1 Verum's Guide to Distant Lands Table of Contents Races Dhampyr..........................................................2 Wisentian.........................................................4 Subraces Elves..................................................................7 Genasi...............................................................8 Goliaths.............................................................9 Class Options Evoker...............................................................11 Winter Domain................................................17 Oath of the Beast Hunter..............................18 Equipment.......................................................19 Creatures Moon Presence................................................21 Pantheons Abharos Pantheon...........................................23 Amonkhet Pantheon........................................24 Carthus Pantheon............................................25 Eldin Pantheon.................................................26 Credits................................................................27

2 Dhampyr "Forgive me, father, for I have sinned," Shan muttered, his eyes trained on his feet. "What was your sin, my son?" asked the priest, clutching his scripture and symbol of Evaldir. Shan almost wanted to laugh at the security the priest seemed to gain from the holy amulet, but he stayed his tongue. "Murder, father." "Why did you murder someone, Shan?" "I was told to, father." "Because you were told to? You murdered someone because you were told to?" "Yes, father. Not out of anger, not out of nothing. Because I was told to." The priest cleared his throat, and Shan smiled despite himself. The priest was nervous, and he tugged at his collar, exposing his throat. "Who were you told to murder, Shan?" "You, father." The priest recoiled slightly out of confusion and said, "I'm sorry?" "I said you, father. What are you, deaf?" Shan looked up and bared his teeth, slightly longer and sharper than the average person's. "Queen Annalise says hello." With speed the priest's eyes couldn't follow, Shan stabbed his hand through the wood grate that separated him from the priest and dug his nails into the flesh above the man's white collar. Tearing the flesh outward, blood erupted from the man's throat, immediately covering Shan's hand. Shan then pulled back and let the priest slump in his seat as he gurgled on his own blood. Standing, Shan licked his blood-covered fingers, as if he had just finished a meal. After a few greedy licks, he snapped, and his fingers and sleeve were cleaned of blood. Grinning now, he whistled a tune and left the church. -- Shay Verum, Verum's Guide to Distant Lands Borne from unholy unions between vampire and humanoid or from a vampire allowing a thrall to drink a small amount of his blood, dhampyrs are often referred to as "half-bloods." They generally dwell in dark caves or abandoned ruins, servants to full-blooded masters. Outcasts even in vampiric society, dhampyr's usually long to either find a way to become a full-blooded vampire, or shed their unholy heritage entirely. Half-Bloods Dhampyrs come to be when a full-blooded vampire and a humanoid unafflicted by the vampiric curse have a child. Much more rarely, a dhampyr may come into being if a vampire spawn drinks enough of its master's blood to shake off its master's control, but not enough to become a fully-blooded vampire. While they are only half-blooded, making them seen as inferior to full-bloods, dhampyrs actually have a modicrum more freedom. Dhampyrs have trouble seeing in the sunlight, often needing to squint, but are unharmed by it. They have no fear of running water, and while they may be uncomfortable entering a residence without an invitation, they are not unable to. However, dhampyrs do not gain the immortal benefits that a full vampire does. It can not magically close wounds, and it can not regenerate at a resting place if mortally wounded. A stake to the heart can kill them, but so can most other things that can kill a mortal. Dhampyrs do not need to drink blood, but may get sick if they go too long without it. As well, where vampires do not have emotions and must find things to sate this, dhampyrs have a full-range of emotions. Very rarely can a dhampyr reach power equal to a full vampire. Jealous Servants A dhampyr under the service of a vampire or clan of vampires is rarely treated well, often given tasks less desirable than vampire spawn. Few vampires trust dhampyrs to guard their resting place, ordering them instead to clean the lair or herd humanoid cattle. Because of this, dhampyrs, who are not under the direct control of a vampire as a thrall is, often resent their master, but are powerless to change their position. A dhampyr may attempt to escape, but their masters are all-seeing and likely to stop them. And because a dhampyr cannot be changed back to a vampire spawn, a misbehaving dhampyr is likely to be killed. Adept Saboteurs While dhampyrs are different in appearance to the average humanoid, these differences are not extremely pronounced. Their skin may be paler, their teeth longer, and their fingernails sharper, but otherwise, a dhampyr can blend into a crowd without much difficulty. This, combined with their ability to move freely in the sunlight and go where they're not invited, makes dhampyrs good assassins, saboteurs, or simple messengers for their masters. Only well-behaved dhampyrs or servants of a trusting master are usually given these tasks. Dhampyr Names Dhampyrs don't have a culture of their own. Instead, their names come from the cultures of their parents or masters. Some dhampyrs who are seen less as people and more as slaves may not have a name, or may be given some sort of simple designation, such as "servant." Dhampyr Traits Your dhampyr character has a number of traits in common with all other dhampyrs. Ability Score Increase. Your Charisma score increases by 2. Age. Dhampyrs inherit some of the longevity of their vampiric parent. Dhampyrs reach maturity around age 20, and live up to 300 years on average. Alignment. Dhampyrs that don't question their master's teachings are generally evil, and tend toward the law and rules their master sets down. Dhampyrs that escape their servitude, or are raised elsewhere, tend towards neutrality, but still have respect for law and order.

3 Size. Your height and weight is usually a combination of both parents. You size is Medium. Speed. Your base walking speed is 30 feet. Bite. Your teeth are longer and sharper than the average humanoid, and you can make an unarmed strike with them. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength mod, instead of the bludgeoning damage normal for an unarmed strike. You cannot afflict others with the vampire curse in this way. Darkvision. Accustomed to the dark, your eyesight can cut through darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Draw Blood. When you bite a creature that is not a construct, elemental, plant, or undead, you can draw blood from it. If you take blood, you recover hit points equal to half the damage dealt. Once you use this feature, you can not do so again until you finish a short or long rest. Pseudo-Undead Nature. You still have to breathe, but considerably less so than the average person. You can hold your breath for 15 minutes. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Undead Vitality. You have resistance to necrotic damage. Languages. You can speak, read, and write Common and one other language of your choice. Subrace. Three subraces of dhampyr exist: Draculan, Vileblood, and Volkihar. Choose one of them for your character. Draculan The Draculan bloodline is the oldest vampire line, and started from an unknown curse many centuries ago. Some of the most powerful vampires in history have been of the Draculan bloodline, including Strahd von Zarovich. Draculan vampires are intelligent, patient, and possess charming magic, making them adept planners, spies, and saboteurs. These traits are passed on to their half-blood offspring. Ability Score Increase. Your Intelligence score increases by 1. Beguiling Magic. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the calm emotions spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Extra Language. You can speak, read, and write one extra language of your choice. Vileblood The Vileblood bloodline traces its origins back to ancient creatures from beyond the stars. Vilebloods often have contact with beings such as mind flayers, with who they may share a common (though distant) ancestor. Vileblood vampires are swift and stealthy, making adept assassins and fleet-footed soldiers. These traits are passed on to their half-blood offspring. Ability Score Increase. Your Dexterity score increases by 1. One with the Shadow. You have proficiency in the Stealth skill. Quickstep. Your base walking speed increases to 35 feet. Vileblood Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. Words of the Ancients. You can speak, read, and write Deep Speech. Volkihar The Volkihar bloodline traces its origin to archdevils of the Nine Hells. Volkihar vampires started out as soldiers and commanders among a devil's army. Some Volkihar vampires still maintain contact with their devilish lords, though many are independent. Volkihar vampires are sturdy and love fighting, making them adept warriors and enforcers. These traits are passed on to their half-blood offspring. Ability Score Increase. Your Strength score increases by 1. Devil Speech. You can speak, read, and write Infernal. Hellish Transformation. Starting at 3rd level, you can use your action to unleash the fiendish energy in your blood. Your eyes ignite with fire, your skin becomes stoney and red, and two pitch black, incorporeal bat wings explode from your back. Your transformation lasts for 1 minute or until you end it with a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. Dhampyr Classes The following are classes the author had in mind for each dhampyr subrace. While they are certainly not a requirement, these can serve as inspiration for dhampyr characters. Draculan dhampyrs find the most success as fighters (particularly eldritch knight), rogues (particularly arcane trickster, mastermind, and thief), and wizards. They also often serve as the "face of the party," using their charming and seductive ways to convince others to their own way of thinking. Vileblood dhampyrs are often fighters (particularly arcane archer, battelmaster, or sharpshooter), rangers, rogues (particularly assassin, scout, and swashbuckler), sorcerers (particularly wild magic), and warlocks (particularly great old one or seeker). They usually work as scouts, spies, trackers, or information gatherers. Volkihar dhampyrs can be formidable barbarians, fighters, paladins (particularly conquest, treachery, and vengeance), and warlocks (particularly fiend). They can often be found on the front lines of a battle as the primary tanks and damage dealers.

4 Wisentian Antrar Raging Horn stood over the twisted body of the maurader, the orc's blood dripping from his axe. He knelt before the corpse of the man who had only moments before threatened to kill his calves, and began to pray. "Oh merciful Synapsida, allow this being, wicked as he was, safe passage on to paradise, and may nature reclaim his body. May you show this evil-intentioned man the same mercy you would show one pure of heart." Standing up, Raging Horn turned to the other highwaymen. They stood, terrified, as the hulking figure who had just effortlessly slain their compatriot began to speak again. "Would any of you like to go, or do you wish to meet the same fate as your friend?" Every man, armed to the teeth, began running, some dropping their weapons. Hefting his axe, Antrar began back toward his village. -- Shay Verum, Verum's Guide to Distant Lands Keen to keep nature pure and clean, wisentians are bison-like humanoids who travel in great herds, seeking a safe, untarnished place to keep their children safe. Wisentians are generally intelligent, but their dislike of anything non-natural often leads them to be viewed as barbaric beasts. Wild Nomads Wisentians are well-versed travellers, even those that are younger. Wisentian tribes are most comfortable when they are in motion, usually only making small camps for the night and moving on at first light. If a tribe is particularly large, or they are travelling through an area that does not have an abundance of water or food, wisentians may form a small village for a time, allowing the gatherers to find supplies. Camps rarely last more than a few weeks, however; wisentians don't enjoy spending too much time in one place. They always believe the perfect location to permanently settle down is just a few miles away, and so wasting time getting there helps them none. All wisentian tribes seek a place to make their permanent home. Ideally, this place is entirely untouched by technology, and a great distance from any towns or cities. Wisentians have a strong aversion to anything that isn't natural, so a location that has been affected by civilization is automatically uninhabitable for them. Natural Crafters While wisentians avoid technological advancements such as forges and ships, they don't avoid things that can be crafted by hand. Wisentians believe in using every part of something they kill. While eating the meat of a slain deer is a given, a wisentian will also harvest the bones for tools and the hides for backpacks and tents. Anything they cannot find a use for will be left in nature, hopefully so it will decay and strengthen the wild. Many things civilized people take for granted, such as clothes and buildings, are utterly foreign to wisentians. Thick fur and hide covers their body, removing the need for clothing or armor. As well, they are accustomed to the outdoors, and sleep soundly beneath thunderstorms, strong wind, or snow. The only instances of wisentians setting up tents or other shelter is when they establish a temporary camp, and find any sort of supplies that need to be protected from the elements. Collective Family The concept of "relation by blood" isn't accepted by wisentians. A tribe as a whole is a family, and a calf is collectively raised by everyone. The bond between calf and mother only extends until it no longer needs to suckle milk; once a calf can survive without feeding from its mother and can move on its own, the entirety of the tribe rears it. Because a tribe is a family, no man, woman, or calf is left behind in a tribe of wisentians. Even if the sick or elderly struggle to keep up, the tribe will adjust their average speed in order to accomodate them. There's no official leader of a wisentian tribe. Choices that affect the tribe as a whole are decided by the tribe as a whole. All tribespeople that are considered adults have a say in where next to travel, or how to combat a problem that stands before them. Wisentian Adventurers Wisentians rarely leave their tribe willingly, as each one has a deep-set desire to stay with its family until it finds the perfect place to settle. As such, any wisentian who is without a tribe must have a significant reason for being alone. Outcast wisentians have been exiled for some sort of transgression against their tribe. While thievery and murder within a tribe is rare, it's not unheard of. Outcasts can only return to their tribe if they know the location of a potentially viable place to settle, and must lead the tribe to it before they are allowed to rejoin.

5 Regardless of why a wisentian is without a tribe, their life outside of civilization still remains present in their mind. They often feel uncomfortable in cities and towns, preferring to sleep in a spot just outside the walls rather than in an inn. A wisentian may struggle to understand the concept of currency, and instead attempt to barter for supplies. Because of this, wisentians don't consider things like gold or silver important, preferring instead to save room in their backpacks for food or water. The Wisentian Adventurers table can serve as inspiration for determining why a wisentian character is not with their tribe. Wisentian Adventurers d8 Reason for Adventuring 1 Outcast for murder 2 Outcast for stealing 3 Tribe destroyed by a dragon or demon 4 Tribe destroyed by invading humanoids 5 Tribe destroyed by natural disaster 6 Separated from tribe and lost Wisentian Names A wisentian has three names: a birth name, a chosen name, and a tribe name. A birth name is generally an aspect of nature that is present at the birth of a calf. These are rarely linked to gender, and are used for identification until the wisentian grows old enough to choose their own name. A wisentian who gives birth may also give their calf the same birth name they had as a child. When a wisentian comes of age, he or she chooses a name for themselves. They will generally shed their birth name, though some keep it for sentimental reasons. If a wisentian finds a mate at a young age, the two will likely call each other by their birth names well into adult life. A tribe name is generally made in reference to some sort of great feat a wisentian tribe has achieved. As such, a tribe name may change through generations, though a former tribe name is never forgotten. Birth Names: Branch, Cave, Cloud, Grass, Leaf, Oak, Stone, River, Sun, Thunder, Wind. Female Chosen Names: Adria, Bonri, Ellim, Gorsa, Jevni, Massa, Nilja, Petolne, Sweri, Vilney. Male Chosen Names: Antrar, Bovid, Colth, Dempar, Forvir, Hurnam, Marquess, Roultine, Urniem, Yeversr. Tribe Name: Blazing Fire, Crashing River, Crazy Hoof, Falling Tree, Mountain Scaler, Raging Horn, Valley Walker. Wisentian Traits Your wisentian character has a number of traits in common with other wisentians. Ability Score Increase. Your Strength score increases by 2. Age. A wisentian reaches adulthood at the age of 11 and generally lives about 110 years. Alignment. Most wisentians are neutral good. They are good-hearted and honorable, but also have their own understandings of law and order, which may not mesh with society's definition of it. Size. Wisentians are larger and bulkier than humans, ranging from 6 to 8 feet tall and weighing around 300 to 350 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Living Off The Land. You have proficiency in the Survival skill. Darkvision. Your time in lands illuminated only by moonlight at night has granted you superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Thick-Skinned. Your skin is tough and hard to break. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. 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. Languages. You can speak, read, and write Common and Wisentian. Wisentian is comprised of grunts, growls, and snorts, and these characteristics often spill over to whatever other languages a wisentian might speak. Subrace. There are three subraces of wisentians: mountain, plains, and water. Mountain Wisentian As a mountain wisentian, you're accustomed to traversing wildlands of higher altitudes and colder temperatures. You're used to traversing blizzards, and hunkering down in caves when the going gets too rough. Mountain wisentians share many physical characteristics with yaks. Ability Score Increase. Your Constitution score increases by 1. Climbing Adept. You have a climbing speed of 30 ft. Durable Bones. When you take falling damage, you can reduce it by 1d10 + your Constitution modifier, unless it would kill you otherwise. Thick Fur. You've adapted to cold climates and have significantly thicker fur. You have resistance to cold damage. Plains Wisentian As a plains wisentian, you're at home in wide open valleys, and dislike areas that are closed and cramped. You're used to crafting your own tools and shelter when need be. A plains wisentian's physical appearance is often compared to a bison. Ability Score Increase. Your Wisdom score increases by 1. Quick Hoofed. Your base walking speed increases to 35 feet. Waste Not, Want Not. As part of a short rest, you can harvest bone and hide from a slain beast, dragon, humanoid, or monstrosity of size Small or larger to create one of the following items: a shield, a club, 10 arrows, or a javelin. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. Hardy. You have advantage on saving throws against poison, and you have resistance to poison damage.

6 Water Wisentian As a water wisentian, you're most accustomed to river valleys and the banks of lakes. You're comfortable in the water, and may become depressed if you're away from it for too long. Water wisentians closely resemble Cape buffaloes. Ability Score Increase. Your Intelligence Score increases by 1. Pseudo-Amphibious. You're accustomed to holding your breath for great lengths of time. You can hold your breath for a number of minutes equal to 1 + double your Constitution modifier. Slick Fur. You have advantage on saving throws to escape grapples. Swim. You have a swimming speed of 30 feet. Water-Absorbent Fur. You have resistance to fire damage.

7 Additional Subraces Elves Astral Elf As an astral elf, you have great reverence for angels and all things holy. Some can trace their bloodlines back to celestials, but they are in the minority. Astral elves most often make their homes in or near holy sites of their patron deities. Pale and golden skin tones are most common, as is white or gold hair. Astral elves most often have silver or gold eyes. Ability Score Increase. You Charisma score increases by 1. Angelic Resistance. You have resistance to radiant damage. Astral Weapon Training. You have proficiency with the morningstar, shortsword, shortbow, and longbow. Holy Detection. You know the detect evil and good spell. You regain the ability to cast this spell after a short or long rest. Desert Elf As a desert elf, you're accustomed to the harsh conditions of sun-scorched deserts, and are adept at surviving in these hostile environments. Desert elves' skin tones range from bronzish to dark brown or almost black. Their hair is most often very light, as if bleached by the sun, or black. Brown is rare, and red is almost unheard of. Their eyes are brown, hazel, or yellow. Ability Score Increase. Your Constitution score increases by 1. Desert Born. You're acclimated to hot weather. You require half the normal amount of water, and cannot suffer ill effects, such as exhaustion, of dehydration, though you can still die from it. Desert Weapon Training. You have proficiency with the flail, scimitar, blowgun, and longbow. Sand Camouflage. When you are hiding in sand or other desert terrain, other creatures have disadvantage on rolls to detect you. Moon Elf As a moon elf, you are much more accustomed to life among other races. Compared to other elf races, you are much more easygoing and fun-loving. Moon elves have pale skin with a bluish tint. Their hair runs the gamut of human colors, and some moon elves have hair of silvery white or various shades of blue. Their eyes are blue or green and have gold flecks. Ability Score Increase. Your Intelligence score increases by 1. Friendly. You know the friends cantrip. Moon Weapon Training. You have proficiency with the sickle, morningstar, shortbow, and longbow. Persuasive. You gain proficiency in the Persuasion skill. Sea Elf Sea elves most often live in sun-lit shallows, preferring warmer waters and tropical coastlines. Sea elves don't often interact with people outside of their close-knit clans, though necessity often calls for them to adventure outside, often for their everlasting war with the sahuagin. Sea elves tend to have skin tones ranging from fair to sea green, with hair ranging from blond to black to blue. Their eyes are most often blue or green, though can sometimes be a dark gold. Ability Score Increase. Your Wisdom score increases by 1. Amphibious. You can breathe air and water. Oceanic Weapon Training. You have proficiency with the spear, trident, longbow, and net. Slick Skin. Your skin is always faintly oily or wet. You have advantage on checks to escape grapples. Swim. You have a swimming speed of 30 feet. Snow Elf Snow elves prefer much colder climates, wherein they can blend in with the snowy landscape. Despite this, few snow elf clans reside on mountains, preferring instead to settle in mountain valleys. A snow elf's skin is most often a pale white, but can occasionally be a light grey, though their hair is rarely anything besides stark white. Their eye colors most often include grey, silver, and pure white, but can occasionally be gold or a steely blue. Ability Score Improvement. Your Charisma score increases by 1. Cold Resistance. You have resistance to cold damage. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Freezing Magic. You know the ray of frost cantrip. Charisma is your spellcasting ability for this spell. Half-Elf Variants Some half-elves have a racial trait in place of the Skill Versatility trait. You half-elf character can forgo Skill Versatility and instead take a trait based upon your elvish parentage. A half-elf of astral elf descent can choose the astral elf's Angelic Resistance or Astral Weapon Training.

descent can choose the astral elf's Angelic Resistance or Astral Weapon Training. A half-elf of desert elf descent can choose the desert elf's Desert Born or Desert Weapon Training.

descent can choose the desert elf's Desert Born or Desert Weapon Training. A half-elf of moon elf descent can choose the moon elf's Friendly or Moon Weapon Training.

descent can choose the moon elf's Friendly or Moon Weapon Training. A half-elf of sea elf descent can choose the sea elf's Oceaning Weapon Training or Swim.

descent can choose the sea elf's Oceaning Weapon Training or Swim. A half-elf of snow elf descent can choose the snow elf's Elf Weapon Training or Freezing Magic.

8 Genasi Grass Genasi As a grass genasi, you are a descendant of genies and nymphs native to forests and grasslands. Just as the woods you are related to, you are often calm and stalwart. Grass genasi typically have light green skin and eyes. Their hair can be green, brown, or, uncommonly, blue, red, or yellow, like flowers. A faint smell of woodland or sap floats around them. Ability Score Increase. Your Wisdom score increases by 1. Forest Walker. You can move across difficult terrain made of vines, roots, or other plantlife without expending extra movement. Nature Born. You know the druidcraft cantrip. When you reach 3rd level, you can cast the animal friendship spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the locate animals or plants spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. Tree Climber. You have a climbing speed of 30 ft. Ice Genasi As an ice genasi, you are descended from marids and genies native to the elemental plane of ice. As with the ice that runs in your veins, you are slick, though perhaps somewhat brittle. Ice genasi have light blue, grey, or white skin, as well as blue or white hair and eyes. Their skin is generally very cold, and they perspire much more than usual in the heat, giving the illusion of melting. Ability Score Increase. Your Intelligence score increases by 1. Cold Skin. You have resistance to cold damage. Ice Magic. You can cast the Snilloc's snowball swarm spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. Snow Stride. You can move across difficult terrain made of ice and snow without expending extra movement. Mist Genasi As a mist genasi, you have the blood of both marids and djinn. You primarily inherit the nimbleness of your djinn ancestors. Mist genasi have light blue to whitish-purple, and most often have blue eyes. Their hair can be blue, white, or even violet. You may speak with a slight airy tone, and may seem blurry when viewed from the corner of one's eyes. Ability Score Increase. Your Dexterity score increases by 1. Fog Sight. Heavy fog or mist cannot obscure your vision. Your vision can still be obscured by smoke or smog, however. Mist Stride. You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. Shadow Genasi As a shadow genasi, you are descended from djinni that have been corrupted by the Shadowfell. You may be have strong mood swings, and tend to keep to yourself. Shadow genasi most often have dark skin, ranging from dark grey to black. Their eyes are usually grey or yellow, and their skin is rarely anything other than black, though stark white is possible. Your skin is generally cold to the touch, and you may smell of cobwebs and dust. Ability Score Increase. Your Charisma score increases by 1. Dark Vitality. You have resistance to necrotic damage. Darkvision. Accustomed to pitch-black conditions, you have exceptional eyesight in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Shadowfell Magic. You can cast the darkness spell once using this trait. You regain the ability to do so when you finish a long rest. Steel Genasi As a steel genasi, you are descended from a sturdy line of elementals. Just like them, you body is steely, your muscles strong. Steel genasi have grey or silver skin tones, and rarely have hair. Their eyes can be silver, gold, or bronze. Your skin may be either cold or warm to the touch, depending on the environment you're currently in, and you may smell of metal. Ability Score Increase. Your Strength score increases by 1. Natural Smith. You have proficiency with smith's tools. Steel Resilience. Your skin is much tougher to break than normal, granting you a +1 bonus to Armor Class. Storm Genasi As a storm genasi, you share blood with marids that have been imbued with the power of storms. Like a raging thunderstorm, you may be quick to anger and perhaps impatient. Storm genasi often have blue, green, or faintly yellow skin tones, along with blue or yellow eyes. Their hair can be blue, white, or dark grey, like storm clouds. They often smell faintly of petrichor or ozone. Ability Score Increase. Your Charisma score increases by 1. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Storm Magic. You know the thunderclap cantrip. When you reach 3rd level, you can cast the fog cloud spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the gust of wind spell once with this trait and regain the ability do so whe you finsh a long rest. Constitution is your spellcasting ability for these spells. Tempest Born. You have resistance to lightning damage.

9 Goliath Ability Score Increase. Your Strength score increases by 2. Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality. Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Natural Athlete. You have proficiency in the Athletics skill. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Languages. You can speak, read, and write Common and Giant. Cloud Goliath As a cloud goliath, you are descended from the haughty cloud giants. You may see yourself as superior to other humanoids and goliaths, save for the reclusive Storm goliaths. Cloud goliaths have light skin, like that of a cloud, and most often have silver or blue hair and eyes. Ability Score Increase. Your Charisma score increases by 1. Cloud Magic. You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. Keen Smell. You have advantage on all Wisdom (Perception) checks that rely on smell. Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 in the Dungeon Master's Guide. Fire Goliath As a fire goliath, you are descended from the fierce, militaristic fire giants. Their brutality and mastery of metalwork are passed down to their offspring. Fire goliaths have skin ranging from dark brown to dark grey. Their hair is most often red, but can also be yellow or orange, and their eyes are most often red and orange. Ability Score Increase. Your Intelligence score increases by 1. Aggressive. As a bonus action, you can move up to your speed toward an enemy or your choice that you can see or hear. You must end this move closer to the enemy than you started. Born of Flame. You have resistance to fire damage. Darkvision. The fire in your heart allows you to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Master of Metal. You have proficiency with smith's tools. Frost Goliath As a frost goliath, you are descended from the brutal frost giants. You may respect brute strength far more than intelligence or wit, inheriting these traits from your ancestors. Frost goliaths have light blue to snow white skin tones. Their hair and eyes are usually silver or white. Ability Score Increase. Your Constitution score increases by 1. Blizzard Camouflage. You can attempt to hide even when you are only lightly obscured by snow, ice, or a snowfall. Frost Veins. You have resistance to cold damage. Ice Magic. You know the ray of frost cantrip. Constitution is your spellcasting ability for this spell. Snow Stride. You can move across difficult terrain made of ice and snow without expending extra movement. Hill Goliath As a hill goliath, you are descended from the dimwitted hill giants. You may be constantly hungry, as well as inclined to bully food from others. Hill goliaths have pale grey or brown skin and black hair. Their eyes are most often brown, but can occasionally be hazel or even green. Ability Score Increase. Your Constitution score increases by 1. Hardy. You have advantage on saving throws against poison, and you have resistance to poison damage. Iron Belly. You cannot get sick from eating spoiled food, and can gain a full-meal's nourishment from foods that would not normally convey that benefit, such as pumpkins or seeds. Natural Climber. You have a climbing speed of 30 ft. Stone Goliath As a stone goliath, you are descended from the reclusive stone giants. You tend to prefer being alone, and are not quick to anger. Stone goliaths have granite-grey skin and grey or black sunken eyes. They are most often bald, but may grow wiry black hair. Ability Score Increase. Your Constitution score increases by 1. Darkvision. Accustomed to living in caves, your eyesight can cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Natural Climber. You have a climbing speed of 30 ft. Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

10 Storm Goliath As a storm goliath, you are descended from the contemplative storm giants. You prefer to live in places far removed from civilization. Storm goliaths most often have pale purple-grey skin and hair, and glittering emerald eyes. Some storm goliaths can be violet-skinned, with deep violet or blue-black hair and silvery grey or purple eyes. Ability Score Increase. Your Wisdom score increases by 1. Amphibious. You can breath air and water. Long Stride. You have a base walking speed of 35 feet. Storm Born. You have resistance to lightning damage. Thunder Magic. You know the thunderclap cantrip. Wisdom is your spellcasting ability for it.

11 Evoker The Evoker Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Arcane Charge, Arcane Sense — — — — — — 2nd +2 Fighting Style, Spellcasting, Arcane Discharge 2 — — — — 3rd +2 Mystic Health, Occult Custom 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 Witching Aura 4 2 — — — 7th +3 Occult Custom feature 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Calming Aura 4 3 2 — — 11th +4 Improved Arcane Discharge 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 — 4 3 3 1 — 14th +5 Dispelling Ward 4 3 3 1 — 15th +5 Occult Custom feature 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Aura improvements 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Occult Custom feature 4 3 3 3 2 -- Class Features As an evoker, you gain the following class features Hit Points Hit Dice: 1d10 per evoker level

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

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per evoker level after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Athletics, History, Intimidation, Investigation, and Stealth -- Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two simple weapons

(a) scale mail or (b) chain mail

(a) a component pouch or (b) an arcane focus

a scholar's pack and a dagger. Arcane Charge The arcane power that flows through you can be channeled into others. You have a number of Arcane Charges that replenish when you take a long rest. This number is equal to your Intelligence modifier + your proficiency bonus.

12 As a bonus action, you can touch a creature and channel crackling energy into them, granting them an Arcane Charge. Next time the target makes a weapon attack or casts a cantrip that deals damage, they can expend a charge to reroll one die, but must take the new result. Alternatively, you can use an action to expend a single Arcane Charge to magically revitalize a creature you touch. The targeted creature regains 5 hit points. Arcane Sense The presence of magic registers on your senses like a glowing beacon. As an action, you can open your awareness to detect such magic. Until the end of your next turn, you know the location of any being that is capable of casting a spell of 1st level or higher within 60 feet of you. If you are unable to see them, you know vague details about them, such as if they are humanoid. This manifests as a faint aura of blue light around the affected being if they know arcane magic, a green aura if they know nature magic, or a whitish gold aura if they know divine magic. Alternatively, you can use this ability to detect an item with a magical property within the same area. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses. 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 more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +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. Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll this die and use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Spellcasting By 2nd level, you have learned to draw on arcane magic through rigourous study. See chapter 10 for the general rules of spellcasting. Some evokers carry spell books for further study, while some simply memorize what spells they choose. Your evoker may carry a spellbook, but functionally, it does not change how you prepare and cast spells. Spell Slots The Evoker 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Preparing and Casting Spells The Evoker table shows how many spell slots you have to cast your evoker spells. To cast one of your evoker spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of evoker spells that are available for you to cast, choosing from the evoker spell list. When you do so, choose a number of evoker spells equal to your Intelligence modifier + half of your evoker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of evoker spells requires time spent in study and concentration: at least one minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your evoker spells, since your magic comes from studying the arcane strands that create time and reality. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an evoker spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

= 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus (see Chapter 5, "Equipment") as a spellcasting focus for your evoker spells. Arcane Discharge Starting at 2nd level, you can unleash your raw magic in harmful ways. At the end of your next long rest, choose one damage type between cold, fire, and lightning. Once per turn when you hit a creature with a melee weapon attack, you can expend up to three use of your Arcane Charge ability to deal damage of your chosen type to the target, in addition to the weapon's damage. The extra damage is 1d8 for per charge. You can change the chosen damage type at the end of each long rest. Intense Focus By 3rd level, the arcane magic within you allows you to focus on your spells. You gain a bonus to any Constitution saving throw you make to maintain concentration on a spell. This bonus is equal to your Intelligence modifier (minimum of +1).

Occult Custom When you reach 3rd level, you focus your study on a particular custom that determines the way you utilize your magic abilities. Up to this time, you have been dabbling in several different areas of the arcane, but had not committed to one. Now you choose the Aegis, the Arcane Knight, or the Witness, all detailed at the end of the class description, Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include custom spells and the Focus Arcana feature. 13 Custom Spells Each custom has a list of associated spells. You gain access to these spells at the levels specified in the custom description. Once you gain access to a custom spell, it counts as an evoker spell for you and doesn't count against your number of spells known. Focus Arcana You custom allows you to channel arcane energy to fuel magical effects. Each Focus Arcana option provided by your custom explains how to use it. When you use your Focus Arcana, you choose which option to use. You must then finish a short or long rest to use your Focus Arcana again. Some Focus Arcana effects require saving throws. When you use such an effect from this class, the DC equals your evoker spell save DC. 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 twice, instead of once, whenever you take the attack action on your turn. Witching Aura Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Regenerative Aura Starting at 10th level, when you or a friendly creatures within 10 feet you regains hit points, that amount is doubled. At 18th level, this aura increases to 30 feet. Improved Arcane Discharge By 11th level, you and the arcane are so entwined that magic energy naturally leaps from your weapon to your target. Whenever you hit a creature with a melee weapon, the creature takes an additional 1d8 force damage. If you also use your Arcane Discharge with an attack, you add this damage to the extra damage of your Arcane Discharge. Additionally, when choosing the damage type of your Arcane Discharge, you can also choose acid or thunder. Dispelling Ward Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature you touch. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest. Occult Customs Evokers naturally balance arcane magic and martial prowess in order to defeat their foes, but there are several different forms of study for this purpose. This official form of study, chosen when they reach 3rd level, is the culminationof all of the evoker's meticulous study and training. Some characters don't consider themselves true students of the arcane until they've reached 3rd level and choose this custom. For others, the actual decision of which custom they focus on was made long ago. Aegis An Aegis uses their control of the arcane to to protect not only theirself, but to protect others as well. Sometimes called bulwarks, these evokers often find themselves on the frontlines of battle, with their brothers-in-arms around them and benefiting from the evoker's magic. An Aegis knows the key to winning a battle is not to destroy the enemy faster, but to make their own allies stay up longer. An evoker who follows this custom may adorn themselves with sigils of shields, runes signifying wards, or the symbols of deities of protection and life. Custom Spells You gain custom spells at the evoker levels listed. Aegis Spells Evoker Level Spells 3rd Cure Wounds, Shield of Faith 5th Enhance Ability, Warding Bond 9th Dispel Magic, Haste 13th Death Ward, Stoneskin 17th Circle of Power, Greater Restoration Arcane Armor Starting at 3rd level, when you grant a creature an Arcane Charge, you can grant them a +1 bonus to their AC in addition to its normal effect. This effect lasts for 1 minute, or until the charge is used normally. Only one creature can benefit from this feature at a time.

At 7th level, you can grant an Arcane Charge to a creature you can see within 30 feet of you. Focus Arcana When you choose this custom at 3rd level, you gain the following two Focus Arcana options. Guarded Withdrawal. You choose one creature that you can see within 30 feet of you. For one minute, that target cannot provoke opportunity attacks against it when moving. Weapon Ward. As an action, you can surround a creature you touch with a basic ward. For one minute, attack rolls against the target have disadvantage. This ward is weak, however; if the effected target is hit by an attack, this effect ends early. At 7th level, this effect lasts for the whole duration, regardless of if the target is hit or not. Mindright Aura Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Arcane Armor Beginning at 15th level, whenever you use your Arcane Armor ability, the AC bonus is increased to +2. Additionally, up to two creatures can benefit from your Arcane Armor ability at a time. Living Force At 20th level, as an action, you can unleash great amounts of arcane energy. For 1 minute, you and friendly creatures within 10 feet of you have advantage on saving throws against spells and magical effects. Additionally, you regain 10 hit points at the beginning of each of your turns. You must finish a long rest to use this feature again. Arcane Knight An Arcane Knight expertly mixes martial fighting and blasts of arcane magic, sometimes alternating between weapon strikes and casting spells. Occasionally called War Mages or Spellblades, Arcane Knights often lead a battle, using arcane magic to destroy larger foes before mopping up stragglers with axes and swords. An Arcane Knight's strategy to winning a battle is to obliterate the enemy before they have a chance to fight back. An evoker who follows this custom may decorate their armor with runes signifying weapons and battle, or symbols belonging to gods of war and arcana. Custom Spells You gain custom spells at the evoker levels listed. Arcane Knight Spells Evoker Level Spells 3rd Absorb Elements, Hellish Rebuke 5th Hold Person, Shatter 9th Elemental Weapon, Fly 13th Fire Shield, Polymorph 17th Banishing Smite, Dominate Person Scholar of War Starting at 3rd level, your study of war magic allows you to learn magic you normally wouldn't be able to. Choose one cantrip between Booming Blade, Green Flame Blade, and Shocking Grasp. This cantrip counts as an evoker cantrip for you. At 7th and 15th level, you learn an additional cantrip from the options above. Focus Arcana When you choose this custom at 3rd level, you gain the following two Focus Arcana options. Guided Weapon. You magically enchant your weapon to move itself against foes you can see within 10 feet of you. As a bonus action, your weapon glows blue, and you gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Turn the Feral. As an action, you release a wave of unnerving magic that can only be felt by the less intelligent. Any creature with an Intelligence of 4 or below that can see or 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 or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Improved War Magic Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Undying Arcana At 20th level, as an action, you can unleash built up arcane magic within you, granting you the following benefits for one minute: You have resistance to bludgeoning, piercing, and slashing damage.

Whenever you cast an evoker spell that has a casting time of 1 action, you can cast it using a bonus action instead.

You can't be knocked prone. Once you use this feature, you can't use it again until you finish a long rest.

Esoteric Marksman An Esoteric Marksman see the importance of ranged support in battle, and focuses on dominating the battlefield from afar. They are able to enhance bows, crossbows, and firearms with their magic. Sometimes referred to as Arcane Archers or Magic Hawks, Esoteric Marksmen are often not seen by the enemy, but their presence is very severely felt. And in the event that their position is spotted, Esoteric Marksmen also specialize in magic that allows them to relocate and continue their volley. An evoker who follows this custom may adorn runes of birds and ranged weapons, or deities of darkness and stealth. Custom Spells You gain custom spells at the evoker levels listed. Esoteric Marksman Spells Evoker Level Spells 3rd Ensnaring Strike, Fog Cloud 5th Misty Step, Warding Wind (XGtE) 9th Conjure Barrage, Lightning Arrow 13th Greater Invisibility, Hallucinatory Terrain 17th Conjure Volley, Swift Quiver Ranged Devastation Starting at 3rd level, you learn to entwine your magical abilities into your ranged attacks. You can use your Arcane Discharge ability on ranged weapon attacks. Additionally, you may switch out your chosen Fighting Style for the Archery Fighting Style, which grants you a +2 bonus to attack rolls you make with ranged weapons. Focus Arcana When you choose this custom at 3rd level, you gain the following two Focus Arcana options Seeking Arrow. You name a creature that you saw within the last minute, and loose an arrow with their image in your mind. This arrow seeks out that creature, moving around corners and ignoring cover. If the chosen target is within range, they must make a Dexterity saving throw against your spellcasting modifier. On a failed save, they are struck by the arrow, taking damage as normal as well as an additional 2d12 force damage, and you learn the target's current location. Misdirect. When you miss with a ranged attack roll against a creature, you can redirect that attack against another target within 30 feet of the original target. When you do so, you roll a new attack roll at advantage, and if it hits the new target, you do an additional 1d8 force damage. Empowered Volley Starting at 7th level, you are able to imbue your nonmagical ammunition with your arcane energies. As an action, you touch up to five pieces of nonmagical ammunition, making them count as +1 pieces of magical ammunition. This effect disappears for each piece of ammunition after it is used, or after 1 minute. You can use this ability a number of times equal to your Intelligence modifier, and regain all uses after a long rest. Stored Power When you reach 15th level, you learn how to store a spell into a piece of ammunition, to be cast upon using the ammunition. You cast a spell upon a weapon, expending your spell slot as normal. Within 24 hours of casting, if that enchanted piece of ammunition is used, upon striking a target, the spell will be cast. When cast in this manner, the effects happen as if you had cast it yourself, triggering any saving throws or damage as normal. As well, you can decide if the arrow itself does damage. By choosing to negate the damage the arrow itself does, you can cast beneficial spells on allies in this manner. You can only have one piece of ammunition enchanted in this manner at a time. Avatar of Barrage At 20th level, your artful understanding of magical ranged combat allows you to assume an empowered form. As an action, you gain the following benefits for one minute: You are able to use a bonus action to made an additional attack with a ranged weapon on each of your turns.

Each attack with a ranged weapon deals an additional 1d6 force damage.

Witness A Witness finds more importance in study and overall versatility than they do in direct combat. They are able to learn a greater variety of spells, as well as cast some spells as rituals. Often referred to as Oracles, Soothsayers, and Cabalists, Witnesses can be found in battle, controlling the field, as often as they can be found behind the scenes, making sure a battle goes smoothly. A Witness often uses their intelligence to strategize and organize tactics, and view battle more as a game of chess. An evoker who follows this custom might decorate their armor with eyes, runes signifying intelligence and patience, or symbols of gods of knowledge. Custom Spells You gain custom spells at the evoker levels listed. Witness Spells Evoker Level Spells 3rd Dissonant Whispers 5th Mirror Image 9th Bestow Curse 13th Compulsion 17th Scrying 15 Extensive Study By 3rd level, your zealous study into the arcane has allowed you greater range of magic abilities. You learn two cantrips of your choice from the wizard spell list. Only one of these can deal damage. As well, you can cast an evoker spell as a ritual if that spell has the ritual tag and you know it. You learn an additional cantrip of your choice from the wizard spell list at 7th and 15th level. Focus Arcana When you choose this custom at 3rd level, you gain the following two Focus Arcana options. Creation. You're able to channel arcane power to create simple items without needing appropriate tools. Starting at the beginning of a short rest, you conduct a short ritual that allows you to craft a finished item. The item is completed at the end of the rest. The object can be worth no more than 100 GP, and as part of this ritual, you must expend materials, such as coins, sticks, or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest. Tangled Mind. As an action, you release unnerving magic against one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus from its speed.. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. Know and Tell At 7th level, you have learned how to use your magic to focus your mind and your words. You grain proficiency with the Insight and Persuasion skills, and your proficiency bonus is doubled for any ability checks you make with these skills. Additionally, you can use Intelligence for either of these skills, instead of the normal stat they are tied to. Hardened Mind At 15th level, you've learned how to defend against mental attacks. You gain proficiency in Wisdom saving throws. Additionally, you have advantage on saving throws to prevent your mind from being read, unless you choose to fail. Soul of the Arcane At 20th level, your expert understanding of the arcane allows you to change your repertoire of spells as needed. As an action, you can change a number of spells you know with other spells from the evoker spell list. This number equals your Intelligence modifier. Your spells revert to the original list after 1 hour. Once you use this feature, can't use it again until you finish a long rest.

16 Evoker Spells 1st Level Alarm

Chromatic Orb

Color Spray

Comprehend Languages

Disguise Self

Earth Tremor (XGtE)

Feather Fall

Identify

Jump

Magic Missile

Shield

Tenser's Floating Disk

Thunderwave

Unseen Servant

Witch Bolt 2nd Level Arcane Lock

Darkness

Earthbind (XGtE)

Find Steed

Gust of Wind

Magic Mouth

Magic Weapon

Melf's Acid Arrow

Nystul's Magic Aura

Scorching Ray

Shadow Blade (XGtE)

Silence

Snilloc's Snowball Swarm (XGtE)

Web 3rd Level Clairvoyance

Counterspell

Fear

Feign Death

Fireball

Glyph of Warding

Leomund's Tiny Hut

Lightning Bolt

Nondetection

Sending

Slow

Stinking Cloud

Thunder Step (XGtE)

Tongues

Water Breathing 4th Level Arcane Eye

Blight

Confusion

Dimension Door

Hallucinatory Terrain

Leomund's Secret Chest

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctuary

Wall of Fire 5th Level Cloudkill

Contact Other Plane

Control Winds

Dream

Legend Lore

Mislead

Rary's Telepathic Bond

Seeming

Teleportation Circle

Wall of Force

17 Winter Domain Deities of Winter - including Auril, Boreales, and the Raven Queen - govern the freezing times of year, and cold in general. They include gods of storms, gods of the seasons, gods of the moon, and gods of the cycle of life and death. They're often worshipped by farmers who seek mercy during the cold seasons, as well as those who understand the natural cycle of cold and death as a balance to warmth and life. Winter Domain Spells Cleric Level Spells 1st Armor of Agathys, Ice Knife 3rd Moonbeam, Snilloc's Snowball Swarm 5th Sleet Storm, Wind Wall 7th Blight, Ice Storm 9th Cone of Cold, Hold Monster Adherent of Winter At 1st level, you learn the frostbite or ray of frost cantrip. You learn the other cantrip at 8th level. Channel Divinity: Blizzard Shield Starting at 2nd level, you can use your Channel Divinity to start up an obscuring blizzard around you. As an action, you cause the air within 10 feet of you to be filled with a flurry of snow, making any attack rolls made against you or creatures of your choice within that range to be made at disadvantage. This effect lasts a number of rounds equal to your Wisdom modifier. Freezing Soul At 6th level, you gain resistance to cold damage. Additionally, when a creature within 30 feet of you takes cold damage, you can use your reaction to grant resistance to the creature against that instance of the damage. Potent Spellcasting At 8th level, you gain the ability to strengthen your cantrips with winter's bite. You add your Wisdom modifier to the damage you deal with any cleric cantrip. Avatar of Winter At 17th level, ice becomes a physical part of you due to your deity's blessing. You gain immunity to cold damage. Additionally, when you deal cold damage with spells, you can reroll a number of dice equal to your Wisdom modifier.

18 Oath of the Beast Hunter When a being is a violent corruption of humanity, when a rancorous monster masquerades as a normal member of society, or when the streets must be cleaned of blood-starved filth, a Paladin who has taken the Oath of the Beast Hunter goes into action. Paladins of this oath put faith in their speed and ability to outwit dimwitted beasts, and less in the protection of steel armor and ranged weapons, and often employ fire, due to beasts' natural fear of flame. Those that have taken the Oath of the Beast Hunter understand that they may take any course of action to ensure the destruction of beasts - except becoming one theirself. Tenets of the Beast Hunter One who takes the Oath of the Beast Hunter adheres to the following ideals. Destroy all Abominations. Violent departures from normal humanity must be destroyed utterly. Protect the Innocent. Innocents in the line of danger of beasts must be saved - unless they've been infected by the beastly scourge. No Mercy for Beasts. One who has become a beast, whether intentionally or otherwise, deserves no quarter or compassion. An Honest Death. Be willing to end your own life if you've become afflicted by the beastly scourge. Oath of the Beast Hunter Spells You gain oath spells at the paladin levels listed. Oath of the Beast Hunter Spells Paladin Level Spells 3rd Hold Person, Hunter's Mark 5th Blindness/Deafness, Flame Blade 9th Daylight, Fear 13th Fire Shield, Guardian of Faith 17th Greater Restoration, Hold Monster Agile Defender Starting at 3rd level, your agility has granted you superior ability to effectively dodge attacks. While you aren't wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier. Lycanthrope Hunter Also starting at 3rd level, the silver required to properly silver a weapon is reduced by half. Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Expose True Form. As an action, you summon forth revealing light to revert a shapechanger to its true form. All creatures of your choice within 60 feet of you that you can see must make a Charisma saving throw. On a failure, a shapechanger immediately reverts to its original form, and cannot assume a different form for an hour. If a creature is affected by this ability, you have advantage on attack rolls against them for 1 minute. If the target is not a shapechanger, they are unaware that you attempted to use this ability on them. Immolate Beast. You can use your Channel Divinity to set a weapon aflame with beast-abjuring fire. As a bonus action, you touch one weapon or piece of ammunition and conjure a deep gold flame on it. This flame lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammuntition, the target takes additional radiant damage immediately after the attack. The radiant damage equals 2d10 + your paladin level or 20 + your paladin level if you had advantage on the attack roll. Increased Reflexes Starting at 7th level, you've learned to use a hostile creature's own actions to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to immediately make a melee attack against that creature. Additionally, if you move out of melee range from a hostile creature while its back is turned to you, you don't provoke an attack of opportunity. Resilient Mind By 15th level, you've experienced horrors and trauma enough to drive a normal being mad. But a hunter must hunt, and your mind has adapted. You gain advantage on Wisdom saving throws, and you cannot be frightened. Symbol of Cleansing Fire At 20th level, you can release your abhorrence for beasts and temporarily increase your strength exponentially and set your blood alight. You gain the following benefits for 1 minute: You have resistance to bludgeoning, piercing, and slashing damage.

Whenever a creature within 10 feet of you damages you, they take fire damage equal to half the amount it dealt to you as your burning blood sprays on them.

You can take the Dodge action as a bonus action on each of your turns.

Aberrations, monstrosities, and shapechangers have disadvantage on saving throws against your spells.

19 Armor Light Armor Cost Armor Class (AC) Strength Stealth Weight Tanned Leather 40 CC 11 + Dex modifier - Disadvantage 12 lb. Flight Suit 60 CC 11 + Dex modifier - - 15 lb. Composite 100 CC 12 + Dex modifier - - 24 lb. Medium Armor Cost Armor Class (AC) Strength Stealth Weight Beskar Suit 40 CC 12 + Dex modifier (max 2) - - 20 lb. Fibre Suit 75 CC 13 + Dex modifier (max 2) - - 32 lb. Creaturescale 110 CC 14 + Dex modifier (max 2) - Disadvantage 36 lb. Plastoid 450 CC 14 + Dex modifier (max 2) - - 28 lb. Zebian Plate 750 CC 15 + Dex modifier (max 2) - Disadvantage 45 lb. Heavy Armor Cost Armor Class (AC) Strength Stealth Weight Reflector Suit 300 CC 14 - Disadvantage 60 lb. Titanium Weave 480 CC 16 Str 13 Disadvantage 120 lb. Reinfornced Plastoid 850 CC 17 Str 13 Disadvantage 100 lb. Power Armor w/ Shields 1,500 CC 18 Str 15 Disadvantage 250 lb. Weapons Simple Melee Weapons Cost Damage Weight Properties Energy Club 5 CC 1d4 bludgeoning 4 lb. Light Proton Tomahawk 15 CC 1d6 slashing 6 lb. Finesse, light, thrown (range 20/60) Shock Baton 45 CC 1d4 lightning 6 lb. Light Staff 5 CC 1d6 bludgeoning 8 lb. Versatile (1d8) Vibro Javelin 12 CC 1d6 piercing 5 lb. Thrown (range 30/120) Vibro Shiv 5 CC 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Simple Ranged Weapons Cost Damage Weight Properties Pilot's Pistol 40 CC 1d4 lightning 4 lb. Ammunition (range 30/120), light Shock Sling 25 CC 1d6 lightning 2 lb. Ammunition (range 30/120), two-handed

20 Weapons Martial Melee Weapons Cost Damage Weight Properties Energy Mace 30 CC 1d8 bludgeoning 8 lb. Versatile (1d10) Energy Pick 20 CC 1d8 piercing 10 lb. Versatile (1d10) Energy Pike 30 CC 1d10 piercing 20. lb. Heavy, reach, two-handed Gravity Hammer 55 CC 2d6 bludgeoning 20 lb. Heavy, two-handed Laser Blade 15 CC 1d6 slashing 6 lb. Finesse, light Light Whip 10 CC 1d4 slashing 3 lb. Finesse, reach Power Splitter 60 CC 1d12 slashing 24 lb. Heavy, two-handed Power Trident 20 CC 1d8 piercing 10 lb. Thrown (range 20/60), versatile (1d10) Proton Axe 25 CC 1d8 slashing 10 lb. Versatile (1d10) Proton Claymore 50 CC 2d6 slashing 20 lb. Heavy, two-handed Stunspear 20 CC 1d8 piercing 10 lb. Thrown (range20/60), versatile (1d10) Vibro Sword 20 CC 1d8 slashing 8 lb. Versatile (1d10) Vibro Flail 15 CC 1d8 bludgeoning 12 lb. Reach Vibro Foil 25 CC 1d8 piercing 8 lb. Finesse Vibro Halberd 30 CC 1d10 slashing 18 lb. Heavy, reach, two-handed Martial Ranged Weapons Cost Damage Weight Properties Blaster Carbine 60 CC 1d8 cold 8 lb. Ammunition (range 100/400), two-handed Energy Rifle 45 CC 1d10 lightning 12 lb. Ammunition (range 80/150), heavy two-handed Hand Cannon 55 CC 1d8 lightning 7 lb. Ammunition (range 40/100) Marksman's Pistol 30 CC 1d6 lightning 6 lb. Ammunition (range 60/120), light Precision Rifle 85 CC 1d12 piercing 25 lb. Ammunition (150/600, min 30), heavy, two-handed Proton Bow 15 CC 1d8 piercing 12 lb. Ammunition (100/400), heavy, two-handed Scattergun 55 CC 3d4 lightning 15 lb. Ammunition (15/35), heavy, two-handed Specialty Weapons Cost Damage Weight Properties Anti-Materiel Rifle 600 CC 3d8 necrotic 40 lb. Ammunition (75/120, min 50), heavy, two-handed Bowcaster 275 CC 2d6 lightning 12 lb. Ammunition (60/120), burst (10-foot cube), heavy, two-handed Flamesprayer 250 CC 2d6 fire 12 lb. Ammunition (20/40), burst (10-foot cube), heavy, two-handed Pulse Blaster 50 CC 1d4 lightning 20 lb. Ammunition (20/40), EMP (2d10), heavy, two-handed Ordnance Cost Damage Weight Properties Cryo Grenade 40 CC 1d12 cold 1 lb. Thrown (40/100) Gas Grenade 40 CC 1d12 poison 1 lb. Thrown (40/100) Ion Grenade 30 CC 1d12 lightning 1 lb. Thrown (40/100) Overcharge Grenade 35 CC 1d4 lightning 1 lb. EMP (2d10),thrown (40/100) Sonic Detonator 40 CC 1d12 thunder 1 lb. Thrown (40/100) Thermal Detonator 20 CC 1d12 fire 1 lb. Thrown (40/100) Wither Grenade 50 CC 1d12 necrotic 1 lb. Thrown (40/100)

21 Moon Presence Nyarlathotepm, an Ancient Great One, is a primordial being of incomprehensible origin. It spent innumerable millenia in the Far Realm, content with slumbering and wandering through the infinite darkness. Though it had knowledge of mortals and gods, it had no interest in their affairs. Then, a mortal appeared. Or at least, something that appeared to be mortal; a human named Ben. Ben had recently uncovered a great treasure with his group, the Mandalorian Seekers. Along with this treasure, Ben gained immortality and an immense amount of power. While experimenting with this power, he unintentionally created a rift between the Far Realm and the Material Plane. Nyarlathotepm became interested in Ben, and allowed his form to be witnessed by the human without destroying his mind. In an instant, Nyarlathotepm read Ben's mind and learned everything there was to know about him: that he had recently lost his companions and was lonely; that he didn't seek power, but purpose; and that he revered the moon as a symbol of knowledge and guidance. So, the Great One introduced itself as the Moon Presence, gaining Ben's immediate trust and admiration. After conversing for a short while, Nyarlathotepm expressed interest in Ben's home plane. Arriving there, Nyarlathotepm began formulating a plan. It asked Ben to be its herald, and he agreed. Nyarlathotepm gave Ben part of its power, granting him abilities no mortal has seen before. Additionally, Nyarlathotepm bade that Ben take a new name to reflect his new allegiance. Just as Nyarlathotepm gave Ben pieces of its power, it gave him pieces of its true name, and rebranded Ben as Yharnam. However, Ben, who did not know the Moon Presence's true name, accepted that he would not understand the origin of his new name. With that, the Moon Presence took up residence upon the moon of Abharos, in order to view the goings on from a great distance, and had Yharnam set his plans into motion. The Moon Presence has very few followers, as the few it has are strong enough to carry out its plans effectively. However, followers of the Moon Presence often bare a sigil, referred to as "Moon," shown below:

22 Moon Presence Gargantuan aberration, chaotic neutral Armor Class 23 (natural armor)

23 (natural armor) Hit Points 619 (31d20 + 279)

619 (31d20 + 279) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 29 (+9) 26 (+8) 16 (+3) 23 (+6) Saving Throws Dex +11, Int +17, Cha +15

Dex +11, Int +17, Cha +15 Damage Resistances necrotic, poison

necrotic, poison Damage Immunities cold, lunar, psychic

cold, lunar, psychic Condition Immunities blinded, charmed, frightened, paralyzed, poisoned, prone

blinded, charmed, frightened, paralyzed, poisoned, prone Senses blindsight 150 ft., darkvision 300 ft

blindsight 150 ft., darkvision 300 ft Languages All, telepathy to any creature on the same plane of existance

All, telepathy to any creature on the same plane of existance Challenge 26 (90,000 XP) Alien Nature. The Moon Presence does not need to breathe, drink, eat, or sleep. It can survive in the cold vacuum of space with no ill effects. Eldritch Being. The Moon Presence does 1d10 + its Intelligence modifier in psychic damage on all physical hits. Legendary Resistance (3/Day). If the Moon Presence fails a saving throw, it can choose to succeed instead. Immutable Form. The Moon Presence is immune to any spell or effect that would alter its form. Magic Resistance. The Moon Presence has advantage on saving throws against spells and other magical effects. Actions The Moon Presence uses its Eldritch Roar, then makes three attacks: two with its claws and one with its tentacles. Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit 22 (3d6 + 10) slashing damage and 14 (1d10 + 8) psychic damage. Tentacle. Melee Weapon Attack: +19 to hit, reach 25 ft., on target. Hit 22 (2d10 + 10) bludgeoning damage and 14 (1d10 + 8) psychic damage. On a hit, the target must make a DC 20 Strength saving throw or be grappled by the Moon Presence. Until this grapple ends, the target is restrained. The Moon Presence has 10 usable tentacles, each of which can grapple one target. Eldritch Roar. The Moon Presence unleashes a deafening roar that threatens to break the mind of any who hears it. Up to three creatures of the Moon Presence's choice within 60 ft. of it must succeed on a DC 20 Wisdom saving throw. On a success, the target takes half damage, and is not afflicted by a status effect. On a failure, the target takes 15 (3d8) necrotic damage, and is affected by a random status effect. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature who has succeeded on this saving throw is immune to receiving status effects from this ability for 24 hours, but is still vulnerable to the psychic damage it deals. 1-2. Deafened. 3-4. Blinded. 5. Frightened. 6. Paralyzed. Gaze of the Moon (Recharge 6). The Moon Presence emits a chilling purple ray of alien energy. All creatures within 30 ft. of it must succeed on a DC 19 Wisdom saving throw or takes 98 (28d6) psychic damage. After using this ability, the Moon Presence cannot move on its next turn, nor can it use legendary actions to move until the end of its next turn. Legendary Actions The Moon Presence can take 3 legendary actions from the options below. Only one option can be used at a time and only at the end of another creature's turn. The Moon Presence regains spent legendary actions at the start of its turn. Attack. The Moon Presence makes one claw attack. Flight (Costs 2 Actions). The Moon Presence strikes the ground. Each creature within 15 feet of the Moon Presence must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Moon Presence can then fly up to half of its flying speed. Rotting Stare (Costs 3 Actions). The Moon Presence chooses one creature it can see within 60 ft. of it. The target takes 18 (3d8) necrotic damage, and their hit point maximum is reduced by a number equal to half the damage taken. The target's hit point maximum restores to its original amount after a long rest.

23 Deities of Abharos Deity Alignment Suggested Domains Symbol Auril, Goddess of Winter CN Tempest, Winter Six-pointed snowflake Bahamut, God of Justice and Nobility LG Light, Protection, War Dragon's head, in profile, facing left Chauntea, Goddess of Agriculture NG Nature, Life Sheaf of grain or a blooming rose over grain Daedalus, God of Creation N Forge, Knowledge Gear or clock Ehlonna, Goddess of the Hunt, the Forest, and Protection NG Nature, Protection Bow and arrow Hemogoblin, God of Blood and Lies CE Death, Trickery, War A drop of blood with squid tentacles radiating out from behind Meridia, Goddess of Knowledge and the Heavens N Knowledge A half-closed eye Pelor, God of the Sun and Healing NG Life, Light, Protection Circle with six outwardly radiating points Raven Queen, Goddess of Death LN Grave, Winter Raven's head, in profile, facing left Rhogog, God of Arcane Knowledge CN Arcana, Death, Knowledge A seven-pointed star, each point being a different color of the rainbow Sehanine, Goddess of the Moon and Luck CG Arcana, Trickery, Winter Crescent Moon Talos, God of the Sea and Storms LE Forge, Tempest Three lightning bolts radiating from a central point Vecna, God of Secrets and Undeath NE Death, Trickery Partially shattered one-eye skull

24 Deities of the Sundom of Amonkhet Religion in the Sundom of Amonkhet has a great emphasis on the sun, agriculture, and wealth. The people of Amonkhet see great importance in the sun, as it brings life, and by proxy, wealth, and so reveres Alaunous as their chief deity. The majority of clerics devote themselves to gods and goddesses who aid in travel and trade, including Calypso, who gives them their great ability to thrive as a wealthy exporter of goods, and acts as a guardian to ships that transport these goods to other kingdoms; Osira, who helps to produce much of what they export; and Sobek, who watches over transport ships that move within Amonkhet. Deities of Amonkhet Deity Alignment Suggested Domains Symbol Alaunous, God of the Sun, Summer, and Healing NG Life, Light, Protection Eye stylized to look like the sun Anubis, God of Death and Judgement LN Grave Ankh with a jackal's head as the hoop Bathavut, God of Justice and Nobility LG Light, Protection, War Dragon's head, in profile, facing left Calypso, Goddess of Wealth and the Sea LN Knowledge, Tempest Gold ingot Ehlonna, Goddess of the Hunt, the Forest, and Protection NG Nature, Protection Bow and arrow Imhotep, God of Crafting and Medicine N Forge, Life Anvil with a sun behind Oghma, God of Arcane Knowledge CN Arcana, Knowledge A seven-pointed star Osira, Goddess of Nature and Agriculture NG Nature, Life Sheaf of wheat Set, God of Darkness and War LE Trickery, War Eclipse Sobek, Goddess of Rivers and Storms N Nature, Tempest Crocodile head with horns and plumes

25 Deities of the Carthus Dominion Religion in the Carthus Dominion has a lot less of a focus on agriculture, knowledge, and healing, as is common in other churches, and places a lot more focus upon death, suffering, and war. The Carthus Dominion raids small villages in the Unclaimed Lands tribal towns in Lordran rather than produce what they need, so they pray to gods who aid them in these goals. Clerics and warriors devoted to Carthus Deities are extremely fierce warriors, wielding the very fury of the gods to strike down their foes. Deities of Carthus Deity Alignment Suggested Domains Symbol Auril, Goddess of Death and Cold LE Grave, Winter Six-pointed snowflake Avresh, God of Conquest and Raiding NE Protection, War Lit torch Corvesht, God of Bloodhealing LE Knowledge, Life Hand with an x carved into the palm Eadro, God of Storms and the Sea CE Nature, Tempest Squid Gruumsh, God of Conquest and Destruction NE Death, Tempest, War Bloody warhammer Hemogoblin, God of Blood and Lies CE Arcana, Death, Trickery A drop of blood with squid tentacles radiating out from behind Hruggek, God of Torture and Hunger CE Death Morningstar Surtur, God of Fire and the Forge N Light, Forge Flaming anvil Tharzidun, God of Madness CE Trickery Cracked skull

26 Deities of the Kingdom of Eldin Religion in the Kingdom of Eldin is as standard as diverse pantheons go. The people of Eldin place no emphasis on any specific deity or concept, instead having different churches to different gods and goddesses spread out where it makes most sense. For example, large churches devoted to Demeter are located in places that grow a lot of crops, Meridia has churches in merchant towns, and Boreales is worshipped in the north, where people ask for calm winters. Clerics who devote themselves to the deities of Eldin are as diverse as the pantheon itself. Some may be holy warriors charged with bringing wrongdoers to justice. Some may be in the crew of ships who travel for trade, some may be healers or protectors for those who need it, and some may be simple farmers or smiths, who use the powers of their deities to improve their craft. Deities of Eldin Deity Alignment Suggested Domains Symbol Bahamut, God of Justice and Nobility LG Light, Protection, War Dragon's head, in profile, facing left Boreales, Goddess of Winter LN Tempest, Winter Six-pointed snowflake Demeter, Goddess of Agriculture NG Nature, Life Sheaf of grain or a blooming rose over grain Daedalus, God of Creation N Forge, Knowledge Gear or clock Ehlonna, Goddess of the Hunt, the Forest, and Protection NG Nature, Protection Bow and arrow Meridia, Goddess of Knowledge and Wealth N Knowledge A crown or book Pelor, God of the Sun and Healing NG Life, Light, Protection Circle with six outwardly radiating points Raven Queen, Goddess of Death LN Grave, Winter Raven's head, in profile, facing left Rhogog, God of Arcane Knowledge CN Arcana, Death, Knowledge A seven-pointed star, each point being a different color of the rainbow, with black replacing indigo Sehanine, Goddess of the Moon and Luck CG Arcana, Trickery Crescent Moon St. Aveline, Goddess of Justice and Revenge N Tempest, Trickery, War A tri-point star, shown either in front of a water drop or below waves Tlolac, God of the Sea, Storms, and Naval Warfare LE Forge, Tempest, War Three lightning bolts radiating from a central point