History

Etharial

Etharial is the name of the world this campaign will be taking place in. The world itself is universal in nature, every langague has Etharial somewhere in it's vocabulary, however the exact definion does change. Elven, which is the most widespoken langague, belives it to translate as, the seed. Which isn't wrong in any regards, it maybe the most accurate of definitions. Etharial is the cullmination of many worlds. Faerun, Golarion, Greyhawk, Eberron, and many more were failed attempts at creation. Auhway, the creator god, deemed them as such and decided that the world needed a restart, and collapsed all of the differing worlds into one massive landmass. Etharial.

Recent Times

While the world is fairly recent, it still does have a history. When the world was first created by Auhway, he left it to the gods of all the realms, thinking that they deserved one last chance to prove themselves worthy as his creaiton. The god's faught amoungst one another, each god declaring himself the "true" god of his domain. Except for one group of gods, the various gods of the elves lead by a council of three: Corellon Larethian, Yuelral, and the collective undying court, quickly banded together before spreading thier race across the lands. The other gods, created their own races, though no other racial gods worked together, opting to work on recreating their race how they saw fit. However, the elves were far more powerful together than other working apart. So thier species started the Suwan, in the elven tounge it means unifcaiton, to most others it means enslavement. They spread across the world until finally, that had complete control, the elven gods wielded tremendous power due their worshipers and it seemed hopeless. Which it was, for three full elven generations they held power. Until two hundered years ago when the rest of the racial gods ask Auhway for help, who did so by blessing all the other races with innate abilites tied to the land. Elves he cursed, forcing them to have a much shorter life as punishment for thier over zealous nature. Since then the gods have gone silent, granting spells but not answering questions asked of them. The rest of the races pushed the elves back into the small area of land they call home today.

Changes to the elven races and subraces Age: While elves are still one of the longer lived races in Etharial the curse has cut down their life span. Elves can't live longer than 350 years old.

Languages: You speak, write, and read elven and one other language of your choice.

Alingment: After years of unification most elves still are orderly in nature, leaning to the more lawful side of the axis.

Feats: Elves begin play with one feat of their choice.

Changes To Divine Casters The following changes override anything that appears in Paladin, Druid, Cleric, or any subclass that adds divine magic to an exsisting class. Spell removed: Commune is no longer on any spell list.

God forsaken world: While you gain your magic from a divine source you have no proof which god gives you power. For any class that gains a feature based on their god they may pick from any choice avaiable to them.

Divine Intervention: Removed and replaced with Divine Well.

Celestial Patron for warlock has been removed.

Divine Well

Beginning at 10th level the divine energy that you draw your power from grants you another ability. Choose one Domain that you haven't selected and gain the power listed below for it.

Forge: You gain the ability to improve a weapon as an action, once per long rest you may give a weapon +1 to attack and damage rolls for five minutes.

Grave: You may cast any healing spell as a bonus action. When you do so it only heals creatures at zero hit points.

Knowledge: You become proficient in one skill of your choice, you gain expertise in another skill, and learn one language of your choice

Life: Whenever you cast a healing spell with a range of touch you instead may target a creature within 30 feet of you instead

Light: You can't be blinded, gain expertise in perception, and as a bonus action, you can increase an area of bright light radiated by a spell you've cast that doesn't deal damage by 10 feet, or reduce it by 10 feet, up to a maximum of 30 feet in either direction.

Nature: You gain one druid cantrip of your choice and ignore natural difficult terrian.

Tempest: You gain proficiency with martial weapons and resistance against lighting damage.

Trickery: You may cast Disguise self once per long rest and as long as it is active you may spend a bonus action to change the disguise

War: You gain proficiency with heavy armor and once per long rest, as a reaction, you may give an ally within 60 feet advantage on an attack.

Locations:

Every non-elf races (That does include half elves) chooses one of the lands to being their home land. They then choose ONE of the starting character options from that location to take.