TEXT: Part Two
  Part Two
  Yugman’s Guide to Ghelspad
  Yugman’s Guide to Ghelspad
  
  Yugman’s Guide to Ghelspad
  2
  Credits
  Developer: Travis Legge 
  Authors: Chris Bissette, Oliver Clegg, Celeste Conowitch, Beatriz 
  T. Dias, Lewis Harris, Jeremy Hochhalter, Megan Mackie, Jessica 
  Ross, Christopher Walz 
  Editor: Brian Johnson
  Art Direction and Design: Mike Chaney
  Cover: Shen Fei
  Interior Art: Brian Leblanc, Bryan Syme, Michele Giorgi, 
  Aaron Riley, Claudio Pozas
  Creative Director: Richard Thomas
  Special Thanks
  TheConri and the crew of Devil’s Luck Gaming for playtesting 
  and feedback.
  Scott Holden for indispensable wisdom, insight, and math.
   
  Yugman’s Guide to Ghelspad is © 2020 Onyx Path, LLC. All rights reserved. Reference to other copyrighted material in no way 
  constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, and their associated logos are 
  trademarks of Onyx Path.
  Open game content may only be used under and in the terms of the Open Game License. Onyx Path, LLC are not affiliated with 
  Wizards of the Coast™. Onyx Path, LLC make no claim to or challenge to any trademarks held by Wizards of the Coast™.
  This printing of Yugman’s Guide to Ghelspad is done under Version 1.0a of the Open Gaming License, and the System Reference 
  Document, by permission from Wizards of the Coast, Inc.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) 
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  Designation of Open Content: The Open Content in this issue includes the new creatures, new class archetypes, new feats and traits, new spells, 
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  and organizations, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission. 
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  COPYRIGHT NOTICE “YUGMAN’S GUIDE TO GHELSPAD” copyright © 2020 Onyx Path, LLC, all rights reserved, visit www.theonyxpath.com”.
  www.theonyxpath.com
  
  Table of Contents
  3
  Table of ConTenTs
  Note One:  
  Social Backgrounds 
   
   
  4
  Criminal Societies  
   
   
  5
  Japhinian Dynasty 
   
   
  5
  New Social Background: Japhinian 
  5
  Kilharman League 
   
   
  5
  New Social Background:  
  Minor Nobility 
   
   
   
  6
  The Scaled 
   
   
   
  6
  New Social Background:  
  Scaled Graduate  
   
   
  6
  Mercantile Societies 
   
   
  7
  Charek’s Fellows 
   
   
  7
  New Social Background: Transporter 
  7
  House Asuras 
   
   
   
  8
  New Social Background: Mercenary 
  8
  House Juvnal 
   
   
   
  9
  New Social Background:  
  Vigilant Hunter 
   
   
   
  9
  Note Two:  
  Races of the Scarred Lands  
  10
  Scrag 
   
   
   
   
  10
  Scrag Racial Traits 
   
   
  11
  Triton 
   
   
   
   
  12
  Triton Racial Traits 
   
   
  13
  Clearwater 
   
   
   
  13
  Blood-tainted 
   
   
   
  13
  Note Three: Classes   
   
  14
  Rogue 
   
   
   
   
  14
  Blood Sea Pirate 
   
   
  14
  Rage of the Blood Sea 
   
   
  14
  Bloody Gaze 
   
   
   
  14
  Mutation of the Sea 
   
   
  14
  Further Mutation  
   
   
  15
  Corsair of the Sea  
   
   
  15
  Master of the Scaled  
   
  15
  Spellcasting 
   
   
   
  16
  Fast Talker 
   
   
   
  16
  Unbound  
   
   
   
  16
  Scaled Scholar 
   
   
   
  16
  Arcane Assistance  
   
   
  16
  Note Four: New Spells 
   
  18
  Call Aquatic Beast 
   
   
  18
  Ever Scent 
   
   
   
  18
  Ghostdweomer  
   
   
  18
  Serpents’ Stare  
   
   
  18
  Tattoo Item 
   
   
   
  19
  Note Five:  
  Blood Sea Alchemy 
   
   
  19
  Practicing Blood Sea Alchemy  
  19
  Example Recipes 
   
   
  19
  Claret Oil  
   
   
   
  19
  Evergreen  
   
   
   
  20
  Feral Draught 
   
   
   
  20
  Folly 
   
   
   
   
  20
  
  Yugman’s Guide to Ghelspad
  4
  soCial baCkgrounds
  soCial baCkgrounds
  A
  dventurers are not born in a vacuum. There are a number of societies on Ghelspad that provide training and motivation 
  for adventurers. The following Social Background options may be added to those presented in the Scarred Lands 
  Player’s Guide, Chapter Four.  
  noTe one:  
  noTe one:  
  A naive person may think it foolish for those who choose to live outside the laws of civilized society to band together in so formal 
  a manner as an organized, named society. There seems no better way to paint a target on your collective backs than to raise a 
  banner that says, “We are criminals and we are here!”
  And yet, this is — to an extent — what the criminal organizations who plague Ghelspad have done, and they have thrived 
  as a result of it. ‘Crime’ does not just mean cutting purses and throats on dark street corners. That kind of petty larceny is not 
  worth my time or yours and is easily stamped out.
  The groups I make note of here are much more dangerous than your common thief. They wield power that can be shocking 
  in scope to those unprepared for it — whether that is the political power of a powerful noble house, or the arcane fury of a fully-
  trained weather witch running unchecked along the trade routes that fuel eastern Ghelspad’s economy. Remember that any 
  civilized land is only four meals away from total anarchy, and you will understand the very real threat that these groups pose.
  
  Social Backgrounds
  5
  Criminal soCieTies
  Criminal soCieTies
  Japhinian dynasTy
  A
  ny sea voyage is fraught with perils, be it the hazards of 
  nature or the danger posed by pirates operating well 
  outside the reach of the law. The sea witches of the Japhinian 
  Dynasty, descendants of the prisoners abandoned on the 
  Toe Islands by the Ledean Empire, combine both of these 
  dangers into one fearsome force. The devastating weather 
  magics they bring to bear mean that even the most seasoned 
  captain quails at the sight of their sails breaking the line of 
  the horizon, for they know that no ship can withstand the 
  fury of the Japhinians.
  The Japhinian Dynasty are known as elite spellcasters, 
  despite the relatively small number of actual spellcasters 
  in the organization. The secrets of their weather magics 
  are jealously guarded and rightly feared by all who hear of 
  them. Tales abound of sucking vortexes suddenly appearing 
  in placid waters or lightning strikes that unerringly target 
  doomed merchant ships. These tales are actively perpetuated 
  by Japhinian leadership.
  Though the penal colonies of the Ledean Empire have 
  been long abandoned, none who currently call themselves 
  Japhinians were ever imprisoned there. Still, that history 
  runs deep in the memory of the Dynasts. The laws that 
  left their ancestors to rot on the Toe Islands mean little 
  to modern-day Japhinians, who make their living as either 
  freebooters waging war on merchant vessels, or in the employ 
  of prominent trading companies. 
  new soCial baCkground: Japhinian
  You were raised on the Blood Sea and know it intimately. 
  The majority of your life has been spent on a ship, whether 
  you crewed a pirate vessel or learned magic at the side of a 
  renowned weather witch. Wherever your skills lie, you know 
  how to read the sea and skies. You’re never more at home 
  than with a deck rolling beneath your feet and the snap of 
  sails above you.
  Skill Proficiencies: One from among Nature, Perception, 
  and Survival
  Tool Proficiencies or Languages: Navigator’s tools, ve-
  hicles (water)
  Equipment: A set of navigator’s tools, an oilskin pouch 
  containing navigational charts of the Blood Sea and Toe 
  Islands, a ledger written in your own personal code that 
  contains accounts of your voyages, a set of sailors’ clothes, 
  and a pouch containing 5 gp
  Feature: Stormtouched
  Whether or not you have been schooled in weather magic, 
  your life among the Japhinians has taught you to know the 
  weather as well as you know your own heart. At sea you can 
  accurately predict the weather for the next 24 hours, and 
  you know if it is being altered magically (you can predict the 
  effect of this alteration, but not identify the specific cause, 
  e.g. the name of the spell being used). When you are on 
  land and out of sight of the sea, you can predict the weather 
  accurately for the next 4 hours.
  Suggested Characteristics
  The Japhinian outlook on life is mercurial and seemingly 
  chaotic. They are as quick to anger as they are to calm. They 
  tend to be distrusting of outsiders and those they do not 
  know well, but fiercely loyal to those who they consider 
  family. When on land, Japhinians often have one eye on 
  the horizon, always yearning to get back to the open waters 
  that they know so well. 
  kilharman league
  W
  hy steal property when you could steal entire nations? 
  The Kilharman League doesn’t concern itself with 
  petty larceny and minor thuggery (though it does, of course, 
  employ a fair share of cutpurses and enforcers to keep 
  operations running at ground level). The interests of the 
  various Chapters of the Kilharman League instead deal in 
  politics and power, bringing their considerable resources to 
  bear to influence rulers and law-makers across the continent. 
  A knife in the back may be deadly for the person on the 
  receiving end of it, but a word in the right ear and a coin 
  in the right pocket can wreak havoc on an entire lineage or 
  bring a dynasty to its knees. These are the concerns of the 
  Kilharman League, and the fact that they operate at the very 
  highest levels of society makes them incredibly dangerous. 
  The Kilharman League is a sprawling, tangled mess of an 
  organization. The noble (or formerly noble) houses who 
  spawned the League ruled by the Kilharm family make up 
  the top of the organization. At the bottom their vast army 
  of minions and footsoldiers prop up the League’s power 
  with force. The League is divided into Chapters who each 
  control a geographical region, and whose thirst for power 
  and influence finds them constantly at war with one another 
  for territory. The incessant infighting amongst the League’s 
  members means that the organization poses as much of a 
  threat to itself as it does to the rest of the Calastian Hegemony.
  The perpetual infighting among the various Chapters of 
  the League means that strong leadership is needed to keep 
  the house in order. The League Council is made up of the 
  heads of each individual Chapter, who in turn answer to 
  a senior member of the Kilharm family. The Council con-
  venes once per year to direct and discuss business across 
  the organization as a whole, and individual Chapters with 
  
  Yugman’s Guide to Ghelspad
  6
  intra-organizational disputes can appeal to the Council to 
  help resolve these issues. In practice, though, these appeals 
  tend to be mere formalities, and most issues are resolved by 
  more immediate means — namely big men in masks wielding 
  knives and clubs.
  new soCial baCkground: minor nobiliTy
  Your family is, or was once, a noble house, though not a 
  particularly powerful one. Long ago they aligned themselves 
  with the Kilharman League as a means of survival, and you 
  have been raised knowing the organization as a whole as an 
  extended, incredibly dysfunctional family. You are familiar 
  with the structure of the League and known among your 
  local Chapter. You may have been a familiar face at court 
  before you took up a life of adventure, or else you may have 
  been involved in the running of ground-level operations as 
  part of your work for your family.
  Skill Proficiencies: Choose one from among Intimidation, 
  Insight, Deception, and Persuasion
  Tool Proficiencies or Languages: Choose one common 
  language
  Equipment: A set of fine clothes, letters of introduction 
  signed by the head of your house (discuss who this is and 
  your relationship to them with your GM), a gold signet ring 
  embossed with the crest of your house, and a velvet pouch 
  containing 15gp
  Feature: Silver Spoon
  You were born into the higher echelons of society, and 
  you are not inclined to let those beneath you forget it. You 
  are welcome at court and are at ease in high society, and 
  wherever you go you give off an air that you are meant to be 
  there. When you are within your Chapter’s territory you can 
  use the symbol of your house to gain access to people and 
  places that would be out of reach to normal people (your 
  GM has full discretion over how much access and power 
  this feature gives you).
  Suggested Characteristics
  You were raised to expect a certain quality of life, and 
  you are uncompromising when it comes to maintaining 
  it. Adventurers with this background who find themselves 
  slumming it in low-grade inns or trudging on foot across 
  hard country become surly and agitated quickly, but when 
  placed in the kind of society they are accustomed to they 
  change completely. They are often glib and intelligent, expert 
  flatterers and negotiators who can talk most anybody around 
  to their way of thinking with a combination of eloquence, 
  flattery, and barbed threats that sound like glowing compli-
  ments to those unfamiliar with courtly language and intrigue.
  The sCaled
  You don’t grow to be the most renowned organization of 
  wizards-turned-thieves in Ghelspad without being excellent at 
  what you do. No mere thugs, The Scaled are as well trained, 
  tightly organized, and effectively managed as any legitimate 
  business enterprise. Their training academies are scattered 
  across the continent, cleverly disguised as exclusive schools 
  of magic, business, and law, or else operating in full view 
  of the authorities (the Yorek Academy for Adventurers is 
  known to be a Scaled training house, though this has never 
  been acknowledged by the Academy itself). These famed 
  seats of learning produce the exceptionally skilled recruits 
  that have allowed The Scaled to become so successful and 
  prosperous. The organization has their hands in every major 
  city and nearly every kind of business — from petty thievery 
  to illegal gambling, blackmail, and smuggling — and their 
  fame and dark glamour is such that there is a steady stream 
  of rebellious youths seeking out the local Scale Lords with 
  an aim to join their ranks.
  Once Scaled, always Scaled. Admission to The Scaled re-
  quires a life-long oath, a promise to set everything aside and 
  to serve until death. Those who serve well and give their lives 
  to the cause may petition for honorable retirement once old 
  age means they are no longer able to perform the work, but 
  retirement does not mean you are free. It is not uncommon 
  for retirees to maintain their links with The Scaled, advising 
  and guiding active members and communicating regularly 
  with their Scale Lords.
  Perhaps as a side effect of their origins as rebel wizards, 
  The Scaled have a flair for theatre and showmanship that 
  runs deep. It is not unusual for members of The Scaled to 
  leave some kind of calling card at the scenes of their various 
  crimes that leaves no doubt in the mind of the locals that 
  The Scaled were responsible, while leaving too little evi-
  dence for law enforcement to prove the organization’s direct 
  involvement. It is this theatricality that has romanticized 
  The Scaled in the minds of young glory-seekers and helps 
  maintain the steady flow of new recruits.
  new soCial baCkground: sCaled graduaTe
  You have passed through one of The Scaled’s training 
  academies and graduated to full membership of the guild. 
  In exchange for your oath of life-long service and loyalty, you 
  have received a premiere education in stealth, hand-to-hand 
  combat, practical mathematics, law, and magic.
  Skill Proficiencies: Choose one from among Arcana, 
  History, Sleight of Hand, and Stealth
  Tool Proficiencies or Languages: Guild of The Scaled 
  Thieves’ Cant, thieves’ tools
  Equipment: A dagger, a set of common clothes, a scholar’s 
  robe, a letter written in code from the Scale Lord under 
  whom you serve, and a pouch containing 10 gp
  Feature: The Many-Headed Serpent
  You are a full member of The Scaled and know the locations 
  of training academies, the name of the Scale Lord under 
  
  Money, they say, makes the world go around. Whether or not that is true, it is a fact that with coin comes power and with 
  power comes the ability to influence the world writ large — whether for good or for evil.
  Of all the societies I have detailed thus far, the merchant houses are those who the average Ghelspadian is the most likely to 
  encounter. Their ubiquity and constant visibility often leads people to think of them as benign, nothing more than part of the 
  furniture of civilized society, but that could not be further from the truth. The mercantile societies are some of the most powerful 
  and far-reaching organizations in Ghelspad, and where the rot often runs deepest.
  Be under no illusions, these are not just simple merchants. Their trade in simple goods — legal or otherwise — often masks 
  their more nefarious trade: power. Members of House Asuras often command as much influence as the Kilharman League, and 
  it is whispered that the Hunter of Vesh directly serves House Juvnal. Money may make the world go around, but the saying 
  also goes that it is the root of all evil. Whether that is true or not, it is undeniable that Ghelspad’s merchant houses are forces to 
  be reckoned with.
  There is nothing so valuable in 
  Ghelspad as an honest merchant. A fair 
  trade with a scrupulous merchant can 
  greatly relieve an otherwise-uninteresting 
  errand. Unfortunately, there is little as 
  rare as a truly honest merchant. Many 
  mercantile organizations have their own 
  agendas, and when choosing to deal with 
  a merchant, you often also must decide 
  whether their particular brand of duplicity 
  or malfeasance is enough to convince you 
  not to do business with them. 
  Social Backgrounds
  7
  whom you serve and those who operate in cities near your 
  base of operations. In addition, you know the signs that mark 
  an establishment as a Scaled headquarters. When arriving 
  in a new city you can always locate the local Scaled branch, 
  and can call upon them for help, accommodation, or work.
  Suggested Characteristics
  The Scaled attract those with a rebellious nature, but 
  their training instills a deep respect for authority — so long 
  as it comes from within the guild itself. Members tend to 
  be well-versed in local laws, knowing exactly what they can 
  and can’t get away with and how to skirt close to the line 
  without drawing down the ire of law enforcement. You are 
  deeply loyal to The Scaled and always offer aid to guildmates 
  in need. Likewise, you have a strong distaste for those who 
  claim affiliation with the group who cannot prove that they 
  are members — you come down hard on those who bring 
  dishonor or undue danger to the guild.
  merCanTile soCieTies
  merCanTile soCieTies
  The establishment of mercantile societies has contributed 
  greatly to the economic landscape of Ghelspad, but there 
  are many organizations who use their standing as merchants 
  for nefarious purposes. Some are not so much outright evil 
  as they are morally questionable, and with so many gaps in 
  services after the Divine War, some organizations simply 
  found themselves filling a niche, even if that niche was less 
  than savory. Rare is the large mercantile house that doesn’t 
  deal in illegal goods in some way, and those that don’t appear 
  to offer a service tied to some illicit activity may simply be 
  better at hiding it. 
  Charek’s fellows
  Though Charek’s Fellows trade in illegal goods, they do 
  still have some morals, and they stay away from slavery and 
  trafficking. Their morals, however, are little more than lip 
  service where other illicit activities are concerned, and they’ll 
  happily hire themselves out to anyone willing to pay them 
  to transport goods, legal or otherwise. 
  new soCial baCkground: TransporTer
  A place for everything, and everything in its place. As a 
  member of Charek’s Fellows, you understand the importance 
  of transporting goods and, more than that, you understand 
  the value of doing so quietly. You’ve made many contacts 
  during your time with the Fellows, and they know that, though 
  you sometimes trade in illegal items, you’re dependable and 
  excellent at what you do. Charek’s Fellows may have some-
  what loose morals, but their standards are above reproach.
  Skill Proficiencies: Choose one from among Deception, 
  Investigation, or Stealth
  Tool Proficiencies: Choose vehicles (land), or choose any 
  common language
  
  Members of Charek’s Fellows seem to 
  think themselves clever and covert, but 
  there are few in Vesh who don’t know 
  what they get up to. In all honesty, their 
  dealings are relatively tame compared to 
  those of other mercantile organizations, 
  except for when they hire themselves out 
  to those organizations. 
  If there’s money involved, all roads lead to House Asuras. It is said that no coins 
  change hand in Ghelspad without a member of House Asuras knowing. They deal 
  in anything that makes them money, ranging from the usual mercantile pursuits to the 
  crueler trades like arms dealing and humanoid trafficking. 
  Having the blood of Asuras is a point of pride to many, but the house has changed 
  hands so many times over its long life, it’s nigh impossible to know for sure who really 
  is a member of the Asuras bloodline. But few low-ranking members of the house would 
  openly question someone claiming the bloodline if they had no reason to, and I’ve found 
  this very useful when seeking information about deals brokered throughout Ghelspad. 
  Having a network of money means also having a network of information, and House 
  Asuras keeps excellent records.
  Yugman’s Guide to Ghelspad
  8
  Equipment: A chest with a false bottom, a set of clothes 
  to use as a disguise, a lock, and a set of lockpicks 
  Feature: Everything in Its Place
  After years of transporting illegal goods, you can spot 
  something out of place at fifty paces. You can find secret 
  compartments, smuggler’s holds, and false bottoms in chests 
  with little effort. Of course you can identify these things — 
  you’ve used every trick in the book and maybe even invented 
  a new one. You’re confident no one can smuggle an item past 
  you, and you’re familiar enough with the tools of the trade 
  that you can easily smuggle items in and out of anywhere 
  you travel. You have advantage on rolls to hide items from 
  others and to discover items others have hidden.
  Suggested Characteristics
  Transporters’ services are available to anyone to buy, 
  but they value their reputation, and once their services 
  are secured, they won’t be convinced to betray a client. No 
  amount of money can make a transporter from Charek’s 
  Fellows give up their merchandise, making transporters 
  fiercely loyal companions. 
  They also expect that same amount of loyalty in return. 
  Transporters have long memories where contacts are con-
  cerned, and if you cross a transporter once, you’ve lost your 
  only chance to ever gain their trust. 
  house asuras
  House Asuras has a long history, with one of the most 
  recognizable emblems in Ghelspad. This organization began 
  in the village of Asuras, which was destroyed long before the 
  Divine War. Now, House Asuras reaches across the conti-
  nent after centuries of shifting leadership and illegitimate 
  children. The one sure identifier of a member of House 
  Asuras, aside from their passionate love for money, is the 
  insignia of a yellow, human-faced lion on a black background: 
  the House Asuras emblem that all members of the house 
  proudly display. 
  new soCial baCkground: merCenary
  You fight not for the love of the battle but for the love of 
  coin. You have skill on the battlefield, matched only by your 
  skill for making money, and you’ve wisely combined these to 
  earn coin by fighting others’ battles. You don’t necessarily 
  agree with any of your employers’ reasons for going to war; 
  you’re more interested in their coin than their sense of 
  justice. You’ve lived through enough battles to know that 
  they all come down to the same things, and your interest is 
  more in winning the coin than the conquest.
  Skill Proficiencies: Choose one from among Acrobatics, 
  Athletics, and Intimidation
  Tool Proficiencies or Languages: Choose one type of 
  gaming set, or choose one common language
  Equipment: A hunting trap, a hooded lamp, a set of 
  traveler’s clothes, and 2 daggers 
  Feature: One Foot Out the Door
  You’ve spent years as a mercenary, and you know a trap 
  when you see one. No matter where you are, or how deep 
  into a situation you find yourself, you can always identify a 
  way out — usually through blood. You’re also adept at seeing 
  ambushes; no one can get the drop on you if you’re keeping 
  an eye out for traps, and you know you should always be 
  keeping an eye out. You have advantage on Wisdom (Percep-
  tion) checks made to discover traps and receive a +5 bonus 
  to passive Perception when determining surprise.
  
  A successful and professional mercantile 
  house, Juvnal seemingly sprang from 
  nowhere and quickly established itself. 
  While they generally make excellent 
  trades and few would complain where 
  a member of House Juvnal might hear, 
  there are some who question the quality 
  of the items they’ve received from these 
  trades, and more still who claim to have 
  seen the Hunter of Vesh hanging around 
  members of the house. If the Hunter 
  truly does serve House Juvnal, any who 
  do business with this mercantile house 
  risk placing themselves in the Hunter’s 
  warpath. Be certain you know who 
  you’re speaking with or stay away. 
  Social Backgrounds
  9
  Suggested Characteristics
  You’re not against having friends, exactly, but you’ve 
  faced off against former friends on the battlefield, and you 
  know that many friendships come at a cost. You might 
  make a friend today and find someone buys their loyalty 
  tomorrow, and then you may be paid to kill them. You find 
  it difficult to believe someone who says they simply enjoy 
  your company or value your companionship, because it’s 
  more common for someone who wants to keep you around 
  to want something from you.
  Your morals have lived firmly in the back of your mind 
  for years; you’ve had to squelch what doubts and questions 
  arise when you’re on the job, and you may find that was an 
  easier choice than examining all you’ve done with your life 
  in exchange for money. 
  house Juvnal
  This Veshian house was founded by Regias Juvnal, ad-
  visor to Kelemis Durn. Juvnal, a trusted and well-known 
  merchant, leads a double life as the feared Hunter of Vesh, 
  seeking vengeance and bloodshed in the name of Vangal. 
  Juvnal has spent his time joining forces with a small group of 
  Vangal vigilantes who share his ideals and created a vigilante 
  base using the merchant house for cover. They do little to 
  quiet rumors of their association with the Hunter of Vesh 
  so those who trade with House Juvnal know if they wrong 
  this house, they face the Hunter.
  new soCial baCkground: vigilanT hunTer
  House Juvnal trains their members to be ruthless vigilantes 
  as much as skilled merchants. You can make a trade with one 
  hand while using the other to flay someone alive, all with 
  an air of polite disinterest so you can point to someone else 
  for the murder. After all, why would someone as skillful and 
  civilized as you need to pull a knife? Despite being entirely 
  untrustworthy, you gained the trust of many during your time 
  with House Juvnal, and you learned many ways to end a life 
  and shed blood while condemning someone else for the act. 
  Skill Proficiencies: Choose one from among Sleight of 
  Hand, Stealth, or Survival
  Tool Proficiencies: Choose one from disguise kit or 
  vehicles (land)
  Equipment: A signet ring representing your house, a 
  holy symbol of Vangal, a belt pouch with a hidden pocket 
  to hide the ring and symbol, a merchant’s scale, and a flask 
  or tankard
  Feature: A Coin in One Hand and a Knife in the Other
  Everyone in Vesh knows about the merchants of House 
  Juvnal. You’re a trusted professional, and people know you. 
  You use these assumptions about your character and associa-
  tions to sneak away to carve a path of blood and destruction 
  in the name of Vangal before returning and assuring every-
  one it simply couldn’t have been you. Until people see you 
  in action, they believe your actions and attitudes are above 
  reproach, and you use this to your advantage.
  Suggested Characteristics
  Being a member of House Juvnal means worshiping 
  Vangal through spilling blood. You are thirsty for war, and 
  despite your house’s training to keep up an appearance of 
  only mercantile interest, your darker desires sometimes 
  bleed through. You have a keen sense for merchant work, 
  but you have a short temper with those who try to cheat 
  you, and exhausting your patience is more dangerous than 
  anyone realizes. 
  You can maintain a façade of composure and profession-
  alism in any situation, but you may find your desire for 
  vengeance distracting you from some deals. You still have 
  much to learn as a merchant, but you’re confident in your 
  abilities as a murderer.
  Eldar Halfhand, if you are 
  reading this you spineless son of a 
  goblin, know that I haven’t for-
  gotten what you did, and I will 
  peel an inch of skin for every 
  gold coin you stole from me. 
   
   
   
   
  -Zarra
  
  Yugman’s Guide to Ghelspad
  10
  noTe Two:  
  noTe Two:  
  raCes of The sCarred lands
  raCes of The sCarred lands
  G
  helspad is a diverse land. Characters hail from a wide array of geographic and racial backgrounds. The following 
  options may be added to those presented in the Scarred Lands Player’s Guide, Chapter Two.  
  sCrag
  sCrag
  C
  hildren of Kadum, the scrag 
  were once the undisputed 
  masters of the oceans. Then the tritons 
  came, Kadum was cast down at 
  the end of the Divine War, 
  and the scrag found 
  themselves battling 
  to maintain 
  their own 
  territory while physically diminished without the power of 
  their titanic father. Once giants of the water, the scrag now 
  seek only to survive in a new world.
  Physical Description: Standing just over 8 feet tall and 
  weighing 320 to 400 pounds, scrags have a rubbery hide 
  that is mossy green, putrid gray, or a mottled combination 
  of the two, with hair that is greenish black or iron gray. Fe-
  males are slightly larger than males. When on land, scrags 
  hunch over, their knuckles almost dragging on the ground 
  due to their abnormally long arms. Despite their awkward 
  appearance, scrags are surprisingly agile, especially in water.
  Society: Naturally combative and dominating, the scrag 
  have a hierarchy based on who can cow whom. Slugs are 
  the lowest caste and are often misshapen runts. Slugs do 
  menial labor and serve all other castes. Above them are the 
  kappi, the warrior caste of scrag society, which encompass-
  es the bulk of the scrag population. Though required to 
  take on menial tasks, the kappi spend most of their time 
  hunting, invading other territories, watching over slaves, 
  or defending scrag colonies. Warlords oversee the kap-
  pi and are usually found heading up raids or plotting 
  invasions to claim slaves and territory. A colony may 
  have a few warlords or only one, depending on its 
  size. On equal footing with warlords are shamans, a 
  caste made up of druids, clerics, and a smattering of 
  sorcerers and warlocks. Shamans often work with 
  the warlords, helping them plot and divining 
  potential outcomes. Prior to the Divine War, 
  the scrag had a jarl, a central chieftain. When 
  the jarl perished following Kadum’s imprison-
  ment, the warlord and shaman castes fell into 
  disarray, each striving to take control of what 
  was left of the scrag empire. No single figure 
  has managed to claim the title of jarl, so the 
  various colonies answer only to themselves.
  Relations: It would be a stretch to say that 
  the scrag have any true alliances. Some 
  tribes or individuals have chosen to 
  
  Races of the Scarred Lands
  11
  serve Queen Ran of the Blood Sea, though such alliances 
  may end at Ran’s merest whim. 
  Tritons are hated enemies of the scrag, who view them 
  as trespassers and interlopers that have stolen the scrag’s 
  rightful place.
  Alignment and Religion: Most scrag pray to Kadum, 
  though support of the titan has faded since the Divine 
  War. There are scrag who believe that life would be better 
  without gods and titans. 
  Scrag tend to lean toward evil or neutrality, though the 
  caste system finds many scrag adhering to a lawful alignment.
  Adventurers: Scrag adventurers are found exploring the 
  oceans of Scarn or the coastlines of Ghelspad. Finding a 
  scrag far inland is a rare thing indeed, though it is possible. 
  Mixing company with divine races is generally avoided. An 
  adventuring scrag is often accompanied by other scrag or 
  members of redeemed races.
  Scrag Names: Aggrik, Blix, Fennic, Gharl, Linzt, Mekzin, 
  Orut, Sehnk, Utuz
  sCrag raCial TraiTs
  You have a number of abilities granted by your creator, 
  Kadum.
  Ability Score Increase. Your Strength and Constitution 
  scores increase by 2.
  Age. A scrag reaches maturity around the age of 10 and 
  can live to be nearly 100 years old.
  Size. You tower over many other humanoids of Ghelspad, 
  at around 8 feet tall. Your size is Medium.
  Speed. Your base walking speed is 30 feet, and you have 
  a swim speed of 30 feet.
  Darkvision. Accustomed to the depths of the ocean, you 
  have superior vision in dark and dim conditions. You can 
  see in dim light within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim. You can’t discern 
  color in darkness, only shades of gray.
  Amphibious. You breathe air and water.
  Claw. Your claws are natural weapons, which you can 
  use to make unarmed strikes. On a hit, you deal slashing 
  damage equal to 1d4 + your Strength modifier, instead of 
  the bludgeoning damage normal for an unarmed strike.
  Regeneration. When submerged in water, you regain 1 
  hit point at the end of each of your turns. In addition, if 
  you lose a limb or body part, the lost portion regrows within 
  3d6 minutes. A severed limb can be reattached by holding 
  it to the stump, where it reattaches instantly. 
  If you take fire or acid damage, or if you fail a death save, 
  your regeneration ability does not function at the end of 
  your turn. 
  Unshakable. You have advantage on saving throws against 
  being frightened.
  Languages. You speak Titan Speech, Giantish, and one 
  common language of your choice.
  
  Yugman’s Guide to Ghelspad
  12
  TriTon
  TriTon
  C
  reated by Corean to bring peace and law to the oceans 
  of Scarn, the tritons are sea dwelling humanoids. 
  During the Divine War, they were instrumental in defeating 
  the titanspawn that ravaged the oceans. 
  The tritons who dwell within the Blood Sea have mu-
  tated, becoming a twisted version of their former selves, 
  so much so that there are now two distinct subraces of the 
  sea-dwelling folk. 
  Physical Description: Clearwater tritons appear similar to 
  humans, though they have silvery skin in tones of blues and 
  greens with silvery-blue scales on their lower bodies. Their 
  hair is often dark blue, teal, or sky blue. Gills allow tritons 
  to breathe water. Heavy webbing between their fingers and 
  toes and fin-like structures protruding from their legs make 
  them powerful swimmers. 
  Blood-tainted tritons retain the same physical build as their 
  clearwater relatives but have been corrupted, their natural 
  skin tone taking on the reddish-hue of the waters they live 
  in. A blood-tainted’s eyes are larger, the irises capable of 
  opening much further, making the eyes look completely 
  black. Their hands are elongated, ending in deadly claws. 
  Society: In the early years of the triton empire, their society 
  was rigid, militaristic, and strongly devoted to Corean. While 
  the tritons still worship their creator, the years since the 
  titanswar have allowed the tritons the opportunity to relax 
  and expand their worldviews. The great coral cities of the 
  tritons now see sculptures and grand works of art, as well as 
  schools for subjects beyond the arts of war. Professions that 
  create more than weapons are on the rise. Peace has not made 
  the tritons lax in their defense of the oceans, however. They 
  remain vigilant against titanspawn, particularly the scrag.
  For the blood-tainted, life has become more difficult, 
  and the cities they once built are now in terrible decay. The 
  tritons still live within them, but the ever-present anger that 
  rises from Kadum’s blood has caused progress to come to 
  a halt. The blood-tainted rely on hunting and scavenging 
  to survive, as well as goods from their clearwater brethren. 
  As the blood-tainted fall farther into savagery, the future of 
  the tritons in that region grows uncertain.
  Relations: Tritons enjoy ongoing peace with the merfolk 
  of the oceans. Few coastal villages have issues with the sea 
  people coming on land. Shelzar has even built several cen-
  ters of entertainment for tritons, always welcoming them 
  and their coin. The city of Mithril is counted amongst the 
  tritons’ land-based allies, though blood-tainted that visit the 
  city should still expect the occasional suspicious glance due 
  to their twisted appearance.
  Tritons are still embroiled in an ongoing war with the scrag 
  as the sea trolls attempt to reclaim their former territory.
  Tritons are generally unwelcome in the Calastian 
  Hegemony. While commoners in coastal towns 
  welcome triton visitors, the rulers and nobles 
  of the Hegemony want nothing to do with 
  the tritons.
  Clearwater and blood-tainted 
  tritons share strained relations. 
  Clearwaters refuse to travel 
  through the Blood Sea to lend 
  aid to the blood-tainted, 
  for fear that they too may 
  become corrupted. 
  
  Races of the Scarred Lands
  13
  Though blood-tainted are welcome in clearwater kingdoms, 
  their growing madness has caused the blood-tainted to brush 
  off the welcoming hand of their untainted kin.
  Alignment and Religion: All tritons praise Corean. Many 
  also make offerings to Kadum in hopes of easing the titan’s 
  suffering. Worship of other gods is not uncommon, though 
  very few triton cities have any sort of temple dedicated to 
  their honor.
  Clearwater tritons are commonly lawful and tend to be 
  good or neutral, though the blood-tainted have begun to 
  show signs of chaotic thinking and behavior. Few tritons of 
  either subrace are considered evil, though it is not unheard of.
  Adventurers: Adventuring the ocean is part of daily life for 
  many tritons, as they seek out enemies of the gods, defend 
  their settlements, and seek to impose balance and justice in 
  the underwater realm. Often, tritons that venture onto land 
  remain within a day’s travel of the coastline, though there 
  are many reasons one of the sea folk would travel further 
  inland. Visions from Corean often fuel quests of tritons who 
  brave the surface world, as do rumors of titanspawn that need 
  to be halted, or agreements with land-based governments.
  Male Names: Dhemnes, Johvnos, Kimris, Mahlas, Nehles, 
  Vunrus, Zavas
  Female Names: Adyn, Ethehyn, Naddohen, Osnyn, 
  Solteryn, Wedyrin
  TriTon raCial TraiTs
  As a triton, you share certain characteristics with all other 
  members of your race.
  Ability Score Increase. Your Strength and Constitution 
  scores increase by 1.
  Age. Tritons are considered mature in their mid-teens. 
  You can live for almost two centuries.
  Size. More compact that humans, tritons are powerfully 
  built and stand around 5 feet tall. Your size is Medium.
  Speed. Your base walking speed is 30 feet, and you have 
  a swim speed of 30 feet.
  Amphibious. You breathe air and water.
  Ally of the Ocean. Though you cannot speak with them, 
  beasts that breathe water understand the concepts of your 
  words. You may convey simple ideas to them. You can cast 
  the call aquatic beast spell once and regain the ability to do 
  so after a short or long rest. Charisma is your spellcasting 
  ability for this feature.
  Ocean’s Embrace. You are resistant to cold damage and are 
  not affected by conditions of a deep underwater environment.
  Languages. You speak Primordial and one other language 
  of your choice.
  ClearwaTer
  Corean created your race, imbuing you with power to 
  help govern the oceans.
  Ability Score Increase. Your Charisma score increases by 1.
  Darkvision. Able to see in the depths of the ocean, you 
  have superior vision in dark and dim conditions. You can 
  see in dim light within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim. You can’t discern 
  color in darkness, only shades of gray.
  Sea’s Gift. At 5th level you can cast the control water spell 
  once. At 10th level, you can cast conjure elemental once to 
  summon a water elemental. You regain the ability to cast 
  these spells after a long rest. Charisma is your spellcasting 
  ability for this feature.
  Triton Weapon Training. You are proficient in the use 
  of the trident, net, and crossbow.
  blood-TainTed
  The titan’s blood in the waters of your homeland has 
  altered your people. As a blood-tainted triton, you have the 
  following abilities.
  Ability Score Increase. Your Dexterity score increases by 1.
  Superior Darkvision. Your eyes are large and are capable 
  of seeing in the dark depths. You can see in dim light within 
  120 feet of you as if it were bright light, and in darkness as 
  if it were dim. The corruption that has changed you also 
  allows you to see color in darkness.
  Claw. Your claws are natural weapons, which you can 
  use to make unarmed strikes. On a hit you deal slashing 
  damage equal to 1d4 + your Strength modifier, instead of 
  the bludgeoning damage normal for an unarmed strike.
  Blood Rage. When you take damage in combat, you 
  must succeed on a Wisdom saving throw (DC equal to 8 + 
  half the damage taken) or be overcome by a berserker rage. 
  You may choose to fail this saving throw. While in the rage, 
  you may only attack the creature that provoked your rage. 
  You have advantage on attack rolls and deal an additional 
  2 points of damage on a successful melee attack. Attack 
  rolls against you have advantage. You cannot cast spells 
  or maintain concentration. After your enemy is dead, you 
  must make a DC 12 Wisdom saving throw to calm down. 
  On a failed save, you attack the nearest hostile creature. This 
  continues until you make a successful save, kill all hostile 
  creatures you can perceive, or you are incapacitated. You 
  cannot voluntarily end this rage.
  Chameleon. Your skin shifts colors, granting you advantage 
  on (Dexterity) Stealth checks.
  
  Yugman’s Guide to Ghelspad
  14
  noTe Three: Classes 
  noTe Three: Classes 
  T
  his list of class archetypes expands on those presented in chapter three of the Scarred Lands Player’s Guide (SLPG). 
  rogue
  I
  n a climate still in chaos, those who are cunning and 
  capable stand to gain the most. The challenges facing 
  Ghelspad, be they environmental, political, or war driven, 
  have given rise to a variety of specialized rogues. 
  blood sea piraTe
  The Blood Sea is a horrifying locale, its waves filled with 
  deadly monstrosities and stalked by pirates, its very waters 
  poisoned by titan’s blood. Pirates brave enough to carve 
  out a living on the Blood Sea resign themselves to an exis-
  tence constantly filled with peril. The greatest threat that 
  pirates on the Blood Sea face comes not from the forces of 
  national navies, nor even from predation by their fellow 
  pirates. Rather, the waters of Blood Sea itself take a toll on 
  those who sail it, leading to sickness and early death after 
  only a short career. A rare few, however, have found a way 
  to not only survive the fury of the Blood Sea’s power, but to 
  harness it. These pirates and sailors immerse themselves in 
  the water of the Blood Sea, drawing strange and unnatural 
  abilities from its taint.
  Pirates who undergo this process gain extraordinary abil-
  ities, but they also begin to change physically and mentally. 
  Their visages shift towards the monstrous and they become 
  prone to uncontrollable bouts of rage. The powerful pirate 
  bands that rule the Blood Sea are divided on how these 
  blood-stained seafarers are viewed:
  • The Empire of the Sea views these pirates with abso-
  lute disdain. Empress Nephantaros has banned the 
  inclusion of any such villains amongst her fleet.
  • The Splintered Skull has a completely neutral stance 
  on these pirates. While violent fighters are certainly 
  prized, the Skull’s leader, Captain Krid, prides himself 
  on never having bathed in his life. 
  • Cerdenal’s Lot is a band obsessed with secrecy and 
  silence. The violent outbursts of a transformed pirate 
  are a liability to these ‘Night Takers.’ Cerdenal has 
  never expressed a personal opinion of these pirates. 
  • The League of Hydros does not employ the services of 
  these tainted pirates. They are much more concerned 
  with using magical artifacts to garner power. Due to 
  the airborne nature of their vessels, the League does 
  not spend much time in direct contact with the Blood 
  Sea’s tainted waters. 
  • The Crimson Tide is hailed as the party responsible 
  for discovering this process of transformation. Captain 
  Erlick “Bloody Yardarm” Thesk is rumored to be the 
  first pirate to utilize the sea water in this fashion. He 
  is a fearsome fighter, who encourages all of his crew 
  to follow in his bloody path. 
  • The Japhinian Dynasts employ a few of these pirates 
  in their raiding crews, but do not encourage their 
  members to undergo the transformation. The oper-
  ations of the Dynasts are far-reaching, and often too 
  nuanced to make use of these brutish rogues. 
  rage of The blood sea
  When you choose this subclass at 3rd level, you gain the 
  ability to focus your anger and fear into a potent weapon, 
  entering a murderous frenzy and gaining monstrous strength 
  and durability. 
  On your turn you can enter a frenzy as a bonus action. 
  While frenzied you gain the following benefits: 
  • You have advantage on Strength checks and Strength 
  saving throws 
  • You have resistance to bludgeoning, piercing, and 
  slashing damage 
  Your frenzy lasts for one minute. It ends early if you are 
  knocked unconscious. If you are able to cast spells, you can’t 
  cast them or concentrate on them while your frenzy is active. 
  You may enter a frenzy a number of times per long rest equal 
  to your Charisma modifier (minimum one).
  bloody gaze
  When you choose this subclass at 3rd level, your eyes 
  turn a scarlet hue, granting you advantage on all Charisma 
  (Intimidation) checks. In addition, your blood is thoroughly 
  infused with the blood of the titan Kadum and you gain 
  resistance to poison damage.
  muTaTion of The sea
  Starting at 9th level, your frenzy grows more potent. Choose 
  one of the following additional effects that apply when your 
  frenzy is activated. Once selected, you cannot switch effects:
  
  Classes
  15
  Great Growth. When you enter a frenzy, you gain the 
  ability to cast the enlarge effect of enlarge/reduce on yourself 
  once per frenzy without the need for components, using 
  Charisma as your spellcasting ability. This does not require 
  concentration to maintain. The effect ends when your 
  frenzy ends.
  Hardiness of the Sea. When in a frenzy you gain resistance 
  to three additional damage types selected from acid, cold, 
  fire, force, lightning, necrotic, psychic, radiant, or thunder. 
  You must declare which three damage types when you ac-
  tivate your frenzy.
  Might of Kadum. When in a frenzy you gain a +2 tem-
  porary bonus to your Strength score.
  Resist the Arcane. When in a frenzy you have advantage 
  on saving throws against spells and other magical effects.  
  furTher muTaTion
  At 13th level, you select a second frenzy mutation.
  Corsair of The sea
  When you reach 17th level, you can cause fear in enemies 
  and inspire confidence in allies. You can take an action to stir 
  the blood of your allies granting them a bonus to attack rolls 
  and saving throws equal to your Charisma modifier (with a 
  minimum of +1) as long as they are within 30 feet of you. 
  When you activate this ability, all enemies within 30 feet 
  of you must make a Wisdom saving throw (DC = 8 + your 
  Charisma modifier + your proficiency bonus.) On a failed 
  save, a creature becomes frightened of you for 1 minute. The 
  frightened creature can repeat this saving throw at the end 
  of each of its turns, ending the effect on itself on a success. 
  Once you have used this feature you may not use it again 
  until you complete a short or long rest.
  masTer of The sCaled
  The Guild of the Scaled is the largest and most influential 
  thieves’ guild in Ghelspad. The Guild formed quickly after 
  the Titanswar, establishing a network of schools all over the 
  continent. These schools recruit promising young rogues 
  and mages, and train them in the subtle arts of the Guild. 
  Upon graduation, a student gains the title ‘Master’ and is 
  considered a full-fledged operative.
  A Master of the Scaled is a skilled illusionist, an untrace-
  able burglar, an artist of deception and a superb infiltrator. 
  They have a versatile mind and a lightning fast body; they 
  can plan carefully or improvise with equal facility. They are 
  the heart and soul of the Scaled organization, tasked to 
  ensure the Guild survives for countless decades to come. 
  Some of the lesser members of the Scaled even go so far as 
  to nickname these Masters “Enkili’s Chosen.”
  
  Yugman’s Guide to Ghelspad
  16
  spellCasTing
  When you reach 3rd level, you gain the ability to 
  cast spells. You do not prepare spells and can cast any 
  spell you know provided you have an available slot of 
  the spell’s level or higher.
  Cantrips. You learn three cantrips from the Master 
  of the Scaled spell list. You learn another Master of 
  the Scaled cantrip of your choice at 10th level.
  Spell Slots. The Master of the Scaled Spellcasting 
  table shows how many spell slots you have to cast your 
  spells of 1st level and higher. To cast one of these 
  spells, you must expend a slot of the spell’s level or 
  higher. You regain all expended spell slots when you 
  finish a long rest.
  Spells Known of 1st-Level and Higher. You know 
  three 1st-level Master of the Scaled spells of your choice. 
  The Spells Known column of the Master of the Scaled 
  Spellcasting table shows when you learn more Master 
  of the Scaled spells of 1st level or higher. Each of these 
  spells must be of a level for which you have spell slots. 
  For instance, when you reach 7th level in this class, 
  you can learn one new spell of 1st or 2nd level.
  Whenever you gain a level in this class, you can re-
  place one of the Master of the Scaled spells you know 
  with another spell of your choice from the Master of 
  the Scaled spell list. The new spell must be of a level 
  for which you have spell slots.
  Spellcasting Ability. Charisma is your spellcasting ability 
  for your Master of the Scaled spells. You use your Charis-
  ma whenever a spell refers to your spellcasting ability. In 
  addition, you use your Charisma modifier when setting the 
  saving throw DC for a Master of the Scaled spell you cast 
  and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your 
  Charisma modifier
  Spell attack modifier = your proficiency bonus + 
  your Charisma modifier
  fasT Talker
  When you choose this archetype at 3rd level, you gain 
  proficiency in the Sleight of Hand and Deception skills if 
  you are not already proficient with them. Your proficiency 
  bonus is doubled for any ability check you make that uses 
  either of those proficiencies.
  unbound
  At 9th level, you are impossible to trap. You function as if 
  constantly under the effects of the freedom of movement spell.
  sCaled sCholar
  At 13th level, you learn two spells of your choice from any 
  class. A spell you choose must be of a level you can cast as 
  shown on the Master of the Scaled table, or a cantrip. The 
  chosen spells count as Master of the Scaled spells for you but 
  don’t count against the number of spells you know.
  arCane assisTanCe
  Starting at 17th level, you learn to magically summon 
  servants to aid you in times of dire need. As an action, 
  you can summon humanoids instantly to your side. These 
  humanoids appear in unoccupied spaces that you can see 
  within 60 feet of you. Choose one of the following options 
  for what appears:
  • Two assassins (SRD p. 396)
  • Four bandit captains (SRD p. 397)
  • Eight spies (SRD p. 402)
  The summoned humanoids are friendly to you and your 
  companions. Roll initiative for the summoned humanoids 
  as a group, which has its own turn. They obey any verbal 
  commands that you issue to them (no action required by you). 
  If you don’t issue any commands to them, they defend them-
  selves from hostile creatures, but otherwise take no actions.
  The humanoids remain with you for one hour before dis-
  appearing, or until you send them away. This feature cannot 
  be used again for eight days. 
  MASTER OF THE SCALED SPELLCASTING
  ROGUE 
  LEVEL
  CANTRIPS 
  KNOWN
  SPELLS 
  KNOWN
  1ST
  2ND 3RD
  4TH
  3rd
  3
  3
  2
  -
  -
  -
  4th
  3
  4
  3
  -
  -
  -
  5th
  3
  4
  3
  -
  -
  -
  6th
  3
  4
  3
  -
  -
  -
  7th
  3
  5
  4
  2
  -
  -
  8th
  3
  6
  4
  2
  -
  -
  9th
  3
  6
  4
  2
  -
  -
  10th
  4
  7
  4
  3
  -
  -
  11th
  4
  8
  4
  3
  -
  -
  12th
  4
  8
  4
  3
  -
  -
  13th
  4
  9
  4
  3
  2
  -
  14th
  4
  10
  4
  3
  2
  -
  15th
  4
  10
  4
  3
  2
  -
  16th
  4
  11
  4
  3
  3
  -
  17th
  4
  11
  4
  3
  3
  -
  18th
  4
  11
  4
  3
  3
  -
  19th
  4
  12
  4
  3
  3
  1
  20th
  4
  13
  4
  3
  3
  1
  
  Classes
  17
  MASTER OF THE SCALED SPELL LIST
  CANTRIPS
  Dancing Lights
  Enumerate†
  Filch†
  Instant Wardrobe†
  Light
  Mage Hand
  Mending
  Message
  Prestidigitation
  True Strike
  1ST LEVEL
  Alarm
  Charm Person
  Comprehend Languages
  Disguise Self
  Detect Magic
  Detect Poison and Disease
  Ever Scent*
  Expeditious Retreat
  Feather Fall
  Flash†
  Fog Cloud
  Floating Disk
  Grease
  Jump
  Multiply Missile†
  Silent Image
  Sleep
  Spectral Hand†
  Unseen Servant
  2ND LEVEL
  Alter Self
  Arcane Lock
  Arcanist’s Magic Aura
  Blur
  Calm Emotions
  Darkness
  Darkvision
  Enhance Ability
  Hypnotic Pattern
  Invisibility
  Knock
  Mirror Image
  Rope Trick
  Serpents’ Stare*
  Spider Climb
  Suggestion
  3RD LEVEL
  Blink
  Counterspell
  Ghostdweomer*
  Haste
  Hypnotic Pattern
  Illusory Script
  Major Image
  Nondetection
  Sending
  Slow
  Tattoo Item*
  Tongues
  4TH LEVEL
  Arcane Eye
  Confusion
  Dimension Door
  Greater Invisibility
  Mage Daggers†
  Scrying Feedback
  Shadow Traitor†
  Wall of Darkness†
  †see Scarred Lands Player’s 
  Guide, Chapter Six: Spells
  *see Note Four: New Spells
  
  Yugman’s Guide to Ghelspad
  18
  noTe four: new spells
  noTe four: new spells
  The following spells are referenced in the class descriptions 
  presented in this book.
  Call aquaTiC beasT
  3rd-level conjuration
  Merfolk of the Blossoming Sea favor this spell. Summoned 
  creatures can help with daily tasks without getting exhausted, 
  help retrieve items from dangerous locations or even fight 
  against hostiles. This helps out the merfolk tribes without 
  endangering other creatures native to the sea.
  Casting time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 hour
  This spell summons one aquatic beast of your choosing 
  (maximum CR 2, must have swimming speed). It appears 
  where you designate and acts immediately after your turn. 
  The called beast must be summoned in a body of water 
  large enough to hold it. If the beast is summoned into a 
  situation that does not support it, the summoning fails, and 
  the spell is wasted. You can communicate with the beast and 
  issue it commands as a bonus action. The beast disappears 
  if the spell is dismissed, its hit points are reduced to 0, or 
  the duration is over.
  At Higher Levels. When this spell is cast using a spell slot 
  of 4th level or higher the maximum CR of the beast that can 
  be summoned increases by 1 for every slot level above 3rd.
  ever sCenT
  1st-level illusion
  Wrap yourself or your target in an illusory smell. Subtly 
  influence diplomacy, or perhaps cover up evidence. 
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a drop of perfume)
  Duration: 10 minutes
  The target radiates a scent chosen at casting. Anyone who 
  attempts to disbelieve the effects of ever scent may do so 
  normally with a Wisdom saving throw. 
  Here are three possible options for using this spell:
  • You exude a smell pleasing to another creature. You 
  gain advantage on all Charisma-based skill checks to 
  interact with the creature.
  • You mask the scent of a creature, granting disadvantage 
  on any Wisdom (Survival) checks made to track the 
  creature. 
  • You give a creature a horrible stench. Any creature 
  that starts its turn within 5 feet of the target must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned until the start of the creature’s next turn. 
  On a successful saving throw, the creature is immune 
  to the stench for 1 hour. 
  ghosTdweomer
  3rd-level illusion
  Creates a phantom dweomer around a spell or magic 
  item to foil magical intrusions. They can’t dispel what they 
  can’t truly see.
  Casting Time: 10 minutes
  Range: 30 feet 
  Components: V, S, M (shred of silk)
  Duration: Until dispelled
  Intended to protect enchantments from being dispelled, 
  this spell surrounds another spell or magical object with 
  an illusory dweomer that foils dispel magic, remove curse, and 
  similar attempts to strip or unravel enchantments from 
  objects or creatures.
  You must invoke the ghostdweomer upon the desired 
  enchantment or object after it has been cast or created. 
  Thereafter, any dispel magic (or similar spell) cast upon the 
  enchantment protected by the ghostdweomer must first attempt 
  to dispel the ghostdweomer. If the dispel attempt is successful, 
  then ghostdweomer vanishes, but the original enchantment 
  remains intact.
  After the ghostdweomer is removed, the object or enchant-
  ment can be dispelled normally. When used in this fashion, 
  the ghostdweomer feeds upon and lasts for as long as the magics 
  of the original enchantment it overlays. A detect magic or 
  similar spell reveals only the original enchantment.
  serpenTs’ sTare
  2nd-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a shiny bauble such as a coin, gem 
  or piece of glass)
  Duration: Concentration, up to 1 hour
  You fix the spell’s target with a deep, fearful stare. If the 
  target fails a Wisdom saving throw it becomes paralyzed as 
  long as you maintain concentration and eye contact. While 
  maintaining eye contact with the target you have disadvantage 
  on attacks that don’t target the victim of the spell. Anyone 
  that attacks you has advantage on their attack. If you break 
  
  Blood Sea Alchemy
  19
  concentration or eye contact for any reason, the spell ends 
  immediately. The victim can use an action to repeat the 
  Wisdom saving throw, ending this effect on a successful save.
  TaTToo iTem
  3rd-level transmutation (ritual)
  Casting Time: 10 minutes 
  Range: Touch
  Components: V, S, M (tattooing pigments worth at least 
  500 gp, which the spell consumes)
  Duration: Until dispelled  
  This spell converts one nonmagical object into a small 
  tattoo upon the body of the recipient. The size of the object 
  is reduced to about 1/ 12 of its normal dimensions, and it 
  appears on the recipient at the place touched during casting. 
  The new tattoo has no weight associated with it. The item is 
  preserved in this form until it is returned to its normal form 
  or the spell is dispelled. The tattoo item can be returned to 
  its normal form by having either the recipient or the caster 
  touch the tattoo and will the spell to end. The tattoo may 
  be removed with dispel magic or a similar effect. Dispelling 
  the tattoo item in this manner causes the item to revert to 
  its normal form. 
  A maximum of three tattoo items can affect one creature 
  at any one time.
  noTe five:  
  noTe five:  
  blood sea alChemy
  blood sea alChemy
  T
  he Blood Sea is a visceral reminder of violence, and beats 
  with the drowned heart of a slain titan. Kadum’s blood 
  infuses the flora and fauna around it with monstrous life. 
  While this makes it a perilous location in which to linger, 
  it has fostered a lively culture of alchemy which thrives on 
  the alien reagents found on the shores of the crimson abyss. 
  praCTiCing blood sea alChemy
  The practice of Blood Sea alchemy requires proficiency 
  in and access to alchemist’s supplies. Each recipe requires 
  a special reagent unique to the Blood Sea. The use of such 
  components risks tainting the result with titanic corruption. 
  A character proficient in alchemist’s supplies and in posses-
  sion of the necessary ingredients can attempt to craft one of 
  the recipes they know during a long rest, using Intelligence 
  (Alchemist’s Supplies). When the alchemist prepares their 
  consumable, roll on the Blood Sea Corruption table below 
  to determine if and how the preparation has been affected. 
  example reCipes
  The following recipes are examples of what it is possible 
  to create through Blood Sea Alchemy. 
  ClareT oil
  This oil is created from the tentacle of a lurker below, 
  which must be harvested and used within 8 hours of the 
  creature’s death. The resulting oil, however, retains potency 
  until used. 
  BLOOD SEA ALCHEMY RESULT TABLE
  INTELLIGENCE  
  CHECK
  RESULT
  1 (unmodified)
  The mixture creates a magical 
  explosion of blood, dealing 6d10 
  bludgeoning damage to the alchemist 
  and 1d10 force damage to each 
  creature within 5 feet of the alchemist. 
  All affected creatures are coated in 
  viscera. 
  2-5
  The preparation warps and boils into 
  a fountain of blood. The reagents are 
  wasted. 
  5-9
  The preparation is poisonous, and 
  consuming it affects the creature in 
  the same way as a potion of poison 
  instead of its intended effect.
  10-13 
  The recipe works, but the skin of the 
  creature that prepared it is dyed 
  blood red for 1d4 days.
  15-20 
  The recipe works as intended.
  21-25   
  The consumable works as intended, 
  for twice the expected duration, 
  where relevant.
  25+ 
  The effects of the preparation are 
  permanent
  
  Yugman’s Guide to Ghelspad
  20
  Type: Viscous Oil
  Time and cost to craft: 4 hours, and 50gp in rare ingre-
  dients
  Duration of effect: 1 hour after application
  Blood Sea Reagent: The tentacle of a lurker below (see 
  Creature Collection). 
  Effect: Claret oil can be applied to any weapon that deals 
  slashing or piercing damage. Attacks from a weapon treated 
  with claret oil are considered to deal poison damage in 
  addition to their regular damage type. Furthermore, when-
  ever an attack from the treated weapon damages a creature, 
  that creature must succeed on a DC 14 Constitution saving 
  throw or become paralyzed until the end of their next turn.
  One batch of claret oil is sufficient to cover a single melee 
  weapon or 10 pieces of ammunition. 
  Drawback: If the user receives any magical healing, 
  including drinking a potion of healing, while carrying a 
  weapon treated with claret oil, the claret oil immediately 
  loses potency. This does not apply to claret oil that has been 
  prepared but has not been applied to a weapon. 
  evergreen
  Perhaps the most common alchemical recipe found under 
  the Blood Sea, Evergreen is a thick turquoise sludge that 
  undersea communities use to light their cities and towns. 
  Type: Inedible Ooze
  Time to craft: 1 hour and 5 gp in rare ingredients per 
  lb created
  Duration of effect: 7 days
  Blood Sea Reagent: Kadum’s Blood, algae harvested from 
  the shores of the blood sea.
  Effect: One pound of Evergreen sheds bright light in a 30 
  foot radius, and dim light for a further 30 feet.
  Drawback: The light is actually shed by living micro-organ-
  isms in the ooze, which are killed if damaged. Evergreen is 
  typically kept in glass jars, vials, or orbs (AC 13, 5hp) dealing 
  1 point of damage to the container holding the Evergreen 
  is sufficient to kill the organisms within it. Evergreen can be 
  coaxed into shedding light of any color other than white.
  feral draughT
  This foul drink requires the alchemist to collect cruor, 
  clotted blood of the titan Kadum. The cruor is then strained 
  and mixed with an herbal concoction to create this bitter, 
  brackish potion.
  Type: Ingested Liquid
  Time and cost to craft: 2 hours, and 50gp in rare ingre-
  dients
  Duration of effect: 1 minute after ingestion
  Blood Sea Reagent: Cruor, the clotted blood of Kadum, 
  which can only be acquired by spending one hour trawling 
  in the waters of the Blood Sea. A successful DC 15 Wisdom 
  (Survival) check provides 1d4 clots of cruor. Each clot is 
  sufficient to craft one dose of feral draught. Once removed 
  from the Blood Sea, cruor loses potency in 8 days.  
  Effect: Upon consuming a dose of feral draught, the drinker 
  must succeed on a DC 14 Constitution saving throw. On 
  a successful save, the drinker gains a +2 bonus to all melee 
  weapon attacks and unarmed strikes. While this bonus is 
  active, the creature’s melee attacks are considered magical for 
  the purposes of overcoming damage resistance. Additionally, 
  the drinker gains 5 temporary hit points for the duration of 
  the effect. On a failed save, the drinker suffers 2d4 poison 
  damage and is poisoned for one minute.   
  Drawback: The user becomes aggressive and cruel, suf-
  fering disadvantage on Charisma checks for the duration 
  of the effect. 
  folly
  The recipe requires the pollen of a rare flower which is 
  invisible until after sundown. The powder produced grants 
  the user superhuman senses and augments psychic powers 
  by swelling areas of the brain that process information.
  Type: Inhaled Powder
  Time and cost to craft: 4 hours, and 25gp in rare ingre-
  dients
  Duration of effect: 8 hours
  Blood Sea Reagent: The pollen of an ‘Evening Whisper’ 
  flower, which can only be located at night. 
  Effect: The powder enhances the user’s awareness, grant-
  ing them advantage on Wisdom (Perception) checks for the 
  duration. Creatures have disadvantage on saving throws 
  against divination spells and effects cast by creatures under 
  the influence of Folly. 
  Drawback: The user becomes jittery and easily spooked, 
  gaining disadvantage on saving throws against fear and 
  illusions for the duration. 
  Rocking boats and turbulent seas are vile things. And so it follows: 
  all potions, serums, and poisons that derive from the Blood Sea are 
  equally unpleasant.
  
  21
  21
  21
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