Campaign Guide to Nost'Aindor

Barbarian Path of the Dragonfist When the Platinum Dragon taught monks the way of the Dragonfist, the Dragon Queen retaliated by followning in suit. However, she sought the strongest individuals for her order and had her dragon worshippers travel to tribal villages to teach these techniques. A barbarian following the Path of the Dragonfist shuns the use of weapons and instead engages in unarmed combat. They uses their rage to assume draconic features to better sunder their foes. Depending on the colour of the dragon that taught these warriors, the abilities change. See the table below for each colour and the respective element that corresponds to that colour. Chromatic Aspect Colour Corresponding Element Black Acid Blue Lightning Green Poison Red Fire White Cold Martial Arts When you choose this path at 3rd level, you gain proficiency with unarmed strikes. The damage for these attacks is 1d4 + your Strength modifier. The damage die of your unarmed strikes increases as you gain levels in this class. It changes to a d6 at level 5, d8 at level 11 and a d10 at level 17. Chromatic Aspect Also at level 3, when you enter a rage, you gain resistance to the element associated with your Chromatic Aspect. Scales also cover your body for the duration, granting you a +1 to AC. Extended Fists At Level 6, you are able to cover your fists in the elemental energy of your chosen Chromatic Aspect, and also send it a short distance in front of you. Your unnarmed attacks gain reach and count as magical for the purpose of overcoming resistances, and deal the damage type assosciated with your Chromatic Aspect. Elemental Control At level 10, your control over the elements begins to show, allowing you cast a limited amount of magic based on your Chromatic Aspect. You use your Constitution modifier when determining your to-hit and save DC. Spell save DC = 8 + your proficiency bonus + your Constitution modifier. Spell attack modifier = your proficiency bonus + your Constitution modifier. You gain one cantrip which can be used indefinitely. Additionally, you gain a higher level spell that can be used once per long rest. Chromatic Aspect Colour Cantrip Spell (once per long rest) Black Acid Splash Vitrolic Sphere Blue Lightning Lure Freedom of Movement Green Poison Spray Blight Red Fire Bolt Wall of Fire White Ray of Frost Ice Storm Elemental Assimilation At level 14, during your rage you have thick scales cover your body and wings sprout from your back. You gain a flight of speed equal to your walk speed, you gain immunity to the damage type associated with your Chomatic Aspect and instead heal from the damage instead. You cannot heal yourself with your own attacks this way. You also gain an additional feature based on your Chromatic Aspect. Black While raging, attackers take 1d12 damage when hitting you with a melee attack. Blue While raging, you gain +15 to your speed. Green While raging, a cloud of poison surrounds you. Any creature starting it's turn within 10 feet of you takes 2d4 poison damage. Red While raging, your attacks gain a 20ft reach instead of the usual 10ft. White While raging, a cold aura surrounds you. Any enemy starting it's turn within 10 feet of you has their speed reduced by 15 feet until the end of their turn.

Bard College of the Wild Not all Bards are accustomed to the bustle of the city and civilisation, and some simply prefer to be surrounded by nature. The College of the Wild encompasses bards who play their music in nature, or whose music is very tribal, such as a warchant to inspire those who go into battle. One thing all bards of the Wild share is a love for all things nature. They also often have animals at their side, aiding them in battle. Beast Companion When you join the College of the Wild at 3rd level, you learn to use your music and magic to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Work with your DM with what animals you are allowed to have as your beast companion. However, as a general rule of thumb, a CR of no greater than 1/2 is allowed. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is Companions Bond Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Bonus Proficiencies Also at 3rd level, you gain proficiency in all bows, and the Survival and Animal Handling skills, if you do not have them already. Inspiring Assault At 6th level as a bonus action, you can expend one use of your Bardic Inspiration to grant your allies a surge of adrenaline. When you do so, choose a number of creatures you can see and that can see you within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them may use their reaction to take the attack action. Beast Mastery Starting at 14th level, your skills with working with animals have become legendary. You gain advantage on Animal Handling checks to calm creatures, your beast companion gains an extra attack and their attacks count as magical for the purpose of overcoming resistance. Additionally, you may also tame two extra animals, provided they are tiny sized and have a CR of 0 to 1/8. these creatures do not gain any benefits to stats or health but will stay by your side as loyal companions, and assist you in any way they can. College of the Cloth Bard's often love to be heard by many, and there is not many places with as much traffic as the churches of the realm. Being able to preach the word of their deity as well as perform regularly, it is the dream for some. Bards that hail from the college of the cloth share many traits with the clerics of the church, but find music and song to best serve their deity. Additionally, a large amount of knowledge in relation to religeon allows for easier infiltraition of enemy churches, where a bard can convert

Clergy Training When you join the College of the Cloth at 3rd level, Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a bard cantrip or a bard spell of 1st level or higher, you can choose the new spell from the cleric spell list or the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you. Additionally, you gain proficiency in the Religeon skill if you do not have it already. Holy Mitigation Also at 3rd level as a reaction, you can expend one use of your Bardic Inspiration to prevent an ally from harm. When an ally takes damage from an attack or spell, you can reduce the damage by 8 points. The number of mitigated hit points increases when you reach certain levels in this class, increasing to 12 at 5th level, 16 at 10th level, and 20 at 15th level. Potent Healing At 6th level, the combination of your bardic and clerical knowledge has allowed your healing spells to become more potent. When rolling for how much healing a target recieves, you may re-roll any ones and twos originally rolled on the die. You must keep the new result Holy Aura Starting at 14th level, you constantly emit an aura around you, allowing your allies to stay alive for longer. Any ally that starts it's turn within 20 feet of you gains 1d4 to their next attack roll or saving throw. This includes death saving throws for unconscious allies.



Cleric Desert Domain Domain Spells You gain domain spells at the cleric levels listed in the Desert Domain Spells table. See the Divine Domain class feature for how domain spells work. Desert Domain Spells Cleric Level Spells 1st Searing Smite, Earth Tremor 3rd Dust Devil, Gust of Wind 5th Wall of Sand, Wind Wall 7th Hallucinatory Terrain, Otiluke's Resilient Sphere 9th Control Wind, Flame Strike Bonus Proficiency At 1st level, you gain proficiency with martial weapons. Sand Shield At 1st level, you gain the ability to defend yourself at the last second by manipulating sand or earth. If a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to be blocked and leae you unharmed. You may use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Sand Clones Starting at 2nd level, you can use an action to use your Channel Divinity to create two sand clones at seperate points you choose within 20 feet. These clones last 1 minute or until dispelled with a bonus action The clones resemble your body shape and are capable of interacting with items, attacking and grappling enemies. As a bonus action you may give the clones a regular and a movement action. Sand Clone Medium construct , Lasts 1 minute. Armor Class 10 + Your Dexterity Modifier

10 + Your Dexterity Modifier Hit Points 3 x Cleric level

3 x Cleric level Speed 15ft. Shares Ability Scores with the Creator Actions Pummel. Melee Natural Weapon Attack: Proficiency + STR Modifier to hit, reach 5ft., one target. Hit 1d4 + STR Mod bludgeoning damage Channel Divinity: Quicksand At 6th level, you may use your Channel Divinity to create an area of violent quicksand, trapping your foes. Choose a location within 60ft, a radius of 20ft from that point becomes quicksand, spiralling inward for the next 30 seconds. Any enemies currently in the zone or who move into the zone must pass on a Strength saving throw of your spell save DC or be pulled 10ft towards the centre and be restrained. If a creature is in the centre of the quicksand they take 2d8 bludgeoning damage at the start of their turn, plus an additional d8 for each additional enemy stuck in the centre with them. Targets affected may repeat the saving throw at the end of each of their turns. A creature who successfully passes the save moves out of the zone. Divine Strike Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Obscuring Sand At 17th level, sand protects you as you cast spells. Whenever you cast a cantrip or spell, all enemies within 10ft of you must make a strength saving throw of your spell DC or be blinded for 1 minute. They may repeat the saving throw at the end of each of their turns.

Hydrosophist Domain Domain Spells You gain domain spells at the cleric levels listed in the Hydrosophist Domain Spells table. See the Divine Domain class feature for how domain spells work. Hydrosophist Domain Spells Cleric Level Spells 1st Fog Cloud, Ice Knife 3rd Misty Step, Snilloc's Snowball Swarm 5th Sleet Storm, Tidal Wave 7th Control Water, Ice Storm 9th Cone of Cold, Maelstrom Bonus Cantrip At 1st level, you can choose to gain either the Shape Water or Frostbite cantrip. This does not count towards the maximum number of cantrips known. One with Water and Ice At 1st level, you can breathe air and water, you gain a swim speed equal to your walking speed and you do not suffer the ill effects from from cold environments or weather. Additionally, you gain proficiency with all polearms and do not suffer disadvantage when attacking with them underwater. Channel Divinity: Internal Freezing Starting at 2nd level, you can use an action to use your Channel Divinity to slow down enemies by lowering their body temperature. Choose a number of creatures within 40ft up to your Wisdom Modifier (minimum of 1). Each target must succeed on a Constitution saving throw or be affected by this cold for up to one minute. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. A creature affected by this spell makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it. Ice Walker At 6th level, you gain the ability to freeze the ground as you walk. This gives you the ability to walk on water, create icy terrain, or easily stamp out fire. This frozen ground lasts for 5 minutes, after which it melts. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with an icy chill. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8. Water Dome At 17th level, you can bring the ocean to you. With an action, you conjure a dome of water spreading out 50 feet in all directions (excluding below) with you at it's centre. In this zone your speed is tripled, you do not provoke opportunity attacks and you gain an additional melee attack against every enemy inside the dome. All creatures and objects within the sphere are subject to the rules of underwater combat as described on page 198 of the player’s handbook. The sphere dissipates after 1 minute or if you dismiss it. Once you use this feature, you cannot use it again until you complete a long rest. Scale Domain Domain Spells You gain domain spells at the cleric levels listed in the Scale Domain Spells table. See the Divine Domain class feature for how domain spells work. Desert Domain Spells Cleric Level Spells 1st Speak with Animals, Zephyr Strike 3rd Dragons Breath, Pass Without Trace 5th Meld Into Stone, Enemies Abound 7th Freedom of Movement, Greater Invisibility 9th Skill Empowerment, Wrath of Nature

Bonus Cantrip At 1st level, you gain the Poison Spray cantrip. This does not count towards the maximum number of cantrips known. Scale Skin As a gift from your god, you slowly take on a more reptile-like appearance. Parts of your skin are covered by a thin sheen of serpent-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier Speak with Reptiles At 1st level, using your god as a conduit, you are able to communicate with reptiles. For one minute you can speak to any scaled creatures within 60ft telepathically. During this communication they can understand you perfectly and can communicate simple phrases back. Any attempts to persuade a reptile to help you with a task have advantage and during this time, they will appear friendly towards you. You may use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity: Gaze of Fear At 2nd level you may use your Channel Divinity to strike fear into those who are currently able to see your eyes. As an action, select up to 5 creatures. They must pass a Charisma saving throw of your spell DC or be frightened for 1 minute. Targets affected may repeat the saving throw at the end of each of their turns. If the target takes damage they repeat the saving throw with advantage. Vibration Sense At 6th level, you learn how to sense vibrations in the earth around you. You gain tremorsense at a range of 20ft. Divine Strike Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. True Scales At 17th level, your skin has further hardened and with it has come new traits. your unarmored AC increases by 2, you have advantage on saving throws against being poisoned and resistance to poison damage. You are also able to shed your skin and cast off ailments of your body. once per week, you can spend one hour to shed your skin. This gives the following benefits: Curing of 1d4 diseases

Reduction of exhaustion level by 1

Restore up to half of your total hit die

Monk Way of the Dragonfist An ancient order of monks, the original users of the Dragonfist were said to be taught by the Platinum Dragon himself. These monks are able to harness a fraction of the power that dragons have, and are naturally sturdier than some other schools of monks. The Platinum Dragon assigned many metallic dragons to teach the various schools across the land, and from this, differences in abilities have risen. Depending on the colour of the dragon that taught these monks, the abilities change. See the table below for each colour and the respective element that corresponds to that colour. Metallic Aspect Colour Corresponding Element Brass Fire Bronze Lightning Copper Acid Gold Fire Silver Cold Draconic Skin At 3rd level, you gain a natural toughness as a light layer of scales covers parts of your body. You gain a permanent +1 to AC. Additionally, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. Dragon Strike Also at 3rd level, you can imbue some of your strikes with the element of your Metallic Aspect. Once per round, after hitting with an unnarmed strike, you can spend two ki points to deal bonus damage equal to half your monk level rounded up, as well as an additional affect. The damage type and bonus effect corresponds to your Metallic Aspect. The bonus effects are listed below: Brass Sleeping Strike. Target must make a Constitution saving throw against your Ki save DC. If they fail cast the sleep spell at 1st level, targetting only them.

Sleeping Strike. Target must make a Constitution saving throw against your Ki save DC. If they fail cast the sleep spell at 1st level, targetting only them. Bronze Repulsion Strike. Target must make a Strength saving throw against your Ki save DC. If they fail they are pushed up to 20 feet backwards.

Repulsion Strike. Target must make a Strength saving throw against your Ki save DC. If they fail they are pushed up to 20 feet backwards. Copper Slowing Strike. Target must make a Strength saving throw against your Ki save DC. If they fail then their speed is halved for 1 minute. They may repeat the saving throw at the end of each of their turns.

Slowing Strike. Target must make a Strength saving throw against your Ki save DC. If they fail then their speed is halved for 1 minute. They may repeat the saving throw at the end of each of their turns. Gold Weakening Strike. Target must make a Constitution saving throw against your Ki save DC. If they fail then they have disadvantage on all attack rolls until the end of their next turn.

Weakening Strike. Target must make a Constitution saving throw against your Ki save DC. If they fail then they have disadvantage on all attack rolls until the end of their next turn. Silver Paralyzing Strike. Target must make a Constitution saving throw against your Ki save DC. If they fail they become paralyzed until the end of their next turn Extended Fists At Level 6, you are able to cover your fists in the elemental energy of your chosen Metallic Aspect and also send it a short distance in front of you. Your unnarmed attacks gain reach and deal the damage type assosciated with your Chromatic Aspect. Eyes of the Dragon At 11th level, your training has caused your eyes to become magically empowered and take on a more dragon-like appearance. You gain expertise in the perception skill and gain truesight to a range of 20 feet. Metallic Assimilation At 17th level, your mastery of the way of the Dragonfist allows you to enter a powerful draconic state briefly, causing your eyes to glow, thick scales to cover your body and wings to sprout from your back. At the cost of 5 ki points you can enter this state and gain the following benefits: You gain a flight of speed equal to your walk speed, you gain immunity to the damage type associated with your Metallic Aspect and instead heal from the damage instead. You cannot heal yourself with your own attacks this way. You also gain an additional feature based on your Metallic Aspect. Brass Enemies starting their turn within 10 feet of you are burned for 2d6 fire damage.

Enemies starting their turn within 10 feet of you are burned for 2d6 fire damage. Bronze You gain +15 to your speed.

You gain +15 to your speed. Copper Your unnarmed strikes deal an additional d8 of acid damage. These attacks do double damage to organic objects.

Your unnarmed strikes deal an additional d8 of acid damage. These attacks do double damage to organic objects. Gold Your deflect missiles feature can be used on spells of 3rd level or lower.

Your deflect missiles feature can be used on spells of 3rd level or lower. Silver Enemies starting their turns within 10 feet of you must make a Wisdom saving throw of your Ki save DC or be frightened until the start of their turn.

Rogue Blutweber You have undergone a ritual known as the sanguine rite, allowing you to use blood to create weapons, protect yourself and devastate your enemies. Maybe you come from a group of assassins who have undergone this ritual together, or you have found it in an old tome. Regardless, you are never truly unarmed. Blood Hardening Starting at 3rd level, you gain the ability to crystallize your own blood, creating weapons and small objects that last 1 hour before crumbling. Blood hardening gives you the following benefits: You may create any weapon you know of that can fit in one hand. After creation, you must roll the weapon's damage die and take damage equal to what you roll.

You can also create objects that are small enough to fit in your hand, such as a key or vial. doing this causes you to take your proficiency bonus in damage. Additionally, in combat when you first go below half health, you gain temporary hit points equal to your rogue level. Once you have gained these hit points, you cannot do so again until you complete a long rest. Analyze Blood Also at 3rd level, you are able to learn a number of qualities of a creature by consuming an ounce of their blood, granted it has not existed outside it's source for a week or greater. When consuming the blood, you learn the following: The creature's type.

The creature's age.

If the creature is poisoned or diseased.

The direction of the creature currently. You may use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Coagulation Starting at 9th level, when you hit with a weapon attack, you may choose to deal 2 damage to yourself to send a slither of blood into the enemies wound, at a maximum of 5 charges per enemy. As a bonus action, this blood can be crystallized and forced from the body, dealing 1D4 necrotic damage per stack. This damage increases to 1D6 at 1th level and ccannot trigger sneak attack. Improved Blood Hardening At 13th level, your weapons created from your blood are much more deadly, counting as magic +1 weapons for the sake of damage. The health cost for smaller items is lowered to half your proficiency bonus (rounded up) and you can also create items as large as a round shield, at the cost your proficiency bonus in damage. Blood Precision When you reach 17th level, your knowledge of where blood flows most allows you to strike with deadly precision. You now hit critical strikes on a roll of 19 or 20.

Judgement You are a member of the church, however your role is often kept secret. Being a rogue of Judgement means your tasks involve anything between keeping clergy secrets, finding holy artifacts and exterminating enemies of your deity. Divine Spellcasting When you reach 3rd level, you gain the ability to cast spells. Cantrips. You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level. Spell Slots. The Judgement Spellcasting 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 Guiding Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Guiding Bolt using either slot. Spells Known of 1st-Level and Higher. Choose a Cleric Domain. You know three 1st-level cleric spells of your choice, two of which you must choose from the chosen Domain's spell list.

The Spells Known column of the Judgement spellcasting table shows when you learn more cleric spells of 1st level or higher. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the cleric spell list. Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier. Judgement Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 7th 3 5 4 2 — — 8th 3 6 4 2 — — 10th 4 7 4 3 — — 11th 4 8 4 3 — — 13th 4 9 4 3 2 — 14th 4 10 4 3 2 — 16th 4 11 4 3 3 — 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 Bonus proficiencies At 3rd level, you gain proficiency in the Religeon and History skills from the education you gained from the church. Additionally, you have recieved special training in the use of exotic sickles and scythes as weapons to use when eliminating threats. Below are the statistics for these weapons for you. Name Cost Damage Weight Properties Exotic Scythe 40 gp 1D8 Slashing 6 lb. Finesse, light, reach, two-handed Exotic Sickle 20 gp 1D6 Slashing 3 lb. Finesse, light Divine Healing Starting at 9th level, you gain the ability to beckon your god to empower a single-target healing spell of your choice. Doing this adds your sneak attack die to the healing recieved. Once this feature has been used, it cannot be used again until you finish a long rest.

Religeous Guise At 13th level, your knowledge of churches has given you the ability to easily infiltrate the ranks of religeous groups. You gain advantage on any religeon-based disguise checks and advantage on any Charisma checks for passing yourself off as a member of that group. Sworn When you reach 17th level, divine energy has filled your entire being. Your sneak attack die does radiant damage (necrotic if your follow an evil deity) and resurrection spells have no material cost when used on you.

Paladin Oath of the Depths The Oath of the Depths is filled with paladins who either feel a tie to the sea or who are from the depths themselves. They are strong-willed and easily adaptable to situations. They seek the power to control the flow of combat and turn the tides of battle when need be. Vanquishing the creatures who may harm the sea or upset the balance of nature, these paladins do not rest until the tides are calm once again. Paladins of the Depths are also commonly hired by large shipping charters, where they help protect the vessel while also spreading wors of their religeon Tenets of the Depths The tenets of the Depths are oft recited by their faithful, often by lakes, coasts and other sources of water. Be Adaptable. Face all obstacles that come your way with a level head and adapt as needed. Being stubborn will only do you a disservice. Be a Protector. The world is a dangerous place, and many get caught in its current. Help guide these souls to a safer place. Be Tenacious. If an enemy has wronged you, those you care about or the balance of nature, seek justice against them with all your might. Decide and mete out punishments as you deem fit, as no two situation are the same. Be a Wave of Hope. To all those who have little, to those who have suffered hardship, show kindness. Always make the time to inspire these people and leave them in a better state than when you found them. Oath of the Depths Spells Paladin Level Spells 3rd Absorb Elements, Ice Knife 5th Dragon's Breath, Snilloc's Snowball Swarm 9th Tidal Wave, Wall of Water 13th Control Water, Watery Sphere 17th Circle of Power, Cone of Cold Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Hydro Shield. You can use your Channel Divinity to create a protective barrier around an ally. As a reaction when a creature within 30 feet of you takes damage, you can create a barrier of shifting water to form around it, protecting it from harm. This barrier lasts up to 1 minute and provides temporary hit points equal to 2 times your Paladin level. Nevermove. You use your Channel Divinity to send out a wave of ice 10ft in all directions, centred on you. As an action, each creature you within 10 feet of you has to make a Strength saving throw of your spell DC or have their feet trapped in ice, bringing their speed to 0. The ice lasts one minute or until the ice is broken with a Strength saving throw of your spell DC Aura of the Depths At 7th level, your water-like attributes allow your allies to move with more freedom. Whenever a creature starts its turn within 10 feet of you, it gains advantage on saving throws against being restrained, paralyzed, slowed, stunned or moved against their will until the beginning of their next turn At 18th level, the range of this aura increases to 30 feet. Unstoppable Speed Starting when you reach 15th level, you become unhassled by changes in your environment. You gain a +10 to your speed, ignore difficult terrain and your climb and swim speed become the same as your base speed. Champion of the Depths At 20th level, you can assume the form of the Champion of the Depths. Armor made of ice coats your body and water surrounds you on the ground and propels you forward. Using your action, you undergo a transformation gaining the following benefits for 1 minute: At the start of each of your turns, you gain 15 temporary hit points. these are non-cumulative.

Your speed is doubled and you do not provoke opportunity attacks.

Enemies that start their turn in your Aura of the Depths take 10 cold damage. Once you use this feature, you can’t use it again until you finish a long rest.

Races of Nost'Aindor

Gleidhid During the Time of Anger in 880, many monstrous creatures and demons ran rampant across the world of Nost'Aindor. Three gods of nature intervened directly by making a race to protect lands that humanoids struggled to live in, both by driving out these forces of evil and by helping those in need in these areas. These creatures were known as the Gleidhid. Territorial Wardens Gleidhids were created to be guardians of their territory. These areas were deserts, oceans and swamps, each of which correspond to a different god who made them. Chelon, The Wavemaker, made the Oceankin

Onyxstrasz, The Shapechanger, made the Swampkin

Zulrae, The Sand Serpent, made the Desertkin They often keep to themselves and stay in their tribes, unless danger calls them. Fighters of Fear Gleidhids were not given the option of fear when they were created, they believe their cause to be noble and take it very seriously. Should an individual be frightened in their terrirotry, Gleidhids will often send scouts to determine the cause. This often leads to protecting creatures or humanoids under attack and then guiding them through the land until they reach a safer location. Many people claim seeing these beings right when they have lost all hope. As the next few decades progressed and the threats to the land returned to their status quo, many Gleidhids lost some of their purpose and began creating villages for their tribe to live in. Some went to travel the world, seeking information and learning the ways of the humanoids they saved so many times before.

Awakened Origins As Gleidhids have only existed for a few hundred years, it is worth thinking about why they would start adventuring. They might have recieved a divine call to travel the land and help others or their curiosity simply might of gotten the better of them. Work with your DM about why your character might of begun their adventuring life.













Small Tribes The Gleidhid body is only capable of giving birth once every 50 years. Parent's spend a lot of time and energy into raising their young, often leading to strong familial bonds. Tribes consider every member a part of the same family, as they were all brought to life by their respective god., Gleidhid Names Gleidhid surnames often represent what they do, however all surnames end with 'kin' and all first names end with an r. They like to keep their first name simple and the idea of a first name that is more than two syllables baffles them. There are no gendered names for the Gleidhid. Example Gleidhid Names: Andur, Boulder, Desler, Flender, Gelpur, Muldur, Stromner, Sunder, Tunber, Walber

Gleidhid Traits Your Gleidhid has the following racial traits Ability Score Increase. Your Wisdom score

increases by 2. Age. Gleidhids have a long lifespan. They reach adulthood at 40 and can live up to 300 years. Alignment. As natural protectors who follow the law of the land, Gleidhids are typically neutral good. To date, there has been no history of evil gleidhids. Size. Gleidhids stand between 5”5’ and 6”5’ and are typically very wide, weighing between 250 and 400 pounds. Speed. Your base walking speed is 25 feet. Fearless. You are immune to the frightened condition and once per day, you can cast the Calm Emotions spell. Wisdom is your spellcasting modifier for this. Additionally, while in your subrace’s territory, you can detect fear in a 1 mile radius of you. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Home Environment. While in your subrace's territory, you gain 10 speed and ignore difficult terrain. Languages. Common Subraces. Desertkin, Oceankin and Swampkin

Desertkin Desertkin Gleidhids have an appearance that more resembles a Bulette. They gain the following traits. Ability Score Increase. Desertkin often solve the issues of evil through brute force. Your Strength score increases by 1. Additional Language. Terran Natural Armor. You have tough, plated skin. When you aren't wearing armor, your AC is 14 + your Dexterity modifier (max of 2). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Dig and Burrow. Many Desertkin tribes have sections dug out underneath for protection from the sun as well as for storage of goods. You gain a Burrow speed of 15 feet. Oceankin Oceankin Gleidhids have an appearance that more resembles a Whale. They gain the following traits. Ability Score Increase. Oceankin are the most friendly of the Gleidhids, often approaching sailors and helping protect them in exchange for stories. Your Charisma score increases by 1. Additional Language. Aquan Thick Blubber. An Oceankin's blubber helps shake off damage, they reduce incoming nonmagical damage by 1 and have resistance to fire damage. Aquatic Environment. Oceankin are not disadvantaged by underwater terrain, fighting normally while underwater, being able to move their regular speed, as well as breathing water and air. Swampkin Swampkin Gleidhids have an appearance that more resembles a Toad. They gain the following traits. Ability Score Increase. A Swamp environment has strengthened the Swampkin's natural defenses. Your Constitution score increases by 1. Additional Language. Deep Speech Blend in. Swampkin use ambush tactics to their advantage, they gain proficiency in Stealth. Long Tongue. Swampkin have long, powerful tongues. They can be used as a melee attack with reach, dealing 1d4 + your Strength modifier in damage. You are considered proficient when attacking with your tongue.

Classes of Nost'Aindor

The Metamorph

The Metamorph Level Proficiency Bonus Features Chakra Points Metamorphosis CR 1st +2 Metamorphosis, Unarmored Defense, Beast Aspect 1 1/2 2nd +2 ─ 2 1/2 3rd +2 Metamorph Circle 3 1/2 4th +2 Ability Score Improvement 4 1 5th +3 Circle Feature 5 1 6th +3 Improved Beast Aspect 6 1 7th +3 ─ 7 2 8th +3 Ability Score Improvement, Feral Instinct 8 2 9th +4 Circle Feature 9 2 10th +4 Purity of Body 10 2 11th +4 ─ 11 3 12th +4 Ability Score Improvement 12 3 13th +5 ─ 13 3 14th +5 Circle Feature 14 3 15th +5 ─ 15 4 16th +5 Ability Score Improvement 16 4 17th +6 ─ 17 4 18th +6 Timeless Body 18 4 19th +6 Ability Score Improvement 19 5 20th +6 Master Metamorph 20 5



The Metamorph "I'll never forget it, we caught a shark in our nets, but when we brought it aboard, it was not fish but man. In confusion, me men went to attack him but he grew claws sharper than our swords and cut them to pieces. He gave me a long, hard look before growing wings and flying away. No-one believes me to this day." - Arrik "Harpoon" Halvaster Beings of Old In druidic legend, there is a tale of a sect of druids that hold great power. These beings were able to easily change their form from a young age, more so than the circle of the moon. These druids thought that monstrosities such a griffons and manticores had as much right to belong in nature as all beasts, and this led to them being exiled by the other circles. Determined in their way, these druids kept their ideals, and eventually learned to change their form into monstrosities. These were the first Metamorphs. Chakra Over the centuries that followed, the Metamorphs moved from harnessing the divine essence of nature to shape the world around them, to using it to shape themselves. After intense training, they learned to store this energy within themselves and named it 'Chakra'. Drawing from this well of Chakra, they were able to increase their strength, heal quicker and shape parts of their body, such as growing wings or claws. As a Metamorph grows, they are better able to store Chakra within their body. All Chakra points are regained after a short rest. Rare and Misunderstood Most people go their whole lives without meeting a Metamorph, and only descendants of the 3 original druid families have ever been able to learn their ways. When a Metamorph uses their abilities in public, they are normally met with confusion and hostility. Despite this, Metamorphs often take it upon themselves to ensure there is balance in the realm, even if that means saving the people that are hostile towards them.

Quick Build You can make a Metamorph quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution and then either Strength or Dexterity. Second, choose the hermit background. Class Features As a Metamorph, you gain the following class features Hit Points Hit Dice : 1d10 per Metamorph level

: 1d10 per Metamorph level Hit Points at 1st Level: 10 + your Constitution modifier

at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 8) + your Constitution modifier per monk level after 1st Proficiencies Armor : None

: None Weapons Simple weapons

Simple weapons Tools Herbalism Kit

Herbalism Kit Saving Throws Wisdom, Constitution

Wisdom, Constitution Skills Choose two from Acrobatics, Animal Handling, Athletics, Nature, Perception and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a dungeoneer’s pack or (b) an explorer’s pack

Any simple weapon and shortbow with 20 arrows Metamorphosis Starting at 1st level, you can use your action to magically assume the shape of a beast or monstrosity that you have seen before. You can use this a number of times equal to your Wisdom modifier (minimum of 1) . You regain a single use on a short rest and all uses on a long rest. Your Metamorph level determines the creatures you can transform into, as shown in the class table. Additionally, you may spend several uses of Metamorphosis at once, causing the CR to stack, so if a level 1 Metamorph used 2 charges of their Metamorphosis, they could become a CR 1 creature. However, you cannot become a creature with a CR level greater than your Metamorph level minus 1 (minimum of 1). You can stay in your new form indefinitely, however, you cannot regain your expended uses of Metamorphoses until you complete a long rest in your original form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the creature, but you retain your hit points, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part o f a spell, such as call lightning, that you’ve already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece o f equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t w ear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. Beast Aspect Also starting at 1st level, you can use a bonus action to harness energy from your pool of Chakra and change parts of your body to match the form of animals, such as a tiger's claws or a fish's gills. You are considered proficient with any attacks you make in these aspects. A list of beast aspects are listed below. If any ability requires a spell attack or saving throw, Wisdom is your casting ability. Cobra Aspect You may spend 2 Chakra points to briefly gain the venom spitting ability of the cobra and cast Acid Arrow from your mouth. Every Chakra point spent above 2 adds 1D4 damage. Eagle Aspect You may spend 1 Chakra point to grow giant wings for 10 minutes. While you have these wings, you gain a fly speed of 30 feet. Electric Eel Aspect You may spend 1 Chakra point to gain the ability to discharge electricity. For 30 seconds, when you are struck by a melee attack you may use your reaction to deal 1D6 lightning damage to the attacker. This increases by 1D6 for every Chakra point above first. Fish Aspect You may spend 1 Chakra point to gain the gills of a fish. For up to 10 minutes, you are able to breathe underwater. Frog Aspect You may spend 1 Chakra point to cast the Jump spell.

Hippo Aspect You may spend 2 Chakra points to thicken your skin for 1 minute. You gain 5 temporary hitpoints and resistance to nonmagical damage. Scorpion Aspect You may spend 3 Chakra points to grow a giant scorpion stinger from your tailbone for 1 minute. This tail does 1D10 damage with reach and if the attack hits, the target must succeed a Constitution saving throw or take 2D6 poison damage. You may use Strength or Dexterity for these attacks. Spider Aspect You may spend 2 Chakra points to grow spider legs, protruding from your back for 1 minute. During this time, your climbing speed is your normal speed and you can climg vertical and horizontal surfaces. You have advantage on attacks to grapple your target in this aspect. Tiger Aspect You may spend 1 Chakra point to grows claws like a tiger for 1 minute. These claws deal 1D8 slashing tamage and can use Strength or Dexterity for the attack. Octopus Aspect You may spend 2 Chakra points to transform your arm into a giant octopus tentacle for 1 minute. In this form you may lash out with the tentacle for 2D6 bludgeoning damage plus your Strength modifier, this attack has reach. You have advantage on attacks to grapple your target in this aspect. Owl Aspect You may spend 1 Chakra point to gain darkvision for 120 feet, lasting 1 hour. Ox Aspect You may spend 1 Chakra point to have two ox horns grow outside your head for 1 minute. In this aspect, you may use your horns as an unarmed strike which deals 1D6 plus your strength modifier in piercing damage. You also gain advantage on strength saving throws. Additional Aspects At your DM's discretion you may use additional aspects that you are able to think of. Metamorph Circle At 3rd level, you choose to identify with a circle of Metamorphs: the Circle of the Fey and the Circle of the Monstrosity, both detailed at the end o f the class description. Your choice grants you features at 3rd level and again at 5th, 9th, and 14th level. 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.

Improved Beast Aspect At 6th level, you have become so used to your beast forms that you are able to use your Beast Aspects while you have Metamorphed into a beast. Feral Instinct By 8th level, your animal instincts are so honed that you have advantage on initiative rolls. Purity of Body At 10th level, your mastery of Chakra flowing through you makes you immune to disease and poison. Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Master Metamorph At 20th level, you can use your Metamorphosis an unlimited number of times. Metamorph Cicles Being ancestors of only 3 families, Metamorphs recognize each other as brothers and sisters. Regardless of differences, it is rare for Metamorphs to attack or kill one another, as they see it is everyone's job to help balance nature. At a local scale, Metamorphs are organized into circles that share certain perspectives on how they use their abilities. Circle of the Fey The Circle of the Fey hold deep respect for creatures of that origin, and believe in nurturing all beings. Fey Form When you choose this circle at 3rd level, you gain the ability to morph into creatures of the Fey. You also can better commune with creatures of the Fey, you learn Sylvan. You may cast any of your beast aspects while you are if your Fey form. Healing Chakra At 3rd level, you learn to use your Chakra to heal your own wounds as well as others quicker. You may spend 1 Chakra point to cast the spell Cure Wounds. The spell level increases by 1 for every Chakra point spent above 1st. Fey Step Also at 3rd level, you may use Fey energy to teleport 30 feet. Once you have used this feature, you cannot use it until you finish a short or long rest.

Aura of Chakra At 5th level, you may spend 2 Chakra points to eminate a healing chakra. You may select any number of targets within a radius of 30 feet, centred on you. These targets gain a +1 to AC for 1 minute and regain 1D8 plus your wisdom modifier hit points. once you have used this feature you cannot use it again until you finish a short or long rest. Regeneration At 9th level, your skills at healing with Chakra have left some constantly residing within you. If you lose a limb, you are able to grow it back between 1-5 days, 1 day being a finger, while 5 days being a whole arm. Additionally, after finishing a long rest, you gain temporary hitpoints equal to half your Metamorph level, rounded down. Fey Mastery At 14th level, you have created a permanent connection to the Fey. You are able to benefit from a long rest from spending 4 hours in a meditative state. Also, after spending 1 hour performing a ritual and aproximately 500 gold on herbal ingredients, you are able to open a gate to the Feywild which will stay open for 1 hour or until you decide to close it before that time. Circle of the Monstrosity The Circle of the Monstrosity tap deep into their forms as monstrosities, gaining new aspects and becoming unstoppable in combat. Monstrous Form When you choose this circle at 3rd level, you gain new aspects which allow you to embody traits of monstrosities. The available aspects are listed below. You also gain proficiency in the intimidate skill, if you do not have it already. Basilisk Aspect You may spend 4 Chakra points to gain the eyes of a basilisk. A creature that starts it's turn within 30 feet from you and can see you must make a Constitution saving throw of your save DC or be restrained until the start of it's next turn. Once successfully saved, this creature cannot be affected by this effect for 1 hour. The basilisk eyes last for 1 minute or until dispelled as a bonus action. Behir Aspect You may spend 4 Chakra points to briefly gain the lightning breath of a behir and cast the Lightning Bolt spell from your mouth. Every Chakra point spent above 4 adds 1D6 damage. Manticore Aspect You may spend 2 Chakra points to grow the spined tail of a manticore. for 1 minute, you are able to make a ranged attack using these spines. The spines use Dexterity and deal 1d6 + DEX damage wiuth a range of 60/120 ft. Merrow Aspect You may spend 2 Chakra points to adapt your body to suit an underwater environment for 1 hour. Your lower half becomes a merrow tail and you grow fins on your elbows and shoulders. You are able to breathe underwater and have a swim speed of 40 ft. Additionally, melee attacks that you make underwater do not have disadvantage. Tarrasque Aspect You may spend 8 Chakra points to gain the scales of the legendary tarrasque. for 1 minute thick, plated scales cover your body. You gain an AC of 20 which cannot be changed using magic or a shield. You gain advantage on saving throws against spells and other magical affects and you gain 1 use of a tarrasques legendary resistance, allowing you to succeed one saving throw you would otherwise have failed. Wyvern Aspect You may spend 5 Chakra points to grow the tail and wings of the wyvern for 1 minute. In this aspect you gain a fly speed of 50 and you are able to attack with your tail which contains a deadly poison. The tail attack uses Dexterity or Strength and does 1d6 + modifier damage. On hit the target must make a Constitution saving throw or take 4d6 poison damage, or half as much on a successful one. Yeti Aspect You may spend 1 Chakra point to gain traits of the yeti for an hour. Your muscles harden and a thick white fur grows over your whole body. You gain cold damage immunity and the advantage on stealth checks in snowy terrain. However, you also gain weakness to fire damage. Additional Aspects Again, at your DM's discretion you may use additional aspects that you are able to think of. Draining Chakra At 3rd level, you learn to absorb the residual life energy of foes you defeat in combat. When you deal the finishing blow to an enemy with a melee attack, you regain 1 Chakra point. This increases to 2 Chakra points at 11th level and 3 Chakra points at 17th level. Aura of Chakra At 5th level, you may spend 2 Chakra points to eminate Chakra that incites bloodlust. You may select any number of targets within a radius of 30 feet, centred on you. These targets gain advantage on their next attack and may use their reaction to move up to their speed. However, they must end closer to an enemy than when they started. once you have used this feature you cannot use it again until you finish a short or long rest. Extra Attack Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class and to four when you reach 19th level in this class. These attacks are not added to your form when you have undergone Metamorphosis.