Tag: Blake Brooker

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  • Welcome to your campaign!

    Hey guys, it's Ansel - this is basically a blog, of sorts, for the campaign! All of you can make entries here, so please do so as often as you care to! This is not only a way for all of us to keep track of what's happening in the game ( …

  • Dax's Tome of Great Secrets

    ~Entry 1

    Got mugged today. Invited them out for drinks after. Nice folks. Also I met a dragonborn today. Ilko something. Nice guy. I have a good feeling about him and his friends, so I figured I should chronicle this in case I get famous.

  • Home Page

    Welcome to a world where death is a minor inconvenience, where magic flows like water from the skies above, and where holes have been torn between the planes and ushered in an age of arcane miracles.

    Welcome to Kelden, enjoy your stay, and …

  • Main Page

    Hey guys! I hope this wiki isn't garbage, and that it's in fact a lot of help to you all, and me! By the way, this is only the stuff that isn't in the books I've got on hand - the Player's Handbook, Volo's Guide to Monsters, …

  • College of Whispers

    College of Whispers

    Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences …

  • Deserter

    Deserter

    In many ancient worlds, military service was compulsory and armies were filled with conscripted peasants led by noble officers. This does not lead to enthusiastic military service the same way an all-volunteer army does. Deserting …

  • Healer

    Healer

    You worked in a village or a city to help heal the sick and wounded in your community. You may have been formally educated and call yourself a doctor or surgeon, or you may have been taught what you know from a relative or mentor in …

  • Feat - Witch Hunter

    Witch Hunter

    You have experience in the detection and elimination of warlocks, occultists, and creatures possessed by foul spirits.

    • You gain resistance to acid, cold, fire, lightning, or thunder damage (your choice when …

  • Feat - Burglar

    You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

    • Increase your Dexterity score by 1, to a maximum of 20.
    • You gain proficiency with thieves’ …

  • Feat - Blade Mastery

    You master the shortsword, longsword, greatsword, and other bladed weapons. You gain the following benefits when using any of them:

    • You gain a +1 bonus to attack rolls you make with the weapon.
    • On your turn, you can use …

  • Feat - Gourmand

    You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

    • Increase your Constitution score by 1, to a maximum of 20.
    • You gain proficiency …

  • Feat - Tenacious

    Hardy and resilient, you gain the following benefits:

    • Increase your Constitution score by 1, to a maximum of 20.
    • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals …

  • Feat - Weapon Master

    You have practiced extensively with a variety of weapons, gaining the following benefits:

    • Increase your Strength or Dexterity score by 1, to a maximum of 20.
    • Choose four weapons. You may add your proficiency bonus to damage …

  • House Rules

    • First Level Feat: Every character gets a single feat at first level.
    • Identifying Magic Items: Magical items will be identified this way, outside the identify spell.
  • Multi-Weapon Fighting

    I can attack with two 3lb. scimitars or 2lb. short swords. Neither of those were historically paired frequently.
    I cannot attack with two 2lb. rapiers. Rapiers have been known to be paired with a variety of equal or smaller blades! …

  • Healing Over Short Rests

    One of the very many that bothers me is the decision the player is presented with during a short rest of how many hit dice to recover as a result of the rest. It's arbitrary, with no real equivalent "in world." It’s …

  • Weapon Clashing

    Rules for Clashing

    Two warriors face-off in mortal combat, metal sparking against metal and sweat flying as they vie for dominance. Sometimes these warriors find themselves in a moment of equal match, their weapons …

  • The Reworked Warlock

    Level Proficiency Bonus Features Cantrips Known Spells Known

  • The Revised Ranger

    The Ranger < …

  • Adventuring Gear

    Item Cost Weight
  • Animals and Trade Goods

    Animals 

    1 cp pigeon
  • Herbalism and Alchemy

    Herbalism & Alchemy

    All throughout the world, there are various forms of plant life, ocean products, and even earthy substances that you can utilize both in and out of a combat situation. Herbalism is the profession behind …

  • Arms and Armour

  • Advanced Attunement

    You have gained a great familiarity with magic items and how they work.

    • Increase your Intelligence score by 1, to a maximum of 20.
    • Attuning to a magic item now only requires 10 minutes of uninterrupted focus.
    • You …

  • Feat - Born at Sea

    You have spent a great deal of your life at the sea and have learned to adapt to the changes of the sea. You gain the following benefits:

    • Increase your Strength or Constitution score by 1, to a maximum of 20.
    • You gain a …

  • Feat - Cartographer

    You are an experienced traveler who is adept at orienteering and mapmaking.

    • You gain proficieny in cartographer's tools.
    • Increase your Wisdom or Intelligence score by 1 to a maximum of 20.
    • When travelling, …

  • Feat - Escape Artist

    Your pursuers swear you bathe in grease; no one can keep their hands on you.

    • If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your …

  • Feat - Investigator

    You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency in the Investigation skill. If you are already …

  • Light Armour Master

    Prerequisite: Proficiency with light armour

    Your training with light armour has made you incredibly agile, getting the most out of your speed and armour.

    • Your speed increases by 5 feet while wearing light or no …

  • Light Weapon Master

    Light weapons are weightless in your hands, becoming simply an extension of your arms, always exactly where you need them to be.

    • Increase you Dexterity score by 1, to a maximum of 20.
    • When you make a weapon attack, you …

  • Feat - Parry and Riposte

    Prerequisite: Dexterity 13 or higher

    When you are wielding a finesse weapon in each hand and another creature hits you with a melee attack, you can use your reaction to roll the damage die for one of your weapons and add it to your …

  • Feat - Quick Witted

    Great ideas come to you naturally, often when they would save your life.

    • Increase your Intelligence score by 1, to a maximum of 20.
    • When you are subject to an effect that would require you to make a Dexterity saving throw, …

  • Feat - Spearman

    You have trained long and hard with the proper and effective use of a javelin, spear, pike, trident, or grand spear. You can make quick and accurate jabs with spears that catch your foes off guard. You also know how to set properly for a charge.

  • Feat - Sure Footed

    Years of hard work and physical training developed a tremendous power in your legs and stance. You gain the following benefits:

    • Increase your Strength or Constitution score by 1, to a maximum of 20.
    • You gain advantage on …

  • Feat - Survivalist

    You master wilderness lore, gaining the following benefits:

    • Increase your Wisdom score by 1, to a maximum of 20.
    • You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your …

  • Items

    • [[Adventuring Gear]]
    • [[Animals and Trade Goods]]
    • [[Arms and Armour]]
    • [[Magic Items]]

  • Rules

    Remember: All of these rules are things that are subject to group approval. If you want to remove, add, modify, or suggest a house rule or other type of thing, let me know! - Ansel

     

    • [[House Rules]]
    • [[Large …

  • Table Etiquette

    Table Etiquette: 

     

    • Once combat has started, there is no out-of-character directions or suggestions given to other players. If a player does not understand something, I will explain.
  • Feat - Exotic Craftsman

    You have discovered the secrets of forging unique, exotic weapons or armor.

    • Increase your Intelligence score by 1, to a maximum of 20
    • You learn to craft exotic armor and shields or exotic weapons
    • When crafting, …

  • Feat - Armour Master

    You are practiced in wearing unwieldy and exotic armour, and you gain the following benefits:

    • Increase your Strength score by 1, to a maximum of 20.
    • You gain proficiency with a single suit of armour, exotic or …

  • Feat - Brutal Grip

    You've learned to use the weight of your weapons effectively, and have adapted to use large weapons one-handed.

    • Increase your Strength score by 1, to a maximum of 20.
    • When wielding a versatile weapon in one hand, you …

  • Raw Magic Spell Points

    D&D’s spellcasting and magic system has, since the first edition, been based on a "Vancian Magic" model, named after author Jack Vance. This is the traditional system, and is what you all know, for the most part. The rules of …

  • Warforged

    Warforged

    The technology used to create warforged began with the methods used to create mindless constructs. Although true sentience was a goal, there was little thought given to what the effects of sentience would be or how to best prepare …

  • Magic Item - Coins of Guillaume

    As great wielders of magic learned to create without limit, material wealth became meaningless. A great magus wishing to do business with another was forced to balance the tables with unidentified oddities, strange requests, and tenuous promises.

  • Magic Item - Pouch of Platinum

    Pouch of Platinum

    Wondrous item, uncommon

    Nonmagical gemstones and coins placed into this platinum embossed pouch are converted into an equal amount of platinum pieces. Coins and gemstones that cannot be completely and …

  • Magic Item - Karlieve, the Hesitant Blade

    Karlieve, The Hesitant Blade

    Weapon (longsword), legendary (requires attunement)


    Frequently changing hands from tyrant to tyrant as its owners have an unfortunate habit of dying in …

  • Magic Item - Hadroghin Set

    Hadroghin

    Weapon (lance), legendary (requires attunement by a creature of good alignment)


    When he was slain under his rider, Karlain, Hadroghin refused to stay down. The mighty warhorse struggled …

  • Magic Item - Twilight Coins

    Twilight Coins

    Wonderous item, Uncommon

    A mysterious coin that could easily be mistaken for standard currency, were it not for its unusual gold and black sides. Upon the black side there is emblazoned a crowned skull and …

  • Magic Item - Armour of Transferral

    Armour of Transferral

    Armour (any), rare (requires attunement)

    When an attack targeting you misses, as a reaction you may make the attack hit you. You gain resistance to the damage of that …

  • Magic Item - Blade of Power Overwhelming

    Blade of Power Overwhelming

    Weapon (any that can deal slashing damage), very rare (requires attunement)

    You have a modifier to your attack and damage rolls with this weapon equal to half …

  • Magic Item - Blade of Consumption

    Blade of Consumption

    Weapon (longsword), very rare (requires attunement)

    You have a +3 modifier to attack and damage rolls with this weapon. On a hit this weapon deals 2d6 slashing damage, or …

  • Magic Item - Blade of the Whole

    Blade of the Whole

    Weapon (shortsword or longsword), very rare (requires attunement)

    While attuned to this weapon, you gain a modifier to attack and damage rolls dependent on the amount of hit …

  • Magic Item - Discordance Engine

    Discordance Engine

    Wonderous item, rare

    The Discordance Engine has 3 charges, and regains a charge at the end of each night of the New Moon.

    You may activate the Engine as an action, …

  • Magic Item - Law-Breaker

    The Law-Breaker

    Weapon (whip), very rare (requires attunement)

    You gain a +2 modifier to attack and damage rolls made with this whip. In addition, when you score a critical hit with this weapon, in …

  • Magic Item - Myopic Staff

    Myopic Staff

    Staff, rare (requires attunement by a spellcaster)

    While you are attuned to the Myopic Staff, and you roll damage for a spell, or roll die to determine the effectiveness of a spell (such as …

  • Magic Item - Periapt of Serenity

    Periapt of Serenity

    Wonderous item, very rare (requires attunement)

    While attuned to the periapt, you have advantage on saves to resist being frightened or charmed.

    You also do not grant …

  • Magic Item - Pouch of Daern's Instant Wall

    Pouch of Daern's Instant Wall

    Wonderous item, uncommon

    When you find a pouch of Daern's Instant Wall, it has 1d6 + 1d4 handfuls of powder. As an action, you may take a handful of …

  • Magic Item - Quake-Stone Maul

    Quake-Stone Maul

    Weapon (maul), rare (requires attunement)

    You gain a modifier to attack and damage rolls with this weapon equal to half your proficiency modifier, rounded down.

    In addition …

  • Magic Item - Ring of Nature Over Nurture

    Ring of Nature Over Nurture

    Ring, rare (requires attunement)

    While you are attuned to this ring, when you make a skill check, your proficiency modifier (if any) is halved, rounded down, …

  • Magic Item - Staff of Deep Roots

    Staff of Strong Roots

    Staff, rare (requires attunement)

    This staff can be used as a quarterstaff. When you hit a creature with this weapon, that creature's movement speed is reduced by 10 …

  • Magic Item - Sunlight Spear

    Sunlight Spear

    Weapon (spear), rare (requires attunement)

    You have a +1 modifier to attack and damage rolls made with this weapon.

    You may also use this spear as a spell-casting focus for …

  • Magic Item - Talon-Crowned Club

    A formerly normal wooden club, which, through magic, has sprouted multiple living talons, claws, and fangs with scrabble at the head of the club, as well as anybody struck with it. Don't worry about food, though. It eats violence, and we both know …

  • Magic Item - Madman's Mallet

    Madman's Mallet

    Weapon (warhammer), rare (unique, requires attunement)

    You gain a modifier to attack and damage rolls with this weapon equal to the number of hands you are wielding it …

  • Magic Item - Killer Jokebook

    Killer Jokebook

    Wondrous Item: Very Rare (requires attunement)

    An old weathered joke book, some of the text is humorous but macabre, some is jumbled and downright indecipherable. After you have read this book and as long …

  • Magic Item - Sehanine's Displeasure

    Sehanine's Displeasure

    Weapon, Warhammer. Very Rare (requires attunement)

    This finely crafted silver warhammer has a palm-sized circular dais of lustrous moonstone inlaid into each side of the head. While attuned to …

  • Magic Item - Wand of Amplification

    Wand of Amplification

    Wand. Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires attunement by a spellcaster)

    Constructed from the thin helical horn of a mountain beast, this wand has 5 charges. One charge can be …

  • Magic Item - Spellmirror Shield

    Spellmirror Shield

    Armour (shield). Very Rare

    This iridescent shield appears to be constructed of a large piece of lapped obsidian, but it is in fact made from the carapace of a giant insect with natural magical …

  • Magic Item - Madman's Wager

    Madman's Wager

    Wonderous item, unique

    A strange platinum coin, inscribed with faded, worn runes and symbols that mark it as currency of an era long lost to the ravages of time. It fits smoothly in the palm, and …

  • Magic Item - Roseblade

    Roseblade

    Weapon (greatsword), rare (requires attunement)

    An ornately crafted greatsword, with a slightly rose pink sheen to the steel blade of the weapon. It is superbly balanced, and easy to swing. The hilt, grip, and …

  • Magic Item - Scabbard of the Military Advisor

    Scabbard of the Military Advisor

    Wonderous item, uncommon (requires attunement)

    An ornately constructed and decorated scabbard, forged of black metal with gold filigree, this item is a symbol of office denoting the …

  • Magic Item - Fleshreave

    Fleshreave

    Weapon (greatsword), legendary (requires attunement by a non-Lawful Good creature)


    This thing got SUPER DUPER fucked up. Like, hot diggity damn, dawg. The stuff Ilko did to this thing was horrific. It&# …

  • Magic Item - Resonating Shaft of the Surgeon

    Resonating Shaft of the Surgeon

    Staff, uncommon (requires attunement)

    This staff may be used as an arcane focus, and as a quarterstaff. As an action, you can expend 1 ki point to treat this as a +1 weapon for 1 …

  • Miscellaneous

    • [[Alignment Qualities]] - a little bullet point summary of each alignment, to help you conceptualize things
    • [[A Prayer to Mulgrath]] - no impact to be had, just a fun bit of flavour if you fine folk ever have need of it
    • [[ …

  • Alignment Qualities

    Lawful Good

    • Will always keep their word.
    • Avoids lies (Unless absolutely necessary).
    • Will never kill or attack an unarmed foe.
    • Will never harm an innocent.
    • Will never torture for any reason …

  • Race - Kalashtar

    The Kalashtar

    Centuries ago, spiritual beings from Dal Quor, the distant and nigh-unreachable realm of dreams, fled from their homes and sought refuge on the Prime Material. Hunted and persecuted for their religious beliefs, these beings of …

  • Feat - Artisan

    You are a creative, learning a variety of artistic crafts. You gain the following benefits:

    • Increase your Intelligence by 1, to a maximum of 20.
    • You gain proficiency with two artisan's tools of your choice. Your …

  • Feat - Bow Mastery

    Bows are used by many, but you have trained to make the most of these elegant weapons. You gain the following benefits:

    • You gain a +1 bonus to damage rolls you make with shortbows, longbows, and greatbows.
    • When …

  • Feat - Herbalist

    You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:

    • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    • You gain proficiency with herbalism kits. If …

  • Feat - Poisoner

    You have studied the secrets of poisons and toxins, gaining the following benefits:

    • Increase your Intelligence by 1, to a maximum of 20.
    • You gain proficiency with poisoner’s kits. If you are already proficient with …

  • Spell - Commune with Civilization

    Commune with Civilization

    • 5th-level divination (ritual)
    • Casting Time: 1 minute
    • Range: Self
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Cleric, Wizard

    You …

  • Large Race Mechanics

    Large Race Mechanics

    • The races have advantage on Strength ability checks and Strength saving throws. For this reason, these races are assumed to be strong, and do not need to gain a Strength score bonus - they will usually roll high …

  • Race - Ogrillon

    Half-Ogre (Ogrillon)

    Ogrillon, or half-ogres, are the offspring of an ogre and another race, ogres being of similar fertility to humans. Being that ogres are an even more brutal, animalistic race than orcs, these pairings are very uncommon, …

  • Race - Onling

    Onling (Half-Oni)

    Oni are terrible creatures. Living bogeyman. Ogre fiends. However, even they can find mates outside of their race, and the result is almost always an onling, or half-oni. Because oni crave magic and its power, they most …

  • Spell - Umbraturgy

    Umbraturgy

    • Transmutation cantrip
    • Casting Time: 1 action
    • Range: Touch
    • Components: V
    • Duration: Concentration, up to 1 hour
    • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
  • Feat - Acrobat

    You become more nimble, gaining the following benefits:

    • Increase your Dexterity score by 1, to a maximum of 20.
    • You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your …

  • Feat - Animal Handler

    You master the techniques needed to train and handle animals.

    You gain the following benefits.

    • Increase your Wisdom score by 1, to a maximum of 20.
    • You gain proficiency in the Animal Handling skill. If you are …

  • Feat - Arcanist

    You study the arcane arts, gaining the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your …

  • Feat - Brawny

    You become stronger, gaining the following benefits:

    • Increase your Strength score by 1, to a maximum of 20.
    • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your …

  • Feat - Diplomat

    You master the arts of diplomacy, gaining the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add …

  • Feat - Empathic

    You possess keen insight into how other people think and feel. You gain the following benefits: 

    • Increase your Wisdom score by 1, to a maximum of 20.
    • You gain proficiency in the Insight skill. If you are already …

  • Feat - Historian

    Your study of history rewards you with the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency in the History skill. If you are already proficient in the skill, you add double …

  • Feat - Medic

    You master the physician’s arts, gaining the following benefits:

    • Increase your Wisdom score by 1, to a maximum of 20.
    • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add …

  • Feat - Menacing

    You become fearsome to others, gaining the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add …

  • Feat - Naturalist

    Your extensive study of nature rewards you with the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency in the Nature skill. If you are already proficient in the skill, you …

  • Feat - Perceptive

    You hone your senses until they become razor sharp. You gain the following benefits:

    • Increase your Wisdom score by 1, to a maximum of 20.
    • You gain proficiency in the Perception skill. If you are already proficient in the …

  • Feat - Performer

    You master performance so that you can command any stage. You gain the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You gain proficiency in the Performance skill. If you are already proficient …

  • Feat - Quick-Fingered

    Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

    • Increase your Dexterity score by 1, to a maximum of 20.
    • You gain proficiency in the Sleight of Hand skill. If you are already …

  • Feat - Silver-Tongued

    You develop your conversational skill to better deceive others. You gain the following benefits:

    • Increase your Charisma score by 1, to a maximum of 20.
    • You gain proficiency in the Deception skill. If you are already …

  • Feat - Stealthy

    You know how best to hide. You gain the following benefits:

    • Increase your Dexterity score by 1, to a maximum of 20.
    • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your …

  • Feat - Theologian

    Your extensive study of religion rewards you with the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You gain proficiency in the Religion skill. If you are already proficient in the skill, …

  • Spell - Cause Fear

    Cause Fear

    • 1st-level necromancy
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S
    • Duration: Concentration, up to 1 minute
    • Classes: Warlock, Wizard

    You …

  • Spell - Ceremony

    Ceremony

    • 1st-level evocation (ritual)
    • Casting Time: 1 hour
    • Range: Touch
    • Components: V, S, M (25 gp worth of powdered silver)
    • Duration: Instantaneous (see text)
    • Classes: Cleric,& …

  • Feat - Barbed Hide

    Prerequisite: Tiefling

    One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

    • Increase your Constitution or Charisma score by 1, up to a …

  • Feat - Bountiful Luck

    Prerequisite: Kithin or Half-Kithin Half-Human

    Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. …

  • Feats - Dragon Fear

    Prerequisite: Dragonborn

    When angered, you radiate menace. You gain the following benefits:

    • Increase your Strength or Charisma score by 1, up to a maximum of 20.
    • Instead of exhaling destructive energy, …

  • Feat - Dragon Hide

    Prerequisite: Dragonborn

    You inherited the might and majesty of your dragon ancestors. You gain the following benefits:

    • Increase your Strength or Charisma score by 1, up to a maximum of 20.
    • You grow …

  • Feat - Dragon Wings

    Prerequisite: Dragonborn

    You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armour and aren’t exceeding your carrying capacity.

  • Feat - Dwarf Resilience

    Prerequisite: Dwarf or Half-Dwarf Half-Human

    You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

    • Increase your Constitution score by 1, to a maximum of 20.
  • Feat - Elder Accuracy

    Prerequisite: Alderman

    With the grace of your ancestors in your blood, you are gifted with uncanny aim. You gain the following benefits:

    • Increase your Dexterity score by 1, to a maximum of 20.
  • Feat - Eldritch Charm

    Prerequisite: Alderman

    You develop your magnetic personality to ease your way through the world. You gain the following benefits:

    • Increase your Charisma score by 1, up to a maximum of 20.
    • You gain …

  • Feat - Fade Away

    Prerequisite: Gnome or Half-Gnome Half-Human

    You can draw on your magical heritage to escape danger. You gain the following benefits:

    • Increase your Intelligence score by 1, up to a maximum of 20.
    • When you …

  • Feat - Flames of Phlegethos

    Prerequisite: Tiefling

    You learn to call on hellfire to serve your commands. You gain the following benefits:

    • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
    • When you roll fire …

  • Feat - Grudge Bearer

    Prerequisite: Dwarf or Half-Dwarf Half-Human

    You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, …

  • Feat - Human Determination

    Prerequisite: Human or Half-Human

    You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

    • Increase one ability score of your choice by 1, to a maximum of …

  • Feat - Infernal Constitution

    Prerequisite: Tiefling

    Fiendish blood runs strong in you. You gain the following benefits:

    • Increase your Constitution score by 1, up to a maximum of 20.
    • You have resistance to cold and poison damage.
  • Feat - Prodigy

    Prerequisite: Alderman, Human, or Half-Human

    You have a knack for learning new things. You gain the following benefits:

    • Increase one ability score of your choice by 1, to a maximum of 20.
    • You gain one …

  • Feat - Second Chance

    Prerequisite: Kithin or Half-Kithin Half-Human

    Fortune favours you. You gain the following benefits:

    • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
    • When a creature you …

  • Feat - Squat Nimbleness

    Prerequisite: Dwarf, Gnome, Goblin, Kithin, Half-Goblin Half-Human, or Half-Kithin Half-Human

    You are uncommonly nimble for your race. You gain the following benefits:

    • Increase your Strength or Dexterity …

  • Feat - Wonder Maker

    Prerequisite: Gnome (rock) or Half-Gnome Half-Human

    You master the tinker techniques of your people. You gain the following benefits:

    • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
    • < …

  • Feat - Svirfneblin Magic

    Prerequisite: Gnome (deep gnome) or Half-Gnome Half-Human

    You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material …

  • Race - Genasi

    Genasi

    Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in …

  • Race - Goliath

    Goliath

    Once, the gods, in the form of men, walked upon the earth and blessed it. They climbed mountains in passing, and waded kraken filled seas in their baths. Once. These legends circle and grow around mountain fires, on snow-streaked …

  • Spell - Chaos Bolt

    Chaos Bolt

    • 1st-level evocation
    • Casting Time: 1 action
    • Range: 120 feet
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Sorcerer

     

    You hurl an …

  • Spell - Guiding Hand

    Guiding Hand

    • 1st-level divination (ritual)
    • Casting Time: 1 minute
    • Range: 5 feet
    • Components: V, S
    • Duration: Concentration, up to 8 hours
    • Classes: Bard, Cleric, Druid, Wizard
  • Spell - Hand of Radiance

    Hand of Radiance

    • Evocation cantrip
    • Casting Time: 1 action
    • Range: Self (5-foot radius)
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Cleric

    You raise your …

  • Spell - Healing Elixir

    Healing Elixir

    • 1st-level conjuration
    • Casting Time: 1 minute
    • Range: Self
    • Components: V, S, M (alchemist’s supplies)
    • Duration: 24 hours
    • Classes: Warlock, Wizard

  • Spell - Infestation

    Infestation

    • Conjuration cantrip
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: V, S, M (a living flea)
    • Duration: Instantaneous
    • Classes: Druid, Sorcerer, Warlock, Wizard
  • Spell - Primal Savagery

    Primal Savagery

    • Transmutation cantrip
    • Casting Time: 1 action
    • Range: Self
    • Components: S
    • Duration: Instantaneous
    • Classes: Druid

    Your teeth or fingernails lengthen …

  • Spell - Puppet

    Puppet

    • 1st-level enchantment
    • Casting Time: 1 action
    • Range: 120 feet
    • Components: S
    • Duration: Instantaneous
    • Classes: Bard, Warlock, Wizard

    Your gesture forces …

  • Spell - Sense Emotion

    Sense Emotion

    • 1st-level divination
    • Casting Time: 1 action
    • Range: Self
    • Components: V, S
    • Duration: Concentration, up to 10 minutes
    • Classes: Bard, Warlock, Wizard

  • Spell - Snare

    Snare

    • 1st-level abjuration
    • Casting Time: 1 minute
    • Range: Touch
    • Components: V, S, M (30 feet of cord or rope, which is consumed by the spell)
    • Duration: Until dispelled or triggered
    • < …

  • Spell - Sudden Awakening

    Sudden Awakening

    • 1st-level enchantment
    • Casting Time: 1 bonus action
    • Range: 10 feet
    • Components: V
    • Duration: Instantaneous
    • Classes: Bard, Ranger, Sorcerer, Wizard
    < …

  • Spell - Toll the Dead

    Toll the Dead

    • Necromancy cantrip
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Cleric, Warlock, Wizard

    You point at …

  • Spell - Unearthly Chorus

    Unearthly Chorus

    • 1st-level illusion
    • Casting Time: 1 action
    • Range: Self (30-foot radius)
    • Components: V
    • Duration: Concentration, up to 10 minutes
    • Classes: Bard

  • Spell - Virtue

    Virtue

    • Abjuration cantrip
    • Casting Time: 1 action
    • Range: Touch
    • Components: V, S
    • Duration: 1 round
    • Classes: Cleric

    You touch one creature, imbuing it with …

  • Spell - Wild Cunning

    Wild Cunning

    • 1st-level transmutation (ritual)
    • Casting Time: 1 action
    • Range: 120 feet
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Druid, Ranger

    You call …

  • Spell - Zephyr Strike

    Zephyr Strike

    • 1st-level transmutation
    • Casting Time: 1 bonus action
    • Range: Self
    • Components: V
    • Duration: Concentration, up to 1 minute
    • Classes: Ranger

    You move …

  • Feat - Axeman

    You’re a master of the axe and your heavy blows cleave through your foes. The following benefits apply to the handaxe, battleaxe, greataxe, and other axes and axe-like weapons.

    • When you reduce a creature to 0 hit points or score …

  • Feat - Blunt Weapon Master

    You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply to the club, light hammer, warhammer, and other bludgeoning, hammer-like weapons.

    • When you damage a creature with …

  • Feat - Deadly Illusionist

    Prerequisite: The ability to cast at least one spell

    Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred.

    • You add one Illusion spell of a level you can cast, from your class …

  • Feat - Einhander

    The hot blood of a duelist flows through your veins. Even your misses are placed with intention and you slowly but surely lure your opponent into the perfect position for the perfect strike.

    • You become more mobile and can present a …

  • Feat - Enchanting Illusionist

    Prerequisite: The ability to cast at least one Enchantment spell and at least one Illusion spell

    You’ve unlocked the true potential of mixing Illusion and Enchantment magic.

    • You can add 1 Illusion spell and 1 …

  • Feat - Expert Grappler

    Prerequisite: Proficiency in Strength (Athletics)

    Every part of your body is a weapon and you wield it expertly.

    • When you add your proficiency bonus to an ability check made to grapple, you can instead add twice …

  • Feat - Mind-Breaking Enchanter

    Prerequisite: The ability to cast at least one Enchantment spell

    Your enchantments scar their victim’s minds. The wound left behind is easily recognizable by those who know where to look.

    • You are always aware …

  • Feat - Necrocantatic

    Prerequisite: The ability to cast at least one Necromancy spell

    You’ve recently got in touch with your dead side. Aside from slowly rotting, things are pretty great.

    • You add 1 Necromancy spell from your class …

  • Feat - School Specialist

    Prerequisite: The ability to cast at least one spell of the chosen school

    You’ve spent most of your time researching a specific school of magic.

    • Choose a school of magic. When you cast a spell from this school …

  • Feat -Stalwart

    When you hold position, your defenses become near impenetrable.

    • At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.
  • Feat - Thesis Spell

    Prerequisite: At least one level in wizard

    You’ve spent a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell.

  • Refugee

    Refugee

    Your home village, city, or kingdom was destroyed. Perhaps you lived in Balmanty until the recent joint attack from the Tritons and chromatic dragonborn upturned the nation. Perhaps a powerful monster such as a great dragon …

  • Spell - Abi-Dalzim's Horrid Wilting

    Abi-Dalzim’s Horrid Wilting

    • 8th-level necromancy
    • Casting Time: 1 action
    • Range: 150 feet
    • Components: V, S, M (a bit of sponge)
    • Duration: Instantaneous
    • Classes: Sorcerer, …

  • Spell - Absorb Elements

    Absorb Elements

    • 1st-level abjuration
    • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    • Range: Self
    • Components: S
    • Duration: 1 round
  • Spell - Aganazzar's Scorcher

    Aganazzar’s Scorcher

    • 2nd-level evocation
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: V, S, M (a red dragon’s scale)
    • Duration: Instantaneous
    • Classes: Sorcerer, …

  • Spell - Beast Bond

    Beast Bond

    • 1st-level divination
    • Casting Time: 1 action
    • Range: Touch
    • Components: V, S, M (a bit of fur wrapped in a cloth)
    • Duration: Concentration, up to 10 minutes
    • Classes: …

  • Spell - Bones of the Earth

    Bones of the Earth

    • 6th-level transmutation
    • Casting Time: 1 action
    • Range: 120 feet
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Druid

    You cause up to six …

  • Spell - Catapult

    Catapult

    • 1st-level transmutation
    • Casting Time: 1 action
    • Range: 150 feet
    • Components: S
    • Duration: Instantaneous
    • Classes: Sorcerer, Wizard

    Choose one object …

  • Spell - Create Bonfire

    Create Bonfire

    • Conjuration cantrip
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S
    • Duration: Concentration, up to 1 minute
    • Classes: Druid, Sorcerer, Warlock, Wizard
  • Spell - Control Flames

    Control Flames

    • Transmutation cantrip
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: S
    • Duration: Instantaneous or 1 hour (see below)
    • Classes: Druid, Sorcerer, Wizard
  • Spell - Control Winds

    Control Winds

    • 5th-level transmutation
    • Casting Time: 1 action
    • Range: 300 feet
    • Components: V, S
    • Duration: Concentration, up to 1 hour
    • Classes: Druid, Sorcerer, Wizard

  • Spell - Dust Devil

    Dust Devil

    • 2nd-level conjuration
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S, M (a pinch of dust)
    • Duration: Concentration, up to 1 minute
    • Classes: Druid, Sorcerer, …

  • Spell - Earthbind

    Earthbind

    • 2nd-level transmutation
    • Casting Time: 1 action
    • Range: 300 feet
    • Components: V
    • Duration: Concentration, up to 1 minute
    • Druid, Sorcerer, Warlock, Wizard

  • Spell - Earth Tremor

    Earth Tremor

    • 1st-level evocation
    • Casting Time: 1 action
    • Range: Self (10-foot radius)
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Bard, Druid, Sorcerer, Wizard

  • Spell - Elemental Bane

    Elemental Bane

    • 4th-level transmutation
    • Casting Time: 1 action
    • Range: 90 feet
    • Components: V, S
    • Duration: Concentration, up to 1 minute
    • Classes: Druid, Warlock, Wizard

  • Spell - Erupting Earth

    Erupting Earth

    • 3rd-level transmutation
    • Casting Time: 1 action
    • Range: 120 feet
    • Components: V, S, M (a piece of obsidian)
    • Duration: Instantaneous
    • Classes: Druid, Sorcerer, Wizard …

  • Spell - Flame Arrows

    Flame Arrows

    • 3rd-level transmutation
    • Casting Time: 1 action
    • Range: Touch
    • Components: V, S
    • Duration: Concentration, up to 1 hour
    • Classes: Druid, Ranger, Sorcerer, Wizard
  • Spell - Frostbite

    Frostbite

    • Evocation cantrip
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Druid, Sorcerer, Warlock

    You cause numbing …

  • Spell - Gust

    Gust

    • Transmutation cantrip
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Druid, Sorcerer, Wizard

    You seize the air …

  • Spell - Ice Knife

    Ice Knife

    • 1st-level conjuration
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: S, M (a drop of water or piece of ice)
    • Duration: Instantaneous
    • Classes: Druid, Sorcerer, Wizard …

  • Spell - Immolation

    Immolation

    • 5th-level evocation
    • Casting Time: 1 action
    • Range: 90 feet
    • Components: V
    • Duration: Concentration, up to 1 minute
    • Classes: Sorcerer

    Flames wreathe one …

  • Spell - Investiture of Flame

    Investiture of Flame

    • 6th-level transmutation
    • Casting Time: 1 action
    • Range: Self
    • Components: V, S
    • Duration: Concentration, up to 10 minutes
    • Classes: Druid, Sorcerer, Warlock, …

  • Spell - Investiture of Ice

    Investiture of Ice

    • 6th-level transmutation
    • Casting Time: 1 action
    • Range: Self
    • Components: V, S
    • Duration: Concentration, up to 10 minutes
    • Classes: Druid, Sorcerer, Warlock, …

  • Spell - Investiture of Stone

    Investiture of Stone

    • 6th-level transmutation
    • Casting Time: 1 action
    • Range: Self
    • Components: V, S
    • Duration: Concentration, up to 10 minutes
    • Classes: Druid, Sorcerer, Warlock, …

  • Spell - Investiture of Wind

    Investiture of Wind

    • 6th-level transmutation
    • Casting Time: 1 action
    • Range: Self
    • Components: V, S
    • Duration: Concentration, up to 10 minutes
    • Classes: Druid, Sorcerer, Warlock, …

  • Spell - Maelstrom

    Maelstrom

    • 5th-level evocation
    • Casting Time: 1 action
    • Range: 120 feet
    • Components: V, S, M (paper or leaf in the shape of a funnel)
    • Duration: Concentration, up to 1 minute
    • Classes …

  • Spell - Magic Stone

    Magic Stone

    • Transmutation cantrip
    • Casting Time: 1 bonus action
    • Range: Touch
    • Components: V, S
    • Duration: 1 minute
    • Classes: Druid, Warlock

    You touch one to three …

  • Spell - Maximilian's Earthen Grasp

    Maximilian’s Earthen Grasp

    • 2nd-level transmutation
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: V, S, M (a miniature hand sculpted from clay)
    • Duration: Concentration, up to 1 …

  • Spell - Melf's Minute Meteors

    Melf’s Minute Meteors

    • 3rd-level evocation
    • Casting Time: 1 action
    • Range: Self
    • Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
    • Duration: Concentration, up to 10 …

  • Spell - Mold Earth

    Mold Earth

    • Transmutation cantrip
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: S
    • Duration: Instantaneous or 1 hour (see below)
    • Classes: Druid, Sorcerer, Wizard

  • Spell - Primordial Ward

    Primordial Ward

    • 6th-level abjuration
    • Casting Time: 1 action
    • Range: Self
    • Components: V, S
    • Duration: Concentration, up to 1 minute
    • Classes: Druid

    You have …

  • Spell - Pyrotechnics

    Pyrotechnics

    • 2nd-level transmutation
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Druid, Sorcerer, Wizard

    Choose an …

  • Spell - Shape Water

    Shape Water

    • Transmutation cantrip
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: S
    • Duration: Instantaneous or 1 hour (see below)
    • Classes: Druid, Sorcerer, Wizard

  • Spell - Skywrite

    Skywrite

    • 2nd-level transmutation (ritual)
    • Casting Time: 1 action
    • Range: Sight
    • Components: V, S
    • Duration: Concentration, up to 1 hour
    • Classes: Bard, Druid, Wizard

  • Spell - Snilloc's Snowball Swarm

    Snilloc’s Snowball Swarm

    • 2nd-level evocation
    • Casting Time: 1 action
    • Range: 90 feet
    • Components: V, S, M (a piece of ice or a small white rock chip)
    • Duration: Instantaneous
  • Spell - Storm Sphere

    Storm Sphere

    • 4th-level evocation
    • Casting Time: 1 action
    • Range: 150 feet
    • Components: V, S
    • Duration: Concentration, up to 1 minute
    • Classes: Sorcerer, Wizard

    A 20 …

  • Spell - Thunderclap

    Thunderclap

    • Evocation cantrip
    • Casting Time: 1 action
    • Range: Self (5-foot radius)
    • Components: S
    • Duration: Instantaneous
    • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • Spell - Tidal Wave

    Tidal Wave

    • 3rd-level conjuration
    • Casting Time: 1 action
    • Range: 120 feet
    • Components: V, S, M (a drop of water)
    • Duration: Instantaneous
    • Classes: Druid, Wizard

  • Spell - Transmute Rock

    Transmute Rock

    • 5th-level transmutation
    • Casting Time: 1 action
    • Range: 120 feet
    • Components: V, S, M (clay and water)
    • Duration: Instantaneous
    • Classes: Druid

    You …

  • Spell - Vitriolic Sphere

    Vitriolic Sphere

    • 4th-level evocation
    • Casting Time: 1 action
    • Range: 150 feet
    • Components: V, S, M (a drop of giant slug bile)
    • Duration: Instantaneous
    • Classes: Sorcerer, Wizard
  • Spell - Wall of Sand

    Wall of Sand

    • 3rd-level evocation
    • Casting Time: 1 action
    • Range: 90 feet
    • Components: V, S, M (a handful of sand)
    • Duration: Concentration, up to 10 minutes
    • Classes: Wizard
  • Spell - Wall of Water

    Wall of Water

    • 3rd-level evocation
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S, M (a drop of water)
    • Duration: Concentration, up to 10 minutes
    • Classes: Druid, Sorcerer, …

  • Spell - Warding Wind

    Warding Wind

    • 2nd-level evocation
    • Casting Time: 1 action
    • Range: Self
    • Components: V
    • Duration: Concentration, up to 10 minutes
    • Classes: Bard, Druid, Sorcerer

    A …

  • Spell - Watery Sphere

    Watery Sphere

    • 4th-level conjuration
    • Casting Time: 1 action
    • Range: 90 feet
    • Components: V, S, M (a droplet of water)
    • Duration: Concentration, up to 1 minute
    • Classes: Druid, …

  • Spell - Whirlwind

    Whirlwind

    • 7th-level evocation
    • Casting Time: 1 action
    • Range: 300 feet
    • Components: V, M (a piece of straw)
    • Duration: Concentration, up to 1 minute
    • Classes: Druid, Wizard
  • Spell - Inflict Pain

    Inflict Pain

    • 1st-level necromancy
    • Casting Time: 1 action
    • Range: Touch
    • Components: V, S
    • Duration: Instantaneous
    • Classes: Bard, Cleric

    You attempt to touch a …

  • Spell - Rary's Rapid Replication

    Rary’s Rapid Replication

    • 4th-level conjuration
    • Casting Time: 1 action
    • Range: 20 feet
    • Components: V, S, (a poison or venom)
    • Duration: Concentration, up to 10 minutes
  • Location - the Mad Mage's Magical Manse

    "The insides of the building were remarkable, unlike the rough and tumble facade it kept on the outside. Seemingly ordinary crates and sacks lined the walls on exotic shelves that seemed to stretch all the way to the heavens.

  • Location - Bargrave

    Just a little smaller than Beggar's Hole, with a stream going through part of it. In a region of forested hills, with one of the oldest continually used graveyards in the country of Balmanty. The brewery here, producing the ale known as Bargrave&# …

  • Location - Helvis

    Known for its quarries, a source of high-quality stone for all of Balmanty.

    Surrounded by quarries, located in a field of emerald green grass in a large valley ringed by mountains. The architecture is very Germanic/Dutch.

    Up the …

  • Location - the Monastery of the Abiding Water

    The abandoned, empty ruins of what was once the temple complex of a great religious order of monks, who blended arcane magic and faith to attain unparalleled discipline, knowledge, and acuity of prowess. They performed rituals to eliminate any form of …

  • Location - Temple of a Forgotten Thunder God

    • In a room dedicated to the Thunder-god there is a statue of the god, four doors behind and a platform for worship in front of the statue. A ticking, rythmic noise is heard (1 every round or 10 seconds). Every d12 rounds there is a sharper crack …

  • A Prayer to Mulgrath

    I see a pile of dirt. I see a crab! FORNICATION! Oh Lordy Lord of Lordiness, why must you lord me so lordly?! Did I forget to clean the sea? Is my pillow soft enough? I am a dwarf as big as a Giant! Kill …

  • Magic Item - Once More Round the Sun

    Once More Round the Sun

    Weapon (gauntlets), legendary (requires attunement)

    These brilliant gauntlets bring with them the glory of our mighty star Melos. They were created by the Elder Elves long ago, via rituals long …

  • Magic Item - Bonds of Fraternity

    Bonds of Fraternity

    Wondrous item (pair of rings), legendary (requires attunement by two creatures who genuinely consider each other best friends closer)

    There is an unseen bond between close friends. It is said that if …

  • Magic Item - Arcanist's Spectacles

    Arcanist's Spectacles 

    Wondrous item, common

    With lenses of faceted sapphire, these gold-frames spectacles allow the wearer to see magic auras as though by the spell detect magic, so long as the source …

  • Magic Item - Book of Holding

    Book of Holding

    Wondrous item, uncommon

    A thick leather bound book titled "An In Depth Study of the Whole Shebang: Foreword by They". When another book is placed on top of this one, it will slowly sink into the …

  • The Calendar of Kelden

    Kelden has a year of 500 days, completely orbiting the astral body known as Melos in this period. The most widespread calendar is that established by Grahan the Scholar in the year dubbed 100, it having been that many years since the [[Velot Spire]] …

  • Acolyte

    Acolyte

    You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices to conduct …

  • Actor (Entertainer)

    Actor (Entertainer)

    You thrive in front of an audience. Your voice, gestures, and wit are your instruments. You entertain, educate, incite, inspire, and/or insult with style and force of presence. The qualities that make a person appealing …

  • Afflicted - Cursed

    Afflicted: Cursed

    You were cursed for a significant portion of your life. As a result, you were scorned, shunned, and/or feared for years within your home community. The curse may have been placed on you by a magic using humanoid, or by …

  • Afflicted - Haunted

    Afflicted: Haunted

    You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it, to no avail. This thing that haunts you can’t be slain with a sword or banished with a spell. …

  • Afflicted - Possessed

    Afflicted: Possessed

    You spent a significant amount of time enthralled by some being. You may remember every moment as if watching your life from deep within yourself unable to exercise your will. Or you may have few incoherent memories of …

  • Amnesiac

    Amnesiac

    You awoke one day with no memory of your past. At random times, you will get a flashback or sense that something in your surroundings is connected to your past, but you have no cohesive idea of your past life. Work with your DM to …

  • Apprentice Alchemist

    Apprentice Alchemist

    You were trained in a formal school of Alchemy or under the tutelage of an experienced Alchemist. Your training in, and understanding of, matters arcane and natural are highly valued as are the consumable products you …

  • Apprentice Enchanter

    Apprentice Enchanter

    The world you live in is full of magic and the people of that world have learned to harness that magic to create items that better their lives in a variety of ways. You trained under a magic user who spent most their …

  • Apprentice Mage

    Apprentice Mage

    You have worked and studied in a wizard academy or under the direct supervision of a powerful wizard. Your time has given you a comprehensive understanding of magic and the fundamentals of spellcasting. Discuss the details …

  • Apprentice Shaman

    Apprentice Shaman

    You come from a primitive people who have a tribal spiritual leader that you trained under. There are many different shamanic rites and practices, but you have probably undergone rituals that altered your state of …

  • Artist

    Artist

    You have a gift. The images you create are spot on reflections of the world around you or wildly creative and colorful reinterpretations. You can accurately reproduce the world around you in images. This has made you a comfortable …

  • Athlete

    Athlete

    From a young age, you were allowed to cultivate an athletic talent as a full-time activity. You were either born into a family that encouraged your development, or your obvious ability was recognized by a patron devoted to your …

  • BankerMoneylender

    Banker/Moneylender

    You worked with money, either holding it safely or lending it (legally or otherwise). You were in a profession where trustworthiness and accuracy is a must. You are intimately familiar with calculating interest, accurate …

  • Barkeep

    Barkeep

    You served others food, drinks, and information. You may have worked in a seedy location or someplace reputable and clean. You are often a hub in the rumor mill of your community. You usually know or have heard about most of the …

  • Boarded Noble

    Boarded Noble

    In some heavily populated areas with established noble families there is a tradition of sending the children of the wealthy and powerful to boarding schools. This tradition allows the parents to attend to their duties without …

  • BookkeeperManager

    Bookkeeper/Manager

    You have spent several years managing the affairs, personnel, operations, and/or finances of a small to medium sized business. This may be a family operation, or you may have been hired by someone who recognized your …

  • Burglar (Criminal)

    Burglar (Criminal)

    You are an experienced criminal with a history of breaking the law. You spent time breaking into homes or businesses and stealing valuables. You have contacts within your home community who can provide you with …

  • Race - Elves

    The Elves

    Skilled in both magic and warfare, the Tel'Quessir- "the People," as they call themselves- are the native children of Kelden, having built vast and powerful empires long before the rise of humans. They …

  • The Elven Gods

    The Elven Gods

    The gods of the Tel'Quessir, collectively known as the Seldarine, have embodied the ideals of the elf people since time immemorial. They are believed to dwell in the realm of Arvandor on the plane of Arborea.

  • Basic Crafting Rules

    Crafting Items

    You can craft objects, including adventuring equipment, armour, weapons, and works of art. You need not be proficient with tools related to the object you are trying to create (typically some kind of artisan’s tools). …

  • Magic Item Crafting Rules

    Creating Magic Items

    Enchanting a magic item is both difficult and time consuming. The item itself must already exist (you may purchase the item, or craft it yourself), and it must be of Masterwork quality.

    For each hour spent …

  • Crafting Materials

    Raw Crafting Materials

    Some flavour text and numbers about the wide variety of materials available in the world.

    Mundane Materials

  • Armour

    Light

  • Selling What You've Made

    Selling Items

    Item Pricing

    The pricing of items can be a tricky business, influenced by many factors; including material component value, labor hours, complexity of labor, supply, and demand. The prices listed in the Player …

  • Spell - Booming Blade

    Booming Blade

    • Evocation cantrip 
    • Casting Time: 1 action 
    • Range: 5 feet 
    • Components: V, M (a weapon) 
    • Duration: 1 round
    • Classes: Sorcerer, …

  • Spell - Green-Flame Blade

    Green-Flame Blade

    • Evocation cantrip 
    • Casting Time: 1 action 
    • Range: 5 feet 
    • Components: V, M (a weapon) 
    • Duration: Instantaneous
    • Classes: …

  • Spell - Lightning Lure

    Lightning Lure

    • Evocation cantrip 
    • Casting Time: 1 action 
    • Range: 15 feet 
    • Components: V 
    • Duration: Instantaneous
    • Classes: Sorcerer, …

  • Spell - Sword Burst

    Sword Burst

    • Conjuration cantrip 
    • Casting Time: 1 action 
    • Range: 5 feet 
    • Components: V 
    • Duration: Instantaneous
    • Classes: Sorcerer, Warlock …

  • Caravan Driver

    Caravan Driver

    You are used to life on the road. It is no life of luxury, but driving goods and people around is steady income. You have traveled every major trade route close to your home, including the best backroads and shortcuts. Or …

  • Charlatan

    Charlatan

    You know how people tick and can tease out what they long for. With the right few questions you can read them like a book. You know what people want and what you can get by offering it to them. You are the master of a confidence …

  • Clan Crafter (Dwarf)

    Clan Crafter (Dwarf)

    Dwarves are known for their master artisans’ exceptional skill in crafting items of intricate detail and enduring durability. The craftsmanship of dwarven artisans hinge upon secrets handed down from one …

  • Construct

    Construct

    You were created. You may be a formerly inanimate object brought to life by some arcane energies. You may have been alive once, died, then somehow been re-animated by some remnant of your own soul. Your soul may have been …

  • Cook

    Cook

    You were a cook in an establishment that served the public or perhaps a chef in a private home. It was hot and busy work that provided a meager but steady income. There was no aspiration of fame to motivate you to cook. Public houses …

  • Courtesan

    Courtesan

    You have worked the world’s oldest profession, whether cheaply or for more wealthy clients. You may have worked in a brothel full of others or by yourself on the streets and in back alleys. Regardless of where you were or …

  • Criminal

    Criminal

    You are an experienced criminal with contacts in the underworld and a history of breaking the law. You have spent a lot of time with other criminals, and still have many criminal contacts. You have survived, and possibly thrived, …

  • Dockworker

    Dockworker

    ​​​​​​​You worked (and probably lived) on the docks of a river, lake, or sea. You spent your days laboring hard and socializing with other common folk who worked just as hard as you. You were part of a close-knit community and …

  • Domestic Servant

    Domestic Servant

    You were a servant in the home of a noble or wealthy merchant. You may have been a specialized servant, handling only certain duties (maid, governess, kitchen helper), or you may have handled a variety of chores the wealthy …

  • Double Agent

    Double Agent

    You are an informant for an agency or faction in a large urban region, but secretly you provide false information on behalf of an opposing organization. You may be an informant for the city watch who provides them false intel …

  • EnvoyAdvisor (Noble)

    Envoy/Advisor (Noble)

    You are of noble birth, and due to your wit, knowledge, or connections your counsel is quite valued. You are a trusted advisor and representative who has served a highborn lord for years. You advise him/her from …

  • Explorer

    Explorer

    You used to explore the unknown regions of your homeland. You may have explored mountains, forests, waterways, or underground caverns. You may have been seeking out the ruins of ancient civilizations from written histories and …

  • Extraplanar - Evil

    Extraplanar: Evil

    You come from a plane where evil is ever-present. You may come from the Abyss, the Shadowfell, Gehenna, or one of the nine Hells. Your home is a place where cruelty, pain, and dominance are the norm.

    Discuss your …

  • Extraplanar - Exotic

    Extraplanar: Exotic

    You come from a plane that is unusual and distinctive. You may come from a place where the natural laws are perverted or do not apply or function at all. You may come from a place where creatures from other planes …

  • Extraplanar - Good

    Extraplanar: Good

    You come from a plane where kindness, love, and respect are the dominant ideals. You may come from a plane where celestials are born and live. You may come from a place where gods call home. You may come from a peaceful …

  • Extraplanar - Lawful

    Extraplanar: Lawful

    You come from a plane where order reigns supreme. You may come from the Nine Hells, where devils adhere to a strict hierarchy of power. You may come from Mechanus, where order and predictability are all encompassing. You …

  • Extraplanar - Neutral

    Extraplanar: Neutral

    You come from a plane that is not strongly aligned with any ideal. You may come from a primordial plane, the Astral plane, or the Ethereal plane. You may come from a small pocket plane where most pass through, or that …

  • Faction Agent

    Faction Agent

    There are several factions that operate across the world without regard to national boundaries. They seek to advance their own agendas and goals; often quite aggressively. You work on behalf of a faction as your talents fit …

  • Fanatic - Cultist

    Fanatic: Cultist

    You are completely committed, body, mind, and soul, to a religious order. You were (or still are) a member of a cult or other religious order that worships a nontraditional deity. Your order and its ideals and practices …

  • Fanatic - Revolutionary

    Fanatic: Revolutionary

    You are certain that some aspect of your life would be much better if there was a change in the philosophy of you governing. You actively foment change in your community. You may want to dispel the Noble classes and …

  • Fanatic - Zealot

    Fanatic: Zealot

    You are a believer who worships the traditional gods of your region, but you take your worship to extremes. You may be involved with a group of devotees who all share extreme interpretations and practices. You may be alone …

  • Farmer

    Farmer

    You have lived a simple life, as did your family before you. You worked on a farm that was probably tended by your family for generations. You are quite used to hard work and early rising and aren’t afraid to get dirty.

  • Feral - Abandoned

    Feral: Abandoned

    You were left on your own at a very young age with no other people around you to care for you or teach you. You may have been found later and taught to speak, but you will always bear the marks of your time left alone to …

  • Fisherman

    Fisherman

    You are a small-time fisherman (or women) who fished from your own boat in a safe harbor, river, or lake. Or you worked as part of a crew on board a larger vessel that threw lines or nets in the open sea or large lake. You took …

  • Folk Hero

    Folk Hero

    You come from a humble social rank, but are destined for more. The people of your home village regard you as their hero and claim your destiny is to stand for small folk in all the lands. You may have stood up to a local monster …

  • Fostered - Ancient

    Fostered: Ancient

    You were raised by a creature of great power that has a vastly longer lifespan than you. At best, you were raised as a curious toy by a Dragon, Djinn, or Celestial who was certain you will never be their equal. At worst, …

  • Fostered - Elder Race

    Fostered: Elder Race

    You were raised by a race of humanoids whose lifespan is significantly longer than yours. You may be a short lived being raised by humans or dwarves. You may be a human or dwarf raised by elves or fey. They may have …

  • Fugitive

    Fugitive

    You are on the run for a serious crime that has you wanted and pursued with a bounty on your head. You have been accused or convicted of a crime that you may or may not have committed. You either fled upon accusation, or were …

  • Gambler

    Gambler

    Games of chance and luck are what you live for. You understand the true game you are playing, where most others who play are clueless about what is really going on. This may make it look like you are luckier than others, but it& …

  • Guard

    Guard

    Your physical attributes and demeanor have led you to a life protecting your community. You either worked as a city guard, village watchman/woman, or as private security for a caravan, noble, or merchant. You are used to staying alert …

  • Guild Artisan

    Guild Artisan

    You are a member of an artisans’ guild. You are skilled in a field and freed from the constraints of feudal society by your association with others who produce goods of great value. You learned your skill as an …

  • HarvesterForager

    Harvester/Forager/Trapper

    You harvest a natural resource where it grows. You may be a lumberjack or mushroom hunter, or perhaps you seek out and harvest reagents for an alchemist or healer. You might also harvest local animals for …

  • Feat - Custom-Made

    Prerequisite: Warforged

    You were made with care and precision by your creator, gaining the following characteristics as per their loving design:

    • Increase one ability score of your choice by 1, to a maximum of …

  • Feat - Mass-Produced

    Prerequisites: Warforged

    You were mass produced for battle, large and hardy, and have certain modifications because of it:

    • You gain an additional 1 hit point per level.
    • You …

  • Race - Alderman

    Aldermarked

    Long before the Velot Eruption, long before the nations existed as they are known today, the Elder Elves held rule over Kelden. The slavedrivers of all mortal races, the Elder Elves ruled with spiteful, supremacist views, and …

  • Feat - Walk with the Wind

    Prerequisites: Air Genasi or Windswept Half-Human

    You have learned to tap into your elemental ancestry, gaining the following benefits:

    • When falling, you may use your reaction to slow your fall. When in this state, …

  • Feat - Become the Earth

    Prerequisites: Earth Genasi or Stoneborn Half-Human

    You have learned to tap into your elemental ancestry, gaining the following benefits:

    • You may take a special Dodge action, and you cannot be moved, pushed, …

  • Feat - Inured to the Blaze

    Prerequisites: Fire Genasi or Firebrand Half-Human

    You have learned to tap into your elemental ancestry, gaining the following benefits:

    • You can use your reaction to become immune to fire damage until the start of …

  • Feat - Ride the Waves

    Prerequisites: Water Genasi or Undrowned Half-Human

    You have learned to tap into your elemental ancestry, gaining the following benefits:

    • You may take a special Dash action (can never be a bonus action), ignoring …

  • Feat - Blessed Existence

    Prerequisite: Aasimar

    Born of Celestial might, you gain innate abilities based on your origins.

    • Choose one Cleric Domain. You gain the benefits of the first level class feature of that specific …

  • Feat - Holy Anointed

    Prerequisites: Aasimar

    Chosen by the Gods (or similar forces) to defend those in need, you are anointed as a great hero in the making. You gain the following benefits.

    • Increase your Strength or …

  • Velot Oath

    Velot Oath

    The Velot Protectorate is known throughout Kelden as the most prestigious body of mages in the world. Founded to study, defend, and utilize the mysterious Velot Spire which pierces the planes, the Protectorate has been, and still …

  • Warlock Patron Identity Possibilities

    Possible Warlock Patron Identities

    So, you can have a fiend, or a celestial, or a fey, or whatever. You know what you've made your pact with, easy. But do you know who it is that's giving you power? Remember that "No& …

  • Race - Dragonborn

    Dragonborn

    Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon …

  • Herder

    Herder

    You tended many animals. They could have been freeroaming over a large area or enclosed in one small pen or yard. They could have been large herd animals or small birds or land animals. You safeguarded the herd from predators and …

  • Hermit

    Hermit

    You lived a life of solitude. You chose to avoid other people for religious, spiritual, or personal reasons. You may have lived in a small community or in complete isolation.

    Discuss the reasons for your seclusion, and how …

  • Independent Artisan

    Independent Artisan

    Some skilled craftspersons associate themselves with a guild. Others, due to geographic isolation or other personal reasons, do not. You are skilled in a craft and choose not to seek membership within a guild. This …

  • InformantSpy

    Informant/Spy

    You provide information to an organization discreetly. You may have a mundane position in society, or your only role may be as an espionage agent. You may provide information to make extra money, you may do it because you are …

  • Inheritor (Noble)

    Inheritor (Noble)

    You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. In addition, you are the heir to something of great value, an object that has been entrusted to you and you …

  • InnShop Keeper

    Inn/Shop Keeper

    You worked in an Inn or Shop serving the community by providing wares or services. You were not the merchant who travelled and/or bartered for the price of the goods; nor were you the artisan or alchemist who created the …

  • InvestigatorAuditor

    Investigator/Auditor

    You evaluated details to solve mysteries or ensure endeavors were going according to plan. You may have worked as an independent contractor, or as a member of a local guard unit. You may have audited businesses in dank …

  • Labourer

    Labourer

    You provided physical labour to earn a living. You may have dug ditches, limbed trees, cleared sewers, and/or swept walkways for a city. You may have been a grave digger or groundskeeper for a church or noble. You may have been a …

  • LawyerSolicitor

    Lawyer/Solicitor

    You have studied the laws of your region for years. You provide legal advice and council, and/or make official requests and inquiries on others behalf. Your training and experience make you invaluable in an urban setting.

  • Medic

    Medic

    You aided wounded soldiers in an army or guard unit. You may have served double duty as soldier or guard and medic, or you may have provided medical services only. You may have served during a war or in an area where border conflicts …

  • Merchant

    Merchant

    You were a trader that was actively engaged in the process of buying and selling merchandise. Perhaps you were a travelling merchant who led a caravan from place to place buying what was available at a low cost in one spot and …

  • Messenger

    Messenger

    You are fleet of foot, have a good memory for spoken messages, and are trustworthy. You have been called on to relay messages and handle other odd jobs for a wealthy, noble, and/or otherwise influential person or persons in your …

  • Miner

    Miner

    You work underground laboring for valuable resources. You may work for yourself mining a single claim or cave system on your property. You might be part of a large operation that pays well, or pays nothing and uses slave labor.

  • Musician (Entertainer)

    Musician (Entertainer)

    You thrive in front of an audience. You entertain, educate, incite, inspire, and/or insult with your instruments and your voice. A powerful voice and skillfully played instrument enthrall and demand the attention of …

  • Noble

    Noble

    You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or …

  • Nomad

    Nomad

    You come from a group of people who travel across the land and do not have one year-round home. You may come from what most would consider a primitive tribe. You may come from a group of people who appear much the same as small town …

  • OracleSeerPsychic

    Oracle/Seer/Psychic

    You have a connection to the world and can see things that others cannot. You receive visions where you clearly see events occurring in either faraway places or at time in the past or future. Your visions may be the …

  • OutcastOutlander

    Outcast/Outlander

    You live in the wilds. You may have been cast out of your home for some transgression, or you may have always lived outside the societies of others. You are not part of a tribe that roams or refuses to adopt current …

  • Pirate

    Pirate

    You sailed with a rough crew of buccaneers. You committed crimes on the open water and may be wanted for your activities.

    Skill Proficiency: Athletics and choose one from: Intimidation, Perception, Sleight …

  • Pit Fighter

    Pit Fighter

    You have been forced to fight, possibly for your life, since you were young. You may have been a slave, purchased to provide cheap thrills for your owner. You may have been introduced into a rough life by your family, or entered …

  • Primitive Tribe Member

    Primitive Tribe Member

    You were born and raised on the lands of your tribe. Your people have a home region where they reside year-round. You may come from people who are physically isolated and have had little contact from “civilized& …

  • Prisoner

    Prisoner

    You spent a significant portion of your life incarcerated. You may have been innocent but poor, run over by the machinations of a system you lacked the ability to understand or influence. You may have been guilty, either of& …

  • Sailor

    Sailor

    You were part of the crew of a large sea-going vessel. You may have served on a military vessel or a merchant vessel. You may have fought off pirates or sea beasts, or perhaps you ran a short, peaceful trade route.

  • Savant

    Savant

    You were born with an exceptional knack for a skill or trade (or both). Your ability earned you renown and quite possibly envy and awe. You have developed your skill your whole life; practicing is part of your daily routine.

    < …

  • Scholar - HistorianSage

    Scholar - Historian/Sage

    The sage is a scholar of regional and world history. You know the political history and battles of the region you are in, and how they shaped the borders of the region. You also know of the history and important …

  • Scholar - Naturalist

    Scholar - Naturalist

    The naturalist studies animals (natural and magical), plants, and the land they live on. Unlike many other scholars, you gain knowledge from firsthand experience out in the world getting dirty as well as books.

    < …

  • Scholar - Occultist

    Scholar - Occultist

    Occultists study arcane knowledge with a focus on extraplanar regions and beings, and their interactions with your world. You may have had some firsthand experience with a being from another plane, or your knowledge may …

  • Scholar - Theologist

    Scholar - Theologist

    The Theologist studies religion. You know of the rites and deities of multiple pantheons from multiple races. You know of the primary (and possibly smaller) ceremonies regularly practiced by adherents. You also know of …

  • ScribeCartographer

    Scribe/Cartographer

    You take written works and duplicate them or create and duplicate maps. Perhaps you translated these documents into a different language as well. Your job was essential for maintaining libraries and sharing knowledge.

  • Smuggler (Criminal)

    Smuggler (Criminal)

    Legitimate trade is subject to tax and regulation of what, where, and how much of a good can be traded or sold. There are always those who wish to obtain goods without sharing profits to taxation. Others wish to deal in …

  • Socialite (Noble)

    Socialite (Noble)

    Some were born into struggle and conflict, but you were born into money, influence, and entitlement. Some families in some areas of the world are so well established and secure that they have the luxury of being part of a …

  • Soldier

    Soldier

    Most wars are fought by armies of conscripted peasants led by militant nobles. These soldiers are pressed into service, rewarded with a meager portion of the spoils of war, then those still living are returned home at conflicts …

  • Squire (Noble)

    Squire (Noble)

    A squire is a young noble who is under the tutelage of a noble knight or lord. Squires learn about weapons, warfare, and tactics by watching and assisting. When they have learned enough, a squire is promoted to knighthood and …

  • Stable Hand

    Stable Hand

    You worked in a stable or kennel handling animals. You trained, groomed, and fed other people’s beasts.

    Skill Proficiency: Animal Handling and choose one from: Athletics, Insight, Intimidation, …

  • Thug (Criminal)

    Thug (Criminal)

    You are an experienced criminal with a history of breaking the law. You hurt or intimidate people for money. You may enjoy what you do, or might only do it for the security of a paying job. You may simply threaten violence, …

  • Urchin - Beggar

    Urchin - Beggar

    All traffic into and out of most cities and large towns (especially those with walls) passes through a few main gates and thoroughfares. This makes these areas ideal for the destitute to gather and beg for charity. You grew …

  • Urchin - Opportunist

    Urchin - Opportunist

    You grew up on the streets in poverty, but found ways to make money aside from begging. You see and hear things that others want to know. You may have developed light fingers and a skill for finding open windows. …

  • Feat - Exotic Mastery

    You are practiced in the use of unwieldy and exotic equipment, and you gain the following benefits:

    • Increase your Strength or Dexterity score by 1, to a maximum of 20.
    • You gain proficiency with two pieces of exotic …

  • Feat - Better Lucky than Good

    PrerequisiteOne ability score of your choice 8 or lower, Charisma 13 or higher

    You may not be the best at everything you do, but you've gotten pretty good at riding your luck, which is almost, but not …

  • Feat - Feel No Pain

    Prerequisite: Constitution 15 or higher, Wisdom 8 or lower

    Some people wonder whether you're really physically tough, or if you're just too oblivious to notice you've been wounded. Who needs mental …

  • Feat - Lithe Gymnast

    Prerequisite: Strength 10 or lower, Dexterity 13 or higher

    Your skinny frame is perfect for squeezing into tight spaces and performing acrobatics at high speed. You gain the following benefits:

    • Your Dexterity …

  • Feat - Lovable Klutz

     

    Prerequisite: Dexterity 8 or lower, Charisma 13 or higher

    Though your clumsiness often interferes with routine tasks and you spend as much time on the ground as you do standing up, you always stay positive! It' …

  • Feat - No Presence

    Prerequisite: Charisma 8 or lower

    No matter how hard you try, you just can't seem to make yourself stand out from the crowd - sometimes even your closest friends forget that you're there! This can be turned to your …

  • Feat - Short Attention Span

     

    Prerequisite: Intelligence 10 or lower

    You've always been kind of forgetful, and you have found that that isn't always a bad thing. You gain the following benefits:

    • When you take a break …

  • Feat - Fourth Wall Breaker

    Blessed by Mulgrath to gain new sight and knowledge, you realize that the Madgod has taken on an entirely new appearance - long, dirty blonde hair, round face, bespectacled, and, of course, ruggedly gorgeous.

    You look up, and ask the DM why …

  • Feat - Big Damn Hero

    Prerequisitegood alignment
    You have taken it upon yourself to be the one who saves the day when all hope seems lost. You gain the following benefits:

    • When in combat against a creature that has a CR …

  • Feat - Conservation of Ninjutsu

     

    It is well known that a small band of plucky heroes is far more dangerous than a massive army of faceless goons. Taking this to its logical extreme, you have discovered that you are at your most powerful when you are alone. You gain …

  • Race - Revenant

    Revenant

    You are a revenant, a soul which met a cruel and unjust end in life, and has clawed its way back from death for the sole purpose of revenge. You have sworn to kill those responsible for your demise, and possess a recently deceased …

  • Race - Illumian

    Illumian


    Glowing sigils rotate around the head of a tall, pale man sitting at the bar. A few patrons stare, unalarmed, but rather perplexed. He writes upon a sheet of parchment emphatically, occasionally looking up to take a …

  • Race - Half-Human

    Half-Human

    The most physically notable trait of humanity is their incredible, almost unnatural, fertility – and not just within their own race. So long as a being has compatible anatomy, from gnome to orc to ogre, humans are capable …

  • Feat - Cretian Haste

    Prerequisite: Minotaur

    The minotaurs of old had aggressive talents that are now useful in the circus; minotaurs competing for glory. You gain the following benefits:

    • When you move on your turn in combat, you …

  • Feat - Soul of the Heavenly Jotun

    Prerequisite: Goliath or Half-Goliath Half-Human

    The weathering and elemental resistance of ancestors long passed still lives within some goliaths. You gain the following benefits:

    • Increase your Constitution score …

  • Feat - Dreamwalker

    Prerequisite: Goliath or Half-Goliath Half-Human

    Goliaths that are banished or distanced from others for a time can become strange and warped, like the stone dreamwalkers that once aimlessly wandered the land. Auroras continually …

  • Feat - Forge of Hephaestus

    Prerequisite: Goliath or Half-Goliath Half-Human

    The fuel of ages continues to feed the life force of the world. Through smoke, melting, shaping, and smithing, you wield the world and mold it to your own. You gain the following …

  • Race - Amoeboid

    Amoeboid

    ᛦ always hated collecting new subjects.
    He hated the squirming, the protesting, the inevitable memory-erasure. Only rarely were the experiments terribly invasive, and always conducted in the safety of his …

  • Feat - Doppel-Blooded

    Prerequisite: Amoeboid race

    When you use your Flexible Form ability to transform into a creature, you also fully assume the target's appearance, as per the disguise self spell, instead of only vaguely copying its shape. …

  • Feat - Flexible Reach

    Prerequisite: Amoeboid race

    You have trained your body to produce lengthy pseudopods, extending your reach drastically. You can reach out to 10 feet. When you cast a spell that has a range of Touch, your range extends to that …

  • Race - Avia-Ra

    Avia-Ra

    Upon the Black and Night Crusade,
    Rode the fearless, heroes they.
    Citadel, unto their grasp,
    Fleets adjoined; O' pilgrim's wrath.
    Prostrate before the Sun Above,
    All to arms & …

  • Feat - Mantle of the Sun

    Prerequisite: Avia-Ra race

    You are a paragon of the avia-ra, and your faith in the sun never wavers. You cannot gain this feat if you have the Nonbeliever feat. You gain the following benefits:

    • Increase your Wisdom …

  • Feat - Nonbeliever

    Prerequisite: Avia-Ra race

    You are a heretic of the Avia-Ra, and have turned your back on the Sun Above. You cannot gain this feat if you have the Mantle of the Sun feat. You gain the following benefits:

    • Increase …

  • Race - Mandrake

    Mandrake

    There was little doubt in our minds that these woods were dangerous -- haunted, even. The locals told tales about people who had been lost within it and speculated what horrors might be lurking in its shade. After …

  • Feat - Speaker of the Roots

    Prerequisites: Mandrake race, 5th level

    Your words can compel the green things of nature to action. You can cast the following spells without using spell points or spell components: entangle, spike growth, and …

  • Race - Spirithost

    Spirithost

    Hers was a kind of unearthly beauty that resisted the very confines of reality – her hair so airy that it flowed in defiance of gravity, her skin so fair that it could be seen right through. I knew not if she …

  • Feat - Death Mask

    Prerequisite: Spirithost race

    You have grown familiar with the imprint left on the Ethereal Plane by souls leaving the bodies of the dead. By viewing this imprint, you gain the following benefits:

    • As an action, you …

  • Feat - Deep Predator

    Prerequisite: Merfolk or Half-Merfolk Half-Human

    Through intense training of both mind and body, you have sharpened your hunter's instincts and strengthened your poison-producing glands to make you a more dangerous predator, able …

  • Feat - Net Fighter

    Prerequisite: Swim speed and/or the ability to breathe underwater

    You are experienced in doing battle underwater, where enemies can strike from any direction and many weapons are rendered useless. You gain the following benefits:

  • Feat - Undying Legacy

    Prerequisites: Spirithost race, 5th level

    By pushing and pulling at the walls of the planes, you can defy physical rules and strike fear into the hearts of mortals. You can cast the following spells without using spell points or …

  • Race - Tortugan

    Tortugan

    The earth shook in rhythm beneath our feet, long before their marching force came into our view. Ten thousand strong, marching in unison, their shells rising and falling in synchronicity, right up to our very gates. …

  • Feat - Garrison

    Prerequisite: Tortugan race

    Whenever you take damage, you can use your reaction to use your Entrench trait, gaining half-cover from all sources until the beginning of your next turn. In addition to the +2 bonus you gain to AC from …

  • Feat - Shield Shell

    Prerequisite: Tortugan race

    You have reinforced your natural shell with additional armour and trained to use it in combat. You gain the following benefits:

    • Increase your Strength score by 1, to a maximum of 20.
  • Homebrew Links

    Here is where I will give links to admissible homebrew that I do not consider representative enough of the setting to be on the Portal in and of itself. For homebrew I have not put on the Portal specifically, there are three rules:

    1. If …

  • Feat - Forceful Personality

    Prerequisite: Charisma 13 or higher

    Rooms never go unalerted to your presence. Spells and other effects have a hard time trying to override your force of will.

    • Your Charisma score increases by 1, to a maximum …

  • Race - Aasimar

    Aasimar

    Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, …

  • Race - Dwarf

    Dwarf

    The dwarves of the Styge Empire are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to make every moment of their lengthy lives meaningful. More than any other race, dwarves have …

  • Race - Gnome

    Gnome

    A constant hum of busy activity pervades the great university cities where gnomes form their closeknit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or …

  • Race - Human

    Human

    Humans are a distinct oddity amongst the races of Kelden: they have no patron deity. The orcs claim Gruumsh, the gnomes have Scientia, even the aarakocra, in their inscrutable faith, follow lineage from some elemental being of air. …

  • Race - Kithin

    Kithin

    The comforts of home are the goal of most kithins’ lives: a place to settle in peace and quiet, are from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though most …

  • Race - Tiefling

    Tiefling

    To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck …

  • Race - Apeling

    Apelings

    After the day known as Spirefall, a small naval force arrived from across the Southsea, calling itself the Azure Cloud. Hailing from parts unknown, the Azure Cloud claims that it is merely an envoy of a much larger armada that is …

  • Race - Shardkin

    Shardkin

    After the day known as Spirefall, the shards of the Velot Spire lay scattered all across Kelden, and even farther, as well as in other planes. In areas with high concentrations of ambient magic, something miraculous happened - …

  • Heredoxy

    The common religious faith of Kelden recognizes three groups of deities – the Good Faith, the Heredoxy, and 

    The Good Faith

    The common religious faith of Kelden recognizes three groups of deities - the Good Faith, the [[Heredoxy]], and the [[Hedge Faith]].

    The Good Faith, aptly enough, are those deities which are seen as good, benevolent, and favourable to mortals …

  • Amaunator

    Amaunator, the Yellow God

     

    Formerly The Morninglord, Lathander, The Rose-and-Gold God Amaunator is the result of Pelor's death during the regeneration of Asmodeus into [[the World Serpent]]. After the demise of the …

  • Ilko Skievüld

    Adopted as an egg by a moon elf named Altiras Skievüld, Ilko spent much of his childhood on Altiras's ship, the _Garibaldi._ There he served as a cabin boy until age twelve, whence he joined the rest of the _Garibaldi_ 's crew as a conventional sailor. …

  • Leorin Dax

    Dax was the first in his family line to be joined with a Qour's mind. At birth, a ritual was conducted to allow the infant's mind to be opened and implanted with a second consciousness. This Quor symbiote helped Dax throughout his life. It allowed him to …

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