Dungeons and Dragons: The Pale King's Shadow

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lostfaith

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Eletos. A continent in an age of calamity; nations are torn apart by rebellion, shadows lurk behind the thrones of world leaders, empires shake the earth as they go to war with each other, kingdoms plot each other's downfall in secret, and supernatural beings spread chaos amidst the strife. In times like these, no one is safe, and sometimes the best way to protect yourself is to escape far from the conflict. A group of refugees board the World Walker, a ship bound from Verawei to the northern continent of Tenebra. Their destination is the lawless city-state of Lywin, a hive of criminals and corruption where the strong and clever rule the streets and like-minded individuals band together in alliances of opportunity. Lywin exists in a stable state of anarchy, and so long as one can make the right friends and pay the right bribes, it can be a safe haven for those who are not wanted elsewhere. Or so these adventurers hope. Only time will tell if they will find peace there or if an even greater danger lurks within the crumbling walls of the City of Blades...

Mighty Empires: The Nations of Arvera
Eletos:

Tyrian: Tyrian is a religious theocracy on the continent of Eletos, dedicated to the eponymous god of law and civilization. It is located south of Verawei and north of Harlath, occupying a central geographical position. It is divided into districts centered around large cities, which are each governed jointly by two individuals: The Bishop and Inquisitor. These figures are elected by the clergy of Tyrian in that district and serve for life unless convicted of heresy or a similar crime. The Bishop handles all civil and legislative matters, while the Inquisitor is the commander of that district's military and heads its judicial branch. The nation as a whole by the Bishop and Inquisitor of the capital, Adamanthold. These two figures bear the titles Hand of Tyrian and High Inquisitor. Although separation of powers is still in effect between them, the Hand of Tyrian is considered to be the god's highest priest and has the ability to veto the High Inquisitor or any other official at will, and can even bypass the democratic process by removing or appointing Bishops and Inquisitors as xe pleases. The current Hand of Tyrian is Celeste, an isolated woman who rarely shows her face in public (although she is rumored to have been blessed with unearthly beauty), but is nonetheless well-loved by Tyrian's clergy. The High Inquisitor is a harsh man named Derth who has cracked down on heresy and ordered hundreds of people executed for opposing the god of law, and who will accept no compromises on the battlefield.
Tyrian is currently at war with its southern neighbor, Harlath. After Harlath issued its decree banning the worship of the gods, Derth demanded the return of several Tyrian missionaries who had been imprisoned under that law. When Emperor Justinius refused to release them, Derth, with Celeste's blessing, mobilized the army and launched a full scale attack against Harlath. The so-called Empire's War has been going on for ten years and shows no sign of ending anytime soon.

Harlath: Harlath is an imperial autocracy positioned just south of Tyrian. Although not a strict magocracy, it is a kingdom built on magic that is mostly run by arcane spellcasters, as they are considered most qualified to hold office. Life in Harlath is dictated by the whims of the emperor, but magic is an everyday occurence and makes every aspect of living easier. Potions and other magical remedies heal the injured and cure the sick, permanent magical lights illuminate the streets at night, anyone with a silver piece can have a message sent magically to almost anywhere in the empire, and construction and infrastructure is handled entirely by way of transmutation magic. This heavy use of spells has also left its mark on Harlath's technology; scholars combine magic and engineering to create mundane devices leaps and bounds ahead of what most other nations have achieved. The commanders of its armies are equipped with magical equipment, and war mages are capable of laying down devastating artillery without the need for siege engines. What siege engines the Harlathian military uses are ponderous, massive machines that fire enchanted projectiles capable of laying waste to tracts of land or punching through stone.
Harlath is ruled singularly by the hereditary emperor or empress, who delegates duties to lower-level officials but ultimately has the final say on everything, when xe chooses to exercise it. The current emperor is Justinius XIV, an erratic, troubled, isolated man who hasn't been seen outside the palace in years, and who originally issued Harlath's famous decree banning religion. He has flip-flopped on this policy several times, but the lawmakers below him know that he always returns to his first stance and judge accordingly regardless of the emperor's current whim. Embroiled in the ten year Empire's War with Tyrian, the people of Harlath, especially in its conquered subject kingdoms, are growing restless, and the seeds of rebellion may have already been sown.

Verawei: Verawei is a limited republic situated on the cold northern coast of Eletos that is officially neutral in the conflict between Tyrian and Harlath. Practically, Verawei is an economic powerhouse, the biggest exporter of salt, glass, certain foods, and art objects on Eletos. Its consortiums hold international sway, and it is Verawese gold that funds the magical research of Harlath and Aeum, Tyrian's massive temples and statues, and the elves' and dwarves' continual pursuit of high art. Beyond that, Verawei is a deeply mystical state. It is ruled by the inscrutable Council of Mystics, spellcasters who specialize in magicks of divination and weather control, who commune with spirits of fey and other supernatural beings to aid their decision-making process. The Council is rumored to be able to alter the weather in any part of Verawei at a moment's notice, and while this has never been confirmed, the mere threat of invading armies being buried in sudden blizzards has kept Verawei safe from conquering kingdoms for centuries, as has its economic sway.

Alaeter: South of Harlath lies the Alaeterian Forest, where the fey-born high elves hold sway among the ancient trees. Alaeter is a hereditary monarchy that has existed for thousands of years, ruled by several powerful dynasties. Its politics are dominated by the various artistocratic noble houses, vying to claim the monarch's favour, and Harlath's advanced technology is shunned by the elves in favour of nature magic, which they use to cultivate massive trees that carry lightweight, elegant structures in their boughs. Alaeter is a deeply religious society, paying homage to the gods of nature such as Alzath and Ehlaria, and their patron god Leilani.
Alaeter is currently ruled by Queen Lillias, a several-century old wizard who is respected and loved across the forest. However, Lillias has made strange decisions as of late, and in the past few months declared war on Harlath, citing aggression. Most elves disapprove of the war, and there is growing unrest in the kingdom as the conflict escalates.

Confederacy of Flying States: In the skies above Tyrian and Harlath, five flying cities, powered by elemental magic, drift through the air in pre-set paths that they have followed for over a hundred years. The Confederacy of Flying States is a coalition of five independent, magocratic floating city-states. Each one is ruled by a council of mages called an Elder Conclave, and the head of each conclave form the High Conclave of the confederacy's capital, Aeum. In the Confederacy, magical proficiency translates almost directly into political power, as arcane magic is valued above almost everything else in cities literally powered by enchantment. Besides various colleges of arcane theory and wizardry and other institutions, many spellcasters in the Confederacy control influential trade guilds that export magical goods around the continent. The network of airships that ferry people across Eletos is largely run by several specific guilds in Aeum, and are especially important as, besides teleportation circles in a few key grounded cities, air travel is the only way to reach any of the Flying States.

Hill Dwarven Clans: To the east of Tyrian and Harlath lie the Godfingers, a massive mountain range that separates central Eletos from the Burned Lands in the far east. In the foothills of these mountains live various clans of hill dwarves. Each of these clans are based on tight family units with loyalty to each other rather to any collective law, and the culture of these clans varies wildly, although as a rule most hill dwarves are territorial and unreliable. Despite living on the surface, several clans control massive underground mines, and export metal across the continent. Conflict is brewing between the two empires and the dwarves, however, as some of these clans, in protest of the chaos that the Empire's War is causing, have placed embargoes on the sale of weapons to Tyrian and Harlath.

Durunth: In vast networks of caverns beneath the Godfingers live the mountain dwarves in their kingdom of Durunth, a hereditary monarchy with a small artistocracy. Mountain dwarves value wealth and art, and although not a great military power, Durunth is a rich state because of the many deposits of precious metals and jewels in its caverns. Although distrustful of other races, the mountain dwarves maintain trade relationships with many other nations, exchanging their fine art objects for things they cannot obtain in their underground homes, such as crops. Durunth has a strong class divide between the wealthy nobles who own the mines and are often referred to as merchant-princes and the lower class, who largely work in those mines yet see very little of the massive profits that they reap.
Durunth's few surface settlements were recently assaulted by the dragonborn of Terra for unknown reasons, and the dwarves have largely retreated into their caverns, cutting off much of their trade.

Terra: On the eastern side of the Godfingers, the dragonborn of Terra rule a massive domain. Terra is an autocracy where the rulers gain power through strength and cunning and the weak serve those superior to them. The most powerful of them rises to the rank of emperor and does xer best to keep their unruly subjects in line. However, the current ruler, Emperor Dohgone, takes dragonborn savagery a step further and is outright depraved. He has launched an attack on their dwarven neighbors in Durunth, and is rumored to be consorting with fiends to further his power.

Elshera: The dark elves live in the theocracy of Elshera, located within the enchanted Gloaming Woods, the location of which is a well-kept secret, somehow defying even the best scholars. Elshera is perhaps the oldest civilization on Eletos, having existed since the Divine War. It was ruled by the goddess Shadas for thousands of years until she entered her great sleep, at which high point her high priest, the Oracle Lera, stepped in. Lera is one of the oldest elves in Arvera, older than even some ancient dragons, and she has guided Elshera in the name of Shadas for a very long time. Because Elshera has never even been found by a hostile army, much less invaded, the only thing that could displace Lera would be the awakening of Shadas herself.

Scarred Desert: West of Tyrian and Harlath is the Scarred Sea, and beyond that, the Scarred Desert, a lawless track of wasteland home to a few settlements of wild elves, humans, and the pre-dominant desert gnomes around the rivers and oases where water can be found and food grown. There is no rule of law, only strength, and the nomadic wild elven raiders that roam the sands are a threat to everyone not of their own kind. The largest city in the Scarred Desert is Harena, built around one of the more intact ruins of the ancient empire Erimos, and surrounded by hundreds if not thousands of permanent tents inhabited largely by gnomes. Erimos once ruled the desert and even lands beyond it, but it no longer exists, and the details of its fall are lost to time.

Tenebra:

Viveria: One of Tenebra's two great empires is Viveria, a gothic parliamentary monarchy. Viveria is renowned the world over for its fine art, and is an economic power to rival even Verawei. Its people are deeply spiritual, and the worship of gods is less relevant (although still present) in the face of the prevalent ancestor worship in the country. Clerics draw power from powerful ancestors, warlocks make pacts with ancient ghosts, and other spellcasters, called Spiritcharmers, learn to bind spirits to themselves and utilize their power. Tenebra's current queen is Selene, who like many rulers before her, is a powerful Spiritcharmer who commands the ghosts of her predecessors with her magic.

Nikos: To the west of Viveria is Nikos, a powerful stratocratic republic built on the back of one thing: The slave trade. Anyone who is not a sovereign citizen of Nikos is considered property under Nikosian law, and anyone who can lay claim to them becomes their owner. Although Nikos has a series of military districts with officers voted on by land-owners and other officers, the real power lies in the hands of slave traders often called Tyrants, wealthy merchants of human life who command private armies and conduct raids into not only Viveria, but also the Barbarian Lands north of Nikos and even the northern coast of Eletos.
Nikos current ruler is the Praetor Levian, a man who was once a Tyrant and used his influence to be voted in as commander-in-chief.
For several decades there has been a cold war between Nikos and Viveria because of the former's slave raids, but neither nation has been willing to make it hot and risk large-scale conflict. However, there are rumors that this could change soon.

The Barbarian Lands: In the frozen arctic regions north of Viveria live dozens of separate barbarian tribes composed of humans and elves. They range in size from a few dozen to a few thousand people, but if they united, their might would be enough to rival Tenebra's two empires. Each tribe is ruled by a shaman called a Winternorn that reads auguries and leads the warriors, using mystic powers to subdue the tribe's enemies.
The barbarians are isolated and many don't speak common, so they have very little interaction with Viveria and Nikos, but it's not uncommon for their exiles to hire themselves out as mercenaries, particularly to Nikosian slave traders.

Races of Arvera
Dwarves: Dwarves were one of the three original races at the dawn of time, created by the god Viston. Dwarves tend to be hardworking and industrious, valuing craftsmanship and integrity. There are three subraces of dwarves:
Hill Dwarves: Hill dwarves live in tight-knit family based clans in the slopes of the Godfingers. They are most often chaotic good.
Mountain Dwarves: The decadent mountain dwarves live in the underground kingdom of Durunth. They are most often lawful good or lawful neutral.
Deurgar: The dominant race of the underdark, the evil duergar rule a kingdom built on slavery. They are as industrious as other dwarves, but their artisanship is turned toward the arts of war. Duergar tend to be lawful evil.

Elves: Elves were created by Leilani alongside the dwarves and the hin. They share a closeness with nature and have natural magical ability. There are three subraces of elves:
High Elves: High elves live in the southern kingdom of Alaeter, mixing arcane power with the elements of nature and co-existing with the creatures of the forest. They are most often chaotic good.
Wild Elves: Wild elves live in nomadic clans of raiders in the Scarred Desert, hostile to all but themselves. They are most often chaotic neutral.
Wild elves replace wood elves from the player's handbook.
Dark Elves: Dark elves live in the enchanted Gloaming Woods under the watchful eye of their sleeping goddess. They are most often true neutral.
Dark elves replace drow from the player's handbook.

Halflings: Halflings live scattered in the civilizations of other races, having no independent kingdom to call their own. They were one of the three races created at the beginning of time. There are two subraces of halflings:
Lightfoot: Lightfoot halflings are good-natured and curious. Most lightfoot halflings on Eletos travel with the Great Caravan, a massive train of nomadic wagons that is home to thousands of hin. Lightfoots tend toward neutral good.
Stout: Stout halflings live in Tyrian and Harlath. They are taller than other halfings and have a hardier consitution. They are most often lawful good.

Humans: Created by Corig and the youngest of the sapient races, humans are diverse and widespread, being by far the most common race on Arvera. They defy categorization, ranging from the priests of Tyrian, to the elders of Aeum, to the barbarians of the north.

Dragonborn: The xenophobic dragonborn live in the eastern nation of Terra. Their origins are little known outside of their own kingdom, and they are seldom seen in central Eletos or Tenebra. They tend toward true or lawful neutral.

Gnomes: Gnomes are eccentric and curious inventors that are as in touch with nature as elves. There are two subraces of gnomes:
Desert: Desert gnomes are whimsical illusions that live in the famous tent-cities of the Scarred Desert, outnumbering even humans in that area. They are usually neutral good.
Desert gnomes replace forest gnomes from the player's handbook.
Tinker: Tinker gnomes are intelligent engineers who create large, ponderous clockwork machines that are never guaranteed to work and are complicated enough to boggle anyone but the tinker gnomes themselves. They tend toward chaotic or neutral good.
Tinker gnomes replace rock gnomes from the player's handbook.

Half-Elves: The product of humans and elves, most half-elves live in Harlath or Alaeter, but west of the Scarred Sea in the desert where wild elves and humans live side by side, they are common as either race.

Half-Orcs: Half-orcs are often shunned by the civilized races, and most often live with in the tribe of their orcish parent within the wilderness, using their superior intelligence to rise to positions of authority.

Tieflings: Tieflings in Arvera are a diverse bunch, created by the pacts of ancestors or by claiming a fiend as an ancestor. Like humans, they cannot be easily categorized, and they live all over the world, claiming no single land for their own.

Aasimar: Aasimar are individuals descended from celestials or touched by the gods at birth. They harness divine power within them, but fall to evil as often as they rise to good. Aasimar in Arvera are seen as the greatest heroes and the most despicable villains, and in most places they command awe, respect, or fear.

The Pantheon
Arivess
God (Lawful Good)
Called the Knight, The Rightful King, and the Sword of Life, Arivess is the god of goodness, loyalty, and life, patron to all good creatures, but particularly to those who swear by a code of honor, such as knights and good-aligned Monks. According to legend, after the first sapient races were created, Arivess instilled in them a natural morality that has caused them to tend toward goodness even to this day. He is supposed to be one of the most powerful gods, though there is no real weight to this theory beyond legend.
Portfolio: Goodness, loyalty, life
Holy Symbol: A kneeling Knight, head bowed.
Favored Weapon: Greatsword

Myst
Goddess (Chaotic Good)
Called the Sapphire, the Broken (or the Broken Goddess, sometimes the Broken Healer), and the Lady of the Staff, Myst is the goddess of health, love, and motherhood, patron to lovers and healers, and particularly to elves. According to legend, she is the sister of Arivess and was slain by Nualar during the Divine War, and reborn from Arivess' spilled blood, leaving her with a wide scar across her face and the title the Broken.
Portfolio: Health, Love, Motherhood
Holy Symbol: A cracked, oval-shaped blue gem against a white background.
Favored Weapon: Quarterstaff

Nualar
God (Neutral Evil)
Called the Black Moon, the Betrayer, and the Cloaked One, Nualar is the god of evil, betrayal, and selfishness, patron to anyone who would take advantage of another for their own gain, but particularly assassins and evil mages. According to legend, Nualar tempted the mortal hero Velesia into betraying her companions, leading to evil poisoning the world and starting the first Divine War as the evil deities rallied behind Nualar and the good deities sided with Arivess. It ended in Nualar's defeat, but the god slipped away and hid before he could be executed.
Portfolio: Evil, Betrayal, Selfishness
Holy Symbol: An empty black cloak.
Favored Weapon: Kukri

Velesia
Goddess (Neutral Evil)
Called the Woman of Two Faces, the Destroyer, and the Hunted, Velesia is the goddess of sorrow and destruction, patron to all those who mourn. Lesser known is her history of betrayal and association with the End of the World. According to legend, Velesia was a mortal hero tempted by Nualar into betraying and murdering her companions. So great was her sorrow and regret at this act that she became the embodiement of mourning. Now she is revered by common folk as the goddess of sadness, and by many cults and evil priests as the Destroyer.
Portfolio: Betrayal, Sadness, Mourning, Regret, Destruction, End Times
Holy Symbol: A red eye shedding a single tear.
Favored Weapon: Katana

Tyrian
God (Lawful Neutral)
Called the Stone Law, the Divine's Crown, and the Ultimate Emperor, Tyrian is the god of law, structure, and authority, patron to rulers, lawyers, and anyone who lives in civilized society. According to legend, Tyrian was the first mortal Emperor, and so great was his power and so far did his reach extend that he was taken up into the heavens to become the god of law. He is now revered across the theocracy that still bears his name, his laws dictating every aspect of life.
Portfolio: Law, Structure, Government, Authority
Holy Symbol: A crown stylized like a sunburst.
Favored Weapon: Lance

Lillend
Goddess (Chaotic Good)
Called the Angel of the Day, the Divine Bard, and the First Light, Lillend is the goddess of the fine arts, benevolent magic, and daylight. She is the patron of artists and light mages, particularly elves. According to legend, Lillend brought light into the world after it was created on Viston's planetary forge, shaping the stars and the sun from her own divine essence. As such, Lillend is considered synonymous with light--she is less the goddess of light as much as she IS light.
Portfolio: Light, Magic, The Fine Arts, Day
Holy Symbol: A harp played by a disembodied hand.
Favored Weapon: Scepter

Elezia
Goddess (Chaotic Neutral)
Called the Grand Celebrant, Lady of Happiness, and the Patron of Joy, Elezia is the goddess of pleasure, beauty, and self-indulgence. She is the patron of festhall workers (many of whom are clerics to her), many artists, and those who put their own happiness first. While of minor power, she is a very popular goddess across Eletos, and her name is commonly invoked at celebrations, weddings, and banquets. Her church is widespread and her priests live lives of luxury, paid for by the various guilds and organizations they have places in.
Portfolio: Happiness, self-indulgence, sex
Holy Symbol: A bright red tulip.
Favored Weapon: None, for what use are weapons to one who lives a peaceful life of self-indulgence?

Mask
God (True Neutral)
Called the Trickster, The Mask, and the Silent, Mask is the god of deception, darkness, and a thief's code of honor. He is patron to thieves, assassins, organized criminals, and any intelligent creature associated with darkness or the night, such as Drow. According to legend, Mask came into being as soon as Tyrian was lifted to godhood, and stole the new god's crown within the first few moments of his existence. The crown was later recovered by Lillend and returned, but Mask is still hated as the Thief by the theocracy of Tyrian.
Portfolio: Darkness, Night, Deception, Contracts
Holy Symbol: A face mask.
Favored Weapon: Garrote

Illess
Goddess (True Neutral)
Called the Stormshadow, the Sky's Jewel, and the Winged Lady, Illess is the sister of Mask and goddess of the moon, sky, and prophecy. She is an obscure goddess with few worshippers, but she is revered by the elves (particularly the dark elves) as one of the deities presiding over the natural world, and by many diviners, fortune-tellers, and astrologers. The most well known branch of Illess' church is the Knight-Enchanters, pactmakers who have sworn their service to Illess' Herald Angel, Ilivera, in exchange for power.
Portfolio: The sky, the moon, change, prophecy
Holy Symbol: A feminine figure with feathered wings folded over the front of her body.
Favored Weapon: Unarmed Strike

Infinium
God (Lawful Neutral)
Called the Great Sage, the Theoretical Mage, and the Word, Infinium is the god of magic, knowledge, and the quest for power, patron to mages, lorekeepers, and anyone who seeks to grow in knowledge. According to legend, after the world was created, Infinium attached the scroll containing all knowledge in the universe to an arrow, and fired it from his bow out into the beyond, so that mortals might never obtain it.
Portfolio: Magic, Knowledge, Power
Holy Symbol: An unfurling scroll pierced by an arrow.
Favored Weapon: Longbow

Malven
God (Lawful Good)
Called the Crusader, The Shield, and the Warrior-King, Malven is the god of any war for a just cause, ranging from crusades against evil beings to the defense of one's homeland. He is patron to good-aligned warriors, particularly soldiers. According to legend, Malven sprung into existence when Varaus split the god Araun's skull in battle. The Crusader emerged in full armor and promptly struck down Varaus, leading to his scars.
Portfolio: Righteous War, Crusades, Protection
Holy Symbol: A shield emblazoned with the image of a sword.
Favored Weapon: Bastard Sword

Varaus
God (Chaotic Evil)
Called the Vicious One, the Wrathful, and the Harbinger of Destruction, Varaus is the god of wanton slaughter, blood, and destruction. He is patron to any warrior who would give into their bloodlust in battle, particularly barbarians. According to legend, Varaus became jealous of Araun and attacked him, leading to the creation of Malven and his defeat.
Portfolio: War, Blood, Destruction
Holy Symbol: A sword shaped of blood.
Favored Weapon: Heavy Flail

Araun
God (Lawful Neutral)
Called the Tactician, the First Lord, and the Sage-Knight, Araun is the god of strategy, war, and moderation, teaching that war is always to be avoided, but that one must know how to fight for the worst case scenario. He is the patron of sages, strategists, monarchs, and any warrior who would stop to plan before fighting. Prayers are often said to Araun before a soldier goes into battle. According to legend, Araun crafted the first sword out of the materials left over after Viston created the world. Varaus grew jealous of this, and attacked him with intent to steal it. However, the war god failed, and Malven was born.
Portfolio: Strategy, War, Order
Holy Symbol: A golden-brown flame.
Favored Weapon: Longsword

Thaeryl
God (Lawful Neutral)
Called the Judge, the Skeleton King, and the Weeping God, Thaeryl is the god of death, the afterlife, and judgement, guiding departed mortal souls and deciding their final resting place. He is patron to anyone who performs funeral services, but his melancholy portfolio makes him an oft ignored god. He is the enemy of undeath, forbidding it and seeking to destroy it whenever possible. According to legend, Thaeryl cared for and nurtured Leilani back to health after the elven deity was injured in the Divine War, leading to a forever curious relationship between the two, and by consequence, elves and death.
Portfolio: Death, the Afterlife, Judgement
Holy Symbol: An ash tree.
Favored Weapon: Khopesh

Corig
God (Chaotic Evil)
Called the Pale Master, the Great Lich, and the Decay, Corig is the god of undeath and unholy magic, patron to any who would pledge their soul for eternal life, particularly necromancers and liches. He is the sworn enemy of Thaeryl, who seeks to kill him at any cost. According to legend, Corig was the first human, a race created after the original three. Upon learning that, unlike the other, immortal, races, he would one day die, he desperately sought a way to avert his fate, ultimately becoming a horrid undead creature--the very first, and ascending to godhood. He then corrupted the halflings, elves, and dwarves, stealing away their immortality and causing them to grow old and die, just the same as humans, if at a much slower rate.
Portfolio: Undeath, Unholy Magic
Holy Symbol: An open book.
Favored Weapon: Falchion

Lorian
God (Chaotic Neutral)
Called the Laughing God, the Stormlord, and the Spirit of the Air, Lorian is the god of the weather and freedom, particularly extreme weather, such as hurricanes, hailstorms, or freezing rain. He is depicted as a winged figure carrying a shortbow, riding a storm and shooting arrows at the ground, which become lightning bolts. According to legend, Lorian was the god of the elemental plane of air before the world was created, battling the other three elemental gods for dominance. However, Viston left to create the world. Lorian soon followed him, making a truce and setting the sky above the material plane, along with creating the weather.
Portfolio: Weather, storms, hurricanes, freedom
Holy Symbol: A winged silhouette riding a storm.
Favored Weapon: Shortbow

Ehlaria
Goddess (Neutral Good)
Called the Sylvan Lady, the Holy One, and the Tree of Life, Ehlaria is the godess of all things natural, patron to rangers, druids, and anyone who lives among the wild. According to legend, when the goddess Myst was slain in the Divine War, her body seeped into the ground and slowly grew into a massive tree. When Myst was returned to life, this tree became sapient, becoming the goddess Ehlaria. The two goddesses have always been close because of this.
Portfolio: Forests, nature
Holy Symbol: A spring of holly.
Favored Weapon: Sickle

Leilani
God/Goddess (Chaotic Neutral)
Called the Whirlwind, the Archfey, and the Tall Elf, Leilani is the androgynous deity of the elves, the untamed wilds, fey, and chaos. None of the legends agree on his or her gender, some representing the deity as female and some as male. The elves believe that Leilani has no chosen gender, instead varying each time he/she appears to a mortal. As such, it is proper to use either pronoun when referring to Leilani. According to legend, Leilani created the elves after Viston shaped the world, the first sapient race. When the Divine War began, she sided with Arivess but was struck down early in the battle by Varaus. He barely survived his injuries, and Thaeryl nursed the elven god back to health, although it was too late to rejoin the battle when she recovered. Leilani now holds a prejudice against Varaus, and only outcasts revere him among the elves.
Portfolio: Elves, The Wilds, Fey, Chaos
Holy Symbol: A pair of open hands.
Favored Weapon: Scimitar

Shadas
Goddess (True Neutral)
Called the Whispering Goddess, the Sleeping Goddess, And the Grand Lady Fey, Shadas is the goddess of the Drow, deep, dark forests, and dusk, the death of the light. She is patron to dark elves and any who would live in the deep enchanted forests. According to legend, Shadas was split from Leilani after the elven god was injured by Varaus, the shock of the wound disconnecting his shadow. Simultaneously, a portion of elves transformed into Drow. Newly awakened and confused, Shadas quietly gathered the dark elves and retreated into the deepest depths of the forest. When the gods shed their physical forms to watch the world from above, Shadas deigned to stay, personally leading her people for centuries until an ambitious elven archmage who saw the Drow as a threat and Shadas as evil attacked her, inflicting grievous wounds. Shadas slew her assailant, but fell into a deep sleep or trance as a result of the injuries she sustained. It is said that she still watches over the Drow in her dreams, and that her sleeping body is sealed somewhere by powerful magic.
Portfolio: Drow, Forests, Twilight
Holy Symbol: A pair of silver closed elven eyes against a black background.
Favored Weapon: Rapier

Viston
God (Lawful Good)
Called the Forgemaster, the Divine Smith, and the Spirit of the Earth, Viston is the god of the dwarves, creation, the earth, and everything under it. He is the patron of dwarves, smiths, craftsmen of all kinds, and many adventurers. According to legend, Viston was once the elemental lord of the Plane of Earth, but was disgusted by the wars there and sought to create a new world that balanced all elements. He then famously formed the material plane by hammering its shape out on his Planetary Forge, molding a vast chunk of creative energy into the world. Afterwards, he shaped the Dwarves from some of the leftover energy. He is revered as the creator by most races, not just dwarves, and is particularly noteworthy to the Tyrians.
Portfolio: Dwarves, The Earth, Creation, Precious Metals, Wealth
Holy Symbol: A forge emblazoned with a planetary pattern.
Favored Weapon: Light Hammer

Fariil
God (Neutral Good)
Called the Lightfoot, Uncle Trapspringer, and the Great Storyteller, Fariil is the god of halflings, travel, and familial ties. He is patron to halflings, all those afflicted with wanderlust, and a great many other people of all races who value family. According to legend, after Viston formed the world, Fariil created the halflings. However, he is an absentminded god, and forgot to give them any sort of guidance or build a city for the first halflings to live in. This resulted in the curious creatures wandering off, and Fariil was so delighted with the idea of a nomad people that he took it into his portfolio.
Portfolio: Halflings, Wanderers, Family
Holy Symbol: A cat's face.
Favored Weapon: Dagger

Amavalus
God (Lawful Evil)
Called the Outsider, the Great One of the Beyond, and the Father of Humans, Amavalus is the god of jealousy, greed, and corruption. He is patron to thieves, cheating merchants, and anyone with a lust for power, particularly humans. According to legend, during the Divine War, Nualar was on the edge of defeat before a great planar rift opened on the battlefield, and out stepped Amavalus. He assisted the god of evil against Arivess, driving the Knight back and prolonging the battle, although the forces of good still prevailed in the end. Afterwards, the Outsider became councilor to Nualar, and the two learned much from each other. Nualar, knowing he could not win in open combat, planted the seeds of rebellion in Amavalus' mind. The younger god began to look at the mortal races with jealousy, ashamed that he had not created an equal creature. So he disguised himself and went out among them, observing their traits and their strengths and weaknesses. He resolved to create a being that would surpass them. He combined the passion for life and the arts that the elves had, the industrious spirit that the dwarves had, and the wanderlust and curiosity of the halflings into a new race: Humans. At first, Amavalus was pleased with his creation, and the other gods were troubled. However, humanity's fatal flaw came into the picture soon--despite reproducing very quickly compared to other races, they were not immortal. The revelation of his mortality to the first human led to his ascendance to become the god Corig, and the fall of the sapient races. Amavalus is considered an outcast for this by the other gods, even the gods of evil.
Portfolio: Jealousy, Corruption, Greed
Holy Symbol: A longsword, snapped in two at the middle.
Favored Weapon: Dart

Ecna
Goddess (Chaotic Evil)
Called the Lady Serpent, the Mother of Monsters, and the Queen of Venom, Ecna is the goddess of monsters, anarchy, and the destruction of all civilized races. She is patron to many intelligent monsters, such as aboleths, cyclops, and doppelgangers. According to legend, after the creation of the civilized races, Ecna looked at them with loathing, finding their imperfections and weaknesses. She was similarly sickened by the animals of the world--to her eyes, they were flawed, horrible creatures. And so, Ecna began to capture animals and sapient races, studying them, and soon she began combining them into horrible monsters, with such examples as the owlbear and the chimera, the most famous of her creations. When Leilani found her in this act, he rallied the gods of good against her, and they banished her to the lower planes, where she now rules armies of demons, planning the destruction of all society.
Portfolio: Monsters, Demons, Anarchy, Destruction
Holy Symbol: A hissing trio of a chimera's head, each head's tongue forked.
Favored Weapon: Maul

Lady Silver
Goddess (Chaotic Good)
Called the Great Silver Dragon, the Wings of Victory, and the Breath of Life, the goddess of metallic dragons and peace is most commonly known by the simple title Lady Silver. She is patron of all metallic dragons, dragon disciples, good-aligned dragonborn, and many healers. According to legend, she and her two counterparts were originally going to create a humanoid race after the creation of the world, to go alongside elves, dwarves, and halflings. However, the three went aside and agreed that they would each take the time to plan together and create something that far surpassed the sapient races. After three centuries of deliberation, dragons were born. Lady Silver created the metallic dragons, imbuing them with a sense of justice and right, but nonetheless a sense of superiority and contempt for the lower races.
Portfolio: Metallic dragons, Peace, Healing
Holy Symbol: A silver triangle.
Favored Weapon: Shortsword

Mysterious Jade
God/Goddess (True Neutral)
Called the Great Jade Dragon, the Jewel of Mystery, and the Wings of Fate, Mysterious Jade is the most common title given to the ever-enigmatic deity of the jeweled dragons. Its gender is unknown, and perhaps it does not even have a gender. As such, most creatures, even dragons, simply use the word "it" to refer to Mysterious Jade. It is patron of jeweled dragons and all their kin, seekers of forbidden knowledge, and many mages. According to legend, it and its two counterparts were originally going to create a humanoid race after the creation of the world, to go alongside elves, dwarves, and halflings. However, the three went aside and agreed that they would each take the time to plan together and create something that far surpassed the sapient races. After three centuries of deliberation, dragons were born. Mysterious Jade created the jeweled dragons, the most beautiful of the three, imbuing them with great intelligence, magical power, and a friendliness toward mortal races--as well as the tendency to tempt them with magical secrets.
Portfolio: Jeweled dragons, Mystery, The Planes
Holy Symbol: A green canvas.
Favored Weapon: Katar (Punching Dagger)

Old Red
God (Lawful Evil)
Called the Great Red Dragon, Wings of Death, and the Grandmaster of Flame, the god of evil dragons is usually just called Old Red or "That ol' Red." Patron of chromatic dragons and all their kin, pactmakers, evil dragon disciples, and mortals with a lust for power. According to legend, he and his two counterparts were originally going to create a humanoid race after the creation of the world, to go alongside elves, dwarves, and halflings. However, the three went aside and agreed that they would each take the time to plan together and create something that far surpassed the sapient races. After three centuries of deliberation, dragons were born. Old Red created the chromatic dragons, the most clever and charismatic of the three, imbuing them with selfishness, great manipulative abilities, and intense greed.
Portfolio: Chromatic dragons, Pacts, Power
Holy Symbol: A red full moon.
Favored Weapon: Kusari-gama

Alzath
God (Chaotic Neutral)
Called the Hearthfire, The Wildfire God, and the Spirit of Flame, Alzath is the god of fire and creativity, patron to many artists, fire mages, and even some dragons. According to legend, before the world was even formed, the elemental planes broiled and clashed against each other in terrible pandemonium. Alzath dueled with Viston, Lorian, and Konoe for elemental dominance. Eventually, however, Viston left in disgust, going on to form the material plane and leaving the plane of earth without a ruler. Lorian soon followed him, creating weather in the new world. Alzath fought Konoe for several more centuries before an uneasy truce was formed, and the four congealed realms were separated into four elemental planes. Alzath rarely consorts with mortals, having a disdain for Viston and the material plane.
Portfolio: Fire, Warmth, Expression
Holy Symbol: A flickering flame.
Favored Weapon: Hand-Axe

Konoe
Goddess (Neutral Evil)
Called the Northlady, the Queen of Ice, and the Spirit of Water, Konoe is the goddess of water (in all its forms), dreams, and thought. She is patron to psionics, water mages, and most aquatic creatures. According to legend, before the world was even formed, the elemental planes broiled and clashed against each other in a terrible pandemonium. Konoe dueled with Alzath, Lorian, and Viston for elemental dominance. Eventually, however, Viston left in disgust, going on to form the material plane and leaving the plane of earth without a ruler. Lorian soon followed him, creating weather in the new world. Konoe fought Alzath for several more centuries before an uneasy truce was formed, and the four congealed realms were separated into four elemental planes. Unlike her fiery counterpart, Konoe very often meddles in the affairs of mortals, sending them messages in their dreams or even their thoughts and tempting them into the deep.
Portfolio: Water, Ice, The Oceans, Dreams, Thought
Holy Symbol: A winding road covered with snow.
Favored Weapon: Thinblade

Areln
God (Lawful Neutral)
Called the Lord of the Waves, the Master of Earth and Sea, and the Stormchampion, Areln is the god of the sea, islands, earthquakes, and violent weather. He is worshipped by sailors and some cultists of elemental water. Sea storms are thought to be his deliberate punishment for deeds that displease him, and sailors fear as much as revere him. His name is invoked when a ship is christened, during rough weather, and upon setting off on a voyage.
Portfolio: The sea, islands, volcanoes, violent weather
Holy Symbol: A fiery mountain rising from the ocean.
Favored Weapon: Spear

Grath
God (Chaotic Evil)
Called the Maimed God, the Ruined God, and One-Eye, Grath is the terrifyingly angry god of the orcs, as well as anger, destruction, and personal strength. He is patron to all orcs, half-orcs, bandits, barbarians, and many soldiers. According to legend, Grath was once a beautiful, almost angelic figure before he fought Leilani in the Divine War. The elven goddess swiftly tore his left eye out with her scimitar, leaving him for dead in the dirt. Grath stood and swore revenge, all of his furious anger spilling out and corrupting his physical form into a pale-skinned mockery of the mortal races. He set his blinded eye with an orb of blue fire and shaped the orcs from his raw rage, making them creatures entirely tainted by fury and evil, to their very soul, and setting them the task of felling all other civilized races.
Portfolio: Orcs, Anger, Pillage, Indiscriminate destruction, Strength
Holy Symbol: An eye with a pupil of blue fire.
Favored Weapon: Great-Axe

Eletheria
Goddess (True Neutral)
Called the Gatekeeper, the Lady of the Void, and the Magic Storm, Eletheria is the goddess of apotheosis (a mortal achieving godhood), planar travel, and particularly the ethereal plane. She is patron to all who seek to ascend, as well as many mages and extraplanar creatures, such as the gith. According to legend, Eletheria hid herself until the end of the Divine War, where she calmly appeared as if she had always been there and went about the task of facilitating the most powerful of magic and speaking to the most powerful mortals. Every mortal that has ever achieved godhood has obtained it by way of Eletheria, after proving their great power, and she is suspected to be perhaps the most powerful goddess, as she has the ability to grant such power.
Portfolio: Apotheosis, Planar Travel, The Ethereal Plane
Holy Symbol: A pair of closed double-doors, emblazoned with a silver five-pointed star.
Favored Weapon: Five-Pointed Star (Shuriken)

The Creation Myth:

Before there was the earth, there were the gods. Each of the original gods lived on a specific plane, molding it to their will to create a home. Eventually, the gods realized that there were no creatures such as them in all the planes. They resolved to create a plane that would be home to such creatures. The gods, save a few who had no interest in the business, gathered together and joined their minds to create a new plane of existence--at first, it was empty, a vast void of nothing. But the gods began to set the physical laws in place, modeling aspects of them after the laws of their own planes. Soon, the framework was complete. Then Viston, the god of the plane of elemental earth, set out his great Planetary Forge and took up his Hammer of Creation, and with them he forged the world. He hammered pure creative energy into a spherical shape on his forge, hanging it in the void, a platform for living creatures to reside on. The other gods contributed in their own ways--Lillend used her own essence to set the stars in the void, Lorian set the sky above the planet and created the weather, and so on, until the material plane had been created, and its world furnished with nature. Then three of the gods, Viston, the god of earth, Leilani, the goddess of the Feywild, and Fariil, the god of Goldheart, joined their minds and created the first three sapient races: These were dubbed the elves, dwarves, and hin, which we know now as halflings. Each of these gods imbued their race with traits they most admired; the elves were clever, free-spirited, and artistic, the dwarves were industrial, hard-working, and wise, and the halflings were curious, fearless, and creative. In the beginning, these races were immortal, never dying and difficult to harm. The gods also created animals to popualte the world, and live with the three races. Thus, the Material Plane and its earth came into being.

The Fall and the Divine War:

It is not known how long the three races lived in peace, and harmony with the gods, who walked among them. But all things must come to an end, eventually. There was a band of heroes of the three races, who explored the world to their whim and performed many great deeds, chief of which was the slaying of a powerful red dragon. In these days, the chromatic dragons were the only real threat to the civilized races, created by Old Red with an instinctive contempt for them. However, when they were investigating the dragon's hoard, the hero Velesia's mind was gripped by Nualar, the god of evil. He whispered to her that if she would but kill her companions, she could have all of this wealth, and more. At first, she resisted, but Nualar promised her the dragon's magical power as well. Giving in to evil, Velesia drew her long, curved sword and one-by-one, she cut each of her companions down. This was the first act of murder, and with it evil corrupted the world. Velesia herself was so consumed by sadness and horror at her actions that she was taken up into the heavens by Eletheria, the gatekeeper (who was not yet known to the other gods at this time) and became the goddess of sorrow, to weep forever for her loss. And slowly, evil's poison on the world spread. Many animals became savage predators, plants withered and died, and wastelands were created. Even the hearts of the immortal races were corrupted, allowing evil to find its way into their minds. Arivess, the god of good, found what Nualar had done. Enraged, he rallied the gods of good against the Betrayer, who took evil to his side. The furious battle lasted hundreds of years, and when it was over, Nualar was forced into hiding and his forces scattered. But the world was forever scarred.

Amavalus, Corig, The Creation of Man, and the Departure of the Gods:

After some time, the god Amavalus, who had appeared during the Divine War and assisted Nualar, became jealous of the sapient races. The other gods knew little of Amavalus, but he was a greedy god, and he sought to have everything for himself, and to show himself superior to everyone else. He went away and conspired to make a race that would be far greater than the elves, dwarves, and halflings. For many years he labored, working the traits Amavalus perceived as best into his race--the artistic ability of elves, the industriousness of dwarves, and the curiosity of halflings, but none of the inherent good those races carried. Finally he breathed life into his creation, and he named it human. The first human was named Corig, and Amavalus spent much time displaying him to the other gods, making Corig's superiority clear. In time, Amavalus abandoned him to his own devices and created more men, more than there were elves or dwarves or halflings. However, Corig was troubled. He found that his body changed over the years, that it grew weaker, frailer. In one terrible moment, he realized that he would die. Amavalus had made him perfect, but not immortal. And so Corig schemed, learned magic, and tampered with forces only the gods should have access to. And he became the first lich, a foul, undying creature of undead. So great did his power grow, while he hid from the gods, that Eletheria granted him apotheosis, and the First Lich became the god of undead. His first act was a terrible blight on all sapient races--he cursed them to feel his pain, to grow old and weak and die. The other gods made to mend this curse, but they could not remove it completely. In the end, elves, dwarves, and halflings became mortal. They were much longer lived than humans, but now they could die. Satisfied, Corig stole away to his own demiplane, experimenting with magic that would later spawn the first vampire.
The gods, distraught at the results of Amavalus' actions, decreed that they must depart for their own planes. The world was now corrupted beyond their ability to repair it, and many humans, and even other races, now rejected them. So, with great sorrow, the gods departed, retiring to their own planes where they would watch over mortals forevermore. Only Shadas, the Great Lady Fey who ruled the Drow, and Velesia stayed. Shadas never noticed the gods leave, confused as she ever was, and Velesia could not bring herself to move away from the place of her first sin, and so there she kneels, weeping now and to the end of eternity.

Subclasses
Runesmith: Among the mountain dwarves of Durunth, there are Artificers that learn the art of magical runes, inscribed into weapons and armour to increase their power. These Runesmiths are often scions of noble families, and it is considered a worthy path for heirs to merchant empires or other influential positions.

Rune Magic:
When you choose this specialization at 1st level, you gain the ability to scribe spells into stone in the form of magical runes. Choose two 1st-level spells with the ritual tag from any spell list. You can cast these spells as rituals. When you reach 3rd, 9th, 14th, and 17th level, you can learn another ritual spell, which can be of a level equal to half your Artificer level, rounded up. Additionally, whenever you gain a level in this class, you can swap one of your rune spells known for another applicable spell.

Enhancement Rune
Starting at 3rd level, you can inscribe a weapon or suit of armour with an empowering rune over the course of a long rest. The item gains a benefit for the next 8 hours at the end of the rest. Weapons gain a +1 bonus to hit and damage, and armour gains a +1 bonus to AC.

Greater Rune:
At 9th level, you gain the ability to add other effects to your Enhancement Rune. Select two of the options below. When you inscribe an item with your Enhancement Rune, you can choose one applicable extra effect to add to the item.
Elemental Runes: A weapon inscribed with this rune deals an extra 1d4 fire, cold, lightning, acid, or thunder damage (your choice) on a successful hit.
Vicious Rune: A weapon inscribed with this rune deals an extra die of damage on a critical hit.
Resistance Rune: A suit of armour inscribed with this rune grants its wearer resistance fire, cold, lightning, acid, or thunder damage (your choice).
Protection Rune: A suit of armour inscribed with this rune grants its wearer a +2 bonus to all saving throws.

Renew Magic
Starting at 14th level, you can restore energy to magic items. When you finish a short rest, you can restore 5 charges to a single magic item that you are attuned to, so long as the item normally regains charges naturally.
Once you use this feature, you must finish a long rest before you can do so again.

Rune Mastery:
At 17th level, you learn two more runes that you can use with your Greater Rune feature, from the following list. Additionally, you can replace any rune you know with another option from the same list.
Greater Elemental Rune: A weapon inscribed with this rune deals an extra 1d8 points of fire, cold, lightning, acid, or thunder damage (your choice) on a successful hit.
Speed Rune: A weapon inscribed with this rune can make a single weapon attack as a bonus action. Once is this feature is used, the weapon cannot be used in this way for 1d4 rounds.
Bladeturn Rune: A suit of armour inscribed with this rune grants its wearer resistance to nonmagical bludgeoning, piercing, and slashing damage.
Magic Resistance Rune: A suit of armour inscribed with this rune grants its wearer advantage on saving throws against spells.
You also gain the ability to use your Enhancement Rune on two different items at one time. However, each item must bear a different additional rune.

Path of the Giant Slayer: Although the tinker gnomes of Gizlink are mostly mages and inventors, those who take up arms to fight alongside the taller races are fearsome foes. Gnome barbarians learn techniques to take advantage of their smaller weapons and smaller size and use the weight of their opponents against theme. These warriors are called Giant Slayers, and are held somewhat in awe by the smallfolk.

Fighting Style:
When you take this path at 3rd level, you gain a fighting style from the options below:
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Slippery:
Beginning at 6th level, you learn to slip through a battle with ease. While raging, you can use Dash or Disengage as a bonus action.

Against the Giants:
At 10th level, you become adept at battling larger creatures. When you make an attack roll against a creature at least one size larger than you, you can use your reaction to gain advantage on the roll. When such a creature makes an attack roll against you, you can use your reaction to impose disadvantage on it.

Fell the Mighty:
At 14th level, when you hit a creature that is at least one size larger than you with a melee weapon attack while raging, you can knock it prone as a bonus action.

College of Spirits: In Viveria, ancestor spirits are believed to have an impact on nearly every aspect of life, and many mages learn to harness their power. Spiritcharmers are magicians that use techniques similar to bardic magic, but they summon and bind spirits to do their bidding. It is a tradition in Viveria that the monarch at least learn the basic techniques of spiritcharming.

Gravespeech:
When you choose this college at 3rd level, you gain the ability to cast Speak with Dead as an action. Once you cast Speak with Dead in this way, you can't do so again until you finish a short or long rest.

Spirit Mantle:
Also at 3rd level, you gain the ability to manifest the powers of your bound spirits. Whenever you finish a short or long rest, you can choose one of the following options:
Spirit of the Reaver: The Reaver empowers your attacks. Whenever you hit with a weapon attack, you can expend a use of bardic inspiration to roll two bardic inspiration dice and deal extra necrotic damage equal to the number rolled.
Spirit of the Vanguard: The Vanguard fortifies your defenses. When you are targeted by an attack, you can use your reaction to expend a bardic inspiration die, rolling it and adding the number rolled to your AC until the start of your next turn, including against the triggering attack.
Spirit of the Witch: The Witch curses your foes. Whenever a creature that you can see within 60 feet of you makes a saving throw, you can use your reaction to expend a bardic inspiration die, rolling it and subtracting the number rolled from the result of the saving throw.

Spirit Channeling:
At 6th level, you learn the Spiritual Weapon and Spirit Guardians spells. These do not count against your number of spells known.

Twin Spirits:
At 14th level, you can manifest two spirits at one time with your Spirit Mantle feature.

Fey Domain: In the enchanted Gloaming Woods, the sleeping fey goddess Shadas watches over the theocracy of Elshera. Her clerics learn spells of charm and illusion, manipulating the minds of others with ease like the fey that they emulate. It is uncommon but not unheard of for clerics of other nature deities, particularly Leilani, to also choose this domain.

Fey Domain Spells:
Cleric Level / Spells
1st / Faerie Fire, Fog Cloud
3rd / Moonbeam, Pass Without Trace
5th / Major Image, Plant Growth
7th / Confusion, Conjure Woodland Beings
9th / Awaken, Tree Stride

Bonus Proficiencies:
When you choose this domain at 1st level, you gain proficiency in martial weapons and the Nature skill.

Land's Stride:
Also at 1st level, you ignore nonmagical difficult terrain created by plants, and you have advantage on saving throws against plants that are magically created or manipulated to impede movement.

Channel Divinity: Fey Charm:
At 2nd level, you can use your Channel Divinity to charm creatures. As an action, every creature within 5 feet of a point that you can see within 60 feet of you must make a Wisdom saving throw or be charmed by you for 10 minutes. Creatures charmed by this ability obey your commands, but they will not fight on your behalf or do anything obviously self-destructive. If you or any of your allies cause a creature harm, the effect ends early on that creature.
Charmed creatures wear blank expressions and move jerkily, making it obvious that they are being affected by magic.

Fey Aspect:
Starting at 6th level, you are immune to magical sleep and the charmed condition.

Potent Spellcasting:
At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Mists of Faerie:
Beginning at 17th level, you are surrounded by gauzy, obscuring white mist out to a radius of 10 feet from you. Any hostile creature within the mist has disadvantage on attack rolls against you and on saving throws against illusion and enchantment spells, as well as against your Channel Divinity options. You can dismiss or resummon the mist as a bonus action.

Circle of Arcana: In the southern forest of Alaeter, druidic and arcane magic are seen as different ways to tap the same source of power. Many elvish druids are part of the Circle of Arcana, mages who combine the elements of primordial Arvera with the careful magical study of a wizard.

Magical Dabbler:
At 2nd level, you learn to call on the arcane power that infuses the natural world. Choose a school of magic. All wizard spells of that school are added to the druid spell list for you, and you gain the 2nd-level feature of the corresponding wizard Arcane Tradition. Whenever an Arcane Tradition feature refers to your Intelligence modifier, wizard level, or wizard spells, replace that reference with your Wisdom modifier, druid level, or druid spells, as appropriate.

Energize:
Starting at 6th level, you learn to use your druidic power in more flexible ways. When you cast a spell, you can expend a use of your wild shape feature as a bonus action to impose disadvantage on one creature's first saving throw against that spell.

Arcane Lore:
At 10th level, you gain the 10th level feature of your chosen Arcane Tradition.

Arcane Mastery:
At 14th level, you gain the 14th level feature of your chosen Arcane Tradition.

Guardian: Nikosian commanders are fighters who follow the path of the Guardian, learning to use polearms for an aggressive defense that keeps opponents at bay.

Vigilant Watcher:
Beginning when you choose this archetype at 3rd level, creatures provoke an opportunity attack from you if they move at least 5 feet while within your reach.

Durable:
At 7th level, you regain double the number of hit points when you expend hit dice.

Protective Charge:
Starting at 10th level, whenever a hostile creature moes within 30 feet of you, you can use your reaction to move up to half your speed toward that enemy or an ally within 30 feet of you. If that enemy provokes an opportunity attack from you before the end of the current turn, you can take it without using your reaction.

Deadly Guardian:
At 15th level, when you hit a creature with an opportunity attack, you deal two extra dice of damage.

Overseer:
At 18th level, you can take one reaction on every turn of combat.

Way of the Dragon: In the dragonborn nation of Terra, there are many warriors, called Dragon Disciples, who believe that their race is descended from greater dragons. With intense focus and innate magical ability, they learn to emulate the abilities of those powerful wyrms.

Dragon Disciple:
When you choose this tradition at 3rd level, select a type of dragon from the list below.
Black (Acid)
Blue (Lightning)
Brass (Fire)
Bronze (Lightning
Copper (Acid)
Gold (fire)
Green (Poison)
Red (Fire)
Silver (Cold)
White (Cold)
You gain resistance to the corresponding damage type. Additionally, your hit point maximum increases by 3, and by another 1 every time you gain a level in this class.

Breath Weapon:
Beginning at 6th level, you can use your action to exhale destructive energy by spending a number of ki points up to your level, dealing 1d8 points of damage per point spent to creatures in an area determined by the type of dragon you chose at 3rd level. Targets are allowed a saving throw for half damage, the type of which is also determined by your dragon discipleship, as is the damage type.
Black: Acid, 5 by 60 ft. line, Dex save
Blue: Lightning, 5 by 60 ft. line, Dex save
Brass: Fire, 5 by 60 ft. line, Dex save
Bronze: Lightning, 5 by 60 ft. line, Dex save
Copper: Acid, 5 by 60 ft. line, Dex save
Gold: Fire, 30 ft. cone, Dex save
Green: Poison, 30 ft. cone, Con save
Red: Fire, 30 ft. cone, Dex save
Silver: Cold, 30 ft. cone, Con save
White: Cold, 30 ft. cone, Con save

Draconic Claws:
At 11th level, you can use a bonus action to spend 1-3 ki points and transform your hands into draconic talons. For 10 minutes or until you dismiss this effect with another bonus action, your unarmed strike deals slashing damage and gains a bonus to attack and damage rolls equal to the ki points you spent to activate this ability. In addition, when you hit with a claw attack, you can spend 1 ki point to deal an extra 2d6 damage of your dragon type's corresponding element.

Dragonfear:
Starting at 17th level, you exude an aura of fear. At the start of your turn, you can force all creatures of your choice within 60 feet of you to make a Wisdom saving throw. On a failure, a target is frightened of you until the start of your next turn. On a success, that creature is immune to your Dragonfear until you finish a long rest.

Oath of Dreams: Little is known about the paladins who follow the Oath of Dreams, called Dream Knights. Reportedly, they manifest their powers after receiving a message in their dreams from a powerful entity. Many scholars speculate, from the nature of their abilities, that these knights work to further the agenda of a mysterious fey creature.

Oath Spells:
Paladin Level / Spells
3rd / Dissonant Whispers, Faerie Fire
5th / Shadow Ribbons, Suggestion
9th / Hypnotic Pattern, Nightmare Lullaby
13th / Confusion, Phantasmal Killer
17th / Frenzy, Mislead

Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Dream: As an action, you force one creature that you can see within 60 feet of you to make a Wisdom saving throw or fall asleep for 1 minute. The target wakes if it takes any damage.
Nightmare: When you hit a creature with an attack, you can deal an extra 2d10 psychic damage and force the target to make a Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Fey Order:
When you take this oath at 3rd level, you deal psychic damage instead of radiant damage with your Divine Strike and Improved Divine Strike features.

Aura of Dreams:
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed or affected by magical sleep while you are conscious.
Additionally, sleeping enemies that start their turn in your aura take 2d8 psychic damage. This damage does not awaken the target even if damage would normally wake them up.
At 18th level, the range of this aura increases to 30 feet.

Maze of the Mind:
At 15th level, you are always under the effects of a Mind Blank spell.

Aspect of Dreams:
At 20th level, you can use your action to take the form of a surreal dream-being. For 1 minute, you gain the following benefits:
-Whenever you cast a spell that deals damage, it deals an extra 20 psychic damage.
-Once per turn, whenever a creature targets you with an attack, it must succeed on a Wisdom saving throw or fall unconscious until the start of its next turn (forfeiting the triggering attack).

Desert Dervish: In the Scarred Desert, the leaders of wild elven raiding parties are rangers who follow the tradition of the Desert Dervish. Usually wielding scimitar and longbow, they are adept at taking advantage of a foe's surprise and learn magical techniques to manipulate the earth around them.

Desert Magic:
You gain access to additional spells at 3rd, 5th, 9th, 13th, and 17th level. You are always able to cast these spells, and they do not count against your number of spells known.
Ranger Level / Spells
3rd / Create or Destroy Water
5th / Blue
9th / Wall of Sand
13th / Blight
17th / Wall of Stone

Ambusher:
At 3rd level, you are deadly when you get the drop on foes. You have advantage on attack rolls against creatures that haven't taken a turn yet in the current combat, and you gain a bonus to weapon damage rolles against those creatures equal to half your Ranger level, rounded down.

Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Mirage:
At 7th level, you can cast Mirror Image as a bonus action. Whenever a creature hits a duplicate with an attack, you can use your reaction to make one ranged or melee weapon attack against that creature.
Once you cast Mirror Image in this way, you can't do so again until you finish a short or long rest.

Extreme Acclimation:
Starting at 11th level, you are adapted to extreme conditions. You gain resistance to cold and fire damage, and you ignore the detrimental effects of extreme heat and extreme cold. Additionally, you gain darkvision out to 30 feet. If you already have darkvision, its range increases by 30 feet.

Earth Mastery:
At 15th level, you gain the ability to manipulate the ground beneath your feet. Whenever you are standing on sand, dirt, or stone, the ground in a 15-foot radius around you counts as difficult terrain for hostile creatures. Whenever a creature in that area who is touching the ground makes an attack roll or a Dexterity saving throw, you can use your reaction to impose disadvantage on their roll.

Shinobi: The Shinobi are a secret order of Verawese rogues that serve the Council of Mystics as spies, bounty hunters, and assassins. They follow a philosophy similar to many monk monasteries, and believe in a mystical force called the Veil that controls all mortal perception. Experienced Shinobi learn to manipulate the Veil around them to distort their appearance or turn invisible and elude foes.

Shinobi's Blade:
When you choose this archetype at 3rd level, the longsword becomes a finesse weapon for you.

Shinobi Magic:
Also at 3rd level, you learn several magical techniques of deveption and illusion. You learn the Minor Illusion cantrip, and you can cast the spells Disguise Self Self, Fog Cloud, and Silent Image as a bonus action. Once you cast one of these spells, you can't cast that spell again in this way until you finish a short or long rest. Intelligence is your spellcasting ability for these spells.

Supernatural Mobility:
At 9th level, your speed increases by 10 feet, and you can move across vertical surfaces and liquids without falling during your move.

Manipulate the Veil:
Starting at 13th level, you gain the ability to manipulate the veil around you to conceal your true position. You are permanently affected by a Mirror Image spell during combat. At the start of each of your turns, roll a d6. On a 6, you regenerate one image that has been destroyed, to the normal maximum of three.

Pass Through the Veil:
At 17th level, as a bonus action, you can become invisibility until the end of the current turn, or as an action, you can become invisible until the start of your next turn.

Sky Captain: In the Confederacy of the Flying States, airships are an important part of everyday life. Thus, the consortiums that command these ships constantly seek out individuals born with a connection to elemental magic of air. These individuals are hired and trained in the skills needed to command an airship, manipulating the weather and keeping up the morale of a crew that might see nothing but open sky for weeks at a time.

Bonus Proficiencies:
When you select this origin at 1st lst level, you gain proficiency with shortswords, scimitars, rapiers, and light armour.

Storm Captain:
Also at 1st level, whenever you deal lightning or thunder damage to a creature with a spell, you can use a bonus action to grant advantage on the next attack roll against that creature made by another creature before the start of your next turn.

Skyblade:
Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Additionally, you can spend 2 sorcery points as a bonus action to sheathe a melee weapon that you are holding in lightning. For 1 minute or until you are no longer holding it, that weapon deals an extra 1d8 lightning damage on a hit. At 12th level, this extra damage increases to 2d8.

Rallying Cry:
At 14th level, whenever you are forced to make a saving throw against an effect that targets multiple creatures, you can use your reaction to spend 2 sorcery points and add your Charisma modifier to the save. Up to six other creatures of your choice targeted by the same effect can also add your Charisma modifier to their saving throws.

Strike Like Lightning:
At 18th level, you can use the power of the sky to empower yourself and your allies. As an action, you can spend 5 sorcery points to grant yourself and up to six other creatures that can see within 60 feet of you the benefits of a Haste spell until the end of your next turn. This version of Haste requires no concentration, and does not exhaust creatures when it ends. Additionally, creatures under its effects deal an extra 1d8 lightning damage whenever they hit with a weapon attack.

Fallen Angel Patron: In a world as rich in gods as Arvera, angels are commonplace in the upper planes of the cosmos. With so many celestial beings serving the gods, it is inevitable that some will fill. These powerful fallen angels hide away in sequestered demiplanes or hidden fortresses on the material plane, and form pacts with mortal spellcasters to further their inscrutable agendas in the mortal world.

Expanded Spell List:
1st / Bane, Inflict Wounds
2nd / Blindness/Deafness, Gentle Repose
3rd / Bestow Curse, Frozen Blade
4th / Divination, Fire Shield
5th / Cone of Cold, Destructive Wave

Fallen Soul:
Starting at 1st level, your magicks that inflict death and ruin intensify. Whenever you roll necrotic damage for a spell, you can add your Charisma modifier to that damage against one target.

Angel's Curse:
At 6th level, your patron gives you the ability to curse your foes, undermining their attempts to resist you. Whenever a creature that you can see within 60 feet of you makes a saving throw, you can use your reaction to roll a d10 and subtract the number rolled from that save.
Once you use this feature, you can't use it again until you finish a short or long rest.

Ruin:
Starting at 10th level, you gain strength from destruction. Whenever you reduce a creature to 0 hit points with a spell that deals cold or necrotic damage, you can immediately cast a cantrip as a bonus action.

Angel's Consort:
Beginning at 14th level, you can manifest ghostly black wings as a bonus action. These wings grant you a flying speed of 60 feet and last until you dismiss them with another bonus action.
Additionally, you become a harbinger of ruin. Whenever you hit a creature with a weapon attack, it takes an additional 1d8 necrotic damage.

Eldritch Invocations:

Angelic Vengeance
Prerequisite: 15th level
Whenever a creature hits you with an attack while within 5 feet of you, they take necrotic damage equal to 1d8+your Charisma modifier.

Arcane Duelist: In the magocratic Flying States, spell-dueling is a way to advance one's political power and social status. Many wizards specialize in magic to fight other wizards one on one, becoming skilled Arcane Duelists that wield mystical blades of force and turn their foes' spells against them.

Dueling Blade:
When you choose this tradition at 2nd level, you can use your action to create an intangible one-handed sword made out of magical force. Which lasts until you let go it. You are proficient with this sword, which uses your Intelligence modifier for attack and damage rolls and deals 1d8 force damage on a successful hit. At the end of each of your turns while holding the sword, you can use your reaction to gain a +4 bonus to AC and to saving throws against spells until the start of your next turn.
At 5th level, the Dueling Blade gains a +1 bonus to hit and damage. This bonus rises to +2 at 9th level and +3 at 13th level.

Duelist's Challenge:
Starting at 6th level, whenever you damage a creature with a spell that targets only that creature, it has disadvantage on attack rolls against creatures otheran than you until the start of your next turn.
Additionally, you learn the Counterspell spell if you do not already know it.

Relentless Challenge:
At 10th level, whenever you affect a creature within 60 feet of you with your Duelist's Challenge, you can use a bonus action to teleport to an unoccupied space that you can see within 10 feet of the target.

Spell Turning:
At 14th level, you gain the ability to reflect enemy spells. Whenever you cancel a spell that has a casting time of 1 action or 1 bonus action with Counterspell, you can cast that spell yourself without expending a spell slot as part of the same reaction. The spell uses the original caster's spell attack modifier and save DC, but is otherwise treated as if you cast it for all purposes.
 
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