Far Realms Artifacts I advise that you drop this book at once. Whatever you are looking for, know that you will not find it here. If you seek hope, know that I will only bring despair. If you seek a weapon, know that the price is far too steep... Believe me when I say that knowing is more than enough to ruin your life. Whether or not you peer beyond the vast gate for the meager powers I promise is for you alone to decide. —Sion Ponure, Codex Vesania. Between the stars and beyond reality lies the unfathomable space known as the Far Realms of insanity. Our multiverse is as nothing before the power and size of what lies beyond. As if alive, the Far Realms seeks to corrupt and destroy our multiverse, using all means at its disposal. Of this realm, certain artifacts have been found, formed, or forged; Artifacts of incredible power and horrific effect. Whether the risk to body and soul is worth this reward, only time will tell. Rift Spars Fashioned from Netherlink Flux and Crystaline Order, Rift Spars are little more than a weak spot in the crystal sphere, bound into physical form. If handled properly, the wielder can open a breach in space, accessing the energies of the Far Realms and attempting to bend them to their will. Failure, however can have dire consequenses... Grasping the Infinite There are those who have fallen to the seduction of the power it offers, believing themselves stronger than the madness they face. Thinking to chain it to their will, they clasp it to their bossom. It will be too late by the time their folly is realized. — Sion Ponure, Codex Vesania Attuning a Rift Spar Before useage, the Rift Spar must be attuned to. To do so, the wielder must spend a full 4 hours doing nothing more intensive than riding in a cart, meditating on the nature of the Spar. No more than one wielder may attune to the Spar, and any further will replace the first. Sailing the Storm The turbulent power within a Spar is a blessing and a curse upon it's wielder. As it grows stronger, so does the strength of it's breaches, and the level of the breaches they can access rises as well. However, as the Spar grows stronger, it becomes harder to control, and if it becomes strong enough, it will overpower its wielder, leaving them a gibbering wreck. Fortunately, releasing an incursion causes the breach level to drop once every 8 hours until the incursion ceases or the spar reaches 0. Optional Rule: Meditative Mastery If your Campagin is more focused on the subtler side of roleplaying, there may not be an opportuninty for the player to release an incursion without sidetracking the entire plot. In such cases, you might allow the player to lower the spar's level by 1 with 12 hours of focused meditation. Channeling the Powers Spars draws power from the Far Realms, limited only by what it's wielder can channel. The wielder can access this power in the form of breaches, and may access Breaches of their Spar's level or below or 1 + their level / 3 or below (Round down), whichever is lower. When the wielder channels a Breach, the energies contained within the spar grow more wild. After each use of a breach, add one warp point to their tally. (Maximum 10) These determine both the strain on the wielder's mind and the power of their breaches. A Breach's DC is 8 + Spar level + Warp Points/2 To calm the warp and restore the warp points to 0, the player must allevieate pressure by either raising the spar level by 1 via 1 hour of meditation or release the incursion within. Withstanding the Incursion While attuned to a Spar, the user is at constant risk of being overrun by the energies and releasing an Incursion. Each time the wielder casts a spell, they must split their concentration, risking disaster. On a spell casting, breach, or attack roll, if the dice roll comes up less than the wielder's warp points the spar level increaces by 1. (If the spell has no attack roll, only a save, roll a d20 for this.) If the Spar reaches level 7, the Incursion begins and cannot be stopped for at least 8 hours and the wielder becomes incapacitated by the spar's effects. Things to Track Spar Level: Determines how strong of breaches you can access. Don't let it hit 7! Goes up 1 on bad spell, breach or attack rolls (Dice shows less than or equal to warp points), goes down 1 when an incursion has been open for 8 hours. Can raise with 2 hours of meditation or lower with 12. Warp Points: Channeling power is hard on the mind. Goes up when you use a breach (Max 10.) Resets when an incursion is released, can drop 2 by intentionally raising the spar level 1 with meditation. Max Breach Level: You can channel breaches of (1 + character level/3) or below and the spar can power Breaches of it's level or below. Breach DC: 8 + Spar level + Warp Points/2

Sybillance Rest assured, madness will soon be the only path left for you. Even if you can resist the temptation to overuse these powers, the knowledge that you will soon possess will slowly drive you mad, as it is doing to me. There is simply no way to stop it. — Sion Ponure, Codex Vesania Twisted Words Sybillance has been forged with the appearance of twisted limestone, pulled and streched like taffy into strands that seem to have grown together, like writhing vines. When held, the wielder feels a sensation like phantom tendrils wrapped around their fingers Speaker of Secrets Effects and Drawbacks Level 1: You dream of alien libraries filled with empty tomes. Level 2-6: You are gifted with vast quantities of knowledge on various subjects. Therefore, a number of times per day equal to the level of Sybillance you may chose to make a Knowledge check with advantage. The price for this knowledge is a copious amount of forbidden lore that clouds the mind and creates disturbing mental images. At the start of an encounter, you are distracted and only able to take one action per round of any kind. This effect lasts for 1 round. Level 7: You are lost in your own mind, buried beneath a thousand meaningless facts. You spend each round shouting out random facts, figures, and theories that you know. You seem to regain bodily control while in a place of knowledge such a s a library but may take no other actions other than light activity directly related to research. Half Heard Whispers Breaches and Incursions Incursion: Beyond the Stars: The sky is peeled back, to reveal the nightmarish depths of the Far Realms, terrifying the populace as it saps their will and reigns destruction upon the world. Level 1: Mad Pronouncement: announce a minor secret of the multiverse to hinder nearby creatures.

A Thousand Searching Eyes: locate one nearby object. Level 2: Eyes to the Future: see a short distance into the future.

Recall Legends: learn all legends told about nearby persons, places, and things. Level 3: Elucidate Function: identify the magical properties of a single item.

They Cannot Hide: locate one nearby creature Level 4: Gaze into Tomorrow: see far into the future but with little detail.

Monstrous Mythos: learn about a single creature in sight. Level 5: Inescapable Eyes: discover the current location of any person, place, or thing.

Dread Whispers: whisper a dreaded secret of the multiverse to greatly hinder one foe. Level 6: Acquisition of Truth: gain the answer to a single yes or no question

Of Things Yet to Come: constantly see a few moments into the future Vacartomb “…tether is us. Our casual knowledge keeps that realm in contact with our own, allowing more beings to cross over and spread the knowledge further. Perhaps if we knew more, the connection would be strengthened. Of course, such a source of knowledge would likely be…” — Sion Ponure, Codex Vesania Bound Books Vacartome appears to be a tome carved out of white marble, but bears a fleshy, organic texture. Opening the book to any page reveals a white void, extending far below the book itself, on each side of each page in the tome. The void is lined with sinuous ivory tendrils that begin to slither up and out of the tome to reach and feel about curiously. Shutting the book or turning the page causes the tendrils to disperse like fog. Conjuror of Creations Effects and Drawbacks Level 1: You hear faint voices in the distance from all directions as if being called out to. Level 2-6: You are granted with the power of conjuration. A number of times per day equal to the murmur’s level, you may conjure any piece of mundane equipment no more than 2 feet in any dimension and worth no more than 1 gp. This item lasts for 1 hour. Also, a number of times per day equal to the spar's level, you may conjure a formless presence that provides flanking bonuses against an enemy within 30 ft. for 1 round. However, the cost of these conjurations is a certain disconnection from the planes. Extraplanar beings such as celestials, demons, and elementals grow more hostile as the spar strengthens , with once neutral entities becoming enraged on sight at level 6, and even those friendly to you feeling ambivilance towards your presence. Level 7: Your consciousness is torn to pieces as it is conjured by dark forces in the Far Realms. You awakes from their coma with no memory of what, if anything, transpired.

Called From Nothing Breaches and Incursions Incursion: Unearthly Weather: Unnatural storms and fog fill the air and darken the skies, hindering the perception of the world below. Level 1: Call from Beyond: call a weak psuedonatural animal.

Cerebral Mist: Create a mind warping mist Level 2: Essence of Heresy: call a small heresy elemental to act like a familiar.

Invocation of Hatred: summon an enemy into a nearby square and possibly stop them from using extradimensional movement for awhile. Level 3: Eerie Creation: create temporary inorganic item that seems somehow off.

Assault from Beyond: create invisible force to attack nearby foes Level 4: Invocation of Friendship: conjure an ally from far away.

Koartic Mist: create mist through which unseen beings attack. Level 5: Conjure Flesh of Zurguth: create vast quantities of fleshy mass that can be molded into nearly any form.

Tirade of Heresy: call powerful heresy elementals to fight on your behalf. Level 6: Reawaken the Vast Gate: conjure a small bit of the amoebic sea

Summon Duplicate: create a copy of yourself. Tesserae “…Beyond this mere irony rests a single question that I find myself unwilling to answer. If brief contact with the Far Realms breed our dreams, how must nightmares form?” — Sion Ponure, Codex Vesania: Planar Links Shattered Visiage Tesserae appears as a mask made of mirrored fragments, as if a looking glass had been shattered and seamlessly reassembled. Peering into the reflections, one may notice something off. Each refelection shows a small inconcistency- whether the miscolored vase, the mismatched expression, or the hulking figure of teeth and blades just behind you. _ Unknowable Dread Effects and Drawbacks Level 1: whenever creatures show fear towards you, you hear silent voices congratulating you and urging you onwards. Level 2-6: You become a very imposing figure, capable of commanding respect through the use of fear. You gain a bonus equal to twice the murmur’s level to intimidate checks. Also, creatures rendered friendly through the use of the intimidate skill remain so for an additional 10 minutes/murmur level after leaving your presence. You have a hard time communicating using methods other than intimidation and are rendered fearful by the own energies they channel. You take a penalty equal to half of the murmur’s level (rounded up) to all charisma-based skill checks other than intimidate. You also take a penalty equal to twice the murmur’s level to saving throws made against fear effects. Level 7 You fall into nightmare-filled dreams where creatures from beyond the stars feast upon you. Reflection of Nightmare Breaches and Incursions Incursion: Fractured World: Space begins to warp and twist, distance and perspective lose all meaning, and the impossible becomes merely bizzare Level 1 Air of the Unnatural: cause unease in nearby targets

Imposing Presence: gain bonus to intimidate checks and intimidated creatures may act as if they were helpful Level 2 No Rest for the Frightful: Target can’t sleep for one full day.

Burst of Formless Terror: Frighten many weak creatures. Level 3 Unhinging Nightmares: a terrible nightmare damage the target’s sanity.

Implant Insidious Fears: Instill a phobia of one person, place, or thing. Level 4 Stream of Cosmic Horror: frighten almost any creature in existence.

Flow of Adrenaline: target gains benefits while under the effects of a fear affect. Level 5 Truest Nightmare: As the nightmare spell, with a few modifications.

Piercing Fright from Beyond: Frighten even those who are immune to fear affects. Level 6 Stop what Makes them Tick: Stop enemy’s heart through use of fear.

Obedience through Fear: Turn target into a fearful thrall.

Roustavi “The important thing to realize is that there is no escape. Running from the beings that eye our world is fruitless. You must understand, the entire multiverse is connected to their realm and they can see through all of it. Ironically, the one place where one might escape their eyes is within the far realms itself.” — Sion Ponure, Codex Vesania: The Endoom Times Impossible Path Roustavi looks like a simple ring of silvered glass, but if you close your eyes and trace your finger along the edge of the ring, you find that you will end with your finger pointing to a spot several feet away from the ring itself. Paths Not Taken Effects and Drawbacks Level 1: You feel uncomfortable when required to stay in one place for an extended period of time, often fidgeting or pacing when possible. Level 2-6: You are able to keep traveling long after others had surrendered to fatigue. You have advantage on constitution and athletics checks to keep traveling, and may ignore one level of exhaustion for as many hours as the spar’s level You become bad at staying still and worse at staying hidden. You gain disadvantage on stealth checks when you are not moving, and must make concentration checks unless you move at least 5 * your spar level per turn Level 7: Your consciousness fades away but you remain ambulatory, moving at a speed of 5 feet in a straight line if not restrained. You will do nothing to avoid obstacles or to get up if knocked prone. Road to Nowhere Breaches and Incursions Incursion: Foreboding Landscape: The world becomes strange and unknowable, and things and people are lost forever in it’s ever shifting paths Level 1 Road of Lengthened Strides: increases movement speed by +10 feet or more.

The Road Less Traveled: you and allies ignore the effects of difficult terrain and may create difficult terrain. Level 2 Canniness of the Traveler: gain bonuses to movement skills.

Long and Winding Roads: slow down an opponent. Level 3 The Unseen Path: can walk on water, semisolids, and weak substances.

Uncanny Trailblazer: target cannot be attacked while moving. Level 4 Discover the Path: learn the location of nearby roads, canals, trails, and paths.

Lost and Alone: target is locked in place and may see images from the far realms. Level 5 Path of the Skybleeder: walk on air as the air walk spell.

Trailblazer’s Assault: target can attack while moving. Level 6 Guardian of the Road: target is forever bound to a single road or trail.

Stepping Stones to Eternity: gain free rounds of action. Vicinaes “…is yet hope at fighting the creatures that come through. After all, such creatures entering our world are formed of flesh and blood, or at least crude facsimiles. Though the war may be lost, our battles may yet wage for millennia…” — Sion Ponure, Codex Vesania: Bestiary Introduction Armed and Dangerous Vicinaes looks like a pair of spiked ivory gauntlets, who's spines flex and curl themselves into organic shapes while not observed. Paths Not Taken Effects and Drawbacks Level 1: Tiny voices in your head urge you into combat whenever an opportunity presents itself. Level 2-6: The voices in your head provide useful insights in combat. Add the murmurs level to your initiative checks and half the murmur's level to opportunity attack rolls. However, these voices twist your thoughts and alter your tactics. You subtract the murmur's level from damage rolls for breaches and spells, and half the murmur's level from saves against emotion affecting spells Level 7: Your thoughts are locked away, transforming you into a being of pure selfpreservation. other than sleeping and feeding yourself, you will take no actions other than to attack a random adjacent creature each round with basic melee attacks, even if doing so would be dangerous. Blasphemous Avenger Breaches and Incursions Incursion: Endless Rage: Creatures within range become hostile and enraged by the mere presence of strangers, eventually abandoning tactics all together for brutal violence. Level 1 Mastery of Brutal Combat: gain weapon proficiency and bonus to damage rolls.

Enigmatic Strike: make melee attacks from a long distance.

Level 2 Blood-Seeking Strike: Weapons critical hit more often

Battlefield Jinx: a small curse that hinders the opponent’s ability to fight in combat. Level 3 Reactive Form: assume a new form with increased reflexes and that can make more attacks of opportunity.

Defenses Annulled: Armor is useless against you. Level 4 Browbeat Destiny: Next hit is a critical hit.

Fire from the Wound: Small burst of energy harms those who harm you Level 5 Essence of the Outsider: Gain to hit bonus equal to your level.

Affliction of Ineptitude: target becomes terribly inept at the art of warfare. Level 6 Realization of All Futures: Make twenty attacks with all possible results.

Suppress Battlefield Magic: Suppress magic items, healing, and teleportation. Norvene “In regards to creatures living beyond the planes, death and life have very little meaning. I have heard of creatures born through the mutilation of their own body and seemingly living beings whose lives are perpetual deaths. Beyond the planes, life and death mean little. There are only things that can fight and things that can’t.” — Sion Ponure, Codex Vesania: Beastiary Silver for the Ferryman Norvene appears as a pair of reflective silver coins, eroded by the touch of a thousand hands. One coin bears the symbol of a star on either side, the other of only teeth. Flip one, however, and it may show either symbol, exchanging places with the other if necessary. Both coins reappear beside the coin with a star at dawn. Unbalanced Scales Effects and Drawbacks Level 1: You hear the wails of those you have recently slain, always pleading to be allowed another chance at life. Level 2-6: Energies from the far realms grant you limited control over the balance of life and death. You gain a touch attack that heals or damages (your choice) any creature by an amount equal to 1.5 the murmur’s level (round down). No creature may be affected by this touch more than once per day. At the same time, this control drags you closer to death. You take disadvantage on all Constitution saves, and a penalty equal to half the murmur's level on death saves Level 7: You alternate between a deathlike coma and debilitating fits of hysterical laughter. Unbalanced Scales Breaches and Incursions Incursion: Empty Eons: Time runs strangely, aging slows and wounds do not heal, even as motions speed into nauseating blurs. Level 1 Reserves of Twisted Resilience: grant temporary hit points.

Waning Tides of Life: fatigue or exhaust an enemy. Level 2 Rejection of Death: save target from death with a ward.

Souls to Silence Screams: slay the dying to maintain sanity. Level 3 Craft of the Damned: make temporary pseudonatural undead

Obscure the Veil: grant protection from death effects and similar sources of death. Level 4 Affliction of Life: grant vulnerabilities of the living to the undead.

Cutting the Tethers: weaken or possibly slay a single creature. Level 5 Dust to Dust: terribly damage nearby undead.

Singularity of Souls: release a huge burst of energy at the cost of own life force. Level 6 Back from Beyond: Temporarily return a target from the dead.

The Final Destination: Slay weakened creatures and send their souls to the far realms.

Breaching the Sphere To wield the powers of the Far Realms is to shatter the walls of sanity and fling yourself into the void. The Far Realms Is a tide of madness and unmaking, and will gladly rush to fill the gap. Where once stood the light and fire of the soul, shall come a raw, surging power. — Sion Ponure, Codex Vesania The Unfathomable Power To the untrained eye, breaches function much like the spells that so many learn. However, the differences are great indeed. While spells are a manipulation of the warp and weft of the cosmos, breaches allow energies from beyond to pour in and warp the world in myriad ways, should the wielder be strong enough to bear the power. Thus, they ignore anti-magic effects and may be cast despite barriers meant to prevent planar travel. Mad Pronouncement Half-Heard Secrets 1 Casting Time: 1 action

1 action Range: 15ft cone

15ft cone Duration: 1 min./1 hour You allow your mind to briefly hold one of the dark secrets of the multiverse and the void beyond. Spitting this phrase, it echoes through the minds of those before you, sending them reeling in shock. Even after they recover, they are haunted by the knowlege until it fades from their minds. All creatures within range who fail their saving throws take 1d4 psychic damage and may only take one action of any kind per round, (Wisdom save ends). Afterwards, such creatures have disadvantage on Charisma checks. If the wielder has access to telepathy, they can chose to transmit the secret nonverbaly, selecting up to 5 targets within range to affect. However, such an action strains the mind, inflicting another warp point upon them A Thousand Searching Eyes Half-Heard Secrets 1 Casting Time: 1 action

1 action Range: 100 ft sphere, centered on you

100 ft sphere, centered on you Duration: Instantaneous The Far Realms are in contact with all parts of the multiverse. Sending your consciousness into that realm of madness, you peer back in from hundreds of different angles at once, seeking the object of your desire. You can locate a clearly visualized object within range. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a specific item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item in the past (whether firsthand or through divination). This spell is not blocked by lead; as similar effects are. Creatures cannot be found by this breach. Polymorph any object fools it. Recall Legends Half-Heard Secrets 2 Casting Time: 1 action

1 action Range: Self

Self Duration: Instantaneous Your mind accumulates and quickly sifts through endless volumes of forgotten lore, searching for some sort of relevant information. You learn any legends about a specific person, place, or thing as if you had made a relevant Knowledge check and received a result of 15. Add no bonuses or penalties to this result for any reason. Alternately, if you know the name of a legend or myth but not what it is about, you may use this breach to gain such knowledge (once again as if rolling a 15 on a relevant Knowledge skill). Eyes to the Future Half-Heard Secrets 2 Casting Time: 1 action

1 action Range: Self

Self Duration: Instantaneous The Far Realms connect to the past, present, and future of the multiverse simultaneously. Using this property of the ameobic sea, you take a quick peak into your future. You gaze into a conglomeration of all possible futures in which a specific action is taken. As such, you learn the general results of that action being taken going as far as 1 minute into the future. However, as your view of the future is blurry at best, you only gain a vague idea of what is to happen. For example, if the action in question was opening a door, one possibly response you might receive is “safe passage” while another may be “fight with orcs”. However, as you gaze into a conglomeration of all possible futures, it is more than possible to be led astray. This breach only functions 60% of the time +1% per level (maximum 80%). If the breach fails to function, you instead focus on a misleading version of the future. Likewise, if you take actions to prevent the future that you see, you have retroactively focused upon the wrong future. They Cannot Hide Half-Heard Secrets 3 Casting Time: 1 action

1 action Range: 800 ft.

800 ft. Duration: 1 min. Reaching your mind through the Far Realms, you peer into the world from every direction. Your prey cannot escape your sight, no matter where they may be. You can locate a clearly visualized creature within range. You can search for a specific kind of creature, in which case you locate the nearest one of its kind if more than one is within range. Alternately, you may detect the location of a specific individual.

To locate a kind of creature, you must have seen one (or an accurate depiction of one) in the past. To locate an individual, you must have seen them before. If no desired creature is within range at the time that this breach is used, this breach simply fails to function. This spell is not blocked by running water, as similar effects are. Objects cannot be found by this breach. It can be fooled by mislead, nondetection, and polymorph spells. Half-Heard Secrets 3 Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous You peer into the structure of the item before you, connecting its magical essence to your mind via a steam of madness. All of its mysteries are quickly unraveled. You become instantly aware of whether or not the touched item is magical or not. If the item is magical, you become aware of all abilities, learn how to activate them, learn of any curses that the item may possess (even if such curses normally fool such detection), and learn whether or not the target is sentient. This ability has no effect against artifacts and constructs, which it detects as being nonmagical. Gaze into Tomorrow Half-Heard Secrets 4 Casting Time: 1 action

1 action Range: Self

Self Duration: Instantaneous You extend your gaze far into the future, catching only quick glances at each individual moment. When you awaken from your reverie, you gain a general idea of what the future holds This breach lets you catch a quick glance of the next 24 hours. However, your view is so fast that many details are left out. First, you gain a general idea of how dangerous the next day is going to be (safe, hazardous, dangerous, or lethal). Next, you catch a quick glance of a single instance of all species of creatures you are likely to see within the next day, allowing for related Knowledge checks to identify each. Lastly, you gain a brief one sentence summary of the next day. The odds of this breach properly functioning are 60% + 1% per level (maximum 80%). Otherwise, you are mislead by the shadow of another possible future. Monstrous Mythos Half-Heard Secrets 4 Casting Time: 1 action

1 action Range: Self

Self Duration: Instantaneous You focus on the image of the creature and lower the barriers between you and the vastness beyond. Information flows in from the outside, filling the gaps in your knowledge. You learn about a specific creature in your line of sight as if you had rolled a relevant Knowledge check and received a result of 20. Add no bonuses or penalties to this result for any reason. If you have a depiction of a creature or a detailed description, you instead learn as if you had received a 15 instead. You may not use this breach with any sketchier information about a creature. This breach may not be used to learn about a general category of creature (such as demon or dinosaur). Dread Whispers Half-Heard Secrets 5 [Language-Dependant, Mind-Affecting] Casting Time: 1 action

1 action Range: 45 ft.

45 ft. Duration: Concentration, up to 1 minute You breach the walls of the Far Realms inside the mind of another creature, linking it to a repository of maddening secrets. The horrifying, inescapable truths echo in it’s mind, a constant whispering that leaves it frozen in fear. The target creature makes a Wisdom saving throw. On failure, it is paralyzed and frightened. On save, it is frightened. The creature may roll a save against one effect per turn. Inescapable Eyes Half-Heard Secrets 5 Casting Time: 1 action

1 action Range: Unlimited

Unlimited Duration: 1 hour or less, see text Sending your perceptions through endless networks in the Far Realms, you peer through all of existence simultaneously, looking for what you desire. Using this unparalleled feat of insight, you find any single person, place, or thing. However, this information is revealed slowly over the course of an hour or so of meditation. You narrow down its location every 10 minutes. Knowledge Gathered 10 minutes : You learn what plane of existence the target is on. If the target is a plane of existence or demiplane, this breach continues onwards, leading you to the nearest portal to the desired location (whether active or not).

: You learn what plane of existence the target is on. If the target is a plane of existence or demiplane, this breach continues onwards, leading you to the nearest portal to the desired location (whether active or not). 20 minutes : You learn what continent the target is on. If the target is a continent, you learn the direction and distance to its nearest border and this breach ends.

: You learn what continent the target is on. If the target is a continent, you learn the direction and distance to its nearest border and this breach ends. 30 minutes : You learn what country the target is in. If the target is a country, you learn where it is within its continent or where it is in relation to the nearest continent (for islands) and the breach ends.

: You learn what country the target is in. If the target is a country, you learn where it is within its continent or where it is in relation to the nearest continent (for islands) and the breach ends. 40 minutes : You learn what county (or similar political division) the target is in. If the target is such a political division, you learn where it is within its country and this breach ends.

: You learn what county (or similar political division) the target is in. If the target is such a political division, you learn where it is within its country and this breach ends. 50 minutes : You learn what community the target is in. If the target is a community, you learn where it is within its county (or similar political division) and this breach ends.

: You learn what community the target is in. If the target is a community, you learn where it is within its county (or similar political division) and this breach ends. 60 minutes: You learn the location of the target (place, name, business name, building name, or the like). If the target is a specific place, you learn where it is within its community.

This breach cannot be stopped by any outside means unless you enter an antimagic field or dead magic zone during its duration. If you break concentration or move more than five feet under your own power, the breach ends. Furthermore, you may only have one inescapable eyes effect active at a single time. Using it again cancels the first use. To find a person, place, or thing, you must have an accurate depiction, detailed account, good description, or you must have seen it (or at least part of it in the case of places). This breach only reveals where the target is at the moment that you start using this breach, not revealing any movements that the target may take. Of Things Yet to Come Half-Heard Secrets 6 Casting Time: 1 action

1 action Range: Self

Self Duration: 2 hours *You maintain a small but constant link between your mind and the world a few seconds into the future. Though acting on this link may drive you mad, it also lets you avoid harm. You are never flat-footed and can always act in a surprise round. Furthermore, you gain a +2 insight bonus to Initiative checks, Dexterity Saves, and to AC. As an immediate action, you may increase these bonuses to half of your level (rounded down) for 1 round by granting yourself 1 warp point. Acquisition of Truth Half-Heard Secrets 6 Casting Time: 1 action

1 action Range: Self

Self Duration: Instantaneous You channel all of reality through your mind, allowing its myriad secrets and truths to file through your head. Although the process is harrowing, you can find the answer to nearly any question. You gain the answer to any single yes or no question, answered by the universe. However, there are a couple of limitations. Subjective questions (such as “will I like what happens if I pass through that door?” or “Is this the best offer I can hope to get”) are not answered. Questions dealing with abstractions of reality (such as “does that creature have more Hit Dice than me?” or “Will my luck be good today”) also go unanswered. Whether the question is answered or not, you fall unconscious for 8 hours if you fail your Wisdom save and can be awakened by no means during this time. The answer that you receive, however, is only accurate 70% of the time. Reading the patterns of all existence is far from a perfect art, after all. Call from Beyond Called from Nothing 1 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: Instantaneous Opening a small portal into the great beyond, you conjure forth a weak pseudonatural animal. The breach calls into being a an animal with a of CR 0, moulded out of the substance of the Far Realms. This animal is functionally identical to any ordinary beast, save that spells which specifically target beasts ignore it. Upon summoning this being, you may mentally impose a command upon it which it will attempt to follow for up to 10 minutes or until completed. The creature may be given harmful or even suicidal commands this way. After the creature is freed from your command, it's abberant mindset will return, generally causing noticeably odd behavior. Cerebral Mist Called from Nothing 1 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: 1 min. Reaching into the deepest realms of insanity, you let loose a constant stream of madness, filling the air and even obscuring sight like mist. A cloud of mist or murk if in water, spreads outwards from a point that you designate. The fog is thin but manages to obscures sight, including darkvision, a little bit. A creature within 5 feet is lightly obscured, but those further away are heavily obscured. Furthermore, all creatures within range have disadvantage on Wisdom and Charisma saves. A moderate wind or current (11+ mph) disperses the fog in 4 rounds; a stronger one (21+ mph) disperses the fog in 1 round. Essence of Heresy Called from Nothing 2 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: 24 hrs. Mentally reciting a series of horrid blasphemies and awful truths, you assemble your thoughts into a horrid amalgam. This amalgam slips out of your head through your ears, nose, and eyes, ready to serve. Using this breach, you call forth a single small heresy elemental to serve you for the duration. The heresy elemental loses its haunting secret ability but gains the trait Evasion (As with Rogues) and the ability to deliver touch attacks on your behalf. The small heresy elemental is completely under your control. At any given time, you may only possess one heresy elemental. Using this breach again simply replaces your previous heresy elemental. Invocation of Hatred Called from Nothing 2 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: Instantaneous As the old saying goes, keep your friends close and your enemies closer. You open a hole in space to act upon this old adage.

The target must make a wisdom save vs. your breach DC or be teleported into any unoccupied square of your choice that is adjacent to you. If there is something in that square that would prevent this teleportation (such as an invisible creature or dimensional lock effect), the breach fails. Assault from Beyond Called from Nothing 3 Casting Time: 1 action

1 action Range: 45 ft.

45 ft. Duration: Concentration, up to 1 min. The material plane is dangerous for most Far Realms creatures for anything longer than a quick excursion. You bring a few of them out into the world just long enough to attack and vanish. When you use this breach and at the start of each round thereafter, choose a single opponent within range of this breach. That creature catches a brief glimpse of claws and scales and eyes flickering acros the battlefield towards them, and must make a Dexterity save vs. your Breach DC with disadvantage. If they fail, the target feels sharp claws rend their flesh, taking 4d6 slashing damage. Immediately after the attack, the target catches a quick glimpse of a creature covered in claws, eyes, and pseudopods. The creature quickly leaps away and vanishes once more. Eerie Creation Called from Nothing 3 Casting Time: 1 action

1 action Range: 45 ft.

45 ft. Duration: Concentration, up to 8 hrs. Searching through the Far Realms with your mind, you find some item similar in nature to what you currently need. The chaotic energies in your mind imitate this object in the sane world This breach creates nonmagical, unattended object of nonliving, vegetable matter, with a combined volume of up to 6 cubic feet. You must make appropriate skill checks to make complex items. Consult your DM for specifics All objects created are alien in nature, with all forms of wood, fibers, and similar materials coming from no recognizable source. As such, apraisal by an expert can indicate nothing about a created item other than the quality with which it was crafted. Animals are shaken while within 5 feet of such an item and plants appear to wilt a bit while within 10 feet, although they don’t actually die. Invocation of Friendship Called from Nothing 4 Casting Time: 1 action

1 action Range: 800 ft.

800 ft. Duration: Instantaneous You extend your consciousness into the world, searching for a familiar essence. Finding it, you drag it back to you through dimensional tears. Choose a willing Ally. If the target is currently capable of teleportation (isn’t targeted by a dimensional anchor, isn’t within a dimensional lock, etc), they are teleported into a square of your choice that is adjacent to you. If it is for some reason impossible for the ally to be teleported into that square (such as if an invisible creature occupies that square or if it is in the area of a dimensional lock spell), the breach fails. Koartic Mist Called from Nothing 4 Casting Time: 1 action

1 action Range: 250 ft.

250 ft. Duration: Concentration, up to 2 hours You cause a crack in the barrier between the multiverse and the Far Realms, causing madness to rush into our world in a nearly tangible form. Other creatures rush for the exit but they cannot seem to fully fit through the cracks. A sickly yellow fog (or murk if underwater) billows out from the point you designate in a 20 ft radius. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet is heavily obscured. Creatures further away have cannot be detected by any means, including truesight and tremorsense. Furthermore, there are dark beings residing in the fog, if only for seconds at a time. Each creature that enters or begins their turn within the fog takes 6d6 slashing, piercing, and bludgeoning damage. With a successful Dexterity save, the damage is halved for that round. A moderate wind or current (11+ mph) disperses the fog in 4 rounds; a stronger one (21+ mph) disperses the fog in 1 round. If the wind ceases before the end of the breach’s duration, however, it restores itself over the course of 1d4 rounds, during which time sight is not obscured and creatures do not take damage. Tirade of Heresy Called from Nothing 5 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: Concentration, up to 2 hours An endless stream or horrific factoids and forbidden truths form in your mind. Rising forth from these heresies, a few creatures pass forth from your body to take their place on the battlefield You create 4 Large Heresy Elementals anywhere within range. They act immediately after your turn and are under your telepathic control. They lose their haunting secret ability but otherwise function normally Conjure Flesh of Zurguth Called from Nothing 5 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: Instantaneous The Far Realms is in many sense like a primordial sea, a shapeless mass of infinite possibilities. You call a tangible manifestation of the Far Realms’ nature into the multiverse.

You spawn a solid fleshy mass with a volume of up to 150 cubic feet. The flesh is malleable like clay but hardens if repetitively pounded, even taking on a metallic hardness if desired. The flesh can be shaped into nearly any form with the work of a skilled craftsman. The fleshy mass created never rots or grows mold. It also never dries out or hardens before it has been purposefully shaped and hardened. Any creature who has ever seen a Koarti is shaken while within 5 feet of an object crafted from this flesh. This flesh may be used in place of resin to protect a Koarti or even an entire enclave of the beings. Reawaken the Vast Gate Called from Nothing 6 Casting Time: 1 action

1 action Range: 250 ft.

250 ft. Duration: 2 min. You completely break the barrier between the sane multiverse and the Far Realms, letting the Far Realms rush in to fill a small area. All who are within it risk being driven mad. Essence of the Far Realms fills a contiguous area with a volume of 150 ft. The area gains the wild magic trait and any creature in the area or who enter it later on must make a Will save or become permanently insane, as the insanity spell. This saving throw must be made whenever a creature enters the area, even if they leave and later return. Only one layer of the Far Realms in called through the breach but all creatures may move the area in all three dimensions using their highest movement speed. The timeless trait of the Far Realms does not apply in this area and the elemental and energy traits do not differ from that of the surrounding area. With each use of this breach, there is a 1% chance that creatures from the Far Realms can use this breach as a portal into the multiverse. Summon Duplicate Called from Nothing 6 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: 1 min. You reach your mind past the multiverse, past the Far Realms, and into an alternate multiverse. From that realm, you grab a copy of yourself and bring them here to fight. You create a temporary copy of yourself. The copy is equipped with nonmagical copies of your magical gear (the magic of different multiverse works slightly differently). The copy acts on your round but is disoriented and may only take one standard or move action per round. Furthermore, the copy cannot use breaches, spells, psionics, or similar abilities (although it does benefit and suffer from active murmurs). You and the copy can communicate telepathically, possess the same alignment, and generally agree on most matters instantaneously. Whenever either you or your copy is dealt damage, subtract the damage from your hit point total. Whenever the level of one of your spars increases, the same thing occurs for your copy. At the end of this breach’s duration (or when the copy is slain), it returns to its own multiverse where it doesn’t remember any of what occurred and no time has past. The levels of their spar are returned to normal and all injuries are gone. There is a 1% chance with each use, however, that some sign of its battle (such as a scratch, a bad dream, or a knick in their blade) remains. Air of the Unnatural Reflection of Nightmare 1 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: 1 min. You send small wave of fear through the area, enough to cause unease in the unprepared. Pick one living creature to make a Charisma save against your Breach DC. On failure, they are shaken by unease, taking disadvantage on Dexterity saving throws, Perception checks, and Concentration checks until the breach ends. Imposing Presence Reflection of Nightmare 1 Casting Time: 1 action

1 action Range: Self

Self Duration: 10 min. You send a wave of energy throughout your being, making all of your features seem somehow off-kilter and frightening You gain advantage on Intimidate skill checks. Furthermore, whenever you use the Intimidate skill to change someone’s attitude towards you, they become fearfully helpful instead of merely begrudging. This effect lasts for as long as the attitude would be changed or until this breach ends, whichever comes first. No Rest for the Fearful Reflection of Nightmare 2 Casting Time: 1 action

1 action Range: Touch

Touch Duration: 24 hrs. You channel terrible images into the unconscious mind of your opponent, scaring them into consciousness whenever they try to fall asleep. The touched creature cannot sleep for the breach’s duration. Creatures that do not need to sleep, like elves, are immune to this ability. As normal, only a refreshed spellcaster can regain their spell slots or prepare new spells. The target also gains immunity to magical sleep effects for the duration of this breach. Burst of Formless Terror Reflection of Nightmare 2 Casting Time: 1 action

1 action Range: 150 ft.

150 ft. Duration: Concentration, 1 min. You accumulate formless terror and madness within your body. Then, you release that energy with a single burst, scaring all nearby

Target up to 4 creatures who must make a Wisdom save vs. your Breach DC or are Frightened for the breach’s duration. Creatures with a CR of equal to or greater than 2 are immune to this ability. Implant Insidious Fears Reflection of Nightmare 3 Casting Time: 1 action

1 action Range: Touch

Touch Duration: 6 hrs. You instill a bit of fear in your opponent. Rather than general fear, however, you direct it towards an object of your choice. The target is given a phobia towards one person, place, or thing as named by you. The target refuses to willingly come within 20 feet of the named person, place, or object. If forced within this distance, the target is Frightened and actively seeks to leave the area. A fear of an person extends to the dead remains of such a person. A target cannot be given a fear of a type of creature (such as fear of spiders or gnolls) or a fear of anything that is not tangible (such as fear of open spaces or religion). If given a fear of an object ubiquitous to the environment in which this breach is used (such as air and water in most planes or sand on a desert island), the target only feels a slight bit of uneasiness around it, not manifesting as any tangible hindrance. Unhinging Nightmares Reflection of Nightmare 3 Casting Time: 1 action

1 action Range: Touch

Touch Duration: until triggered, then 1 min. You curse your target’s dreams with nightmares that damage their mind long after they wake up. Touch a sleeping creature to target them. The target is given nightmares, being dealt 1d4 Wisdom damage if they fail their Wisdom save. Furthermore, upon a failed Wisdom save you may designate a single condition that causes the target to become Confused (as the Confusion spell) for 1 round/level. This condition must rely on information observable by the target and can only be triggered after the target wakes up. If the target succeeds on their Wisdom save, they are awoken in minutes by the dreams, and before their psyche can be damaged. Creatures that do not dream, like elves, are immune to this ability. If a creature is already affected by an unhinging nightmares effect, one application erases the previous one. Flow of Adrenaline Reflection of Nightmare 4 Casting Time: 1 action

1 action Range: Touch ft

Touch ft Duration: 1 min. Using a bit of madness, you rewire your target’s brain. When they should feel fear, all that they feel is a rush of endorphins and adrenaline. The target no longer suffers the effects the Frightened condition. Instead, the target gains a advantage on Strength and Dexterity checks whenever they would be Frightend. Stream of Cosmic Horror Reflection of Nightmare 4 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: Concentration, 1 min. You momentarily open a channel between you and the Far Realms, allowing nameless horrors into the minds of those nearby. Choose up to 4 targets within range. Those who fail their Wisdom save are frightened for the breach’s duration. Creatures with a CR greater than 5 are immune to this effect Truest Nightmare Reflection of Nightmare 5 Casting Time: 1 action

1 action Range: Unlimited

Unlimited Duration: Instantaneous The worst of what the Far Realms has to offer can’t be fully accepted by the conscious mind. You implant some of these horrors into your opponent’s subconscious, giving the a nightmare. When the target next falls asleep, they must make a Wisdom save or experience hideous and unsettling nightmares. This breach prevents restful sleep and causes 1d10 points of damage and a level of exhaustion. Furthermore, the nightmare is jarring enough to break concentration and even prevent meaningful meditation, thus effecting even elves and creatures that do not need to sleep. The target is left exhausted and unable to regain arcane or divine spells for the next 24 hours. If you know the subject well, they take disadvantage on their saving throw. Quintessential Fear Reflection of Nightmare 5 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: Concentration, 1 minute There is nothing to fear, but fear itself, and deep in the depths of the Far Realms you have found it's true form. You impose this ideal upon a creature, and at last they know what it means to be truely afraid. Choose a target. If they fail their saving throw, they are frightened for the breach’s duration. This fear affects the creature regardless of their CR and can even affect creatures normally immune to fear. Obedience through Fear Reflection of Nightmare 6 Casting Time: 1 action

1 action Range: Touch

Touch Duration: 24 hours You flood your opponent’s mind with fearful images, leaving no room left for sane thought. The only way to avoid the worst of the fear is to do exactly as you say.

If the target fails a Wisdom saving throw, they become a fearful thrall to you. The target is perpetually shaken and will never approach within 10 feet of you or take an aggressive action against you unless ordered to (even if protected by a protection from evil or similar effect). Furthermore, you can give them verbal orders that the target is compelled to obey. Whenever you given an order, the target is allowed an additional Wisdom saving throw to resist. If they succeed, they must make a second Wisdom save with a –5 penalty or cower in fear for 1d4+1 rounds as they are punished for their disobedience. The target gains no special bonus to saving throws made to resist orders against its nature or that are self-destructive. Similarly, a creature will attempt to complete the task to the exclusion of all other activities until dealt damage from lack of food, water, or sleep (and even then they resume their task after attending to the problem). A DC 10 Sense Motive check detects that something is amiss. Stop What Makes Them Tick Reflection of Nightmare 6 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: Instantaneous You send a burst of infinite fear into your target’s body. The only way for the body to cope is to shut itself down. If the target fails a Fortitude saving throw, they are automatically slain by the burst of fear as their heart and brain fully shut down. If they succeed on their saving throw, the target’s body only shuts down momentarily, knocking the target prone and stunning them for 1 round but otherwise leaving them unharmed The Road Less Traveled Road to Nowhere 1 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: 1 hour You gently guide the footsteps of your allies into place. From the perspective of those affected, tangling roots and unstable stones simply don’t exist. You and all up to 3 willing creatures ignore the effects of difficult terrain Road of Lengthened Strides Road to Nowhere 1 Casting Time: 1 action

1 action Range: Self

Self Duration: 10 Min Space around you seems shorter, as if each step could cover twice the distance or more. As you start moving, this observation proves accurate. Your movement speed increaces by 10 ft. Canniness of the Traveler Road to Nowhere 2 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: 1 hour As you instill otherworldly energy into your target, they start seeing the world in a different light. Whenever they start to lose control of their movements, the world seems to shift with them, granting them more leeway in their actions. The Target gains advantage on Athletics and Acrobatics checks, and a swim and climb speed equal to their movement speed. Timeless Paths Road to Nowhere 2 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: 1 min. Even when traveling to the same place, all take different paths. However, some paths take a little longer to arrive. One target within range is Slowed, as under the spell Slow. This effect does not require concentration, and the target may not save against this power until the end of their next turn. Uncanny Trailblazer Road to Nowhere 3 Casting Time: 1 action

1 action Range: Touch

Touch Duration: 1 hour The target no longer exerts force on the ground they walk upon. As such, they may forge paths that simply weren’t available to them before. The target can walk on semi-solids like quicksand, water, and objects normally too weak to bear their weight (such as spider webs). The Unseen Path Road to Nowhere 3 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: Conc. 1 min. The target seems to be a bit out of synch with the rest of the world, moving through dimensions that others can’t even perceive. Though the path is a bit horrific, the target is safe while they travel. While the target is taking their move action, they cannot be attacked or take damage until they stop to use their action. If the target takes a dash action, they continue to be immune until they stop moving on the following turn

Lost and Alone Road to Nowhere 4 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: 1 min. You trap your target between the multiverse and reality, granting them quick glimpses of the world beyond and trapping them in place. The target makes a Constitution save. On failure, the target cannot move no matter how much they walk, run, charge, crawl, fall, jump, swim, climb, fly, burrow, etc. They do not lose their Dexterity bonus to their AC and can still attack and defend themselves. Discover the Path Road to Nowhere 4 Casting Time: 1 action

1 action Range: Self

Self Duration: Instantaneous The world is nothing more than a giant web of paths, roads, and canals. You spread your perception along this web, hoping to gain greater insights. You learns the location of all roads, hiking or hunting trails, rivers and canals, tunnels, airways, alleys, hallways, and similar paths that are used or intended for travel within 10 miles (regardless of how rarely they may be used). You also gain a general idea of how busy each “path” is at the moment of casting. NOTE: This breach have many implications that should be taken into consideration by both the player and DM. First of all, this breach effectively grants a target a very large and very detailed travel map of the area to work with. However, using this ability often and demanding a map each time is overwhelming for a DM (even though it may be nice on occasion such as when planning a heist or rescue). More often, a good solution is for the player to ask the DM questions as they play based on what they saw before, such as, “do I remember anything being in the next hallway?” or “do I remember any way out of this room?’. Likewise, DMs may want to “remind” the player of something that they had “seen” using this breach. Also, this breach can effectively create a somewhat effective map for a dungeon, mapping out hallways and hidden corridors but oddly not including the rooms and chambers of the dungeon. Path of the Skybleeder Road to Nowhere 5 Casting Time: 1 action

1 action Range: Touch.

Touch. Duration: 1 hour You feel your blood racing through your veins like wind through a canyon, making your every step seem somehow lighter. Suddenly, you start seeing paths all around you, even through the air and sky. The target of this spell gains a fly speed equal to their move speed. When the spell fails it does so gradualy, and they decend by 30 ft per turn for 1d6 turns and can no longer ascend. If they do not reach the ground by the end of this period, they fall. Trailblazer Assault Road to Nowhere 5 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: Instantaneous The target’s attacks seem somehow rushed beyond normal speed. Even as they walk about, they can become a terrific flurry of blades. When the target takes a move or dash action, they may make an additional basic attack as part of their move Guardian of the Road Road to Nowhere 6 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: 10 years or until ended Infinite pathways intersect the worlds, a web of travel ensnared by the far realms. With a wave of energy, you ensnare your victim in this web, perhaps never releasing them. This breach magically restrains a creature to a single road. The target gets an initial Wisdom saving throw only if its CR is equal to 1/2 your level, and cannot target creatures with a higher CR than your level. You can specify triggering conditions that end the breach and release the creature whenever they occur. They can be simple or elaborate but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but must otherwise be based on observable actions or qualities. The condition cannot be changed later on. Setting a release condition increases the save DC (if one is allowed) by 2. If the target fails their saving throw (or is not permitted one), they are compelled to find the nearest road, canal, path, rail, corridor, etc. and guard it obediently. They drop whatever they were doing to do so (such as combat) but continue defending themselves as they wander to their new post. Once they have reached a suitable location, they cannot travel further than 1,000 feet from it. The target becomes indifferent towards all creatures they have not met before. If they witness an altercation or theft on the road, they become hostile towards the party most responsible (in the eyes of the target). Likewise, the target becomes hostile towards any creature posing a threat to their road or path. The target does not eat, drink, or age while bound to a path in this way. If the path is completely destroyed, the target is freed of this breach.

Stepping Stones to Eternity Road to Nowhere 6 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: 2 Rounds (apparent time) As you speed up to an incredible degree, you discover one last path that you have not traveled. You travel down a road perpendicular to time, letting you move while the world stands still. This breach functions as the Timestop spell except that it only lasts for two apparent rounds of actions. Enigmatic Strike Blasphemous Avenger 1 Casting Time: 1 Bonus Action

1 Bonus Action Range: Self.

Self. Duration: 1 Min. Ignoring the normal limitations of space, you can cause injury even from a long distance away You may make melee attacks against foes up to 60 feet away. If they are beyond 30 ft, you take disadvantage on the attack roll. Mastery of Brutal Combat Blasphemous Avenger 1 Casting Time: 1 action

1 action Range: Self

Self Duration: 10 min. You fill your mind with mad anger, your soul with forbidden energies, and your ears with dark secrets. Between all of this, you greatly empower your ability to fight. You gain proficiency with martial weapons, and a +2 to damage rolls Battlefield Jinx Blasphemous Avenger 2 Casting Time: 1 action

1 action Range: 30 ft.

30 ft. Duration: 1 min. You tamper a bit with probability, making sure that your opponent is unlucky. Few can detect your subtle manipulation of luck. The target makes a Wisdom Save. On failure, the target takes a -1 to all attack rolls, saving throws, skill checks, and weapon damage rolls. The effects of multiple jinxes stack, and regardless of their success or failure, the target is unaware that anything has transpired. Any effect that can remove curses can remove a jinx. Blood-Seeking Strike Blasphemous Avenger 2 Casting Time: 1 action

1 action Range: Self.

Self. Duration: 1 min. Powers of entropy fill your blade, allowing it to deal more devastating strikes. Weapon attacks you make now critically hit on a roll one lower than before. (For most, on a 19-20. For a Champion archetype fighter, on a 18-20 or eventually 17-20) Defenses Annuled Blasphemous Avenger 3 Casting Time: 1 action

1 action Range: Self

Self Duration: 1 min. Your weapons stop existing in the traditional sense of the word, continuing on as mere extensions of your will. Traditional defenses do little to defend your foes. When making a weapon attack, the target's AC is considered 10 + their Dexterity bonus, and not improved by armor, shields, feats, or magic that does not improve dodge chance (IE potion of speed.) Reactive Form Blasphemous Avenger 3 Casting Time: 1 action

1 action Range: Self.

Self. Duration: 1 min You overlap several thousand copies of yourself within reality, one waiting to respond to any possible attack. As time goes by, you switch yourself out for whichever copy is most useful at the moment. You gain an additional reaction that can only be used for opportunity attacks. Whenever you are attacked, you may make an attack of opportunity against the opponent. Browbeat Destiny Blasphemous Avenger 4 Casting Time: 1 action

1 action Range: Self

Self Duration: 1 hour/Until used You tie up threads of fate until only the ones that you desire remain available. Fate declares that the path before you be covered in blood. The next time you deal a critical hit, you deal the maximum possible damage for the critical. Fire from the Wound Blasphemous Avenger 4 Casting Time: 1 action

1 action Range: Self

Self Duration: 10 Min. You fill your blood with volatile energy. Upon exposure to the air, it explodes outwards, likely damaging your attacker. Whenever you are damaged, a burst of energy fills a 15-foot cone in a direction of your choice, dealing 4d8 damage or half that with a successful Dexterity save. Despite the name of this breach, this damage is of no particular element.

Affliction of Ineptitude Blasphemous Avenger 5 Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Duration: 30 seconds You fill your opponent’s mind with dark whispers, keeping them from coordinating its efforts in combat properly. The target makes a wisdom saving throw. On failure, the target may no longer make multiattacks or multiple attacks in one action, and may not be used for flanking or recieve bonuses from flanking. Furthermore, the if target is wearing heavy armor, they have disadvantage on all attack rolls and dexterity saves until the armor is removed and if wielding a martial weapon they have disadvantage with attacks using that weapon. Essence of the Outsider Blasphemous Avenger 5 Casting Time: 1 action

1 action Range: Self

Self Duration: 1 min. You fill your mind and body with otherworldly energies, gaining great power on the battlefield You gain darkvision out to 60 ft, your unarmed attacks become at least d6s, you gain +1/3 your level to weapon attack rolls, and your type becomes Outsider Realization of All Futures Blasphemous Avenger 6 Casting Time: 1 action

1 action Range: Self

Self Duration: 1 round You look into all possible futures of your attack, including both futures in which you hit and miss. You then condense all of these possible futures into a single attack Before the end of the next round, you can spend a all your actions to make an attack and gain every possible result. In effect, you make 20 attacks, making one attack with each possible result on the d20 (one attack with which you roll 1, one with which you roll 2, etc.). For the purpose of this attack, you cannot gain critical hits or critical fumbles (if using critical fumbles). Furthermore, a natural 20 is not an automatic hit and a natural 1 is not an automatic miss. Only attack rolls that hit deal damage to the target. Suppress Battlefield Magic Blasphemous Avenger 6 Casting Time: 1 action

1 action Range: 30 ft Radius.

30 ft Radius. Duration: 1 min. You enforce your will upon the cosmos, demanding a fair fight, and reality obeys. All magic items within the area cease to function. Furthermore, spells and abilities of the healing and teleportation effects cease to function in the area. Reserves of Twisted Resilience Unbalanced Scales 1 Casting Time: 1 action

1 action Range: Touch.

Touch. Duration: 1 min. You bolster the target with dark and alien powers, protecting them against harm. Of course, this deathlessness comes with a price. The target gains temporary hit points equal to twice your xenotheurgy level. As long as at least one temporary hit point lasts, the target is immune to any effect that analyzes their life force and takes disadvantage on Wisdom saving throws. Waning Tides of Life Unbalanced Scales 1 Casting Time: 1 action

1 action Range: 30 ft Radius.

30 ft Radius. Duration: 1 min. You reach out with aberrant energies and pierce a hole in the target’s vitality, letting their energy ooze out from their form. Soon, they won’t have strength left to fight. Pick a living target within range without a level of exhaustion. The target makes a wisdom save. On failure, they gain a level of exhaustion. Souls to Silence Screams Unbalanced Scales 2 Casting Time: 1 action

1 action Range: 30 ft Radius.

30 ft Radius. Duration: 24 hr. Though you cannot rid yourself of the voices in your head, it is possible to silence them, at least for a while. Channeling them into an forcibly sundered soul should do the trick. As you use this breach, all creatures currently at 0 Hp with a minimum CR of 1/8 (For enemies who do not make death saves, use those that were killed in the last three rounds of combat) must make a Constitution saving throw. On failure, the creature's soul is ripped from it's body, killing it instantly. Before the breach ends, you may grant yourself advantage on Wisdom saving throws for one round for each soul harvested this way. Once granted or ended, the captured soul departs for it's afterlife. Until this point, the creature may not be returned to life with spells below 9th level. Rejection of Death Unbalanced Scales 2 Casting Time: 1 action

1 action Range: Touch.

Touch. Duration: 1 hr. The line between life and death is often thin and indistinct. With a small burst of energy, you can make sure that your target stays on the proper side of that blurred line. The next time the target would fail their third death saving throw, they are stabalized at 0 Hp and this breach ends.

Craft of the Damned Unbalanced Scales 3 Casting Time: 1 action

1 action Range: 30 ft Radius.

30 ft Radius. Duration: 10 min. You create tendrils of energy into the selected bodies, bringing them back into the realms of the living…or something eerily close to it. This breach temporarily turns the bones or bodies of up to four dead creatures into pseudonatural zombies or skeletons that follow your commands. The undead can follow you or can be left behind to guard an area (although the short duration is prohibitive). They remain animated for the duration of this breach or until destroyed. In either case, the creature is reduced to a pile of dust the blows away in the gentlest of breezes. Unlike most pseudonatural creatures, the created creatures retain their creature type and Intelligence (or lack there-of) although their desires are subsumed by your will. Furthermore, the undead are immune to both positive and negative energy, meaning among other things that they are unaffected by consecrate and desecrate spells and can’t be turned or rebuked. Obscure the Veil Unbalanced Scales 3 Casting Time: 1 action

1 action Range: Self.

Self. Duration: 1 min. You blur the line between life and death, letting you cross that line over and over again, though not without a cost. Instead of making a death saving throw, you may chose to you momentarily drop dead, then instantly revive with one hitpoint. However, until you take a long or short rest, you start with one additional failed death save, stacking for each resurection. If this breach ends and you have been not been healed since your last resurection, you instantly drop to zero hitpoints and begin making death saves with the appropriate number of failed saves. Option The ability to come back from 0 in a single turn is a powerful one, so currently this breach is nerfed. If it lacks power, the failed saves may reset on healing. Cutting the Tethers Unbalanced Scales 4 Casting Time: 1 action

1 action Range: Touch.

Touch. Duration: Instantaneous. You open several links in the far realms within the target’s body, trying to rend soul from flesh with the force of it's hunger. The target makes three Wisdom saving throws. For each save failed, the target gains a level of exhaustion. If the target fails all three saves, they are instead slain, and their heavily wounded by the experience. Returning the soul to it's body is a task beyond the most mortal magics, to the point that only spells above 6th level can bring them back. Affliction of Life Unbalanced Scales 4 Casting Time: 1 action

1 action Range: 30 ft Radius.

30 ft Radius. Duration: 10 min. Your unearthly magic can create life where none is intended to exist, such as within an undead being. With but a moment’s thought, you forcefully drag such a being back into the “natural” world. Target one undead creature. The target gains the type it would have had in life (Beast, Humanoid, ect.) while keeping it's undead type, being targetable by spells that affect either. Furthermore, the target loses any immunity or resistances it would not have while alive. Dust to Dust Unbalanced Scales 5 Casting Time: 1 action

1 action Range: 60 ft Radius.

60 ft Radius. Duration: Instantaneous. As you focus on the border of life and death, you force this border to become more distinct. There are the living and the dead. As far as you are concerned, other categories simply fail to exist. All undead and constructs within the area make a constitution saving throw. On failure creatures take 10d6 radiant damage and are stunned for one round. On success, the creature takes half damage and is not stunned. Singularity of Souls Unbalanced Scales 5 Casting Time: 1 action

1 action Range: 10 ft Radius.

10 ft Radius. Duration: Instantaneous. To lure power from the far realms to flow through you, you use your soul as bait. With a bit of focus, you can channel the power directly into the souls of nearby creatures. Doing so is dangerous, but danger isn’t anything new to you. All living creatures within range make a Constitution saving throw. On failure, creatures take 10d6+40 necrotic damage. On success, they take half damage. Channeling such power is agonizing to body and soul. Your current hitpoints are halved and you gain a level of exhaustion.

Back from Beyond Unbalanced Scales 6 Casting Time: 1 action

1 action Range: Touch.

Touch. Duration: 1 hour. Reaching into the outer planes, you create a tether to connect a dead creature’s soul with their body. Though not permanently, the creature’s body stirs to life. This breach functions as the spell Resurrection. However, the creature suffers no penalty from the resurrection, and dies once more when the breach ends. The Final Destination Unbalanced Scales 6 Casting Time: 120 ft.

120 ft. Range: 30 ft Radius.

30 ft Radius. Duration: 1 min. You open small rifts to the far realms within your opponent’s body, tearing apart their soul and sending it beyond the stars. There is not enough left to bring back. Target one creature within range. If the target is at 50 hit points or less, they are instantly slain (no saving throw). After being slain, the target makes a single Wisdom save. If the save succeeds, they travel onto their final rewards or punishment as normal. If the save fails, their soul is instead ejected into the far realms to wander for eternity. No spell below 9th level can revive them. If the creature's soul was elsewhere or nonexistent, the animating force is damaged or destroyed instead.

Incursions The Far Realms itself wars against us, more terrible than your mind can comprehend, bound as it is by your sanity. it is relentless, clawing and tearing at the barriers we throw between us and it, and eventually, all barriers must fall. — Sion Ponure, Codex Vesania The Unstoppable Force The very rift In the fabric of space that allows breaches to function, Is a deadly flaw In the fabric the universe. The energies beyond are not content to merely wait, to come at a caster's beck and call. They seek to throw wide the gates and run rampant across the planes, warping and ravaging existance itself. This, Is what Incursions are. Like breaches, Incursions are unaffected by anti-magic and anti-dimensional travel effects. Incursions can be released at any time, but will automatically be released if the user Is knocked unconcious (Not asleep) or their Spar reaches level 7. After being released, the user must wait 8 hours before they can stem the tide and restrain the Incursion once more. Beyond the Stars Incursion Periphery Range: 2 miles per spar level

2 miles per spar level Marrow Range: 1 mile per spar level

1 mile per spar level Duration: Two Days Beyond the stars and between spaces lies a place that defies all logic. The life of this world or even of this multiverse is as nothing to this space. The purpose of this tome is not to help you save this world but to explain how it cannot be saved. — Sion Ponure, Codex Vesania: Introduction Periphery effects: During the night, the familiar starry sky is replaced with alien constellations, slowly moving masses, and strange eyes that peer down upon the world. Ships attempting to navigate by the night sky automatically fail survival checks made to do so. Furthermore, aberrations in the area gain an advantage on saving throws while the alien sky is visible. • If you have access to 2nd level breaches, the unearthly sky sheds a certain amount of light on the world below. Unless the sky is blocked by clouds, the world is plunged into shadowy illumination at night. • If you have access to 4th level breaches, the night sky haunts the dreams of all who sleep under it. Whenever a creature in the area sleeps (even during the day), they must make a DC 10 wisdom check or suffer a stacking –1 penalty to all will saves and wisdom checks for as long as they remain in the area. • If you have access to 6th level breaches, large comets rain to the ground each night. The comets never damage creatures with their landing but they can damage or destroy structures. 1d4+1 comets fall each night, dealing 4d6 damage to all objects in a 15x15 foot area. The comets dissolve into nothingness over the course of 1d4 hours. Marrow effects: The alien sky above drains the will of those within the area. While the sky is visible, at the start of each hour, a creature must make a DC 10 wisdom check. For every 4 points by which they exceed the result, they forego the next such check. If they fail, they take 1 point of Wisdom damage. • If you have access to 3rd level breaches, aberrations become more dangerous and cunning under the light of the alien skies. While the sky is visible, they gain advantage on attack rolls. • If you have access to 5th level breaches, the aberrant sky is always visible within the area. The sun never rises or sets, being replaced by the sky’s continual dull glow. An additional 1d4+1 comets fall during each “day”. Unearthly Weather Incursion Periphery Range: 1 miles per spar level

1 miles per spar level Marrow Range: 100 ft. per spar level

100 ft. per spar level Duration: Two Days …Indeed, it seems as though the Far Realms can infect anything. Creatures can be warped past recognition and places can be morphed into rotting parodies. Nothing is truly beyond it’s grasp. Even the clouds may yet be corrupted. — Sion Ponure, Codex Vesania : The End Times Periphery effects: Dark, ominous clouds cover the sun, keeping the area in shadowy illumination. Natural, artificial, and magical light sources can brighten the area as normal. • If you have access to 2nd level breaches, a discolored mist starts filling the area. Fire and wind cannot eliminate or move such mist. Though too thin to grant concealment, the mist halves a creature’s range of sight and imposes disadvantage to Perception and Survival checks. • If you have access to 4th level breaches, the air starts blowing as if it were alive. Strong winds blow continuously through the area (except for where stronger winds were blowing). Furthermore, smaller gusts seem to have a mind of their own, putting out protected flames, blowing small objects out of pockets, and blowing through every nook and cranny they can find. • If you have access to 6th level breaches, the clouds take on an alien appearance, assuming unnatural colors as they squirms and snake about in the air. Rain starts to fall within the area. In addition, all sentient creatures within range have disadvantage on saves against fear effects.

Marrow effects: A thick ameobic rain falls downwards, mixing with any mundane precipitation. Creatures recieve no bonus from their Perception skill training and a disadvantage to concentration checks along with the normal effects of rain. • If you have access to 3rd level breaches, the climate is driven entirely insane, differing drastically even from foot to foot. The changes in temperature are extreme but are rapid enough that no damage can be dealt. In effect, the temperature band is treated as moderate. • If you are at 5th level, the mist floating through the marrow is filled with half-formed images and insidious thoughts. All creatures within range take a –2 penalty on initiative checks and disadvantage on Charisma saves. Fractured World Incursion Periphery Range: 2 miles

2 miles Marrow Range: 1/2 mile

1/2 mile Duration: Two Days Before you even consider the Far Realms, you must abandon many of your preconceived notions. Things such as perspective, movement, and space can mean anything and everything in the right circumstances. — Sion Ponure, Codex Vesania : Beyond Reality Periphery effects: Within the area, space starts to work in strange ways. Doorways may start leading towards the wrong rooms, there may be small spaces that seem forever close but impossible to reach, and walking around a corner may result in finding yourself a few blocks away. Along with these unpredictable effects, the strange behavior of space grants all creatures in range a +1 dodge bonus to their AC. • If you have access to 2nd level breaches, perspective loses almost all meaning. At the start of each round, a creature may choose a square with which they have a line of sight. If they do, they perceive the world through the chosen square rather than through their own square. • If you have access to 4th level breaches, creatures can be bent to fit in areas that shouldn’t normally hold them. All creatures within range are treated as being two size categories smaller when determining how many can occupy a 5-foot square and are treated as three size categories smaller for the purposes of squeezing into small spaces. • If you have access to 6th level breaches, creatures can slip through cracks in space while moving around. Whenever a creature uses a move action, they may teleport 10 feet at the start of the action. Marrow effects: The bending dimensions of space and distance allows creatures within range to dodge attacks. All attacks made within range possess a 20% miss chance. • If you have access to 3rd level breaches, creatures can move through the area without actually passing through it. The movement rate of all creatures within range is halved but whenever a creature moves, they teleport to the desired square. • If you have access to 5th level breaches, seemingly impossible tasks may become possible for the greatly skilled. The DC of all dexterity- and strength-based skill checks is reduced by 5. Furthermore, when making such skill checks, a Natural 20 may perform what would normally be absurd, such as unlocking an arcane lock with lockpicks, or lifting one's self off the ground (DM's discretion). Foreboding Landscape Incursion Periphery Range: 3 miles

3 miles Marrow Range: 1000 feet

1000 feet Duration: Two Days Within areas of cerebrotic blots, geography means next to nothing. The world is utterly scrambled and cannot be navigated. I have lost allies in the warped landscapes, allies I will never see again… — Sion Ponure, Codex Vesania: Planar Links Periphery effects: The landscape becomes oddly silent. Both the calls of animals and the crash of waterfalls become somewhat muted, making for a surreal experience. All stealth checks have advantage if the creature is unseen. • If you have access to 2nd level breaches, the tracks that creatures leave within range become shallower and quickly fade away. As a result, all survival checks made to track a creature take disadvantage. • If you have access to 4th level breaches, major landmarks usually used for orientation such as mountains, large trees, valleys, and hills seem to shift in position every now and then, making it hard to get one’s bearings. Creatures take disadvantage on survival checks made to avoid becoming lost unless they are using stars to navigate. • If you have access to 6th level breaches, magical attempts to orient oneself learn one’s location such as lay of the land, commune with nature, detect city, or know direction automatically fail. Furthermore, spells to find saftey or a path fail in the area. Marrow effects: Unattended objects (other than dead bodies) tend to simply get lost, no matter how much attention is paid to them. If left unattended for 1d4 hours, an object may vanish, never to be seen again. This only occurs when nobody is looking but can occur in the blink of an eye if necessary. • If you have access to 3rd level breaches, major features in the area seem to shift so frequently (only when nobody is looking) that it is impossible to orient yourself by nonmagical means. Creatures take a –10 penalty on survival checks to navigate. • If you have access to 5th level breaches, creatures begin to disappear just like objects. Each hour, there is a cumulative 1% chance that a creature that is lost will simply vanish. This can only occur if the creature is unwatched and alone, and can only be reversed by a wish or boon or other significantly powerful magic. You are not at risk for this effect.

Endless Rage Incursion Periphery Range: 1 Mile

1 Mile Marrow Range: 200 feet

200 feet Duration: Two Days …Even we are part of the multiverse’s protection. The presence of the far realms angers those who are sane. In this way, we will band together and eliminate the source. If this tendency were used against us, however… — Sion Ponure, Codex Vesania: Conclusion Periphery effects: All sentient creatures within range become enraged and irritable. They are unusually neutral or unfriendly they aren't actively friendly with. • If you have access to 2nd level breaches, all sentient creatures within range have advantage against calm emotions effects and diplomacy checks against them take disadvantage. • If you have access to 4th level breaches, all sentient creatures within range are significantly more unfriendly or hostile towards creatures they aren't actively friendly with. • If you have access to 6th level breaches, all sentient creatures within range gain a +2 bonus to strength and constitution checks and can’t cast spells or use charisma- or intelligence- based checks unless they first succeed on a DC 13 concentration check. Marrow effects: All sentient creatures within range gain advantage on strength based attacks and saves, but attacks against them have advantage. • If you have access to 3rd level breaches, all sentient creatures within range lose the ability to use tactics, becoming unable to provide flanking, aid another, ready an action, or use the disengage or dodge actions. • If you have access to 5th level breaches, all sentient creatures within range are unaffected by fear effects. Empty Eons Incursion Periphery Range: 15 Miles

15 Miles Marrow Range: 3 miles

3 miles Duration: Two Days True timelessness is beyond what you see on the astral plane. Though time seems to stand still on that plane, time continues to pass back home at a constant rate. In the far realms, everything is simultaneous. Past, present, and future are united as a single form. I tell you that the world is doomed for I know it. I have seen the end of the multiverse — Sion Ponure, Codex Vesania: Beyond Reality Periphery effects: Time seems to move slower for everyone within the area. Although they gain no additional actions, days and nights seems longer and each second seems like several. All creatures within the area gain advantage on Dexterity saves as a result. • If you have access to 2nd level breaches, all sentient creatures within range have advantage against calm emotions effects and diplomacy checks against them take disadvantage • If you have access to 4th level breaches, the natural healing process slows to a crawl for all within range. Creatures within range heal and regain hit dice once every 7 long rests. • If you have access to 6th level breaches, the aging process is nearly halted within the area. All creatures in the area age at a rate of one day per week. Marrow effects: Although time seems to slow down for all within the area, those within the marrow also seem to have time speed up for them. This disorienting experience causes disadvantage on dexterity based skills. • If you have access to 3rd level breaches, the sped up perception of time makes fast movement a disturbing and stomach-churning experience. If anyone in the area takes a dash action, they become nauseated, gaining the Poisoned status for one round. • If you have access to 5th level breaches, magic quickly ends within the area. All spells cast within the area have their duration halved. Likewise, all spell effects brought into the area have their remaining duration halved.

Abberations I tell you what, mates, I mean I- flesh and teeth and tentacles would have been far preferable to fight. Have you never seen an octopus? They're odd, uncanny even, but hardly the sort of thing that would drive a man mad, just to look at it. No, what we fought was... it was... It wasn't. It shouldn't have been there. We shouldn't have been there! By the gods, what was that thing? What is this? No! No! Dear Gods No! --- Accounting of a nameless adventurer, immediately followed by self mutilation. Creatures of the Far Realms The nonsencial maddening nature of the far realms, and some of the less stable intruders into our realm have typecast the creatures of the far realms- and indeed, such things are quite likely to spring fully formed out of the nearest pocket of meat and chaos. However, other denizens can be less tangible things. Memory and nightmare given form, whirling semicoherent clouds of madness, and twisted remanants of foolish or unlucky explorers all dwell within its depths. No words of mortal make can fully describe such things, but below we shall pen our best effort, that others be aware of the dangers they pose. Heresy Elmentals A low whisper precedes the appearance of this odd monster. Before you stands a solid black figure with arms that seem to unravel into writhing black tendrils and no face to speak of. Upon closer inspection, what previously looked like black skin is in truth a continuous flow of text written in every language. Low murmurs surround the creature as it approaches. A Blasphemous Birth. Although it never actually appears within them, scholars have managed to relate this form of elemental to the Far Realms. Heresy Elementals appear to be just that, elementals composed of blasphemous and heretical text and speech. The deeper one looks into its being, they say, the worse that the blasphemies become. As it is well-known that even knowledge of the Far Realms keeps us linked to it, some sages think that Heresy elementals both represent that link, and are born from it. A Memetic Plauge. Heresy Elementals desire the spread of knowledge above all else, specifically that which is considered taboo, forbidden, or heretical. They will often drift from city to city, searching for those it deems most likely to use or spread the knowledge composing it. Once a suitable target is located, it attempts convince them to begin searching for this information in any way possible. An Uncanny Actor. Some elementals play the villan, framing themselves as a poorly understood threat and ensuring their victims seeks victory through knowledge. Others, attempt to seduce their targets into research simply by spinning semifactual tales of the power it might grant. Still others attempt to start cults, frame an authority, or any number of methods that will result in the spread of dangerous secrets. Lesser Heresy Elemental Medium, Abberation/Elemental Armor Class 15

15 Hit Points 26(4d8 + 8)

26(4d8 + 8) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 14 (+2) 10 (+0) 8 (-1) 16 (+3) Condition Immunities Insane

Insane Senses Darkvision: 60 ft, Passive Perception 12

Darkvision: 60 ft, Passive Perception 12 Skills Diplomacy: +5, Arcana +2, Religion: +1

Diplomacy: +5, Arcana +2, Religion: +1 Languages All

All Challenge 3 (700 XP) Telepathy. The elemental may communicate telepathically with creatures within 100 ft. Ephemeral Presence. The Elemental is Immune to opportunity attacks, ignores difficult terrain, may stand on surfaces that should not bear it's weight (including liquids) and pass through other creatures. Entrancing Aurora. Upon coming within 30 ft, creatures without immunity to charm must make a DC 13 Wisdom save or be hypnotized for 2d4 rounds and left open to suggestions made by the elemental that are not against their nature. Going against a suggestion requires another save. At any point a succesful save is made, the creature gains immunity to this effect for 24 hours and existing suggestions are removed. Haunting Secret. On death, the creature the Elemental deems most responsible is imparted with a fragment of it's knowledge. They gain +3 on any knowledge checks for the next week, but after checks relating to the Far Realms or subjects considered taboo or heretical, the creature must make a DC 15 + (Number of checks made with bonus) Wisdom save, or take 1d6 Int. Wis. and Cha. damage as the Elemental is reborn from their skull. Actions Lash. Melee Unarmed Attack: +4 to hit, reach 1ft., one target. Hit 5 (1d4 + 2) Blasphemous Bellow. Ranged Innate Attack: Wisdom save DC 13, 60 ft. burst, Recharge 6. Creatures that fail their save are paralyzed for 1d4 rounds. Targets cannot be targeted again with this ability for 24 hrs. Additionally, if the creature was under the effects of Entrancing Aurora, they recieve the suggestion that they must research the origins of the elemental. Saves against that suggestion are made with disadvantage.

Greater Heresy Elemental Huge, Abberation/Elemental Armor Class 16

16 Hit Points 60(8d8 + 24)

60(8d8 + 24) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+3) 16 (+3) 10 (+0) 8 (-1) 17 (+3) Condition Immunities Insane

Insane Senses Darkvision: 60 ft, Passive Perception 12

Darkvision: 60 ft, Passive Perception 12 Languages All

All Challenge 7 (2900 XP) Telepathy. The elemental may communicate telepathically with creatures within 100 ft. Ephemeral Existence. The Elemental is Immune to opportunity attacks, ignores difficult terrain, pass through other creatures and objects, and stand without a surface beneath it. Unlike flight, this does not grant immunity to the prone condition. Entrancing Aurora. Upon first coming within 45 ft, creatures without immunity to charm must make a DC 15 Wisdom save or become open to any suggestions made by the elemental until they leave the aurora's range. Attempting to go against a suggestion requires the character make a succesful save against this effect, unless the suggestion goes against their nature or morality. At any point a succesful save is made, the creature gains immunity to this effect for 24 hours and existing suggestions are removed. Haunting Secret. On death, the creature the Elemental deems most responsible is imparted with a fragment of it's knowledge. They gain +3 on any knowledge checks for the next 2 weeks, but after checks relating to the Far Realms or subjects considered taboo or heretical, the creature must make a DC 15 + (Number of checks made with bonus) Wisdom save, or take 1d6 Int. Wis. and Cha. damage as the Elemental is reborn from their skull. Actions Lash. Melee Unarmed Attack: +6 to hit, reach 10ft., one target. Hit 12 (2d6 + 4) Blasphemous Bellow. Ranged Innate Attack: Wisdom save DC 15, 60 ft. burst, Recharge 6. Creatures that fail their save are paralyzed for 1d4 rounds. Targets cannot be targeted again with this ability for 24 hrs. Additionally, if the creature was under the effects of Entrancing Aurora, they recieve the suggestion that they must research the origins of the elemental. Saves against that suggestion are made with disadvantage. Combat Whenever possible, Heresy Elementals travel with companions both to take advantage of the paralysis from Blasphemous Bellow and to serve as a target for their Haunting Secret. By taking on the role of an advisor for a leader and acting at their command, they ensure that he or she may be considered at fault for their deaths, raising the likelyhood of their rebirth. Heresy Elementals are straightforward in their fighting, engaging as many people as possible within their entrancing aura before letting loose a blasphemous bellow. Afterwards, they care very little for their own safety due to their trust in their own haunting secret ability. Throughout combat, heresy elementals attempt to cajole and bluff to any opponents who seem to be of an intellectual bent, hoping to get them to perform research of their own, although they are not above imparting forbidden lore directly to their opponent’s mind via telepathy. If possible, it tries to be slain by a target that has fallen victim to both its blasphemous bellow and entrancing aura.

Twisted Form: The Twisted Form is one of many fates that await those who succumb to the madness of the Far Realms. What intelligence they bring to bear is inscrutable, and their self preservation is nonexistent. Twisted Forms are a crazed, distorted, blight on space and time. A Terrible Fate. Too much knowledge or contact with the Far Realms is always dangerous, but only for the lucky is it fatal. If a sapient becomes attuned enough to channel the eldritch energies without possessing the force of personality to maintain their self image, they quickly erode into a Twisted Form. No force but Wish or Miracle has been able to revive these beings, and such souls barely last minutes before reverting into the monstrosity once again. Abberant Energies. Unconciously channeling the powers of the Far Realm, Twisted Forms warp both themselves and their surroundings to better fit their eldritch view of reality. While less insidious than the typical manifiestations of the Far Realms, Twisted Forms will not stop spreading corruption until they die, and must be immediately put down before the overt physical manifestations bleed into the flow of time and space. Mind of a Madman. Twisted Forms are a glimpse into the self image of a madman. As the creature struggles to remeber it's identity they flicker and warp and twist, a humanoid only in the most abstract sense. Torso, head, arms- Two? Three? How big? How long? A face with eyes and nose and eyes and mouth and eyes... A surge of rage, a second's distraction, and the structure collapses, vanishes, and a snaps back- now unrecognizeable as their previous self. Combat While sometimes sent to trouble the foes of the greater beings of the Far Realms, Twisted Forms have no allies and cannot recognize friend from foe, let alone act with forethought. Twisted forms are almost always encountered solo, or in an outbreak of their kind. Twisted Forms fight like the monster in nightmare. Lumbering, clumsy and slow, yet somehow always just behind you and never, ever giving up. They stumble and Flicker into the largest concentration of living beings they can, then lash out with their inconsistently numbered appendages to snatch victims and future bludgeons. If they have actions to spare, they immediately let loose with a Distortion Breach to hamper any nearby foes and prevent their escape and follow up with as many Slam attacks as possible. Twisted Form Large Abberation, Chaotic Evil Armor Class 16

16 Hit Points 47 (10d10-8)

47 (10d10-8) Speed 20ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 6 (-2) 13 (+1) 11 (+0) 6 (-2) Condition Immunities Grappled, Restrained, Prone, Confused, Insane, Charmed, Frightened

Grappled, Restrained, Prone, Confused, Insane, Charmed, Frightened Damage Immunities Psychic

Psychic Damage Resistances: Bludgeoning, Piercing, Slashing

Bludgeoning, Piercing, Slashing Senses Darkvision: 45 ft, Passive Perception 10

Darkvision: 45 ft, Passive Perception 10 Languages Common

Common Challenge 4 (1100 XP) Aberrant Existence. Succesful Melee weapon attacks against a Twisted Form apply a stacking, -1 penalty to each attack and damage roll with that weapon. Coming into extended physical contact with the Twisted Form (Including being grappled but not being struck) causes the player to take a stacking, -1 penalty to their Armour’s AC bonus per turn. If creature is not wearing armor, they take 1d4 force damage instead. Magical Armor and Weapons begin to spark and flicker until they reach -5, at which point they will revert to an unpenalized, unenchanted object. Before this point, a character trained in Arcana may stabilize the item and remove the penalty with an hour long Arcana check (DC 10+ penalty value) Unenchanted objects warp until at -5 they simply shatter. Until then, a craftsman with the appropriate tools can repair them for (25*penalty value) gp worth of work and materials. Rupture. Upon reaching 0 hitpoints, the Twisted Form destabalizes and the chaotic energies within consume it utterly. Distortion Breach immediately triggers, and the Twisted Form vanishes without a trace. Actions Slam. Melee Unarmed Attack: +3 to hit, reach 10ft., one target. Hit 7 (1d6 + 3) Additionally, one grappled foe takes 1d4 bludgeoning damage Ensnare. Melee Unarmed Attack: 2 Targets within 10 ft. Each target makes a DC 15 Dexerity check. On failure, the target takes 1d4 bludgeoning dmg and is grappled. No more than 3 targets can be grappled at one time. Multi Attack. The Twisted Form makes up to 3 Slam attacks.

Legendary Actions The Twisted Form may take 3 actions choosing from the options below. Only one Legendary Action may be take