TEXT: EN World EN5IDER | Volumes of Forgotten Lore: Divine
  writing Ari Marmell 
  color art Jeshields
  editing James Haeck
  layout Eric Life-Putnam
  T
  hroughouT iTs long and sToried
  history, and its many editions, the 
  world’s most popular roleplaying game 
  has introduced a wide variety of player options 
  beyond the classes in the core rulebook. Some 
  came in the form of prestige classes, some 
  as alternate class features, and some as new 
  classes entirely. While these seldom attained the 
  popularity of the traditional core classes, they 
  appealed to many players, providing mechanics 
  and flavor not easily achieved by other means.
   
  Volumes of Forgotten Lore presents options for 
  the newest edition, options heavily inspired and 
  informed by those earlier edition classes. The idea 
  is not to bring them forward through literal trans-
  volumes of forgotten lore
  DIVINE
  lation or a direct aping of mechanics, but rather to 
  present character choices that evoke the feel and 
  the experience of those classes, while still slotting 
  neatly into the fifth edition framework.
   
  This second chapter presents new player 
  options for the following classes: cleric, druid, 
  and—surprise!—wizard.
  EN World EN5IDER | Volumes of Forgotten Lore: Divine
  
  Volumes of Forgotten Lore: Divine | EN World EN5IDER
  Shield-Bearer
  Also at 1st level, you gain the Protection Fighting 
  Style, as if you were a fighter or paladin. When a 
  creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your 
  reaction to impose disadvantage on the attack roll. 
  You must be wielding a shield.
  Channel Divinity: Warding Grace
  Starting at 2nd level, you can use your Channel 
  Divinity to grant a touch of divine protection to 
  yourself and those who fight alongside you. At-
  tack rolls against you and all allies within 30 feet 
  of you have disadvantage until the end of your 
  next turn.
  Blessed Resilience
  Beginning at 6th level, you can spend your reac-
  tion to grant an ally within 30 feet advantage on a 
  saving throw. You must complete a short or long 
  rest before you can use this ability again.
  Divine Ward
  As of 8th level, when you defend a creature with 
  your Shield-Bearer (Protection Fighting Style) 
  ability, that creature gains additional benefits. The 
  next time they would take hit point damage—
  whether from the triggering attack or, should that 
  attack miss, a subsequent one—that damage is 
  reduced by an amount equal to half your cleric 
  level. This protection fades if not expended after 
  one minute, and an ally cannot gain a new use of 
  this benefit while still under the effects of a prior 
  usage.
  Deific Protection
  Starting at 17th level, distance becomes less of an 
  impediment to you when using your Shield-Bear-
  er or Blessed Resilience abilities. You can now use 
  either of these abilities on an ally within 60 feet 
  of you. When using Shield-Bearer in this way, a 
  shield made of divine light protects them, instead 
  of your physical shield.
   
  In addition, you can use Blessed Resilience 
  twice between rests, rather than once.
  Clerical Divine Domain: 
  Protection
  While many gods of many pantheons stand 
  sentinel over their worshipers, shielding them 
  from harm, there are those for whom the pro-
  tective charge supersedes all others.  Though 
  many guardian deities command the domain 
  of protection, such power is also wielded more 
  warlike gods. For example. the Olympian Athena 
  is a goddess of war, but nevertheless believes the 
  safety of her followers is just as important as the 
  destruction of her foes. 
  Protection Domain Spells
  Cleric 
  Level
  Spells
  1st
  sanctuary, shield of faith
  3rd
  aid, warding bond
  5th
  beacon of hope, glyph of warding
  7th
  aura of purity, stoneskin
  9th
  circle of power, wall of force
  Bonus Proficiency
  When you choose this domain at 1st level, you 
  gain proficiency with heavy armor.
  Volumes of Forgotten Lore: Divine | EN World EN5IDER
  
  EN World EN5IDER | Volumes of Forgotten Lore: Divine
  Clerical Divine Domain: 
  Shadow
  Where there is light, there will be dark—and 
  indeed, darkness lurks even where light can never 
  touch. This is the purview of gods of the night, 
  of the depths, and of things unknown. Deities of 
  light can also hold sway over shadow, however, 
  and while many associate darkness with evil, it is 
  not wielded by the wicked alone.
   
  Note that the spells arms of Hastur and hunger of 
  Hastur are not new; they exist in the player’s core 
  rulebook under similar names. 
  Shadow Domain Spells
  Cleric 
  Level
  Spells
  1st
  arms of Hastur, silent image
  3rd
  blindness/deafness, darkness
  5th
  hunger of Hastur, nondetection
  7th
  black tentacles, phantasmal killer
  9th
  dream, mislead
  Eyes of Darkness
  When you choose this domain at 1st level, you 
  gain darkvision to 60 feet. If you already have 
  darkvision, its range increases by 30 feet.
  Fingers of Darkness
  At 1st level, you can extinguish any number of 
  small nonmagical light sources—each the size of 
  a small campfire or smaller—within 20 feet, as an 
  action.
  Channel Divinity: Favor of 
  Darkness
  Starting at 2nd level, by presenting your holy 
  symbol and spending a use of Channel Divinity, 
  you can flood a 30-foot radius centered on you 
  with magical shadows. All sources of light within 
  the radius, magical or otherwise, are extinguished, 
  and light coming from sources beyond that radius 
  is dimmed: bright light becomes dim, and dim 
  light becomes darkness. You and any creatures of 
  your choice within the area, however, can see in 
  this area as if the lighting had not changed.
   
  You can concentrate on this effect as though it 
  were a spell. Each round you concentrate, you can 
  also spend a bonus action to expand the area of 
  reduced light by an additional 15 feet. Once you 
  cease concentrating, the area of mystical shadow 
  lingers until the end of your next turn.
  Ward of Darkness
  From 6th level onward, when you or a creature 
  within the area of your Favor of Darkness takes 
  cold, fire, necrotic, or radiant damage, you can use 
  your reaction to halve the damage dealt, as if the 
  creature had resistance to that damage type.
  Divine Strike
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine energy. Once on each 
  of your turns when you hit a creature with a 
  weapon attack, you can cause the attack to deal 
  an extra 1d8 cold or necrotic damage (your choice) 
  to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  Avatar of Darkness
  Starting at 17th level, your Favor of Darkness 
  effect covers a 60-foot radius. Enemies gain 
  vulnerability to cold and necrotic damage while 
  within that area. In addition, you gain the follow-
  ing benefits while in dim light or darkness:
   ‣ Incorporeal Movement: You can move 
  through other creatures or objects as though 
  they were difficult terrain, and you gain 
  resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons. 
  These benefits apply only while you are ac-
  tively in motion. If you end your move inside 
  an object or creature, you take 1d10 force 
  damage and return to the last unoccupied 
  square you passed through.
   ‣ Spider Climb: You can climb difficult sur-
  faces, including ceilings and vertical walls, 
  without needing to make an ability check.
   ‣ Sustenance of Shadow: You do not need to 
  eat, drink, or breathe. These needs return as 
  normal when you step into bright light.
  EN World EN5IDER | Volumes of Forgotten Lore: Divine
  
  Volumes of Forgotten Lore: Divine | EN World EN5IDER
  Blessed Wanderer
  Also at 1st level, your base speed increases by 
  5 feet. You also gain advantage on any saving 
  throws or checks to avoid exhaustion. (This does 
  not grant any benefit against effects that impose 
  exhaustion without a save or check to resist.)
  Channel Divinity: Guided Step
  Starting at 2nd level, you can use your Channel 
  Divinity to enhance your movement. Until the end 
  of your next turn, you ignore difficult terrain, gain 
  advantage on Athletics checks to climb or swim, 
  and your movement does not provoke attacks of 
  opportunity.
  Channel Divinity: Divine Step
  Once you reach 6th level, you can mystically 
  maneuver yourself and your allies. On your turn, 
  when you spend an action to use your Channel 
  Divinity, up to three willing individuals within 30 
  feet of you may instantly spend their reaction to 
  teleport up to 30 feet to any spot they can see.
  Blessed Step
  Starting at 8th level, once per turn when you suc-
  cessfully hit a foe with a weapon, or with a cantrip 
  that requires an attack roll, one willing creature—
  adjacent either to you or to the target—may move 
  5 feet without provoking an attack of opportunity. 
  The creature must be capable of movement to 
  benefit from this feature.
  Divine Path
  At 17th level, you gain climb and swim speeds 
  equal to your base speed, and you gain advantage 
  on saving throws and checks to avoid or escape 
  being slowed, immobilized, or restrained.
  Additionally, you may cast misty step without 
  expending a spell slot. The target of this spell can 
  either be yourself or a willing ally within 30 feet, 
  ignoring the spell’s usual range of “self.” You can 
  use this ability twice between short or long rests.
  Clerical Divine Domain: 
  Travel
  Few need the grace and protection of the gods as 
  much as travelers, for they more than any other 
  mortals, witness the breadth and expanse of the 
  gods’ wonders. Deities of travel obviously claim 
  influence over this domain, but so do gods of 
  soldiers, merchants, refugees, nomadic cultures—
  and, of course, adventurers. Gods of the sun, the 
  skies, the lands, and the wind also take an interest 
  in travelers, for their view of the world is vast and 
  they find worshipers everywhere. Law and chaos, 
  good and evil, civilization and wilderness, all can 
  produce gods with influence over the domain of 
  travel.
  Travel Domain Spells
  Cleric 
  Level
  Spells
  1st
  jump, longstrider
  3rd
  find steed, misty step
  5th
  haste, water walk
  7th
  dimension door, freedom of movement
  9th
  passwall, tree stride
  Bonus Proficiency
  When you select this domain at 1st level, you 
  gain proficiency in Athletics. If you already have 
  proficiency in this skill, choose another skill from 
  the cleric proficiency list.
  Volumes of Forgotten Lore: Divine | EN World EN5IDER
  
  EN World EN5IDER | Volumes of Forgotten Lore: Divine
  Druidic Circle of the Land 
  Option: Urban
  While exceedingly rare, some druids view 
  civilization as just another aspect of nature and 
  consider the urban landscape just another en-
  vironment. While urban druids are identical to 
  other Circle of the Land druids in most respects, 
  they do have their own unique selection of circle 
  spells on which to draw.
  Urban Spells
  Druid 
  Level
  Spells
  3rd
  calm emotions, knock
  5th
  glyph of warding, tongues
  7th
  fabricate, private sanctum
  9th
  animate objects, hallow
  A Few Other Urban Tweaks
  If you want to create a druid who feels a little 
  more urban than a slightly altered spell list 
  permits—and after choosing an appropriate 
  background accordingly—consider making the 
  following minor changes (with your GM’s permis-
  sion, of course):
   ‣ Swap proficiency with scimitar and sickle for 
  short sword and hand axe.
   ‣ Swap Druidic for Thieves’ Cant.
   ‣ Swap Animal Handling and Survival for 
  Investigation and Persuasion.
   ‣ Finally, when you reach 14th level, swap 
  Nature’s Sanctuary for the Circle of the 
  Moon’s Thousand Forms ability.
  EN World EN5IDER | Volumes of Forgotten Lore: Divine
  
  Volumes of Forgotten Lore: Divine | EN World EN5IDER
  Wizard Tradition: 
  Theologian
  It’s generally accepted that clerics gain their mag-
  ics through prayer and ritual, unlike wizards who 
  discover arcane powers intense mystical study. 
  These lines are not, however, as clearly drawn as 
  most believe. Great secrets and potent formulae 
  reside in ancient religious texts, holy scriptures 
  and theological treatises on the nature of reality. 
   
  The theologian is essentially a wizard who, 
  through careful research into ancient faiths, 
  wields some of the divine power normally con-
  sidered the purview of the cleric, the paladin, and 
  other divine agents.
  Secrets of the Faith
  At 2nd, 6th, 10th, and 14th level, one or both of the 
  spells that you add to your spellbook (or “prayer 
  book”) upon achieving that level can come from 
  the cleric, rather than the wizard, spell list. In ad-
  dition, once per wizard level, you may add a spell 
  from a scroll to your spellbook even if that spell 
  does not appear on the wizard spell list, so long 
  as it does appear on the cleric list. (You incur the 
  normal costs and requirements for transcribing 
  the spell.)
  Seeker of Lore
  Starting at 2nd level, your proficiency bonus is 
  doubled for any ability check you make that uses 
  Arcana, History, or Religion.
  Warding Lore
  At 6th level, your deep knowledge of supernatural 
  threats allows you to use your mystical talent to 
  protect yourself and your allies from harm. Add 
  protection from evil and good to your spellbook; this 
  occurs automatically, and does not count as one of 
  your two spells gained every level. Once per long 
  rest, you can cast this spell without expending a 
  spell slot, and without the required components.
  Greater Warding Lore
  At 10th level, you can cast protection from evil and 
  good without expending a spell slot or spell com-
  ponents once per short rest.
  Baleful Lore
  At 14th level, your ability to combine your lore 
  and your magics expands further still. Add dispel 
  evil and good to your spellbook; this occurs auto-
  matically, and does not count as one of your two 
  spells gained every level. Once per long rest, you 
  can cast this spell without expending a spell slot, 
  and without the required components.
  A Greater Touch of the Divine
  The original class that inspired the theologian 
  was, although similar to a wizard in many 
  respects, a completely divine class. It functioned 
  like a wizard, but it wasn’t one. If you’d like 
  to recapture that, or simply wish to make the 
  theologian even more steeped in religious lore, 
  consider the following changes (with your GM’s 
  permission).
   
  In this variant, you must decide that your 
  wizard is to be a theologian at 1st level, rather 
  than 2nd. This allows you to prepare spells from 
  the cleric spell list instead of the wizard’s. You are, 
  in spellcasting terms, a cleric in wizard’s clothing.
  The theologian should still differ somewhat from 
  the cleric in terms of spells, however, since their 
  methods of acquisition are so different, and the 
  theologian spends so much time immersed in 
  ancient lore. As such, at 2nd, 6th, 10th, and 14th 
  level, one or both of the spells you gain can come 
  from the wizard list instead, and once per level 
  you can transcribe a wizard spell from a scroll 
  into your “prayer book.” The other abilities of the 
  class remain the same.
  Volumes of Forgotten Lore: Divine | EN World EN5IDER
  
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