Abhorsen “Ranna," she said aloud, touching the first, the smallest bell. Ranna the sleepbringer, the sweet, low sound that brought silence in its wake. "Mosrael." The second bell, a harsh, rowdy bell. Mosrael was the waker, the bell Sabriel should never use, the bell whose sound was a seesaw, throwing the ringer further into Death, as it brought the listener into Life. "Kibeth." Kibeth, the walker. A bell of several sounds, a difficult and contrary bell. It could give freedom of movement to one of the Dead, or walk them through the next gate. Many a necromancer had stumbled with Kibeth and walked where they would not. "Dyrim." A musical bell, of clear and pretty tone. Dyrim was the voice that the Dead so often lost. But Dyrim could also still a tongue that moved too freely. "Belgaer." Another tricksome bell, that sought to ring of its own accord. Belgaer was the thinking bell, the bell most necromancers scorned to use. It could restore independent thought, memory and all the patterns of a living person. Or, slipping in a careless hand, erase them. "Saraneth." The deepest, lowest bell. The sound of strength. Saraneth was the binder, the bell that shackled the Dead to the wielder's will. And last, the largest bell, the one Sabriel's cold fingers found colder still, even in the leather case that kept it silent. "Astarael, the Sorrowful," whispered Sabriel. Astarael was the banisher, the final bell. Properly rung, it cast everyone who heard it far into Death. Everyone, including the ringer.” Shepherds of the Dead Guiding the souls of the dead from the Material Plane to the Astral Plane and beyond. The Abhorsen is a hereditary duty, passed down in a bloodline, a solemn duty carried out by those with an affinity for and resilience to necromantic magic. With a series of bells strapped around their torso they are able to weave magic through musical means to command the dead and influence the living. Their magic is intrinsicly interwoven with music, even the whistle of an adept Abhorsen can be enough to send a listener into a deep sleep. An Abhorsen uses their control over the dead to guide them to a place of rest. To command the dead to assume power for themselves is strictly against their duty and morality. The few who exist find themselves to be mistrusted and feared by the majority who do not distinguish their practice from Necromancy.

The Abhorsen Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 2 — — — — — — 2nd +2 Fighting Stlye, Ranna the Sleeper 2 2 2 — — — — 3rd +2 Mosrael the Waker, Runic Weapon +1 2 2 3 1 — — — 4th +2 Ability Score Improvement 2 3 3 1 — — — 5th +3 Extra Attack, Kibeth the Walker 2 3 4 2 — — — 6th +3 Dyrim the Speaker 2 3 4 2 — — — 7th +3 Belgaer the Thinker 2 4 4 3 1 — — 8th +3 Ability Score Improvement, Astral Projection 2 4 4 3 1 — — 9th +4 Runic Weapon +2 2 4 4 3 2 — — 10th +4 Saraneth the Binder 3 4 4 3 2 — — 11th +4 — 3 5 4 3 3 — — 12th +4 Ability Score Improvement, Runic Weapon +3 3 5 4 3 3 — — 13th +5 Astarael the Sorrowful, Astral Projection 3 5 4 3 3 1 — 14th +5 Master of Bells 3 5 4 3 3 1 — 15th +5 ─ 3 6 4 3 3 2 — 16th +5 Ability Score Improvement 3 6 4 3 3 2 1 17th +6 Necromancer's Bane 3 6 4 3 3 2 2 18th +6 ─ 3 6 4 3 3 3 3 19th +6 Ability Score Improvement 3 7 4 3 3 3 3 20th +6 Shepherd of the Dead 3 7 4 3 3 3 3

Class Features As an Abhorsen, you gain the following class features. Hit Points Hit Dice: 1d8 per Abhorsen Level

1d8 per Abhorsen Level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hitpoints at Higher Levels: 1d8 (or 5) + your Constitution Modifier per cleric level at 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords

Simple Weapons, hand crossbows, longswords, rapiers, shortswords Tools: One musical instrument, Bells of the Abhorsen Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Performance, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a longsword(b) a rapier (c) any two simple weapons

(a) an explorers pack or (b) an entertainers pack

Leather armor and a hand crossbow Spellcasting Baring an innate spellcasting ability you are able to master a basic repetoir of spells. Your true power however lies in your ability to wield music to charm and command both the dead and the living. Cantrips You know two cantrips of your choice from the abhorsen spell list. You learn additional abhorsen cantrips of your choice at higher levels, as shown in the Cantrips Known column of the abhorsen table. Spell Slots The abhorsen table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell ray of sickess and you have a 1st-level and a 2nd-level spell slot available, you can cast ray of sickness using either slot. Spells Known of 2nd Level and Higher You know two 1st-level spells of your choice from the Abhorsen Spell list. The Spells Known column of the abhorsen table shows when you learn more abhorsen spells of your choice. Each of these spells must be of a level for which you have the spells slotsl. For instance, when you reach 3rd level in this class you can learn one new spell of 1st or 2nd level.























































Additionally when you gain a level in this class you can choose one of the abhorsen spells you know and replace it with another spell from the abhorsen spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your abhorsen spells, since the power of your magic is imbedded in your ability to infuse your magical affinity with music. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use you Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.



Spell save DC = 8 + your proficiency bonus + your Charisma modifier



Spell attack modifier = your proficiency bonus + your Charisa modifier



Spellcasting Focus You can use your musical instrument as a spell casting focus and can fulfil the verbal and somatic components of a spell whilst using it.



Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.





Defense While you are wearing armour, you gain +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.



Bells of the Abhorson Starting at 2nd level you begin gaining the skills required to safely utilise your bells. You gain access to bells as shown in the bandoleer table. As an action you may unholster a single bell and sound it producing one of the effects listed on the bandoleer table. Should a bell be used by someone who is not the abhorsen the effect of the bell also affects the user. Whilst wielding one of the 7 bells you are considered as having the spell associated with that bell prepared and it does not count against your number of spells known.

Using a Bell A spell slot is not required to use one of the bells and material components are not needed. However a performance check is required to establish the abhorsen's effectiveness with the implement. You may use the bells a number of times equal to your your charisma modifier. You regain all uses of your bells after completing a long rest.

Bandoleer Abhorsen Level Bell Effect Perfomance DC 2nd Ranna the Sleeper Sleep, Find Familiar 10 3rd Mosrael the Waker Transfer of Life 11 5th Kibeth the Walker Turn Undead 12 6th Dyrim the Speaker Silence, Speak with Dead, Compel Undead 12 7th Belgaer the Thinker Modify Memory 14 10th Saraneth the Binder Control Undead 16 13th Astarael the Sorrowful Mass Powerword: Kill 20

Ranna The Sleeper is the smallest of the bells and sounds with a sweet and seductive chime. On a failed performance roll the abhorsen is targeted by the sleep spell. If using the bell to find familiar and the performance fails the spell has no affect.





Mosrael The Waker is seldom used, it is used to call the dead back to life in return for plunging the user into death.

Transfer of life - As part of your action when using this bell on a successful performance roll you make cast the resurrection spell. In addition to the spell effect the use of this bell also instantly kills the ringer, sending their spirit to the Astral Plane. A failed performance roll causes the bell to reduce you to 0 hit points with no transfer taking place.

Kibeth The Walker can give the dead movement or force their spirit back into the Astral Plane.

Turn Undead - As part of your action when wielding this bell each undead that can hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute. A turned creaturemust spend its turns trying to move as far away from you as it can, and it can't willingy move to a space within 30 feet of you. It also cannot take reactions. For it's action it can only take the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Destroy Undead When an undead fails its saving throws against your Turn Undead feature, the creature is instantly destroyed if its challenge rating falls within the performance threshold, as shown in the Destroy Undead table. Destroy Undead Performance Roll Destroys Undead of CR... 12 1/2 or lower 14 1 or lower 16 2 or lower 18 3 or lower 20 4 or lower



Dyrim The speaker gives the dead a voice or takes the voice from a living creature. As an action when using this bell the ringer may either cast the speak with dead spell or may cast the silence spell targeted solely on a single living creature. If the performance DC is failed either the speak with dead effect fails or the silence targets the ringer.

Belgaer The Thinker is a highly intelligent bell requiring a expert handler to stop it from unintentionally sounding. It can give a Dead spirit its memories, and give independent thought, but can just as easily erase either. A successful performance check causes the effect of the modify memory spell to affect the target who can hear it in accordance with the modify memory table. A failed performance roll causes the ringer to lose all memory of the previous 24 hours. This can be negated with a remove curse or a greater restorating spell. Modify Memory Performance Roll Can modify memories within 14 24 hours 16 7 days 18 30 days ago 20 1 year ago 22 any time in the creature's past Saraneth The Binder forces the obedience of the undead who hear her. As part of your action when wielding this bell upon a successful performance roll it is treated as casting Control Undead . A failed performane roll with this bell cause the spell to fail.

Control Undead - The abhorsen may target a single undead creature within 30 feet of themself. The target mus make a Wisdom saving throw, upon a failed save the target undead must obey the commands of the abhorsen for 24 hours or until the abhorsen targets a different undead with the Saraneth.

Astarael The Sorrowful is the final and most feared bell the abhorsen can wield. To hear even the slightest ring from this implement can plunge an unwitting creature straight into the final plane of death. As such this bell is the final resort of a desperate abhorsen, killing all those who hear it ring - abhorsen included. On a failed performance roll all creatures within a 30ft radius of the ringer must make a Constitution saving throw taking 7d8 damage on a fail or half damage on a successful save.

Mass Powerword: Kill - The sounds of Astarael compels all creatures, including the abhorsen, within a 60 foot radius of the ringer to die instantly. If a creature has 100 hit points or fewer it dies instantly, otherwise each target must make a Constitution saving throw taking 7d8 + 30 necrotic damage on a fail or half damage on a successful save. Runic Weapon When you reach 3rd level you begin inscribing your weapon with runes to ward against the undead. After focussing with your weapon for 24 hours you inscribe it with it's first rune conferring a +1 bonus to attack and damage rolls aganst undead. You are able to inscribe a second rune at 9th level and a third rune at 12th level. If you acquire a new weapon you may spend time inscribing a new set of runes up to the level you are capable of inscribing. You must spend 24 hours for each rune you inscribe this way. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twive, instead of once, whenever you take the Attack action on your turn. Astral Projection The abhorsen may spend an hour meditating and project their astral body onto the Astral Plane. The material body you leave behind is unconscious and in a state of suspended animation; it grows cold and gradually begins to frost over. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut - something that can happen only when an effect specifically states that it does - your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, no do they persist when you return to it. The meditation ends when you spend your action to dismiss it. When you awaken you suffer 1 level of exhaustion for every 4 hours you spend on the Astral Plane as your material body begins to freeze. Upon 24 hours, your blood turns to ice in your veins and you die. The effect might also end early if a successful dispel magic spell is used against your astral or physical body. If a your original body or astral form drops to 0 hit points the effect ends. If the effect ends and the silver cord is intact, the cord pulls your astral form back to your body, ending the state of suspended animation. Whilst on the astral plane you are able to detect the presence of a specific spirit that has died within the last 24 hours and passed on to the astral plane. You can detect them within a region of 1 mile from your astral location. After using this feature you must complete a long rest before you are able to again. At 13th level the ritual operates as the spell Astral Projection found in the Players Handbook and no longer causes exaustion.





