Tempest Lore, Volume 2: Classes, Items, and Spells From Heroes of the Storm

Monastic Tradition: Way of the Veradani The Sahptev faith of Ivgorod maintains a militant warrior-monk caste, bare-fisted and richly ornamented, to police its monastery cities. Every moment these monks are not steeped in the tenets of their one thousand and one gods and goddesses, they are vigilant for signs of demonic corruption. With fists bolstered by spirit and a resolve tempered like steel, the Veradani stomp out evil, root and branch, wherever it is found. Veradani Arts When you choose this Tradition at 3rd level, you gain access to the three Veradani Arts. You may spend 1 Ki Point to use a given Art for 1 minute. Only one Art may be active at a time. While an Art is active, you gain a Spirit every time you hit a creature with an unarmed strike. These Spirits leave you if the Art's duration ends and you do not immediately spend another Ki Point to renew it. You retain Spirits if you switch from one Art to another. The Iron Art causes your fists to harden and become heavy like lead. While this Art is active and you have 3 Spirits or more, the next time you hit with an unarmed strike, you may expend 3 Spirits and deal an additional Martial Arts die of Piercing damage.

causes your fists to harden and become heavy like lead. While this Art is active and you have 3 Spirits or more, the next time you hit with an unarmed strike, you may expend 3 Spirits and deal an additional Martial Arts die of Piercing damage. The Transcendant Art causes your shoulders to lighten, and your wounds to fade. While this Art is active and you have 6 Spirits or more, the next time you hit with an unarmed strike, you may expend 6 Spirits and cause a flash of pure Ki to either heal you for 1d4 Hit Points or jump to a creature within 10 feet and heal them for the same amount.

causes your shoulders to lighten, and your wounds to fade. While this Art is active and you have 6 Spirits or more, the next time you hit with an unarmed strike, you may expend 6 Spirits and cause a flash of pure Ki to either heal you for 1d4 Hit Points or jump to a creature within 10 feet and heal them for the same amount. The Insightful Art causes your mind to clear and reveals the flow of Ki through your own body and the bodies of others. While this Art is active and you have 9 Spirits or more, the next time you hit with an unarmed strike, you may expend 9 Spirits and regain 1 Ki point. Radiant Dash At 6th level, you gain the ability to propel yourself forward on a jet of Ki energy. As a bonus action, you can spend a Ki point to target a creature up to a distance away equal to your Unarmored Movement bonus. You fly through the air and land in an unoccupied space within 5 feet of that creature. You do not provoke attacks of opportunity during this movement. You may immediately make an unarmed strike against the target creature when you land. Spirit Ally At 11th level, your spirit echoes with wisdom and insight from the 1001 Sahptev deities. As a bonus action, you may spend a Ki point to leave an ethereal echo of yourself in your space known as a Spirit Ally. The Ally cannot move or take actions, but cannot be damaged in any way. You may target the Ally with Radiant Dash. In addition, when you gain Spirits while within 25 feet of your Spirit Ally, every third Spirit you gain grants you two Spirits instead of one. You may use this feature once per short rest. Divine Palm At 17th level, you can flood Ki into a creature's body with a touch. You may spend 5 Ki points to do one of the following: Use an action to touch an unconscious creature, healing it for a quarter of its hit point maximum and returning it to consciousness immediately.

Use a reaction to touch a creature that has just been reduced to 0 hit points. Instead of falling unconscious, it is paralyzed and immune to damage until the end of its next turn, at which point it is bathed in a flash of light and healed for half its hit point maximum.

Use an action to touch a conscious creature and mark it with the Sign of the Divine Palm until the start of your next turn. If the creature bearing the Sign would drop to 0 hit points, it instead gains the benefit of the above , except it is healed for three quarters of its hit point maximum. No matter which of these abilities you use, you cannot use Divine Palm again until you complere a long rest.

Sacred Oath: Oath of the Daelaam The Oath of the Daelaam is a shared bond between struggling peoples. The original Daelaam were a coalition of a once-fractured race, dedicated to retaking their ravaged homeland from a monstrous tide of Aberrant invaders. Those who take up the Oath of the Daelaam are implacable in the pursuit of their kith and kin's betterment, and will forge any path to achieve that goal, no matter how horrid. Tenets of the Daelaam Though not codified into a ritualistic creed like most Paladins' oaths, the Tenets of the Daelaam are as devoutly followed and as earnestly lived as any holy decree. For My People. My community, my family, my friends. Those who grant me succor are my richest treasure, and anything that threatens their well-being must be destroyed. A Shield To Snuff A Flame. I will be in harm's way when danger is near. I would rather my body be broken a thousand times over than allow someone I care about come to harm. By Any Means. No tactic is too underhanded when the success of my mission and the safety of my people is at stake. Ancient forbidden technology, soul-devouring magic... anything and everything. Taboo is a luxury for a kinder age. Oath Spells You gain oath spells at the paladin levels listed. Oath of the Daelaam Spells Level Spells 3rd Shield, Longstrider 5th Blur, Invisibility 9th Clairvoyance, Nondetection 13th Otiluke's Resilient Sphere, Stoneskin 17th Hold Monster, Telekinesis Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Shielding Strike. You can use your Channel Divinity to turn outward force into inward protection. When you hit a creature with a melee weapon attack as part of the Attack action, you can use your Channel Divinity to turn the force of that attack into a shimmering energy barrier around yourself. Roll a d4 and multiply the result by the damage your attack dealt. You gain that many temporary hit points for 1 minute. Rebuke Adversary. As a bonus action, you loudly declare your enmity for a creature that is impeding your mission. You gain advantage on all saving throws against spells or effects from that creature. At 7th level, you can Rebuke two creatures at once. At 15th level, you can Rebuke up to three creatures. This bonus lasts until you willingly end the effect, lose sight of the affected creature(s) for more than 1 minute, or after all creatures affected by it are reduced to 0 hit points. Shield Battery Beginning at 7th level, whenever you or a friendly creature within 10 feet go an entire round without taking damage, you gain 15 temporary hit points that last 1 minute. At 18th level, the number of temporary hit points increases to 20 and the range of this aura increases to 30 feet. Immortal Barrier Starting at 15th level, while you have temporary hit points of any kind, all damage rolls against you subtract 5 from their total. Purifier Strike At 20th level, you harness divine power to utterly demolish any threat or obstacle to your righteous cause. As an action, target a point within 600 feet and choose one of the following effects: Purify. A beam of holy light streaks from the heavens and blasts the area, scouring the ground bare as it passes. Creatures within 5 feet of the target point on impact and who end their turn within 5 feet of the beam must succeed on a Dexterity saving throw or take 12d8 Radiant damage, taking half as much on a success. You may direct the beam to move up to 40 feet on your turn, forcing creatures it passes over to make the same save or suffer the same damage. The beam lasts for 3 turns. Suppress. A pulse of disorienting energy washes over the battlefield in a 50-foot radius around the target point. Creatures in the area must succeed on a Constitution saving throw or suffer disadvantage on all attack rolls for 1 minute. Whichever effect you choose, you cannot use this feature again until you complete a long rest.

Items Wailing Arrow Weapon (arrow), rare This arrow's head drips with a viscious black liquid that never seems to fall from its edge, constantly receding and hanging like inky wine legs. When you fire this arrow at a creature or a point within range, it explodes into splinters instead of dealing damage. The exploding arrow unleashes a ghastly wail akin to a Banshee's, forcing all creatures within a 25-foot radius to make a DC 15 Constitution saving throw or take 4d12 Psychic damage, taking half as much on a success. Worg Charm Wondrous item, very rare (requires attunement) This rough-hewn trinket holds the shape of a canine paw and hangs from a cord necklace. The wearer's hair seems to grow an extra inch, and their voice deepens menacingly. While attuned to the Worg Charm, your unarmed attacks deal an additional 1d4 Slashing damage, and you add 1 to all attack and damage rolls made using Strength. Curse. If you are attuned to the Worg Charm during a full moon, you must succeed on a DC 15 Wisdom save or fall victim to its curse and transform into a Wereworg. As a Wereworg, you add 1 to your AC, add 2 to your Strength, and add 10 to your base speed, but your personality changes to that of a feral Worg, evil and interested only in preying on creatures weaker than yourself. This transformation lasts until dawn. You revert if targeted by a Remove Curse spell, and can remove the Charm immediately. If you succeed on the Wisdom save three times in a row, you defeat the curse and can use an action to transform into a Wereworg once every 7 days (or at will during a full moon). After overcoming the curse, you retain your personality while transformed, and can revert at will. Spear of the Dryad's Step Weapon (spear), uncommon (requires attunement) This weapon has no metal upon it, and appears to be the limb of a tree that has grown its edge and impeccable balance naturally. You have a +1 bonus to attack and damage rolls made with the Spear. When you make a ranged attack with the spear, it magically reappears in your hand at the end of your turn. As an action, you can use the spear to cast Longstrider on yourself. This ability cannot be used again until the next dawn. Spacetime Prism Wondrous item, very rare This green prism resembles an Ioun Stone at first glance. further inspection reveals a dot of pure black at the crystal's center that reveals no contour or flaw from any angle. As an action, you may crush the prism in your hand and throw it up to 30 feet away. After a brief delay, the crushed crystal erupts into a 10-foot-wide sphere of frozen spacetime. Creatures within the sphere must succeed on a DC 18 Dexterity saving throw or be trapped inside it. Creatures and objects trapped within the sphere do not experience the passage of time. Creatures that enter the sphere are immediately subject to its effects. Any effect that dispels magic can destroy the sphere. Ghost's Skin Armor, legendary (requires attunement) This suit of unnatural fibres shimmers and bends light that passes through it. While wearing this armor, you receive no bonus to your AC, but are permanently under the effect of the Greater Invisibility spell.

Spells Cursed Quiver 3rd-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V, M (the ashes of a cremated elf)

S, V, M (the ashes of a cremated elf) Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d4 Necrotic damage. In addition, a creature that takes damage from this spell subtracts 1 from all damage rolls it makes for the next minute. This effect stacks up to 3 times. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Solo 7th-level enchantment Casting Time: 1 action

1 action Range: 20 feet

20 feet Components: S, V, M (a guitar pick fashioned from jade)

S, V, M (a guitar pick fashioned from jade) Duration: Concentration, up to 1 minute After a brief moment to psyche yourself up, you let loose with a blast of heart-pounding music from whatever instrument you happen to be carrying (or an air guitar, if that's your thing. Don't worry, it's magic). Creatures in range must succeed on a Wisdom saving throw or be enthralled by your performance, doing nothing on their turns besides dancing and cheering you on. Creatures immune to being Charmed automatically pass their saving throw unless you successfully contest it with a Charisma (Performance) check. When the spell ends, affected creatures may not even realize something was amiss, regarding you amiably unless they took damage in the meantime. Spawn Aberrants 3rd-level Conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V, M (the scale of a dead Aberrant)

S, V, M (the scale of a dead Aberrant) Duration: Concentration, up to 1 hour You broadcast a psionic signal to the Far Reaches, calling forth a number of Aberrant warrior-strain creatures to your aid. You may summon 3 Acid Hurlers, 2 Hunter-Killers, or a Glaive Shrike (statistics in the appendix below). The creatures burrow up from the ground (or simply manifest in an explosion of sludge if there is no suitable ground) near the target location, and act at your initiative for the spell's duration. They are slaved to your mental command until the spell ends. When the spell ends, you may cast it again to maintain control over any Aberrants you have summoned. Otherwise, the Aberrants simply keel over and die due to a fatal lack of psychic stimulus. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may summon an additional Acid Hurler for each level above 3rd. For every two levels above 3rd, you may summon an additional Hunter-Killer. For every three levels above 3rd, you may summon an additional Glaive Shrike. Spawn Brontolith 8th-level Conjuration Casting Time: 1 action

1 action Range: 80 feet

80 feet Components: S, V, M (a phial of Aberrant ichor)

S, V, M (a phial of Aberrant ichor) Duration: Concentration, up to 4 hours You send a mental probe into the Far Reaches and entice an Aberrant Brontolith to this plane with promises of fresh destruction. The monster punches a hole into this reality through stubborn force of will, and will obey you so long as there are buildings to topple and fresh prey to slaughter. Spawn Brontolith functions identically to Spawn Aberrants above, summoning a single Brontolith (see appendix). However, when the spell ends, the massive beast does not die. It may treat you favorably if you directed it to especially violent ends. More likely, it will simply attempt to eat you.

Appendix: Aberrant Summons Acid Hurler Small aberration, unaligned Armor Class 12 (natural armor)

12 (natural armor) Hit Points 8(2d8 - 1)

8(2d8 - 1) Speed 15 ft., burrow 5ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 8 (-1) 2 (-4) 4 (-3) 2 (-4) Condition Immunities blinded

blinded Senses tremorsense 60 ft (blind beyond this radius)

tremorsense 60 ft (blind beyond this radius) Languages --

-- Challenge 1/4 (50 XP) Lurker Strain. The Acid Hurler's Aberrant biology renders it undetectable while underground. Centrifugal Hooks. When Acid Hurler takes the Dash action, it curls into a ball and begins rolling, adding 5 to its base speed until it takes an action other than Dash. While rolling, it may use its Burst action as a bonus action. Actions Burst. The Acid Hurler emerges if it was undergound and kills itself by exploding in a geyser of bright green bile. All creatures in a 5-foot radius must make a DC 16 Dexterity save or take 2d8 Acid damage, taking half as much on a successful save. This deals double damage to structures and objects. Death Throes. Acid Hurlers use their Burst automatically when reduced to 0 hit points; however, the DC and damage are halved and a successful save negates the damage. Hunter-Killer Medium aberration, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 18 (4d8)

18 (4d8) Speed 25 ft., burrow 5ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 2 (-4) Condition Immunities None

None Senses passive Perception 11, tremorsense 60 ft

passive Perception 11, tremorsense 60 ft Languages --

-- Challenge 1/2 (100 XP) Swarm Tactics. The Hunter-Killer has advantage on attack rolls against a creature if at least one other Hunter-Killer targeted that creature with its Serrated Spines since its last turn. Actions Serrated Spines. Ranged weapon attack: +4 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) Piercing damage. Vestigial Claws. Melee weapon attack: +1 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) Slashing damage.