led it to this day.
judgment. But this is not just. There
has to be someone to stop all this
madness and protect the innocent; Plot Hooks
and filling this gap are Silent
Exorcists.
Two priests visited the village’s temple today and haven’t
been heard of or seen since. There is no word from the temple
Goals and Activities either. Its doors are also shut. The townsfolk also say that the
priests did not speak a single word.
A friend of the characters is possessed by a powerful fiend
Silent Exorcists travel a lot in search
that could not be exorcized through the methods known to
of cases of possession. Before their
them. They require the aid of experts.
travels, new members are trained in
the ways of evil, possessor creatures, The evil master of the characters is constantly being hunted
and exorcism. But above all, they are taught the power of by Silent Exorcists. The characters must deal with them.
words. They have the power to heal wounds when uttered
from the lips of a saint, just as they can tempt the most
faithful of paladins when uttered by a fiend. To prevent the The Claws of Good
potential sins they can commit with their words, willingly or
unwillingly, they take a vow of silence after which they cease
to speak altogether.
Although Silent Exorcists do not talk, they communicate
through silent prayers. They can communicate with other
Silent Exorcists telepathically as long as they are in the same The Claws of Good is a mostly
plane of existence. Although they can talk like that, they non-humanoid organization that
mostly choose to do so when it is urgent. protects nature, sacred groves, and
They are enemies of corruption in all forms and do whatever the wild.
it takes to purge it. The organization tries to destroy
all evil forces that aim to harm
nature or that harm nature for
Headquarters other goals.
It would be better to call the Claws
Although the organization has no designated headquarters, of Good a movement rather than an
the temples of good deities respect and welcome Silent organization, since it first came to
Exorcists. existence with the battle between
a minotaur, Nicehoof (p. 344), and
the evil mages that tried to destroy
Initiation and Membership his homeland. After he formed the
Claws of Good and succeeded in
Since Silent Exorcists have no headquarters, each member ensuring the protection of his war-
takes up an apprentice, trains them, and sends them off to torn homeland, his tales spread
wander the world to fulfill their quests and find apprentices of all around and many different
their own. creatures joined the movement,
When a new member is ready to take the vow of silence and each protecting their own
take on the mantle of exorcist, their master sends word to homeland.

160
Goals and Activities Initiation and Membership
The main goal of the members of this organization is actually Any good-hearted non-humanoid creature willing to protect
one of the most basic needs of any creature; protecting their its homeland is welcome. Although members are generally
home, especially against the “civilized” folk who call them suspicious of the “civilized” folk, even they can be welcomed if
“uncivilized monsters”. They hunt anyone and anything that they prove their intentions to be pure.
tries to harm their home; nature. The members work alongside Most members revere good deities and powerful spirits of
druid groves and followers of the deities of nature. nature.
Mostly, members living in the same territory operate
together, but members of different territories helping each
other is not unheard of. Leaders
Since this movement has many members in many different
areas, some of them lose themselves in hatred and rage, which Nicehoof is quite popular among the wild folk; not as the
leads them to commit non-good acts. Others try to persuade leader of the whole organization, but as the founder of this
such members to adapt to less evil ways. movement.

Headquarters Plot Hooks


This movement has no headquarters, but many gathering The wilderness is quite active these days. It is rumored that
places. Each territory has its own unique place where the centaurs butchered a goblin horde that was trying to invade a
members meet up. village nearby. The mayor wants to talk to these centaurs.

161
162
Angelic Magic
A
rain of radiant swords lighting the sky, angelic cities falling from the heavens to crush heretics; all of this and more
await in the following pages.

Bard Spells Holy Verdict: Wrath Radiant Storm Druid Spells


Cantr ps 8th Level 5th Level Cantr ps
Inure
Eyes of the Celestial Warriors Blood of a Saint Changing Feather
Look of Righteousness
Lawmaker Martyr’s Spear Conjure Starfly
Shielded by the Graves
Mass Purification Inure
9th Level Sphere of Vitality Shape of the Wind
1st Level Fountain of Blessing
Holy Verdict: Retribution
Blessed Wine 1st Level
Holy Verdict: Vengeance
Final Words 6th Level
Merciful Gesture Blessed Wine
Radiant Wayfinder
Solar Apocalypse Burning Halo Delayed Healing Aura
Trick Question
Divine Visions
Cleric Spells Merciful Touch 2nd Level
2nd Level Twin of Light Bone of the Blessed
Chime of Arrogance Cantr ps Garden of Heaven
Light at the End of the Tunnel 7th Level
Calm Mind Piercing Rain
Mnemonic Residue
Faith Burst Angelfall
Weapon of the Hero
Look of Righteousness Holy Verdict: Mercy 3rd Level
Shielded by the Graves Holy Verdict: Redemption Angel Feathers
3rd Level Holy Verdict: Wrath Split Spirit
Dedicated 1st Level Endow Life
Delayed Healing Aura Hallowed Altar 4th Level
4th Level Final Words Relentless Fortitude
Curse of False Armor
Dictate Morality Heretic’s Mark Temple’s Denial
Might of Nature
Radiant Storm
5th Level 2nd Level 8th Level
Aid of the Holy Mages Angelic Executioner Gates of Heaven 5th Level
Condemn Thievery Bone of the Blessed Holy Chains of the Divine
Golden Fog
Divine Choir Lawmaker
Garden of Heaven Fountain of Blessing
Sinner’s Mark Pillar of Thousand Blessings
Rain of Holy Fire
3rd Level 6th Level
6th Level Mark of Righteous Return
Angel Feathers Awakening the Flesh
Exclusion Healing Ball
9th Level Cutting Leaves
Invisible to Mind’s Eye Sleep of the Sinful Merciful Touch
Merciful Touch Holy Verdict: Retribution
Teleport to Companion Holy Verdict: Vengeance
4th Level 7th Level
Grace
Angelic Might Holy Verdict: Mercy
7th Level Kingdom Come
Blessing of the Martyr Endow Life
Redeemer of Souls
Holy Verdict: Mercy Dictate Morality
Weapon of Holy Divines
Holy Verdict: Redemption Locate Soul

163
8th Level 3rd Level 7th Level 6th Level
Eyes of the Celestial Warriors Anchor Point Holy Verdict: Wrath Awakening the Flesh
Judgment of the Sun Angel Feathers Relentless Fortitude Bind Soul
Mark of Righteous Return Slaying Light Temple’s Denial Invisible to Mind’s Eye
Twin of Light
9th Level 4th Level 8th Level
Grace Curse of False Armor Judgment of the Sun 7th Level
Solar Apocalypse Enhance Perception Rain of Holy Fire Holy Verdict: Mercy
Weapon of Holy Divines Holy Verdict: Redemption
5th Level 9th Level Holy Verdict: Wrath
Paladin Spells Condemn Thievery Holy Verdict: Retribution Weaponification
Martyr’s Spear Holy Verdict: Vengeance
1st Level Solar Apocalypse 8th Level
Celestial Chains Sorcerer Fall From Heaven
Heretic’s Mark Spells Warlock Gates of Heaven
Spells Holy Chains of the Divine
2nd Level Cantr ps
Cleaving Smite Inure Cantr ps 9th Level
Weapon of the Hero Shape of the Wind Inure Holy Verdict: Retribution
Silver Grapple Mindful Insight Holy Verdict: Vengeance
3rd Level Shielded by the Graves Merciful Gesture
Chain Smite 1st Level Silver Grapple Redeemer of Souls
Glass Wings Charge of Glory Redemption Through Pain
Sleep of the Sinful 1st Level Weapon of Holy Divines
2nd Level Charge of Glory
4th Level Angelic Executioner Night’s Veil Wizard Spells
Almighty Weapon Piercing Rain
Angelic Might 2nd Level Cantr ps
Weapon of the Hero
Blessing of the Martyr Bone of the Blessed Calm Mind
Reflecting Ward 3rd Level Chime of Arrogance Changing Feather
Scourging Smite Mnemonic Residue Conjure Starfly
Glass Wings
Mindful Insight
5th Level 3rd Level Silver Grapple
4th Level
Angelic Smite Anchor Point
Personal Heaven 1st Level
Burden of Sins
Radiant Storm
Martyr’s Spear 4th Level Night’s Veil
Might of the Divine Ruler Radiant Wayfinder
5th Level Blessing of the Martyr
Trick Question
Aid of the Holy Mages Enhance Perception
Ranger Spells Blood of a Saint Locate Soul
2nd Level
Golden Fog
1st Level 5th Level Anchor
Vital Warning Mnemonic Residue
6th Level Aid of the Holy Mages
Exclusion Blood of a Saint
2nd Level 3rd Level
Twin of Light Sinner’s Mark
Chime of Arrogance Sphere of Vitality Anchor Point
Weapon of the Hero Split Spirit
Sphere of Protection
164
4th Level Teleport to Companion saving throw, taking 4d4 radiant damage on a failed save, or
half as much damage on a successful one. You can resummon
Enhance Perception the divine weapon to your hand as a bonus action. When you
Personal Heaven 7th Level
do so, the divine weapon disappears from its current location
Reflecting Ward Relentless Fortitude and reappears in your hand.
Weaponification At Higher Levels. When you cast this spell using a spell slot
5th Level of 6th level or higher, the additional radiant damage of the
divine weapon and damage of the ground strike increases by
Aid of the Holy Mages 8th Level
1d4 for every two slot levels above 4th.
Burden of Sins Eyes of the Celestial Warriors
Light Sensitivity
9th Level Anchor
6th Level 2nd-level abjuration
Constant Reshape
Casting Time: 1 action
Bind Soul Merciful Gesture
Range: Touch
Exclusion Redemption Through Pain
Components: V, S, M (a small crystal anchor worth at least 20
Invisible to Mind’s Eye
gp)
Duration: 1 hour
Aid of the Holy Mages This spell anchors you to a willing creature and binds you to
each other until the spell ends.
5th-level conjuration If you are more than 50 feet apart, the target is immediately
Casting Time: 1 action teleported to the nearest unoccupied nonhazardous space
Range: 60 feet within 50 feet of you.
Components: V, S The spell ends if there are no spaces that the target can
Duration: Concentration, up to 1 minute teleport to, if the spell is cast again on either of the connected
creatures, or if you dismiss it as an action.
Choose a point within range, in which a golden, translucent
humanoid figure (the holy mage) appears as your requested
aid from the holy. You can cast a spell using the holy mage’s
position as your own. In addition, when you cast a spell
Anchor Point
targeting only one creature, you can ask the holy mage for 3rd-level conjuration
help. The holy mage casts the same spell as you at the same Casting Time: 1 action
time targeting the same creature, but vanishes afterward,
Range: 60 feet
ending this spell. The spellcasting ability, spell save DC, and
the spell attack bonus of the holy mage are the same as yours. Components: V, S
The holy mage can only cast a spell of 5th level or lower in this Duration: 1 minute
way. You choose a point on a surface within range and magically
draw an anchor-like symbol on it. While within range of this
point, you can use your action to teleport to it. If the space is
Almighty Weapon occupied, you appear in the nearest unoccupied space within
15 feet. If there is no such available space, the spell fails.
4th-level evocation
At Higher Levels. When you cast this spell using a spell slot
Casting Time: 1 bonus action
of 4th level or higher, the spell’s range increases by 10 feet for
Range: Self each slot level above 3rd.
Components: V, S, M (a piece of metal and a vial of holy water)
Duration: 1 minute
When you cast this spell, you conjure a divine weapon in Angel Feathers
your free hand. This weapon can be in the shape of any melee 3rd-level evocation
weapon of your choice, and it remains for the duration. You
Casting Time: 1 action
can use your action to make a melee attack with the divine
weapon. On a hit, the target takes the normal damage of the Range: Self (60-foot cone)
chosen weapon as well as an extra 4d4 radiant damage. Components: V, S, M (an angel feather)
If you let go of the weapon, it disappears, but you can Duration: Instantaneous
summon it again as another bonus action. You point at an area and angelic feathers erupt from your
You can also throw the divine weapon into the air, choosing hands, piercing through everything. Each creature in a 60-
a point within 30 feet of you on which the weapon shall strike. foot cone in the direction in which you pointed must make a
All creatures within 15 feet of the point must make a Dexterity Dexterity saving throw, taking 6d8 radiant damage on a failed

165
save, or half as much damage on a successful one.
Angelic Smite
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each 5th-level evocation
slot level above 3rd. Casting Time: 1 bonus action
Range: Self
Components: V
Angelfall Duration: Concentration, up to 1 minute
7th-level conjuration
You imbue a weapon you are wielding with angelic might until
Casting Time: 1 action the spell ends. The imbued weapon gains the thrown property
Range: 120 feet (with a range of 20/60 feet) for the next attack you make with
Components: V, S, M (a piece of stone, and the feather of an this weapon until the spell ends. Also, the weapon deals an
angel) extra 4d6 radiant damage on a hit.
Duration: Instantaneous
As you throw the stone and the angel feather into the air and Awakening the Flesh
say a little prayer, choose a Large or smaller creature within
range. A Large angel statue appears 30 feet above the target’s 6th-level necromancy
head, and then drops on it. The target and creatures within Casting Time: 1 action
5 feet of the target must make a Dexterity saving throw. The Range: Self
creatures within 5 feet of the target make their saving throw
Components: V, S
with advantage. On a failed save, a creature takes 5d10 + 20
bludgeoning damage. If this damage reduces a creature to 0 Duration: Concentration, up to 10 minutes
hit points, the statue buries it underneath and this location is Magic courses through your body and unlocks its true
now considered its grave. The names of the buried creatures potential, enabling it to heal most wounds almost instantly.
magically appear on a stone plate on the statue. You are immune to bludgeoning, piercing, and slashing
damage from nonmagical attacks. You also don’t take damage
from falling and can’t lose your limbs.
Angelic Executioner
2nd-level illusion
Bind Soul
Casting Time: 1 action
6th-level necromancy
Range: 60 feet
Casting Time: 1 action
Components: V, S, M (a piece of coal, which is consumed by
the spell) Range: Touch
Duration: Concentration, up to 1 minute Components: V, S, M (diamond dust worth at least 200 gp,
which the spell consumes)
Choose a target that can see or hear you within range. The
target must succeed on a Wisdom saving throw or believe that Duration: Instantaneous
the coal burns with a holy fire, which it sees take the shape You touch a nonmagical item, thereby calling on the soul of
of a Large, halberd-wielding angel. This angelic figure, the a deceased creature with whom you are familiar, not so that
angelic executioner, starts chasing the target, dealing 1d6 they walk the earth once more, but so that you can fill the
psychic damage at the start of each of the target’s turns. item with a part of the creature’s consciousness. If the soul
The target can repeat the saving throw at the end of each of is willing, it can choose a part of its consciousness to bind to
its turns, ending the effect on a success. the item. You can communicate with the soul telepathically
provided that you are on the same plane of existence as the
item and that you are attuned to it. The soul has blindsight out
Angelic Might to a range of 60 feet. You cannot be surprised if the soul senses
the dangers and informs you.
4th-level conjuration
If you bind the soul to a weapon, you gain a +1 bonus to
Casting Time: 1 action attack and damage rolls made with it.
Range: Self If you bind the soul to an armor or shield, you gain a +1
Components: V, S bonus to AC while wearing the armor or carrying the shield.
Duration: Concentration, up to 1 minute If you bind the soul to another type of item, you gain a +1
You summon the unparallelled strength of angels. Your bonus to saving throws while you wear or carry it.
Strength score becomes 21. The soul shares a part of its consciousness with the item;
At Higher Levels. Your Strength score increases even more however, it stays in the same plane of existence it was in
when you cast this spell using a spell slot of 5th level or higher before this spell was cast.
(to 23 at 5th, to 25 at 6th, to 27 at 7th, and to 29 at 9th). The soul can dismiss its bond with the item at will. However,

166
when it does, the soul cannot be affected by this spell again for holy water for 1 hour)
1 year. Duration: Concentration, up to 10 minutes
You hold a bone segment blessed by your deity and focus on it.
A one-handed sword (of your choice) made of bones appears
Blessed Wine in your hand. You are considered proficient with this weapon.
1st-level transmutation As an action, you can make a melee spell attack with it. On
Casting Time: 1 minute a hit, the weapon deals necrotic damage equal to 2d6 + your
spellcasting ability modifier.
Range: Touch
If you let go of the sword, the bone returns to its original
Components: V, S, M (a drop of holy water)
form, but you can transform it again using another bonus
Duration: 8 hours action.
You touch up to four bottles of water and transform them into At Higher Levels. When you cast this spell using a spell slot
bottles of magical wine for the duration of the spell. Upon of 3rd level or higher, the damage increases by 1d6 for each
drinking a bottle, a creature regains hit points equal to 2d8 + slot level above 2nd.
your spellcasting ability modifier and has disadvantage on its
Charisma saving throw until it finishes a short or long rest.
The wine has no effect on the undead or on constructs. Burden of Sins
After the spell ends, unconsumed bottles of wine transform
5th-level enchantment
back into ordinary water. If you create new bottles of wine
using this spell, the previous ones cease to function. Casting Time: 1 action
Range: Touch
Components: V, S
Blessing of the Martyr Duration: Instantaneous
4th-level evocation You touch a creature and cause it to see all the deeds of evil it
Casting Time: 1 action has ever committed in an instant. The creature must succeed
Range: Touch on a Wisdom saving throw or be overwhelmed by the evil it
has done, having a brief vision in which it sees itself in a dark
Components: V, S, M (a vial of martyr’s blood)
place being tormented by its past self, taking 10d10 psychic
Duration: 1 minute damage as a result.
You touch a creature and the signet ring of a martyr appears
on the target’s hand. For the duration, the ring shines with
bright light. The target regains 4d8 hit points if it knocks an Burning Halo
evil opponent unconscious.
6th-level evocation
If the target knocks an opponent unconscious with a critical
Casting Time: 1 action
hit, it regains 32 hit points instead.
Range: 60 feet
Components: V, S, M (a vial of holy water and an iron ring,
Blood of a Saint which the spell consumes)
5th-level transmutation Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action You select a creature you can see within range and pray for its
sins to be washed away with holy fire. The target must succeed
Range: Self
on a Charisma saving throw, or a burning halo appears,
Components: V, S hovering over its head, following it. The halo deals 4d6 fire
Duration: 1 minute damage at the start of each of the target’s turns. The target
You carry the blood of a saint within your veins, which harms can repeat its saving throw at the end of each of its turns,
your enemies when spilled. When a creature within 5 feet of ending the effect on a success. If this damage reduces the
you deals piercing or slashing damage to you, it must make a target to 0 hit points, it turns to ash and its soul is marked. The
Dexterity saving throw, taking 4d6 acid damage on a fail, or target is given a chance at redemption in the afterlife.
half as much on a successful one.

Calm Mind
Bone of the Blessed Divination cantrip
2nd-level necromancy Casting Time: 1 reaction, which you take when you are
Casting Time: 1 bonus action charmed or frightened
Range: Self Range: Self
Components: V, M (a piece of bone that has been soaked in Components: V

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Duration: Instantaneous
Chain Smite
You attempt to end one condition affecting you by instantly
clearing your mind. While you are charmed or frightened, you 3rd-level evocation
can use your reaction to reroll the saving throw. Casting Time: 1 bonus action
Range: Self
Components: V
Celestial Chains Duration: Concentration, up to 1 minute
1st-level conjuration
The next time you hit a creature with a weapon attack before
Casting Time: 1 bonus action this spell ends, the weapon cracks with lightning as you
Range: Self strike, dealing an extra 3d6 lightning damage to the target.
Components: V, S, M (part of a steel chain and a vial of holy In addition, a bolt of lightning strikes another target of
water) your choice within 10 feet of the target, and another bolt of
lightning strikes a third target of your choice within 10 feet
Duration: Concentration, up to 1 minute
of the second target. The second and third targets must each
You conjure bright glowing chains wrapped around your arms. succeed on a Dexterity saving throw or take 2d6 lightning
You can use these chains to grapple a creature from a distance. damage.
As an action, target a Large or smaller creature within 30 feet
of you. The target makes an Strength (Athletics) or Dexterity
(Acrobatics) check against your spell save DC. On a failure, it Changing Feather
is grappled by you until the duration of the spell expires, or
until it can escape as an action. To do so, it must succeed on a Evocation cantrip
Strength (Athletics) or Dexterity (Acrobatics) check contested Casting Time: 1 action
by your spell save DC. Range: Self
The chains also shed bright light in a 5-foot radius for the Components: V, M (fire from a torch, a drop of water, a
duration of the spell. handful of dirt, or nothing)
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 2nd level or higher, you can target one more creature
When you cast this spell, a dagger-sized feather appears in
within range for each slot level above 1st.
your hand. You throw it at a target within 30 feet of you,
making a ranged spell attack against it. On a hit, the target

168
takes 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot
You can cast this spell using a material component and of 3rd level or higher, the radiant damage increases by 1d6 for
change the damage type of the attack. A feather made of fire each slot level above 2nd.
is aflame when it appears and deals fire damage instead of
piercing damage. A feather made of water appears in your
hand in frozen form and deals cold damage instead of piercing Condemn Thievery
damage. A feather made of earth appears in your hand in the 5th-level divination
form of a stone, and it deals bludgeoning damage instead of Casting Time: 1 action
piercing damage. Range: Touch
Components: V, S, M (a stolen coin retrieved from a thief)
Charge of Glory Duration: Instantaneous
You touch a creature and draw the attention of justice to it.
1st-level evocation
The creature must succeed on a Charisma saving throw or
Casting Time: 1 action magically drop anything it is carrying that was stolen within
Range: Self (30-foot line) a week. The dropped objects fall on the nearest unoccupied
Components: V, S space on the ground.
Duration: Concentration, up to 1 minute
Spirits of glorious, mount-riding knights appear in your space
in their shining armor, and charge in a direction of your
Conjure Starfly
choice in a 30-foot-long and 5-foot-wide line. Each creature Conjuration cantrip
in the line must succeed on a Dexterity saving throw or take Casting Time: 1 action
2d4 radiant damage. The spirits then keep attacking one of the Range: 60 feet
affected creatures of your choice. The target must succeed on
another Dexterity saving throw at the end of each of its turns Components: V, S
or take 2d4 radiant damage. The effect ends when the target Duration: Concentration, up to 1 hour
succeeds on the saving throw or when the duration ends. You summon a starfly (p. 282) that appears in an unoccupied
space that you can see within range. A starfly summoned with
this spell disappears when it drops to 0 hit points or when the
Chime of Arrogance spell ends.
2nd-level enchantment The summoned starfly is friendly to you and your
companions. Roll initiative for the starfly, which has its own
Casting Time: 1 action
turns. It obeys any verbal commands that you issue to it (no
Range: Self action required by you). If you don’t issue any commands
Components: S to the starfly, it defends itself from hostile creatures, but
Duration: Concentration, up to 1 hour otherwise takes no actions. The GM has the starfly’s statistics.
You create an invisible bubble of arcane mist in a 15-foot- You cannot summon more than 1 starfly at a time using this
radius sphere centered on you that moves with you, which spell. The number of starflies you can conjure with this spell
remains for the duration of the spell or until dispelled. increases by 2 when you reach 5th level (3), 11th level (5), and
If a creature makes an attack against a surprised creature 17th level (7).
while inside the bubble, the attacker must succeed on a
Wisdom saving throw or hear a loud ringing noise before
completing its attack and be stunned until the start of its next Constant Reshape
turn. 9th-level transmutation
Casting Time: 1 action
Cleaving Smite Range: Self
Components: V, S
2nd-level evocation
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
The rules of existence of all that surrounds you are altered
Range: Self constantly, bending to your will. For the duration of the spell,
Components: V you can’t cast spells or benefit from any magical effects other
Duration: Concentration, up to 1 minute than this spell, can’t wield or use items, or can’t be affected by
The next time you hit a creature with a weapon attack before any conditions, spells, or magical effects. Additionally, when
this spell ends, the weapon shines with bright light as you you are subjected to damage, you take no damage and instead
strike, dealing 2d6 radiant damage to the target and 1d6 regain a number of hit points equal to the amount of damage.
radiant damage to a creature of your choice within 5 feet of This spell functions in areas affected by the antimagic field
the target. spell.
169
Range: Self
Curse of False Armor
Components: V, S
4th-level abjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Wherever you go, you’re able to manifest a magical aura that
Range: 30 feet hangs in the air for a moment. When you cast this spell, a
Components: V, S magical aura appears where you are standing. It remains there
Duration: Concentration, up to 1 minute until the start of your next turn, and then disappears into thin
air. For the duration of the spell, you can use your action to
You target a creature within range and curse it. The target
conjure other magical auras at the start of each of your turns.
must succeed on a Constitution saving throw or it takes a -3
If a creature moves through the space filled with the aura or
penalty to AC if it has natural armor for the duration of the
ends its turn there, it regains a number of hit points equal to
spell.
1d8 + your spellcasting ability modifier. This spell has no effect
on undead or constructs.
Cutting Leaves
6th-level transmutation Dictate Morality
Casting Time: 1 action 4th-level enchantment
Range: Self (60-foot cone) Casting Time: 1 action
Components: V S M (a handful of leaves) Range: 30 feet
Duration: Instantaneous Components: V, S
You throw a handful of leaves in the air, and they swiftly fly Duration: Concentration, up to 1 minute
in a 60-foot cone, slashing into everything that stands in their
You choose a creature within range and dictate your own
way. Each creature in the cone must make a Dexterity saving
rights and wrongs to it. The creature must succeed on a
throw. A creature takes 12d6 slashing damage on a failed save,
Wisdom saving throw or be affected until the spell ends. The
or half as much damage on a successful one.
affected creature takes 2d10 psychic damage if it harms a
At Higher Levels. When you cast this spell using a spell slot creature that has done no harm to it.
of 7th level or higher, the damage increases by 1d6 for each
This spell and the damage dealt by the spell are not
slot level above 7th.
considered to harm the creature.

Dedicated Divine Visions


3rd-level enchantment
6th-level divination (ritual)
Casting Time: 1 action
Casting Time: 1 hour
Range: 30 feet
Range: Self
Components: V
Components: S, M (a piece of the target creature such as
Duration: Instantaneous a lock of hair and 500 gp worth of ruby, which the spell
You target a creature within range that can hear you and consumes)
assign a goal to it in the form of a declaration. This goal must Duration: 1 hour
be reasonable and in line with the actual goals of the target.
You focus on a certain part of a specific creature for 1 hour, for
For example, you can say “You must kill the bandits that have
the duration of which you enter a state of a special meditation
ambushed us”, or “You must find your ancestral swords that
and are incapacitated.
you’ve been looking for”. In addition, the target must have an
Intelligence score of 3 or higher. As you cast the spell, you experience each and every
moment of the target’s existence in the form of visions. You
The target receives a +1 bonus on every d20 roll it makes to
learn everything there is to know about it, from its creation
pursue the goal. The GM determines whether the roll is related
to the last moment of its existence. You are no longer
to the goal or not.
incapacitated when you shift your focus at the end of the hour
The target can make a Wisdom saving throw to negate the and your mind is equipped to best the target in any conflict,
effects of the spell. The bonus lasts until the target achieves but you forget everything you saw in your visions. For the
the goal. A creature can be affected by this spell once at a time. duration, your melee and ranged attacks against the target
automatically succeed, and the target has disadvantage on
attack rolls against you. In addition, you can’t be charmed or
frightened by the target creature.
Delayed Healing Aura
1st-level evocation
Endow Life
Casting Time: 1 action
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7th-level necromancy At Higher Levels. When you cast this spell using a 9th level
Casting Time: 1 action spell slot, the first attack the target makes on each of its turns
is a critical hit.
Range: Touch
Components: V, S, M (a piece of an aorta preserved in amber)
Duration: 1 day Faith Burst
You touch a creature, expanding its ability to sustain life. The Conjuration cantrip
creature’s hit point maximum increases by 20 for the duration
of the spell. Casting Time: 1 action
Range: Self (5-foot radius)
Components: V
Enhance Perception Duration: Instantaneous
4th-level divination You conjure a symbol of your deity momentarily with a burst
Casting Time: 1 action of light. All other creatures within 5 feet of you must succeed
on a Wisdom saving throw or take 1d6 radiant damage. Your
Range: Touch
allies have advantage on this saving throw. An ally that
Components: V, S, M (a raven’s eye and a pinch of silver dust) worships the same deity as you does not take this damage.
Duration: Concentration, up to 1 hour At Higher Levels. This spell’s damage increases by 1d6 when
You touch a creature and enhance its ability to perceive its you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
surroundings. The target can see in all directions without
having to physically look at them, and the range of its sight
(including darkvision and truesight) is doubled. It also has Fall from Heaven
advantage on Wisdom (Perception) checks and its proficiency
bonus is doubled for any Wisdom (Perception) checks related 8th-level transmutation
to sight. Casting Time: 1 minute
Range: 1 mile
Components: V, S, M (the feather of an angel and a small piece
Exclusion of adamantine)
6th-level abjuration Duration: Instantaneous
Casting Time: 1 action You call upon the forces of heaven to carry you to the skies.
Range: Self For 1 minute, you remain motionless, ready to pounce, and
you prepare your body for the upcoming holy devastation. At
Components: V, S, M (a rotten egg)
the end of 1 minute, you jump and the divine powers instantly
Duration: Concentration, up to 1 minute carry you above the clouds. Choose a point within range. You
For the duration of the spell, you do not take damage from fall from the skies to that point with great speed and slam into
spells and other magical effects that target an area. If a spell the ground with a radiant blast. At the point you fall, a divine
or magical effect causes an effect in an area without dealing and holy sigil with a 100-foot radius appears, scorched into the
damage, you are still affected by it. ground. Every creature within 100 feet of the point you have
landed must make a Dexterity saving throw. A creature takes
6d6 bludgeoning damage and 6d6 radiant damage on a failed
Eyes of the Celestial Warriors save, or half as much damage on a successful one. A creature
within 10 feet of the point you have landed automatically fails
8th-level divination
the saving throw. Also, you take no damage from the fall.
Casting Time: 1 action
Range: Touch
Components: V, S, M (the weapon of a veteran) Final Words
Duration: Concentration, up to 1 minute 1st-level necromancy
Your mind is filled with the knowledge of all martial arts Casting Time: 1 action
and battle techniques, which you can bestow upon a willing Range: 10 feet
creature. When you cast this spell, the target shuts its eyes,
Components: V, S, M (a small piece of concave glass)
revealing a sigil on each eyelid that allows it to see everything
clearly. The creature has a +2 bonus to AC, rolls initiative with Duration: 1 minute
a +3 bonus, and cannot have disadvantage on attack rolls (as You channel magical energies into a corpse to wake it from
they are guided by the knowledge of a thousand warriors) its eternal sleep for a moment, just long enough for it to say
for the duration. When the spell ends, the target’s mind can’t its final words. Choose a corpse and a creature, both within
bear the weight of the knowledge it received, the sigils on its range. The corpse wakes and talks to the creature, uttering up
eyelids disappear and the creature forgets all it learned with to three sentences that it wanted to say to the creature at the
the spell. moment of its death.
171
The corpse must still have a mouth and can’t be undead. emerging from the designated point. The aberrations, fiends,
The spell fails if the corpse doesn’t have anything to say to the and the undead within the light must make a Wisdom saving
creature or if the corpse uttered its final words as a result of throw. On a failed save, a creature takes 6d8 radiant damage
this spell before. and is frightened for 1 minute. On a successful save, the
damage is halved and the creature is not frightened.
Also, a celestial of your choice of challenge rating 2 or lower
Fountain of Blessing comes forth through the gate. The celestial disappears when
5th-level evocation it drops to 0 hit points or when the spell ends. The celestial
is friendly to you and your companions for the duration. Roll
Casting Time: 1 action
initiative for the celestial, which has its own turns. It obeys
Range: 30 feet no verbal commands you issue to it, but acts in the way that is
Components: V, S most beneficial to you. The GM has the celestial’s statistics.
Duration: 1 hour On each of your turns until the spell ends, you can use your
You create a fountain of blessed water with a 10-foot radius action to make the gate shed bright light, dealing the radiant
centered on a point within range. The fountain can look like damage again, and summoning another celestial of challenge
it belongs in a marble temple, like a part of a sacred grove, rating 2 or lower.
or anything else of which the GM approves. As an action, one
of your allies can drink from the fountain, regaining 2d6 hit
points. If an ally drinks from the fountain for 3 consecutive Glass Wings
turns, it gains the benefits of the bless spell. 3rd-level illusion
The fountain can be destroyed; it has AC 15, 50 hit points, Casting Time: 1 reaction used after being targeted by a melee
resistance to necrotic damage, immunity to poison and psychic attack
damage. Also, a poison worth at least 400 gold pieces can be
Range: Self
used to poison the water in the fountain. If poisoned, the water
in the fountain loses its properties and reflects the effects of Components: V, S, M (a piece of glass)
the poison instead. Duration: Instantaneous
A poisoned fountain can be purified by casting the bless spell When you are targeted by a melee attack, you spread wings
on it 3 consecutive times. made of glass. The wings instantly burst into color with all the
colors of the rainbow and confuse the attacker. When you use
this spell, roll a d100. On a 50 or higher, the attack misses you,
Garden of Heaven dealing no damage. Otherwise, you take the hit.
2nd-level transmutation (ritual) At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the lower limit of the interval required
Casting Time: 1 minute
for the attack to miss you is lowered by 5 percent for each slot
Range: 5 feet level above 3rd.
Components: V, S, M (a vial of holy water, a dozen red roses)
Duration: 8 hours
You choose a point within range and cast a ritual by pouring
Golden Fog
holy water and throwing petals of red roses around it. At the 5th-level conjuration
end of the ritual, a 30-foot-radius sphere centered on the Casting Time: 1 action
point transforms into a part of heaven before your eyes; with
Range: Self (20-foot-radius sphere)
the greenest grass you’ve ever seen, trees with multi-colored,
juicy fruit on the branches, and a temperate breeze. Creatures Components: V
who finish a long rest in the area have advantage on an ability Duration: 1 minute
check or saving throw (of their choice) until the end of their You take a deep breath, praying for blessing, and let out
next long rest. a golden fog that fills a 20-foot-radius sphere centered on
you, which also spreads around corners. The area is lightly
obscured for the duration or until a wind of great speed (at
Gates of Heaven least 10 miles per hour) disperses the fog. When a good-aligned
8th-level conjuration creature starts its turn within the sphere, it regains 1d6 hit
points. When an evil-aligned creature starts its turn within the
Casting Time: 1 action
sphere, it takes 1d6 poison damage.
Range: 90 feet
At Higher Levels. When you cast this spell using a spell slot
Components: V, S of 6th level or higher, the radius of the fog increases by 10 feet
Duration: Concentration, up to 1 minute for each slot level above 5th.
Choose a point within range. A 20-foot-high and 20-foot-wide
marble arch appears, centered on it. The arch is a one-way
gate from heaven and sheds bright light in a 90-foot cone
172
Creatures praying within 5 feet of the altar feel light and
Grace peaceful. Also when they pray in this way, they must roll a
9th-level abjuration (ritual) d100. On a result of 80 and higher, they receive the blessing of
Casting Time: 1 hour a deity, and have advantage on Wisdom saving throws until
they finish a long rest.
Range: Touch
Celestials summoned within 30 feet of the altar are
Components: S, M (an emanation of grace (p. 241))
stronger. They have temporary hit points equal to twice your
Duration: 24 hours spellcasting ability modifier and a +1 bonus to their attack and
You pray for an hour as you touch an emanation of grace. damage rolls.
Each good-aligned creature within a 2,000-foot-radius sphere While within 30 feet of the altar, spells that heal creatures
of the emanation of grace gains the following benefits for the take effect as if they were cast using a spell slot of one level
duration: higher than its original. If a healing spell cannot be cast using
• Successful weapon attacks against evil-aligned creatures a spell slot of a higher level, the healed creature regains an
deal an extra 1d6 radiant damage. extra 1d8 hit points.
• Creatures have advantage on weapon attack rolls against You can create a permanent hallowed altar by casting this
evil-aligned creatures during the first round of every spell in the same location every day for 50 days.
combat.
• Creatures have advantage against being charmed or
frightened since the emanation of grace gives them peace Healing Ball
and comfort. 3rd-level evocation
• Creatures regain 1 hit point at the start of each of their Casting Time: 1 action
turns.
Range: 120 feet
• Creatures have resistance against necrotic damage as their
Components: V, S, M (an oak leaf)
life essence is protected by the emanation of grace.
Duration: Instantaneous
• The number of hit points regained by spells is doubled.
If you are within 150 feet of the emanation of grace, this You send a radiant ball of light to a point within range, and a
effect does not stack with the Enhanced Healing feature of wave of healing energy surges through all creatures within 20
the emanation. feet of it. Each creature regains 1d4 hit points. This spell has
no effect on undead or constructs.
Evil aberrations, elementals, fey, fiends, or undead must
succeed on a Wisdom saving throw in order to enter the At Higher Levels. When you cast this spell using a spell
area. If they enter the area for the first time, their hit point slot of 4th level or higher, the number of hit points regained
maximum is reduced by 3 times your spellcasting modifier. increases by 1d4 for each slot level above 3rd.

Hallowed Altar Heretics’ Mark


7th-level conjuration 1st-level divination
Casting Time: 10 minutes Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a holy symbol and a piece of marble Components: V
worth 500 gp, which the spell consumes) Duration: Concentration, up to 1 hour
Duration: 8 hours You choose a creature you can see within range, and the
You hold a piece of marble in one hand and a holy symbol in symbol of your deity appears on its forehead (or another part
the other, and pray for your deities to conjure a 5-foot-cube of its body that can be seen clearly), marking it as a heretic.
altar of marble in an unoccupied space within range. A wooden Until the spell ends, you deal an extra 1d6 radiant damage to
feast table of a maximum of 60 feet in length that seats a the target whenever you or an ally hit it with a weapon attack.
maximum of 24 appears in an unoccupied space near the At Higher Levels. When you cast this spell using a spell slot
altar. The altar and the table remain for the duration or until of 2nd level or higher, the radiant damage increases by 1d6 for
dismissed by you. each slot level above 1st.
A 60-foot-radius circle centered on the altar becomes
consecrated ground. Evil aberrations, elementals, fey, fiends,
and the undead have disadvantage on ability checks, attack Holy Chains of the Divine
rolls, and saving throws while within the area. 8th-level evocation
When you and your allies use the altar to perform rituals, Casting Time: 1 action
you have advantage on every roll regarding the ritual.
Range: 100 feet
While within 30 feet of the altar, the DC of the spells cast by
good-aligned clerics, paladins, and paragons increases by 2. Components: V, S, M (a vial of blessed blood, a piece of holy

173
scripture, and a gold chain worth at least 250 gp, which the For these 77 days, the target has advantage on all saving
spell consumes) throws unless it deviates from the path of redemption.
Duration: Instantaneous
You reach towards the sky with your open hands as you call
upon the divine forces of good to punish the heretic before
Holy Verdict: Retribution
you. Choose a creature within range. The clouds part above 9th-level evocation
its head, and a golden chain falls through the gap from the Casting Time: 1 action
heavens. If the target’s remaining hit points are equal to
Range: 120 feet
or less than 50, the chains coil around it and yank it back
to heaven. Its fate is determined by the divine. Otherwise, Components: V
the chain deals 4d12 bludgeoning damage and 4d12 radiant Duration: Instantaneous
damage to the creature. If this damage reduces the target Choose a target that you can see within range. You utter a
to 0 hit points, it is hoisted up to heaven to have its fate single word. The clouds give way to a heavenly golden spear,
determined by the holy. which falls down from heaven upon the target to destroy
You can cast this spell on creatures that aren’t under the it, demonstrating the power of retribution. The target must
open sky as well. If you do, the chain simply appears out of succeed on a Dexterity saving throw or take 10d8 piercing
thin air. damage and 10d8 radiant damage. If the target is evil, it has
At Higher Levels. When you cast this spell using a spell slot disadvantage on the saving throw.
of 9th level, the chain pulls the creature you choose if it has 75 If this damage reduces the target to 0 hit points, all good
hit points or less. creatures within 120 feet of the spear gain 10 temporary hit
points for 8 hours.

Holy Verdict: Mercy


7th-level enchantment
Holy Verdict: Vengeance
Casting Time: 1 action 9th-level divination
Range: Self (60-foot-radius sphere) Casting Time: 1 hour
Components: V Range: Self
Duration: 1 minute Components: V
With only one word of power, you surround yourself with Duration: Instantaneous
a sphere of light that pacifies the creatures within. When You meditate about a creature on whom you want to wreak
a creature enters the sphere for the first time or ends its vengeance. At the end of the meditation, you speak a single
turn within, it must make a Wisdom saving throw with word of vengeance and reshape fate to bring you and the
disadvantage. On a failed save, it cannot take hostile actions, creature together.
bonus actions, or reactions until it leaves the area. On a When you cast this spell, fate makes sure that you two see
successful save, it has disadvantage on its rolls to take hostile each other in the upcoming year, but you do not know when.
action while in the area.
When you meet, you have advantage on ability checks,
The sphere moves with you, centered on you.
attack rolls, and saving throws against the creature until the
end of the encounter.
Holy Verdict: Redemption You can affect fate in this way for only one creature at a
time. If you die before taking your vengeance and after you
7th-level divination cast this spell, the quest of vengeance is given to another
Casting Time: 1 day creature determined by the forces of good. This can be your
Range: 10 feet loved one, closest relative, or another creature that the divine
see fit.
Components: V, M (conversation)
Duration: Instantaneous
You become an emissary of angels and the spirits of Holy Verdict: Wrath
redemption to reach those who seek forgiveness. You and the
7th-level evocation
target sit up to 10 feet away from each other, and you speak
with the target about its past sins and the reasons for their Casting Time: 1 action
search for redemption, embellishing the dialogue with the Range: 60 feet
magical words of the divine. You speak for the casting time Components: V
and the conversation acts as the material component of the
Duration: Instantaneous
spell. At the end of it, if the divine find the target’s intentions
to be righteous, they present the target with a quest that must Choose a target that you can see within range. You speak a
be completed within the next 77 days. If the target succeeds in single word filled with wrath and a heavenly golden sword
their quest, it is redeemed of all sins. falls down from the heavens to destroy it. It must succeed on

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a Dexterity saving throw or take 8d8 slashing damage and 8d8 any dimension. The spell ends if the target leaves the spell’s
radiant damage. If the target is evil, it has disadvantage on the range or if the second target does harm to the first target.
saving throw.

Judgment of the Sun


Illusionary Divine Choir 8th-level transmutation
5th-level illusion Casting Time: 1 action
Casting Time: 1 action Range: 150 feet
Range: Self Components: V, S
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute You call upon a fragment of your deity’s power to turn rays of
You clap your hands and everyone around you starts to hear sunlight into flaming spears to impale your enemies with, and
the singing of a heavenly choir to the backdrop of beating war encourage your allies to fight in the name of all that is good
drums. All evil-aligned creatures within 100 feet of you must and holy.
make a Wisdom saving throw. A creature takes 1d12 psychic You choose a point within range. Each hostile creature in
damage and 1d12 radiant damage on a failed save, or half as a 100-foot-radius sphere centered on the chosen point must
much damage on a successful one. Creatures with truesight make a Constitution saving throw. A hostile creature takes 6d6
can understand that the effect is an illusion and thus have fire damage and 6d6 radiant damage on a failed save, or half as
advantage on the saving throw. much damage on a successful one.
On each of your turns until the spell ends, you can use your Your allies, on the other hand, are encouraged by the
action to make the heavenly choir continue to sing in this sunlight that hits them in the shape of blazing spears, owing
way, forcing the evil-aligned creatures to make another saving to the power of faith. Their weapon attacks deal extra 1d6 fire
throw and take damage accordingly. and 1d6 radiant damage on a hit for 1 minute.

Inure Kingdom Come


Abjuration cantrip 9th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 1 mile
Components: S Components: V, S, M (a star taken from a star incarnate (p.
Duration: Concentration, up to 10 minutes 281), which the spell consumes)
Your body is slightly strengthened against minor Duration: Instantaneous
inconveniences. For the duration of the spell, you are Choose a point within range. You conjure a charming but
unharmed by the hazards of controlled performances; such as equally mind-blowing piece of the heavens up in the sky,
walking on a pile of broken glass, sleeping on a bed of needles, before it all comes tumbling down. The conjuration can have
holding an ember, or swallowing a burning torch. The GM the appearance of a mountain, a temple, or a part of a celestial
decides whether something qualifies as a minor inconvenience city. Every evil-aligned creature within 1 mile of the point
or not. is struck by the pieces of the kingdom of the divine. Piles of
rubble, shards of ice, thunder and lightning, unidentifiable
liquids, and bodies of various things come crashing down.
Invisible to Mind’s Eye An evil-aligned creature in the area must make a Dexterity
saving throw. It takes 2d12 acid damage, 2d12 bludgeoning
6th-level enchantment
damage, 2d12 cold damage, 2d12 fire damage, 2d12 force
Casting Time: 1 action damage, 2d12 lightning damage, 2d12 necrotic damage, 2d12
Range: 150 feet piercing damage, 2d12 poison damage, 2d12 psychic damage,
Components: S, M (a handful of colorful paint dust) 2d12 radiant damage, 2d12 slashing damage, and 2d12
thunder damage on a failed save, or half as much damage on a
Duration: Concentration, up to 10 minutes
successful one. When the spell ends, every piece that collapsed
Choose two targets within range; the first being a creature and shattered re-merges in the sky, taking its initial shape
and the second either a creature or an object. The first target once more before it disappears to become a part of your deity’s
must make a Wisdom saving throw. On a failed save, it loses domain.
its ability to perceive the second target by any means for the
GMs must be aware that finding the material component
duration of the spell, and does not realize that it is affected by
of this spell constitutes a unique questline on its own. There
a spell. On a successful save, the target is not affected by the
are several ways in which a star can be taken from a star
spell and it becomes aware that a mind-altering spell is cast on
incarnate; it can be from one that is living, or one that is dead.
it.
Since locating a living star incarnate and coaxing it into giving
The second target or object can’t be larger than 10 feet in
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you a star is incredibly challenging, and since a star taken over its body. The target must succeed on a Constitution
from a star incarnate would be a very rare and highly valuable saving throw or gain vulnerability to radiant damage for the
relic, both methods should prove sufficiently challenging. duration of the spell. If the target has immunity to radiant
damage, it is not affected by the spell.

Lawmaker
8th-level enchantment
Locate Soul
Casting Time: 1 hour 4th-level necromancy
Range: 10 feet Casting Time: 1 action
Components: V, S, M (up to eight stone tablets with your code Range: Self
of conduct carved upon them) Components: V, S, M (a piece of an item belonging to the
Duration: 1 day target)
For an hour, you loudly declare the laws you dictate upon the Duration: Concentration, up to 1 hour
land and place the stone tablets in an unoccupied space within Describe or name a loved one who has died. You sense the
the spell’s range. When the spell takes effect, the stone tablets exact location of the creature’s soul or its deceased body if you
start to hover and orbit around the center of the space in are on the same plane of existence. Also, if the soul is moving,
which they were placed. The stone tablets can’t be moved and you know the direction of its movement.
can’t be harmed or damaged for the duration of the spell. If your loved one’s soul or its body is not on the same plane
Immediately after the casting is complete, all creatures of existence as you, you sense the plane it is on.
within a 1-mile-radius sphere centered on the tablets become The spell fails if the creature is not dead.
aware of the laws that they must obey. If a creature disobeys
one of your laws, you can sense its mind and are aware of its
exact location while the creature is within the sphere for the Look of Righteousness
duration of the spell.
Illusion cantrip
Casting this spell on the same spot every day for a year
makes these effects permanent. Casting Time: 1 action
The laws must be in keeping with your alignment, your Range: Touch
personal code of conduct, or the dogmas of your deity. Components: V, M (a reflective surface)
Duration: Instantaneous
Light at the End of the Tunnel You touch a creature while it is looking at a reflective surface.
Until the end of its next turn, the creature sees its more holy,
2nd-level evocation good, and righteous reflection on the surface (for example, a
Casting Time: 1 action corpse knight clad in an armor of rotten flesh and bones can
Range: Self (30-foot radius) see itself as a holy knight).
Components: V
Duration: Concentration, up to 10 minutes Mark of Righteous Return
You sing a joyful song to remind your allies that hope still lives
8th-level necromancy (ritual)
on in their hearts. Each friendly creature within 30 feet of you
that can hear you cheers up and regains 1 hit point at the end Casting Time: 1 hour
of each turn they spend listening to you. If a friendly creature Range: Self
takes necrotic damage, this trait doesn’t function at the end of Components: V, S, M (a vial of your own blood)
the creature’s next turn.
Duration: Instantaneous
Also, if a creature benefits from this spell for 10 consecutive
You pray in a temple that is dear to you and spill at least 5
minutes, it regains hit points equal to 1d12 + your spellcasting
hit points worth of blood on an altar, receiving the mark of
ability modifier.
righteous return. The blood must be yours, and after you
spill your own blood in this way, your hit point maximum is
reduced by 5. This reduction cannot be restored by any means.
Light Sensitivity As a result, if you die with the mark on you, your body
5th-level evocation disappears in the place of your death. 1 hour later, it reappears
Casting Time: 1 action on the altar. If the altar is occupied, you reappear in the
Range: 60 feet nearest unoccupied space next to it.
Components: V, S When you reappear, you are restored to life with all your hit
points, and you no longer bear the mark. The reduction in hit
Duration: Concentration, up to 1 minute
point maximum caused by this spell is not restored when you
You point at a creature and a wave of radiant energy washes are resurrected. It is permanent.

176
This spell closes all wounds, neutralizes any poison, cures The creature is bombarded by the magical energies of
all diseases, and lifts any curse affecting you in the moment of unmaking and it must make one Strength, one Dexterity, one
your death. The spell also replaces damaged or missing organs Constitution, one Intelligence, one Wisdom, and one Charisma
and limbs, and can even provide a new body if the original no saving throw in a row. For each failed save, the creature takes
longer exists. 8d10 force damage. If the creature is slain by this spell, it feels
When you cast this spell, you are unable to cast the mark of no pain in its final moments and it can’t be brought back by
righteous return again for 1 year or until you are restored to life any means, except by the direct intervention of a deity.
by this spell.

Merciful Touch
Martyr’s Spear 6th-level illusion
5th-level necromancy Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 120 feet Components: V, S, M (a bowl of milk, which is consumed by
Components: V, S, M (a vial of blood from a martyr) the spell)
Duration: Instantaneous Duration: Instantaneous
You channel your life force into a destructive magical attack. You touch a creature and show it a vision of one of the
You lose a number of hit points (of your choice) with which happiest or most peaceful moments of its life. It no longer
you make a ranged spell attack against the target, thus suffers pain and one of the following effects of your choice
infusing the attack with strength from your own vitality. takes place:
On a hit, the target takes necrotic damage equal to 4d6 + the • It regains 10 hit points.
number of hit points you used for this spell. The number of hit • A condition of your choice affecting the target ends.
points you use for this spell cannot exceed your current hit
• If the target is at the brink of death and there is nothing
points.
to prevent it, it dies peacefully. Even though it is a sinner,
If you fall unconscious as a result of using your hit points it can choose to go to the planes of good in the afterlife,
in this way, you automatically succeed on the attack before if the forces of good also approve. However, if it already
falling unconscious. sold its soul, in other words if the soul already belongs to a
force, this effect does not take place.

Mass Purification
5th-level transmutation Might of Nature
Casting Time: 1 action 4th-level transmutation
Range: Touch Casting Time: 1 action
Components: V, S, M (a pouch of powdered silver worth at Range: 60 feet
least 1,000 gp, which the spell consumes) Components: V, S, M (a piece belonging the chosen creature)
Duration: Concentration, up to 8 hours Duration: Concentration, up to 1 hour
You infuse the world around you with radiant magic, which You call upon the deities of nature and ask for their blessing.
purifies and sanctifies every single drop of water within a
Target a creature you can see within range and choose an
100-foot-sphere centered on you for the duration of the spell.
unaligned or good-aligned beast, elemental, fey, monstrosity,
If a body of water enters the sphere within the duration, it is
or plant. The target’s body transforms partially, bearing the
also affected by the spell. The spell ends if you move out of the
chosen creature’s features (flaming hair, oaken skin, etc.) The
sphere.
target gains the following benefits for the duration:
When a fiend or undead touches the purified water for the
• One of its ability scores of its choice changes to the score
first time or starts its turn touching it, it takes 3d8 radiant
of the chosen creature. The target’s ability score cannot
damage.
exceed 23 even if the chosen creature’s ability score does.
• It gains a +2 bonus to AC.
Merciful Gesture • It gains temporary hit points equal to twice your
spellcasting modifier.
9th-level evocation
The chosen creature’s challenge rating must be equal to or
Casting Time: 1 action less than the target’s level (or its challenge rating if the target
Range: 90 feet has no levels).
Components: S
Duration: Instantaneous
You make a gesture, pointing at a creature within range.

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Might of the Divine Ruler Night’s Veil
5th-level transmutation 1st-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V Components: V, M (a black rag, and a pinch of glitter)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Your body becomes silver and your size increases by one size You create the illusion of a dark, night-sky-like veil that
category. For instance, if your size is Medium, you become remains for the duration. You can make the veil up to 30 feet
Large. You have resistance to necrotic; bludgeoning, piercing long, 20 feet high, and 1 foot wide. The veil is opaque on one
and slashing damage from nonmagical attacks, advantage on side and transparent on the other. You choose which is which
saving throws against necromancy spells and being charmed when you cast the spell. Every creature that sees the opaque
and frightened. Additionally, your melee weapon attacks deal side of the veil must succeed on a Wisdom saving throw or
an extra 2d6 radiant damage on a hit. take 1d8 psychic damage. If a creature takes 8 psychic damage
from this spell in one instance, it must succeed on another
Wisdom saving throw or be stunned until the end of its next
Mindful Insight turn.
Enchantment cantrip Creatures with truesight are unaffected by this spell.
Casting Time: 1 action
Range: 30 feet Personal Heaven
Components: V, S
4th-level illusion (ritual)
Duration: Instantaneous
Casting Time: 1 hour
You reveal the strengths and weaknesses of a creature against
Range: Touch
mind-altering effects. Target a creature within range. The
target must succeed on a Charisma saving throw, or you find Components: V, S
out if the creature is immune to being charmed or frightened. Duration: 1 day
You touch a point and transform a 100-foot radius centered
on that point into a safe haven for yourself and your allies.
Mnemonic Residue The terrain looks and feels like another type of terrain; for
2nd-level divination (ritual) example, you can transform a scorched area into an area full
of springs, glades, and grass.
Casting Time: 1 minute
The time required to finish a short and long rest is halved
Range: Touch
within the area. Also, you and your allies have advantage on
Components: V, S saving throws against spells and other magical effects that
Duration: Instantaneous read their minds, locate their places, or do other divination
You touch an inanimate object and pray for the divine to magic.
reveal remnants of its memories of up to a week ago. When
you cast this spell on an object, it reveals an answer to up to
three of the following questions of your choice: “Who touched Piercing Rain
the object in the past week?”, “Who last touched the object?”, 2nd-level evocation
“Is it magical?”, “Has it been moved recently?”, “What is its
Casting Time: 1 action
command word?”, and “Where is its key?”. All of the answers
provided must be true and direct, as they are given by the Range: Self
divine. If the answer to a question is unknown or hidden by Components: V, S
magical means, the question is left unanswered. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot A rain cloud comes to form in your hand out of which
of 5th level or higher, you can reach memories of up to a raindrops rapidly spurt along a 5-foot wide, 30-foot long
month ago; a spell slot of 7th level or higher, you can reach line in a direction of your choice. Each creature within the
memories of up to a year ago; and a spell slot of 9th level or line must make a Dexterity saving throw. On a failed save, a
higher, you can reach memories of up to 10 years ago. creature takes 2d8 piercing damage and it becomes wet. It is
thus vulnerable to cold damage until the start of your next
turn. On a successful save, the damage is halved and the target
isn’t vulnerable to cold damage.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.
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If you deal lightning damage to a creature with a spell, the
Pillar of Thousand Blessings •
creature has disadvantage on its Dexterity saving throws
8th-level abjuration until the start of your next turn.
Casting Time: 10 minutes • If you deal thunder damage to a creature with a spell, the
Range: 5 feet creature takes 1 extra damage from all successful attacks
against it until the start of your next turn.
Components: V, S, M (precious gems, metals, and coins worth
at least 5,000 gp which the spell consumes) • Your speed increases by 10 feet.
Duration: 10 minutes • You gain the ability to breathe underwater.
You conjure a 10-foot tall cylindrical marble pillar of a 5-foot • You gain a swimming speed of 30 feet.
radius within range that has decorative carvings, small water • You gain a flying speed of 30 feet.
fountains, ornamental plants, oil lamps, and celestial writings • You gain the benefits of the spider climb spell.
on it. The pillar remains for the spell’s duration and then turns
• You gain resistance to one damage type of your choice;
to dust, leaving no traces of its existence behind.
except bludgeoning, piercing, and slashing.
The pillar offers special benefits to creatures who use their
• You gain resistance to bludgeoning, piercing, and slashing
action to offer a copper coin worth at least 1 copper piece.
damage from nonmagical attacks.
Once a copper piece has been offered to the pillar in this
way, it cannot be retrieved by any means. Each creature that • You gain the benefits of the death ward spell.
donated at least 1 copper piece must choose up to six benefits • You need to succeed on two death saving throws instead
from the following list with which they are affected for 1 hour. of three to become stable.
A creature cannot choose the same benefit twice. • Your jump distance is tripled.
If a target is affected by the dispel magic spell or any other • Melee weapon attacks against you are made with
similar effect, each effect gained from this spell must be disadvantage.
dispelled separately, as if they are 8th-level spells. • Ranged weapon attacks against you are made with
• You have advantage on Strength, Dexterity, and disadvantage.
Constitution saving throws. • Melee spell attacks against you are made with
• You have advantage on Intelligence, Wisdom, and disadvantage.
Charisma saving throws. • Ranged spell attacks against you are made with
• You have advantage on attack rolls. disadvantage.
• Your weapon attacks deal an extra 1d4 damage. • Your weapon attacks score a critical hit on a roll of 19 or
• Your weapon attacks are magical. 20.
• Your weapon attacks deal an additional 2 damage of one • When you are subjected to damage, roll 1d6 and reduce
of the following damage types of your choice: acid, cold, the damage by the result.
fire, lightning, radiant, or thunder. You must choose the • You can touch a creature as a bonus action and have it
damage type when you choose the benefit. regain 1d8 + 1 hit points.
• Your carrying capacity is doubled. • Each time you heal a creature, each friendly creature
• Choose one ability. You have advantage on ability checks within 30 feet of you regains 1d4 + 1 hit points, except for
related to that ability. the one you healed.
• You gain 4 temporary hit points at the start of each of • Each creature affected by your healing spells regains 1d4
your turns. You can only benefit from this while you have extra hit points.
more than 0 hit points. • You have darkvision out to a range of 60 feet.
• Your spell save DC increases by 1. • You become invisible. Anything you are wearing or
• If you cast a spell with a range of 10 feet or more, the carrying is invisible as long as it is on your person. If you
range of the spell is doubled. attack or cast a spell, you become visible until the start of
• Your spell attacks deal 2d4 extra damage. your next turn.
• Your spells that deal damage in an area deal 1d4 extra • You gain the benefits of the tongues spell.
damage. • You have advantage on your initiative rolls.
• You can change the damage type of a spell you cast from
fire to cold or vice versa, and from radiant to necrotic or
vice versa. Radiant Storm
• If you deal acid damage to a creature with a spell, the 4th-level conjuration
creature takes a -1 penalty to AC until the start of your Casting Time: 1 action
next turn. This effect does not stack.
Range: 150 feet
• If you deal poison damage to a creature with a spell, the
Components: V, S, M (a source of light)
creature has disadvantage on Constitution and Strength
saving throws until the start of your next turn. Duration: Instantaneous

179
You conjure a storm of light in a 30-foot-radius sphere At Higher Levels. When you cast this spell using a spell slot
centered on a point within range. Each creature within the of 2nd level or higher, the duration of the spell increases by 1
sphere must make a Dexterity saving throw. A creature takes hour for each slot level above 1st.
5d8 radiant damage on a failed save, or half as much on a
successful one.
The light dispels the effects of desecration within the area Rain of Holy Fire
until the end of your next turn. 8th-level illusion
At Higher Levels. When you cast this spell using a spell slot Casting Time: 1 action
of 5th level or higher, the damage increases by 1d8 for each
Range: 90 feet
slot level above 4th.
Components: V, S, M (a mirror that you break while casting
the spell)
Radiant Wayfinder Duration: Instantaneous
1st-level conjuration You choose a target within range and show it an illusion in
which the skies part, the ground trembles, and holy fire rains
Casting Time: 1 minute
down to engulf and scorch the target until it is completely
Range: Self annihilated.
Components: V, S, M (a handful of pebbles and a candle) The illusion is so realistic that the target must succeed on
Duration: 1 hour a Wisdom saving throw or take 15d10 radiant damage. If an
You scatter the pebbles on the ground, pray to your deity for evil creature drops to 0 hit points as a result of this damage,
1 minute in the candlelight, whispering the location you want they are consumed by the holy fire, which becomes real and
to get to. At the end of the minute, the pebbles shine, multiply leaves nothing but ashes behind. Such a creature can only be
and form a path between your current location and your resurrected by means of a wish spell.
desired location. The pebble path forms at your feet, right in
front of you with each step you take. The location you choose
must be familiar to you, and you must have been there at least Redeemer of Souls
once. 9th-level enchantment
Additionally, the pebble path is difficult terrain for any Casting Time: 1 action
creature that is hostile toward you or your allies.
180
Range: Touch slot of 5th level or higher, the level of the spells that can be
Components: V, S, M (a fragment of your life energy) reflected increases by 1 for each slot level above 4th.
Duration: Instantaneous
You touch an evil-aligned creature, stare into its eyes, and look Relentless Fortitude
deep into its very soul. You sacrifice a part of your vitality to
send the evil-aligned creature to another plane of existence 7th-level abjuration
and have a vision in which it can see all the potential of a life Casting Time: 1 action
lived by the virtues of the good. This spell strains the confines Range: 60 feet
of your soul so much that you take 10d10 necrotic damage,
Components: V, S, M (a piece of sapphire worth at least 100
which can’t be reduced or prevented by any means.
gp, which the spell consumes)
The creature must succeed on a Wisdom saving throw, or be
Duration: Concentration, up to 10 minutes
banished to a harmless demiplane that looks like it’s straight
out of heaven. The creature sees itself helping the poor, saving You hold a piece of sapphire in your hand, chant a prayer, and
the innocent, praying in a temple, and fighting the good fight choose a creature within range. The target is instantly filled
around every corner; and witnesses the serenity, peace, and with valor and fortitude, and the feeling that nothing can
happiness it might have experienced if it had chosen this stand in its way if it sets its mind to something.
different path. The target can be deeply affected by, and The target cannot be affected by any condition for the
may even choose to be redeemed (p. 119) as a result of these duration unless it wants to be. If the creature is already
visions. affected by a condition, the condition ends. If the creature
The vision lasts a year in the demiplane and an hour in the drops to 0 hit points, it does not fall unconscious; however, it
material plane. After an hour, if the creature has decided to still makes death saving throws as it normally would.
walk the path of atonement, it reappears in the space it left
or in the nearest unoccupied space if that space is occupied. If
the target does not wish to be atoned, it returns somewhere in Scourging Smite
its native plane of existence and it cannot use the benefits of 4th-level evocation
planar travel for 10d100 years by any means.
Casting Time: 1 bonus action
Range: Self
Redemption Through Pain Components: V
9th-level necromancy Duration: Concentration, up to 1 minute
Casting Time: 1 action The weapon you are wielding gathers great magical power
which is to be released as you strike. The next time you hit
Range: 90 feet
a creature with a weapon attack before this spell ends, the
Components: V, S target and other creatures in a 30-foot-long and 5-foot-wide
Duration: 1 round line behind the target take 2d6 force damage. The creatures
You target a creature within the spell’s range who must except the target can make a Dexterity saving throw to negate
succeed on a Constitution saving throw or be marked until the effect.
the start of your next turn. When the mark fades, the target’s
body remembers all the pain it suffered in the last round and
takes necrotic damage equal to the total damage it took while Shape of the Wind
marked. This damage can’t be reduced by any means. Transmutation cantrip
Casting Time: 1 action
Reflecting Ward Range: 60 feet
Components: V
4th-level abjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You choose a point within range and a warm wind blows
Range: 30 feet
within a 15-foot-radius sphere centered on it. Wind, in the
Components: V, S shape of Tiny animals (of your choice), runs freely within the
Duration: 10 minutes area. You create one of the following magical effects within
You choose a willing creature within range and place a magical range:
ward on it. The warded creature is protected against spells. If • A creature of your choice within the sphere must succeed
the warded creature is targeted by a spell of 3rd level or lower, on a Wisdom saving throw or be charmed by you for the
the spell reflects back at the caster, as if the caster were the duration or until it leaves the area.
target of the spell. This spell ends when a spell is reflected in • Ranged weapon attacks passing through the area are made
this way. with disadvantage for the duration.
At Higher Levels. When you cast this spell using a spell • Nonmagical flames go out.

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• You can warm the area up or cool it down. However, you and infuse it with magical light that is ready to scorch its
cannot cool it down to freezing temperatures, or warm it target. For the duration of the spell, the weapon’s range is
up to scorching temperatures. doubled and the first successful attack made with it deals an
extra 4d8 radiant damage.
At Higher Levels. When you cast this spell using a spell slot
Shielded by the Graves of 5th level or higher, you score a critical hit with the first
Necromancy cantrip successful attack in addition to dealing the extra radiant
damage.
Casting Time: 10 minutes
Range: Self
Components: V, M (an offering) Sleep of the Sinful
Duration: Instantaneous 3rd-level divination
You visit the grave of a person who is a saint, and cast a ritual Casting Time: 1 hour
in which you pray for their soul and leave an offering at their
Range: Self
grave (a sword, a flower, a wooden holy symbol, etc.).
Components: V, S, M (a lock of hag hair)
You will either be blessed by the saint’s soul or by a spirit
watching over the saint’s grave. You gain a +3 bonus to AC Duration: Instantaneous
until you are hit by an attack owing to the spirit watching over You enter a meditative state while casting the spell and have
you. strange dreams about the sins that are going to be committed
within the next 8 hours in a 1-mile radius. The GM determines
whether you see prophetic signs or have direct visions.
Silver Grapple
Evocation cantrip
Solar Apocalypse
Casting Time: 1 bonus action
9th-level illusion
Range: 10 feet
Casting Time: 1 action
Components: S
Range: 200 feet
Duration: Instantaneous
Components: V, S, M (a firefly and amber worth at least 5,000
You conjure a glowing silver hand that rushes to the side of
gp, which the spell consumes)
a creature of your choice. The creature must succeed on a
Strength saving throw or the hand pulls the creature 5 feet Duration: Instantaneous
towards you. If the space is occupied, the spell fails. You close your eyes and cast the spell as you imagine the sun
devouring heretics. Choose up to five creatures within range.
Each target must make a Wisdom saving throw. A target has a
Sinner’s Mark vision of the sun falling out of the sky, and crashing on it with
great force, taking 5d12 fire damage and 5d12 psychic damage
5th-level divination
on a failed save, or half as much damage on a successful one.
Casting Time: 1 action Even if a target understands that this is an illusion, it is still
Range: Touch affected by the spell.
Components: V, S
Duration: Instantaneous
You hold the hand of a creature and learn whether or not it
Sphere of Protection
has sinned in the last week by reading the marks on its hand. 3rd-level abjuration
The creature must also succeed on a Wisdom saving throw Casting Time: 1 action
or you see a cryptic vision about the sins it committed. If the Range: Self
creature has no hands, you can look at its eyes, face, or any
Components: V, M (a pinch of emerald dust worth at least 20
other body part that the GM approves of.
gp, which the spell consumes)
Duration: Instantaneous
Slaying Light You throw a pinch of emerald dust in the air and create
a sphere of energy in the faded green that surrounds you
3rd-level transmutation
and that moves with you. The sphere has AC 10, 20 hit
Casting Time: 1 minute points, immunity to force and psychic damage. While in the
Range: Touch protection of the sphere, any attack that targets you targets
Components: V the sphere instead. The area of damage-dealing spells or
magical effects, such as that of the fireball spell, can’t reach
Duration: 1 hour
the inside the sphere if the damage dealt by the spell does not
You touch a ranged weapon with the ammunition property exceed the sphere’s hit points.
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Any excess damage is carried over to you. The disintegrate Duration: Instantaneous
spell destroys the sphere immediately. You touch a willing creature, binding yourself to it. The bond
The sphere protects you until it is destroyed or until you allows you to teleport to an unoccupied space within 5 feet
dismiss it. of the creature or vice versa, as a result of a 1-minute ritual.
At Higher Levels. When you cast this spell using a spell slot Once you use this bond to teleport, the spell ends. The spell
of 4th level or higher, the sphere gains a +2 bonus to AC and also ends if you or the creature form(s) the same bond with
its hit points increase by 10 for each slot level above 3rd, to a someone else.
maximum of 20 AC and 70 hit points. If there are no available unoccupied spaces within 5 feet
of the creature (or you, if it is the creature that wants to
teleport), the spell fails. The spell also fails if you are not on
Sphere of Vitality the same plane of existence as the creature when you try to
teleport.
5th-level abjuration
Casting Time: 1 action
Range: Self (15-foot radius) Temple’s Denial
Components: V, S 7th-level illusion
Duration: Concentration, up to 10 minutes Casting Time: 1 reaction, which you take when you are
A 15-foot-radius sphere of radiant energy extends out from targeted by a single target spell
you and moves with you, remaining centered on you. For the Range: Self
duration, each creature within the sphere regains 1 hit point
Components: S
at the start of each of their turns. If their current hit points
are equal to their hit point maximum, they start to gain 1 Duration: Instantaneous
temporary hit point at the start of each of their turns, to a You create the illusion of a temple around you in an area that
maximum of 20 temporary hit points (although temporary hit is 60 feet long, 40 feet wide, and 12 feet high. When you are
points do not normally stack, those you gain through this spell targeted by a spell, an illusory reflection of the spell bounces
do). A creature loses its temporary hit points when the spell off the temple gates, and is reflected back to its caster. You are
ends. A creature who already has temporary hit points due to affected normally by the spell, and the caster of the spell is
another effect cannot gain more temporary hit points than 20. also affected by its own spell.
The sphere of vitality also provides protection to creatures
within the sphere, guarding their life essence against magic.
Thus, creatures within the sphere also have advantage on Trick Question
saving throws against necromancy spells. 1st-level enchantment
Casting Time: 1 action
Split Spirit Range: 30 feet
Components: V
3rd-level necromancy (ritual)
Duration: Instantaneous
Casting Time: 10 minutes
You target a creature within range and ask them a question
Range: Self
that makes absolutely no sense. The creature must succeed on
Components: V, S, M (a big unblemished mirror worth at least an Intelligence or Wisdom saving throw (whichever score is
150 gp) higher) or become confused. It has disadvantage on the attack
Duration: Until dispelled rolls and saving throws it makes to maintain concentration,
You split your spirit in half; one to confront the earthly as it cannot focus on its actions while thinking about that
challenges of the body and the other to focus and reason. For uncanny question. The creature can repeat its saving throw at
the duration of the spell, your concentration (such as when the start of each of its turns, ending the effects on a success.
concentrating on a spell) can’t end unless you wish for it to
end. However, the strain that this spell puts on your body
causes you to regain half the hit points you would normally Twin of Light
regain when you are healed. 6th-level conjuration
You can dismiss this spell as an action. Casting Time: 1 action
Range: Self
Teleport to Companion Components: V, S, M (a mirror)
Duration: Concentration, up to 1 minute
6th-level conjuration
You look in a mirror and create a twin of yourself, completely
Casting Time: 1 action
made out of light. The twin is under your control and its
Range: Touch initiative is equal to yours minus 10. It has the following
Components: V, S properties:
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• It has 40 hit points, and AC 15 (Natural Armor). Casting Time: 1 bonus action
• It has resistance to bludgeoning, slashing, and piercing Range: Self
damage from nonmagical attacks, and immunity to Components: V, S
radiant damage. It is also immune to being blinded,
Duration: Concentration, up to 1 minute
deafened, grappled, petrified, prone, restrained, and
stunned. You conjure the weapon of a hero whose story is now legend.
This magic weapon remains until the spell ends. It is a martial
• Its proficiency bonus is +4.
weapon with the finesse property, and with which you are
• It can make two melee weapon attacks or two ranged proficient. It deals 2d8 radiant damage on a hit regardless of
weapon attacks on its turn. It uses magical weapons its shape. In addition, you have advantage on attack rolls made
conjured from light. You can choose the shape of the with this weapon while in sunlight.
weapon. Regardless of the weapons’ shape, successful
If you use the weapon to hit an enemy that is also the enemy
attacks deal 1d8 + 5 radiant damage. Also, its to-hit
of the hero whose weapon you conjured with this spell, the
modifier is +9 with these weapons.
damage increases to 4d8. This enemy can be a specific person,
• It has no Strength score, so it cannot execute tasks a group of individuals, a cult, organization, or something else
performed with the Strength score and automatically fails of which the GM approves, and a successful DC 17 Intelligence
Strength saving throws. (History) check reveals this specific enemy.
• It has a flying (hover) speed of 40 feet. If you let go of the weapon, it disappears, but you can
conjure it again as another bonus action.

Vital Warning
1st-level abjuration
Weaponification
Casting Time: 1 bonus action 7th-level transmutation
Range: 30 feet Casting Time: 1 action
Components: V Range: Touch
Duration: Instantaneous Components: V, S, M (broken pieces of a former magic
weapon)
Choose a creature within range and utter one word that alerts
it to any danger that might occur. The creature can use two Duration: Until dispelled
reactions until the start of its next turn. You touch a willing creature and transform it into a sentient
At Higher Levels. When you cast this spell using a spell slot weapon of your choice. The weapon can look however you
of 5th level or higher, the duration for the spell increases to 1 want, as long as the GM approves. The target’s gear melds
minute. into the new form. The creature can’t activate, use, wield, or
otherwise benefit from any of its equipment. You or the target
creature can dismiss the spell as a bonus action. If the creature
Weapon of Holy Divines transforms back to its original form while being carried or
wielded by a creature, it appears in the nearest unoccupied
9th-level enchantment space.
Casting Time: 1 action While transformed into a weapon, the creature can’t move,
Range: Self speak, cast spells, benefit from spells and magical effects
Components: V, S (other than this spell), and is limited to the following actions
and benefits:
Duration: Concentration, up to 1 minute
• Attacks made with the weapon are magical and the
You whisper a holy prayer to your deity and summon a
weapon’s properties are not suppressed in areas affected
magic weapon in the shape of your deity’s favored weapon,
by the antimagic field spell.
ornamented with inscriptions of prayer. The weapon appears
in your hand and emanates a good aura in a 30-foot radius, • If the weapon is a ranged or thrown weapon, it can use its
turning the ground within the aura to consecrated ground. action to offer a number of attack and damage bonuses to
its wielder equal to its Dexterity modifier. For example, if
For the duration of the spell, you can use your action to
the weapon’s Dexterity modifier is 5, it offers a +5 bonus to
make a melee spell attack that deals 10d10 radiant damage on
attack rolls and damage rolls. These bonuses last until the
a hit.
start of its next turn.
If you let go of the weapon, it disappears.
• If the weapon is a melee weapon, it can use its action
If an evil creature is killed with this weapon, it turns to ash
to offer a number of attack and damage bonuses to its
along with the items it is carrying, wearing, and wielding.
wielder equal to its Strength modifier. For example, if the
weapon’s Strength modifier is 5, it offers a +5 bonus to
attack rolls and damage rolls. These bonuses last until the
Weapon of the Hero start of its next turn.
2nd-level conjuration • The wielder can communicate with the weapon

184
telepathically. its action to end one of the following conditions affecting
• When a creature holds the weapon or makes an attack the wielder: blinded, charmed, deafened, frightened,
with it, the weapon can use its reaction to free itself from paralyzed, petrified, or poisoned.
the wielder’s grasp and falls on the ground. • The weapon can use its action to imbue itself with
• The weapon can teleport back to the hands of its last destructive magic. Until the start of its next turn, attacks
wielder as a bonus action if the creature has a free hand made with it deal an additional force damage equal to 1d4
to hold it, and as long as they are in the same plane of + the weapon’s Intelligence modifier.
existence. You can have only one weapon created in this way at a
• When the weapon’s wielder takes the Attack action, it can time. If you cast the spell again to create a second weapon, the
make one additional attack with the weapon if the weapon magic on the first one is dispelled, and the creature returns to
uses its reaction to speed itself up. its original form in the nearest unoccupied space.
• The wielder can’t be possessed, and the weapon can use

Angelic Rituals
N
ot all spells are as simple as creating a ball of light in the distance. There are certain spells of angelic ancestry that
require days of work, and such spells await in the pages to come.

Faith. The voices scream the name of your deity (if there is
The Black Ritual any). As you wait in the main hall of the stone building, eyes
shut, you start to feel warm, happy, and at peace. While this
Casting Time: 1 day feeling of tranquility envelops you, the screams of the voices
Components: Prayer beads blessed by a cleric, and the dead turn into a choir. As they sing the most heavenly song you’ve
body of an evil-aligned creature of CR 10 or lower, which is ever heard, your body starts to float. Suddenly, everything
consumed during the ritual stops and you find yourself at the gate of the Black Temple of
Requirements: This ritual can only be conducted by the Duvark. Your deity’s holy symbol (or the Black Holy Symbol if
Immortals of Duvark (p. 152) at the Black Temple of Duvark. there is not any) is gone but the symbol is tattooed somewhere
You must also have a Black Holy Symbol somewhere on you (p. (of your choice) on your body with golden ink.
204). As an action, you can use the Channel Divinity: Turn
Duration: 1 day Darkness feature (p. 46). Once you use this feature, you can’t
use it again until you finish a long rest.
The Black Ritual is an infamous ritual that can only be
conducted by the Immortals of Duvark. The main subject of Immortality. The voices start to hiss and you feel cold hands
the ritual is an inquisitor that has a Black Holy Symbol. The reach out to you. Spirits of the temple fly through your body,
chosen inquisitor must kneel in the main hall of the Black each leaving a mark on your soul, overwhelming you and
Temple of Duvark, right at the center, while there is nobody bringing chills to your spine. Everything stops for a moment,
but them in the temple, at night. The inquisitor then places and you can suddenly see mountains, lakes, cities, and caverns,
the corpse of the evil-aligned creature that they have slain in even though you’ve never seen them before and even though
front of them, offering the creature to the Immortals. If this your eyes are closed. Finally, you see yourself at the door of
offer is accepted, the Immortals of Duvark appear one by one the Black Temple of Duvark.
in their ghostly forms, sitting in a circle around the inquisitor, You stop aging, you can’t age magically, and you can’t die
and the ritual begins. The inquisitor must close its eyes and of old age. Your hit point maximum increases by 30. However,
keep them closed for one day. While the inquisitor takes the if and when you die, your soul returns to the Black Temple of
blessed prayer beads and begins to pray in silence, the ghostly Duvark and becomes one of the Immortals of Duvark. Spells
figures say the prayers out loud, each of them uttering one like resurrection or true resurrection don’t work, since you
word each. For a day, the inquisitor prays in silence and the willingly made the choice to become one of the Immortals.
Immortals pray along, louder and louder. Meanwhile, the Only a wish spell can “free” your soul from the Immortals.
corpse of the evil creature turns to dust bit by bit. At the Knowledge. The voices calmly repeat your answer one by
end of one day, the corpse completely disappears, the beads one. Among other voices, a familiar voice whispers “Then
crumble to ash and the praying stops abruptly. The inquisitor open your eyes.” Without knowing what to expect, you open
then hears whispers coming from an inch away, all asking the your eyes and see texts and figures form before them in colors
same question: “What do the mortals need?” The inquisitor beyond your wildest dreams, against the stone background of
must choose one word from below to answer the question. The the main hall of the temple. Your mind is bombarded with the
rest of the ritual, and the benefits you gain change according knowledge of thousands of souls from thousands of lifetimes.
to your answer: Then, all of a sudden, you are standing at the door of the Black
Temple of Duvark, holding a bluish gem.
185
The Immortals of Duvark have given you a gem that holds like a place you are fond of. They embrace you and suddenly,
the knowledge of many, that you can access at any time. As your bodies are lifted off the ground and flow towards each
long as you are carrying the gem, you have proficiency in the other. You open your eyes at the gate of the Black Temple of
skills related to Intelligence. You can use your action to focus Duvark, holding a metallic orb made out of two materials fused
on the gem and have it cast the legend lore spell, requiring no together in a scrambled pattern. The orb floats out of your
material components. Once you use this feature, you can’t do hand and begins to circle you.
so again until you finish a long rest. The Immortals of Duvark have blessed you with sacred
Order. The voices start to hum a rhythmic melody that protection. The orb has 25 hit points and AC 20. As long as you
sounds a little like a hammer hitting an anvil. As the melody are carrying this orb, you gain a +1 bonus to AC and you have
persists, you are filled with a sense of peace as you are left advantage on saving throws against spells and other magical
in awe of the concept of order. The rhythm makes you think effects. Also, when you are about to take damage, you can grab
about how there is order in even the smallest part of the the orb as a reaction and smash it in your palm. When you do
universe, and this majesty leaves you dumbfounded. The so, you reduce the incoming damage to 0. Since you smashed
humming then comes to a sudden end, and you are standing at the orb, you cannot gain its benefits until it is restored each
the door of the Black Temple of Duvark. day at dawn.
The Immortals of Duvark have given you the understanding Revenge. The voices start to sing a song filled with sorrow,
of divine laws and have entrusted you with the power to bring reminding you why you’ve ever craved revenge in the first
order. As an action, you can cast the mass suggestion spell place. As the song changes from sorrowful to wrathful, your
requiring no material components and without expending a entire being overflows with an immense hatred. You then feel
spell slot. The spell’s duration is 10 days. Once you use this something warm touch your shoulder and you open your eyes
feature, you can’t use it again for 10 days. at the gate of the Black Temple of Duvark. There is a Small
Power. The voices scream a warcry and you feel as though phoenix perched on your shoulder glowing with fiery red
there were an army charging towards you. Then, in the blink feathers. Deep down inside, you know the phoenix is your ally
of an eye, a force of incandescent power slams into your body, and that it will help you in your quest for revenge.
pushing you right outside the Black Temple of Duvark. The Immortals of Duvark have given you a companion to
The Immortals of Duvark have fused your soul with one of help you on your journey. The phoenix takes flight right
their own. Since none of the Immortals are able to leave the before combat breaks out. When you deal damage to a
temple, the one inside you is not used to sunlight. While you creature, you can use a reaction to call upon the phoenix
are a vessel, you have sunlight sensitivity; while in sunlight, to assist you. The phoenix deals 1d4 fire damage. As it is
you have disadvantage on attack rolls, as well as on Wisdom protected by the Immortals of Duvark, it cannot be damaged
(Perception) checks that rely on sight. In addition, once per by any means and it doesn’t die. Additionally, if you believe
turn when you deal damage to a single target, a spectral hand, a battle to be of relation to your revenge, you can use your
which can be only seen with truesight, reaches out from you action to summon the phoenix within yourself. When you do
and deals additional necrotic damage equal to half the damage so, it flies towards you and dashes into your body, merging
you dealt to the same target. with you. You gain the following benefits for 1 minute:
Prosperity. The voices slowly turn into the sounds of a • You have a flying speed equal to your walking speed.
happy town. You feel like you are sitting in the middle of • Fiery feathers cover your body. You have resistance to fire
a market place and you can hear the people converse, the damage. When a creature grapples you or starts its turn
children play, a soft breeze stir the trees, and laughter echo grappling you, it takes 1d4 fire damage.
from a nearby tavern. Then, the sounds come to an abrupt • The first time you take damage that would drop to 0 hit
end, and you find yourself at the gate of the Black Temple of points, you drop to 1 hit point instead.
Duvark, holding a rod.
The closer you get to your final act of revenge the brighter
The Immortals of Duvark have provided you with the Rod the fire of the phoenix burns, indicating that your target
of Security. The magic of the Immortals has given the rod is getting closer, whether it is a creature or not. Once you
an additional feature. If you spear the ground with the rod, complete your journey of vengeance, the phoenix stays
and leave it there for one day, the rod is stuck. It can only with you as a companion but is no longer protected by the
be removed by a wish spell. As long as the rod is stuck in the Immortals of Duvark. It uses the hawk’s statistics but it deals
ground in this way, it changes its surroundings inch by inch 1d4 slashing damage plus 1d4 fire damage instead of its normal
according to your vision of paradise. It cannot create or build talon damage. Additionally, the phoenix sheds bright light in a
something from scratch, it can only reshape. The rod reshapes 5-foot radius and dim light for an additional 5 feet.
a 10-foot radius centered on itself at the end of the first day
War. The voices turn into the deafening sound of battle
that it is in the ground, and reshapes an additional 10 foot
drums. You feel like there are thousands of people around
radius each day at dawn. If the rod is removed, the alterations
you, watching the ritual. You hear footsteps approach you
it has made to the environment return to normal at the same
and come to a halt right in front of you. All of a sudden, the
speed they were first transformed.
deafening sounds stop and the person in front of you asks:
Protection. The voices turn into the voice of a loved one: “War weighs heavily on the hearts of warriors. Once it starts,
“You have nothing to fear. We will be there with you until the there is no turning back. Are you willing to provide it with
very end.” You unwillingly open your eyes and see your loved whatever it requires, even if it means everything you’ve got?”
one in front of you, the inside of the Black Temple that looks
186
If your answer is “no”, you find yourself at the gate of the carrying the holy symbol of a good-aligned deity understands
Black Temple of Duvark. If your answer is “yes”, the voices that the wearer of this holy symbol means well.
start to cheer and you hear the sound of weapons hitting Immortal Templars are very rare since you dedicate your
shields. The person in front of you pours a liquid on your entire life to a single cause by becoming one. As an Immortal
head. From the smell of it, you can tell that it’s blood. As your Templar, you must eradicate every evil creature and item you
muscles contract and your body shakes, the voices scream in come across on the spot, no matter the circumstance. If you
unison, saying: “Rise, Immortal Templar!” You open your eyes fail to do so, or harm the innocent with the power you have
in the middle of the temple, alone, in the same spot where you been given, the Immortals of Duvark take back their blessing.
began the ritual, with a blood-red armor on you and the will to As the blood-red armor leaves your body, it consumes your life
kill in your heart. essence. You are cursed by the Immortals of Duvark and your
The Immortals of Duvark have chosen you as their Immortal creature type becomes undead. Your hit point maximum is
Templar. You have sworn to wage war upon all the minions reduced by 30 and you have vulnerability to radiant damage.
of evil, and everything they stand for. The blood-red armor The Immortals of Duvark generally sees an inquisitor worthy
replaces any armor you had before. It is plate armor but it of performing the ritual only once. However, in rare cases,
doesn’t reduce your speed regardless of your Strength score inquisitors can be given a second chance.
and it doesn’t impose disadvantage on Dexterity (Stealth)
checks. You can use your action to summon or dismiss the
blood-red armor on yourself. While wearing the armor: Entrusted Blade
• You have resistance to bludgeoning, piercing, and slashing
damage. Casting Time: 15 hours 13 minutes 27 seconds
• The melee weapons you are wielding turn into magic Components: Three ingots (one of pure iron, one of pure
weapons with a +2 bonus to attack and damage rolls. silver, and one of pure gold), a jug of olive oil purified with
• You can’t be charmed, frightened, paralyzed, and you the purify food and drink spell, and 220,000 gold pieces, which is
cannot suffer exhaustion. consumed during the ritual
• Each time you deal damage with a melee weapon, you Requirements: Three spellcasters who can cast at least 7th-
regain 1 hit point. level spells, a good-aligned creature destined to fight against
As an Immortal Templar, you are given a blood-red holy evil, three blacksmiths, and seven people who received help
symbol carved out of a gem. This holy symbol has the same from the destined creature in different ways (explained
features as the Black Holy Symbol. In addition, anyone below).

187
Duration: 1 minute death.
This ritual was developed by cleric members of a temple, During the ritual, the master of the ritual bathes the warrior
aiming to help all champions fighting for the good. Its purpose with the Blood of a Saint and draws eleven celestial sigils on
is to conjure the holiest of all blades, fit for the hands of a the warrior; ascension, death, justice, glory, honor, protection,
hero; the Angelicus Gladius (p. 200). retribution, righteousness, valor, war, warrior. The sigils cover
Several preparations are required before the ritual can be the entirety of the warrior’s body and become permanent
performed. A large hole is dug and its inner layers are covered tattoos after 1 day, looking as though they were parts of the
with marble slabs, creating a pool. Then, the ritual can begin. skin.
Three spellcasters stand side by side facing the marble Then, the master of the ritual draws a celestial sigil that
pool, and start their incantations which last 15 hours. They stands for Enemy on the ground, and washes the sigil with the
must not be interrupted. The process doesn’t come to a halt Blood of a Saint. The sigil absorbs the blood completely and
while the three spellcasters are thus occupied; a number of opens a portal to the lower planes by using the magic within.
expert crafters melt the gold pieces in large cauldrons, and Then, the warrior jumps down the portal, never to return. The
three blacksmiths craft one part of a sword each; a silver portal closes behind the warrior.
grip, a golden guard, and an iron blade. The entire process is The warrior is affected by the death ward spell. When the
witnessed by seven people who are grateful to the destined effects of the spell end, the warrior gains the benefits of the
creature for one reason or other. spell again, for a total of 5 times.
The destined must have helped each of the seven in one An ability score of the warrior’s choice becomes 30, another
of these different ways: retrieving stolen goods, reuniting becomes 28, and one other becomes 26.
with a loved one, curing an affliction, protecting from a fatal The warrior gains immunity to one damage type of their
situation, providing basic needs, making sure that justice is choice, and resistance to all others except the one of their
served, and avenging a death. choice.
As the incantations near their end, crafters pour the molten The warrior emanates a 5-foot-radius aura of righteous
gold into the marble pool before the seven witnesses. At the vengeance. Any evil-aligned creature that enters the area for
end of the casting, three blacksmiths place the sword parts the first time or that ends its turn there takes 2d6 radiant
onto the molten gold, which sink to the bottom and are damage.
consumed. If everything is done flawlessly, an invisible angel
As an action, the warrior can gain the benefits of finishing a
walks down the 807 invisible steps between heaven and earth
long rest. The warrior can use this benefit only once.
in 807 seconds. At the end of its journey, the angel rises from
the pool and is made visible by the molten gold engulfing All the warrior’s attacks deal an extra 2d6 radiant damage
its body. It reaches for the jug of purified olive oil and on a hit.
drinks it before it reaches inside the pool and draws out the All of these benefits last until the warrior dies. At the
unblemished sword of legends; the Angelicus Gladius. moment of death, the gates of heaven open wide for the
The angel wields the sword for 1 minute and takes it back to warrior with a warm welcome, which cannot be prevented by
heaven if the destined creature does not claim it during that any means.
time. Only the destined creature can take the sword from the
angel’s hand.
Inner Journey
The Final Run Casting Time: 1 hour
Components: Herbs and incense that have a calming effect
Casting Time: 1 day Requirements: Anyone can partake in this ritual.
Components: 10 vials of the blood of a saint (p. 204) Duration: Instantaneous
Requirements: Knowledge of Celestial. You set herbs and incense ablaze and sit idly, motionless, your
Duration: Permanent eyes closed, not speaking a single word, not thinking a single
This ritual constitutes the preparation for and the actuality of thought. By doing so, you try to purify your mind and deport
a battle bound to end in death. It is the final run; a final battle mental and physical pain from your thoughts. During this
in which one warrior has to battle a sea of foes. It is certain one hour, you are alone with yourself. Even your thoughts,
that the ritual ends when the warrior dies, and it is also which may be the products of the interactions of you and your
certain that the warrior is going to go to heaven when they surroundings, cannot get in between your soul and the idea of
die. being yourself. This is a state of total relaxation. You gain the
benefits of one of the following effects after the ritual (of your
People may want to be a part of this ritual for several
choice).
reasons. It can be the last chance at redemption for a sinner
whose regrets are found sincere, or it can be used as a tool of • Your mind is at ease. You are no longer charmed or
vengeance by those who want to exact justice before they die. frightened, or cannot be charmed or frightened for 1 hour.
They may also choose to die in the glory of battle if they know • Your mind is ready for further challenges. You have
they had a good life and are thus probably heaven-bound after advantage against the next mind-altering spell or magical

188
effect that you are subjected to. sigils on the ground.
• You have total control over your body. You are no longer The last process is repeated under the supervision of the
incapacitated, paralyzed, restrained, or stunned, provided fourth master of the ritual, but this time, sigils are drawn
that there is nothing physical that can keep you affected inside the small triangles in the heptagram at the inner
by these conditions (such as getting caught in a net), and corners.
provided that you or someone else can ignite the herbs On the fifth day, the spellcasters chant hymns for
and incense. seven hours, led by the fifth master of the ritual. Then, all
• You have overcome pain. You gain temporary hit points spellcasters stand in the center of the seven-pointed star and
equal to twice your Constitution modifier. The temporary draw sigils on the ground for the rest of the day.
hit points last until you finish a long rest. At the start of the sixth day, the sixth master of the ritual
• Your muscles are yours to command. The next time you stands at the center of the heptagram, in the middle of a circle
hit a target, you score a critical hit instead of a normal hit. formed by the others. On this day, the spellcasters must not
Once you benefit from this ritual, you must finish a long rest speak, not even pray; neither aloud nor to themselves. All
to do so again. must be shrouded in silence; without a single word uttered. On
this day, the spellcasters try to clear their minds of any ideas
in preparation of their communion with the angels.
Legion of the Apocalypse On the seventh day, the master of the ritual casts the
thaumaturgy spell, and their voice booms up to three times
Casting Time: 7 days its regular volume. Then, the chanters call on the angels for
help. In the last moments of the seventh day, the master of
Components: 7 flasks of the blood of a saint (p. 204), a willing the ritual sacrifices itself, one of the willing spellcasters, or
sacrifice, a blessed sacrificial dagger someone who is not a participant of the ritual but who is
Requirements: There must be seven good-aligned spellcasters willing to sacrifice themselves for the greater good. In any
who can cast at least 7th level spells: Each will lead the ritual case, the sacrifice takes place at the center of the ritual,
for 1 day, making a total of 7 days. While a spellcaster leads where the seventh master pours the remaining blood on the
the ritual, the other six chant along. The spellcasters must be sacrifice’s head, and says one final prayer. Then, the master
good-aligned. closes the sacrifice’s eyes and slits its throat with a sharp,
Duration: Instantaneous blessed, sacrificial dagger. The sacrifice feels no pain during
Legion of the Apocalypse is a ritual cast in the most dire of the process.
situations. The ritual is used by good-aligned spellcasters as a The lifeless body of the sacrifice falls to the ground, and its
cry for help aimed at the divine, to summon an angelic legion soul sprouts angelic wings that emanate the brightest of lights,
(p. 226). Usually, it is the avid worshippers of the divine who rising above the ground.
have the courage to ask for help from the angels. The soul rises and rises, up to 1000 feet high in the sky.
The ritual is a slow and steady one; the spellcasters start by Then, the soul stops mid-air, and the skies part to reveal an
forming a circle and chanting a hymn in a temple or on holy azure-colored ray of light that sheds bright light in a 1-mile
ground, each holding a flask of the Blood of a Saint. At the radius and dim light for an additional mile. The gap in the sky
end of each three hours on the first day, they move clockwise, grows and grows until it is large enough for an angelic legion
stopping in the space previously occupied by the spellcaster to fit through.
next to them, pouring a little bit of blood as they move. As the If the ritual is completed without any disturbance, an
first day nears the end, a circle drawn with the Blood of a Saint angelic legion (p. 226) is summoned from the gap. The willing
appears on the ground. The master of the ritual stands at the sacrifice becomes one of the members of this legion.
center of the circle and bellows a prayer until the end of the
first day.
At the start of the second day, the second master of the The ritual takes 7 consecutive days, for the duration of
ritual takes the place of the first and chants prayers for seven which the spellcasters must concentrate on the ritual.
hours. Then the master returns to their previous space and This means that they cannot take long rests during
the spellcasters form a circle once more. Each spellcaster this period, which makes them suffer exhaustion
moves directly into the space of the third person to their right and potentially fail the ritual. Therefore, the casters
while pouring the blood on the ground. They move slowly of the Legion of the Apocalypse usually benefit from
and with utter patience since the chanting takes an hour to temple services, items, and other spellcasters. For
complete. Their movement and the spilled blood forms a great example, a greater restoration or hallowed altar (p. 173)
heptagram; a seven-pointed star. Until the end of the second spell can help them evade the effects of not finishing
day, the spellcasters sit and pray on their own, in utmost a long rest. They may have advantage on Constitution
silence. saving throws to determine whether or not they suffer
At the start of the third day, the third master of the ritual exhaustion.
starts chanting and does so for seven hours. Spellcasters move
along quadrilateral shapes inside the heptagram, painting
their hands red with the Blood of a Saint and drawing angelic

189
benefits:
Saint’s Path
• Two different ability scores of your choice increase by 1.
Casting Time: At least 1 week • You gain resistance to one of the following damage types
of your choice; acid, cold, fire, force, lightning, necrotic,
Components: Several pouches of seeds, and a flask of holy poison, psychic, radiant, or thunder.
water per day
• You can choose to automatically succeed one saving
Requirements: Anyone can partake in this ritual. throw, after you’ve made the roll but before the GM
Duration: Permanent declares the result. Once you use this feature, you can’t do
Saint’s Path is a ritual that you conduct as you walk towards so again until you finish a long rest.
holy/sacred ground. You can begin the ritual a week’s walk • A mark stating that you completed the Saint’s Path
away, or you can start when you have a month to go, it’s up appears somewhere on your body. The mark looks like
to you. Generally, people determine the time of their walk text written in the shape of a ring, but what is said is
according to their sins; those who lived by the commandments unintelligible. In the middle of the ring, there is the holy
of their deity walk for a week, and those who commit sins symbol of your deity. If you are carrying a holy symbol, it
against the divine walk for longer. The destination of the walk turns to adamantine and can’t be destroyed by any means.
must be a holy/sacred ground that is dedicated to your deity. Religious folk and anyone with some relation to temples
Before you begin, you must stand in the middle of the road (priests, clerics etc.) look up to you as a Holy Pilgrim, and they
you will take, kneel, and pray to your deity for protection, show you the utmost respect. Once you complete this ritual,
asking them to witness your journey. You can’t take any of you can’t conduct it again. If you try to do so, you do not have
your belongings with you on this journey (except your holy any visions nor do you gain any benefits.
symbol or other blessed items), so you must be wearing
common clothes. During your walk, there are several rules
that you must follow: Session Zero
• You can only drink holy water and must not eat or drink
anything else. Casting Time: 2 hours
• You must not talk under any circumstances, but you can Components: A refreshing drink and a delicious meal for each
pray in silence. participant
• You can rest for a while but you must not sleep. Requirements: At least two willing participants.
• After every 99 steps you take, you must take a handful of Duration: See below
seeds and throw them around you while praying.
This ritual is performed to fortify mutual trust and respect, as
• As long as you walk, you must not harm any living well as companionship. A group of friends and companions,
creature. consisting of at least 2 people, must dine together for 2 hours
• You must not cast any spells. and talk to each other about their feelings, goals, and dreams.
At the end of each day, you must make a DC 10 Constitution If everyone is sincere and honest in what they say during
saving throw. On a failed save, you suffer one level of the meal, all participants gain a blessing that lasts until they
exhaustion. Each time you make the saving throw, the DC no longer see the other participant(s) as friends or worthy
increases by 2. With the first level of exhaustion you suffer, companions. While the blessing is in effect, they realize that
your trial begins. If your devotion to your deity and to the they feel safe and alert around each other and enjoy life more.
ritual is true and sincere, the divine will be in your favor and A creature gains additional experience points whenever it
help you on the way. You cannot suffer more than 5 levels of and another participant of this ritual gain experience points
exhaustion if you are favored by the forces of the good. from the same event. The additional experience points gained
During your time on the road, you will be tested by visions are equal to the number of experience points normally gained
sent to you. These visions will try to make you talk, sleep, eat divided by five.
or make you do anything else that will end your walk. The
content of these visions are determined by the GM.
When you arrive at the entrance of your destination, you Wisdom of 10000 Years
must kneel, and spread the remaining seed around you until
one seed remains. Eat the last seed, and pour the remaining Casting Time: 1 minute
holy water on your head while praying. As you walk to the Components: A perfectly cut diamond worth 100,000 gold
main altar (or the designated prayer spot), you must repeat pieces, which is consumed during the ritual
these words with each step; “On the road to heaven I walked
Requirements: Knowledge of the necessary incantations.
my path, O Holy Divine, stay with me ‘til my death.” When
you reach your destination, the ritual ends. If the forces of the Duration: Permanent
good accept your worship and dedication, your wounds are The master of the ritual touches a creature with one hand,
healed in an instant, you don’t feel hungry or thirsty and your places the diamond on the target’s lap, and speaks the words
exhaustion ends. You have now walked the Saint’s Path and of wisdom that have been carried by sacred monks throughout
you gain the title of Holy Pilgrim. You also gain the following the ages. The incantations take 1 minute, and when they are

190
complete, the target’s spirit enters the diamond momentarily. changing is the right thing to do. For example, if this spell
This process causes no harm to the target. In the gem, time is cast on a villain and if it fails the saving throw, the villain
goes by more slowly. Therefore, if the spirit speaks to a becomes a hero and starts walking the path of one. If the
celestial for 10000 years, only a moment passes in real life. target succeeds, nothing happens.
The target makes a Wisdom saving throw contested by the After the target makes the saving throw, its spirit leaves the
figure’s Charisma (Persuasion) check, on which the figure diamond and returns to its body. The diamond disappears.
has a +20 bonus. If the target fails, the figure convinces it to
The celestial within the diamond is determined by the GM.
walk the path of the good, converting the target’s alignment
It can be the spirit of a legendary paragon, a powerful angel, a
to good. A target converted in this way is not under a magical
spirit of love, a long-forgotten paladin or another exemplar of
or mundane effect. It simply, wholeheartedly believes that
good that the GM sees fit.

191
Magic Items
F
rom prayers to armors worn by celestials; the following pages include the physical tools that the angelic use in their
fight against the demonic.

points. The armor has immunity to poison and psychic damage


ARMOR and is immune to being charmed, frightened, paralyzed,
petrified, poisoned and to suffering exhaustion. It has a flying
speed (hover) of 30 feet. It makes two melee attacks with
5 feet reach, and a +6 bonus to its attack roll, dealing 1d10
bludgeoning damage on a hit. The armor acts on your turn and
Angel Armor it obeys the commands you issue to it telepathically (no action
Armor (any), very rare (requires attunement) required by you). If you give no commands, the armor takes no
action.
While wearing this armor, you gain a +1 bonus to AC, can If the armor hits a creature, the creature has disadvantage
understand and speak Celestial, and have advantage on attack on its attack rolls against you until the armor disappears.
rolls against evil-aligned creatures. The armor disappears when it drops to 0 hit points or when
Blessed. This armor cannot be donned by evil-aligned the duration ends, and it reappears on you, which means that
creatures. you are once again wearing the armor.

Armor of Intervention Armor of the Zealot


Armor (heavy), very rare Armor (breastplate, half-plate, any heavy), rare (requires
attunement)

You gain a +1 bonus to AC while you are wearing this armor.


These armors are crafted by the most zealot crafters of
Also while wearing it, any critical hit against you activates
temples. Forged by faithful hands, this bronze armor imbues
the magic with which this suit of armor is imbued. When
you with the power of the divine. There is also a holy symbol
activated, the armor does the following; it separates itself
attached to the chest of the armor.
from you so that you are no longer wearing the armor, it casts
the mage armor spell on you with a duration of 1 minute, and Your Strength score is 19, and Wisdom score is 17 while
animates itself for 1 minute in the nearest unoccupied space wearing this armor. This feature has no effect on your ability
next to you. scores that are equal to or higher than the values specified.
While animated, the armor is a Medium construct. Its AC is Blessed. You can only attune to an Armor of the Zealot if the
equal to what it normally grants its wearer and it has 30 hit armor was made by a crafter who worshiped the same deity as
you.

Angel Armor

Armor of the Zealot

Armor of Intervention
192
Black Armor of the Inquisition Phoenix Armor
Armor (any heavy armor), very rare (requires attunement) Armor (light, medium, or heavy), varies (requires attunement)

The Black Armor of the Inquisition is exclusively forged for the While you’re wearing this armor, it takes damage in your
Knights of the Black Temple (p. 152). It is designed to keep the place. When you lose hit points, the armor loses hit points
knight in the fight as long as possible. instead of you. Its hit point maximum depends on its rarity, as
You gain a +1 bonus to AC while wearing this armor. given below:
In addition, as a reaction to being blinded, deafened,
frightened, or paralyzed, you can end one of the conditions Rarity Hit Point Maximum
you are affected by.
uncommon 10

rare 20
Feathers of the Angels
Armor (light armor), legendary (requires attunement) very rare 30

legendary 40
Feathers are among the most sacred gifts the angels can give
to the warriors who fight the good fight. These feathers turn
into great armor in the hands of capable armor smiths. They The armor regains 1 hit point at the start of each of your
are softer and lighter than any armor imaginable. turns if it has more than 0 hit points. If the armor is reduced
to 0 hit points, any excess damage carries over to you, and the
While wearing this armor, your AC becomes 15 + your
armor burns to ashes and disappears. When it does so, you
Dexterity modifier. You can make your armor shed bright light
can conjure the armor back on yourself after you finish a long
in a 30-foot radius and dim light for an additional 30 feet as
rest. If you don’t conjure it before you finish 2 consecutive
a bonus action. If this light overlaps with an area of darkness
long rests, your attunement to the armor ends and you can’t
created by a spell of 3rd level or lower, the spell that created
conjure it anymore.
the darkness is dispelled.
Blessed. If an evil-aligned creature dons this armor, it takes
1d10 radiant damage at the start of each of its turns until it
doffs the armor.

Black Armor of the


Inquisition

Phoenix Armor
Feathers of the Angels

193
Relentless Conqueror
Will of Swords

Second Breath

Shield of Divine Spark

Relentless Conqueror
Armor (light, medium, or heavy), very rare

You gain a +1 bonus to AC while wearing this armor and you


can’t be teleported or banished if you’re unwilling.
Attunement. You can use your action to speak the command
word and activate the shield. Once activated, it gleams with
Second Breath divine energies. All hostile creatures within 20 feet of you
Armor (medium or heavy, but not hide), uncommon must succeed on a DC 13 Dexterity saving throw or be blinded
for 1 minute. Once used, you can use this feature again only
after the next dawn.
When you wear this armor for the first time, you choose a
trigger number. The armor has a socket into which you can
insert a potion as an action. While wearing this armor, any Will of Swords
damage that drops you below a number of hit points equal Armor (plate), rare
to the trigger number activates the armor’s socket which
consumes the potion and grants you its effects as if you
consumed it yourself. This armor has two animated arms that mimic your movement
and that strike your opponents by doing so. These arms wield
You can change the trigger number at the end of a short or
swords made of light.
long rest.
While wearing this armor, your melee weapon attacks deal
an extra 1d8 radiant damage.
Shield of Divine Spark
Armor (shield), very rare (requires attunement)

While holding this metal round shield decorated with a golden


star and gems, you have a +1 bonus to AC. This bonus is in
addition to the shield’s normal bonus to AC.

194
Potions Prayers

Prayers are little pieces of stones, wood, bones, or parchments


Irymidia that are carved with runes, glyphs, or simply; prayers.
Potion, legendary A prayer is a special type of magic item that needs to be
activated to take effect. To activate them, a creature must
attune one of its spell slots to the prayer, and must carry
After you drink this potion, you gain legendary resistance for or wear it. An attuned spell slot cannot be expended in any
24 hours. If you fail a saving throw within the duration, you way until the attunement ends. This attunement does not
can choose to succeed instead and the effect of the potion count against your attunement limit, however other rules of
ends. attunement (such as the time required, ending an attunement
etc.) apply the same. You can’t activate the same prayer more
than once at a time.
Potion of Dignity Prayers cannot be used by evil-aligned creatures. When
Potion, rare
such a creature tries to attune to a prayer, it takes 1d6 radiant
damage and cannot attune to it.
After you drink this potion, the results of the next three death
saving throws you make counts as 20. This effect ends if you
finish a short or long rest. Prayer of Angelic Calling
Prayer, very rare (requires a 7th level spell slot)

Refined Leaf Tea While you are carrying or wearing this prayer, an angel
Potion, uncommon
of challenge rating 7 or lower follows you around as your
companion. The prayer binds the angel to you, who appears
If you drink this potion during a short rest, you gain two extra and stays in an unoccupied space within 90 feet of you.
Hit Dice that you can spend to regain hit points. The angel is friendly toward you and your companions. Roll

Potion of Dignity

Prayers

Irymidia

Refined Leaf Tea

195
initiative for the angel, which has its own turns. It is under your healing spells regain an extra number of hit points equal
the GM’s control, and acts according to its own motives and to 1d4 + your spellcasting ability modifier.
alignment. It can attack you or your companions, or try to
stand in your way if you or your companions try to commit an
evil act. If the angel dies, it reappears by your side at dawn. Prayer of Marble Skin
At the start of each week at dawn, you must pray with the Prayer, very rare (requires a 6th level spell slot)
angel and make an offering of 1000 gp worth of components in
order to sustain your bond. The angel accepts if it is willing to While you are carrying or wearing this prayer, your skin turns
keep adventuring at your side. The bond is broken if the angel to marble. You have resistance to nonmagical bludgeoning,
refuses your offering, if you deactivate the prayer, or if the piercing, and slashing damage from nonmagical attacks, as
angel chooses to leave your side, which it can do at any time. well as fire and necrotic damage.

Prayer of Cosmos Prayer of Movement


Prayer, legendary (requires a 9th level spell slot) Prayer, uncommon (requires a 1st level spell slot)

While you are carrying or wearing this prayer, you gain While you are in the area of effect of a spell being cast
benefits directly from the sun and the moon. while you are carrying or wearing this prayer, you can use
When you attune to this prayer, choose which of the two you your reaction to move up to 5 feet without spending extra
want to benefit from. If you choose the moon phase, you gain movement.
the benefits of the moon phase during the day and the benefits
of the sun phase at night. If you choose the sun phase, you gain
the benefits of the sun phase during the day and of the moon Prayer of Parity
phase at night. You can change your choice on the first day of Prayer, rare (requires a 5th level spell slot)
each month.
The moon phase benefits are given below.
While you are carrying or wearing this prayer, you emanate an
• You have darkvision out to a range of 120 feet. aura that dictates equilibrium.
• You have blindsight out to 30 feet. This spherical, 15-foot-radius aura is centered on you and
• You have advantage on Intelligence, Wisdom, and moves with you, balancing the life forces within. At the start
Charisma saving throws. of each of your turns, each hostile creature in the area whose
• You have advantage on spell attack rolls. current hit points are higher than yours takes 1d10 necrotic
• Your spell save DC increases by 1. damage, and each ally in the area regains 1d10 hit points if its
current hit points are lower than yours.
• You don’t need any kind of focus (such as arcane focus) to
cast your spells.
• Your Intelligence, Wisdom, or Charisma score (one, of Prayer of Protection
your choice) changes to 22. This feature has no effect on Prayer, rare (requires a 4th level spell slot)
your scores that equal 22 or higher.
The sun phase benefits are given below.
While you are carrying or wearing this prayer, you gain a +1
• You have truesight out to 30 feet. bonus to AC.
• You have advantage on Strength, Dexterity, and
Constitution saving throws.
• You have advantage on weapon attacks. Prayer of Resistance
• You can attack twice instead of once whenever you take Prayer, uncommon (requires a 2nd level spell slot)
the Attack action on your turn.
• Your weapon attacks deal an additional 1d6 radiant While you are carrying or wearing this prayer, you have
damage on a hit and are magical. resistance to one damage type of your choice.
• Your Strength, Dexterity, or Constitution score (one, of
your choice) changes to 22. This feature has no effect on
your scores that equal 22 or higher. Prayer of Speed
Prayer, uncommon (requires a 2nd level spell slot)

Prayer of Healing While you are carrying or wearing this prayer, your speed
Prayer, rare (requires a 3rd level spell slot) increases by 10 feet.

While you are carrying or wearing this prayer, the targets of

196
Prayer of the Last Breath Ring of Innocence
Prayer, legendary (requires an 8th level spell slot) Ring, uncommon (requires attunement)

While you are carrying or wearing this prayer, you are This is a silver ring with a little dark blue ring stone on it.
protected by the divine powers of mercy. There is a nebula-like shape constantly moving inside the ring
When you drop to 0 hit points while wearing the prayer, you stone.
must succeed on a Constitution saving throw, DC equals 5 + the The ring emanates an invisible, calming aura in a 15-
damage taken. On a success, you drop to 1 hit point instead. On foot radius centered on you. Good-aligned creatures within
a failure, you drop to 0 hit points as you normally would. the aura feel their minds put at ease. As a result, you have
If you make death saving throws while wearing the prayer, advantage on Wisdom (Insight) and Charisma (Persuasion)
you must roll a 5 or higher instead of a 10 or higher to succeed; checks against good-aligned creatures within the aura.
when you roll an 18 or higher, you regain 1d4 hit points. Evil-aligned creatures find your aura disturbing; therefore,
In addition, you must fail four death saving throws to die they may understand that you are not evil-aligned.
instead of three while wearing the prayer. Blessed. Evil-aligned creatures cannot gain the benefits of
this ring.

Rings Ring of Pacification


Ring, rare (requires attunement)

This wooden ring has a li ̇ttle branch on i ̇t. It has 4 charges and
it regains 1d4 expended charges daily at dawn.
Ring of Contagious Healing While wearing the ring, you can use an action to expend one
Ring, very rare (requires attunement)
charge, and end a creature’s hostility. The target must succeed
on a DC 16 Wisdom saving throw or be charmed and can’t
This ring contains a disease that can cure people. While the attack you or your allies. This effect lasts for 1 minute, or until
origin of the disease or of its healing properties is unknown, you or your allies take an action that threatens the target or
certain scholars were able to contain the anomaly within its allies.
the confines of this ring. It has 3 charges, and it regains 1d3
expended charges daily at dawn. While wearing the ring,
you can use an action to touch a creature, expending 1 of the Ring of the Zealot
ring’s charges. When you do so, you restore 1d4 hit points to Ring, very rare (requires attunement)
the target and give it the ability to restore 1d4 hit points to
another creature through its touch. To do so, it must use its
action. Each time it uses this ability, it must roll a d20. On a It is rumored that some zealots want to serve their deity
roll of 18 or higher, it can use this ability again. Otherwise, it even after death, rather than to move on to eternal rest. Such
can’t. zealots forgo a peaceful afterlife and willingly give their souls
to be placed into these rings. There is also a holy symbol in the
middle of the ring.

Ring of Innocence Ring of Pacification

Ring of the Zealot

197
Ring of the Winged Steed
Rod of Heavenly Ground

Rod of Radiance

Forged with the unwavering determination of the most


zealous of the crafters in temples, this bronze ring lets the Rods
wearer use divine powers.
While wearing this ring, you gain a +1 bonus to saving
throws.
Attunement. This ring has 5 charges. You can use a reaction
while making an attack roll and expend 1 charge to deal an Rod of Heavenly Ground
extra 1d8 radiant damage on a hit, or you can use an action to Rod, rare
expend 3 charges and touch a creature to restore 15 hit points
to it.
The ring regains 1d4 charges daily at dawn. This is a 3-foot pure-white rod made of stone with white
feathers on top. While holding the rod, you can activate it as
Blessed. You can only attune to a Ring of the Zealot if the an action and stick it in the ground. When you do so, it creates
ring was made by a crafter who worshiped the same deity as an invisible aura in a 60-foot radius around itself until you
you. dismiss it. The aura looks like a peaceful forest to the creatures
within. Up to 8 allies of your choice within the aura are
invisible as long as they are resting.
Ring of the Winged Steed The required time for completing a short or a long rest is
Ring, varies
halved for you and your allies while within the aura.
This rod can’t be used again until the next dawn.
While you are wearing this ring, you can use your bonus action
to pet a mount you are riding, increasing the base speed of the
mount as long as you ride it, in an amount depending on the Rod of Radiance
rarity of the ring. Rod, uncommon (requires attunement)

Rarity Bonus Speed While wielded, this silver rod radiates bright light in a 15-foot
Uncommon +10 feet radius and dim light for an additional 15 feet. In addition, your
allies in the bright light deal an extra 1 radiant damage on a
Rare +20 feet hit.

Very Rare +20 feet and the mount gains flying speed
equal to its base speed

Legendary +30 feet and the mount gains flying speed


equal to its base speed

198
the hardships on their paths. However, everyone can wield a
Staffs Staff of the Pilgrim.
While wielding the staff, your speed increases by 5 feet, and
you have a +1 bonus to ability checks and saving throws.
This staff has 3 charges. You can use your action to expend
a charge and designate a place that you’ve been to before
Staff of Light Blast and that you hold sacred to be your site of pilgrimage. Then,
Staff, rare (requires attunement) you can teleport back to this site of pilgrimage by expending
another charge through a 1-minute ritual as long as you are
This staff is used by the guardians of temples and holy places. on the same plane of existence. The staff regains 1 expended
It was designed by clerics to repel the darkness even in the charge daily at dawn.
unholiest of places. There is a glowing yellow orb attached to Blessed. Evil-aligned creatures cannot benefit from the item.
its metal hilt. While holding the Staff of Light Blast, you have a
+1 bonus to ability checks and saving throws. You can also use
your bonus action to speak the staff’s command word and it Wands
starts to shed bright light in a 20-foot radius and dim light for
an additional 20 feet.
This staff has 3 charges, and it regains 1 expended charge
daily at dawn. You can use your action to expend one charge
and slam the staff on the ground, planting it in there. Once Horn of the Unicorn
planted, the staff shines and releases a 60-foot-radius blast of Wand, rare (requires attunement by a spellcaster)
light at the start of each of your turns for 5 turns. Every evil-
aligned creature within range must succeed on a Dexterity
Some druids collect the horns of the dead unicorns they locate,
saving throw or take 2d8 radiant damage and 2d8 force
weave spells into them and turn them into wands, just to make
damage. You can also end the blasts by taking the staff out of
the memories of these majestic creatures last longer.
the ground.
This wand has 10 charges. You can expend one charge as an
action to cause one of the following effects of your choice:
Staff of the Pilgrim Agility. You target a creature within 60 feet of you. Its speed
Staff, very rare (requires attunement) increases by 10 feet for 1 minute.
Stamina. You target a creature within 30 feet of you and
Pilgrims spend their lives walking their sacred paths. As they reduce its exhaustion level by one, or end one disease affecting
travel far and wide they usually carry staves to accompany it.
and help them on the road. These particular staves made for Recovery. You target a creature within 15 feet of you. The
pilgrims are blessed by the divine to help pilgrims overcome target regains 4d8 + 4 hit points.

Staff of the Pilgrim

Horn of the Unicorn

Staff of Light Blast

199
The wand regains 1d6 + 1 expended charges daily at dawn. If After 1 minute or when the grave protector drops to 0 hit
you expend the wand’s last charge, roll a d20. On a 1, the wand points, the grave protector re-transforms into a wand and falls
burns to ashes and is destroyed. on the ground. Once used, the wand can only be used again
after the next dawn, and the grave protector comes back to life
completely restored.
Wand of the Celestial Army Each time the grave protector drops to 0 hit points, the
Wand, uncommon wand looks more damaged and broken. When the grave
protector drops to 0 hit points for the 5th time, roll a d20. On
This wand is given to the members of the Celestial Army (p. a 1 or a 2, the wand can no longer restore itself, becoming a
145) as a symbol of trust and fellowship. It is a wooden wand nonmagical, broken piece of marble. You make this roll each
painted white and decorated with different jewels. This wand time the grave protector drops to 0 hit points after the 5th.
has 20 charges. While holding it, you can use an action to Blessed. If an evil-aligned creature uses the wand, the grave
expend 1 charge and make a ranged spell attack using your protector attacks the user and their allies first.
spellcasting ability (or Charisma if you are not a spellcaster),
shooting a bright beam of light at a creature within 60 feet of
you. You deal 2d4 radiant damage on a hit. Weapons
The wand regains 1d10 + 5 expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1, the
wand’s magical powers deplete. You can pray for 1 hour in
a good-aligned deity’s temple to have the wand regain its
magical properties as well as 5 charges. Angelicus Gladius
Weapon (longsword), artifact (requires attunement)
Blessed. This wand deals an extra 1d4 radiant damage to
evil-aligned creatures. Additionally, you can’t deal any damage
to good-aligned creatures using this wand. While you are wielding this magic weapon, all other
equipment that you are holding or wearing are empowered,
but their own magic is suppressed by the overwhelming
The Grave Protector magic the sword harbors. You do not benefit from the magical
Wand, very rare properties of those items. Instead, you gain the benefits listed
below:
• While holding a shield, you gain an additional +3 bonus to
This marble wand is a compact grave protector (p. 249). As
AC.
an action, you can drop the wand into an unoccupied space
within 5 feet of you. The wand opens itself and becomes a • While holding a weapon, you have a +3 bonus to attack and
grave protector for 1 minute. damage rolls made with that weapon (including Angelicus
Gladius), and your weapon attacks are magical.
The grave protector is friendly to you and your companions.
Roll initiative for it, which has its own turns. It obeys any • While wearing armor, you gain an additional +3 bonus
verbal commands that you issue to it (no action required by to AC.
you). If you don’t issue any commands to the grave protector,
it defends itself from hostile creatures, but otherwise takes no
actions. The GM has the creatures’ statistics.

Angelicus Gladius

The Grave Protector

Wand of the Celestial Army


200
Black Sword of the Inquisition

t Blast
Bow of Ligh

Denial of Relief

You can’t cast arcane spells.



Bow of Light Blast
• The properties and powers of magic items that you are Weapon (any bow), rare (requires attunement)
holding, wearing, or carrying are suppressed, except for
Angelicus Gladius.
• You can change the appearance of your equipment This bow made of wood and gold is adorned with inscriptions
without changing dimensions and statistics. in Celestial, which translate into such phrases in Common as “
The light shows us the way”.
Blessed. While an evil-aligned creature is wielding this
sword, the properties and powers of magic items that the It has six charges. You can use your bonus action to speak
creature is holding, wearing, or carrying (including the its command word, expending one of these charges when
Angelicus Gladius) are suppressed. This property does not you do so. The next time you deal damage to a creature using
suppress itself. this magic weapon, the arrow shines and explodes on impact.
Creatures within 15 feet of the target must succeed on a DC
13 Dexterity saving throw or take 1d10 radiant damage. A 15-
Black Sword of the Inquisition foot radius centered on the target is illuminated with bright
light until the end of your next turn. The light also uncovers
Weapon (any sword), rare (requires attunement)
invisible creatures, such as those affected by an invisibility
spell, for the duration.
This sword, forged with the ashes of the innocent and blessed The bow regains 1d6 expended charges daily at dawn.
with holy waters, is given to the Knights of the Black Temple When you expend the bow’s last charge, roll a d20. On a 1, the
(p. 152) to fight against evil. bow loses some of its power and does not deal extra radiant
You have a +1 bonus to attack and damage rolls made with damage on impact.
this magic, silvered weapon.
Attunement. While you are wielding this weapon, you can
speak its command word as a bonus action to set it ablaze with Denial of Relief
holy flames for 1 minute. The flames deal an extra 1d6 radiant Weapon (spear), legendary
damage on a hit. If the target is undead, the extra damage
increases to 2d6. You gain a +3 bonus to attack and damage rolls made with this
Once you use this feature, you must finish a short or long magic weapon.
rest to use it again. When you hit a creature with this weapon and successfully
drop the target to 0 hit points with the attack, or when you

201
impale a creature with 0 hit points using this spear, you can vary according to the deity whom the carrier follows. Thus,
leave the spear in the target. The target can’t die and its hit such a weapon can be used as a holy symbol.
points cannot be restored unless the spear is removed or the The power and rarity of the weapon changes according to
creature’s body is completely destroyed. In addition, the target your level.
stops aging and can’t feel pain while impaled.

Character Level Rarity Weapon Property


Divine-Touched Greataxe 4th uncommon +1
Weapon (greataxe), legendary
8th rare +2
When you hit a creature with this magic weapon, you can 12th very rare +3
choose to double the damage that you deal. This feature does
15th legendary see below
not function against good-aligned creatures. Once you use this
feature, you must finish a short or long rest to use it again.
Starting at 15th level, you can use a bonus action to present
your holy sword and change its material into any solid (such
Healing Spear as silver, gold, or adamantine) for 1 minute. You can use this
Weapon (spear), uncommon (requires attunement) feature twice. You regain any expended uses when you finish a
long rest.
This spear was tailor-made for healers. It has a holy symbol of
a good deity tied to its spearhead.
Incandescent Sword
This item has 3 charges. You can use your bonus action to Weapon (longsword), very rare (requires attunement)
expend a charge and touch a creature with the spear. The
target regains 1d12 hit points.
You have a +1 bonus to attack and damage rolls made with this
The item regains 1d3 charges daily at dawn.
magic weapon. When you hit a creature with it, the creature
takes an extra 2d8 fire damage.
Holy Weapon Flaming Sanctum (Requires Attunement). You can plunge the
Weapon (any melee weapon), varies (requires attunement by a cleric, weapon into a soft surface to activate its magical protection.
paladin, or paragon) While the weapon is stuck in the surface, the area within 10
feet of the sword becomes a flaming sanctum. Neither the
flaming sanctum nor its contents can be targeted by divination
Holy Weapons are quite common among warriors of various magic. Any attempt to perceive the area through magical
temples. Their hilts can have different designs, and usually scrying sensors burns the perceiver, dealing 2d8 fire damage,

Healing
Spear

Divine-Touched Greataxe Holy Weapon

Incandescent Sword

202
Mindblinder

Repenter

e Sun
rd of th
Swo
Trident of Survival

and fails automatically.


Sword of the Sun
Additionally, the creature trying to perceive the area must Weapon (any sword), legendary (requires attunement)
succeed on a DC 14 Wisdom saving throw or be charmed by
the flames. The creature repeats its saving throw at the end of
each of its turns, ending the effect on a success, or taking 2d8 You have a +3 bonus to attack rolls and damage rolls made
fire damage on a failure. A creature charmed in this way keeps with this magic weapon. The weapon is made of pure sunlight,
trying to perceive the area until the charmed condition ends. and deals radiant damage on hit.
When drawn, the sword radiates sunlight. It sheds bright
light in a 30-foot radius and dim light for an additional 30 feet.
Mindblinder You can focus this sunlight and cast a sunburst spell. When you
Weapon (any), very rare do so, the sword does not radiate sunlight until the next dawn.

If a creature takes damage from this magic weapon, it


takes an extra 1d10 psychic damage and loses its ability to
Trident of Survival
communicate telepathically until the end of its next turn. Weapon (trident), uncommon

This weapon deals an extra 1 fire, 1 force, and 1 radiant


Repenter damage on a hit.
Weapon (any), legendary While you are wielding this weapon you can use your action
to do simple magic tricks that are essential for survival.
Repenters are weapons blessed by skillful clerics who have • You can set fire to a small flammable object, such as a
mastered the philosophy of redemption. When an evil- torch or a campfire.
aligned creature is slain with a Repenter weapon, its soul • You can make particles that are not magical or part of
is not claimed by its deity. Instead, it is given a chance at a magical effect (such as precipitation, dust, or a scent)
redemption. If the creature accepts the offer wholeheartedly, dissipate.
it opens its eyes as a redeemed creature (p. 119) with 1d10 hit
• You can light the tip of the trident, which sheds bright
points and a brand new perspective on life. If the creature’s
light in a 5-foot radius and dim light for an additional 5
alignment shifts to evil again, it burns to ashes.
feet.
Whether the creature is really willing to change its ways or
not is determined by the GM.

203
spell components.
Weapon of the Zealot
Weapon (any), rare (requires attunement) Once you use any of these features, you must finish a short
or long rest to use it again.

These magic weapons are crafted by the most zealous crafters


of temples. Forged in hatred against heretics, these weapons Blindfold of the Humble One
burn with a raging fire. There is a holy symbol attached to the Wondrous item, uncommon
hilt of the blade.
The weapon deals an extra 1d6 fire damage on a hit. If the You must have darkvision, truesight, tremor sense or the
target is a follower of another deity than yours, the damage nonmagical ability to see to be able to benefit from this item.
increases to 2d6. If the target is an enemy of your deity, the When you put the blindfold on, you sacrifice one of these
damage increases to 3d6. abilities of sight in exchange for blindsight out to a range of
Blessed. You can only attune to a Weapon of the Zealot if the 60 feet, which you retain until you take it off. You also stay
weapon was made by a crafter who worshiped the same deity blinded until you take it off. If you do not take it off for one
as you. week, you are permanently blinded, your range of blindsight is
doubled, and you gain the ability to cast the detect evil and good
spell at will.
Wondrous items
Blood of a Saint
Wondrous item, very rare

Black Holy Symbol This is the blood of a saint, a holy person, bottled. Good-
Wondrous item, rare (requires attunement)
aligned temples consider these items precious relics.
This item can be used in several different ways.
You can use this holy symbol as a spellcasting focus.
Holy Component. You can use this item as a spell component
As an action, you can present this holy symbol and chant a to change the damage type of the spell to radiant. A flask of
short prayer. When you do so, you magically learn the type of the blood can be used 10 times in this way. It is also used in
the creatures that you can see within 15 feet of you. You can religious rituals and sacred summonings.
also use your action to cast the zone of truth spell, requiring no

Weapon of the Zealot

Black Holy Symbol

Blood of a Saint

Blindfold of the Humble One


204
Water Blessing. You can create 5 flasks of holy water by The sentinel can be shut down with a command word that is
pouring the blood into normal water. only known to you. Uttering the command word requires no
Weapon Coating. You can coat a weapon with the blood as an action. If it drops to 0 hit points, it shuts itself down. To repair
action. A coated weapon deals an extra 2d6 radiant damage for the sentinel, you must spend gold pieces in an amount equal to
1 minute. If the target is a fiend or undead, the extra damage 10x hit points regained. You can repair the sentinel as part of
increases to 4d6. A weapon can be coated with one vial at a your short or long rest.
time and while a weapon is coated with this blood, it cannot
be coated with poison. If the blood is mixed with poison, the
poison loses its properties. Crown of Dra, Five Crowns
Generally, this item cannot be found in markets. Most of Merged
the time, temples give vials of this blood to worthy members Wondrous item, artifact (requires attunement)
as gifts. If it is noticed that it is being sold, the case is
investigated by the temple.
The king pleaded, “Those who seek the power of all crowns shall
gather them all, and in the light of the full moon shall say: ‘Oh, all-
mighty crowns, grant me your strength and your wisdom. Bless me so
Cautious Sentinel that I shall be unstoppable when Judgment Day comes.”
Wondrous item, rare
Under a full moon, gather all five crowns within a 5-foot
sphere and say the words the prophecy foretold. Bright,
This is a 1-foot cube, which can be deployed as an action. radiant energy emanates from the crowns and they merge
When deployed, it unpacks itself and becomes a Medium into one. The crown gives you the benefits of all five crowns
construct that stands guard.
It has AC 16 and 50 hit points. The sentinel has immunity to
poison and psychic damage, and is immune to being charmed,
frightened, paralyzed, petrified, and poisoned and to suffering
exhaustion. It has darkvision and truesight out to a range of 60
feet. If a creature, other than you and your allies, comes within
60 feet of the sentinel, it makes a low but intimidating noise.
If such creatures show hostility or come within 30 feet of the
sentinel, it lets out a growl, loud enough to wake everyone
within 500 feet, and it starts to attack the trespassers. On each
of its turns, it makes one ranged attack with a range of 60 feet
and a +5 bonus to its attack roll. It deals 1d10 piercing damage
on hit.

Crown Incorruptible

Cautious Sentinel

Crown of Glory

205
and you are considered the chosen of Dra (p. 139), the ruler of again. However, you can only receive atonement once.
rulers. You must obey the specific requirements of each of the
crowns in order to stay attuned to the new crown.
Destroying the Crown. Only an angel sent by Dra can destroy Crown of Glory
the crown. Wondrous item, legendary (requires attunement)

The king said to his commanders, “Those who fight in the name of
The Five Crowns the holy, those who wage righteous wars shall be blessed. Those who
love others unconditionally, those who show mercy to the weakest
shall bear the Crown of Glory.”
According to legend, an ancient philosopher-king
The Crown of Glory is cast from silver. It has numerous
ordered its servants to cast five distinct crowns and
diamond gems on it which makes the crown shine like the
blessed them one by one, each holding a different
moon.
virtue of being a true ruler.
Attunement. Once you are attuned to the Crown of Glory,
you must abide by certain rules so that your attunement
doesn’t end:
Crown Incorruptible • Your alignment must be good.
Wondrous item, legendary (requires attunement) • You must help the helpless as much as you can.
• You must show mercy to those who ask for mercy.
The king whispered to his subjects, “Ours is a kingdom of faith. • You must not help someone with ulterior motives.
For we are mere servants of the divine, mortal pleasures are not what
While attuned to the Crown of Glory, your Strength or
we seek.” Those who refrain from carnal pleasures receive this
Dexterity score (one, of your choice) increases by 2, up to a
crown as a reward, for they act not to receive the blessings of
maximum of 22. While wearing the crown, you have advantage
the mortals but the blessing of the divine.
on your attack rolls against evil-aligned creatures. Your
This crown made of pure gold is ornamented with red attacks deal an extra 4d8 radiant damage. This extra damage
rubies. increases to 8d8 if the creature is evil-aligned.
Attunement. Once you are attuned to the crown, you must The crown gives you the ability to cast the detect evil and good
abide by certain rules so that your attunement doesn’t end: spell at will.
• Your alignment must be good. Curse. If the GM determines that you have intentionally
• You must refrain from carnal pleasures; meaning, you violated the requirements of the crown, your attunement to
must keep from participating in acts of debauchery or it ends. You have abandoned the crown, therefore you will be
such acts as consuming alcohol or any kind of drugs, punished by it. You do not roll initiative at the beginning of
hallucinogens, or other stimulating substances. encounters because you are always the last on the list. Your
• You must spend one long rest per week begging for the penance for betraying the Crown of Glory will last until you
blessing of your deity. atone for your sins. A creature who has never been attuned to
the crown isn’t affected by this curse.
While attuned to the crown, your Wisdom scores increase by
2, up to a maximum of 22. While wearing the crown, you have A wish spell ends the curse; however, you cannot attune to
immunity to being charmed and frightened. the item until you atone for your sins.
The crown gives you the ability to cast the divine word spell Atonement. You must help those who are in need until the
(DC 20). Once you use this feature, you must finish a long rest crown accepts you again, and whether or not it does so is
to use it again. determined by the GM. The GM should determine whether the
character is helping others because it is the right thing to do
Curse. If the GM determines that you have intentionally
or because the character wants to get the crown back. If the
violated the requirements of the crown, your attunement to
latter is the case, the character won’t get the atonement. If the
it ends. At the start of each turn you wear the crown without
former is the case, the GM decides when.
attunement, you must succeed on a DC 20 Charisma saving
throw or be sent to another plane of existence as in the
banishment spell. If you are banished, you don’t take the crown
with you. A creature who has never been attuned to the crown Crown of Life
isn’t affected by this curse. Wondrous item, legendary (requires attunement)
A wish spell ends the curse; however, you cannot be attuned
to the item until you atone for your sins. There once was a king who raised his hand and cried out,
Atonement. You, as a former wearer of the crown, must “Blessed shall be those who stay adamant and true to the divine
repent if you want to wear the crown again. You must fulfill under severe trial. Life shall be given to those who do not fear death
the requirements for the attunement once again and keep and to those who stay loyal both to themselves and to the mighty
doing so for 30 days. Only then, can you attune to the crown deities watching over us.”

206
Crown of Rejoicing
Crown of Life

The Crown of Life is made of oakwood and it always has thou shall be anointed, for those who speak of the good are the
ever-green leaves on it that never fade away. holiest.”
Attunement. Once you are attuned to the Crown of Life, you The Crown of Rejoicing is cast from silver, gold, and
must abide by certain rules so that your attunement doesn’t platinum. It is ornamented with gems of any color and has
end: holy runes on it as ornaments.
• Your alignment must be lawful good. Attunement. Once you are attuned to the Crown of Rejoicing,
• You must have failed on a death saving throw at least you must abide by certain rules so that your attunement
once. doesn’t end:
• You shall never flee from a fight, in no circumstances • Your alignment must be good.
whatsoever. Whether or not you have fled from a fight is • You must preach the commandments of your deity at least
determined by the GM. once per day, even if you cannot find anyone who’ll listen.
While attuned to this crown, your Constitution score • You must never abandon the commandments and
increases by 2, up to a maximum of 22. While wearing the doctrines of your deity, which are provided by your GM.
crown, you have resistance to necrotic and poison damage. While attuned to this crown, your Charisma score increases
You have immunity to being blinded, deafened, diseased, by 2, up to a maximum of 22. While wearing the crown, you
paralyzed, and poisoned. Your ability scores cannot be reduced have advantage on Charisma (Intimidation, Performance, and
by spells or other magical effects. Persuasion) checks. You can cast the purify food and drink and
The Crown of Life has 5 charges. While wearing the crown, create food and water spells as an action, without expending a
you can use an action to expend 1 charge and cast the heal spell slot.
spell. You regain any expended charges when you finish a long The crown gives you the ability to summon a diamond angel
rest. (p. 238). Once you use this feature, you must finish a long rest
Curse. If the GM determines that you have intentionally to use it again.
violated the requirements of the crown, your attunement to Curse. If the GM determines that you have intentionally
it ends and you take 5 (1d10) necrotic damage at the start of violated the requirements of the crown, your attunement
each of the turns you continue to wear the crown without to it ends. The diamond angel is summoned by the crown
attunement. A creature who has never been attuned to the and it attacks you and you alone. When summoned in this
crown isn’t affected by this curse. way, others cannot see the diamond angel unless they have
A wish spell ends the curse; however, you cannot attune to truesight. When the monster is slain, it doesn’t come back
the item until you atone for your sins. to attack you again. If the monster kills you, it vanishes.
Atonement. You, as a former wearer of the crown, must A creature who has never been attuned to the crown isn’t
repent if you want to wear the crown again. You must fall affected by this curse.
unconscious while protecting one of your allies and fail on a A wish spell ends the curse; however, you cannot be attuned
death saving throw before regaining consciousness. You must to the item until you atone for your sins.
fight your way through until you find solace and redemption. Atonement. You must convert one evil person to the ways of
Only then, can you attune to the crown again. the good. Only then, can you attune to the crown again.

Crown of Rejoicing
Wondrous item, legendary (requires attunement)

The king said to his people, “Spread the word of the deities and

207
Crown of Righteousness

Feathers of Magnanimity

to the crown isn’t affected by this curse.


Crown of Righteousness
Wondrous item, legendary (requires attunement) A wish spell ends the curse; however, you cannot attune to
the item until you atone for your sins.
Atonement. You, as a former wearer of the crown, must
The king said to himself, “Stay true to thy crown, be righteous, so repent if you want to wear the crown again. You must fast
the divine may take thy spirit into heaven hence.” for 30 days, not eating anything. You must work as a servant
The crown named after “Righteousness” was cast from for a good-aligned deity’s temple during this time. You must
platinum, and it has little round sapphires and angelic figures spend one hour every night during those 30 days meditating
on it. However tempting this gorgeous crown may look, there and questioning why the crown might have abandoned you.
is a certain responsibility that comes with wearing such an Finally, you must donate one of your most valued belongings
item. to the temple as charity. This is more of a psychological
Attunement. Once you are attuned to the Crown of process as opposed to a magical one. This process prepares
Righteousness, you must abide by certain rules so that your you to understand the value of righteousness once more. Only
attunement doesn’t end: then, can you attune to the crown again.
• Your alignment must be lawful good.
• Each of your actions must be just or those that can be
justified. Whether an action is just or not is determined by
Feathers of Magnanimity
Wondrous item, very rare
the GM.
• A word given by the wearer of the crown shall be kept.
Whether a word is kept or not is determined by the GM. This bouquet of angelic feathers is weightless, except for the
rope that binds it together, which weighs 1/4 pound.
• The wearer can speak nothing but the truth.
You can use an action to unbind the feathers and throw
While attuned to the Crown of Righteousness, your Wisdom
them in a 15-foot cone. The feathers consecrate the area.
score increases by 2, up to a maximum of 22. You gain
It takes 1 minute to collect the feathers and re-bind them
advantage on saving throws against spells and other magical
together.
effects, and immunity to being charmed.
The consecration lasts until all the feathers are collected.
While wearing the crown, you can cast the following spells
When a creature enters the consecrated area for the first time
innately, requiring only verbal components (spell save DC 20,
on a turn or starts its turn there, it can make a DC 17 Charisma
+12 to hit with spell attacks):
saving throw. On a success, the creature ignores the effects
At will: aid, augury, command, detect evil and good, look of of consecration. The affected area is subject to the following
righteousness*, zone of truth consecration effects:
3/day: dispel evil and good, geas, hallow Amplify. The affected creatures within the area targeted by a
1/day: forbiddance, lawmaker* healing effect regain an additional 1d8 hit points.
1/year: imprisonment Pacify. Affected creatures have disadvantage on their rolls
Curse. If the GM determines that you have intentionally to take any kind of hostile action.
violated the requirements of the crown, your attunement Purify. Affected creatures within the area can’t be charmed,
to the crown ends, and you take 5 (1d10) psychic damage at frightened, or possessed. If they are already charmed,
the start of each of the turns you continue to wear the crown frightened, or possessed, the effect ends.
without attunement. A creature who has never been attuned

208
Holy Banner

o f Truth
Pen

Necklace of Heavenly Beauty

Holy Banner Necklace of Heavenly Beauty


Wondrous item, rarity varies Wondrous item, rare

This holy banner is a magic item enchanted with prayers and While wearing this necklace, you have a +1d4 bonus to
divine energies. The magical benefits granted by this banner Charisma checks.
depend on the rarity of the item, which needs to be activated
to work. You can activate the magic of the banner by using
your action to raise it up high or to carry it on your back. Once Pen of Truth
the banner is activated, you gain the benefit corresponding to Wondrous item, uncommon
its rarity for 1 minute.
If the banner falls on the ground, the effects are suppressed A creature can only write the truth with this pen. In addition,
until it is picked back up and carried again. a text written with this pen is illuminated with dim light,
Holy Banner of Divine Fury (Rare). Spell and weapon attacks which goes over the text at the same time as the reader,
of all allies within 15 feet of you deal an extra 1d4 radiant helping creatures that have difficulty reading to focus on the
damage on a hit. text.
Holy Banner of Arcane Protection (Very Rare). All allies If a creature tries to write a lie with the pen, the pen does
within 15 feet of you have advantage on saving throws against not write anything.
spells and other magical effects.
Holy Banner of Toughness (Very Rare). All allies within 15
feet of you gain 15 temporary hit points for 1 minute when Portable Temple
they enter the area for the first time. Wondrous item, very rare
Holy Banner of Retribution (Legendary). The damage dealt by
the spell and weapon attacks of all allies within 15 feet of you You can use an action to place this 1-inch marble cube on the
ignore resistance to damage. ground and speak its command word. The cube rapidly grows

209
into a temple that remains until you use an action to speak damage from nonmagical weapons excluding siege weapons,
the command word that dismisses it, which only works if the and resistance to all other damage. They also have immunity
temple is empty. to being charmed, frightened, paralyzed, petrified, and
The temple’s base is a rectangle, 20 feet on one side and 30 poisoned, and to suffering exhaustion.
feet on the other, and its marble walls are 20 feet high. The Only creatures of your choice can enter the temple. Every
item does not function if it is in an area completely closed other creature must make a DC 17 Charisma saving throw. On a
by adamantine walls. It has a wide, pitched roof supported failed save, a creature can’t enter the temple for 24 hours.
by columns from the outside. It has small arched nooks in its A creature conjured by a spell or other magical effect
walls, filled with stained glass. It has a narrow gateway on originating from an evil-aligned creature can’t enter the
one of the shorter sides and an altar (not dedicated to any temple.
particular deity), on the opposite. Large or larger creatures
can’t pass through the narrow gateway.
Each creature in the area where the temple appears Rain Bow
must make a DC 15 Dexterity saving throw, taking 10d10 Wondrous item, rare (requires attunement)
bludgeoning damage on a failed save, or half as much damage
on a successful one. In either case, the creature is pushed to
an unoccupied space outside of but next to the temple. Objects While wearing this bow tie decorated with prismatic colors,
in the area that aren’t being worn or carried take this damage you don’t need arrows while using a bow. A rainbow colored
and are pushed automatically. arrow magically appears on your bow when you draw it while
wearing the tie. Your attacks made with the rainbow arrows
The temple walls and columns are made of marble, and its deal an extra 1d4 damage of your choosing (except slashing
roof is made of hardwood. The temple’s magic prevents it and bludgeoning) on a hit. The rainbow arrow disappears after
from being tipped over and its roof, walls, and columns each the results of the attack take place.
have 100 hit points, immunity to poison and psychic damage,

Rain Bow

Portable Temple

210
211
Amarashi
Amarashis are rare creatures who wander the night. An
amarashi has the head and tail of a ferret, the body of a
gorilla, and the feet of a goat. Even though their looks
generally scare people off, an amarashi is actually really
friendly. They are herbivores and are quite affectionate to
smaller creatures, whom they gently pet if they can catch.
Mystical Creatures. An amarashi doesn’t have genitalia.
They don’t reproduce like common mortals. It is said
that when an amarashi dies, two flowers sprout out of its
body. If a creature eats those flowers, they give birth to an
amarashi.
The Curiosity of the Wild. An amarashi is a curious
creature. It can chase someone down just to touch them or
enter the cave of a bear following a smell.

Amarashi
Large monstrosity, neutral good

Armor Class 15 (natural armor)


Hit Points 60 (8d10 + 16)
Speed 40 ft. climb 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 12 (+1)

Skills Athletics +6, Perception +4


Damage Resistances poison; bludgeoning, piercing, and slashing
from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Challenge 5 (1,800 XP)

Enrage. When the amarashi’s hit points drop below half of its
hit point maximum, it becomes enraged. While enraged, it deals
additional 5 (1d10) bludgeoning damage with its Gorilla Slam
action, and its speed increases by 10 feet.

ACTIONS

Multiattack. The amarashi makes two melee weapon attacks.


Gorilla Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage.
Self Heal. The amarashi stops and focuses to regain 5 (1d10) hit
points.

212
lawful, its type becomes celestial, and it gains resistance
Ancestor of Glory to radiant damage.
Additionally, an ancestor of glory doesn’t require food,
Ancestors of glory are spirits who enjoy honorable fights, drink, or sleep.
glorious battles, and righteous victories. Watching over Fiery Zealots. An ancestor of glory is zealous about
glorious combatants (p. 52), observing their battles, and their ideals; ideals of glory. This eagerness manifests
relishing in their victories, they may even intervene in itself as the burning flames that cover their weapons.
these battles if they find it necessary. Mortal-like Celebrations. An ancestor of glory
Different Forms. An ancestor of glory can be the spirit celebrates victories as mortals do. They enjoy massive
of a glorious knight, an angel, or a creature of another celebrations, ceremonies, and even drinking and feasting
form. It can act independently, be the servant of a deity if they are able to do so.
of glory, or be an angelic emissary.
If the ancestor is an angel, its alignment becomes

Ancestor of Glory
Medium undead, chaotic good

Armor Class 16 (breastplate)


Hit Points 76 (9d8 + 36)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Strength +7, Constitution +7, Charisma +7


Skills Athletics +7, Intimidate +7, Persuasion +7, Religion +4
Damage Resistances fire; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 13
Languages all, telepathy 120 ft.
Challenge 6 (2,300 XP)

Blazing Glory. The ancestor of glory’s melee weapon attacks deal an


additional 1d12 fire damage (included in the attack).
Blessed Weapon. The ancestor of glory has advantage on attack rolls
against evil-aligned creatures.

ACTIONS

Multiattack. The ancestor of glory makes two melee weapon


attacks.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
10 (1d12 + 4) slashing damage plus 6 (1d12) fire damage.
Fire in the Fray (Recharges on a Short or Long Rest). The ancestor of
glory shouts the names of its ancestors, fellow angels, or its deity,
and leaps into an unoccupied space that it can see within 30 feet of
itself. When the ancestor lands at the chosen point, waves of flames
rush outward. Enemies within 30 feet of it must make a DC 15
Dexterity saving throw. On a failed save, a creature takes 17 (5d6)
fire damage. On a successful save, the damage is halved.

213
Angel of Alchemy
Angel of Alchemy
Angels of Alchemy are angels of alchemical Medium celestial, lawful good
advancement and the keepers of alchemical
knowledge. They make sure that alchemy, especially
sacred alchemy, is put to good use. While alchemy can Armor Class 15 (natural armor)
heal the wounds of the innocent, it can also be used to Hit Points 30 (4d8 + 12)
destroy masses and cause great pain. So, they try to Speed 30 ft., fly 60 ft.
keep this power out of the hands of evil by destroying
the recipes of poisons and alchemical diseases. They
generally serve as emissaries of Kahribar, the God of STR DEX CON INT WIS CHA
Sacred Alchemy (p. 142).
Divine Creation. An angel of alchemy is an angel and 16 (+3) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 16 (+3)
doesn’t require food, drink, or sleep.
Keepers of Alchemical Knowledge. An angel of Saving Throws Strength +5, Dexterity +5, Intelligence +6
alchemy knows at least one sacred oil (p. 129) or holy
Skills Athletics +5, Arcana +6, Investigation +6, Nature +6,
potion recipe (p. 128) of tier 3 or lower.
Perception +5, Religion +6
Damage Resistances acid, poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities poisoned
Senses truesight 30 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 4 (1,100 XP)

Alchemical Resistance. The angel of alchemy has advantage on


saving throws against poison.
Infused by the Sacred Alchemy. The angel of alchemy is constantly
under the effect of a holy potion (p. 128) or sacred oil (p. 129) of tier
3 or lower.
Magic Resistance. The angel of alchemy has advantage on saving
throws against spells and other magical effects.

ACTIONS

Multiattack. The angel of alchemy makes three silvered longsword


attacks.
Silvered Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage or 8 (1d10 + 3) piercing
damage when used with two hands.
Arsenal of the Alchemist. The angel of alchemy always carries 5
potions or oils of rare or lower rarity, and can use one when it
deems it necessary. The selection of potions and oils are up to the
GM.

214
Angel of Dreams
Sometimes heavenly, sometimes
hellish, sometimes gibberish; all
conscious creatures witness the
unique experience that is dreaming.
And it should come as no surprise that
there are angels who have control over
dreams, just as there are certain types of
evil who use nightmares to harm others.
These angels, angels of dreams, protect
the righteous in their dreams, and stand
vigilant against the darkness and nightmares
that threaten their peace of mind. They also carry
divine messages and visions to the dreaming through
dreams.
Divine Creation. An angel of dreams is an angel and doesn’t
require food, drink, or sleep.
Ruler of Dreams. There are tales of immensely powerful
angels of dreams, such that they are worshiped by fey and other
creatures who worship or live in dreams. They may even grant
clerical powers or be warlock patrons.
Unreal Existence. An angel of dreams is a creature of
dreams, which makes its existence physically untouchable and
incomprehensible. They don’t have an exact shape and they are
extremely resistant to mundane weapons. Additionally, because
of the chaotic nature of dreams, there are angels of dreams who
are of nonlawful alignments.
This feature also makes them able to directly affect the minds
of others. They can smite the minds of their enemies as they
attack. Although the attack is the same in mechanics, each angel
of dreams presents the attack in a different way. Some of them
create a rain of heavenly blades raining down the sky, some blast
their enemies to dust with arcane bolts, and others strike in other unique ways.

Angel of Dreams Languages all, telepathy 120 ft.

Large celestial, any good Challenge 7 (2,900 XP)

Armor Class 17 (natural armor) Dreaming Communication. The angel of dreams ignores the
Hit Points 60 (8d8 + 24) range restriction on its telepathy when communicating with a
creature whose dreams it previously visited. The two don’t need
Speed 30 ft., fly 60 ft.
to be on the same plane of existence.
Magic Resistance. The angel of dreams has advantage on saving
STR DEX CON INT WIS CHA throws against spells and other magical effects.
Shapechanger. The angel of dreams can use its action to
16 (+3) 16 (+3) 16 (+3) 20 (+5) 20 (+5) 20 (+5)
polymorph into a Small, Medium, or Large creature, or back
into its true form. Other than its size, its statistics are the same
Saving Throws Intelligence +8, Wisdom +8, Charisma +8 in each form. Any equipment it is wearing or carrying isn’t
Skills Arcana +8, Nature +8, History +8, Insight +8, Perception +8, transformed. It reverts to its true form if it dies.
Religion +8
Damage Resistances psychic, radiant ACTIONS
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks Multiattack. The angel of dreams makes three Smite Mind
Condition Immunities charmed, frightened, poisoned attacks.

Senses truesight 30 ft., passive Perception 18 Smite Mind. Ranged Spell Attack: +8 to hit, range 30 ft., one target.
Hit: 7 (1d8 + 3) psychic damage and 5 (1d10) radiant damage.
215
Angel of Flames
Not all angels are born of light and
radiant energy. Some are born of
fire and are bound to their deity with
a burning sense of devotion. Their
righteous rage, which they only unleash
upon the wicked, is ferocious. An angel
of flames is the blade of the divine that
beheads heretics, and the arrow that
pierces the hearts of the apostates.
These angels have four burning wings
that illuminate their surroundings with holy
fire. The same fire glows in the scars they have
on their bodies.
Divine Creation. An angel of flames is an angel and
doesn’t require food, drink, or sleep.

Angel of Flames if an angel of flames takes 20 cold damage within a round, it


takes a -2 penalty to AC. This reduction lasts until the start of
Large celestial, lawful good
the angel’s next turn. A successful DC 15 Intelligence (Arcana)
check reveals that the cold has this effect on the angel of flames.
Armor Class 17 (natural armor) Smite the Malevolent (3/Day). The angel of flames shouts with
Hit Points 95 (10d10 + 40) rage as a bonus action, and gains advantage on attack rolls
Speed 40 ft., fly 60 ft. against evil creatures until the end of its turn.

ACTIONS
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 17 (+3) 18 (+4) 20 (+5) Multiattack. The angel of flames makes two melee weapon
attacks.
Saving Throws Strength +9, Constitution +8 Glaive. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Skills Insight +8, Intimidation +9, Perception +8, Religion +7 16 (2d10 + 5) slashing damage plus 9 (2d8) fire damage.
Damage Resistances radiant; bludgeoning, piercing, and Bow of Holy Fire. Ranged Weapon Attack: +9 to hit, range 150/600
slashing from nonmagical attacks ft., one target. Hit: 8 (1d8 + 5) piercing damage plus 9 (2d8) fire
damage. The angel of flames can speak the bow’s command word
Damage Immunities fire
at will and shoot an arrow. When the arrow hits, the attack deals
Senses darkvision 60 ft., passive Perception 18 an extra 28 (8d6) radiant damage. If the target is an evil-aligned
Languages Celestial, Common, Ignan creature, it must succeed on a DC 17 Constitution saving throw
Challenge 9 (5,000 XP) or be stunned until the end of its next turn. The angel can use
this feature 5 times. It regains any expended uses daily at dawn.
Wings of Fire. The angel of flames attempts to grapple a Large
Fiery Weapons. The angel of flames’s weapon attacks are magical.
or smaller creature within 5 feet of it. If the target is Medium
When the angel hits with any weapon attack, the weapon deals
or smaller, the angel has advantage on its grapple check. While
an extra 2d8 fire damage (included in the attack).
the angel is grappling the target, it takes 5 (1d10) bludgeoning
Magic Resistance. The angel of flames has advantage on saving
damage plus 11 (2d10) fire damage at the end of each turn it
throws against spells and other magical effects.
stays grappled (escape DC 17).
Marked with Fire. The angel of flames has divine marks burning
with fire on their bodies, which makes them stronger. However,

216
Angel of Gates
In the plane above, an angel sits like a sacred statue, holding its six arms open. An angel of gates
is the angel that creates gateways for celestial armies to go through, holding a portal in each of
its hands. Its duty is to protect portals and those who travel between realms. The angel’s head is
separate from its body and floats above it like a giant crystal. It also has eyes that can pierce illusions
around it.
An angel of gates can open a portal to anywhere, so long as it is not protected by magical means,
and they can sustain this magical passage for years to come. Also, they can summon a creature from
other planes. An angel of gates never intervenes in others’ missions, they just control the portals.
In addition, an angel of gates avoids battle as much as possible because it is not their duty to be a
part of holy destruction but rather to bring to battle those who are the embodiment of righteous
destruction itself.
Divine Creation. An angel of gates is an angel and doesn’t require food, drink, or sleep.

Angel of Gates Instant Movement (1/turn). The angel of gates can teleport to an
unoccupied space within 100 feet of it.
Huge celestial, lawful good
Magic Resistance. The angel of gates has advantage on saving
throws against spells and other magical effects.
Armor Class 19 (natural armor)
Portal Knowledge. The angel of gates can sense the presence of
Hit Points 230 (20d12 + 100) a planar portal within 1 mile of it. It knows the distance and
Speed 0 ft. direction of any portal within the area as well as where they
lead.
Innate Spellcasting The angel of gates’ innate spellcasting ability
STR DEX CON INT WIS CHA is Intelligence (spell save DC 19, +11 to hit with spell attacks).
20 (+5) 12 (+1) 20 (+5) 20 (+5) 18 (+4) 17 (+3) The angel of gates can innately cast the following spells,
requiring no material components:
At will: detect magic, project image
Saving Throws Strength +11, Constitution +11, Intelligence +11
5/day each: dispel magic, counterspell
Skills Arcana +17, History +11, Investigation +11, Nature +11,
Perception +10, Religion +11 3/day each: banishment
Damage Resistances acid, cold, fire, lightning, radiant, thunder; 1/day each: fall from heaven*
bludgeoning, piercing, and slashing from nonmagical attacks 1/week each: kingdom come*
Damage Immunities force, psychic, poison
Condition Immunities charmed, exhaustion, grappled, ACTIONS
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 200 ft., truesight 100 ft., passive Perception 20
Angelic Plane Shift (1/day). The angel of gates can travel to
Languages all, telepathy 120 ft. another plane as long as the plane has a temple in the name of
Challenge 19 (22,000 XP) the deity the angel serves.
Create a Gateway. The angel of gates can cast the gate spell
All-Aware. The angel of gates can cast the scrying spell requiring without requiring any components and expending a spell slot. It
no components and without expending a spell slot. The spell’s can create and maintain up to six portals at the same time and
duration is infinite (the spell ends when the angel targets the duration of the spell is infinite, or until it is dispelled.
another creature or an area). The target doesn’t have to be Ray of Planar Destruction. Ranged Spell Attack: +11 to hit, range
in the same plane of existence as the angel and the target 120 ft., two targets. Hit: 50 (10d8 + 5) force damage.
automatically fails the saving throw. If the target is protected Recall Creature. The angel of gates can teleport a willing
against divination spells by magical means, the angel of gates creature that is on another plane of existence to an unoccupied
can’t use this feature against it. space within 50 feet of it. In order to target a creature, the angel
All-Seeing. The angel of gates can see everything within 100 feet must know its specific location, and the creature must have been
of it. Any Dexterity (Stealth) check against it automatically fails. in the plane of existence that it will be teleported to.
Immutable Form. The angel of gates is immune to any spell or
effect that would alter its form.

217
218
Angel of Honor

Angels of Honor are the embodiment of honor. Although all


angels can be considered honorable, these angels directly
represent heavenly honor: The duels observed by them are
considered holier, creatures in their presence tend to act more
honorably, and every honorable act executed near them is
filled with divine determination.
Companion of the Honorable. An angel of honor helps those
devoted to honor, try to warn the honorable against the
possible suffering caused by dishonorable acts, and even try to
prevent them.
Divine Creation. An angel of honor is an angel and doesn’t
require food, drink, or sleep.
Unnatural Swords. An angel of honor always carries two
shortswords; one of glass, forged from the air of heaven, and
the other of pure light, forged from the light of heaven. Unless
the angel wills them to stay and be used by others, its swords
are destroyed upon its death.
A dishonorable creature who tries to wield the glass
sword of an angel of honor cannot move it regardless
of how strong it is, since honor is an especially
heavy burden to carry. No evil creature can
interact with the radiant sword, as it
appears as a hue of light to everyone
but true believers, who are the only
ones that can see the true nature of
heavenly light.

Angel of Honor Sword-Bound. The angel of honor can call both of its swords
from heaven or send them back as a bonus action.
Medium celestial, lawful good

ACTIONS
Armor Class 16 (breastplate)
Hit Points 75 (10d8 + 30)
Multiattack. The angel of honor makes two glass shortsword
Speed fly 30 ft. (hover)
attacks and two radiant shortsword attacks.
Glass Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 6 (1d6 + 3) slashing damage.
Radiant Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
16 (+3) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2)
one target. Hit: 6 (1d6 + 3) radiant damage.
Mark of Honor. The angel of honor chooses a creature within 30
Saving Throws Strength +6, Wisdom +5, Charisma +5 feet and marks it. A celestial mark appears right above the head
Skills Athletics +6, Insight +5, Perception +8, Religion +5 of the creature, glowing with a bright yellow light. The creature
Senses darkvision 60 ft., passive Perception 18 is marked for 3 turns. An angel of honor never marks a creature
that is not evil or that is not dishonorable. The angel of honor
Languages all, telepathy 120 ft.
deals an extra die of damage with its swords against creatures
Challenge 5 (1,800 XP) marked in this way.
If a creature is marked by the angel(s) of honor 3 times, the
Magic Resistance. The angel of honor has advantage on saving mark stays indefinitely, or until it atones for its sins.
throws against spells and other magical effects.

219
Angel of Inspiration
An angel of inspiration looks like a baby with wings,
and it likes to hang around people that create things.
They help bards, scholars, artists and all manner of
creators to remember something or point out a detail
that they overlooked. An angel of inspiration rarely
shows itself and mostly avoids conflict.
Divine Creation. An angel of inspiration is an angel
and doesn’t require food, drink, or sleep.
Enjoy the Creation. An angel of inspiration enjoys
being around mortals. It watches their daily lives
and intervenes when they appear most in need of the
touch of an angel.

Angel of Inspiration attack).

Small celestial, neutral good Inspire. The angel of inspiration touches a creature as a
bonus action and reminds it of something it forgot. The angel
of inspiration can also use this feature to bring an idea to a
Armor Class 10 (13 with mage armor) creature’s mind.
Hit Points 10 (3d6) Invisibility. As a bonus action, the angel of inspiration magically
Speed 30 ft., fly 30 ft. turns invisible until it attacks or casts a spell, or until its
concentration ends (as if concentrating on a spell). Any
equipment it is wearing or carrying turns invisible with it.
STR DEX CON INT WIS CHA Spellcasting. The angel of inspiration is a 1st-level spellcaster.
10 (+0) 11 (+0) 10 (+0) 12 (+1) 10 (+0) 14 (+2) Its spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). The angel of inspiration has following spells
prepared:
Skills Persuasion +6
Cantrips (at will): inure*, light, prestidigitation
Condition Immunities charmed, exhaustion, frightened
1st level (2 slots): bless, mage armor**
Senses truesight 30ft., passive Perception 9
**The angel of inspiration casts these spells on itself before combat.
Languages all, telepathy 60 ft.
Challenge 1/4 (50 XP)
ACTIONS
Blessed Weapons. The angel of inspiration’s attacks are magical
and it has advantage on attack rolls against the creatures who Inspiring Bow. Ranged Weapon Attack: +3 to hit, range 30 ft., one
have hurt people before. When it hits with any weapon attack, target. Hit: 4 (1d6 + 1) piercing damage plus 2 (1d4) radiant
the weapon deals an extra 1d4 radiant damage (included in the damage.

220
the greater good.
Angel of the Dark Divine Creation. An angel of the dark is an angel and doesn’t
require food, drink, or sleep.
There is a misconception that agents of evil do their bidding in
Shadows of Divinity. Angels of the dark came into being
places where light can’t reach, because goodness can’t reach
when the holiest and the most brilliant light shone upon the
the depths of darkness. The truth is, order and benevolence
deities of heavenly realms and cast a shadow. These angels
has made their way through the dark, and it takes neither a
rose from those shadows to serve as the light commands, in
blinding presence nor the protection of light to do work for
places where even the light can’t reach.

Angel of the Dark ACTIONS


Large celestial, lawful good
Multiattack. The angel of the dark makes four melee weapon
Armor Class 18 (plate) attacks.

Hit Points 161 (14d10 + 84) Ring Blade of Darkening. Melee Weapon Attack: +13 to hit, reach 5
ft., one target. Hit: 18 (2d10 + 7) slashing damage and the target
Speed 50 ft., fly 100 ft. (hover)
is cursed for 1 minute. When a cursed creature tries to cast an
evocation spell, the spell automatically fails. If the target is
concentrating on an evocation spell, the concentration ends.
STR DEX CON INT WIS CHA
Chains of Banishment. The angel of the dark transforms
12 (+1) 24 (+7) 23 (+6) 18 (+4) 28 (+9) 25 (+7) shadows into pitch-black gateways and force creatures through
them. This feature requires the angel of the dark to maintain
Saving Throws Dexterity +13, Wisdom +15, Charisma +13 concentration (such as concentrating on a spell) for 3 turns to
take full effect. The concentration ends if the angel of the dark is
Skills Insight +15, Perception +15
in bright light, the angel leaves its current position, or when the
Damage Resistances bludgeoning, piercing, and slashing from angel uses this feature again.
nonmagical attacks On the first turn of concentration, when the angel of the
Damage Immunities necrotic, poison, radiant dark uses this feature, all shadows within 60 feet of it darken
Condition Immunities blinded, charmed, exhaustion, to a point that they are all devoid from even a scintilla of
frightened, poisoned illumination. Any hostile creature within the area must make a
DC 21 Wisdom saving throw. A creature is frightened until the
Senses blindsight 300 ft., truesight 120 ft., passive Perception 25
end of the angel’s next turn on a failed save, or has advantage on
Languages all, telepathy 120 ft. its next saving throw to resist this feature and is not frightened
Challenge 17 (18,000 XP) on a successful one. A creature frightened by this feature can’t
willingly move from its current position.
Devoid of Light. While in darkness, the angel of the dark is On the second turn of concentration, unbreakable chains
invisible, has advantage on Dexterity (Stealth) checks, and can emerge from the shadows, entangling creatures. Any hostile
attempt to hide even when it is not obscured. creature within 60 feet of the angel must succeed on a DC 21
Dexterity saving throw or be restrained by the chains until
Divine Awareness. The angel of the dark knows if it hears a lie.
the end of the angel’s next turn. A creature frightened by this
Innate Spellcasting. The angel of the dark’s innate spellcasting feature has disadvantage on this roll.
ability is Charisma (spell save DC 21). The angel of the dark can On the third turn of concentration, creatures that are
innately cast the following spells, requiring no components: restrained by this feature must make a DC 24 Charisma saving
At will: blindness/deafness, darkness, pass without trace throw. A creature is pulled into the shadows and banished,
3/day each: fear, hold person returning to its home plane, on a failed save, or is stunned until
the end of its next turn on a successful one. If the creature is
1/day each: hold monster, mislead
native to the plane of existence that the angel is on and the
Infinite Void. Light obeys and bends to the angel’s will and is creature has 100 hit points or fewer, the creature dies on a failed
consumed by the void within the angel. Whenever the angel of save.
the dark is subjected to radiant damage, it takes no damage and
instead its weapons ignite with black flames for 1 minute. While
the weapons are ignited, all weapon attacks of the angel of the
dark deal an additional 1d8 fire damage on a hit.

221
REACTIONS any equipment it is wearing or carrying, up to 120 ft. to an
unoccupied space it can see.
Elusive Shadows (Costs 2 Actions). The angel of the dark becomes
Shadowy Intervention. When a creature casts a spell within
an intangible shadow until the start of its next turn or until it is
30 feet of the angel, the angel of the dark can teleport to an
subjected to damage. For the duration, the angel of the dark is
unoccupied space within 5 feet of the creature, make a ring
immune to any kind of damage.
blade of darkening attack, and teleport back to its position. If
the attack hits, the spell ends before taking effect. In the Dark, All is One (Costs 3 Actions). Darkness does not
discriminate; everything is the same when there is no light to
reveal the differences. Until the end of the angel’s next turn,
LEGENDARY ACTIONS creatures within 60 feet of the angel can’t use a feature unless
they all have the ability to use the same feature (including
The angel of the dark can take 3 legendary actions, choosing the angel). For example, the angel of the dark can make melee
from the options below. Only one legendary action option can weapon attacks; thus, if all creatures within 60 feet of the angel
be used at a time and only at the end of another creature’s turn. are able to make melee weapon attacks, they can do so without a
The angel of the dark regains spent legendary actions at the problem. Likewise, the angel of the dark has innate spellcasting;
start of their turn. so, if all creatures within 60 feet have spellcasting, they can cast
spells without a problem.
Teleport. The angel of the dark magically teleports, along with

222
Angel of the Wind
When winds fill the sails of a ship that is lost at sea
and they guide it to safety, or when an innocent soul
miraculously survives a fall that should have been
deadly, it is known that an angel of the wind did its
duty. The angel of the winds controls the air and the Angel of the Wind
weather in order to protect or guide mortals. When a Medium celestial, lawful good
devout traveler of a good deity asks for nice weather
to make their journey easier, it is the angel of the Armor Class 17 (studded leather)
wind that grants their wish. Or when a temple prays Hit Points 130 (20d8 + 40)
for rainfall, it is the angel of the wind that makes the Speed 30 ft., fly 120 ft.
first drop fall out of the sky.
Divine Creation. An angel of the wind is an angel
STR DEX CON INT WIS CHA
and doesn’t require food, drink, or sleep.
Faster Than Winds. An angel of the wind can move 15 (+2) 20 (+5) 14 (+2) 15 (+2) 14 (+2) 18 (+4)
faster than the wind itself.
Saving Throws Dexterity +10
Skills Acrobatics +10, Perception +7, Religion +7
Damage Resistances poison, radiant, thunder
Condition Immunities exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses truesight 120 ft., passive Perception 17
Languages all, telepathy 60 ft.
Challenge 13 (10,000 XP)

Blessed Weapons. The angel’s attacks are magical and it has


advantage on attack rolls against the evil-aligned creatures. When
it hits with any weapon, the weapon deals an extra 4d8 radiant
damage (included in the attack).
Flowing Movement. The angel’s movement or actions don’t provoke
any opportunity attacks.
Innate Spellcasting. The angel’s innate spellcasting ability is
Charisma (spell save DC 17). The angel of dark can innately cast the
following spells, requiring no components:
At will: misty step, feather fall
3/day each: piercing rain*, gust of wind
1/day each: golden fog*, control weather

ACTIONS

Multiattack. The angel of the wind makes three Windslash Scimitar


attacks.
Windslash Scimitar. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 16 (2d6 + 6) slashing damage plus 6 (1d12) force damage
plus 6 (1d12) radiant damage.

223
Angel Soul
An angel soul is a rare sight to behold. When an angel Angel Soul
thinks that their mission is more important than its Medium undead, neutral good
own existence, it can perform a short ritual to become
an angel soul upon their death. The angel soul then
seeks to complete the unfinished business of the angel Armor Class 15 (natural armor)
in a limited amount of time. It can ask for the help of Hit Points 51 (6d8 + 24)
adventurers in order to do so, and its existence is thus Speed 0 ft., fly 60 ft. (hover)
revealed to some. When their task is done or their
time is up, they simply disappear.
Divine Creation. An angel soul doesn’t require food, STR DEX CON INT WIS CHA
drink, or sleep.
8 (-1) 16 (+2) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
Essence to Soul. The ritual for the making of an
angel soul, called the Ritual of Essence to Soul, can
only be conducted by a celestial with the permission Damage Resistances acid, cold, fire, lightning, psychic, thunder;
of their deity. This ritual allows the celestial to bludgeoning, piercing, and slashing from nonmagical attacks that
reappear as an angel soul for a limited amount of time aren’t silvered
to finish what it started. Damage Immunities necrotic, poison, radiant
Limited Time. An angel soul can only be created by Condition Immunities charmed, exhaustion, grappled, paralyzed,
an angel, and it has limited time until it disappears. petrified, poisoned, prone, restrained
However, this time can be minutes, hours, or days
Senses truesight 60 ft., passive Perception 12
(determined by the GM). They are immune to some
effects, such as the features that turn undead, so that Languages all
they can reach their goals within the allotted time. Challenge 7 (2,900 XP)

Etheric Travel. As a bonus action, the angel soul teleports to an


unoccupied space that it can see within 60 feet of it.
Incorporeal Movement. The angel soul can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

ACTIONS

Touch of the Radiant Specter. Melee Spell Attack: +5 to hit,


reach 5 ft., one target. Hit: 21 (3d12 + 2) necrotic damage
plus 19 (3d12) radiant damage.
Essence Light. The angel soul radiates bright light in a
30-foot radius centered on itself. Every hostile creature
within radius must make a DC 16 Wisdom saving throw. On
a failed save, a creature takes 18 (4d8) radiant damage and
is blinded for 1 minute. On a successful save, the damage is
halved and the creature is not blinded.
Invisibility. The angel soul magically turns invisible until it
attacks or casts a spell, or until its concentration ends (as
if concentrating on a spell). Any equipment it is wearing or
carrying is invisible with it.

224
Angelic Emissary
Angelic Emissary
There are legends that talk of emissaries soaring Medium celestial, lawful good
through the sky in golden armor, shining brighter
than the sun, either as a sign of imminent prosperity Armor Class 16 (natural armor)
or a harbinger of impending doom. The arrival of such Hit Points 75 (10d8 + 30)
angels in mortal realms are thus taken quite seriously;
Speed 50 ft., fly 150 ft.
anticipated by some and feared by others.
Divine Creation. An angelic emissary is an angel and
doesn’t require food, drink, or sleep.
STR DEX CON INT WIS CHA
Heavenly Messenger. An angelic emissary carries
heavenly messages that are to be received by mortals. 16 (+3) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 20 (+5)
There are some stories that talk of angelic emissaries
being murdered, and mortals taking on the quest of
Saving Throws Dexterity +6, Charisma +8
delivering their message.
Skills Insight +6, Perception +6, Persuasion +8
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 6 (2,300 XP)

Blessed Weapons. The angelic emissary’s weapon attacks are


magical and it has advantage on attack rolls against those who try
to prevent it from delivering the message it carries. When it hits
with any weapon, the weapon deals an extra 1d8 radiant damage
(included in the attack).
Magic Resistance. The angelic emissary has advantage on saving
throws against spells and other magical effects.

ACTIONS

Multiattack. The angelic emissary makes two melee attacks.


Spear of the Emissary. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d6 + 5) piercing damage plus 4 (1d8) radiant
damage or 9 (1d8 + 5) piercing damage plus 4 (1d8) radiant damage
if used with two hands. Also, once on each of its turns, the angelic
emissary can try to banish a creature it hits with the spear. The
target must succeed on a DC 13 Charisma saving throw or be
banished to a harmless demiplane for 1 minute. It can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success. When the target returns, it reappears in
the space it was last in or in the nearest unoccupied space if its
previous one is occupied.

225
is nigh, and all enemies of evil are filled with hope and
Angelic Legion fascination.
Divine Creation. An angelic legion is an army of angels, and
Apocalyptic prophecies, legends of ancient times, epic sagas the angels of this legion don’t require food, drink, or sleep.
of great wars against great evil; they all speak of an instance Immortal Leader. Every army needs a leader, and all angelic
in which a hole opens up in the sky and thousands of angels legions are led by an angel called a Sanctified Angel (p. 271). A
pour out as sunlight bursts through. It is the moment of divine sanctified angel can only die after all other angels in the legion
intervention, the end of all evil. Such legions that contain die. While all other angels in its legion are alive, the Sanctified
massive numbers of angels are called angelic legions. Angel shines with the brightest light and is immune to all
Angelic legions are sent into action in the most dire of damage and harmful effects.
situations, since they have the power to save (or destroy)
a world. When they arrive, evil understands that their end

Angelic Legion throws against spells and other magical effects.

Gargantuan legion of medium angels, lawful good Regeneration. The angelic legion regains 20 hit points at the
start of each of its turns if it has at least 1 hit point. Some angels
of the legion heal the others constantly. Some others even
Armor Class 16 resurrect the fallen angels.
Hit Points 1320 (80d20 + 480)
Speed 50 ft., fly 150 ft. ACTIONS

STR DEX CON INT WIS CHA Multiattack. The angelic legion makes five Might of Heaven
attacks.
22 (+6) 22 (+6) 22 (+6) 22 (+6) 22 (+6) 22 (+6)
Might of Heaven. Melee Spell Attack: +15 to hit, reach 5 ft., one
target. Hit: 28 (4d10 + 6) radiant damage. The angels of the legion
Saving Throws All +15 strike their enemies with weapons made of pure light.
Skills All except Deception +24
Damage Resistances all REACTIONS
Damage Immunities necrotic, radiant
Damage Vulnerabilities damage from attacks and spells that Legion. Since there are thousands of angels within the legion,
affects an area the legion can take 5 reactions per turn.
Condition Immunities all Counterspell. An angel within the legion counterspells a spell
Senses truesight 60 ft., passive Perception 34 if it thinks that the spell is dangerous to the legion or to their
Languages all, telepathy 120 ft. allies.

Challenge 30 (155,000 XP)


LEGENDARY ACTIONS
Destroyer of Evil. When the angelic legion appears, all enemies
of evil in a 5-mile radius are fascinated by the legion’s presence The angelic legion can take 3 legendary actions, choosing from
and are automatically blessed if their intentions are pure. A the options below. Only one legendary action option can be used
blessed creature gains 50 temporary hit points for 24 hours and at a time and only at the end of another creature’s turn. The
its weapons and spells are set ablaze with holy fire; its weapon angelic legion regains spent legendary actions at the start of its
and spell attacks deal an extra 9 (2d8) radiant damage. turn.

Legendary Resistance (5/Day). If the angelic legion fails a saving Detect. The legion makes a Wisdom (Perception) check.
throw, it can choose to succeed instead. Move. The legion moves up to half its speed.
Magic Resistance. The angelic legion has advantage on saving Attack (Costs 2 Actions). The legion makes one attack.

226
Angelic Legion, led by a Sanctified Angel (p.271)

227
Anointer
An anointer visits villages, hamlets, towns, and
bigger cities to pray with the followers of their deity.
They carry with them fresh and sacred essences, and
burn them in their censers, which they also use as
flails when they are required to protect themselves.
Although they are not spellcasters and do not have
healing powers, they are people of religion and can
Anointer
conduct religious ceremonies. Medium humanoid (any), any good
Religious Duty. An anointer thinks that it is their
duty to travel and meet with people, providing Armor Class 16 (chain mail)
religious guidance and services to even those who live
Hit Points 130 (20d8 + 40)
in even the most desolate of places.
Restless Travelers. An anointer can walk for miles Speed 30 ft.
and not get tired. They can be seen in cities shopping
for traveling equipment. They are also known for
STR DEX CON INT WIS CHA
their hospitality; they happily share their food and
water with other travelers. 18 (+4) 10 (+0) 14 (+2) 10 (+0) 17 (+3) 11 (+0)
Speaker of the Holy Words. An anointer has the
necessary knowledge as well as the right to conduct
Saving Throws Strength +7, Wisdom +6
religious ceremonies such as atonements, funerals, or
weddings. Skills Athletics +7, Perception +6, Religion +3
Senses passive Perception 16
Languages Celestial, Common, any one language
Challenge 8 (3,900 XP)

Blessed Weapon. The anointer’s attacks are magical and it has


advantage on attack rolls against evil-aligned creatures.
Restless Traveler. While traveling, the anointer can choose to
ignore one level of exhaustion.

ACTIONS

Multiattack. The anointer makes three attacks with its Censer Flail.
Censer Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage plus 6 (1d12) fire damage. Also,
because of the smell that the censer gives off, enemies within 10
feet of the anointer have disadvantage on saving throws against
spells.

228
Blind Justice
Blind Justice
Large celestial, lawful neutral
A blind justice is the very embodiment of justice. It
signifies and upholds each and every aspect of justice,
and serves the deities that defend and protect it. Armor Class 17 (natural armor)
Divine Creation. A blind justice is an angel and Hit Points 133 (14d10 + 56)
doesn’t require food, drink, or sleep. Speed 30 ft., fly 90 ft.
The Blindfold of Justice. A blind justice always wears
blindfolds, symbolizing that justice should not alter in
regards to alignment, wealth, title, power; anything. STR DEX CON INT WIS CHA
It can magically perceive its surroundings with
20 (+5) 16 (+3) 18 (+4) 16 (+3) 20 (+5) 20 (+5)
truesight.
The Feather of Justice. A blind justice carries a scale,
which it uses to weigh the sins of others. While a Saving Throws Strength +9, Wisdom +9, Charisma +9
creature’s soul rests on the one side of the scale, the Skills Athletics +9, Insight +13, Intimidate +13, Perception +9,
blind justice puts a feather from its own wings on the Persuasion +13, Religion +7
other side. If the creature’s soul is heavier, then the
Damage Resistances radiant; bludgeoning, piercing, and slashing
blind justice delivers divine punishment for the sins
from nonmagical attacks
committed.
Condition Immunities charmed, exhaustion, frightened
The Scale of Justice. A blind justice carries a silver
scale with which it weighs the souls, and thus the sins, Senses truesight 120 ft., passive Perception 19
of others. The scale never wavers, it always stands Languages all, telepathy 120 ft.
still, even while the blind justice is moving. Challenge 11 (7,200 XP)

Blessed Weapons. The blind justice’s attacks are magical and it has
advantage on attack rolls against the unjust. When it hits with any
weapon, the weapon deals an extra 4d8 radiant damage (included
in the attack).
Magic Resistance. The blind justice has advantage on saving throws
against spells and other magical effects.
Insight of Justice. The blind justice notices a criminal and magically
learns its crimes. Spells of 5th level or higher that prevent mind
reading also prevent this feature.

ACTIONS

Multiattack. The blind justice makes two attacks with its


longsword.
Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) slashing damage plus 18 (4d8) radiant damage.
The Arsenal of Justice (3/Day). The blind justice can cast any spell
of 5th level or lower requiring no components. The spell’s casting
time must be equal to or shorter than 1 action, and the spellcasting
ability for such spells is Charisma.

229
Capybara
Capybara
Capybaras are big rodents that live near bodies Small beast, unaligned
of water. They prefer woodland areas where they
can feast on various plants. The most outstanding Armor Class 12
difference of the capybara when compared to other Hit Points 9 (2d6 + 2)
mammals is its serene nature. Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 8 (-1)

Senses darkvision 60 ft., passive Perception 10


Challenge 1/4 (50 XP)

Keen Smell. The capybara has advantage on Wisdom(Perception)


checks that rely on smell.
Pack Tactics. The capybara has advantage on an attack roll against
a creature if at least one of the capybara’s allies is within 5 ft. of the
creature and the ally isn’t incapacitated.
Serene Posture. A creature has disadvantage on its attack rolls
while seeing the capybara. A capybara can’t be affected by this
feature.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.

230
Celestial Eagle
Celestial eagles fly over the
inhabitants of the upper planes with
their large, gleaming white wings,
filling them with a sense of security.
All eagles have sharp eyes, but only
celestial eagles can see through souls.
Realizing what is evil and what is good, celestial
eagles protect their offspring and the other inhabitants of
the upper realms against imminent danger; albeit danger
is a rare occurrence in the upper realms. But when danger
does arise, celestial eagles spring into action and use their
lethal beaks to cleanse their land.
They reside atop sharp cliffs, giant trees, or anywhere
else high and mighty enough. They have a strong and
possessive sense of home, they do not like when their
peace is disturbed by visitors, or as they would call
them, intruders. Although they can understand several
languages, they can only speak their own language.

Celestial Eagle ACTIONS


Large celestial, neutral good
Multiattack. The celestial eagle makes three melee weapon
attacks, one with its beak and two with its talons.
Armor Class 15
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8
Hit Points 75 (10d10 + 20)
(1d6 + 5) piercing damage.
Speed 10 ft., fly 80 ft.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
10 (2d4 + 5) slashing damage.
STR DEX CON INT WIS CHA Eye Gouge (Recharge 5-6). The celestial eagle flies over a single
target, scratching its face with its talons and eventually pecking
18 (+4) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 14 (+2) at its eyes. The target must make a DC 15 Dexterity saving
throw. On a failed save, a creature takes 18 (4d8) piercing
Skills Perception +10 damage and is temporarily blinded for 1d4 turns. On a successful
save, the target takes half as much damage and is not blinded.
Damage Resistances radiant
Flyby Attack (Recharge 6). The celestial eagle lets out a loud
Senses truesight 120 ft., passive Perception 20
scream and takes off. It flies over and attacks each target it
Languages Giant Eagle, understands Auran, Celestial and would normally reach with its flying speed on a single turn.
Common but can’t speak them Then, it lands in an unoccupied space underneath. Each target
Challenge 5 (1,800 XP) must make a DC 15 Dexterity saving throw. A creature takes
10 (2d4 + 5) slashing damage on a failed save, or half as much
damage on a successful one.
Flyby. The celestial eagle doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.
Holy Sight. The celestial eagle knows if there is an aberration, REACTIONS
celestial, elemental, fey, fiend, or undead within its truesight
range. It also knows the locations of these creatures. Raise the Dust (Recharge 5-6). When a creature targets the
Keen Sight. The celestial eagle has advantage on Wisdom celestial eagle with a melee attack, it flaps its wings, raising
(Perception) checks that rely on sight. dust towards the opponent. The target must succeed on a DC 15
Sudden Flutter (3/Day). As a bonus action, the celestial eagle saving throw or have disadvantage on its attack rolls until the
flaps its wings rapidly, spending half its movement, and gaining end of its next turn.
an altitude of 20 feet. This movement frees the celestial eagle if
it is restrained or grappled, and it doesn’t provoke an attack of
opportunity.

231
sphinxes like it when they have visitors, or “pilgrims”.
Celestial Sphinx Because their home does not resemble that of a mortal
they can only offer the caves they use for meditation as
Roaming heavenly skies with their magnificent angelic
accommodation; but any visitor is encouraged to stay
wings, celestial sphinxes are inhabitants of the sacred
as much as they’d like.
azures of the upper planes. They have a hybrid form
Divine Creation. A celestial sphinx doesn’t require
made up of a lion’s body and an owl’s head. Legend has
food, drink, or sleep.
it; celestial sphinxes are as wise as sages who bathe in
Heavenly Creations. As celestial beings, celestial
the river of time, and as pure as the mind of a newborn.
sphinxes deny evil and seek uncorrupted knowledge.
They live upon giant cliffs in the upper realms where
Judges of Knowledge. Celestial sphinxes highly
they are free to fly as they wish, and from where they
value knowledge. Although they archive corrupt
have a view of the entirety of the upper realms.
and evil knowledge as well, they do not share them.
Those endowed with knowledge of the celestial
With this lore of evil under their belt, they seek to
sphinxes’ existence often try to climb mountains, just
find the weaknesses of evil, in a sense battling them
to get a glimpse of these astonishing celestial creatures
philosophically.
and be blessed with a morsel of their wisdom. Celestial

Celestial Sphinx that can sense its emotions or read its thoughts, as well as any
divination spell if it refuses to be affected. Wisdom (Insight)
Large celestial, lawful good
checks made to ascertain the sphinx’s intentions or sincerity
have disadvantage.
Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42) Knowledge of the Ages (3/Day). The celestial sphinx
Speed 50 ft., fly 50 ft. automatically succeeds on an Intelligence (Arcana, History, or
Religion) check, provided that its DC is no more than 30.
STR DEX CON INT WIS CHA Magic Resistance. The celestial sphinx has advantage on saving
throws against spells and other magical effects.
20 (+5) 18 (+4) 16 (+3) 22 (+6) 18 (+4) 18 (+4)
Riddler (1/Year). The celestial sphinx can choose to ask a
Saving Throws Intelligence +11, Wisdom +9 convoluted riddle to a creature. If the creature answers the
Skills Arcana +16, Insight +9, History +16, Religion +16 riddle correctly, the sphinx rewards it with a piece of knowledge
Damage Resistance radiant; bludgeoning, piercing, and that the creature is looking for. The content of the knowledge
slashing from nonmagical attacks can range from the location of a vampire’s secret haven to one
Damage Immunities psychic, thunder of the vulnerabilities of a primordial.
Senses truesight 120 ft., passive Perception 14 Spellcasting. The celestial sphinx is a 19th-level spellcaster. Its
Languages Celestial, Common, Sphinx spellcasting ability is Intelligence (spell save DC 17, +9 to hit
Challenge 13 (10,000 XP) with spell attacks). It can cast its spells requiring no material
components. The sphinx has the following spells prepared:
Blessing of the Sphinx (1/Year). The celestial sphinx blesses Cantrips (at will): calm mind*, mending, mindful insight*, minor
a creature. The blessing grants a limited ability to sense the illusion, prestidigitation
immediate future. Those who are blessed by a celestial sphinx in 1st level (4 slots): comprehend languages, detect magic, identify
this way gain the benefits of the foresight spell for a week. People 2nd level (3 slots): detect thoughts, gust of wind, locate object,
have often been known to visit the mountains where sphinxes suggestion
live to receive this blessing. However, a celestial sphinx only 3rd level (3 slots): clairvoyance, dispel magic, remove curse, sending,
blesses those with good intentions that it sees to be worthy. tongues
Guiding Commune. The celestial sphinx has a strong spiritual 4th level (3 slots): banishment, greater invisibility
connection with the divine beings of the upper planes. The 5th level (3 slots): legend lore, scrying
celestial sphinx can cast the commune spell at will, and the 6th level (2 slots): exclusion*, disintegrate
answer is never “unclear”. They always get the answer to their 7th level (2 slots): prismatic spray, symbol
question. 8th level (1 slot): feeblemind
When a mortal visiting a celestial sphinx asks for its guidance, 9th level (1 slot): constant reshape*
and the sphinx is sure that their intentions are pure it casts a
commune spell on their behalf. Once the sphinx has the answer,
it usually provides them to the mortal through cunning riddles.
Inscrutable. The celestial sphinx is immune to any magical effect

232
ACTIONS LEGENDARY ACTIONS

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 The celestial sphinx can take 3 legendary actions, choosing from
(1d6 + 5) slashing damage plus 4 (1d8) radiant damage. the options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Thunderous Roar (Recharge 5-6). The celestial sphinx roars with
celestial sphinx regains spent legendary actions at the start of
all its might. Each ally within 20 feet of it has advantage on its
its turn.
next attack roll within 1 minute. Each opponent within 20 feet
of the sphinx must make a Constitution saving throw. On a failed Attack. The celestial sphinx makes one claw attack.
save, a creature takes 49 (11d8) thunder damage, or half as much
Teleport (Costs 2 Actions). The celestial sphinx magically
damage on a successful one.
teleports, along with any equipment it is wearing or carrying, up
to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The celestial sphinx casts a spell
from its list of prepared spells, using a spell slot.

233
Celestial Squire
A celestial squire is a spirit residing in heaven who
Celestial Squire
used to be a squire and who failed to become a knight Medium celestial, lawful good
in its mortal life. Through holy knights, heaven grants
those spirits a second chance to achieve knighthood. Armor Class 14 (breastplate)
A celestial squire can be of any race, but it always
Hit Points 15 (2d8 + 6) / 22 (3d8 + 9) / 30 (4d8 + 12) / 37 (5d8 + 15)
has unblemished skin and a comforting presence. It
carries a special spear bound to itself. Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

Skills Athletics +4, Perception +2


Damage Resistances radiant; bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities fire
Condition Immunities charmed, exhausted, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 1 (200 XP) / 2 (450 XP) / 3 (700 XP) / 4 (1,100 XP)

Devoted Squire. The celestial squire has advantage on attack rolls.


Blessed Spear (CR 3 / CR 4). The celestial squire’s Celestial Spear
attack deals an extra 3 (1d6) / 7 (2d6) radiant damage.

ACTIONS

Multiattack (CR 2 / CR 3 / CR 4). The celestial squire makes two


Celestial Spear attacks.
Celestial Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage. Also, if the spear is broken or it
is disarmed, the celestial squire can create a new one or call the
existing one to its hand as an action.

234
Celestial Warhorse Celestial Warhorse
These blessed creatures live on the vast steppes of Large celestial, neutral good
the celestial realms. They wander tirelessly, free of
stress or responsibility. They answer the summons of Armor Class 13 (natural armor)
the champions of good, such as holy knights, out of Hit Points 30 (4d10 + 8)
kindness and their need for companionship. Speed 50 ft.
A celestial warhorse is the sanctified version of a
normal warhorse. Its hooves consecrate the ground STR DEX CON INT WIS CHA
upon which it walks, its blessed body is strong, and its
19 (+4) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 8 (-1)
compassionate eyes glow with a bright white hue.
A celestial warhorse is accustomed to conflict and
doesn’t fear battle. No exploding spell, warcry, or Damage Immunities fire
death of a warrior frightens this holy steed. A celestial Condition Immunities exhausted
warhorse is so brave in fact that it may try to protect Senses darkvision 60 ft., passive Perception 8
its riders by making others meet their maker. Languages Understands the languages of its rider but can’t speak
There can be other kinds of celestial mounts as Challenge 1 (200 XP)
well. As long as the GM approves, celestial camels,
elephants, griffons, hippogriffs, mastiffs, pegasi, sea Consecrating Steps. If its rider wants, the horse leaves holy traces
horses and much more can be included in the game. that can be detected as consecrated by features such as Divine
The challenge rating of the mount can also change Sense. The traces persist for 1 day.
depending on the creature.
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature and then hits it with a hooves attack on the same
turn, that target must succeed on a DC 14 Strength saving throw
or be knocked prone. If the target is prone, the horse can make
another attack with its hooves against it as a bonus action.

ACTIONS

Blessed Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage plus 1 radiant damage.

235
Cherubim Cherubim
Medium celestial, lawful good
The most vital ability for beings participating in an
interplanar conflict is the capability to travel across Armor Class 18 (plate)
planes of existence. A cherubim’s duty is to hinder their Hit Points 190 (20d8 + 100)
enemies’ ability to do so. With absolute integrity and Speed 40 ft., fly 120 ft.
armed with a weapon that co-exists within itself without
defying causality, a cherubim is created by divine forces STR DEX CON INT WIS CHA
to be the ultimate weapon against enemies’ utilization
of magical methods and abilities. Cherubims are mostly 22 (+6) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)
accompanied by other angels who hold off the enemy as
they destroy portals and magical effects. Saving Throws Constitution +10, Intelligence +10, Wisdom +10
Divine Creation. A cherubim is an angel and doesn’t Skills Arcana +10, History +10, Investigation +10, Nature +10,
require food, drink, or sleep. Perception +10, Religion +10
Magic Termination. A cherubim can touch and Damage Resistances radiant; bludgeoning, piercing, and slashing
manipulate the magical energy that suffuses through from nonmagical attacks
creation and uses this ability to deny magic and to Condition Immunities charmed, exhaustion, frightened
terminate it. A cherubim can directly strike the weave of Senses truesight 120 ft., passive Perception 20
magic, shattering its pattern. Languages all, telepathy 120 ft.
Owner’s Trace. When a cherubim dies, its body Challenge 15 (13,000 XP)
disappears, but its weapon and armor are left behind.
While wielding the weapon or wearing the armor, a Co-existing Weapon. The cherubim’s weapons co-exist within
creature is unable to use any kind of magic. themselves. Its weapon attacks deal triple damage (included in the
attack) and are magical.
Magic Immunity. The cherubim can’t be affected or detected by
spells unless it wishes to be.
Pillar of Abjuration. The cherubim can prevent portals from
opening in its presence and deny attempts of teleportation and
interplanar travel. The area within 150 feet of the cherubim is
warded. Nothing can teleport into or out of the area unless the
cherubim wishes it to. Temporary portals are suppressed and can’t
function within the warded area.

ACTIONS

Multiattack. The cherubim makes two warhammer attacks.


Warhammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one
creature. Hit: 34 (3d10 + 18) bludgeoning damage and the lowest
level spell on the target ends.
Destroy Portal. The cherubim makes a warhammer attack against a
portal and destroys it.

236
Crystal Belly
The colorfully decorated skin and crystal abdomen of
Crystal Belly
crystal bellies easily attract attention. These fey are Medium fey, chaotic good
the performers of the wild, dancing and singing their
way across the most desolate of places. They search Armor Class 13
tirelessly for evil creatures to abduct and deliver them
Hit Points 76 (8d8 + 40)
to a creature willing to take care of them for good.
Crystal Maze. The crystal belly can imprison evil Speed 40 ft.
creatures in its belly. A creature loses its body if
imprisoned by a crystal belly. It transforms into a
STR DEX CON INT WIS CHA
dense black smoke and is trapped inside the crystal
abdomen. While imprisoned in this way, a creature 11 (+0) 16 (+3) 21 (+5) 13 (+1) 18 (+4) 19 (+4)
finds itself in an endless crystal maze of which it
tries to find the exit, even though there is none. If
Saving Throws Dexterity +5, Constitution +7, Wisdom +6, Charisma
a creature is freed, its body reappears next to the
+6
crystal belly and the creature inhabits its own body
once more. Skills Acrobatics +7, Performance +8
Enchanting. A crystal belly is a master performer. Senses darkvision 60 ft., passive Perception 14
It can control every little muscle in its body to Languages Common, Sylvan
dance while singing with a clear and strong voice.
Challenge 4 (1,100 XP)
They hardly ever get tired and are never bored
of performing. These performances are mostly
entertaining to the innocent while terrifying to ACTIONS
others.
Multiattack. The crystal belly makes two whip attacks. It makes five
whip attacks during its performance.
Whip. Melee Weapon Attack. +5 to hit, reach 10 ft., one target. Hit: 5
(1d4 + 3) slashing damage.
Glass Prison. The crystal belly starts its performance, dancing and
singing. During its performance, it must move up to 40 feet every
turn or the performance ends. If its performance is uninterrupted
for a minute, it can choose a creature within 10 feet at the start of
its next turn after the performance ends. The target must succeed
on a DC 14 Wisdom saving throw or be imprisoned within the
crystal belly. The crystal belly can hold up to 5 creatures in its
abdomen.
While imprisoned by this feature, the creature doesn’t need to
breathe, eat, or drink, and it doesn’t age. Divination spells can’t
locate or perceive the target. The imprisoned creature has no
material body, it can’t perceive its surroundings, it can’t use any
of its features. The only way to free a creature from this prison is
to kill the crystal belly. The crystal belly can free a creature that it
imprisoned.
The crystal belly can use its actions during the performance but
not its bonus actions and reactions. This feature has no effect on
creatures that are not evil-aligned.

237
Diamond Angel

Diamond angels are masters of life and death. They


have an immense knowledge of necromancy, which
they use both to protect their allies and to harm their
enemies.
Fiends and many other wicked forms of creation
capture souls, use them to empower themselves,
or simply trade them for more power. Against this
unholy threat, diamond angels are tasked with the
protection of pure and worthy souls until they reach
their final resting place. A diamond angel also seeks
captured souls to free them, and to destroy their
captor.
Diamond Hammer. A diamond angel carries a special
hammer forged of diamond. Although used rarely and
only when vitally necessary, a diamond angel can trap
souls within this hammer, which makes the hammer
shine with a gray light. While trapped in the hammer,
a soul does not feel pain and feels like it has found
eternal peace.
A diamond angel can only trap a soul when it deems
that the soul is in great danger, such as a human being
captured by fiends, a lich about to escape when they
need to be brought before an angelic court, or another
extreme situation.
Divine Creation. A diamond angel is an angel and
doesn’t require food, drink, or sleep.

Diamond Angel Blessed Weapons. The diamond angel’s weapon attacks are
magical and it has advantage on attack rolls against evil-aligned
Large celestial, lawful good
creatures. When it hits with any weapon, the weapon deals an
extra 2d8 radiant damage (included in the attack).
Armor Class 19 (natural armor, shield) Diamond Necromancy (5/Day). The diamond angel can cast
Hit Points 95 (10d10 + 40) any necromancy spell of 6th level or lower, requiring no
Speed 30 ft., fly 90 ft. components. The spell’s casting time must be equal to or shorter
than 1 action, and the spellcasting ability for such spells is
Wisdom. Also, if the spell requires diamond or diamond dust as
STR DEX CON INT WIS CHA a material component, the diamond angel can cast the spell as
part of its movement.
20 (+5) 16 (+3) 18 (+4) 14 (+2) 20 (+5) 16 (+3)
Magic Resistance. The diamond angel has advantage on saving
throws against spells and other magical effects.
Saving Throws Strength +9, Constitution +8, Wisdom +9 Masters of Necromancy. The diamond angel can uncover all
Skills Arcana +6, Insight +9, Perception +9, Religion +6 necromantic knowledge that can be revealed with a DC 21 or
Damage Vulnerabilities thunder lower Intelligence (Arcana) check.
Damage Resistances necrotic, radiant; bludgeoning, piercing,
and slashing from nonmagical attacks ACTIONS
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 19 Multiattack. The diamond angel makes two melee attacks.
Languages all, telepathy 120 ft. Diamond Hammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Challenge 9 (5,000 XP) target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) radiant
damage.

238
Divine Feline
Divine felines are close relatives of cats. Their bodies Divine Feline
are altered by divine powers, which change their Tiny celestial, any good
appearances. They are inhabitants of other planes
of existence; however, they can also be adopted as
Armor Class 13
familiars by good-aligned spellcasters.
They look just like regular cats from a distance; Hit Points 4 (1d4 + 2)
however, if observed, one can see gleaming divine Speed 40 ft., climb 30 ft.
marks on their foreheads in various shapes of sacred
geometry. Their fur also glows with radiant energy.
In fact, they are also known as celestial cats due to STR DEX CON INT WIS CHA
their glowing fur. They have an average lifespan of a 3 (-4) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 16 (+3)
thousand years.

Skills Perception +6, Stealth +5


Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 16
Languages understands Celestial and Common but can only speak
with telepathy 30 ft.
Challenge 1/8 (25 XP)

Divine Augury (1/Day). The divine feline can sense the future with
its great instincts and connection to the divine. If its allies ask
about the results of a specific course of action that they plan to take
within the next 30 minutes, the divine feline can make an omen as
in the augury spell.
Divine Smell. The divine feline can sense whether there are
creatures in the Ethereal Plane within 30 feet of it; however, it
cannot sense their exact locations.
Keen Smell. The divine feline has advantage on Wisdom
(Perception) checks that rely on smell.

ACTIONS

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4
slashing damage.

REACTIONS

Charming Visage. When a creature tries to attack the divine feline,


it can make its divine mark on its forehead glow as a reaction,
making itself more charming than ever. The attacker must succeed
on a DC 13 Charisma saving throw or have disadvantage on its
attack roll.

239
Divine Owlbear
Not every radiant being above the skies works to
better things in the name of good; there are also those
Divine Owlbear
who simply enjoy a life of peace, unencumbered by Huge celestial, unaligned
any goals or desires. A divine owlbear is a tranquil
creature that does not act aggressively unless greatly Armor Class 15 (natural armor)
provoked. It feeds on fruit and honey, sleeps even
Hit Points 162 (13d12 + 78)
though it doesn’t need to, and swims in clear waters.
Calming Presence. Some celestials meditate near Speed 40 ft., swim 30 ft.
divine owlbears, as they feel calmer and safer while in
the presence of these creatures.
STR DEX CON INT WIS CHA
Divine Creation. A divine owlbear doesn’t require
food, drink, or sleep. 22 (+6) 13 (+1) 22 (+6) 7 (-2) 14 (+2) 9 (-1)
Immortality. A divine owlbear does not grow old
and can’t die of old age. They usually die as a result
Skills Perception +6
of their clumsiness or of attacks from outsiders. Most
Senses darkvision 60 ft., passive Perception 16
of the time, they are resurrected by deities that feel
sorry for them. Language -
Challenge 10 (5,900 XP)

Keen Sight and Smell. The divine owlbear has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Magical Body. Beak and claw attacks of the divine owlbear are
magical.

ACTIONS

Multiattack. The divine owlbear makes three attacks, one with its
beak and two with its claws.
Beak. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit:
11 (1d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit:
15 (2d8 + 6) slashing damage.

REACTIONS

Share Pain. When a creature successfully hits the divine owlbear, it


can choose to reflect the pain it feels to the attacker. The creature
takes 10 (3d6) psychic damage.

240
not lie in the act of annihilating itself, but in the fight against
Emanation of Grace those devoted to protecting this unique creature, such as the
Order of Grace (p. 154).
When the acts of good exceedingly derail the acts of evil in Different Shapes. An emanation of grace can be in any shape
a place, in the rarest of instances, the concept of goodness that resembles the goodness in someone’s heart. However,
and grace takes a physical form and is called an emanation of it usually looks like a Gargantuan tree, whose golden leaves
grace. cover the skies for tens of yards.
An emanation of grace is the material component of some Divine Radiance. It has a golden radiance within its body and
really destructive evil rituals. The defilement of an emanation its leaves. The emanation of grace sheds magical bright light in
of grace is seen as a great honor among the forces of evil. a 100-foot radius and dim light for an additional 100 feet.
There are therefore evil creatures who seek emanations of Calming Presence. Creatures feel safer around an emanation
grace for their demise, just as there are the good who try to of grace. Therefore, various creatures, either good-aligned or
protect them at all costs. unaligned, choose to live in proximity to them.
The challenge of destroying an emanation of grace does

Emanation of Grace Might of Good. Evil-aligned creatures within 150 feet of the
emanation of grace have disadvantage on ability checks and
Gargantuan celestial, neutral good
saving throws.
Armor Class 10 (natural armor) Unbreakable. The emanation of grace cannot be destroyed
Hit Points 410 (20d20 + 200) by dealing damage. Each good act in a 1-mile radius gives it
Speed 0 ft. strength, while each sin committed in the area weakens it.
Therefore, the emanation of grace can only be destroyed if the
forces of evil triumph over the forces of good.
STR DEX CON INT WIS CHA
Minor acts of good make the emanation regain 1 hit points.
3 (-4) 3 (-4) 30 (+10) 3 (-4) 3 (-4) 30 (+10) Major acts of good make the emanation regain 3 hit points.
Ultimate acts of good make the emanation regain 5 hit points.
Damage Immunities all, except damage dealt with artifacts Minor acts of evil make the emanation lose 1 hit point. Major
Condition Immunities all acts of evil make the emanation lose 3 hit points. Ultimate acts
Languages - of evil make the emanation lose 5 hit points.
Challenge - (155,000 XP) When the emanation of grace loses all of its hit points, it
ceases to exist.
Calming Presence. Creatures within 60 feet of the emanation of
grace have disadvantage on attack rolls. ACTIONS
Enhanced Healing. The number of hit points regained by spells is
doubled while within 150 feet of the emanation of grace.
Healing Aura. As an action, the emanation of grace shines
Magic Resistance. The emanation of grace has advantage on with a golden light. One random creature within 30 feet of the
saving throws against spells and other magical effects. emanation of grace regains 28 (8d4 + 8) hit points.

Acts of Evil Acts of Good

Blackmailing or telling a lie to cause harm Minor Assisting the elderly on a task they find Minor
hard to accomplish
Petty thievery Minor
Healing someone who is close to death Minor
Torturing a creature to gain benefit Minor
Donating to a temple Minor
Major thievery such as stealing a family Major
heirloom Bringing a criminal to justice Major
Harming a creature unnecessarily after its Major Making a dire promise and keeping it Major
death
Saving someone’s life by risking your own Ultimate
Murdering the innocent for no reason or Ultimate
for fun

241
You can see examples of the acts of good and evil
in the previous page. You can add acts and decide
whether they are minor, major, or ultimate. The table
above is just a guideline for GMs.

242
is, it can easily track down a fiend. If a fiend is within
Exalted Hunter 1 mile of the exalted hunter, the hunter knows its
general direction and then can track it without making
Forces of evil raid the habitats of fey beings from
the necessary checks.
time to time. Although rare, it is possible for a fey to
Sacred Hunt. From time to time, exalted hunters
survive such an event. However, its sadness at what it
join forces to hunt down a fiend too strong to defeat
has experienced leads to anger, which turns it into an
in small numbers. This event is called the Sacred Hunt
exalted hunter. Exalted hunters seek fiends to destroy.
and is a competition between hunters. A Sacred Hunt
They are warriors trained to cleanse the world of evil
is generally conducted in teams of about thirty, which
by any means necessary. They usually hunt alone, but
also includes those who aren’t exalted hunters. The
have also been known to team up to face stronger foes.
hunt can last a long time and may require interplanar
Exalted hunters have dark green skin reminiscent of
travel. Those who come out of the ordeal victorious
the deepest of forests, and they have pitch black eyes
are rewarded with treasures, and the coveted title of
that glisten like onyxes.
Sacred Hunter.
Tracking Expert. No matter where an exalted hunter

There are more experienced Exalted Hunters who have Innate Spellcasting. As an action, the sacred hunter can
spent decades hunting and killing fiends, those who cast the conjure starfly cantrip as if the sacred hunter is a
survive and win the Sacred Hunt are called “Sacred 17th level spellcaster.
Hunter”. They are held in high regard in the exalted
Hunt Never Ends. The sacred hunter emanates an aura
hunter communities. You can apply the following
of 120-foot-radius sphere centered on the hunter that
template on an exalted hunter to create a sacred
moves with it. Beasts within the aura can smell whether
hunter.
there are fiends within the aura and lead the sacred
AC. Its AC becomes 20. hunter directly to them. Beasts within the aura are
friendly to the sacred hunter and hostile towards any
Hit Points. Its hit points increase by +30 (4d8+12), and
fiend they can smell.
become 217 (29d8 + 87).
Challenge. +2
Proficiency Bonus. The sacred hunters proficiency
bonus becomes +6.

Exalted Hunter Hunterborn. The exalted hunter aims to hunt fiends. But to
kill, it must catch them first. Thus, the exalted hunter’s speed
Medium fey, chaotic good
increases by 10 feet (already included in the speed), and it never
suffers the effects of difficult terrain.
Armor Class 18 (exalted armor) Fiend Smell. The exalted hunter can smell fiends’ distinct evil
Hit Points 187 (25d8 + 75) smells. As long as a fiend is within 30 feet of the hunter, the
Speed 40 ft. hunter can detect it if the fiend isn’t hiding by magical means.
Spellcasting. The exalted hunter is a 12th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit
STR DEX CON INT WIS CHA with spell attacks). The exalted hunter has the following spells
18 (+4) 20 (+5) 16 (+3) 15 (+2) 20 (+5) 14 (+2) prepared:
1st level (4 slots): detect magic, hunters mark, longstrider
2nd Level (3 slots): pass without trace
Saving Throws Strength +9, Dexterity +10, Wisdom +10
3rd Level (3 slots): protection from energy
Skills Investigation +5, Perception +10, Stealth +10, Survival +10
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks ACTIONS
Condition Immunities charmed, exhaustion
Senses darkvision 60 ft., passive Perception 20 Multiattack. The exalted hunter makes three weapon attacks.
Languages Common, Elvish, Sylvan, and Abyssal or Infernal Fiendslayer Javelin. Melee Weapon Attack: +11 to hit, reach 5
Challenge 16 (15,000 XP) ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 13 (2d12)
psychic damage. If the target is a fiend, the Fiendslayer Javelin
deals additional 7 (2d6) piercing damage.
Exalted Armor. The exalted hunter wears special armor that is
Fiendslayer Javelin (Thrown). Ranged Weapon Attack: +11 to hit,
magically crafted only for themselves. As long as the exalted
range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage
hunter wears the armor, its AC increases by 3. When this armor
plus 13 (2d12) psychic damage. If the target is a fiend, the
is worn by any other creature, it becomes a mundane piece of
Fiendslayer Javelin deals additional 7 (2d6) piercing damage.
leather clothing that grants no AC.
243
244
Fiend Hunter
Fiend hunters are the most common elite forces of
the organization called “Night Hunters” (p. 153).
They are trained specifically to hunt evil creatures.
They are called fiend hunters owing to their ability
and proficiency in tracking and hunting down fiends,
although they stand against any form of evil.
Only a few possess the rank of fiend hunter since
they are both masters of divine spellcasting and the
art of war.
They are always on the road when they are not in
their organization’s bases of operation. They dedicate
their lives to helping towns in need, and to fighting
monsters; fiends in particular. Although they mostly
travel alone, it is possible to come across fiend
hunters acting in duos as well.
When fiend hunters visit a town, they are welcome.
They are often offered a place to stay until they
decide to move on. Those around them love to listen
to their exciting stories of fighting fiends, which
ensures a crowd around them, especially in taverns.

Fiend Hunter Uncanny Fortitude. The fiend hunter has advantage on saving
throws against being poisoned.
Medium humanoid, any good
Spellcasting. The fiend hunter is a 15th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit with
Armor Class 16 (studded leather) spell attacks). The hunter has the following paladin spells
Hit Points 161 (17d8 + 85) prepared:
Speed 30 ft. 1st level (4 slots): bless, heretic’s mark*, heroism, shield of faith
2nd level (3 slots): aid, branding smite, magic weapon
3rd level (3 slots): daylight, dispel magic, revivify
STR DEX CON INT WIS CHA
4th level (2 slots): banishment, death ward
20 (+5) 18 (+4) 20 (+5) 16 (+3) 17 (+3) 18 (+4)

ACTIONS
Saving Throws Constitution +9, Charisma +8
Skills Acrobatics +8, Athletics +9, Perception +7, Religion +7,
Multiattack. The fiend hunter makes two melee weapon attacks.
Stealth +8, Survival +7
Evil’s Bane (+1 Longsword). Melee Weapon Attack: +10 to hit, reach
Senses passive Perception 17
5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10+6)
Languages Common slashing damage if used with two hands. The weapon deals an
Challenge 10 (5,900 XP) extra 9 (1d8) psychic damage to evil-aligned creatures on a hit.
Resistance Defier (Recharge 6). As an action, the fiend hunter
Always Alert. As a bonus action, the fiend hunter can sense the speaks a prayer and is blessed with divine strikes. The hunter’s
exact location of fiends within 60 feet of it. spells and other magical effects are now stronger. The hunter
ignores the effects of the Magic Resistance trait of a fiend of its
Divine Smite (1/Turn). When the fiend hunter hits a creature
choice within 60 feet of it for 1 minute.
with a melee weapon attack, it can expend one spell slot to
deal radiant damage to the target, in addition to the weapon’s
damage. The extra damage is 2d8 for a 1st-level spell slot, REACTIONS
plus 1d8 for each spell level higher than 1st, to a maximum of
5d8. The damage increases by 1d8 if the target is a fiend, to a
Limited Resistance (3/Day). The fiend hunter can choose to have
maximum of 6d8.
resistance to fire or poison damage until the end of its next turn
Hallowed Strikes. When the fiend hunter hits a fiend with any after being hit by a fiend. The resistance reduces the amount of
weapon attack, the weapon deals an extra 1d8 force damage (not damage taken due to the triggering attack if it is relevant.
included in the attack).

245
Firefly Fairy
Firefly fairies look like shiny dots in the night, but
are actually tiny humanoid-shaped fey. They live in
little houses they make themselves, inside of trees.
Although not many firefly fairies like strangers, they
do try to help those who are in danger near their
homes.
Protect Others. When a firefly fairy or someone they
are familiar with is in danger, firefly fairies protect
them if they are near one of their homes.
Firefly Fairy
Tiny fey, chaotic good

Armor Class 10
Hit Points 6 (4d4 - 4)
Speed fly 30 ft.

STR DEX CON INT WIS CHA


6 (-2) 10 (+0) 9 (-1) 8 (-1) 7 (-2) 12 (+1)

Saving Throws Dexterity +2


Skills Stealth +2, Survival +2
Condition Immunities charmed
Senses passive Perception 8
Languages Common, Sylvan
Challenge 1/8 (25 XP)

Fairy Light. The firefly fairy sheds dim light in a 20-foot radius. It
can turn its Fairy Light on and off at will.

ACTIONS

Stick Javelin. Ranged Weapon Attack: +2 to hit, range 10 ft., one


target. Hit: 3 (1d6) piercing damage
Restoring Light. The firefly fairy touches a creature and the target
regains 1d4 hit points.

246
Forgiving Spirit Forgiving Spirit
Medium undead, neutral good
These spirits dwell in the lands of mortals. They
travel, visiting sites that are dangerous for mortals, Armor Class 14 (hide)
and guide other travelers through them. They can
also devote their lives to the protection of their Hit Points 54 (12d8)
living friends, relatives, or loved ones. They can have Speed 30 ft., fly 30 ft. (hover only)
many forms; there are forgiving spirits who look like
humanoids as there are nature spirits.
Merciful Nature. A forgiving spirit aims to protect STR DEX CON INT WIS CHA
good, prevent evil, and convert evil to good if it can. 10 (+0) 14 (+2) 10 (+0) 10 (+0) 18 (+4) 18 (+4)
Responsible Afterlife. Sometimes the spirits of
evil creatures or wrathful ghosts are given a second
chance at redemption. In this way, even the darkest, Skills Athletics +3, Perception +7
most ill-natured of villains may become a forgiving Damage Resistances acid, fire, lightning, thunder; bludgeoning,
spirit in the afterlife. piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 17
Languages Common and Celestial or Sylvan
Challenge 5 (1,800 XP)

Ethereal Sight. The forgiving spirit can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The forgiving spirit can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.

ACTIONS

Multiattack. The forgiving spirit makes three spiritual weapon


attacks.
Spiritual Longsword. Melee Spell Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) psychic damage.
Etherealness. The forgiving spirit enters the Ethereal Plane from
the Material Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal and vice versa, although it can’t
affect or be affected by anything on the other plane.
Forgiving Touch. The forgiving spirit touches a creature and
soothes its emotions, ending the effects of one of the following on
the target creature; a spell or other magical effect that charms or
frightens the target, or the Rage feature. An unwilling creature can
make a DC 15 Wisdom saving throw to resist this feature.

247
Glass Colossus
Glass Colossus
These heavenly constructs infused with angelic
Gargantuan construct, unaligned
essence named glass colossi are among the most
resilient angels. When heaven is in the throes of a
massive battle, a glass colossus is almost always the Armor Class 18 (natural armor)
first on the battlefield and their enormous figures are Hit Points 210 (12d20 + 84)
almost always horrifying to opponents.
Speed 40 ft.
Crystal Carrier. Every glass colossus carries a
crystal that is almost as large as they are. Their main
duty is to protect the crystal and place it somewhere STR DEX CON INT WIS CHA
according to the instructions of their superiors. The
crystal acts as a portal for the armies of heaven to 28 (+9) 13 (+1) 25 (+7) 3 (-4) 13 (+1) 1 (-5)
join the fight.
Divine Construct. A glass colossus doesn’t require Damage Immunities poison, psychic, radiant; bludgeoning,
air, food, drink, or sleep. It can’t take short or long piercing, and slashing from nonmagical attacks
rests.
Condition Immunities blinded, charmed, exhaustion, frightened,
Obedience. A glass colossus obeys angels’ commands
paralyzed, petrified, poisoned
to the best of its ability. If it is left without commands
or can’t fulfill them, it guards its position and waits Senses truesight 120 ft., passive Perception 11
for further instruction. A glass colossus can’t think Languages Understands Celestial but can’t speak
or act on its own or for itself. Though it understands Challenge 16 (15,000 XP)
its commands perfectly, it has no grasp of language
beyond that understanding, and can’t be reasoned
with or tricked with words. Immutable Form. The colossus is immune to any spell or effect that
would alter its form.
Light Absorption. Whenever the colossus is subjected to radiant
damage, it takes no damage and instead regains a number of hit
points equal to the radiant damage dealt.
Magic Resistance. The colossus has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The colossus’s weapon attacks are magical.
Portal Crystal. The crystal’s base is 10 feet wide and 10 feet long,
and it is 40 feet tall. To activate the crystal, the colossus needs to
place it in an unoccupied space and work 1 minute on the crystal
without any interruptions. Once it’s activated, it connects to all
other active crystal portals. Only angels can use these portals to
travel between the portal network and an angel can bring one
willing creature with them.

ACTIONS

Multiattack. The colossus makes two melee attacks.


Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 31
(5d8 + 9) bludgeoning damage.
Radiant Flash (Recharge 6). The colossus focuses light using its body
and releases it in a blinding flash. Each creature within 30 feet must
make a DC 20 Constitution saving throw. A creature is blinded and
takes 45 (10d8) radiant damage on a failed save, or isn’t blinded and
takes half as much damage on a successful one.

248
Grave Protector
This intelligent celestial construct is created to Grave Protector
protect the graves of those who walked the path of Large construct, lawful good
the good in life. It is intelligent, infused with radiant
energies to counter evil magic, and armed with a
Armor Class 16 (stone armor)
greatsword to obliterate enemies of the good.
Divine Construct. A grave protector strictly follows Hit Points 63 (6d10 + 30)
its orders to protect the graves of the good; a purpose Speed 30 ft., fly 30 ft.
for which it is created. A grave protector is one of the
most dangerous foes graverobbers and necromancers
can encounter, especially since they do not require STR DEX CON INT WIS CHA
air, food, drink, or sleep. However, it can negotiate 18 (+4) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 10 (+0)
with creatures that have good intentions.
No Mercy for the Wicked. A grave protector does not
show any sign of mercy to evil. It strikes the weakest Skills Athletics +7, Perception +5
enemy first, and then tries to annihilate spellcasters. Damage Resistances force, necrotic, poison
Damage Immunities bludgeoning, piercing, and slashing from
nonmagical attacks not made with adamantine weapons
Condition Immunities blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned, stunned
Senses blindsight 60 ft. (blind beyond this radius)
Languages Celestial
Challenge 7 (2,900 XP)

Magic Resistance. The grave protector has advantage on saving


throws against spells and other magical effects.
Necrotic Magic Immunity. The grave protector can choose to be
immune to the effects of a necromancy spell.
Grave Sense. The grave protector can sense everything within the
area it is ordered to protect. It knows how many creatures are
present in a 500-foot radius centered on itself. Additionally, it
perfectly perceives creatures in a 120-foot radius centered on itself,
even those who are hiding or invisible as long as both are within
the grave. The grave protector cannot leave the grave it protects.

ACTIONS

Multiattack. The grave protector makes two marble greatsword


attacks.
Marble Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 18 (4d6 + 4) slashing damage.

249
Guardian Angel Guardian Angel
Medium celestial, lawful good

Sometimes, when you are on the brink of an


inescapable horror that is sure to affect the rest of Armor Class 12
your life, you find yourself miraculously saved amid Hit Points 15 (2d8 + 6)
the glow of a flash of light. These flashes of lights Speed fly 40 ft. (hover)
are guardian angels, who protect whomever they are
quested to protect. STR DEX CON INT WIS CHA
Divine Creation. A guardian angel is an angel and
doesn’t require food, drink, or sleep. 14 (+2) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 12 (+1)
Unstoppable. Guardian angels are tasked with
the protection of others. Each guardian angel has Saving Throws Constitution +5, Wisdom +4
a specific creature, for whom they would gladly Skills Perception +4, Religion +3
give their lives if necessary. Although they are not Damage Vulnerabilities necrotic
immensely powerful, guardian angels are extremely Damage Resistances acid, cold, fire, lightning, thunder;
durable against damage and are therefore incredibly bludgeoning, piercing, and slashing from nonmagical attacks
hard to stop. They watch and protect diligently, and Damage Immunities poison
cannot be seen by anyone save other angels while Condition Immunities charmed, exhaustion, frightened, grappled,
they are on duty; unless they wish otherwise. paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages all, telepathy 30 ft.
Challenge 1/2 (100 XP)

Know Thy Quest. The guardian angel always knows the location of
the one it protects, and what its health condition is.

ACTIONS

Angelic Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage and the target must succeed on
a DC 11 Charisma saving throw or its Charisma score is reduced by
1d4. The target falls unconscious if this reduces its Charisma score
to 0. Otherwise, this reduction lasts until the target finishes a short
or long rest. Good-aligned creatures are immune to this reduction.
Wish (1/Life). The guardian angel can cast the wish spell, requiring
no material components. The guardian angel uses this feature in
instances of the utmost danger and only to protect the creature it is
guarding. The guardian angel dies after casting this spell. Whether
or not an angel caller cleric can use this feature, or the guardian
angel uses it when conjured by a spell or another magical effect is
determined at the GM’s discretion.

250
A guardian of the light rarely reveals itself before the
Guardian of the Light frail eyes of mortals; they usually have to deal with dire
situations that mortals are yet to know of. However,
There are certain creatures of darkness who lure the
wherever the darkness of evil starts to blind worldly
innocent into the shadows to satiate their bloodlust, just
creatures, it is the duty of the Guardian of the Light is to
as there are creatures of light who are the protectors of
illuminate their way, cleansing the darkness that plagues
the innocent; even if the mortals do not know of their
their hearts.
existence. Guardians of the light are sacred celestials,
Divine Creation. Guardian of the light is an angel and
angels per se, who shine bright with holy radiance.
doesn’t require food, drink, or sleep.

Guardian of the Light against spells and other magical effects.

Large celestial, lawful good


ACTIONS
Armor Class 20 (+2 plate)
Multiattack. The guardian of the light makes two melee weapon
Hit Points 228 (24d10 + 96)
attacks.
Speed 40 ft., fly 60 ft.
Sword of Light (+1 Longsword). Melee Weapon Attack: +14 to hit,
reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus
18 (4d8) radiant damage or 19 (2d10 + 8) plus 18 (4d8) radiant
STR DEX CON INT WIS CHA
damage if wielded with two hands.
25 (+7) 20 (+5) 19 (+4) 14 (+2) 20 (+5) 23 (+6) Radiant Wings (Recharge 5-6). The guardian of the light spreads
its wings and radiates a divine light. Each creature within a
Saving Throws Strength +13, Charisma +12 60-foot cone originating from the guardian must make a DC 21
Charisma saving throw, taking 63 (18d6) radiant damage on a
Skills Athletics +13, Perception +11, Persuasion +18
failed save, or half as much damage on a successful one.
Damage Resistances fire, necrotic, lightning, psychic, thunder;
bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities radiant
REACTIONS
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, prone Omnipresence. When targeted by an attack, the guardian can
suddenly disappear and reappear in a place it could normally
Senses truesight 120 ft., passive Perception 21
move to with its speed, provided that the place is not heavily
Languages Celestial, Common, telepathy 120 ft. obscured.
Challenge 18 (20,000 XP)

LEGENDARY ACTIONS
Angelic Weapons. The guardian’s weapon attacks are magical.
When it hits with any weapon, the weapon deals an extra 4d8
The guardian of the light can take 3 legendary actions, choosing
radiant damage (included in the attack).
from the options below. Only one legendary action option can
Enlightening Presence. When the guardian enters an area in be used at a time and only at the end of another creature’s turn.
magical darkness caused by the darkness spell or a spell that The guardian of the light regains spent legendary actions at the
causes similar effects, the area is illuminated by the presence of start of its turn.
the guardian, and the darkness is dispelled.
Healing Light. The guardian spreads its wings and radiates a
Innate Spellcasting. The guardian’s spellcasting ability is divine light from its body. Each evil-aligned creature within
Charisma (spell save DC 20). The guardian can innately cast the 20 feet of the guardian must make a DC 20 Charisma saving
following spells, requiring only verbal components: throw. On a failed save, they take 14 (4d6) radiant damage, and
At will: detect evil and good, light, message the guardian regains hit points equal to half of the damage the
3/day each: flame strike (as if 5th level), holy verdict: wrath*, prayer creatures take.
of healing (as if 5th level) Attack (Costs 2 Actions). The guardian makes a Sword of Light
1/day each: fall from heaven*, holy chains of divines*, mass heal attack.
Legendary Resistance (3/Day). If the guardian fails a saving Innate Spellcasting (Costs 2 Actions). The guardian uses its
throw, it can choose to succeed instead. Innate Spellcasting.
Magic Resistance. The guardian has advantage on saving throws

251
252
Healer Priest Healer Priest
Medium humanoid, any good
Healer priests are trained by temples to provide
medical aid to those who are in need. A healer priest Armor Class 12
starts their journey as an acolyte in a temple. Once
Hit Points 33 (6d8+6)
they complete their training, they venture out to the
world to gain experience and help people as much as Speed 30 ft
they can.
A Devoted Life. A healer priest is sworn by its deity
to help people. It doesn’t matter where, who, or what. STR DEX CON INT WIS CHA
If there is a need for aid, a healer priest cannot stand 12 (+1) 14 (+2) 12 (+1) 13 (+1) 15 (+2) 10 (+0)
idly by.
Temple’s Orders. A healer priest usually works
for a temple that follows the ways of a good-aligned Saving Throws Wisdom +4
deity. From time to time, it receives orders like “help Skills Insight +4, Medicine +4, Nature +3, Persuasion +2, Religion +3
a specific village” or “come back to the temple”, Senses passive Perception 11
which it must follow to the letter. These priests are
Languages Common and one other language
generally accompanied by warrior priests (p. 294) on
these quests. Challenge 2 (450 XP)

Spellcasting. The healer priest is a 5th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell
attacks). The healer priest has the following cleric spells prepared:
Cantrips (at will): calm mind*, light
1st level (4 slots): cure wounds, purify food and drink
2nd level (3 slots): lesser restoration, prayer of healing
3rd level (2 slots): mass healing word, revivify

ACTIONS

Multiattack. The healer priest makes two melee weapon attacks.


Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

253
Healing Pool
In celestial realms, there are ponds, fountains,
meadows, beaches filled with healing energies.
Herbivore oozes live in these areas, and are called
healing pools. Their origin is unknown and their
physical characteristics a mystery but celestials
let these oozes hang around, as they are mostly
harmless and even helpful from time to time.
The only danger they pose is their appetite
for plants.
Ointment. The ooze crawls upon
creatures without engulfing them
and rests on them. This behavior
seems like a social interaction and
confuses a lot of people. While resting
on a creature, the ooze heals the wounds of
the creature.

Healing Pool dealing damage, the weapon takes a permanent and cumulative
-1 penalty to damage rolls. If its penalty drops to -5, the weapon
Large ooze, unaligned
is destroyed. Nonmagical ammunition made of metal or wood
that hits the pool is destroyed after dealing damage. The pool
Armor Class 8
can eat through 2-inch-thick, nonmagical wood or metal in 1
Hit Points 147 (14d10 + 70)
round.
Speed 30 ft., climb 30 ft.
When the pool is in its mending form, its body becomes
harmless and starts to radiate healing energies. A creature that
STR DEX CON INT WIS CHA touches the pool or ends its turn touching it regains 9 (2d8) hit
points.
14 (+2) 6 (-2) 20 (+5) 1 (-5) 8 (-1) 1 (-5)
Herbivore Ooze. Acid damage dealt by the pool is doubled against
Damage Immunities acid, lightning, slashing plants and the pool regains a number of hit points equal to half
Condition Immunities blinded, charmed, deafened, exhaustion, of that damage, rounded down.
frightened, prone Spider Climb. The pool can climb difficult surfaces, including
Senses blindsight 90 ft. (blind beyond this radius), passive upside down on ceilings, without needing to make an ability
Perception 9 check.
Languages -
Challenge 7 (2,900 XP)
ACTIONS
Amorphous. The pool can move through a space as narrow as 1
inch wide without squeezing.
Pseudopod (Requires Corrosive Form). Melee Weapon Attack: +5 to
Bizarre Self-heal. Any time the pool deals acid damage to a hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
creature it heals itself. Instead of regaining hit points, the pool plus 31 (7d8) acid damage. In addition, nonmagical armor worn
grows in size and gains a number of cumulative ooze points by the target is partly dissolved and takes a permanent and
equal to the acid damage dealt. The pool can store a number of cumulative -1 penalty to the AC it offers. The armor is destroyed
ooze points equal to its hit point maximum; excess points are if the penalty reduces its AC to 10.
lost.
Corrosive/Mending Form. The pool is in its mending form
while it has current hit points equal to its hit point maximum.
REACTIONS
Otherwise, the pool is in its corrosive form.
When the pool is in its corrosive form, its body becomes acidic
Divide. When the pool is subjected to lightning or slashing
and it starts to melt living and nonliving things. A creature that
damage, a new healing pool emerges from the old one. The old
touches the pool or hits it with a melee attack while within 5
pool loses all of its ooze points and the new one has hit points
feet of it takes 9 (2d8) acid damage. Any nonmagical weapon
equal to the number of ooze points lost. New pools can’t gain
made of metal or wood that hits the pool, corrodes. After
ooze points and divide.

254
Heavenly Creature Template Heavenly Creature Template
There are many forces of good in the universe that protect the
innocent and fight against evil. Goodness can come in many The heavenly creature template can be added to all creatures. A
different forms depending on its source. One of these forms creature with this template retains its statistics except as follows.
originates in heaven. Heavenly goodness places a shard of Alignment. The heavenly creature’s alignment becomes good.
good in the heart of anyone it encounters. The evil who get in
New Feature: Heavenly Aura. The heavenly creature emits a 10-foot-
contact with this phenomenon are either washed in a bath of
radius aura. When an evil-aligned creature that intends to harm the
holy flames, or perish and turn to ash until nothing remains.
heavenly creature (presently) enters the aura for the first time or
The good who are lucky enough to cross such a creature’s path
ends its turn within, it takes 1d4 radiant damage.
receive gifts beyond the wildest of imaginations.
The touch of heaven can change a creature both physically Challenge. The creature’s challenge rating increases by 1.
and spiritually, as goodness is a potent form of energy. A Senses. The heavenly creature gains darkvision out to a range of 60
fiend’s blood-red skin may turn sky-blue, a lion’s fur may turn feet. If it already has darkvision, it gains blindsight out to a range of
to gold, or a green dragon may start to breathe radiant light. 30 feet.
Their intentions and behaviors also change, becoming more
aligned with that of the good. For instance, while red dragons Language. The heavenly creature understands all languages, but can
are generally greedy, a heavenly red dragon may build only speak the ones it knows.
orphanages with its treasure. Resistances. The heavenly creature has resistance to radiant damage.
Different creatures can become heavenly creatures on
different occasions, the instance and the nature of which are
determined at the GM’s discretion. For instance, a vampire
can slowly turn into a heavenly creature after it consumes
the blood of an angel, while a paladin who has saved a red
dragon’s eggs can drastically change the dragon’s motives,
having them gain a heavenly aspect over time.

255
Iron Angel
An iron angel is an angel forged by fire from iron. Their
faith in law and in good are so intense that they burn with
divine fire when they unleash their fury against enemies,
which causes them to look like angels in the shape of
molten metal.
Divine Creation. An iron angel is an angel and doesn’t
require food, drink, or sleep.
Molten Swords. Only the souls of righteous warriors
who wish to continue battling after they die are worked
in the angelic forges and reshaped as iron angels. When a
devoted soul becomes an iron angel, it also receives a pair
of blessed, molten weapons as a gift. Each of these swords
is unique to its owner, and disappears when its owner dies.
When an iron angel receives a target to destroy, it can
write the name of the target within the blade by using a
forge, which is made easier by the weapon being molten.
When it does so, the iron angel deals double damage to the
target with these weapons.
Restless Hunters. An iron angel’s duty is to seek and
destroy the enemies of the forces of good. Once it starts to
hunt a creature, the iron angel magically sees the 1-month-
old traces of the target’s aura, which makes it a perfect
hunter.

Iron Angel that would alter its form.


Medium celestial, lawful good Innate Spellcasting. The iron angel’s spellcasting ability is
Charisma (spell save DC 16). The iron angel can innately cast the
Armor Class 18 (plate) following spells, requiring only verbal components:
Hit Points 119 (14d8 + 56) At will: detect evil and good, detect magic, heretic’s mark*
Speed 30 ft., fly 90 ft. 3/day each: angelic executioner*, hunter’s mark, locate object,
longstrider
1/day each: burning halo*, freedom of movement, locate creature
STR DEX CON INT WIS CHA Magic Resistance. The iron angel has advantage on saving
throws against spells and other magical effects.
18 (+4) 18 (+4) 18 (+4) 14 (+2) 18 (+4) 18 (+4)

ACTIONS
Saving Throws Strength +8, Constitution +8, Wisdom +8
Skills Athletics +8, Insight +8, Intimidation +12, Perception +8 Multiattack. The iron angel makes two melee attacks; one with
Damage Resistances radiant; bludgeoning, piercing, and its molten battleaxe and one with its molten warhammer.
slashing from nonmagical attacks +2 Molten Battleaxe. Melee Weapon Attack: +10 to hit, reach 5
Damage Immunities fire ft., one target. Hit: 10 (1d8+6) slashing damage plus 9 (2d8) fire
Condition Immunities charmed, exhaustion, frightened damage and 4 (1d8) radiant damage or 11 (1d10+6) slashing
Senses darkvision 60 ft., passive Perception 18 damage plus 9 (2d8) fire damage and 4 (1d8) radiant damage if
wielded with two hands.
Languages all, telepathy 120 ft.
+2 Molten Warhammer. Melee Weapon Attack: +10 to hit, reach
Challenge 10 (5,900 XP)
5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 9
(2d8) fire damage and 4 (1d8) radiant damage or 11 (1d10+6)
Blessed Weapons. The iron angel’s weapon attacks are magical bludgeoning damage plus 9 (2d8) fire damage and 4 (1d8)
and it has advantage on attack rolls against evil-aligned radiant damage if wielded with two hands.
creatures. When it hits with any weapon attack, the weapon
Rage of Iron. The iron angel sets itself ablaze, turning into an
deals an extra 1d8 fire damage and 1d8 radiant damage
angel of molten metal for 1 minute. For the duration, the iron
(included in the attack).
angel emanates a 10-foot-radius aura of immense heat. When
Fire Absorption. Whenever the iron angel is subjected to fire a non-good or non-lawful creature enters the aura for the
damage, it takes no damage and instead regains a number of hit first time on a turn or ends its turn within, it takes 9 (2d8) fire
points equal to the fire damage dealt. damage. If a non-lawful ally enters the aura, the iron angel
Immutable Form. The iron angel is immune to any spell or effect moves accordingly not to harm the ally.
256
Knight Dragon
Knight dragons are brave, heavenly dragons. They
are the embodiments of knightly ideals; bravery,
goodness, honor, and righteousness.
Fearless Heart. A knight dragon does not fear death Squire Knight Dragon
and demonstrates its courage when necessary. It does
Medium dragon, lawful good
not hesitate to put its life on the line to do what is
right.
Heaven’s Knights. A knight dragon is generally Armor Class 16 (half plate, shield)
raised by angels and other servants of good. Hit Points 119 (14d8 + 56)
The dragon can be seen guarding such servants,
Speed 30 ft., climb 30 ft., fly 40 ft.
accompanying them in their adventures, and
protecting holy sites. A knight dragon can also be sent
to the worlds of mortals to help those in need. STR DEX CON INT WIS CHA
Martial Dragons. A knight dragon takes immense
joy in martial battle and honorable war. It trains 18 (+4) 8 (-1) 18 (+4) 8 (-1) 8 (-1) 16 (+3)
for all its life, and is proficient with all armor and
weapons. Saving Throws Strength +7, Constitution +7, Wisdom +2, Charisma
+6
Skills Athletics +7, Intimidation +6, Perception +2
Damage Resistances radiant
Damage Immunities fire
Condition Immunities frightened
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 7 (2,900 XP)

Knightly Honor. The dragon has advantage on attack rolls against


enemies facing it. Otherwise, the dragon has disadvantage on
attack rolls.
Sword of the Knight Dragon (1/Turn). When the knight dragon
hits a target with a weapon attack, a golden sword appears in the
air, revolving around it. The creatures within 5 feet of the knight
dragon must succeed on a DC 14 Dexterity saving throw or take 3
slashing damage.

ACTIONS

Multiattack. The dragon can make three weapon attacks.


+1 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d10 + 4) piercing damage.
Holy Fire Breath (Recharges 5-6). The dragon exhales radiant fire
in a 30-foot cone. Creatures within the cone must make a DC 14
Dexterity saving throw, taking 18 (5d6) fire damage and 18 (5d6)
radiant damage on a failed save, or half as much damage on a
successful one.

257
Knight Dragon Champion Knight Dragon
Large dragon, lawful good Huge dragon, lawful good

Armor Class 20 (plate, shield) Armor Class 21 (+1 plate, shield)


Hit Points 178 (17d10 + 85) Hit Points 312 (25d12 + 150)
Speed 40 ft., climb 40 ft., fly 80 ft. Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 12 (+1) 12 (+1) 18 (+4) 24 (+7) 8 (-1) 22 (+6) 14 (+2) 14 (+2) 20 (+5)

Saving Throws Strength +11, Constitution +10, Wisdom +6, Saving Throws Strength +13, Constitution +12, Wisdom +8,
Charisma +9 Charisma +11
Skills Athletics +11, Intimidation +9, Perception +6 Skills Athletics +13, Intimidation +11, Perception +8
Damage Resistances radiant Damage Resistances radiant
Damage Immunities fire Damage Immunities fire
Condition Immunities frightened Condition Immunities charmed, frightened
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic Languages Common, Draconic
Challenge 13 (10,000 XP) Challenge 20 (25,000 XP)

Knightly Honor. The dragon has advantage on attack rolls against Knightly Honor. The dragon has advantage on attack rolls against
enemies facing it. Otherwise, the dragon has disadvantage on enemies facing it. Otherwise, the dragon has disadvantage on
attack rolls. attack rolls.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it Legendary Resistance (3/Day). If the dragon fails a saving throw, it
can choose to succeed instead. can choose to succeed instead.
Military Leadership. All allies of the dragon within 60 feet of it that Military Leadership. All allies of the dragon within 60 feet of it that
can see or hear the dragon have advantage on attack rolls. can see or hear the dragon have advantage on attack rolls.
Sword of the Knight Dragon (1/Turn). When the knight dragon hits Sword of the Knight Dragon (1/Turn). When the knight dragon hits
a target with a weapon attack, a golden sword appears in the air, a target with a weapon attack, a golden sword appears in the air,
revolving around it. Creatures within 5 feet of the knight dragon revolving around it. Creatures within 5 feet of the knight dragon
must succeed on a DC 17 Dexterity saving throw or take 6 slashing must succeed on a DC 19 Dexterity saving throw or take 10 slashing
damage. damage.

ACTIONS ACTIONS

Multiattack. The dragon can make three weapon attacks. Multiattack. The dragon can make three weapon attacks.
+2 Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. +3 Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one
Hit: 16 (2d8 + 7) slashing damage. target. Hit: 24 (3d8 + 10) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23
(2d10 + 6) piercing damage. (3d10 + 7) piercing damage.
Holy Fire Breath (Recharges 5-6). The dragon exhales radiant fire Holy Fire Breath (Recharges 5-6). The dragon exhales radiant fire
in a 30-foot cone. Each creature in that area must make a DC 17 in a 30-foot cone. Each creature in that area must make a DC 19
Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) Dexterity saving throw, taking 32 (9d6) fire damage and 32 (9d6)
radiant damage on a failed save, or half as much damage on a radiant damage on a failed save, or half as much damage on a
successful one. successful one.
Rampaging Fly (Recharge 6). The knight dragon flies 80 feet in
a straight line. Up to 10 creatures (of its choice) in that line are
pierced by golden weapons that appear below them. Each creature
must succeed on a DC 19 Dexterity saving throw or take 70 (20d6)
piercing damage.

258
259
Veteran Knight Dragon 10 slashing damage.
Gargantuan dragon, lawful good
ACTIONS
Armor Class 22 (+2 plate, shield)
Hit Points 332 (19d20 + 133)
Multiattack. The dragon can make three weapon attacks.
Speed 40 ft., climb 40 ft., fly 90 ft.
+3 Longsword. Melee Weapon Attack: +18 to hit, reach 15 ft., one
target. Hit: 29 (4d8 + 11) slashing damage.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit:
26 (+8) 8 (-1) 24 (+7) 14 (+2) 18 (+4) 20 (+5)
30 (4d10 + 8) piercing damage.

Saving Throws Strength +15, Constitution +14, Wisdom +11, Holy Fire Breath (Recharges 5-6). The dragon exhales radiant
Charisma +12 fire in a 30-foot cone. Each creature in that area must make a DC
Skills Athletics +15, Intimidation +12, Perception +11 20 Dexterity saving throw, taking 35 (10d6) fire damage and 35
Damage Resistances radiant (10d6) radiant damage on a failed save, or half as much damage
Damage Immunities fire on a successful one.
Condition Immunities charmed, frightened Rampaging Fly (Recharge 6). The knight dragon flies 80 feet
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 in a straight line. Up to 10 creatures (of its choice) in that line
Languages Common, Draconic are pierced by golden weapons that appear below them. Each
Challenge 23 (50,000 XP) creature must succeed on a DC 20 Dexterity saving throw or take
84 (24d6) piercing damage.
Knightly Honor. The dragon has advantage on attack
rolls against enemies facing it. Otherwise, the dragon has
disadvantage on attack rolls.
LEGENDARY ACTIONS
Legendary Resistance (3/Day). If the dragon fails a saving throw,
it can choose to succeed instead. The veteran knight dragon can take 3 legendary actions,
choosing from the options below. Only one legendary action
Military Leadership. All allies of the dragon within 60 feet of it
option can be used at a time and only at the end of another
that can see or hear it have advantage on attack rolls.
creature’s turn. The dragon regains spent legendary actions at
Sword of the Knight Dragon (1/Turn). When the knight dragon the start of its turn.
hits a target with a weapon attack, a golden sword appears in
Detect. The dragon makes a Wisdom (Perception) check.
the air, revolving around it. Creatures within 5 feet of the knight
dragon must succeed on a DC 19 Dexterity saving throw or take Attack (Costs 2 Actions). The dragon makes a weapon attack.

260
Light Elemental
Light elementals are the natives of the planes of
existence where only light exists. They are made of Light Elemental
pure light of different colors. They can alter their Large elemental, chaotic good
shape at will, but they mostly choose the form of a
humanoid. They are just as dangerous as they are
elegant; their intense light also emanates extreme Armor Class 13
heat around them. Hit Points 57 (6d10 + 24)
They rarely visit the material plane. If one does Speed 50 ft., fly 50 ft. (hover)
come across a light elemental in the material plane, it
is probably because it was summoned and somehow
became free. STR DEX CON INT WIS CHA
Light elementals are friendly in nature; however,
they try to keep their distance from creatures they 10 (+0) 17 (+3) 18 (+4) 10 (+0) 10 (+0) 16 (+3)
can harm with their body heat.
Damage Resistances acid, cold, fire, necrotic, poison, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Celestial, Ignan
Challenge 6 (2,300 XP)

Illumination. The elemental sheds a magical light in a 60-foot radius


and dim light in an additional 60 feet. If the light elemental enters a
space that is affected by a darkness spell, the spell is dispelled.
Light Form. The elemental can move through a space as narrow as
1 inch wide without squeezing. A creature within 5 feet of it that
touches the elemental or hits it with a melee attack takes 5 (1d10)
radiant damage. In addition, the elemental can enter a hostile
creature’s space and stop there. The first time it enters a creature’s
space on a turn, that creature takes 5 (1d10) radiant damage.
Radiant Absorption. Whenever the light elemental is subjected to
radiant damage, it takes no damage and instead regains a number
of hit points equal to the radiant damage dealt.

ACTIONS

Multiattack. The elemental makes two touch attacks.


Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) radiant damage.
Burst (Recharge 5-6). The elemental shines a bright and deadly light
in a 30-foot radius centered on itself. Each creature must make a DC
13 Constitution saving throw; taking 35 (10d6) radiant damage on a
failed save, or half as much damage on a successful one.

REACTIONS

Blinding Light. When a creature tries to attack the light elemental,


it sheds a blinding light. The attacker must succeed on a DC 13
Constitution or be blinded until the end of its next turn.

261
Manymany
This flowering plant can’t grow underground,
under the sun, or in a windy environment, and can
only rarely be found by a lucky few. It resembles a
combination of three different flowers; lily, hyacinth, Manymany
and dandelion.
Small plant, unaligned

Armor Class 5
Hit Points 2 (1d6 - 1)
Speed 0 ft.

STR DEX CON INT WIS CHA


1 (-5) 1 (-5) 9 (-1) 1 (-5) 3 (-4) 1 (-5)

Damage Vulnerabilities radiant, thunder


Condition Immunities blinded, deafened, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 6
Languages -
Challenge 0 (10 XP)

Charming Scent. A creature that comes within 150 feet of the


manymany or ended its turn there must succeed on a DC 10
Wisdom saving throw or be charmed by the flower for a minute.
A charmed creature tries to nourish and protect the flower to the
best of its ability. The creature repeats its saving throw if it takes
damage, ending the condition on itself on a successful one.
Heavenly Extract. The manymany’s essence is a golden shimmering
droplet. It never spoils and it is worth a day of rations. A creature
regains 1d4 hit points upon consuming the droplet.

262
Mimic of Love
A mimic of love is a monstrous goo with razor-
sharp teeth and claws. In spite of their offputting
appearance, they like to be loved and cared for, and
so they change their shape into toys to make friends Mimic of Love
(mostly children). As long as its friend is loving and
Small monstrosity (shapechanger), chaotic good
caring to them, they also love and protect them. Once
a mimic of love senses it is not loved, its leaves and
looks for other friends. Armor Class 12
Hungry for Love. Mimics of love need love and Hit Points 54 (12d6 + 12)
attention to sustain themselves. An unloved mimic
Speed 30 ft.
of love is a depressed one. Thus, they care for and
protect anyone who loves them. If an unloved mimic
of love is unable to find love for one year, it dies of a STR DEX CON INT WIS CHA
broken heart.
10 (+0) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Dexterity +4, Charisma +4


Skills Sleight of Hand +4, Stealth +6
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 11
Languages Understands Common but can’t speak
Challenge 3 (700 XP)

False Appearance (Toy Form Only). While the mimic of love remains
motionless, it is indistinguishable from an ordinary toy.
Horrific Image. Creatures who witness the transformation of the
mimic of love for the first time must make a DC 12 Wisdom saving
throw. On a failed save, a creature becomes frightened until the
end of its next turn. On a successful save, it is not frightened and is
immune to the effects of the Horrific Image feature for 1 hour.
Monstrous Assault. The mimic of love can only make a bite attack in
its toy form.
Shapechanger. The mimic of love can use its action to polymorph
into a toy or back into its true, monstrous form. Its statistics are
the same in each form. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.

ACTIONS

Multiattack. The mimic of love makes three melee weapon attacks:


one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6
+ 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) slashing damage.

263
Oath Angel
Oath angels are scholars
who keep the records
of the oathbound. As
angels that represent the
sacred nature of oaths and
of the truth, they sanction
agreements, bless the oathbound,
hunt oath breakers, and try to stand
in the way of fiends deceiving mortals
through unholy contracts.
Oath angels like to wander the realms
of mortals as old wizards. They wear dark-
blue robes and carry silver spears, which
they use as valuable walking staves.
Divine Creation. An oath angel is an angel and
doesn’t require food, drink, or sleep.
Oath Keepers. All oath angels carry a parchment,
on which the oaths they sanctioned are written in
Celestial. When an oath must remain a secret, it is
written in Sacred Language (p. 23). The length of the
parchment changes from oath angel to oath angel, in
accordance with the number of oaths written on it.
There are some rumors about the existence of elderly
oath angels, whose parchments are said to fill entire
buildings.
Sanctioned Oaths. When an oath is sanctioned by an
oath angel, the creature who took the oath gains the
Oathbound (p. 97) feat.
Scholarly Angel. An oath angel has a book on its
person at all times. The book contains prayers in
Celestial, from which the angel channels its powers.
When an oath angel dies, the book is left behind. Each
of its pages can be used as a spell scroll of a spell that
the oath angel could cast (1 scroll for each spell).

Oath Angel Magic Resistance. The oath angel has advantage on saving
throws against spells and other magical effects.
Medium celestial, lawful good
Innate Spellcasting. The oath angel’s innate spellcasting ability
is Wisdom (spell save DC 14). The oath angel can innately cast
Armor Class 13 (16 with mage armor) the following spells, requiring no components:
Hit Points 30 (4d8 + 12)
At will: cure wounds, detect evil and good, mage armor*
Speed fly 30 ft. (hover)
1/day each: hold person, locate object, spiritual weapon
*The oath angel casts this spell on itself before combat
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 18 (+4) 14 (+2) ACTIONS

Saving Throws Dexterity +5, Intelligence +5, Wisdom +6


Skills Acrobatics +5, Arcana +5, Insight +6, Perception +6, Multiattack. The oath angel makes two silver spear attacks.
Religion +5 Silver Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses truesight 30 ft., passive Perception 16 target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing
Languages all, telepathy 120 ft. damage when used with two hands.
Challenge 2 (450 XP)

264
One-Eyed Crow One-Eyed Crow
Tiny monstrosity, neutral good
With a monstrous anatomy on the inside and a
normal appearance on the outside, a one-eyed crow Armor Class 15
seems like any other crow except that it has only one Hit Points 15 (6d4)
eye. In terms of their internal characteristics, they Speed 10 ft., fly 50 ft.
are a lot more clever than regular crows. They are
creatures who could be misunderstood, simply trying STR DEX CON INT WIS CHA
to survive among other sentient beings
Good Intended. These monstrous birds take 2 (-4) 16 (+3) 10 (+0) 6 (-2) 15 (+2) 6 (-2)
unattended small shiny objects and give them to
people who seem to work tirelessly to earn small Skills Insight +4, Perception +4
shiny objects. Their good intentions might be Senses passive Perception 14
misunderstood in situations like when a one-eyed Challenge 1 (200 XP)
crow takes an unattended gold bracelet from a noble’s
vanity and gives it to a laborer covered in dust. Murder Tactics. The crow has advantage on an attack roll against
a creature if at least one one-eyed crow is within 5 feet of the
creature and the ally isn’t incapacitated. If four or more one-eyed
crows are within 5 feet of the creature and at least 4 of them aren’t
incapacitated, the crow automatically succeeds an attack roll
against the creature but deals half as much damage.

ACTIONS

Multiattack. The crow makes two beak attacks.


Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage.

265
Being of Light. An ophanim doesn’t have a vessel; it is
Ophanim a being of pure light anchored to material existence by
four rings. These rings have numerous eyes on them that
The first light that shines upon the throne of a deity
constantly watch over the ophanim. By doing so, they
humbly bows before the might of the divine as it
acknowledge its existence.
obtains sentience to perceive and, through perception,
Divine Creation. An ophanim is an angel and doesn’t
to comprehend the supremacy of the holy. If a deity
require food, drink, or sleep.
chooses to preserve the courteous light, it blesses the
Incorruptible. The essence of an ophanim consists
light with four sacred rings, creating an ophanim. An
of strong and righteous ideals and the pillars of divine
ophanim’s loyalty never wavers and unlike other angels,
faith. If these ideals ever weaken or if the faith of an
they can’t fall from grace. They are pure light molded
ophanim ever wavers, the ophanim’s essence dissipates
into a body through faith. An ophanim’s duty is to watch
and it is no more.
over the realm of a deity and to guard its throne.

Ophanim ACTIONS
Gargantuan celestial, lawful good
Multiattack. The ophanim makes two radiant rupture attacks.
Armor Class 18 (natural armor) Radiant Rupture. Ranged Spell Attack: +15 to hit, range 150 ft., one
Hit Points 231 (14d20 + 84) target. Hit: 36 (8d8) radiant damage. It deals 54 (12d8) radiant
Speed 0 ft., fly 150 ft. (hover) damage to creatures that are poisoned by Drain Light.

STR DEX CON INT WIS CHA


REACTIONS
1 (-5) 1 (-5) 1 (-5) 17 (+3) 22 (+6) 28 (+9)

Drain Light. To attack a creature that is made of pure light is a


Saving Throws Intelligence +9, Wisdom +12, Charisma +15
vile act that can drain the attacker. When a creature successfully
Skills Insight +12, Perception +18
hits the ophanim, the ophanim can choose to drain the
Damage Resistances bludgeoning, piercing, and slashing from
creature’s light. The creature must succeed on a DC 17 Charisma
nonmagical attacks
saving throw or become poisoned until the end of its next turn.
Damage Immunities necrotic, poison, radiant
The poisoned creature takes more damage from radiant rupture.
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, grappled, paralyzed, petrified, poisoned, prone,
stunned LEGENDARY ACTIONS
Senses truesight 120 ft., passive Perception 33
Languages all, telepathy 120 ft.
Challenge 18 (20,000 XP) The ophanim can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Divine Awareness. The ophanim knows if it hears a lie. at a time and only at the end of another creature’s turn. The
ophanim regains spent legendary actions at the start of its turn.
Divine Integrity. The ophanim is a being of pure light that
sustains its physical form by being constantly aware of it. It Teleport. The ophanim magically teleports, along with any
uses its Wisdom modifier instead of its Strength, Dexterity, equipment it is wearing or carrying, up to 120 feet to an
and Constitution modifiers. If the ophanim falls unconscious, it unoccupied space it can see.
becomes unaware of itself and dies. Eyes of Rings (Costs 2 Actions). The ophanim targets one
Innate Spellcasting. The ophanim’s spellcasting ability is creature it can see within 120 feet of it. Numerous eyes on
Charisma (spell save DC 23). The ophanim can innately cast the the golden rings focus their gazes upon a single creature. The
following spells, requiring no components: creature must succeed on a DC 15 Charisma saving throw, or the
creature is overwhelmed and stunned until the end of its next
At will: detect evil and good, protection from evil and good round.
5/day each: hallow, dispel evil and good
3/day each: commune, geas, sunbeam Light’s Ultimatum (Costs 3 Actions). The ophanim absorbs
1/day each: holy verdict: retribution*, mass heal, sunburst, judgment the radiant energy in a 120-foot radius area centered on the
of the sun* ophanim. All lights are absorbed by the ophanim, creating a
magical darkness in the affected area. Each creature in the
Limited Magic Immunity. The ophanim can’t be affected or darkness must succeed on a DC 23 Charisma saving throw or
detected by spells of 6th level or lower unless it wishes to be. lose their resistance and immunity to radiant damage until they
It has advantage on saving throws against all other spells and leave the darkness. The ophanim gains 11 temporary hit points
magical effects. (an extra +4 temporary hit point for each radiant immunity or
resistance nullified).

266
267
Orb of Trials Orb of Trials
Large aberration, neutral good
It is claimed that these mysterious orbs travel
amongst the stars, deep within the void. This claim
Armor Class 12 (natural armor)
holds true as all known orbs of trials fell from the sky,
leaving behind a dusty purple trace. Hit Points 210 (28d10 + 56)
Alien Orbs. Although all they do is to hover a foot Speed 0 ft., fly 0 ft. (hover)
above the ground and rotate in place, these orbs
are alive and intelligent. A sophisticated mind hides
beneath their seemingly lifeless spherical husks. STR DEX CON INT WIS CHA
Morality. The images they show to communicate 1 (-5) 1 (-5) 14 (+2) 27 (+8) 19 (+4) 1 (-5)
almost always compel a creature to think about the
meaning of good and bad, and concepts like honor,
virtue, or humility. The reason behind this emotional Damage Immunities cold, poison, psychic; bludgeoning, piercing,
manipulation is unknown and it has always baffled and slashing from nonmagical attacks
people to this day. Condition Immunities blinded, charmed, deafened, frightened,
poisoned, prone, exhaustion
Senses truesight 300 ft. (blind beyond this radius)., passive
Perception 14
Languages -
Challenge 15 (13,000 XP)

Dislocate (1/Day). The orb teleports to a point of its choosing within


100 miles. This effect is not magical.
Hostile Response. Acts of hostility bring discomfort to the orb,
to which it reacts with an impulse of destructive magic. When a
creature within 90 feet of the orb deals damage, each creature
within 90 feet of the orb takes 10 (1d20) force damage. The damage
from this feature does not trigger itself.
Psychic Trial (1/day). If a good-aligned creature approaches the orb
and comes within 30 feet of it, the orb offers it a chance to take part
in a trial with a reward at the end if the creature triumphs. If the
creature accepts the challenge, the creature’s mind is transferred
to the orb and it falls unconscious. If the creature has no mind or
can’t fall unconscious, it fails the trial.
After the transfer, the creature thinks that it’s still in its physical
body and that it can be harmed. Inside the orb, the creature faces
a challenge that would make it question its morality, regrets,
emotions, and values. The GM is responsible for constructing a
challenge particularly designed for the creature partaking in the
trial. If the creature acts according to its alignment while facing
impossible choices, it successfully completes the trial. Otherwise, it
fails. In both situations, the creature is transferred back to its body
and is no longer unconscious.
The Dictate of Mind (1/day). If a creature triumphs in the psychic
trial, the orb asks the creature to describe its deepest desire. If the
creature does so, the orb casts the wish spell to fulfill the creature’s
desire to the best of its ability. The orb of trials doesn’t require any
components to cast the spell. Also, the orb of trials can use this
feature to escape fatal situations with the use of the wish spell. The
orb prioritizes the creature’s desires over its own wellbeing if the
creature successfully completes the trial.
Visual Telepathy. The orb uses telepathy up to 120 feet to show and
receive images to creatures since it doesn’t know any languages. It
tries to communicate through images.

268
Rootless Tree
Rootless trees are walking and talking trees that live
in a forest. They love to tend to their less capable
friends, normal trees, and hang out with them. They
also like to talk to strangers passing through their
forests so long as the outsiders don’t do anything
to jeopardize the safety of their friends or of their
forest. Rootless trees play instruments and read books
in their free time, despite the sense of melancholy
this brings, as they wish to expand their worldview.
Friend of Friends of Nature. Rootless trees aren’t
hostile towards creatures who don’t hurt them or the
forest.
Forest Itself. Rootless trees tend to be really old.
They thus know all kinds of things about their forest.

Rootless Tree
Large plant, any good

Armor Class 14 (natural armor)


Hit Points 39 (6d10 + 6)
Speed 20ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 13 (+1) 15 (+2) 17 (+3) 12 (+1)

Saving Throws Strength +6, Wisdom +5, Charisma +3


Skills Animal Handling +5, History +6, Perception +5
Damage Vulnerabilities fire
Damage Resistance cold, psychic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison, radiant
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan and one other language
Challenge 4 (1,100 XP)

False Appearance. While the rootless tree remains motionless, it is


indistinguishable from a tree. Still, since certain features can give it
away to the perceptive eye. A successful DC 15 Wisdom (Perception)
check can reveal that it is not an ordinary tree.

ACTIONS

Multiattack. The rootless tree makes two melee weapon attacks.


Branch Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.

269
Sacred Witness
Sacred Witness
Most temples, usually of the good-aligned deities, are Medium celestial, lawful good
watched over by angelic forces. When an injustice
occurs around or in such temples, angels called
sacred witnesses watch these events so that they Armor Class 13 (studded leather)
may never forget. They are known for their dramatic Hit Points 63 (14d8)
interruptions of important trials concerning priests Speed 30 ft., fly 50 ft. (hover)
and heroes.
Divine Creation. A sacred witness is an angel and
doesn’t require food, drink, or sleep. STR DEX CON INT WIS CHA
Mirror Realm. All sacred witnesses have the ability
9 (-1) 12 (+1) 11 (+0) 15 (+2) 18 (+4) 16 (+3)
to step outside creation, where they move through
the infinite darkness, moving through the Material
Plane as they do so. The witnesses call this place Saving Throws Wisdom +7, Charisma +6
the mirror realm, even though it is in fact nowhere, Skills Investigation +5, Perception +7, Persuasion +6
because the witnesses can see the Material Plane
Damage Resistances bludgeoning, piercing, and slashing from
through reflective surfaces and their reflections can
nonmagical attacks
be seen through the Material Plane.
Testimony. There have been several trials where Senses truesight 120 ft., passive Perception 17
powerful clerics summoned sacred witnesses to Languages all, telepathy 120 ft.
testify in court. In most other cases, they just show up Challenge 5 (1,800 XP)
themselves.

Divine Awareness. The sacred witness knows if it hears a lie.


Superior Sneak Attack. The sacred witness deals an extra 14
(4d6) damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of
any ally of the witness that isn’t incapacitated, and it doesn’t have
disadvantage on the attack roll.
Truthbound. The sacred witness can’t tell a lie.

ACTIONS

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) piercing damage.
Mirror Walk. Using its action, the sacred witness unbinds itself
from existence. During this time, the sacred witness can’t affect or
be affected by other creatures, and the sacred witness ignores all
objects and effects except reflective surfaces. Not even a creature
with truesight can perceive the sacred witness. The witness’s
reflection can be seen from the Material Plane and the witness
can perceive the Material Plane through reflective surfaces. The
witness can end this effect using its action and by doing so, it
reappears in the Material Plane in the spot it currently occupies.
If the witness occupies the same spot as a solid object or creature
when this happens, it is immediately shunted to the nearest
unoccupied space that it can occupy and take force damage equal
to twice the number of feet it is moved.

REACTIONS

Counterattack. When targeted by a melee weapon attack, the sacred


witness makes a dagger attack against the attacker.

270
Sanctified Angel
Sanctified angels are some of the highest ranking angels in the hierarchy of heaven. They fulfill the will of the
divine. When the forces to whom the sanctified angels serve decide to declare war, send important gifts or messages,
cause disasters, destroy someone, something, or somewhere; it is done by sanctified angels. They also lead angelic
legions.
Answer of Heaven. A sanctified angel can be sent as an answer to features such as Divine Intervention.
Blessings of Heaven. A sanctified angel brings the blessings of heaven wherever it goes. The ill heals faster, the soil
yields more harvest, people do not have nightmares etc.
Divine Creation. A sanctified angel is an angel and doesn’t require food, drink, or sleep.
Sanctified. A sanctified angel cannot be corrupted in any way. There is no such thing as a fallen sanctified angel.

Sanctified Angel Legendary Resistance (3/Day). If the sanctified angel fails a


saving throw, it can choose to succeed instead.
Medium celestial, lawful good
Magic Resistance. The sanctified angel has advantage on saving
throws against spells and other magical effects.
Armor Class 21 (+3 plate)
Strength of Heavens. The sanctified angel can wield Large
Hit Points 378 (36d8 + 216) weapons.
Speed 50 ft., fly 150 ft. Unstoppable. The sanctified angel is always under the effects of
the freedom of movement spell.

STR DEX CON INT WIS CHA


ACTIONS
22 (+6) 22 (+6) 22 (+6) 22 (+6) 22 (+6) 22 (+6)

Multiattack. The sanctified angel makes three weapon attacks.


Saving Throws All +13
+3 Large Halberd. Melee Weapon Attack: +16 to hit, reach 10 ft.,
Skills Athletics +13, Intimidation +13, Insight +13, Perception one target. Hit: 20 (2d10 + 9) slashing damage plus 18 (4d8)
+13, Persuasion +13, Religion +13 radiant damage.
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
REACTIONS
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, prone, restrained, stunned Parry. The sanctified angel adds 4 to its AC against one melee
attack that would hit it. To do so, the sanctified angel must see
Senses truesight 60 ft., passive Perception 34
the attacker and be wielding a melee weapon.
Languages all, telepathy 120 ft.
Challenge 22 (41,000 XP)
LEGENDARY ACTIONS

Blessed Weapons. The sanctified angel’s weapon attacks are The sanctified angel can take 3 legendary actions, choosing from
magical and it has advantage on attack rolls against evil-aligned the options below. Only one legendary action option can be used
creatures. When it hits with any weapon, the weapon deals an at a time and only at the end of another creature’s turn. The
extra 4d8 radiant damage (included in the attack). sanctified angel regains spent legendary actions at the start of
Divine Awareness. The sanctified angel knows if it hears a lie. its turn.
Heavenly Gift. The halberd of the sanctified angel is a gift given Detect. The sanctified angel makes a Wisdom (Perception) check.
by the rulers of heaven. The sanctified angel can call the halberd Move. The sanctified angel moves up to half its speed.
to its hand as a bonus action, regardless of the distance between
Attack (Costs 2 Actions). The sanctified angel makes one attack.
them.

271
Divine Creation. A seraph is an angel and doesn’t
Seraph require food, drink, or sleep.
Humble. Despite being among the most powerful of
Nothing lasts forever. All creations are destined to meet heavenly beings, a seraph is a humble creature. In most
their end; even creation itself. This event has been cases, it can’t offer direct help so as not to create an
foretold by many, and it’s named the Apocalypse, the imbalance with its might. It does, however, listen to
end of times when the heavenly truth shall be revealed anyone willing to talk to it and give them sincere advice.
to all. The seraphim have long awaited the time of Pure. A seraph can’t be controlled, contained, or
revelation and when it comes, they will be the ones corrupted. It never changes its course of action by any
to undo all that was done as they were tasked in the means or under any conditions; not even when standing
beginning. Until then, they wait. against powerful entities against impossible odds.

Seraph The seraph can’t be killed by any means while having less
than 6 wings, and any effect that would normally kill the seraph
Huge celestial, lawful good
instead reduces it to 0 hit points.
(2 Wings) The Burning One. Whenever the seraph is subjected to
Armor Class 24 (natural armor) fire damage, it takes no damage and instead regains a number of
Hit Points 99 (6d12 + 60) hit points equal to the fire damage dealt.
Speed 90 ft., fly 150 ft. (hover) (4 Wings) Purged of Flaws. Any critical hit against the seraph
becomes a normal hit.
(6 Wings) Magic Immunity. The seraph can’t be affected or
STR DEX CON INT WIS CHA detected by spells unless it wishes to.
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) Magic Resistance. The seraph has advantage on saving throws
against spells and other magical effects.

Saving Throws Strength +19, Dexterity +19, Constitution +19, Perfect (5/Day). Any action the seraph takes, any movement it
Charisma +19 makes, and any word it utters are all made without unnecessary
effort and with absolute result. The seraph can treat a d20 roll of
Skills Religion +28, Perception +28
2 or higher as 20.
Damage Resistances acid, cold, psychic; bludgeoning, piercing,
Tools of the Apocalypse. The seraph is armed with an artifact
and slashing from magical attacks not made with artifact
that is forged to withstand its might. This artifact can quickly
weapons
change its form to suit the needs of the seraph, and attacks
Damage Immunities fire, lightning, necrotic, poison, radiant, made with it are magical. Seraph’s weapons function normally
thunder; bludgeoning, piercing, and slashing from nonmagical in antimagic zones. Each of the artifact’s forms have special
attacks not made with artifact weapons effects (included in the attack).
Condition Immunities all Undoing Flames. Seraph’s attacks ignore its target’s resistance
Senses truesight 120 ft., passive Perception 38 and immunity to fire damage.
Languages all, telepathy 1 mile
Challenge 30 (155,000 XP) ACTIONS

Divine Awareness. The seraph knows if it hears a lie. Multiattack. The seraph uses its Undo Magic or Meteor Strike
Forbearance. When the seraph is reduced to 0 hit points, it and then makes three melee weapon attacks.
regains all of its hit points and grows a wing on its back. The Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 10 ft., one
seraph can have a maximum of 6 wings and if the seraph is creature. Hit: 11 bludgeoning damage.
reduced to 0 hit points while it has 6 wings, it dies. If the seraph (1 wing) Undo Magic. The seraph dispels one magical effect
maintains concentration for a minute, it can regain all of its hit within 120 feet.
points and one of its wings disappear.
(1 wing) Quarterstaff. Melee Weapon Attack: +19 to hit, reach 10
The number of the wings is an indicator of how much power
ft., one creature. Hit: 23 (3d8 + 10) bludgeoning damage plus 10
the seraph unleashes. With the emergence of the first wing, the
(4d4) force damage and the target loses its ability to cast spells
seraph is covered in holy flames and with each wing after the
until the end of its next turn.
first, the flames grow stronger as the seraph takes its true form.
To use some of its features, the seraph needs to have a number (2 wings) Scythe. The seraph swings its scythe, making a melee
of wings equal to or more than the number noted before a weapon attack in a wide arc. Melee Weapon Attack: +19 to hit, each
feature. Also, each wing adds an extra 5 (1d10) fire plus 5 (1d10) creature in a 15-foot cone. Hit: 23 (3d8 + 10) slashing damage
radiant damage to seraph’s Unarmed Strike. plus 11 (2d10) fire damage and targets can’t regain hit points by
any means until the start of the seraph’s next turn.
272
(3 wings) Greatsword. Melee Weapon Attack: +19 to hit, reach 10 (6 wings) Blazing Wind. The seraph fiercely flaps its six wings.
ft., one creature. Hit: 31 (6d6 + 10) slashing damage plus 13 (3d8) Each creature within 120 feet of the seraph takes 39 (12d6)
radiant damage plus 13 (3d8) fire damage. fire damage plus 39 (6d12) thunder damage and must make
(3 wings) Meteor Strike. The seraph hurls a meteor to a point a Strength saving throw (DC 27) or the creature is pushed 30
within 1 mile that it can see where it crashes to the ground. feet away from the seraph. All ranged attacks targeting a point
Each creature within a 10-foot-radius sphere centered on that within 120 feet of the seraph automatically fail until the start of
point must make a Dexterity saving throw (DC 27). A creature the seraph’s next turn.
takes 28 (8d6) bludgeoning damage plus 28 (8d6) fire damage
on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS
The meteor damages objects in the area and ignites flammable
objects that aren’t being worn or carried.
The seraph can take 3 legendary actions, choosing from the
(4 wings) Warhammer. Melee Weapon Attack: +19 to hit, reach 10
options below. Only one legendary action option can be used at a
ft., one creature. Hit: 26 (3d10 + 10) bludgeoning plus 26 (4d12)
time and only at the end of another creature’s turn. The seraph
thunder damage and the damage is doubled against objects,
regains spent legendary actions at the start of their turn.
structures, and constructs. This attack automatically destroys
a creation of magical force. If the target is a Huge or larger Teleport. The seraph magically teleports, along with any
creation of force, this attack destroys a 10-foot-cube portion of equipment it is wearing or carrying, up to 120 feet to an
it. unoccupied space it can see.

(5 wings) Morningstar. Melee Weapon Attack: +19 to hit, reach 10 Summon Angel (Costs 2 Actions). An angel of CR 13 or lower
ft., one creature. Hit: 23 (3d8 + 10) piercing damage and a wave appears in an unoccupied space within 150 feet of the seraph.
of light explodes, originating from the target. Each creature Plane Scar (Costs 3 Actions). The seraph opens a one-way portal
within 30 feet of the target must make a Constitution saving wide enough for a Huge creature to pass through to a place
throw (DC 27). A creature takes 27 (6d8) radiant damage and is of the seraph’s choosing that can be in any plane. The portal
blinded until the start of the seraph’s next turn on a failed save, remains for a minute or until the seraph opens another portal.
or takes half as much damage and isn’t blinded by this attack on At the end of each of the seraph’s turns, a creature of seraph’s
a successful one. The target sheds bright light in a 15-foot radius choosing must make a Strength saving throw (DC 25) or be
and dim light for an additional 15 feet until the start of seraph’s sucked through the portal. A creature can willingly enter the
next turn. This light is sunlight. portal or get pushed through it.

273
Shaper Giant Shaper Giant
Huge giant, lawful good
Only settling for a few days to rest in their humble
camps made of fur tents and portable crafting
Armor Class 14 (natural armor)
stations, these giants roam uninhabited lands with
their families. When a shaper giant is not busy Hit Points 184 (16d12 + 80)
hunting and foraging for food or sleeping, it can Speed 50 ft., climb 30 ft.
almost always be found reshaping its surroundings or
crafting.
Order from Chaos. Most shaper giants believe that STR DEX CON INT WIS CHA
in ancient times, deities gave them the responsibility 27 (+8) 11 (+0) 21 (+5) 17 (+3) 15 (+2) 12 (+1)
to reshape the unfriendly world that hosts fatal
landscapes in order to create a better environment
for the living. They have continued to honor their Saving Throws Strength +12, Constitution + 9, Intelligence +7
duty to this day, crossing the most hazardous of lands Skills Nature +7, Perception +6, Survival +6
to transform them into safe terrain. Senses passive Perception 16
Languages Giant
Challenge 9 (5,000 XP)

Innate Spellcasting. The shaper giant’s innate spellcasting ability is


Charisma (spell save DC 12). The shaper giant can innately cast the
following spells, requiring no components:
At will: control water, fabricate, mending, move earth, stone shape
3/day each: control weather
1/day each: demiplane
Resourceful Crafter. The giant is proficient with all types of
artisan’s tools.

ACTIONS

Multiattack. The giant makes two warhammer attacks.


Warhammer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 24 (3d10 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target.
Hit: 30 (4d10 + 8) bludgeoning damage.

274
Silver-Horned Tiger
Silver-horned tigers are rare animals that
make sure everything around them is in
order in the wild. They roam the woods
alone and never attack a creature that
isn’t hostile towards them or threaten
the natural order of things in any way.
A silver-horned tiger specifically hunts
down evil-aligned, half-animal creatures.
Guiding Spirit. Silver horned tigers are
known as guarding and guiding spirits in
some villages.
Majestic Being. Silver horned tigers
don’t require food or water to survive
as long as there aren’t any evil-aligned
creatures inhabiting their home (can be a
forest or a plain). If there is, a silver-horned
tiger feels hunger and hunts these creatures.

Silver-Horned Tiger Silver Coating. The silver horned tiger’s fur is covered with
silver. Thus, it has a +2 bonus to AC (included in the AC). Also,
Large beast, neutral good
when the silver horned tiger is grappled, its fur deals 6 (1d4 + 4)
piercing damage to the grappling creature at the end of each of
Armor Class 15 (silver coating) its turns, as long as the silver horned tiger remains grappled by
Hit Points 67 (9d10 + 18) the creature.
Speed 50 ft. Silvered Attacks. The silver horned tiger’s claws, fangs, and
horns are covered with silver. Its melee weapon attacks are
considered silvered.
STR DEX CON INT WIS CHA The Smell of Evil. The silver horned tiger can smell an evil-
18 (+4) 17 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0) aligned creature within 100 feet of it. By doing so, the silver
horned tiger knows the general direction of the creature.

Saving Throws Dexterity +6


ACTIONS
Skills Perception +5, Stealth +9
Damage Resistances psychic
Multiattack. The silver horned tiger makes four melee weapon
Senses darkvision 120 ft., passive Perception 15
attacks: one with its bite, two with its claws, and one with its
Challenge 6 (2,300 XP) silver horn.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
Charge. If the silver horned tiger moves at least 20 feet straight (1d10 + 4) piercing damage.
towards a target and then hits it with a silver horn attack on the Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
same turn, the target takes an extra 2 (1d4) piercing damage. (2d6 + 4) slashing damage.
If the target is a creature, it must succeed on a DC 15 Strength
Silver Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
saving throw or be knocked prone.
Hit: 8 (1d8 + 4) piercing damage.
Magic Resistance. The silver horned tiger has advantage on
saving throws against spells and other magical effects.

275
Songster Songster
Medium celestial, neutral good
Songsters are bird-winged angels in the shape of
humanoids. Their wings are made of the softest Armor Class 15 (leather)
feathers of blue and violet, giving them a glorious
appearance. Hit Points 65 (10d8 + 20)
Songsters have mellow and soothing voices. Their Speed 30 ft., fly 60 ft.
songs and their singing voices sound like that of
nightingales. They often choose to live in isolated
places such as mountain tops, desolate islands, or STR DEX CON INT WIS CHA
deep in the woods. 10 (+0) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
Divine Creation. A songster is an angel and doesn’t
require food, drink, or sleep.
Emissaries of Joy. A songster generally serves a Skills Performance +8, Persuasion +6, Stealth +6
deity of art, dance, joy, happiness, and freedom. Senses passive Perception 10
Condition Immunities charmed, frightened
Languages Celestial, Common, Sylvan
Challenge 4 (1,100 XP)

Innate Spellcasting. The songster’s innate spellcasting ability is


Charisma (spell save DC 14). It can innately cast the following
spells, requiring no material components:
At will: calm mind*, detect evil and good, pass without trace
3/day each: charm person, light at the end of the tunnel*, mirror image,
suggestion
1/day each: calm emotions, dispel evil and good, illusionary divine choir*

ACTIONS

Multiattack. The songster makes three weapon attacks.


Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
Calming Song. The songster sings a magical melody. Every creature
within 300 feet of it that can hear the song must succeed on a DC
14 Wisdom saving throw or be calmed until the song ends. Calmed
creatures are no longer charmed or frightened, and the features
that rely on emotions (such as Rage) end. Also, affected creatures
have disadvantage on attack rolls until the end of the song.
The songster must take a bonus action on its subsequent turns to
continue singing. It can stop singing at any time. The song ends if
the songster is incapacitated.
Whenever an affected creature takes damage from a source other
than the songster, it can repeat the saving throw. A creature can
also repeat the saving throw at the end of each of its turns. If a
creature’s saving throw is successful, the effect ends on it. A target
that successfully saves is immune to this song for the next 24 hours.

276
Soul Guide Soul Guide
Medium celestial, lawful neutral
Some people think very little of what happens after
life, until death reminds them of its presence. Some Armor Class 11
see their life as an investment in what is to come
after their demise. No matter what their philosophy Hit Points 13 (3d8)
on death entails, all creatures meet a soul guide Speed 0 ft., fly 30 ft. (hover)
moments after the end of their earthly existence.
Divine Creation. A soul guide is an angel and doesn’t
require food, drink, or sleep. STR DEX CON INT WIS CHA
Guidance. A soul guide helps those who fail to 10 (+0) 13 (+1) 10 (+0) 12 (+1) 15 (+2) 9 (-1)
accept their fate in the afterlife. It explains what will
happen next to the deceased, and accompanies them
until the soul descends to hell or ascends to heaven. Senses passive Perception 12
Unbounding. To ease its passing, a soul guide Languages all
severs the threads that hold all that makes a mortal Challenge 1/2 (100 XP)
together. It separates its soul from its flesh, its mind
from its soul, and its essence from its mind.
Everlasting. When killed, the soul guide returns to life
with all its hit points after 1d4 days. This effect closes all
wounds, neutralizes any poison, cures all diseases, and lifts
any curses affecting the soul guide when it died. Also, it
replaces damaged or missing organs and limbs. The soul
guide appears in an unoccupied space in a temple of its
choosing.

ACTIONS

Multiattack. The soul guide makes four


attacks, one with its flesh sickle, one with
its soul sickle, one with its mind sickle, and
one with its gold sickle.
Flesh Sickle. Melee Weapon Attack: +2 to hit, reach
5 ft., one creature. Hit: 2 (1d4) slashing damage.
Soul Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) necrotic damage.
Mind Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) psychic damage.
Gold Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) radiant damage.

277
Spark of Hope Spark of Hope
Tiny fey, neutral good
In the most critical of moments, in instances of life
and death, when one must make an impossible choice,
Armor Class 15
when all light seems to have drained from the world
leaving one in utter darkness; a spark of hope may Hit Points 125 (50d4)
appear to light the way. Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA


3 (-4) 20 (+5) 10 (+0) 11 (+0) 14 (+2) 19 (+4)

Senses blindsight 30 ft., darkvision 60 ft., truesight 10 ft., passive


Perception 10
Languages Sylvan
Challenge 8 (3,900 XP)

Second Chance. The spark and allied creatures within 30 feet of the
spark can repeat a failed attack roll, ability check, and saving throw
and must use the second result. A creature can benefit from this
feature once per turn. Also, a creature within 30 feet of the spark
regains 1 hit point if it makes a death saving throw.

ACTIONS

Multiattack. The spark makes six sting attacks.


Sting. Ranged Spell Attack: +7 to hit, range 10/40 ft., one target. Hit: 7
(1d6 + 4) force damage.

278
Spirit of Love
Spirits of love are spirits who love to watch creatures treat each
other with affection, and who commit themselves to spreading and
promoting love and affection everywhere, even in the deepest corners
of the coldest and darkest places.
Although they are incredibly powerful beings, the spirits of love
generally choose not to show their might. They do not favor battle,
enter combat only when they have to, and try to find pleasure in small,
simple things. They walk among mortals to ensure their happiness,
and they cherish the joy taken from the simple moments in daily
life. However, if the need arises to be aggressive and something
threatens what they stand for, they become the fiercest enemies
imaginable. If need be, they sacrifice themselves for the sake of
love without a moment’s hesitation.
Different Forms. A spirit of love can be the spirit of a deceased lover,
an angel, or a creature of other forms. It can act independently, be the
servant of a deity of love, or be an angelic emissary.
If the spirit is an angel, its alignment is lawful, its type is celestial,
and it has resistance to radiant damage.
Additionally, a spirit of love doesn’t require food, drink, or sleep.
Rainbow Riders. Each time a spirit of love observes a simple
expression of love, such as the union of two lovers, a family spending
time together, or a mortal petting a stray dog it is elated and a rainbow
is created. They can also use these rainbows to teleport from one end to
the other.

Spirit of Love Innate Spellcasting. The spirit of love’s spellcasting ability is


Charisma (spell save DC 21). The spirit of love can innately cast
Large fey, neutral good
the following spells, requiring only verbal components:
At will: animal friendship, bless, cure wounds, detect evil and good,
Armor Class 19 (natural armor) heroism, speak with plants
Hit Points 225 (18d10 + 126) 3/day each: calm emotions, enhance ability, glyph of warding, locate
Speed 40 ft., fly 80 ft. (hover) soul*, planeshift, teleport
1/day each: foresight, magnificent mansion, mirage arcane,
regenerate, resurrection, true resurrection
STR DEX CON INT WIS CHA Magic Resistance. The spirit of love has advantage on saving
18 (+4) 20 (+5) 25 (+7) 14 (+2) 24 (+7) 24 (+7) throws against spells and other magical effects.

Saving Throws Dexterity +11, Wisdom +13, Charisma +13


ACTIONS
Skills Insight +13, Perception +13, Persuasion +13
Multiattack. The spirit of love makes three Rainbow Ray attacks.
Damage Resistances fire; bludgeoning, piercing, and slashing
from nonmagical attacks Rainbow Ray. Ranged Spell Attack: +13 to hit, range 40/120 ft., one
Condition Immunities charmed, exhaustion, frightened target. Hit: 34 (5d10 + 7) radiant damage.
Senses truesight 60 ft., passive Perception 23 Change Shape. The spirit of love magically polymorphs into a
beast or humanoid with a challenge rating equal to or less than
Languages all, telepathy 120 ft.
its own, or back into its true form. It reverts to its true form if
Challenge 18 (20,000 XP) it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the spirit of love’s choice).
Aura of Love. Creatures within 120 feet of the spirit of love have In a new form, the spirit of love retains its game statistics
disadvantage on attack rolls. and ability to speak, but its AC, movement modes, Strength,
Dexterity, and special senses are replaced by those of the new
Blessed Weapon (If the spirit is an angel). The spirit of love’s
form. It also gains any statistics and capabilities (except class
weapon attacks are magical and it has advantage on attack rolls
features, legendary actions, and lair actions) that the new form
against all who oppose love. When it hits with any weapon, the
has but that it lacks.
weapon deals an extra 2d8 radiant damage.

279
Friend of the Redeemed. A spirit of redemption seeks, guides,
Spirit of Redemption and protects those who seek redemption. As long as one walks
the path of redemption, the spirit makes sure that it is safe.
Spirits of redemption are the banner-carriers of freedom, the The Halo and the Sword. A spirit of redemption always wears
swords of the righteous vengeful, the shields of the redeemed, a halo and carries a sword, both of which are made from the
and the enemies of all sinners. same material. The shape and material of the halo changes
Different Forms. A spirit of redemption can be the spirit of a according to the type of the redeemed spirit; while a spirit
deceased villain who died in search of redemption, it can be an could wear a halo of thorns and flowers, an angel could have a
angel, or a creature of a completely other form. It can be the halo of light. If a spirit sees a creature’s will of redemption to
servant of a deity of love, an angelic emissary, or its very own be worthy, it visits the creature and gives it a copy of its own
master. halo. While carrying the halo, the creature gains 5 temporary
If the spirit is an angel, its alignment becomes lawful, its hit points at the end of each rest and has a +1 bonus to AC as
type becomes celestial, and it gains resistance to radiant long as it walks the path of redemption. When the creature
damage. forsakes this path, the spirit visits it once more; this time to
A spirit of redemption doesn’t require food, drink, or sleep. sever the bond it once formed. It cuts the halo, and cuts down
Enemy of the Committed Sinner. A spirit of redemption offers the creature that failed it. Only the sword of the spirit can
all sinners a chance at redemption. It is the enemy of all who destroy the halo in such a way, and the spirit deals double
deviate from redemption’s path. damage to creatures who fail it.

Spirit of Redemption
Large fey, chaotic good

Armor Class 17 (natural armor)


Hit Points 105 (10d10 + 50)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 20 (+5) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Dexterity +8, Charisma +8


Skills Insight +6, Perception +6, Persuasion +8, Religion +5
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 8 (3,900 XP)

Blessed Weapons. The weapon attacks of the spirit of redemption


are magical and it has advantage on attack rolls against those who
forsake the path of redemption. When it hits with any weapon
attack, the weapon deals an extra 2d8 radiant damage (included in
the attack).
Magic Resistance. The spirit of redemption has advantage on saving
throws against spells and other magical effects.

ACTIONS

Multiattack. The spirit of redemption makes two melee attacks.


Scimitar of Redemption. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage plus 9 (2d8) radiant
damage.
280
Star Incarnate
A star incarnate is the incarnation of all the stars that decorate
the night sky. As the brightest lights shining in the dark sky,
they act as the greatest emissaries of deities of fate, and the
forces of good.
Celestial Quest Giver. A star incarnate rarely interferes by
challenging villains itself. It mostly observes mortals and twists
their fates so that they can intervene when a danger arises.
It can deliver a message to a champion in the form of visions,
make sure that the future members of an adventuring party are
all in a particular tavern at a specific time, or create heroes out
of ordinary mortals.
Divine Creation. A star incarnate doesn’t require food, drink,
or sleep.
Keeper of Fate. While seers use stars to uncover the future’s
secrets, the future is known to a star incarnate. As a being
created by the will of stars, a star incarnate can see one year
into the future. However, one should keep in mind; the future
can change.
The Brightest Ally, the Darkest Enemy. Some believe that the
star incarnates hold back the darkness we see in the night, and
protect the fate of mortals. Although they are rarely seen in
action, even their presence alone bolsters their allies,
while their spells and mighty morningstar destroy
foes in a blink of an eye.

Star Incarnate attack).

Huge celestial, lawful good Celestial Arcana (7/Day). The star incarnate can cast any spell
of 8th level or lower requiring no components. The spell’s
casting time must be equal to or shorter than 1 action, and the
Armor Class 22 (natural armor)
spellcasting ability for such spells is Charisma.
Hit Points 261 (18d12 + 144)
Celestial Recall. The star incarnate perfectly remembers the life
Speed 40 ft., fly 60 ft. of all mortals.
Fate Curse. The star incarnate can curse a creature within 100
feet of it as a bonus action. For 1 minute, the cursed creature
STR DEX CON INT WIS CHA
has disadvantage on ability checks, attack rolls, and saving
24 (+7) 14 (+2) 26 (+8) 29 (+9) 29 (+9) 29 (+9) throws.
Immutable Form. The star incarnate is immune to any spell or
Saving Throws Intelligence +16, Wisdom +16, Charisma +16 effect that would alter its form.

Skills Arcana +16, History +16, Nature +16, Perception +16, Magic Resistance. The star incarnate has advantage on saving
Religion +16 throws against spells and other magical effects.

Damage Resistances cold, fire, lightning, thunder Starfall. When the star incarnate drops below 150 hit points,
stars start to fall and hit its enemies. At the start of each of the
Damage Immunities acid, necrotic, poison; bludgeoning,
star incarnate’s turns, each enemy in a 120-foot radius must
piercing, and slashing from nonmagical attacks
succeed on a DC 23 Dexterity saving throw or take 21 (8d6)
Condition Immunities charmed, exhaustion, frightened,
radiant damage. This is not a magical effect.
poisoned
Senses truesight 120 ft., passive Perception 26
ACTIONS
Languages all, telepathy 120 ft.
Challenge 22 (41,000 XP)
+3 Morningstar of Skies. Melee Weapon Attack: +17 to hit, reach 15
ft., one target. Hit: 23 (3d8 + 10) piercing damage plus 9 (2d8) fire
Blessed Weapons. The star incarnate’s attacks are magical and and 9 (2d8) radiant damage.
it has advantage on attack rolls against evil-aligned creatures.
Starray. Ranged Spell Attack: +16 to hit, range 100/300 ft., one
When it hits a creature with any weapon, the weapon deals an
target. Hit: 35 (3d12 + 16) radiant damage.
extra 2d8 fire damage and 2d8 radiant damage (included in the

281
Starfly Starfly
Tiny beast, unaligned
Starflies take their name from their silver glowing
wings. They are butterflies that illuminate the night Armor Class 15 (natural armor)
as stars do. Creatures unaware of the existence of Hit Points 4 (1d4 + 2)
starflies often mistake them for shooting stars at Speed 5 ft., fly 30 ft.
night. They usually live in small packs, in the woods,
and near lakes. Some try to find their homelands for STR DEX CON INT WIS CHA
the simple joy of watching them create the beautiful
atmosphere unique to their species. 3 (-4) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 14 (+2)
A Deadly Blessing. Their beautiful, bright silver
shine beckons foul troubles upon them. Sadly, some Skills Insight +6, Perception +6
evil creatures try to capture them and exploit their Senses passive Perception 16
innate glow as some kind of a light source. You can Languages -
use this as a theme in your campaigns. Challenge 1/4 (50 XP)
Blessed with Magic. Although they are hunted
by foul creatures, these butterflies have an innate Innate Spellcasting. The starfly’s innate spellcasting ability is
spellcasting ability that helps them locate creatures Charisma (spell save DC 12). It can innately cast the following
who mean to harm them, and protect themselves spells, requiring no material components:
against threats.
3/day each: detect evil and good, protection from evil and good
Shiny Wings. The wings of the starfly emanate a bright silver light
in a 10-foot radius and dim light for an additional 10 feet.

ACTIONS

Radiant Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) radiant damage.

282
are bound to their quest.
Sworn Protector When a soul becomes a sworn protector, it forms a special
connection with its armor and weapons. Even if the soul is
Some warriors devote themselves to the protection of a holy
somehow slain, the armor and weapons keep fighting as if they
place, an artifact, a person of importance to their deities, or
want to fulfill the promises of their wielder.
something or someone else they hold dear. Sadly, the wheels
Two Phases. There are phrases such as “armor phase” and
of fate don’t always spin in favor of these holy warriors. In
“soul phase” in the following block. “Armor phase” refers to
such a case, though their body may pass, their soul refuses
the sworn protector after its soul is slain and “soul phase”
to abandon their task. These souls clutch onto life, hoping to
refers to it before it is slain. One must first slay the soul of the
honor their sacred promises of defending what they are sworn
sworn protector before the armor phase takes place.
to protect. Thus, they are bound to their armors, just as they

Sworn Protector Immutable Form (Armor Phase). The sworn protector is immune
to any spell or effect that would alter its form.
Medium undead, lawful good
Innate Spellcasting (Soul Phase). The sworn protector’s innate
spellcasting ability is Charisma (spell save DC 16). It can innately
Armor Class 20 (plate, shield) cast the following spells, requiring no material components:
Hit Points 152 (16d8 + 80) At will: spare the dying
Speed 30 ft. 3/day each: detect evil and good, shield, shield of faith
Magic Resistance. The sworn protector has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
Magic Weapons. The sworn protector’s weapon attacks are
20 (+5) 10 (+0) 20 (+5) 10 (+0) 18 (+4) 14 (+2) magical.
Turn Immunity (Soul Phase). The sworn protector has immunity
Skills Athletics +11, Intimidation +8, Perception +10 against effects that turn undead.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks ACTIONS
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, Multiattack. The sworn protector makes four melee weapon
poisoned attacks, one with its shield bash and three with its mace.
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20 Mace. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Languages Common 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) force damage, or
Challenge 17 (18,000 XP) 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) force damage in
the armor phase.
Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Armor Form. When the sworn protector drops to 0 hit points, its
target. Hit: 8 (1d6 + 5) bludgeoning damage plus 7 (2d6) force
soul is destroyed but its armor and weapons keep fighting.
damage or 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) force
In this form, the sworn protector has AC 20, 100 hit points, damage in the armor phase.
resistance to cold, fire, thunder; bludgeoning, piercing, and
If the target is a Medium or smaller creature, it must succeed
slashing from nonmagical attacks, immunity to necrotic, poison,
on a DC 13 Strength saving throw or be knocked prone.
psychic, radiant, thunder damage. Its creature type becomes
construct. Frightening Gaze (Soul Phase). The sworn protector fixes its gaze
on one creature it can see within 10 feet of it. The target must
Brute (Armor Phase). When the sworn protector hits a creature
succeed on a DC 16 Wisdom saving throw against this magic or
with a melee weapon attack, the weapon deals one extra die of
be frightened for 1 minute. The frightened target can repeat the
its damage (included in the attack).
saving throw at the end of each of its turns, ending the effect on
Ethereal Sight (Soul Phase). The sworn protector can see 60 feet itself on a success. If a target’s saving throw is successful or the
into the Ethereal Plane when it is on the Material Plane, and vice effect ends for it, the target is immune to the sworn protector’s
versa. gaze for the next 24 hours.

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their size and shape certainly helps them look delicate.
The Seer All-seeing Angels. Seers are angels who are responsible for
keeping trails of creatures. For instance, when fellow angels
Seers are angels who are masters of divination. Owing to both
need to know the whereabouts of a creature, seers are there to
their physically and magically keen sight, they see what others
help them.
fail to see, and perceive everything in its true form.
Divine Creation. The seer is an angel and doesn’t require
Seers lack well-defined facial features; they don’t have noses
food, drink, or sleep.
or eyelids. Although these angels don’t have wings, they do
Master of Astrology. The seer has an intimate connection
have the ability to fly by levitating and hovering freely. They
with the stars. It can perceive the reality of a subject by
are androgynous and have glowing porcelain skin. They are
looking at them.
Huge creatures, but have a skinny build. The contrast between

The Seer 7th level (2 slots): divine word, plane shift

Huge celestial, neutral good 8th level (1 slot): holy aura


9th level (1 slot): foresight

Armor Class 17 (natural armor)


Hit Points 178 (21d12 + 42) ACTIONS
Speed 40 ft., fly 80 ft. (hover)
Calming Vision. The seer makes a creature see an illusion.
The target perceives itself in a place where there is no threat
STR DEX CON INT WIS CHA whatsoever. The creature must succeed on a DC 21 Wisdom
saving throw or be affected for 1 minute.
12 (+1) 18 (+4) 14 (+2) 20 (+5) 26 (+8) 20 (+5)
An affected creature must make a DC 21 Wisdom saving throw
each time it tries to make a hostile action. On a failed save, the
Saving Throws Wisdom +13 creature loses its action. On a successful one, it can make the
Skills Arcana +10, Insight +13, History +10, Perception +13, action normally.
Religion +10 Find Creature. While looking at the stars, the seer describes or
Damage Resistances bludgeoning, piercing, and slashing from names a creature familiar to it. The seer magically senses the
nonmagical attacks exact location of the creature, as long as that creature is on the
Damage Immunities radiant, psychic same plane of existence as the seer.
Condition Immunities charmed, exhaustion, frightened, If the creature is on another plane of existence, the seer
poisoned knows its last location on the seer’s plane of existence. The seer
continues to sense the location of the creature for up to 1 hour,
Senses blindsight 60 ft., truesight 120 ft., passive Perception 23
requiring concentration.
Languages all, telepathy 120 ft.
Haunting Glance. Ranged Spell Attack: +13 to hit, range 60 ft., one
Challenge 14 (11,500 XP) target. Hit: 35 (10d6) psychic damage.
The seer targets a creature and glares at it with its haunting
Divine Awareness. The seer knows if it hears a lie. stare. The target must also succeed on a DC 21 Wisdom saving
Magic Resistance. The seer has advantage on saving throws throw, or be frightened until the end of its next turn.
against spells and other magical effects.
Spellcasting. The seer is a 20th-level spellcaster. Its spellcasting LEGENDARY ACTIONS
ability is Wisdom (spell save DC 21, +13 to hit with spell attacks).
The seer has the following spells prepared: The seer can take 3 legendary actions, choosing from the
Cantrips (at will): guidance, light, sacred flame, thaumaturgy, true options below. Only one legendary action option can be used at
strike a time and only at the end of another creature’s turn. The seer
1st level (4 slots): bane, detect evil and good, detect magic, sanctuary regains spent legendary actions at the start of its turn.
2nd level (3 slots): augury, calm emotions, detect thoughts Cantrip. The seer casts a cantrip.
3rd level (3 slots): dispel magic, sending, sleep of the sinful* Calming Vision (Costs 2 Actions). The seer uses its Calming
Vision.
4th level (3 slots): arcane eye, banishment, divination
Haunting Glance (Costs 2 Actions). The seer uses its Haunting
5th level (3 slots): contact other plane, scrying, sinner’s mark*
Glance.
6th level (2 slots): find the path, planar ally

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three powerful angels in a ritual and its duty is to rush
Trinity towards the unknown and claim it for the divines.
Divine Creation. A trinity is an angel and doesn’t require
It is claimed that some realms and planes reach infinity.
food, drink, or sleep.
Although this concept is widely accepted, true infinity
Infinite Frontier. Many of these angels were created early in
can never be achieved; for all things that make sense need
creation, and were sent to the borders of heavenly realms to
boundaries to operate. Trinity is an angel created to push
expand them. Nowadays, almost all are so far away that their
those boundaries for the heavens. It was created by merging
traces are lost, even to the deities.

Trinity stone door with an adamantine frame, chained to its back. The
trinity can use its action to unshackle the door and place it in
Gargantuan celestial, lawful good
an unoccupied space within 10 feet. Once the door is placed, the
trinity can pull its chains to force the door open, which takes
Armor Class 10 one minute; if interrupted, the trinity must start pulling the
Hit Points 330 (20d20 + 120) chains all over again.
Once opened, the door cannot be closed. A waterfall of
Speed fly 0 ft. (hover)
heavenly essence starts to pour down from the door, magically
creating a heavenly landscape. Its exact effects and range are
decided by the GM. The trinity can craft a new heavenly door,
STR DEX CON INT WIS CHA
which takes 100 days.
32 (+11) 10 (+0) 22 (+6) 18 (+4) 28 (+9) 24 (+7) The door has 300 hit points, AC 25, immunity to damage from
attacks made with weapons that are not artifacts. It also has
immunity to spells and other magical effects.
Saving Throws Strength +19, Wisdom +17, Charisma +15
Legendary Resistance (3/day). When the trinity fails a saving
Skills Perception +17
throw, it can choose to succeed instead.
Damage Resistances acid, lightning, thunder; bludgeoning,
Magic Resistance. The trinity has advantage on saving throws
piercing, and slashing
against spells and other magical effects.
Damage Immunities cold, fire, necrotic, poison, psychic
Undead Unmaker. When the trinity kills an undead, all undead
Condition Immunities blinded, charmed, deafened, exhaustion, creatures created by that undead die.
frightened, grappled, incapacitated, petrified, poisoned, proned,
restrained
Senses blindsight 120 ft., truesight 120 ft., passive Perception 27
ACTIONS
Languages all, telepathy 120 ft.
Obliterating Maul. Melee Weapon Attack: +19 to hit, reach 20
Challenge 25 (75,000 XP)
ft., one target. Hit: 28 (5d6 + 11) bludgeoning damage plus 220
(40d10) force damage. If the creature falls unconscious as a
Aberration Annihilator. When the trinity deals damage to an result of this attack, it dies and its body is catapulted in the
aberration, the aberration must succeed on a DC 23 Constitution direction of the attack until it hits a surface.
saving throw or die.
Artifact Weapons. The trinity’s weapon attacks are considered to LEGENDARY ACTIONS
be silvered, adamantine, magical, and artifact. These attacks are
made normally in antimagic zones.
The trinity can take 3 legendary actions, choosing from the
Divine Awareness. The trinity knows if it hears a lie.
options below. Only one legendary action option can be used at
Fiend Fatalizer. When the trinity deals damage to a fiend, the a time and only at the end of another creature’s turn. The trinity
fiend must succeed on a DC 23 Constitution saving throw, or regains spent legendary actions at the start of its turn.
explode and die. All creatures within 30 feet of the fiend must
Detect. The trinity makes a Wisdom (Perception) check.
succeed on a DC 22 Dexterity saving throw or take 22 (4d10) fire
plus 22 (4d10) thunder damage. Teleport. The trinity magically teleports, along with any
equipment it is wearing or carrying, up to 120 ft. to an
Immediate Movement. The trinity teleports instead of moving,
unoccupied space it can see.
along with any equipment it is wearing or carrying, up to 240
feet to an unoccupied space it can sense. My Turn (Costs 3 Actions). The trinity claims the turn, whatever
its initiative roll is.
Knocking on Heaven’s Door. The trinity carries a Gargantuan

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Twin Angels of War
It is essential for most warriors to have someone who always has their back, and most strategies
require more than one person. It is also a valuable advantage to have numerical preponderance on
the battlefield. This angelic embodiment of war (made up of two parts) has one mind to strategize
against its enemies, two bodies to have the upper hand, and no voice to oppose orders. They value
hierarchy the most and are perfect soldiers of the heavens. The two bodies of the twin angels of war
are trained to slay each other if they lose their way and doubt their morality.
Divine Creation. Twin angels of war are angels and don’t require food, drink, or sleep.
Perfected for War. Bodies hardened by pain, mind tested by conflict; twin angels of war are
unwavering in the battlefield and they never question their superiors. They are perfect soldiers.
Single Essence. A twin angel of war is an angel created from a single angelic essence that became
two bodies. It’s its own companion in battle; never alone or unprepared.

Twin Angels of War independently from each other. If both bodies attack the same
creature in a turn, they have advantage on attack rolls. The
Medium celestial, lawful good
bodies take damage separately but share total hit points. The
twin angels of war take 7 (2d6) force damage at the start of
Armor Class 18 (natural armor) their turns if their bodies are more than 30 feet apart from each
Hit Points 97 (13d8 + 39) other. The bodies can occupy the same space and while doing so
the twin angels of war can’t be flanked.
Speed 30 ft., fly 90 ft.
Shared Conscience. The twin angels of war have two bodies
but one mind and soul. All conditions and effects are shared
STR DEX CON INT WIS CHA between the bodies except nonmagical restrictions on their
movement.
20 (+5) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 17 (+3)
War Infused. The twin angels of war’s attacks are magical. When
the twin angels of war hit with any weapon, the weapon deals
Saving Throws Strength +9, Dexterity +7, Constitution +7 an extra 1d8 radiant or 1d8 fire damage (included in the attack).
Skills Intimidation +7 The twin angels of war must choose the type of extra damage
before making an attack roll.
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened ACTIONS
Senses blindsight 60 ft. (blind beyond this radius), tremorsense
120 ft., passive Perception 12 Twin Multiattack. Each body makes two greatsword attacks.
Languages understand Celestial but can’t speak Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Challenge 10 (5,900 XP) Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) radiant or fire
damage.
Whirlwind Attack. While the bodies of the twin angels of
Innate Spellcasting. The twin angels’ spellcasting ability is
war occupy the same space, together they can make a single
Charisma (spell save DC 15). It can innately cast the following
whirlwind attack. The twin angels of war can make a greatsword
spells, requiring no verbal components:
attack against any number of creatures within 5 feet of it, with a
At will: detect evil and good, protection from evil and good
separate attack roll for each target.
Self-companied. The bodies of the twin angels of war can act

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Ukradolo
Ukradolos are among evil’s failed projects. They were created
to roam the Material Plane and feed on the pain of mortals.
Ironically, when they feed on pain, they make it go away,
offering comfort to their “victim”. Even more ironically, these
“victims” sense that something is wrong when their pain drains
away, which mostly leads to the discovery of the fiend and its
destruction.
Goodness by Mistake. Ukradolos are cowardly creatures. When
mortals started seeking them out to kill them, they changed
their methods and started to masquerade as good beings. They
started to help other creatures in disguise to offer comfort
and while doing so, they also drained their pain without them
noticing.
Goodness by Choice. An ukradolo masquerading as a traveling
merchant offering free blankets to freezing adventurers,
disguising oneself as a cook that offers warm food to the poor,
or impersonating a healer tending the wounds of a warrior
are all common occurrences that go unnoticed by most. What
started as a means of preservation ages ago has evolved into
sincere acts of kindness, further improved by draining pain
away.
Heretics amongst Heretics. Fiends (other than ukradolos) who
come across ukradolos, try to kill them on site, without so much
as a second thought. Having betrayed their very nature as well
as the purpose of their creators, ukradolos are even worse than
celestials from the standpoint of any other kind of fiend.
Misunderstood. These fiends are also hunted down and killed
by mortals. Even though their intentions are good, mortals
usually do not notice, as they are distracted by their horror
of ukradolos’ fiendish features. Most ukradolos adopt a new
humanoid form, because of which they become delusional;
starting to think that their new form is their natural one. The
truth mostly reveals itself when an ukradolo has a child from a
mortal, or when it dies.

Ukradolo Drain Pain. Each creature within 15 feet of the ukradolo has
advantage on their saving throws against effects that inflict pain
Medium fiend, chaotic good
to harm or impede them.
Shapechanger. The fiend can use its action to polymorph into
Armor Class 13 (natural armor) a Small or Medium humanoid, or back into its true form. Other
Hit Points 19 (3d8 + 6) than its size, its statistics are the same in each form. Any
Speed 30 ft. equipment it is wearing or carrying isn’t transformed. It reverts
to its true form if it dies.

STR DEX CON INT WIS CHA ACTIONS


11 (+0) 13 (+1) 14 (+2) 9 (-1) 10 (+0) 6 (-2)
Multiattack. The ukradolo makes two melee weapon attacks.
Damage Resistances cold, fire, lightning; bludgeoning, Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
piercing, and slashing damage from nonmagical attacks (1d6 +1) slashing damage.
Damage Immunities poison Psychic Scream. The ukradolo screams in pain, which is audible
Condition Immunities poisoned from as far away as 300 feet. Each creature within 30 feet of
the ukradolo must make a DC 12 Constitution saving throw. On
Senses darkvision 60 ft., passive Perception 10
a failed save, a creature takes 3 (1d6) psychic damage and is
Languages Abyssal, Common, Infernal deafened, or takes half as much damage and isn’t deafened on a
Challenge 2 (450 XP) successful one.
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Unexpected Savior
Unexpected saviors are angels that interfere at the most critical of
moments. When someone important for these angels or their beliefs is
in imminent danger, they appear out of thin air to provide assistance.
This assistance could be in the form of healing a warrior in combat,
or of showing a ranger a way out of the woods at night. Unexpected
saviors are armored angels wielding spears. They don’t like to
communicate with those they help (or with anyone else), they just do
their work and disappear just as fast as they appeared.
Divine Creation. An unexpected savior is an angel and doesn’t
require food, drink, or sleep.
Helping Hand. An unexpected savior appears to those in need who
are devoted to their own deity or to those who are yet to play a
role in the ways of the righteous. When they get involved in
combat to help someone, they only heal or protect. This
means they don’t fight in a battle that isn’t theirs
to fight.

Unexpected Savior observes the creature it is ordered to save. The unexpected


savior can appear at will and immediately take its turn, and it
Medium celestial, lawful good
disappears when its duty is complete or when it drops to 0 hit
points.
Armor Class 16 (studded leather and shield) Blessed Weapons. The unexpected savior’s attacks are magical
Hit Points 65 (10d8 + 20) and it has advantage on attack rolls against the creature who
Speed 30 ft., fly 30ft. hurt the person it is saving. When it hits with any weapon, the
weapon deals an extra 1d8 radiant damage (included in the
attack).
STR DEX CON INT WIS CHA Innate Spellcasting. The unexpected savior’s innate spellcasting
14 (+2) 15 (+2) 15 (+2) 18 (+4) 17 (+3) 14 (+2) ability is Intelligence (spell save DC 17, +9 to hit with spell
attacks). The unexpected savior can innately cast the following
spells, requiring no components:
Saving Throws Dexterity +5, Intelligence +7 At will: spare the dying, vital warning*
Skills Medicine +7, Perception +5, Survival +6 3/day each: counterspell
Damage Immunities bludgeoning, piercing, and slashing from 1/day each: heal**
nonmagical attacks **The unexpected savior does not cast this spell on itself.
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses truesight 100 ft., passive Perception 15
ACTIONS
Languages all, telepathy 120 ft.
Multiattack. The unexpected savior makes three melee weapon
Challenge 8 (3,900 XP)
attacks.
Celestial Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Appear/Disappear. The unexpected savior is invisible at all target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) radiant
times. While invisible, it doesn’t take any actions, it just damage.

292
Vigilant Angel Vigilant Angel
Medium celestial, lawful good
Vigilant angels are some of the most common
angels. Being ever-vigilant, they watch heaven, Armor Class 15 (chain shirt)
the world, and all other places and intervene when Hit Points 26 (4d8 + 8)
they are required or ordered to do so. As all angels
Speed 30 ft., fly 30 ft.
(supposedly) are, they are living examples of law
and order, as well as chivalrous concepts. When they
appear in places other than heaven, they happily
STR DEX CON INT WIS CHA
accept the companionship of a unicorn, pegasus, or
any other good creature. 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)
Divine Creation. A vigilant angel is an angel and
doesn’t require food, drink, or sleep.
Saving Throws Strength +4, Wisdom +4, Charisma +4
Watchers in the Sky. If a good-hearted mortal is
seen to be worthy of becoming an angel when it dies, Skills Athletics +4, Insight +4, Perception +6, Religion +4
it generally becomes a vigilant angel. In this way, the Damage Resistances necrotic, radiant
new angel can execute the orders of their superiors, Senses darkvision 60 ft., passive Perception 16
maintain law and order in the universe, and watch
Languages all, telepathy 120 ft.
and protect the loved ones they leave behind upon
their death. Challenge 1 (200 XP)

Blessed Weapons. The vigilant angel’s weapon attacks are magical


and it has advantage on attack rolls against evil-aligned creatures.
When it hits with any weapon, the weapon deals an extra 1d8 fire
damage (included in the attack).

ACTIONS

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) slashing damage plus 4 (1d8) fire damage, or 7 (1d10+2)
slashing damage plus 4 (1d8) fire damage when wielded with two
hands.

293
Warrior-Priest
In some temples, priests are offered martial training.
Those who are up for the challenge take up their Warrior-Priest
weapons and become vigilant protectors of their Medium humanoid (any race), any good
temples envied by even some paladins.
Armor Class 16 (breastplate)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Strength +7, Constitution +6, Wisdom +7


Skills Athletics +7, Insight +7, Perception +7, Religion +3
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 5 (1,800 XP)

Protector of the Temple. When the warrior-priest hits the enemies


of its deity with a weapon attack, it deals an extra die of damage.

ACTIONS

Multiattack. The warrior-priest makes two weapon attacks.


Maul of the Temple. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d12 + 4) bludgeoning damage.
Cure Wounds (3/Day). The warrior-priest casts the cure wounds spell
using the 3rd level spell slot.

294
angels and are charged with the protection of said individual.
Watcher They keep their distance, mostly staying invisible. When
they need to talk to their ward face to face, they alter their
Watchers are angels assigned to watch over innocent, blessed
appearance before their interaction.
people who are loyal followers of good-aligned divine deities,
In their true form, they look elegant, with their soft
or those who commit tremendous good deeds; knowingly or
feathered wings and silver skin.
unknowingly. They do whatever they can to secure the people
Divine Creation. The watcher is an angel and doesn’t require
they are appointed to protect.
food, drink, or sleep.
Watchers, however, are not allowed to reveal that they are

Watcher 3/day each: aid, bless, protection from evil and good, dispel evil and
good, lesser restoration
Medium celestial, lawful good
1/day each: death ward, greater restoration, revivify

Armor Class 15 (natural armor)


ACTIONS
Hit Points 60 (8d8 + 24)
Speed 30 ft., fly 60 ft.
Multiattack. The watcher makes two melee weapon attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 6 (1d8 + 2) piercing damage plus 9 (2d8) radiant
damage.
16 (+3) 16 (+3) 17 (+3) 15 (+2) 20 (+5) 20 (+5)
Healing Touch. The watcher touches a creature. The target
regains 9 (2d8) hit points. This action does not end the watcher’s
Skills Insight +9, Perception +9 invisibility.
Damage Immunities radiant Shapechanger. The watcher can polymorph into a Small or
Condition Immunities charmed, exhaustion, frightened Medium creature, or back into its true form. Without wings,
Senses darkvision 60 ft., passive Perception 19 the watcher loses its flying speed. Other than its size and speed,
its statistics are the same in each form. Any equipment it is
Languages Celestial, Common
wearing or carrying is transformed with it. It reverts to its true
Challenge 4 (1,100 XP) form if it dies.

Blessed Weapons. The watcher’s weapon attacks are magical. REACTIONS


When the watcher hits with any weapon attack, the weapon
deals an extra 2d8 radiant damage (included in the attack).
Protect the Innocent. As a reaction, the watcher focuses on a
Innate Spellcasting. The watcher’s spellcasting ability is
target within 60 feet of it. Until the end of the target’s next
Charisma (spell save DC 15). The watcher can innately cast the
turn, whenever the target is hit, the watcher takes the damage
following spells, requiring no material components:
instead of the target. This reaction does not end the watcher’s
At will: detect evil and good, detect poison and disease, invisibility (self invisibility.
only), purify food and drink

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Weeping Guardian Weeping Guardian
Weeping guardians are merciful souls who have Small celestial, chaotic good
volunteered to share and, by doing so, to ease
mortals’ pain. As a reward for this act of selflessness Armor Class 8
and devotion, these souls are fused with angelic
Hit Points 1 (1d6 - 2)
essence and made into angels.
Condolence. Guardians secretly accompany mortals Speed fly 30 ft. (hover)
with righteous goals and kind hearts who are
overwhelmed by sadness, weeping for those they
guard. This act offers some comfort even if the mortal STR DEX CON INT WIS CHA
is unaware of the angel that weeps in their place. 3 (-4) 7 (-2) 7 (-2) 11 (+0) 21 (+5) 18 (+4)
Divine Creation. A weeping guardian is an angel and
doesn’t require food, drink, or sleep.
Eternal Rest. A mortal soul gets tired even though Saving Throws Wisdom +7, Charisma +6
it is fused with angelic essence. When a weeping Skills Insight +7
guardian gets tired of comforting mortals and sharing Senses truesight 120 ft., passive Perception 15
their pain, they are granted the place in heaven that
Languages all, telepathy 120 ft.
they have already earned. They also get to keep the
angelic essence with them, having earned it through Challenge 3 (700 XP)
their service.
Comforting Empathy. The weeping guardian and each creature of
the guardian’s choice within 60 feet of it has advantage on saving
throws against enchantment spells.
Heaven’s Womb. The weeping guardian gains 60 temporary hit
points every minute, which it has at the start of a combat.

ACTIONS

Heartbreaking Cry. Each creature of guardian’s choosing within 30


feet must make a DC 14 Wisdom saving throw. A creature takes 14
(4d6) psychic damage and is frightened until the end of its next
turn on a failed save, or takes half damage and isn’t frightened
on a successful one.

297
Winged Unicorn
Winged unicorns spend most of their lives as normal
unicorns do. The only difference is that winged
unicorns are summoned in situations that threaten
the ways of good at massive scales or when a
champion of good is stuck down in a far away realm.
They are celestials sent by the divine to rescue their
champions from dire situations.

Winged Unicorn shimmering sphere of magical energy. The winged unicorn


and its allies within 30 feet have a +2 bonus to AC (included in
Large celestial, lawful good
winged unicorn’s AC).

Armor Class 17 (natural armor)


ACTIONS
Hit Points 195 (23d10 + 69)
Speed 50 ft., fly 100 ft.
Multiattack. The winged unicorn makes three attacks: two with
its hooves and one with its horn.
STR DEX CON INT WIS CHA Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) bludgeoning damage.
20 (+5) 16 (+3) 17 (+3) 11 (+0) 19 (+4) 21 (+5)
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
9 (1d8 + 5) piercing damage. The target loses 5 (1d10) hit points
Damage Immunities poison and the winged unicorn regains 5 (1d10) hit points.
Condition Immunities charmed, paralyzed, poisoned Healing Light (3/Day). The winged unicorn’s horn sheds a
Senses darkvision 60 ft., passive Perception 14 colorful light. Each ally within 15 feet magically regains 11 (2d8
+ 2) hit points. In addition, the light removes all diseases and
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
neutralizes all poisons afflicting the creatures.
Challenge 12 (8,400 XP)
Teleport (1/Day). The winged unicorn magically teleports itself
and up to three willing creatures it can see within 5 feet of it,
Charge. If the winged unicorn moves at least 20 feet straight along with any equipment they are wearing or carrying, to a
toward a target and then hits it with a horn attack on the same location the unicorn is familiar with, up to 1 mile away.
turn, the target takes an extra 9 (2d8) piercing damage. If the
target is a creature, it must succeed on a DC 17 Strength saving
LEGENDARY ACTIONS
throw or be knocked prone.
Innate Spellcasting. The winged unicorn’s innate spellcasting
ability is Charisma (spell save DC 17). The winged unicorn can The winged unicorn can take 2 legendary actions, choosing from
innately cast the following spells, requiring no components: the options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
At will: detect evil and good, druidcraft, pass without trace
unicorn regains spent legendary actions at the start of its turn.
3/day each: calm emotions, dispel evil and good, entangle, hold person
Hooves. The winged unicorn makes one attack with its hooves.
1/day each: daylight, prismatic spray, wall of thorns
Purify (Costs 2 Actions). The winged unicorn ends one spell or
Magic Resistance. The winged unicorn has advantage on saving magical effect of its choosing on itself or on an ally within 60
throws against spells and other magical effects. feet that it can see.
Magic Weapons. The winged unicorn’s weapon attacks are Healing Light (Costs 2 Actions). The winged unicorn uses its
magical. healing light.
Shimmering Ward. The winged unicorn is surrounded by a

298
299
Agrodar,
the Forge Saint

“Nothing beats a fiend better than a holy hammer.”

a gruesome fate by gently patting each on the head, saving


their lives with one angelic touch, and single-handedly
slaying the demons. He swore then and there that he would
master his craft to help in the battle against evil. Angels
continued to guide his way.
After making sure everything was back in order in
his clan, and after mastering his craft of holy weaponry,
Agrodar left the clan to wander the world, finding and
teaching talented apprentices his craft along the way.
Agrodar is an old blacksmith dwarf who can forge holy Soon, his reputation preceded him and people started
armor and weapons, which are especially effective against saying that any forge used by Agrodar was blessed. Thanks
otherworldly evil creatures. He is also the leader of the Saints of to this reputation, he founded the organization of master
the Forge (p. 157). blacksmiths called “Saints of the Forge”.
He is a lone traveler who appreciates seclusion. He is fit and Forge Saint. When Agrodar crafts a weapon, the weapon
healthy in spite of his age, and can bear the labor of smithing becomes a Blessed Weapon (which can be seen in Agrodar’s
and the hardships of a life on the road. His yellow-white hair stat block), and when he crafts an armor, the wearer of the
and beard are always well-kempt, and his arms, which were armor can cast the protection from evil and good spell once per
replaced with golden ones after he lost them in battle, are long rest.
usually covered up.

Agrodar’s Story Agrodar’s Goals


One day, when Agrodar was still an apprentice blacksmith, Agrodar wants to see warriors wielding holy weapons and
living with his clan in the mountains, tens of demonic portals wearing golden armor everywhere. He wants to provide the
burst open and they were attacked by a demonic horde. Most forces of good with the equipment they deserve.
veterans (including Agrodar’s masters) died in the first wave of
the attacks. As he looked on at his clan being brutally butchered
in malicious chaos, Agrodar prayed for strength, took up Roleplaying Agrodar
his warhammer, and charged into the fray without fear. He
fought valiantly, however, as he was far from an experienced Agrodar is an old, funny, and good-hearted dwarf. He is
combatant, he was severely wounded and eventually fell to his strong, he is wise, and he loves warhammers. He is happy
knees. Even in his final moments, he showed great courage and to help good-hearted adventurers, especially clerics,
leapt up at them for a final attack, only to fall to the ground paladins, and fellow blacksmiths. However, while teaching
exhausted; both his arms cut off. blacksmithing, Agrodar is serious and disciplined, and
His prayers were then answered. An angel came through a expects the same courtesy from all his students.
portal of light and delivered Agrodar and other survivors from

300
Agrodar, the Forge Saint
Medium humanoid (dwarf), neutral good

Armor Class 15 (+1 breastplate)


Hit Points 102 (12d8 + 48)
Speed 25 ft.

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 18 (+4) 12 (+1) 14 (+2) 11 (+0)

Saving Throws Strength +8, Constitution +7


Skills Athletics +8, Insight +5, Perception +5
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common, Dwarvish, Giant
Challenge 6 (2,300 XP)

Blessed Weapons. Agrodar’s weapon attacks are magical and he


has advantage on attack rolls against evil-aligned creatures. When
he hits with any weapon, the weapon deals an extra 2d8 radiant
damage (included in the attack).
Conjure Golden Weapons. As a bonus action, Agrodar can conjure
magical golden weapons (one two-handed weapon or two one-
handed weapons) of any form within his hand for 1 minute, and he
chooses to conjure two warhammers most of the time.
Dwarven Resilience. Agrodar has advantage on saving throws
against poison.
Golden Arms of Strength. Agrodar has golden arms that grant him
advantage on Strength checks.
Holy Smith. All the armor and weapons Agrodar uses are crafted by
him, and Agrodar is constantly under the effects of the protection
from evil and good spell (requiring no concentration).
Immutable Form. Agrodar is immune to any spell or effect that
would alter his form.

ACTIONS

Golden Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) radiant
damage.

301
Alissia Veriol

“They came down from the sky, their golden wings


wide open, and offered us protection and consultati-
on, thus we became Aureate Warden.”

Alissia hated all of it.


When she was old enough, she left home. Alissia’s father
had told her about her grandmother, whom Lavinia had
never mentioned. She traveled to the city where Christina
lived, only to find her on her deathbed. They spent three
days together before Christina died happily, having seen
her granddaughter at long last. Though she didn’t get the
chance to truly know her, three days were enough for them
to bond.
Alissia is the current leader of Aureate Warden (p. 144) and an
important noble in a large city. She is a young, kind human with When Lavinia came to collect her inheritance, she found
no peculiar skills or talents. her daughter. Christina had bequeathed all of her wealth
to Alissia in her final moments. Alissia sent her mother
She has long, curly, blonde hair, deep-blue eyes, and a small back home empty handed and with a warning. She was
mouth and nose. She speaks softly, which makes her seem shy. determined to keep her grandmother’s dream alive. She
She wears simple but luxurious clothes with no jewelry. She thus became the leader of Aureate Warden.
always stands up straight and smiles. Her ever-smiling eyes
make her joy seem genuine even when it is not.
Alissia’s Goals
Alissia’s Story
Alissia wants to keep her grandmother’s dream alive, which
was to create a world where good surpasses evil. And to
Christina Veriol is the founder of Aureate Warden (p. 144), do so, she does everything in her power to help Aureate
the previous owner of the organization’s headquarters, and a Warden and its members.
wealthy noble. Christina’s daughter, Lavinia, hated her mother
for spending her wealth in order to help common people rather
than offering her a life of luxury. She left home, married a Roleplaying Alissia
wealthy noble, and had a daughter named Alissia. As one final
act of revenge, Lavinia wrote a letter to her mother, informing
her of the family. Alissia is well versed in etiquette and diplomacy. She acts
Alissia grew up without knowing her grandmother. In her like a mediator in many situations. She is energetic, a bit
eyes, her mother was a spoiled noble. While Alissia wanted to shy, and good with words. She is mostly busy with the
play with other children, her mother took her to tea parties and organization and the bureaucracy it entails. She never
taught her etiquette.She lived the boring life of a noble under tolerates disrespectful people and enjoys hurting them with
her mother’s oppression. Her father regularly cheated on her her words. In her spare time, she travels to small villages
mother, which Alissia knew. He spent almost no time with his and socializes with villagers who don’t know her.
daughter. Both her mother and father were miserable people. She is always accompanied by several elite warriors and
casters. She is very well protected.

302
Alissia Veriol
Medium humanoid (human), lawful good

Armor Class 11
Hit Points 5 (1d8 + 1)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 12 (+1) 13 (+1) 12 (+1) 10 (+0) 19 (+4)

Saving Throws Charisma +6


Skills Insight +4, Persuasion +6
Senses passive Perception 10
Languages Common, Dwarvish, Elvish, Gnomish, Halfling
Challenge 0 (10 XP)

Guardian Angel (1/Day). Even though she is not aware of it, a


guardian angel watches over her. She negates any effect and attack
that would harm her or create an undesired effect.

303
Angelique Windtune

“Get yourselves a cup of mulled wine, sit back, re-


lax, and let me warm this cold winter night with the
sweetest of melodies.”

She got closer, and felt the need to shield her eyes from
the light that seemed to shine brighter than any she’d seen.
Standing before her was an angel with mighty, milk-white
wings. Angelique could not see the angel’s face because of
the glare. However, she heard the angel’s sweet voice in her
head. “Come.” the angel said, “Come, and sing with me.”
Upon touching the angel’s hand, Angelique was blessed
with her light and her beautiful voice. She knew then and
there that she was given the holy task of traveling all over to
Angelique Windtune is an elven bard who wanders the spread the glory of their deeds, and find other tales worthy
wilderness, looking for impressive tales to tell folks in her soft, of the angels. That’s what she tells people, anyway.
angelic voice. Her long platinum hair and dark yellow eyes also
give her a celestial appearance.
She is fearless, and would travel anywhere for a good story; Angelique’s Goals
from the depths of ghoulish caverns to the peaks of the highest
mountains, there isn’t any journey she wouldn’t take for a good
story to fill her ballads. She carries her silver flute and gold- Angelique believes that she has been blessed by an
inscribed lute with her wherever she goes, and a charming grin archangel to live a life in pursuit of good stories. She loves
always lights up her face. when people stop to listen to her songs and admire her. She
wanders the realms, tailing adventurers, kings, cults, and
organizations, searching for new stories to use in her songs.
Angelique’s Story
Roleplaying Angelique
Angelique Windtune is a young elf who once was a member of
the Windtunes tribe. The Windtunes were ordinary elves who
spent their long lives deep in peaceful forests. Angelique was no Angelique Windtune is a free soul who doesn’t feel a real
different. For quite some time, she was content to be the joy of attachment to anywhere. Although she is more than capable
the quiet campfires in her home. When Angelique was around, of forming bonds, she must travel to collect stories, write
there was always a joyful song to listen to. She was happy songs, and sing. She loves to hang out in the forest, because
with her tribe and willing enough to live out an ordinary, but it reminds her of her former life and of the night that
beautiful life. changed it all. She can be found talking about something
with great enthusiasm, playing her instruments and singing.
Years passed in a comfortable routine. One day, while
Angelique was wandering the woods as she often did, she came
across a shiny glow deep inside the forest, and moved in to see
what it was. As she got closer, she heard a bewitching voice
singing a bittersweet hymn, getting louder.

304
Angelique Windtune meditating, she can dream after a fashion; such dreams are
actually mental exercises that have become reflexive through
Medium humanoid (elf), chaotic good
years of practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.
Armor Class 15 (studded leather)
Spellcasting. Angelique is a 9th level spellcaster. Her spellcasting
Hit Points 99 (18d8 + 18) ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
Speed 30 ft. She has the following spells prepared:
Cantrips: dancing lights, prestidigitation, vicious mockery
1st level (4 slots): animal friendship, blessed wine*, hideous laughter,
STR DEX CON INT WIS CHA
identify, speak with animals
7 (-2) 16 (+3) 13 (+1) 18 (+4) 10 (+0) 20 (+5) 2nd level (3 slots): blindness/deafness, hold person, light at the end of
the tunnel*, suggestion
Saving Throws Dexterity +6, Wisdom +3, Charisma +8 3rd level (3 slots): bestow curse, dedicated*, fear, sending
4th level (3 slots): confusion, greater invisibility, polymorph
Skills Arcana +7, Deception +8, History +7, Insight +3, Perception
5th level (1 slot): golden fog*, illusionary divine choir*
+3, Persuasion +8
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common, Dwarvish, Elvish ACTIONS
Challenge 7 (2,900 XP)
Multiattack. Angelique makes two melee weapon attacks.
Fey Ancestry. Angelique has advantage on saving throws against Vicious Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
being charmed, and magic can’t put her to sleep. target. Hit: 5 (1d4 + 3) piercing damage. When she scores a
Song of Rest. Angelique can use soothing music or oration to critical hit with this magic weapon, the weapon deals an extra 7
help revitalize her wounded allies during a short rest. If her or (2d6) force damage.
any friendly creatures who can hear her performance regain hit Golden Lute. Angelique strums her golden inscribed lute, playing
points at the end of the short rest by spending one or more Hit a melancholic tune. Any evil-aligned creature within 20 feet of
Dice, each of those creatures regains an extra 1d8 hit points. Angelique must make a DC 18 Wisdom saving throw, taking 28
Improved Inspiration (5/Short Rest). Angelique knows how to (8d6) psychic damage on a failure or half as much damage on a
inspire folk, her songs inspire others greatly. As a bonus action successful one. She can continue playing this tune as a bonus
on her turn, Angelique chooses one creature other than herself action on her consecutive turns, dealing the same amount of
within 60 feet of her who can hear her. That creature gains not damage to those who fail the saving throw.
one but two Bardic Inspiration die (2d6). The creature can use Silver Flute. Angelique targets a creature within 60 feet of her
its inspirations separately or on a single roll within ten minutes. and plays a charming tune with her silver flute, only to be heard
Trance. Angelique doesn’t need to sleep. Instead, she by her target. The creature must succeed on a DC 16 Wisdom
meditates deeply, remaining semiconscious, for 4 hours a day. saving throw or be charmed by Angelique as if under the effect
The Common word for such meditation is “trance.” While of a charm person spell.

305
Blacktooth

“In the name of grace, I command you to protect


the emanation, for it is our salvation.”

Blacktooth spent many days around the tree, and felt he


had never been happier. He felt safe and powerful as he
looked on all the life blooming around the tree; animals
he had never seen before settling around it, vegetation of
a foreign green bursting in bloom. It was truly a sight to
behold.
Feeling guilty that he was the only one who got to behold
such tranquility, he sent word to his closest friends with
whom he had shared many-an-adventure. His friends were
Blacktooth is a silver dragonborn in his late-20s, a devoted filled with the same sense of awe and serenity as he was
paladin of righteousness, a defender of the weak, a destroyer of when he first found the tree. Altogether, they concluded
evil, a servant of justice, and the leader of the Order of Grace (p. that they should form a community around the tree both to
154). protect it and to use its benefits for the better. They called
His strong and frightening appearance, complete with his half themselves the Order of Grace.
plate and warhammer, intimidates foes on the battleground and
provides relief to his allies. Deep down, he is a loving person
who cares for his community. Blacktooth’s Goals
The name “Blacktooth” comes from his pointy chin that
resembles the tooth of a dragon. Blacktooth aims to keep the emanation of grace safe at all
costs, as it is living proof that there is good in this world.
He serves the Order of Grace in its quest to increase the
Blacktooth’s Story goodness and grace in the world both to help society and
help keep the emanation healthy.
Blacktooth has always been a warrior in the fight against
injustice. He chased down the criminals, murderers, and
plunderers, caught them, and exacted justice as was fit. Roleplaying Blacktooth
One day on the job, Blacktooth happened upon a village in the
middle of nowhere, where he found a murderer and silenced Blacktooth is usually busy with the Order. However, his days
them forever. As he turned to continue alone on his righteous of chasing down criminals in the name of righteousness is
path, he sensed a great relief, a joy in his heart. He always felt not completely behind him. He still goes on hunts as he used
content when justice was served but this sensation was new to to, whenever he gets the chance.
him. This calm, this serenity that seemed to call to him could He has an intimidating face, but cares for all living things
only be caused by something unearthly, something majestic. with deep respect. He loves a philosophical conversation
He rode hard for some time, until he saw a peculiarly beautiful about the importance and the elements of goodness, and
tree, with its golden gleaming leaves and the bright light never shies away from discussing concepts related to good
surrounding its branches that would warm the heart of even the and evil.
most stoic beholder. This was an emanation of grace (p. 241).

306
Blacktooth ACTIONS
Medium humanoid (silver dragonborn), lawful good
Multiattack. Blacktooth uses his Righteous Fire, then makes two
Armor Class 17 (half plate) melee weapon attacks.
Hit Points 136 (16d8 + 64) Warhammer of Grace. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5)
radiant damage. The target must succeed on a DC 17 Wisdom
saving throw or have disadvantage on its attack rolls until the
STR DEX CON INT WIS CHA end of its next turn.

18 (+4) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 20 (+5) Cold Breath. Blacktooth exhales an icy blast in a 15-foot cone.
Each creature in the area must make a DC 16 Constitution saving
throw, taking 17 (5d6) cold damage on a failed save or half as
Saving Throws Strength +8, Charisma +9 much damage on a successful one.
Skills Arcana +6, Insight +7, Intimidation +9, Perception +7, Divine Grace. When Blacktooth touches a creature, he can
Religion +6
expend one spell slot to heal the target. The number of hit
Damage Resistances cold
points regained is 2d8 for a 1st-level spell slot, plus 1d8 for each
Senses passive Perception 17
spell level above 1st, up to a maximum of 4d8.
Languages Celestial, Common, Draconic If the target is an undead or a fiend, Blacktooth makes a melee
Challenge 9 (5,000 XP) weapon attack against the target. On a success, he deals an extra
radiant damage equal to 4d8 for a 1st-level spell slot, plus 2d8
Aura of the Righteous. Blacktooth and his allies within 10 feet for each spell level higher than 1st, to a maximum of 8d8.
of him deal an extra 5 radiant damage on successful weapon Lay on Hands. Blacktooth has a pool of healing power that
attacks (included in the attack), and have advantage on Wisdom replenishes when he finishes a long rest. With that pool, he can
(Insight) and Charisma (Persuasion) checks. restore a total number of hit points equal to 50.
Graceful Duel. When Blacktooth is within 5 feet of a creature As an action, he can touch a creature and draw power
that wasn’t targeted by anybody for 1 round, he has advantage from the pool to restore a number of hit points to it, up to a
on his attack rolls against the creature until he hits it. maximum equal to the amount of hit points he can restore with
Spellcasting. Blacktooth is a 10th level spellcaster. His his remaining power in the pool Alternatively, he can expend
spellcasting ability is Charisma (spell save DC 17, +9 to hit with 5 hit points from his pool of healing to cure the target of one
spell attacks). He has the following spells prepared: disease or neutralize one poison affecting it.

1st level (4 slots): bless, command, compelled duel, shield of faith Righteous Fire. Blacktooth can imbue up to 5 weapons that he
2nd level (3 slots): branding smite, warding bond, zone of truth or his allies within 30 feet of him are holding, with the fire of
3rd level (2 slots): chain smite*, remove curse, revivify righteousness. Until the end of their next turn, they deal an
extra 4 (1d8) fire damage on successful attacks they make with
that weapon.

307
Charles Higherhand,
Geronarcanologist

“Thirty years wasted, with only six more to go… I


shall further my medical research in the time I have
left, so I can guide future generations.”

He studied everything medical that he could get his hands


on, applied to a wizardry school, got in, and was expelled;
all within 8 years. He tested his blood for traces of sorcerous
origin, tried to find a suitable patron to become a warlock,
and eventually, tried to infuse himself with magical essence
which made him fall into a coma for 5 years. He woke up
from his coma, in the same temple where he was raised. He
had succeeded; he finally had access to magical energies.
After he unlocked arcane potential, he studied further
Charles is the current leader of H.E.A.L. (p. 147) and an expert into the material and arcane physiologies of humanoid
on the aging process of sentient humanoid species native to creatures. He underwent surgical procedures himself to
the Material Plane. He is a stranger (p. 18) living amongst study and become more aware of his own body. He founded
humans in a wealthy coastal city. It is common knowledge for H.E.A.L. and started activities to bring aid across the globe.
other people in the city that Charles is not (in fact) human but a Now, he is 60 years old. He is an expert on medical arcana
stranger. and the Dean of Medicine in a prestigious wizardry school.
He is a self-confident middle-aged man who spends all his
time on medical research. His body is covered in many surgical
scars, he has green eyes, short black hair, and a square face. Charles’s Goals
His voice is strong, like crackling thunder. The blue veins of his
racial curse have already spread across his chest. He is a well-achieved person, trying to bring medical care
to everyone in need of it. Also, he is a geronarcanologist,
Charles’s Story an expert studying the magical and physical aging process,
trying to cure aging.

Suffering from a highly infectious fatal disease that he got while


still in his mother’s womb, he was magically quarantined in a Roleplaying Charles
special room of a temple by some powerful clerics upon birth.
He lost his mother during childbirth, never met his father, and He is always busy and always focused on his work. It is hard
spent the first 30 years of his life with three others who joined to get his attention on subjects irrelevant to medicine.
him in quarantine. Even though he got worse and worse, he His actions are precise and he seems to never hesitate. He
always endured. likes discipline, protocols, and procedures and dislikes
When he turned 30, he was somehow cured. For the first time uncertainty, frivolity, and ignorance.
in his life, he got to see what awaited outside his quarantine
and disliked it very much. He was tended to by the best divine
casters in quarantine, believing that everyone else gets the
same treatment as he does; it was utterly displeasing seeing a
world full of people suffering from all kinds of ailments.

308
Charles Higherhand he finishes a long rest.
Medium humanoid (stranger), lawful good Medical Spellcasting. Charles’s spell casting ability is Intelligence
(spell save DC 18, +10 to hit with spell attacks). He can cast all
necromancy spells from the wizard spell list. He can cast one
Armor Class 13
spell of each slot level above 6th, and three spells of each slot
Hit Points 135 (18d8 + 54) level below 5th per day. Once per day, he can cast any spell of
Speed 30 ft. 6th level or lower if the spell cures disease, restores limbs, or
has a creature regain hit points.

STR DEX CON INT WIS CHA Persistent Existence. Charles’s hit point maximum can’t be
reduced by any means.
12 (+1) 16 (+3) 16 (+3) 20 (+5) 20 (+5) 15 (+2)
Voice of Thunder. Charles’s voice is like crackling thunder. If he
uses his voice during an intimidation attempt, he has advantage
Saving Throws Dexterity +8, Intelligence +10, Wisdom +10 on his Charisma (Intimidation) check.
Skills Arcana +15, Medicine +15, Perception +10, Sleight of Hand
+8 ACTIONS
Senses passive Perception 20
Languages Common, Elvish Concuss. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Challenge 13 (10,000 XP) Hit: 2 bludgeoning damage. If Charles scores a critical hit, the
target falls unconscious for 1 minute.
Cursed Mouth. When a creature uses magical means to discern Dislocate. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
whether Charles is telling the truth or a lie, it always comes to Hit: 2 bludgeoning damage and the target must succeed on a DC
the conclusion that he is lying, even if he isn’t. 18 Constitution saving throw or its shoulder is dislocated. The
Curse of Death. When Charles turns 66, he dies. Also, Wisdom target can’t use its dislocated arm until it is fixed by another
(Medicine) checks made to stabilize him have disadvantage. creature with a successful DC 15 Wisdom (Medicine) check.
Geronarcanology. Charles can’t be aged by magical means. Scalpel. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) slashing damage plus 14 (4d6) slashing damage owing
Improved False Life. Charles gains 50 temporary hit points after
to Charles’ medical expertise.

309
Charlie the Stray

“Ruff! Rrrrrufff?!”
(in Common: “Am I a good boy?!”)

in with the adventurers. After they ventured inside the


temple and fought with an undead infestation, they found
a necromancer and the dead bodies of the clerics, including
Crilla, in the main hall. Charlie attacked the necromancer
but with a swift strike of its scepter, the necromancer
dismembered Charlie’s left leg. Luckily, the adventurers
were strong enough to end the necromancer.
After that, the adventurers left the city, but Charlie
stayed behind, next to the dead body of his best friend. He
In a large and crowded city, there is a stray dog, named Charlie. stopped eating, he cried quietly, and couldn’t sleep, because
He wanders around in the city, helping anyone in need and all he could see when he closed his eyes were horrors and
guiding them to safety. Some dogs, cats, birds, and other nightmares.
animals feel safe while they are in Charlie’s presence and choose
to accompany him in his endeavors. He is almost always friendly Seeing this, the goddess of light came down one day to
and smiling, but he can also be frightening if confronted by evil. console the beast. She petted the dog, granting intelligence
to Charlie for him to understand that Crilla was waiting
Charlie has yellow fur, a strong build, and blue eyes. He lost for him in heaven. Charlie then understood the meaning
his left leg in an attack, but he can still run fast and jump high. of death, and he dedicated his life to do good deeds, as he
Anyone who looks into Charlie’s eyes claims that this is no wanted to meet Crilla in the afterlife.
ordinary dog and that he is extremely smart; too smart for a
dog. He is a good boy, maybe even the best.
Charlie’s Goals
Charlie’s Story
Charlie wants to meet his best friend in heaven and is trying
to do his best to be worthy.
A priest called Crilla adopted a stray dog and named him
Charlie. They slept together, ate together, and played together.
Every day, Charlie and Crilla walked to the temple of light, and Roleplaying Charlie
Charlie waited in the temple quietly as Crilla trained. One day,
while Crilla was still training, Charlie got bored and went out of Charlie helps everyone, even evil creatures, so long as their
the temple to wander around. When he returned, he saw that intentions are good. He only becomes hostile to protect
the temple was locked and surrounded by guards and clerics. He someone from direct harm. Somehow, he always knows the
rushed to the temple gates but they were closed shut; he barked right thing to do.
and howled in panic. He slept at the foot of the door and scoped
the parameters of the temple searching for Crilla’s scent.
He learned what happened when an adventuring group
came to the city. The city guards broke the magical seal on the
temple gates for the adventuring group to go in. Charlie rushed

310
Charlie the Stray
Medium beast, neutral good

Armor Class 15 (natural armor)


Hit Points 90 (12d8 + 36)
Speed 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 16 (+3) 10 (+0) 16 (+3) 11 (+0)

Saving Throws Strength +5, Constitution +6


Skills Perception +6
Condition Immunities charmed, frightened
Senses passive Perception 16
Languages Understand Common but can’t speak
Challenge 5 (1,800 XP)

Keen Hearing and Smell. Charlie has advantage on Wisdom


(Perception) checks that rely on hearing or smell. He can
understand if a creature is afflicted by an illness or curse by
smelling the creature.
Moral Compass. Charlie has an innate understanding of good and
evil. He can understand if a creature’s intentions are good or evil.

ACTIONS

Multiattack. Charlie makes three bite attacks.


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage. If the target is a creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone.
Lick the Wounds. Charlie can lick the wounds of a creature to help
it heal. The licked creature regains a number of hit points equal to
7 (1d8 + 3). This ability has no effect on the undead or constructs. A
creature can benefit from this ability again after taking a short rest
or a long rest.

REACTIONS

Aggressive Protection. Charlie can make a bite attack against a


creature that is making an attack against another creature if Charlie
can reach the target with his remaining movement for the turn. On
a hit, the target of this attack automatically misses its attack against
the other creature.

311
Chih-Ming Hai

“Oh, come closer dear travelers, my ears aren’t what


they used to be. Tell me your stories; whatever they
are, wherever you’re from. Oh how I miss being on
the road. If only I was younger…”

had on the streets in his youth, and the hardships they


experienced. He decided to form a guild that helped the
poor and taught professional know-how to anyone willing
to learn and do honest work for a living. He and some of his
merchant friends came up with First Resort (p. 146) when
Hai was 75.

Hai’s Goals
Chih-Ming Hai is an old halfling, nearly 110 years old, with
whitish hair and a well-trimmed beard. He wears simple but Hai wants to help those who are in financial need. He hasn’t
clean clothes, mostly robes. He mostly looks peaceful and has a forgotten how hard it was to be all alone on the streets
calm attitude towards everything. without a single coin to his name. He was lucky, he had the
chance to form strong connections with people and had
Hai’s Story a disciplined disposition. He thinks that not everyone has
such advantages, and aims for First Resort to sustainably
help those less fortunate than he.
Chih-Ming Hai’s parents died defending their country in a war,
leaving Hai an orphan living out on the streets at the age of ten.
Hard worker that he is, he ran errands for most shopkeepers in Roleplaying Hai
town. Even though he was homeless, he still managed to keep
his belly full. His friends, the other children on the streets, were Hai is extremely calm, he is almost never bothered by
lucky enough to have Hai as a friend. Whatever he could spare, anything, except matters regarding the guild. He sees the
he was more than happy to share. He always looked after them. guild as his one and only child, and he treats it as such. He
One day he found a job, a fine one that paid well, as the loves to engage in all manner of conversation; from small
apprentice of a traveling merchant. They would travel to far- talk to convoluted discussions that last hours. From time to
away lands together, buy and sell stuff on the road. He was time, he likes to smoke his old pipe, which he carries in his
always a real people person, and the experience he had on the pocket.
road expanded his ability to read people from a single look.
He also studied magic from the books he read on the road, and
developed a keen interest in spellcasting.
When his master died, he bequeathed half of his belongings to
Hai. Hai was 30 then, and became the owner of a very successful
merchant business by the time he reached his late thirties.
He traveled around the world and continued to work until
the ripe age of 70. He was a rich man, but all alone, and his
conscience ate at him as he thought of the companions he

312
Chih-Ming Hai
Small humanoid (halfling), lawful good

Armor Class 11 (14 with mage armor)


Hit Points 55 (10d6 + 20)
Speed 25 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 14 (+2) 18 (+4) 18 (+4) 16 (+3)

Saving Throws Intelligence +6, Wisdom +6


Skills Arcana +6, History +6, Insight +6, Perception +6, Persuasion +5
Senses passive Perception 16
Languages Common, Halfling
Challenge 3 (700 XP)

Brave. Hai has advantage on saving throws against being


frightened.
Halfling Nimbleness. Hai can move through the space of any
creature that is Medium or larger.
Good-Eyed. Hai has advantage on checks he makes to appraise an
item.
Lucky. When Hai rolls a 1 on the d20 for an attack roll, ability
check, or saving throw, he can reroll the die and must use the new
roll.
Sweet-Talking (3/Recharges on a Long Rest). Hai talks smoothly
and knows how to persuade people. He has advantage on Charisma
(Persuasion) checks made against non-evil aligned creatures.
Spellcasting. Hai is a 5th level spellcaster. His spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). He has
the following spells prepared:
Cantrips: chill touch, mending, message, prestidigitation
1st level (4 slots): alarm, comprehend languages, hideous laughter, mage
armor**
2nd level (3 slots): blindness/deafness, misty step, scorching ray
3rd level (2 slots): counterspell, fireball
**Hai casts this spell on himself before combat.

ACTIONS

Staff of Striking (Magic Quarterstaff). Melee Weapon Attack: +4 to


hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The
staff has 10 charges. When Hai hits with a melee attack using it, he
can expend up to 3 of its charges. For each charge he expends, the
target takes an extra 1d6 force damage. The staff regains 1d6 + 4
expended charges daily at dawn. If Hai expends the last charge, roll
a d20. On a 1, the staff becomes a nonmagical quarterstaff.

313
Delaila “Audacity”,
the Chief Mason

“Let us drink, dance, and have fun so that we can


celebrate as our flawed walls crumble, crushing the
shitheads within.”

over the years as they worked peacefully and serenely on


their projects.
Many years later, the adventurers from Delaila’s group
started to pass away one by one, old age finally claiming
them. After losing the last one, she made arrangements
to spread the news of these fallen heroes. Ironically and
unfortunately, people misunderstood, and believed Delaila
killed them. This unexpected turn of events made Delaila
the villain of Mount Ancapeek. Things snowballed after that.
The founder and the current leader of Masons of Ancapeek She established a network of lots of villains, and with her
(p. 150), Delaila is a cheerful tiefling with a cunning smile, a newly established organization, she agreed to build their
powerful body, and charismatic horns. She resides in his castle lairs for a price. Disguised as a villain mason, she has been
at Ancapeek, spending time with friends and family, having building secret and secure tunnels in these dungeons and
fun. She is the feared villain of many towns and cities near providing kind adventurers with information about them
Mount Ancapeek. She is also the chief mason responsible for the ever since. She is the villain hero of Ancapeek.
construction of many evil dungeons and villain lairs. However,
what is known by a select few is that she has undertaken this
duty for the purpose of sabotaging the plans of these entities, Delaila’s Goals
and to make sure that no harm came to the good adventurers
seeking to do the very same. She wants to find new friends and spend time with them,
She has white hair, blood-red skin, elegant and distinctive sharing stories. She builds houses and temples at a very
horns, and blue eyes. Her appearance is a little intimidating; cheap price without revealing her and her organization’s
as if her eyes were foretelling the trouble yet to come, and her identity, believing that this world needs silent kindness.
muscular body contributes to her frightful presence.
Roleplaying Delaila
Delaila’s Story
She is a very gentle person and immediately starts treating
When she was 2 years old, she was rescued from hell by those she’s just met with sincerity and closeness. As she
an adventuring party. They tried to leave her in several speaks, she makes wide gestures with her hands and arms,
orphanages, but she ran away from all of them and rejoined touching everyone near her. She likes to eat, drink, laugh,
the party each time. At some point, they gave up and took and be helpful.
her with them. Delaila journeyed with this group until she
was 15, at which point the group decided to settle on Mount
Ancapeek where they built their own small village. A dwarf
from the group, named Hogvar, and Delaila started to work on
this village, building new rooms to houses, erecting walls, and
eventually delving into masonry. They even built a small castle

314
Delaila “Audacity”, the
Chief Mason
Medium humanoid (tiefling), chaotic good

Armor Class 15 (breastplate)


Hit Points 170 (20d8 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 18 (+4) 16 (+3) 13 (+1) 17 (+3)

Saving Throws Constitution +8


Skills Deception +11, Insight +5, Intimidation +7, Investigation +11,
Persuasion +7
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 20
Languages Common, Dwarvish, Infernal
Challenge 10 (10,000 XP)

Expert Masonry. Delaila has expertise with mason’s tools. She adds
double her proficiency bonus to any ability check she makes using
mason’s tools. Also, her attacks deal double damage to structures
and constructs.

ACTIONS

Multiattack. Delaila makes two melee weapon attacks.


Chief Mason’s Greathammer. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 26 (4d10 + 4) bludgeoning damage and the target
must succeed on a DC 16 Strength saving throw or be shoved 5 feet
away from Delaila and knocked prone.

315
Dimael

“Whatever you say, Uldis. Let’s just get out of


here before the giant snake returns.”

Dimael’s Goals
Dimael wants to be around interesting people with many
stories to tell. She wants to learn everything she can about
different places and cultures. Uldis and the organization also
mean a lot to Dimael. She wants to bring people together
under the roof of the House of Extraordinary Collectors both
to expand their horizons and to converse with them about
Dimael is the head of the House of Supernatural Possessions, all the interesting experiences they must have had. She is
which is part of the organization called the House of also quite curious about the concept of love.
Extraordinary Collectors (p. 149). She likes to collect different
items (whether they are magical or not) from different planes. Roleplaying Dimael
Dimael is an aengel who looks like a beautiful young woman.
She always wears a yellow dress with silver embroidery. Her
white hair is always neatly tied into a bun, and she has green Dimael is a stranger to the mortal planes, and is therefore
eyes that can charm anyone who looks into them. She also has a fascinated with even the simplest thing, even if she has seen
graceful pair of white angelic wings that she loves to take care it before. She enjoys talking with strangers and listening
of. to their stories. She doesn’t like violence. Dimael is always
trying to experience new things, and a huge smile is never
missing from her face as she does. All in all, she tries to
Dimael’s Story understand all creation and has fun doing it.
Dimael knows that the items she is carrying are priceless
Dimael doesn’t recall what her life was before she fell. One and that many people of ill intentions are looking for them.
day, she opened her eyes in the middle of a desert and started If she is certain of an approaching danger, she does not
to wander around, trying to understand what was going on. hesitate to use her Extraordinary Master Badge to teleport
Eventually, she met Uldis Aridalynn (p. 352) who was also to a safe place.
seeking answers. They became fast friends, and Dimael started
to learn about life among mortals. As they traveled the lands
together, Dimael also developed an interest in different kinds of
items and the various stories they told. So, together with Uldis,
they formed an organization called the House of Extraordinary
Collectors. At first, Dimael didn’t think others would be
interested in such an organization but in time, she saw that
she was worried for nothing. As more and more people joined
them in their quest, she quickly earned their respect and trust.
Eventually, she became the head of the House of Supernatural
Possessions.

316
Dimael Dimael teleports back to the headquarters of the House of
Medium celestial (aengel), chaotic good Extraordinary Collectors.
Gauntlets of Ogre Power. Dimael’s Strength score is 19 while she
Armor Class 16 (phoenix studded leather armor) wears these gauntlets.
Hit Points 78 (12d8 + 24) Necklace of Heavenly Beauty. Dimael has +1d4 bonus to her
Speed 30 ft, fly 30 ft. Charisma checks.
Periapt of Health. Dimael is immune to contracting any disease
while she wears this pendant.
STR DEX CON INT WIS CHA Phoenix Armor. This armor takes damage in Dimael’s place.
19 (+4) 18 (+4) 15 (+2) 17 (+3) 16 (+3) 15 (+2) When Dimael loses hit points, the armor loses hit points instead
of Dimael. Its hit point maximum is 40. The armor regains 1 hit
point at the start of each of Dimael’s turns if it has more than
Saving Throws Strength +7, Dexterity +7
0 hit points. If the armor is reduced to 0 hit points, any excess
Skills Arcana +6, History +6, Insight +6, Perception +6, damage carries over to Dimael, and the armor burns to ashes
Persuasion +5, Religion +6
and disappears. Dimael can conjure the armor back on herself
Senses darkvision 60 ft., passive Perception 16 after finishing a long rest. If Dimael doesn’t conjure it within the
Languages Abyssal, Celestial, Common, Draconic, Infernal 2 next long rests, the attunement ends and Dimael can’t conjure
Challenge 7 (2,900 XP) it anymore.

Aengel Nature. Dimael doesn’t age, can’t be aged by any means, ACTIONS
and can’t die of old age.
Aengelic Infusion. Dimael’s weapon attacks are magical and deal Multiattack. Dimael makes two melee weapon attacks.
an extra 1d8 radiant damage on a hit (included in the attack). Flame Tongue (Longsword). Melee Weapon Attack: +7 to hit, reach
Anklet of the Wind. Dimael wears an anklet that increases her 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8)
Dexterity score by 4 (included in the attack). radiant damage.
Dimmed Resistance (Recharges on a Long Rest). When Dimael Dimael can use her bonus action to speak this magic sword’s
fails a saving throw against a spell or other magical effect, she command word, causing flames to erupt from the blade. These
can choose to reroll it. She must take the second result. flames shed bright light in a 40-foot radius and dim light for
an additional 40 feet. While the sword is ablaze, it deals an
Extraordinary Collector. Dimael has advantage on Intelligence
additional 7 (2d6) fire damage to any target it hits. The flames
(History), and Intelligence (Arcana) checks.
last until Dimael uses a bonus action to speak the command
Extraordinary Master Badge (1/Day). As a bonus action, word again or until she drops or sheathes the sword.

317
Edrinnie Godranaella

“Adventure is murder! Adventure is greed! Think


about your friends and family! Don’t abandon your
loved ones and venture into the darkness when you
could rest in the comfort and the light of home!”

she could never know whether her husband was dead or


alive.
Two years later, the news of his death reached Edrinnie.
After that, she forbade her son to become an adventurer.
Unfortunately, her son was determined to follow the path
that his father chose, and he did. Two more years later, an
elven ranger delivered his dead body to Edrinnie.
After losing a son and a husband to false dreams of
Edrinnie is a middle-aged elf trying to prevent people from adventuring, she knew that she didn’t want any other
going out on adventures. She is an activist traveling between parents, lovers, and friends to feel the same pain as she
cities and towns where adventuring is a common profession. did because of shallow promises of wealth and fame. She
Some people find her annoying and her ideas boring, but it dedicated herself to try persuading new adventurers to find
doesn’t bother her at all. decent and safe professions.

Edrinnie’s Story Edrinnie’s Goals

An acrobat, an archer, a lover, a mother; Edrinnie was a talented Edrinnie tries to show the dark and painful side of
and hard-working elf, struggling through life accompanied adventuring to aspiring adventurers. She is trying to raise
by her husband and son. She was a performer who mastered awareness about the dangers of those adventures to save as
the art of shooting curved arrows. Her husband was a hunter; many people as she can. She believes that no fame and no
he made a living by tracking down monstrosities and slaying fortune is worth the risk of leaving a loved one behind and
them. Their son was a student of arcane arts and a talented her goal is to make others understand that.
swordsman. The three lived an ordinary life where one day did
not differ much from the next. Even though their lives didn’t Roleplaying Edrinnie
offer much in terms of excitement, Edrinnie never yearned for
more, and earnestly enjoyed the simple pleasures of her routine
She preaches the dangers of adventuring in crowded places
day-in and day-out.
with a motherly attitude. She gently smiles while talking
One day, an adventuring group came to their town. Her to kind people. Even when furious, she tries not to harm
husband was curious about adventurers, so he offered them anyone. She is mostly calm and patient but she acts without
a place to stay. That night, he listened to the stories of those any hesitation if someone is in harm’s way. She almost never
adventurers and the next day, he decided to become one lies, almost never yells; her sincerity and compassion make
of them. He departed with the adventuring group despite a lot of people see her as their second mother.
Edrinnie’s concerns, leaving her on the stone steps of their little
cottage, with worry clouding her gaze. The days that followed
were filled with restlessness and melancholy for Edrinnie, but
eventually, she grew accustomed to her new reality in which

318
Edrinnie Godranaella
Medium humanoid (elf), chaotic good

Armor Class 13
Hit Points 15 (2d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 16 (+3) 12 (+1) 14 (+2) 19 (+4)

Saving Throws Dexterity +5, Constitution +5


Skills Acrobatics +7, Perception +4, Performance +8, Persuasion +6
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 1 (200 XP)

Acrobatic Archery. Edrinnie’s ranged weapon attacks follow a


curved path, denying AC bonus that is granted by cover to the
target.
Fey Ancestry. Edrinnie has advantage on saving throws against
being charmed, and magic can’t put her to sleep.

ACTIONS

Multiattack. Edrinnie makes two longbow attacks. If she hits the


same creature with both attacks, the creature takes an additional
1d6 piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.

319
Eleanor Dawnstar

“Ah, look at all the lonely people! What you need is


a good tale; one to make you feel like a part of so-
mething big… Mind if I sing you my newest song?”

couldn’t leave them in their hour of need. She had no other


siblings and felt it was her duty to look after them. So she
resolved that instead of going on adventures, she would
create them.
She picked up the quill and started writing the fictional
adventures of “Xaria, the Good Necromancer”. With each
word, the adventures she once dreamt of having came alive
on paper. With Xaria, she traveled to the far corners of the
universe.
Eleanor is an iridescent light-touched (p. 12) who was born
into a noble family. She is middle-aged, the years having taken She wrote so many songs, ballads, and tales about Xaria
nothing from her beauty and elegance. Her long silver hair that people started to believe he was a real person. Now, his
shines bright and always looks outstanding. She has a unique adventures are told as bedtime stories to children, and his
face with her pointy chin and her distinct cheekbones. Her gray ballads are sung in taverns across the realms.
eyes gleam as if they were diamonds.
She is an excellent storyteller and the author of many books. Eleanor’s Goals
She lives vicariously through the adventures of the characters
she has created; most noticeably through Xaria. Eleanor, now in her middle ages, no longer entertains
fantasies of being an adventurer. However, she travels
Eleanor’s Story from town to town to spread her stories about her fictional
character. As her parents have died of natural causes, she
has nothing to keep her from moving around. She visits
Eleanor was the daughter of a renowned light-touched family; taverns and sings the ballad of Xaria, and tells stories about
the Dawnstars. As nobility, her every action was always him in village squares.
controlled by her family. But Eleanor had a rebellious spirit,
and was deemed a naughty child by her parents. However, if
you asked her, she was merely trying to enjoy her childhood as Roleplaying Eleanor
any other child would. She didn’t like her boring old etiquette
lessons but rather preferred listening to stories of adventures, Eleanor is a sweet-talking narrator of tales. She loves to tell
and imagining herself in one. She regularly ran away from home her stories. If someone encounters her in a tavern, they will
and took long walks in the woods nearby, imagining herself to surely hear a song or a tale from her. She seeks to travel as
be the heroine of one of the tales she so adored. much as she can and spread her tales. She also loves to hear
Throughout her youth, Eleanor dreamt of being an from other storytellers to get inspiration and develop more
adventurer. She swore she would take action the minute she and more tales about her beloved fictional character.
was old enough. However, when the time came and she felt
ready, her parents both fell victim to a serious illness.
She loved her parents in spite of their differences, so she

320
Eleanor Dawnstar daylight again for 1 hour). The required daylight can be imitated
with the daylight spell or any other spell of 3rd level or higher
Medium humanoid (light-touched), neutral good
which radiates light. When she finishes a long rest after she gets
in contact with daylight, her previous hit point maximum is
Armor Class 13 restored and she no longer suffers from one level of exhaustion.
Hit Points 33 (6d8 + 6)
Speed 30 ft. ACTIONS

STR DEX CON INT WIS CHA Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage.
8 (-1) 16 (+3) 12 (+1) 20 (+5) 18 (+4) 18 (+4)
Wand of Prestidigitation. This wand has 7 charges. While holding
it, Eleanor can use an action to expend 1 charge to cast the
Saving Throws Intelligence +7, Wisdom +6, Charisma +6 prestidigitation cantrip. The wand regains 1d6 + 1 expended
Skills Arcana +7, Deception +6, History +7, Insight +6, charges daily at dawn. If she expends the wand’s last charge, roll
Investigation +7, Religion +7, Perception +6, Persuasion +6 a d20. On a 1, the wand crumbles into ashes and is destroyed.
Damage Resistances radiant
Words of the Storyteller. Eleanor is a compelling author. She
Senses darkvision 60 ft., passive Perception 16
knows how to utter words magically and affect others with
Languages Celestial, Common, Dwarvish, Elvish, Sylvan them.
Challenge 2 (450 XP)
Charm (At will). Eleanor elegantly speaks a word that can
charm one creature she can see within 60 feet of her. The target
Creatures of Light. Eleanor knows the dancing lights and the light must succeed on a DC 15 Wisdom saving throw or be charmed by
cantrips. Eleanor for 1 minute. She only can charm one creature at a time
Glowing Bodies. Eleanor has a mark on her body that glows and in this way.
emits a bright light as in the light cantrip. The light of her mark Cure (3/day). Eleanor whispers a word and heals one creature
can be covered by 1 inch of common clothing or by similar she can see within 15 feet of her through the energy the word
materials. She has disadvantage on Dexterity (Stealth) checks creates. The creature regains 14 (4d4 + 4) hit points.
when she is in an obscured area unless she covers up her innate Shield (3/day). Eleanor utters a word that can stop one
glow. creature she can see within 60 feet of her from attacking. If the
target has 150 hit points or fewer, it can take no actions until
Radiant Form. As a bonus action, Eleanor emanates immense
the end of its next turn. Otherwise, the word has no effect.
light off her entire body, transforming into a humanoid form
Confuse (1/day). Eleanor shouts a word that disturbs foes
made of radiant energy along with her equipment, and gaining
within 60 feet of her. Each hostile creature within range must
immunity to radiant damage and resistance to bludgeoning,
make a DC 15 Wisdom saving throw, taking 10 (3d6) psychic
piercing, and slashing damage from nonmagical attacks. Also,
damage on a failure or half as much damage on a successful one.
she can move through a space as narrow as 1-inch wide without
Stun (1/month). Eleanor tells a tale for 1 minute,
squeezing. However, in radiant form, Eleanor has disadvantage
uninterrupted. She cannot take any other actions while telling
on Dexterity (Stealth) checks. The radiant form remains until
her tale. Her sorrowful words engulf the mind of one creature
the end of her next turn. Once she transforms in this way, she
that she can see within 60 feet of her. If the target has 50 hit
must finish a short or long rest to do so again.
points or less, it is stunned for 1 minute. Otherwise, the action
Strangers to Darkness. If Eleanor has not been in contact with has no effect.
daylight for three consecutive days, her light slowly fades. In
The stunned target must make a DC 15 Constitution saving
such a case, Eleanor’s hit point maximum decreases by 1 each
throw at the end of each of its turns. On a successful save, this
time she finishes a long rest, and she constantly suffers one
stunning effect ends.
level of exhaustion (that can’t be removed until you see the

321
Grandpa Anton
Warden Killmark
Brave

“Lay a finger on my children, and you illiterates


will be writing poems about suffering by morning.”

Left alone in this world, without a family, Anton decided


to become a soldier to quicken his end. Ironically, he was too
good at it. His survival instincts, wits, and physical strength
never failed him and always kept him alive. After a couple
of wars and many traumatic experiences, he even started to
like it. For over a century, he fought almost endlessly, ever-
improving his skills and gaining new ones.
Anton is now 480 years old. He came back to the
orphanage that raised him to fulfill his duty. It is his turn to
There have been wars where so called brave champions fled in take care of the children and lead them to a better future.
terror, where so-called invincible people were slaughtered, and
that everyone wished to end; but not Anton Warden Killmark
Brave. He never wanted them to end and he even enjoyed them. Anton’s Goals
After centuries of war, he finally settled down and took over
the family business; an orphanage. Nowadays, he is known as Anton simply wants to protect all the children in his care
Grandpa Anton; beloved and feared by every child under his until his dying breath.
care.

Anton’s Story Roleplaying Anton


Anton is a grumpy old gnome and a dangerous one too.
Left at an orphanage after birth, Anton was raised by monks and Every day, early in the morning, he walks several miles,
clerics. There were many human, half-elf, and half-orc children prepares breakfast for dozens of children, and then enjoys
in the orphanage but no gnomes except Anton. The caretakers his tea while watching over the orphanage. He is extremely
in the orphanage raised the children as if they were a big family disciplined yet open minded and non-judgemental. He never
and the orphanage were their home. Anton had a happy family forces his lifestyle on anyone and believes that goodness
there. comes from the heart; it has nothing to do neither with
Eventually, he and his siblings grew old enough to leave the rules and laws nor with freedom and uncertainty. He has a
orphanage. They scattered across the settlements near the calm demeanor and he is always ready to take action when
orphanage and looked for jobs. Anton and Zkotar, his half-orc faced with a threat.
brother, settled near a river village and started fishing for a
living. After his brother died of old age, he moved near Tristan,
his half-elf brother. Tristan was an arcane stone carver, carving
magical runes on pebbles. He taught arcane stone carving to
Anton and they lived together for several years until Tristan got
married. Anton left after his brother’s marriage and settled near
other brothers and sisters over the years and learned different
professions from them. Eventually, they all died of old age.

322
Grandpa Anton Warden Disengage, or Hide action.

Killmark Brave Cutting the Chains (1/day). Using his bonus action, Anton can
cast the freedom of movement spell on himself, requiring no
Small humanoid (gnome), neutral good
components.
Gnome Cunning. Anton has advantage on all his Intelligence,
Armor Class 17 (unarmored defense)
Wisdom, and Charisma saving throws against magic.
Hit Points 170 (20d6 + 100)
Force Shell. A layer of force around Anton’s skin protects him
Speed 25 ft.
from harm and moves with him. No physical objects, energy, or
other spell effects can pass through the shell, in or out, though
Anton can breathe in there. The shell is immune to all damage,
STR DEX CON INT WIS CHA
and Anton can’t be damaged by attacks or effects originating
15 (+2) 18 (+4) 20 (+5) 20 (+5) 17 (+3) 16 (+3) from outside. Anton, on the other hand, can wrap his fingers
around a weapon, hold it, and make attacks with it from inside
Saving Throws Strength +8, Dexterity +10, Constitution +11, the shell. The shell mimics Anton’s movement and moves with
Intelligence +11, Wisdom +9, Charisma +9 him. Anton can suppress the effects of this shell. A disintegrate
Skills Athletics +8, Medicine +9, Perception +9, Stealth +16, spell targeting Anton suppresses the shell for 1 minute.
Survival +9 Size Advantage. Anton can hide behind creatures of Medium size
Damage Resistances force or larger to take half cover.
Condition Immunities frightened
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 19 ACTIONS
Languages Common, Giant, Gnomish, Goblin, Orc
Challenge 18 (20,000 XP) Multiattack. Anton makes a hand crossbow attack and three
melee weapon attacks.
Commando. Anton has advantage on Dexterity (Stealth) checks Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120
and adds double his proficiency bonus to his Dexterity (Stealth) ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target
checks. Anton has advantage on his attack rolls against must succeed on a DC 18 Intelligence saving throw or be
creatures that he is successfully hiding from. Also, when he confused until the start of its next turn. A confused creature has
is hiding from a creature and misses it with a ranged weapon disadvantage on itsWisdom (Perception) checks.
attack, it still doesn’t reveal his position. War Pick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Cunning Action. Anton’s quick thinking and agility allow him to Hit: 6 (1d8 + 2) piercing damage and the target’s speed is reduced
move and act quickly. He can take a bonus action on each of his by 10 feet for a minute. This effect does not stack with itself.
turns in combat. This action can be used only to take the Dash, Force Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 27 (4d10 + 5) force damage.

323
Gumi the Cursed

“What? No, thank you, I'm not hungry. I don’t


like candy anyway.”

Gumi. The beast didn’t hurt her, but admired her efforts to
warn the others. Then, the monster told Gumi that it had
cursed her, and thus would be able to lift the curse if she so
wished. Desperate to be rid of what ailed her, Gumi agreed.
The monster thus removed her “curse” but gave her another
one; from then on, Gumi could only tell lies.
Gumi was inconsolable. All the people she ever knew were
all dead; it did not matter whether they liked her or not.
What’s worse, all the villagers had died thinking she was
Gumi is a half-orc child who can only tell lies. She needed to responsible for everything that ever went wrong. With these
leave her own home, so she found a city to live in. She wears thoughts in her head, she left her now empty village and
ragged clothes, but she always tries to warn people about the moved to a city at the age of 11, where she now lives out on
dangers awaiting them. However, because she can only tell lies, the streets.
she usually fails to issue anyone a useful warning.
Gumi has messy long dark hair that she plays with when
talking to strangers. She has big blue eyes that always look Gumi’s Goals
worried. Gumi carries a backpack full of things that she found
from all over as well as some food from those that take pity on Gumi is a street urchin that tries to help the people around
her. her. By doing so, she wants to prove that no curse could
keep her from being herself or from doing good. She walks
around the city, finds bad people and tries to report them to
Gumi’s Story the guards.

When Gumi was born in a small village deep in the forest, the Roleplaying Gumi the Cursed
water wells dried and livestock ran away from the farms as if
in a panic. Believing that she brought drought and disease with
her, they named her “Gumi the Cursed”. Gumi never knew her As Gumi can only lie, it is hard to communicate with her.
parents, her earliest memories are of crawling in the muddy Nevertheless, people got used to her; they know that she is
streets of the village. genuinely trying to help those in need. She is quite curious
about the world and likes to chat with adventurers.
When she was ten, Gumi had become aware that everyone
disliked her and tried to stay away from her; but she didn’t
know why. She resolved that she should travel to find the
answer, and she wandered into the forest. Rather than an
answer, she found a monster headed to her village. She ran
back home in tears and yelled that there was a monster on its
way, but nobody believed her. It is rumored that the monster
arrived shortly after, and slaughtered the entire village except

324
Gumi the Cursed
Medium humanoid (half-orc), chaotic good

Armor Class 13
Hit Points 18 (4d8)
Speed 30 ft

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 10 (+0) 11 (+0) 12 (+1) 13 (+1)

Skills Acrobatics +5, Deception +5, Intimidation +3, Perception +3,


Persuasion +3, Survival +3
Senses darkvision 60 ft., passive Perception 12
Languages Common, Orc
Challenge 1 (200 XP)

Cursed. Gumi was cursed by a monster. She can only tell lies. She
has disadvantage on Charisma (Persuasion) checks. People who
meet Gumi for the first time have disadvantage on Wisdom (Insight)
checks they make against Gumi; however, once they know about
Gumi’s curse, they have advantage on Wisdom (Insight) checks they
make against her.
The remove curse spell cast on Gumi can suppress the effects
of this curse for 1 hour. Only a wish spell can remove the curse
completely.
Nimble Escape. Gumi can take the Disengage or Hide action as a
bonus action on each of her turns.
Relentless Endurance (1/Day). When Gumi is reduced to 0 hit points
but not killed outright, she can drop to 1 hit point instead.
Savage Attacks. When Gumi scores a critical hit with a melee
weapon attack, she can roll one of the weapon’s damage dice one
additional time and add it to the extra damage of the critical hit.

ACTIONS

Multiattack. Gumi makes two melee weapon attacks.


Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage.

325
Ilinar Spellflame

“Even fiends tremble before my flames!”

of a metropolis in a battle against a fiendish cult. Upon


Berna’s death, it was Ilinar’s duty to train others in the holy
methods of evocation magic. As such, he settled in the city
and he became nobility in return for his services. There,
he formed a mages’ guild and has been training willing
apprentices ever since.
The holy flames he unleashed upon his enemies made him
quite famous. In time, more people knew him as the Flame
of Righteousness than those who knew him by his actual
Ilinar is an elven archmage. He is quite handsome with his name.
golden eyes, and his well-kempt, short black hair. Despite his
young age, Ilinar has the knowledge of a lifetime in evocation
spells owing to his intense arcane studies. As a powerful Ilinar’s Goals
spellcaster, an archmage, and the founder of the Spellflame
noble family, Ilinar wears magical robes and a family signet Ilinar knows that the evil in the universe has no end. So,
even though he is a fan of unadorned garments. the best thing he can do is to be ready for war; anytime and
People call Ilinar the “Flame of Righteousness” as he executes anywhere. War requires an army, and magic is one of the
evildoers with holy fire. most vital organs of it. This is why he trains spellcasters
on the path of righteousness, teaching them to make holy
Ilinar’s Story flames rain down upon the enemies of the good.

When he was a baby, the undead horde of a necromancer Roleplaying Ilinar


vampire trampled four villages, including the one Ilinar and his
family had been living in. After a righteous army destroyed the Long years of never ending battle against all forms of evil
threat, a military mage found Ilinar. His golden eyes made her toughened Ilinar, but he never lost his sense of hope and
realize that he was a holy entity, and she adopted him. love. The sound of his cheerful laughter puts a smile on most
The mage who found him, Berna, was a member of a holy faces, and he values freedom and goodness. He does not
order. She, along with the order, was traveling around the respect greedy people and does not tolerate tyranny of any
world; hunting evildoers and helping those in need. Over kind.
the course of these travels, Ilinar experienced the life of war Because of countless assassination attempts against Berna
firsthand and learned how to stand against evil. Berna taught and himself, he always protects himself with spells.
him everything she knew about magic, slowly transforming
Ilinar into a skilled evoker. In the meantime, she also showed
Ilinar the value of goodness and the wickedness of evil. As time
passed, Ilinar slowly became a merciful and powerful mage.
After years of holy campaigns, Berna died in the streets

326
Ilinar Spellflame Trance. Ilinar does not sleep. Instead, he meditates deeply,
remaining semi-conscious, for 4 hours a day. The Common word
Medium humanoid (high elf), neutral good
for this meditation is “trance”. While meditating, he dreams
after a fashion; such dreams are mental exercises that have
Armor Class 12 (15 with mage armor) become reflexive after years of practice. After resting in this
Hit Points 88 (16d8 + 16) way, he gains the same benefit a human would from 8 hours of
Speed 30 ft. sleep.
Spellcasting. Ilinar is a 16th level spellcaster. His spellcasting
ability is Intelligence (spell save DC 17, +9 to hit with spell
STR DEX CON INT WIS CHA
attacks). He has the following wizard spells prepared:
10 (+0) 15 (+2) 13 (+1) 20 (+5) 15 (+2) 18 (+4) Cantrip (at will): acid splash, fire bolt, light, mage hand, shocking
grasp
Saving Throws Intelligence +9, Wisdom +6, Charisma +8 1st level (4 slots): burning hands, detect magic, mage armor**, shield
Skills Arcana +9, History +9, Insight +6, Nature +9, Religion +9 2nd level (3 slots): arcanist’s magic aura, flaming sphere, scorching
Senses darkvision 60 ft., passive Perception 12 ray
Languages Celestial, Common, Draconic, Elvish 3rd level (3 slots): dispel magic, fireball, fly, haste, lightning bolt
Challenge 11 (7,200 XP) 4th level (3 slots): fire shield, greater invisibility, resilient sphere, wall
of fire
Elf Weapon Training. Ilinar has proficiency with the longsword, 5th level (2 slots): aid of the holy mages*, cone of cold, conjure
shortsword, shortbow, and longbow. elemental
Empowered Evocation. Ilinar adds 5 to the damage roll of any 6th level (1 slot): chain lightning, globe of invulnerability, sunbeam,
wizard evocation spell that he casts. true seeing
Fey Ancestry. Ilinar has advantage on saving throws against 7th level (1 slot): delayed blast fireball
being charmed, and magic can’t put him to sleep.
8th level (1 slot): rain of holy fire*, sunburst
Mark of Good. Ilinar carries a holy mark (his golden eyes). He
**He casts on himself before combat.
has advantage on Charisma (Insight and Persuasion) checks
against good-aligned creatures and disadvantage on these
checks against evil-aligned ones. Also, his attacks deal an extra ACTIONS
1d6 radiant damage to evil-aligned creatures (included in the
attack). +2 Silver Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Righteous Evoker. Ilinar can change the damage type of any one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) radiant
wizard evocation spell he casts to radiant. damage.

327
Inquisitor Trelis
von Grazerta

“Life is sacred. The undead isn’t.”

targeted by both beneficial and harmful spells, which


resulted in abnormal effects. Her body became extremely
endurant, but the spells consumed her womb and harmed
some of her other organs. After the fierce battle amid the
unholy powers of the cultists, Trelis and her unit survived,
and they rescued the child.
Later, knowing that she wouldn’t be able to physically
have a child herself, Trelis adopted the orc, Mordok, who
she made a member of the Grazerta family.
Trelis von Grazerta is the leader of the Order of Grave Guards After this incident, Trelis formed the Order of Grave
(p. 155). She is a serious-looking, grim yet good-hearted high Guards, an inquisitorial order that hunts the cults of evil
elf inquisitor. One can understand how her life has forced her necromancy, undead, and anyone who favors them
to be strong and cunning after all she has been through, just by
looking into her tired, amber eyes.
Trelis is fit, tall, and muscular. Her hair is long and pitch Trelis’ Goals
black. She wears a half plate as armor and covers it with blood-
red robes, black leather gloves, and black leather boots. She Trelis thinks the dead must stay dead. She thus aims to hunt
always wears a blood-red hat that completes her stylish look all evil necromancers, their creations, and anyone who helps
them.
Trelis’ Story
Roleplaying Trelis
Trelis von Grazerta is a daughter of the noble family Grazerta.
The members of House Grazerta are known for their skills in Trelis is a noble, an inquisitor, and a leader; and she acts as
military tactics and their strong religious relations. House such. She doesn’t like unceremonious behavior, is always
Grazerta favors the deities of honor, retribution, valor, and serious, does not talk unnecessarily, thinks twice before she
war. As the daughter of such a family, Trelis was raised with the acts, and thinks thrice before she talks. As an inquisitor, she
same values. is an expert in gathering information and social encounters.
When she was young, she was sent to the temple of a deity Trelis adores children. Their innocence amazes her and
who strongly opposes the undead. There, Trelis learned about she loves making them happy by playing games with them
the finer points of necromancy, and was taught how to fight the or giving them gifts. She acts extra carefully when children
undead. When she completed her education, the temple tasked are in danger, and no matter what her plans are, children’s
Inquisitor Trelis with her first quest; launching an operation lives are always of the utmost priority for her.
against the base of an evil-necromancy cult.
When Trelis and her unit entered the hideout, they found
themselves in the middle of a sacrificial ritual and a battle
arose. While trying to rescue the sacrifice, an orcish child, Trelis
was in the middle of the ritual circle and was simultaneously

328
Inquisitor Trelis von actually mental exercises that have become reflexive through
years of practice. After resting in this way, you gain the same
Grazerta benefit that a human does from 8 hours of sleep.
Medium humanoid (high elf), lawful good
Undeadbane. Trelis’ weapon attacks deal an extra 1d6 radiant
damage. If the target is undead, it takes an additional 2d6
Armor Class 15 (half plate) radiant damage (included in the attack).
Hit Points 231 (22d8 + 132) Spellcasting. Trelis is a 5th level spellcaster. Her spellcasting
Speed 30 ft. ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
She has the following spells prepared:
Cantrip: true strike
STR DEX CON INT WIS CHA
1st level (4 slots): bless, cure wounds, shield of faith
18 (+4) 10 (+0) 22 (+6) 14 (+2) 15 (+2) 18 (+4) 2nd level (3 slots): branding smite, find steed, zone of truth
3rd level (2 slots): speak with dead
Saving Throws Strength +8, Wisdom +6, Charisma +8
Skills Arcana +6, Athletics +8, Insight +6, Intimidation +8, ACTIONS
Perception +6, Persuasion +8, Religion +6
Senses darkvision 60 ft., passive Perception 16
Multiattack. Trelis makes two melee weapon attacks and then
Languages Celestial, Common, Elvish makes a third weapon attack as a bonus action.
Challenge 11 (7,200 XP) +2 Longsword. Melee Weapon Attack +10 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 3 (1d6) radiant
Dead Stays Dead. Trelis can conduct a 1-hour ritual on a dead damage or 11 (1d10 + 6) slashing damage plus 3 (1d6) radiant
body. The body cannot be raised as any type of undead for the damage if used with two hands. If the target is undead, it takes
next 7 days if the raiser is not a deity. an additional 1d6 radiant damage.
Fey Ancestry. Trelis has advantage on saving throws against
being charmed, and magic can’t put her to sleep. REACTIONS
Speaker of the Dead. When Trelis casts the speak with dead spell,
she can ask up to ten questions instead of five. Parry. Trelis adds 4 to its AC against one melee attack that would
Trance. Trelis doesn’t need to sleep. Instead, she meditates hit her. To do so, Trelis must see the attacker and be wielding a
deeply, remaining semiconscious, for 4 hours a day. The melee weapon.
Common word for such meditation is “trance.” While
meditating, she can dream after a fashion; such dreams are

329
Khem Hahro

“Don't worry friends, we can defeat this fiend! It’s


only 20 feet tall.”

temples can request any kind of work from the organization.

Khem Hahro’s Goals


Khem Hahro wants to wipe evil forces off the lands of
mortals and save everyone from their wicked grasp. He
thinks anyone can be saved and redeemed, so he also seeks
those who are in such a need in order to show them the
Khem Hahro is an old human who is the leader of an way back to the light. Khem swore an oath that he would
organization called Celestial Army (p. 145). He has dedicated his aid every good-aligned deity in whatever they need. There
life to the service of good-aligned deities and the well-being of is thus no kindness too small, and no good deed that’s
every living thing. insignificant.
Khem Hahro is a big, muscular man with a huge smile on his
face. He is bald and he has a horseshoe mustache that can never Roleplaying Khem
hide his smile. Khem wears plate armor decorated with the
symbols of almost all good deities and a cape with the Celestial
Khem may be old, but he is also full of life. He always tries to
Army insignia on it. Khem’s favorite weapon, the Fist of Light (a
look on the bright side of life. He loves to be the hero (just
warhammer), is always at his side.
like any other member of his organization), and helping
others always puts a smile on his face. He makes jokes even
Khem Hahro’s Story in the toughest of situations. He is rarely serious but when
he is, people around him know that something sinister
Long ago, Khem was a newly trained paladin serving a god must be going down. Khem sees gods and goddesses as his
of light. He rescued many people and helped the innocent in mentors and tries to live according to their teachings. He is
any way he could. One day, in a mission to save a group of also quite fond of small animals, and can barely resist giving
villagers from a cave-in deep in the mountains, he had this one that crosses his path a pet.
gut-wrenching feeling that no matter what he did, no matter
how much he accomplished, there would always be a new evil
threatening the peace of the righteous. He shared this concern
with the people he had just rescued, and they resolved to travel
together and help the good in the neverending fight against
evil. They grew in number in each place they went to, and
before long their nameless organization was dubbed Celestial
Army by the commoners they helped.
In time, Khem made deals with almost all the temples
dedicated to good-aligned deities. According to these deals,
every cleric and paladin can join the Celestial Army and the

330
Khem Hahro he has advantage on attack rolls against evil-aligned creatures.
Medium humanoid (human), lawful good When he hits evil aligned creatures with any weapon, he deals
an extra 1d8 radiant damage (included in the attack).

Armor Class 18 (plate) Sense Evil. Khem Hahro can sense the presence of evil-aligned
creatures around him. He knows the location of any evil-
Hit Points 202 (27d8 + 81)
aligned creatures within 60 feet. Within the same radius, he can
Speed 30 ft
also detect the presence of any place or object that has been
consecrated or desecrated, as with the hallow spell.
STR DEX CON INT WIS CHA Spellcasting. Khem Hahro is a 14th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 17, +9 to hit with
20 (+5) 16 (+3) 17 (+3) 12 (+1) 13 (+1) 18 (+4)
spell attacks). Khem Hahro has the following spells prepared:
1st level (4 slots): bless, heroism, protection from evil and good, shield
Saving Throws Strength +10, Constitution +8, Charisma +9 of faith
Skills Athletics +10, Insight +6, Perception +6, Persuasion +9, 2nd level (3 slots): aid, branding smite, weapon of the hero*
Religion +6
3rd level (3 slots): daylight, dispel magic, revivify
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks 4th level (1 slot): banishment
Condition Immunities charmed, frightened
Senses passive Perception 16 ACTIONS
Languages Common, Celestial and one other language
Challenge 14 (11,500 XP) Multiattack. Khem Hahro makes four melee weapon attacks.
Fist of Light. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Aura of the Celestial. Khem Hahro emanates a heavenly aura of target. Hit: 11 (1d8+7) bludgeoning damage plus 4 (1d8) radiant
20-foot radius. All allies within the aura gain a +4 bonus on their damage.
saving throws and a +1 to their AC as long as they are in the Healing Touch (4/Day). Khem Hahro touches another creature.
aura. The target magically regains 26 (5d8+4) hit points and is freed
Blessed Weapons. Khem Hahro’s weapon attacks are magical and from any curse, disease, poison, blindness, or deafness.

331
Marciel

“My sins weigh heavy on my heart every time they


come to mind… I must atone for them, and I know
just the way to do it. I belong here. This land, these
people… Serving them gives me the pleasure of a
lifetime.”

rage, Marciel strayed from the path of mercy, killing every


single being in the city they once created.
Marciel thus committed a dire sin. Their punishment was
merciful however; the angel was removed from heaven,
their memory was erased and they were sent to the mortal
planes as a fallen angel. For years, Marciel wandered in the
realms with nothing on their mind about their past, except
for the regret weighing on their heart.
Marciel is an aengel (p. 10), a former angel of mercy who was During one of Marciel’s travels, the fallen angel found a
outcast from heaven for having committed a sin. Marciel is cave leading to a city of ruin, surrounded by mountains.
genderless although their body resembles that of a male. This abandoned settlement felt familiar to Marciel. They
felt a strange sense of serenity there, and so decided to stay.
Marciel’s skin is pale blue and smooth, retaining its angelic Others started to populate the city once more before long,
quality. The aengel looks elegant and graceful with glowing and Marciel was eventually elected governor. Now, Marciel
white eyes and angelic wings although they are smaller than is an aengel, and their memories have started to come back
they were before.

Marciel’s Story Marciel’s Goals


The primary goal of the aengel is to be a merciful governor
Marciel was assigned to create a city that only those who have to the city and they ultimately hope to become an angel
sinned and are seeking redemption could enter. Using their once again.
sacred angelic magic, they created a city concealed by magic,
surrounded by mountains; a city that could only be reached via
paths and tunnels visible to eyes seeking atonement. Roleplaying Marciel
Marciel left the city, thinking that their job was finished.
Ten years passed, and Marciel returned to the city to discover Marciel is deeply melancholic. They spend most of their
there had been numerous murders. Though they were furious, time in the temple of the city, asking for forgiveness and
Marciel was an angel of mercy, and they acted like one. They redemption even if they do not know why they feel they
buried their fury in their heart, and sought to return the people need redemption. Marciel loves to spend time with children
of the once great city to the righteous path. When the city was and help them in any way they can, as they think children
pure anew beyond any doubt, they departed once again, as their are pure and without sin.
talents were required for other tasks.
When Marciel returned to the city a second time when
another ten years passed, they were greeted with civil war.
Marciel was disappointed in the people of the city, they couldn’t
stand seeing all their work was in vain. Blinded by a ferocious

332
Marciel Cantrips: chill touch, dancing lights, mending, message,
prestidigitation, shocking grasp
Medium celestial (aengel), neutral good
1st level (4 slots): charm person, comprehend languages, detect
magic, mage armor**
Armor Class 13 (16 with mage armor) 2nd level (3 slots): mirror image, misty step, suggestion
Hit Points 110 (20d8 + 20) 3rd level (3 slots): counterspell, dispel magic, slow
Speed 30 ft., fly 30 ft. 4th level (3 slots): banishment, confusion, polymorph
5th level (2 slots): dominate person, hold monster, sinner’s mark*
**Marciel casts this spell on themself before combat
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 18 (+4) 18 (+4) ACTIONS

Saving Throws Wisdom +7, Charisma +7 Multiattack. Marciel makes two melee weapon attacks.
Skills Insight +7, Perception +7, Persuasion +7 Blade of Mercy. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 17 target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) radiant
Languages Celestial, Common damage. If the target is an evil-aligned creature, a phantasmal
Challenge 7 (2,900 XP) reflection of the blade of mercy hits the creature and deals an
extra 7 (2d6) force damage. If the target is not an evil-aligned
creature, the blade deals nonlethal damage and a phantasmal
Aengelic Infusion. When Marciel hits with a spell or weapon reflection of the blade doesn’t appear.
attack, their attack deals an extra 1d8 radiant damage (included
Sacred Flame. Flame-like radiance descends on a creature that
in the attack).
Marciel can see within 60 feet of them. The target must succeed
Dimmed Resistance (1/Recharges on a Long Rest). When Marciel on a DC 15 Dexterity saving throw or take 18 (4d8) radiant
fails a saving throw against a spell or another magical effect, damage. The target gains no benefit from cover for this saving
they can choose to reroll it. They must take the second result. throw.
Spellcasting. Marciel is a 10th level spellcaster. Their Touch of Mercy. Marciel touches a willing creature. This action
spellcasting ability is Charisma (spell save DC 15, +7 to hit with ends blindness, deafness, and any diseases affecting the target,
spell attacks). They have the following spells prepared: transferring it to Marciel instead.

333
Mavichar
the Horned Bastion

“Pathetic creature! You dare haunt these innocent


people under my watch!”

Bastion” and he left his town to protect others. On one of


his journeys, he joined Heroes’ Guild and in spite of his
beginnings that were more or less based on luck, he quickly
became the best hero people had ever seen.

Mavichar’s Goals
Mavichar wants to travel and save everyone on his path.
Mavichar is the best hero in Heroes’ Guild (p. 148). He is a He dedicated his life to saving others after the events that
selfless tiefling that has dedicated his life to the well-being of took place in his own town, under his very nose. He believes
others. anyone can be a savior or a hero as long as they have the
Mavichar has a muscular body covered in various tattoos, and courage to act. He treats Heroes’ Guild and its members like
horns with magical runes drawn on. He always has a serious close friends and family.
expression on his face, and gives the impression that he is
trying to evaluate or examine something at all times Roleplaying Mavichar
Mavichar’s Story Mavichar rarely wants to take a break from his duties. He is
actually obsessed with being a hero at all times. He is always
Mavichar used to be a guard in a small town. He protected the serious and acts like everything around him needs to be
gates, patrolled the streets, and made sure that everything was investigated. Mavichar thinks relationships are important,
in order. On a cold night, he noticed a group of people acting but also very distracting. Thus, he generally works alone
shady. Instantly, Mavichar yelled out and drew his sword but knows when to ask for help. He also does not prefer to
ready to strike, but someone knocked him out cold before he divulge any of the deeds he has accomplished, as he thinks
could do anything else. When he woke up, Mavichar saw that boasting would not befit a hero.
these people were not just a small group but an army of thugs,
bandits, and killers. He knew he had to do something.
Somehow, he escaped captivity and managed to save his
entire town. No one knows how he saved an entire town by
himself and people speculate about the possible methods he
must have employed. Some say he did not eat nor sleep for an
entire week, killing an average of one bandit per minute. Others
say he turned into a monster and ate everyone in town. In
reality, he saw an opportunity to burn down one of the bandits’
tents, and fortunately, it turned out to be the one their leader
was in.
After this heroic act, Mavichar was nicknamed “the Horned

334
Mavichar the Horned
Bastion
Medium humanoid (tiefling), lawful good

Armor Class 17 (Cloak of the Heroes’ Guild)


Hit Points 149 (23d8 + 46)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 15 (+2) 12 (+1) 13 (+1) 16 (+3)

Saving Throws Strength +7, Dexterity +9


Skills Acrobatics +9, Athletics +7, Insight +4, Persuasion +7
Damage Resistances fire, lightning
Senses darkvision 60 ft., passive Perception 11
Languages Celestial, Common, Infernal
Challenge 10 (5,900 XP)

Cloak of the Heroes’ Guild. Mavichar wears a magical cloak made out
of blue dragon scales. As long as he is wearing this cloak, he has +2
bonus to AC and resistance to lightning damage.
Infernal Legacy. Mavichar knows the thaumaturgy cantrip. He can
cast the hellish rebuke spell as 2nd-level spell and the darkness spell.
He can cast each of them once per long rest. His spellcasting ability
is Charisma.

ACTIONS

Multiattack. Mavichar makes three melee weapon attacks.


Heroes’ Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 9 (1d10 + 4) slashing damage plus 11 (2d10) fire damage.
Dagger of the Righteous Hero. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 7 (1d4 + 5) piercing damage. If Mavichar hits an
evil aligned creature with this dagger, his attacks deal an extra 7
(2d6) force damage.
Might of the Hero. Mavichar activates the magical tattoo and gains
advantage on saving throws, ability checks, and attack rolls for
1 minute. Also, he becomes immune to lightning damage for the
duration.

335
Messiah

“Importance loses its meaning and value as comp-


lexity burdens our minds. The meaning of life is
embedded in us without any means of logical comp-
rehension; in our emotions. As all fundamentals of
creation, emotion is simple and it is true.”

good. She preaches goodness and only goodness; nothing


more nothing less.
She has traveled across crowded places, met with kings
and queens, had discussions with common people, argued
with paladins, and tried to guide everyone she met in the
way of benevolence even if they refused to believe in her
deity. She still travels and tries her best to convince people
despite countless assassination attempts.
A feminine figure, almost fully covered with adamantine plates
except above her forehead, travels across lands and claims Messiah’s Goals
that she brings the word of the only deity as she gazes upon
her followers with her third eye. The miracles she performs, Messiah wants to eliminate all evil from creation. She
which are above and beyond simple magic, and her ability doesn’t believe that there must be a balance between good
to withstand hostility helps her gather more followers. She and evil; she believes that evil must completely be removed
preaches kindness, benevolence, compassion and claims that from the equation.
she only wants her followers to be happy, and even claims that
they don’t need to pray to the true deity, because it doesn’t
need it. Roleplaying Messiah
Messiah’s Story She is an expert debater who tries to persuade everyone in
her vicinity to adopt the ways of good. Her natural charisma
combined with her soft tone of voice guarantee that she
In a great city, there was a group of women who were not able leaves an impression in the minds of all who meet her. She
to get pregnant. They consulted with clerics, mystics, and is fearless and relies on hostility only as a last resort to save
wise women but to no avail. Until one day, when she appeared others. She never discriminates against creatures and talks
out of thin air; Messiah. Her body and face were covered in patiently with anyone who is eager to talk to her. While
adamantine plates; she had long silver braids and a third eye on in the presence of evil, she becomes more still as if she is
her forehead. When she arrived at the city, she summoned these waiting for something bad to happen and getting ready to
women and performed a miracle on them. Nine months later, prevent it.
nine babies were born without fathers.
Since that day, Messiah has continued to perform miracles
and denied all deities except one. She claims that evil deities
are the proof of the false divinity of the good ones. So-called
divines associated with good have evil counterparts and no true
deity can be evil according to Messiah; and if evil counterparts
are not truly divine, good ones can’t be either. She believes in
a genderless, formless, omnipotent deity that is the epitome of

336
Messiah soul of Messiah. Her soul can’t be captured or claimed by
anyone, including deities. When she dies, each of her enemies
Medium humanoid (human), neutral good
within 100 feet takes 630 (60d20) radiant damage.

Armor Class 26 (+3 adamantine plate, +3 shield)


ACTIONS
Hit Points 209 (22d8 + 110)
Speed 30 ft.
Multiattack. Messiah uses Pacify, Purify, or Sanctify, and makes
three scimitar attacks. When she makes all three scimitar
STR DEX CON INT WIS CHA attacks, she can make another scimitar attack as a bonus action.
+3 Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one
20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 26 (+8)
target. Hit: 11 (1d6 + 8) slashing damage.
Pacify. Messiah targets a creature within 30 feet and the
Saving Throws Intelligence +11, Wisdom +11, Charisma +14
target is pacified until the end of its next turn. Any damage
Skills Animal Handling +11, Arcana +11, History +11, Insight the pacified target deals is reduced to 0. Messiah can use this
+11, Intimidation +14, Nature +11, Perception +11, Persuasion
feature on creatures whose CR or level is lower than 20.
+20, Religion +17
Purify. Messiah targets a creature within 30 feet and the target
Damage Resistances lightning; bludgeoning, piercing, and
slashing from nonmagical attacks is purified until the end of its next turn. The purified target
loses its ability to cast divine spells, and it can’t use its Channel
Damage Immunities necrotic, poison, psychic, radiant
Divinity feature. Messiah can use this feature on creatures
Condition Immunities blinded, charmed, frightened, poisoned whose CR or level is lower than 20.
Senses blindsight 120 ft., truesight 120 ft., passive Perception
Sanctify. Messiah targets a creature within 30 feet and the
21
target is sanctified until the end of its next turn. The sanctified
Languages all, telepathy 120 ft. creature regains 20 hit points and has advantage on ability
Challenge 20 (25,000 XP) checks, attack rolls, and saving throws.
Channel Divinity: Turn Evil. Messiah removes her mask and
Adamantine Plates. Any critical hit against Messiah becomes a reveals her face. Each evil-aligned creature within 30 feet of
normal hit. Messiah that can see her must make a DC 22 Wisdom saving
Blessed Touch. When a target is pacified, purified, or sanctified throw. If a creature fails its saving throw, it is turned for 1
by Messiah, all diseases, poisons, and curses affecting the minute or until it takes damage.
creature end. A turned creature drops whatever it is holding and is
stunned. If a turned creature has 50 hit points or less, the
Divine Awareness. Messiah knows if she hears a lie.
creature is instantly destroyed.
Emissary of the True Divine (1/Day). Messiah wishes for one
thing to come true, and it does. The GM has the control over the
boundaries of these wishes. REACTIONS
Protection against False Divine. Messiah can’t be affected or
detected by divine spells unless it wishes to be. Alter Fate. When Messiah takes damage from an attack, spell, or
magical effect, she can choose to negate the damage. If she does
Wrath of the God. If Messiah dies, a pillar of pure holy light
so, the same damage is dealt to the attacker instead.
comes down crushing everything on its path, and claims the

337
Miriel,the Molten
Judgment

“Fire cleanses all sins.”

celestial reward, and found her place among the angels.


Now, Miriel walks the mortal world to teach them the way
of angels; how to fight against evil, and how to show mercy
when needed.

Miriel’s Goals
Miriel has been sent to the mortal world with a quest. She
Miriel is the leader of Molten Judgment (p. 151). She is an angel leads an organization, Molten Judgment, which aims to
in molten armor who wields two molten longswords. She is an make all evil-worshippers meet their makers, and which
iron angel, who was a devoted paladin in life. accepts and trains only the most dedicated. She aims to
Miriel is fit, tall, and muscular. She always wears a mask, teach mortals how to battle evil and how to be merciful
hiding her face and her facial expressions. She has long, fiery against the lowest of foes in an angelic way.
hair. Although she looks serious and deadly, and she is, Miriel
acts with grace and knows what mercy is. She is rageful, she is Roleplaying Miriel
powerful, but she is first and foremost just.
Miriel is a frightening iron angel, and she acts like one. Her
Miriel’s Story voice is soothing when she is calm but creates storms when
filled with rage. She likes mortals and is keen to forgive
Miriel was the daughter of farmers, who gave her the name; them for their sins most of the time; however, she does not
Miri. When she was 7, a group of demon worshippers raided forgive everyone willy nilly.
their homestead and sacrificed her family while she was hiding She innately knows if she hears a lie, and does not tolerate
somewhere in the house. She was later found by a group of liars. Although she herself always follows etiquette, she
good-hearted paladins and clerics and was raised by them in the is not bothered by unceremonious behavior because she
temple. She became a fierce paladin favoring the dual-wielding finds it to be an endearing, harmless flaw. Although she
combat style after years of training. However, her true weapons sometimes behaves like mortals do, she always wears a
were always law and good. She always denounced crime, evil, featureless mask to remind others that she is a celestial.
and chaos. Although she does not require food, water, or sleep; she
When she was 56, in her final days as a mortal, she finally appreciates good wine.
confronted the leader of the cultists that sacrificed her family.
The cultist, an elf, protested that he’d had a long life and that
he had changed his ways and was seeking redemption. Although
her heart burnt with a lust for vengeance, Miri gracefully
agreed to show the elf mercy. After a few days, as she went to
sleep in a temple, she closed her eyes to this world, and opened
them to a new one. Owing to that final act, she was given a

338
Miriel, the Molten equal to the fire damage dealt.

Judgment Immutable Form. Miriel is immune to any spell or effect that


Medium celestial, lawful good would alter its form.
Innate Spellcasting. Miriel’s spellcasting ability is Charisma
Armor Class 18 (plate) (spell save DC 16). Miriel can innately cast the following spells,
requiring only verbal components:
Hit Points 161 (19d8 + 76)
At will: detect evil and good, detect magic, heretic’s mark*
Speed 30 ft., fly 90 ft.
3/day each: angelic executioner*, hunter’s mark, locate object,
longstrider
STR DEX CON INT WIS CHA 1/day each: burning halo*, freedom of movement, locate creature
Magic Resistance. Miriel has advantage on saving throws
18 (+4) 18 (+4) 18 (+4) 14 (+2) 18 (+4) 18 (+4)
against spells and other magical effects.
Melt (4/Day). As a bonus action, Miriel blesses a weapon of her
Saving Throws Strength +8, Constitution +8, Wisdom +8
choice that she can see within 30 feet for 1 minute. The blessed
Skills Athletics +8, Insight +8, Intimidation +12, Perception +8 weapon becomes molten, and deals an extra 1d8 fire damage
Damage Resistances radiant; bludgeoning, piercing, and and 1d8 radiant damage on a hit.
slashing from nonmagical attacks
Rage of Iron (1/Day). As a bonus action, Miriel sets herself
Damage Immunities fire ablaze, turning into an angel of molten metal for 1 minute. For
Condition Immunities charmed, exhaustion, frightened the duration, she emanates a 10-foot-radius aura of immense
Senses darkvision 60 ft., passive Perception 18 heat. When a non-good or non-lawful creature enters the aura
Languages all, telepathy 120 ft. for the first time on a turn or ends its turn within, it takes 9
Challenge 12 (8,400 XP) (2d8) fire damage.

Blessed Weapons. Miriel’s weapon attacks are magical and she ACTIONS
has advantage on attack rolls against evil-aligned creatures.
When she hits with any weapon, the weapon deals an extra 1d8 Multiattack. Miriel makes two melee attacks.
fire damage and 1d8 radiant damage (included in the attack).
Molten Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Divine Awareness. Miriel knows if she hears a lie. target. Hit: 10 (1d8+6) slashing damage plus 9 (2d8) fire damage
Fire Absorption. Whenever Miriel is subjected to fire damage, and 4 (1d8) radiant damage.
she takes no damage and instead regains a number of hit points

339
Mortal Inquisitor
Tilsendrel Nessar

“By the name and order of the Mortal Inquisition


of Duvark, I hereby declare your actions heretical.
You shall die by fire. May the almighty divinity
have mercy for the atrocities you have committed.”

Shortly after her father died, Tilsendrel’s mother started


to show symptoms similar to those that her father displayed
before his demise. Before long, she too suffered the same
fate. Tilsendrel thus donned her father’s armor and snuck
out of town to find and kill whoever or whatever had caused
her family to be so afflicted. After a year, she returned
victorious, having defeated the lich that was the cause of all
her heartache. By doing so, she joined the Mortal Inquisition
of Duvark and became a Mortal Inquisitor.
Tilsendrel Nessar is the granddaughter of one of the residents of
a town called Duvark. She is a respected member of the Mortal
Inquisition of Duvark (p. 152). Tilsendrel’s Goals
Tilsendrel has short blonde hair and dark brown eyes. She
mostly wears black armor with a black robe on top, and carries Tilsendrel wants to find and destroy every cult and cultist
her black sword on her belt. In the organization, her duty is to that threatens the life of the innocent. She receives missions
expose secret cults and their members in order to eliminate from the Black Temple of Duvark and follows her orders to
them. While this duty can sometimes be a brutal one, Tilsendrel perfection. Still, she never harms those she thinks are good-
is still as perky as can be. She likes to see the good in everything hearted; whether she is on a mission or not.
and is happy that she is able to do so.
Roleplaying Tilsendrel
Tilsendrel’s Story
She believes in the cause of the inquisition and is ready to
Years before she was born, Tilsendrel’s family left the town of die protecting it. She can be quite stubborn in her opinions,
Duvark to seek a better future for their unborn child. Before and takes her duties very seriously but all in all, Tilsendrel
long, monsters attacked the village and killed everyone, is a very nice person. She can be seen laughing with her
resulting in the founding of the organization called Mortal friends as she burns the undead on pyres, or shamelessly
Inquisition of Duvark. teasing another inquisitor as they butcher cultists in their
When they returned to their hometown after many years den.
had passed, Tilsendrel and her family were devastated to learn
about the fate their home suffered. Tilsendrel’s father joi ̇ned the
Mortal Inquisition of Duvark and swore to destroy all enemies
hidden in the night, and save each innocent soul they pass along
the way.
On an ill-starred day, her father and his friends returned
in terrible condition. The members of the organization tried
everything they could, but alas, her father had been cursed by
someone or something.

340
Mortal Inquisitor
Tilsendrel Nessar
Medium humanoid (human), lawful good

Armor Class 21 (Black Armor of the Inquisition and a shield)


Hit Points 255 (30d8 + 120)
Speed 30 ft

STR DEX CON INT WIS CHA


20 (+5) 18 (+4) 19 (+4) 13 (+1) 16 (+3) 20 (+5)

Saving Throws Strength +11, Dexterity +10, Charisma +11


Skills Athletics +11, Insight +9, Intimidation +11, Perception +9,
Persuasion +11
Senses passive Perception 19
Languages Common, Elvish, Undercommon
Challenge 17 (18,000 XP)

Black Armor of the Inquisition. As long as Tilsendrel wears her black


armor, she gains a +1 bonus to AC.
Expert Inquisitor. Tilsendrel has been an Inquisitor for more than
five years. Thus, she knows how to spot someone who is hiding
something. Tilsendrel has advantage on Wisdom (Insight) checks
related to understanding if someone is lying.

ACTIONS

Multiattack. Tilsendrel makes four melee weapon attacks.


Black Sword of the Inquisition (Longword). Melee Weapon Attack: +12
to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. As
a bonus action, Tilsendrel can speak the sword’s command word,
which is “Blacken” in Common, and ignite her sword with white
flames. The flames deal extra 7 (2d6) radiant damage or 10 (3d6)
radiant damage if the target creature is an undead. Once used, the
flames last for 1 minute, and she can use it after the next dawn.
Black Holy Symbol (Recharges on a Short or Long Rest). Tilsendrel
presents her black holy symbol and she magically learns the type of
creatures within 15 feet of herself that she can see.
Black Holy Symbol (Recharges on a Short or Long Rest). Tilsendrel
can cast the zone of truth spell, expending no spell slot or requiring
no spell components.

REACTIONS

Black Armor of the Inquisition. Tilsendrel can end one of the


following conditions affecting her; blinded, deafened, frightened,
or paralyzed.

341
Mortiel

“Mortals live their lives as if I won’t ever visit


them. Such a shame… Even my time will come.
They must either be extremely shortsighted or exces-
sively courageous.”

as even the deities of knowledge did not know why Mortiel


was doomed to die. The cosmic balance demanded so; maybe
Mortiel’s soul was required somewhere else, or maybe it was
time for Mortiel to retire.
As a loyal servant of the divine, he did not further
question his fate. Instead, he swore that he would work for
the greater good until his time was up. He started to help
those in need, tried to ease the pain of the weak, and smite
the malevolent. He has also tried to give people in their final
Mortiel is the highest-ranking angel serving the concept of moments some last remnant of happiness before he sends
death. However, he is not on a vicious killing spree, nor is he them on their way. Little does he know, all he needs to do is
an incarnation of death itself. Mortiel is merely a servant of the a truly selfless act of self-sacrifice to find his place among
deities, who have appointed him with the task of transporting the angels in heaven.
souls to their rightful, final resting places.
Mortiel has many wings of different sizes and his ashen,
grayish skin and dark feathers make him look different and Mortiel’s Goals
more intimidating than other angels. Mortiel doesn’t require
food, drink, or sleep. Mortiel’s primary goal is to fulfill his duty of delivering souls
Tome of the Living. Mortiel carries a sacred tome. When a to their rightful resting places. His secondary goal is to do
creature is born; its name is magically written in the tome in good and spread kindness among mortals, as he wants to go
a way that only the angel can understand. When fate says that to heaven when he dies.
a creature needs to die, the tome telepathically informs the
angel where the creature is located. When the creature dies, its Roleplaying Mortiel
name vanishes from the pages of the tome. The tome cannot
be destroyed by any ordinary means; only a deity wielding an
artifact created solely to damage the Tome of the Living can Mortiel can change his appearance and he uses this power
destroy it. If Mortiel drops to 0 hit points, the tome disappears to take more comforting forms for those he wishes to talk
and reappears in a location that was previously designated by to. He loves talking to mortals as if he was one of them, and
the angel. helping them out with whatever he can.
When he wanders around to help people, he generally
takes the form of a handsome young man in white clothes
Mortiel’s Story with no other material possessions.

One day, Mortiel saw his own name in the Tome of the Living.
He began to question why. He was immortal after all, there
was not a single angel capable of retrieving his soul. Was he to
take his own soul? The answer, alas, was less than satisfying,

342
against spells and other magical effects.
Mortiel
Huge celestial (shapechanger), lawful good Shapechanger. Mortiel can use his action to polymorph into a
creature of any size, or back into his true form. Without wings,
the angel loses its flying speed. Other than his size and speed,
Armor Class 19 (natural armor)
his statistics are the same in each form. Any equipment he is
Hit Points 459 (34d12 + 238) wearing or carrying is transformed with Mortiel. He reverts to
Speed 60 ft., fly 120 ft. his true form if he dies.
Tome of the Living. When Mortiel is slain, he is resurrected
within 1d4 days and reappears within 5 feet of the Tome of the
STR DEX CON INT WIS CHA
Living, unless his name disappears from the tome itself.
28 (+9) 20 (+5) 24 (+7) 20 (+5) 20 (+5) 26 (+8)
ACTIONS
Saving Throws Strength +17, Constitution +15, Charisma +16
Skills Perception +21, Intimidation +24 Multiattack. Mortiel uses his Frightful Presence, and makes
Damage Resistances acid, cold, fire, force, lightning, psychic, three melee weapon attacks.
radiant, thunder; bludgeoning, piercing, and slashing from Soulkeeper (Magical Scythe). Melee Weapon Attack: +17 to hit,
nonmagical attacks
reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 9
Damage Immunities necrotic, poison (2d8) necrotic damage.
Condition Immunities all
Frightful Presence. Each creature of Mortiel’s choice that is
Senses truesight 120 ft., passive Perception 31 within 120 feet of the archangel and aware of him must succeed
Languages all, telepathy 120 ft. on a DC 24 Wisdom saving throw or be frightened of him for 1
Challenge 25 (75,000 XP) minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
Accompany the Soul. Mortiel looks a creature in the eyes. The
the creature is immune to Mortiel’s Frightful Presence for the
creature understands that the time has come for it to die. If the
next 24 hours.
creature doesn’t resist, Mortiel accompanies its soul to its new
haven, wherever it may be. If the creature resists, Mortiel needs Teleport. Mortiel magically teleports, along with any equipment
to claim its soul by fighting it. he is wearing or carrying, up to 120 feet to an unoccupied space
near a creature whose time of death has come. Mortiel can
Final Death. A creature killed by Mortiel cannot be brought
teleport through different planes of existence.
back to life by any means unless a deity, or some other being of
cosmic power wishes it. Even in that case, the creature can only
return back to life with the approval of Mortiel. LEGENDARY ACTIONS
Incorporeal Movement. Mortiel can move through other
creatures and objects as if they were difficult terrain. He takes 5 Mortiel can take 3 legendary actions, choosing from the options
(1d10) force damage if he ends his turn inside an object. below. Only one legendary action option can be used at a time
Keeper of the Souls. Whenever Mortiel drops a creature to 0 hit and only at the end of another creature’s turn. Mortiel regains
points, it automatically fails its first two death saving throws. spent legendary actions at the start of his turn.
Also, when Mortiel kills a creature and claims its soul, his Attack. Mortiel makes an attack with his Soulkeeper.
soulkeeper scythe gains a +1 bonus on attack and damage rolls Death Touch (Costs 2 Actions). Melee Spell Attack: +16 to hit, reach
until the next dawn (maximum of +5). 5 ft., one target. Hit: 67 (15d8) necrotic damage.
Legendary Resistance (3/Day). If Mortiel fails a saving throw, he Power Word Kill (Costs 3 Actions). Mortiel casts the power word
can choose to succeed instead. kill spell expending no spell slots and requiring no material
Magic Resistance. Mortiel has advantage on saving throws components.

343
Nicehoof

“My only desire was to live a life of peace and sere-


nity. Now? Now I must crush those who destroyed
my home and killed my friends!”

members were (and are) good-hearted non-humanoids that


the folks of civilized lands generally call “monsters”.

Nicehoof’s Goals
Nicehoof wants to protect nature and its inhabitants.
Although he is suspicious of “civilized” folk, he dreams of
a world of peace and unity. Despite how shocked he was at
Nicehoof is the leader of the Claws of Good (p. 160), a good- the actions of the evil mage company, Nicehoof still thinks
hearted non-humanoid organization that hunts evil. He is a that there must be others who dream of peace as he does in
minotaur that has been raised by fey. the outer world. He aims to unite with them and crush all
Nicehoof wears a leather skirt and carries a greataxe that evildoers so that his lands are never threatened again.
was gifted to him by those who raised him. His fur is brown and
his horns are dark. There are scratches on his horns, which he Roleplaying Nicehoof
proudly carries as the marks of his former battles.

Although Nicehoof always looks like he’s filled with rage,


Nicehoof’s Story he is actually full of love. Animals find peace in his presence
and Nicehoof loves to spend time with them and talk to
Nicehoof is a minotaur that was raised by fey living in the them. However, while angry, Nicehoof battles to the death
deepest corners of forests. Throughout his childhood, Nicehoof and slashes his opponents in half. Although he is suspicious
was taught to be respectful and protective of nature and the of outsiders and humanoids, they can still earn his trust if
creatures living in it. He lived an enchanted and more or less they try hard enough.
sheltered life, shielded from such notions as discrimination,
suffering, or injustice.
One day, an evil mage company came to the forest Nicehoof
was living in, and started to harvest unique spell components
with no control, and enslave the fey to sell them in slave-
markets. A group of fey along with Nicehoof started a resistance
and fought against the mages for years. Through these years,
Nicehoof observed that many deemed them uncivilized, or even
monsters.
In the end, the resistance succeeded in saving what was left of
the forest and the fey. Afterwards, Nicehoof became suspicious
of outsiders, and decided to protect all “uncivilized” lands,
thus forming an organization called the Claws of Good, whose

344
Nicehoof
Large monstrosity, chaotic good

Armor Class 15 (natural armor)


Hit Points 126 (12d10 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 20 (+5) 8 (-1) 16 (+3) 10 (+0)

Saving Throws Strength +8, Wisdom +6


Skills Animal Handling +6, Intimidation +6, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Sylvan
Challenge 7 (2,900 XP)

Charge. If Nicehoof moves at least 10 feet straight toward a target


and then hits it with a gore attack on the same turn, the target
takes an extra 9 (2d8) piercing damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or be pushed up to
10 feet away and knocked prone.
Friends of Animals. Nicehoof can talk to animals. Also, as a bonus
action, Nicehoof can call two beasts of CR 1/2 or lower that remain
for 1 minute. These beasts attack the enemies of Nicehoof and
disappear after the duration or when they drop to 0 hit points.
Labyrinthine Recall. Nicehoof can perfectly recall any path it has
traveled.
Reckless. At the start of his turn, Nicehoof can gain advantage on all
melee weapon attack rolls it makes during that turn, but attack rolls
against it have advantage until the start of its next turn.

ACTIONS

Multiattack. Nicehoof makes two attacks with its greataxe, or he


can make one gore attack and one attack with his greataxe.
+1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 19 (2d12 + 6) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) piercing damage.

345
Penitent Wanderer

“It’s no trouble at all; any way I can be of service.


Come, sit by the fire, you look half-frozen!”

the end, the lives he took became the only thing he could
think of. Now, the Penitent Wanderer travels the lands and
does everything in his power to help those he meets, for
forgiveness and redemption.

Penitent Wanderer’s Goals


The Penitent Wanderer travels all around, seeking people
The Penitent Wanderer is a middle-aged human. He has a bald that need help. He tries to solve all kinds of problems
head and a clean-shaven face. He wears ragged clothes and for atonement; from finding a missing cat to clearing a
carries a whip. monster’s lair. He believes he will achieve inner peace
The Penitent Wanderer travels from town to town and village and serenity by helping people. Occasionally, the Penitent
to village and helps people, so that he can undo his sins. Wanderer helps temples of good-aligned deities and asks for
redemption from divinity in return.
Penitent Wanderer’s Story
Roleplaying the Penitent
The Penitent Wanderer had a name once, but he no longer
remembers what it was. With this name, he was known as a
Wanderer
professional criminal. He could do any kind of work, from
basic mugging to the assassination of nobles, and he was proud The Penitent Wanderer is an introvert and he prefers to
to be able to do so. At some point in his life, money became live in seclusion. Since he doesn’t have a home, he usually
meaningless because he had more than he could ever spend. sleeps outdoors in the settlements where he helps people.
He dreamed of being a landowner and becoming a noble; but If he thinks he can help someone, he insists upon it, and
that meant settling for a normal life. He thus took a few “last” does everything in his power to do so. If he fails his tasks
jobs. One of his last jobs was to destroy a piece of evidence that he punishes himself by whipping himself on the back. He
was located in a crowded city. But things went sideways when never accepts any kind of reward for his good deeds; save
he started a fire to burn down the building with the evidence in redemption.
it. The Penitent Wanderer looks sad and tired most of the
Only after he got out of the building with a smile on his face time, but if someone talks to him, he tries to hide it with a
did he realize that the fire had spread to the adjacent buildings. smile.
One of these buildings was an orphanage. With the realization In a battle, if the Penitent Wanderer’s target is not known
of what he had done, he fled and started to wander the wilds, to be evil, he chooses non-lethal attacks because he believes
thinking about how many people had gotten hurt because of everyone deserves a second chance, like him.
him.
For days, his catastrophic actions never left his mind and in

346
Penitent Wanderer
Medium humanoid (human), chaotic good

Armor Class 15 (studded leather)


Hit Points 77 (14d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 11 (+1) 8 (-1) 14 (+2) 15 (+2)

Saving Throws Dexterity +6, Charisma +5


Skills Persuasion +5, Religion +2, Sleight of Hand +6, Stealth +6,
Survival +5
Condition Immunities frightened
Senses passive Perception 12
Languages Common, Thieves’ Cant
Challenge 5 (1,800 XP)

Horrifying Memories. If the Penitent Wanderer witnesses something


that harms children, he attacks without thinking and tries to
save the children at all costs. After he successfully saves them,
he remembers what he has done. The Penitent Wanderer can’t
handle the weight of these memories and falls unconscious for 1d4
hours. If he can’t save the children, he whips himself until he falls
unconscious.
Redeeming Strike (Recharges on a Long Rest). The Penitent
Wanderer may choose to deal full damage on one of his attacks
against an evil-aligned creature.
Sneak Attack (1/Turn). The Penitent Wanderer deals an extra 14
(4d6) damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of
an ally of him that isn’t incapacitated and the Penitent Wanderer
doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack. The Penitent Wanderer makes two melee weapon


attacks.
Whip of Penance. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 6 (1d4 + 4) slashing damage plus 4 (1d8) radiant damage.
If the target creature’s alignment is evil, the creature must succeed
on a DC 13 Charisma saving throw, or it is overwhelmed by the
vindictive power of the whip and is stunned until the end of its next
turn.

REACTIONS

Unselfish Sacrifice. When an ally within 5 feet of the Penitent


Wanderer is targeted by an attack, he can jump to the space of his
ally, pushing the ally to the nearest unoccupied space within 5 feet.
By doing so, he takes the damage from that attack instead.

347
Selkie,
the Good Avenger

“Fight for grace, fight with your heart for your


loved ones, and most importantly; stay ever-vigilant
against the blasphemy of evil!”

On this road, she was accompanied by her dear friends


whom she met along the way; Damakos and Reaver.
However, not much is known about them save their names,
as they like to keep a low profile. What is known is that they
are a close-knit pack of do-gooders, and that they traveled
to many places together, and tried to remedy people’s
problems wherever they could. They always looked forward
to a challenging fight against villains, so that they would
keep their edge keen.
Selkie is an avenger paladin who has a thing for lightning
and her trusted lightning scythe. She is a redeemed succubus
paladin, a zealot who follows her order and her mission to the Selkie’s Goals
end. As a headstrong leader, she always does her best to think
tactically, and uses her wit to best an enemy. On the field of
battle, all who underestimate this small fox-like woman in a Selkie is grateful to her deity who gave her the wrath of
dark green cloak with the scythe at her side, are quick to get lightning to strike down the agents of vile forces. To fulfill
struck down by her holy might. her duty, she feels an innate passion to carry on her crusade.
Whenever or wherever evil moves to harm the innocent or
the weak, she tries to be there to keep them from doing so.
Selkie’s Story Just like her lightning scythe, she seems to appear out of
nowhere to save the day. Her careful planning to strike her
opponents down usually starts with an ambush, which she
She was a redeemed succubus from one of the only few havens performs with vigilance.
left standing in her realm. Coming from a dying tribe, she knew
how valuable redemption was, and how important it was to
preserve the good things in the realm; like nature, that people Roleplaying Selkie
were too quick to destroy for wealth.
When she finally had the chance for greater power at the
cost of a portion of her free will, she refused. She was afraid Selkie isn’t always pleasant to people when they come face
that she would be tempted by it, and that it would corrupt her. to face with her, but those who know her know that her
Afterwards, she realized that the power she sought was within loyalty to her friends is unbreakable. The coldness seems to
her and her stubborn will to do good. lighten once someone befriends her and shows their worth
in trust, loyalty, and the ability to get the job done.
A hermit of a road with battles unending, she never had any
intention of settling down or hanging up her scythe. In her
world, the only thing that mattered was protecting that which
she loved. Her friends, her family, her people, the happiness and
well-being of those she cherished most was what mattered to
her.

348
Selkie, the Good Avenger glide while falling; her rate of descent slows to 60 feet per
Medium fiend (shapechanger), lawful good round, she does not take any falling damage, and she can land
on her feet.

Armor Class 20 (plate, ring of the avenger) Fiendish Heritage. Selkie has advantage on saving throws
against being charmed and frightened.
Hit Points 108 (18d8 + 36)
Speed 30 ft. Great Weapon Fighting. When Selkie rolls a 1 or 2 on a damage
die for an attack she makes with a melee weapon that she
is wielding with two hands, she can reroll the die and must
STR DEX CON INT WIS CHA use the new roll. The weapon must have the two-handed or
versatile property for her to gain this benefit.
20 (+5) 17 (+3) 15 (+2) 12 (+1) 11 (+0) 16 (+3)
Improved Divine Smite. Whenever Selkie hits a creature with a
melee weapon, the creature takes an extra 1d8 radiant damage
Saving Throws Strength +9, Constitution +6, Charisma +7 (included in the attack).
Skills Athletics +9, Religion +5, Stealth +7, Survival +4 Ring of the Avenger. Selkie is immune to being charmed.
Condition Immunities charmed
Shapechanger (Recharges on a Short or Long Rest). As an action,
Senses darkvision 60 ft., passive Perception 10 Selkie can polymorph into a Small or Medium humanoid or
Languages Abyssal, Common, Celestial, Draconic back into her true form. Without wings, she loses their benefits.
Challenge 12 (8,400 XP) Other than her size and speed, her statistics are the same in
each form. Any equipment she is wearing or carrying isn’t
transformed. She reverts to her true form if she dies.
Aura of Courage. Selkie and friendly creatures within 10 feet of
her can’t be frightened while Selkie is conscious. Unpopular. Selkie has disadvantage on Charisma (Persuasion)
checks made against the common folk while she is in her true
Aura of Protection. Whenever Selkie or a friendly creature
form.
within 10 feet of her must make a saving throw, the creature
gains a +3 bonus to the saving throw. Selkie must be conscious Will of the Zealot. Selkie has advantage on saving throws against
to grant this bonus. enchantment and illusion spells.
Cloak of the Avenger. Selkie has advantage on Dexterity
(Stealth) checks. ACTIONS
Demon’s Claws. As a bonus action, Selkie can grow claws that
deal 1d6 slashing damage (each) while in her true form or she Multiattack. Selkie makes two melee attacks.
can retract them and put them away. Scythe of the Avenger. Melee Weapon Attack: +9 to hit, reach 10
Dedicated Faithful. Selkie has 19 faith points. She can use them ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (3d4)
to cast spells or to use paladin class features that require her to lightning damage and 4 (1d8) radiant damage.
expend spell slots (such as Divine Smite). The number of faith Blitz. Selkie channels divine magic through her holy symbol,
points required to do so is equal to twice the level of the spell allowing her to teleport to an unoccupied space that she can
slot. She regains all expended faith points when she finishes a see within 60 feet of her. While teleporting, she transforms into
long rest. a bolt of lightning and creates an explosion of lightning at the
Divine Health. The divine magic flowing through Selkie makes point she teleports to. The creatures within 20 feet of that point
her immune to disease. must succeed on a DC 15 Dexterity saving throw or take 7 (3d4)
Divine Smite. When Selkie hits a creature with a melee weapon lightning damage.
attack, she can expend one spell slot to deal radiant damage Cleansing Touch (4/Day). Selkie can end one spell on herself or
to the target, in addition to the weapon’s damage. The extra on one willing creature that she touches.
damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell Divine Sense (4/Day). Until the end of her next turn, Selkie
level higher than 1st, to a maximum of 5d8. The damage knows the location of any celestial, fiend, or undead within 60
increases by 1d8 if the target is an undead or a fiend. Selkie has feet of her that is not behind total cover. She knows the type
4 1st, 3 2nd, 3 3rd, and 1 4th level spell slot(s). (celestial, fiend, or undead) of any being whose presence she
Eyes of the Faithful. When Selkie or a friendly creature within senses, but not its identity.
10 feet of her hits a creature with a weapon attack, the target Invigorating Kiss. Selkie kisses a creature. The creature regains
sheds bright light in a 10-foot radius and becomes visible until 3 hit points. A creature can benefit from this feature once until
the end of its next turn. it finishes a long rest.
Fiend’s Wings. Selkie’s jump distance is doubled and she can

349
Silent Venys

*Prays in silence.*

saying nothing.
Venys thought about the incident and cried for days.
After a time of reclusion and meditation, she decided that
corruption had spread wide within the temple and that
Gomir was one of its many victims; he was no traitor. She
realized the power of speech then and there, seeing what
havoc it had wreaked when used to lie, and took a vow of
silence to make sure she never caused such damage.
Silent Venys is the leader of Silent Exorcists (p. 160). She started to investigate the Gomir incident when she
Everywhere she walks becomes holy ground, and one feels her was officially deemed an exorcist-inquisitor. She found
gaze penetrate their soul when she looks at them. She carries everyone who was responsible for the events that her
her deity’s holy symbol, ornaments, and holy book with great brother had been accused of, and revealed that they had
pride. first been possessed by a demon, and then they had made
a deal with it willingly. She gathered enough evidence and
sentenced them to execution. Venys could swear she felt her
Venys’ Story brother smiling at them at the moment of their death. Later,
she founded the organization called “Silent Exorcists”.

Venys, born blind, was always close with her family and was
content to never leave their side. However, when she grew up, Venys’ Goals
she realized that she could see into others’ souls. When news
spread, Venys and her big brother, Gomir, were accepted as
students in the nearby temple. Venys wants to erase all corruption and find her brother.
She is always searching for her brother, Gomir, and her
While her brother became a knight, Venys discovered divinations always give her mixed messages; as if Gomir is
that even though she was blind, she was able to read sacred dead and alive all at once.
texts about the methods of exorcism, like she could feel their
meaning and power in her soul. Venys was thus to be trained as
an exorcist. Roleplaying Venys
Then tragedy struck. Venys heard that her brother was
declared a traitor by the temple. During the hearing, Gomir
was accused of treason, heresy, the murder of fellow knights, Silent Venys always wears a blindfold, and she never talks.
and many more atrocities. Venys could sense that Gomir was She always waits until the final moment to use her powers
innocent, but there was nothing she could do. Gomir didn’t since she does not want to misjudge a situation and make a
utter a single word, he just looked at Venys with a gentle smile mistake.
on his face. As per the verdict, he would be sent to the heart of
a necropolis, to his certain death, and he unflinchingly accepted
his quest. He embraced Venys before he left, still smiling and

350
Silent Venys on spells of 4th level or lower.

Medium humanoid (human), neutral good Possession Sense. If there is a possessed creature within 30 feet
of her, the creature must succeed on a DC 17 Charisma saving
throw or Silent Venys realizes that it is possessed.
Armor Class 18 (armor of the faithful)
Sight of the Faithful. Although Silent Venys is blind, she can
Hit Points 117 (18d8 + 36)
read sacred texts, differentiate good and evil by their auras, and
Speed 30 ft. can make Wisdom (Insight) checks as if she were seeing them.
Although these gifts are magical, they are not suppressed under
the effects like the antimagic field spell.
STR DEX CON INT WIS CHA
Strength of the Faithful. Silent Venys can use weapons with her
12 (+1) 16 (+3) 14 (+2) 14 (+2) 20 (+5) 18 (+4) Wisdom score, instead of Strength or Dexterity.
Unbreakable Exorcist. Silent Venys has advantage on saving
Saving Throws Dexterity +7, Wisdom +9, Charisma +8 throws against all spells and other magical effects that charms
Skills Acrobatics +7, Insight +9, Intimidation +8, Perception +9, her, frightens her, or tries to affect her mind in other ways.
Religion +6 Spellcasting. Silent Venys is a 13th-level spellcaster. Her
Senses blindsight 60 ft., passive Perception 19 spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
Languages Understands Abyssal, Celestial, Common, Infernal spell attacks). She has the following cleric spells prepared:
but never speaks Cantrip (at will): guidance, light, sacred flame, spare the dying,
Challenge 9 (5,000 XP) thaumaturgy
1st level (4 slots): bane, bless, comprehend languages, cure wounds,
Abjurant Exorcist (1/Day). When Silent Venys deals damage detect evil and good, guiding bolt
to an aberration, a celestial, an elemental, a fey, a fiend, or 2nd level (3 slots): detect thoughts, hold person, silence, spiritual
a creature with the Incorperal Movement trait, she can also weapon, zone of truth
choose to have it experience the effects of the banishment spell,
3rd level (3 slots): dispel magic, glyph of warding, nondetection,
without having to cast it. The creature must be of a challenge
spirit guardians
rating equal to or lower than 4.
4th level (3 slots): banishment, divination, freedom of movement,
Armor of the Faithful. Silent Venys gains a bonus to AC equal to
guardian of faith, locate creature
her Wisdom modifier (included in the AC).
5th level (2 slots): dispel evil and good, hallow, mass cure wounds,
Disturb the Wicked (5/Day). When Silent Venys hits a creature
planar binding, scrying
with a spell or weapon attack, she can choose to deal an extra
2d4 radiant damage. If the creature is an aberration, fiend, or 6th level (1 slot): burning halo*, heal, true seeing, twin of light*
another creature with the Incorporeal Movement trait, the 7th level (1 slot): conjure celestial
extra damage increases to 2d8.
No Mercy for the Wicked. Silent Venys can choose to deal ACTIONS
damage with spells that would normally have the target regain
hit points. The target must succeed on a DC 17 Wisdom saving
Multiattack. Silent Venys makes two weapon attacks.
throw, or take radiant damage equal to the number of hit points
it would normally regain with the spell. She can use this feature Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6+5) slashing damage.

351
Uldis Aridalynn

“Inconceivable! This artifact must be 1200 months


old, at least!”

Extraordinary Collectors. Soon, other people were drawn


to this group for both adventuring and academic purposes.
Uldis redesigned the shop, Mystic Wardrobe, and created a
headquarters for their growing band, now called the House
of Extraordinary Collectors. She still spends her days trying
to solve the mysteries surrounding magic, magical items and
the death of her parents.

Uldis is the head of the House of Spectacular Mysteries which Uldis Aridalynn’s Goals
is a part of the organization called the House of Extraordinary
Collectors (p. 149). She specifically investigates unanswered Uldis Aridalynn wants to solve mysteries and shed light
questions about the past and the universe. on the unknown. In order to do so, she recruits others
Uldis is a fifty-three year-old, blue dragonborn. She is almost specializing in all kinds of fields such as history, religion, or
six feet tall. She always wears her round glasses and carries a magic. She wants to see her organization grow and create
wooden staff. Uldis may look fragile, but she is in fact quite agile museums for people to learn about all she has discovered.
and a fearsome spellcaster.

Uldis Aridalynn’s Story Roleplaying Uldis


Uldis is a very curious wizard. She wants to learn
Uldis Aridalynn grew up in a crowded city with her parents. Her everything, so she asks a lot of questions and inspects
father was an adventurer when he was younger but had become everything quite thoroughly (even if it is a person). She
a shopkeeper after the birth of Uldis to provide his child with sometimes talks to herself about her thoughts. Uldis
a more stable life. Both her parents worked in the shop they is always up for adventure, and it’s even better if that
owned, called the Mystic Wardrobe that sold all sorts of magical adventure concerns arcane secrets. Still, her age seems to
things. finally be catching up with her, and she feels that it may be
Uldis also worked here in her childhood and was fascinated time to slow down.
by the stories behind the items sold. She always imagined all
the good things she could accomplish with these magic items.
She eventually went to a different city to become a wizard
and to learn about how to find and make magic items. When
Uldis graduated, she returned home to find that her parents
were dead for reasons unknown. Thus, she devoted her life to
uncover the mysteries behind her parents’ death.
At some point in her adventures, Uldis met Dimael (p. 316),
an aengel, and together they formed a group called the Band of

352
Uldis Aridalynn spellcasting ability is Intelligence (spell save DC 15, +9 to hit
Medium humanoid (blue dragonborn), neutral good with spell attacks). Uldis Aridalynn has the following spells
prepared:

Armor Class 12 (17 with mage armor and the Staff of Power) Cantrips: fire bolt, light, mage hand, prestidigitation, ray of frost
Hit Points 91 (14d8 + 28) 1st level (4 slots): comprehend languages, detect magic, floating disk,
Speed 30 ft. mage armor**
2nd level (3 slots): darkvision, locate object, see invisibility
3rd level (3 slots): dispel magic, lightning bolt, remove curse
STR DEX CON INT WIS CHA
4th level (3 slots): confusion, ice storm, resilient sphere
10 (+0) 15 (+2) 15 (+2) 19 (+4) 14 (+2) 12 (+1) 5th level (2 slots): legend lore, passwall
6th level (1 slot): disintegrate
Saving Throws Strength +2, Dexterity +7, Constitution +4,
7th level (1 slot): reverse gravity
Intelligence +9, Wisdom +4, Charisma +3
** Uldis casts mage armor on herself before combat.
Skills Arcana +7, History +7, Investigation +7, Perception +5,
Religion +7
Damage Resistances lightning ACTIONS
Senses passive Perception 15
Languages Celestial, Common, Draconic, Dwarvish, Elvish, Lightning Breath. Uldis exhales lightning in a 30-foot line that
Gnomish, Halfling is 5 feet wide. Each creature in that line must make a DC 13
Challenge 8 (3,900 XP) Dexterity saving throw, taking 14 (4d6) lightning damage on a
failed save, or half as much damage on a successful one.

Extraordinary Collector. Uldis has advantage on Intelligence Staff of Power. Melee Weapon Attack: +5 to hit, reach 5 ft., one
(History), and Intelligence (Arcana) checks. target. Hit: 5 (1d6 + 2) bludgeoning damage. The staff has 20
charges and it regains 13 (2d8 + 4) expended charges daily at
Extraordinary Master Badge (1/Day). As a bonus action,
dawn. If Uldis expends the last charge, roll a d20. On a 1, the
Uldis teleports back to the headquarters of the House of
staff retains its +2 bonus to attack and damage roll but loses all
Extraordinary Collectors.
other properties.
Mystery Solver (1/Day). Uldis can cast the identify or locate object Power Strike: When Uldis hits with a melee attack using the
spells without expending a spell slot and requiring no material staff, she can expend 1 charge to deal an extra 1d6 force damage
components. to the target.
Staff of Power. Uldis wields a Staff of Power that she found in Spells: Uldis can expend 1 or more of the staff’s charges to
the shop of her parents. While holding it, Uldis gains a +2 bonus cast one of the following spells from it, using her spell save DC
to Armor Class, saving throws, and spell attack rolls (included and spell attack bonus: cone of cold (5 charges), fireball (5th-level,
in all of them). She does not choose to use the Retributive Strike 5 charges), globe of invulnerability (6 charges), hold monster (5
property of the staff. charges), levitate (2 charges), lightning bolt (5th-level, 5 charges),
Spellcasting. Uldis Aridalynn is a 14th-level spellcaster. Her magic missile (1 charge), ray of enfeeblement (1 charge), or wall of
force (5 charges).

353
Valeria Strongheart

“Nothing gives me more joy than the sound of my


sword cutting deep into a fiend’s flesh…*cough*, to
keep the weak safe, that is.”

When she recovered physically, Valeria swore that


she would find the wizard that took everything from her
and take her revenge. She trained tirelessly for years on
end until she was finally ready to face that blasphemous
conjurer.
At the age of 27 she heard of the organization called Night
Hunters. They were a group of warriors trained to destroy
all spawn of evil. Although many of their apprentices were
recruited when they were children, Valeria managed to be
Valeria Strongheart is an orc in her late-30s. Her tightly braided an exception owing to her dedication.
black hair falls down her shoulders. She looks powerful and
athletic with her well-trained muscles; like she can swing a She started from the bottom and worked hard to become
Large greatsword with ease. She wears a shiny breastplate with the Night Hunter she is today. She never found the wizard,
the symbol of her organization, Night Hunters (p. 153) on it. but she cleansed countless fiends from the face of whatever
world she was on. Her unwavering dedication and loyalty to
the organization allowed her to be chosen as the leader of
Valeria’s Story the organization when she was 35.

Valeria was once a young woman who’d never seen a fight or Valeria’s Goals
had any adventures. She was content with her simple life and
never wanted to, either. Her partner Miriam and their child
Rodri were more than enough to keep Valeria happily busy with Valeria wants to destroy evil creatures in the name of
their little farm life. They would work all day and spend their revenge. She knows she cannot turn back time, and go back
time together afterward. That is, until the day their village was to her happy days with her family, but she works hard to
visited by a conjurer. keep others from going through what she went through.
She prioritizes the well-being of her organization and the
Demons under the wizard’s command were everywhere, members of her organization above all else.
plundering, murdering, torturing. Before Valeria could even
understand why their village was being attacked, the demons
destroyed everything in their path; and to Valeria’s dismay, this Roleplaying Valeria
included Miriam and Rodri.
She was sure that she was also going to die and be reunited
with her darling family in the afterlife. Yet, fate had other Valeria doesn’t like to talk much. She especially doesn’t
plans. She miraculously survived the attack, and carried her enjoy talking about feelings, even though she is quite caring.
wounds from that battle with her until the end of her days. Her She doesn’t like to show it, but she would do whatever she
flesh-wounds would heal easily, but the deep scars on her soul can to protect those close to her. She is a devout follower of
created by the loss of Miriam and Rodri would stand the test of the god of protection, and acts accordingly.
time.

354
all melee weapon attack rolls during that turn, but attack rolls
Valeria Strongheart
against her have advantage until the start of her next turn.
Medium humanoid (orc), chaotic good
Uncanny Fortitude. Valeria has advantage on saving throws
against being poisoned.
Armor Class 17 (+2 breastplate)
Spellcasting. Valeria is a 15th-level spellcaster. Her spellcasting
Hit Points 231 (22d8 + 132)
ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
Speed 30 ft. Valeria has the following paladin spells prepared:
1st level (4 slots): bless, divine favor, heretic’s mark*, heroism, shield
STR DEX CON INT WIS CHA of faith
2nd level (3 slots): aid, branding smite, weapon of the hero*
22 (+6) 20 (+5) 22 (+6) 16 (+3) 17 (+3) 18 (+4) 3rd level (3 slots): daylight, dispel magic, revivify, sleep of the sinful*
4th level (2 slots): banishment, death ward,
Saving Throws Strength +11, Constitution +11
Skills Acrobatics +10, Athletics +16, Intimidation +14, Perception ACTIONS
+8, Survival +8
Senses passive Perception 18 Multiattack. Valeria makes two melee weapon attacks.
Languages Common, Orc
Greatsword of Strongheart. Melee Weapon Attack: +13 to hit, reach
Challenge 15 (13,000 XP) 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. If the target is
an evil-aligned creature, it takes an extra 7 (2d6) force damage.
Aggressive. As a bonus action, Valeria can move up to her speed Resistance Defier (Recharge 6). As an action, Valeria speaks a
toward a hostile creature that she can see. prayer and is blessed with divine strikes. Her spells and other
Always Alert. As a bonus action, Valeria can sense the exact magical effects are now stronger. Valeria ignores the effects of
locations of fiends within 60 feet of herself. the Magic Resistance feature of a fiend of her choice within 60
Divine Smite (1/Turn). When Valeria hits a creature with a feet of her for 1 minute.
melee weapon attack, she can expend one spell slot to deal
radiant damage to the target, in addition to the weapon’s REACTIONS
damage. The extra damage is 2d8 for a 1st-level spell slot, plus
1d8 for each spell level higher than 1st, to a maximum of 5d8. Limited Resistance (3/Day). Valeria can choose to have
The damage increases by 1d8 if the target is an undead or a resistance to fire or poison damage until the end of her next
fiend, to a maximum of 6d8. turn after she is hit by a fiend. The resistance reduces the
Essence of Life (3/Recharges on a Long Rest). When Valeria amount of damage taken due to the triggering attack if it is
enters a rage, she gains temporary hit points equal to 1d8 + 6. relevant.
Hallowed Strikes. When Valeria hits a fiend with any weapon, Swift Rescue. When an ally within 15 feet of Valeria takes
the weapon deals an extra 2d8 force damage (not included in damage, she can use her reaction to jump to the space of her
the attack). ally, pushing the ally to the nearest unoccupied space within
Rage (4/Recharges on a Long Rest). Valeria can enter a rage as 5 feet. By doing so, she takes the damage from that attack
a bonus action. While raging, she has advantage on Strength instead. If the ally is not willing, she must succeed on a Strength
checks and Strength saving throws, has +3 bonus damage on (Athletics) check contested by a Strength (Athletics) or a
her successful melee attacks, and resistance to bludgeoning, Dexterity (Acrobatics) check made by the ally. This reaction
piercing, and slashing damage for 1 minute. costs Valeria no movement.
Reckless. At the start of her turn, Valeria can gain advantage on

355
Xhereaxes

“A child’s smile is more valuable than all the power


I’ve gained.”

him, creatures of all sorts that sought redemption. “I am


a general, a leader,” he thought, “I lived to kill until this
day, I shall live to keep others alive hence.” and started to
train and protect such creatures. Observing Xhereaxes from
the moment he killed the angel of love, Selviel, an angel
of redemption and a servant of the Lady of the Redeemed
(p. 143), noticed his noble cause and his unwavering will,
and came down to help him. With the guidance of Selviel,
Xhereaxes formed the Second Chances organization and
started worshiping the Lady of the Redeemed.
Xhereaxes is a vampire chain devil who left the evil path and
has become good. Although he was once a commander and
a prominent figure in many-a-bloody-battle, he now lives to Xhereaxes’ Goals
spread love and find others like him; the redeemed.
Xhereaxes looks like he is made of sanctified chains of marble.
He has a calm, soothing voice, an impenetrable poker face, and a Xhereaxes aims to find others who want to be redeemed,
body covered in battle scars. protect them while they are on their path of redemption,
and help them in any way to reach this goal.

Xhereaxes’ Story
Roleplaying Xhereaxes
Though he won every battle he entered, Xhereaxes knew that
with great success, comes greater enemies. As a vampire, he had Xhereaxes lived a life of battle and bloodlust. He is thus
the ability to drink blood and use it to fuel himself, but he felt always cautious, expecting a surprise attack. He talks
this was not enough. He thus decided to learn the methods of rarely but when he does, he speaks words of wisdom. He
the most powerful enemies of his foes; the angels. also knows how to consume souls and absorb the powers of
First, he learnt how to drink others’ souls, absorbing their others, but he doesn’t wish to impart this wisdom. He has
powers. He then found an angel of love whose soul he consumed not written the method down or told it to anyone; for it just
upon its defeat. What Xhereaxes didn’t know was that this might be the most evil thing he has ever done.
process would merge their essences and that the angel of love
had simply let him win to turn him into a beacon of love.
With the angelic powers he gained, Xhereaxes immediately
started to make plans to defeat his most powerful rivals and
potential future enemies. However, he also started to think
about the pointlessness of his eternal struggle, of his endless
greed for power, and wondered if his current path was what fate
had in store for him.
Soon after, he turned his back on his evil ways, and started
wandering the universe in search of his real purpose. In his
adventures, his blood-ashen chains started to become more
angelic and took a marblesque aspect. He found others like

356
Xhereaxes target has advantage on the next saving throw it makes within
1 minute. If the target is already affected by a magical effect, it
Medium fiend, lawful good
can repeat its saving throw against it, ending the effect on itself
on a success.
Armor Class 18 (natural armor)
Holy Pact. Xhereaxes is redeemed and walks a totally different
Hit Points 221 (26d8 + 104) path than he used to. He simply ceases to exist if he strays from
Speed 30 ft. the path of redemption.
Magic Resistance. Xhereaxes has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
Soul Eating. Xhereaxes can choose to eat the soul of a creature
18 (+4) 16 (+3) 18 (+4) 14 (+2) 16 (+3) 18 (+4) he killed with his chains. When he does so, he gains the
resistances, immunities, the better ability scores of the creature
Saving Throws Constitution +9, Wisdom +8, Charisma +9 for 1 day. Although this is a rare and powerful ability, Xhereaxes
Skills Athletics +14, Insight +13, Intimidation +14, Perception does not use it or teach it to others since using it destroys the
+13 soul of the consumed creature.
Damage Resistances cold; bludgeoning, piercing, and slashing Unpopular. No matter what Xhereaxes does, his infernal past
from nonmagical attacks that aren’t silvered does not leave him be. Xhereaxes has disadvantage on his
Damage Immunities fire, poison Charisma (Persuasion) checks against common folk.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 23 ACTIONS
Languages Common, Infernal, telepathy 120 ft.
Challenge 16 (15,000 XP) Multiattack. Xhereaxes can make five attacks with his Devil’s
Chains. Since there are many chains bound to Xhereaxes’ body,
he can use up to 10 chains at a time.
Devil’s Eyes. Magical darkness doesn’t impede Xhereaxes’ vision.
Devil’s Chains. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Fiendish Heritage. Xhereaxes has advantage on saving throws
target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant
against being charmed and frightened.
damage. Also, the target must succeed on a DC 17 Strength
Heartening Mask (1/Day). Xhereaxes chooses a creature within (Athletics) or Dexterity (Acrobatics) check to avoid being
30 feet of him that he can see. As a bonus action, he creates grappled.
an illusion of one of the target’s loved ones to comfort it. The

357
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Joshua Hotchkiss Kes Legengarry Rosedust Marcos Cruz Merrik Karaskaral
Joshua Kerns Kevin Lenno Marcus MIW
Joshua Levitt Kevin J. Caler Leó Pàll Hrafnsson Marcus Funke Micah Gin
Joshua Nichols Kevin Martz Leo Robertson Marcus Jahn Micah R. Maloney
Joshua Potter Kevin O’Rourke Leo Yakutis Marcus Rosselot Micah Strong
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Joshua Semple Kevin Poissant LeoKeros Marie Gallardo Michael Calvetti
Joshua Urquhart Kevin Schoulte Leokii Marieke Kooyman-Bout Michael Caner
Joshua Wright Kevion Kailash Jagdeo Leonard Chadwick Mark A. Parchman Michael D
Joshy the dragon Khar Amel Leopold Goldimire Mark Adami Michael Davis Hollier
Josiah Evans Khelben & Kaylee Leslie Weatherstone Mark Carter Michael Fay
Josue Pena Khyber Xorlarrian Leviathan the 8th Mark D. Michael G
Jovahkiin Kia Dunn Lewis Griffiths Mark Ehle Michael G Palmer
Joy Phillip Kiel Nelson Lexxiboi Mark Ferguson Michael Geist
JP Kieran McLaughlin Liam O’Sullivan Mark L Michael Gionfriddo
JTeix Kieran Skeldon Liam Purkiss Mark Matete Michael Gordon
Juan Antonio Guerrero killakatze - Lucy Fair Maiden Lief Albaugh Mark Mcilroy Michael Gryffon Schnebelen
Juan Carlos Guardado-Juarez Jr the KillerKite747 Lighthawk Mark Rossow Michael Hayes
four dragon of Dragonborn and the Kilodom Lilith Mark Shevchenko Michael Hording
oath of tranny Kim Lilliana Snowfield Mark Sparrowhawk Michael Johnston
Juan Paolo Duenas kinda sad Lilly Donnell Marko J Sertic Michael Kanaris
Juan Soto-Scott Kingangst Lindsay Cullen Markus Emrich Michael King
Juanicus KingPungy Linrandir Markus Reinbold Michael Kruse
Judson Wright KingRakon Living Ooal Markus Schubert Michael L
JuiceBox Kiorian Liz Horsebane MarsAkaza Michael Lawrence
Julia Pluta Kira Camilla & Finn Malte Lloyd Broughton Martin C Grice Michael Logan
Julian M. Gwein Kirby Adams Lockey-Boi Martin Hamm Michael Merchant
Julian Parent Kirk Graves Loftybloke Martin Heim Michael Russell
Julien Capron Kit Farmer Logan Bishop Martin J. Manco Michael Sheppard and his ghosts
June Shelley Kitty Hawk Logan H. Martin Kirk Michael T Burns
Justin B. Miller Klintaco Logan Jensen Martinnomad Michael T.
Justin Bojarski klobberhead Logan Mattson Marty McGrath Michael Taylor Kent
Justin Catt Knight of Dei Logan Maynard Maryah L Rutherford Michael Vondran
Justin Frick Kopernicus Logan Shafer Mason Marx Michael Wallett
Justin Hamel Kora Bray Lonnie Sargent Matalino Lorenzo Michael Waters
Justin Nelson Kordrion Lord Amerisk Relkheim Mateo M-Mott Michael Whitlock
Justin Pomraning Kory Beatty Lord Flabbit Matheus Piccoloto Gonçalves Michael Wibberley
Justin Sharma Kostadis DrKaos Roussos Lord Jeremiah and Lady Brittany Lee Mathias Andersson Michael Wieczorek III
K McDonnell Kostik Lord Jonas Langhoff Nielsen Mathieu Kautz Michael Young
K.Heikkinen Kozik Lord Pockets Matrobb Micheal Meyers
Kade Nosack Kravox lordwriteQc Matt Michkon
Kade Sirin Kregis Aurelius Lorenzo Pedà Matt B. Microwave Ovens
Kai Kris “Lownwulf” Kent LoricDarkheart Matt Brooks Midian
Kai Johns Kris Nicholson Lorkun Matt Clark Miguel Devil Therriault
Kai Yan Kristian loufoke Matt Comer Miguel Pol
Kailey Smith Kristin Sherwen Louis Markham Matt Dowis Mike Bergfors
Kaitie “Keda” Herron krouton3 Louise Peckham Matt Greg Mike Field
Kal Spiro Krysnay Desgene Low Rosario Matt Gwinn Mike Galinanes
Kalexia Kurt Piersol Lowgrever Matt Homer Mike Ganote
KalFalnal Kurt S Luc Rowe Matt Hubbard Mike Kenyon
Kalon Ohmstede Kurtess Mortensen Luca “Lux” Albani Matt Krish Mike Lehmann
Kalven G. Kutotsu Lucas A. Metzen Matt Kruse Mike Stracke
Kane123a KW Lucas J. Cifranic Matt Leskey Mike Tucker

361
Mikko R Nicholas Sid Patrick of the North Randy Roper Roother
Mildra The Monk Nicholas Stegelman Patrick P. Randy Smith RosieRaven
Mina the Witch Nick Beckstrom Patrick Rosenthal Ranoch, the Lord of Eat Rowan Bettridge
MintChocSam Nick Bibb Patrick Russell Raphael Bressel Roxanne Sergeant
Miranda Stone Nick Corbett Patrick Thompson Raphael Sombra Roy Alarcon-Gemser
Mirovhan Nick M Patrick Weiler Rappers Ruben Brandt
Mischlama Nick Moran Patrik Jönsson Ray Brooks Ruben Stassen
Mistagan Nick Pater Paul Rayfasa Rubur Bande
Mitchacho Nick Reese Paul Breunig Raymond Baird Rufus The Dead Cat
Mitchell Porteous Nick Wilkins Paul Cowin Raymond Harrig Rui aka Ariamus
Mitchell Taylor Nick Yuk Paul DiGennaro Razor.Spo Russell Bedford
Mivoo Nicla Paul Folsom Razz Russell McQuade
mknn Nicola Artemis Paul Frayne realCMG Russell Vent
Moan3564 Nicolas “Caym le Fou” Riedo Paul Grymloq Willaume Realm of Misfits Ryan Bailey
MoChedda Nicolas (Thrandal) Frugier Paul Herridge AKA Lancealittle reaper Ryan Copeland
MOGER Nicolas Antonio Gomez Paul Kirk (IoCerberus) RedEye Rake Ryan Dermody
Mohit Sadhu Nicolas Desjardins Paul Lukianchuk Redrix Reborn Ryan Goossens
MoJo Nicolas Duchesne Paul Niziol RedStarDemon Ryan Ivey
Mollie Baldus Nicole & Douglas Williams Paul Salke Reese McLinden Ryan Jacobs
MoltenDarkness Nicole Matamala Paul Scherer Reina Paez Ryan McInnes-Beadle
Moltkar Niels Bækgaard-Sørensen Paul Woodard Remy Shaffer Ryan Peacher
Monte “Capias” Young Nightwolf122 PCTearsForLife Reverence Ryan T.
Monty Montgomery Nik Hutty Pedro Filipe Vasconcelos RevilloGM Ryan Whitcomb
MoonlightViolet Nikita Jamie Luci Thorne Pedro Gomes RevMcSoulpuncher Ryan Wright
Moose Nikolai M Pedro Rocha Reyos Blackwood RyanCrow
Moradin’s Forge on Etsy Nikolaos Liakis Pen Name Rhea Shelley Rykala
Mordecai Nils Vogeler PEOW Rhyian Ryu Unknown
Morgan Ezra Nine Realms Gaming Person101 Rhys Clark S Peacock
Morgan Jones NintendogsOnly Pete Fox Rhys Hammond S Rex
Morgl Niocluss Pete Frederick Rhys Hayes S1lentSymphony
Morten “Kongen av Groos” Trydal Nizor Belg Pete Shaw Riccardo Sartorato Sabrina “Moonshaft” Olivarra
Morten E. Cornelsen Noah Bryan Peter B Larsen Rich ‘Airk’ Epperson Safehouse Horror
Mortepierre Noah Cuadrado Peter Gilmore Rich McAllister Salazar Briarwood
Morzin Noah Workman Peter Hadden Richard Dill Saleana J
Motonoso nobledead88 Peter Halasz Richard Gagné Salem Wicke
Mr Anderson Nola Peter Karlsson Richard Hurst Salinaut
Mr Promo Nomad Peter Marinari Richard Inness Sam
Mr_riddleman Noodle-Chan Peter Ryan Richard J Rivera Sam and Arik
Mr. Kitty Norris Oakes Peter Sotos Richard J. L. Fry Sam Bourne
Mr. Nobody Nova Petra Valtonen Richard Line Sam Casper
MrNonAnon Nozdryova Phantasus Richard Nuttall Sam Meade
MSeeBee Null Waite Pharaoh Anubis Richard Steinfelder Sam Yoon
MSerious Nurthor le Noir Phased Richard T Bailey Samantha Michaels
MsMoon Nyhur Phenyx Richard T. Balsley Samantha Trimble
MSS Nymia Phil Davis Richard Young II Sammyking
Muffins Nytecrow Phil Sweet rick barry Sara Duniphin
MultiRedLaser Nyx Alastor Quintus Philip Cauley Ricko Sarah C. Meyers
Munchma Quchi Ocean Druen Philip Henderson Jr Ricky R Sarah Carless
Murray Oates Octavaryum Philip Ma Rickyticky Sarah-Jane Ravencroft
MuseClash Ogomixos Philip W Rogers Jr Ridley Black Savan Gupta
Mushuera Olaf Gradin Philippe Pelletier Rikku Saxtor & Teagana
Mux G. Olarae & Ast Philippe Vandeperre Riley F. Scarethefish
myca Old Man Of Mow Phillip A K Hash, DO, PhD Riley the smol Scarymarc
Mychal Deeb Old Man Umby Phillip Bush River T Ross Schiefi
Myles Weidman Old Spice Phillip Stepp Riverwind Scholzy
Mythor OldbootZ Phlip Hindley Ro & Gusky Scooter
Mythosia Oldog Pietro Bergamaschi Roarii Anderson Scot Seitz
N. Guenther Oliver Grumme Pinky Rob Duke Scott “Yamhead” Crisostomo
Nacht Olivier Lobo Piotr “Qserwo” Rob H. ~ Rogue Unicorn Scott Allen
Naïck Ollie Williams Piotr, Annie, Benji, Minty, Zelly, and Rob James Scott Barnes
Nanamoe Ollster Czessy Antosiak Rob Kraft Scott Benfield
Nancy Omar G Plebiscite King Rob Medley Scott Campbell
Nanna-Sin Orbxam Pocket_gog Rob Paine Scott Dornian
Natalie L OrderMonkey poisonous_ra Rob Trimarco Scott DS
Nate West Orian Cousland Pontus Börjesson robdog Scott J. Dahlgren
Nathan Amor Ormus Pontus Karsten Robert “Jefepato” Dall Scott McIntosh
Nathan M. Orphet Porkilla Robert “Wrayyth” Whitsell Scott Shewmaker
Nathan Maille Oskari Wäänänen Posca, Posca, and Wollenzien Robert Armstrong Scott Simmons
Nathan Newman Otter Taggerung Posh. Robert Broome Scottsej97
Nathan Simms Otteri Poul Nielsen Robert Deal Scottyd
Nathan Swift Ottomadtic Praxis Robert Farmer Seamus O’Hara
Nathan T. Mei Overlord Bloodwar Price Stevenson IV Robert Guthrie Sean ‘L and D’ George
Nathan Zagrean Owl_Mage Princess Ella Edwards Robert Hill Sean “Mage” King
Nathaniel Rennalls Oyurigunslinger Procer Cimmerri Robert Kropff Sean Bradley
Nathaniel Runyon Oztech33 Psimon Fuller Robert Lagerqvist Sean Frackowiak
Nathyn W. P Bemelmans Pumadog95 Robert Scott Harris Sean Hook
Naurandir P.Atanasov (Suntir) Pupple Sockton, Esq. Robert Smith Sean Keatley
Nebo Paige Lisko Pure Osmium Robert Socha Sean Kenneally
necromental Paladin Draco Put Iulian-Ioan Robert Tenshi Guest Sean McFarland
Neil Gentry Paladin Dragcun Pyrolux Aemilius Robert Wiersteiner Sean Mullan
Neil Perkins Panda Murray Pythius Robin Sean Purcella
Neli PanzerVor21 Qarth, Westra, and Marvari Robin L. Sean Wheeler
Nelson Simpson Papi Somniferum Qualzt Robojomo Sean White
Nemo Numquam Nunc paradigmblue Quantum Blues Rock (Cowboy) Rousseau Sean Wood
Nemus Parker Chamberlin Quinn Flanagan Rockey Martin Sean Ziems
Neoz87 Pascal ‘Necral’ Daniel Quisani Wordcaster Rodrigo C. Ibáñez Sebastian Coulter
Nezuel Pat Nadeau Qyv Rogther Sebastian Stephens-Young
Nic Broadway Patrick R. Legendsinger Rom Sebrion
Nic G Patrick ‘pbyrne233’ Byrne R. Riley Romain “Kosmo” Pascaud Selena
Niccolò Di Macio Patrick “Doc Belmont” Demo Rachel Fizeseri Romain Karg Selina Darling
Nicholas Crawford Patrick Hansen Racom Roman Emin Selle
Nicholas Dési-Tottenham Patrick Hestad Pedersen Raeden2020 Ron Brook Semaj828
Nicholas Green Patrick Higgins Rafael Bagan Ronald Olexsak Seoshi
Nicholas King Patrick M. Rafael Loureiro Ronald Stark Ser Jastin Drakesbane
Nicholas Phariss Patrick Mooney Randy D. Roosevelt Cooper Seraph77

362
Seraphim Town Steve ‘BK’ Crawford Thomas Dinwoodie U Dangiommaste Wolfgang Von Painfist
Serdar Ü฀enmez Steve Bush Thomas Hyldekjær Ughward woobear
Serena “Intendant S” Nelson Steve Fletcher Thomas Kraml Ukushona Wyatt F.
Sersufer Steve Riese Thomas Milazzo Ulrike “HeavensRevenge” Georgi Wyn Alexander
Seth Johnson Steve Shaughnessy Thomas Mulvihill Undrui Xandar Miller
Seth Marquardt Steven and Lori Thomas Myers Unknowncompany Xander
Seth Thomson Steven Brockhoff Thomas Watchorn Uonnre Xavi Miriam Leia Aixendri Moneny
Shad Scarboro Steven Buchele Thorin Embermage Utgard Scribbles Xavi Santamaria
ShadowMoon Steven Clark Thorny Wench Vaarkhan Xavier Ceaser
Shaelynn Bingham Steven Fu Thoronhen Valan Xavoril Sarafane
Shane “Asharon” Sylvia Steven Jacobs Thorrmak Valerian Xeathera
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Shannon Carl Stewart “Rougal” Parker Tiana and Joshua Vegard Eriksen Sæther Xragol
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Sharkjax Stone Tiji Velocity11 Xylemicarious
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Silverana Taj Whitt-Ordone Tina A. Solvang Vincent Aghanian Zachary Eble
Silvio Sibilia Takchai Titou123 Vinyl Scratch Zachary Morris
Simon Pearson Tal Meta Titus Drax Violet Rose Zack A.
Sinalthor Tales of Eyria Titus_Wolfe ViperTalon Zack Champlin
Sir Talomyr Tobias Viraken Zack maas
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SirHoggle Talorien Tom Kraft Virgil Légaré Zagard
Sitrane Tamora Lynn Tom Lavery ViroValkyrie Zagreus Nyx
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Skip Stephenson Taylor Inesta Tomas Lajer W. James Nash Zankana
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Soren Moskjaer Lauridsen The Game Room Treeman Whibla Zombieburner
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Soulxreaver The Green man Trevor Sone WhtDrgon. Zorick
SpacePaladin The Grim Reaper Trevor Walters Will Dowling Zorzi
SparkNorris The Josh Triston Liu Will Field Zoutvatje
Spaztastic The Nerdronomicon Trixter Will H ZX Style
Spencer Kalan The NgaiGeneration Trogdorerd will k. Zymoj
Spencer Wright The Raconteur Troy Alcala Will Ke Þorsteinn Sturla Gunnarsson
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Squatch The Rat Talisman Troy Butzin Will Muñoz
Squaw the Lich The real melon lord TslRk Will Nugroho
Squirrel666Zmbi The Sage Experiment Tsojcanth WillDay
SsAnime Søs The Silver Ravens Mercenary Company TTV\Triumph_and_Blunder William Crewe
SSgt Kaiser The Stalker of BGV Tuck William D. Sharpe III
ST Jacobson The Weule Bros. Tumbaga William Fields
Stan Moore the115project Ture Westlund William J. Carmody
Ste Chandler Theatre Fool Turmock William Preston
Stefan Schlichting Theblaze41 TvK11 William Rood
Stefan Zimmermann TheGamFather Twilightriku William W
Stefano Gheza TheLostGenesis Tybirius R. William Wells
Stefano Tagliaferri Theo Remie Tyler Windwolf777
Steffen Sørensen Theodore Jay Miller Tyler B Brenman Windwolf777
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Stei TheRealGameBuddy Tyler Bettencourt WinkMartindale
Stephen Lewis Therena Carlin Tyler Danh Winston G.
Stephen Lincoln ThestralN Tyler Hage Winter Ravyn
Stephen Sale Thibaud Huber Tyler Huff WLemieux03
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Stephen Thompson Thomas Bryant Tyler Maximus Dean WMcPhill
Sterling Scherff Thomas Dillard Tyrkish Wolfgang Clements

363
Playtesters
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364
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