TEXT: 1
  
  2
  FAITHS OF THE FORGOTTEN REALMS
  
  2
  Credits
  Faiths of the Forgotten Realms Lead: Scott Bean
  Writing: Alex Clippinger (Twitter: @aclippinger), Micah Watt 
  (Twitter:@pyromaniacpress, www.pyromaniacpress.com), 
  Scott Bean (Twitter and Facebook: @DragonRockGames)
  Editing and Layout: Scott Bean
  Proofreading: Donna Bean, Scott Bean, Micah 
  Watt, Alex Clippinger, T.C. Wiegler
  Playtesting: Scott Bean, Alex Clippinger, James Fassl, 
  Paul Fassl, Tim Fassl, Heath Harris, Raven Markunas, 
  Johann Tetreault, Micah Watt, T.C. Wiegler
  Artwork: Adobe Stock, Jacob Blackmon, Dante Ezio Cifaldi 
  (deity symbols, page backgrounds, and cover fonts), Storn 
  Cook (LPJ Design), Daniel Comerci (danielcomerci.com), Gary 
  Dupuis, Rick Hershey, Jack Holliday (cover), Hopsy, Forrest 
  Imel, Jeshields (JESockart), inflaamess, Vagelio Kaliva, Fil 
  Kearney, Dusan Kostic, Aaron Lee, Bernd Libbach, Eric Lofgren, 
  Loraliu, Arcana Games, Critical Hit Games (www.critical-hit.
  biz), Fat Goblin Games, Purple Duck Games, Enmanuel “Lema” 
  Martinez, Joyce Maureira, Matt Morrow, Brett Neufeld, 
  DM’s Guild Creator Resources, Sade, Dennis Saputra, Dean 
  Spencer, Susanafh, Peter Temesi (Hopsy Graphic Art)
  Special Thanks to: M.T. Black, Jason Bolte 
  (OneBookshelf), Chris Lindsay (Wizard's of the Coast 
  & Dungeon Masters Guild),  and our families.
  Based on the Original Forgotten Realms 
  Campaign setting created by 
  Ed Greenwood (especially Prayers from the Faithful)
  Further Inspired from development by
  Eric L. Boyd (Faiths & Avatars, Faiths and Pantheons, Powers 
  & Pantheons)
  Eric Mona (Faiths and Pantheons)
  Julia Martin (Faiths & Avatars)
  The many other contributors to those projects
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. 
  Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by 
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  On the Cover: Abandoned Organ by Jack Holliday
  Disclaimer: The Faiths of the Forgotten Realms team cannot be held responsible for the actions undertaken by any of the deities mentioned within these pages. 
  This includes, but is not limited to, smiting, orders for holy quests, demands to cleanse heretical cults, or giving the reader or any of the reader’s associates divine 
  artifacts beyond mortal control or comprehension. This supplement is designed to facilitate better roleplay for followers of certain deities and does not act as the 
  final word on a deity’s personality, goals, or desires. We refute any claim that it is a cleverly-disguised cypher of the Cyrinshad and is not in any way associated 
  with the god, Cyric, whose status as the greatest and most magnificent of all deities is purely coincidental. Hail Cyric, hail the One True Way...
  
  3
  Contents
  Introduction...................................................................................................................................................4
  Chapter 1: Deeper Faith.......................................................................................................................5
  Understanding the Calendar of Harptos...........................................................................................5
  The Faiths................................................................................................................................................................5
  Chapter 2: Archetypes of the Faiths...............................................................................25
  Chapter 3: Holy Texts.......................................................................................................................185
  Chapter 4: Magic Items...................................................................................................................190
  Holy Artifacts...........................................................................................................................................192
  Index.......................................................................................................................................................................197
  
  4
  Introduction
  D
  ungeons & Dragons has progressed to be far 
  kinder to the ‘faithful’ classes in recent years. 
  In the Fifth Edition of the game, paladins 
  have strayed away from rigid, lawful-good 
  adherents of a certain faith to slightly more flexible 
  followers of broad ideals. Clerics continue to enjoy 
  varied domains with diverse themes. It’s been better 
  for these classes than previous editions; healthier, more 
  encompassing of how different people want to play.
  But something’s missing. If the game is kinder to 
  these faithful classes, where’s the faith? Deities are 
  often little more than framing devices, a generally-
  understood means of grounding a character within 
  a certain scope. “I’m a life cleric of Lathander,” a 
  player remarks...before rarely, if ever, referring 
  to the character’s patron deity again. Dungeon 
  Masters are sometimes guilty of falling into 
  this same pattern—they’ll occasionally 
  threaten the anger of a cleric’s deity or the 
  disappointment of a paladin’s chosen god or 
  goddess in an already-crucial moment, but 
  too often these mysterious beings are less a 
  living part of a Forgotten Realms campaign 
  and more like monster stat blocks, ready to 
  be pulled out only on the most convenient 
  occasions.
  The goal of this project was to make some 
  small effort to address both of these issues, 
  for those players and DMs who want to 
  make the deities of the Forgotten Realms a 
  more consistent, vibrant presence in their 
  campaigns. To clerics or paladins, who will 
  find numerous options within these pages, 
  a deity should feel like a pointed sponsor 
  of their actions, their power, and their 
  lifelong drive. For a Dungeon Master, gods and 
  goddesses can feel more like living patrons—
  seeking to direct and advise, tempt and bargain, 
  uplift or smite, guard or overcome. Every player 
  character and every NPC are important pieces on 
  a chessboard, part of a great cosmic game that has 
  gone on between dozens of participants for thousands 
  of years.
  So grab your holy symbol, take up your shield, say 
  your prayers. Open these pages and set up the grand 
  board that spans time and planes uncountable. It’s 
  time to play.
  
  5
  Chapter 1: Deeper Faith
  T
  his chapter provides a brief section on each of 
  the deities of the Faerûnian pantheon as listed 
  in the Sword Coast Adventurer’s Guide. Each 
  section lists the term for the given deity’s 
  worshippers if there is one, insight into the holy days 
  and rituals for each faith, and a section on the deity’s 
  most important temples, practices, and holy sites. 
  The end of each deity’s section includes four ideas for 
  players to use as ways they were introduced to a given 
  faith or chose to pursue it.
  Understanding the Calendar 
  of Harptos
  The Calendar of Harptos measures the passage of 
  time in the Forgotten Realms. It consists of twelve 
  months of thirty days each made up of three ‘tendays.’ 
  Five additional days fall between certain months, 
  marking major holidays and bringing the total days of 
  the calendar year to 365, or 366 every four years (see 
  Shieldmeet, below). 
  The Months and their Approximate 
  Earth Equivalents:
  Month
  Name
  Common 
  Name
  Earth Name
  1
  Hammer
  Deepwinter
  January
  2
  Alturiak
  The Claw of 
  Winter
  February
  3
  Ches
  The Claw of 
  Sunsets
  March
  4
  Tarsahk
  The Claw of 
  Storms
  April
  5
  Mirtul
  The Melting
  May
  6
  Kythorn
  The Time of 
  Flowers
  June
  7
  Flamerule
  Summertide
  July
  8
  Eleasis
  Highsun
  August
  9
  Eleint
  The Fading
  September
  10
  Marpenoth
  Leafall
  October
  11
  Uktar
  The Rotting
  November
  12
  Nightal
  The Drawing 
  Down
  December
  There are a number of celebrated holidays known as 
  holy days that each faith recognizes.
  Faerûnian Holidays
  Order
  Holiday
  Occurrence
  1
  Midwinter
  Between Hammer and 
  Alturiak. Also called 
  Deadwinter Day. Commonly 
  a holiday acknowledging 
  the harshness of winter.
  2
  Spring Equinox
  Ches 19th
  3
  Greengrass
  Between Tarsahk and 
  Mirtul. Celebrates the first 
  day of spring.
  4
  Summer Solstice
  Kythorn 20th
  5
  Midsummer
  Between Flamerule and 
  Eleasis. A day for love and 
  good weather.
  6
  Shieldmeet
  The day after Midsummer, 
  once every four years. 
  The ‘leap year’ day of the 
  Harptos calendar. Many 
  festivals, tournaments, 
  and meetings are held on 
  Shieldmeet.
  7
  Autumn Equinox
  Elient 21st
  8
  Highharvestide
  Between Eleint and 
  Marpenoth. Commonly 
  a festival celebrating the 
  harvest. Usually marks a 
  time for tithing and annual 
  taxation.
  9
  Feast of the 
  Moon
  Between Uktar and Nightal. 
  Also called Moonfeast. 
  Commonly marks a day to 
  remember and honor the 
  dead.
  10
  Winter Solstice
  Nightal 20th
  Worshippers of Faerûn’s deities mark some of these 
  days with celebrations that echo the holiday’s broadly 
  held purpose, but with each faith’s own focus. Such 
  occasions are discussed in the following section.
  The Faiths
  Akadi (Akadian)
  During the Fellowship of Flight, priests and priestesses 
  of Akadi gather to summon an air elemental in their 
  midst. They laud it with prayers and poems to the 
  goddess, and then release it back to the plane of air 
  with incense.
  Midsummer. This holiday is Akadians’ only 
  regularly scheduled festival. The faithful capable of 
  traveling journey to the Shaar Desolation or the ruins
  
  6
  at Blaskaltar, which contain the oldest known shrines 
  to Akadi. Each year, the names of heroes of the faith are 
  recited and honored, and the names of those fallen in 
  the past year are added to the ever-growing list.
  Temples and Shrines. Temples to Akadi are few 
  and far between. The First Shrine of the Queen of 
  Air, located in Blaskaltar, is the holiest site. Though 
  the structure is long gone, worshippers still gather 
  there every Midsummer. Other temples to Akadi are 
  maintained by a rotation of priests, who remain at the 
  shrine for a time before their replacements arrive.
  Background Story Options:
  d4
  Event
  1
  I was part of a pilgrimage to Blaskaltar as a child 
  and heard the voice of the goddess, calling me to 
  her faith.
  2
  I spent part of my youth being raised in a temple 
  of Akadi. The rotations of priests provided many 
  parental figures until I was old enough to set out 
  on my own.
  3
  I was saved by a paladin of the Untamed Wind 
  whose example and teachings inspired me to 
  pursue the faith.
  4
  I had an encounter with an air elemental, and my 
  awe at the wind’s power inspired me to worship 
  Akadi.
  Amaunator (Amaunatori)
  The signing of the Pantheon Contour is celebrated 
  on the third full moon of the year, this festival 
  commemorates the signing of an agreement between 
  powers that were overseen by Amaunator. To celebrate 
  Amaunator’s wisdom and judgment, Amaunatori dress 
  in judicial clothes and parade through the streets. 
  They take care to stop and celebrate in front of court 
  buildings.
  Summer Solstice. Amaunatori see this holiday as 
  essential for their deity to continue providing light 
  and warmth to the world. Despite its importance, the 
  Amaunatori celebrate it with relaxation as well as 
  prayer. Sunbathing and time outside in the sunlight 
  are common activities.
  Temples and Shrines. There are few surviving, 
  major centers of worship for Amaunator. Many of 
  Amaunator’s priests are fond of casting continual 
  flame atop their heads, causing some simple tribes or 
  people to refer to such clergy as “lightened ones.”
  Background Story Options:
  d4
  Event
  1
  I saw the summer solstice festival as a child and 
  was welcomed and taught by the worshippers 
  there.
  2
  I witnessed the march of Amaunatori through 
  city streets, and my curiosity led me to the faith.
  3
  An Amaunatori argued the law successfully in 
  my defense or for someone close to me. I was 
  appreciative of the faith and decided to learn 
  more.
  4
  Blazing sunlight protected me from a terrible 
  creature, and this was the turning point in my life 
  that gave my heart to Amaunator.
  Asmodeus
  Asmodeus is unlike many other deities, in that he has 
  few holy days or holy sites to his name. The inarguably 
  evil nature of worshipping him forces many of his 
  followers to do so in secret or to form secretive cults 
  whose terrible rituals are kept hidden from public 
  knowledge.
  Background Story Options:
  d4
  Event
  1
  I made a pact with a devil to spare my own life. 
  My soul is already forfeit; I might as well harness 
  the full power of Asmodeus with the time I have 
  left.
  2
  My family was part of a secret cult to Asmodeus. 
  I have been raised in awe of his power my whole 
  life.
  3
  I witnessed devils attacking my town but was 
  unafraid. One of the devils smiled at me; from 
  that moment, I knew the Nine Hells called to my 
  soul.
  4
  I discovered a book on demons and devils filled 
  with what some would call blasphemy. I say 
  it opened my eyes to the truth of Asmodeus’s 
  power.
  Auril (Aurilan)
  Midwinter is a most holy day for worshippers of Auril. It 
  is celebrated with ice-dancing lasting the night, meant 
  for followers to both enjoy themselves and attract new 
  followers.
  The Embracing. This is a personal ritual that 
  most worshippers must undergo. Initiates of the faith 
  are sent to the arctic or into a blizzard in winter. The 
  initiate spends the night moving through the winter 
  landscape with only boots and thin clothing and are 
  often painted with symbols of the goddess. Many 
  perish in this ritual, but those who endure are often 
  the source of Auril’s clerics and paladins.
  
  7
  In all temples of Azuth, each of the three meals is 
  accompanied by readings from tomes full of arcane 
  teachings.
  Background Story Options:
  d4
  Event
  1
  I attended a Mage Fair and was amazed at the 
  power of magic. I sought out an Azuthan and 
  asked to be taught the ways of the faith.
  2
  I was given shelter in a temple of Azuth, and the 
  things I learned from the readings during meal 
  times inspired my own magical talent—and my 
  faith.
  3
  A follower of Azuth saved me from dangerous 
  and wild magic, which served as my introduction 
  to the teachings of Azuth.
  4
  The local wizard where I lived was a follower of 
  Azuth, whose neutral and helpful sharing of the 
  knowledge of magic was a major influence in my 
  life.
  Bane (Banite)
  Banites generally celebrate no marked calendar days 
  as holy ones. However, many of the faithful revel on 
  Midwinter as the day when Bane was resurrected from 
  death by bursting through the body of his son and 
  now-dead lesser deity, Iyachtu Xvim.
  The Black Altar. This is a plain, stone slab draped 
  with black cloth where congregations to Bane perform 
  private rituals. A symbol of Bane is made to hover over 
  the altar, if possible. Many of these rituals involve a 
  subject who is tortured and humiliated before being 
  sacrificed.
  Temples and Shrines. Bane’s presence is strong 
  around the Moonsea. The House of the Black Lord 
  in Mulmaster is one of the largest openly celebrated 
  temples. In other areas, such as along the Sword Coast, 
  Banites are less publicly accepted and tend to make 
  their meetings and rituals secret.
  Background Story Options:
  d4
  Event
  1
  I was to be sacrificed upon a Black Altar, but 
  Bane intervened through his worshippers and 
  brought me into their fold instead.
  2
  Bane filled me with the hate and fury needed 
  to survive a terrible battle. Now I feel his power 
  coursing through me each day.
  3
  Followers of Bane conquered my city for a time 
  when I was young. Like many others, I was 
  taught Bane’s power from an early age.
  Coming Storm and the Last Storm. These rituals 
  are used by Auril’s clergy to summon a terrible winter 
  storm at the onset of winter or at the start of spring. It 
  serves as a reminder to some towns and regions that 
  Auril’s power is fierce and sudden.
  Temples and Shrines. The House of Auril’s Breath 
  lies north of the Moonsea and boasts hundreds of 
  worshippers. It is in the town of Glister, which is 
  settled in a desolate region of permafrost. This and 
  other major temples to Auril are sometimes called “the 
  cold house” by common folk, and the high priest holds 
  a rank of High Hand of Ice.
  Background Story Options:
  d4
  Event
  1
  I was dying in a winter storm, and Auril embraced 
  and protected me from the cold. She has greater 
  plans for my life.
  2
  My town was struck by a winter storm summoned 
  by Auril’s worshippers. I was amazed by their 
  power and sought them out to learn more about 
  the goddess.
  3
  I saw the ice dancers at the Midwinter festival and 
  was drawn in. The priests there were happy to tell 
  me about their beliefs and teachings.
  4
  I’ve always been drawn to the cold and have 
  always feared and respected winter. I was drawn 
  to Auril in order to learn how to control snow and 
  ice.
  Azuth (Azuthan)
  Azuthans hold a revel each time a worshipper ascends 
  to the rank of Magister or Favored. They otherwise 
  avoid many scheduled rituals.
  The Transforming. Novice worshippers of Azuth 
  spend a tenday undergoing a shapechange spell 
  cast on them by a ranking master of the faith. The 
  initiate experiences a broad number of forms, forcing 
  contemplation from many different perspectives. This 
  humbling experience is an official means of marking 
  the novice’s graduation to full priest.
  Mage Fairs. Though not strictly an Azuthan holy 
  day, followers organize events to celebrate magic and 
  act as neutral parties to settle conflicts and disputes 
  between wizards and other magic-users and to 
  celebrate and practice arcane arts.
  Temples and Shrines. The House of the High One 
  is the best-known temple. It stands in Saerloon, in the 
  interior of Faerûn, though a rising tide of Shar worship 
  in the city threatens the Azuthans there. The House 
  of the High One Ascendant lies in the mountains near 
  western Halruaa, shaped from the natural caverns.
  
  8
  During an act of killing another creature, Bhaalists 
  recite a prayer: “Bhaal awaits thee, Bhaal embraces 
  thee, none escape Bhaal.”
  The Feast of the Moon. A feast where gathered 
  Bhaalyn celebrate notable slayings by boasting of their 
  own deeds or reciting well-known tales of murders 
  committed by historic Bhaalists.
  Temples and Shrines. The best-known temple 
  is The Tower of Swift Death in Tyraturos, in Thay. In 
  any formal temple of Bhaal, worshippers gather for 
  nightly prayers before retiring for the evening, called 
  the Day’s Farewell.
  Background Story Options:
  d4
  Event
  1
  I sought Bhaal’s blessing in killing a rival. When I 
  felt his power within me, I knew I had found my 
  true calling.
  2
  I knew an assassin who paid homage to Bhaal. He 
  introduced me to the faith’s teachings.
  3
  A murder occurred in my town. My family paid 
  offerings to the local Bhaalyn priest, which 
  piqued my interest in the faith.
  4
  A Bhaalist acquaintance invited me to the 
  Moonfest celebration of his faith. I was 
  welcomed by members of the faith and learned 
  Bhaal’s teachings.
  Chauntea (Chauntean)
  Chauntean priests and priestesses are often called 
  upon to pray over freshly tilled soil, over new planting 
  fields, and at harvest. In rural communities, weddings 
  are sometimes held on or adjacent to a tilled field by 
  Chauntean clerics, which is said to bless the couple 
  with happiness or fertility.
  Greengrass. This is a fertility festival, where 
  Chaunteans take pleasure in consumption of food, 
  drink, and hedonistic pursuits.
  High Prayers of the Harvest. This is a celebration 
  of Chauntea’s aid to an agrarian community. These 
  celebrations occur on or near Highharvestide, though 
  they are often specific to a community’s actual harvest 
  season.
  Temples and Shrines. Most of Chauntea’s temples 
  are small shrines that double as storage facilities for 
  seeds and crops. Offerings of crops by local farmers 
  are preserved longer than in mundane facilities, and 
  the clergy there freely give seeds and food to those in 
  need.
  d4
  Event
  4
  My love of battle and joy in strife has always 
  been with me. I found a deity who encourages 
  me to embrace my nature.
  Beshaba (Beshaban)
  Both devout worshippers and fearful common folk 
  will sometimes burn a valuable personal possession 
  until it is at least partially damaged. Once this is done, 
  the person kneels and prays to Beshaba. This is often 
  done to avoid or alter some misfortune, or to appease 
  Beshaba into preventing such a misfortune from 
  occurring. During both Midsummer and Shieldmeet, 
  followers of Beshaba are destructive and impudent in 
  wild festivals.
  The Passing. The most somber ritual where 
  a departed follower is sent downriver as part of 
  a ceremony that turns its corpse into an undead 
  creature and then teleports it to a random part of the 
  world, ensuring immediate chaos (and misfortune) 
  wherever it arrives.
  Temples and Shrines. Followers of Beshaba are 
  most often wanderers, many of them undercover. 
  Their primary goal is to cause or celebrate misfortune 
  and bring new worshippers into the fold from among 
  the common folk who fear bad luck. Many wandering 
  priests and priestesses manipulate simple people into 
  fearful worship through mystery and superstitions.
  Background Story Options:
  d4
  Event
  1
  A follower of Beshaba frightened many in my 
  village into paying respect to Beshaba. I wanted 
  more, so I asked how I could worship the goddess 
  and be in control of misfortune.
  2
  I witnessed a destructive revel of Beshabans 
  during Midsummer or Shieldmeet. I felt drawn to 
  their wild misrule.
  3
  I foresaw a terrible calamity and made prayers to 
  Beshaba and avoided it. I realized that I wanted 
  to carry the power and protection of the goddess 
  all my life.
  4
  I was deeply wronged by a person or group. 
  Through Beshaba’s power, I will bring calamity to 
  my enemies.
  Bhaal (Bhaalist or Bhaalyn)
  Bhaalist worship usually consists of murder. Not 
  random, not wanton, but often carefully planned and 
  ritualized. Individual worshippers or groups will often 
  spend their nights in secret prayers and preparations 
  for such acts. 
  
  9
  d4
  Event
  1
  I hear the song of the fey, a music never meant 
  for mortal ears. It guides and inspires me.
  2
  I was born during Lateu’quor, a sign that I’m 
  blessed by the Lord of Elves.
  3
  I’m drawn to the peace and seclusion of forest 
  glades, and the beasts and fey that dwell 
  within. My heart is of the fey.
  4
  I once stumbled upon a priest of Corellon 
  dancing alone in a secluded glade in veneration 
  to the Protector. I was mesmerized by the 
  inhuman grace, even for one of the people, and 
  I’ve been fascinated with the priesthood ever 
  since. 
  Cyric (Cyricists)
  Cyric has no defined holy days on the calendar. The date 
  of his ascension to godhood isn’t celebrated, as church 
  canon insists that Cyric has always been a deity, despite 
  other canonical stories about him, including his mortal 
  deeds.
  Day of the Dark Sun. This is a general term for any 
  day declared holy by a powerful follower of Cyric. It 
  is marked by a valuable blood sacrifice to the deity, 
  which allows worshippers to make pleas to Cyric for 
  guidance or power.
  Temples and Shrines. Cyricism has few friends 
  on the Sword Coast, and as a result, permanent 
  temples aren’t common. More than this, the constant, 
  intentional contradictions that Cyric introduces to the 
  beliefs of his followers make any permanent house 
  of worship difficult to maintain without the clergy 
  tearing each other apart.
  Background Story Options:
  d4
  Event
  1
  I’ve always delighted in sowing strife and chaos. I 
  was drawn to the church by my nature.
  2
  I was exposed to the Cyrinshad and was an 
  enchanted follower of Cyric for years. Now that I’m 
  free, so much of my identity is tied to Cyricism that 
  I gave myself to the faith willingly.
  3
  I found a ruined temple of Cyric and the god spoke 
  to me. I alone have been taught his One True Way.
  4
  I’ve always regarded the doctrines of other 
  religions as blasphemous or untrue. Cyricism 
  appealed to my disbelief in agreed-upon history.
  Deneir (Deneirrath)
  Shieldmeet is an important day for followers of Deneir. 
  Contracts and other legal documents are made available 
  to the public. Visitors can request a document or book
  The best-known holy site of Chauntea is 
  Goldenfields, which is a large abbey and farmland 
  enclosed by walls and located northeast of Waterdeep. 
  The nearly two dozen square miles of farmland is 
  tended by a few thousand worshippers.
  In the kingdom of Amn, the Harvest House is 
  tended by an all-female clergy known as the Sisters of 
  the House. The gardens found there have no equal in 
  Faerûn.
  Background Story options:
  d4
  Event
  1
  I grew up in a farming community. Chauntea has 
  been a near-daily presence in my life, and I was 
  raised seeing the practical application of her 
  divine power.
  2
  I lived in Goldenfields for part of my life, and by 
  extension, I was exposed to Chauntean doctrine.
  3
  I attended the wedding of a friend or family 
  member that was overseen by Chauntean clergy. 
  I was intrigued by the teachings and decided to 
  learn more.
  4
  When I was a traveler in need, a temple of 
  Chauntea took me in and provided for me.
  Corellon Larethian (Tel’Quessir)
  Lateu’quor, the Forest Communion of the Crescent 
  Moon, is held each month, and devotees offer up 
  prayers through music, song, and dance in open moonlit 
  glades in seclusion. These ceremonies are celebrations 
  of life and freedom and are occasionally blessed with 
  a manifestation of Corellon in the form of a burst of 
  magical energy.
  Shieldmeet. Priests of Corellon gather to venerate 
  the Lord of the Elves on Shieldmeet, and once per 
  decade in secret rituals.   
  Temples and Shrines. Temples to Corellon exist 
  in most elven settlements, though they tend to be 
  informal and understated, blending naturally with the 
  landscape.
  However, the primary center of worship is 
  Corellon’s Grove, deep in the heart of the great 
  forest on the island retreat of Evermeet.  The trees 
  surrounding Corellon’s Grove create a barrier bound 
  with enchantments that allow passage only to the 
  faithful. Within the grove the barriers between 
  Faerûn and the Feywild are thin, allowing the primal 
  fey nature to hold sway through the wild gardens, 
  fountains, and pools.
  Background Story Options:
  
  10
  d4
  Event
  1
  I stumbled across a peaceful spring that had been 
  blessed by Eldath. I was so moved I couldn’t help 
  but give my heart to Eldath.
  2
  I’ve seen horrid violence in my life. I chose to 
  follow Eldath and be a small beacon of peace and 
  hope in a brutal world.
  3
  I witnessed an Eldathyn get cut down in defense 
  of a place of natural beauty. My heart broke at 
  the sight, and I chose to follow the brave cleric’s 
  faith.
  4
  I met a hermit or sage at a holy site of Eldath, 
  who tended my wounds and initiated me to the 
  teachings of the faith.
  Gond (Gondar)
  Followers of Gond have a calendar celebration in the 
  twelve days preceding Greengrass, an event called 
  Ippensheir. Ippen was the first notable cleric of Gond, 
  and in honor of the faith, the Gondar clergy members 
  gather at the nearest temple or holy site to share 
  inventions or marvels with one another. Major Gondar 
  sites are often linked by teleportation circles or similar 
  magic during this time so that worshippers can travel 
  between as many gatherings as possible.
  Temples and Shrines. The holiest site of Gond 
  is located on the island of Lantan, at the High Holy 
  Crafthouse of Inspiration in the city of Illul. On the 
  mainland, the town of Tilverton in Cormyr boasts the 
  House of the Wonderbringer. In both locations, the 
  faithful of Gond include holy clerics, paladins, and 
  artificers.
  Background Story Options:
  d4
  Event
  1
  I saw a follower of Gond with a mechanical 
  construct companion once. It was such a 
  remarkable experience I was driven to learn 
  more about Gond.
  2
  A friend or family member allowed me access to 
  an Ippensheir festival. I learned a lot about the 
  faith and decided to begin studying its teachings.
  3
  I traveled to Lantan once and saw its 
  technological wonders. The impression stayed 
  with me and drove me to learn about Gond.
  4
  I’ve had an affinity for contraptions and 
  invention my entire life. I was naturally drawn to 
  Gond’s doctrine.
  Grumbar (Grumbarryn)
  Followers of Grumbar are initiated into the faith with 
  the Oath of Landwalking, a ritual where they vow to 
  travel by air or sea in only dire circumstances. Those
  to review at a temple of Deneir, which must be provided 
  to them for the day if the temple has it available.
  The Day of the Gilding. Shieldmeet is a ritual in 
  which priests and priestesses gather to inlay a tome 
  with the dogma of Deneir one golden letter at a time. 
  Afterward, the text is made available to the public, and 
  at least one clergy member keeps a watchful eye for 
  thieves who would try to steal any part of the golden 
  text.
  Temples and Shrines. The Master’s Library in 
  Faerûn holds more books than even the library 
  of Candlekeep—but it is hidden in the Earthfast 
  Mountains. Silverymoon has a temple to Deneir. The 
  Soaring Spirit is a cathedral built on the ruins of a 
  joint Deneirrath and Oghmanyte library, located at the 
  border of Amn in the Snowflake Mountains.
  Background Story Options:
  d4
  Event
  1
  A local cleric of Deneir was always writing down 
  the stories and songs of my hometown. The cleric 
  taught me to read and about Deneirrath faith.
  2
  I’ve always been bookish, and my desire is to one 
  day earn the right through faith to serve in one of 
  the great libraries, like the Master’s Library.
  3
  My family received the writing services of a 
  follower of Deneir, who left a book of the deity’s 
  teachings. I read it and chose to follow the faith.
  4
  In my travels, a Deneirrath cleric saved me from 
  a dangerous magical glyph, and introduced me to 
  the worship of Deneir.
  Eldath (Eldathyn)
  The Eldathyn faith is often personal and solitary, with 
  many of her clergy praying in a private setting or 
  sanctuary. The only calendar festival to Eldath is the 
  Greening during Greengrass.
  The Greening. The faithful gather on this holiday 
  to consecrate peaceful outdoor places as shrines and 
  holy sites to Eldath. Larger rituals will see days of 
  prayer leading up to an appearance by an image of the 
  goddess herself, who blesses the site. Waters in this 
  location often have miraculous healing powers for the 
  remainder of the day.
  Temples and Shrines. Many groves, springs, pools, 
  and similar areas are blessed by Eldath. One of the 
  most remarkable holy sites is Duskwood Dell in the 
  kingdom of Amn. The River Rimril flows from Eldath’s 
  Mount to the Green Goddess Falls and into a holy 
  forest.
  Background Story Options:
  
  11
  and residents of Triboar protect the grove from 
  deforestation and the incursion of evil creatures.
  Gwaeron is held in some reverence throughout the 
  realms but has a more dedicated following in the deep 
  wilds. Here, many tribes and rangers worship him as 
  an approachable intermediary between their mortal 
  selves and Mielikki, whose divine nature they find too 
  wild and mysterious to interact with directly.
  Background Story Options:
  d4
  Event
  1
  I was lost in the wilderness and suddenly caught a 
  glimpse of a strong ranger with a long, white beard. 
  I followed the visions of the ranger until I was led 
  safely to civilization. I realized afterward that a 
  vision of Gwaeron had saved my life.
  2
  I spent time in Triboar and visited Gwaeron’s 
  Slumber. I camped there overnight and had a 
  powerful dream that turned my faith to the 
  ranger-god.
  3
  I was raised around rangers, and many of them 
  worshipped Gwaeron. I learned about nature 
  hand-in-hand with Gwaeron’s dogma.
  4
  I lived among followers of Mielikki, but their 
  respect toward Gwaeron interested me. I learned 
  about the deity and felt more drawn to his purview.
  Helm (Helmite)
  The only calendar celebration dedicated to Helm 
  occurs each Shieldmeet, an event called the Ceremony 
  of Honor to Helm. Most of the rituals and celebrations 
  of the deity are internal to the church’s members. 
  The Consecration of a Postulant is a ritual celebrating 
  a member’s full initiation into the faith. A similar 
  ritual exists to bless items and artifacts brought 
  into the service or protection of the faith, called the 
  Consecration of a Glymtul (or ‘favored thing’).
  The Purification. This is a ritual that must be 
  completed for followers who have left the faith and 
  returned or members of the church who have failed 
  in their duties or committed a taboo of the faith—a 
  ritual of prayer and atonement is overseen by other 
  members of the clergy.
  Temples and Shrines. Helm enjoys widespread 
  respect throughout the world, from simple folk to 
  knightly orders. In the city of Tsurlagol on the northern 
  coast of the Sea of Fallen Stars, the Noble Hand doubles 
  as both a temple and martial academy. Helm’s faith 
  is strong throughout this region of interior Faerûn, 
  including Cormyr.
  Background Story Options:
  who violate the ritual-promise are quick to pray for 
  forgiveness from the Earth Lord.
  Midwinter. Festivals are held on this holiday to 
  celebrate the previous year and decide plans for the 
  new one. These plans can’t be changed once decided, 
  reflecting the Grumbarryn resistance to quick change.
  Temples and Shrines. Many temples are hidden 
  in the Spine of the World mountain range in the 
  north and numerous other ranges. They are usually 
  found in natural caverns, not constructed buildings. 
  The Muaraghal Mountains, on the eastern border 
  of Halruaa, contains the holiest of these sites. 
  Grumbarryn are encouraged to visit this site at least 
  once in their lives.
  Sects of Grumbarryn are organized into ‘holds,’ 
  consisting of seven specialty priests or clerics, seven 
  monks, and seven crusaders leading as many common 
  worshippers as can be supported. These holds usually 
  have a shared view or alignment and are primarily 
  concerned with fulfilling the objectives laid out during 
  Midwinter.
  Background Story Options:
  d4
  Event
  1
  I saw a Grumbarryn cleric arguing against a 
  change of law in my village. The belief in the 
  preservation of tradition and slow change 
  appealed to me, and I asked to find out more.
  2
  In my travels, I encountered a hold. The 
  dedicated, focused labor of the worshippers 
  there impressed me, and I joined the ranks of the 
  faith as an initiate.
  3
  I’ve had an ear for Terran and an affinity for the 
  earth my entire life. I’m finally old enough to 
  truly answer Grumbar’s calling.
  4
  I witnessed a Grumbarryn paladin shaking the 
  very earth in a battle with a deadly creature. It 
  opened my eyes to the power of Grumbar.
  Gwaeron Windstrom
  Gwaeron’s followers hold no specific holy days of their 
  own, though they often honor the holidays celebrated 
  by followers of Mielikki. Worshippers of Gwaeron are 
  encouraged to perform a short ritual upon successfully 
  tracking a creature, wherein they make a radiant 
  circle of six footprints, heel toward the center and toes 
  pointing out.
  Temples and Shrines. Since dedicated followers 
  of Gwaeron Windstrom are few and far between, and 
  because he is a deity of nature, there are no temples 
  in his name, only natural sites consecrated as shrines. 
  The most important of these is Gwaeron’s Slumber, a 
  grove of trees west of Triboar. Followers of Gwaeron
  
  12
  d4
  Event
  3
  I was raised with a strong sense of justice, but 
  less respect for the law. My belief that justice 
  must be meted out when the law fails drew me to 
  Hoar’s church.
  4
  A follower of Hoar imposed some punishment 
  upon me for a transgression I committed. I 
  repented my deed and decided to dedicate my 
  life to Hoar as an act of atonement.
  Ilmater (Ilmateri)
  Illmateri don’t have calendar-specific celebrations, 
  only personal rituals or those specific to the church. 
  When the duties of the faith become too emotionally 
  or physically overwhelming, followers can perform 
  a ritual plea, which grants a ten-day rest from their 
  normal duties. Some clergy rest in order to perform 
  tasks the church would otherwise not officially permit.
  Priests and priestesses of Ilmater also perform the 
  Turning, wherein they perform final rites and prayers 
  with a dying creature in order to ease its suffering and 
  bring it a measure of peace in the face of death.
  Temples and Shrines: In Calimshan, south of 
  the Sword Coast, the House of the Broken God rests 
  in the center of the city of Keltar. Throughout the 
  Sword Coast itself, Ilmater’s faith is mainly exercised 
  by knightly and monastic orders. The reach of such 
  orders can be found throughout the continent and 
  especially in sites of battle.
  The followers of Ilmater often enjoy a sense of 
  protection in formal battlefields, as striking one 
  down is often seen as a terrible affront. In turn, clerics 
  and other devout Ilmateri seek to bring alleviation 
  to friend and foe alike, their suffering of equal 
  importance in the eyes of the deity.
  Background Story Options:
  d4
  Event
  1
  A follower of Ilmater calmed and comforted me 
  when I thought I was going to die. I never forgot 
  the benefactor’s measured calm and kindness, 
  and dedicated my life to Ilmateri beliefs.
  2
  One of the Ilmateri comforted a loved one who 
  was passing on, performing the Turning. It had a 
  significant impact on my life and is the key event 
  that led me to the faith.
  3
  I saw a follower of Ilmater bearing terrible 
  suffering. It was an example that moved me and 
  piqued my interest in the god’s dogma.
  4
  The church of Ilmater came to the place where I 
  grew up and provided care and food to the poor. I 
  never forgot its charity.
   
  d4
  Event
  1
  I grew up in a city and noticed many of the guards 
  carrying a small symbol of a gauntlet stamped 
  with a watching eye. I finally asked about it and 
  was told about Helm.
  2
  A bard in a tavern sang the tragic tale of Helm 
  slaying Mystra. It wasn’t until I blinked away the 
  tears in my eyes that I realized how much the tale 
  moved me.
  3
  I was in the army or served closely with knights 
  who had a strong faith in Helm. Their stalwart 
  dedication inspired me to pursue the faith.
  4
  At one point I was defending myself against many 
  foes. I felt an inspiring presence that gave me the 
  strength to hold fast and endure. I believe Helm 
  interceded to save me.
  Hoar
  Followers of Hoar observe personal holidays 
  commemorating their proudest acts of vengeance, and 
  the anniversary of transgressions against them they 
  have yet to repay. Unknown to many of the uninitiated, 
  followers of Hoar also remember those who have 
  meaningfully helped them and seek to repay them 
  equally.
  Hoar’s worshippers celebrate two marked 
  holidays. The first is The Penultimate Thunder on 
  the 11th of Eleint, celebrating the victory of Hoar 
  over Ramman (an old foe) with feasting. The second 
  holiday is celebrated on the 11th of Marpenoth, a 
  ritual celebration called the Impending Doom. Here 
  oaths, drums, and chanted prayers anticipate acts 
  of vengeance that have yet to be enacted, seeking 
  blessings from Hoar in these endeavors.
  Temples and Shrines. Hoar has a strong following 
  in Akana and Chessenta, which lie on the southern 
  shores of the Sea of Fallen Stars. An uncommon 
  deity on the Sword Coast, Hoar’s pantheon is often 
  overshadowed by Beshaba, Bhaal, or Tyr. Many of 
  the Doombringer’s followers are solitary, comprised 
  of nomadic clergy, adventurers, and vigilantes. Small 
  chapels and sects can be found in towns and cities 
  where crime and other conflict create ample scenarios 
  where Hoar’s message of revenge is most appealing.
  Background Story Options:
  d4
  Event
  1
  Someone wronged me terribly in my life. Hoar is 
  the one who gave me the power to ensure justice 
  for myself.
  2
  A cleric of Hoar surprised me by repaying a 
  kindness I performed. It opened my eyes to the 
  hidden depths of Hoar’s doctrine.
  
  13
  the afterlife.  Some become Mummified Scriveners 
  of Doom, entering a state of near-lichdom to work 
  without pause until death finally claims them. Active 
  adventuring among Jergali is rare and often frowned 
  upon but accepted by some sects if the worshipper 
  records the death of sentient creatures in rare and 
  remote locations, providing these records at least once 
  a year.
  Background Story Options:
  d4
  Event
  1
  The first time a sentient creature died near 
  me, I heard Jergal’s voice whispering to me its 
  name and destination in the afterlife. I picked 
  up a writing instrument and haven’t stopped 
  recording death around me since.
  2
  A doomscribe of Jergal was present at a family 
  member’s funeral, recording the events of 
  the death. The doomscribe’s ability to remain 
  detached from death helped give me purpose in 
  my grief.
  3
  I stumbled upon a crypt occupied by a 
  Mummified Scrivener of Doom and unintelligent 
  undead servants. I marveled at the experience 
  and realized the importance of Jergal.
  4
  I heard the story of someone who died and went 
  to the Fugue Plane but was later resurrected. 
  That lucky person had an encounter with Jergal 
  himself and the story of it affected me deeply.
  Kelemvor
  The best-known ritual of Kelemvor is the Passing, 
  the last rite that calls on the deity to watch for the 
  approaching soul. Events of mass death, such as 
  battlefields or areas of catastrophe, experience a 
  large-scale version of the ritual known as the Lament 
  for the Fallen.
  Kelemvor marks two major calendar days. During 
  Shieldmeet and the Feast of the Moon, faithful gather 
  for the Deeds of the Dead, celebrating the good works 
  of those who have passed on. In times of calamity or 
  troublesome events, rituals are performed to consult 
  with the souls of dead heroes in a manner similar to 
  a speak with dead spell. The ritual on this day by the 
  faithful is more powerful than the standard spell, 
  allowing for a longer conversation and one less cryptic 
  or limited.
  Temples and Shrines. Though there are few great 
  temples to Kelemvor, his clergy are everywhere. They 
  are consistently called upon for last rites, funerals, and 
  remembrances. Those who die with no one to bury 
  them are taken in and given burial by the clergy. Those 
  who die without a will have their possessions claimed 
  by the church to fund its ministry, usually as part of
  Istishia (Istishian)
  Istishians celebrate the seasonal change of the tides 
  with festivals on beaches or over bodies of water. These 
  feasts are occasionally visited by friendly intelligent 
  water-dwelling creatures who participate in the 
  celebration.
  Temples and Shrines. As a deity over the water 
  itself, Istishia enjoys a broad range of followers. Sailors 
  and pirates often pay him homage, and chapels or 
  temples to the deity can be found in almost any sizable 
  coastal city, including Waterdeep and Calimport.
  Istishia is a welcome elemental deity in many 
  settlements because his followers occupy themselves 
  with useful domestic projects. Istishians seek to 
  cleanse waterways of filth and waste, improve 
  communication between aquatic races and land races, 
  and provide pottery courses to locals as a means of 
  teaching water’s triumph over other elements.
  Background Story Options:
  d4
  Event
  1
  I served aboard a ship or worked on the docks 
  for a long period of time. There, I was constantly 
  exposed to Istishian views.
  2
  I attended a course in pottery at an Istishian 
  temple. The lesson of water’s power over other 
  elements appealed to me and served as my 
  introduction to Istishian beliefs.
  3
  Waste and pollution choked the waterways of 
  a city where I lived, and disease was rampant. 
  Where other clerics only treated the sickness, 
  Istishians cleansed the waters and brought healing. 
  I sought them out and joined the church at once.
  4
  I had a positive interaction with an aquatic race or 
  water elemental. I joined the church as the best 
  means of learning more about such creatures and 
  strengthening the bonds between the world of 
  land and water.
  Jergal (Jergali)
  Due to the constant work performed by the clergy, 
  Jergali observe only a single calendar event that could 
  be described as a holy day. On the last night of the 
  year, the 30th of Nightal, the scribes are permitted to 
  stopworking for a single night. Upon the start of the 
  new year, the Jergali declare “One year closer!” before 
  burning the year’s work and starting again.
  Temples and Shrines. Grim, stony crypts and 
  mausoleum-like chapels are the only structures 
  frequently occupied by followers of the Bleak 
  Seneschal. The scribes who occupy these locations 
  labor daily to record the death of all sentient beings, 
  listing their cause of death and final destination in 
  
  14
  d4
  Event
  2
  I met a Red Wizard of Thay who followed 
  Kossuth’s teachings. The wizard shared the 
  tenants of the faith, which helped me understand 
  the superiority of Kossuth.
  3
  I was part of a group invited to the local 
  Kossuthan temple to celebrate the head clergy 
  member’s birthdate. I marveled at the gifts and 
  displays of power and asked to learn more.
  4
  I was trapped in a burning building and showed 
  bravery. Kossuth intervened and allowed me to 
  survive, a rare occurrence that changed my life.
  Lathander (Lathanderian/
  Lathanderite)
  Almost any ceremony performed at dawn is considered 
  blessed by Lathander. Lathanderians also celebrate on 
  some calendar days: on Midsummer and the spring and 
  fall equinoxes followers of Lathander in larger temples 
  perform the Song of Dawn, a progression of musical 
  hymns to the Morninglord.
  Temples and Shrines. The Spires of the Morning 
  is the grandest and most well-known temple to 
  Lathander, housed in Waterdeep. In this and temples 
  across the realms, local members of the clergy perform 
  daily payers at dawn and often at highsun (noon). 
  Local temples sometimes organize competitions of art, 
  writing, and non-hostile sport as a means of bringing a 
  community together.
  Background Story Options:
  d4
  Event
  1
  The dawning of the sun protected me from 
  encroaching creatures, saving my life. I believe 
  Lathander aided me in my hour of need.
  2
  I was in a temple of Lathander while clergy 
  members performed the Song of Dawn. The 
  experience was so spiritually moving, I resolved 
  to learn more about Lathander.
  3
  Lathanderite clergy provided food and healing 
  to my community in their hour of need. Their 
  charity was never forgotten.
  4
  I watched in awe as Lathanderians raised 
  someone from the dead with magic. I saw the 
  power of Lathander that day and knew he was 
  the deity I sought to follow.
  Leira (Leiran)
  Leirans are secretive and misleading for the sheer 
  joy of it and hold no marked calendar celebrations to 
  those outside the faith. Followers of Leira gather six 
  times a year in Conclaves, though they’re never at the 
  same time each year; the word is spread quietly among
  an intermittent ritual known as Thanks to the Guide. 
  It is at this same disbursement of goods that ranking 
  priests tend to receive direction for the work of their 
  temple or chapel.
  Background Story Options:
  d4
  Event
  1
  I was at death’s door once, and the Passing was 
  performed over me by a follower of Kelemvor. I 
  was comforted and, when I recovered, sought to 
  bring that same peace to others.
  2
  Once I witnessed a paladin of Kelemvor lay an 
  undead creature to rest. I was amazed at how the 
  paladin prioritized bringing peace to the creature, 
  not just destroying it.
  3
  I attended a Festival of the Moon or Shieldmeet 
  ritual where the followers of Kelemvor raised 
  spirits of dead heroes to consult them about a 
  current crisis. It was an amazing experience that 
  first introduced me to the importance of their 
  faith.
  4
  A friend or family member died and was given a 
  respectful burial by followers of Kelemvor. Their 
  somber respect struck a chord with me and I was 
  compelled to learn more about the faith.
  Kossuth (Kossuthan)
  Followers of Kossuth go through the Oath of 
  Firewalking, a ritual where acolytes become full priests 
  by walking across hot coals. This ritual is often repeated 
  as formal priests and priestesses rise in rank in the 
  church, with the walk becoming longer and hotter. It is 
  believed that those who plot against the church or who 
  aren’t devoted to the faith will find themselves terribly 
  injured by the trial.
  Temples and Shrines. Shrines, temples, and 
  chapels to Kossuth are popular near areas of fire and 
  heat, especially deserts and volcanoes. The birthdate 
  of each temple’s head clergy member is a celebrated 
  holiday, during which clergy from other faiths and local 
  leaders are invited to the temple and lavished with 
  food and gifts. This is primarily seen as an opportunity 
  for the head priest or priestess to forge and strengthen 
  relationships with the local community to the temple’s 
  advantage.
  Background Story Options:
  d4
  Event
  1
  I saw a ritual where followers of Kossuth 
  summoned a fire elemental. I knew then that 
  Kossuth was the power I wished to pledge my life 
  to.
  
  15
  and seemingly carefree attitude, the ranking members 
  of the clergy take care to place their followers in daily 
  tasks that best suit their personal talents. Clownish 
  followers can provide joy to common folk, but the most 
  intelligent and well-versed Lliiran consult with nobles 
  and academics.
  Background Story Options:
  d4
  Event
  1
  I grew up near a temple of Lliira. The constant 
  presence of their festivals exposed me to the 
  teachings of the faith from an early age.
  2
  Lliiran clergy often came to my community to 
  perform theater or other amusing antics. I had 
  a talent for their craft and they took time to 
  instruct me in both our shared craft and Lliira’s 
  dogma.
  3
  I suffered a personal tragedy. Joydancers of Lliira 
  lifted me from my depression and helped me find 
  a joyful attitude in the face of loss.
  4
  I’ve always found it easy to take joy in all aspects 
  of life, even when I suffer adversity. I was drawn 
  to the Lliiran faith as a result.
  Loviatar (Loviatan/Lovite)
  All four seasonal equinoxes are marked at organized 
  temples with the Rite of Pain and Purity, a drumming 
  dance performed by the faithful atop hazards such 
  as thorns, barbs, and broken glass. These rituals 
  cause a magical red mist to rise over the proceedings, 
  sometimes causing the goddess herself to appear and 
  communicate with her followers. Every twelve days, 
  temples and chapels hold Candle Rites, which mirror 
  the above ritual but involve passing parts of the body 
  over lit candles. In both rituals, the participants are 
  healed once they are finished.
  Temples and Shrines. Loviatar enjoys widespread 
  worship throughout the realms, with larger and more 
  active sects in major cities like Waterdeep, Mulmaster, 
  and Calimport. Though members of the clergy are 
  commonly both masochistic and sadistic, the pain 
  they inflict and receive is heavily structured by the 
  strictures of the church. Inflicting terrible pain on 
  both the willing and unwilling is central to a Loviatan’s 
  duties and can involve physical injury or causing 
  emotional turmoil.
  Background Story Options:
  d4
  Event
  1
  I suffered an injury that left me in agony and 
  sometimes pains me to this day. Loviatans taught 
  me to embrace my pain and to channel it.
  Leirans in the tendays leading up to the event. During 
  these Conclaves, the rare direction is given to speak 
  only truth, allowing for the sharing of information 
  and the performance of administrative duties without 
  concern for the Leirans’ usual flair for intentional 
  absurdity.
  Temples and Shrines. Priests and priestesses 
  within a temple of Leira conceal their faces, keeping 
  their identity hidden. Local temples and chapels 
  will happily spread false rumors and create small 
  illusions for a small fee and work independently to 
  reveal hoaxes and falsehoods as often as they create 
  them. Talented followers will provide disguises 
  to those in need, or even allow themselves to be 
  hired to impersonate relatives, friends, enemies, or 
  companions of the supplicant if the situation promises 
  to be amusing.
  Background Story Options:
  d4
  Event
  1
  A Leiran used a disguise and deception to help get 
  me out of a tight situation. I became curious about 
  the faith.
  2
  I traced a strange rumor back to a clergy member 
  of the local Leiran temple. From there I began 
  peeling away the half-truths and learning the true 
  teachings of Leira.
  3
  Deceit has always been second-nature to me. I 
  heard the voice of Leira calling out to me in the 
  morning mist and have followed the sound of her 
  voice all my life since.
  4
  I’ve seen firsthand how wonder and mystery—
  whether true or false—brings hope and meaning 
  to life. Leira is the only deity who embodies my 
  worldview.
  Lliira (Lliiran)
  All the holidays are holy days to followers of Lliira, who 
  will seize upon any excuse for a celebration or a “lesser 
  revel” on less-widely-observed calendar days. These 
  celebrations always begin with songs and dancing 
  leading up to a feast. Events after the meal commonly 
  align with what is considered generally appropriate for 
  whatever holiday the event falls on. Particularly holy 
  rituals and celebrations begin with Swords Cast Down, 
  a ceremony where multiple weapons are thrown to the 
  ground and covered in flowers.
  Temples and Shrines. The rich port city of 
  Selgaunt on the Sea of Fallen Stars houses the Palace 
  of Holy Festivals, the greatest temple of Lliira. While 
  followers of Lliira are known to be the most fun clergy 
  to be around in all the realms, the reasons vary from 
  member to member. Despite their dedication to joy
  
  16
  d4
  Event
  4
  I bested an evil lycanthrope who turned out to 
  be a worshipper of Malar. In my fevered recovery 
  from my injuries, Malar came to me and heralded 
  me as destined for great violence.
  Mask (Maskarran)
  Worshippers of Mask don’t observe marked calendar 
  events. Established temples or shrines observe the 
  Ritual of the Unseen Presence at least once a month, 
  during which worshippers join in chants and hymns 
  while making offerings to the Master of All Thieves 
  from items they have stolen since the previous ritual.
  Temples and Shrines. Thieves’ guilds are the most 
  reliable place to find a shrine dedicated to Mask. 
  Even thieves who aren’t devout followers of the deity 
  usually pay small offerings to the shrine or the local 
  temple, if one is independently established. Dedicated 
  followers are constantly involving themselves in plots 
  and plans to acquire objects or gain leverage over 
  individuals. The best way for a follower of Mask to 
  gain a distinguished reputation among the clergy is to 
  pledge toward such a plan and enact it on schedule.
  Background Story Options:
  d4
  Event
  1
  I’ve more than my share of thievery under 
  my belt. When you’re a thief, you’re quickly 
  made aware of Mask and the rudiments of his 
  teachings. One day, I decided to learn more.
  2
  I caught someone trying to pick my pocket. When 
  I demanded to know what the pick-pocket was 
  doing, the thief gladly showed me a coin purse 
  with the Maskarran symbol and explained the 
  faith.
  3
  I grew up in either wealth or poverty. In either 
  case, I quickly learned that you have a right to 
  own whatever you can get away with taking. The 
  Maskarran eventually sought me out and brought 
  me into the fold.
  4
  Stealth and deception have been my closest and 
  oldest friends. Mask’s dogma offers me a way to 
  find spiritual purpose in my natural talents.
  Mielikki (Mielikkian)
  The most widely known calendar events of Mielikki 
  are the First, Second, Third, and Fourth Feasts, which 
  fall on the solstice and equinox dates each year. They 
  are generous (and occasionally risqué) celebrations. 
  d4
  Event
  2
  I’ve enjoyed causing pain and distress for as long as 
  I can remember. In Loviatar I’ve found a faith that 
  embraces rather than shuns me.
  3
  I experienced a deep personal loss. It was then that 
  I realized the world is a place of pain, and Loviatar 
  is the only goddess who accepts this fact in a 
  meaningful way.
  4
  I was tortured once and withstood the pain without 
  breaking. Followers of Loviatar took me in, healing 
  my wounds and teaching me the Willing Whip’s 
  dogma.
  Malar (Malarite)
  High Hunts are commonly practiced throughout the 
  year, where followers of Malar kidnap one or more 
  humanoids and set them loose in the wilderness to 
  be hunted down. Malarites attend with only simple 
  daggers or weapons fashioned like claws, with many 
  forming a ring around the area to prevent the quarry’s 
  escape. Any prey who escapes or survives until dawn is 
  praised and lavished with gifts.
  Feast of the Stags. Malarites prepare for the 
  holiday with a frenzy of hunting. On Highharvestide, 
  they celebrate the Feast of Stags, where a bloody 
  parade of Malarites displaying their grim trophies 
  precedes a grand feast. All are welcome at the feast, 
  even enemies. At the celebration, followers of Malar 
  pledge their services to provide meat throughout the 
  winter for the elderly and others unable to provide for 
  themselves.
  Temples and Shrines. Organized Malarite sects 
  are rarely tolerated in metropolitan areas and 
  are regarded with heavy scrutiny in even remote 
  communities. In the wilds, their temples often make 
  use of natural caverns in a den-like fashion, or shrines 
  consisting of a ring of fang-like stone pillars.
  Malarites commonly pray before, during, and after 
  a hunt. A simple, low chant called the Bloodsong is 
  intoned over kills from hunts and battles alike.
  Background Story Options:
  d4
  Event
  1
  I survived a High Hunt, and the incredible thrill of 
  brutal survival led me to join the Malarite faith.
  2
  A town where I lived saw many carried through 
  the winter by the charity of Malarite hunters. I 
  learned how brutal savagery serves the cycle of 
  nature and learned to embrace Malar.
  3
  On the hunt or in the battlefield, I developed an 
  obsession with personal, bloody kills. When I 
  learned about Malar, I realized it was the blessing 
  of the Beastlord that rushed through my veins 
  when I slew my enemies.
  
  17
  d4
  Event
  1
  I saw a performing bard be blessed by Milil, 
  taking the performance to divine heights.
  2
  When I was afraid, I heard a disembodied voice 
  singing to me. The voice gave me comfort and 
  guidance. I believe the voice was Milil.
  3
  After an unusually good performance of song 
  on my part, I was given a vision by Milil and felt 
  called to both his faith and to adventure.
  4
  I attended the Grand Revel during Midsummer 
  and was delighted by it. While there, I asked the 
  clergy of Milil to teach me about the faith.
  Moradin (Morandian)
  Worshippers of the Soulforger steadfastly gather once 
  a month around forges to give thanks in a ritual that is 
  both long and precise, as befits dwarven culture. Each 
  hold has its own tradition of the date, some preferring 
  to hold it on the full moon, some on the crescent moon, 
  but always once per month without fail. The ceremony 
  involves the surrendering of weapons (in times of 
  peace), the steady cadence of hammers on forge and 
  an elaborate, synchronized chant culminating in the 
  affirmation “The dwarves shall prevail, the dwarves 
  shall endure, the dwarves shall grow!” until such time 
  as they receive a sign from Moradin himself.   
  These ceremonies are also the times for earnest 
  and frank discussions amongst the clergy, for personal 
  sacrifices and oaths, and for the sharing or display of 
  crafts dedicated to the Soul Forger.
  Temples and Shrines. Any dwarf hold, mine or 
  fortification that has a forge—which is every one—
  has a temple or shrine to the Soul Forger. Many of 
  the larger holds have elaborate temples that extend 
  off the main forge, often with great vaulted ceilings 
  and enormous statues of Moradin and the dwarven 
  pantheon cast in solid gold. No expense is spared 
  in the veneration of their maker and the provider of 
  prosperity. 
  Background Story Options:
  d4
  Event
  1
  I was lost in the deep tunnels below my hold as 
  a child. A glowing hammer appeared to me and 
  marked the passages to my safe return.
  2
  I received a vision while working my forge. The 
  warhammer I created that day rivals the greatest 
  of my clan’s craft. I’ve never been able to replicate 
  its quality, but  I pledged to master my craft to one 
  day match it. 
  3
  I was beset by a goblin raiding party, and saved by 
  a paladin of the Soulforger whose example and 
  teachings inspired me to pursue the faith.
  During Greengrass and Midsummer, larger feasts 
  occur and are sometimes accompanied by the Wild 
  Ride, when the faithful are permitted to ride herds 
  of unicorns across vast distances and see much of 
  Mielikki’s domain before returning to the festivities.
  The Green Regent. Every four years at Shieldmeet, 
  a new chosen of Mielikki is selected. Known as the 
  Green Regent, this empowered worshipper occupies 
  time with the preservation of the Delimbiyr Crescent, 
  said to be Mielikki’s most cherished location in the 
  region of western Faerûn (if not all the realms).
  Temples and Shrines. As a nature deity, most of 
  Mielikki’s worshippers consist of clerics, rangers, 
  and druids who reside in the forests of the world. In 
  towns and settlements along wild frontiers, dedicated 
  chapels or public shrines to the goddess are a common 
  stopping point for those about to undertake a hunt or a 
  journey through the wilds. Organized faithful partake 
  in the Song of Trees at least once a month, calling forth 
  dryads and treants to perform small tasks; clergy 
  living in towns preach healthy respect for nature and 
  encourage living in balance with civilization.
  Background Story Options:
  d4
  Event
  1
  I met the Green Regent and witnessed Mielikki’s 
  power, which introduced me to the faith.
  2
  I witnessed followers of Mielikki partaking in the 
  Wild Ride. Seeing a herd of unicorns stampeding 
  across the land with lightning speed left me in 
  awe.
  3
  I was lost and starving in the wilds, and a unicorn 
  found me. The majestic celestial had been 
  guided to me by the goddess to spare my life.
  4
  I found a natural site that had been made into 
  a shrine to Mielikki. I cherished the serene and 
  peaceful environment and felt led to learning 
  more about her faith.
  Milil (Sorlyn)
  Calendar days marked by Sorlyn include the Call to the 
  Flowers, a song performed at Greengrass, and a festival 
  at Midsummer known as the Grand Revel. The Grand 
  Revel is light-hearted, playing up satire.
  Temples and Shrines. The Temple of Good Cheer is 
  a notable place of worship in Waterdeep. Some say the 
  high clergy have a magical gateway to Arbalest’s House 
  in Athkatla, the distant capital city of Amn. Arbalest’s 
  House is the site where Milil himself founded a sect 
  of followers during the Time of Troubles and it is 
  considered the most holy of his temples.
  Background Story Options: 
  
  18
  Magefire.This is a ritual of healing and 
  reinvigoration; a participant is surrounded by a circle 
  of Mystrans and infused with magical energy until 
  surrounded by a glow of blue fire. It is an empowering 
  ceremony that can also be used to remove some 
  magical curses or conditions. 
  Temples and Shrines. The House of Mysteries 
  in Elventree (near the Moonsea) is a ruined hall of 
  impenetrable magical darkness where travelers might 
  implore the Voice of the Goddess, a specialty member 
  of the clergy, for services. The Voice of the Goddess 
  offers veiled information, magical identification, and 
  even spells for those in need. The largest Mystran 
  temple is in Mt. Halath in the country of Halruaa, a 
  system of caverns mostly open to anyone (apart from 
  libraries and caverns where magic items are stored). 
  Background Story Options:
  d4
  Event
  1
  Fireworks in the night sky led me to the local 
  God’s Day celebration, where followers of 
  Mystra welcomed me into their revels.
  2
  I’ve grown up around wizards and other 
  magic-users but never questioned the source of 
  their powers. Upon learning of Mystra and her 
  importance to magic, I devoted myself to the 
  craft and to the faith.
  3
  I hunger for magical knowledge and insight into 
  the true mysteries of magic. I believe faith in 
  Mystra is the best means of accomplishing my 
  goals.
  4
  I suffered from a magical affliction. Mystrans 
  performed the Magefire ritual on me and 
  cleansed me of the curse; from then on, I’ve 
  sought service to the goddess in repayment.
  Oghma (Oghmanyte)
  Followers of Oghma observe both Midsummer and 
  Shieldmeet as important dates, if only because they 
  often mark the inception or renewal of contracts, 
  covenants, and similar bonds. However, Oghmanytes 
  observe two daily rituals: a morning prayer of praise 
  called the Binding, and an evening recitation of 
  knowledge learned that day, called the Covenant.
  Temples and Shrines. Candlekeep is the largest and 
  best-known center of Oghma’s worship, the massive 
  library containing knowledge from worlds beyond 
  Toril. Oghmanytes have other large temples throughout 
  the world, including the House of Many Tomes in 
  Impiltur and the Font of Knowledge in Waterdeep.
  Background Story Options:
  d4
  Event
  4
  As a child I fell into my mother’s forge but 
  miraculously escaped unharmed. All agreed I was 
  blessed by the Dwarffather.
  Myrkul (Myrkulyte)
  The Feast of the Moon marks Myrkulytes’ only calendar 
  celebration, the Day the Dead are Most with Us. 
  Followers of Myrkul believe all dead souls are close at 
  hand on this day, seeking to write messages to their 
  loved ones in subtle ways. Most other rites observed 
  by Myrkul’s followers are funeral rituals, which 
  temples charge a modest fee to perform as a means of 
  supporting the faith.
  Temples and Shrines. The Black Spire in Tulmon, 
  near the Lake of Steam, is the largest temple of Myrkul. 
  Throughout the realms, temples of Myrkul supported 
  the faith by performing funeral rites, assisting the 
  dying with drafting wills or enacting final washes, 
  and in rare cases a warrior of Myrkul could be hired to 
  avenge one’s death.
  Background Story Options:
  d4
  Event
  1
  I found myself at the mercy of undead in a 
  Necropolis of Myrkul, but the leading clergy there 
  were directed by the Lord of the Dead to spare my 
  life and bring me into the fold.
  2
  At the funeral for a friend or loved one, I saw a 
  hooded, skeletal figure staring at me from beside 
  a grave—an image of Myrkul. Terrified, I joined 
  Myrkul’s church in hopes of pleasing the Lord of 
  Bones.
  3
  I attended the Day the Dead are Most with Us 
  ceremony at a temple of Myrkul. One of my 
  deceased family members wrote a message to me 
  in dust, telling me to serve Myrkul or face calamity.
  4
  I was raised with a healthy respect and fear of 
  death and resented those who didn’t respect its 
  power. Now through Myrkul, I can make death as 
  feared and respected as it should be.
  Mystra (Mystran)
  Followers of Mystra celebrate the 15th of Leafall, 
  called God’s Day, which marks the return of the Lady 
  of Mysteries to divinity. This is especially popular 
  in Waterdeep, culminating in magical fireworks 
  throughout the night. Follower initiations and 
  weddings are celebrated by Starflight, wherein the 
  honored individual(s) are given the power of magical 
  flight while the stars that night are visible. 
  
  19
  d4
  Events
  4
  I discovered a fallen commander who possessed 
  a book of the Red Fellowship. I learned much 
  about both the art of strategy and the Red 
  Knight’s dogma.
  Savras
  Followers celebrate a holiday called The Vision during 
  the Feast of the Moon. Worshippers meditate for a full 
  day, at the end of which each receives a vision from the 
  deity. Those who receive such visions are expected to 
  act upon them or face Savras’s anger.
  Temples and Shrines. Just east of Chult lies the 
  city of Tashluta, capital of Tashalar. The House of the 
  All-Seeing Orb in this city is the greatest temple of 
  Savras, though many residents of the Sword Coast still 
  find it easier to visit the deity’s shrine in Candlekeep. 
  In temples across the world, followers of Savras both 
  provide guidance based on visions of the future and 
  advice based on the lessons of the past. 
  Background Story Options:
  d4
  Event
  1
  I was given a vision of the future that allowed me 
  to avoid a disaster. I realize Savras saved me for 
  some greater purpose.
  2
  I had a vision of myself holding an important role 
  in Savras’s church. I believe service to the deity is 
  my path to greatness.
  3
  A disciple of Savras contacted me, warning to 
  avoid a certain action. I don’t know if avoiding it 
  helped me, but it did get me interested to know 
  about the cleric’s faith.
  4
  I visited Candlekeep and was surprised to learn 
  that Savras’s followers study the past as well as 
  the future. It opened my eyes to the complexities 
  of their faith.
  Selûne (Selunite)
  Each Shieldmeet, gatherings of Selunite worshippers 
  perform the Conjuring of the Second Moon. This 
  summons the divine warrior-maidens known as 
  Shards, who can aid the followers for a single night. 
  The Shards are often summoned to combat great evil, 
  such as sects of Shar. When the night ends, one mortal 
  priestess is taken by the Shards to become one of their 
  number.
  Temples and Shrines. Selûne’s largest temple is 
  the House of the Moon in Waterdeep, where many 
  followers visit to see a flawless replica of Selûne’s 
  personal weapon, the Rod of the Four Moons. It is said 
  that the high priest or priestess of the temple can wield
  d4
  Event
  1
  I always sought to learn more and more. What 
  better faith than Oghma’s to learn as much about 
  everything as possible?
  2
  I’m determined to learn about a specific event or 
  piece of information. Oghma is the deity who will 
  empower me with the knowledge I seek or grant 
  me the insight to know where to look.
  3
  A follower of Oghma used vital knowledge to save 
  me or someone close to me. I soon realized that 
  knowledge was greater than any weapon and 
  sought to learn more about the god.
  4
  When I was in a dire situation, I felt Oghma’s 
  presence in my mind. The deity helped to calm me 
  and solve my crisis with rationality.
  Red Knight
  Every Midwinter, followers of the Red Knight observe 
  The Retreat, a review of the prior year’s battles, 
  strategies, and campaigns. Successes and failures alike 
  are analyzed, the lessons learned incorporated into the 
  teachings of the church.
  The Queens Gambit. This is a day of festivities 
  occurring on the first day of Tarsahk. The Queen’s 
  Gambit is a day of feasts and games. Chess tournaments 
  are the highlight, with worshippers receiving 
  recognition and prizes (which vary depending on the 
  size of the festival and sponsoring temple). 
  Temples and Shrines. The Citadel of Strategic 
  Militancy stands forty miles northeast of Baldur’s 
  Gate, a small castle and home to the Red War College. 
  Even noble houses and knightly orders who worship 
  other deities are sorely tempted to send their officers 
  to train in the College, which boasts checkered 
  red-and-white walls and massive training fields for 
  mock battles and training maneuvers.
  Background Story Options:
  d4
  Events
  1
  I was leading warriors in combat against 
  overwhelming odds. I felt the Red Knight’s 
  presence in my mind, granting me the clarity to 
  see advantages I wouldn’t have on my own.
  2
  I spent some time in training at the Red War 
  College, sent by a family member or other 
  patron. While there, I was introduced to the Red 
  Knight’s faith.
  3
  I’ve had a knack for games of strategy my 
  entire life. I placed well in a chess tournament 
  sponsored by the local followers of the Red 
  Knight and was encouraged to explore the faith.
  
  20
  d4
  Event
  4
  I despise the power structures of society. The 
  Sharran church gives me the opportunity to 
  knock the legs out from nobles and topple kings.
  Silvanus (Silvanite)
  Followers of Silvanus celebrate many of the major 
  calendar days as holidays—Midwinter, Greengrass, and 
  Highharvestide are all observed. On any one day of the 
  year, sects of Silvanus worshippers celebrate the Night 
  the Forest Walks. This night is marked by changes to the 
  natural landscape; trees move, flowing waters rapidly 
  alter course, caverns close off or suddenly become 
  accessible, and magic in the forest is often stronger and 
  wilder. It is said these events occur because Silvanus 
  grows restless with the celebration of the holiday.
  Temples and Shrines. Most holy rituals and 
  observances to Silvanus occur amidst a stand of the 
  oldest trees in the region, especially those found on 
  hilltops. Normally scattered followers make material 
  (not blood) sacrifices and gather here for dancing 
  rituals that can’t be accomplished alone. In ‘civilized’ 
  areas, the Emerald Enclave is often the best avenue for 
  seeking out the Silvanites.
  Background Story Options:
  d4
  Event
  1
  I never felt at home in the place I grew up. The 
  local temple or shrine to Silvanus is the only 
  place where I felt at peace. I was drawn to the 
  faith as a result.
  2
  I found myself in a forest during the Night the 
  Forest Walks. I was in awe of Silvanus’s power 
  over the natural world and sought out the 
  Silvanites to learn his dogma.
  3
  I hate to see the natural world spoiled by the 
  greed of civilization. Silvanus gives me the power 
  to push back against civilization’s encroachment.
  4
  Studying life and the natural world, I came 
  to realize that the Silvanite faith had the 
  deepest understanding of life and a long-term 
  understanding of the natural world. This caused 
  me to view the faith differently and made me 
  interested to know more.
  Sune (Sunite)
  Both Greengrass and Midsummer night are celebrated 
  by followers of Sune with risqué forest chases or 
  equally suggestive romps. Organized Sunites also host 
  a Grand Revel once a month that is open to outsiders. 
  The celebration is often a recruiting tool for the church, 
  the replica with the full powers of the true weapon in 
  times of great need.
  Background Story Options:
  d4
  Event
  1
  A paladin of Selûne saved me or my community 
  from an evil lycanthrope. The paladin saw my 
  potential and recruited me into the faith.
  2
  When I was lost and afraid, a path of moonlight 
  led me to safety. Selûne guided my steps and I 
  owe the goddess my life.
  3
  Followers of Selûne revealed a plot by a cult 
  of Shar that would’ve torn my world apart. I 
  recognized the evil of Shar and similar powers 
  and knew following Selûne was the best way to 
  combat them.
  4
  I travelled with a cleric of Selûne for some time, 
  learning of the genuine goodness and kindness 
  the Moonmaiden’s followers live by. I joined the 
  faith and strive to live up to that example.
  Shar (Sharran)
  To Sharran clergy, the Feast of the Moon is celebrated 
  as the Rising of the Dark. The usually autonomous 
  followers gather on this date to perform a blood 
  sacrifice and receive direction for the plots their 
  goddess desires. It is one of the few instances where 
  Sharrans gather predictably.
  Temples and Shrines. In Calimport, the Temple 
  of Old Night is traditionally considered the largest 
  temple to Shar in Faerûn. It competes with a temple 
  in Amn called the Dark Embrace; both establishments 
  seek to be the dominant Sharran sect in the realms, 
  and their plots grow ever-bolder to win the goddess’s 
  approval. 
  Apart from these and a few others, most cities along 
  the Sword Coast have no publicly known shrines to 
  Shar. Worshippers often conceal their faith to perform 
  crafty machinations in secrecy. 
  Background Story Options:
  d4
  Event
  1
  When calamity befell me, it was a follower of 
  Shar who promised and delivered sweet revenge. 
  I pledged my soul and service to the goddess in 
  exchange.
  2
  I crave forbidden knowledge. The church of Shar 
  enticed me with dark secrets, and I know through 
  Shar I can learn the things other faiths would 
  never permit.
  3
  I’ve always been a pessimist, or at least learned 
  not to expect anything good from life. Shar 
  understands me and allows me to show how 
  bleak life truly is.
  
  21
  Background Story Options:
  d4
  Event
  1
  I suffered from a horrible ailment, which the 
  Talonites healed as a holy day display of power. 
  I gave my soul to Talona, to serve her for the 
  duration of the life she gave me.
  2
  Rumor that the Talontar used disease to 
  strike down a village that had insulted Talona 
  didn’t horrify me. It excited me and made me 
  worshipful of Talona’s deadly power.
  3
  Disease and poison secretly terrify me. Through 
  worship of Talona, I can become immune to the 
  things I fear and even learn to control them.
  4
  I sought revenge against an enemy. A follower 
  of Talona, disguised as a merchant, sold me the 
  poison that gave me revenge. Now, I can’t help 
  but be addicted to wielding death in a vial or in 
  the touch of my hand.
  Talos (Talassan)
  Talassan worshippers attempt to mark each major 
  holiday with the summoning of lightning and storms, 
  though such large-scale events aren’t always possible. 
  A ritual related to this practice is known as Calling 
  Down the Thunder, which specifically uses lightning to 
  sacrifice a humanoid to Talos. This action usually grants 
  the worshipper(s) a boon or special prayer to the deity.
  Temples and Shrines. The Gulf of Storms in east 
  Amn is geologically and geographically ripe for 
  breathtaking displays of lightning, whether magical or 
  natural. The bowl-shaped gulf, combined with special 
  iron ore deposits in the hills, causes electrical energies 
  to leap and spiderweb in a fashion unseen anywhere 
  else.
  Elsewhere in the world, Talos is invoked through 
  fear or threat. Talassan threaten disaster to those who 
  don’t respect the deity and are often happy to provide 
  this disaster personally if their word isn’t heeded.
  Background Story Options:
  d4
  Event
  1
  I witnessed the blinding display of storm-power in 
  the Gulf of Storms. I knew that if I gave my soul to 
  Talos, this power could be mine to wield.
  2
  In battle I witnessed a lone Talassan fighter wreak 
  havoc, screaming his god’s name. His passion and 
  ferocity challenged me to find a similar zeal.
  3
  A bolt of red lightning struck me, leaving me 
  unharmed. I heard the voice of Talos in my head, 
  informing me that he had marked me for greatness 
  in his service.
  where outsiders are treated to dancing and minstrel 
  song, and beautiful art objects are placed on display.
  Temples and Shrines. Waterdeep boasts the 
  Temple of Beauty, the largest center of Sunite faith on 
  the Sword Coast. It is closely followed by the House 
  of Firehair in Daerlun. Temples and shrines to Sune 
  often provide mirrors and makeup to all, and Sunite 
  temples in major cities act as a neutral ground for 
  many (especially nobles) to pursue romance away 
  from prying eyes.
  Background Story Options:
  d4
  Event
  1
  I pursued a romance that my family or 
  community would’ve frowned upon. The temple 
  of Sune provided a safe haven for us, and I chose 
  to pursue the faith.
  2
  I attended a Grand Revel and was moved by the 
  displays of art and song. I kept returning to the 
  temple, learning more about the faith each time.
  3
  The local temple of Sune provided me an 
  education in art and other finery that shaped my 
  sense for the aesthetic and eventually acted as a 
  foundation for my faith.
  4
  When I was alone in the world, the clergy of 
  Sune provided me friendship and helped bring 
  me back to the light. My gratitude drove me to 
  learn more about the Sunite faith.
  Talona (Talonite/Talontar)
  Every twelve days Talonites celebrate holy days where 
  the faithful show their dominion over disease and 
  poisons. Non-believers are welcome to come see the 
  sick and diseased be healed by Talona’s clerics, or to 
  purchase small poisons (for common household pests, 
  of course). Whichever of these holy days falls closest 
  to Highharvestide marks the initiation of lay followers 
  into the priesthood, usually marked by rituals of 
  scarring or tattooing holy symbols of the goddess onto 
  the skin.
  Temples and Shrines. The House of Night’s 
  Embrace in Tashluta (east of the Chultan peninsula) is 
  the premier Talonite temple. Clergy here craft some of 
  the deadliest poisons in the world, sending forth their 
  merchants to peddle such wares under the guise of 
  wine and perfume merchants. Elsewhere in the world, 
  the faithful of Talona gather in secretive or remote 
  places of rot and disease: molded, putrid sewers, fetid 
  bogs, and ruins overgrown with deadly fungi act as 
  the perfect places for the faithful to gather and keep 
  others away.
  
  22
  of thousands of faithful to accomplish this task, all 
  Tormish above the age of fourteen in the region giving 
  their lives to empower the Loyal Fury. Those age 
  fourteen and below who survived were known as the 
  Martyr’s Progeny. Now over a century later, the Divine 
  Death is a feast honoring those fallen in service to Torm 
  or the defense of others.
  The True Resurrection. On the 15th of Marpenoth, 
  Tormish celebrate the True Resurrection. This marks 
  the date when Torm was restored to life even greater 
  than before. This is the one date when Tormish 
  can set rigid laws and directives aside. Many take 
  the opportunity to speak openly, enjoy forbidden 
  pleasures, or in rare cases seek vengeance where 
  they would otherwise be bound by law. To be clear, 
  however, these actions are never acts of wanton evil, 
  but are usually acts against evil that would normally 
  be prevented by the laws a Tormtar has sworn to obey.
  Shieldmeet. As with many faiths, Shieldmeet is a 
  day for pledges and oaths to be renewed. Among the 
  Tormish, many prefer to marry or have pledges of 
  service to end on Shieldmeet.
  Temples and Shrines. A sturdy white granite 
  fortress in Tantras is the site where Torm appeared 
  during the Time of Troubles. The Temple of Torm’s 
  Coming has seen its share of battles and it sponsors 
  many knightly and fighting orders to Torm throughout 
  the realms.
  If a city doesn’t have a standalone structure to 
  Torm, those with a temple or shrine to Tyr (and less 
  frequently Ilmater) have an alcove or small holy 
  symbol where the Tormtar are welcome to pray to 
  their own god.
  Background Story Options:
  d4
  Event
  1
  The story of Torm mutually destroying Bane 
  inspires me to stand against evil even in the face 
  of death. Torm’s example is what I seek to emulate 
  every day.
  2
  I saw knights of the Golden Lion working to 
  restore a community decimated by wild magic. 
  Their humility and service spoke to my soul; I 
  immediately sought to learn more about Torm.
  3
  Followers of Torm rooted out corruption among 
  the local authorities. I was impressed with their 
  conduct and sought them out to ask about their 
  faith.
  4
  Tormish warriors destroyed a Banite cult that had 
  terrorized a nearby region for months. I wanted 
  to learn how to stand against evil and decided the 
  best way was to follow Torm.
  d4
  Event
  4
  A great fury drives me, leading me to the Talassan 
  church as a means of mastering my penchant for 
  destruction—not to contain it, but to best unleash 
  it.
  Tempus (Tempuran)
  Followers of Tempus celebrate the anniversaries of 
  great battles, the dates of which are often personal 
  or relevant to each organization of the faithful. All 
  Tempurans celebrate the Feast of the Moon as a time to 
  remember great clashes and fallen heroes.
  Temples and Shrines. The site of Tempus’s descent 
  into Faerûn during the Time of Troubles was in the 
  Dalelands, in a place appropriately named Battledale. 
  The Abbey of the Sword is constructed on this site 
  and is considered one of the holiest locations of the 
  Tempuran church.Tempus has few grand temples 
  but many followers. The faithful can be found on 
  both sides of any given battle; the most likely place 
  to find followers of the war-god is among the ranks of 
  soldiers. Among the faithful of Tempus, armed forces 
  can have rigid hierarchies independent of a given 
  worshipper’s military rank.
  Background Story Options:
  d4
  Event
  1
  Tempuran clergy made the cowardice of a 
  mercenary company known far and wide; the 
  mercenaries used torture and similar tactics. 
  I was impressed with the clergy’s espousal of 
  honorable warfare and asked to learn more.
  2
  A friend or relative died in battle. The Tempuran 
  clergy held a funeral for the loved one and paid 
  their respects in a memorial. I was touched by 
  the gesture and afterward I decided to learn 
  more about Tempus.
  3
  I served in a military company or spent time in 
  close contact with one. Many of the soldiers were 
  followers of Tempus and I learned much of his 
  dogma from them.
  4
  Before a fight, I had a vision of a giant armored 
  man gazing down at me from beneath his helmet. 
  The vision filled me with fervor and strength. 
  Afterward, I realized I had been given a vision of 
  Tempus.
  Torm (Tormish/Tormtar)
  Followers of Torm celebrate two calendar days as 
  holy. The Divine Death on the 13th of Eleasis marks 
  the day Torm died (temporarily) destroying the evil 
  god Bane (also temporarily). Torm absorbed the souls
  
  23
  Background Story Options:
  d4
  Event
  1
  In the frontier, a member of the Tyrran clergy 
  had to serve as judge and jury in a matter of 
  local crime. I was impressed by the Tyrran’s 
  methodical devotion to justice.
  2
  A follower of Tyr bravely confronted local 
  authorities over conflicting and unjust laws. I 
  admired the follower’s courage and asked to 
  learn more about the faith.
  3
  A Tyrran served as my legal advisor in a city 
  where I was wrongfully accused of a crime. 
  When I was found innocent, I decided to learn 
  more about the church.
  4
  I’ve always had an eye for bureaucratic 
  efficiency. The Tyrran belief in a good and just 
  system is sensible and appealing to me.
  Umberlee (Umberlant)
  A public parade celebrates the breaking of sea-ice with 
  the coming spring. This celebration, called First Tide, 
  sees a procession of flutes and drums lead an animal to 
  the thawing waters and cast it, weighted with a stone, 
  into the water. An animal that survives this ordeal is 
  considered sacred by the faith. Some cities consider 
  this practice barbaric, but it’s preferable to the days 
  when the ritual used people.
  Stormcall. The second public event of the 
  Umberlant faith is Stormcall, where a fearful public 
  begs Umberlee to divert an oncoming storm. This 
  ritual’s name implies its second use, when clergy of 
  the faith supplicate the goddess to summon a storm 
  against a ship or harbor.
  Temples and Shrines. Despite the church’s often 
  chaotic followers, fear of Umberlee all but guarantees 
  a shrine or temple to the goddess in any coastal city. 
  Cities that rely heavily on safe passage of merchant’s 
  vessels often have more lavish temples to please the 
  Sea Bitch and avoid costly disasters.
  Background Story Options:
  d4
  Event
  1
  A ship I was traveling on was destroyed by a 
  terrible storm. I barely survived, but ever since 
  have felt Umberlee’s calling. I must serve my 
  goddess...or risk her wrath.
  2
  Living in a coastal town for years led me to realize 
  it would be better to enjoy Umberlee’s power as a 
  worshipper rather than fear it.
  3
  I saw followers of Umberlee perform Stormcall, 
  punishing a port city that didn’t respect the 
  goddess. I realize this was the kind of power I 
  wanted to wield and asked to join the faith.
  Tymora (Tymoran)
  The most important holiday specific to Tymorans is 
  the 22nd of Marpenoth, called Starfall. It is supposedly 
  the date of Tymora’s birth. Members of a structured 
  Tymoran church often receive their advancement or 
  initiation on this holiday. Followers of Tymora also 
  celebrate Midsummer with raucous feasts. Pranks and 
  romantic adventures are common on this date, when 
  the faithful are particularly light-hearted.
  Temples and Shrines. The tendency for Tymorans 
  to participate in, sponsor, encourage, and aid 
  adventurers has made them popular and widespread 
  as a faith. Many folks see Tymora as a positive and 
  optimistic deity of luck and prefer to place their faith 
  in her above her sister of ill fate, Beshaba.
  Background Story Options:
  d4
  Event
  1
  A cleric of Tymora encouraged me to take the risk 
  of becoming an adventurer. Not only did I follow 
  the cleric’s advice, I asked about the faith and took 
  steps to become part of the church.
  2
  I avoided certain death by sheer dumb luck—or 
  maybe it was more than luck. I believe Tymora 
  smiled upon me so that I could live to serve her.
  3
  The Luckmaiden has always seemed to have my 
  back, letting me scrape by in bad situations. Now 
  that I’m older, I don’t take that luck for granted. I 
  see myself as part of a larger picture, with Tymora 
  watching over me.
  4
  I partook in the Tymoran Midsummer celebration. 
  The ability to live boldly, carefree, and take risks 
  was something to be envied. I wanted to live a life 
  like Tymora’s worshipers...so I became one.
  Tyr (Tyrran)
  Worshippers of Tyr observe three holy days every 
  month: Seeing Justice falls on the first day of the month, 
  the Maiming on the thirteenth, and the Blinding on each 
  twenty-second day. The rituals associated with these 
  days serve to remind followers of Tyr’s missing hand 
  and blinded sight.
  Temples and Shrines. Tyr’s followers consist of 
  many knightly orders, but also include many officials, 
  bureaucrats, guards, and others who prefer to see 
  a society of both just and efficient laws. As such, a 
  temple to Tyr can be found in almost any sizeable 
  city. Whether in cities or the frontier, Tyrran temples 
  often double as fortified headquarters for the faith’s 
  knightly orders.
  
  24
  are gathered during Highcoin. During Spheres, glass 
  orbs full of donated money and goods from Highcoin 
  are paraded around until they are broken, and their 
  contents free to take by the citizenry. Sammardach is 
  a holiday ocurring on Mirtul 12th; it commemorates 
  a Waukeenar so wealthy he bought an entire city 
  and donated it to the church. On the 21st of Kythorn, 
  a public parade and feast marks the holiday of 
  Brightbuckle, when Waukeen’s clergy attempt to 
  recruit new followers to the faith.
  During Flamerule, from the 3rd through the 5th, 
  Waukeenar celebrate Sornyn, which is a day of striking 
  new deals and the ability to revel freely even with 
  one’s enemies. A more environmentally-friendly feast 
  occurs on the 17th of Elesias, called Huldark. Huldark 
  thematically celebrates the bounty of the land and 
  usually sees the faithful planting (or sponsoring) new 
  plants and fields. The 7th of Eleint is Spryndalstar, a 
  date for Waukeenar to sponsor mages and magic.
  Marthoon, on the 1st of Marpenoth, is a similar 
  holiday celebrating guards and other defenders. 
  Craftsmen are given a feast on the Night of Hammers 
  and Nails, the 10th day of Uktar. The final holiday 
  is the most somber. Orbar, the 25th day of Nightal, 
  remembers those who have died as a result of greed. 
  Adventurers, treasure seekers, or those slain in pursuit 
  of theft or at the hand of thieves are remembered on 
  this date.
  Temples and Shrines. Followers of Waukeen are 
  as widespread and diverse as currency itself, with 
  many large cities (especially merchant cities) hosting 
  a temple. The church itself rarely owns established 
  knightly orders of the faithful, instead generally 
  sponsoring adventuring and mercenary companies 
  who pay a tithe to the institution.
  Background Story Options:
  d4
  Event
  1
  I attended a feast during Brightbuckle and was 
  dazzled by the wealth and inspirational speeches 
  of the Waukeenar. I decided to join the faith.
  2
  Growing up with an interest in trade, negotiation, 
  and wealth—worshipping Waukeen wasn’t just a 
  spiritual decision for me—it was good business.
  3
  I’ve always wanted to maximize my charity to 
  others and see everyone provided for. Waukeen’s 
  faith is one of charity as well as prosperity—
  perfect for my goals.
  4
  Waukeenar invested in my business or my family’s 
  business when others wouldn’t. I’ve devoted my 
  life to paying it forward and providing that hope 
  and prosperity to all.
  d4
  Event
  4
  I served aboard a ship with a powerful cleric of 
  Umberlee. The cleric destroyed pirates and others 
  who dared cross a follower of the Sea Bitch and 
  piqued my interest in her dogma.
  Valkur
  Followers of Valkur celebrate the Shattering, marking 
  the day in spring when the ice breaks up enough to 
  allow the passage of ships once again. In the south 
  where there is no such ice, the holiday is celebrated on 
  a date determined by the clergy. In either case, the day 
  is usually one to celebrate the unfurling of sails on new 
  ships and the embarkation of voyages by the clergy.
  Temples and Shrines. The Schooner of the Seas is 
  the fastest sea vessel around and simultaneously acts 
  as a seaborne temple of Valkur’s clergy. Generally, 
  temples to Valkur populate coastal cities along the 
  Sword Coast and in the Sea of Fallen Stars to support 
  the faithful by blessing ships that merchants hope to 
  ward against storms or other misfortune.
  Background Story Options:
  d4
  Event
  1
  I attended a celebration of the Shattering in the 
  north and was inspired by the followers of Valkur 
  leaving on a maiden voyage. I asked to join them 
  and learn about the faith.
  2
  A cleric of Valkur used divine power to save me 
  from a terrible storm. I believe the cleric perished 
  in doing so and I owe my life and faith to the 
  church for the bravery that saved my life.
  3
  I hate seeing people worship deities like 
  Umberlee out of fear. I decided to follow Valkur 
  to defy these powers and show people they don’t 
  need to be afraid.
  4
  I knew many downtrodden sailors or was one 
  myself. The charity and resources provided by 
  the church of Valkur touched me personally and I 
  never forgot it.
  Waukeen (Waukeenar)
  Followers of Waukeen mark a full twelve holy days, 
  which respect different historical traditions or serve a 
  diverse set of interests. The first holiday, Cold Counting 
  Comfort, is dedicated to the accounting on the 15th 
  of Hammer during the coldest part of winter. Similar 
  to it is the Great Weave on the 20th of Alturiak, a day 
  when the high houses would practice weaving in the 
  winter months. Highcoin is a feast on the 30th of Ches, 
  celebrating the success of the wealthy. Donations for 
  Spheres, the next holy day on the 10th of Tarsahk, 
  
  25
  T
  his chapter provides character class options 
  for clerics and paladins who follow one of 
  the faiths described in the previous chapter. 
  There are also ranger and druid options for a 
  couple of the deities. A character choosing one of these 
  class options has decided to answer a greater calling or 
  has found inspiration to loyally uphold the dogma and 
  tenets expected of a deity’s faithful. 
  Akadi
  Queen of Air, the Lady of Air, Lady of the Winds
  Akadi is the goddess of air, wind, and creatures 
  of elemental air. The Queen of Air is powerful 
  and capricious, changeable and unpredictable, 
  the embodiment of whim and freedom. 
  Divine Domain
  Clerics of Akadi can choose from among the Air or 
  Tempest domains.
  Air Domain
  Members of Akadi’s clergy emulate their god’s nature, 
  seeking freedom and travel, going where and when 
  their whims take them. They chafe at restrictions, 
  seeking to escape the confinement of any boundaries, 
  borders or externally imposed limitations.
  Air Domain Spells
  Cleric Level
  Spells
  1st
  absorb elements*, warding vortex
  3rd
  gust of wind, updraft
  5th
  fly, gaseous form
  7th
  conjure minor elementals, steal breath
  9th
  conjure elemental, control winds*
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Bonus Language
  When you choose this domain at 1st level, you learn the 
  Primordial language.
  Bonus Cantrips
  Also at 1st level, you learn the gust* and breathless 
  cantrips. These are considered cleric cantrips for you 
  and don’t count against the number of cantrips you know.
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Blessing of Akadi
  Starting at 1st level, you are blessed by the Lady of 
  Air. When you fall a distance greater than 10 feet, you 
  can choose to expend your reaction to cast feather 
  fall without expending a spell slot, except that it only 
  affects you. 
  Once you use this feature, you can’t use it again 
  until you finish a long rest.  
  In addition, air elementals and elemental 
  creatures associated with air treat you as the 
  same creature type. This doesn’t guarantee 
  cooperation, merely recognition.
  Prohibition of Akadi
  Also at 1st level, you are forbidden from casting spells 
  that create or manipulate the element of earth or stone. 
  These spells can’t be prepared by you. If a spell can 
  generate both earth and stone and other elemental 
  effects—such as conjure minor elementals—you can 
  prepare and cast the spell but you are prohibited from 
  using its earth or stone variables. 
  In addition, if you use any magic item associated 
  with earth or stone, you suffer disadvantage on all 
  saving throws for 24 hours. Instances of forbidden 
  item use extend the duration from the point of last use.
  However, you can be the recipient of spells and effects 
  of earth and stone from the actions of others without 
  penalty.
  Channel Divinity: Fury of Wind
  Beginning at 2nd level, as an action, you present your 
  holy symbol and release a powerful blast of wind from 
  the Elemental Plane of Air. All creatures in a 30-foot 
  cone, starting from your symbol, must make a Strength 
  saving throw. Creatures take bludgeoning damage 
  equal to 2d6 + your cleric level and are knocked prone 
  on a failed saving throw, or half as much damage and 
  retain their footing on a successful one.  
  A creature that has total cover from you is 
  unaffected.
  Light as a Feather
  Beginning at 6th level, you gain advantage on Dexterity 
  saving throws.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Chapter 2: Archetypes of the Faiths
  
  26
  Ascension
  At 17th level, you have a flying speed equal to 
  your current walking speed whenever you aren’t 
  underground or indoors.
  Paladin Oath
  Paladins of Akadi can take the Oath of the Untamed 
  Wind.
  Oath of the Untamed Wind
  Paladins of the Untamed Wind are Akadi’s heralds that 
  travel the breadth of Faerûn at a whim, championing 
  freedom and challenging those who seek to cage or 
  limit others. These paladins view the eternal conflict 
  between the creatures and representatives of the 
  other three elements—water, fire and earth—with 
  disinterest bordering on disdain, knowing air is 
  the superior element and allowing the three lesser 
  elements to squabble for positions below them.
  Tenets of the Untamed Wind
  Air is Freedom. Act as you will, where you will, 
  when you will.
  Air is Changeable. Don’t get locked into inflexible 
  ways. Appraise, evaluate, and alter as needed.
  Air is Limitless. There are no limits except those 
  you set for yourself. 
  Air Rises Above All. Of the four elements, air is 
  superior. Seek to promote and demonstrate that 
  superiority wherever the other elements are found.
  Oath of the Untamed Wind Spells
  Paladin Level
  Spells
  3rd
  absorb elements*, warding vortex
  5th
  gust of wind, updraft
  9th
  fly, gaseous form
  13th
  conjure minor elementals, steal breath
  17th
  conjure elemental, control winds*
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Air Smite
  Your Divine Smite feature deals thunder instead of 
  radiant damage.
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Air Sphere. As an action you present your holy 
  symbol and create a slightly pressurized sphere of air 
  in a 30-foot radius centered on you that moves with 
  you. The sphere hedges out any airborne effects, such 
  as fog, mist, vapor, gasses, smoke, spores, pollens and 
  even poisons. These effects can’t enter the area while 
  the sphere lasts.
  In addition, the sphere provides breathable air 
  for any creatures within it for the duration. It doesn’t 
  provide any barrier to water or other physical 
  material, objects or creatures, but those within 
  the sphere are still provided with air even while 
  underwater.  
  The sphere lasts for a number of rounds equal to 
  your Charisma modifier (minimum of 1 round).
  Gentle Breeze. As an action (or reaction when you 
  or any creature within 60 feet of you falls) you can 
  conjure a gentle breeze to surround and support you 
  and creatures you choose. You can select a number of 
  creatures that you can see within 60 feet equal to your 
  paladin level. For 1 minute, each creature’s falling rate 
  slows to 60 feet per round until the effect ends. If the 
  creature lands before the duration expires it is on its 
  feet and doesn’t take falling damage. 
  In addition, affected creatures gain a +2 bonus to AC 
  against ranged attacks for the duration as the swirling 
  winds turn away incoming objects.
  Lightstep Aura
  Beginning at 7th level, you are surrounded by an aura of 
  dancing winds that support your weight as you move, 
  granting you and all allies within 10 feet the ability to 
  ignore difficult terrain.
  At 18th level this aura extends to 30 feet.
  Scion of the Wind
  Starting at 15th level, you are resistant to thunder and 
  lightning damage.
  Avatar of Air
  At 20th level, you are surrounded by whipping and 
  swirling winds that lash at loose items and clothing. 
  Using your action, you undergo a transformation. For 
  1 minute, or until you use a bonus action to end the 
  transformation, you gain the following benefits:
   
  Ö You gain a flight speed of 60 feet.
   
  Ö Ranged attacks against you have disadvantage.
  
  27
  Summon Djinni
  9th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small replica lamp worth 1000 
  gp)
  Duration: Concentration, up to 1 hour
  You call forth a servant of Akadi in the form of a djinni. 
  The djinni appears in an unoccupied space you can see 
  within range, and it disappears when it drops to 0 hit 
  points or when the spell ends.
  Roll initiative for the djinni, which has its own 
  turns. When you summon it, and on each of your 
  turns for the duration, you can issue a verbal 
  command to it (requiring no action on your part), 
  telling it what it must do on its next turn. If you 
  don’t issue a command, it spends its turn attacking 
  any creature within reach that has attacked it. 
  The djinni is treated as an ally and it will obey your 
  commands willingly. It has statistics as per the Monster 
  Manual, except it doesn’t have access to wishes, nor 
  can it use conjure elemental or planeshift.    
  Updraft
  2nd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a feather)
  Duration: Instantaneous
  You choose a 10-foot radius area within range and 
  cause a powerful sudden updraft, propelling all 
  creatures and loose objects upward 30 feet into the 
  air. Creatures in the area must make a Dexterity saving 
  throw. On a failed saving throw, they are flung 30 feet 
  into the air, only to fall again immediately, taking 3d6 
  bludgeoning damage upon landing. Creatures with 
  a flight speed may elect to not fall, remaining at the 
  30-foot height. The air column doesn’t propel creatures 
  with enough force to cause damage if they strike a solid 
  object or surface (a stone ceiling for example), and if 
  such an object is encountered, the upward lift is limited 
  to that height, and the falling damage is limited to 1d6 
  per 10 feet fallen.   
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the height increases by 
  10 feet.
   
  Ö Any creature starting its turn in an adjacent space 
  must make a Strength saving throw. A creature takes 
  2d6 + your paladin level bludgeoning damage and is 
  pushed back 15 feet on a failed save or half as much 
  damage and isn’t pushed back on a successful one.  
   
  Ö All creatures of the elemental type are cowed by 
  your presence. An elemental creature won’t willingly 
  attack you unless attacked by you first. Powerful, 
  unique elemental creatures—such as the Elemental 
  Princes—are immune to this effect.  
  Once you use this feature you can’t use it again until you 
  finish a long rest.
  Spells
  Breathless
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You cause a creature to experience a moment of 
  suffocation as air is forcibly drawn from its lungs. The 
  target creature must make a Constitution saving throw 
  or suffer 1d8 bludgeoning damage and lose its reaction 
  until the end of its next turn. On a successful save the 
  cantrip has no effect.
  This cantrip doesn’t affect undead, constructs, or 
  creatures that don’t need to breathe.   
  The bludgeoning damage increases to 2d8 at 5th 
  level, 3d8 at 11th, and 4d8 at 17th.
  Steal Breath
  4th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small bag)
  Duration: Concentration, up to 1 minute
  You choose a creature within range, forcefully expelling 
  the air from its lungs and crushing it. The creature 
  must make a Constitution saving throw or it suffers 
  1d8 bludgeoning damage and it is unable to talk or 
  cast spells with verbal components. The spell ends on a 
  successful saving throw. 
  At the end of each of its turns, the creature can make 
  another saving throw to end the spell early. On a failed 
  save, the creature takes 1d8 bludgeoning damage and 
  suffers the continued effects as described above.
  
  28
  Warding Vortex
  2nd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You surround yourself with a small vortex of rapidly 
  rushing air that cushions incoming attacks. Once per 
  round, when you are successfully damaged by a melee 
  or ranged attack, you can roll 1d4 + your proficiency 
  modifier and subtract the result from the damage 
  taken.
  
  29
  Channel Divinity: Waves 
  of Exhaustion
  Beginning at 2nd level, as an action, you 
  present your holy symbol and emit waves 
  of heat that exhaust creatures of your 
  choice in a 30-foot radius from you. Each 
  creature you target must make a Constitution 
  saving throw, or its speed is halved, and it has 
  disadvantage on all ability checks for 1 minute. 
  On a successful save, the target is unaffected.
  An affected creature can make another saving 
  throw at the end of its turn. On a successful save, the 
  effect ends for it.
  Channel Divinity: At’ar’s Furious Gaze
  Starting at 6th level, as an action, you present your holy 
  symbol and emit a beam of searing light and heat that 
  strikes a creature you can see within 60 feet of you. The 
  target must make a Constitution saving throw or take 
  2d10 + your Wisdom modifier radiant damage and it is 
  blinded for 1 minute. On a successful save, the damage 
  is halved, and the creature isn’t blinded. 
  A blinded creature can make a saving throw at the 
  end of its turn, and on a success the effect ends for it.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Sunlord’s Favor
  At 17th level, you have resistance to fire and radiant 
  damage, and you suffer no ill effects from prolonged 
  exposure to high temperatures (such as from 
  dehydration or hyperthermia).
  Paladin Oath
  Paladins of Amaunator can take the Oath of the Eternal 
  Sun.
  Oath of the Eternal Sun
  Paladins of the Oath of the Eternal Sun are wanderers, 
  seeking to promote, and if necessary, enforce laws and 
  foster harmony. By bringing Amaunator’s light to dark 
  places they seek to eradicate chaos and discord. 
  Amaunator
  The Keeper of the Eternal Sun, the Light of 
  Law, the Yellow God, At’ar the Merciless
  Amaunator is the god of the sun and law. 
  He is worshipped as an implacable and 
  often uncaring deity dedicated to the status 
  quo, order, bureaucracy, and the harsh 
  ever-present sun. The Yellow God has been slain, 
  but he always returns, much as the sun rises after each 
  night. The sun is eternal, consistent, and unrelenting, 
  as are the earthly laws modeled from its example. The 
  Bedine tribes of Anauroch know Amaunator as At’ar, 
  a female goddess of spiteful fury—of heat and fire—
  respected for her merciless gaze. 
  Divine Domain
  Clerics of Amaunator may select from the Light or Sun 
  domains.
  Sun Domain
  Members of Amaunator’s clergy serve as functionaries 
  and lawkeepers in sparsely populated areas where 
  bureaucracy is limited, and as legal advocates in more 
  civilized lands. In both cases, the clergy holds that 
  unlawful behavior is revealed in the light of day, and 
  divine punishment for such transgressions should be as 
  implacable as the beating sun.
  Sun Domain Spells
  Cleric Level
  Spells
  1st
  Amaunator’s uncertainty, command
  3rd
  flaming sphere, zone of truth
  5th
  Amaunator’s order, daylight 
  7th
  advanced sunshine, At’ar’s fire
  9th
  flamestrike, geas
  Bonus Cantrips
  When you choose this domain at 1st level, you learn the 
  produce flame and light cantrips. These are considered 
  cleric cantrips for you and don’t count against the 
  number of cantrips you know.
  Blessed Law
  Also at 1st level, when you choose this domain, you 
  are well versed in the finely detailed and convoluted 
  ways of bureaucracy and law. Whenever you make an 
  Intelligence ability check involving law or bureaucracy, 
  you are considered proficient in the relevant skill, and 
  you gain double your proficiency bonus on the roll.
  
  30
  Implacable Endurance
  Starting at 15th level, you gain advantage whenever 
  you make a Constitution ability check, and if you fail 
  the check, you can reroll the die, but you must use the 
  new roll. Once you reroll a saving throw, you can’t do so 
  again until you finish a short rest. 
  Avatar of Light
  At 20th level, you can use your action to transform into 
  a form of pure light and energy. For 1 minute, or until 
  you end the transformation with a bonus action, you 
  gain the following benefits:
   
  Ö You become incorporeal and can’t touch or 
  manipulate physical objects, nor can you make 
  weapon attacks or cast spells. You can pass through 
  solid objects and you gain a flying speed equal to 
  your walking speed. You become immune to all 
  nonmagical damage, and you have resistance to all 
  forms of magical damage. You can end your turn 
  within a solid object, but if you do, the other effects 
  of this feature (blindness and radiant damage) are 
  suppressed.
   
  Ö All creatures that can see you within 30 feet are 
  blinded. A blinded creature that stays in the affected 
  area can make another saving throw at the end of its 
  turn. On a successful save, the effect ends for it.  
   
  Ö A creature that starts its turn within 30 feet of you 
  that isn’t behind total cover takes 1 radiant damage. 
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Advanced Sunshine
  5th-level transmutation
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (an hourglass filled with diamond 
  dust worth 500 gp that is slowly consumed for the 
  duration)
  Duration: 1 week
  You create a zone of sunlight that either benefits or 
  harms an area depending on the choice you make 
  when you cast this spell. You must be in an area where 
  natural sunlight reaches at some point during the day 
  or the spell fails. You create a 100-foot radius area 
  of increased sunlight that is centered on you but is 
  stationary and doesn’t move with you. This area has 
  normal day and night cycles, but the sunlight is brighter 
  and more intense during the day. 
  Tenets of the Eternal Sun
  Light Banishes Darkness. Darkness conceals all 
  manner of evils. In light, all is revealed.
  Order Abates Chaos. Chaos is unstable and 
  inconsistent. Societies flourish under order and 
  structure.
  Law is Right. Law is fair, just, and unbiased. All 
  peoples flourish under the rule of law.
  Sun Promotes Strength. As the natural world 
  flourishes under the light of the sun, so do civilized 
  peoples. The brutal harshness of the sun serves to 
  make us resilient and promotes endurance.
  Oath of the Eternal Sun Spells
  Paladin Level
  Spells
  3rd
  Amaunator’s uncertainty, searing smite
  5th
  branding smite, flaming sphere
  9th
  Amaunator’s order, blinding smite
  13th
  At’ar’s fire, staggering smite
  17th
  banishing smite, flamestrike
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Reinvigorating Warmth. As an action, you present 
  your holy symbol and generate a wave of pleasant 
  warmth in a 30-foot radius around you. All creatures 
  of your choice within the area regain hit points equal 
  to 1d4 + your Charisma modifier (minimum of +1). 
  In addition, creatures of your choice within the 
  area are no longer blinded if they were suffering from 
  that condition due to a spell, feature, or some other 
  temporary effect.
  Heatwave. As an action, you present your holy 
  symbol and generate a wave of heat in a 30-foot radius 
  around you. A creature within the area must make a 
  Constitution saving throw or take 2d8 + your paladin 
  level fire damage and it can’t take reactions until the 
  end of its next turn. On a successful save, the creature 
  takes half the damage but suffers no further effect.
  Eyes of Amaunator
  Beginning at 7th level, you can see through normal and 
  magical darkness to 60 feet and you are immune to the 
  blinded condition. Allies within 10 feet of you are also 
  immune to the blinded condition. The range increases 
  to 30 feet at 18th level.
  
  31
  lawbreaking. Even when intervening when others 
  break the law, the creature won’t break any laws to do 
  so.
  A creature affected by this spell makes another 
  Wisdom saving throw at the end of its turn. On a 
  successful save, the effect ends for it. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, you can affect one 
  additional creature for each slot level above 3rd.
  Amaunator’s Uncertainty
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (an hourglass)
  Duration: Concentration, up to 1 minute
  You target one creature you can see within range, who 
  is plagued with doubts over the logical reasoning of 
  its choices. The creature must make a Wisdom saving 
  throw or lose its bonus action on its turn, and it is 
  unable to take reactions. 
  A creature affected by this spell makes another 
  Wisdom saving throw at the end of its turn. On a 
  successful save, the effect ends for it. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can affect one 
  additional creature for each slot level above 1st.
  At’ar’s Fire
  4th-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a pinch of sulfur and desert sand)
  Duration: Instantaneous
  A bright streak flashes from your pointing finger to a 
  point you choose within range and then blossoms with 
  a low roar into an explosion of flame. Each creature in 
  a 20-foot-radius sphere centered on that point must 
  make a Dexterity saving throw. A target takes 8d6 
  fire damage on a failed save, or half as much damage 
  on a successful one. You are never harmed by the fire 
  produced by this spell.
  The fire spreads around corners and ignites 
  flammable objects in the area that aren’t being worn 
  or carried.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, you can either choose 
  to exclude 1 creature in the area from taking fire 
  damage or increase the damage by 1d6 for each slot 
  level above 4th.
  Whether it is day or night, spells causing darkness 
  are dispelled or fail within the area if they are cast 
  using a lower level spell slot than the one used for 
  this spell. Likewise, a creature’s aura that causes 
  darkness would be suppressed within the area unless 
  the creature has more Hit Dice than your spellcasting  
  level.
  Additionally, all Dexterity (Stealth) and Charisma 
  (Deception) checks made within the area suffer 
  disadvantage under Amaunator’s steady gaze.
  When you cast this spell, select one of the following 
  effects that lasts for the duration and can’t be changed.
  Soothing Sunlight. The pleasant warmth 
  encourages plant growth and healing. All plants thrive 
  under these conditions, experiencing unprecedented 
  growth and offsetting other adverse conditions, such 
  as lack of water and low night temperatures—plants 
  will grow unless they are subject to directly damaging 
  effects. All creatures that take short rests in the area 
  regain an additional 1 hit point per Hit Die spent to 
  recover lost hit points.
  Harsh Sunlight. The beating—merciless sun—
  causes plants to wither and falter. Plants will die 
  irrespective of otherwise good conditions unless 
  they are tended with care, requiring a Nature check 
  against a DC equal to your spell save DC. A successful 
  check must be made each day to cultivate plant life. 
  Additionally, creatures that spend an hour in the area 
  without shelter take 1 point of radiant damage.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, you extend the duration 
  by an additional week for each slot level above 5th, 
  and spells that generate darkness must exceed the 
  new spell level to function (e.g., if advanced sunshine 
  is cast with a 7th level slot, only spells of 8th level or 
  higher can generate darkness in the affected area).
  Amaunator’s Order
  3rd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a page from a legal text)
  Duration: 1 minute
  You select a single creature within range, imposing 
  Amaunator’s sense of law and order on it. The target 
  must make a Wisdom saving throw. On a failed save, the 
  creature can’t knowingly act in a way that breaks a local 
  law. Moreover, if it observes any lawbreaking activity, 
  the creature will be obliged to intervene if possible or 
  report the activity to the nearest local authority.
  There are no ‘shades of grey’ in the reasoning 
  allowed within the strict codes imposed (e.g., breaking 
  laws for the ‘greater good’). The Dungeon Master 
  will inform players of what activities constitute 
  
  32
  Pact Primeval
  When you choose this domain at 1st level, 
  sending evil creatures to the Nine Hells earns 
  your lord’s approval. When a hostile, evil creature 
  that isn’t a devil dies within 30 feet of you, your 
  next attack or ability check within 1 minute is made 
  with advantage. You can choose to benefit from this 
  feature twice, regaining uses when you finish a short 
  or long rest.
  Channel Divinity: Let’s Make a Deal
  Starting at 2nd level, you can use your Channel Divinity 
  as an action to tempt a creature into sin. You whisper 
  into the mind of a creature that you can see within 60 
  feet of you, promising its heart’s desire in exchange 
  for its service. The creature must make a Charisma 
  saving throw. On a failed save, it is charmed by you for 
  1 minute, following your verbal commands to the best 
  of its ability. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect early on 
  a success. The target won’t follow an order that would 
  clearly cause it harm. The creature has advantage on its 
  saving throws if you are fighting it or if you cause it to 
  harm its allies. If the initial saving throw is successful, 
  the creature is unaffected.
  Channel Divinity: The Fine Print
  Starting at 6th level, you can turn a creature’s success 
  into a possible failure. When a creature you can see 
  within 60 feet of you rolls a Charisma, Intelligence, 
  or Wisdom saving throw, you can use your Channel 
  Divinity as a reaction to roll 1d6 and subtract the result 
  from the creature’s saving throw total. This becomes 
  the creature’s new saving throw result.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Rakshasa
  At 17th level, your loyal service to the supreme ruler 
  of the Nine Hells transforms you into a powerful and 
  quasi-immortal devil. Your creature type registers as a 
  fiend and you are affected by spells and features that 
  detect such creature types. You can also cast disguise 
  self at will without expending a spell slot.
  In addition, when you are killed on any plane other 
  than the Nine Hells, your body reforms in the Nine 
  Hells over a number of days equal to 1d12 - your 
  Wisdom modifier (minimum of 1 day). Afterwards, 
  you can reenter the Material Plane (or another plane 
  the DM allows) once again as a living creature. 
  Asmodeus
  The Lord of the Ninth, the Cloven, Old Hoof and 
  Horn
  The origins of Asmodeus are as slippery as the 
  Old Hoof and Horn himself. A generally accepted 
  origin describes the god as originally a servant of 
  lawful powers, tasked with defeating the demons 
  of the Abyss. As the gods’ mortal creations continued 
  to bring ruin on themselves, Asmodeus suggested 
  that he be allowed to harvest and punish the souls of 
  the wicked; this would discourage mortals from evil 
  acts, empower Asmodeus’s battle against the demons, 
  and let the gods focus on other affairs. The gods 
  eventually agreed, signing what became known as the 
  Pact Primeval. When the gods realized that Asmodeus 
  was actively tempting mortals into sin to harvest their 
  souls, they confronted him. His response? “Read the 
  fine print.”
  Divine Domain
  Clerics of Asmodeus may select the Sin domain.
  Sin Domain
  When a fallen soul dies, it is either sent straight to 
  the Nine Hells to become a lowly fiend, such as a 
  lemure, or to the Fugue Plane, where it awaits claim 
  by its eventual destination. While they wait, agents of 
  Asmodeus offer temptations and half-truths to these 
  dead souls, attempting to change their destination to 
  Asmodeus’s domain. Living followers of the Sin Domain 
  concern themselves with these efforts on the Material 
  Plane, hoping to tempt the living into wickedness and 
  securing their souls for the Nine Hells before death. 
  In return, these faithful see a chance to enter the Nine 
  Hells as something greater than a pathetic lemure.
  Sin Domain Spells
  Cleric Level 
  Spells
  1st
  devilcall, dissonant whispers
  3rd
  cruel disappointment, detect thoughts
  5th
  bestow curse, fear
  7th
  forbidden speech, guardian of faith
  9th
  dominate person, planar binding
  Bonus Proficiencies
  At 1st level, you gain proficiency in the Persuasion and 
  Deception skills.
  
  33
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Devil’s Chains. As an action, you can use your 
  Channel Divinity to create deadly bindings reminiscent 
  of a chain devil. You select up to two creatures you can 
  see within 30 feet of you; magical, razor-sharp chains 
  burst up from the ground around them and attempt 
  to wrap around each target. The targets must make a 
  Dexterity saving throw or take slashing damage equal 
  to twice your paladin level and become restrained 
  until the end of your next turn. A creature who makes 
  this saving throw takes half as much damage and 
  isn’t restrained. A creature of Huge size or larger 
  automatically succeeds on its saving throw.
  Voice of the Cloven. Your faith in Asmodeus gives 
  you authority over his devils. As an action, you can 
  shout a word in the Infernal tongue that all fiends 
  either fear or respect; each fiend within 30 feet of 
  you that can hear you must make a Charisma saving 
  throw. If the fiend’s Charisma score is lower than your 
  own, it has disadvantage on the saving throw. Devils 
  who fail the saving throw are charmed by you for 1 
  minute, while demons are frightened of you instead. 
  An affected fiend can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  with a success.
  Devil’s Sight
  At 7th level, you emulate the senses of fiends. You gain 
  darkvision to 120 feet, and magical darkness doesn’t 
  impede your vision. Friendly creatures within 10 feet of 
  you can also see through magical darkness. 
  At 18th level, the range affecting friendly creatures 
  increases to 30 feet.
  Nine Hells Rebuke
  Starting at 15th level, your ability to punish your 
  attackers is second nature to you. When you use your 
  reaction to cast hellish rebuke, you don’t expend a spell 
  slot if you cast it at 1st level.
  Dread Might
  At 20th level, you can use your action to transform 
  into a terrifying devil reminiscent of a pit fiend. The 
  transformation lasts for 1 minute or until you end it 
  early with a bonus action. While transformed, you gain 
  the following benefits:
   
  Ö Bat-like wings sprout from your back, melding from 
  out of your armor or other gear. You gain a flying 
  speed equal to your walking speed.
  However, you suffer a permanent 1d4 penalty to your 
  Constitution score. It is at the DM’s discretion whether 
  you appear where you died, at your previous remains, 
  at a shrine or temple to Asmodeus, or at some other 
  location. If you are killed while you are in the Nine 
  Hells, or if a creature uses a wish over your remains 
  while your spirit is re-forming, only a reincarnate or 
  true resurrection spell can restore you to life. Being 
  returned to life by raise dead or a similar spell doesn’t 
  impose the Constitution loss.
  Paladin Oath
  Paladins of Asmodeus can take the Oath of the Pit.
  Oath of the Pit
  While Asmodeus’s clerics focus their efforts on turning 
  mortal souls, the Lord of the Nine Hells empowers his 
  paladins with the might of his devils. Whereas true 
  fiends are invariably sensed, hunted down, and purged 
  by impetuous do-gooders, Asmodeus’s paladins can 
  act more freely to channel the dominating power of the 
  Hells in other planes.
  Tenets of the Pit
  Temptation. Mortals are weak and fickle creatures. 
  Learn the weaknesses and desires of those around you 
  and use them to your advantage.
  Manipulation. Always look to gain the upper hand, 
  whether by gaining better information, leverage, or 
  even blackmail.
  Domination. Where a silver tongue may fail, a steel 
  blade can succeed. If enemies can’t be wooed, they will 
  be cowed.
  Preparation. A representative of Asmodeus always 
  looks for the upper hand in a deal and knows how to 
  turn any crisis into a fortunate result.
  Oath of the Pit Spells
  Paladin Level
  Spells
  3rd
  devilcall, hellish rebuke
  5th
  blindness/deafness, cruel disappointment
  9th
  blinding smite, fear
  13th
  forbidden speech, staggering smite
  17th
  hold monster, planar binding
  
  34
  Forbidden Speech
  4th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, M (a doll with no mouth and eyes of 
  black onyx gems worth a minimum of 500 gp total, 
  which the spell consumes)
  Duration: Until dispelled
  You touch a creature while naming a specific topic and 
  force it to make a Wisdom saving throw. On a failed save, 
  the creature is unable to discuss the named topic by any 
  means. The creature can’t talk about the subject and its 
  attempts to write about it are unintelligible scribbles, 
  gestures are useless, and even mental communication 
  (telepathy or spells such as detect thoughts) are 
  jumbled. The named topic must be specific, such as an 
  event lasting no more than five minutes, a password 
  or specific piece of information, a conversation, and so 
  on. Overly broad topics, such as all information about 
  a given individual, the entire contents of a book, or 
  similar, will cause the spell to automatically fail. An 
  affected target doesn’t forget the information, but it 
  is unable to communicate it to others in any way. The 
  creature can repeat the saving throw every seven days 
  to end the effect; otherwise, a greater restoration or 
  remove curse spell is required to end the effect. On a 
  successful save, the creature is unaffected.
   
  Ö Your weapon attacks deal an extra 1d6 fire damage.
   
  Ö On each of your turns, you can use a bonus action 
  to make a ranged spell attack by hurling flames at a 
  target you can see within 80 feet. On a hit, the flames 
  deal 4d6 fire damage and ignite objects that aren’t 
  being worn or carried.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Cruel Disappointment
  2nd-level illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 hour
  Choose a creature within range that you can see. The 
  next time the target makes an attack roll or ability 
  check, it must make a Wisdom saving throw. On a 
  successful save, nothing happens. On a failed save, 
  the attack roll or ability check automatically fails, but 
  the target believes it was wildly successful. If failure 
  has unmistakable consequences (falling instead of 
  successfully climbing, for example), the creature finds a 
  way to justify the attempt as successful or correct. The 
  target continues to behave as if its course of action was 
  successful until the end of its next turn, at which time it 
  realizes that it was magically misled.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the number of rounds 
  the target acts as though its course of action was 
  successful increases by one round for each slot level 
  above 2nd. 
  Devil Call
  1st-level divination
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, M (a pinch of sulfur spread across the 
  fingertips)
  Duration: Instantaneous
  You touch a willing creature and grant it fiendish 
  insight. The target’s next Intelligence (Arcana) or 
  Intelligence (Religion) check is made with advantage. 
  Once a creature is targeted by this spell, it can’t benefit 
  from it again until it finishes a long rest.
  
  35
  body always remains at its optimal temperature in 
  cold weather. 
  However, you aren’t immune or resistant to 
  cold damage.
  Channel Divinity: Cold Shroud
  At 2nd level, you can use your Channel Divinity 
  as a bonus action to invoke a lightly obscured 
  15-foot sphere of frosty mists that surround you 
  for 1 minute. A creature other than you or an ally that 
  starts its turn within the area must make a Constitution 
  saving throw. On a failed save, the creature’s speed is 
  halved, and it can’t take reactions until the start of its 
  next turn. 
  The mists move with you for the duration; however, 
  if you move more than half your walking speed, the 
  mists dissipate—ending the effect. Your vision and 
  that of creatures you designate isn’t obscured by the 
  mists.
  Channel Divinity: Icedawn’s Embrace
  Starting at 6th level, you can use your Channel Divinity 
  to increase the effectiveness of your spells that deal 
  cold damage. As an action, you present your holy 
  symbol and invoke Auril’s influence over cold and 
  winter. For 1 minute, enemies within 30 feet of you have 
  disadvantage on saving throws against your domain 
  spells and any spell you cast that deals cold damage. 
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  attacks with Auril’s divine cold. Once on each of your 
  turns, when you hit a creature with a melee weapon 
  attack, you can cause the attack to deal an extra 1d8 
  cold damage.
   When you reach 14th level, the extra damage 
  increases to 2d8. 
  Avatar of Winter
  At 17th level, you are immune to cold damage. Also, 
  if a friendly creature within 30 feet of you takes cold 
  damage, you can use your reaction to grant that 
  creature resistance to the damage.
  In addition, you add your Wisdom modifier to the 
  damage you deal with any spell you cast that deals 
  cold damage.
  Auril
  Frostmaiden, Icedawn, the Cold Goddess
  The goddess of cold and winter is a cruel 
  and vain deity who delights in catching 
  those who didn’t pay her proper homage 
  unaware as they feel winter’s deadly embrace. 
  Auril has no pity for those ignorant of her power. 
  Indeed, caring, compassion and love are alien to the 
  Frostmaiden as she is said to have a heart of pure ice.
  Auril’s faithful are spread across northern Faerûn in 
  loosely organized congregations. Clerics, druids, and 
  paladins most often make up the church’s leadership. 
  Divine Domain
  Clerics of Auril can choose the Cold domain.
  Cold Domain
  Auril’s clerics wander the North spreading fear of the 
  Frostmaiden’s wrath. They warn others to be wary of 
  Auril’s power, to expect harsh winters, and to make 
  sacrifices to the goddess to ensure their safety.
  Cold Domain Spells
  Cleric Level
  Spells
  1st
  frost fingers, snow boots
  3rd
  frost breath, frost whip
  5th
  icelance, sleet storm
  7th
  elemental bane*, ice storm
  9th
  cone of cold, snow snake
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Bonus Cantrip
  When you choose this domain at 1st level, you learn 
  either the frostbite or ray of frost cantrip. This is 
  considered a cleric cantrip for you and doesn’t count 
  against the number of cantrips you know.
  Bonus Proficiencies
  At 1st level, you gain proficiency with one of the 
  following skills: Animal Handling, Nature, Religion, or 
  Survival. 
  In addition, you are proficient with the battleaxe.
  Adapted to Cold Environments
  Also starting at 1st level, you are immune to the effects 
  of cold environments, such as hypothermia, as your
  
  36
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  Master of the Cold Wastes
  Starting at 10th level, you have advantage on your 
  saving throws against spells that deal cold damage, 
  and you take only half damage on a failed save, and no 
  damage on a successful one. 
  In addition, if a creature within 5 feet of you casts a 
  spell that deals cold damage, you can use your reaction 
  to make a melee spell attack against the caster. On 
  a hit, the target takes the attack’s normal damage 
  and it must make a Constitution saving throw with 
  disadvantage or lose the spell. If the caster loses the 
  spell, you absorb its energy; the next spell attack you 
  make that deals cold damage before the end of your 
  next turn deals extra cold damage equal to your level 
  plus the level of the spell slot used to cast the spell you 
  absorbed.
  Winter’s Emissary
  When you reach 14th level, creatures native to arctic 
  lands and cold environments sense your connection to 
  Auril and are hesitant to attack you. When a beast or 
  a creature native to arctic environments attacks you, it 
  must make a Wisdom saving throw against your druid 
  spellcasting DC or it must choose a different target, or 
  the attack automatically misses. On a successful save, 
  the creature is immune to this effect for 24 hours. 
  The creature is aware of this effect before it makes 
  an attack against you.
  Paladin Oath
  Paladins of Auril can take the Oath of Winter’s Wrath
  Oath of Winter’s Wrath
  Auril’s wrath is as cold as the harshest winter. The 
  paladins of the Cold Goddess vow to ride out the 
  winter storms and wield divine cold to destroy 
  Icedawn’s enemies. They are the deliverers of cold 
  justice and the church’s enforcers who collect 
  offerings in reverence of the Frostmaiden—they seek 
  to bring cold and swift deaths upon enemies of the 
  faith. These paladins are feared throughout Faerûn 
  as they travel through towns spreading the word of 
  winter’s approach, telling farmers, merchants, and 
  mayors alike to heed their warnings, revere Auril, and 
  prepare for a harsh winter or suffer the consequences.
  Druid Circle
  Auril’s druids can choose the Circle of Winter.
  Circle of Winter
  Druids of the Circle of Winter revere Auril and embrace 
  winter’s chill. These druids wander the northern 
  reaches of Faerûn, praying to the Cold Goddess—
  holding ceremonies in the coldest hours of the morning. 
  Midwinter is the holiest day of the year for Auril’s 
  worshippers—a time of great ceremonies.
  Bonus Cantrip
  When you choose this circle at 2nd level, you learn 
  either the frostbite or ray of frost cantrip. This is 
  considered a druid cantrip for you and doesn’t count 
  against the number of cantrips you know.
  Arctic Traveler
  Starting at 2nd level, it doesn’t cost you extra movement 
  to move through difficult terrain in snow or arctic 
  tundra. You are also acclimated to freezing weather and 
  immune to hypothermia as your body always remains 
  at its optimal temperature in arctic environments. 
  However, this feature doesn’t grant you resistance 
  to cold damage.
  Circle Spells
  Auril grants you the ability to cast spells of elemental 
  cold. At 3rd, 5th, 7th, and 9th levels you gain access to 
  Circle of Winter spells. Once you gain access to a circle 
  spell, it doesn’t count against the number of spells 
  you can prepare each day. If you gain access to a spell 
  that doesn’t appear on the druid’s spell list, it is still 
  considered a druid spell for you.
  Circle of Winter Spells
  Druid Level
  Spells
  3rd
  frost breath, frost whip
  5th
  icelance, sleet storm
  7th
  elemental bane*, ice storm
  9th
  cone of cold, snow snake
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Winter’s Kiss
  Starting at 6th level, you can pray to Auril to grant you 
  the ability to cast extra spells. During a short rest, you 
  choose expended spell slots to recover. The spell slots 
  can be a combined level that is equal to or less than half 
  your druid level (rounded up) and none of the slots can 
  be 6th level or higher. 
  
  37
  Winter’s Ward
  Beginning at 7th level, Auril surrounds you with a ward 
  of protection against icy cold environments. You and all 
  allies within 10 feet of you are immune to hypothermia 
  and have resistance to cold damage. 
  At 18th level, the aura’s radius increases to 30 feet.
  Wrath of the Winter Storm
  Beginning at 15th level, your faith in Auril’s dominion 
  over winter empowers you to take advantage of 
  opportunities when others are affected by your 
  Grasping Cold Channel Divinity option. A creature that 
  fails its saving throw against your Grasping Cold leaves 
  you an extra opportunity to strike a telling blow; when 
  you take the Attack action, you can use a bonus action 
  to make an extra melee weapon attack against that 
  creature.
  Winter’s Champion
  At 20th level, you can use an action to transform into 
  a champion of winter for 1 minute or until you use an 
  action to end the transformation. Your eyes and skin 
  turn a light blue color. Frost covers your body from head 
  to toe and frigid air surrounds you; this transformation 
  has several benefits:
   
  Ö Any creature within 5 feet of you that touches or 
  strikes you with a melee attack takes 1d6 cold 
  damage.
   
  Ö Your melee weapon attacks deal an extra 1d6 
  cold damage per hit; this damage bypasses cold 
  resistance.
   
  Ö You and allies within 10 feet of you are immune to 
  cold damage.
  Once you use this feature you can’t use it again until you 
  finish a long rest.
  Tenets of Winter’s Wrath
  Respect. Ensure that people pay homage to the Cold 
  Goddess, or they must face dire consequences. Those 
  who don’t show proper respect shall feel winter’s 
  wrath.
  Unleash Auril’s Cold. Wield the divine power 
  granted to you by Icedawn to bring freezing deaths 
  upon enemies of the faith.   
  Inspire Fear of Auril. Travel through Faerûn 
  spreading fear of the Cold Goddess. Everyone should 
  fear winter’s wrath.
  Duty. Honor Auril with your deeds. Weak 
  conviction is a scourge—don’t show pity or sympathy 
  for the weak of will.
  Oath of Winter’s Wrath
  Paladin Level
  Spells
  3rd
  frost fingers, snow boots
  5th
  frost breath, Snilloc’s snowball swarm*
  9th
  icelance, sleet storm
  13th
  elemental bane*, ice storm
  17th
  cone of cold, snow snake
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Grasping Cold. You can use your Channel Divinity 
  to cause Auril’s cold to clutch at your enemies. As an 
  action, you conjure a 10-foot radius sphere of frosty 
  mists that surrounds you for 1 minute. A creature 
  other than you or an ally that starts its turn within the 
  mists must make a Constitution saving throw. On a 
  failed save, the creature’s speed is halved, and it can’t 
  take reactions until the start of its next turn.
  Inspire Fear. As an action, you present your holy 
  symbol and speak a prayer to Auril wishing fear upon 
  a creature within 60 feet of you that you can see. The 
  creature must make a Wisdom saving throw unless it 
  is immune to being frightened. Creatures of elemental 
  fire or those with vulnerability to cold damage have 
  disadvantage on the save. On a failed save, the creature 
  is frightened for 1 minute. On a successful save the 
  creature is immune to this effect for 24 hours.
  An affected creature can try a new saving throw at 
  the end of each of its turns, and on a success, it is no 
  longer frightened.
  
  38
  Heart of Ice
  7th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  Make a melee spell attack against a creature within 
  5 feet of you. On a hit, the target takes 12d10 cold 
  damage. If the creature is killed by this spell, it is 
  petrified as solid ice; if it is broken while petrified this 
  way, the creature thaws to its original state but suffers 
  whatever trauma or loss of limbs that occurred while it 
  was frozen.
  At Higher Levels. When you cast this spell using 
  a spell slot of 8th level or higher, the cold damage 
  increases by 1d10 for every slot level above 7th.
  Icelance
  3rd-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a clear crystal worth at least 50 
  gp)
  Duration: Instantaneous
  A large spear-like shard of ice appears in the air next 
  to you. Choose a target within range that you can see 
  and make a ranged spell attack as the shard launches 
  toward it. On a hit, the target takes 3d6 piercing damage 
  and 3d6 cold damage. In addition, the target must make 
  a Constitution saving throw, or it is stunned until the 
  end of its next turn.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, both damage types 
  increase by 1d6 for each slot level above 3rd.
  Snow Boots
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 8 hours
  You create pockets of air around your legs and feet, 
  which allow you to hover slightly above snowy surfaces. 
  For the duration, moving through difficult terrain made 
  of ice or snow doesn’t cost you extra movement and you 
  don’t risk slipping. In addition, affected creatures leave 
  no trace of their passage through ice or snow for the 
  duration.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can touch and 
  effect one extra creature for every two slot levels 
  above 1st.
  Spells
  Frost Breath
  2nd-level evocation
  Casting Time: 1 action
  Range: Self (5-foot by 30-foot line)
  Components: V, S, M (a drop of water held in the palm 
  of your hand)
  Duration: Instantaneous
  You breathe out a 5-foot by 30-foot line of frost. Each 
  creature caught in the line must make a Dexterity 
  saving throw. On a failed save, the creature takes 4d6 
  cold damage, or half as much on a successful one.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the cold damage 
  increases by 1d6 for every slot level above 2nd.
  Frost Fingers
  1st-level evocation
  Casting Time: 1 action
  Range: Self (a 15-foot cone)
  Components: V, S
  Duration: Instantaneous
  As you hold your hands with thumbs touching and 
  fingers spread, a thin sheet of frost shoots forth from 
  your outstretched fingertips. Each creature in a 15-foot 
  cone must make a Dexterity saving throw. A creature 
  takes 3d6 cold damage on a failed save, or half as much 
  on a successful one.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases 
  by 1d6 for each slot level above 1st.
  Frost Whip
  2nd-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a whip-like beam of frost that extends 
  outward from your hand.  The frost whip has a reach 
  of 10 feet. As part of the action used to cast the spell, 
  and by using an action on each of your turns, you can 
  use the whip to make a melee spell attack against a 
  creature within your reach. On a hit, the creature takes 
  cold damage equal to 2d8 + your spellcasting ability 
  modifier.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the cold damage 
  increases by 1d8 for every two slot levels above 2nd.
  
  39
  Snow Snakes
  5th-level transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (three drops of water in the 
  palm of your hand)
  Duration: 1 minute
  Choose an area of snow within range. The 
  area transforms into 3 giant constrictor 
  snakes. As part of the action used to cast 
  the spell and by using your action on 
  subsequent turns, you can direct the 
  snakes to move and attack creatures 
  within their reach. When a snake hits a 
  target with its attack, the target takes 
  the normal damage from the attack 
  plus an additional 1d6 cold damage.
  At Higher Levels. When you cast 
  this spell using a spell slot of 7th level 
  or higher, you create one extra giant 
  constrictor snake for every two slot 
  levels above 5th.
  
  40
  Channel Divinity: Arcane 
  Enlightenment
  At 2nd level, you can use your Channel Divinity 
  as an action to increase your knowledge of 
  magic for 1 minute. During that time, you have 
  advantage on Intelligence (Arcana) checks.
  In addition, while you are enlightened by 
  this feature, you can use an action to identify a 
  magic item if you hold or touch it and concentrate 
  for 1 round. However, once you use this ability, Arcane 
  Enlightenment ends.
  Starting at 6th level, while you are enlightened, you 
  can use your action to break the attunement of a single 
  cursed item by touching the affected creature. This 
  requires an attack roll for an unwilling creature. Once 
  you use this ability, Arcane Enlightenment ends.
  Divine Recovery
  Starting at 6th level, once per day when you finish a 
  short rest, you can pray to Azuth to recover some of 
  your expended spell slots. The spell slots must have 
  a combined level equal to or less than half your cleric 
  level (rounded up), and none of the slots can be higher 
  than 5th level.
  Potent Spellcasting
  You can add your Wisdom modifier to the damage you 
  deal with any cleric cantrip.
  Priest of the Magistrati
  At 17th level, once between long rests, you can cast 
  either fireball, lightning bolt, wall of fire, wall of force, 
  or wall of stone as if you had used a 5th level spell slot 
  without expending one of your own slots. These spells 
  are also added to your list of domain spells and are 
  always prepared. 
  Paladin Oath
  Paladins of Azuth can take the Oath of the Magistrati.
  Oath of the Magistrati
  A paladin swearing an Oath of the Magistrati is an elite 
  warden of Azuthan ideals. These paladins are often 
  sent to perform arduous deeds that require martial 
  prowess; they could be tasked with recovering arcane
  Azuth
  The High One, Patron of Wizards, Lord of Spells
  Azuthan ideals focus on guardianship and 
  teaching the knowledge of magic. The Lord 
  of Spells expects his followers to gather, 
  distribute, and teach the knowledge of spells 
  and magic throughout the realms. The High One 
  demands his clergy adhere to strict order and use 
  a disciplined approach to achieving these goals. The 
  church seeks to instill order by teaching others to use 
  magic responsibly and preserve it, so it can be used to 
  fight the forces of chaos.
  Divine Domain
  Clerics of Azuth are encouraged to choose the Arcana 
  domain from the Sword Coast Adventurer’s Guide; 
  however, they may also choose the Arcane Knowledge 
  domain.
  Arcane Knowledge Domain
  Clerics of Azuth are granted spells through divine 
  inspiration. Many Azuthan clerics multiclass as arcane 
  spellcasters to better serve the faith and diversify their 
  spell repertoires. Many of these clerics undertake 
  quests to discover lost spells, which they seek to learn 
  and teach others. They believe magic is a tool that can 
  be used to improve civilization and fight against the 
  forces of chaos.
  Arcane Knowledge Domain Spells
  Cleric Level
  Spells
  1st
  detect magic, identify
  3rd
  locate object, Nystul’s magic aura
  5th
  dispel magic, magic circle
  7th
  Azuth’s fedensor, Rary’s mnemonic 
  enhancer
  9th
  Azuth’s exalted triad, Rary’s superior spell 
  enhancer
  Arcane Initiate
  When you choose this domain at 1st level, you gain two 
  bonus cantrips of your choice from the wizard’s spell 
  list. These are considered cleric cantrips for you and 
  don’t count against the number of cantrips you know.
  Bonus Proficiency
   At 1st level, you gain proficiency in the Arcana skill.
  
  41
  You can end this effect on your turn as a part of any 
  other action. If you are no longer holding or carrying 
  this weapon, or if you fall unconscious, this effect ends.
  Spiritual Weapon. As an action, you can use your 
  Channel Divinity to cast spiritual weapon at its lowest 
  level without using a spell slot. 
  When you reach 12th level, the spiritual weapon is 
  cast as if you had used a 4th level spell slot. At 17th 
  level, it is cast as if you had used a 6th level spell slot.
  Aura of Magic Resistance
  Starting at 7th level, while you are conscious, you 
  and all friendly creatures within 10 feet of you have 
  advantage on saving throws against spells. 
  At 18th level, the aura’s range increases to 30 feet.
  Adept Spellcaster
  By 15th level, your training and experience with 
  spellcasting has imbued you with the ability to cast 
  spells quickly. You can cast any of your oath spells that 
  have a casting time of 1 action with a bonus action 
  instead.
  Avatar of the Magistrati 
  At 20th level, as an action, you can activate an aura of 
  arcane power in a 30-foot radius that lasts for 1 minute 
  or until you use a bonus action to dismiss it. This aura 
  has the following benefits:
   
  Ö A circle of power emanates from you for the duration. 
  This circle can’t be dispelled.
   
  Ö You can cast any paladin spell that you have 
  prepared that has a casting time of 1 action with a 
  bonus action instead.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Azuth’s Alteration Mantle
  6th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You set up a magical ward that absorbs harmful spells 
  that target only you. If you are targeted by a spell of 
  6th level or lower, the ward absorbs the spell. When 
  the ward absorbs a spell, you can use your reaction to 
  choose one of the following effects:
  lore and magic items from dangerous places, or they 
  may guard clergy members on perilous journeys. In 
  times of great need, these sacred warriors are charged 
  with defeating the church’s enemies on the fields of 
  battle.
  However, Azuthan paladins also perform peaceful 
  roles; they may act as advisors and diplomats, or 
  they could assume more direct leadership roles to 
  assure that knowledge of magic is taught and spread 
  throughout the realms.
  Tenets of the Magistrati
  Preserve Knowledge of Magic. Find scrolls 
  to deliver to the church’s wizards, so they can be 
  preserved in spell books. Protect spell books and 
  scrolls from harm.
  Spread Knowledge of Magic. Azuthan paladins 
  should seek opportunities to spread knowledge of 
  magic throughout the realms by distributing spell 
  books and teaching others about magic.
  Protect the Holy. Protect wizards, clergy members, 
  the church’s congregation, and Azuth’s holy sites from 
  danger.
  Use Sound Judgement. Azuthan paladins must 
  remain calm; they should carefully consider all 
  options before making decisions based only upon 
  logical reasoning.
  Oath of the Magistrati Spells
  Paladin Level
  Spells
  3rd
  detect magic, shield
  5th
  hold person, locate object
  9th
  dispel magic, magic circle
  13th
  Leomund’s secret chest, Rary’s 
  mnemonic enhancer
  17th
  Bigby’s hand, circle of power
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Sacred Weapon. As an action, you can imbue one 
  weapon you are holding with positive energy. For 1 
  minute, you add your Charisma modifier to attack 
  rolls made with the weapon (minimum bonus of +1). 
  The weapon also emits bright light in a 20-foot radius 
  and dim light for another 20 feet. If the weapon isn’t 
  magical, it is considered magical for the duration.
  
  42
  missile to hit any creature that you can see within range 
  for 1d4 + 1 force damage.
  At Higher Levels. When you cast this spell using a 
  9th level spell slot, you can launch a total of 6 volleys of 
  three magic missiles each.
  Azuth’s Spell Shield
  6th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You touch and grant the recipient advantage on saving 
  throws against spells, and resistance to spell damage 
  for the duration.
  Rary’s Mnemonic Enhancer
  4th-level transmutation
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a piece of string, black dragon 
  blood, and squid ink)
  Duration: 24 hours
  You may only cast this spell once per day, before you 
  start preparing your spells for the day. Choose up to 
  three levels of spells (three 1st level spells, one 1st 
  and one 2nd level spell, or one 3rd level spell) from 
  any other class’s spell list. For 24 hours, you treat the 
  selected spells as if they belonged to your class’s spell 
  list, and you can prepare them as normal.
  This spell is from Elminster’s Guide to Magic.
  Rary’s Superior Spell Enhancer
  5th-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 10 minutes
  When you cast this spell, you hold its energy until you 
  make a spell attack with another spell of your choice 
  before the duration expires. You can enhance the 
  chosen spell by increasing its saving throw DC by 1. In 
  addition, if the spell deals damage, you can add your 
  level + your spellcasting ability modifier to the damage. 
  Once you enhance a spell, this spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, you can increase the 
  saving throw DC by 1 for every two slot levels above 
  5th.
   
  Ö Heal your wounds by 1d6 hit points per level of the 
  spell slot used to cast the spell you absorbed. 
   
  Ö Launch a force bolt at the caster using your spell 
  attack bonus. On a hit, the caster takes 1d6 force 
  damage per level of the spell slot used to cast the 
  spell you absorbed. 
   
  Ö Turn the spell back on its caster using your 
  spellcasting ability as if you had cast the spell.
  Once you expend the spell’s energy by choosing one of 
  its effects, the spell ends. 
  Azuth’s Exalted Triad
  5th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour
  Choose any 1st or 2nd level spell that you have 
  prepared. Once the spell is chosen, it can’t be changed. 
  Once you cast the spell by expending a spell slot as 
  usual, you can retain its energy and cast it two more 
  times without expending another spell slot. If you 
  are still holding the spell’s energy when the duration 
  expires, the magic is lost.
  Azuth’s Fedensor
  4th-level transmutation
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S, M (a spellcasting focus)
  Duration: 10 minutes
  You can imbue your normal spellcasting focus with 
  the power to substitute for a costly spell component. 
  For the duration, the focus can replace any one 
  non-consumable spell component with a cost of 250 
  gold pieces or less. Once the fedensor is used to cast a 
  spell with a costly material component, the spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the spellcasting focus 
  can substitute for an additional 250 gold pieces worth 
  of costly material components for each slot level above 
  4th.
  Azuth’s Firing Frenzy
  6th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You launch four volleys of three magic missiles each 
  for a total of twelve magic missiles; you can direct each
  
  43
  Channel Divinity: 
  Enduring the Fight
  At 2nd level, you can use your action to 
  present your holy symbol and use your 
  Channel Divinity to bolster yourself and your 
  allies for 1 minute. You and all allies within 
  30 feet gain 5 temporary hit points that last for 
  the duration. The number of temporary hit points 
  increases to 10 at 6th level, 15 at 12th level, and 20 at 
  18th level.
  Bonus Attack
  At 6th level, when you take the Attack action to make a 
  melee weapon attack, you can use your bonus action to 
  make an extra melee weapon attack.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with negative 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 necrotic damage. 
  When you reach 14th level, the damage increases to 
  2d8.
  Dreadmaster’s Resilience
  At 17th level, you have resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical 
  weapons.
  Paladin Oath
  Banite paladins are encouraged to take the Oath of 
  Conquest; however, many choose the Oath of Tyranny 
  instead.
  Oath of Tyranny
  A Paladin who swears an Oath of Tyranny is an 
  exemplar of Banite principles. Only the strong of will 
  and most cunning shall rise through the ranks to seize 
  power and rule over the weak. The Black Hand favors 
  strong-willed paladins of the faith, granting them 
  hard-earned power, prestige, and glory. The fiercest of 
  Banite paladins are respectfully known as ‘Black Fists’ 
  within the church.
  Bane
  The Black Hand, Lord of Darkness
  Clerics and paladins who follow the Lord 
  of Darkness strive to dominate others 
  through force of arms. They embrace strife in 
  campaigns of conquest, viewing it as a tool to 
  test the resolve of the faithful and break the will 
  of enemies. Only the strong shall rise above the ranks 
  to rule over the weak. A Banite in a position of power 
  will rule with an iron fist and seek to douse all hopes of 
  rebellion—pursuing all enemies mercilessly. 
  Divine Domain
  Clerics of Bane can freely choose either the Conquest, 
  Strife, or War domain.
  Strife Domain
  Clerics who choose the Strife domain prepare for 
  eternal war on the fields of Acheron. They embrace 
  strife as a necessary force that tests their faith but 
  strengthens resolve. These clerics strive to lead with 
  unwavering ambition toward achieving glory on the 
  fields of battle.  
  Strife Domain Spells
  Cleric Level
  Spells
  1st
  bane, command
  3rd
  hold person, invigorating strike
  5th
  bestow curse, fear
  7th
  confusion, sacred strike
  9th
  dominate person, mystic lash
  Bonus Proficiencies 
  At 1st level, when you select this domain, you gain 
  proficiency with heavy armor and martial weapons.
  Battle Formation
  At 1st level, you gain a +1 bonus to your AC whenever 
  an ally is within 5 feet of you. 
  In addition, whenever a foe within 5 feet of you 
  makes an attack that doesn’t include you as a target, 
  you can use your reaction to make a melee weapon 
  attack against the offending creature. You can use this 
  part of the feature a number of times equal to your 
  Wisdom modifier. You regain all uses when you finish a 
  short or long rest.
  
  44
  Aura of Dread
  Starting at 7th level, while you are conscious, you 
  project an ominous aura in a 10-foot radius. An enemy 
  that willingly moves into the affected area or starts 
  its turn there must make a Charisma saving throw. On 
  a failed save, the creature has disadvantage on attack 
  rolls until the start of its next turn. A successful saving 
  throw negates the aura’s effect on that creature until 
  the start of its next turn.
  At 18th level, the aura’s radius increases to 30 feet.
  Commanding Tyrant
  Beginning at 15th level, you can use your reaction to 
  cast command on a creature that failed its saving throw 
  against your Aura of Dread feature without using a 
  spell slot. You can use this feature a number of times 
  between long rests equal to your Charisma modifier 
  (minimum of once). You can continue using this feature 
  to cast command as a reaction after reaching your daily 
  limit of free uses, but you must expend a spell slot as 
  usual.
  Dreadmaster’s Avatar
  At 20th level, you can use an action to undergo a 
  transformation that gives you a domineering presence. 
  The transformation lasts for 1 minute or until you use 
  an action to end it; you gain the following benefits while 
  it is active:
   
  Ö Your Charisma score increases by 2. This can raise 
  your Charisma score above 20.
   
  Ö Enemies within 30 feet of you have disadvantage 
  on their saving throws against your oath spells and 
  features.
   
  Ö You can cast command at will without expending a 
  spell slot.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Tenets of Tyranny
  Dominate the Weak. Those of meek body and 
  mind should be ruled over with an iron fist—their 
  incompetence threatens the rule of law and order.
  Ambition. Achieve lofty goals toward victory and 
  dominance while advancing the church’s power and 
  influence.
  Apathy. Hold no sympathy for the wretched 
  and incompetent and show no mercy for those 
  undeserving of your respect.
  Spread Fear of Bane. Fill your enemies’ hearts with 
  fear and dread as they contemplate the impending 
  doom of the Black Hand.
  Oath of Tyranny Spells
  Paladin Level
  Spells
  3rd
  bane, command
  5th
  hold person, invigorating strike
  9th
  bestow curse, fear
  13th
  dominate beast, sacred strike
  17th
  dominate person, hold monster
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Unholy Weapon. As an action, you can imbue one 
  weapon you are holding with negative energy. For 
  1 minute, you add your Charisma modifier to attack 
  rolls made with the weapon (minimum of +1). If the 
  weapon isn’t magical, it is considered magical for 
  the duration. While this feature is in effect, you can 
  use a bonus action on your turn to extinguish any 
  nonmagical light sources within 30 feet of you.
  You can end this effect on your turn as a part of any 
  other action. If you are no longer holding or carrying 
  the weapon, or if you fall unconscious, this effect ends.
  Cause Fear. You can use your Channel Divinity to 
  assume a terrifying presence. As an action, you can 
  force creatures of your choice within 30 feet that can 
  see or hear you to make a Wisdom saving throw. On a 
  failed save, a creature becomes frightened of you for 
  1 minute. A frightened creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  early on itself on a success.
  
  45
  d6 Result
  Effect
  6
  The target is grappled and restrained by the 
  whip (see below)
  If the target is grappled and restrained by the whip, 
  it can use its action to make a Strength (Athletics) or 
  Dexterity (Acrobatics) check against your spellcasting 
  DC to escape. If the creature fails to escape the grapple, 
  you can use your bonus action to automatically deal 
  2d10 lightning damage to it until it breaks free. 
  However, the creature doesn’t need to make saving 
  throws to avoid random effects while grappled.
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the lightning damage 
  increases by 1d10 for every two slot levels above 5th.
  Sacred Strike
  4th-level necromancy 
  Casting Time: 1 action
  Range: 5 feet
  Components: V, S, M (two drops of holy water, and one 
  of the caster’s hairs)
  Duration: Concentration, up to 1 minute
  You conjure a whip-like flexible line of force that 
  emanates from your hand and crackles with crimson 
  hued sparks. You are considered proficient with the 
  weapon, which has a reach of 10 feet. You can wield 
  the weapon as you would a normal whip but use your 
  spellcasting ability modifier when making melee attack 
  and damage rolls. 
  On a hit, a living creature takes 3d4 + your 
  spellcasting ability modifier necrotic damage and it 
  must make a Constitution saving throw. On a failed 
  save, the creature is racked by excruciating pain and 
  has disadvantage on its next attack roll, ability check, 
  or saving throw before the end of its next turn. On a 
  successful save, the creature still takes the damage, 
  but doesn’t suffer any further effects. Whether the 
  creature makes the save or not, you regain a number of 
  hit points equal to half the necrotic damage dealt.
  An undead creature hit by the weapon takes 
  damage normally, but doesn’t suffer any further 
  effects; however, rather than being healed, you take 
  half the necrotic damage dealt.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the necrotic damage 
  increases by 1d4 for every two slot levels above 4th.
  This spell is from Elminster’s Guide to Magic.
  Spells
  Invigorating Strike
  2nd-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, M (a melee weapon)
  Duration: Instantaneous
  When you hit a creature with a melee weapon attack, in 
  addition to dealing the weapon’s normal damage, you 
  regain hit points equal to 1d4 + your spellcasting ability 
  modifier. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage you deal 
  on a successful hit and the number of hit points you 
  regain both increase by 1d4 for each slot level above 
  2nd.
  This spell is from Elminster’s Guide to Magic.
  Mystic Lash
  5th-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, M (a holy symbol and a piece of amber)
  Duration: Concentration, up to 1 minute
  You create a crimson colored line of force resembling a 
  whip in an unoccupied space you can see within range. 
  As part of the action used to cast the spell, you can make 
  a melee spell attack against a creature within 10 feet of 
  the whip. On a hit, the target must make a Constitution 
  saving throw; on a failed save, it takes 2d10 lightning 
  damage and it suffers from a random effect determined 
  on the table below. On a successful save, the creature 
  still takes the damage but doesn’t suffer a random 
  effect. 
   As a bonus action on each of your turns, you can 
  move the mystic lash up to 30 feet within the spell’s 
  range and make a melee spell attack against a creature 
  within 10 feet of it. On a hit, the target takes the 
  damage and must make a Constitution saving throw or 
  suffer a random effect from the table. 
  Mystic Lash Random Effect
  d6 Result
  Effect
  1
  Stunned until end of next turn
  2
  Frightened until end of next turn
  3
  Wracked with pain—target takes an extra 
  1d6 psychic damage
  4
  Paralyzed until the end of next turn
  5
  Thunderous boom—the target takes an 
  extra 2d6 thunder damage
  
  46
  The Doom of Bane
  6th-level necromancy
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a suit of plate armor and a 
  longsword)
  Duration: Instantaneous
  You touch the corpse of an evilly aligned humanoid 
  that has been dead for no longer than eight hours. 
  The creature rises and dons the suit of armor and 
  wields the longsword as it finishes its transformation 
  into a helmed horror (Monster Manual). The helmed 
  horror is in your service, and acts on its own initiative, 
  aiding you to the best of its abilities; if it drops to 0 hit 
  points, it turns to dust, along with the plate armor and 
  longsword. 
     This spell fails if you attempt to cast it again while 
  a helmed horror is in your service.
  
  47
  Beshaba
  The Maid of Misfortune, Lady Doom, Black 
  Bess
  Beshaba’s clerics and paladins are her agents in 
  Faerûn. They are the few granted some protection 
  from a truly calamitous fate, for a time; though, each 
  knows that undeath may be waiting in the end. These 
  agents embrace strife, trickery, and impending doom to 
  stir fear and reverence toward Lady Doom.  However, 
  the Maid of Misfortune’s clerics and paladins must have 
  the fortitude to endure their difficult tasks or they’ll 
  certainly face a dreadful demise.
  Clerics and paladins of Beshaba pray for their spells 
  at midnight after making an offering to the goddess. 
  They recognize Midsummer and Shieldmeet as holy 
  days in which they often participate in widespread 
  rampages of wanton destruction.
  Divine Domain
  Clerics of Beshaba can choose the Doom domain.
  Doom Domain
  Clerics who choose the Doom domain focus on despair, 
  misfortune, and negative energy as ultimate forces that 
  determine fate. These clerics are tasked with promoting 
  fear and dread of a terrible demise unless homage is 
  paid to Beshaba in full. Clerics without resolve shall 
  pay a steep price while those with fortitude shall rise in 
  power to claim their rightful places among the ranks of 
  the faithful in eternal undeath.  
  Doom Domain Spells
  Cleric Level
  Spells
  1st
  bane, hex
  3rd
  bane of Beshaba, darkfire
  5th
  animate dead, bestow curse
  7th
  doomtide, misfire
  9th
  misfortune, whip of woe
  Bonus Proficiencies 
  When you select this domain at 1st level, you gain 
  proficiency in two of the following skills of your choice: 
  Deception, Intimidation, Persuasion, Sleight of Hand, or 
  Stealth.
  Bonus Cantrip
  When you select this domain at 1st level, you 
  learn the jinx cantrip. This is considered a 
  cleric cantrip for you and doesn’t count against 
  the cantrips you know.
  Channel Divinity: Bestow Misfortune
  Starting at 2nd level, you can use your Channel Divinity 
  to alter a creature’s luck. 
  As an action, you present your holy symbol and 
  force a creature within 30 feet of you to make a 
  Wisdom saving throw. On a failed save, choose one of 
  the target’s ability scores; for 1 minute, the creature 
  has disadvantage on ability checks and attack rolls 
  with the chosen ability.
  Blessed Misfortune
  Beginning at 6th level, whenever you use an ability, 
  feature, or spell to impose disadvantage on a creature’s 
  ability check, attack roll, or saving throw, you gain 
  advantage on one ability check, attack roll, or saving 
  throw of your choice within the next minute. You can 
  only have one advantage due to this feature at a time.
  Necrotic Strike
  Beginning at 8th level, you can infuse your weapon 
  with negative 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 necrotic damage to the 
  target. When you reach 14th level, the extra damage 
  increases to 2d8. 
  Doom Master
  Starting at 17th level, you can control luck to some 
  extent. You have 3 luck points. Whenever you make an 
  ability check, attack roll, or saving throw, you can spend 
  1 luck point to roll an additional d20 and choose which 
  result to use for your roll. 
  Alternatively, you can use your reaction to spend 1 
  luck point when a creature within 30 feet of you makes 
  an ability check, attack roll, or saving throw. Roll an 
  additional d20; you can force the creature to use either 
  result for the outcome of its roll. You regain luck points 
  after a long rest.
  
  48
  Paladin Oath
  Paladins of Beshaba can take the Oath of the Doom 
  Masters. 
  Oath of the Doom Masters
  An Oath of the Doom Masters is a personal vow taken 
  by the most martially adept of Beshaba’s faithful. These 
  paladins are tasked with spreading fear of Lady Doom’s 
  wrath across Faerûn.  They are often multiclass rogue 
  assassins who work as paladin enforcers for the church. 
  Through their quests and actions, these paladins 
  endeavor to inspire fear at the sound of Beshaba’s 
  name. They are deliverers of dark justice upon those 
  who don’t show proper respect for the Maid of 
  Misfortune.  
  Tenets of the Doom Masters
  A paladin of Beshaba must swear to 
  revere and loyally serve the goddess 
  in this life and the next. An Oath of 
  the Doom Masters is personal for 
  each paladin, but each shares 
  these basic tenets:
  Respect. Beshaba must be 
  respected. She is a jealous 
  god. Doom Master 
  paladins are tasked 
  with conveying proper 
  respect for the goddess 
  through their actions and words. 
  They fulfill this obligation through 
  intimidation and retribution.
  Duty. Paladins of Beshaba are 
  devout followers of the faith. Their 
  lives are focused toward bringing 
  about respect and fear of the 
  goddess and dealing vengeance 
  upon whoever has affronted her. 
  They work tirelessly to achieve 
  holy tasks and accept nothing short of 
  total devotion.
  Apathy. Paladins of this oath aren’t concerned 
  about the difficulties and struggles of others. Doom 
  is a given and a good life isn’t guaranteed.  There is 
  always death in the end for the weak and unfaithful. 
  Those most loyal to Beshaba may be spared the worst 
  of her wrath.
  Fortitude. Being a Doom Master paladin is a 
  difficult life. One must be strong of will to ascend 
  through the ranks and earn a respectable place in the 
  afterlife. These paladins cultivate their strengths while 
  exploiting their enemies’ weaknesses. 
  Oath of the Doom Masters Spells
  Paladin Level
  Spells
  3rd
  bane, hex
  5th
  bane of Beshaba, darkfire
  9th
  animate dead, bestow curse
  13th
  doomtide, misfire
  17th
  geas, misfortune
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Bestow Misfortune. As an action, you present 
  your holy symbol and force a creature that you can 
  see within 30 feet to make a Wisdom saving throw. 
  On a failed save, choose one of the creature’s 
  ability scores; for 1 minute, the creature has 
  disadvantage on ability checks and attack rolls 
  with the chosen ability. 
  Vow of Doom. As an action, you announce 
  the coming of a creature’s doom as you 
  make a vow to deliver Beshaba’s wrath 
  upon a creature you can see within 10 
  feet of you. For 1 minute, you have 
  advantage on attack rolls against that 
  creature, or until it drops to 0 hit 
  points or falls unconscious.
  Aura of Compounding 
  Misfortune
  Beginning at 7th level, you are 
  connected to the negative 
  energy of the multiverse 
  through your divine 
  connection to Beshaba. If 
  an enemy within 10 feet of you 
  fails a saving throw, it takes 1d8 
  necrotic damage. If the creature 
  fails the saving throw by 5 or 
  more, it takes 2d8 necrotic 
  damage instead.
  At 18th level, this aura’s radius 
  increases to 30 feet.
  Beshaba’s Boon
  Starting at 15th level, you can roll 1d20 when a creature 
  under the effect of your Vow of Doom makes an attack 
  roll; you can choose which roll the creature uses for the 
  attack.
  
  49
  Darkfire radiates from your hands and eyes. As part of 
  the action used to cast this spell, you can either make 
  a melee spell attack and touch a creature as you strike 
  it with darkfire or you can make a ranged spell attack 
  against a creature you can see within 15 feet as rays of 
  darkfire shoot from your eyes. On a hit, the creature 
  takes 3d10 necrotic damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the necrotic damage 
  increases by 1d10 for each slot level above 2nd.
  Doomtide
  5th-level illusion
  Casting Time: 1 bonus action
  Range: 40 feet
  Components: V, S
  Duration: 1 minute
  This spell creates four 10-foot cubes of swirling black 
  mists, each filled with grasping, shadowy tentacles. 
  You can choose which spaces the cubes occupy within 
  range, but at least 5 feet of each cube’s outer edge must 
  be within or next to another cube. When you cast this 
  spell, you choose whether the mists are stationary, or 
  whether they move away from you at a speed of 5 feet 
  at the start of each of your turns. The mists are heavily 
  obscured, leaving creatures caught within effectively 
  blinded. 
  A creature that starts its turn within the mists 
  must make a Strength saving throw or it is grappled 
  and restrained by the shadowy tentacles. A restrained 
  creature can attempt a new saving throw at the end of 
  each of its turns to break the grapple and free itself. A 
  creature restrained by this spell moves with the mists 
  if they aren’t stationary. The mists can be dispersed 
  within 4 rounds by moderate winds, or within 1 round 
  by a gust of wind spell.
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, you can create an 
  additional 10-foot cube of mists for each slot level 
  above 5th.
  Goad of Misfortune
  6th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a mace, staff, or club)
  Duration: 1 minute
  This spell transforms an ordinary weapon you hold 
  into a powerful magical weapon that dimly emanates 
  a purple-hued aura. You can attack with the weapon 
  using your Wisdom modifier. On a successful hit, the
  Avatar of Doom
  At 20th level, your physical features take on a more 
  dreadful countenance and an aura of impending doom 
  surrounds you. Using your action, you transform into 
  one of Beshaba’s champions of doom; you gain the 
  following benefits for 1 minute or until you use an 
  action to end the transformation:
   
  Ö You can use your reaction to make an opportunity 
  attack against an enemy that makes an attack within 
  5 feet of you. If the enemy misses the attack, you 
  have advantage on your roll. 
   
  Ö You emanate an aura of doom in a 30-foot radius. 
  An enemy that starts its turn within the aura must 
  make a Wisdom saving throw. On a failed save, it 
  has disadvantage on ability checks, attack rolls, and 
  saving throws until the start of its next turn. On a 
  successful save, the creature isn’t affected that turn.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Bane of Beshaba
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a holy symbol and a sliver from a 
  broken mirror)
  Duration: Special
  Choose one creature within 5 feet of you and make a 
  melee spell attack against it. On a hit, the creature has 
  disadvantage on its next saving throw. This spell’s 
  magic will last until its effect is triggered. A dispel magic 
  won’t end the spell but remove curse cast with a spell 
  slot of equal or higher level than the one used to cast 
  this spell will end it.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the number of saving 
  throws made with disadvantage increases by 1 for 
  each slot level above 2nd.
  Darkfire
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch, or 15 feet
  Components: V, S, M (a pinch of ash from a cremated 
  creature)
  Duration: Instantaneous
  
  50
  attack rolls, and saving throws with the chosen ability 
  for the spell’s duration. The creature can attempt a 
  Wisdom saving throw at the end of each of its turns; 
  on a successful save, the creature can end one of the 
  disadvantages affecting it (either ability checks, attack 
  rolls, or saving throws). Once a creature makes three 
  saving throws, the spell ends for that creature.
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, you can affect one 
  additional creature for each slot level above 5th.
  Whip of Woe
  5th-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a lock of human hair anointed 
  with a drop of holy water and consecrated on an altar 
  of Beshaba)
  Duration: Concentration, up to 1 minute
  You conjure a spectral whip that sparkles with crimson 
  colored darkfire. As part of the action used to cast the 
  spell, and by using an action on each of your turns, you 
  can make a melee spell attack against a creature of your 
  choice within 10 feet. On a hit, the target takes 5d4 
  necrotic damage, and if it is a living creature, it must 
  make a Strength saving throw or it drops whatever it is 
  holding as it is wracked with excruciating pain.
  Alternatively, you can lash out with the whip 
  and make a melee spell attack against up to three 
  creatures that are within 10 feet of you and who are 
  adjacent to each other. Make one melee spell attack 
  and compare the result to each target’s AC. On a hit, 
  the creature takes 2d4 necrotic damage, and if it is a 
  living creature, it must make a Strength saving throw 
  or it drops whatever it is holding in its hands due to 
  the excruciating pain.
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the necrotic damage 
  increases by 2d4 against a single target or 1d4 against 
  multiple targets for every two slot levels above 5th.
  weapon deals 2d6 bludgeoning and 2d6 necrotic 
  damage, and you regain 1d6 hit points. 
  In addition, if you drop a creature to 0 hit points 
  with the weapon, you can immediately use your 
  reaction to teleport up to 30 feet to an unoccupied 
  space you can see.  
  At Higher Levels. When you cast this spell using 
  a spell slot of 7th level or higher, the hit points you 
  regain, and the necrotic damage dealt both increase by 
  1d6 for each slot level above 6th.
  Jinx
  Necromancy cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You utter words of defiance as you touch and bestow 
  misfortune upon a creature within 5 feet. Make a melee 
  spell attack. On a hit, the target has disadvantage on its 
  next ability check, attack roll, or saving throw. After the 
  outcome of the roll is determined, the spell ends.
  Misfire
  4th-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: S
  Duration: Concentration, up to 1 minute
  You gesture toward a creature wishing it ill luck. The 
  target must make a Wisdom saving throw. On a failed 
  save, the creature has disadvantage on ranged attacks 
  of any kind for the duration. If the creature attempts 
  to make a ranged attack while under this spell’s effect 
  and misses, it must make a second ranged attack roll 
  against itself. On a hit, the creature takes the attack’s 
  normal damage. The creature can attempt a new saving 
  throw at the end of each of its turns, and on a success, 
  the spell ends for that creature.
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, you can affect one 
  additional creature for each slot level above 4th.
  Misfortune
  5th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Concentration, up to 1 minute
  As part of the action used to cast this spell, you make a 
  melee spell attack against a creature within your reach.
  On a hit, you can choose one of the creature’s ability 
  scores. The creature has disadvantage on ability checks, 
  .
  
  51
  Channel Divinity: Slayer’s Curse 
  At 6th level, you can use an action to mark 
  a creature for death using your Channel 
  Divinity. The creature must be visible and 
  within 30 feet of you at the time you curse 
  it, but it can move away afterwards without 
  breaking the effect. The next time the creature 
  takes damage from a spell or an attack within the next 
  minute, it is vulnerable to all the damage it takes and 
  the Slayer’s Curse ends.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with negative 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 necrotic damage. 
  When you reach 14th level, the damage increases to 
  2d8.
  Deathstalker’s Terror
  At 17th level, you can use an action to activate an aura 
  of terror that surrounds you in a 30-foot radius and 
  lasts for 1 minute or until you dismiss it with an action. 
  A creature that starts its turn within the aura must 
  make a Wisdom saving throw against your spellcasting 
  DC or its speed drops to 0 and it is frightened of you 
  until the start of its next turn. If the save is successful, 
  the creature’s speed is halved, but it isn’t frightened 
  that turn. 
  Paladin Oath
  Paladins of Bhaal can take the Oath of the Deathstalkers.
  Oath of the Deathstalkers
  A paladin who swears an Oath of the Deathstalkers 
  is fully committed to empowering Bhaal through 
  ritualistic murder. These paladins are rare, and like the 
  Lord of Murder’s clerics, usually work alone to fulfil 
  their murderous desires. They approach killing with 
  zeal—performing murders as a ritualistic art form 
  intended to strengthen Bhaal.
  Tenets of the Deathstalkers
  Strengthen Bhaal. Each creature killed strengthens 
  Bhaal—kill in the name of Bhaal.
  Bhaal
  Lord of Murder
  Bhaal doesn’t have a formal church within 
  the realms; though, there are unscrupulous 
  mortals who hunger for murder and call out 
  to him for divine inspiration. The act of killing 
  provides a sense of empowerment for some, and when 
  they can’t control the urge, they look toward the Lord 
  of Murder for approval; this leads to ritualistic killings 
  and a belief that each life taken strengthens Bhaal. 
  Indeed, the Lord of Murder provides divine power 
  to those faithful enough to dedicate lives taken in his 
  name.
  Divine Domain
  Clerics of Bhaal can choose the Murder domain.
  Murder Domain
  Clerics of Bhaal are secretive and usually act alone in 
  fulfilling their desires to kill and strengthen the Lord 
  of Murder. They perform brutal and ritualistic killings 
  dedicated to the god at least once every tenday.  While 
  each cleric’s relationship with Bhaal is deeply personal 
  in the way it fulfils the urge to kill, some seek to lead by 
  forming death cults dedicated to the god. 
  Murder Domain Spells
  Cleric Level
  Spells
  1st
  disguise self, inflict wounds
  3rd
  blur, calm emotions
  5th
  hypnotic pattern, slow
  7th
  blight, greater invisibility
  9th
  cloudkill, mislead
  Bonus Cantrip
  At 1st level when you select this domain, you gain the 
  chill touch cantrip. This is considered a cleric cantrip for 
  you and doesn’t count against the number of cantrips 
  you know.
  Bonus Proficiencies 
  Also at 1st level, you gain proficiency with martial 
  weapons and heavy armor.
  Channel Divinity: Deadly Aim
  At 2nd level, when you make an attack roll, you can use 
  your Channel Divinity and gain a +10 bonus to the roll. 
  You can decide to apply the bonus after you make the 
  roll, but before you know the result.
  
  52
  Deathstalker’s Zeal
  At 20th level you can use your action to intensify your 
  passion for killing and enter a heightened state of focus 
  and determination. For 1 minute or until you end the 
  effect using your action, you gain the following benefits:
   
  Ö You can use your bonus action to take the Dash 
  action, but only to move closer to an enemy.
   
  Ö Your movement doesn’t provoke opportunity attacks 
  when you move toward an enemy.
   
  Ö A frightened enemy that starts its turn within 15 feet 
  of you has its speed reduced to 0.
   
  Ö When you take the Attack action on your turn, you 
  can use a bonus action to make an additional attack. 
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Murder is an Art Form. The best murders are 
  planned and performed with grace, skill, and secrecy.
  Apathy. You must put aside your feelings toward 
  those marked for death. Emotions can cloud your 
  thoughts, so put them aside—for the Lord of Murder.
  Impart knowledge in Death. Before you land the 
  killing blow, let the victim know why it was chosen, 
  and that its death strengthens Bhaal.
  Oath of the Deathstalkers Spells
  Paladin Level
  Spells
  3rd
  compelled duel, inflict wounds
  5th
  blindness/deafness, hold person
  9th
  bestow curse, vampiric touch
  13th
  blight, phantasmal killer
  17th
  enervation, hold monster
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Deathstalker’s Accuracy. As a bonus action, you 
  can use your Channel Divinity to increase your chances 
  of landing a devastating blow. For 1 minute, you score 
  a critical hit on a 19 or 20 on your attack rolls.
  Marked for Death. As an action, you can use 
  your Channel Divinity to utter a powerful vow to 
  kill a creature you can see within 10 feet of you. For 
  1 minute, you have advantage on your attack rolls 
  against that creature, or until it drops to 0 hit points. 
  Slayer’s Focus
  By 7th level, striking an intended victim fuels your 
  hunger for the kill. When you hit a creature with a 
  weapon attack, you gain advantage on the next weapon 
  attack you make against the same target before the end 
  of your next turn. 
  In addition, when you drop a creature to 0 hit 
  points, you gain advantage on the next weapon attack 
  you make before the end of your next turn. 
  Fear of Death
  At 15th level, you radiate an aura of fear in a 10-foot 
  radius that affects those you have injured. A creature 
  that starts its turn within the radius that has been 
  damaged by one of your attacks during the current 
  encounter must make a Wisdom saving throw. On 
  a failed save, the creature is frightened of you until 
  the start of its next turn. On a successful save, it isn’t 
  frightened of you this turn.
  The aura’s radius increases to 30 feet at 18th level.
  
  53
  food and lodging equal to poor conditions for 
  yourself and up to four others.
  In addition, you add double your 
  proficiency bonus to Charisma checks and 
  Wisdom (Insight) checks when interacting 
  with common folk, such as farmers, laborers, 
  and simple craftsmen.
  Channel Divinity: Favor of the Goddess 
  Starting at 2nd level, you can use your Channel Divinity 
  to increase the bounty of food. When you or a creature 
  you are travelling with rolls a Wisdom (Survival) check 
  to forage for food and water or to navigate, you can use 
  your Channel Divinity to grant advantage on the check. 
  Additionally, a foraging creature benefitting from this 
  feature adds your Wisdom modifier to the number of 
  pounds and gallons of food and water it receives even if 
  the check would normally fail.
  Channel Divinity: Chauntea’s 
  Rapid Growth
  Starting at 6th level, you can use your Channel Divinity 
  when casting banish blight, phantom plough, or plant 
  growth to reduce the spell’s casting time. The listed 
  spells with a casting time of 1 action can be cast using 
  a bonus action instead, and the 8-hour casting time of 
  plant growth to enrich crop yield is reduced to 4 hours.
  Potent Spellcasting
  Starting at 8th level, you can add your Wisdom modifier 
  to the damage you deal with any cleric cantrip. 
  Grower’s Grace
  At 17th level, you gain resistance to necrotic and 
  poison damage, and you are immune to the poisoned 
  condition. Also, when a creature within 60 feet of you 
  that you can see takes poison or necrotic damage, you 
  can use your reaction to grant the creature resistance 
  to the damage before it takes effect. This conferred 
  resistance lasts until the start of your next turn.
  Chauntea
  The Great Mother, the Grain Goddess, the 
  Golden Goddess, She Who Shapes All
  Chauntea is a goddess of life, but it is the 
  particulars of her domain that make her one 
  of the most generally beloved deities. Known as 
  the Grain Goddess, Chauntea takes a special interest 
  in farmers and all manner of agrarian societies. This 
  makes her one of the most important deities in the eyes 
  of the many rural communities who live or die by the 
  harvest. In any civilized settlement, any town or city in 
  the Realms, even lowly acolytes of Chauntea are treated 
  with kindness and respect.
  Divine Domain
  Clerics of Chauntea can choose the Pastoral domain.
  Pastoral Domain
  Chauntea’s paladins can be imposing to the common 
  folk—it is her clerics who receive their love and 
  devotion. Even the kindest follower of Silvanus might 
  disavow agriculture as an ugly abuse of nature; 
  Chauntea sees the farmer as honest, hardworking, 
  and worthy of blessing. Her followers can be found in 
  many rural communities that depend on crops to eat 
  and thrive. Ever-welcome, her priests, or ‘pastorals,’ are 
  cherished wherever they tread.
  Pastoral Domain Spells
  Cleric Level
  Spells
  1st
  ceremony*, purify food and drink
  3rd
  banish blight, lesser restoration
  5th
  phantom plough, plant growth
  7th
  aura of purity, grasping vine
  9th
  commune with nature, legend lore
  * From Xanathar’s Guide to Everything
  Bonus Proficiencies 
  At 1st level, you gain proficiency in the Nature and 
  Survival skills. Additionally, you can add your Wisdom 
  modifier to any Intelligence (Nature) check concerning 
  common plants, their uses, or their ailments.
  Welcome Guest
  When you choose this domain at 1st level, identifying 
  yourself as a cleric of Chauntea makes you a welcome 
  guest in any rural community. When in a non-hostile 
  community, its residents are happy to freely provide
  
  54
  the effect using a bonus action. A warped weapon’s 
  attacks are made with disadvantage. Checks to force 
  open a warped door are made with advantage or 
  disadvantage, at your discretion. You can’t affect 
  an object larger than a 5-foot cube with this ability. 
  Warping the object doesn’t permanently damage it; 
  unless otherwise damaged, the object reverts to its 
  original shape when the effect ends.
  New Seedlings. You can pray over fallen enemies, 
  honoring the dead and renewing your own spirit. 
  When you pray to Chauntea in an area containing slain 
  foes for at least one minute, you can Channel Divinity 
  at the end of the prayer to regain hit points to your Lay 
  on Hands pool equal to twice your paladin level. 
  In addition, corpses within 20 feet of you when you 
  make the prayer can’t be turned into undead while 
  they remain in the area, and native plants will sprout 
  from their bodies if left to decompose.
  Great Mother’s Insight
  At 7th level, you and friendly creatures within 10 feet of 
  you can add your Charisma modifier (minimum of +1) 
  to their Wisdom (Survival) and Intelligence (Nature) 
  checks. 
  At 18th level, this radius increases to 30 feet.
  Harvester’s Abjuration
  Starting at 15th level, when you would take damage 
  from a beast, monstrosity, or plant type creature, you 
  can use your reaction to gain resistance to the damage 
  dealt by that creature type until the start of your next 
  turn, including from the triggering attack. When you 
  use this feature, you must finish a long rest before you 
  can do so again.
  Planter’s Seeds
  Starting at 20th level, you find a gift from Chauntea 
  beside you every time you complete a long rest, a gift in 
  the form of 1d4 + 1 small, pale seeds. As an action, you 
  can throw these seeds onto the earth to cast one of your 
  oath spells without expending a spell slot or requiring 
  any of the spell’s normal components. You must throw 
  down a number of seeds equal to the level of the spell 
  you wish to cast, and the spell must have a casting time 
  of 1 action or a bonus action. The seeds can be tossed 
  into any area other than one containing an open flame. 
  The seeds magically appear in your hand when you use 
  this feature if they are somewhere on your person. You 
  can have a maximum of ten of these seeds at a time; you 
  don’t gain additional seeds beyond this maximum and 
  those that leave your possession become mundane. 
  Paladin Oath
  Paladins of Chauntea can take the Oath of the True 
  Shapers.
  Oath of the True Shapers
  The True Shapers are more rugged than their far more 
  agrarian cleric counterparts. One is just as likely to find 
  them roaming the wilds as tending a field; in either 
  instance, though, they are charged with similar duties. 
  The paladins of Chauntea know when to preserve a 
  crop and when to purge it, embracing change when an 
  environment or community’s health would be saved in 
  the long term. The clerics of Chauntea may do some of 
  the most consistently hard work, but it is her paladins 
  who must make the most difficult decisions.
  Tenets of the True Shapers
  Nourish Life. Life comes in many forms—a 
  sprouting seedling, a comfortable home, a worn plow. 
  Seek to nourish life each day.
  Life from Death. Wanton destruction is forbidden. 
  Death is a natural part of life, but one that paves the 
  way for life anew.
  A Judicious Farmer. Like a farmer rotating crops, 
  followers of Chauntea know when dramatic change is 
  needed for life to flourish in the long term.
  A Bounty Given Freely. Chauntea teaches that life, 
  blessing, and healing are given gladly and freely to 
  those in need.
  Oath of the True Shapers Spells
  Paladin Level
  Spells
  3rd
  bless, detect poison and disease
  5th
  banish blight, plant lance
  9th
  phantom plow, plant growth
  13th
  aura of life, conjure woodland beings
  17th
  commune with nature, tree stride
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Warp Wood. As a bonus action, you can use your 
  Channel Divinity to warp wood. You present your holy 
  symbol and focus on a nonmagical wooden object 
  within 60 feet of you that you can see and warp it, the 
  effects lasting for up to 1 minute or until you dismiss
  
  55
  Plant Lance
  2nd-level transmutation
  Casting Time: 1 bonus action
  Range: 60 feet
  Components: V, M (a twig or thorny branch)
  Duration: Concentration, up to 1 minute
  When you cast this spell, you designate a 5-foot square 
  containing plant life—this can be grass, bushes, or even 
  trees. The plant life begins projecting long, wooden 
  lances at a rate of two per round, occurring when you 
  first cast this spell and then continuing to do so at the 
  start of each of your turns while the spell persists. 
  The lances project into any adjacent 5-foot square you 
  choose. Creatures in these areas must make a Dexterity 
  saving throw; on a failed save, the creature takes 3d4 
  piercing damage and its walking speed is halved until 
  the end of its next turn. On a successful save, a creature 
  takes half the damage and its speed isn’t reduced. Once 
  a plant lance juts into an adjacent space, it crumbles 
  away.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you can increase the 
  number of projected lances by 1 for every slot level 
  above 2nd.
  Spells
  Banish Blight
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: Instantaneous
  You touch a mundane plant that is burned, diseased, 
  plagued with parasites, or similar natural detriments. 
  The plant and all others within a 100-foot radius 
  are healed of the injury or are rid of their pestilence. 
  Portions of the plant can be dead or dying and still 
  receive the effect; however, plants that are entirely 
  dead within this radius aren’t affected.
  Alternatively, you can affect plant-type creatures 
  with this spell. You can touch a willing plant-type 
  creature and restore 3d6 hit points to it. You can also 
  make a melee spell attack against a plant creature, 
  dealing 3d6 radiant damage on a hit. You have 
  advantage on this spell attack if the target creature is a 
  blight or other servant of a Gulthias tree.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you can increase the 
  radius of the healing of mundane plants by 50 feet or 
  the damage or healing to a plant creature by 1d6 per 
  slot level above 2nd.
  Phantom Plow
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: Instantaneous
  A phantom force furrows the earth in a 5-foot wide 
  by 30-foot long line from your position in a direction 
  of your choosing. Hostile creatures in the path of the 
  line when you first cast the spell must succeed on 
  a Dexterity saving throw or take 3d8 bludgeoning 
  damage and be knocked prone. Creatures who succeed 
  on the saving throw take half as much damage and 
  aren’t knocked prone. The ground within the affected 
  area becomes soft, plowed earth for 1 minute, 
  regardless of its initial composition. During this time, 
  hostile creatures treat the soft earth as difficult terrain.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the length of the 
  line increases by 5 feet and the bludgeoning damage 
  increases by 1d8 for each slot level above 3rd.
  
  56
  your allies.  All creatures of your choice within 30 
  feet gain the effects of a bless spell for 1 minute. 
  In addition, for the duration, an affected 
  creature wielding a traditional elven weapon 
  (longsword, shortsword, longbow, or shortbow) 
  gains a +1 bonus to the weapon’s damage. 
  Channel Divinity: Charm Fey
  Starting at 6th level, as an action, you present your holy 
  symbol and force all fey within 30 feet of you to make 
  a Wisdom saving throw or gain the charmed condition 
  for 10 minutes. Fey are subject to this effect even if they 
  are normally immune to the charmed condition. On a 
  failed save, the creature becomes friendly to you—and 
  indifferent to your allies—but you don’t gain any 
  ability to command or coerce it. Often, fey assistance 
  is as much a hindrance as it is helpful as some of these 
  capricious creatures are prone to pranks, revelry, and 
  undertaking random recreational activities with their 
  new ally.
  The effect ends after 10 minutes, or if a charmed 
  creature is harmed by you or your allies.    
  Potent Spellcasting
  Starting at 8th level, you can add your Wisdom modifier 
  to the damage you deal with any cleric cantrip. 
  Mythal Weave
  At 17th level you can connect to the Mythals, drawing 
  on their ancient fey magic. You cast domain spells and 
  enchantment spells as if you expended a spell slot 1 
  level higher.  
  Paladin Oath
  Paladins of Corellon can take the Oath of the Fey 
  Warden.
  Oath of the Fey Warden
  While Corellon’s clerics are the preservers of elven 
  heritage, paladins of the Oath of the Fey Warden are its 
  protectors and champions. 
  Fey Wardens guard elven lands from threats and 
  venture forth into the wider world to act as symbols 
  and reminders to the newer races of the realms that 
  the elven nations still burn brightly despite dwindling 
  numbers.  
  Corellon Larethian
  Creator of the Elves, the Protector, First of the 
  Seldarine, Protector and Preserver of Life, Ruler 
  of All Elves
  Corellon is the paramount god of the elves, head of 
  their pantheon and the paragon of elven ideals. The 
  god shares the domain of magic with Mystra, though 
  it is the elder magic of the Feywild rather than the 
  weave of Toril. Corellon is responsible for the Mythals, 
  mantles of ancient fey magic that imbue elven cities and 
  sacred sites. The Creator of the Elves also represents 
  the fields of music, art, high craft, poetry, and—when 
  required—warriors and war.    
  Divine Domain
  Clerics of Corellon can choose the High domain.
  High Domain
  The clergy of Corellon seek to maintain the sacred arts 
  and traditions of the elven peoples in a world that is 
  increasingly coarser and more hostile to elven elegance. 
  They are the custodians and preservers of the history 
  and majesty of the elven peoples of Faerûn. 
  High Domain Spells
  Cleric Level
  Spells
  1st
  faerie fire, resilient arrows
  3rd
  feysong, misty step
  5th
  conjure barrage, resplendence
  7th
  confusion, Correllon’s arrow
  9th
  conjure volley, dispel evil and good
  Bonus Cantrips
  When you choose this domain at 1st level, you learn 
  two cantrips of your choice from any spell list. These 
  are considered cleric cantrips for you, and don’t count 
  against the number of cantrips you know. 
  Bonus Proficiencies 
  Also at 1st level, you become proficient in the Arcana 
  and History skills. You also have advantage on Charisma 
  (Persuasion) checks when socially interacting with 
  elves and other fey.
  Channel Divinity: Blessing of Corellon 
  Beginning at 2nd level, as an action, you present your 
  holy symbol and call upon Corellon’s blessing to aid 
  
  57
  Battle Grace
  Starting at 15th level, you gain 10 feet to your 
  movement speed. In addition, you don’t provoke an 
  opportunity attack when leaving a threatened space.
  Avatar of the Seldarine
  At 20th level, you can assume a radiant form of elven 
  perfection—fast, sleek and deadly. Using your action, 
  you undergo a transformation. For 1 minute or until 
  you dismiss the effect using a bonus action, you gain the 
  following benefits:
   
  Ö At the start of each of your turns you regain one 
  expended superiority die.
   
  Ö You add your Intelligence modifier to your Armor 
  Class.
   
  Ö You can take the Dash action as a bonus action.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Spells
  Corellon’s Arrow
  4th-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (an arrow)
  Duration: 1 minute
  You enchant an arrow with elven magic and then send 
  it forth to strike a foe you can see within range with a 
  streak of golden magic. Make a ranged spell attack 
  against the target. The arrow need not have a direct line 
  to the target, as it swerves around other creatures and 
  partial cover to reach your chosen enemy. 
  If the attack is successful, the creature takes 4d8 
  piercing damage and it must make a Constitution 
  saving throw. On a failed save, the creature is blinded 
  for 1 minute. The creature is blinded regardless of its 
  method of sight or number of eyes. Creatures immune 
  to the blinded condition are unaffected, but still take 
  the initial damage.   
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, you increase the 
  damage by 1d8 for each slot level above 4th.
  Fey Song
  2rd level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a set of panpipes)
  Duration: 1 minute
  You create ethereal fey music that distracts enemies 
  in a 20-foot radius sphere centred on any point within 
  Tenets of the Fey Warden
  Defend the People. All threats to the elven people 
  and culture, external or internal, must be opposed.
  Freedom for All. Freedom is the right of all. Rigid 
  order is oppression.
  Champion of Corellon. You are the herald of the 
  elven people. Be above reproach in your actions.
  No Mercy for Despoilers. Creatures that conquer, 
  destroy, or enslave have no place in the world.   
  Oath of the Fey Warden
  Paladin Level
  Spells
  3rd
  resilient arrows, searing smite
  5th
  branding smite, feysong
  9th
  blinding smite, resplendence
  13th
  Corellon’s arrow, staggering smite
  17th
  banishing smite, dispel evil and good
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Stride of the Feywild. You draw closer to the 
  Feywild, stepping through the boundaries between it 
  and the Material Plane. For a number of turns equal to 
  your Charisma modifier (minimum of 1), you can use a 
  bonus action to teleport up to 15 feet to an unoccupied 
  space you can see.
  Blessed Shot. You may expend your Channel 
  Divinity when you make an attack with a shortbow 
  or longbow to use your Divine Smite feature with the 
  attack. You must still expend a spell slot as usual.
  Weapon Master
  Beginning at 7th level, you gain two maneuvers of your 
  choice from among those available to the fighter Battle 
  Master (Player’s Handbook). If a maneuver requires 
  your target to make a saving throw to resist its effects, 
  the saving throw DC equals 8 + your proficiency bonus 
  + your Strength or Dexterity modifier (your choice).
  You gain one superiority die, which is a d6 (this die 
  is added to any superiority dice you have from other 
  sources). This die is used to fuel your maneuvers. 
  A superiority die is expended when you use it. You 
  regain expended superiority dice when you finish a 
  short or long rest.
  At 18th level, you gain a second superiority die. In 
  addition, both of the superiority dice you gain from 
  this feature become d8s.    
  
  58
  range that you can see. All creatures of your choice 
  within the area must make a Wisdom saving throw or 
  lose their bonus actions and reactions for the duration. 
  A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on it with a success.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you increase the radius 
  by 5 feet for each spell slot level above 2nd.
  Resilient Arrows
  1st-level enchantment
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a flexible stick)
  Duration: 24 hours
  You enchant a single quiver of no more than 20 
  individual arrows. These arrows are resilient and 
  resist breaking upon impact. When collecting this 
  ammunition after expenditure, you can collect all 
  of it intact if you can locate the impact point. Arrows 
  lost off a ship or over a cliff for example are likely 
  unrecoverable, but those impacting nearby or into 
  creatures can be recovered if appropriate time is spent 
  retrieving them.
  This spell doesn’t make the arrows indestructible or 
  otherwise immune to damage or breakage from other 
  methods (including deliberate breakage by creatures) 
  it simply ensures they don’t break on impact. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can enchant 
  another allotment of 20 arrows for each slot level 
  above 1st.
  Resplendence
  3rd-level enchantment
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V, S, M (a small silver mirror)
  Duration: 1 minute
  You surround yourself with a magnificent aura. All 
  creatures within the aura find you impressive and 
  difficult to oppose. You gain advantage on all Charisma 
  checks for the duration.
  Additionally, any creature within 30 feet of you 
  that attempts to target you with an attack or harmful 
  spell must make a Wisdom saving throw. On a failed 
  save, the creature must choose a new target or lose the 
  attack or spell. This spell doesn’t protect you from area 
  effects, such as the explosion of a fireball. If you attack 
  or cast a spell that affects an enemy creature this spell 
  ends.    
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you increase the range 
  by 5 feet for each slot level above 3rd.
  
  59
  Eye of Deceit
  When you choose this domain at 1st 
  level, you learn how to spot deceitful 
  illusions that would lead you astray. 
  You have advantage on Intelligence 
  (Investigation) checks to identify illusions. 
  In addition, successfully identifying 
  something as an illusion on your turn 
  doesn’t consume your action and gives you 
  knowledge of the spell cast to create it.
  Channel Divinity: Instill Madness
  Starting at 2nd level, you can use your Channel Divinity 
  to sow chaos in an enemy’s mind. As an action, you can 
  force a target that you can see within 60 feet of you 
  to make a Wisdom saving throw. On a failed save, the 
  creature goes mad for 1 minute—using its action on 
  each of its turns to make a melee weapon attack against 
  a random creature. On a successful save, the creature is 
  unaffected and immune to this effect for 24 hours. 
  An affected creature can repeat the Wisdom saving 
  throw at the end of each of its turns, ending the effect 
  early on a success.
  Warp Illusion
  Starting at 6th level, when you successfully discern an 
  illusion with an Intelligence (Investigation) check, you 
  can use a bonus action to recast the illusion to your 
  specifications, using one of your own spell slots of the 
  same level of the slot used to cast the original spell. You 
  can do this for any illusion spell, even if you don’t have 
  it prepared. 
  Once you use this feature, you must complete a long 
  rest before you can use it again.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  The One True Way
  At 17th level, the spell save DC for your cleric spells 
  increases by an amount equal to half your proficiency 
  bonus, rounded down.
  Cyric
  Prince of Lies, Prince of Madness, the Dark Sun
  Cyric is nothing if not a master of lies, 
  trickery, and strife. Once a mortal, he is 
  rumored to be directly responsible for the 
  (temporary) death of the goddess Mystra, 
  triggering the Spellplague. There is no one true 
  church of Cyric because every church is the one 
  true church; the god constantly gives his followers 
  clashing instructions or dogmas, while watching with 
  enjoyment to see which follower of the One True Way 
  will come out on top. His followers never question, each 
  believing with complete fervor that they are following 
  Cyric’s true will. The deceitful, the ambitious, and the 
  power-hungry all follow in the god’s footsteps and 
  seek his favor, but in the end, Cyric’s number one goal 
  is to empower himself. The spells that he grants his 
  followers often focus on overwhelming enemies with 
  fear and confounding them with deceptive illusions. 
  His signature spells, black talon and skull of secrets, are 
  odd empowerments of the god’s own amused design. 
  The skull of secrets spell is often used to ward secret 
  sanctuaries from the unfaithful, or to light funeral pyres 
  after reciting a message about following the One True 
  Way.
  Divine Domain
  Clerics of Cyric can choose the Dark Sun domain.
  Dark Sun Domain
  Cyric once killed the goddess Leira, Lady of Deception, 
  and impersonated her until her eventual resurrection. 
  Clerics of the Dark Sun domain mimic their deity’s love 
  of deception, illusion, and strife...as long as they are the 
  source.
  Dark Sun Domain Spells
  Cleric Level
  Spells
  1st
  bane, silent image
  3rd
  black talon, phantasmal force
  5th
  fear, major image
  7th
  hallucinatory terrain, skull of secrets
  9th
  dominate person, seeming
  Bonus Proficiencies 
  At 1st level, you gain proficiency in the Deception and 
  Insight skills.
  
  60
  Prevarication. You expend your Channel Divinity 
  as part of a Charisma (Deception) or Charisma 
  (Intimidation) check to grant yourself a +10 bonus to 
  the roll.
  Dominating Aura
  At 7th level, hostile creatures within 10 feet of you 
  suffer a penalty to their saving throws against being 
  frightened equal to your Charisma modifier (minimum 
  of 1).
   At 18th level, the range of this aura increases to 30 
  feet.
  Frightening Outrage
  Starting at 15th level, when a creature attempts to 
  blind, charm, deafen, or stun you, but you successfully 
  resist the effect, you can use your reaction to force the 
  creature to make a Wisdom saving throw. On a failed 
  save, the creature is frightened of you until the end 
  of its next turn. On a successful save, the creature is 
  unaffected.
  Once you use this feature, you must finish a short or 
  long rest before you can use it again.
  Cyrinshad
  At 20th level, your zeal can overpower the will of a 
  creature and turn it to the One True Way of Cyric. As 
  an action, you touch an incapacitated, unconscious 
  humanoid and force it to make a Wisdom saving throw. 
  On a failed save, when the creature awakens, it becomes 
  a zealous worshipper of Cyric. The creature isn’t 
  considered charmed by you and it may have been given 
  a vision of the One True Way that differs from your own. 
  A creature instilled with this belief can only be cured 
  with a remove curse, greater restoration, or wish spell. 
  On a successful save, the creature is unaffected and 
  immune to this feature for 24 hours.
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  Spells
  Black Talon
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  When you cast this spell, your choice of one of your 
  arms transforms into a shadowy, rubbery tentacle. As 
  part of the action used to cast the spell and as an action 
  Paladin Oath
  Paladins of Cyric can take the Oath of the Ebon Spur. 
  Oath of the Ebon Spur
  Like many aspects of Cyricist worship, the Company 
  of the Ebon Spur is a cruel irony; the order, by any 
  reasonable metric, doesn’t actually exist. Despite this, 
  many knights who follow the Black Sun would claim 
  to be members. Cyric grants many of his potential 
  paladins a vision of the Company of the Ebon Spur, 
  but like the idea of the One True Way, the vision of the 
  fighting order is often intentionally conflicted between 
  different followers.
  Tenets of the Ebon Spur
  It’s All About Cyric. Cyric is the one true god. He’s 
  the best of the deities and the most powerful. Everyone 
  should know that.
  Suffer No Others. Those who impugn Cyric or strike 
  at his servants—why yes, that’s you—should know 
  his wrath. Heresy in word and deed can’t go without 
  answer from a commanding word or a closed fist.
  The One True Way. Cyric proves that mortals can 
  ascend to greatness. His is the One True Way. Lie, steal, 
  kill, bribe—whatever it takes to follow the Way—you’ll 
  do it.
  Oath of the Ebon Spur Spells
  Paladin Level
  Spells
  3rd
  cause fear, hellish rebuke
  5th
  black talon, enthrall
  9th
  fear, tongues
  13th
  phantasmal killer, skull of secrets
  17th
  geas, modify memory
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Me Too. You can use your Channel Divinity as 
  a reaction when a creature within 30 feet of you 
  becomes charmed or frightened by a creature or 
  object. That creature is now charmed by or frightened 
  of you as well. This lasts as long as the target is 
  charmed or frightened by the original source of the 
  effect, though you don’t gain any additional benefits 
  from the condition (such as from a spell that charmed 
  the creature).
  
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  on subsequent turns, you can use the tentacle to make a 
  melee spell attack against a target up to 10 feet away. On 
  a hit, the tentacle deals 2d6 + your spellcasting ability 
  modifier psychic damage. While the spell persists, you 
  can’t use the transformed appendage to perform the 
  somatic components of spells.
  Skull of Secrets
  4th-level conjuration (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duration: Until dispelled
  You enchant a specific point within range, speaking 
  a message of no more than 22 words in any language 
  you know as part of the spell. When a creature fulfills 
  certain conditions within 30 feet of the point where 
  you cast the spell, an intangible skull wreathed in 
  black flame floats up from that point and delivers your 
  message before expelling a gout of black flame. The 
  line of flame is always 5 feet wide and 30 feet long. 
  Creatures in the path of the line must make a Dexterity 
  saving throw, taking 4d8 fire damage on a failed save, or 
  half as much damage on a successful one. Once the skull 
  has delivered its message and spat flames, the spell 
  dissipates.
  The conditions for triggering the message and 
  delivering the line of flame are separate and can be 
  as specific as you wish. For example, the spell might 
  not trigger for a creature who enters the area wearing 
  a certain kind of holy or heraldic symbol. The line of 
  flame might be instructed to strike as many enemies as 
  possible, or to avoid certain types of creatures of your 
  choice. When you cast the spell, you can instruct the 
  message to be delivered as quietly as a whisper or as 
  loud as a booming voice that can be heard up to 300 
  feet away. If no volume is specified, the skull speaks in 
  a commanding voice that can be heard within 60 feet 
  of it.
  
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  Channel Divinity: Cast Glyph
  At 6th level, you can use your action to 
  Channel Divinity and cast a special glyph of 
  warding without using a spell slot or material 
  components. You may cast the spell on an object, 
  and it works exactly like a normal glyph of 
  warding as explained in the Player’s Handbook.
  Alternatively, you can cast a special glyph 
  on a creature that you touch. When you do so, 
  select a damage type (acid, cold, fire, lightning, 
  or thunder). The next time the creature is hit with an 
  attack that deals damage, the attacker is automatically 
  struck by a ray that deals 4d6 of the damage type you 
  selected. After discharging its effect, the glyph’s magic 
  ends. Unlike a normal glyph of warding, a glyph used 
  in this way moves with the protected creature until 
  its effect is triggered. You can only have one glyph 
  protecting a creature at a time; if you cast another 
  glyph on a creature, the old one fades away and loses 
  its magic.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Glyphscribe
  Starting at 17th level, when using your Cast Glyph 
  Channel Divinity option, you can cast symbol instead of 
  glyph of warding without using a spell slot or material 
  components.
  In addition, the damage caused to attackers when 
  attacking a creature protected by a glyph increases to 
  10d6. 
  Deneir
  Lord of All Glyphs and Images, the Scribe of 
  Oghma
  One of the gods of knowledge in Faerûn, 
  Deneir is the god of scribes, calligraphers, 
  cartographers, librarians, and all who write 
  or record knowledge. He encourages his 
  faithful to pursue knowledge in its many 
  forms as art to be cherished. One of the highest orders 
  of Deneir’s church is to unlock the mysteries of the 
  Metatext—the pieces of information hidden within all 
  text that when put together reveal the secrets of the 
  multiverse.
  Divine Domain
  Clerics of Deneir are encouraged to choose either the 
  Knowledge or Glyph domain.
  Glyph Domain
  Clerics who choose the Glyph domain express 
  knowledge as an art form. They seek to unlock 
  mysteries by studying ancient texts and languages, and 
  then record any new knowledge they find into tomes 
  for safekeeping—they look for similarities between 
  old and new expressions of knowledge to unlock the 
  secrets of the Metatext.
  Glyph Domain Spells
  Cleric Level
  Spells
  1st
  comprehend languages, illusory script
  3rd
  glyph of revealing, secret page
  5th
  glyph of warding, tongues
  7th
  divination, Leomund’s secret chest
  9th
  legend lore, shift glyph
  Bonus Cantrip
  When you choose this domain at 1st level, you gain the 
  amanuensis cantrip if you don’t already know it. 
  Bonus Proficiencies 
  Also, at 1st level, you learn two languages of your choice 
  and you become proficient in the Arcana and History 
  skills.
  Channel Divinity: Reveal Magic
  Starting at 2nd level, you can use an action to Channel 
  Divinity and cast detect magic. The spell lasts for 10 
  minutes and doesn’t require your concentration. You 
  can end the effect using a bonus action.
  
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  Dash action or try to escape from an effect that prevents 
  it from moving. If there’s nowhere to move, the creature 
  can use the Dodge action.
  Aura of Enlightenment
  Beginning at 7th level, you radiate a presence of divine 
  understanding. You and all creatures that you choose 
  within 10 feet of you can double their proficiency 
  bonuses with Intelligence ability checks.
  The aura increases to 30 feet at 18th level.
  Magic Resistance
  Starting at 15th level, you have resistance to damage 
  from spells.
  Avatar of the Glyphscribe
  At 20th level, you can use your action to transform 
  into the ideal glyphscribe; for 1 minute, you gain the 
  following benefits:
   
  Ö You have advantage on Intelligence ability checks 
  and saving throws.
   
  Ö You can use your reaction to rebuke a creature that 
  hits you with an attack that deals damage—the 
  creature takes 3d6 psychic damage.
   
  Ö You may cast glyph of warding in 1 minute. 
   
  Ö Any glyph of warding you cast deals maximum 
  damage if you choose the explosive runes option.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Amanuensis
  Enchantment cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a blank sheet of paper)
  Duration: Concentration, up to 10 minutes
  You choose any nonmagical writing you can see within 
  range and it is magically copied onto blank paper you 
  are holding. This spell copies 250 words per minute 
  and creates a perfect duplicate of the original. It doesn’t 
  translate the text or make it clearer. Illustrations or 
  magical writings (such as the text of a spellbook, a spell 
  scroll, or a glyph of warding) aren’t copied at all by this 
  spell. If the original text contains both normal writing 
  and magical writing or illustrations (such as a letter 
  with a glyph of warding or a drawing in one corner), 
  only the normal text is copied. You must provide blank 
  paper in some form for the spell to copy the text onto. 
  Paladin Oath
  Paladins of Deneir can take the Oath of the Glyphscribes. 
  Oath of the Glyphscribes
  Paladins of Deneir are rare; they are usually 
  adventurers who explore dangerous sites of antiquity 
  to discover lost knowledge. These paladins swear 
  an Oath of the Glyphscribes, which focuses on the 
  discovery and preservation of knowledge. 
  Tenets of the Glyphscribes
  Discover Knowledge. Search sites of antiquity 
  for lost texts. Read, research, and listen to others to 
  increase your own knowledge.
  Record Knowledge. Preserve knowledge by 
  transcribing information from old texts into new 
  books. Record the verbal accounts of others into texts.
  Safeguard Knowledge. Guard books and 
  information from those who wish to destroy them.  
  Charity. Translate, transcribe, and deliver 
  messages for the illiterate or those too poor to do so 
  on their own.
  Oath of the Glyphscribes Spells
  Paladin Level
  Spells
  3rd
  comprehend languages, illusory script
  5th
  glyph of revealing, secret page
  9th
  glyph of warding, tongues
  13th
  divination, Leomund’s secret chest
  17th
  legend lore, shift glyph
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Knowledge Seeker. You can use your Channel 
  Divinity to improve your understanding of history 
  or religion. Choose either Intelligence (History) or 
  Intelligence (Religion), you gain advantage on ability 
  checks with the chosen skill for the next 10 minutes.
  Glyph of Fear. As an action, you make a symbol 
  of your faith appear above you. All enemies within 
  30 feet of you who can see the symbol must make a 
  Wisdom saving throw. On a failed save, the creature is 
  turned by you for 1 minute or until it takes damage. 
  A turned creature must spend its turns trying 
  to move as far away from you as it can, and it can’t 
  willingly move to a space within 30 feet of you. It also 
  can’t take reactions. For its action, it can use only the
  
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  At Higher Levels. When you cast this spell using 
  a spell slot higher than 2nd level, you can affect one 
  additional page, and the difficulty of dispelling its 
  magic increases accordingly.
  Shift Glyph
  5th-level transmutation
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S
  Duration: 1 hour
  All magical glyphs and symbols within range faintly 
  glow and can be safely read and identified if you are 
  familiar with them.  In addition, you can select one of 
  the glyphs or symbols and move it safely to another 
  suitable surface within range without triggering its 
  effects.
  This spell prevents the caster from triggering 
  glyphs and symbols within range while maintaining 
  concentration but doesn’t extend this protection to 
  other creatures that meet the triggering conditions. 
  If a blank sheet is filled with copied text, you must 
  cast the spell again with a new blank sheet of paper to 
  continue copying more text.
  This spell is from Elminster’s Guide to Magic.
  Glyph of Revealing
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (special ink made of the juice of 
  crushed eyebright, white chalk, and crushed quartz)
  Duration: 1 hour
  Using the specially prepared ink, you inscribe a glyph 
  onto a horizontal surface, which can be a shield. Once 
  the glyph is completed, it glows with a bright light for 
  a moment and then fades from view. However, for the 
  duration, all glyphs, symbols, magical runes, secret 
  pages, or other magical writing within 120 feet that 
  aren’t behind total cover glow with white light. The 
  glyph of revealing can be moved safely for the duration 
  without ending the spell.
  This spell reveals magical glyphs and symbols 
  but doesn’t prevent them from being triggered if 
  conditions are met.
  Secret Page
  2nd-level transmutation (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (powdered herring scales, and 
  essence of will o’ wisp)
  Duration: Instantaneous
  You transform the contents of a page to appear totally 
  different. A map could be made to look like a poem, a 
  business ledger, or even a blank page. A comprehend 
  languages spell doesn’t reveal the true nature of the 
  page. You can use a command word to reveal the page’s 
  true contents or speak it twice in succession to end the 
  spell. The page will radiate a dim aura of transmutation 
  magic. If dispel magic is cast on the page, the spell ends 
  if this spell was cast using a spell slot of 2nd or 3rd 
  level, and the page’s true contents are revealed; though 
  if this spell was cast using a spell slot of 4th level or 
  higher and the attempt to dispel its magic fails, the page 
  is destroyed, and its contents unrecoverable. 
  A true seeing spell will reveal the true nature of the 
  page, but it doesn’t give its caster knowledge of any 
  languages required to decipher the text.
  
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  In addition, whenever you use a spell of 
  1st level or higher to restore hit points to 
  a creature, the creature regains additional 
  hit points equal to your proficiency bonus 
  if you haven’t willingly killed a creature 
  since your last long rest.
  Channel Divinity: Peaceful 
  Demonstration
  Starting at 2nd level, you can use your Channel 
  Divinity to encourage mercy among your allies. As an 
  action, you can bless yourself and up to four allies that 
  you can see within 30 feet. An affected creature regains 
  hit points equal to 1d6 + your Wisdom modifier when 
  it reduces an enemy to 0 hit points with a melee attack 
  and elects to render it unconscious instead of killing 
  it. This blessing lasts for up to one minute, or until you 
  end the effect early with a bonus action for all those 
  affected.
  Rebuke Violence
  Starting at 6th level, when a creature hits you with a 
  melee weapon attack, you can use your reaction to push 
  it up to 10 feet away from you if it is one size larger than 
  you or smaller; in addition, the creature’s next attack 
  is made with disadvantage. You can use this feature 
  a number of times equal to your Wisdom modifier 
  (minimum of once), regaining expended uses when you 
  finish a long rest.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  A Gentle Waterfall
  At 17th level, your Peaceful Demonstration healing die 
  becomes a d12, and you add your Wisdom modifier 
  (minimum of +1) to the additional hit points restored 
  by your Mercy feature.
  Eldath
  Goddess of Singing Waters, the Quiet One, 
  Mother Guardian of Groves, the Green 
  Goddess
  Eldath’s followers are healers and 
  peacekeepers, holy men and women 
  who value mercy over violence. While other 
  combative deities see Eldath’s beliefs as 
  naive, it is still a dangerous taboo to strike or kill her 
  faithful. Clerics of Eldath focus on sparing their foes 
  and encourage the same in those around them. Paladins 
  of the goddess struggle to uphold the highest ideals 
  of inner peace and kindness despite the unfortunate 
  occasional need for violence.
  Divine Domain
  Clerics of Eldath can choose the Peace domain.
  Peace Domain
  It is widely believed that Eldathyn clerics are such 
  powerful beacons of peace, that to dare strike one 
  brings a terrible curse. While not quite true, it is a 
  welcome rumor that the goddess’s clerics haven’t made 
  much effort to correct. In truth, the greatest power of 
  those who follow the Peace domain lies in the discipline 
  they exert over themselves. Eldath grants these clerics 
  greater power in exchange for the nonviolent (or at 
  least non-lethal) methods they practice.
  Peace Domain Spells
  Cleric Level
  Spells
  1st
  sanctuary, wailing wind
  3rd
  calm emotions, protection from poison
  5th
  aura of vitality, mass healing word
  7th
  aura of purity, water of Eldath
  9th
  greater restoration, mass cure wounds
  Bonus Proficiencies 
  At 1st level, you gain proficiency in the Medicine skill. In 
  addition, you learn the greenwood cantrip. This cantrip 
  doesn’t count against the number of cantrips you know.
  Mercy
  Also at 1st level, when you choose this domain, you 
  gain the ability to make any damage you deal nonlethal 
  when it reduces a creature to 0 hit points. This applies 
  to damage you deal with ranged spell attacks or 
  damaging spells that force the target to make a saving 
  throw. 
  
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  attacking creature to make a Wisdom saving throw 
  or have disadvantage on its weapon attacks for one 
  minute. Your own weapon attacks have disadvantage 
  during this time. Both effects end if you choose to 
  dismiss this feature as a bonus action.
  Tranquil Touch
  Starting at 7th level, the total number of hit points in 
  your Lay on Hands pool equals 7 × your paladin level.
  Reviving Grace
  Starting at 15th level, you can use your Lay on Hands 
  feature to return allies to life. You can expend hit points 
  from your Lay on Hands pool to cast revivify, requiring 
  no spell slot or material components. The cost to your 
  Lay on Hands pool is equal to 4 hit points per Hit Die of 
  the target creature.
  A Quiet Place
  When you reach 20th level, you can use your action 
  to become an avatar of Eldath’s peace for up to one 
  minute, ending the effect on yourself early as a bonus 
  action. While under these effects, you gain the following 
  benefits:
   
  Ö You can use your Lifted Burden Channel Divinity 
  option at will.
   
  Ö You can use your Lay on Hands ability as a bonus 
  action.
   
  Ö You have resistance to all nonmagical bludgeoning, 
  piercing, and slashing damage.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Greenwood
  Transmutation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a twig with a budding spring 
  leaf)
  Duration: Concentration, up to 1 minute
  When you cast this cantrip, you designate either a single 
  willing creature, an object, or an area that occupies no 
  more than a 5-foot cube. The target becomes infused 
  with wet spring wood, snuffing out any flame on the 
  target and making it inflammable for the duration. 
  During this time, the affected creature has advantage 
  on saving throws against spells or similar effects that 
  deal fire damage.
  Paladin Oath
  Eldath’s paladins can choose the Oath of the Tranquil 
  Pool.
  Oath of the Tranquil Pool
  Paladins of Eldath face a moral crisis; how does one 
  reconcile the calling of a holy warrior with the faith of 
  a deity of peace? Paladins who take this oath to Eldath 
  understand that a knowledge of violent technique 
  doesn’t obligate them to use it; they seek peace first in 
  all things, and atonement when peace is impossible. 
  Where other paladins give bold speeches and perilous 
  commands, those of the Tranquil Pool speak with a 
  quiet, measured calm.
  Tenets of the Tranquil Pool
  Mercy over Wrath. You always choose to show 
  kindness and understanding, even when others would 
  be blinded by anger, guilt, or fear.
  Soothing Waters. Your presence must be a calming 
  one, soothing fevered brows and angry hearts.
  Patience over Retribution. You turn the cheek, 
  acquiesce, and withdraw as needed. Hate will always 
  destroy itself; look to your own serenity to endure it.
  Oath of the Tranquil Pool Spells
  Paladin Level
  Spells
  3rd
  sanctuary, wailing wind
  5th
  calm emotions, prayer of healing
  9th
  beacon of hope, protection from 
  energy
  13th
  aura of life, water of Eldath
  17th
  greater restoration, hallow
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Lifted Burden.  As an action, you touch a creature 
  within reach who is charmed, frightened, paralyzed, or 
  stunned. The effect on the creature immediately ends, 
  and you make a saving throw with advantage against 
  the effect as if you had been the original recipient, 
  suffering the effect until the end of your next turn on a 
  failed save, or ending the effect entirely on a successful 
  one.
  Taboo Strike. It is a crime against the holy to strike 
  a servant of Eldath. When you are hit by a weapon 
  attack, you can expend your reaction to force the 
  
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  The size of an object or area you can affect increases 
  by a 5-foot cube when you reach 5th level (10-foot 
  cube), 11th level (15-foot cube), and 17th level 
  (20-foot cube).
  Wailing Wind
  1st-level abjuration (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V
  Duration: 8 hours
  You set up a magical warning system to ward an area 
  the size of a 40-foot cube centered at a point you 
  can see within range. Until the spell ends, a wailing, 
  whistling wind blows toward you whenever a Tiny or 
  larger creature touches or enters the area. You don’t 
  have to be in the area to receive the knowledge this 
  spell provides. The wailing wind will seek you out if you 
  are within 500 feet of the target area. The wailing wind 
  has a distinct audible sound that can be heard by any 
  creature, though a creature wouldn’t know what the 
  sound means unless it was familiar with this spell.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the size of the cube 
  increases by 10 feet and the distance you can be from 
  the warded area increases by 100 feet for every slot 
  level above 1st.
  This spell is from Elminster’s Guide to Magic.
  Water of Eldath
  4th-level abjuration (ritual)
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (diamonds or any light or 
  transparent gemstones worth at least 250 gp, which the 
  spell consumes, and an empty flask or container)
  Duration: Instantaneous
  You fill a potion flask or similar container with the 
  purest spring water from the goddess herself. The flask 
  can act as holy water with an additional effect: When 
  splashed or thrown onto dangerous slime or mold, the 
  water of Eldath destroys these hazards in a 10-foot 
  radius. Alternatively, a non-evil creature can consume 
  the flask’s contents, ending all curses, diseases, and 
  poisons on itself. A creature who consumes the contents 
  in this manner has advantage on saving throws against 
  disease and poison for 24 hours.
  The flask’s contents remain potent for 1 hour. A 
  creature who consumes the Water of Eldath can’t 
  benefit from it again for seven days.
  
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  Channel Divinity: Enhance 
  Tool or Weapon
  Starting at 2nd level, you can use your 
  Channel Divinity to temporarily enhance a 
  tool or a weapon by imbuing it with magic 
  to improve its quality. For 1 hour, the item 
  is considered magical and its user gains 
  a bonus equal to your Wisdom modifier 
  (minimum of +1) on ability checks with the tool 
  or attack rolls with the weapon. 
  Channel Divinity: Enhance Armor
  At 6th level, you can use your Channel Divinity as an 
  action to touch and temporarily alter a metal suit of 
  armor. For 1 hour, the suit of armor gains a +1 bonus 
  and is considered magical and adamantine. This effect 
  will enhance both magical and nonmagical armor, but 
  the item’s total bonus can’t exceed +3.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Wondermaker
  At 17th level, you double your proficiency bonus with 
  any ability check you make with a tool with which you 
  are proficient. In addition, whenever you score a critical 
  hit against an object or construct, you deal maximum 
  damage.
  Gond
  Wonderbringer, the Lord of All Smiths
  Gond is one of the gods of knowledge 
  in Faerûn who oversees the domains of 
  crafting, technology, construction, and 
  creation. His faithful seek to discover new 
  technologies and then craft inventions to 
  help improve work output and efficiency. 
  However, some areas in the realms don’t welcome 
  Gond’s faithful, believing that new inventions encroach 
  upon old trades, others welcome the improved 
  efficiency and quality of life they deliver. 
  Divine Domain
  Clerics of Gond can choose the Craft domain.
  Craft Domain
  Clerics who choose the Craft domain focus on using 
  tools to invent and create a variety of useful items, 
  which they seek to distribute throughout the realms. 
  They believe in disciplined study and work, which 
  they use to bring their ideas to fruition by crafting 
  inventions—they loathe laziness, which leads to ruin.
  Craft Domain Spells
  Cleric Level
  Spells
  1st
  Tenser’s floating disk, unseen servant
  3rd
  lesser fabricate, wieldskill
  5th
  analyze contraption, minor creation
  7th
  fabricate, Leomund’s secret chest
  9th
  creation, skill empowerment*
  * From Xanathar’s Guide to Everything
  Bonus Cantrip
  When you select this domain at 1st level, you learn the 
  mending cantrip if you don’t already know it.
  Bonus Proficiencies 
  At 1st level, you learn one language of your choice. You 
  also gain proficiency with alchemist’s supplies, smith’s 
  tools, and your choice of either tinker’s or thieves’ tools. 
  
  69
  adamantine and you gain a bonus equal to your Wisdom 
  modifier on attack rolls with it.
  Aura of Tool Competency
  Beginning at 7th level, you project a divine aura that 
  inspires competency with tools. You and all allies within 
  10 feet of you add double their proficiency bonus when 
  making ability checks with tools with which they are 
  proficient. 
  The aura’s radius increases to 30 feet at 18th level.
  Tool Mastery
  Starting at 15th level, you gain advantage when you 
  roll an ability check using a tool with which you are 
  proficient. You can use this feature a number of times 
  equal to your Charisma modifier (minimum of once); 
  you regain all uses after a short or long rest.
  Avatar of the Wondermakers
  At 20th level, you can use your action to transform 
  into the ideal crafter; for 1 minute or until you use 
  your action to end the transformation, you have the 
  following benefits:
   
  Ö The radius of your Aura of Tool Competency 
  increases to 50 feet. 
   
  Ö You can use your Lay on Hands feature as a bonus 
  action.
   
  Ö When your Enhance Weapon Channel Divinity 
  feature is active, you score a critical hit on a roll of 19 
  or 20 on attack rolls with it.
   
  Ö When your Gond’s Blessing Channel Divinity feature 
  is active, you can add double your Wisdom modifier 
  as a bonus to ability checks when using tools with 
  which you are proficient.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Paladin Oath
  Gond’s paladins can take the Oath of the Wondermakers.
  Oath of the Wondermakers
  Paladins of Gond are guardians and seekers of 
  knowledge related to crafting and technology; if they 
  aren’t guarding the church’s faithful, holy sites, and 
  tomes of knowledge, they commence on quests to 
  recover lost lore. Other times, they can be found hard 
  at work, either crafting useful items or inventing new 
  ones.
  Tenets of the Wondermakers
  Actions Count. Goals can only be achieved by 
  finishing the necessary work. Don’t procrastinate in 
  your duties.
  Innovate. Seek to craft new and innovative tools 
  and technologies that improve the efficiency of your 
  crafting and the effectiveness of your creations.
  Document Specifications. Carefully create design 
  specifications for the processes used and items you 
  create.
  Teach Crafting. Teach others to craft using 
  the processes you have discovered; spread your 
  knowledge of technology and crafting throughout the 
  realms. 
  Oath of the Wondermakers Spells
  Paladin Level
  Spells
  3rd
  Tenser’s floating disk, unseen servant
  5th
  lesser fabricate, wieldskill
  9th
  analyze contraption, minor creation
  13th
  fabricate, Leomund’s secret chest
  17th
  creation, skill empowerment*
  * From Xanathar’s Guide to Everything
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Gond’s Blessing.  As an action, you can use your 
  Channel Divinity to improve your ability to use tools; 
  for 1 hour, you gain a bonus equal to your Charisma 
  modifier on ability checks you make when using tools 
  with which you are proficient.
  Enhance Weapon. As an action, you can use your 
  Channel Divinity to imbue a melee weapon with magic. 
  For 1 minute, the weapon is considered magical and
  
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  larger than a 2.5-foot cube and it must be of a form that 
  you have seen before.
  The duration depends on the object’s material. If 
  the object is composed of multiple materials, use the 
  shortest duration.
  Object Material and Duration Table
  Material
  Duration
  Vegetable matter
  24 hours
  Stone or crystal
  12 hours
  Precious metals
  1 hour
  Gems
  10 minutes
  Adamantine or mithril
  1 minute
  Using the material created by this spell as another 
  spell’s material component causes that spell to fail.
  Wieldskill
  2nd-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You touch a creature and imbue it with the ability 
  to wield one set of tools with which you are already 
  proficient. For the duration, the target can add its 
  proficiency bonus to any ability checks it makes with 
  the chosen set of tools. 
  Alternatively, if you choose yourself as a target 
  while touching a creature that is proficient with 
  a set of tools that you aren’t proficient with—you 
  gain proficiency with the chosen set of tools for the 
  duration.
  Spells
  Analyze Contraption
  3rd-level divination
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  For the duration, you gain advantage on Intelligence 
  (Investigation) checks to figure out how a device, trap, 
  or mechanism works. If you are successful on your 
  Investigation check when analyzing a device, you gain 
  advantage on any ability checks used to disarm or 
  operate the object’s mechanisms for the duration.
  Lesser Fabricate
  2nd-level transmutation
  Casting Time: 10 minutes
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You convert raw materials into products of the same 
  material. For example, you could fabricate an oar from a 
  wooden limb, or a shirt from a clump of wool.
  Choose raw materials that you can see within 
  range. You can fabricate a Medium or smaller object 
  (contained within a 5-foot cube, or eight connected 
  2.5-foot cubes), given sufficient quantity of raw 
  material. If you are working with metal, stone, or 
  another mineral substance, however, the fabricated 
  object can be no larger than Small (contained within a 
  single 2.5-foot cube). The quality of objects created by 
  this spell is commensurate with the quality of the raw 
  materials.
  Creatures or magic items can’t be created by this 
  spell. You also can’t use it to create items that require 
  a high-degree of craftmanship, such as jewelry, 
  weapons, glass, or armor, unless you have proficiency 
  with the type of artisan’s tools used to craft such 
  objects.
  Minor Creation
  3rd-level illusion
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a tiny piece of matter of the same 
  type of the item you plan to create)
  Duration: Special
  You pull wisps of shadow material from the Shadowfell 
  to create a nonliving object of vegetable matter within 
  range: soft goods, rope, wood, or something similar. You 
  can also use this spell to create mineral objects from 
  stone, crystal, or metal. The object created must be no 
  
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  In addition, creatures of elemental earth 
  (i.e., earth elementals, gargoyles, etc.) treat 
  you as the same creature type. This doesn’t 
  guarantee cooperation, merely recognition. 
  Prohibition of Grumbar
  At 1st level when you choose this domain, you 
  are forbidden from using spells that create or 
  manipulate the element of air or allow flight—you 
  can’t prepare these spells. If a spell can generate both 
  air and other elemental effects—such as conjure minor 
  elementals—you can prepare and cast it but you are 
  prohibited from using its air variables. 
  If you use any magic item that is associated with 
  air or flight you suffer disadvantage on all your saving 
  throws for 24 hours. Instances of forbidden item use 
  result in the full duration being extended from the last 
  point of use.
  However, you can be the recipient of such spells and 
  effects caused by the actions of others without penalty. 
  Channel Divinity: Endurance of Earth
  Beginning at 2nd level, as an action, you present your 
  holy symbol to Channel Divinity and draw strength 
  from the Elemental Plane of Earth. All creatures of 
  your choice within 30 feet who are poisoned are cured 
  of that condition and gain advantage on their next 
  Constitution ability check or saving throw within the 
  next minute. In addition, any creatures within range 
  suffering from an effect caused by a failed Constitution 
  saving throw can immediately make a new saving 
  throw with advantage against the effect. This effect 
  lasts for 1 minute; however, once a creature makes a 
  Constitution saving throw, the effect ends for it.
  Stubborn
  Starting at 6th level, you become stubbornly hard 
  headed. Whenever you must make a saving throw 
  against an effect that deals psychic damage to take half 
  the damage, you instead take no damage on a successful 
  save. 
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Indomitable
  At 17th level, you gain resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical 
  weapons.
  Grumbar
  Boss of the Earth, Earthlord, Gnarley One, 
  King of the Land Below the Roots
  Grumbar is the god of Earth, Stone, and 
  creatures of elemental earth. The Earthlord is 
  timeless, patient and thoughtful, slow to act, and 
  laconic in speech. However, once spurred to action 
  the result is inevitable as his indomitable will grinds all 
  before it to gravel.
  Divine Domain
  Clerics of Grumbar can choose the Earth domain.
  Earth Domain
  The Clergy of Grumbar emulate the god’s nature, deep 
  of thought and with implacable determination when 
  their course is set. They are traditionalists with little to 
  no interest in change.
  Earth Domain Spells
  Cleric Level
  Spells
  1st
  absorb elements*, earth tremor*
  3rd
  earthbind*, Maximillian’s earthen grasp*
  5th
  erupting earth*, shardspray
  7th
  conjure minor elementals, stoneskin
  9th
  conjure elemental, transmute rock*
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Bonus Language
  When you choose this domain at 1st level, you gain 
  proficiency in the Primordial language.
  Bonus Cantrips
  Starting at 1st level, you learn the mold earth* and 
  pummel cantrips. These are considered cleric cantrips 
  for you, and don’t count against the number of cantrips 
  you know.
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Blessing of Grumbar
  Also at 1st level, you are blessed by the Lord of 
  Earth. Your skin hardens and takes on a greyish cast. 
  When you aren’t wearing armor, your AC is 13 + your 
  Dexterity Modifier. You can use your natural armor to 
  determine your AC if the armor you wear would leave 
  you with a lower AC. A shield’s benefits apply as normal 
  while using your natural armor.
  
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  around you. The mud counts as difficult terrain for all 
  creatures except those you choose to exclude. Excluded 
  creatures, including yourself, simply walk across the 
  top of it as if it were solid ground.
  This feature lasts for a number of rounds equal to 
  your Charisma modifier (minimum of 1). 
  Resilience of Stone. As a reaction, when you are hit 
  with an attack, you can harden your skin momentarily, 
  reducing that attack’s damage by an amount equal to 
  your paladin level. 
  In addition, you gain a +1 bonus to AC for a number 
  of rounds equal to your Charisma modifier (minimum 
  of  1).
  Steadfast Aura
  Beginning at 7th level, you are surrounded by an aura 
  that enhances your stability and center of gravity, 
  granting you and allies within 10 feet of you advantage 
  on ability checks and saving throws against features 
  and effects that would move a creature against its will 
  or knock it prone. 
  At 18th level, this aura increases to 30 feet.
  Indomitable Fortitude
  Starting at 15th level, you are immune to being 
  poisoned and gaining levels of exhaustion.
  Avatar of Earth
  At 20th level, you can assume a stony form as Grumbar 
  invests you with a sliver of his element. Using your 
  action, you undergo a transformation. For 1 minute or 
  until you dismiss the transformation as a bonus action, 
  you gain the following benefits:
   
  Ö You receive a +2 bonus to your AC.
   
  Ö You have resistance to all damage.
   
  Ö Some or all of your movement speed can be used 
  to move through solid earth or stone, though you 
  can’t end your turn within it. If you do so, you are 
  ejected to the nearest unoccupied space and take 
  2d6 bludgeoning damage (resistance doesn’t apply 
  to this damage).
   
  Ö All creatures of the elemental type are cowed by 
  your presence. An elemental creature won’t willingly 
  attack you unless you attack it first. Powerful, 
  unique elemental creatures—such as the Elemental 
  Princes—are immune to this effect.  
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Paladin Oath
  Grumbar’s paladins can choose the Oath of the 
  Earthwalker. 
  Oath of the Earthwalker
  The Earthwalkers are Grumbar’s few representatives 
  that wander Faerûn. Paladins of the Oath of the 
  Earthwalker trudge through the land seeking to 
  promote stability, endurance, perseverance, and 
  tradition.  
  Earthwalkers seek to endure through the eternal 
  conflict between the creatures and representatives 
  of the other three elements—water, fire, and air—
  seeking to outlast them to prove that earth is the 
  superior element.   
  Tenets of the Earthwalker
  Earth is Endurance. Earth outlasts everything. 
  Seek to endure any adversity.
  Earth is Patience. Haste breeds mistakes and 
  disaster. Be patient and thoughtful in your choices and 
  actions.  
  Earth is Timeless. Change is dangerous and 
  unpredictable. Remain true to the established 
  time-tested ways.  
  Earth is Dominant. Of the four elements, earth 
  is superior. Seek to promote and demonstrate that 
  superiority wherever the other elements are found.
  Oath of the Earthwalker Spells
  Paladin Level
  Spells
  3rd
  absorb elements*, earth tremor*
  5th
  earthbind*, Maximillian’s earthen 
  grasp*
  9th
  erupting earth*, meld into stone
  13th
  conjure minor elementals, stoneshape
  17th
  conjure elemental, transmute rock*
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Earth Smite
  You deal acid instead of radiant damage with your 
  Divine Smite feature.
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Grasping Mud.  As an action, you present your holy 
  symbol and turn the ground to mud in a 30-foot radius
  
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  Shardspray
  3rd-level evocation
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (a small crystal)
  Duration: Instantaneous
  You release a spray of razor sharp crystal shards in a 
  30-foot cone starting at your outstretched hand. Each 
  creature within the cone must make a Dexterity saving 
  throw. A creature takes 8d6 piercing damage on a failed 
  save, or half as much on a successful one.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 1d6 for each slot level above 3rd.  
  Spells
  Pummel
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  You launch a handful of marble sized stones at a 
  creature within range, dealing 1d8 bludgeoning 
  damage. The creature can make a Dexterity saving 
  throw, negating the damage on a successful save.
  The bludgeoning damage increases to 2d8 at 5th 
  level, 3d8 at 11th and 4d8 at 17th.
  
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   Once you use this feature, you must 
  complete a short or long rest before you can 
  use it again.
  Channel Divinity: Forest Stalker
  Starting at 2nd level, you can use your 
  Channel Divinity as an action to blend into 
  the environment. While you are in a wilderness 
  environment, your proficiency bonus is doubled 
  when you make Dexterity (Stealth) and Wisdom 
  (Survival) checks. In addition, friendly creatures other 
  than yourself who are within 30 feet of you add your 
  Wisdom modifier (minimum of +1) to their Dexterity 
  (Stealth) checks made while not in combat. These 
  effects last for 1 hour.
  Forest Longevity
  Starting at 6th level, your body becomes as timeless 
  as the forest. Your natural lifespan is doubled, and you 
  can’t be aged magically against your will. 
  In addition, you are immune to disease and the 
  poisoned condition.
  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 poison damage to 
  the target. When you reach 14th level, the extra damage 
  increases to 2d8.
  Oakheart
  At 17th level, your heart becomes living wood, 
  transforming you. Your type changes to plant, and you 
  are immune to the paralyzed, petrified, and stunned 
  conditions.
  Paladin Oath
  Gwaeron Windstrom’s paladins can choose the Oath of 
  the Silent Path. 
  Oath of the Silent Path
  As a former mortal, Gwaeron Windstrom stresses the 
  belief that the races of civilization can coexist with the 
  wild power of nature. Nowhere is this dogma better 
  manifested for his worshipers than in his paladins, 
  whose bodies undergo remarkable transformation as 
  they channel the power of the forests.
  Gwaeron 
  Windstrom
  Master of Tracking, the Tracker Who Never 
  Goes Astray
  In the lands far from civilization, rangers speak of 
  a little-known god named Gwaeron Windstrom. 
  They speak of his mortal life as a ranger, his heroic 
  deeds slaying an uprising of the savage followers of 
  Malar, and his subsequent deification by the goddess 
  Mielikki. To rangers and many tribes, Gwaeron is an 
  understandable, approachable deity who can act as an 
  intermediary between mortals and the wild gods or 
  goddesses of nature.
  Divine Domain
  Clerics of Gwaeron Windstrom can choose the Stalker 
  domain.
  Stalker Domain
  Gwaeron’s clerics, like his paladins, most often occupy 
  their time with patrolling the wilderness. They keep 
  a watchful eye on the more savage humanoids or 
  monstrosities that tend to throw the balance of nature 
  askew and protect sacred sites from intrusion and 
  disruption. Some are called to adventure, joining with 
  others to hunt down fugitives or to protect nature from 
  a greater threat.
  Stalker Domain Spells
  Cleric Level
  Spells
  1st
  entangle, hunter’s mark
  3rd
  animal messenger, natural attunement
  5th
  conjure animals, plant growth
  7th
  conjure woodland beings, tree healing
  9th
  awaken, commune with nature
  Bonus Proficiencies
  At 1st level, you gain proficiency with the Stealth and 
  Survival skills.
  Oaken Armor
  Also at 1st level, your flesh can harden like an oak tree. 
  You can use your reaction when a creature makes an 
  attack roll against you to add your Wisdom modifier 
  to your AC (minimum of + 1) until the end of your next 
  turn. You must choose to use this feature before the 
  outcome of the original attack is known.
  
  75
  Oak Strength
  Starting at 7th level, you gain the ability to slam into 
  your enemies with the force of a falling tree. As an 
  action, you make a slam attack against a creature 
  within reach, making a melee weapon attack against it 
  and dealing 2d8 bludgeoning damage on a hit. If your 
  Spruce Growth Channel Divinity option is active, a 
  successful slam attack deals an additional 2d8 thunder 
  damage to the target and all hostile creatures within 5 
  feet of it. If your Oak Maul Channel Divinity option is 
  active and you hit an enemy with your slam attack, you 
  can make a one-handed attack against the same target 
  with your transformed arm as a bonus action.
  You can make a number of slam attacks equal to 
  your Charisma modifier (minimum of 1), regaining 
  expended uses when you finish a long rest.
  Deep Roots
  When you reach 15th level, you gain the ability to cast 
  tree healing once without using a spell slot. Once you 
  use this feature, you must finish a long rest before doing 
  so again.
  Forest Might
  When you reach 20th level, you gain the ability to 
  transform into a blending of man and forest. As an 
  action you transform, your skin taking on a bark-like 
  appearance and your hair becoming mossy and 
  overgrown for 1 minute, or until you dismiss the effect 
  on yourself early as an action. The change grants you 
  the following benefits:
   
  Ö You regain expended uses of your Oak Strength slam 
  attack.
   
  Ö You gain a +2 bonus to your Strength and 
  Constitution scores while transformed. This can 
  increase your maximum above 20 for those abilities.
   
  Ö You regain hit points equal to your proficiency bonus 
  at the start of each of your turns.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Natural Attunement
  2nd-level divination
  Casting Time: 1 minute
  Range: Self
  Components: V, S
  Duration: 1 hour
  Tenets of the Silent Path
  Protect the Hunter. Those who take from the wilds 
  aren’t evil, so long as they take what they truly need. 
  Defend civilizations who act with respect toward the 
  natural order.
  Guard Your Groves. You have an obligation to 
  protect the natural order from wanton destruction.
  Entwine the Branches. Civilization and nature 
  can coexist. You must be the bridge between two 
  worlds and strive to make them as one. Broker peace 
  whenever possible, and crush those who seek to 
  disrupt it.
  Oath of the Silent Path Spells
  Paladin Level
  Spells
  3rd
  ensnaring strike, hunter’s mark
  5th
  locate animals or plants, natural 
  attunement
  9th
  plant growth, speak with plants
  13th
  grasping vine, tree healing
  17th
  commune with nature, tree stride
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Oak Maul.  As a bonus action, you turn your limb 
  into a heavy wooden weapon. For 1 minute, one of 
  your arms (your choice) is transformed into knotted 
  wood, ending in a hammer-like head. The clothing 
  or equipment you are wearing meld into the wood 
  when your arm transforms, though any objects you 
  are carrying fall to the ground at your feet. The arm 
  becomes a magical weapon that deals 1d8 bludgeoning 
  damage on a hit. When you bring your hands together 
  the maul becomes two-handed until the start of your 
  next turn; its damage die becomes 1d10 and forces 
  the first creature hit by an attack this turn to make a 
  Strength saving throw or be knocked prone. When you 
  make a two-handed attack with the oak maul, you can’t 
  perform the somatic components of spells until the 
  start of your next turn, when your free hand returns 
  to normal.
  Spruce Growth. As an action, you can increase 
  your size from Medium to Large for 1 minute. For 
  the duration, your reach becomes 10 feet, and the 
  maximum weight you can carry, lift, push, or pull is 
  doubled. In addition, you have advantage on Strength 
  ability checks. You can dismiss this effect early as a 
  bonus action.
  
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  The tree’s complete destruction (or transmutation 
  into a different substance) expels you from the tree 
  and you take 50 bludgeoning damage. If you are 
  expelled from the tree, you fall prone in an unoccupied 
  space closest to where you first entered.
  You meditate and whisper a prayer in respect to 
  Gwaeron Windstrom. For the spell’s duration or until 
  you dismiss the effect on yourself freely, you add double 
  your proficiency bonus to any Wisdom (Survival) 
  checks to track creatures or Intelligence (Nature) 
  checks to recall information about plant and animal life 
  native to the region. 
  In addition, creatures have disadvantage on their 
  Dexterity (Stealth) checks to hide from you in natural 
  terrain. For the duration, you can attempt to track 
  creatures that would normally be impossible to 
  track physically, such as incorporeal creatures, 
  so long as they don’t teleport to a location 
  more than a mile distance or to another 
  plane. When you track such a creature, 
  you don’t add double your proficiency 
  bonus to your Wisdom (Survival) checks as 
  provided by this spell.
  Tree Healing
  4th-level transmutation
  Casting Time: 1 action
  Range: Self 
  Components: V
  Duration: Concentration, up to 1 minute
  You step into a tree’s trunk that occupies a space 
  approximately large enough to accommodate a 
  medium creature. You meld into the tree, along 
  with all equipment you are carrying while you 
  maintain concentration on this spell. Nothing of 
  your presence is visible or otherwise detectable 
  by nonmagical senses. While merged with the 
  tree, you regain hit points equal to 1d8 + your 
  level at the start of each of your turns. The 
  maximum number of hit points you can 
  receive from this spell is equal to half the 
  value of your hit point maximum.
  While merged with the tree, you can’t 
  see what occurs outside of it, and any 
  Wisdom (Perception) checks you make to hear 
  sounds outside are made with disadvantage. 
  You remain aware of the passage of time but can’t 
  cast spells or perform any other actions, reactions, or 
  bonus actions until you are expelled from the tree or 
  end the spell voluntarily by stepping out of it freely on 
  your turn.
  Minor physical damage to the tree doesn’t hurt 
  you, but its partial destruction or a change in its shape 
  (to the extent that a Medium creature couldn’t stand 
  inside it) expels you from the tree and you take 6d6 
  bludgeoning damage. 
  
  77
  an amount equal to your cleric level + your 
  spellcasting ability modifier. For example, a 3rd 
  level cleric with a Wisdom of 15 would reduce the 
  damage by 5.
  Channel Divinity: Divine Sight
  Starting at 6th level, you can use your Channel 
  Divinity to momentarily pierce all obfuscations 
  and see clearly.  You are under the effects of the 
  true seeing spell until the start of your next turn.
  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 1d6 force damage. 
  When you reach 14th level the damage increases to 
  2d6. 
  Avatar of Protection
  At 17th level you gain resistance to bludgeoning, 
  piercing and slashing damage from nonmagical 
  sources. 
  Paladin Oath
  Paladins of Helm can take the Oath of Vigilance and join 
  the Order of the Watchful Eye.
  Oath of Vigilance
  The Oath of Vigilance is a vow to be ever watchful and 
  protective of a charge, be it a person, object, or location. 
  Oath of Vigilance paladins seek to emulate the steadfast 
  resolve of their lord Helm, guarding that which is placed 
  in their care as their lord once guarded the heavens 
  against the entire Faerûnian pantheon in the Time of 
  Troubles (YR 1358 DR).   
  Tenets of Vigilance
  Vigilance. Be ever watchful and aware, for deceit 
  and skulduggery are rife. Stray not from your sacred 
  charge and don’t waver in your resolve.  
  Patience. Stealth and deception are skills of 
  the cunning and patient. Seek not haste lest your 
  impatience lead you to err. Instead, let your implacable 
  patience goad your enemies into rash action.   
  Protection. You offer your protection to those 
  worthy who can’t protect themselves.   
  Helm
  He of the Unsleeping Eyes, the Watcher, the 
  Vigilant One, the Great Guard, the God of 
  Guardians
  Helm represents the watchful protection of a 
  charge above all else. To stand guard eternally 
  over a place, item, or creature and ward it from 
  harm is the highest calling. Helm doesn’t differentiate 
  between good or bad, merely the fulfillment of a duty or 
  not.  
  Divine Domain
  Clerics of Helm can choose the Watchful Protection 
  domain.
  Watchful Protection Domain
  Clerics of the Watchful Protection domain strive to 
  emulate their lord in his role as observer and guardian. 
  These clerics seek to oppose any who employ deception 
  or obfuscation as tools, seeking to penetrate falsehoods 
  and granting protection against such tactics.
  Watchful Domain Spells
  Cleric Level
  Spells
  1st
  alarm, shield of faith
  3rd
  exultation, see invisibility  
  5th
  dispel magic, forceward  
  7th
  arcane eye, guardian of faith 
  9th
  Bigby’s hand*, summon spectator 
  * Referred to as “Helm’s Gauntlet” by the faithful  
  Bonus Proficiencies 
  At 1st level, you gain proficiency with heavy armor, and 
  the Perception skill. 
  Protective Intercession
  Also at 1st level, when a creature you can see attacks 
  an ally within 5 feet of you, you can use your reaction 
  to impose disadvantage on the attack roll. You must be 
  wielding a shield to use this feature.
  Channel Divinity: Divine Bulwark
  Starting at 2nd level, you can use your Channel Divinity 
  to imbue your shield with holy power. It becomes a 
  magical +1 shield for 1 minute. When you are hit with a 
  melee weapon attack, you can use your reaction to end 
  the shield’s magic and reduce the damage you take by
  
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  Ö You radiate a zone of truth, as the spell. However, 
  the zone moves with you for the duration, and only 
  affects creatures of your choice. 
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Bind Spectator
  9th-level conjuration
  Casting Time: 1 hour
  Range: 90 feet
  Components: V, S, M (four beholder eye stalks and 
  5000 gp worth of diamond dust which is consumed 
  upon casting)
  Duration: 101 years
  After casting summon spectator, you cast this spell 
  to bind the spectator to protect a non-living object of 
  your choosing. The spectator must guard the object to 
  the best of its ability. The creature doesn’t follow your 
  commands, but it won’t attack you or any creatures of 
  your choosing and allows you access to the object. 
  The spell ends upon the spectator’s death, after 
  101 years, or if the object or location is removed or 
  destroyed.    
  Exultation
  2nd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small replica of a shield)
  Duration: 10 minutes
  You touch a creature other than yourself, surrounding 
  it with a protective aura. The creature can choose to 
  reroll one saving throw after it is rolled but before the 
  result is known. The creature must take the new result, 
  even if it is worse, and then the spell ends.  
  Forceward
  3rd-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a crystal sphere worth 50 gp)
  Duration: Concentration, up to 1 minute
  You create a translucent but visible 10-foot radius 
  spherical area of protection that wards creatures of 
  your choice. The effect is a fixed point centered on you 
  at casting but doesn’t move with you.  
  All creatures within the area that aren’t specifically 
  excluded by you when the spell is cast must make a
  Guardianship. Your charge is your primary 
  responsibility. Whether you steward a creature, locale, 
  object, or principle, you hold fast to its care above all 
  else.   
  Oath of Vigilance Spells
  Paladin Level
  Spells
  3rd
  sanctuary, shield of faith 
  5th
  exultation, see invisibility  
  9th
  forceward, spirit guardians  
  13th
  arcane eye, guardian of faith 
  17th
  Bigby’s hand*, summon spectator 
  * Referred to as “Helm’s Gauntlet” by the faithful  
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Hold the Line. All allies within 30 feet of you gain a 
  +1 bonus to AC so long as they remain stationary. The 
  effect lasts for each creature until it moves or is moved 
  from the position it was in when the ability took effect, 
  or after 1 minute. The bonus to AC increases to +2 at 
  9th level and +3 at 15th level. 
  Halting Challenge. Opponents within 30 feet that 
  can hear you must make a Wisdom saving throw or be 
  unable to move toward you. Affected creatures gain a 
  new saving throw at the end of each of their turns to 
  end the effect. The effect lasts a maximum number of 
  rounds equal to your Charisma modifier (minimum of 
  1 round).
  Aura of Vigilance
  Beginning at 7th level, you are constantly vigilant of 
  falsehoods and on the lookout for enemies. A creature 
  that uses Charisma (Deception) or Dexterity (Stealth)
  within 30 feet of you must make a new skill check with 
  disadvantage to escape your notice. 
  At 18th level, the aura’s radius increases to 60 feet. 
  Unmovable Sentinel
  Starting at 15th level, you can’t be moved against your 
  will, nor can you be knocked prone. All abilities that 
  would move you fail to do so, though any other effects 
  they convey (such as damage) affect you normally. 
  Resilient Gauntlet
  At 20th level, you can use your action to become the 
  ultimate watchman and defender. Your skin takes on 
  the sheen of steel and your eyes glow with a white holy 
  light. For 1 hour you gain the following benefits:
   
  Ö You are affected by the true seeing spell.
  
  79
  Summon Spectator
  5th-level conjuration
  Casting Time: 1 minute
  Range: 90 feet
  Components: V, S, M (a glass monocle)
  Duration: Concentration, up to 1 minute
  You call forth a spectator beholder (Monster Manual) to 
  assist you. The creature is an aberration and disappears 
  when it drops to 0 hit points or when the spell ends.  
  The spectator is friendly to you and your 
  companions. Roll initiative separately for the creature, 
  which has its own turns. It obeys any verbal commands 
  that you issue (no action required by you). If you don’t 
  issue any commands to the spectator, it defends itself 
  from hostile creatures but otherwise takes no actions.  
  Wisdom saving throw. On a failed save, a creature is 
  forced away from you to the edge of the sphere at a 
  rapid but unharmful speed. If this movement would 
  force a creature up against a solid object, or into a 
  dangerous predicament (such as off a cliff) its saving 
  throw automatically succeeds. 
   An affected creature can use its action to force itself 
  through the ward; it gains a new Wisdom saving throw, 
  and on a success, it can enter the area.
  This spell only affects creatures. Objects, missiles, 
  and spells may be thrown or launched freely into and 
  out of the area.   
   At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the radius increases by 
  10 feet for each slot level above 3rd. 
  
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  on attack rolls against the creature or creatures that 
  inflicted the wounds for a number of rounds equal 
  to your Wisdom modifier (minimum of one round). 
  Channel Divinity: Justice 
  from Beyond the Grave
  At 6th level, when you use your Channel 
  Divinity to Turn Undead, any undead that 
  would be destroyed are instead freed from any 
  control, and immediately seek to return and destroy 
  their creator. If their creator is dead or destroyed, they 
  instead serve you for 1 hour (following your commands 
  as if you were their creator). The undead are destroyed 
  when the duration expires.
  If an undead under your control is successfully 
  turned, it attacks you instead.   
  Potent Spellcasting
  Starting at 8th level, you can add your Wisdom modifier 
  to the damage you deal with any cleric cantrip. 
  Divine Vengeance
  Starting at 17th level, whenever a creature hits you 
  with an attack and causes damage, it has disadvantage 
  on its next saving throw against one of your spells. This 
  ability lasts for up to 1 minute after a creature attacks 
  you.
  Paladin Oath
  Paladins of Hoar can take the Oath of Vengeance freely 
  and without stigma, as it is appropriate for the faith; 
  alternatively, they can take the Oath of Retribution and 
  join the Order of the Unbalanced Scales.
  Oath of Retribution
  True justice transcends mortal kind. The Oath of 
  Retribution is taken by a sect of Hoar’s faithful whose 
  sacred charge is to hunt down those who escape 
  the consequences of their actions and send those 
  transgressors to their gods to answer for their crimes. 
  Retribution requires all to pay in equal measure to the 
  cost they incur. Paladins taking the Oath of Retribution 
  carry out their duty, knowing and welcoming their 
  deity’s judgment when they are finally sent to stand 
  before him. 
  Hoar
  The Doombringer, Lord of Three Thunders, 
  the Poet of Justice
  Hoar gleefully dispenses poetic justice and just 
  desserts. Revenge is righteous, and only those who 
  have wronged others need fear his intentions. 
  Divine Domain
  Clerics of Hoar can choose the Revenge domain.
  Revenge Domain
  Clerics of Hoar seek to dispense well-earned retribution 
  to those deserving it, employing their abilities to turn 
  the tables on such individuals, creating the conditions 
  where the deserving defeat or destroy themselves and 
  reap the consequences of their actions.
  Revenge Domain Spells
  Cleric Level
  Spells
  1st
  inflict wounds, remorse
  3rd
  crown of madness, scent of vengeance
  5th
  bestow curse, counterspell
  7th
  locate creature, mark of Hoar
  9th
  geas, revenance
  Bonus Cantrip
  When you choose this domain at 1st level, you gain the 
  retribution cantrip if you don’t already know it.  
  Rebuke
  Also at 1st level, you can physically rebuke attackers. 
  When a creature within 5 feet of you that you can see 
  hits you with an attack, you can use your reaction to 
  cause the creature to make a Constitution saving throw. 
  The creature takes 2d8 necrotic damage on a failed 
  saving throw or half as much on a successful one. 
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum of 1). You regain all 
  expended uses when you finish a long rest. 
  Channel Divinity: Divine Reprisal
  Starting at 2nd level, you can use your Channel Divinity 
  to empower wounded allies to take justified revenge.
  As an action, you present your holy symbol, and 
  you and all allies within 30 feet that are wounded (less 
  than half their hit point maximum) have advantage 
  
  81
  Avatar of Retribution
  At 20th level, you can assume the form of the 
  embodiment of Retribution. Using your action, you 
  undergo a transformation. For 1 minute, or until you 
  end the transformation as a bonus action, you gain the 
  following benefits:
   
  Ö An enemy that can hear or see you and starts its turn 
  within 30 feet of you must make a Wisdom saving 
  throw or become frightened until the start of its next 
  turn.
   
  Ö A creature within range of your opportunity attacks 
  is unable to take the Disengage action unless it 
  makes a Wisdom saving throw.
   
  Ö You regain 5 hit points when you hit a creature that 
  has damaged you with an attack during the current 
  encounter.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Mark of Hoar
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small mirror)
  Duration: 1 minute
  You cast a specialized curse on a creature you can see 
  within range.  The target must make a Charisma saving 
  throw or it is branded on the forehead with a visible 
  symbol of Hoar for 1 minute. For the duration, each 
  time the creature deals damage to another creature it 
  takes half of the total as psychic damage. For example, if 
  it deals 12 damage (of any type) to a creature it takes 6 
  psychic damage as a result.
  At the end of each of its turns, the affected creature 
  can attempt a new saving throw, and on a success, the 
  spell ends.
  Remorse
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small needle)
  Duration: Concentration, up to 1 minute
  You invoke feelings of regret in a creature for past 
  transgressions. A creature you choose that you can 
  see within range must make a Charisma saving throw. 
  On a failed save, the creature is overcome with regret 
  and takes 1d4 psychic damage at the start of each of 
  Tenets of Retribution
  Vengeance. When wrongs are committed, 
  perpetrators must answer for their actions. To fail in 
  this accounting is the greatest crime.
  Consequence. All actions have consequences, and 
  none are above this divine law.
  By Any Means Necessary. When a creature escapes 
  justice it must be brought to account by any means 
  necessary. Hoar will judge me when my time comes.
  Eye for an Eye. True justice is served when the 
  consequences fit the action. Anything less is an 
  undeserved mercy.
  Oath of Retribution Spells
  Paladin Level
  Spells
  3rd
  bane, remorse
  5th
  hold person, scent of vengeance
  9th
  bestow curse, counterspell
  13th
  locate creature, mark of Hoar
  17th
  geas, revenance
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Divine Consequence. As an action, you call forth 
  Hoar’s judgement on your enemies. All opponents 
  within 30 feet that have successfully struck you with 
  an ability or attack in the current encounter must 
  make a Wisdom saving throw or suffer disadvantage 
  on all saving throws for a number of rounds equal to 
  your Charisma modifier. 
  Pledge of Enmity. As a reaction, you utter a pledge 
  of enmity against a creature that has successfully 
  struck you with an ability or attack. You gain advantage 
  on attack rolls against the creature for 1 minute or 
  until it drops to 0 hit points or falls unconscious.
  Aura of Retaliation
  Beginning at 7th level, when a creature within 10 feet 
  of you hits you with an attack and deals damage, it 
  takes psychic damage equal to your Charisma modifier 
  (minimum of 1).
  At 18th level the aura’s range increases to 30 feet.  
  Reprisal
  Starting at 15th level, when you are hit with a melee 
  or ranged attack, you can use your reaction to make a 
  melee or ranged attack against the offender if the target 
  is within your reach or within your readied weapon’s 
  range.   
  
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  Scent of Vengeance
  2nd-level divination
  Casting Time: 1 reaction
  Range: 60 feet
  Components: V, S, M (a scrap of wolf fur)
  Duration: 8 hours
  As a reaction, you can cast this spell upon a creature 
  that has injured or attacked you, or successfully cast 
  a spell upon you, giving you the ability to unfailingly 
  track the path of that creature.
  You can follow the creature’s trail across any 
  surface or through any medium, including water or air, 
  but you lose the trail if the creature teleports or leaves 
  the plane you are on. If you leave the trail, you can 
  re-acquire it at the point where you left, or if you cross 
  it again at another point. 
  A creature tracked by this spell knows it is being 
  tracked by magic, but not necessarily how to to break 
  or avoid it unless it is directly familiar with the spell.   
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the duration increases 
  to 24 hours.
  its turns. In addition, it has disadvantage on attack rolls 
  for the duration. On a successful save, the creature is 
  unaffected. 
  The creature can attempt a new Charisma saving 
  throw at the end of each of its turns, and on a success, 
  the spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases 
  by 1d4, for each slot above 1st.
  Retribution
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  You cast a retributive charm on a creature within range. 
  The spell has no immediate effect, but if the creature 
  causes damage to another creature before the end of its 
  next turn it must make a Wisdom saving throw or take 
  2d8 psychic damage. 
  This cantrip’s damage increases by 1d8 when you 
  reach 5th level (3d8), 11th level (4d8) and 17th level 
  (5d8).
  Revenance
  5th-level necromancy
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a black opal worth at least 500 
  gp, which is consumed by the spell)
  Duration: Up to 6 months
  You cast this spell on the corpse of a sentient creature 
  that has been killed by another sentient being. This 
  spell causes the corpse to rise as a revenant (Monster 
  Manual) to immediately seek out its killer. 
  If the corpse’s killer is already dead the spell has no 
  effect and is wasted. The corpse must also be mostly 
  intact, since missing limbs or the like aren’t replaced. 
  You have no control of the revenant, who acts only 
  in the interests of taking revenge on its killer. The 
  revenant tracks the killer for 1d4 + 2 months. Once the 
  revenant’s killer is slain or the duration expires, the 
  revenant’s body disintegrates to dust. 
  You can only have one revenant active at any one 
  time. A second casting of this spell while a revenant is 
  active causes the first revenant to disintegrate as the 
  second rises. 
  
  83
  You can use this feature a number of times equal 
  to your Wisdom modifier (minimum of once). You 
  regain all expended uses when you finish a 
  long rest.
  Channel Divinity: 
  Ecstasy of Agony
  Starting at 2nd level you can use your Channel 
  Divinity to empower wounded allies. As an action, 
  you present your holy symbol, and you and all allies 
  within 30 feet that are below their hit point maximum 
  have advantage on attack rolls for a number of rounds 
  equal to your Wisdom modifier (minimum of one 
  round). 
  The effect ends on a creature if it receives healing or 
  upon reaching its hit point maximum.
  Channel Divinity: Exultant Martyr
  At 6th level, you can use your action to Channel 
  Divinity and turn your wounds into a balm to alleviate 
  detrimental conditions. You must be bleeding from 
  a wound (loss of at least 1 hit point from a slashing 
  or piercing source) when activating this ability. The 
  wound may be self-inflicted. 
  As part of the action used to create the balm and by 
  using an action on each of your turns for the duration, 
  you can touch an afflicted creature and anoint it 
  with your blood as a powerful panacea to cure it of 
  one of the following conditions; blinded, deafened, 
  frightened, paralyzed, poisoned, stunned, or you can 
  cure it of one disease or heal it for 2d8 hit points.
  This effect lasts for a number of rounds equal to 
  your Wisdom modifier (minimum of one round). 
  Unfailing Endurance
  Starting at 8th level, you become proficient in 
  Constitution saving throws (if you aren’t already). You 
  are also immune to the effects of the first 2 levels of 
  exhaustion. You still accumulate levels of exhaustion as 
  any other creature, you simply don’t suffer the penalties 
  associated with the first 2 levels. 
  Glory of the Martyr
  Starting at 17th level, you can use your action to 
  activate an aura of divine glory. You emit a silvery light 
  in a 20-foot radius, equal to the light spell, which lasts 
  for 1 minute or until you dismiss it using a bonus action 
  or reaction.  
  Any enemy creature within the aura that attacks an 
  ally instead of you is at disadvantage to do so, and any 
  creature successfully striking you and dealing damage 
  must make a Wisdom saving throw or suffer psychic 
  damage equal to your cleric level. 
  Ilmater
  The Crying God, the Lord of the Rack, the One 
  Who Endures, the Broken God
  Ilmater teaches that there is finite suffering 
  in the multiverse, and those who can endure 
  more than their share can alleviate the 
  hardships of others. On occasion, it is fitting to 
  return a ‘share’ of the pain a tormentor causes as a 
  reminder that though the faithful of Ilmater suffer to 
  shield the weak, anyone distributing suffering deserves 
  to feel its sting. 
  Divine Domain
  The Life domain is appropriate for clerics of Ilmater, 
  though many amongst the faithful see the lack of 
  personal anguish by its practitioners as an ‘easy’ option 
  to alleviate suffering.   
  Consequently, clerics of Ilmater often choose the 
  Martyr domain. 
  Martyr Domain
  Clerics of the Martyr domain seek to assuage the 
  suffering of others by taking on that burden themselves. 
  Despite this, they are more than willing to return a 
  portion of the suffering to those who cause it, viewing it 
  as a lesson to be imparted.
  Martyr Domain Spells
  Cleric Level
  Spells
  1st
  blood healing, sanctuary 
  3rd
  aid, lesser restoration
  5th
  remove curse, shared suffering  
  7th
  blast of pain, freedom of movement
  9th
  greater restoration, rack of rapture
  Bonus Cantrip 
  When you choose this domain at 1st level, you learn the 
  wrack cantrip if you don’t already know it.  
  Life Transfer
  Also at 1st level, you can transfer the wounds from an 
  injured creature you touch. Both you and the creature 
  must be willing. You can transfer an amount of damage 
  equal to your cleric level plus your Wisdom modifier 
  (a 3rd level cleric with a Wisdom of 15 would be able 
  to transfer 5 damage). The creature regains hit points 
  while you receive the same amount as slashing damage. 
  The damage you receive in this way ignores resistances. 
  
  84
  Respite for the Afflicted. As an action, all creatures 
  of your choice within 30 feet of you who are suffering 
  from ongoing conditions imposed by failing a saving 
  throw are immediately granted another saving throw 
  to end the effects.  
  Aura of Alleviation
  Beginning at 7th level, you and all allies within 10 feet 
  of you gain advantage on saving throws against poison 
  and disease; in addition, affected creatures can’t suffer 
  from the poisoned condition. 
  At 18th level, this aura increases to 30 feet. 
  Martyrdom
  Starting at 15th level, wounds simply fuel your resolve 
  and righteous fervor. While you are below half your hit 
  point maximum, your spell attack bonus and saving 
  throw DC both increase by 2.
  Avatar of Suffering
  At 20th level, your righteous suffering is a boon to your 
  allies. As an action, you undergo a transformation, 
  becoming a bleeding and broken symbol of 
  perseverance; you gain the following effects and 
  abilities for 1 minute, until you drop unconscious, or 
  until you use a bonus action to end the transformation:
   
  Ö You bleed 10 hit points at the start of each of your 
  turns. This damage can’t be healed while the 
  transformation is in effect. You can heal any allies 
  within 30 feet by an equal amount of hit points as the 
  damage you took and assign them as you see fit. This 
  healing can’t raise a creature’s hit points above its 
  hit point maximum. If no injured allies are within 30 
  feet, the healing is wasted. 
   
  Ö All allies within 30 feet gain a +2 bonus to AC.
   
  Ö Allies within 30 feet that drop to 0 Hit Points but 
  aren’t killed outright are automatically stabilized.
  Once you use this feature you can’t use it again until you 
  finish a long rest.
  Paladin Oath
  Paladins of Ilmater can take the Oath of Sufferance.
  Oath of Sufferance
  Paladins swearing an Oath of Sufferance are dedicated 
  to the alleviation of suffering wherever they encounter 
  it. As roving hospitaler knights, members of the order 
  seek out places where suffering is rife, particularly 
  dangerous places where clerics might not be safe.
  Those who take an Oath of Sufferance believe, as do 
  all followers of Ilmater, that there is finite suffering in 
  Faerûn, and that by drawing it to themselves they are 
  sparing others.  
   Tenets of Sufferance
  Mercy. Spare the suffering and alleviate the pain of 
  those you find in need.
  Endurance. You can endure what others can’t. For 
  their sake, this must be your burden.
  Perseverance. Suffering is finite, but it is also vast. 
  Persevere through the torment, knowing you save as 
  you suffer.   
  Self-sacrifice. It is the highest honor and calling to 
  sacrifice yourself as Ilmater does.
  Oath of Sufferance Spells
  Paladin Level
  Spells
  3rd
  blood healing, sanctuary
  5th
  aid, lesser restoration
  9th
  beacon of hope, shared suffering
  13th
  blast of pain, death ward
  17th
  greater restoration, rack of rapture
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Finite Suffering. As an action, you invoke an aura 
  that grants all allies within 30 feet of you resistance 
  to all damage for a number of rounds equal to your 
  Charisma modifier (minimum of 1 round). During 
  this time, the excess damage is transferred to you 
  instead. The effect ends when the number of rounds 
  has expired, if you drop to 0 hit points or become 
  unconscious, or if you choose to end the effect as a 
  reaction after taking damage. 
  
  85
  Range: 60 feet
  Components: V, S, M (a single manacle)
  Duration: 1 minute
  You conjure a spectral rack made of force that appears 
  behind a target creature you can see within range. The 
  creature must make a Wisdom saving throw or become 
  lashed by chains of force as it is pulled tightly to the 
  rack and stretched to an almost painful extension. 
  Whilst on the rack, the creature is subject to exquisite 
  agony bordering on pleasure as it experiences a bare 
  sliver of the eternal torment of Ilmater. On a successful 
  save, the creature isn’t affected.
  On a failed save, the creature is grappled and 
  restrained for the duration, and it makes all saving 
  throws with disadvantage. Each turn the creature can 
  use its action to try to escape the grapple, but it must 
  do so by making a successful Wisdom saving throw 
  (with disadvantage). The rack can’t be damaged or 
  escaped by physical means, but it is susceptible to 
  magic and anything that effects or counteracts force 
  effects.  
  If the creature takes damage from any source (other 
  than itself), the spell immediately ends.   
  Shared Suffering
  3rd-level abjuration
  Casting Time: 1action
  Range: 30 feet
  Components: V, S, M (a small silver chain)
  Duration: 1 hour
  This spell links you to a number of willing creatures 
  equal to your Wisdom modifier (minimum of one 
  creature). While all the linked creatures are within 
  30 feet of you (but not necessarily each other) any 
  damage that is dealt to one is shared equally amongst 
  the other linked creatures, with any non-divisible 
  amounts apportioned to the initial creature struck. For 
  example, if you are linked to 3 other creatures (a total of 
  4) and one is struck for 11 damage, each of you takes 2 
  damage, while the initial victim takes 5. If the damage 
  was 12 points, each creature affected would take 3 
  damage. The damage type is transferred, so if one 
  creature takes fire damage, then all the linked creatures 
  take fire damage.
  The spell ends for all creatures if any linked 
  creature reaches 0 hp. Also, the spell ends for an 
  individual creature if it moves more than 30 feet away 
  from you; alternatively, a creature can dismiss its link 
  as an action. If a creature is removed from the link, any 
  further damage is split among the remaining linked 
  creatures. You must always be in the chain. If you end 
  the spell, then it ends for everyone.  
   
  Spells
  Blast of Pain
  4th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a broken chicken bone
  Duration: Concentration, up to 1 minute 
  A crippling blast of agony washes over a chosen 
  creature, who must make a Wisdom saving throw. On 
  a successful save, the creature suffers 4d6 psychic 
  damage, and the spell ends. On a failed save, the 
  creature is stunned until the end of its next turn, and 
  it takes psychic damage equal to your spellcasting 
  ability modifier. The creature can attempt a new saving 
  throw at the end of each of its turns. On a success, the 
  creature takes 4d6 psychic damage and the spell ends. 
  On a failure, it suffers psychic damage equal to your 
  spellcasting ability modifier and is stunned until the 
  end of its next turn. 
  The spell continues until a successful saving throw 
  is made or its duration ends. If the spell ends after 
  the full duration expires, the creature must make a 
  Constitution saving throw or it is reduced to 0 hit 
  points.
  This spell has no effect on undead, constructs or 
  non-living creatures.    
  Blood Healing
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You must be bleeding to cast this spell (loss of hit points 
  from slashing or piercing damage). This injury can be 
  self-inflicted.
  A creature you anoint with your blood regains 
  hit points equal to 1d12 + your spellcasting ability 
  modifier, and you take 1d4 necrotic damage. This 
  spell has no effect on constructs, but it does work on 
  undead.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the healing increases 
  by 1d12, and the damage you take increases by 1d4 for 
  each slot level above 1st.
  Rack of Rapture
  5th-level conjuration
  Casting Time: 1 minute
  
  86
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the maximum number 
  of creatures linked increases by one and the range of 
  the link is increased by 10 feet for each slot level above 
  3rd.
  Wrack
  Necromancy cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  You unleash a wave of crippling pain at a creature 
  within range. The target must make a Constitution 
  saving throw or take 1d8 necrotic damage, and it is 
  unable to take the Dash action until the end of its next 
  turn. 
  This cantrip’s damage increases by 1d8 when you 
  reach 5th level (2d8), 11th level (3d8) and 17th level 
  (4d8).
  
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  In addition, water elementals and 
  elemental creatures associated with water 
  treat you as if you were the same creature 
  type. This doesn’t guarantee cooperation, 
  merely recognition. 
  Prohibition of Istishia
  Finally, at 1st level when you choose this 
  domain, you are forbidden from using spells that 
  create or manipulate the element of fire. These spells 
  can’t be prepared by you. If a spell can generate both 
  fire and other elemental effects—such as conjure minor 
  elementals—you can prepare and cast it, but you are 
  prohibited from using its fire variables. 
  If you use any magic item that is associated with 
  fire, you suffer a disadvantage on all saving throws for 
  24 hours. Instances of forbidden item use result in the 
  duration being extended from the point of last use.
  However, you may be the recipient of such spells 
  and effects from the actions of others without penalty. 
  Channel Divinity: Pillar of Water
  Beginning at 2nd level, you can use an action to Channel 
  Divinity as you present your holy symbol and conjure 
  a stationary column of water 5 feet in diameter to a 
  height equal to 5 feet per cleric level below you or 
  another creature of your choosing that you can see 
  within 30 feet of you. The column must rise from the 
  ground or the surface of a body of water. The column 
  rises rapidly but gently and lasts for 1 minute. The top 
  surface of the column supports up to 1000 pounds, 
  creating a stable footing for any creature atop it. If this 
  weight limit is exceeded the column sinks to the surface 
  level until the weight is reduced or the duration lapses.  
  As a bonus action on your turn you can raise or 
  lower the column to as low as 5 feet or as high as the 
  maximum allowed by your level.   
  Waterspout
  Starting at 6th level, the column of water created by 
  your Pillar of Water feature can carry you or another 
  creature horizontally by expending your movement 
  as its own. The pillar must move across solid or liquid 
  surfaces.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Aquatic Affinity
  At 17th level, you can breathe water as easily as air and 
  you are affected by a constant freedom of movement 
  effect (as per the spell) while underwater. 
  Istishia
  The Water Lord
  Istishia is the god of water, waves, and 
  creatures of elemental water. The Water 
  Lord is laconic and graceful, the embodiment 
  of calm and patience, but when he acts it is with 
  power and speed, like a slow river transitioning 
  into a torrential waterfall. 
  Divine Domain
  Clerics of Istishia may select the Water or Tempest 
  domains 
  Water Domain
  Clergy members of the Istishian faith are patient and 
  thoughtful, seeking to act around obstacles rather than 
  go through them. They are methodical and logical, but 
  persistent, wearing away at their goals. When brought 
  to anger they can be unpredictable and implacable, as 
  befits the nature of their god.     
  Water Domain Spells
  Cleric Level
  Spells
  1st
  absorb elements*, create or destroy water
  3rd
  flash flood, water weird  
  5th
  tidal wave*, wall of water*
  7th
  conjure minor elementals, watery sphere*
  9th
  conjure elemental, exsanguinate
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Bonus Language
  When you choose this domain at 1st level, you gain 
  proficiency in the Primordial language.
  Bonus Cantrips
  Also, when you choose this domain at 1st level, you 
  learn the shape water* and waterbolt cantrips. These 
  are considered cleric cantrips for you, and don’t count 
  against the number of cantrips you know.
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Blessing of Istishia
  Starting at 1st level, you are blessed by the Lord of 
  Water. You have a swim speed equal to your current 
  walking speed.  
  
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  Effervescence. As an action you present your holy 
  symbol and create a burst of water in a 30-foot radius 
  centered on you that rapidly turns into a refreshing 
  mist. The burst extinguishes all nonmagical fires in the 
  area, and leaves fuel (oil, wood) wet and unable to be 
  reignited. The burst also cleans creatures and objects 
  in the area, removing dirt, mud and grime, and the like.
  In addition, the burst becomes a refreshing mist, 
  granting allies in the area advantage on the next saving 
  throw they make within the next minute. If they aren’t 
  required to make a saving throw before the duration 
  expires, this effect is wasted. 
  Torrent. As an action you present your holy symbol 
  and create an instant torrent of water in a 30-foot 
  long by 5-foot wide line in a direction you choose. 
  All creatures in the line must make a Strength saving 
  throw or be knocked prone and pushed to the nearest 
  empty space at the end of the line’s effect. If multiple 
  creatures are affected, they are deposited randomly in 
  the free space available.  
  Flowing Aura
  Beginning at 7th level, you are surrounded by an aura 
  that allows you and allies within 10 feet of you who 
  aren’t wearing heavy armor to move fluidly through 
  dangerous situations, gracefully avoiding attacks 
  directed at you. Each affected creature gains a +2 bonus 
  to Armor Class.  
  At 18th level, this aura increases to 30 feet.
  Path of Least Resistance
  Starting at 15th level, you become adept at avoiding 
  conflict. At the beginning of each encounter, you are 
  surrounded by a constant sanctuary effect, as per the 
  spell. If you break the effect by making an attack or 
  casting a spell that affects an enemy creature you lose 
  this effect until the start of a new encounter.
  Avatar of Water
  At 20th level, you can transform into a water elemental, 
  much like the druid Wild Shape feature. Using your 
  action, you undergo a transformation. For 1 minute the 
  following rules apply:
  Your game statistics are replaced by the statistics 
  of the elemental, but you retain your alignment, 
  personality, and Intelligence, Wisdom, and Charisma 
  scores. You also retain all your skill and saving throw 
  proficiencies, in addition to gaining those of the 
  elemental. If the creature has the same proficiency as 
  you and the bonus in its stat block is higher than yours, 
  use the creature’s bonus instead of yours. 
  Paladin Oath
  Paladins of Istishia can take the Oath of Flowing Water.
  Oath of Flowing Water
  Paladins of Flowing Water are Istishia’s adherents who 
  seek enlightenment and knowledge while making their 
  way, seeking to calm conflicts and make peace where 
  possible. However, when their ire is provoked they 
  crash headlong into foes, overwhelming them with raw 
  power.    
  Paladins of Flowing Water view the opposition 
  of the other elements as more of an obstacle than a 
  conflict. Navigating and negotiating through such 
  confrontations will inevitably wear down the resolve 
  of the other more capricious or brittle elements, 
  demonstrating water’s dominance.  
  Tenets of Flowing Water
  Water is Compromise. As water takes the path of 
  least resistance so too can obstacles and conflicts be 
  negotiated.
  Water is Grace. Slow and deliberate thought, action 
  and movement produce balanced and lasting results.   
  Water is Consistent. As time and tides wear 
  away the strongest materials so does patience and 
  consistence deliver desired outcomes.
  Water is Hidden Power. Though slow and 
  sedate, a deep river runs, carves, and crashes where 
  circumstances dictate, becoming serene once more 
  when allowed—so too do you become when necessary.  
  Oath of the Flowing Water Spells
  Paladin Level
  Spells
  3rd
  absorb elements*, create or destroy 
  water
  5th
  flash flood, water weird  
  9th
  tidal wave*, wall of water*
  13th
  conjure minor elementals, watery 
  sphere*
  17th
  conjure elemental, exsanguinate
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Chill Smite
  Your Divine Smite feature deals cold instead of radiant 
  damage.
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  
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  If the surface allows the water to mingle with it, 
  such as earth or sand—the water does so, otherwise 
  it simply sits above it in a self-contained pool. All 
  objects in the area become saturated, and small 
  light objects are picked up and churned through the 
  powerful currents. Nonmagical objects made of paper 
  are destroyed, and other susceptible objects may be 
  affected at the DM’s discretion. 
  Waterbolt
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You conjure a dense ball of water and launch it at 
  a target within range, making a ranged 
  spell attack. Upon hitting, the waterbolt 
  deals 1d8 bludgeoning damage and 
  bursts, soaking the target and 
  extinguishing any nonmagical 
  flames.
  This cantrip’s damage increases 
  to 2d8 at 5th level, 3d8 at 11th, and 4d8 
  at 17th.
  Water Weird
  2nd-level conjuration
  Casting Time: 1action
  Range: 60 feet
  Components: V, S, M (a vial of water)
  Duration: Concentration, up to 1 
  minute
  You conjure a thin column of water on 
  a surface at a point you can see within 
  range. The column twists and grasps 
  like a tentacle. As a bonus action on your 
  turn you may move the tentacle up to 30 feet in 
  any direction along the surface and direct it to grapple 
  an adjacent creature.
  When directed to grapple, the water weird makes a 
  melee weapon attack using your spell attack bonus. If 
  the attack is successful, the creature suffers from the 
  grappled condition as the tentacle wraps around it. 
  The tentacle has an AC of 12 and a number of hit points 
  equal to your own. Checks to escape the grapple are 
  made against your spellcasting DC.
  The spell ends after 1 minute, if your concentration 
  is broken, or if the water weird takes damage equal to 
  its hit points.   
  Spells
  Exsanguinate
  5th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small sponge)
  Duration: Instantaneous
  You forcibly extract moisture from a single creature 
  you choose within range. The creature must make a 
  Constitution saving throw. Constructs and undead are 
  unaffected and plants and water elementals make this 
  saving throw with disadvantage. The creature takes 
  6d12 necrotic damage on a failed saving throw or half 
  as much on a successful one. 
  Extract Water Elemental
  7th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small sponge)
  Duration: 1 minute
  You forcibly extract moisture from a 
  single creature you can see within range. 
  The creature must make a Constitution 
  saving throw. Constructs and undead are 
  unaffected and plants make this saving throw 
  with disadvantage. The creature takes 6d12 
  necrotic damage on a failed saving throw or half 
  as much damage on a successful one.
  The extracted water then becomes 
  a water elemental under your 
  control, with a number 
  of hit points equal to the 
  damage dealt. You may give 
  the elemental telepathic 
  commands as a bonus action, 
  which it will carry out to the best of its ability on its 
  own initiative until another command is given. 
  Flash Flood
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of water)
  Duration: 1 minute
  You select a point within range on a surface and conjure 
  a rapidly rising tide of swirling water in a 20-foot 
  radius, to a depth of 1 foot. For the duration, the area is 
  considered difficult terrain. 
  
  90
  Channel Divinity: Namestrike
  Starting at 2nd level, you can use your Channel 
  Divinity to write impending doom on an enemy. As 
  an action, you write a name or brief description 
  of a creature within 60 feet of you that you can 
  see and strike a line through it, either with a 
  writing instrument in your hand or by using 
  your finger in the air. The target must make a Wisdom 
  saving throw, taking psychic damage equal to twice 
  your cleric level on a failed save, or equal to your cleric 
  level on a successful one. In addition, you learn the 
  given name of a creature who fails this saving throw, if 
  it has one, and the full, true name (if applicable) of the 
  creature if it fails the saving throw by 5 or more.
  Channel Divinity: Record of Death
  Starting at 6th level, when a creature within 30 feet 
  of you that you can see drops to 0 hit points, you can 
  expend your reaction and Channel Divinity to regain 
  spell slots with a combined level equal to your Wisdom 
  modifier (minimum of 1). Only worthy creatures 
  deserve your record of death; the creature must have 
  a challenge rating of half your cleric level (rounded 
  down) or greater to use your Channel Divinity in this 
  manner.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Unfinished Work
  At 17th level and beyond, Jergal values your service 
  too much to allow death to take you. When you 
  die, your body withers and takes on a mummified 
  appearance, but otherwise remains animate. You 
  regain consciousness if you were unconscious, and you 
  can act normally as if you were still alive. You remain 
  at 0 hit points and fall dead after one hour, or if you 
  take damage equal to or greater than your hit point 
  maximum over the course of a single round of combat 
  (from the end of your turn until the end of your next 
  turn). While you are under the effects of this feature, 
  a raise dead or revivify spell can return you to life if 
  you willingly receive the spell, ending these effects. 
  However, you can’t cast spells that raise the dead to life 
  on yourself while under the effects of this feature.
  Jergal
  Lord of the End of Everything, Scribe of the 
  Doomed, the Bleak Seneschal, the Pitiless One
  While other gods of death might take 
  morbid pleasure in controlling the fates 
  of mortal creatures, Jergal takes a placid 
  disinterest. The Bleak Seneschal has seen one or 
  more deities squabble for dominion over death in 
  every era of the realms, yet he has always been there, 
  methodically keeping careful record of the dead and the 
  destinations of their spirits. Unexcitable, inscrutable, 
  unambitious; Jergal knows that death isn’t tragedy, 
  release, or paradise—it’s a lot of record-keeping.
  Divine Domain
  Clerics of Jergal are granted access to the Doomscribe 
  domain.
  Doomscribe Domain
  Doomscribes are rarely called to adventure. In fact, 
  most clergy of Jergal spend their lives in a single room, 
  tirelessly recording the deaths and final destinations of 
  souls as they are whispered to their ears by the deity. 
  On rare occasions, though, Doomscribes are called to 
  serve the Bleak Seneschal in some grand adventure. 
  These intrepid clerics are instructed to record all the 
  deaths they cause and of those around them; the work, 
  after all, never stops.
  Doomscribe Domain Spells
  Cleric Level
  Spells
  1st
  comprehend languages, determine final 
  rest
  3rd
  augury, seek final rest
  5th
  Jergal’s mind spike, speak with dead
  7th
  death ward, divination
  9th
  commune, contact other plane
  Bonus Cantrip 
  At 1st level, you gain the chill touch cantrip. This doesn’t 
  count against your number of cantrips known.
  Gravekeeper
  Also at 1st level when you choose this domain, Jergal 
  deadens your senses. You are immune to the charmed 
  condition and you have advantage on saving throws 
  against being frightened, blinded, and deafened.
  
  91
  A Name Remembered. You place your hands 
  on a dead creature, a grave, tombstone, memorial, 
  or similar surface, and concentrate for 1 minute. 
  At the end of this time, the DM tells you the name of 
  the person or group, a fact about its life or who it or 
  the group was, and a detail about its final hours or 
  moment of death.
  Mediator
  Starting at 7th level, you gain proficiency in the 
  Persuasion skill. In addition, you have advantage 
  on Charisma (Persuasion) checks when you act as 
  an arbitrator between two or more parties without 
  explicitly seeking any form of payment in return, 
  or wherein you or your actions aren’t the matter of 
  discussion.
  Divine Intervention
  At 15th level, you can call on the attention of a deity—
  but not your own. As an action, you ask for some 
  form of intervention in the aid, defense, or reproach 
  of another creature you can see within 60 feet of you 
  and roll percentile dice. If the result is lower than your 
  Paladin level, the intervention occurs. You may subtract 
  your proficiency bonus from the roll if you know of a 
  general deity who would have the creature under the 
  purview of its pantheon or know of a deity this specific 
  creature worships. The DM chooses the nature of the 
  intervention: any paladin spell or domain spell under 
  the deity’s divine domain(s) would be appropriate. 
  The intervention might restore a devout worshipper to 
  health, or even harm a creature whose actions would be 
  displeasing to the deity that oversees it.
  If a deity intervenes at your request, you can’t 
  use this feature again for seven days. Otherwise, you 
  regain its use after you complete a long rest.
  Pitiless One
  At 20th level, you can use your action to channel the 
  bleak neutrality of Jergal for up to 1 minute; you can 
  end the effect early with a bonus action on your turn. 
  During this time, the area within 20 feet of you is under 
  the effects of an antimagic field (as per the spell). In 
  addition, when a creature makes a weapon attack while 
  within this area, it must succeed on a Wisdom saving 
  throw or lose its Attack action this turn.
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  Paladin Oath
  Paladins of Jergal can take the Oath of the Bleak 
  Seneschal.
  Oath of the Bleak Seneschal
  If such a thing as zealous apathy were possible, it 
  would be embodied by the paladins of Jergal. They are 
  passionless and pitiless, working without abounding 
  joy or burning anger. Like their patron deity, these 
  paladins observe all with a grim neutrality.
  Tenets of the Bleak Seneschal
  Impassive in All. The fires of hate, love, and passion 
  must be doused in your heart. Only a cold heart can 
  weigh the hearts of others or advise them of their path.
  A Place for All, A Time for All. Don’t seek to bring 
  death or strive to return the dead to life. Let fate bring 
  you the challenges it will, and the gods resurrect those 
  as they deem fit.
  Truth and Guidance in All. Jergal cares not for 
  power or glory for his church. You are a ferryman, 
  seeing the true path and advising others of immutable 
  truths.
  Scribe of All Forgotten. The dead, the lost, and 
  the forgotten are your wards in this mortal life. Be a 
  steward to the entombed and a seeker of lost names. 
  The record must be complete.
  Oath of the Bleak Seneschal Spells
  Paladin Level
  Spells
  3rd
  comprehend languages, determine final 
  rest
  5th
  calm emotions, seek final rest
  9th
  Jergal’s mind spike, speak with dead
  13th
  divination, guardian of faith
  17th
  commune, legend lore
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Apathy. As an action, you touch a creature within 
  reach. That creature must make a Charisma saving 
  throw or be charmed by you for 1 minute. The creature 
  doesn’t become friendly towards you; instead, it 
  ceases to care about your presence or your actions, 
  so long as those actions don’t cause it harm. When the 
  effect ends, the creature knows and remembers it was 
  charmed unless it has an Intelligence score of 6 or less.
  
  92
  Seek Final Rest
  2nd-level necromancy
  Casting Time: 1 bonus action
  Range: Self
  Components: V, M (a holy symbol of your deity)
  Duration: Concentration, up to 1 minute
  You present your holy symbol and impose your will on 
  undead around you. While you maintain concentration 
  on this spell, you have advantage on melee and spell 
  attacks against undead creatures within 15 feet of you. 
  In addition, undead within 15 feet of you have 
  disadvantage on saving throws against turning.
  Spells
  Determine Final Rest
  1st-level necromancy (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You touch the remains of a deceased creature and 
  whisper a prayer to Jergal. You immediately determine 
  the creature’s alignment in life and the plane or afterlife 
  the creature’s soul was consigned to upon death, if any. 
  If the afterlife is comprised of multiple segments, such 
  as the various Nine Hells, you know which specific one 
  the soul occupies at this time. If the soul is destroyed, 
  bound to an object on the Material Plane, occupying a 
  new body, was sent to an incorrect final destination, or 
  a similar fate, you receive an unclear answer.
  Jergal’s Mind Spike
  3rd-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You touch a creature within reach, attempting to 
  overwhelm its senses or pry the secrets of its beliefs. 
  Creatures whose thoughts can’t be read or that have 
  an Intelligence of 3 or lower are immune to the 
  effects of this spell. The target must make a Wisdom 
  saving throw; on a successful save, you determine 
  the creature’s alignment and nothing else. On a failed 
  save, you intrude upon the target’s mind, learning 
  the creature’s alignment, its professed faith (if any), 
  and how closely it follows the teachings of that faith. 
  Additionally, you select one of the following pieces of 
  information to learn about the target: its proudest 
  accomplishment, or its greatest failure, ambition, 
  or fear. This information is subjective to the target 
  creature’s point of view and understanding.
  Once a creature has been targeted by this spell, it 
  can’t be targeted again for 24 hours.
  
  93
  Likewise, if you attack an undead or 
  target it with a harmful effect it is immune 
  to this feature.  
  Channel Divinity: The 
  Weight of Mortality
  Starting at 2nd level, you can use your Channel Divinity 
  to unleash a wave of bone weariness. As an action, you 
  present your holy symbol and all living creatures within 
  30 feet of you must make a Constitution saving throw 
  or gain 1 level of exhaustion that lasts for 1 minute. A 
  creature that fails its saving throw by 5 or more gains 
  two levels of exhaustion instead. This effect stacks with 
  existing levels of exhaustion.
  Constructs are immune to this feature, but undead 
  who are usually immune aren’t, and they have 
  disadvantage on saving throws against it.    
  Channel Divinity: Vision of Beyond
  Beginning at 6th level, you can use you Channel Divinity 
  to create an area that resembles the final step between 
  life and death. As an action, you present your holy 
  symbol and an area around you in a 30-foot radius 
  transforms to appear as a misty riverbank where 
  the boatman waits to take souls to rest. The area is 
  heavily obscured, and all living creatures within it must 
  make Wisdom saving throws or become frightened. 
  The effect lasts for a number of rounds equal to your 
  Wisdom modifier (minimum of 1). 
  A frightened creature makes another saving throw 
  at the end of its turn. On a successful save, the creature 
  isn’t frightened. 
  The mists don’t obscure your vision.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Between Life and Death
  Starting at 17th level, you stand between the worlds 
  of life and death. You gain resistance to necrotic and 
  poison damage, immunity to disease, and you are 
  immune to gaining levels of exhaustion.
  Kelemvor
  The Lord of the Dead, the Judge of the 
  Damned
  Kelemvor is the just and impartial judge of the dead, 
  and not a figure to be feared by those who lived life 
  according to their faith and principles. However, he 
  judges the faithless and the false (those who betray 
  or falsely represent their faith) harshly. Undead are 
  viewed as an unnatural halt to the cycle of life and 
  judgement, and the Lord of the Dead doesn’t abide such 
  creatures to exist.
  Divine Domain
  Clerics of Kelemvor are free to select the Grave domain 
  in place of the Doomguide domain if they wish. 
  Doomguide Domain
  Kelemvor’s faithful consider undead as an anathema to 
  the natural order and they put these creatures to rest 
  wherever they are found. Necromancers and those who 
  glory in undeath are the greatest of sinners, and no 
  comfort awaits them in the inevitable embrace of the 
  Lord of the Dead.
  Doomguide Domain Spells
  Cleric Level
  Spells
  1st
  false life, protection from evil and good
  3rd
  gentle repose, zone of truth
  5th
  restful dead, speak with dead
  7th
  death ward, repentance
  9th
  dispel good and evil, final rest
  Bonus Cantrip 
  When you choose this domain at 1st level, you gain the 
  chill touch cantrip which is added to your cleric cantrip 
  list but doesn’t count against the number of cantrips 
  you know.
  Bonus Proficiency
  Doomguides are naturally attuned to matters of life and 
  death. At 1st level, you gain proficiency in Medicine. 
  Aura of Rest
  Beginning at 1st level, mindless undead—such as 
  skeletons and zombies—won’t attack you, and all 
  other undead must make a Charisma saving throw to 
  target you with an attack, spell, or other harmful effect. 
  Undead that succeed on the save are free to act as they 
  wish. 
  
  94
  Paladin Level
  Spells
  17th
  dispel evil and good, final rest
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Burden of Guilt. As an action, you brandish your 
  holy symbol and call upon your adversaries to recall 
  their moments of doubt in their faith, or their current 
  lack of faith. You can force a number of creatures 
  equal to your Charisma modifier that can see or hear 
  you within 30 feet to make a Wisdom saving throw. 
  On a failed save, a creature must spend its next turn 
  in regretful contemplation, losing all of its voluntary 
  actions, bonus actions, and reactions until the end of 
  its next turn. Though, affected creatures can still move 
  their speed.
  Death’s Embrace. As an action, you present your 
  holy symbol and speak a prayer censuring the undead. 
  Each undead that can see or hear you within 30 feet of 
  you must make a Wisdom saving throw. If the creature 
  fails its saving throw, it is paralyzed for 1 minute or 
  until it takes damage. The creature makes another 
  saving throw at the end of its turn, and on a success, 
  the effect ends for it.
  Aura of Rest
  Beginning at 7th level, you and all allies within 30 feet 
  are under the constant effect of a special sanctuary 
  spell that applies only to undead. The effect acts in all 
  ways like the spell, save for its duration and creatures 
  affected.  
  Strong Soul
  Starting at 15th level, you are immune to the draining 
  abilities of undead, such as those that drain statistics 
  (i.e., a shadow’s Strength Drain) or those that reduce 
  maximum hit points (i.e., the Life Drain ability of wights 
  and wraiths).
  Avatar of Merciful Death
  At 20th level, you can assume the form of an Avatar 
  of Merciful Death, a figure cowled in a robe of 
  shifting darkness. Using your action, you undergo 
  a transformation. For 1 minute, or until you end 
  the transformation as a bonus action, you gain the 
  following benefits: 
   
  Ö You generate an aura of death around you in a 30-
  foot radius. Each living or undead creature that 
  starts its turn in the aura must make a Constitution 
  saving throw or have its hit point maximum reduced
  Paladin Oath
  Paladins of Kelemvor can take the Oath of the Soulguide.
  Oath of the Soulguide
  Kelemvor’s domain is that of ushering the dead to their 
  rightful place in the afterlife. Those who are dutiful to 
  their gods travel to the demesne of their deity to receive 
  due reward or punishment. Those who deny death, are 
  faithless, or play their faith falsely, are given over to 
  Kelemvor’s reluctant punishment. 
  Where Kelemvor’s priests serve as guides to the 
  dead, paladins of the Oath of the Soulguide take a more 
  active role in seeking out undead to lay to rest, and in 
  redeeming the faithless and the false before their time 
  approaches. 
  Paladins of the Oath of the Soulguide believe that all 
  beings deserve a fulfilling afterlife—no matter what 
  god they venerate—and strive to ensure that the poor 
  choices of a mortal life don’t condemn the deceased 
  to eternal punishment. Where those on a bleak path 
  can be redeemed, a Soulguide paladin will seek to 
  do so. Where they are irredeemably corrupt or false, 
  Soulguides act to curb their influence on others.   
  Tenets of the Soulguide
  Inevitability. Death is inevitable. Death isn’t to be 
  feared by any who are faithful and true to their gods.
  Faithfulness. The gods are representatives of all 
  things in life. Debate on right or wrong, like or dislike 
  is only natural, but denying a god’s epitome of ideals is 
  dangerously and damagingly ignorant. Faerûn and its 
  natural order are tied inextricably to the gods.   
  Religious Truth. Whichever god you venerate, 
  be true to that faith and the ideals it espouses. Don’t 
  misrepresent your faith or seek to portray it falsely for 
  temporary gain. Only suffering awaits such creatures 
  after death.
  No Succour in Death. Death won’t be denied, and 
  undeath is both a mockery and false refuge from 
  death. There is no succor in undeath. Death comes to 
  everything eventually.
  Oath of the Soulguide Spells
  Paladin Level
  Spells
  3rd
  false life, protection from evil and good
  5th
  gentle repose, zone of truth
  9th
  restful dead, speak with dead
  13th
  aura of life, repentance
  
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  for the number of hit points affected for each slot level 
  above 3rd.     
  Repentance
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  You force one creature within range that you can see to 
  confront its greatest faults, failures, and betrayals for 
  1 minute—causing it great psychic discordance. At the 
  start of each of the creature’s turns for the duration, it 
  must make a Wisdom saving throw. On a failed save, 
  the creature is wracked by guilt and remorse—taking 
  2d6 psychic damage and it suffers disadvantage 
  on attack rolls until the start of its next turn. On a 
  successful save, the creature takes half the damage and 
  doesn’t have disadvantage on attack rolls that round. 
  Creatures immune to charm or psychic damage are 
  immune to this spell. The spell effect can be ended 
  early by dispel magic, counterspell, remove curse, or 
  any feature that duplicates these effects.
  by 2d10. A creature that has its hit point maximum 
  reduced to 0 dies or is destroyed if it is undead.
   
  Ö For each living or undead creature that dies or is 
  destroyed within 30 feet of you (from any cause) 
  while this aura is active, you regain 10 lost hit points.
  Once you use this feature you can’t use it again until you 
  finish a long rest.  
  Spells
  Final Rest
  5th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a handful of grave dirt)
  Duration: Instantaneous
  This spell targets a single undead creature, disrupting 
  the energy that animates it. The spell causes 10d6 
  force damage to the target creature, who must make 
  a Charisma saving throw. A successful save halves the 
  damage. If the damage exceeds the creature’s current 
  hit points, its remains sink into the earth where it stood. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases 
  by 2d6 for each slot level above 5th. 
  Restful Dead
  3rd-level necromancy 
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a handful of grave dirt)
  Duration: Instantaneous
  This spell conjures a 30-foot sphere of rippling grey 
  energy that only affects undead, sapping the magic 
  that keeps them from their final rest. Roll 8d6; the 
  total is the number of hit points of undead this spell 
  can affect. Starting with the undead with the lowest hit 
  points, subtract its current hit points from the number 
  you rolled; if it reduces the creature to 0 hit points, it 
  is destroyed. Subtract each creature’s remaining hit 
  points from the total before moving to the creature 
  with the next lowest hit points. A creature’s current hit 
  points must be equal to or less than the remaining total 
  for it to be affected. 
  Undead with Hit Dice less than your spellcasting 
  level are automatically affected by the spell. Undead 
  with Hit Dice equal to or greater than your level can 
  make a Charisma saving throw to avoid its effects. If a 
  creature saves, its hit points aren’t subtracted from the 
  total as it is immune to this casting of the spell.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, roll an additional 2d6 
  
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  Prohibition of Kossuth
  Also at 1st level when you choose this domain, 
  you are forbidden from using spells that create 
  or manipulate the element of water. These 
  spells can’t be prepared by you. If a spell can 
  generate both water and other elemental 
  effects—such as conjure minor elementals—
  you can prepare and cast it, but you are 
  prohibited from using the spell’s water variables. 
   In addition, if you use a magic item—other than 
  a potion—that is associated with water, you suffer 
  disadvantage on all your saving throws for 24 hours. 
  Instances of forbidden item use result in the duration 
  being extended from the point of last use.
  However, you can be the recipient of such spells and 
  effects from the actions of others without penalty. 
  Channel Divinity: Conduit of Flame
  Beginning at 2nd level, as an action, you present 
  your holy symbol and draw upon the blistering heat 
  of the Elemental Plane of Fire, sharply raising the 
  temperature in a 60-foot radius around you. All effects 
  that deal fire damage within this area deal an additional 
  amount of fire damage equal to your Wisdom modifier 
  (minimum of 1). This effect lasts for a number of rounds 
  equal to your Wisdom modifier (minimum of 1).     
  Flameheart
  Starting at 6th level, your body maintains a steady 
  elevated temperature.  You are resistant to fire damage, 
  and you are unaffected by extremes of temperature—
  hot or cold—and associated ailments such as 
  heatstroke and hyperthermia.  
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Firesoul
  At 17th level, you gain immunity to fire damage. In 
  addition, any features or spells you use that generate 
  fire damage ignore the fire resistance (but not fire 
  immunity) of affected creatures. 
  Kossuth
  The Lord of Flames, the Firelord, the Tyrant 
  Among Fire, Tyrant Among Fire Elements
  Kossuth is the god of fire, creatures of fire, 
  and purification through flame. The Lord of 
  Flames, like the rest of the elemental gods, 
  seeks to promote elemental fire above the 
  other elements, gaining supremacy in the eternal 
  balance.
  Divine Domain
  Clerics of Kossuth may select from the Light or Fire 
  domains without penalty or prejudice from the faithful 
  of the Firelord. 
  Fire Domain
  The clergy of Kossuth embrace the chaotic and 
  destructive nature of fire, but also envision it as a 
  purifier of taint and a vehicle for change and growth. 
  Fire Domain Spells
  Cleric Level
  Spells
  1st
  absorb elements*, burning hands
  3rd
  flaming sphere, retributive immolation
  5th
  fireball, shroud of flame
  7th
  conjure minor elementals, wall of fire
  9th
  conflagration, conjure elemental 
  *From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Bonus Cantrips
  When you choose this domain at 1st level, you learn 
  the control flames* and produce flame cantrips. These 
  are considered cleric cantrips for you, and don’t count 
  against the number of cantrips you know.
  *From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Bonus Language
  At 1st level, you gain proficiency in the Primordial 
  language.
  Blessing of Kossuth
  Starting at 1st level, you are blessed by the Lord of 
  Flames. You add +1 to the fire damage you deal with any 
  of your features and spells.
  In addition, creatures of the elemental fire type 
  treat you as the same type of creature. This doesn’t 
  guarantee cooperation, merely recognition. 
  
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  fire damage or use your Flaming Smite feature, your 
  attacks ignore the target’s fire resistance (but not its 
  immunity).
  This feature lasts for a number of rounds equal to 
  your Charisma modifier (minimum of 1 round). 
  Wave of Heat. As an action, you present your holy 
  symbol and generate a wave of heat in a 30-foot radius 
  around you. All creatures within the area must make 
  a Constitution saving throw or take fire damage equal 
  to 2d8 + your paladin level. A successful saving throw 
  halves the damage.
  Additionally, creatures of the elemental type (other 
  than fire-based creatures) must make a Wisdom 
  saving throw or gain the frightened condition for 1 
  minute. An affected creature makes a saving throw at 
  the end of its turn, and on a success, it isn’t frightened. 
  Heat Aura
  Beginning at 7th level, you are surrounded by an 
  aura of heat, granting you and all allies within 10 feet 
  resistance to cold damage. 
  At 18th level, the aura increases to 30 feet and 
  you become immune to cold damage. This immunity 
  doesn’t extend to your allies.
  Invigorating Flames
  Starting at 15th level, when you are subject to an attack 
  that deals fire damage, you regain one use of your 
  Channel Divinity.
  You can’t benefit from this feature by using your 
  own features and spells. Once you use this feature you 
  must finish a long rest before you can use it again. 
  Avatar of Flame
  At 20th level, you can assume a flaming form as Kossuth 
  invests you with a sliver of his eternal flame. Using your 
  action, you undergo a transformation. For 1 minute or 
  until you end the transformation using a bonus action, 
  you gain the following benefits:
   
  Ö Your melee weapon attacks deal an additional 2d6 
  fire damage.
   
  Ö You are surrounded by a fiery aura. All creatures that 
  start their turns within 10 feet of you take 1d6 fire 
  damage. Additionally, creatures that successfully 
  strike you with a melee weapon attack immediately 
  take 1d6 fire damage. Creatures and objects you 
  touch, grab, or grapple, take 1d6 fire damage per 
  contact or round of contact. Damage from sustained 
  contact occurs at the beginning of your turn.
  Paladin Oath
  Paladins of Kossuth can take the Oath of the Firebrand.
  Oath of the Firebrand
  The firebrands are Kossuth’s champions and heralds. 
  Paladins of the Oath of the Firebrand scour the land 
  seeking to purify corruption and promote change and 
  growth through their use of fire. While not always 
  welcomed, the Firebrands believe they conduct a 
  necessary service to the peoples of the realms.
  The Firebrands wage a cold war on the creatures 
  and representatives of the other three elements—
  water, earth, and air—in an eternal quest to prove fire 
  the superior element.   
  Tenets of the Firebrand
  Fire is Destruction. Fire consumes and destroys. It 
  is the nature of fire, and thus your nature.
  Fire is Purification. Destruction isn’t always bad. 
  Fire can purify, destroying corruption and unhealthy 
  elements. Purify where purification is needed.
  Fire is Change. Fire consumes, but it also changes 
  and promotes growth and evolution. Where the world 
  is static or inflexible, change is most needed.
  Fire is Dominant. Of the four elements, fire is 
  superior. Seek to promote and demonstrate that 
  superiority wherever the other elements are found.
  Oath of the Firebrand Spells
  Paladin Level
  Spells
  3rd
  absorb elements*, searing smite
  5th
  branding smite, retributive immolation
  9th
  blinding smite, elemental weapon
  13th
  conjure minor elementals, staggering 
  smite
  17th
  banishing smite, conjure elemental
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  Flaming Smite
  You deal fire instead of radiant damage when using 
  Divine Smite.
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Searing Flames. As a bonus action, you can 
  empower your fire-based abilities to burn hot enough 
  to pierce resistance. When you cast a spell that deals
  
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  Slow and Solid
  As magma flows slowly, cools and then solidifies, 
  so too do Firewalkers learn to absorb or slightly 
  deflect incoming blows. At 11th level, you can reduce 
  the damage of incoming melee and ranged weapon 
  attacks by an amount equal to your Wisdom modifier 
  (minimum of 1).
  Twist the Knife
  Beginning at 15th level, you know how to strike for 
  maximum damage, twisting weapons or angling for the 
  most debilitating injuries. Once per turn, you can inflict 
  extra damage on a successful ranged or melee weapon 
  attack equal to half your ranger level.
  Spells
  Conflagration
  5th-level evocation
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a flint and a drop of oil)
  Duration: Concentration, up to 1 minute
  You conjure a powerful roiling storm of fire, smoke, 
  and ash in a 20-foot radius sphere centered on a point 
  within range. The area within the sphere is heavily 
  obscured. 
  When a creature enters the affected area for the 
  first time on a turn or starts its turn there, it must 
  make a Dexterity saving throw. The creature takes 
  5d8 fire damage on a failed save, or half as much on a 
  successful one. 
  You can direct the storm to move 10 feet in any 
  direction on your turn as a bonus action.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases 
  by 1d8 for each slot level above 5th.
  Retributive Immolation
  2nd-level evocation
  Casting Time: 1 reaction, in response to being 
  damaged by a creature you can see within range 
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You point your finger and the creature that damaged 
  you is immolated in fire. The creature must make a 
  Dexterity saving throw or take 4d6 fire damage and lose 
  its reaction until the start of its next turn. A successful 
  saving throw halves the damage and negates the loss of 
  reaction.  
   
  Ö All non-unique creatures of the elemental type are 
  cowed by your presence. No elemental creatures will 
  willingly attack you unless they are attacked first. 
  Unique creatures include the Elemental Lords such 
  as Imix, Olhydra, Ogremoch and Yan-C-Bin.  
  Once you use this feature you can’t use it again until you 
  finish a long rest.  
  Ranger Archetype
  Kossuth’s rangers can choose the Firewalker archetype.
  Firewalker
  Firewalkers are rangers that are at home in volcanic 
  regions, treading barren stone and ash landscapes and 
  navigating pyroclastic flows. The harsh environment 
  results in tough, hardened, and occasionally callous or 
  uncaring wanderers, who pay homage to Kossuth out of 
  grudging respect more than faith.
  Natural Explorer
  When you select your favored terrain, you must choose 
  mountains, which includes regions of volcanic activity. 
  Your second and third choices may be selected from 
  any of the remaining terrains.
  Blades of Obsidian and Ash
  At 3rd level, once on each of your turns when you 
  take the Attack action and hit a creature with a melee 
  weapon attack, you can infuse your weapon with slivers 
  of razor-sharp obsidian and ash. The creature must 
  make a Constitution saving throw or take an extra 1d4 
  piercing damage. This extra damage can’t be healed 
  or regenerated until the shards are removed, either 
  quickly by using an action to make a DC 15 Wisdom 
  (Medicine) check or automatically after a short or long 
  rest.
  At 12th level, the extra piercing damage increases 
  to 2d4.
  Hardened 
  At 7th level, you are accustomed to the heat and 
  harshness of the volcanic environment. You have 
  resistance to fire damage and you gain advantage on 
  saving throws against poison. 
  
  99
  a Dexterity saving throw. On a successful save, the 
  damage is halved and the spell ends, otherwise the 
  shroud continues to cling to the creature.
  At the beginning of its turn, an enveloped creature 
  takes 1d6 fire damage and it must make a Dexterity 
  saving throw. On a successful save, the spell ends.
  The spell ends once the creature makes a successful 
  saving throw, the duration expires, or if you lose 
  concentration.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the initial damage is 
  increased by 1d6 for each slot level above 3rd.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases 
  by 1d6 for each slot level above 2nd.
  Shroud of Flame
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a charred sliver of wood)
  Duration: Concentration, up to 1 minute
  You choose a creature you can see within range and 
  conjure a clinging shroud of flame to envelop it. The 
  creature takes 4d6 fire damage and it must make
  
  100
  Channel Divinity: 
  Brilliance of the Dawn
  Starting at 2nd level, you can use your 
  Channel Divinity to harness sunlight, 
  banish darkness and blind your foes. As an 
  action, you present your holy symbol and 
  dispel any magical darkness within 30 feet of 
  you. Additionally, each hostile creature within 
  30 feet of you must make a Constitution saving 
  throw or it is blinded. The blindness lasts for 1 minute. 
  A blinded creature makes a new Constitution saving 
  throw at the end of its turn. On a successful save, it 
  isn’t blinded. A creature isn’t affected if it doesn’t rely 
  on sight, or if it is behind total cover and can’t see the 
  effect.  
  Life Shield
  Starting at 6th level, you have resistance to necrotic 
  damage.
  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 radiant damage. 
  When you reach 14th level, the damage increases to 
  2d8.
  Rising Dawn
  Starting at 17th level, you can use your action to 
  surround yourself with an aura of warming sunlight 
  that lasts for 1 minute or until you dismiss it using an 
  action. You emit bright light in a 60-foot radius and dim 
  light for another 30 feet. The aura has the following 
  effects:
   
  Ö Magical darkness within the area is dispelled.
   
  Ö Allies within 60 feet of you when the aura is activated 
  are affected by a bless spell for the duration.
   
  Ö An enemy that starts its turn within 60 feet of you 
  must make a Charisma saving throw or be affected 
  by the bane spell until the start of its next turn.
   
  Ö The light within the 60-foot area is sunlight.
   
  Ö An undead within 60 feet of you has disadvantage on 
  all saving throws.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Lathander
  The Morning Lord, Inspiration’s Dawn, the 
  Rose-and-Gold God
  Lathander is the breaking of dawn, the first 
  light, and the hope of renewal and rebirth. 
  The Morning Lord represents the cycle of 
  the natural order and is naturally opposed to 
  undead and anything that represents the antithesis 
  of life.
  Divine Domain
  The Dawn, Light, and Life domains are appropriate 
  for clerics of Lathander, who can choose any of those 
  domains without penalty or stigma among the faithful.  
  Dawn Domain
  Clerics of the Dawn domain seek to bring light, life and 
  enlightenment to the people of Faerûn. They preside 
  over births and deaths as part of the great cycle of 
  renewal and they combat undead wherever they find 
  them. 
  Dawn Domain Spells
  Cleric Level
  Spells
  1st
  faerie fire, shield of faith
  3rd
  aid, lesser restoration
  5th
  daylight, false dawn
  7th
  death ward, sunlight
  9th
  dawn, greater restoration
  Bonus Proficiency
  When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Bane of the Dead
  Also at 1st level, when you use a spell or attack to deal 
  damage to an undead creature, you deal extra damage 
  of the same type dealt in the attack equal to your 
  Wisdom modifier (minimum of +1).
  At 5th level, when you gain the ability to Destroy 
  Undead with your Channel Divinity feature, your level 
  is treated as 8th for the purposes of the CR of creatures 
  you can affect. At each successive increase in the CR of 
  undead creatures you can affect, you are treated as the 
  next highest tier until you reach the listed maximum.
  
  101
  Oath of the Dawn Spells
  Paladin Level
  Spells
  3rd
  faerie fire, shield of faith
  5th
  aid, lesser restoration
  9th
  daylight, false dawn
  13th
  death ward, sunlight
  17th
  dawn, greater restoration
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Turn Undead. As an action, you present your holy 
  symbol and speak a prayer censuring the undead. Each 
  undead that can see or hear you within 30 feet must 
  make a Wisdom saving throw. If the creature fails its 
  saving throw, it is turned for 1 minute or until it takes 
  any damage.
  A turned creature must spend its turns trying 
  to move as far away from you as it can, and it can’t 
  willingly move to a space within 30 feet of you. It also 
  can’t take reactions. For its action, it can only use 
  the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move 
  the creature can use the Dodge action.  
  Renewal of Vigor. As an action, you cast a rosy 
  light from your holy symbol, and affect all creatures 
  of your choice within 30 feet. An affected creature can 
  immediately use its reaction to expend one or more of 
  its Hit Dice to renew its hit points as if it had taken a 
  short rest. The maximum number of Hit Dice a creature 
  can expend is equal to your Charisma modifier. As no 
  time passes, those affected don’t actually rest, nor do 
  they gain the other benefits of a short rest, such as the 
  renewal of abilities or regaining spell slots.  
  Aura of Radiance
  Beginning at 7th level, the paladin and all allies within 
  10 feet gain resistance to necrotic damage. At 18th 
  level, the aura’s radius increases to 30 feet.  
  Disrupt Unlife
  Starting at 15th level, whenever you are struck by 
  a targeted attack, spell, or ability from an undead 
  creature, you can generate a backlash of radiant energy 
  that surges at your attacker. 
  The undead creature automatically takes radiant 
  damage equal to your Charisma modifier and you can 
  choose to expend your reaction to force it to make
  Paladin Oath
  Paladins of Lathander can take the Oath of the Dawn.
  Oath of the Dawn
  Paladins of the Oath of the Dawn are Lathander’s 
  champions of light, life, and renewal in the realms. Their 
  primary duties are to inspire others to accomplish 
  their goals and reach their full potential. They aspire 
  to achieve, propagate, and leave a legacy. They are 
  known for acts of charity, kindness, and for offering 
  aid, shelter, or succor to those in need. Paladins of the 
  Oath of Dawn protect mothers and children and take a 
  special interest in orphans. 
  Paladins of the Oath of the Dawn espouse that 
  life is cyclical, and new opportunities can be found 
  constantly. To aspire and continue pushing for the next 
  goal or achievement, and to affect real change in the 
  world are the loftiest goals of Lathander’s faithful.
  Paladins of the Oath of the Dawn consider undead 
  to be the antithesis of life and growth. They defy the 
  natural order of the life cycle and must be placed to 
  rest wherever possible in order to move on. Some 
  paladins see this as a necessary, solemn duty, while 
  others zealously destroy undead with a bright 
  fanaticism. In the latter case, much of this acrimony 
  stems from Lathander’s historical conflict with 
  Sammaster the lich, formerly a Chosen of Mystra and 
  founder of the Cult of the Dragon.     
  Tenets of the Dawn
  Renewal of Dawn. As the night ends and dawn 
  comes each day, so too do new opportunities arise 
  with choice and action. Never become fatalistic, 
  there are always opportunities to renew or reinvent 
  yourself.    
  The Promise of Birth. New life brings new energy 
  and new beginnings. Protect and encourage those who 
  create life, and those young whose promise is yet to be 
  fulfilled.   
  Unending Aspiration. Always strive for 
  improvement. Change is inevitable. Stagnation is a 
  slow death.
  Blasphemy of Undead. Undeath is the antithesis of 
  life and rebirth. Undead take from the life cycle rather 
  than contribute to it and must be destroyed wherever 
  they are found.
  
  102
  saving throws against your Channel Divinity features. 
  The creature is outlined in a dancing fiery aura that 
  grants opponents advantage on attack rolls against it if 
  the attacker can see it, and the affected creature can’t 
  benefit from being invisible.
  Once the undead leaves the area of effect, the 
  damage and disadvantage to saving throws ends. 
  Though, the dancing fiery aura remains until the start 
  of its next turn after it exits.      
  Sunlight
  4th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  The caster conjures a 60-foot sphere of pure sunlight 
  centered on a point you choose within range. It has 
  all the standard properties of sunlight and provides 
  illumination equal to bright light within the radius, and 
  dim light for an additional 60 feet. This spell dispels 
  magical darkness in its area that was created by a spell.
  In addition, a creature within the area of effect 
  must make a Constitution saving throw or it is blinded 
  while it remains within the sphere and for a number of 
  rounds equal to your spellcasting ability modifier once 
  it exits (minimum of 1). 
  a Charisma saving throw or incur disadvantage on 
  its saving throws until the start of its next turn. This 
  ability only activates when an attack, feature, or spell 
  specifically targets you, and not when you are simply 
  affected by an area of effect, aura, or otherwise passive 
  ability.   
  Avatar of Dawn
  At 20th level, you can assume the form of an Avatar 
  of Dawn, becoming a glowing being infused with 
  pure sunlight. Using your action, you undergo a 
  transformation. For 1 minute or until you dismiss 
  the transformation with a bonus action, you gain the 
  following benefits:
   
  Ö You shed actual sunlight in a 60-foot radius.
   
  Ö All undead within 60 feet take 3d6 radiant damage 
  at the start of each of your turns. 
   
  Ö All allies within 60 feet regenerate a number of 
  hit points equal to your Charisma modifier at the 
  beginning of each of your turns. In addition, all allies 
  are cleansed of any levels of exhaustion they have 
  when the power is activated, and they can’t gain 
  levels of exhaustion if they remain within the area 
  while this feature is active.
   
  Ö Any creature that dies within the radius is 
  reincarnated as an animal native to the area within 
  1d4 days of death unless prevented from doing so 
  by raising or resurrection magic. If no animals are 
  native to the area, the creature doesn’t reincarnate, 
  but a sunflower blooms where it died instead. 
  Once you use this feature you can’t use it again until you 
  finish a long rest.  
  Spells
  False Dawn
  3rd-level evocation
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  The caster conjures a 60-foot sphere of rosy red 
  light that mimics the appearance of dawn, though 
  it isn’t actual sunlight. The illumination provides 
  bright light within the radius and dim light for an 
  additional 60 feet. This spell dispels any darkness in 
  its area that was created by a spell of the same level or 
  lower.
  An undead that starts its turn within the area of effect 
  takes 1 radiant damage. It also incurs disadvantage on
  
  103
  The illusion is considered lightly obscured 
  in dim light if the discerning creature 
  doesn’t have darkvision; the illusion must be 
  in an area of darkness to be considered lightly 
  obscured to a creature with darkvision.
  Channel Divinity: Look Again
  You can use a reaction to force a target who has seen 
  through a magical illusion to doubt its own senses, 
  causing it to roll an Intelligence (Investigation) check 
  contested by your Charisma (Deception) check. If your 
  result is higher, the illusion reaffirms itself as real to 
  the creature. If the creature originally determined an 
  image as an illusion by physically interacting with it, 
  the creature has advantage on the check. 
  Channel Divinity: Absurd Illusion
  Starting at 6th level, when you cast illusion spells 
  granted by your domain, you can use your Channel 
  Divinity as part of the spell to include details so absurd 
  and unusual that up to three creatures of your choice 
  within 30 feet of the illusion are distracted by it. As a 
  result, affected creatures can’t take reactions until their 
  next turn and they have disadvantage on Constitution 
  saving throws to maintain concentration on a spell 
  during that time. In exchange, each creature has 
  advantage on its ability checks to discern the illusion 
  as unreal.
  Potent Spellcasting
  Starting at 8th level, you can add your Wisdom modifier 
  to the damage you deal with any cleric cantrip. 
  Strange Perceptions
  When you reach 17th level, you become a master 
  of illusion, suffering no other false images. You can 
  see through any illusion spell that is cast within 60 
  feet of you without the need to make an Intelligence 
  (Investigation) check, and you have advantage on these 
  checks when attempting to identify other illusions. 
  In addition, when you use your Look Again Channel 
  Divinity option to successfully re-convince a creature 
  of an illusion spell that you cast within the last minute, 
  you regain the spell slot you used to cast it at the end of 
  the spell’s duration.
  Leira
  Lady of the Mists, Mother of Illusionists, the 
  Guardian of Liars, the Mistshadow
  Leira is a goddess of deception. Illusions and lies 
  are her language of choice and misplaced beliefs 
  are her most familiar tool. Falsehoods give life 
  meaning. Despite this, she isn’t a deity of evil; the Lady 
  of the Mists is merely dedicated wholly to her domain. 
  Her worshippers are difficult to identify, often hiding 
  their patron deity’s identity through obfuscation. They 
  obscure truth and sweep aside lies in equal measure, 
  following the direction of a goddess whose motives are 
  as vague and inscrutable as fog.
  Divine Domain
  Clerics of Leira can choose the Mistcaller domain.  
  Mistcaller Domain
  Mistcallers are as happy to spread rumor as they are 
  to believe it, as happy to buy into a tall tale as they are 
  to start one themselves. When Leira was (temporarily) 
  killed at the hands of Cyric and the Lord of Strife 
  impersonated the goddess to her own followers, it 
  made little difference to the Mistcallers even when the 
  truth was discovered. After all, the incorrect belief was 
  just as potent as the reality. Isn’t that the whole point?
  Mistcaller Domain Spells
  Cleric Level
  Spells
  1st
  disguise self, silent image
  3rd
  impenetrable falsehood, phantasmal force
  5th
  hypnotic pattern, major image
  7th
  hallucinatory terrain, triple mask
  9th
  mislead, seeming
  Bonus Proficiencies
  When you choose this domain at 1st level, you gain 
  proficiency in the Deception and Insight skills.
  Shapes in the Mist
  Also at 1st level, your ability to deceive creatures 
  with illusions is empowered when the creature can’t 
  be certain of the details. When a creature attempts 
  to make an Intelligence (Investigation) check to see 
  through an illusion you created, the DC is increased 
  by an amount equal to your proficiency bonus if the 
  illusion is in an area that is considered lightly obscured 
  to the target, such as mist, precipitation, and so on. 
  
  104
  Indirect Attack. The Mist Maiden never attacks 
  directly. When you make a melee weapon attack on 
  your turn and you are within 5 feet of a target, you 
  can use your Channel Divinity to have your weapon 
  disappear and reappear nearby, directing your strike 
  against a different target that isn’t within reach but 
  is no more than 30 feet away from you. You have 
  advantage on the attack, and on a hit your weapon’s 
  normal bludgeoning, piercing, or slashing damage is 
  converted to force damage for that attack. If you have 
  the extra attack feature, you can repeat this attack 
  against the distant target without advantage, though 
  you still deal force damage when you hit. When you 
  finish making attacks against the distant target, the 
  weapon rematerializes in your hand.
  Aura of Mists
  Starting at 7th level, a protective force surrounds you 
  and nearby allies. When you and allies within 10 feet 
  of you fail a saving throw against a spell that deals 
  damage, the damage is reduced by an amount equal to 
  your Charisma modifier (minimum of 1). 
  At 18th level, the protective radius increases to 30 
  feet. The damage reduction occurs after resistances 
  are applied and can’t reduce a spell’s damage below 1.
  Vague Form
  Starting at 15th level, you can cast mirror image once 
  as if you had it prepared, requiring no spell slot. You 
  regain the use of this feature when you finish a short or 
  long rest.
  Mist-Walker
  At 20th level, you can use your action to channel the 
  tricky and unpredictable nature of Leira for up to 1 
  minute, ending the effect early on yourself as a bonus 
  action. While the effect is active, you gain the following 
  benefits:
   
  Ö When you take the Attack action on each of your 
  turns, you can teleport up to 20 feet to an unoccupied 
  point you can see. When you do so, you create an 
  illusion of yourself in the nearest unoccupied space 
  to your destination that mirrors your movements 
  and lasts until the start of your next turn. Creatures 
  can determine the image as an illusion with a 
  successful Intelligence (Investigation) check against 
  your spell save DC.
   
  Ö Your melee weapon attacks that deal bludgeoning, 
  piercing, or slashing damage deal force damage 
  instead. Other sources of damage from your weapon 
  attacks, such as Divine Smite, are unaffected.
  Once you use this feature you can’t use it again until you 
  finish a long rest.  
  Paladin Oath
  Paladins of Leira can take the Oath of the Fleeting Mist.
  Oath of the Fleeting Mist
  Leira lacks an official knightly order. Such a rigid 
  and identifiable organization would be against the 
  goddess’s belief in illusion and playful obfuscation. In 
  towns, cities, and the roads across the land, though, it 
  is said that the faithful warriors of the Lady of Mists 
  whisper the tenets of their oath breathlessly into still 
  nights and morning fog.
  Tenets of the Fleeting Mist
  Falsehood Above Truth. Though you speak truth to 
  close confidants and other believers, deal in deception 
  when interacting with others. Pleasant lies are sweeter 
  than ugly truths.
  Value Legends. Myths, legends, tall tales—they 
  are what give hope, entice emotions, and inspire 
  greatness. Don’t seek some disappointing truth behind 
  such stories; seek to coax greatness from yourself and 
  those around you by their use.
  Obfuscation Provides Value. An obscured thing is 
  more valuable, as others choose to believe it has value. 
  Obscure yourself and the things around you. Play and 
  prey on the desire for things to be more than they truly 
  are.
  Oath of the Fleeting Mist Spells
  Paladin Level
  Spells
  3rd
  disguise self, silent image
  5th
  blur, impenetrable falsehood
  9th
  major image, tongues
  13th
  phantasmal killer, triple mask
  17th
  modify memory, seeming
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Enticing Falsehood. When you use your Channel 
  Divinity as part of a Charisma (Deception) check, Leira 
  speaks through you to tell a lie that the target wants 
  to hear. You add your Wisdom modifier to the check 
  (minimum of +1) as well as your Charisma modifier, 
  and the target has disadvantage on any Wisdom 
  (Insight) check it makes to discern it as falsehood.
  
  105
  Spells
  Impenetrable Falsehood
  2nd-level enchantment
  Casting Time: 1 action 
  Range: Touch
  Components: V, S
  Duration: 10 minutes
  You guard the recipient of this spell against detection 
  of its falsehoods. The creature gains advantage on one 
  Charisma (Deception) check it makes during the spell’s 
  duration. In addition, this single lie can’t be detected 
  by magical means, including reading the creature’s 
  thoughts. Creatures can still doubt the lie with an 
  opposing Wisdom (Insight) check, though they have 
  difficulty explaining why for the spell’s duration if 
  the lie is reasonable (can’t be utterly disproven by 
  on-hand empirical evidence or physical impossibility).
  Triple Mask
  4th-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You vanish into a pocket demiplane and you are 
  instantly replaced by three solid illusory copies 
  of yourself, located in your original space and two 
  adjacent unoccupied spaces of your choice. Your 
  illusory copies mirror each other and have hit points 
  equal to your level, an AC of 10 + your Dexterity 
  modifier, and each rolls saving throws as if you were 
  making them. Your illusory copies vanish when they 
  move more than 30 feet from the point where you cast 
  the spell. When you cast this spell and at the end of each 
  of your turns, you designate one of your remaining 
  illusions to act through while the other copies mimic 
  its actions; on your turn, you can move and cast spells 
  normally through this copy using your action, but you 
  can’t take reactions, and you can only use bonus actions 
  that are required by any spells you cast.
  When an unoccupied illusory copy reaches 0 
  hit points, it vanishes and prompts you to roll a 
  Constitution saving throw to maintain concentration. 
  If the illusory copy you are occupying reaches 0 hit 
  points, the spell ends, and you are expelled from 
  the demiplane in the same space as your illusory 
  copy, with any excess damage carrying over to your 
  normal form. Otherwise, when the spell’s duration 
  ends, or if you end it early as a bonus action, you exit 
  the demiplane into the same space as your currently 
  occupied illusory copy.
  
  106
  Channel Divinity: Joyful Dance
  Starting at 2nd level, you can use your Channel 
  Divinity as an action to begin a wild dance for up 
  to 1 minute, making a Charisma (Performance) 
  check. You gain access to a pool of healing equal 
  to the total of your check, which you can draw 
  from as a bonus action to heal a creature 
  you can see within 60 feet while the dance 
  persists. The targeted creature regains 1 hit 
  point per point expended from the pool. You 
  can replenish the pool of healing by moving on your 
  turn, gaining 1 hit point to the pool for every 5 feet you 
  move. You must maintain concentration on the dance to 
  continue the effects beyond the first turn.
  Light Step
  Beginning at 6th level, your walking speed increases 
  by 10 feet, and you gain proficiency in Dexterity saving 
  throws. Additionally, opportunity attacks against you 
  are made with disadvantage while you are performing 
  your Joyful Dance Channel Divinity option.
  Potent Spellcasting
  Starting at 8th level, you can add your Wisdom modifier 
  to the damage you deal with any cleric cantrip. 
  Boundless Joy
  Starting at 17th level, you and friendly creatures within 
  30 feet of you have advantage on saving throws against 
  being charmed, frightened, or petrified while you are 
  conscious. 
  Paladin Oath
  Paladins of Lliira can take the Oath of the Scarlet 
  Mummers.
  Oath of the Scarlet Mummers
  The Scarlet Mummers were an order originally founded 
  to avenge the death of the High Revel Mistress, a head 
  of the Lliiran church in the city of Selgaunt. Their 
  joy turned to righteous anger, the Scarlet Mummers 
  became a graceful fighting order who were as 
  intimidating as they were awe-inspiring.
  Lliira
  Our Lady of Joy, Joybringer, the Goddess of Joy, 
  Mistress of the Revels
  No one can throw a party like Lliira’s 
  followers, and no one can be the life of 
  the party like the goddess herself. The 
  Joybringer is a goddess of pure revelry and 
  gladness, and her followers seek to follow 
  her example, passing over darkness and misfortune 
  with a dancer’s tiptoed step. Nothing sums up Lliira’s 
  personality quite like her favorite holiday—all of them.
  Divine Domain
  Clerics of Lliira can choose the Joydancer domain.  
  Joydancer Domain
  You’ll never see a Joydancer frown, as the saying goes. 
  While the followers of other deities might wield more 
  raw power or enjoy wider respect, it can’t be denied 
  that the clergy of Lliira know how to have the best time. 
  Bearers of an unshakable and infectious optimism, 
  Lliira’s clerics channel that positivity into a means of 
  empowering and aiding others.
  Joydancer Domain Spells
  Cleric Level
  Spells
  1st
  ceremony*, charm person
  3rd
  bliss, calm emotions
  5th
  beacon of hope, haste
  7th
  candle of calm, freedom of movement
  9th
  far step*, mass cure wounds
  * From Xanathar’s Guide to Everything
  Bonus Proficiencies
  At 1st level, you gain proficiency in the Performance 
  skill and three instruments of your choice. In addition, 
  you add double your proficiency bonus when making 
  a Charisma (Performance) check involving dance 
  or when playing an instrument with which you are 
  proficient.
  Song of the Pained
  Also at 1st level, when you expend Hit Dice as part of a 
  short rest, friendly creatures other than yourself who 
  are within 30 feet of you regain an additional hit point 
  for each Hit Die you expend as part of the rest. The 
  amount of hit points regained per Hit Die increases to 2 
  at 6th level and 3 at 17th level.
  
  107
  Aura of Freedom
  Starting at 7th level, you and creatures within 10 feet of 
  you have advantage on saving throws and ability checks 
  against being restrained or grappled or to break free of 
  such an effect. At 18th level, this radius increases to 30 
  feet.
  A Hasty Step
  Starting at 15th level, when a creature within 30 feet of 
  you that you can see is struck by a melee weapon attack, 
  you can expend your reaction to immediately grant it 
  up to ten feet of movement. This movement must be 
  used immediately by the creature and doesn’t provoke 
  opportunity attacks.
  Swing Dance
  At 20th level, you can enter a graceful battle stance as a 
  bonus action that is more dance than frenzy. At the start 
  of the dance you roll a Charisma (Performance) check 
  with advantage. The result of the check becomes a pool 
  you can draw from for the next minute, adding it as a 
  bonus to any attack roll, ability check, or damage roll 
  you make while the dance persists. You can’t expend a 
  total amount greater than your proficiency bonus on 
  each of your turns. The dance ends after 1 minute, when 
  the pool is expended, or if you die or fall unconscious. 
  Once you use this feature you can’t use it again until 
  you finish a long rest.  
  Spells
  Bliss
  2nd-level enchantment
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Choose a target within range that you can see. The 
  target must make a Wisdom saving throw or it is 
  charmed. While the effect persists, the creature 
  wanders in a state of joy, unable to perform actions 
  other than movement on its turn. In addition, it has 
  disadvantage on Wisdom (Perception) checks to notice 
  enemies or threats around it. The target can repeat the 
  saving throw at the end of each of its turns to end the 
  effect early on a success. This saving throw is made 
  with advantage if the creature takes damage on its 
  turn or notices an imminent threat in the environment 
  around it.
  Tenets of the Scarlet Mummers
  Don’t Miss a Step. Don’t allow misfortune, obstacle, 
  or calamity to ruin your plans or lead you astray. 
  Stay true to a path of righteousness—all else is a 
  distraction.
  Take Time to Celebrate. Recognition, relaxation, 
  and festivities boost the spirit and refresh the mind. 
  They are also useful tools for cultivating alliances and 
  plying information from the reluctant.
  Mark Your Rhythm. Whether alone or with 
  companions, look to make your voice heard even when 
  you match a greater harmony. You should be the voice 
  that leads a chorus or takes a song to unexpected 
  heights.
  Oath of the Scarlet Mummers
  Paladin Level
  Spells
  3rd
  expeditious retreat, heroism
  5th
  bliss, misty step
  9th
  daylight, tongues
  13th
  candle of calm, freedom of movement
  17th
  far step*, hold monster
  * From Xanathar’s Guide to Everything
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Path of the Dancer. As a bonus action, you begin to 
  dance as part of your movement. You ignore difficult 
  terrain and don’t provoke opportunity attacks while 
  the effect is active, and you leave behind a sparkling, 
  shimmering path through the air when you move. The 
  path is 5 feet wide and persists until the start of your 
  next turn, occupying the spaces you’ve moved through 
  this turn. Friendly creatures moving through this 
  shimmering path also gain its benefits while within 
  those spaces. The effects last for 1 minute, ending 
  early if you don’t move a distance of at least half of 
  your base walking speed each round.
  Maddening Dance. As an action, you perform a 
  wild, taunting dance. While the dance persists, hostile 
  creatures within 30 feet of you have disadvantage on 
  all weapon and spell attacks that target a creature 
  other than you. You can continue the dance for up to 1 
  minute, using your action each round to do so. While 
  you are performing your maddening dance, your base 
  movement speed is halved.
   
  
  108
  Candle of Calm
  4th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small candle)
  Duration: Concentration, up to 1 minute
  You cause a spectral floating candle to appear at a 
  point you can see within range. The floating candle 
  casts a bright, warm light within 20 feet of it. Friendly 
  creatures inside the area of light are protected as 
  though they were affected by a sanctuary spell; when 
  a creature inside the lit area is targeted by an attack or 
  harmful spell, the attacker must make a Wisdom saving 
  throw. On a failed save, the attacker must select a new 
  target or lose the attack or spell. The warding light 
  doesn’t protect creatures from area effects, such as a 
  fireball spell. Creatures within the candle’s radius are 
  subject to the same restrictions when they attempt to 
  make an attack or cast a harmful spell. While the spell 
  persists, you can use a bonus action on each of your 
  turns to move the candle up to 15 feet.
  
  109
  Channel Divinity: Imposing Psyche
  Starting at 2nd level, you can cause a creature’s 
  mind to wither under your hateful gaze. As 
  an action, you select a target within 60 feet 
  of you that you can see and roll a Charisma 
  (Intimidation) check. The target must make 
  a Wisdom saving throw, with the result of your 
  Charisma (Intimidation) check as the DC. The target 
  takes 3d8 + your Wisdom modifier in psychic damage 
  on a failed save, or half as much damage on a successful 
  one. You can use your Torturous Sustenance feature in 
  tandem with this ability.
  Channel Divinity: Sweet Agony
  Starting at 6th level, you can inflict pain upon yourself 
  in order to receive Loviatar’s blessing. As an action, 
  you Channel Divinity to expend at least two of your 
  available cleric Hit Dice, rolling them and dealing 
  slashing damage to yourself equal to the result of the 
  roll. This damage is unaffected by resistances or other 
  effects that reduce damage. In exchange, you regain 
  expended spell slots; each slot has a Hit Die cost equal 
  to the spell’s level.
  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 psychic damage to 
  the target. When you reach 14th level, the extra damage 
  increases to 2d8.
  Cruel Efficiency
  At 17th level, you learn how to maximize the 
  effectiveness of your psychic attacks. When you roll 
  psychic damage as part of a weapon attack or spell, you 
  may reroll any die result of 1 or 2. You must use the new 
  roll.
  Loviatar
  Maiden of Pain, the Willing Whip, Patroness 
  of Torturers
  Loviatar seems straightforward to the 
  uninitiated; she is well-known as a goddess 
  of torture and pain. What the common folk don’t 
  know is how dedicated the Maiden of Pain is to her 
  pantheon; the Willing Whip professes a dogma that 
  mixes pleasantry with agony, healing with suffering. 
  The greatest of the goddess’s followers aren’t those 
  who wantonly focus on bringing suffering to others. Her 
  true champions are those who know how to enthrall, 
  knowing that moments of respite make the return to 
  pain all the sweeter.
  Divine Domain
  Clerics of Loviatar can choose the Torment domain.  
  Torment Domain
  Loviatar’s clerics, like her paladins, delight in inflicting 
  pain against their victims. However, unlike the physical 
  wounds often inflicted by paladins, the Maiden of Pain’s 
  clerics specialize in tearing at the psyche, determining 
  a victim’s mental and emotional weaknesses and 
  exploiting them to maximum effect.
  Torment Domain Spells
  Cleric Level
  Spells
  1st
  dissonant whispers, whip of pain
  3rd
  blindness/deafness, mind spike
  5th
  dance of pain, fear 
  7th
  kiss of torment, phantasmal killer
  9th
  geas, hold monster
  Bonus Proficiencies
  When you choose this domain at 1st level, you gain 
  proficiency in the Insight and Intimidation skills. 
  Torturous Sustenance
  Also at 1st level, your delight in tearing at a foe’s mind 
  brings Loviatar’s reward. When you deal psychic 
  damage to another creature as part of a weapon attack 
  or spell, you can use this feature as part of the attack 
  or spell to regain hit points equal to your proficiency 
  bonus. You can use this feature a number of times equal 
  to your Wisdom modifier (minimum of 1) regaining 
  expended uses when you finish a short or long rest.
  
  110
  attack made against you. At the end of your next turn, 
  all enemies within the field’s radius must make a 
  Wisdom saving throw, taking 1d8 plus the additional 
  d8’s as necrotic damage on a failed save, or half as 
  much damage on a successful one, and then the field 
  dissipates.
  Zone of Agony
  Starting at 7th level, when a creature within 10 feet of 
  you hits you with a weapon or spell attack, you can use 
  your reaction to lash out with a spectral whip, making 
  a ranged spell attack against the target and dealing 1d6 
  necrotic damage on a hit. 
  At 18th level, this damage increases to 1d10 and the 
  range increases to 30 feet.
  Flagellant
  Starting at 15th level, you can harm yourself to 
  empower your Divine Smite feature. You can expend 
  your paladin Hit Dice instead of spell slots, gaining 
  1d8 of damage to your Divine Smite attack per Hit Die. 
  After the attack, you roll each Hit Die expended in this 
  manner, dealing slashing damage to yourself equal to 
  the number rolled. This damage can’t be reduced in any 
  way.
  Torturous Avatar
  At 20th level, you gain the ability to transform into a 
  horrifying avatar of the Maiden of Pain herself. As an 
  action, you gain the following benefits for 1 minute, or 
  until you end the effect on yourself early with a bonus 
  action:
   
  Ö Attack rolls against you are made with advantage.
   
  Ö Weapon and spell attacks against you that deal 
  damage inflict an equal amount of necrotic damage 
  to the attacker, provided they are visible and within 
  30 feet of you.
   
  Ö The dice for both the damage inflicted and damage 
  suffered from your Flagellant feature are maximized.
  Once you use this feature you can’t use it again until you 
  finish a long rest.
  Spells
  Dance of Pain
  3rd-level enchantment
  Casting Time: 1 action 
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  Paladin Oath
  Paladins of Loviatar can take the Oath of the Lash.
  Oath of the Lash
  Paladins of Loviatar excel at bearing incredible pain—
  even inflicting it upon themselves—in order to power 
  their abilities. Agony is a tool for these warriors, a 
  source of energy that grants them focus even where the 
  followers of other faiths would buckle.
  Tenets of the Lash
  Bear Suffering. Life is painful, disappointing, and 
  cruel. Endure the pain of the world; it’s not getting any 
  better.
  Bring Suffering. Return the pain you receive back 
  onto the world around you.
  Foster Pleasure and Pain. Joy, kindness, and charm 
  are the tools you use to highlight the pain you will later 
  inflict.
  Oath of the Lash Spells
  Paladin Level
  Spells
  3rd
  command, whip of pain
  5th
  magic weapon, ray of enfeeblement
  9th
  blinding smite, dance of pain
  13th
  compulsion, kiss of torment
  17th
  dominate person, planar binding
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Enthralled Victim. You enrapture a target with the 
  sweet agony of Loviatar. As an action, you choose a 
  target within 30 feet of you that you can see. The target 
  must make a Wisdom saving throw or it is charmed 
  by you for one minute. While affected in this manner, 
  the target’s attention is primarily focused on you in 
  terrified awe. The charmed condition ends on the 
  target if you or your allies attack it or damage it with a 
  spell. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect early on itself on a 
  success. A creature immune to the charmed condition 
  can’t be targeted by this feature.
  Lash Out. When you are hurt, you can return 
  the pain you suffered in kind. As a bonus action, you 
  create a field of pain in a 10-foot radius around you. 
  Until the start of your next turn, you add 1d8 to the 
  field’s damage for each successful weapon or spell
  
  111
  Make a melee spell attack against a creature within 
  5 feet of you. On a hit, you surround the creature 
  with swirling lines of energy. While you maintain 
  concentration on this spell, the lines of energy attempt 
  to jump randomly to an unoccupied, adjacent space at 
  the start of the target’s turn each round. If the creature 
  doesn’t move into this space or attempts to move 
  anywhere other than this space on its turn, it must 
  make a Wisdom saving throw. On a failed save, the 
  creature takes 3d6 psychic damage, or half as much 
  on a successful one. The lines of force then return to 
  surround the target. 
  Forcing the target out of the designated space also 
  triggers the saving throw. A target takes this damage 
  only once per round; additional movement on the 
  same turn doesn’t trigger the effect.
  Kiss of Torment
  4th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You whisper a curse and touch a target creature, 
  making a spell attack against it. On a hit, the target is 
  wracked with psychic pain, taking 4d8 psychic damage 
  and it must make a Wisdom saving throw. On a failed 
  save, the target’s speed is halved, it can’t take reactions, 
  and it can’t cast spells that require concentration until 
  the end of its next turn. On a successful save, the target 
  takes the damage but suffers no other effects.
  Whip of Pain
  1st-level evocation
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You evoke a whip of crackling, dark energy in your free 
  hand. For the duration, you can use your action to make 
  a melee spell attack with a 10-foot reach. On a hit, you 
  deal 1d8 psychic damage and 1d8 force damage to the 
  target.
  At Higher Levels. When you cast this spell using a 
  slot of 3rd level or higher, the whip deals an additional 
  1d8 psychic and force damage for every two slot levels 
  above 1st.
  
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  Channel Divinity: Quarry
  Starting at 2nd level you can use your Channel 
  Divinity to focus your senses on a target, 
  marking it as prey for the hunt. When you 
  hit a creature with a melee weapon or spell 
  attack, you can declare the use of your Channel 
  Divinity as part of the attack and focus your senses 
  on that creature for a number of hours equal to your 
  Charisma modifier (minimum of 1). During this time, 
  you gain the following benefits:
   
  Ö The marked creature can’t Hide from you 
  successfully in combat.
   
  Ö You have advantage on Wisdom (Survival) checks 
  to track the creature, as well as Wisdom (Medicine) 
  checks to determine its current health or condition.
  In addition to the above, while you have a quarry, 
  your senses of hearing and smell are heightened, 
  adding double your proficiency bonus on any Wisdom 
  (Perception) checks that rely on hearing or smell.
  Frenzied Hunter
  Starting at 6th level, when you use your Thrill of the 
  Hunt feature you can move up to half your movement 
  speed as part of your bonus action to attack another 
  creature. This movement doesn’t count against 
  your total movement this turn but can still provoke 
  opportunity attacks.
  Claws of the Beastlord
  Starting at 8th level, your attacks always seem to rend 
  enemies like the claws of Malar himself. Your melee 
  weapon attacks are considered magical and deal an 
  additional 1d8 slashing damage. When you reach 14th 
  level, this damage increases to 2d8.
  Trophy of the Hunt
  At 17th level, you can receive the Beastlord’s blessing 
  when you take trophies from fallen foes. As a bonus 
  action when you reduce an enemy to 0 hit points on 
  your turn, you can take a trophy—an ear, a patch of skin 
  or scales, a mouthful of flesh, or similar. When you do 
  so, you gain temporary hit points equal to your cleric 
  level. You can use this feature a number of times equal 
  to your Wisdom modifier (minimum of once), regaining 
  expended uses when you finish a long rest.
  Malar
  The Beastlord, Lord of Beasts, the Black-Blooded 
  Pard, the Ravaging Bear
  Worshippers of Malar have a poor reputation 
  among most civilized nations and cities. The 
  Beastlord’s call for cruel and savage kills results 
  in holy rituals like the High Hunt, where one or 
  more humanoids are captured, released, stalked—and 
  slaughtered. Malarites shun attacks at range, as well as 
  tactics using poison or disease; their pleasure derives 
  from taking life in close combat in as bloodied a fashion 
  as possible.
  Divine Domain
  Clerics of Malar can choose the Bloodied domain.
  Bloodied Domain
  The old saying that nature is “red in tooth and claw” 
  was probably referring to Malar, the Beastlord—a god 
  of fury, savagery, and the hunt. His followers embrace 
  the belief that the ability to kill your enemies brutally 
  and personally is the best means of displaying their 
  personal superiority. Despite the beliefs most people 
  find abhorrent, Malarites limit themselves through the 
  Gospel of Saernclaws, which forbids the use of poisons 
  and the killing of the helpless or infirm.
  Bloodied Domain Spells
  Cleric Level
  Spells
  1st
  compelled duel, hunter’s mark
  3rd
  pass without trace, wereblood
  5th
  bestow curse, haste
  7th
  dominate beast, rage
  9th
  commune with nature, curse of lycanthropy
  Bonus Proficiencies 
  At 1st level you gain proficiency with the Survival and 
  Nature skills.
  Thrill of the Hunt
  Also at 1st level when you choose this domain, the 
  thrill of a successful hunt can empower you with a 
  bloodthirsty frenzy. When you reduce a creature to 0 hit 
  points with a melee weapon or melee spell attack, you 
  can immediately use a bonus action to make one melee 
  weapon attack against a creature within your reach.
  
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  If you hit with them, you deal slashing damage equal to 
  ld6 + your Strength modifier, instead of the bludgeoning 
  damage normal for an unarmed strike. In addition, 
  these claws are considered silvered for overcoming 
  damage resistance. You can dismiss this transformation 
  at will.
  Attacks made with your claws are considered held 
  light melee weapons for the purpose of two-weapon 
  fighting or when using your Divine Smite class feature. 
  However, your claws can’t be used in conjunction 
  with other class features that use unarmed strikes; 
  for example, you can’t use these claws for monk’s 
  Ki-Empowered strikes or Martial Arts features.
  When you reach 7th level, the damage die for 
  your claws increases to 1d8 and they are considered 
  magical weapons. At 15th level, the damage increases 
  to 1d10.
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Savage Dominion. Your visage momentarily 
  reflects the ferocity of the Beastlord, sending the lesser 
  creatures under his domain running. As an action, you 
  terrify all hostile creatures within 15 feet of you that 
  can see you. The affected creatures make a Wisdom 
  saving throw against your spell save DC, becoming 
  frightened on a failed save. Beasts and lycanthropes 
  make this saving throw with disadvantage. The effect 
  lasts for 1 minute. During this time, a creature can 
  attempt a new saving throw at the end of each of its 
  turns, ending the effect early on itself  with a success. 
  A creature that succeeds on its saving throw can’t be 
  affected by this feature again for 24 hours.
  Maiming Strike. You can use your claws to tear at 
  an enemy’s eyes, leaving it panicked and sightless. As 
  part of your Attack action, you can make an additional 
  claw attack doubling your proficiency bonus for the 
  attack roll. On a successful hit with this extra attack, 
  the target takes damage equal to your paladin level 
  and it must make a Constitution saving throw. On a 
  failed save, the creature is blinded for up to 3 rounds. A 
  blinded creature can reroll the saving throw at the end 
  of each of its turns, ending the effect early on a success. 
  A creature that is immune to the blinded condition still 
  takes the damage but is otherwise unaffected.
  Trailstalker
  At 7th level, you are further able to transform and 
  hone your senses to better serve the Beastlord. As an 
  action you transform your body, gaining the following 
  benefits:
  Paladin Oath
  Paladins of Malar can take the Oath of the Black Blood.
  Oath of the Black Blood
  As servants of the god of savagery, the hunt, and evil 
  lycanthropes, most civilized regions shun the followers 
  of Malar the Beastlord. His sects, or Hunts, dominate 
  the wilds and often bring terror to regions of the world, 
  hunting down other humanoids for bloody sport. His 
  most vicious and zealous followers take the Oath of 
  the Black Blood, fervently upholding the basest and 
  cruelest of drives in the name of their ferocious god.
  Tenets of the Black Blood
  Glory through Savagery. Violence is the only 
  universal language. You will be fluent in nature’s 
  common tongue.
  Savagery through Proximity. Kills from ranged 
  attacks, poison, and disease—these aren’t satisfying to 
  the Beastlord. The only true kill is the one made with 
  your own hands and teeth.
  Loyalty to the Hunt. Your companions and fellow 
  followers of the Beastlord are your pack. Only through 
  loyalty and cleverness can you work together to bring 
  down greater game.
  Steward the Herd. Slaughter of the young, the 
  pregnant, the enfeebled—these aren’t worthy 
  kills. Glory only comes through besting a lively and 
  dangerous prey.
  Oath of the Black Blood Spells
  Paladin Level
  Spells
  3rd
  bane, hunters mark
  5th
  enhance ability, wereblood
  9th
  haste, vampiric touch
  13th
  freedom of movement, rage
  17th
  curse of lycanthropy, hold monster
  Claws of the Beastlord
  Following the principles of Malar requires shunning 
  conventional weapons in exchange for the blessing 
  of the Beastlord. When you take this oath at 3rd level, 
  you lose proficiency in all ranged weapons, and attacks 
  made with conventional melee weapons don’t add your 
  ability modifier to the damage dealt. Instead, you can 
  freely transform your hands into wicked claws: these 
  claws are natural weapons, which you can use to make 
  unarmed strikes using your Strength modifier to hit.
  
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  transformation occurs with the next full moon or at 
  the DM’s discretion. During this time, a remove curse 
  spell or any effect that ends curses can remove the 
  lycanthropy. At the creature’s first transformation, it 
  must make a Wisdom saving throw against your spell 
  save DC or transform into its hybrid or wolf form. On 
  a successful save, the creature resists the change for 
  the time being. Once a creature willingly or unwillingly 
  transforms to hybrid or wolf form, the lycanthropy can 
  only be removed by a greater restoration or wish spell.
  When you cast this spell as a ritual, you create a 
  ten-foot area as part of the spell’s preparation. Up 
  to four creatures in the area are affected by the spell 
  upon the ritual’s completion. When you cast the spell 
  in this manner, only willing creatures who know and 
  accept the spell’s effect are affected.
  Rage
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  When you cast this spell on a willing creature you touch, 
  it immediately gains 2d6 temporary hit points. While 
  you maintain concentration on the spell, the creature’s 
  Strength score is increased to 20, it gains +2 to its AC, it 
  can make an additional melee weapon attack on each of 
  its turns when it takes the Attack action, and it can’t be 
  charmed, frightened, grappled, or stunned.
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, the target gains an 
  additional 1d6 temporary hit points for each slot level 
  above 4th.
  Wereblood
  2nd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  For 
  the duration, the willing creature you 
  touch has resistance to bludgeoning, 
  piercing, and slashing damage from 
  nonmagical weapons that aren’t 
  silvered.
   
  Ö You gain darkvision out to 60 feet. If you already 
  possess darkvision, its range is increased by 30 feet.
   
  Ö You have advantage on Wisdom (Survival) checks 
  to track a living creature that has a bleeding wound 
  or blood staining it or its possessions. This check is 
  made by scent.
   
  Ö You have advantage on Wisdom (Perception) checks 
  made to identify any moving creature.
  These benefits last for a number of hours equal to 
  one-half your Charisma modifier, rounded down 
  (minimum of 1 hour). When you use this feature, you 
  must complete a short rest before using it again.
  Hungering Claw
  At 15th level, the dark power of Malar flows through 
  your body as you mutilate your foes. Attacks made with 
  your Claws of the Beastlord deal an extra 1d4 necrotic 
  damage on a hit.
  Master of the Savage Hunt
  At 20th level, you gain the ability to channel yourself as 
  an avatar of Malar himself. As an action you transform, 
  growing dark hair across your body. Your head and face 
  grow reddish fur and twists into a terrifying visage of 
  the Beastlord. For one minute, you gain the following 
  benefits:
   
  Ö Your speed is increased by 20 feet.
   
  Ö The necrotic damage from your Hungering Claw 
  feature is doubled to 2d4.
   
  Ö You are under the effects of your Trailstalker feature 
  even if it’s otherwise unusable to you.
   
  Ö You can use your Savage Dominion feature without 
  expending the use of your Channel Divinity.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Curse of Lycanthropy
  5th-level transmutation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a ruby or black 
  opal worth at least 500 gp, which the 
  spell consumes)
  Duration: Instantaneous (see 
  description)
  When you cast this spell on a creature 
  you touch, the creature must 
  succeed on a Wisdom saving throw 
  or become infected with werewolf 
  lycanthropy. The creature’s first
  
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   mask’s passive effects persist until it is 
  removed or changed out for another one 
  on your turn. When a mask is removed, or 
  another mask becomes active, any ongoing 
  passive or active effects of the original mask end 
  immediately. You can choose to create masks from 
  the following list:
  Demon. Chaotic evil fiend. You have resistance to 
  fire damage while wearing this mask.
  Dragon. Alignment of dragon color. You have 
  advantage on saving throws against the frightened 
  condition while wearing this mask. The alignment of 
  this mask is dependent on its dragon color, which you 
  choose when creating it.
  Faceless. Neutral. You have advantage on saving 
  throws against scrying, locating, and mind-reading 
  effects while wearing this blank white mask.
  Jester. Chaotic neutral. You are proficient in the 
  Acrobatics, Sleight of Hand, and Charisma skills while 
  wearing this mask of a fool’s visage.
  Lich. Neutral evil undead. You can cast detect evil 
  and good and false life as cleric spells while wearing 
  this mask of a lich, even if you don’t have them 
  prepared.
  Lord. Lawful neutral. You have proficiency with the 
  Persuasion and Intelligence skills while wearing this 
  mask depicting a noble lord.
  Channel Divinity: Persona
  Starting at 2nd level, you can use your Channel Divinity 
  as an action to funnel the power of your currently active 
  mask to the desired effect. The effects are as follows:
  Demon. As part of your action, you cast burning 
  hands without expending a spell slot. The spell is cast 
  at 1st level. In addition, for the next minute, you can 
  cast the spell as if you had it prepared.
  Dragon. You use a draconic breath weapon from 
  the mask as if you were a dragonborn of your level 
  with the Draconic Ancestry of your mask’s color.
  Faceless. For the next 10 minutes, your thoughts 
  can’t be read unless you allow it, and you have 
  advantage on Charisma (Deception) checks.
  Jester. Creatures of your choice within 30 feet of 
  you who can see you must make a Wisdom saving 
  throw or become charmed by you for 1 minute, 
  regarding you as an entertaining and non-threatening 
  fool. This has no effect on a creature you are fighting 
  and ends on a creature early if it takes damage, if 
  another creature uses its action to shake the creature 
  out of it, or if you perform some forbidden act in the 
  context of the situation.
  Mask
  Master of All Thieves, Shadowlord, Lord of 
  Shadows
  Mask has no proper church to speak of—the 
  patron god of spies and thieves would find it 
  counterintuitive to have a settled place of worship 
  or a designated clergy. Rogues make up the vast 
  number of Mask’s worshippers; many of the devout 
  carry a small coin purse with a symbol of the god, which 
  they’re happy to have stolen from them through sleight 
  of hand. The clerics and paladins of the Lord of Shadows 
  leave the outright thievery to the rogues, electing 
  to focus on the aspects of the deity that emphasize 
  secrecy, inscrutability, and obscured identity.
  Divine Domain
  Clerics of Mask can choose the Masked domain.
  Masked Domain
  Mask has worshippers aplenty among the rogues and 
  thieves of the world, but his most dedicated clerics 
  unlock a unique potential. Empowered by magical 
  masks for their purposes, clerics of the Masked domain 
  can be as slippery and elusive as the stealthiest rogue.
  Masked Domain Spells
  Cleric Level
  Spells
  1st
  comprehend languages, illusory script
  3rd
  listening shadow, shadowcloak
  5th
  feign death, sending
  7th
  charm monster, fabricate
  9th
  modify memory, striking shadows
  Bonus Proficiencies 
  At 1st level when you choose this domain, you gain 
  proficiency in the Stealth and Deception skills.
  Masks
  Also at 1st level, you gain the ability to create facemasks 
  that grant you various benefits when worn. To create a 
  mask, you must meditate as part of a short or long rest, 
  creating up to two masks of your choice, or up to three 
  when you reach 8th level. The masks appear magically 
  in your hand; you can don, doff, or swap masks as a 
  bonus action on your turn. You can have up to two masks 
  in your possession at a time; at 8th level, this number 
  increases to three masks. When you wear a mask, 
  your alignment and even creature type as detected by 
  other creatures become that of the active mask. The 
  
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  through action, becoming nigh-undetectable in their 
  false names until only the god himself knows who they 
  really are.
  Tenets of the Maskarran
  Masks upon Masks. Deception is as much 
  your sustenance as food, water, and air. Keep your 
  confidants close and keep the rest of the world 
  guessing. Never offer an open lie when a deceptive 
  truth is twice as efficient.
  Smiles and Spies. You hold no lust for violence or 
  greed, knowing that a turn of phrase is just as deadly 
  as the twist of a knife and that the right information 
  has all the worth of a dragon’s hoard.
  Ownership is Nine-Tenths of Right. Possessions 
  and information are rightfully owned by those who can 
  acquire them, taken from those who couldn’t protect 
  them. You are happy to practice this mantra and don’t 
  begrudge those who practice the same against you.
  Oath of the Maskarran
  Paladin Level
  Spells
  3rd
  comprehend languages, disguise self
  5th
  listening shadow, shadowcloak
  9th
  feign death, nondetection
  13th
  confusion, locate creature
  17th
  modify memory, striking shadows
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Cover Identity. At the end of a long rest, you can 
  use your Channel Divinity to construct an identity 
  for yourself that you can use until the end of your 
  next long rest. When you do so, you take on body 
  language, speech, and other mannerisms unlike your 
  normal self, and craft a name, alignment, origin, and 
  backstory that is sufficiently convincing to maintain 
  this identity. You add double your proficiency bonus to 
  Charisma (Deception) checks made under the guise of 
  this identity, and you may use your Charisma modifier 
  instead of Intelligence when using a disguise kit to 
  prepare this identity’s appearance.
  Uncanny Agility. As a reaction when a friendly 
  creature within 60 feet of you is falling or makes a 
  Dexterity saving throw, you can expend your Channel 
  Divinity to halve the falling damage that the creature 
  would take when it hits the ground or allow it to reroll 
  a Dexterity saving throw and add your Charisma bonus 
  to the result. You must use this feature before a falling
  Lich. Creatures within 15 feet of you that can see 
  you must make a Wisdom saving throw or become 
  frightened of you for 1 minute. An affected creature 
  can reroll the saving throw at the start of each of its 
  turns, ending the effect early on itself on a success.
  Lord. For the next 10 minutes, your proficiency 
  bonus is doubled for Charisma (Persuasion) and 
  Intelligence (History) checks. In addition, you 
  recognize the heraldic crest or family name of any 
  nobility that has been publicly active for the past fifty 
  years, and you can recall rudimentary information 
  about them.
  Hidden Mask
  Starting at 6th level, you can freely make any mask from 
  your class feature invisible while you are wearing it 
  or return an invisible mask to visibility. Spells such as 
  detect magic can still determine a mask is in place, and 
  a creature attempting to touch your face will still feel 
  the mask’s features.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Many Faces
  At 17th level, you can wear up to two masks 
  simultaneously, gaining both of their passive effects. 
  When you use your Channel Divinity to use a mask’s 
  active effect, you state which mask you are using. Both 
  alignments or creature types of masks you are wearing 
  will register for effects that sense them.
  Paladin Oath
  Mask’s paladins can choose the Oath of the Maskarran.
  Oath of the Maskarran
  Mask is heralded as the master of all that occurs in the 
  shadows and behind closed doors. He is aware of every 
  sneaking creature, knows the truth behind every silver-
  tongued lie. Paladins of Mask embrace the tutelage of 
  this master of deception, dedicating their lives to false 
  identities that can be created, changed, or dropped 
  on a whim. The goal of these worshipers is to praise
  
  117
  Spells
  Listening Shadow
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a shadowed area within range)
  Duration: Concentration, up to 1 hour
  When you cast this spell, a patch of shadow within 
  range rises and forms a thin, vague shape occupying a 
  5-foot square. While the shadow is within 60 feet, you 
  can clearly hear sounds near the shadow’s position as 
  if you were standing in its place. The shadow shares 
  your passive perception score. As a bonus action on 
  your turn, you can move the shadow up to 30 feet. If 
  the shadow’s path and destination are in dim light or 
  darkness, the listening shadow teleports instantly to 
  this spot. If the shadow must cross an area of bright 
  light or sunlight, it has a passive Dexterity (Stealth) 
  score equal to your spell save DC, and any creature 
  with an equal or greater Wisdom (Perception) score 
  will notice the shadow’s presence. When the shadow is 
  in an area of dim light or darkness, creatures can only 
  distinguish it as an entity with a successful Intelligence 
  (Investigation) check versus your spell save DC. The 
  listening shadow can also be detected with spells such 
  as detect magic. The shadow vanishes if it is ever more 
  than 60 feet away from you, or you can freely dismiss it 
  as part of any action.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you can increase the 
  listening shadow’s maximum range by 30 feet for 
  every slot level above 2nd.
  Shadow Cloak
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a piece of charcoal smudged on 
  your cheek and the cheek of your ally)
  Duration: Concentration, up to 1 hour
  You reach out and touch a creature within reach. Both 
  you and the target are enveloped in a roiling cloud of 
  shadow. As long as you maintain contact with the target, 
  both of you have a +10 bonus to Dexterity (Stealth) 
  checks made while in dim light or darkness, though you 
  also have disadvantage on such checks while in sunlight 
  or an area of bright light. 
  creature hits the ground, or before a saving creature 
  knows the outcome of its original saving throw. The 
  creature must use the new roll. 
  Divination Defense
  Starting at 7th level, when you successfully resist a 
  zone of truth spell or similar truth-compelling effect, 
  the caster doesn’t know you have done so. In addition, 
  you are immune to being charmed, and spells or other 
  effects that sense your alignment sense the alignment 
  of your cover identity instead, if it is active. While 
  your Cover Identity Channel Divinity option is active, 
  creatures attempting to use scrying or any similar effect 
  can only benefit from targeting your cover identity, and 
  not your true self.
  Quick Change
  Starting at 15th level, you can don and doff armor in 
  half the usual time, a shield using a bonus action, and 
  you can apply a disguise using a disguise kit in half 
  the usual time (5 minutes for a moderate change in 
  appearance, or 15 for an extensive change).
  In addition, you can expend your Channel Divinity 
  at the end of a short rest, instead of a long rest, to take 
  on the persona of a different cover identity that you 
  have used before.
  Deep Cover
  When you reach 20th level, your cover identities 
  are impeccably well-crafted. Creatures trying to see 
  through your disguise do so with a penalty of -10 on 
  the Intelligence (Investigation) check. Spells or other 
  effects that seek to probe your thoughts are given 
  false details which only correlate with the history and 
  personality of the cover identity you are maintaining. 
  In addition, you can magically create an object on 
  your person that relates to or supports your cover 
  identity as a bonus action. Examples of items include 
  a ring with a crest, legal documents supporting your 
  backstory, or a similar item. The object must be no 
  more than 500 gold pieces in value, and you must 
  have money or items of equal value on your person 
  when you use this feature, which are consumed. 
  Other creatures can closely examine this item with a 
  Wisdom (Insight) check, contested by your Charisma 
  (Deception) check. Once you create an item in this 
  manner, you can’t do so again until you finish a short 
  or long rest. When you complete a long rest, any items 
  you created with this feature vanish.
  
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  In addition, creatures with darkvision can’t 
  distinguish the roiling shadow while it is within an 
  area of dim light or darkness, only seeing the terrain 
  around you if their Wisdom (Perception) doesn’t 
  overcome you or your target’s Dexterity (Stealth) 
  check. The shadow cloud dissipates instantly if you 
  don’t have at least one hand on your target, ending the 
  effect on both of you.
  Striking Shadows
  5th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (spot of black ink, smeared across 
  your palm)
  Duration: Concentration, up to 1 minute
  You summon two shadowy grells (Monster Manual) at 
  points you can see within 60 feet of you. The creatures 
  differ from normal grells in that their attacks can’t 
  paralyze. You can designate up to five creatures that the 
  creatures will ignore; otherwise, the grells will attack 
  any creature they can see until the spell ends, or if 
  you dismiss both creatures as a bonus action on your 
  turn. When a grell reaches 0 hit points, it vanishes into 
  smoky shadow. 
  
  119
  Starting at 8th level, your attacks with your 
  wooden weapon are considered magical for the 
  purposes of overcoming damage resistance.
  Channel Divinity: 
  Feel the Forest
  Starting at 2nd level, you can use your 
  Channel Divinity to communicate with the 
  spirits of the wilds. By concentrating for 1 minute 
  while standing in a forest, grassland, or swamp, 
  you can channel the voice of the trees and other plants 
  to learn about locations of interest around you. You 
  learn the locations of ruins, landmarks, or other major 
  points of interest within a distance of 1 mile per cleric 
  level, gaining rudimentary information about these 
  locations. In addition, you become aware of the general 
  direction and distance of great unnatural evils within 
  this area, such as blights, evil druids, evil lycanthropes, 
  or similar creatures. You will rarely learn of individual 
  evil creatures unless they possess great power by 
  themselves.
  Channel Divinity: Entanglement
  Starting at 6th level, when you damage a Large or 
  smaller creature with one of your cleric spells or with 
  an attack from your wooden weapon, you can Channel 
  Divinity as a bonus action to cause vines or other 
  plants to spring up from the ground and envelop it. 
  The creature must succeed on a Strength saving throw 
  or become restrained for 1 minute. On a success, the 
  creature’s walking speed is reduced by 10 feet until 
  the end of its next turn instead. Any monstrosities, 
  lycanthropes, or plant-type creatures with an evil 
  alignment have disadvantage on this saving throw.
  A creature restrained by the vines makes a saving 
  throw at the end of its turn. On a success, the effect 
  ends.
  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 1d6 damage of the 
  same type dealt by the weapon. When you reach 14th 
  level, the extra damage increases to 2d6. 
  In addition, before you make an attack with your 
  wooden weapon you can choose to substitute your 
  Wisdom modifier for either the attack or damage roll 
  in place of the normal ability modifier used for the 
  attack. You must declare whether you will substitute 
  your Wisdom for the attack or damage roll before 
  making the attack roll.
  Mielikki
  Our Lady of the Forest, the Supreme Ranger, 
  Daughter of Silvanus
  Though Silvanus might be master of nature’s 
  overall pantheon, few would argue that 
  Mielikki doesn’t hold a place of almost equal 
  importance. Generally loved, Our Lady of the 
  Forest holds the worship of clerics, rangers, and 
  druids alike from all paths and races. Whether peaceful 
  healers or zealous defenders of nature, all pay homage 
  to the Forest Queen.
  Divine Domain
  Clerics of Mielikki can choose the Heartwood domain.
  Heartwood Domain
  Unlike the ferocious Shadoweirs, most of Mielikki’s 
  followers are healers or have a more defensive 
  approach to guarding the natural world. While 
  some sects, such as the Order of the Unicorn’s Horn, 
  are focused on healing, the Heartwood is a faction 
  dedicated to defending the natural world through a 
  reverent connection to nature. Its greatest and oldest 
  members are fey creatures, such as dryads, and they 
  have taught their followers ways to interact with nature 
  as an equal, not a dominator.
  Heartwood Domain Spells
  Cleric Level
  Spells
  1st
  animal friendship, speak with animals
  3rd
  animal messenger, banish blight
  5th
  plant growth, speak with plants
  7th
  conjure woodland beings, tree healing
  9th
  commune with nature, tree stride
  Bonus Proficiencies 
  At 1st level when you take this domain, you gain 
  proficiency with the Nature and Medicine skills. In 
  addition, you become proficient in the Sylvan language.
  Wooden Weapon
  Also at 1st level, you can coax a weapon from the forest 
  itself. You spend 1 minute in prayer beside a tree, large 
  branch, or log. The wooden object then expels a melee 
  weapon of your choice that you are proficient with. This 
  weapon is entirely made of steel-hard wood; otherwise, 
  it is identical to the weapon it represents. Additionally, 
  the wooden weapon acts as a holy symbol for the 
  purpose of casting your cleric spells.
  
  120
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Yornar’s Trail Companion. You petition Mielikki 
  for aid as a bonus action, receiving her blessing and 
  the promise that, ultimately, you will endure. Half of 
  all damage you sustain until the start of your next turn 
  is returned to you as healing at the start of that turn. 
  If you don’t receive any damage during this time, you 
  instead receive temporary hit points equal to your 
  paladin level.
  Green Knight’s Step. As a bonus action, you can 
  Channel Divinity and spend 5 feet of movement to step 
  into a tree adjacent to you and reappear at another 
  tree within 100 feet of you. There must be another tree 
  within 100 feet of you to use your Channel Divinity in 
  this manner. 
  Naturalist’s Outrage
  By 7th level, when the harbingers of so-called 
  civilization strike the allies of nature, you are ready. 
  When a friendly creature within 20 feet of you is 
  struck by a melee weapon attack, you can expend your 
  reaction to cast heat metal on the attacker using one 
  of your paladin spell slots of 2nd level or higher. You 
  must maintain concentration on the spell to sustain its 
  effects as if you had cast it normally.
  Stonebreaker, Gearcrusher
  At 15th level, you are a force to be reckoned with 
  when you set structures and mechanical constructs in 
  your sights. When you use your Divine Smite feature, 
  the damage increases by 1d8 when you hit an object 
  or creature made of inorganic material, such as a 
  construct. In addition, the damage of your smite spells 
  is doubled against objects and structures.
  Reclaimer
  At 20th level, you can use your action to become a fierce 
  destroyer of objects and structures around you. Moss or 
  other leafy vegetation grows over your body or armor if 
  any. For 1 minute, you gain the following benefits:
   
  Ö You are considered a siege creature and deal double 
  damage to both objects and structures.
   
  Ö When you cast heat metal, you can target a number 
  of creatures within 30 feet of you equal to your 
  Charisma modifier. The effect ends on all affected 
  creatures if you lose concentration on the spell.
  Grayvale Chosen
  At 17th level, you learn to wield both spell and weapon 
  in defense of Mielikki’s forests. While you are wielding 
  the wooden weapon from your class feature, you can 
  use it to make a weapon attack as a bonus action on 
  each of your turns.
  Paladin Oath
  Mielikki’s paladins can take the Oath of the Shadoweir.
  Oath of the Shadoweir
  While many followers of Mielikki are joyful lovers of 
  nature and valued healers, some of the Forest Queen’s 
  worshippers turn down a darker path. Dissatisfied 
  with the constant encroachment of civilizations on 
  the natural world, these fierce zealots have formed the 
  Shadoweirs, an order dedicated to protecting the wilds 
  and stopping the invasion of nature in its tracks by any 
  means necessary.
  Tenets of the Shadoweir
  Halt Their Encroachment. Cities, towns, people, 
  industry—they tear the natural order apart. They 
  must be opposed if the order is to be preserved. This 
  consideration must be the forefront of your actions.
  Break Their Mechanisms. The tools will be broken, 
  the towers felled, the machines destroyed beyond 
  repair. Fear of your wrath must overcome the avarice 
  of men and the ignorance of nations.
  Plant Life Anew. Where nations have torn asunder, 
  you will mend. Replant lost groves and see the forests 
  renewed.
  Honor the Queen. Mielikki grants pardon and 
  permission from a heart full of mercy. You will honor 
  the goddess and her followers, having faith that the 
  forests will remain safe.
  Oath of the Shadoweir Spells
  Paladin Level
  Spells
  3rd
  longstrider, stalk
  5th
  banish blight, heat metal
  9th
  elemental weapon, plant growth
  13th
  elemental bane*, tree healing
  17th
  transmute rock*, tree stride
  * From Elemental Evil Player’s Companion and Xanathar’s Guide to Everything
  
  121
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you can designate an 
  additional target for each slot level above 1st. You lose 
  the spell’s effect on a target that is out of sight for more 
  than 1 minute without losing the effect on the others; 
  however, the spell’s effect ends on all targets if you 
  make an attack or cast a harmful spell against any of 
  them.
  Tree Healing
  4th-level transmutation 
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  You step into a tree whose trunk occupies a space 
  approximately large enough to accommodate a 
  medium creature. You meld into the tree, along with 
  all equipment you are carrying while you maintain 
  concentration. Nothing of your presence is visible or 
  otherwise detectable by nonmagical senses. While 
  merged with the tree, you regain hit points equal to 
  1d8 + your level at the start of each of your turns. The 
  maximum number of hit points you can receive from 
  this spell is equal to half your maximum hit point value.
  While merged with the tree, you can’t see what 
  occurs outside it, and any Wisdom (Perception) 
  checks you make to hear sounds outside of it are made 
  with disadvantage. You remain aware of the passage 
  of time, but you can’t cast spells or perform any other 
  actions, reactions, or bonus actions until you are 
  expelled from the tree or end the spell voluntarily by 
  stepping out of it freely on your turn.
  Minor physical damage to the tree doesn’t hurt 
  you, but its partial destruction or a change in its 
  shape (to the extent that a Medium creature could 
  no longer stand inside it) expels you and deals 6d6 
  bludgeoning damage. The tree’s complete destruction 
  (or transmutation into a different substance) expels 
  you and deals 50 bludgeoning damage. If expelled, you 
  fall prone in an unoccupied space closest to where you 
  first entered.
   
  Ö Beasts and plants within 60 feet who aren’t hostile 
  to you gain advantage on all attack rolls for the 
  duration.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Banish Blight
  2nd-level transmutation 
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: Instantaneous
  You touch a mundane plant that is burned, diseased, 
  plagued with parasites, or similar natural detriments. 
  The plant and all others within a 100-foot radius 
  are healed of the injury or are rid of their pestilence. 
  Portions of the plant can be dead or dying and still 
  receive the effect; however, plants that are entirely 
  dead aren’t affected.
  Alternatively, you can affect plant-type creatures 
  with this spell. You can touch a willing plant-type 
  creature and restore 3d6 hit points to it. You can also 
  make a melee spell attack against a plant creature, 
  dealing 3d6 radiant damage on a hit. You have 
  advantage on this spell attack if the target creature is a 
  blight or other servant of a Gulthias tree.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you can increase the 
  radius of the healing of mundane plants by 50 feet for 
  each slot level above 2nd or increase the damage or 
  healing to a plant creature by 1d6 per slot level above 
  2nd.
  Stalk
  1st-level abjuration 
  Casting Time: 1 action
  Range: 120 feet
  Components: S, M (a pinch of ashes, blown in the 
  direction of a target)
  Duration: Concentration, up to 1 hour
  You designate a target within range that you can see. 
  While you maintain concentration on this spell, you 
  are rendered nearly undetectable to this specific 
  target; your Stealth (Dexterity) checks are made with 
  a +10 bonus against this target’s senses, and your 
  scent and body heat become indiscernible to the target 
  except by magical means. This spell ends if you lose 
  concentration, if the target is out of sight for more than 
  1 minute, or if you make an attack roll against the target 
  or cast a harmful spell on it.
  
  122
  includes the method of its creation (instrument, 
  voice, monster ability, etc.), and if it carries magic 
  or other influence. 
  In addition, you gain advantage on saving 
  throws against spells or effects that are 
  conferred by sound or music, which includes 
  thunder damage.    
  Channel Divinity: Mesmerizing 
  Composition
  Beginning at 2nd level, as an action, you can use your 
  Channel Divinity to play or sing a melody that can 
  enthrall listeners. Each creature of your choice within 
  30 feet that can hear you must make a Charisma saving 
  throw or become distracted. An affected creature 
  moves at half speed and has disadvantage on all ability 
  checks. 
  The effect lasts for up to 1 minute, but you must 
  spend your action each turn continuing to play the 
  melody. Affected creatures can make a new saving 
  throw at the end of each of their turns to resist the 
  effect. The effect ends if an affected creature can no 
  longer hear you or it makes its saving throw.
  Channel Divinity: Inspirational 
  Composition
  Beginning at 6th level, as an action, you can play or sing 
  a melody that inspires listeners. Each creature of your 
  choice within 30 feet that can hear you may reroll any 
  1’s or 2’s on a d20 when making attack rolls, saving 
  throws, or ability checks. 
  The effect ends after 1 minute, if affected creatures 
  can no longer hear you, or if you cease using your 
  action each turn to continue the song. 
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Inner Harmony
  At 17th level, you become immune to the charmed 
  condition. You also gain resistance to thunder damage, 
  and to any damage caused by abilities that rely on 
  sound or hearing. 
  Milil
  Lord of Song, the One True Hand of All-Wise 
  Oghma
  Milil is the lord of song, composition, music, and 
  harmony. For the deity’s clergy, music goes far 
  beyond mere entertainment, it is the language 
  of the multiverse. Music infuses and influences 
  all things, man, beast and monster alike, and a truly 
  masterful composition can change the course of events 
  and actions like nothing else.     
  The Clergy of Milil consists of both clerics and 
  bards, as is befitting the Lord of Song. Bards who 
  worship the deity may add the new spells to their spell 
  list.  
  Divine Domain
  Clerics of Milil can choose the Virtuoso domain.
  Virtuoso Domain
  Clerics of the Virtuoso domain seek to improve and 
  spread music throughout Faerûn. The clergy patronizes 
  the training of musicians and bards, and sponsors 
  theaters and music halls. The artists within the clergy 
  create and distribute new compositions to the faithful 
  to perform across the lands.
  Virtuoso Domain Spells
  Cleric Level
  Spells
  1st
  healing word, song of lingering
  3rd
  song of healing, suggestion
  5th
  aural assault, battle song  
  7th
  forgotten melody, searing song
  9th
  induce harmony, Rary’s telepathic bond*
  * Known among the faithful as ‘Milil’s bond’
  Bonus Proficiencies 
  At 1st level, you become proficient in the Performance 
  skill and one musical instrument of your choice as Milil 
  blesses you with greater vocal and instrumental talent.
  Bonus Cantrip
  When you choose this domain at 1st level, you learn the 
  discordant note cantrip. In addition, vicious mockery is 
  a cleric cantrip for you, but must be selected as normal.
  Ear for Music
  At 1st level, you are able to identify the source of any 
  melody you hear and gain insight into its nature; this
  
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  Abjure the Beguiling. You can use your Channel 
  Divinity to utter the pure music that pains fey and 
  fiends. As an action, you present your holy symbol, and 
  each fey and fiend within 30 feet of you that can hear 
  you must make a Wisdom saving throw. On a failed 
  save, the creature is turned for 1 minute or until it 
  takes damage. A turned creature must spend its turns 
  trying to move as far away from you as it can, and it 
  can’t willingly move to a space within 30 feet of you; 
  it also can’t take reactions. For its action, it can only 
  use the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, 
  the creature can use the Dodge action. 
  If the creature’s true form is concealed by an 
  illusion, shapeshifting, or similar effect, that form is 
  revealed while it is turned.  
  Aura of clarity
  Beginning at 7th level, you are immune to the charmed 
  condition. In addition, all allies within 10 feet of you 
  gain advantage on saving throws against spells and 
  effects that cause the charmed condition.
  Countersong
  At 15th level, as a reaction, you can counter any attack 
  that deals thunder damage or uses sound or music 
  to affect an unwilling creature (harpy charm, etc.) if 
  the source is within 60 feet of you, regardless of the 
  intended target. The initiating creature must make a 
  Wisdom saving throw or the ability fails to take effect, 
  and it takes psychic damage equal to the damage from 
  the spell or ability, or equal to your level if it doesn’t 
  deal damage. On a successful save, the ability still takes 
  effect, and the creature takes half as much damage. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
  Reclaimer
  At 20th level, you can assume the form of the 
  embodiment of harmony. Using your action, you 
  undergo a transformation. For 1 hour you gain the 
  following benefits:
   
  Ö All sound within 100 feet of you is hushed to a 
  whisper, yet all creatures within the area can hear 
  and differentiate sound with perfect clarity.
   
  Ö Your voice can be heard and understood by all 
  creatures with an intelligence of 4 or greater within 
  100 feet. Even deaf creatures can hear you.
   
  Ö You gain advantage on performance checks when 
  singing or playing musical instruments.
  Paladin Oath
  Milil’s paladins can take the Oath of Harmony.
  Oath of Harmony
  Music connects all things in harmony. Every creature 
  has a voice and a song. Everyone deserves the chance to 
  express this freely, and in turn, hear the unfettered song 
  of those around them. Music is joy and expression that 
  transcends mere words.   
  Those who take the Oath of Harmony strive to let 
  the voiceless be heard, and combat those who would 
  silence or corrupt the songs of the world.
  Tenets of Harmony
  Harmony of the Spheres. Music permeates and 
  influences all things. All creatures, places, and times 
  are connected through it.
  Freedom of Expression. Every creature should be 
  free to express itself through enriching music. Each 
  voice is unique and precious.
  Forthright in Communication. Be bold, clear, and 
  forthright in your words and actions.
  Music to Empower, not Oppress. Music can inspire 
  and empower, but it can also intimidate and oppress. 
  Oppose those who cause harm through music.  
  Oath of Harmony Spells
  Paladin Level
  Spells
  3rd
  comprehend languages, song of lingering
  5th
  song of healing, suggestion
  9th
  aural assault, battle song  
  13th
  forgotten melody, searing song
  17th
  induce harmony, Rary’s telepathic bond*
  * Known among the faithful as ‘Milil’s bond’
  Sonic Smite
  Your Divine Smite feature deals thunder instead of 
  radiant damage. This is known among the order as 
  ‘Milil’s Displeasure.’
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Shatter Silence. As an action, you raise your holy 
  symbol and intone the secret note of Milil, which 
  radiates outward to a range of 30 feet, automatically 
  dispelling any silence effects, and curing non-natural 
  deafness.  
  
  124
  can hear you must make a Constitution saving throw 
  or take 1d4 thunder damage and be deafened until the 
  start of their next turn.
  This spell’s damage increases by 1d4 when you 
  reach 5th level (2d4), 11th level (3d4) and 18th level 
  (4d4). 
  Forgotten Melody
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  You sing or play a snippet of a catchy tune, and then 
  psychically embed it in the mind of 1 creature that 
  you can see within 60 feet. That creature becomes 
  preoccupied with remembering the forgotten or 
  missing parts of the song.
  The creature must make a Charisma saving throw 
  or be unable to maintain concentration on anything 
  else. In addition, the creature has disadvantage on 
  ability checks, loses any ongoing concentration spells, 
  and is unable to maintain new concentration spells 
  until the effect ends.
  The affected creature can attempt to make another 
  saving throw at the end of each of its turns to end the 
  effect.   
  Induce Harmony
  5th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You sing or play a soothing melody that creates a 
  natural harmony of action between your allies. Upon 
  casting this spell, and for each round you spend your 
  action continuing to play, all allies within 30 feet of you 
  are treated as if they have the Pack Tactics feature. 
  The spell ends after a minute, if your concentration 
  is broken, or if you cease using your action each turn to 
  continue the song. 
  Searing Song
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You sing or play a song that literally causes your foes to 
  catch fire. Upon casting this spell, and for each round 
   
  Ö You gain advantage on Charisma (Persuasion) and 
  Charisma (Intimidation) checks.
   
  Ö All creatures (yourself included) within 100 feet 
  incur disadvantage on Charisma (Deception) checks.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Aural Assault
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a tiny cymbal)
  Duration: 1 minute
  You assault a single creature that you can see within 
  range with a cacophony of painful sounds. The creature 
  must make a Constitution saving throw or it takes 6d6 
  thunder damage and it is deafened for 1 minute. On a 
  successful save, the creature takes half the damage and 
  isn’t deafened. A deafened creature can attempt a new 
  saving throw at the end of each of its turns to end the 
  effect. This spell has no effect on creatures that can’t 
  hear.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, you add 1d6 to the 
  thunder damage for each slot level above 3rd.
  Battle Song
  3rd-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You sing or play a rousing melody that inspires your 
  allies and demoralizes your foes. Upon casting this 
  spell, and for each round you spend your action 
  continuing to play, all allies within 30 feet of you receive 
  a +1 bonus to attack rolls, damage rolls, and saving 
  throws while all enemies in the area suffer a -1 penalty 
  to their rolls.  
  The spell ends after 1 minute, if your concentration 
  is broken, or if you cease using your action each turn to 
  continue the song. 
  Discordant Note
  Evocation cantrip
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Instantaneous
  You create a single discordant note that is painful for 
  nearby creatures. All creatures within 5 feet of you that 
  
  125
  you spend your action continuing to play, all hostile 
  creatures within 30 feet take 1d6 fire damage. 
  The spell ends after 1 minute, if your concentration 
  is broken, or if you cease using your action each turn to 
  continue the song. 
  Song of Healing
  2nd-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You sing or play a soothing melody that assuages the 
  pain and injury from your allies. Upon casting this spell, 
  and for each round you spend your action continuing 
  to play, one creature of your choice within 30 feet of 
  you regains hit points equal to 1d6 + your spellcasting 
  ability modifier. 
  The spell ends after 1 minute, if your concentration 
  is broken, or if you cease using your actions 
  each turn to continue the song. 
  Song of Lingering
  1st-level enchantment 
  Casting Time: 1 action
  Range: 30 feet
  Components: V or M (a musical 
  instrument)
  Duration: 1 round
  You play or sing a single note that lingers in 
  the air for a few moments, extending the duration of 
  one ongoing cantrip or 1st level spell of your choice 
  within range. The spell must have a duration longer 
  than 1 round, and the lingering note extends that 
  duration for 1 additional round.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you add 1 round to the 
  duration for each slot level above 1st.
  
  126
  Channel Divinity: 
  Adamant Benediction
  Starting at 6th level, you can use an action to 
  brandish your holy symbol and imbue the armor 
  of allies with a blessing from Moradin’s own 
  forge. All metal armor worn by allies within 30 
  feet is considered adamantine until the effect ends, 
  reducing the first critical hit received to a normal hit. 
  The effect lasts for 1 minute, or until a specific suit of 
  armor negates a critical hit, at which time it reverts to 
  normal. 
  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 damage of 
  the same type as dealt by the weapon used. When you 
  reach 14th level, the damage increases to 2d8.
  Steelskin
  At 17th level you gain resistance to bludgeoning, 
  piercing, and slashing damage from normal and 
  magically crafted or created weapons.
  Paladin Oath
  Moradin’s paladins can take the Oath of the Soulforge.
  Oath of the Soulforge
  Moradin embodies the spirit of the dwarven race—
  tough, patient, enduring, with an eye for beauty and 
  strength in craft and community.  
  Paladins of the Oath of the Soulforge seek to be 
  exemplars and ambassadors of the dwarven peoples 
  of Faerûn, chiefly among the clans, but also among the 
  non-dwarven races. These paladins believe that the 
  ancient glory of the dwarves can be reclaimed and that 
  the clans can reach new heights of craft, construction, 
  and prominence in the world. They almost zealously 
  promote the dwarven ideals of hard work, community, 
  bravery, and persistence. A Soulforge paladin is a 
  stalwart ally but an implacable enemy. 
  Moradin
  The Soul Forger, Dwarffather, All-Father
  Moradin, the Soul Forger, is the progenitor 
  of the dwarves; it is said that he forged the race 
  from steel and breathed life into them. Moradin 
  represents the epitome of dwarven values such as 
  endurance, order, loyalty, family, and craftsmanship.     
  Divine Domain
  Either the War, Forge, or Steelheart domains are 
  appropriate for Moradin’s clerics, who can choose any 
  of them without penalty or stigma among the church.  
  Steelheart Domain
  Clerics of the Steelheart domain seek to emulate the 
  virtues of dwarven culture—patience, endurance, 
  reliability and loyalty. Steelheart clerics act as spiritual 
  advisors and guides for dwarven holds, advising in 
  craft, trade and the law, and as military officers in times 
  of war against traditional foes.  
  Steelheart Domain Spells
  Cleric Level
  Spells
  1st
  Moradin’s blessing, shield of faith
  3rd
  heat metal, magic weapon
  5th
  meld into stone, Moradin’s curse
  7th
  stone shape, stoneskin
  9th
  Moradin’s wrath, soulforge
  Bonus Proficiencies 
  At 1st level when you select this domain, you become 
  proficient in heavy armor and one set of tools of your 
  choice.
  Endurance
  Also at 1st level, you can reroll any failed Constitution 
  check or saving throw. You must take the second result. 
  Once you use this feature, you must finish a long rest 
  before you can use it again.
  Channel Divinity: Blessing of the 
  Divine Forge
  Starting at 2nd level, as an action, you can brandish your 
  holy symbol and imbue the weapons of allies with a 
  blessing from Moradin’s own forge. All weapons carried 
  by allies within 30 feet are considered adamantine and 
  magical for 1 minute.
  
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  Earth’s Embrace. As an action, you present your 
  holy symbol and speak a prayer censuring your 
  earthbound foes. Each enemy within 30 feet of you that 
  is in contact with the ground—must be earth, stone, 
  or a structure that sits directly on such—must make 
  a Strength saving throw. On a failed save, the creature 
  is grappled for 1 minute or until it takes any damage 
  as the earth itself reaches up to grab it. As an action, a 
  grappled creature can attempt to break free by making 
  a Strength (Athletics) or Dexterity (Acrobatics) check 
  against your spell save DC. 
  Creatures of elemental earth (gargoyles, xorn, 
  etc.) are immune to this feature as are creatures that 
  aren’t in contact with the ground (flying or swimming 
  creatures for example). 
  Aura of Stability
  Beginning at 7th level, you can’t be knocked prone 
  or moved against your will if you are in contact with 
  earth, stone, or a structure that is. In addition, all allies 
  within 10 feet gain advantage on checks to resist being 
  knocked prone or moved against their will if they are in 
  contact with earth, stone, or a structure that is. 
  At 18th level, the aura’s radius granting allies 
  advantage to resist being knocked prone or moved 
  against their will increases to 30 feet.
  Hardened Soul
  Starting at 15th level, you are immune to attacks or 
  effects that reduce your abilities (e.g., a shadow’s 
  Strength Drain) or those that reduce your hit point 
  maximum (e.g., the Life Drain ability of wights and 
  wraiths).  
  Avatar of the Sacred Forge
  At 20th level, you can assume the form of an Avatar of 
  the Sacred Forge, a stone skinned warrior garbed in 
  shining mithril arms and armor. Using your action, you 
  undergo a transformation. For 1 minute you gain the 
  following benefits:
   
  Ö You gain resistance to all damage.
   
  Ö Any carried weapons are treated as magic and silver, 
  and they can’t be dropped, disarmed, or damaged 
  unless you so choose.
   
  Ö You gain advantage on all Constitution saving 
  throws.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Tenets of the Soulforge
  Heart of Steel. Steel is hard, but flexible, tempered 
  by fire to be stronger still. In your heart be steadfast, 
  strong and true. Through hardship and trial, you are 
  tempered.  
  Hands of  Stone are Unyielding and Patient. In 
  your craft and artisanship, be as stone.  
  Mind of Mithril. True metal is light, sharp, and 
  above all rare. Be swift of thought, sharp and decisive, 
  and not afraid to think uniquely.
  Soul of Fire. Fire is passion, all-consuming and 
  cleansing. Fire tempers steel and destroys lesser 
  things. In your commitment to the dwarven race and 
  ideals be unquenchable.    
  Oath of the Soulforge Spells
  Paladin Level
  Spells
  3rd
  Moradin’s blessing, shield of faith
  5th
  heat metal, magic weapon
  9th
  aural assault, battle song  
  13th
  meld into stone, Moradin’s curse
  17th
  stone shape, stoneskin
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Exultation of Dwarvenkind. As an action, you 
  brandish your holy symbol and bolster yourself and 
  your allies with inspiring visions of ancient dwarven 
  glories. You may select a number of creatures equal to 
  your Charisma modifier within 30 feet. Each gains a 
  d4 that can be added to any one ability check, attack 
  roll, or saving throw within the next 10 minutes. 
  The creature can wait until after it rolls a d20 before 
  deciding to use the die but must decide before the 
  DM says whether the roll is successful. Once the die 
  is rolled, it is lost. A creature can have only one such 
  die at a time (except dwarves, see below), and it can’t 
  benefit from Bardic Inspiration while under the effects 
  of this ability.
  However, you and any affected ally that is a dwarf 
  may gain two d4s instead of one, but they can’t be 
  expended on the same d20 roll.  
  A creature can benefit from this feature only once 
  per long rest. 
  
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  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 2d6 for each slot level above 3rd. 
  Moradin’s Wrath
  5th-level evocation
  Casting Time: 1 action
  Range: 60 feet 
  Components: V, S, M (a shard of obsidian)
  Duration: Instantaneous
  This spell calls forth the earth itself to swallow your 
  foes. Each creature in a 10-foot radius circle centered 
  on a point you choose on the ground within range must 
  succeed on a Dexterity saving throw or be affected by 
  it. Affected creatures take 6d6 bludgeoning damage 
  and are buried and restrained until they break free. A 
  restrained creature can free itself by using an action to 
  make a Strength check against the spell’s DC—other 
  creatures can free it in the same way. The affected area 
  is considered difficult terrain until it is cleared of the 
  debris.
  Creatures are only affected if there is a solid surface 
  below them, so flying or swimming creatures aren’t 
  affected.   
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases 
  by 2d6 and the effect’s radius increases by 5 feet for 
  each slot level above 5th.
  Soulforge
  5th-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small steel heart replica)
  Duration: Up to 1 hour
  You protect your life force with a sliver of the holy fire 
  from Moradin’s forge. The first time you would drop 
  to 0 hit points as a result of taking damage from a 
  weapon attack (including ranged, natural weapons, or 
  unarmed strikes) the attacking creature must make a 
  Constitution saving throw. On a failed save, it takes the 
  damage it inflicted as radiant damage and you take no 
  damage from the attack.  On a success, the creature 
  takes no damage and you drop to 1 hit point instead. In 
  either case, the spell ends after the effect is triggered.
  You can’t have both soulforge and deathward active 
  at the same time. If you cast one while the other is 
  active, the original spell ends replaced by the new 
  spell.  
  Spells
  Moradin’s Blessing
  1st-level divination
  Casting Time: 1 action
  Range: Self 
  Components: V, S, M (a handful of steel shavings and 
  forge ash)
  Duration: Up to 1 week
  You invoke Moradin’s blessing on the next craft or 
  construction activity that you undertake. For a single 
  craft, the caster has advantage on all skill checks 
  related to the craft and assembly of the focus task. It 
  only relates to checks that directly affect the tasks and 
  only tasks that the caster alone finishes. For example, 
  it would apply to an Intelligence (Arcana) check for 
  the caster to identify the best mystical components 
  for a crafted item, but not to a Charisma (Persuasion) 
  check to haggle with a merchant over the cost of the 
  components.
  This spell can be applied only once per craft; so, if 
  the duration is exceeded mid-task, the spell can’t be 
  cast again to continue the benefit. The current spell 
  ends if you cast this spell again while one is still in 
  effect or if you try to work on multiple crafts at one 
  time. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the duration is 
  extended by 1 week for each slot level above 1st.     
  Moradin’s Curse
  3rd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a broken hammer)
  Duration: Instantaneous
  A brilliant silver beam springs forth from your hand 
  to one nonmagical, non-living object within range that 
  has been made, manufactured, or worked. The object 
  suffers 5d6 + 20 force damage. If the damage reduces 
  the object to 0 HP it is disintegrated.
  Objects not in the possession of other creatures are 
  automatically affected. If an object is greater than a 
  5-foot square, only a 5-foot square of it is affected. If an 
  object is in a creature’s possession, then its possessor 
  is allowed a Dexterity saving throw to avoid damage to 
  the object.
  Natural or unworked objects, magic items, or living 
  creatures are immune to this spell.   
  
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  Channel Divinity: Myrkul’s 
  Retribution
  To strike a priest of Myrkul is to invite death. 
  Starting at 2nd level, when you are struck by 
  a melee or spell attack, you can expend your 
  Channel Divinity as a reaction, forcing the 
  attacker to roll a Constitution saving throw. On 
  a failed save, the creature takes 1d6 necrotic 
  damage plus an additional 1d4 necrotic damage for 
  each of your cleric levels, or half as much damage on a 
  successful save.
  Channel Divinity: Grim Visage
  Starting at 6th level, when you or an ally reduces a 
  hostile creature to 0 hit points, you can inspire fear in 
  surrounding enemies. Before the end of your next turn, 
  you can use your Channel Divinity as a bonus action; 
  all hostile creatures within 10 feet of the slain creature 
  or yourself (your choice) must make a Wisdom saving 
  throw or become frightened of you for 1 minute. A 
  frightened creature can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  on a success.
  Potent Spell Casting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Doomspeaker
  At 17th level, you can mark an enemy as fated for death. 
  As an action, you point to an enemy within 60 feet of 
  you that you can see and pronounce its doom. For 
  1 minute, or until you end the effect early as a bonus 
  action, your spell attack rolls with necromancy spells 
  have advantage against that creature. In addition, 
  when you roll necrotic damage against a target, you can 
  reroll any die showing a result of 1 or 2. Once you have 
  rerolled a die, you must use the new result (even on 
  another 1 or 2).
  Once you use this feature, you must finish a long 
  rest before you can do so again.
  Myrkul
  Lord of Bones, Old Lord Skull the Reaper, Lord of 
  the Dead
  The image of the reaper in the Realms—a 
  skeleton draped with black cloth—is thanks 
  to Myrkul, the Lord of Bones. If the key to a 
  happy career is loving what you do, Myrkul 
  will have a long and successful legacy as one of the 
  Dead Three. The deity has long enjoyed appearing as 
  a cloaked reaper at graveyards, a swooping skull—
  anything to remind the mortals of the world that death 
  is a grim and ever-present reality.
  Divine Domain
  Clerics of Myrkul can choose the Gray domain.
  Gray Domain
  Also called Doomspeakers, priests of Myrkul are 
  encouraged to have a macabre and imposing air about 
  them. Myrkul encourages the belief among common 
  folk that striking one of his priests can bring instant 
  death. Though the Lord of Bones doesn’t seek to bring 
  death wantonly, he bids his followers to enforce a 
  healthy respect for his domain.
  Gray Domain Spells
  Cleric Level
  Spells
  1st
  bane, inflict wounds
  3rd
  corrupt, crown of madness
  5th
  bestow curse, spirit guardians
  7th
  blight, shadow of Moil
  9th
  dispel evil and good, quench the spirit
  Bonus Cantrip 
  When you choose this domain at 1st level, you learn 
  the bone bite cantrip. This doesn’t count against your 
  number of cantrips known.
  Deathdrinker
  Also at 1st level, you learn how to become empowered 
  by the death of your enemies. When a hostile creature 
  within 30 feet of you reaches 0 hit points, you can use 
  your reaction to cast a damaging cleric cantrip you 
  know against an enemy within range, provided you 
  have the necessary components available to cast the 
  spell. You can use this feature a number of times equal 
  to your Wisdom modifier (minimum of once), regaining 
  expended uses when you finish a long rest.
  
  131
  Paladin Oath
  Paladins of Myrkul can take the Oath of the Reaper.
  Oath of the Reaper
  Paladins of Myrkul share the Lord of Bones’s bemused 
  and detached attitude towards other living creatures. 
  They don’t hasten to bring destruction to their enemies 
  or regret when foes best or escape them, knowing that 
  death is an unavoidable eventuality for everyone—
  themselves included.
  Tenets of the Reaper
  Patient and Sure. Never act with impatience, 
  hot-headed vengeance, or with bitter regret. Only 
  one thing in life is a surety; all else are amusing 
  distractions.
  Implacable Death. Death is relentless, a promise 
  that is fulfilled for all creatures in time. You will be a 
  reminder of death’s presence and its surety.
  Stark Honesty. You have no need of deception or 
  obfuscation; kind lies don’t change the grim truth of 
  mortality.
  Oath of the Reaper Spells
  Paladin Level
  Spells
  3rd
  bane, inflict wounds
  5th
  corrupt, ray of enfeeblement
  9th
  fear, speak with dead
  13th
  phantasmal killer, staggering smite
  17th
  cloudkill, destructive wave
  Necrotic Smite
  When you take this oath at 3rd level, you deal necrotic 
  instead of radiant damage with your Divine Smite 
  feature.
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  At Death’s Door. As a creature struggles on the 
  border between life and death, you benefit from its 
  proximity to the Lord of Bones. When a creature within 
  30 feet of you reaches 0 hit points and begins making 
  death saving throws, you can expend your reaction to 
  link yourself to that creature. Until the target either 
  dies or survives, you regain hit points equal to your
  Charisma modifier for each successful death saving 
  throw it makes or double your Charisma modifier for 
  each death saving throw it fails. Once the target finishes 
  making death saving throws (whether it stabilizes, is 
  healed, or dies), you regain hit points equal to half your 
  paladin level.
  Death’s Touch. You can sacrifice your own vitality 
  to restore your paladin abilities. As an action, you 
  expend any number of available Hit Dice from your 
  paladin levels to regain an amount to your Lay on 
  Hands pool equal to the result of the roll. You don’t add 
  your Constitution modifier to Hit Dice expended in 
  this manner.
  Reaper’s Smite
  Starting at 7th level, bringing death to others empowers 
  your ability to strike down additional foes. When you 
  reduce a creature to 0 hit points, one die from your 
  next Divine Smite attack is automatically rolled at 
  its maximum value. You must use the maximized die 
  within 1 minute of bringing a creature to 0 hit points. 
  Once used, you must complete a short or long rest 
  before using this feature again. 
  Morbid Affinity
  Starting at 15th level, you can choose to activate your 
  At Death’s Door Channel Divinity option as a reaction 
  when a creature within range reaches 0 hit points, 
  regardless of whether it rolls death saving throws. 
  When you activate your Channel Divinity in this 
  manner, you instead immediately regain hit points 
  equal to half your paladin level (rounded down) plus 
  your Charisma modifier.
  Reaper’s Avatar
  As an action on your turn or as a reaction when you 
  reach 0 hit points, your appearance changes to that of 
  a cloaked reaper for one minute. You are unable to end 
  this transformation early. Additionally, you can’t benefit 
  from any form of healing or temporary hit points, and 
  you can’t be killed or destroyed by any effect that would 
  normally do so, such as a beholder’s disintegration eye 
  ray or power word kill. While transformed, you gain the 
  following benefits:
   
  Ö Your Reaper’s Smite feature is active for the 
  duration, regardless of whether you have reduced a 
  creature to 0 hit points or not.
   
  Ö If you are reduced to 0 hit points, you don’t fall 
  unconscious, and you may continue to act on your 
  turn. You continue to make death saving throws each
  
  132
  or drink must make a Constitution saving throw 1 
  minute after consumption, taking 3d8 necrotic damage 
  on a failed save or half as much damage on a successful 
  one. You can corrupt all food and drink in a 5-foot 
  sphere when you use the spell in this manner. A detect 
  magic or detect poison and disease spell can sense the 
  presence of the corruption, but the purify food and 
  drink spell can’t cleanse the affected food or drink.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the damage from 
  consuming the affected food or drink increases by 1d8 
  for each slot level above 2nd.
  Quench the Spirit
  5th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You call the soul of a creature within range toward 
  death. The creature must make a Constitution saving 
  throw, taking 6d10 necrotic damage on a failed save, or 
  half as much damage on a successful one. If the target 
  is a living creature whose hit points are reduced to 0 
  by this spell, it dies, and its soul can’t be restored to life 
  using revivify or raise dead.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases 
  by 1d10 for each slot level above 5th.
  round, tracking the total number of successes and 
  failures (even beyond 3) until the transformation 
  ends. If your total number of failures is greater 
  than your total successes, you fall dead. If your total 
  successes exceed your failures, you remain alive and 
  regain a number of hit points equal to your paladin 
  level.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Bone Bite
  Necromancy cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, M (a piece of bone you carry or within 
  range)
  Duration: 1 hour
  When you cast this spell on a piece of bone within 
  range, the bone transforms into a set of jawbones full of 
  sharp teeth. If you cast this spell on a piece of bone you 
  are holding, you can designate a creature within 30 feet, 
  making a ranged spell attack against the target. On a hit, 
  the target takes 1d6 piercing damage as the jaws fly 
  toward it, snapping in the air. When you cast this spell 
  on a piece of bone within 20 feet of you, or if you don’t 
  choose to make a spell attack, the sharp jaws remain on 
  the ground until a creature other than yourself walks 
  within 5 feet of it, at which point the jaws make a melee 
  spell attack against the creature. The snapping jaws 
  crumble to dust after one hour, after it makes a spell 
  attack, or when you create another set of snapping jaws 
  with this cantrip.
  The spell’s damage increases by 1d6 at 5th level 
  (2d6), 11th level (3d6), and 17th level (4d6).
  Corrupt
  2nd-level necromancy (ritual)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, M (a piece of rotting meat)
  Duration: 8 hours
  You cast a corrupting ritual over food, an animal’s 
  corpse, a container of drink, holy water, or a potion of 
  healing. When cast over any type of potion of healing, the 
  number of hit points restored by the potion decreases 
  by an amount equal to your level (but can’t go below 
  0). Casting the spell over holy water turns it back into 
  mundane liquid. When cast over food, an animal corpse, 
  or drink, any creature that consumes the affected food
  
  133
  Dampen Spell
  Starting at 6th level, when you or a creature 
  within 30 feet of you takes damage caused 
  by a spell, you can use your reaction to 
  grant that creature resistance to the 
  damage.
  You can use this feature a number 
  of times equal to your Wisdom modifier 
  (minimum of once), regaining all uses at the end 
  of a long rest.
  Potent Spell Casting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  Master of the Weave
  Starting at 17th level, when you activate your Eyes of 
  Mystra Channel Divinity option, the range you can 
  detect magic extends to 60 feet. While the feature is 
  in effect, you can see the magical aura of objects using 
  only a bonus action, and you can use an action to cast 
  identify on an object within 60 feet without using a 
  spell slot once before the duration expires.
  Paladin Oath
  Paladins of Mystra can take the Oath of the Weave 
  Guardians.
  Oath of the Weave Guardians
  Paladins of Mystra are guardians of the weave. They 
  are often sent on quests to recover ancient artifacts and 
  items that hold great magical power. They are charged 
  with protecting and preserving magic, teaching its 
  responsible use, guarding holy sites, hunting evil magic 
  users, and advancing the greater good.
  Tenets of the Weave Guardians
  Responsible Magic Use. Learn how to use your 
  magic wisely—don’t abuse its power. Learn to use 
  your own abilities to accomplish goals instead of using 
  magic.
  Preserve Magic. When you find magic, preserve 
  it. If the magic is terribly powerful and detrimental, 
  hide it away or banish it to another plane rather than 
  destroy it.
  Mystra
  The Lady of Mysteries, the Mother of All 
  Magic, Our Lady of Spells
  Mystra is the weave that infuses 
  everything in the realms with raw magic. 
  Her clergy can tap into the weave and 
  use its magical potential to cast spells and 
  create items of great power. Though Mystra is 
  inherently good, her magic can be used in many ways—
  sometimes for evil purposes. Her clergy is charged with 
  preserving magic while guiding its use to advance the 
  greater good.
  Divine Domain
  Clerics of Mystra can choose the Magic domain.
  Magic Domain
  Mystra’s clerics study all schools of magic. They revere 
  magic, as it is a part of the goddess herself. The faithful 
  seek to preserve magic and guide its use by teaching 
  others how to use it responsibly to advance the greater 
  good. Some clerics of the Lady of Mysteries seek to 
  study new ways of using magic while others embark on 
  quests to discover lost spells and ancient artifacts.
  Magic Domain Spells
  Cleric Level
  Spells
  1st
  detect magic, identify
  3rd
  magic weapon, Nystul’s magic aura*
  5th
  counterspell, dispel magic
  7th
  anyspell, polymorph
  9th
  telekinesis, triadspell
  * Known as ‘Mystra’s lingering touch’ among the faithful
  Bonus Cantrips 
  When you select this domain at 1st level, you gain two 
  wizard cantrips of your choice. These cantrips count 
  as cleric cantrips for you and don’t count against the 
  number of cantrips you know. 
  Bonus Proficiency
  Also at 1st level, you gain proficiency in the Arcana skill.
  Channel Divinity: Eyes of Mystra
  Starting at 2nd level, whenever you cast detect magic, 
  you can use your Channel Divinity to extend the spell’s 
  duration to 15 minutes. In addition, you don’t have to 
  maintain your concentration when you cast the spell 
  this way.
  
  134
  Avatar of the Weave Guardians
  At 20th level, you can use your action to transform into 
  the ideal guardian of the weave; for 1 minute, you gain 
  the following benefits, or until you use an action to end 
  the transformation early.
   
  Ö You can use your Protector of the Weave feature even 
  if you aren’t below half your hit point maximum.
   
  Ö Once, before the duration expires, when you start 
  your turn with no spell slots remaining, you can use 
  your action to regain spell slots with a combined 
  spell level of 5, none of which can be higher than 3rd 
  level. You must immediately choose which spell slots 
  to recover.
   
  Ö Whenever you cast a paladin spell that has a casting 
  time of 1 action, you can cast it with a bonus action 
  instead. 
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Clerics and paladins of Mystra can select spells from 
  Azuth's spell list.
  Anyspell
  3rd-level transmutation
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (a wizard’s spellbook)
  Duration: Instantaneous
  You can prepare any one spell of up to 2nd level from 
  any class’s spell list. You can only benefit from one 
  casting of this spell at a time. If you cast this spell again 
  while you have another spell prepared by use of this 
  spell, the new spell replaces the old one (see below for 
  exception).
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th or higher level, you can prepare one 
  additional spell from any class’s spell list for every two 
  slot levels above 3rd.
  Triadspell
  5th-level transmutation
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, M (a piece of rotting meat)
  Duration: 8 hours
  Choose one of your prepared spells of 1st or 2nd level. 
  Once you spend a spell slot to cast the spell, you can 
  cast it two additional times at its base level without 
  expending a spell slot. 
  Study and Teach Magic. Read and learn about the 
  ways magic is used by others. Seek to increase your 
  knowledge and understanding of magic and teach it to 
  others.  
  Be Humble with Your Magic. Magic is a gift from 
  Mystra. Be thankful that you have been blessed with 
  magic use. Spellcasting is an art form to be cherished.
  Oath of the Weave Guardians Spells
  Paladin Level
  Spells
  3rd
  detect magic, identify
  5th
  blur, darkvision
  9th
  counterspell, dispel magic
  13th
  greater invisibility, Leomund’s secret 
  chest
  17th
  telekinesis, triadspell
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Weapon of the Weave. You can use your Channel 
  Divinity to imbue your weapon with magic from the 
  weave. For 1 minute, you add your Charisma modifier 
  to attack rolls made with that weapon (minimum 
  of +1). The weapon is considered magical for the 
  duration.
  Spell Shield. As an action, you can use your 
  Channel Divinity to invoke a magical ward that 
  protects you from damage caused by spells. For 1 
  minute, whenever you must make a saving throw to 
  avoid damage caused by a spell, you only take half the 
  damage on a failed save and no damage on a successful 
  one.
  Aura of Warding
  Beginning at 7th level, the magic of the weave lies so 
  heavily on you that it forms a ward. You and friendly 
  creatures within 10 feet of you have resistance to 
  damage from spells.
  At 18th level, the range of this aura increases to 30 
  feet.
  Protector of the Weave
  Starting at 15th level, your role as a Protector of the 
  Weave bestows you with life sustaining sustenance 
  delivered through your connection to Mystra. 
  Whenever you start your turn with fewer than half 
  your hit point maximum, you can use a bonus action 
  to expend a spell slot to regain hit points equal to 
  1d6 × the slot’s level + your Charisma modifier.
  
  135
  Channel Divinity: 
  Lorekeeper’s Hold
  Starting at 2nd level, when you successfully 
  grapple a creature, you can use your Channel 
  Divinity to put the creature in a hold; the 
  creature is restrained by you until you 
  use a bonus action to dismiss the hold, 
  or the creature breaks free. A restrained 
  creature can use its action to break free from the 
  hold by succeeding on either a Strength (Athletics) or 
  Dexterity (Acrobatics) check opposed by your Strength 
  (Athletics) check; your proficiency bonus is doubled for 
  this check.
  Channel Divinity: Knowledge of Names
  At 6th level, you can take advantage of Oghma’s power 
  over names and their meanings.  You can use your 
  action to Channel Divinity and force a creature you 
  can see within 60 feet of you to make a Wisdom saving 
  throw. On a failed save, you know the creature’s true 
  name, which grants you limited power over it. For 
  1 minute, you can use your reaction whenever the 
  creature makes an attack roll or an ability check; you 
  roll a second die and choose which result the creature 
  uses for its roll.
  Potent Spell Casting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  High Priest of the Lorekeepers
  Starting at 17th level, when you use your Channel 
  Divinity Knowledge of Names option, you gain 
  additional benefits: When a creature fails its saving 
  throw and you discover its true name, as part of the 
  same reaction, you can roll an extra (third) die when 
  it attempts to make an attack roll or ability check and 
  choose which roll it uses for the result. In addition, you 
  can end the effect early using a bonus action and cast 
  suggestion on the creature, and it automatically fails the 
  saving throw.
  Oghma
  The Binder of What is Known, the Lord of 
  Knowledge, Patron of Bards, the Wise God
  Oghma is the all-wise and most powerful god 
  of knowledge in Faerûn. It is he—the Binder 
  of What is Known—who assigned names to 
  everything known at the beginning. The Lord of 
  Knowledge oversees and determines what is known 
  or what will be known, how information is shared, 
  and who will be granted knowledge and insights 
  into the secrets of the multiverse. Though Oghma is 
  good natured, some of the church’s faithful aren’t, as 
  knowledge can be used for either good or ill purposes.
  Divine Domain
  Clerics of Oghma can choose the Lore domain.
  Lore Domain
  Clerics who choose the Lore domain consider 
  themselves as Faerûn’s curators of lore. They seek 
  to discover and guard sacred texts, and help others 
  discover new knowledge. 
  Lore Domain Spells
  Cleric Level
  Spells
  1st
  comprehend languages, identify
  3rd
  impart knowledge, secret page*
  5th
  clairvoyance, tongues
  7th
  divination, duplicate
  9th
  legend lore, scrying
  * This spell is found in Deneir’s spell list
  Bonus Proficiencies
  When you select this domain at 1st level, you learn one 
  language of your choice. You also become proficient 
  with the Athletics skill and two of the following skills of 
  your choice: Arcana, History, Nature, or Religion.
  Wrestler
  Lorekeepers are known as trained grapplers who 
  constantly perform exercises to condition their bodies. 
  You double your proficiency bonus when making 
  Strength (Athletics) checks to grapple an opponent, to 
  escape a grapple, or to resist being moved against your 
  will.
  
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  Aura of Wisdom
  Beginning at 7th level, you radiate a presence of divine 
  understanding granted to you by the Wise God. You and 
  all creatures that you choose within 10 feet of you have 
  advantage on Wisdom ability checks and saving throws. 
  At 18th level, the aura’s radius increases to 30 feet.
  Knowledge Savant
  Starting at 15th level, whenever you roll an ability 
  check that uses your Intelligence modifier, you can treat 
  any roll of 9 or lower as a 10. 
  Avatar of the Lorekeepers
  At 20th level, you can use your action to transform into 
  the ideal lorekeeper; for 1 hour, you have the following 
  benefits.
   
  Ö Your Aura of Wisdom increases to a radius of 50 feet.
   
  Ö Your Knowledge Savant feature extends to creatures 
  you choose within 10 feet of you.
   
  Ö You gain the benefits of a protection from evil and 
  good spell. 
   
  Ö You gain the benefits of a freedom of movement spell. 
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Duplicate
  4th-level transmutation
  Casting Time: 10 minutes
  Range: 10 feet
  Components: V, S, M (a feather, and varies)
  Duration: Instantaneous
  A glowing feather quill appears in the air. You can make 
  the quill copy any writing, script, or runes that you can 
  see within range onto another suitable surface that you 
  can also see within range. The original writing remains 
  intact after the duplicate is made. This spell will make 
  an exact copy of magical writing without error, such as 
  that from a scroll, glyph, or a spell from a spell book. 
  Only a feather is needed as the material component 
  to copy nonmagical writing from one source onto 
  another. However, the spellcaster will need a piece of 
  parchment, a book page, or another suitable object 
  to duplicate spell scrolls in addition to the necessary 
  spell components, which are consumed by the spell 
  in the process. A glyph, runes, or writing can be 
  copied onto stone, wood, or another suitable surface, 
  but might not be mobile or easily carried in many 
  circumstances. 
  Paladin Oath
  Paladins of Oghma can take the Oath of the Lorekeepers.
  Oath of the Lorekeepers
  Paladins of Oghma are guardians of knowledge; if they 
  aren’t guarding Oghma’s faithful, holy sites, and tomes 
  of knowledge, they commence on quests to recover lost 
  lore. 
  Tenets of the Lorekeepers
  Discover Knowledge. Search sites of antiquity 
  for lost texts. Read, research, and listen to others to 
  increase your own knowledge.
  Preserve Lore. Preserve knowledge by transcribing 
  information from old texts into new books. Record the 
  verbal accounts of others into texts.
  Safeguard Knowledge. Guard books and 
  information from those who wish to destroy them.  
  Be Charitable. Translate, transcribe, and deliver 
  messages for those who are illiterate or too poor to do 
  so on their own.
  Oath of the Lorekeepers Spells
  Paladin Level
  Spells
  3rd
  comprehend languages, identify
  5th
  impart knowledge, secret page*
  9th
  clairvoyance, tongues
  13th
   divination, duplicate
  17th
  legend lore, scrying
  * This spell is found in Deneir’s spell list
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Knowledge Seeker. You can use your Channel 
  Divinity to improve your understanding of knowledge-
  based skills. When you use this feature, choose 
  either Intelligence (Arcana), Intelligence (History), 
  Intelligence (Nature), or Intelligence (Religion); you 
  gain advantage on all checks with the chosen skill for 
  the next 10 minutes.
  Battle Knowledge. As an action, you can use your 
  Channel Divinity to increase your knowledge of battle 
  tactics. For 1 minute, you can add your Intelligence 
  modifier to your attack rolls (minimum of +1). During 
  this time, enemies within 5 feet of you can’t use the 
  Disengage action, and you have advantage on any 
  opportunity attacks you make.
  
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  Components: S
  Duration: 1 hour, or Instantaneous
  You touch a creature and impart it with specific 
  knowledge that you choose. The knowledge appears as 
  images accompanied with phrases from your memory 
  or from your own knowledge. There are two different 
  durations depending on the knowledge you impart. 
  For simple conveyance of information, the duration is 
  instantaneous and the creature you touch can learn 
  information that you know about a specific person or 
  subject.
  Alternatively, the creature you touch can 
  temporarily learn one skill that you are proficient 
  with; for 1 hour, the creature is also proficient with 
  that skill.
  This spell can only duplicate 1st level spell scrolls 
  (see exception below). However, you can’t use a spell 
  focus to substitute for the components when copying 
  scrolls.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, you can copy a spell 
  scroll one level higher for every two slot levels above 
  4th. For example, you could copy a 2nd level spell 
  scroll with a 6th level spell slot, or a 3rd level spell 
  scroll with an 8th level slot.
  Impart Knowledge
  2nd-level divination
  Casting Time: 1 action
  Range: Touch
  
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  than yourself who are within 30 feet of you. These 
  allies add your Wisdom modifier (minimum of +1) to 
  their initiative rolls. 
  Channel Divinity: Pressed Advantage
  Starting at 6th level, you learn to strike when an 
  enemy is weakened by another blow. When an ally 
  makes an opportunity attack or rolls a critical hit 
  on a melee or spell attack against a creature who 
  is within 5 feet of you, you can use your reaction 
  to immediately make a melee weapon attack with 
  advantage against that same creature. Once you use this 
  feature, you can’t use it again until you finish a short or 
  long rest. 
  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 damage of the 
  same type dealt by the weapon. When you reach 14th 
  level, the extra damage increases to 2d8.  
  Quick Reassessment
  At 17th level, when you roll initiative for combat, 
  you can exchange a number of your prepared spells 
  with alternative ones from your cleric spell list. The 
  maximum number of spells you can exchange in this 
  manner is equal to your Wisdom modifier (minimum of 
  1). Once you use this feature, you must finish a long rest 
  before you can use it again. 
  Red Knight
  Lord of Strategy, Grandmaster of the Lanceboard
  Careful observation, meticulous planning, and a 
  well-executed strategy—these are the language 
  of the Red Knight, the goddess of strategy. 
  Believing that intelligent planning can beat 
  even overwhelming odds, the Lord of Strategy 
  embraces creative approaches and calculated risks. 
  Even in the chaos of battle, followers of the Red Knight 
  keep their heads—it is, after all, their best weapon. 
  Divine Domain
  Clerics of the Red Knight can choose the Holy Strategy 
  domain.
  Holy Strategy Domain
  For years, society at large believed the Red Knight 
  was merely an aspect of Tempus, and as such, the 
  goddess lacked her own distinct clergy. After the Time 
  of Troubles, her worshippers formed a separate sect. 
  Despite ongoing confusion among many common 
  folk and a measure of resentment from Tempus’s 
  own worshippers, the Red Knight has maintained a 
  dedicated following of soldiers, veterans, and other 
  military minds.
  Holy Strategy Domain Spells
  Cleric Level
  Spells
  1st
  expeditious retreat, shield of faith
  3rd
  analyze opponent, heat metal
  5th
  protection from energy, spirit guardians
  7th
  knight’s move, Otiluke’s resilient sphere
  9th
  dispel evil and good, Rary’s telepathic bond
  Bonus Proficiencies
  At 1st level when you choose this domain, you gain 
  proficiency with martial weapons and heavy armor, as 
  well as a gaming kit (chess). 
  Careful Planning
  Also starting at 1st level, you can’t be surprised in 
  combat and add your proficiency bonus to initiative 
  rolls.
  Channel Divinity: Always Prepared
  Starting at 2nd level, you can use your Channel Divinity 
  to help your allies react quickly to danger. When you 
  roll initiative, you select up to 4 allied creatures other
  
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  En Passant. When a creature moves out of your 
  reach on its turn, you can expend your Channel 
  Divinity as a reaction to make an opportunity attack 
  against it even if it has taken the Disengage action, or 
  you can choose to prepare your future attacks against 
  the creature if it hasn’t taken the Disengage action. If 
  you use this feature to prepare your future attacks, 
  all your weapon and spell attacks made against the 
  creature are made with advantage during your next 
  turn.
  Two Steps Ahead
  At 7th level, at the end of a long rest, you can roll 3d4 
  and record the number rolled for each die. Until the end 
  of your next long rest, whenever a creature you can see 
  within 30 feet of you makes an ability check, attack roll, 
  or saving throw, you can use your reaction to impose a 
  bonus or penalty to the attacker’s roll equal to one of 
  the numbers you rolled. You can only expend one of the 
  numbers at a time. You must decide whether to modify 
  the attacker’s roll before you know the outcome. 
  Sweep the Board
  Starting at 15th level, you can knock unsteady 
  opponents off their feet for a tactical advantage. As an 
  action, you drive your foot into the ground, creating a 
  shockwave. All creatures standing on the ground within 
  10 feet of you must succeed on a Strength saving throw 
  or be knocked prone. 
  Once you use this feature, you can’t use it again 
  until you finish a short or long rest. 
  Checkmate
  At 20th level, you learn to channel the Red Knight’s 
  unrivaled analytical talents for a brief time. As an 
  action, you gain the following benefits for up to 1 
  minute, ending the effect early on yourself as a bonus 
  action: 
   
  Ö You roll a d4 when you first take this action and again 
  at the start of each of your turns for the duration. 
  Until the start of your next turn, you can influence 
  one ability check, attack roll, or saving throw of a 
  creature within 30 feet of you with the number you 
  rolled, following the rules of your Two Steps Ahead 
  feature. 
   
  Ö You have advantage on all Intelligence saving throws 
  and ability checks. 
   
  Ö You can’t be charmed, paralyzed, or petrified. 
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Paladin Oath
  Paladins of the Red Knight can take the Oath of the Red 
  Fellowship.
  Oath of the Red Fellowship
  Battles, when it comes down to it, are just a series of 
  risks. In every moment of the bloody struggle risks are 
  taken, overlooked, successful, or failed. To paladins of 
  the Red Fellowship, preparation is only half the formula 
  for success—they must be prepared to both identify 
  and control the risks around them to consistently win 
  the day.
  Tenets of the Red Fellowship
  Strive for Peace. Your goal in all conflicts is to 
  find the path to a meaningful victory and a return to 
  normalcy.
  Plan for War. Hostilities can erupt at any time.  
  Your goal is to prepare for any conflict that might arise.
  Lose Battles, Win Wars. Retreat and sacrifice are 
  bitter, but often necessary. Don’t lose sight of your 
  grand strategy.
  Find Allies in an Enemy’s Enemy. See opportunities 
  to forge alliances—even friendships—by merit of a 
  common cause. Remain steadfast to your alliances but 
  don’t be blindsided by betrayal.
  Oath of the Red Felowship Spells
  Paladin Level
  Spells
  3rd
  compelled duel, shield of faith
  5th
  analyze opponent, branding smite
  9th
  conjure barrage, protection from energy
  13th
  freedom of movement, knight’s move 
  17th
  banishing smite, dispel evil and good
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Gambit. As a bonus action on your turn, you 
  can Channel Divinity and leave yourself exposed to 
  enemies to goad them into overreach. Each creature of 
  your choice within 30 feet must make a Wisdom saving 
  throw. On a failed save, the creature has advantage on 
  its attack rolls against you until the start of your next 
  turn but also grants you and your allies within 30 feet 
  of you advantage on attack rolls against it during that 
  time.
  
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  Spells
  Analyze Opponent
  2nd-level divination
  Casting Time: 1 bonus action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You choose a creature that you can see within range 
  and attempt to analyze and gauge its strengths and 
  weaknesses. You force it to make a Wisdom saving 
  throw. On a successful save, the spell has no effect. On a 
  failed save, you learn one of the following categories of 
  information: 
   
  Ö The creature’s damage resistances and 
  immunities.
   
  Ö The creature’s damage vulnerabilities. 
   
  Ö The creature’s condition immunities. 
   
  Ö Spells the creature can cast; you learn of a 
  number of spells equal to your spellcasting 
  ability modifier (minimum of 1).
  You can specify which of the above categories you 
  wish to determine when you cast the spell. The DM 
  may choose to reveal one of the other categories of 
  information instead, such as if the creature doesn’t have 
  any damage resistances, immunities, or vulnerabilities. 
  If the target creature doesn’t have applicable entries in 
  any of the above categories, the DM informs you and the 
  spell otherwise fails. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can select an 
  additional target or category of information for each 
  slot level above 2nd. You can seek different types of 
  information about each target, or multiple categories 
  of information about a single target. 
  Knight’s Move
  4th-level conjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  As part of the bonus action used to cast this spell 
  and by using a bonus action on each of your turns 
  for the duration, you can teleport up to 15 feet to an 
  unoccupied space that you can see. 
  
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  in an area surrounding you, gaining insight to 
  act more freely. For a number of rounds equal to 
  your Wisdom modifier (minimum of one), you 
  ignore your place in the initiative order. Instead, 
  you can choose to act at any time in a round 
  (including first). You can also choose to act 
  on the same initiative as another creature, 
  once its actions have been announced, but before any 
  dice are rolled or results of its declared actions have 
  taken place. The creature must still proceed with the 
  declared actions once you have resolved your turn, 
  even if your actions alter the conditions under which it 
  planned to act.      
  Outcome Expectancy
  Starting at 6th level, you can anticipate the outcome of 
  a planned action and use that information to improve 
  your chances of success. You gain advantage on one 
  attack roll, ability check, or saving throw of your choice. 
  You regain the use of this feature after a long rest. 
  At 12th level, you gain a second use, and regain both 
  expended uses after a long rest. 
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.  
  Savant
  At 17th level, your ability to divine and interpret 
  information from subtle movement and clues in your 
  environment and from creatures within it lends you 
  an almost supernatural ability to correct for small 
  variables that effect your actions in a positive way. 
  Any time you roll a 1 or 2 on a d20, you can choose 
  to roll the die again. Subsequent results of 1 or 2 are 
  again allowed to be rerolled if you choose.  
  Savras
  The All-Seeing, the Third Eye, Divination’s Lord
  Savras represents the ideal of truth revealed, 
  free of obfuscation and bias. Knowledge, 
  divination, and fortune telling are the clergy’s 
  stock in trade, revealing what is, and what isn’t 
  wished for. 
  Divine Domain
  For clerics of Savras, the Knowledge domain is an 
  appropriate and respected choice amongst the clergy; 
  however, the All-Seeing also grants clerics access to the 
  Revelation domain.
  Revelation Domain
  The clergy of Savras doesn’t seek to bend fortunes to 
  good or ill like other religions, so much as their beliefs 
  are that with accurate information comes the best 
  opportunities to make choices based upon objective 
  truths and facts.
  Revelation Domain Spells
  Cleric Level
  Spells
  1st
  anticipation, command  
  3rd
  augury, locate object
  5th
  clairvoyance, purge obfuscation
  7th
  divination, haunted visions
  9th
  commune, scrying
  Bonus Proficiencies 
  At 1st level, you gain proficiency with the Perception 
  and Insight skills. 
  Moment of Prescience
  Also at 1st level, you become more difficult to ambush. 
  Your proficiency bonus is doubled for Passive 
  Perception for the purposes of avoiding a creature’s 
  attack or to notice a trap (but not for discerning secret 
  doors or concealed objects). 
  Additionally, even when you are surprised, you 
  aren’t considered a valid target for Sneak Attack or 
  Assassinate features for failing to act in the current 
  turn of combat. You are still subject to a Sneak Attack if 
  the opponent has an ally within 5 feet of you.
  Channel Divinity: Flash of Foresight
  Starting at 2nd level, when initiative is rolled, you can 
  use your Channel Divinity to see into the near future 
  
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  Unshackle Will. All creatures within 30 feet of you 
  that are under charms, compulsions, confusion effects, 
  or domination because of a failed saving throw are 
  granted a new saving throw to end the effect.  
  Aura of Revelation
  Beginning at 7th level, you and all allies within 10 feet 
  gain advantage on saving throws, Wisdom (Insight and 
  Perception) checks, and Intelligence (Investigation) 
  checks to pierce illusions, deceptions, and falsehoods. 
  At 18th level, the effect increases to 30 feet. 
  Boundless and Unrestrained
  Starting at 15th level, you are immune to hold person, 
  hold monster, banishment, and imprisonment spells. 
  Embodiment of Destiny Unobstructed 
  At 20th level, you can draw upon the flow of fate 
  and destiny. Using your action, you undergo a 
  transformation. For 1 minute, you gain the following 
  benefits: 
   
  Ö You gain the benefits of the true seeing and foresight 
  spells. 
   
  Ö All spells and abilities that generate ongoing 
  enchantments (charm, domination, curses) and 
  imprisonments (Otiluke’s resilient sphere, forcecage, 
  imprisonment, etc.) within 30 feet are automatically 
  dispelled.  
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Anticipation
  1st-level divination
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a magnifying glass)
  Duration: Concentration, up to 1 minute
  You confer limited future-sight on up to three creatures 
  of your choice within range. The targets can anticipate 
  attacks; each gains a +1 bonus to its AC for the duration. 
  In addition, each target can add 1d4 to one of its saving 
  throws before the duration expires. 
  This spell overlaps but doesn’t stack with bless, 
  meaning a creature affected by both may gain the 1d4 
  to saving throws only once, not one dice for each spell. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can target one 
  additional creature for each slot level above 1st. 
  Paladin Oath
  Paladins of Savras can take the Oath of Inevitability.
  Oath of Inevitability
  A Paladin taking the Oath of Inevitability is dedicated to 
  the continuance of each creature’s fate as it is intended 
  to play out. Members of the order seek to use the 
  wisdom of Savras to seek out those who try to cheat fate 
  or hinder the natural course of others, punishing those 
  who suborn the freedoms of individuals and freeing 
  those bound. 
  Those who take the Oath of Inevitability 
  are dedicated to maintaining the order of self-
  determination and ensuring—as Savras was freed 
  from his imprisonment—all others have the same 
  opportunity.   
  Tenets of Inevitability
  Knowledge. Knowledge is the key to understanding 
  and unlocking one’s destiny. Savras offers glimpses of 
  such knowledge to assist the faithful on their journeys.  
  Freedom. Savras’s imprisonment and subsequent 
  emancipation is proof that freedom is both the right 
  and fate of all creatures.   
  Protection. You offer your protection to those 
  considered worthy who can’t protect themselves.   
  Inevitability. Fate is an inevitable force. It can’t be 
  stopped, only delayed. You are here to remove those 
  delays.
  Oath of Inevitability Spells
  Paladin Level
  Spells
  3rd
  command, divine favor
  5th
  augury, locate object
  9th
  clairvoyance, sending
  13th
  divination, locate creature
  17th
  commune, scrying
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Sealed Fate. As an action, you force one creature 
  within 30 feet of you to make a Charisma saving 
  throw. On a failure, the creature can’t use illusion or 
  transposition spells or abilities (misty step, teleport, 
  etc..) for a number of rounds equal to your Charisma 
  modifier (minimum of 1 round).  
  
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  All illusions of 3rd level or lower are immediately 
  ended, regardless of their source, and all hidden or 
  concealed objects or creatures not behind total cover 
  glow brightly until the end of your next turn, revealing 
  their location but not their nature. 
  Bewilderment
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  You bombard a creature with a jumble of painful and 
  confusing images of its past and future. The target must 
  make a Wisdom saving throw or take 1d6 psychic 
  damage and it is unable to take a bonus action on 
  its next turn.    
  This spell’s damage increases by 1d6 when 
  you reach 5th level (2d6), 11th level (3d6) 
  and 17th level (4d6). 
  Haunted Visions
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a multifaceted 
  crystal)
  Duration: Concentration, up to 1 minute
  You afflict a creature of your choice with the 
  ability to see every possible consequence of 
  every decision it may make, the multitude of 
  possibilities becoming nearly incapacitating. 
  The target must make a Wisdom saving 
  throw or have disadvantage on attack rolls 
  and skill checks for the duration. In addition, 
  the creature’s movement is reduced to half, 
  and its place in the initiative order is moved to 
  last.  
  At Higher Levels. When you cast this spell 
  using a spell slot of 5th level or higher, you can 
  target one additional creature for each slot 
  above 4th.
  Purge Obfuscation 
  3rd-level abjuration
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Components: V, S, M (a torn veil)
  Duration: Instantaneous
  You generate an aura of magic in a 15-foot 
  radius centered on you that dispels illusions 
  and reveals concealment.  
  
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  Channel Divinity: Tears of Selûne
  Starting at 2nd level, you can use your 
  Channel Divinity to bless your spells with 
  the radiance and insight of Selûne’s guiding 
  light. When you deal radiant damage to 
  a creature as part of a spell, you can create 
  dancing lights, as if by the cantrip, as part of 
  the same spell. The lights appear in your space 
  or the space of the target if it is within the cantrip’s 
  range. 
  Alternately, when you use a spell to restore hit 
  points to a creature other than yourself, you can 
  simultaneously grant the recipient the benefits of the 
  guidance cantrip. You must maintain concentration on 
  these effects to sustain them as if you had cast the spell 
  normally.
  Channel Divinity: Prophetic Sight
  Starting at 6th level, you can use your Channel Divinity 
  as an action to gain perfect darkvision for up to 1 
  minute, freely ending the effect early if you so choose. 
  During this time, you have darkvision out to 60 feet if 
  you didn’t already, and areas of darkness within this 
  range don’t impose disadvantage on your Wisdom 
  (Perception) checks. 
  In addition, you have advantage on attack rolls 
  against targets in direct moonlight or who are within 5 
  feet of a moonbeam spell.
  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 radiant damage. 
  When you reach 14th level, the extra damage increases 
  to 2d8. 
  The Same Moon
  Starting at 17th level, you can feel Selûne smiling upon 
  you no matter where you are. You are always aware 
  of the passage of time relative to the Material Plane. 
  In addition, you can meditate for 1 minute to identify 
  which plane of existence you are currently on, and you 
  have advantage on saving throws against spells that 
  attempt to force you onto other planes or demiplanes, 
  such as banishment.
  Selûne
  Our Lady of Silver, the Moonmaiden, the 
  Night White Lady
  Selûne’s widespread worship and general 
  popularity likely has to do with how broad 
  of a pantheon she enjoys. The Moonmaiden 
  enjoys purview over travelers, adventurers, 
  quests, navigation, seekers of truth, and non-evil 
  lycanthropes. The tenets of these domains attract 
  followers from academics, wizards, simple folk, and 
  zealots alike. The Moonmaiden is a welcoming goddess, 
  accepting any into her fold who uphold goodness and 
  battle against the darkness of evil—especially the dark 
  void of her counterpart, Shar.
  Divine Domain
  Selûne’s clerics can choose the Silverstar domain.
  Silverstar Domain
  The Silverstars are a discipline of warrior-priests who 
  specialize in wielding Selûne’s radiant moonlight in 
  even the darkest battlefields. Driven by wanderlust and 
  the guidance of their goddess, the Silverstars strive to 
  promote freedom, acceptance, and the search for truth. 
  Even as they seek harmony, Silverstars are ferocious 
  fighters who keep darkness at bay with a pale light.
  Silverstar Domain Spells
  Cleric Level
  Spells
  1st
  healing word, moonblade 
  3rd
  augury, moonbeam
  5th
  mass healing word, moon path 
  7th
  banishment, divination 
  9th
  greater restoration, wall of moonlight
  Bonus Cantrip
  At 1st level, you learn the dancing lights and guidance 
  cantrips. These are cleric cantrips for you and don’t 
  count against the number of cantrips you know.
  Burning Moonlight
  Also at 1st level, you can replace traditional damage 
  of your spells with the intensity of burning moonlight. 
  When you cast a spell that normally deals damage other 
  than radiant, you can cause it to deal radiant damage 
  instead. You must declare the use of this feature when 
  you cast the spell. You can use this feature twice, 
  regaining expended uses when you finish a short or 
  long rest.
  
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  radiant damage or makes a saving throw against a spell 
  from the illusion or enchantment schools, you expend 
  your Channel Divinity to either grant the creature 
  resistance to the damage until the end of your next 
  turn, or grant it advantage on the saving throw against 
  the spell.
  Aura of Purest Moonlight
  Starting at 7th level, when you or a friendly creature 
  within 10 feet of you is attacked by a monstrosity, 
  aberration, or lycanthrope, the damage of the attack is 
  reduced by a number equal to your proficiency bonus 
  (minimum of -1).
   At 18th level, the aura’s radius increases to 30 feet.
  Moon’s Hunter
  Starting at 15th level, you add double your proficiency 
  bonus to Wisdom (Survival) checks made to track a 
  creature and you can track even while moving at a fast 
  pace. In addition, you have advantage on Intelligence 
  (Arcana) and Intelligence (Nature) checks to recall 
  information about monstrosities, aberrations, and 
  lycanthropes.
  Lunacy
  At 20th level, you can use your action to radiate an 
  aura of moonlight for up to 1 minute, until you are 
  unconscious, or end the effect early as part of any other 
  action. While the effect is active, the area within 30 feet 
  of you is at least dimly lit with a pale, silvery light. A 
  hostile creature who is an aberration, monstrosity, or 
  lycanthropy that starts its turn in the area or moves into 
  it, must make a Constitution saving throw. On a failed 
  save, the creature takes 3d8 radiant damage, or half as 
  much damage on a successful one. In addition, friendly 
  creatures in the lit area have advantage on saving 
  throws made against these hostile creature types. 
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  Spells
  Moonblade
  2nd-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You evoke a blade of moonlight in your free hand. The 
  blade is similar in size and shape to a longsword, and 
  it lasts for the duration. If you let go of the blade, it 
  disappears, but you can evoke it again as a bonus action.
  Paladin Oath
  Paladins of Selûne can take the Oath of the Lunatic.
  Oath of the Lunatic
  Even the followers of Selûne themselves have embraced 
  their intimidating title, believing it to be an accurate 
  assessment of their fanaticism. The Swords of the 
  Lady are a knightly order often seen as odd to outside 
  observers, though none would deny their ability to 
  react. Despite their eccentricities, the Lunatics would 
  deal with followers of Shar or other evils with deadly 
  precision, causing their tenets to be celebrated and 
  copied by devoted warriors of the Moonmaiden 
  throughout the realms.
  Tenets of the Lunatic
  A Rapid Response. Threats of evil against Selûne 
  and those under her grace demand swift response. It 
  is better to reply with immediate zeal than to wait and 
  risk harm to the innocent.
  Turn to the Moon. All can find grace under Selûne’s 
  eye. Seek to be a beacon of her pale light, offering 
  guidance to the lost and aid to those in need.
  Equal Under the Same Moon. Selûne’s kindness 
  and her worship are open to all. Seek openness and 
  equality, closing your heart only to true darkness.
  Oath of the Lunatic Spells
  Paladin Level
  Spells
  3rd
  comprehend languages, faerie fire
  5th
  branding smite, moonblade
  9th
  moon path, protection from energy
  13th
  aura of life, banishment
  17th
  dispel evil and good, wall of moonlight
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Moon’s Hand. As an action, you can Channel 
  Divinity and imbue one melee weapon you are holding 
  with crackling energy. For 1 minute, attacks with the 
  weapon deal an additional 1d6 radiant damage. In 
  addition, on a hit, the target grants advantage on the 
  next weapon attack against it by a creature other than 
  you until the start of your next turn. 
  Moonshield. As a reaction when you or a friendly 
  creature that you can see within 30 feet of you takes
  
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  A creature that fails its saving throw is also affected 
  by a clinging aura of moonlight. A creature with the 
  moonlight aura is highlighted as though by a faerie 
  fire spell; it sheds dim white light in a 10-foot radius, 
  it can’t benefit from being invisible, and attack rolls 
  against it have advantage if the attacker can see it. A 
  creature affected by the moonlight aura can make 
  a Constitution saving throw at the end of each of its 
  turns, ending the effect on itself early on a success. 
  A creature that starts its turn within the wall of 
  moonlight, enters it for the first time on a turn, or ends 
  its turn there must also make a saving throw or take 
  the radiant damage (half on a successful save) and 
  be affected by the moonlight aura. Once a creature 
  succeeds on its saving throw against the moonlight 
  aura, it is immune to it for 24 hours.
  You can use your action to make a melee spell 
  attack with the moonblade. On a hit, the target 
  takes 2d6 radiant damage and it has disadvantage 
  on Constitution saving throws to maintain its 
  concentration until the end of your turn.
  At Higher Levels: When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 1d6 for every two slot levels above 2nd.
  Moon Path
  3rd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You evoke a flat, translucent, shimmering path of 
  moonlight. The path is 5 feet wide and can be up to 30 
  feet long and doesn’t need to be connected to anything. 
  The path isn’t an object and can’t be targeted by attacks. 
  You and other friendly creatures can walk on the moon 
  path as if it were solid ground. Creatures standing on 
  the path have advantage on saving throws against 
  spells or other effects that would knock them prone or 
  push them off it. A friendly creature who lands on the 
  path after falling takes half as much damage from the 
  fall. Once the moon path is placed, it is stationary and 
  can’t be moved.
  At Higher Levels: When you cast this spell using a 
  spell slot level of 4th level or higher, the width of the 
  path can increase by 5 feet and the length by 15 feet for 
  every slot level above 3rd.
  Wall of Moonlight
  5th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  A shimmering wall of moonlight appears at a point 
  you can see within range. The wall appears in any 
  orientation you choose: horizontally, vertically, or 
  diagonally. It can be free floating, or it can rest on a solid 
  surface. The wall can be up to 60 feet long, 10 feet high, 
  and 5 feet thick. The wall is translucent and doesn’t 
  block line of sight, and creatures and objects can pass 
  through it. It emits a bright light out to 60 feet and dim 
  light for an additional 60 feet.
  When the wall appears, each creature in its area 
  must make a Constitution saving throw. On a failed 
  save, a creature takes 2d8 radiant damage, 4d8 if it is 
  undead, or half as much on a successful save.
  
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  Channel Divinity: Bitter Secrets
  Starting at 2nd level, you can turn enemies 
  against one another by filling their minds 
  with divisive lies. As an action, you Channel 
  Divinity and whisper into the mind of two 
  creatures you can see within 60 feet of 
  you, forcing both to make a Wisdom saving 
  throw. On a successful save, the creature is 
  unaffected. On a failed save, the DM rolls a d8 for 
  the creature who failed the save: on 1-3, that creature 
  is frightened of the other; on a 4-6, that creature is 
  hateful of the other and treats it as a hostile creature; 
  on a 7-8, the creature’s primary goal is to obtain an 
  object that is worn or carried by the other creature. 
  These effects last for 1 minute. The creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect early on itself with a success. Undead and 
  creatures that can’t be charmed are immune to this 
  effect.
  A creature considered hostile by the target of this 
  feature can be affected by spells and abilities that affect 
  hostile creatures. A target of this feature that seeks to 
  take an item from another creature will attempt either 
  a Dexterity (Sleight of Hand) check to take it without 
  notice, or a Strength (Athletics) check opposed by the 
  target’s Strength (Athletics) or Dexterity (Acrobatics) 
  check.
  Voice of Ineffable Evil
  Beginning at 6th level, you can manipulate the attitudes 
  of creatures without their knowing. When the effect of 
  your bitter secrets Channel Divinity feature ends, or 
  any domain spell you cast that charms the target ends 
  or fails, you can roll a Charisma (Deception) check, 
  contested by the creature’s Wisdom (Insight) check. 
  If the result of your check is greater than the target 
  creature’s, it is unaware that you attempted to charm 
  or influence it, even if the target creature witnessed 
  you casting a spell or the spell’s text states the creature 
  normally becomes aware that it was charmed.
  Potent Spellcasting
  Starting at 8th level, you can add your Wisdom modifier 
  to the damage you deal with any cleric cantrip. 
  True Lies
  Beginning at 17th level, your mastery of deception 
  allows you to freely twist the minds of others. When you 
  cast the modify memory spell, the maximum duration of 
  the event you target doubles to 20 minutes, rather than 
  10, and you can maintain concentration on the spell for 
  up to two minutes, instead of one, for describing how 
  the memories are affected.
  Shar
  Mistress of the Night, the Lady of Loss, 
  Nightsinger
  Shar is the embodiment of the idea that 
  where light exists, so too does darkness. 
  Twin to the goddess Selûne, Shar is a 
  goddess of darkness, loss, and secrets. The 
  church of the Mistress of the Night is one of 
  subversion, seeking to recruit into the faith through the 
  upheaval of life, home, community, and government. 
  As much a secret society as a religious sect, the church 
  of Shar basks in the cold evil of its goddess’s unfeeling 
  embrace.
  Divine Domain
  Shar’s clerics can choose the Nightcloak domain.
  Nightcloak Domain
  Clerics of Shar focus their efforts on powers of 
  deception and subversion, using their holy powers to 
  detect and exploit weaknesses in the lives of others. 
  By undermining the institutions around them—and 
  by doing so undetected—the Nightcloaks create an 
  environment that’s ripe for new recruits.
  Nightcloak Domain Spells
  Cleric Level
  Spells
  1st
  charm person, dissonant whispers
  3rd
  armor of darkness, suggestion
  5th
  darkbolt, enemies abound 
  7th
  charm monster, confusion
  9th
  dominate person, modify memory
  Bonus Proficiencies
  At 1st level you gain proficiency in the Insight and 
  Deception skills.
  Eyes of Shar
  Also at 1st level, your worship of the Mistress of the 
  Night grants you vision in blackest night. You gain 
  darkvision out to 60 feet if you didn’t possess it already 
  or add 30 feet to its range if you did. In addition, you 
  don’t have disadvantage on Wisdom (Perception) 
  checks that rely on sight while in nonmagical darkness, 
  out to 60 feet. You are immune to blindness caused 
  by spells, and you have advantage on saving throws 
  against blindness caused by all other effects.
  
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  Shadow Talk. You can use your Channel Divinity 
  as a bonus action to cause your whispers to be borne 
  on shadows. When you use this feature, you select 
  up to five creatures that you can see within 60 feet of 
  you. For up to 10 minutes or until you end the effect 
  early as a bonus action, you can whisper back and 
  forth with the affected creatures as if by the message 
  spell, following the normal rules for that spell. While 
  this effect is active, you can cause your words to 
  be understood by an undead creature even if you 
  don’t share a language, and you have advantage on 
  Wisdom (Insight) checks to determine its mood or the 
  meaning behind its actions. The undead creature must 
  understand at least one language to understand and 
  communicate with you.
  Secrets of the Clergy. Shar’s faithful guard 
  knowledge carefully, sharing it only among each 
  other. When you expend your Channel Divinity as part 
  of an Intelligence (Arcana), Intelligence (History), 
  Intelligence (Nature) or Intelligence (Religion) check, 
  you can add a bonus equal to half your Paladin level 
  (rounded up) to the roll.
  Mind of Shar
  At 7th level, you gain Shar’s protection against assaults 
  on the mind. You gain advantage on any saving throw 
  you must make against an effect that deals psychic 
  damage, and against effects that cause the blinded, 
  deafened, or stunned conditions. 
  At 18th level, friendly creatures within 10 feet of 
  you also gain the advantage to saving throws granted 
  by this feature; they also gain advantage on their 
  saving throws against your Deeper Gloom feature.
  Deeper Gloom
  Starting at 15th level, you can mute the light around 
  you and embrace your power in darkness. As an action, 
  you cause all nonmagical light sources within 30 feet 
  of you, such as torches, lanterns, and fires occupying 
  no larger than a 5-foot square to become muted for 1 
  minute. The light sources are still present; a campfire, 
  for example, will provide no illumination but still give 
  off heat. When you use this feature, light from spells of 
  3rd level or lower is also muted. 
  In addition, if you didn’t possess darkvision 
  already, you gain darkvision out to 60 feet. Creatures 
  in the area with darkvision other than yourself 
  when you activate this feature, must make a 
  Constitution saving throw or have the range of their 
  darkvision reduced to 5 feet for the duration. A 
  creature who fails this saving throw can repeat it at 
  the end of each of its turns, ending the effect early
  In addition, when you finish casting the spell, you 
  make a Charisma (Deception) check against a DC of 
  8 + the target’s Wisdom modifier + the level of the 
  spell slot used to cast the spell. If your check equals or 
  exceeds this number, the modify memory spell doesn’t 
  expend a spell slot. Once you benefit from this feature, 
  you can’t use it again until you finish a long rest.
  Paladin Oath
  Paladins of Shar can take the Oath of the Dark Justiciars.
  Oath of the Dark Justiciars
  For most, night is a time for sleep and relief. However, 
  to a paladin of Shar, darkness is a time of action—
  whether far from the light of day or away from prying 
  eyes, agents of the Mistress of the Night share their 
  secret knowledge with one another and further 
  their machinations under shrouds both literal and 
  metaphorical. Dark Justiciars plan within the cover of 
  darkness...and douse any light that intrudes upon them 
  by force.
  Tenets of the Dark Justiciars
  Never Hope. The pain and joylessness of this life 
  won’t be halted by blind optimism. Don’t strive for 
  better; instead, inure yourself to loss.
  Stare into the Black. Knowledge, especially secret 
  knowledge, is the greatest currency. Acquire and guard 
  secrets, revealing them only to the other faithful.
  Darkness is a Time to Act. While others slumber, 
  you scheme. While many are complacent, you are ever 
  vigilant to Shar’s will.
  Oath of the Dark Justiciars
  Paladin Level
  Spells
  3rd
  cause fear, Tasha’s hideous laughter
  5th
  armor of darkness, enthrall
  9th
  bestow curse, darkbolt
  13th
  greater invisibility, staggering smite
  17th
  contagion, hold monster
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  
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  an additional 1d4 for every two slot levels above 2nd 
  (2d4 at 4th level, 3d4 at 6th level, 4d4 at 8th level).
  Darkbolt
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute 
  Your hand glows with a blackish anti-light: while you 
  maintain concentration on this spell, you can use a 
  bonus action on each of your turns to fire a beam of this 
  darkness at a creature you can see within 60 feet of you, 
  making a ranged spell attack against it. The beam deals 
  4d6 cold damage on a hit and the target must make a 
  Constitution saving throw or be silenced until the end 
  of its next turn. A silenced creature can’t speak, make 
  any vocal noise, or perform the verbal components 
  of spells. Undead creatures who fail the saving throw 
  additionally have their speed halved until the end of 
  their next turn.
  on itself with a success. Once you use this feature, you 
  must complete a short or long rest before you can do so 
  again.
  Shar’s Kiss
  At 20th level, you gain the ability to force a creature to 
  choose between service to Shar or a gruesome death. 
  As an action, you make a melee spell attack to touch a 
  creature and force it to make a Wisdom saving throw. 
  On a success, the target takes 5d10 cold damage and is 
  otherwise unaffected. On a failed save, the target feels 
  your compulsion to serve Shar for 30 days, suffering 
  effects similar to a geas spell. The target is charmed by 
  you for the duration but can elect to disobey the will 
  of Shar, suffering 3d10 cold damage and 3d10 necrotic 
  damage when it chooses to do so, taking this damage no 
  more than once per day for its disobedience. 
  The effect can be ended early by you as an action, 
  or it can be ended with a greater restoration or wish 
  spell. You regain the use of this feature when you 
  finish a long rest, but successfully compelling another 
  creature will immediately end the current effects on 
  your previous target.
  Spells
  Armor of Darkness
  2nd-level abjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  A veil of darkness clings to 
  your form, slowing the attacks 
  of creatures who strike you. 
  While the spell persists, you 
  roll a d4 when you take nonmagical 
  bludgeoning, piercing, and slashing 
  damage. The attack’s damage is 
  reduced by the amount rolled (to 
  a minimum of 1). Your rolls to 
  maintain concentration on this spell 
  are made with disadvantage against 
  effects that deal radiant damage.
  At Higher Levels. When you cast 
  this spell using a spell slot of 4th 
  level or higher, you reduce damage 
  taken from nonmagical bludgeoning, 
  piercing, and slashing damage by 
  
  150
  can see or hear you within 30 feet must make 
  a Wisdom saving throw. On a failed save, the 
  creature is turned for 1 minute or until it takes 
  any damage.
  A turned creature must spend its turns 
  trying to move as far away from you as it can, 
  and it can’t willingly move to a space within 
  30 feet of you. It also can’t take reactions. For 
  its action, it can only use the Dash action or 
  try to escape from an effect that prevents it from 
  moving. If there’s nowhere to move the creature can 
  use the Dodge action.  
  Oath of the Wild
  Beginning at 6th level, you gain resistance to poison 
  damage, and you have advantage on Dexterity (Stealth) 
  and Wisdom (Perception) checks while you are in a 
  wilderness environment. 
  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 and extra 1d8 poison damage. 
  When you reach 14th level, the damage increases to 
  2d8.
  Apex Predator
  Beginning at 17th level, you can move at full speed 
  while tracking or using stealth, and you gain advantage 
  on attack rolls against all creatures that are below half 
  their hit point maximum.  
  Paladin Oath
  Paladins of Silvanus can take the Oath of the Ancients 
  freely and without stigma, as it is appropriate for the 
  faith. However, many choose the Oath of the Green 
  Warden instead.
  Oath of the Green Warden
  While Silvanus is the god of nature, and his 
  faithful are dedicated to its preservation over 
  expanding civilization, those who take the Oath 
  of the Green Warden approach the issue from a 
  different perspective. The clash of civilization 
  versus wild isn’t inevitable, and often occurs when 
  Silvanus
  Oak Father, the Forest Father, the Old Oak, 
  Treefather, Old Father Tree
  Silvanus has both druids and rangers among 
  the ranks of the faithful, though members 
  of either of these classes tend to be solitary 
  or fringe members and tend not to hold 
  any significant station in the organized clergy, 
  preferring to work independently. 
  Divine Domain
  Silvanus’s clerics can choose either the Nature or 
  Wildling domain.
  Wildling Domain
  Silvanus is the god of nature and the natural world, 
  encompassing all that it has to offer. The Wildling 
  Domain harnesses the spirit of survival and adventure 
  in the wilderness, the freedom to roam and exist 
  in balance with the untamed and often unforgiving 
  wilderness.
  Wildling Domain Spells
  Cleric Level
  Spells
  1st
  animal friendship, speak with animals
  3rd
  beast sense, jaws of the wolf
  5th
  manythorns, speak with plants
  7th
  dominate beast, moss skull 
  9th
  reclaimed by nature, tree stride
  Bonus Cantrip
  When you choose this domain at 1st level, you gain the 
  poison spray cantrip if you don’t already know it.  
  Bonus Proficiencies
  Starting at 1st level, you gain proficiency with the 
  Athletics and Survival skills.
  Wilderness Walker
  Also at 1st level, you can ignore difficult terrain 
  penalties to movement, and you take half the 
  bludgeoning damage resulting from a fall.
  Channel Divinity: Natural Order
  Starting at 2nd level, you can use your action to Channel 
  Divinity as you present your holy symbol and speak a 
  prayer, asserting your position as a dominant creature 
  in the wild. Each creature of the plant or beast type that 
  
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  If the creature’s true form is concealed by an 
  illusion, shapeshifting, or other effect, that form is 
  revealed while it is turned.  
  Soothe Beasts and Plants. As an action, you can 
  Channel Divinity as you present your holy symbol and 
  speak soothing words. All beasts and plants within 
  30 feet that can hear you must make a Wisdom saving 
  throw. On a failed save, the creature becomes placid 
  and non-hostile for 1 hour, or until it is injured or 
  presented with a significant threat of harm.    
  Aura of Natural Protection
  Beginning at 7th level, you and all friendly creatures 
  within 10 feet of you have resistance to bludgeoning, 
  piercing, and slashing damage from the natural 
  weapons of creatures. This protection doesn’t extend 
  to manufactured or improvised weapons, or creatures 
  whose natural weapons are treated as magical.
  At 18th level, the range of this aura increases to 30 
  feet.  
  Pack Hunter
  Starting at 15th level, you gain advantage on attack 
  rolls if you are within 5 feet of an ally.
  Avatar of Nature
  At 20th level, you can assume the form of the 
  embodiment of nature. Your skin becomes rough like 
  bark and you exude a fine fog and fresh pine aroma. 
  Using your action, you undergo a transformation. For 
  1 hour or until you end the effect using your action, you 
  gain the following benefits:
   
  Ö You and allies within 30 feet gain a bonus of 10 feet 
  to base walking speed and a climb speed equal that 
  speed. 
   
  Ö You and all allies within 30 feet don’t have their 
  speed reduced by difficult terrain. 
   
  Ö You gain advantage on Dexterity (Stealth) and 
  Wisdom (Perception) checks. 
   
  Ö You can’t be surprised.
   
  Ö You can automatically follow tracks and scents that 
  aren’t magically obscured. 
   
  Ö Beasts and plants consider you the same creature 
  type and won’t willingly attack you, though they can 
  be forced to do so via compulsion or domination 
  abilities.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  settlements are threatened by humanoids and 
  monsters using the wilds as cover or lairs from which 
  to mount raids or attacks. If provocation is limited, 
  confrontations—and subsequent damage to the 
  wilderness—can be reduced.   
  Paladins of the Oath of the Green Warden seek 
  to keep the wilds free of monsters that provoke 
  unwelcome encroachment from communities that 
  would otherwise leave it well enough alone.  
  Tenets of the Green Warden
  Preservation of the Wild. The primary focus is 
  the preservation of the natural world Silvanus has 
  provided. When pursuing the other tenets minimizing 
  harm to the wilds must be paramount.
  Separation of Wild and Civilization. Wild and 
  civilization aren’t irreconcilable states of existence. 
  They can co-exist so long as they are managed in a way 
  as to be kept as separate as possible.
  Hunt the Despoilers. Those who seek to exploit, 
  damage, or conceal detrimental activities amongst 
  nature must be rooted out and expelled.
  Nature for Nature’s Own. Many creatures aren’t of 
  the natural world, but dwell amongst its beasts. These 
  pretenders have no place here.  
  Oath of the Green Warden Spells
  Paladin Level
  Spells
  3rd
  animal friendship, speak with animals
  5th
  beast sense, jaws of the wolf
  9th
  manythorns, speak with plants
  13th
  freedom of movement, moss skull
  17th
  reclaimed by nature, tree stride
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Turn Monster. You can use your Channel Divinity 
  to utter ancient words to abjure monstrosities. As 
  an action, you present your holy symbol, and each 
  monstrosity within 30 feet of you that can hear you 
  must make a Wisdom saving throw. On a failed save, 
  the creature is turned for 1 minute or until it takes 
  damage. A turned creature must spend its turns 
  trying to move as far away from you as it can, and it 
  can’t willingly move to a space within 30 feet of you. 
  It also can’t take reactions. For its action, it can only 
  use the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, 
  the creature can use the Dodge action. 
  
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  Moss Skull
  4th-level necromancy
  Casting time: 1 action
  Range: 90 feet
  Components: V, S, M (a moss-covered skull) 
  Duration: Instantaneous
  You enchant a skull, which streaks forth from your hand 
  to a point within 90 feet, and then explodes in a 10-foot 
  radius sphere of flesh destroying energy. Each creature 
  within the area must make a Dexterity saving throw. 
  On a failed save, a creature takes 8d6 necrotic damage 
  or half as much on a success. Any creature killed by 
  this spell rots away immediately, leaving behind only 
  moss-covered bones or traces.
  This spell doesn't affect objects, constructs, plant 
  creatures, or anything that lacks a corporeal body. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, you add 1d6 to the 
  damage for each slot level above 4th.
  Reclaimed by Nature
  5th-level conjuration
  Casting time: 1 action
  Range: 90 feet
  Components: V, S, M (a living vine tendril) 
  Duration: Concentration, up to 1 minute
  You conjure a mass of grasping and constricting 
  vines in a 20-foot radius sphere on the 
  ground centered on a point you can see 
  within range. The vines immediately 
  begin to grasp and grapple all creatures 
  and objects within the area.
  A creature that begins its turn 
  within the area—or upon first 
  contacting 
  it—takes 
  4d6 
  bludgeoning damage and must 
  make a Strength saving throw. 
  On a failed save, the creature is 
  restrained until the start of its 
  next turn.
  Structures, vehicles, and 
  unattended objects within the 
  area suffer 12d6 bludgeoning 
  damage each round at the start 
  of your turn. 
  A creature killed or an object 
  destroyed by this spell is pulled 
  under the earth, leaving behind 
  a patch of dirt, vines, and moss in 
  its place. 
  Spells
  Jaws of the Wolf
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a wolf’s tooth)
  Duration: 4 rounds
  You create a set of spectral wolf jaws that streak 
  toward and attack a chosen creature. On a successful 
  ranged spell attack, the creature takes 3d6 piercing 
  damage and it must make a Strength saving throw or 
  be knocked and held prone (but not restrained). While 
  prone, the creature must crawl to move, with each foot 
  of movement costing an extra foot.
  The creature makes a new saving throw at the start 
  of each of its turns, and on a success, it breaks free and 
  the spell ends. 
  Manythorns
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a thorn or porcupine quill)
  Duration: Concentration, up to 1 minute
  You cause thorns to spring from your 
  body, covering you in a bristling, natural 
  coat of protection. The thorns don’t 
  impede you in any way, and you can’t 
  be harmed by your own thorns. 
  A creature that strikes you 
  with natural weapons (bite, 
  claws, etc.) or grabs, grapples, 
  shoves, or otherwise contacts 
  you with its body takes 1d6 
  piercing damage and it must 
  make a Constitution saving 
  throw or it is poisoned for 
  a number of rounds equal 
  to your spellcasting ability 
  modifier (minimum of 1 
  round).
  You can also choose to 
  attack or grapple foes, causing 
  the same effect on a successful 
  attack.  
  In addition to the protective 
  effect, while you are under the 
  influence of this spell, you can 
  pass through the area of any 
  plant or plant-based conjurations 
  (i.e., wall of thorns) as if it were clear 
  terrain. 
  
  153
  the creature attributes the feelings as natural, 
  even if it no longer views you in the same way.   
  Channel Divinity: Bliss
  Starting at 2nd level, as an action, you 
  brandish your holy symbol and incite bliss 
  in all creatures within 30 feet that can see 
  you. Each creature must make a Wisdom 
  saving throw or be unable to take actions that 
  would cause harm or damage to creatures or 
  objects. This effect lasts for a number of rounds 
  equal to your Wisdom modifier (minimum of 1 round). 
  An affected creature makes another saving throw 
  at the end of its turn, ending the effect on itself early 
  with a success. Any creature that takes damage is 
  automatically free of the effect. 
  Channel Divinity: Philter of Love
  Starting at 6th level, as an action, you can Channel 
  Divinity and turn any vessel of liquid you are touching—
  of no more than 17 oz (500ml) in size—into a philter of 
  love (see Chapter 7, “Treasure,” in the Dungeon Master’s 
  Guide for the item’s description). The drink remains 
  potent for only 1 minute. If not consumed in that time, 
  the philter reverts to its original liquid. During this 
  time, any other properties of the liquid are nullified, 
  so poisons or otherwise undrinkable liquids become 
  potable.
  Once a creature drinks the liquid, it becomes 
  automatically charmed by the next creature it 
  sees within the next 10 minutes. Once charmed, 
  the creature remains so for 1 hour. The charmed 
  creature treats the effect as true love if the object of 
  its affections is of a compatible species and within its 
  normal preferences.
  You have no influence over the creature affected 
  unless you are the target of its affections.    
  Charming Influence
  Starting at 8th level, a creature charmed by you is also 
  charmed by your allies.  
  Master of Charms
  Beginning at 17th level, you become immune to the 
  charmed condition and all your abilities and spells that 
  confer the charmed condition become more difficult to 
  resist—all saving throws against them are made with 
  disadvantage. 
  Sune
  Lady Firehair, the Lady of Love, the 
  Princess of Passion
  Sune is the goddess of love, passion, and 
  pleasure. The clergy of Lady Firehair 
  seek out and foster the beauty and 
  delights of the world, creating, nurturing, and 
  encouraging such experiences in themselves 
  and all creatures. 
  Often seen as vain and hedonistic, the clergy of 
  Sune seek to epitomize beauty and pleasure in all 
  aspects, from appearance and comportment through 
  to emotion and chivalrous behavior.  
  Divine Domain
  Clerics of Sune can choose the Passion domain.
  Passion Domain
  Clerics of the Passion domain seek to champion and 
  promote the passions in others, be it love, art, or a 
  dedication or devotion to a cause or calling. Clerics of 
  the Princess of Passion work to ensure all creatures 
  may pursue love in any form it takes.  
  Passion Domain Spells
  Cleric Level
  Spells
  1st
  charm person, love bite
  3rd
  enthrall, suggestion
  5th
  beacon of hope, incite affection
  7th
  compulsion, lovelost
  9th
  geas, heartbreak
  Bonus Proficiencies
  When you choose this domain at 1st level, you gain 
  proficiency in the Persuasion and Insight skills. 
  Bonus Cantrips
  Starting at 1st level, you gain the lovelorn and 
  prestidigitation cantrips. These are considered cleric 
  cantrips for you, and don’t count against the number of 
  cantrips you know.
  Subtle Charms
  Also at 1st level, you are skilled in making your charms 
  subtle. Any creature you target with a spell or an ability 
  that confers the charmed condition isn’t aware it has 
  been charmed after the fact or of your charm attempt 
  on a successful saving throw. When the charm ends, 
  
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  inspiring all allies within 30 feet that can see or hear 
  you. 
  An affected creature gains a d6 that it can add to an 
  attack roll, saving throw, or ability check within the 
  next minute. The die may be used after the d20 roll is 
  made but before the result is known, and once used, 
  the effect ends for that creature.   
  Aura of Fascination
  Starting at 7th level, you and friendly creatures within 
  10 feet gain advantage on saving throws against 
  spells and features that confer the charmed condition 
  from any source other than a paladin or cleric who 
  worships Sune. Creatures within 10 feet of you are 
  more susceptible to your charms however and suffer 
  disadvantage against your spells and features that 
  confer the charmed condition.
  At 18th level, the range of this aura increases to 30 
  feet.
  Magnificence
  Starting at 15th level, you become a truly impressive 
  individual, admired by your allies and respected 
  by your rivals. You gain advantage on all Charisma 
  (Persuasion) and Charisma (Intimidation) ability 
  checks and on saving throws against spells of the 
  enchantment school. 
  Beguiling Vision
  At 20th level, you can assume the form of an Avatar of 
  Passion, projecting an aura of unearthly beauty and 
  grace. Using your action, you undergo a transformation. 
  For 1 minute or until you use a bonus action to end the 
  effect, you gain the following benefits:
   
  Ö All creatures of your choice that can see you within 
  60 feet must make a Wisdom saving throw or be 
  charmed by you for the duration. If a creature is 
  within 20 feet of you, it is subject to your Aura of 
  Fascination and suffers disadvantage on the saving 
  throw. If a charmed creature is harmed by you or any 
  of your allies, the effect ends.  
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Spells
  Heartbreak
  5th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Paladin Oath
  Paladin’s of Sune can take the Oath of Chivalry.
  Oath of Chivalry
  Paladins of this oath are the epitome of chivalry, respect 
  and courtly love, believing that by acting as an example 
  above reproach they can influence others to rise to 
  their potential. They act with honor and dignity and 
  defend those who need or ask for it.  
  Tenets of Chivalry
  Defend Honor. Act with honor and defend the 
  honor of those you encounter. Oppose dishonor in all 
  its forms.
  Treasure Beauty. Rare and valuable are the beauty 
  of things. Always seek the greatest enjoyment from the 
  pleasures in life.
  Harbor Love. Love is precious. Seek it, support it, 
  protect it, and nurture it wherever you find it.
  Oppose Ugliness. Beauty is skin deep, but ugliness 
  penetrates the soul. Seek out and defy ugly souls—
  those who are evil, cruel or destructive.
  Oath of Chivalry Spells
  Paladin Level
  Spells
  3rd
  charm person, compelled duel 
  5th
  enthrall, suggestion
  9th
  blinding smite, incite affection
  13th
  compulsion, lovelost
  17th
  banishing smite, heartbreak
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Abjure the Vile. As an action, you present your holy 
  symbol and utter divine words that pain fiends and 
  the undead. Any fiend or undead within 30 feet that 
  can hear you must make a Wisdom saving throw. On a 
  failed save, the creature is turned for 1 minute or until 
  it takes damage.
  A turned creature must spend its turns trying 
  to move as far away from you as it can, and it can’t 
  willingly move to a space within 30 feet of you. It also 
  can’t take reactions. For its action, it can only use 
  the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move 
  the creature can use the Dodge action.  
  Beacon of Honor. As an action, you brandish your 
  holy symbol and call forth a resounding challenge,
  
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  An unwilling creature can make a Charisma saving 
  throw to avoid the spell’s effects, which also end if 
  the creature moves more than 60 feet away from 
  you. While the creature is affected, you can sense its 
  general emotional state (happy, sad, angry, amorous). 
  All Charisma skill checks made directly toward the 
  creature have advantage on the roll. 
  In addition, while this spell is in effect, you can 
  deliver a single touch spell against the creature to a 
  range of 60 feet. Make a ranged spell attack. On a hit, 
  the touch spell affects the target—with saving throws 
  and effects applied as normal. Once you use this spell 
  to deliver a touch spell at range, this spell ends.   
  Lovelorn
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  A creature you can see within 60 feet of you is flooded 
  with feelings of heartbreak and despair. The target must 
  make a Charisma saving throw or suffer 1d6 psychic 
  damage and lose its reaction until the start of its next 
  turn. On a successful save, the creature in unaffected.
  This spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6) and 18th level 
  (4d6). 
  Love Lost
  4th-level enchantment
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S, M (half a locket)
  Duration: 1 minute
  You cause one creature you can see within range to 
  experience deep melancholy associated with the loss 
  of love. The creature must make a Wisdom saving 
  throw or be overcome with depression and inertia. If 
  there isn’t another creature within 5 feet of the affected 
  creature, and it isn’t in immediate harm’s way, the 
  creature will forego any actions, bonus actions, and 
  movement on its turn to sit and brood. If the creature 
  isn’t restrained, helpless, or otherwise impeded, it is 
  simply disinterested in taking actions. However, if the 
  creature is in immediate danger (such as in the middle 
  of a battle), or if it has an ally within 5 feet of it, it can 
  use its movement to remove itself from harm’s way, or 
  move in the direction of an adjacent ally, but only to find 
  a safe place to continue to brood. 
  An affected creature makes another saving throw 
  at the end of its turn. On a successful save, the spell 
  ends. The spell also ends if the creature takes damage 
  Components: V, S, M (a breakup letter)
  Duration: Instantaneous
  You choose one creature that you can see within range, 
  imparting the endless pain of infinite heartbreaks to it 
  over the course of a single moment. The creature must 
  make a Wisdom saving throw or suffer 6d8 psychic 
  damage and be stunned until the end of its next turn. A 
  successful saving throw halves the damage and negates 
  the stunned condition.
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, you add 1d8 to the 
  damage for each slot level above 5th.
  Incite Affection
  3rd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  This spell can induce positive emotions as well as 
  suppressing negative ones. Each humanoid within a 
  20-foot radius sphere centered on a point within range 
  that you can see must make a Charisma saving throw; a 
  creature can choose to fail this saving throw if it wishes. 
  If a creature fails its saving throw it becomes indifferent 
  about creatures of your choice that it would normally 
  be hostile toward, or friendly toward creatures it would 
  normally be indifferent to. Friendly creatures will act 
  in a generally helpful and congenial manner. This effect 
  ends if the target is attacked or harmed by a spell, or if it 
  witnesses any of its allies being harmed. When the spell 
  ends, the creature returns to its original disposition 
  unless the DM rules otherwise.
  This spell is considered to impose the charmed 
  condition, even if the effect conferred isn’t specifically 
  charmed.   
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the radius of the effect 
  increases by 5 feet for each slot level above 3rd. 
  Love Bite
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You blow a kiss into the air, and a creature of your 
  choice that you can see within 60 feet receives a love 
  bite that appears visibly on its body (most often on the 
  neck). The creature takes 1 point of piercing damage, 
  and a magical connection is created between you and 
  the creature while it remains within the spell’s range. 
  
  156
  from an enemy, is subject to a spell or harmful effect 
  from an enemy, or if an enemy creature comes within 
  5 feet of it. If the creature takes damage from an ally,  
  eitheraccidentally, or as a deliberate action to end the 
  spell, the creature flies into a rage, attacking its former 
  friend until the spell ends. Its former friend isn’t 
  considered an enemy for the purposes of breaking the 
  spell.  
  
  157
  the vines to spring toward a creature you 
  can see within 15 feet. Make a ranged spell 
  attack against the target. On a hit, the vines 
  pierce the foe’s flesh with poisonous thorns 
  causing 2d4 piercing damage and it must make a 
  Constitution saving throw or be poisoned until the 
  end of its next turn. On a successful save, the creature 
  takes half the poison damage, and it isn’t poisoned. 
  The poison damage increases by 1d4 at 7th level 
  (3d4), 12th level (4d4), and 17th level (5d4).
  Potent Poisoner
  At 6th level, you can add your cleric level as a bonus to 
  the poison damage you deal with any of your domain 
  features or spells. Once you use this feature, you must 
  finish a short rest before you can use it again.  
  In addition, you are immune to diseases and the 
  poisoned condition, and you have resistance to poison 
  damage.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.  
  Master Poisoner
  At 17th level, whenever you deal poison damage with 
  one of your features or spells, you can treat any roll of a 
  1  on a damage die as a 2 instead. 
  Paladin Oath
  Paladin’s of Talona can take the Oath of the Noxious 
  Plague.
  Oath of the Noxious Plague
  Paladins who swear an Oath of the Noxious Plague are 
  devout deliverers of death and suffering in Talona’s 
  name. They often embark on quests to harvest rare 
  poisons and diseases which they either deliver to the 
  church’s priests or administer themselves to smite 
  their foes.
  Tenets of the Noxious Plague
  Taking Life is Power. Life and death are balanced, 
  but control over life and death is true power.
  Talona
  Lady of Poison, Mistress of Disease, Mother of 
  All Plagues
  The Lady of Poison is a goddess of depravity, 
  corruption, and disease. She appears as a scarred 
  and withered old crone. Where she walks, death 
  greets those unfortunate enough to cross her path. Her 
  clergy embraces pain and corruption, wearing their 
  scars and deformities as badges of honor. They seek to 
  spread corruption, suffering, and disease throughout 
  the realms. 
  Divine Domain
  Clerics of Talona can choose the Toxin domain.  
  Toxin Domain
  Clerics who choose the Toxin domain seek to use their 
  knowledge of poisons and diseases to advance the 
  church’s goals. These clerics learn to create poisons and 
  harvest diseases and then deliver them effectively to 
  cause the greatest suffering to their enemies. 
  Toxin Domain Spells
  Cleric Level
  Spells
  1st
  detect poison and disease, ray of sickness
  3rd
  protection from poison, touch of the 
  Talontar
  5th
  cobra strike, stinking cloud
  7th
  blight, cloud of pestilence
  9th
  cloudkill, Talona’s blessing
  Bonus Proficiencies
  When you select this domain at 1st level, you gain 
  proficiency with the Medicine skill and the poisoner’s 
  kit. Your proficiency bonus is doubled when making an 
  ability check with either of those skills.
  Bonus Cantrips
  Also at 1st level, you gain the poison spray cantrip if 
  you don’t already know it. This is considered a cleric 
  cantrip for you, and doesn’t count against the number 
  of cantrips you know.
  Channel Divinity: Poison Vines
  Starting at 2nd level, you can use your action to Channel 
  Divinity and invoke poisonous spectral vines that 
  extend from your holy symbol for 1 minute. As part 
  of the action used to invoke the vines and by using an 
  action on each of your turns for the duration, you cause 
  
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  A moderate wind (at least 10 miles per hour) 
  disperses the cloud after 4 rounds. A strong wind (at 
  least 20 miles per hour) disperses it after 1 round.
  Talona’s Blessing
  Beginning at 7th level, you are immune to poison 
  damage and the poisoned condition. In addition, allies 
  within 10 feet of you have resistance to poison damage. 
  The radius granting allies resistance to poison 
  damage increases to 30 feet at 18th level.
  Plague Sense
  Starting at 15th level, you are always under the effects 
  of a detect poison and disease spell, and you don’t need 
  to concentrate to maintain its effects.
  Avatar of the Talontar
  At 20th level, you can use your action to transform into 
  a fearsome agent of Talona as your skin turns a light 
  green color and your eyes are yellowish and reptilian; 
  for 1 minute, or until you use an action to end the 
  transformation, you gain the following benefits:
   
  Ö Whenever you deal poison damage with one of your 
  features or spells, you can treat any roll of a 1 on a 
  damage die as a 2 instead. 
   
  Ö Your Talona’s Blessing feature grants allies within 
  10 feet of you immunity to poison damage and the 
  poisoned condition.
   
  Ö Your Noxious Cloud Channel Divinity option also 
  deals 2d10 poison damage on a failed save, or half as 
  much on a success when a creature other than you or 
  an ally starts its turn within the radius. In addition, 
  the cloud’s radius increases to 20 feet.
  Once you use this feature you can’t use it again until you 
  finish a long rest.
  Spells
  Cloud of Pestilence
  4th-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 
  minute
  You create a heavily obscured 15-foot radius sphere of 
  green fog centered on a point you can see within range. 
  The fog spreads around corners but is stationary and 
  lasts the duration unless dispersed by a strong wind (at 
  least 20 miles per hour), which ends the spell after 1 
  round.
  Taking Life is an Art Form. The truly skilled and 
  powerful take life in many ways. Death could come at 
  the point of a poisoned blade, or delivered through 
  many stages of a poisoner’s art. 
  Pain Brings Pleasure and Strength. Wear your 
  scars with pride as representing the trials you have 
  faced that have made you stronger. Embrace the pain 
  and endure on.
  Let Talona’s Will be Known. Do Talona’s work and 
  let it be known by others to incite fear and respect for 
  the Mother of All Plagues.
  Oath of the Noxious Plague
  Paladin Level
  Spells
  3rd
  detect poison and disease, poison smite
  5th
  protection from poison, touch of the 
  Talontar
  9th
  cobra strike, stinking cloud
  13th
  blight, cloud of pestilence
  17th
  paralyzing smite, Talona’s blessing
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Venom Weapon. As an action, you can use your 
  Channel Divinity to cause your weapon to drip with 
  a caustic venom for 1 minute. For the duration, 
  whenever you score a hit with the weapon, the target 
  must make a Constitution saving throw or take an 
  extra 1d4 poison damage and be poisoned until the 
  end of its next turn. On a successful save, the creature 
  takes half the poison damage and isn’t poisoned.
  The poison damage increases by 1d4 at higher 
  levels, at 7th (2d4), 11th (3d4), 15th (4d4), and 19th 
  (5d4).
  Noxious Cloud. As an action, you can use your 
  Channel Divinity to invoke a lightly obscured 15-foot 
  radius cloud of noxious green vapors that lasts for 1 
  minute. The cloud is centered on a point you can see 
  within 60 feet. A creature other than you or allies you 
  choose that first enters the cloud on a turn or starts its 
  turn there must make a Constitution saving throw. On 
  a failed save, the creature’s movement speed is halved, 
  and it has disadvantage on saving throws against 
  poison until the end of its next turn. On a successful 
  save, the creature is unaffected by the cloud that turn.
  On each of your turns for the duration, you can use a 
  bonus action to move the cloud up to 15 feet to another 
  location you can see within range.
  
  159
  Poison Smite
  1st-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack 
  before the spell ends, your weapon inflicts an extra 1d6 
  poison damage, and the target must make a Constitution 
  saving throw. On a failed save, the creature is poisoned 
  for 1 minute. The creature can make a new saving 
  throw at the end of each of its turns to end the poisoned 
  condition early. On a successful save, the spell ends.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the initial poison 
  damage increases by 1d6 for each slot level above 1st. 
  Talona’s Blessing
  5th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour 
  You touch a creature and grant it immunity to all 
  poisons and diseases for the duration. This includes 
  immunity to curses that cause disease, such as 
  lycanthropy and mummy rot.
  Touch of the Talontar
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  A purple-hued radiance surrounds your 
  hand until you successfully hit a creature 
  with a melee spell attack. On a hit, the 
  target takes 3d10 poison damage, and it 
  must make a Constitution saving throw. 
  On a failed save, it is also poisoned until 
  the end of its next turn.
  Once you hit a creature and deal 
  damage, the spell ends if the target 
  made its saving throw, or after the 
  end of its next turn on a failed save.
   At Higher Levels. When you cast 
  this spell using a spell slot of 3rd 
  or higher level, the poison damage 
  increases by 1d10 for each slot level 
  above 2nd. 
  When a creature first enters the cloud or starts its turn 
  there, that creature must make a Constitution saving 
  throw or take 4d6 poison damage or half as much on a 
  successful save. Creatures are affected even if they hold 
  their breath or don’t need to breathe. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th or higher level, the poison damage 
  increases by 1d6 and the radius increases by 5 feet for 
  each slot level above 4th. 
  Cobra Strike
  3rd-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 round
  A spectral cobra appears above you and spits a 
  stream of poison at the eyes of a creature you can see 
  within range. Make a ranged spell attack. On a hit, the 
  creature takes 4d10 poison damage, and it must make a 
  Constitution saving throw. On a failed save, the creature 
  is blinded and poisoned until the end of its next turn. 
  On a successful save, the creature takes the full damage, 
  but isn’t blinded or poisoned.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 1d10 for each slot level above 3rd. 
  Paralyzing Smite
  5th-level enchantment
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 
  1 minute
  The next time you hit a 
  creature with a weapon attack 
  before the spell ends, your 
  weapon crackles with force, 
  and the attack deals an extra 
  5d10 force damage to the 
  target. Additionally, if the 
  attack reduces the target 
  to below half its hit point 
  maximum, it is paralyzed 
  until the end of its next turn.
  
  160
  You may have only one staff enchanted 
  this way at a time. If you lose your 
  stormstaff or wish to change to another, you 
  must perform the ceremony again, and the 
  original staff loses its magical properties.
  The additional damage dealt by the staff 
  increases when you reach higher cleric levels. At 
  5th level the damage increases to 2, at 10th it is 3, and 
  at 15th level it deals an extra 4 lightning damage on a 
  hit.
  Channel Divinity: Destructive Wave
  Beginning at 2nd level, as an action, you present your 
  holy symbol or stormstaff and emit a 20-foot cone 
  of destructive force. All creatures within the area 
  must make a Constitution saving throw or suffer 2d8 
  + your cleric level force damage, or half as much on a 
  successful save. A creature that has total cover from you 
  isn’t affected.
  Bottled Lightning
  Starting at 6th level, you can hold a reservoir of 
  electrical energy within your stormstaff. Every time you 
  cast or are affected by a spell or ability that produces 
  lightning or electricity, your staff stores a single charge 
  that lasts until expended or you take a long rest. Your 
  stormstaff can hold a maximum number of charges 
  equal to your Wisdom modifier (minimum of 1 charge).
  You can use stored charges in the following ways:
   
  Ö Expending charges on a melee damage roll adds 1d4 
  lightning damage per charge.
   
  Ö You can expend charges as a reaction when you 
  are struck with a melee weapon attack to deal 
  1d4 lightning damage to the attacker per charge 
  expended.
   
  Ö You can expend charges as a bonus action on your 
  turn to create a static shield that reduces incoming 
  damage. The damage from the next attack that 
  strikes you is reduced by 2 per charge expended. 
  The shield lasts for 1 minute or until used to reduce 
  damage from an attack, regardless of how much 
  damage is mitigated (extra points left over aren’t 
  saved).
  The stormstaff can’t gain charges from the use of its 
  own abilities. Only spells or abilities of 1st level or 
  higher provide a charge to the stormstaff—cantrips 
  can’t be used to charge it.
  Talos
  The Destroyer, the Storm Lord, the Raging 
  One, the Stormstar
  Talos is the destructive god of nature. He is the 
  hurricane, the storm, the earthquake. He is fierce, 
  unrelenting and capricious. He is aloof and uncaring.
  Divine Domain
  Clerics of Talos may select from the Tempest or 
  Destruction domains without penalty or prejudice.
  Destruction Domain
  Talassan clergy members seek to emulate and placate 
  their fickle deity. They embrace what most others 
  fear—destruction and death are inevitable. Everything 
  built will eventually fall in the face of the vast 
  destructive powers of nature. Embrace and channel this 
  force and be swept along instead of crushed underfoot.
  Destruction Domain Spells
  Paladin Level
  Spells
  1st
  fog cloud, lightning lash
  3rd
  gust of wind, punishing winds
  5th
  call lightning, sleet storm
  7th
  ice storm, stormrider
  9th
  destructive wave, stormfront
  Bonus Proficiency
  When you choose this domain at 1st level, you become 
  proficient in the Survival skill.
  Bonus Cantrips
  Starting at 1st level, you learn the break and shocking 
  grasp cantrips. These don’t count against your 
  maximum cantrips known.
  Stormstaff
  Also at 1st level, you can invest a quarterstaff with a 
  sliver of Talos’s destructive fury. Selecting one staff, 
  you perform a ritual that must take place in a storm, 
  over the course of an hour, you invest the staff with 
  destructive energy.
  The stormstaff is considered a magic weapon for 
  the purposes of overcoming resistance and deals an 
  additional 1 lightning damage on a strike. The staff 
  also acts as your spellcasting focus.
  
  161
  Once you gain access to a circle spell, you always 
  have it prepared, and it doesn’t count against the 
  number of spells you can prepare each day. If you gain 
  access to a spell that doesn’t appear on the druid’s list, 
  the spell is nonetheless a druid spell for you.
  Circle of Storm Spells
  Druid Level
  Spells
  3rd
  gust of wind, punishing winds
  5th
  call lightning, sleet storm
  7th
  ice storm, stormrider
  9th
  destructive wave, stormfront
  Ride the Lightning
  Starting at 6th level, you can use an action to teleport 
  to any unoccupied square you can see within 60 feet. 
  Using this feature, you change into a 5-foot wide by 
  60-foot long streak of lightning that arcs to your new 
  position, passing through creatures or objects along 
  the way. Anything you pass through takes 6d6 lightning 
  damage. Creatures are allowed a Dexterity saving 
  throw, and on a successful save take half damage. You 
  regain the use of this feature after a long rest.
  Stormsoul
  Beginning at 10th level you are resistant to lightning 
  and thunder damage.
  Eye of the Storm
  Commencing at 14th level, you gain a magical flight 
  speed of 60 feet with the ability to hover. When you fly, 
  you are surrounded by arcs of electricity and whipping 
  winds. If you fly on your turn, ranged weapon attacks 
  against you have disadvantage until the start of your 
  next turn, and you can use your reaction to shock any 
  creature that strikes you with a melee attack, dealing 
  lightning damage equal to 1d10 + your spellcasting 
  ability modifier to the attacker.
  Potent Spellcasting
  Starting at 8th level, you may add your Wisdom 
  modifier to the damage you deal with your cleric 
  cantrips.
  Lightning Rod
  At 17th level, you gain resistance to lightning and 
  thunder damage, and you are immune to the deafened 
  condition.
  Additionally, if you are holding your stormstaff 
  and you are targeted by an external effect that deals 
  lightning or thunder damage, the staff gains enough 
  charges to reach its maximum capacity.
  Druid Circle
  Druids of Talos can choose the Circle of the Storm.
  Circle of the Storm
  Druids of the Circle of the Storm rejoice in nature’s 
  destructive fury, embracing the chaos and challenging 
  themselves against its power. Circle of the Storm druids 
  consider taking shelter in tempestuous weather to be a 
  sign of weakness and are often found reveling in the eye 
  of the storm.
  Bonus Cantrip
  When you choose this circle at 2nd level, you learn 
  the shocking grasp cantrip. This is considered a 
  druid cantrip for you and doesn’t count against your 
  maximum cantrips known.
  Favor of Talos
  Starting at 2nd level, adverse weather doesn’t bother 
  you as it does others. You aren’t discomforted by 
  weather or temperature extremes, suffering no 
  detriments (including exhaustion) from natural 
  extremes of heat or cold. You suffer no ill effects 
  from long-term exposure to winds or precipitation. 
  Weather effects never break your concentration 
  and you may take rests—long or short—even 
  in the worst of natural weather phenomena.
  This feature doesn’t protect you from lightning 
  strikes, flash floods, or any other damaging 
  consequence of weather. 
  Circle Spells
  Your mystical connection to storms infuses you with 
  the ability to cast certain spells. At 3rd, 5th, 7th and 
  9th level you gain access to circle spells connected to 
  storms.
  
  162
  Wave of Thunder. As an action you generate a 
  wave of thunder that emanates in a 15-foot cube, 
  the point of origin being the center of one side. A 
  creature within the cube must make a Constitution 
  saving throw or take 1d12 + your Charisma modifier 
  thunder damage and it is knocked back 15 feet from its 
  starting location. A successful saving throw indicates 
  the creature is knocked prone rather than knocked 
  back. A creature can choose to fail the saving throw if 
  it wishes.
  Tempest Aura
  Beginning at 7th level, you are surrounded by a 
  whipping sphere of winds. All ranged weapon attacks 
  against you suffer disadvantage, and all saving throws 
  you make against gasses, fog, or other airborne effects, 
  have advantage.
  The protection against airborne effects extends 
  to allies within 10 feet, but not the protection from 
  ranged attacks. At 18th level, the protection extends to 
  allies within 30 feet.
  Arcing Smite
  Starting at 15th level when you use your Divine Smite 
  feature, you deal an additional 2d8 thunder damage to 
  any creatures adjacent to your target. You can’t select 
  targets, so allies, as well as opponents, are affected. You 
  aren’t affected by this ability.
  Avatar of Destruction
  At 20th level you can assume the form of the 
  embodiment of destruction. Using your action, you 
  undergo a transformation, and for 1 minute you gain 
  the following benefits:
   
  Ö Your Siege Strike Channel Divinity option is active 
  for the duration, even if it isn’t available.
   
  Ö Your attacks score a critical hit on a roll of 19 or 20.
   
  Ö Your attacks ignore the resistances of other 
  creatures.
   
  Ö All attacks against you are made with advantage.
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
  Spells
  Break
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  Paladin Oath
  Paladins of Talos may select from the Oaths of 
  Retribution, Conquest, or Destruction without fear of 
  disfavor. Talos embraces all paths to destruction.
  Oath of Destruction
  Paladins of this oath are solitary, capricious, and 
  wantonly destructive for destruction’s sake. They 
  perceive themselves as messengers and heralds, 
  shattering the illusion of control and permanence 
  wherever they travel.
  Tenets of Destruction
  Destruction is Inevitable. All things are eventually 
  killed or destroyed. Accept this inevitability.
  Natural Selection. The destructive nature of Talos 
  is merely natural selection at work. The strong survive 
  while the weak succumb.
  Fickle are the Whims of Talos. No one is safe or 
  protected from the whims of Talos. Destruction visits 
  worshippers and unbelievers alike.
  Ride the Storm. Destruction can’t be avoided, but it 
  can be ridden. Embrace the chaos.
  Oath of Destruction Spells
  Paladin Level
  Spells
  3rd
  fog cloud, lightning lash
  5th
  gust of wind, punishing winds
  9th
  call lightning, sleet storm
  13th
  ice storm, stormrider
  17th
   destructive wave, stormfront
  Sonic Smite
  Your Divine Smite feature deals thunder instead of 
  radiant damage.
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Siege Strike. As a bonus action, you can empower 
  your melee weapon attacks to deal maximum damage 
  to objects and constructs, and these strikes can deal 
  damage to structures. However, this effect is applied 
  only to weapon damage, not additional effects such as 
  Divine Smite.
  This ability lasts for a number of rounds equal to 
  your Charisma modifier (minimum of 1).
  
  163
  Duration: Instantaneous
  You conjure a powerful roiling storm in a 40-foot 
  radius sphere that descends on a point within range. 
  The storm lashes the area with rain, hail, lightning, and 
  winds.
  All nonmagical fires in the area are instantly 
  doused. A creature caught in the area must make 
  a Constitution saving throw. On a failed save, the 
  creature takes 3d6 bludgeoning damage, 3d6 lightning 
  damage, 3d6 cold damage, and it is knocked prone. On 
  a successful save, the creature takes half the damage 
  and isn’t knocked prone.
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, you add 1d6 to each 
  of the damage types (bludgeoning, cold, and lightning) 
  for every two slot levels above 5th.
  Stormrider
  4th-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a leaf or feather)
  Duration: Concentration, up to 1 minute
  You and two willing creatures that you touch are 
  surrounded by a vortex of swirling winds, lifting and 
  carrying affected creatures as you command.
  The affected creatures gain a flying speed of 60 feet, 
  and the strong, swirling winds offer a +1 bonus to AC 
  and Dexterity saving throws while the spell is in effect.
  The spell ends for all creatures at the end of the 
  duration or if you lose concentration.
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, you may affect 1 
  additional creature for each slot level above 4th.
  You make a ranged spell attack against any single, 
  nonmagical, unattended object within range, of no 
  larger than a 5-foot cube. On a hit, you deal 1d6 force 
  damage to the object, automatically overcoming any 
  damage threshold it might possess (See Chapter 8, 
  “Running the Game,” in the Dungeon Master’s Guide for 
  the AC, hit points, and damage thresholds of objects). 
  This spell fails if the object is magical, in the possession 
  of a creature, or bigger than a 5-foot cube.
  This spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6) and 18th level 
  (4d6).
  Lightning Lash
  1st-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a length of twine)
  Duration: Concentration, up to 1 minute
  You create a whip of crackling electrical energy in one 
  of your hands. The whip has a reach of 10 feet and can 
  be used to make a melee spell attack as part of the 
  action used to cast the spell, and with an action on each 
  of your turns.
  On a hit, the whip deals 1d10 + 1 lightning damage 
  and builds a charge on the creature struck. Each time a 
  creature is successfully struck by the whip, the damage 
  it takes is increased by 1 point. For example, the third 
  time a creature is struck the damage would be 1d10 + 
  3 lightning damage.
  Punishing Winds
  2nd-level evocation
  Casting Time: 1 reaction, in response to being 
  damaged by a creature within 60 feet of you that you 
  can see
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You point your finger and the creature that damaged 
  you is lashed by punishing winds. The creature must 
  make a Dexterity saving throw or take 4d6 bludgeoning 
  damage and be knocked prone. A successful saving 
  throw halves the damage and negates the knockdown.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you add 1d6 to the 
  damage for each slot level above 2nd.
  Stormfront
  5th-level evocation
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a twig from a tree struck by 
  lightning)
  
  164
  Extra Attack
  Beginning at 6th level, you can attack twice, 
  instead of once, whenever you take the Attack 
  action.
  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 and extra 1d8 
  fire damage. When you reach 14th level, the damage 
  increases to 2d8.
  Indomitability
  At 17th level, when you are reduced to 0 hit points and 
  aren’t killed outright, you can choose to drop to 1 hit 
  point instead. Once you use this feature, you can’t use it 
  again until you finish a long rest.
  Additionally, you suffer none of the drawbacks of 
  old age, and you can’t be magically aged. Tempus keeps 
  you hale until your last battle.  
  Paladin Oath
  Paladin’s of Tempus can take the Oath of War.
  Oath of War
  Paladin’s of the Oath of War consider themselves to 
  be the champions of Tempus, warriors that join and 
  engage in war to test themselves in the chaotic crucible 
  that forged their god.
  Those who take the Oath of War are masters of the 
  blade, and while they make powerful and influential 
  figures in a unit, they seek to excel as singular fighters.  
  Tenets of War
  Exultation of Victory. Revel in victory, as you have 
  earned it this day through strength of arms and force 
  of will. Tomorrow is always uncertain.
  Glory of Arms. Only in war can you earn reputation 
  and reward like nowhere else. Noble and commoner 
  alike are equals in the swirling clash of steel and flesh.
  Crucible of War. War is the ultimate test of 
  fortitude and temper. The finest blades grow stronger 
  while the weakest break.
  Tempus
  The Foehammer, the Lord of Battles
  Tempus is the lord of war, an irresistible 
  force in battle, and a master of tactics. The 
  Foehammer is uncaring to the morality or 
  justification of a conflict, instead he epitomizes 
  the fury, glory and martial prowess that war brings. 
  Divine Domain
  The Battle and War domains are appropriate for clerics 
  of Tempus, who can choose either without penalty or 
  stigma among the church.  
  Battle Domain
  Tempuran clerics live for combat, the clash of steel, 
  and the sweetness of life imperiled where skill and 
  Tempus’s favor can carry the day.  
  Battle Domain Spells
  Cleric Level
  Spells
  1st
  blade bane, divine favor
  3rd
  magic weapon, spiritual weapon
  5th
  mire, phantom steed
  7th
  death ward, wall of fire
  9th
  flamestrike, fortunes of war
  Bonus Proficiencies
  At 1st level, you gain proficiency with martial weapons 
  and heavy armor.
  Battle Fervor
  Also at 1st level, when you take this domain, you 
  become hardened against the dread of impending 
  mortality. You gain advantage on saving throws against 
  being frightened.
  Channel Divinity: Battle Cry
  Starting at 2nd level, you can use your Channel Divinity 
  to let forth a battle cry that can be heard across great 
  distances, inspiring your allies in combat. For a number 
  of rounds equal to your Wisdom modifier (minimum of 
  1 round), you and all allies within 100 feet that can hear 
  you can reroll a result of 1 on attack rolls. You must take 
  the second result, even if it is a 1. 
  This isn’t a subtle or quiet ability. All creatures 
  within 100 feet—that aren’t deafened or otherwise 
  unable to perceive sound—can hear the battle cry and 
  pinpoint its origin.   
  
  165
  Avatar of War
  At 20th level, you can assume the form of an Avatar of 
  War, your countenance becoming fearsome and your 
  weapon bursting into flame. Using your action, you 
  undergo a transformation. For 1 minute, or until you 
  use a bonus action to end the transformation, you gain 
  the following benefits:
   
  Ö At the start of each of your turns, you regain 10 hit 
  points.
   
  Ö Your weapon bursts into flame and deals an 
  additional 2d6 fire damage on a successful hit.
   
  Ö All enemies within 30 feet of you when you start the 
  transformation must make a Wisdom saving throw 
  or be frightened of you until the transformation 
  ends.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  Spells
  Blade Bane
  1st-level abjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a broken tip from a blade)
  Duration: 1 minute
  You surround yourself with a protective aura that 
  reduces all weapon damage you take by 2 per 
  successful hit. This reduction only applies to damage 
  from manufactured weapons, not natural weapons 
  (such as fangs and claws) or spells or other effects.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you further reduce the 
  damage taken by 1 for each slot level above 1st.
  Fortunes of War
  4th-level enchantment
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (an arrowhead inscribed with 
  your name)
  Duration: Concentration, up to 1 minute
  You tap into the fickle fortunes of war, enchanting 
  yourself with a sliver of Tempus’s own battle luck. You 
  gain a d20 that you can use for advantage on one attack 
  roll, ability check, or saving throw. You must decide to 
  use the die to gain advantage before you make a roll. 
  Once the die is used, it is gone.
  For the duration, if you start your turn without a 
  d20 granted by this spell, you gain another one that 
  you can use for advantage on another roll (as above). 
  Tides of Battle. The fortunes of war are fickle, and 
  Tempus won’t always be with you. Chance plays as 
  much a part as skill. Accept this and rise on the tides 
  of battle.
  Oath of War Spells
  Paladin Level
  Spells
  3rd
  blade bane, divine favor
  5th
  magic weapon, spiritual weapon
  9th
  mire, phantom steed
  13th
  death ward, wall of fire
  17th
  flamestrike, fortunes of war
  Flaming Smite
  Paladins of Tempus deal fire instead of radiant damage 
  with their Divine Smite feature. Additionally, a creature 
  successfully struck with a Flaming Smite must make 
  a Dexterity saving throw or be lined in lingering fire, 
  taking an additional amount of fire damage equal to 
  your Charisma modifier at the start of its next turn. The 
  lingering fire then ends.  
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Charge. As a bonus action, you call a charge on 
  enemy forces. You and all allies within 20 feet that can 
  hear you are affected. An affected creature’s speed is 
  doubled, and it gains advantage on attack rolls until 
  the end of its next turn. 
  Personal Challenge. As a bonus action, you call out 
  a challenge to a creature you can see within 60 feet 
  that can see and hear you. For 1 minute, the creature 
  suffers disadvantage on all attack rolls that aren’t 
  directed at you.  
  Company Maneuvers
  Beginning at 7th level, you and all allies within 60 
  feet of you (including mounts) gain an additional 5 
  movement speed. In addition, affected creatures don’t 
  incur exhaustion from a forced march so long as they 
  rest for at least 8 hours a day. 
  At 18th level, the affected area extends to 120 feet.
  Tempered in Battle
  Starting at 15th level, when you are reduced to 0 hit 
  points and you aren’t killed outright, you can choose to 
  drop to 1 hit point instead. Once you use this feature, 
  you can’t use it again until you finish a long rest.
  Additionally, you suffer none of the drawbacks of 
  old age, and you can’t be magically aged. Tempus keeps 
  you hale until your last battle.  
  
  166
  If  you didn’t use the die on your previous turn, then 
  you can hold it until you decide to use it or the spell 
  ends. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, you add one additional 
  round to the duration for each slot level above 4th.
  Mire
  3rd-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a pinch of sand)
  Duration: Concentration, up to 1 minute
  You generate a 40-foot radius area of sticky mud on the 
  ground centered on a point you can see within range, 
  not unlike a battlefield churned up by the passage of 
  hundreds of soldiers. 
  The ground is considered difficult terrain. In 
  addition, when a creature enters the affected area for 
  the first time on its turn or starts its turn there, it must 
  make a Strength saving throw or its speed is reduced 
  to 0; an affected creature can’t take the Dash action or 
  benefit from any bonus to its speed.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you add 5 feet to the 
  radius of the affected area for each slot level above 3rd.
  
  167
  a reaction when a friendly creature within 60 feet 
  of you is targeted with a weapon or spell attack, 
  you can increase the creature’s Armor Class by a 
  number equal to double your proficiency bonus, 
  and your own AC is reduced by the same amount. 
  Both effects last until the start of your next turn. 
  You can use this feature after you know an attack 
  would hit but must do so before damage for the 
  attack is determined.
  Channel Divinity: Bold Truth
  Beginning at 6th level, you can use your Channel 
  Divinity as an action to grant yourself +10 on one 
  Wisdom (Insight) check you make within the next 
  minute.
  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 and extra 1d8 fire damage. 
  When you reach 14th level, the damage increases to 
  2d8.
  Torm’s Heart
  Starting at 17th level, you can no longer be frightened, 
  charmed, or possessed by any creature, and you gain 
  proficiency in Constitution saving throws.
  Paladin Oath
  Paladin’s of Torm can take the Oath of the Golden Lion.
  Oath of the Golden Lion
  Torm’s church experienced a revitalization after the 
  Time of Troubles and the Spellplague, when its deity 
  was resurrected and uplifted to greater prominence. 
  Rather than basking in their glory, followers of the True 
  soberly re-examined the importance of their duties, 
  forging new tenets that reinforced their core beliefs 
  and humbly acknowledged their past failures.
  Tenets of the Golden Lion
  Penance of Duty. Assist the worshippers of other 
  goodly deities when their cause is righteous.
  Debt of Persecution. Help good communities and 
  goodly faiths to recover after tragedy and misfortune.
  Torm
  The True, the True God, the Brat, the Foolish, the 
  Loyal Fury
  Once a mortal hero, Torm is one of three deities 
  who make up the Triad, a trio made up of Tyr, 
  Torm, and Ilmater. Though lesser in power than 
  these greater deities, Torm serves an important 
  role for warriors who seek a middle ground 
  between zeal and compassion. Followers of The Loyal 
  Fury believe the healing of good things is as essential as 
  the destruction of evil.
  Divine Domain
  Clerics of Torm can choose the Dutiful domain.
  Dutiful Domain
  During the Time of Troubles, Torm received 
  considerable recognition for killing the god Bane. 
  The battle required thousands of Torm’s worshippers 
  to surrender their souls (and their lives) to the deity, 
  sparing only children. Tormish of today would gladly 
  make the same sacrifice again, knowing that courage 
  and self-sacrifice are more than mere words.
  Dutiful Domain Spells
  Cleric Level
  Spells
  1st
  cure wounds, guiding bolt
  3rd
  calm emotions, spiritual weapon
  5th
  bolt of glory, mass healing word
  7th
  guardian of faith, hand of Torm
  9th
  greater restoration, holy weapon
  Bonus Proficiencies
  Starting at 1st level, you gain proficiency with martial 
  weapons and heavy armor.
  Striker’s Aid
  Also at 1st level, when you hit a creature within 5 feet of 
  you with a melee weapon attack, you can use the Help 
  action as a bonus action. This special Help action can 
  only be used to grant advantage on the next attack an 
  allied creature makes against the same target within 1 
  minute. Multiple instances of this feature don’t stack. 
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum of once), regaining 
  expended uses when you finish a long rest.
  Channel Divinity: Ward Other
  Starting at 2nd level, you can use your Channel Divinity 
  to protect an ally at the cost of your own defense. As
  
  168
  Honed Sense
  Starting at 15th level, you can use your Divine Sense 
  feature as a bonus action, and the range of the effect is 
  increased to 100 feet. In addition, you have advantage 
  on your first Intelligence (Arcana) or Intelligence 
  (Religion) check to identify a celestial, fey, fiend, or 
  undead detected by your divine sense each time you 
  use it.
  Baneslayer
  At 20th level, you gain strength against evil when your 
  power is focused against it. When you are under the 
  effects of protection from evil and good or dispel evil and 
  good or your Divine Sense feature is active, the damage 
  die of your Divine Smite and Improved Divine Smite is 
  increased to 1d10 against any aberration, celestial, fey, 
  fiend, or undead you attack while the effect is active.
  Spells
  Bolt of Glory
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You choose a target within range, firing a bolt of radiant 
  energy and forcing it to make a Constitution saving 
  throw. Aberrations, fiends, and undead creatures have 
  disadvantage on this saving throw. The target takes 
  4d10 radiant damage on a failed save, or half as much 
  damage on a successful one.
  Hand of Torm
  4th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  A spectral gauntlet appears palm-up in a ten-foot 
  square around a point you can see within range. The 
  gauntlet is immaterial and can be passed through by any 
  creature or object. The edges of the square are warded; 
  hostile creatures who enter the gauntlet’s warded area, 
  who start their turn there, or who reach into the area 
  from outside it (such as with a melee attack) must make 
  a Wisdom saving throw or be paralyzed until the spell 
  ends. A paralyzed creature can repeat the saving throw 
  at the end of each of its turns, ending the effect early on 
  itself on a success.
  Debt of Dereliction. You must expend all possible 
  effort to defeat and discourage the organizations 
  of evil, such as cults of Cyric and Bane. Groups that 
  seek to hurt society for their selfish gain shouldn’t be 
  treated mercifully.
  Debt of Destruction. Destruction caused by chaotic 
  and wanton magic must be made whole again. The 
  suffering caused by magic like the Spellplague can and 
  should be alleviated.
  Oath of the Golden Lion Spells
  Paladin Level
  Spells
  3rd
  compelled duel, protection from evil and 
  good
  5th
  branding smite, continual flame
  9th
  bolt of glory, remove curse
  13th
  death ward, hand of Torm
  17th
  dispel evil and good, mass cure wounds
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Oath of Loyalty. You use your Channel Divinity 
  as an action to touch a willing creature and swear 
  devotion to it. For a number of hours equal to your 
  Charisma modifier (minimum of 1) or until you freely 
  dismiss the effect, you gain a number of benefits when 
  interacting with the creature:
   
  Ö You can use your Lay on Hands to heal the target of 
  your oath as a bonus action, rather than an action.
   
  Ö You can expend a spell slot to cast protection from 
  evil and good on the target of your oath.
  Gauntlet of Torm. As a bonus action, you can 
  Channel Divinity to empower your unarmed strikes for 
  up to 1 minute. Your hands glow as they are encased 
  with radiant gauntlets. Until the effect ends or until you 
  freely dismiss it on your turn, you can use your fists 
  to make unarmed strikes that deal 2d6 radiant damage 
  on a hit. If you use your Divine Smite in tandem with 
  one of these attacks, the creature must make a Strength 
  saving throw or be knocked prone.
  Torm’s Example
  Starting at 7th level, Torm’s death and revival inspires 
  your own power. You can add your Charisma modifier 
  (minimum of +1) to death saving throws. Additionally, 
  spells cast to restore you to life (but not undeath) don’t 
  require material components when cast on you.
  
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  You can use this feature a number of times 
  equal to your Wisdom modifier, regaining 
  all uses after a long rest.
  Channel Divinity: 
  Tymora’s Luck
  Starting at 2nd level, you can use your action 
  to Channel Divinity and grant yourself or your 
  allies a fraction of Tymora’s luck. For 1 minute, 
  you can use your reaction to roll a d20 whenever you 
  or an ally you can see within 15 feet makes an attack 
  roll or an ability check. The creature can use the result 
  of either roll for its attack roll or ability check. You can 
  choose to use your Channel Divinity to grant the luck 
  after a roll is made but before the outcome of the attack 
  or ability check is known.
  Stroke of Luck
  At 6th level, you can use your reaction to impose 
  disadvantage on an attack roll that targets only you. 
  Alternatively, if you are forced to make a Dexterity or 
  Strength saving throw, you can use your reaction to 
  gain advantage on the roll.
  You can use this feature twice, regaining all uses at 
  the end of a short rest. The number of uses increases 
  as you gain levels. You can use this feature three times 
  at 11th level, and four times at 16th level.
  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 radiant damage. 
  When you reach 14th level, the damage increases to 
  2d8.
  Luckbringer
  At 17th level, whenever you start your turn and don’t 
  have any remaining uses of your Stroke of Luck feature, 
  you regain one use.
  Paladin Oath
  Paladins of Tymora can take the Oath of the 
  Luckbringers.
  Oath of the Luckbringers
  Paladins who take this oath travel the realms seeking to 
  bring luck to those who are struggling with their 
  Tymora
  Lady Luck, the Lady Who Smiles, Our 
  Smiling Lady
  There is much comradery and goodwill 
  among Tymora’s faithful. The clergy is 
  popular throughout the realms as good 
  fortunes are welcome almost everywhere. 
  Lady Luck’s portfolio brings blessed fortunes to 
  the good-hearted folk of the realms. Though, stern 
  lawkeepers sometimes frown on those who take too 
  much stock in their luck by acting recklessly outside 
  the law. Most of the time, though, Tymora’s followers 
  bring hope, promote charity, and spread happiness 
  throughout the realms.
  Divine Domain
  Clerics of Tymora can choose the Luck domain.
  Luck Domain
  Though fortunes can be fickle, clerics who select the 
  Luck domain seek to leverage Tymora’s control of 
  luck to spread goodwill and hope of good fortunes 
  throughout the realms. These clerics are kind and jovial 
  as they seek to help others see Lady Luck as the bringer 
  of victories and provider of inspiration to strive harder 
  to improve the chances for success in all endeavours.
  Luck Domain Spells
  Cleric Level
  Spells
  1st
  deflection, heroism
  3rd
  favor of Tymora, free will
  5th
  beacon of hope, boon of fortune
  7th
  feat, freedom of movement
  9th
  bestow enchantment, threefold boon
  Bonus Cantrip
  When you select this domain at 1st level, you learn the 
  guidance cantrip if you don’t already know it. 
  Luck Advantage
  Also at 1st level, whenever you gain advantage on an 
  attack roll, ability check, or saving throw, you can use 
  your reaction to grant an ally within 30 feet of you 
  advantage on the same type of roll within the next 
  minute. The benefactor of this luck can choose when to 
  use it but must decide before the outcome of a roll is 
  known. 
  
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  Tymora’s Boon
  Beginning at 7th level, when your Tymora’s Blessing 
  Channel Divinity feature is active, the die increases to 
  1d6 and the area in which you can select benefactors 
  increases to 40 feet.
  Battle Blessing
  Starting at 15th level, your weapon attacks deal an 
  extra 1d4 radiant damage on a hit.
  Avatar of the Luckbringers
  At 20th level, you can use your action to transform into 
  the ideal holy champion of Tymora; for 1 minute, or 
  until you end the transformation using your action, you 
  gain the following benefits:
   
  Ö The range of your Tymora’s Blessing Channel 
  Divinity feature increases to 60 feet, and the die 
  increases to 1d8.
   
  Ö The radiant damage from your Battle Blessing 
  feature increases to 1d6.
   
  Ö When using your Turn Undead Channel Divinity 
  option, undead with less than a 4 CR that fail the 
  saving throw are destroyed.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Battlefate
  1st-level transmutation
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V, S, M (an electrum coin)
  Duration: Concentration, up to 1 minute
  You grant one creature you can see within range three 
  d6s that it can add to its attack rolls, ability checks, 
  saving throws, or damage rolls before the duration 
  expires. A die can be expended (only one per roll) after 
  a roll is made, but before the outcome is known. 
  At Higher Levels. When you cast this spell with a 
  spell slot of 2nd level or higher, the affected creature 
  gains 1 additional d6 it can use before the duration 
  expires for each slot level above 1st.
  Bestow Enchantment
  5th-level enchantment
  Casting Time: 1 bonus action
  Range: Touch
  Components: V
  Duration: Varies
  fortunes. They consider themselves as ambassadors 
  of goodwill, destroyers of evil, and embodiments of 
  Tymora’s will. 
  Tenets of the Luckbringers
  Tymora’s Luck Never Fails. Have faith in Tymora’s 
  luck. If a situation presents itself, then Tymora has 
  chosen it that way—it is a test.
  Fortune Favors the Bold. This is your battle cry. 
  Be bold in your actions—set lofty goals and strive to 
  achieve them.
  Place Yourself in the Hands of Fate. You can’t truly 
  achieve greatness without taking risks. You must be 
  driven to succeed.
  Oath of the Luckbringers Spells
  Paladin Level
  Spells
  3rd
  battlefate, deflection
  5th
  favor of Tymora, free will
  9th
  boon of fortune, haste
  13th
  freedom of movement, guardian of faith
  17th
  skill empowerment, steel wind strike
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Tymora’s Blessing. As an action, you can raise your 
  holy symbol and speak a prayer asking Tymora to favor 
  you and up to three allies of your choice within 20 feet. 
  For 1 minute, at the start of each affected creature’s 
  turn, it gains 1d4 to add to a d20 roll—an unspent die 
  is lost at the end of that creature’s turn.
  The number of allies you can affect increases 
  with your level. At 6th level, you can add half your 
  proficiency bonus to the number of allies you can 
  affect. For example, at 6th level, you could affect four 
  allies, and at 9th level you could affect 5 allies.
  Turn Undead. As an action, you present your holy 
  symbol and speak a prayer censuring the undead. Each 
  undead that can see or hear you within 30 feet must 
  make a Wisdom saving throw. If the creature fails its 
  saving throw, it is turned for 1 minute or until it takes 
  damage.
  A turned creature must spend its turns trying 
  to move as far away from you as it can, and it can’t 
  willingly move to a space within 30 feet of you. It also 
  can’t take reactions. For its action, it can use only 
  the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, 
  the creature can use the Dodge action.
  
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  Feat
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  The touched recipient can automatically succeed, no 
  matter the difficulty, on one ability check, attack roll, or 
  saving throw of its choice until the end of its next turn. 
  If the feat isn’t used by the end of the creature’s next 
  turn, it is lost, and the spell ends.
  Free Will
  2nd-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You touch and end one mind-affecting condition 
  affecting the target. You can end the charmed, 
  frightened, paralyzed, or stunned condition.
  Threefold Boon
  5th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 3 rounds
  The recipient of this spell gains double-advantage on 
  three ability checks, attack rolls, or saving throws it 
  makes before the end of its third turn after this spell 
  is cast. When using this benefit, the recipient rolls two 
  extra d20s and uses the highest of the three for its roll. 
  Once this benefit is used three times, the spell ends, or 
  at the end of its third turn regardless if uses remain.
  This spell is an exception to the rule of only casting one 
  non-cantrip spell on a turn. When you cast a spell that 
  has a range of self, you can use your bonus action to cast 
  this spell and touch a creature and affect it instead. If 
  the spell requires concentration, you must maintain 
  your concentration as normal for that creature to gain 
  the benefits of the spell. 
  Boon of Fortune
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a four-leaf clover)
  Duration: 1 minute
  The creature touched gains proficiency with all 
  weapons (including improvised weapons) and tools 
  for the duration. In addition, the recipient gains double 
  the proficiency bonus with any tools and ability checks 
  with which it is already proficient.  
  Though, the caster could gain the benefits of this 
  spell, it is considered sinful by the faithful of Tymora 
  to do so.
  Deflection
  1st-level abjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You cause a shield of shimmering force to appear and 
  thwart attacks against a creature you can see within 
  range. Ranged attacks have disadvantage against the 
  affected creature. In addition, it gains a +1 bonus to its 
  AC against melee attacks.
  Favor of Tymora
  2nd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Until dispelled (varies)
  This spell can only be cast on a specific creature one 
  time. The recipient gains three d20s that it can use 
  when needed. When it rolls a d20 to make an attack roll, 
  ability check, or saving throw, it can roll one of the d20s 
  granted by this spell and use its result instead. The 
  creature can choose to roll the d20 after rolling the first 
  die, but before it knows the outcome. Once the second 
  die is rolled, it can choose to use either result. Only one 
  extra die can be used for any one check. Once a die is 
  rolled, it is expended.
  
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  creature must make a Wisdom saving throw 
  or its speed drops to 0 and it can’t benefit 
  from any bonus to its speed until after the end 
  of its next turn. Afterwards, the creature can 
  only move half its normal speed for 1 minute. 
  On a successful save, the creature’s speed 
  doesn’t drop to 0, but it can only move at half its 
  normal speed for 1 minute.
  An affected creature makes a new saving throw at 
  the end of each of its turns, and on a success, the effect 
  ends. 
  Commander of Justice
  Starting at 6th level, creatures have disadvantage on 
  their saving throws when you cast command.
  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 radiant damage to 
  the target. When you reach 14th level, the extra damage 
  increases to 2d8. 
  High Justiciar
  Starting at 17th level, you are always under the effects 
  of a zone of truth spell centered on you. The zone moves 
  with you.
  Paladin Oath
  Paladins of Tyr can take the Oath of the Justiciars.
  Oath of the Justiciars
  Paladins of Tyr are holy warriors and enforcers of 
  the law of the good people of Faerûn. These faithful 
  warriors are quick to take up arms and pursue evil to its 
  source and deliver justice. They often travel the realms 
  looking for injustices to right, laws to enforce, and evil 
  to destroy. Tyrran paladins are respected by good folk 
  and feared by evil—they are sentinels for justice in the 
  realms.
  Tenets of the Justiciars
  Reveal the Truth. Always seek the truth and expose 
  all lies.
  Tyr
  The Even Handed, Grimjaws, the Maimed God, 
  the Blind Overlord, the Wounded One, the Just 
  God
  Tyr, the Maimed God, is a deity of law and 
  righteousness. His clergy is charged with 
  promoting and maintaining law and order and 
  to ensure justice is delivered in good faith for all the 
  peoples of the realms. Tyr’s faithful must act lawfully 
  and take up arms against evil-doers to bring them 
  to justice to answer for their crimes. In remote areas, 
  members of the clergy are often the sole enforcers of 
  the law; a Tyrran may act as judge, jury, and executioner 
  in areas where law is otherwise absent. 
  Divine Domain
  Clerics of Tyr can choose the Justice domain.
  Justice Domain
  Clerics who choose the Justice domain are strict 
  arbiters of Tyr’s will in seeking justice for all. They 
  follow strict codes of conduct, seeking to promote 
  good and maintain law and order wherever they travel 
  or dwell. These clerics won’t hesitate to join armies to 
  bring the fight against evil to its source; they will travel 
  to hell and back if necessary to deliver proper justice to 
  evil-doers. 
  Justice Domain Spells
  Cleric Level
  Spells
  1st
  command, shield
  3rd
  magic weapon, wolfjaws
  5th
  haste, slow
  7th
  banishment, boon of the god
  9th
  Bigby’s hand, fire of justice
  Bonus Proficiencies
  At 1st level, you gain proficiency with martial weapons 
  and heavy armor.
  In addition, you gain proficiency with the History 
  and Religion skills. Your proficiency bonus is doubled 
  with any ability check you make with either of those 
  skills. 
  Channel Divinity: Halting Command
  Starting at 2nd level, you can use your action to Channel 
  Divinity and issue a halting command to one creature 
  you can see within 30 feet that can hear you. The
  
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  Ö Saving throws against your oath spells are made 
  with disadvantage.
   
  Ö You are resistant to damage from bludgeoning, 
  piercing and slashing weapons.
  Once you use this feature you can’t use it again until you 
  finish a long rest. 
  Spells
  Boon of the God
  4th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 10 minutes
  You regain 2d8 + 8 hit points, but you are blinded for 
  the duration. The blinded condition can’t be removed 
  by any means until the spell ends. For the duration, 
  you regain 1 hit point at the start of each of your turns 
  unless you are killed outright. You can regenerate 
  severed body parts (fingers, legs, tails, and so on) by the 
  end of the full duration.
  Fire of Justice
  5th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a piece of coal and a drop of holy 
  water consecrated by a priest of Tyr)
  Duration: Concentration, up to 1 minute
  You must cast this spell after you have successfully hit a 
  creature and inflicted damage upon it in melee combat, 
  or the spell fails. If the creature is still in range and some 
  of the damage you inflicted remains unhealed, you can 
  cast this spell, and its wounds burst into flames and 
  engulf it. The target must make a Constitution saving 
  throw. On a failed save, it takes 6d10 fire damage, and it 
  catches on fire, shedding bright light in a 30-foot radius 
  and dim light for another 30 feet. 
  For the duration, an affected creature makes 
  another saving throw at the end of each of its turns. 
  It takes 3d10 fire damage on a failed save, or the spell 
  ends on a successful one.
  When dealing damage to an undead creature with 
  this spell, reroll any 1 on a damage die.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the initial fire damage 
  increases by 1d10 for each slot level above 5th.
  Be Truthful. Live a life of unwavering integrity.
  Seek Justice. Bring the dishonest and evildoers to 
  justice.
  Uphold the Law of Good. Uphold the laws of the 
  righteous.
  Be Vigilant. Seek out evil and prevent it from 
  threatening the good peoples of Faerûn.  
  Oath of the Justiciars Spells
  Paladin Level
  Spells
  3rd
  command, shield
  5th
  hold person, wolfjaws
  9th
  haste, slow
  13th
  banishment, boon of the god
  17th
  Bigby’s hand, fire of justice
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Weapon of Justice. As an action, you can Channel 
  Divinity and imbue your weapon with Tyr’s holy 
  power. For 1 minute, you can add your Charisma 
  modifier to any attack rolls you make with the weapon. 
  The weapon is considered magical for the duration.
  Vow of Justice. As a bonus action, you can utter a 
  vow to bring justice to a creature you can see within 
  10 feet of you, using your Channel Divinity. You gain 
  advantage on attack rolls against that creature for 
  1 minute or until it drops to 0 hit points or falls 
  unconscious.  
  Aura of Insight
  Beginning at 7th level, you radiate a presence of divine 
  insight. You and all creatures of your choice within 10 
  feet of you have advantage on Wisdom (Insight) checks.
  The aura increases to 30 feet at 18th level.
  Truth be Told
  Beginning at 15th level, you are always under the 
  effects of a zone of truth spell centered on you. The zone 
  moves with you.
  Avatar of the Justiciars
  At 20th level, you can use your action to transform into 
  the ideal Justiciar; for 1 minute or until you choose to 
  end the effect using your action, you gain the following 
  benefits:
   
  Ö The range of your Vow of Justice Channel Divinity 
  option increases to 30 feet. 
  
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  Wolfjaws
  2nd-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a bit of wolf fur and a canine 
  tooth)
  Duration: Concentration, up to 1 minute
  Your right hand turns into a powerful set of wolf jaws. 
  For the duration, when you take the Attack action you 
  can make a melee weapon attack against a creature 
  within 5 feet of you with the wolf jaws. On a hit, the 
  creature takes 2d6 piercing damage. If you have the 
  Extra Attack feature or another ability that allows you 
  to make extra attacks, you can make multiple attacks 
  using the wolf jaws.
  You can choose to end the transformation using a 
  bonus action, and when doing so, you can choose to 
  eliminate the damage inflicted from the last hit with 
  the jaws. While the transformation is in effect, you 
  can’t perform the somatic components of spells with 
  the transformed hand.
  
  175
  Channel Divinity: Wavewalker
  Starting at 2nd level, you can use your 
  Channel Divinity as an action to water 
  walk, as the spell. When you use this feature, 
  you can target yourself or up to 6 creatures 
  within 30 feet that you can see. If you only 
  target yourself, the effect lasts a number 
  of hours equal to half your Wisdom modifier 
  rounded down (minimum of 1 hour); if you target 
  multiple creatures, they gain the benefits of the effect 
  for a duration of 10 × your Wisdom modifier minutes 
  (minimum of 10 minutes).
  Channel Divinity: Lord of the Gale
  Starting at 6th level, you can batter enemies with wind 
  and waves. When you cast a domain spell that requires 
  a saving throw, you can expend your Channel Divinity 
  as a bonus action to force up to four creatures who 
  succeed on the saving throw to reroll it. They must use 
  the new result. 
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
  Lord of the Sea
  At 17th level, you are master of the waters. You can 
  cast control weather as if you had it prepared, without 
  expending a spell slot. In addition, you can select one 
  aspect of either precipitation, temperature, or wind 
  and move it up or down two stages, instead of one, 
  when you cast the spell with this feature. Once you use 
  this feature, you can’t use it again until you finish a long 
  rest.
  Paladin Oath
  Umberlee’s paladins can choose the Oath of the 
  Stormcaller.
  Oath of the Stormcaller
  While the clerics of Umberlee are sought for their 
  control over wind and waves, the Bitch Queen’s 
  paladins are primarily the instruments of her wrath. 
  Sometimes called ‘the storm over land,’ these warriors 
  bring Umberlee’s foul-tempered pride to bear on those 
  who displease her—or her protection to those who call 
  upon her.  
  Umberlee
  The Bitch Queen, Sea Queen, Queen of the 
  Deeps, the Wavemother
  What is more beautiful or terrible than the 
  sea? The answer is, of course, the goddess 
  who rules it. Umberlee isn’t so much widely 
  loved as she is generally feared—journey to 
  any coastal town and you’ll find a temple to the Bitch 
  Queen, or a shrine at the entrance to the docks. Suggest 
  a merchant ship depart without paying respects to the 
  sea-goddess and you’ll be regarded as a madman. In a 
  pantheon of deities who have been slain, resurrected, 
  betrayed, deposed, and imprisoned at one time or 
  another, it is worth noting that none of them have ever 
  dared to strike such a blow against the Wavemother. 
  Divine Domain
  Clerics of Umberlee are granted access to the Tide 
  domain.
  Tide Domain
  Paladins of Umberlee and clerics of the Tempest 
  domain normally embody the goddess’s wrathful 
  inclinations. Some clerics of the Sea Queen choose the 
  Tide domain instead. They elect to act as vessels of her 
  benevolence—as way finders and navigators—using 
  magic to help to ensure fair weather and safe seas.
  Tide Domain Spells
  Cleric Level
  Spells
  1st
  oars to snakes, waterspout
  3rd
  punishing winds*, striking wave
  5th
  water breathing, wind wall
  7th
  control water, watery sphere
  9th
  maelstrom, stormfront*
  * This spell is found on Talos’s spell list
  Bonus Proficiencies 
  At 1st level, you gain proficiency with water vehicles, 
  navigator’s tools, and the Survival skill.
  Shipmen
  Also at 1st level, you gain a swimming speed equal to 
  your walking speed. In addition, you add your Wisdom 
  modifier as well as your Constitution modifier to the 
  number of minutes you can hold your breath.
  
  176
  Bitch Queen’s Breath
  Starting at 15th level, you are always comfortable in 
  the sea’s embrace. You are always under the effects of a 
  water breathing spell. In addition, you have resistance 
  to cold damage while under the effects of your Kraken’s 
  Speed Channel Divinity option. 
  Stormcall
  When you reach 20th level, you can perform the 
  ritual of Stormcall, pleading that the goddess spare 
  you and your allies. As an action, you present your 
  holy symbol and pray to delay or otherwise thwart an 
  enemy or oncoming calamity. The DM rolls percentile 
  dice, and as part of your action, you roll a Charisma 
  (Persuasion) check and add it to the result; on a total 
  of 1-49, the target of your prayer is simply delayed or 
  inconvenienced; on a 51 or higher, the target suffers 
  a major setback. A minor effect might include a few 
  more minutes of preparation before a storm hits, 
  disadvantage on an enemy’s attack roll, or rough seas 
  that delay a pursuing ship. A major effect could be a 
  change of wind that shifts a storm away from your 
  position, an enemy who is momentarily stunned, or 
  a rogue wave that forces a ship to break off pursuit 
  entirely. You can name how broad or specific of a 
  target you focus on in your prayer, but the nature of 
  the benefit is up to the DM. If the target is given only a 
  minor setback, you can use this feature again after you 
  complete a long rest; otherwise, you must wait seven 
  days before using this feature again. 
  Spells
  Oars to Snakes
  1st-level transmutation 
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a wooden object)
  Duration: Concentration, up to 1 minute
  You target a nonmagical wooden object within range 
  that you can see. The object can be as small as an 
  arrow-shaft or as large as a ship’s mast, but the area 
  affected can’t be larger than a 5-foot cube. The object 
  within the area (or the portion of a larger object 
  within this area) is transformed into deadly serpents. 
  The space occupied by the serpents becomes difficult 
  terrain. Hostile creatures who start their turn in the 
  same space as an affected object or area of terrain, 
  or who move through a space containing an affected 
  object or area of terrain on their turn, are attacked by 
  the snakes. 
  Tenets of the Stormcaller
  The Queen’s Domain. The sea belongs to Umberlee. 
  Every creature should pay her honor or suffer her 
  wrath.
  Fair Winds for Faith. Those who respect the ocean 
  and its queen should be rewarded with good travels 
  and the water’s bounty.
  Storms O’er Land and Sea. Enemies of the goddess 
  aren’t safe on water or land; Umberlee’s faithful carry 
  her storm inland.
  Oath of the Stormcaller Spells
  Paladin Level
  Spells
  3rd
  thunderous smite, waterspout
  5th
  spiritual weapon (trident), striking wave
  7th
  tidal wave, water walk
  13th
  control water, ice storm
  17th
  hold monster, stormfront*
  * This spell is found on Talos’s spell list
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Kraken’s Speed. Your fury makes you as fast and 
  relentless in the water as the sea’s fiercest titan. You 
  can use your Channel Divinity as a bonus action to 
  gain a swim speed equal to your walking speed for 
  1 minute. During this time, you have advantage on 
  Strength (Athletics) checks made to swim in rough 
  waters. Additionally, you can use your bonus action to 
  Dash as long as you are swimming or within 30 feet of 
  a river, ocean, or comparable body of water.
  Kraken’s Wrath. If a creature that you can see 
  within 60 feet of you hits you with a weapon or spell 
  attack, you can use your reaction to summon a tentacle 
  that appears in the creature’s space and lashes out at 
  it. You roll a spell attack against the creature; on a hit, 
  the target takes 1d6 plus an additional number of d6s 
  equal to half your paladin level of thunder damage. 
  After it attacks, the tentacle vanishes. 
  Wavemother’s Dominion
  Starting at 7th level, Umberlee protects her servants 
  from the powers of storm and sea. You gain resistance 
  to your choice of either lightning or thunder damage. 
  At 18th level, you gain resistance to both damage 
  types and allies within 10 feet of you also gain this 
  benefit. 
  
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  The snakes make a spell attack using your spell attack 
  bonus, dealing 2d4 piercing damage on a hit and 
  forcing the target to make a Constitution saving throw. 
  The target takes an additional 3d6 poison damage on a 
  failed save, or half as much damage on a successful one. 
  When the spell ends, the object reverts to its previous 
  state. 
  Striking Wave
  2nd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of driftwood)
  Duration: Instantaneous
  You conjure up a deluge of saltwater that appears 
  in the space of a creature that you can see within 
  range. The target must make a Dexterity saving 
  throw; on a failure, the target takes 2d8 
  bludgeoning damage and 2d8 cold damage 
  and it is knocked prone if it is Medium sized or 
  smaller. On a success, the creature takes half 
  as much damage and isn’t knocked prone. The 
  water will extinguish open, nonmagical flames 
  and has a twenty-five percent chance to quench a 
  covered or contained flame, such as a lantern. The 
  water vanishes beyond the creature’s space. 
  Waterspout
  1st-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a living or dead spider)
  Duration: Instantaneous
  You conjure a 5-foot wide by 15-foot high gush 
  of saltwater that appears in an area you can see 
  within range. A creature in the area must make 
  a Dexterity saving throw. On a failed save, the 
  creature takes 2d8 bludgeoning damage and it 
  is knocked prone if it is Large sized or smaller. On 
  a success, the creature takes half as much damage and 
  it isn’t knocked prone. A flying creature struck by the 
  torrent of water who isn’t knocked prone has its flying 
  speed reduced by 10 feet until the end of its next turn.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the damage and 
  maximum height of the spout increase by 1d8 and 5 
  feet, respectively, for each slot level above 1st.
  
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  When you use this feature, you dictate whether 
  the food appears as something akin to a fresh 
  cooked meal or as food ideal for trail rations. 
  Once you use this feature, you must finish a 
  long rest before you can use it again.
  Channel Divinity: The Shattering
  You can use your Channel Divinity as an action, 
  presenting your holy symbol and warding yourself and 
  allies within 30 feet of you against winter’s cruel chill. 
  For up to 1 minute, you and friendly creatures within 
  this radius have resistance to cold damage. You must 
  use a bonus action on each of your subsequent turns to 
  maintain the effect.
  Channel Divinity: Valkur’s 
  Bracing Touch
  Starting at 6th level, when you cast a spell to restore hit 
  points to a creature suffering from disease or poison 
  you can expend your Channel Divinity as part of the 
  spell to remove the disease or poisoned condition. You 
  can also use this feature on a creature suffering from 
  exhaustion. The creature has a number of levels of 
  exhaustion equal to your proficiency bonus (maximum 
  of 5) suppressed for 1 hour. New levels of exhaustion 
  gained during this time aren’t suppressed.
  Potent Spellcasting
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
  Lively Sailor
  At 17th level, you have learned to be the hardiest of 
  sailors. You are immune to disease and the poisoned 
  condition and you have advantage on saving throws 
  against exhaustion. Whenever you make an ability 
  check using your proficiency with water vehicles or 
  navigator’s tools, you treat any d20 roll of 9 or lower as 
  a 10. In addition, you can cast favor of Valkur once as an 
  action, rather than its normal casting time. When you 
  do so, you immediately gain a level of exhaustion and 
  can’t use this feature again for seven days.
  Valkur
  The Mighty, Captain of the Waves
  Valkur’s origins are rooted in mystery and 
  mortality; it’s believed that he was once a sailor 
  who defied the goddess Umberlee, but little is 
  known beyond this. Now in godhood, Valkur is 
  the sworn enemy of Talos, Umberlee, Auril, and 
  Malar. Often manifesting as an aurora borealis or as 
  a gargantuan sailor who wades easily through the 
  sea, Valkur takes a keen interest in the blessing and 
  protection of sailors. His clergy members are strongly 
  at odds with those of Umberlee and Talos, who believe 
  that fear and awe should dictate the fortunes of those 
  who sail the seas.
  Divine Domain
  Clerics of Valkur can choose the Wavetamer domain.
  Wavetamer Domain
  Other deities hold domain over storm and sea, cloud 
  and wave, but Valkur is a god of sailors. Though men 
  and women who call the sea home pay their respects 
  to Umberlee for safe passage, apostles of the Captain of 
  the Waves are focused on the blessing and well-being 
  of the sailors themselves. Clerics of the Wavetamer 
  domain are often those masters of the ocean who are 
  unafraid of the wrath of Umberlee.
  Wavetamer Domain Spells
  Paladin Level
  Spells
  1st
  cure/inflict scurvy, home port
  3rd
  enhance ability, favor of Valkur
  5th
  remove curse, water breathing
  7th
  divination, Leomund’s secret chest
  9th
  control winds, skill empowerment*
  * From Xanathar’s Guide to Everything
  Bonus Proficiencies 
  At 1st level, you gain proficiency with water vehicles 
  and navigator’s tools. You double your proficiency 
  bonus on ability checks with those skills.
  The Long Voyage
  Also at 1st level, you can expend spell slots to create 
  food and potable water on the ground or in containers 
  within 30 feet of you. You expend a spell slot as an 
  action, creating enough food and water for a one-day 
  supply to sustain five people per level of the spell slot 
  you expend.
  
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  your paladin level on a failed save, or half as much 
  damage on a successful one.
  Master of the Water. As an action, you use your 
  Channel Divinity to see you and your companions 
  through stormy seas. For the next hour you add 
  double your proficiency bonus to checks using your 
  proficiency with water vehicles. In addition, friendly 
  creatures within 30 feet of you can swim in rough 
  waters as though they were calm seas.
  Stormbearer’s Aura
  Starting at 7th level, when friendly creatures within 10 
  feet of you take lightning, thunder, or cold damage, they 
  can reduce the damage taken by 1d8 + your proficiency 
  bonus. 
  At 18th level, the damage reduction improves to 
  2d10 + your proficiency bonus and the aura’s radius 
  increases to 30 feet.
  Valkur’s Bold Stride
  Starting at 15th level, you are always under the effects 
  of a water breathing spell, and you have advantage 
  on Strength (Athletics) checks to swim in difficult 
  conditions.
  Defiant Sailor
  When you reach 20th level, you learn to stand strong 
  against any storm. You can’t be knocked prone and you 
  have advantage on saving throws against being stunned 
  or paralyzed. 
  In addition, when a creature within 30 feet of 
  you takes lightning or thunder damage, you can use 
  your reaction to grant that creature resistance to 
  those damage types before it takes the damage. This 
  resistance applies before the damage reduction from 
  your Stormbearer’s Aura feature.
  Spells
  Cure/Inflict Scurvy
  1st-level abjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a slice of any citrus fruit or a bit 
  of orange peel)
  Duration: 1 minute
  When you cast this spell, you select a target within 
  range. If the target is a friendly creature, it gains 
  advantage on saving throws against exhaustion, poison, 
  and disease for 1 minute. If the creature is currently 
  suffering from one of those conditions, the spell instead 
  grants the recipient a new saving throw against any of 
  the conditions it currently suffers, and the spell ends.
  Paladin Oath
  Valkur’s paladins can take the Oath of the 
  Storm-Defiant.
  Oath of the Storm-Defiant
  The powers of Umberlee and Talos are ever turned 
  against Valkur, seeing the minor deity as an insolent 
  upstart against their domain of sea and storm. Their 
  followers display a sneering hostility (if not open 
  violence) against Valkur’s worshippers. This has 
  prompted the Captain of the Waves to bless his paladins 
  with powers designed to counter the wrath of these 
  deities of fury, guiding faithful and layman alike to safe 
  harbors in the face of the worst the sea can offer.
  Tenets of the Storm-Defiant
  Be a Safe Harbor. The downtrodden sailor, the 
  wounded adventurer, the tradesman on hard luck—
  they have endured their own storms in life. Be the 
  harbor that shelters and protects them, the one who 
  gets them back on their feet.
  Weather All Storms. Whether brave or foolhardy, 
  look into the face of danger with a smile of your own. 
  Allow no misfortune or challenge to break your spirit 
  or your will.
  Navigate Far Seas. You are driven to explore the 
  uncharted, to defy danger and accept the risks. Valkur 
  doesn’t always pluck his faithful from calamity—trust 
  your own strength and the strength of those around 
  you.
  Oath of the Storm-Defiant Spells
  Paladin Level
  Spells
  3rd
  cure/inflict scurvy, homeport
  5th
  favor of Valkur, warding wind
  7th
  create food and water, water breathing
  13th
  death ward, guardian of faith
  17th
  control winds, greater restoration
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  Spite of the Storm. You laugh in the face of even 
  the worst of elemental strikes. When you receive cold, 
  lightning, or thunder damage from a creature within 
  30 feet of you, you can use your Channel Divinity as a 
  reaction to force the attacker to roll a Wisdom saving 
  throw. The creature takes force damage equal to twice
  
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  borne to a shore by the blessing of Valkur, and it has 
  advantage on Wisdom (Survival) checks to locate food 
  and water resources. Once a creature benefits from this 
  latter effect, it can’t benefit from it again for 1 year.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target an 
  additional creature for every slot level above 2nd. 
  When you target multiple creatures, you must touch 
  one of them as part of casting the spell and designate 
  other creatures that you can see within 60 feet of you.
  Home Port
  1st-level transmutation (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duration: 1 day
  You distinguish an area as a safe haven or home port. 
  While this spell is active, you always know the direction 
  to, and distance from, the area where you cast this spell. 
  If you cast this spell again in a new area, the knowledge 
  of the direction and distance of the previous area fades 
  from your mind.
  When you target a hostile creature with this spell, it 
  must make a Constitution saving throw or be wracked 
  by effects similar to advanced scurvy for 1 minute. 
  Whenever the creature makes an attack roll, ability 
  check, or saving throw using Strength or Constitution, 
  it rolls 1d6 and subtracts the result from the total. 
  A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect early on a success. 
  Any spell or other effect that cures diseases ends the 
  effects of this spell immediately.
  Favor of Valkur
  2nd-level abjuration
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a piece of wood from a wrecked 
  ship)
  Duration: 24 hours
  You touch a willing creature and ward it against 
  ill-fortune. For the duration, the creature has advantage 
  on saving throws against exhaustion and on ability 
  checks made to swim in rough seas. If the creature goes 
  overboard or experiences a shipwreck, it will be safely 
  
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  on all attack rolls, skill checks, and saving 
  throws, as it becomes distracted by thoughts 
  of material gain. This effect lasts for a 
  number of rounds equal to your Wisdom 
  modifier (minimum of 1). An affected 
  creature makes another saving throw at the 
  end of its turn, and on a success, the effect 
  ends for it. 
  Channel Divinity: Hoodwink
  Starting at 6th level, as an action, you brandish 
  your holy symbol and use divine influence to convince 
  nearby creatures of the veracity of one statement, true 
  or not. All creatures of your choice within 30 feet must 
  make a Wisdom saving throw or treat one stated fact 
  uttered by you as accepted truth for a number of rounds 
  equal to your Wisdom modifier (minimum of 1 round) 
  and modify their actions accordingly. An affected 
  creature makes another saving throw at the end of its 
  turn, and on a success, the effect ends for it.
  The statement can be almost anything, such as 
  “the sky is orange,” “Robert is a liar,” “apples are 
  poisonous,” or “your weapons are broken.” The effect 
  is immediately ended if the statement would result in 
  harm (“you are on fire”) or if it requires a closed action 
  that would inevitably result in harm (“the bridge you 
  are on is collapsing”). Similarly, you can’t use this 
  ability to broker an inequitable trade or make a profit. 
  Attempting to do so results in you being inflicted with 
  a curse (DM’s choice, but based on the bestow curse 
  spell) that lasts for 24 hours and can’t be removed 
  early, as Waukeen vents her displeasure upon you.        
  Divine Exchange
  Starting at 8th level, when you make an attack with 
  either a weapon or a cantrip, you can subtract a number 
  up to your Wisdom modifier (minimum of 1) from 
  either the attack or the damage roll and add it to the 
  other. For example, if your Wisdom modifier is +3, you 
  can subtract 1-3 from your attack roll and add it to your 
  damage or subtract it from your damage roll and add 
  it to your attack roll. You choose before any rolls are 
  made.     
  Master Appraiser
  Beginning at 17th level, you know the exact value of any 
  item you see, and you can spot counterfeits instantly. 
  In addition, you can tell if an item is cursed, but not the 
  specific nature of the curse.
  Waukeen
  Our Lady of Gold, the Coinmaiden, the 
  Merchant’s Friend
  Waukeen is the goddess of trade, barter, 
  and wealth. Trade isn’t always fair, nor 
  are parties necessarily always expected 
  to be content with the outcome, but 
  Waukeen deems it should be equitable. Skilled 
  negotiation is applauded, while fraudulent trade is 
  condemned. 
  Finally, the Golden Lady represents the freedom 
  to travel, trade, and negotiate. Liberty from unjust 
  imprisonment, oppression, and the control of tyrants 
  are recent but critical beliefs of the faith.      
  Divine Domain
  Clerics of Waukeen can choose the Trade domain.
  Trade Domain
  The clergy of Waukeen see the pursuit of commerce and 
  the art of negotiation as scripture, and the facilitation 
  of trade and exchange as prayers to the Golden Lady. 
  Her clerics act as trade factors or as merchants in their 
  own right.  
  Trade Domain Spells
  Paladin Level
  Spells
  1st
  bless, charm person
  3rd
  life trade, locate object
  5th
  remove curse, tongues
  7th
  caveat emptor, freedom of movement
  9th
  binding contract, miser’s paranoia
  Bonus Proficiencies 
  At 1st level when you choose this domain, you gain 
  proficiency in the Persuasion and Insight skills. 
  Silver Tongue
  Also at 1st level, you draw upon Waukeen’s divinity 
  to influence those around you. You have advantage on 
  Charisma (Persuasion) checks. You can use this feature 
  a number of times equal to your Wisdom modifier 
  (minimum of once), regaining all uses after a long rest. 
  Channel Divinity: Avarice
  Starting at 2nd level, as an action, you brandish your 
  holy symbol, and incite avarice in all creatures of your 
  choice within 30 feet. Each affected creature must 
  make a Wisdom saving throw or suffer disadvantage
  
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  Oath of the Golden Pact Spells
  Paladin Level
  Spells
  3rd
  bless, charm person
  5th
  life trade, locate object
  9th
  remove curse, tongues
  13th
  caveat emptor, freedom of movement
  17th
  binding contract, miser’s paranoia
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
  All That Glitters. As an action, you present your 
  holy symbol and point to an unattended object that 
  you can see within 60 feet. That object seems to glitter 
  with undiscovered value. Each creature within 30 feet 
  of the object must make a Wisdom saving throw or 
  become fascinated by this new and wondrous rarity. 
  Any creature who can’t be charmed is immune to this 
  effect, and if you and your companions are fighting a 
  creature it has advantage on the saving throw.
  On a failed saving throw, the target has 
  disadvantage on Wisdom (Perception) checks made to 
  perceive any creature or activity not associated with 
  the target object. 
  The effect ends if a creature takes damage, if the 
  object is no longer visible to it, or after 1 minute has 
  passed. 
  Midas Touch. As an action, you touch an object of 
  no greater than 10 lbs and change its properties to that 
  of gold. The object becomes heavy, soft, and shimmers 
  pleasantly in the light. Its value in raw gold is 100 gold 
  pieces per pound, but actual value may be higher (for 
  a work of sculpture or silverware improved) or lower 
  (an ornate clock where the soft metal impedes the 
  function of the object). The final value is at the DM’s 
  discretion. The transformation only lasts for 1 minute, 
  then the object reverts to its normal material, though 
  damage or alterations to the object remain.
  * Paladins of the Golden Pact consider using this power to broker a trade 
  as a breach of their faith, and so tend to use the power for distraction, 
  misdirection, or entertainment (or as material for their Wealthtwist feature) 
  rather than fraud.   
  Aura of the Astute
  You and each ally within 10 feet, gain divine insight 
  that penetrates both mundane and magical deceptions. 
  You and affected allies gain advantage on Wisdom 
  (Insight) checks to penetrate deceptions and on 
  saving throws and Intelligence (Investigation) 
  checks versus illusion spells and abilities that create 
  falsehoods in language, image, sound, or disguise.
  At 18th level, this aura extends to 30 feet.
  Paladin Oath
  Waukeen’s paladins can take the Oath of the Golden 
  Pact.
  Oath of the Golden Pact
  Paladins of the Oath of the Golden Pact are Waukeen’s 
  shining heralds and adventurer merchants across the 
  realms, championing the ideals of free travel and trade 
  across Faerûn. 
  Trade and currency are true universal languages, 
  where value is determined by consensus. Trade 
  is where all creatures are united in their desire to 
  exchange knowledge, currency, goods, and culture. 
  Nothing in life is free, but everything in life has value, 
  from goods to services to ideas. Collectively, trade 
  offers enrichment to all, but doubly so for those who 
  master the intricacies of negotiation, evaluation, and 
  the ‘social contract.’
  Paladins of the Golden Pact are dedicated to the 
  pursuit, development, and expansion of trade and 
  exchange in all forms. They promote the freedoms 
  inherent to all creatures to act as they will, so long 
  as those actions don’t damage the furthering of 
  trade. Paladins of the Golden Pact expose fraudulent 
  dealings, lies, and misrepresentations, and punish 
  those who damage trade relations. Not all trades need 
  be equitable, or even fair if the market conditions 
  dictate an imbalance, but they must be conducted 
  within the accepted mercantile rules, norms, and 
  conventions (though not necessarily laws, if these 
  unfairly impact trade).       
  Tenets of the Golden Pact
  Coin is the Universal Language. Languages and 
  dialects may vary from place to place, but trade and 
  coinage are universal. What words can’t achieve, coin 
  usually can.  
  Trade is Sacrosanct. Trade is the lifeblood of 
  civilization. Without it, communities perish. The 
  opportunity to trade must be protected at all costs.
  Everything and Everyone has a Price. Value is 
  relative, but nothing is beyond value. Priceless is an 
  empty term. Nothing is priceless, it simply hasn’t been 
  assigned an agreed upon value yet.
  Freedom or Death*. The freedom to trade, travel, 
  and act are the rights of all.    
  * This last tenet is relatively ‘new’ by the standards of the faith and was born 
  out of the incarceration of Waukeen by the Demon Prince Graz’zt during the 
  Time of Troubles (YR 1358 DR) and the years that followed. As Waukeen’s 
  paladins, those of the Oath of the Golden Pact will champion personal 
  freedoms with an almost zealous fervor. 
  
  183
   
  Ö All goods you sell during this transformation 
  automatically fetch an additional ten percent value, 
  while all purchases can be negotiated to a ten 
  percent discount.
   
  Ö At the close of any significant series of trade sessions 
  under the influence of this feature (concluding or 
  brokering five or more deals) you find yourself gifted 
  with a trinket—either as a token of appreciation, 
  or a minor item ‘thrown in’ as part of the deal. This 
  item need not have any intrinsic worth, but under 
  Waukeen’s guidance, this item will lead you to 
  new and exciting trade opportunities in the future. 
  The DM’s discretion applies in this situation, but 
  suggestions for items gained from this feature could 
  include a map to a little-known region, an item made 
  of a rare or unknown material or craftsmanship, 
  or a lost trinket that generates an introduction to a 
  powerful trade prince or trade guild that grants a 
  boon upon its return.
  Once you use this feature you can’t use it again for 1 
  week.
  Spells
  Binding Contract
  5th-level enchantment
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a pair of written contracts)
  Duration: 1 year
  This spell is a specialized form of geas designed to 
  create a magically binding contract between two 
  willing creatures (one of whom may be the caster). 
  You cast the spell, and each participating creature 
  signs a pre-written contract that outlines up to three 
  conditions of activity or declarations of action or 
  service. Generally, these are intended to provide a good 
  or service or to refrain from participating in certain 
  activities or trading with certain individuals or groups, 
  but it is by no means limited to these examples. These 
  conditions must specify clear completion conditions, 
  that once reached or achieved, ends the spell early. The 
  overall time frame can be up to one year, though often 
  it is significantly shorter. Upon signing, the magic takes 
  effect. There is no saving throw.   
    Much like the geas spell, each time an affected 
  creature takes actions that directly counter the 
  agreed upon conditions it takes 5d10 psychic 
  damage—but no more than once each day.  
  The spell can be ended by casting a remove curse, 
  greater restoration or wish spell on either of the 
  participants, but the other is immediately made aware 
  of the spell ending and the method used to do so.
  Wealthtwist
  Starting at 15th level, as an action, you can convert 
  gems, coins, trade bars, and raw precious metals into 
  spell energy by replicating a spell slot at the rate of 
  250 gp per slot level. As part of the same action used 
  to convert the materials to spell energy, you can 
  immediately use the replicated spell slot to cast one of 
  the spells listed below without expending one of your 
  own spell slots. If your turn ends and you haven’t used 
  the spell energy, it is lost.
   
  Ö charm person (250 gp or more) 
   
  Ö cure wounds (250 gp or more) 
   
  Ö knock (500 gp)
   
  Ö lesser restoration (500 gp)
   
  Ö remove curse (750 gp)
   
  Ö dimension door (1000 gp)
   
  Ö freedom of movement (1000 gp)
   
  Ö greater restoration (1250 gp)
  If a spell can be cast with a higher-level spell slot, 
  Wealthtwist can replicate the slot at the cost of an 
  additional 250 gold pieces per slot level. For example, 
  cure wounds cast at 4th level would cost 1000 gold 
  pieces.
  Only one spell can be generated per action, but 
  spells can continue to be generated so long as you 
  have wealth to convert. If there is insufficient value 
  in materials to attempt a spell, you are immediately 
  aware, and all false, counterfeit, or otherwise inferior 
  currency in your possession is instantly known as 
  such when you activate this feature.  
  Avatar of Trade
  At 20th level, you can assume the form of an Avatar of 
  Trade, garbed in the finest clothes, and projecting an 
  aura of competence, integrity, and success. Using your 
  action, you undergo a transformation. For 1 hour, you 
  gain the following benefits:
   
  Ö You and all allies within 30 feet gain advantage on 
  Charisma (Persuasion, Deception, and Intimidation) 
  checks, while all creatures you perceive as 
  opponents or rivals incur disadvantage on those 
  checks. 
   
  Ö If you are acting as an impartial facilitator to 
  a trade deal (for which you’d expect a modest 
  fee of ten percent of the total trade worth—
  five percent paid by each side) you gain double 
  your proficiency bonus on Charisma ability 
  checks to facilitate the trade agreement. 
  
  184
  it has, and a receiver can’t gain more than its hit point 
  maximum. 
  If either of the creatures involved has a blood-borne 
  condition, such as being poisoned or afflicted with a 
  disease, both creatures become affected. However, 
  each creature is granted a new saving throw to 
  end the effect if one was originally allowed by the 
  circumstances that caused the condition or disease.  
  Miser’s Paranoia
  5th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a cut open coin purse)
  Duration: Concentration, up to 1 minute
  This spell twists the perceptions of creatures, filling 
  them with paranoia and distrust for their allies. Each 
  enemy creature in a 20-foot radius sphere centered on 
  a point you can see within range must make a Wisdom 
  saving throw. On a failed save, an affected creature can 
  still act normally and within its own interests, but it 
  no longer trusts its allies and it won’t willingly work 
  with them in a coordinated manner or assist them 
  directly. All abilities that rely on having allies present 
  (such as Sneak Attack, Pack Tactics, etc.) are treated as 
  if the creature is alone or not present (for allies with 
  those abilities), and beneficial spells that affect allied 
  creatures (bless, etc.) cast by the affected creature 
  don’t treat its companions as allies. Affected creatures 
  can’t use the Help action, nor will they willingly assist 
  companions (such as offer healing or the like). Even if 
  the affected creatures all work toward the same ends, 
  they do so in an individual manner.
  The spell doesn’t work on charmed, dominated, 
  or magically compelled or influenced creatures, but 
  it doesn’t discern if a participant has been otherwise 
  intimidated or coerced by nonmagical means. 
  Caveat Emptor
  4th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a coin in payment)
  Duration: Permanent until dispelled
  This spell is a specialized curse generally reserved as 
  a fitting punishment to those who cheat, defraud, or 
  trade in poor faith. You hand over a coin as part of a 
  transaction, imbued with a mercantile curse. The coin 
  recipient must make a Wisdom saving throw. On a 
  successful save the curse fades away. On a failed save, 
  the affected creature generates an intangible aura of 
  untrustworthiness that affects its social interactions. 
  All of the creature’s Charisma ability checks incur a 
  -10 penalty, and anyone using Wisdom (Insight) to 
  discern the affected creature’s intent or motives gains 
  advantage on the roll. 
  Each time the affected creature tries to secure 
  a trade, contract, or other formal agreement and 
  subsequently fails due to this curse, it receives 
  another saving throw—if the activity was related to 
  trade—with a success ending the effect. General social 
  interaction, though still penalized, doesn’t generate 
  additional saving throws.  
  The spell is permanent until a successful saving 
  throw is made, or it is broken by dispel magic or 
  remove curse.    
  Life Trade
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  This spell creates a link between the life forces of two 
  creatures touched by you (you can choose to be one of 
  the affected creatures). Only willing creatures can be 
  affected. The two creatures agree to a life force trade, 
  allowing the transfer of hit points from one creature 
  to another. This transfer is immediate but takes an 
  action by the giver (If the giver is the caster, the action 
  of casting the spell allows immediate transfer). Any 
  number of hit points can be transferred, with one 
  creature gaining and one creature losing the agreed 
  upon amount. The giver can’t give more hit points than 
  
  185
  Holy Texts of the Faiths
  The holy items that follow are listed alphabetically by 
  deity followed by the title of the item.
  Auril: The Silver Supplicant. Ironically, the first 
  ‘text’ listed here is nothing close to a book. The Silver 
  Supplicant is a small statue made of polished silver, 
  approximately one foot tall depicting a priestess 
  with her arms upraised. The item is cold to the touch 
  and causes a frigid drop in temperature in the air 
  immediately around it. The priestess depicted in 
  the statuette wears a long skirt, the front of which is 
  etched with a snowflake symbol of Auril. An initiate 
  of her faith who touches the mark while speaking the 
  goddess’s name is granted knowledge of the rituals 
  and spells contained within.
  Azuth: Vorthryn’s Archivir. This holy book is a 
  sizeable text, thin and measuring two feet wide and 
  four feet long, it is bound in dark, bare cloth. Pale, 
  ethereal globs of purple-white light emanate from 
  the book and float away from it. Originally written by 
  the eponymous priest Vorthryn Saraddath, its writer 
  intended it to be the core authority for magic practiced 
  by Azuthan clergy in the region surrounding the Sea of 
  Fallen Stars. After the abbey that housed it was sacked 
  by pirates, the book was eventually rediscovered 
  and claimed by Azuth himself, and then given to a 
  humble merchant who would later become a regional 
  champion of the deity. Since then, the book has passed 
  freely across the Realms, being found by Azuthan 
  worshipper and intrepid adventurer alike.
  Beshaba: The Black Book. Bound in black 
  dragonhide, The Black Book is an unusual four feet 
  long and only a foot wide, radiating a thin veil of 
  darkness (as per the spell) and coldness in a minute 
  area around itself. A single attribution, the name 
  ‘Rendaunt’ etched into the interior cover, is an utter 
  mystery. Those opening the book for the very first time 
  are rumored to risk a slight drain of vitality. The book 
  was first discovered by Thalaxas, a priest of Beshaba, 
  who was led to the tome by a vision in his dreams. 
  Discovering the book in Myth Drannor, he declared
  Chapter 3: Holy Texts
  T
  o more easily facilitate their common duties, 
  organized groups of the faithful often rely on 
  general holy books or similar texts to record 
  the duties, dogma, and common magic of the 
  faith. In an established temple, one or more copies of 
  such books are often carefully preserved and protected, 
  with church hierarchy rarely allowing new initiates or 
  non-ranking clergy members to interact with them. 
  One or more copies with minimal (or no) information 
  are sometimes displayed as part of a temple’s altar. 
  The materials used often vary based on the resources 
  of the faith’s worshippers and the nature of the deity it 
  venerates. A holy book of Mielikki, for example, might 
  be an assembly of writings carefully seared onto thin 
  leaves of bark, or a holy book of Malar could be bound 
  in the skin of a deadly beast (or humanoid).
  The main difference between a holy book in a 
  temple or one carried by a cleric or paladin, as opposed 
  to a widely available text for those who don’t wield 
  holy power, is the divine magic of its contents. Basic 
  tomes might exist that contain the dogma, practices, 
  or common rituals of a given faith, but true holy books 
  will contain detailed rituals, prayers, instructions, and 
  spells practiced only by those initiated into the faith.
  Named Holy Texts
  The following section contains descriptions of divine 
  tomes and texts of specific deities. Unless otherwise 
  noted, these works are unique, with only a single 
  coveted copy known to be in existence. Many replicas, 
  forgeries, or similar counterfeit copies have been the 
  focus of collectors, thieves, and sects over the long 
  history of the Realms. While all these items contain 
  holy text, some of them aren’t strictly books; in these 
  cases, the writings of the deity are cleverly disguised or 
  hidden as part of another object.
  A Dungeon Master may wish to include these items 
  as powerful artifacts or interesting oddities. If you 
  are a Dungeon Master and wish to have these texts 
  grant access to certain spells or contain hidden divine 
  power, you may wish to treat them as artifacts, using 
  either the major and minor properties as described 
  in the Dungeon Master’s Guide or cause them to be 
  overwhelming as described in Chapter 4 of this 
  supplement. When selecting powers or spells a unique 
  holy text provides, consider the unique spells for the 
  deities’ respective archetypes included in Chapter 2.
  
  186
  Gond: The Argyr. This object is a polished 
  adamantine and electrum-plated metal cube roughly 
  a foot on each side. Each of the cube’s sides is marked 
  with a column of six metal bars, each with a metal 
  ring that can be hooked with a finger and pulled. 
  Doing so while whispering the secret names of Gond 
  known only to the faithful (arnaglaerus, balateng, 
  daerosderos, klannauda, mrangor, and tattaba) will 
  allow the line’s embedded plate to slide out from the 
  body of the cube. A single spell or rite is written on 
  each of these plates. Lost to history, the cube’s current 
  location is unknown. Followers of Gond are sometimes 
  visited with visions of the Argyr’s location, and its 
  recovery is one of the most important ongoing goals 
  of the faith.
  Helm: The Helm of Helm. This heavy full-head 
  helmet has nothing remarkable about it at first glance. 
  On the inside of the visor, however, is a single word; 
  ‘Surgar.’ A good creature who touches the helm while 
  uttering this word sees the armor glow faintly and 
  may hear chiming or the god’s name resounding in its 
  mind, though others nearby don’t see or hear any of 
  these phenomena. A worshipper of Helm who dons the 
  helmet and speaks the command word sees the inside 
  of the visor populated with hidden magical writing, 
  such as spells of protection. The helmet’s wearer is 
  protected from weariness and the need to sleep for a 
  time, as well. The helm is over a thousand years old, 
  first rising from a battlefield to the hand of the cleric 
  Garshond. It has passed through several bearers since, 
  often changing hands as its previous bearer falls in a 
  bold last stand against some calamitous foe.
  Ilmater: Tome of Torment. This grimly-named 
  item resembles a squarish bundle of horsehair. Though 
  book-shaped, the bundle is actually a woven hair 
  tunic with an interior lined with metal barbs. When 
  an initiate of Ilmater wears the shirt for at least a day, 
  the writing hidden in the tunic appears on the front 
  of it. Sometimes called “the hairshirt tome,” the Tome 
  of Torment was purportedly brought to the world in 
  the mid-800’s by the deity himself. Since then, it has 
  disappeared and reappeared randomly throughout 
  the world, and is believed by the Ilmatari to be one 
  of the holiest relics for spreading the example of 
  Ilmater’s suffering.
  Kelemvor: The Testament of Vraer. This 
  black-bound tome bears no title, only a spine of 
  human bone that ends at top and bottom with rounded 
  protrusions shaped like leering skulls. The Testament 
  is 27 pages, most containing a spell or similar rite. The 
  first page is known as the ‘skullpage’ for the image of 
  a human skull, the ‘handpage’ halfway through shows 
  a skeletal hand and the ‘tailpage’ at the end shows the
  himself the ‘Servant Supreme’ of Beshaba and acted as 
  such, bearing the book and the deity’s favor as Thalaxas 
  the Tyrant until his death. Since then, the book has 
  usually been possessed by a succession of crazed 
  devotees who often upend and challenge Beshaba’s 
  clergy as often as they benefit it.
  Chauntea: The Glarathra. Not a conventional 
  book, the Glarathra is a large bronze flower with eight 
  petals surrounding a spiral-shaped inner section 
  of leaves bound together. It is a widely recognized 
  symbol of the faith. When immersed in holy water 
  and ‘planted’ in any depth of earth within a circle of 
  seeds, the flower fully opens. This reveals the actual 
  text, which is finely etched on the inner leaves. The 
  source of the Glarathra is unknown and now lost to 
  Chauntea’s faithful after its last bearer died far from 
  civilization.
  Deneir: The Mighty Rune of the Master. This 
  object is a metal, three-dimensional rune that hovers 
  in the air when released. It can shine or darken upon 
  command. Touching the object and uttering Deneir’s 
  name will cause the rune to recite its stored spells, if 
  any, in alphabetical order twice through, and upon 
  command, it can magically project the text of its 
  contents in the air around it. The rune can be used to 
  reveal magical or illusory writing without activating 
  any spells associated with them. The rune was created 
  in 1332 DR by Halruuan archmage Hansandrar Ilmeth 
  upon the instruction of the deity himself. Though 
  the endeavor drove Hansandrar insane, the Mighty 
  Rune of the Master was completed successfully. It 
  has remained elusive ever since, changing hands 
  frequently. This is by the desire of Deneir, a means of 
  showcasing his power beyond the walls of his temples. 
  To this day, members of the organized clergy obey the 
  ‘Rule of the Rune;’ if someone comes to them bearing 
  this holy object, the bearer is granted a request 
  without question or judgment.
  Eldath: Crystrum of Tranquility. This repository 
  of Eldathyn knowledge is a clear and colorless crystal 
  sphere approximately one foot in diameter. If held 
  under running water or immersed in a natural pool or 
  similar body of water, however, blue writing appears 
  upon the crystrum’s surface, at which point it can be 
  removed from the water and read normally for a time. 
  It has the power to shield an Eldathyn bearer from 
  heat and other harms, and it can purify food and drink, 
  as per the spell. The sphere gains new power when 
  brought to the House of the Moon by one in need, 
  though it hasn’t often made this journey. Any temple 
  or sect of Eldath that holds the Crystrum of Tranquility 
  attempts to keep it safe, specifically protecting it from 
  being carried around the world on wild adventures.
  
  187
  Mask: The Mask of Mysteries. This black silk mask 
  consists of a headband attached to a black half-mask 
  over the eyes, below which is attached ragged black 
  silk that obscures the rest of the wearer’s face. The 
  wearer activates the mask by kissing it, speaking 
  its name, and kissing it again. The inside of the veil 
  then displays writing detailing the contained spell 
  or ritual the wearer was focusing on. This need for 
  foreknowledge means that even modern clergy 
  members don’t know the full roster of possible spells 
  or powers the Mask of Mysteries contains. First 
  appearing in 812 DR, the mask has been repeatedly 
  taken in thefts (some murderous) throughout history. 
  Rumors of its sale are common in larger cities, though 
  having the authentic mask in one’s possession puts its 
  owner at far more risk than likely prepared for.
  Mielikki: Yornar’s Trail Companion. Yornar the 
  Tracker was lost in the woods at night and surrounded 
  by bugbears. Pleading for aid, Yornar saw a glowing 
  crescent descend from the night sky and light the 
  forest around him, granting him the vision to fend 
  off his enemies. When he examined the crescent, he 
  discovered it was a strangely-shaped book. He carried 
  it with him for some time, eventually passing it on to 
  a priestess of Mielikki in the High Forest. This cycle 
  continued for some time, with a ranger carrying and 
  protecting the book until passing it on to a priest who 
  could wield its full power, before passing it to a ranger 
  again, in a rite of passage known as the ‘Rightful Cycle.’ 
  This cycle has been broken only twice, most recently 
  in 1361 DR when drow raiders captured its bearer 
  who was then dragged to the Underdark. Yornar’s Trail 
  Companion hasn’t been seen since.
  Milil: Wythyndle’s Round Book. Written by a blind 
  half-elf bard some centuries ago, Wythyndle’s Round 
  Book is just that—round. The covers are circular, 
  bound only at a single point to contain its pages. Stood 
  upright, the book doesn’t seem to be affected by wind 
  or anything other than a deliberate attempt to knock 
  it over. Music sounds momentarily when the book is 
  opened, inside it contains as many songs and lyrics as 
  it does rites and spells—which, to a follower of Milil, 
  are all the same thing. The highlight of every temple 
  in which it was housed, present-day Sorlyn would pay 
  dearly for the lost book.
  Mystra: The Scepter of Mystra. This holy item is 
  a glass rod with metallic endcaps and silvery circles 
  drifting up and down its length. When a wielder holds 
  the scepter while touching one of its drifting circles, it 
  reveals a portion of information ‘stored’ within, such 
  as a charged spell. Generally, those who have used the
  bones of some reptilian tail. Non-Kelemvorites must 
  usually look at two of these pages in sequence to safely 
  read other contents in the first or second half of the 
  book. The book was written by Vrael of Scornubel in 
  1368 DR, a mad priest of Kelemvor. It has passed from 
  hand to hand since then, usually with a grim fate for its 
  owner.
  Lathander: Tome of the Morning. This large, heavy 
  book has covers made of polished white quartz and 
  edged with gold. Diagonal indentations run across the 
  book’s covers, in which grow a small amount of moss. 
  The most remarkable exterior feature of the book is 
  the animated eye, preserved from a blue dragon set 
  into its front cover. The eye constantly looks around, 
  following the movement of nearby creatures as 
  though intelligent. The eye is key to reading the book’s 
  contents; when it is struck with light from dusk or 
  dawn, the eye projects a beam of rose-colored light, 
  projecting an incomplete circle onto a nearby surface. 
  Only by completing the circle (with objects, drawing, 
  or even motion) can the book’s contents be read 
  clearly.
  The Tome of the Morning can magically identify any 
  dragon part it contacts, specifically its authenticity, 
  the presence of any enchantment, and the type and 
  age of dragon it belonged (or belongs) to. Its other 
  powers or contained spells vary by account, as does 
  its origin. Though said to have been crafted by a group 
  of clerics in a now-ruined temple, the identities of 
  those involved and the means of creating the book are 
  unknown. Like far too many irreplaceable holy items, 
  it was carried off by adventurers and lost.
  Loviatar: The Lash of Loviatar. Another text that 
  is no true book, the Lash of Loviatar is exactly what 
  the name implies; a four-foot braided leather whip 
  speckled with silvery dust. Writing along the length of 
  the whip displays some ritual or spell, which changes 
  each time the whip is used to strike and cause harm 
  to a living creature. The whip has been passed from 
  follower to follower in Loviatar’s faith, often seen as a 
  tool for disrupting complacency among worshippers 
  and sects who have strayed from the goddess’s good 
  graces.
  Malar: Book of Fangs and Talons. This 17-page 
  book is made from a haphazard assortment of 
  hides and bound with claws and teeth from various 
  creatures. First discovered at the scene of a grim 
  sacrificial circle in 937 DR, the book has appeared 
  throughout the years in the hands of various 
  worshippers, usually associated with bloody wild 
  hunts and at the site of the most savage temples.
  
  188
  lust and violence who was feared even among his fellow 
  clergy. After his death, the girdle was taken as loot and 
  has enjoyed a bloodied history of darkness and murder 
  ever since.
  Silvanus: Leaves of Green. To the uninitiated, 
  this item of text looks like nothing more than a flat, 
  oval-shaped piece of bark of some unidentifiable tree. 
  A closer examination of the aged, fragile-looking item 
  reveals a triangle-shaped arrangement of circles on 
  the inward side, but nothing else. Only by invoking 
  the name of Silvanus while pressing on these rings 
  will reveal the item’s true nature; the bark swells 
  and thickens, becoming the two covers of a book 
  with square, green-leaf pages. The Leaves of Green 
  is sixteen pages in total and feels almost weightless. 
  Its origins are unknown, first appearing in recorded 
  history around the 900’s DR and was last seen in 1367 
  heading toward the northern Sword Coast in the hands 
  of an unnamed adventurer.
  Sune: The Sash of Sune. This sash is red, 
  approximately five feet in length, and without 
  apparent design or other markings. Only when a 
  follower of Sune dances upon the item until it is 
  marked by sweat or tears does it activate. Fiery amber-
  colored writing appears, displaying either random 
  contents or a specific section if one was cited while 
  the performance occurred. Though the sash’s location 
  is currently unknown, it is believed to be safe—the 
  Sunite clergy are given dreams and visions regarding 
  its location if it is ever in peril.
  Talos: The Chanting Chain. Though it resembles 
  nothing more than heavy steel chain of 14 links, the 
  way both ends are capped with triple bolt-shaped 
  hooks hints at its use in the storm-god’s clergy. 
  Activating the chain requires at least seven 
  participants gathered in a circle with the item while 
  chanting prayers to Talos, at which point its abilities 
  and contents are revealed. Electrum discs appear to 
  fill the interior of the links, each containing a separate 
  section of text. The chain first appeared in history 
  while in the hands of a zealous Talassan priest, Tothur, 
  who challenged the church’s establishment for two 
  centuries, culminating in his death and the death of 
  over forty rival ranking priests. Though taken by the 
  drow for a short time, the chain soon returned to the 
  surface world and has enjoyed a long history of being 
  won in bloody struggles between various Talassan 
  sects. Its current location is unknown.
  Torm: The Veloghon of Vigilance. To most, this 
  item would be used as nothing more than a battered 
  war shield with a limited ability to absorb and reflect 
  harmful spells. However, the inside of the shield bears 
  a steel circle showing the gauntlet symbol of Torm. 
  scepter agree in its ability to cast a detect magic spell 
  three times per day. Though the item is popular in 
  children’s tales warning against the misuse of magic, its 
  true origins are uncertain. The faith generally believes 
  that this is one of a number of items the goddess uses 
  to stir the magical pot (so to speak) in the Realms. 
  Activating one of its powers will eventually cause 
  the scepter to instead vanish and reappear in a new 
  random location in Faerûn.
  Oghma: Key of Faith. This ‘text’ takes the form of 
  a silver key some two feet long with a double-loop 
  grip. The key’s shank is marked with the numbers ‘1’ 
  through ‘26.’ When one of these numbers is touched 
  and the key is then touched to a surface of enough size, 
  the information ‘stored’ in the key and associated with 
  that number is written onto the surface in magical 
  script. Any creature capable of reading at least one 
  language can read the text. The Key first appeared in 
  1187 DR, when a wild quest of oghmanytes led 26 of 
  their number to find the fabled item (each marking the 
  key with a power or spell that is now numbered on the 
  shank). As with many such items, the key was left to 
  travel the world, to appear and disappear as the need 
  for it waxed and waned.
  Selûne: The Moonweb. These four silver rings are 
  identical and appear to bear no markings other than 
  the names etched onto the insides of their bands: 
  Amglaer, Enthandas, Shelmroun, and Tilithar. The 
  four rings are placed onto the left hand in order on the 
  little, index, middle, and thumb fingers respectively, 
  which grants the wearer a mental catalogue of the 
  rings’ stored knowledge (if a follower of Selûne). The 
  name ‘moonweb’ comes from the first time all four 
  rings were properly united, creating beams of moonlit 
  energy that healed assembled Selunites. Though the 
  phenomenon hasn’t manifested since, the name for the 
  united rings has stuck through the ages. The four rings 
  are rarely together; they are often scattered across the 
  Realms by the Selûne to make evidence of her power 
  as widespread as possible. Though more powerful 
  when united and more mysterious when separated, 
  each individual ring contains power and knowledge 
  of its own for the needful adventurer able to learn its 
  secrets.
  Shar: Gorothir’s Girdle. This black leather corset 
  is affixed with the set images of 28 unique faces of all 
  kinds, all of them with disturbingly empty eye sockets. 
  When a face’s sockets are affixed with appropriately 
  sized gemstones, the text ‘stored’ in that face can 
  be projected into the air in fiery green letters. Even 
  non-Sharrans can harness the girdle’s power, as Shar 
  believes it better to let knowledge of her power be 
  widespread. The item is named for its maker, a man of
  
  189
  other shoreline where the saltwater tide will naturally 
  flow over it or if it’s submerged in a sizeable container 
  of seawater. When this occurs, the Orglara displays its 
  roster of contents; each entry can be touched to cause 
  the shell’s full contents to appear on its surface. 
  The Orglara isn’t widely known, even among 
  Umberlant clergy, and has no confirmed origin. Its 
  current location is sought after zealously by the most 
  powerful of the goddess’s clergy; rumor of rogue 
  clerics or unwitting adventurers using the ‘Shell of 
  Spells’ spreads quickly among the ranks and threatens 
  to bring a thorough (and wrathful) investigation.
  Behind it are eighteen thin metal sheets, which can 
  be rotated from behind the circle and shown to have 
  a section of text engraved on each of them. History 
  shows that a paladin named Harondath was the first 
  to use the shield in 1158 DR while defending a citadel 
  from invading orcs. The shield vanished with his death, 
  reappearing from time to time. Holy visions later 
  revealed that this was by design, as Torm desires the 
  shield to appear and either be used by adventurers 
  in need or be quested after by rising stars within the 
  clergy.
  Tymora: The Flame of the Spirit. A wavy chunk 
  of amber that resembles a lick of flame. Only when 
  a living Tymoran touches its smooth surface does 
  the item change, flattening into a tablet shape with 
  displayed text. Only one section is displayed at a 
  time, changing to a new, random entry each time the 
  tablet form is touched and never repeating until all 
  the entries have been cycled through. By command, or 
  being untouched for a day, causes the tablet to revert 
  to its flame-like form. 
  The Flame of the Spirit is first mentioned in “To 
  Serve Fair Fortune,” a book of exploits written by a 
  Tymoran adventurer named Ithlom Dhaunart. Ithlom 
  describes a temple that housed the holy object located 
  in the Moonsea, though that location is now lost or 
  fallen to ruin. The Flame has changed hands many 
  times since then, most recently known to have been 
  in Skullport beneath Waterdeep. Attempts to locate it 
  have yet to meet with success.
  Tyr: The Balance of Belaros. A follower of Tyr 
  named Belaros was known as the “Old Lion of Justice” 
  during his years living by the Lake of Steam over 4,000 
  years ago. Late in life, Belaros constructed a set of 
  floating bronze scales that hold suspended in the air 
  below a bronze bar. No chain or other device keeps the 
  scales below the beam or the beam attached to any 
  other structure. The Balance of Belaros only divulges 
  its contents when a suitable offering is made; such an 
  offering is placed on one of the bronze scales, at which 
  point it vanishes and the opposite scale outputs a scroll 
  containing contents deemed to be of equal worth. If 
  the scales expel a stored spell, the scroll acts as a spell 
  scroll. The ‘Scales of Tyr,’ as they are sometimes called, 
  can be freely moved about as a whole, though they are 
  resistant to any attempts to either damage the objects 
  or force the floating pieces away from one another.
  Umberlee: The Orglara. This fan-shaped shell has 
  seen more use as a serving platter than as a holy tome, 
  a mistaken identity that has helped keep the power of 
  the thing hidden for years. The two-foot-by-three-foot 
  shell only displays text when placed on a beach or
  
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  dawn. While lit, the candle has the following effects:
   
  Ö An undead that starts its turn within the bright light 
  must make a DC 17 Constitution saving throw or 
  take 1d6 radiant damage. 
   
  Ö A cleric who uses Channel Divinity to Turn Undead 
  while holding the candle while it is lit is treated as 
  three levels higher for determining the CR of undead 
  destroyed.
  Claws of Malar
  +1 weapon, uncommon
  Not to be confused with the unique and morbid artifact 
  of a similar name, the claws of Malar were ritual weapons 
  used by worshippers of the Beast Lord while on sacred 
  hunts. Worshippers taking part in a High Hunt or 
  similar ritual were sometimes granted these weapons, 
  which represented tearing claws laid over the wielder’s 
  knuckles and a handle gripped in their clenched fist. 
  These simple weapons dealt the wielder’s choice of 
  either 1d6 slashing or piercing damage. Though not 
  as powerful as other weapons, the brutal and personal 
  nature of the claws are seen as appealing; kills with 
  such a weapon are believed to be more pleasing 
  to Malar.
  Consecrated Candle
  Wondrous item, rare
  When lit as an action, the candle immediately 
  creates the effects of a hallow spell as if cast by 
  the user. If there are any creatures in the area 
  that would normally be barred from entering 
  such an effect—celestials, elementals, fey, 
  fiends and undead—must use their next 
  action (and any subsequent actions) to 
  leave the area of effect. If they are unable or 
  prevented from leaving the area they become 
  immune to its effects.    
  The effect lasts for 1 hour as the candle burns. If the 
  candle is moved or otherwise snuffed the effect ends 
  and the candle becomes nonmagical.
  Drops Fallen from the Moon
  Wondrous item, uncommon
  These sparkling droplets are said to trail from avatars 
  and chosen of Selûne or fall to earth from the asteroid 
  cluster called the Tears of Selûne, which follows the 
  moon above Toril across the sky. Ranking Selunite 
  clergy prize these droplets and know how to distil them 
  into a rare potion. The potion, once consumed, allows 
  the drinker to remain awake and alert throughout the 
  night while still receiving the benefits of a long rest.
  Chapter 4: Magic Items
  This chapter describes many new divine magic items.
  Amulet of Lathander
  Wondrous Item, very rare (requires attunement)
  This gold and platinum amulet is fashioned and blessed 
  by a priest of Lathander.  The amulet has 1 charge, 
  which an attuned wearer can expend as a reaction 
  when dropped to 0 hit points—dropping it to 1 hit point 
  instead. In addition, an attuned wearer of this life-saving 
  amulet has advantage on death saving throws.
  The amulet regains its charge each day at dawn.
  Arrow of Law
  Wondrous item, rare
  These finely crafted arrows never break and can be 
  recovered after they are fired if you can find them. A 
  chaotic creature struck by one of these arrows must 
  make a DC 15 Constitution saving throw or take an 
  extra 2d6 piercing damage.
  Black Hand
  Wondrous item, very rare (requires attunement 
  by a cleric or paladin)
  This is an elbow high slip-on black glove, 
  worn on the left hand, each is blessed and 
  imbued with magic by Banite priests. An 
  attuned wearer gains a +2 bonus on saving 
  throws against spells that directly target 
  the creature. In addition, if the wearer takes 
  damage caused by a spell, the glove stores 
  1 hit point of necrotic energy for every 5 hit 
  points of damage taken. The glove can store 
  up to 20 hit points of necrotic energy at a 
  time. If the glove holds at least 5 hit points of 
  necrotic energy, its wearer can use an action to make 
  a melee spell attack with the glove. On a hit, the target 
  takes necrotic damage in increments of 5 up to the 
  amount stored in the glove.
  Candle of Disruption
  Wondrous item, very rare (requires attunement by a 
  cleric)
  A cleric attuned to the candle can light it as an action 
  and activate its magic. When lit, the candle sheds 
  bright radiant light in a 30-foot radius and dim light 
  for another 30 feet. The candle will burn for 1 hour and 
  can’t be extinguished early. However, it will never show 
  any signs of use. Once the candle is used, it burns the 
  full duration, and then can’t be used again until the next
  
  191
  Leomund’s Goblet
  Wondrous item, rare 
  These finely crafted gold, platinum, and silver goblets 
  are inlaid with gems. When the command word is 
  spoken, the goblet fills with fine wine, ale, or fresh water 
  and is always clean between uses. In addition, no liquid 
  in the cup can be poisoned. 
  Uses recharge each day at dawn. However, the 
  goblet must be filled with holy water at least once per 
  week, or it loses its magic.
  Lesser Dawnstone
  Wondrous item, uncommon (requires attunement by a 
  cleric or paladin)
  Originally created by the church of Lathander, these 
  items have become common among all goodly faiths. 
  Each of these egg-sized, multi-faceted stones appears to 
  be carved from amber.
  When you use your Channel Divinity feature 
  to target an undead creature, that creature has 
  disadvantage on its saving throw to resist the effects. 
  This can only be used on a single creature, regardless 
  of how many might be affected by the ability.
  The Lesser Dawnstone can be used once, and then 
  recharges at dawn.
  Orb of Serenity
  Wondrous item, rare (requires attunement)
  This is a small crystal orb about six inches in diameter. 
  While touching it, an attuned creature can cast the calm 
  emotions spell (save DC 15) without expending a spell 
  slot. The spell lasts its full duration without the need for 
  concentration.
  The orb can be used three times, recharging its uses 
  again each day at dawn.
  Ring of Myrkul
  Wondrous Item, uncommon (requires attunement)
  This thick gold band is painted black and bears the 
  image of a flaming white skull. Usually worn by 
  Myrkul’s priests, a creature attuned to the ring isn’t 
  attacked by common undead of CR ½ or lower unless 
  it attacks them, or they are under another creature’s 
  direct control and are ordered to do so. In addition, the 
  ring has 4 charges, which can be expended as follows.
  As an action, an attuned creature wearing the ring 
  can cast chill touch (1 charge) or speak with dead (2 
  charges). The ring regains 1d4 charges each morning 
  before dawn.
  Faith Shield
  Armor, uncommon (requires attunement)  
  This heater shield has a smooth, polished surface 
  that displays no heraldry. Once attuned, you may use 
  an action to alter its shape, texture, and color to your 
  desire, though it retains the weight, properties and 
  general shape of a shield. As part of this transformation, 
  you may display any heraldry you desire, including a 
  holy symbol. If a holy symbol is chosen, it acts as a focus 
  for spells requiring a holy symbol.  
  Girdle of Priestly Might
  Wondrous item, very rare (requires attunement by a 
  cleric)
  This finely crafted girdle is made at a temple altar of a 
  specific god with that god’s holy symbol embossed on 
  the front. Blessed by a high priest and imbued with 
  powerful magic, this girdle grants an attuned wearer the 
  following benefits:
   
  Ö A +2 bonus to Armor Class
   
  Ö A Strength score of 19 if not already higher.
  Greater Holy Wafer
  Wondrous item, rare
  When you eat this item, the next spell you cast is treated 
  as if you expended a spell slot of two levels higher. Once 
  consumed, the wafer is destroyed.
  Holy Symbol of Hope
  Wondrous item, rare (requires attunement by a cleric or 
  paladin)
  Each holy symbol of hope was consecrated by a high 
  priest as a holy symbol of the faith. While carried and 
  attuned to this item, you can use your action to cast 
  beacon of hope for its full duration without the need for 
  a spell slot or concentration. 
  Once used to cast its spell, the holy symbol can’t be 
  used again until the next dawn.
  Holy Wafer
  Wondrous item, uncommon
  When you eat this item, the next spell you cast is treated 
  as if you expended a spell slot of one level higher. Once 
  consumed, the wafer is destroyed.
  Horseshoe of Luck
  Wondrous item, uncommon
  This looks like a finely crafted horseshoe that always 
  stays in excellent condition. While carried, the creature 
  gains a +1 bonus to all saving throws.
  
  192
  Note that an artifact that already has a specific 
  curse associated with it is less likely to possess this 
  property; the danger in using it lies with the curse 
  already.
  Assassin’s Black Blade
  Weapon (dagger), artifact (requires attunement)
  This +2 dagger appears to be crafted from a non-reflective 
  black metal, plain and unobtrusive in design save for the 
  red-orange gem set into its pommel.  
  Properties. When the blade is used to take the life 
  of a self-aware creature (reducing the creature to 
  0 hp, resulting in death) it gains 1 charge. The 
  blade can hold a maximum of 10 charges at a 
  time. The attuned  wielder can—as an 
  action—expend charges to create the 
  following effects as per the spells of the 
  same name: 
   
  Ö true strike (1 charge) 
   
  Ö disguise self (2 charges) 
   
  Ö invisibility (3 charges)
  Curse. Each time an attuned 
  wielder expends a charge, there is a five percent chance 
  per charge used (so fifteen percent chance if three 
  charges are expended) that it attracts Bhaal’s attention. 
  If the Lord of Murder is pleased with the wielder, he 
  simply sends an avatar to retrieve and redistribute the 
  blade to a random location in Faerûn. If he is displeased 
  when he collects the blade, he murders its wielder.
  Blood of Lathander
  Wondrous item, artifact
  Though at first seeming mundane, this amber flask 
  contains four drops of blood from an avatar of the 
  Morninglord himself. It is often housed and protected 
  in a temple or other holy site dedicated to Lathander, 
  and acts as a conduit for his worshippers to perform 
  their duties and know the will of their deity. Any given 
  creature can only make this petition to Lathander 
  through the artifact once per day.
  Properties. The Blood of Lathander is sentient 
  (Charisma of 19) and its droplets glow with an 
  intensity that reflects the pleasure of the eponymous 
  deity’s will. Creatures who pray to Lathander while 
  kneeling before the artifact can seek wisdom on a 
  particular course of action; the droplets will glow 
  brighter the more pleasing the suggested action 
  would be to Lathander or remain true to his dogma. 
  A cleric or paladin of the deity’s specific domain or 
  oath, or a cleric of the Life or Light domains, can access 
  additional powers by attuning to the artifact. 
  Sanctified Holy Wafer
  Wondrous item, very rare
  When you eat this item, the next spell you cast is treated 
  as if you expended a spell slot of three levels higher. 
  Once consumed, the wafer is destroyed.
  Holy Artifacts
  These unique holy items hold great power. The DM 
  should follow the rules and suggestions located in 
  the Dungeon Master’s Guide when introducing a holy 
  artifact into a campaign.
  New Artifact Property: Overwhelming
  Divine artifacts are particularly powerful, which 
  makes them particularly volatile. In place of the usual 
  mechanic of including major or minor detrimental 
  properties to account for this, you have the option to 
  make divine artifacts overwhelming. An overwhelming 
  artifact causes a creature in possession of it to regain 
  half the usual number of Hit Dice after a long rest. In 
  addition, at the end of each long rest there is a 50% 
  chance the creature gains a level of exhaustion. Levels 
  of exhaustion gained by overwhelming artifacts aren’t 
  healed by resting, and no spells short of a wish can 
  remove them.
  A creature wielding an overwhelming artifact that 
  has charges associated with it immediately gains 
  one of these special levels of exhaustion if it reduces 
  the number of charges to zero. A creature wielding a 
  divine artifact with the overwhelming property also 
  automatically gains one of these levels of exhaustion 
  if it drops to 0 hit points (which applies as soon as the 
  creature is stabilized).
  An overwhelming artifact that requires attunement 
  will continue to impose its penalties on the creature 
  attuned to it until attunement is ended. A creature 
  who attunes to such an artifact and de-attunes to it 
  on the same day (usually by spending a short rest) 
  still regains half the normal Hit Dice from and risks 
  exhaustion during the next long rest.
  Making artifacts overwhelming helps create 
  the sense of these items being too much for mortal 
  creatures to maintain consistent contact with, often 
  explaining why characters or NPCs in possession of 
  such powerful objects don’t use them consistently. A 
  deity directly permitting a follower to use an artifact 
  could suppress the overwhelming property for a 
  short time, or a villain using an artifact but finding 
  a way around its overwhelming nature could be an 
  important plot element for an adventure.
  
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  carries the god’s will and essence. Transformative and 
  powerful, the artifact brings destruction wherever it 
  goes.
  Properties. Any creature attuned to the item has 
  an alignment of neutral evil. The Crown of Horns is 
  sentient (Charisma of 18) and contains a telepathic 
  connection to the will of Myrkul. The god of death 
  chooses when to communicate with the wearer, if 
  at all, and can do so with language or emotions. The 
  crown has ten charges, which can be expended to 
  create any of the following effects:
   
  Ö The wearer can cast teleport (self only, 4 charges).
   
  Ö The wearer can cast crown of madness (1 charge).
   
  Ö The wearer can expel a cone of necrotic energy as an 
  action, forcing all creatures within the cone to roll 
  a DC 16 Constitution saving throw or take 5d8 + 20 
  necrotic damage on a failed save, or half as much 
  damage on a successful one (6 charges).
  The Crown regains 1d6+2 expended charges each 
  dawn.
  Curse.  A creature attuned to the Crown of Horns 
  is highly protective of the artifact, believing everyone 
  nearby seeks to possess it. In turn, any creature within 
  30 feet of the artifact when its wearer expends charges 
  must make a DC 16 Charisma saving throw or gain the 
  following flaw; ‘I must possess the Crown of Horns at 
  any cost.’ A creature who gains this flaw can reroll the 
  saving throw at the end of a long rest, ending the effect 
  on a success. A creature who succeeds on the saving 
  throw is immune to this effect for 7 days. Additionally, 
  any attempts by an attuned creature to remove the 
  crown must pass a DC 16 Charisma saving throw or fail 
  to remove the item from its head.
  In addition to the above effects, a creature who 
  remains in possession of the crown for a cumulative 
  period of two years is transformed into a lich. The 
  crown acts as the lich’s phylactery; if another creature 
  becomes attuned to the crown, the lich’s soul is 
  destroyed and its body crumbles to dust.
  Cyrinshad
  Cursed wondrous item, artifact
  The result of the god Cyric’s attempt to control Faerûn 
  and dominate the other gods during the Time of 
  Troubles, the Cyrinshad is a book bound in deep black 
  leather, occasionally emitting an eerie greenish glow 
  at random. The book contains text describing Cyric 
  as the one true deity, and other faiths as heretical and 
  misleading.
  Curse. A creature who begins reading from the 
  Cyrinshad or hears it read aloud must succeed on a
  The artifact has 10 charges, which can be expended as 
  an action to cast any of the following spells: 
   
  Ö cure wounds (3 charges)
   
  Ö lesser restoration (4 charges)
   
  Ö zone of truth (5 charges)
   
  Ö remove curse (5 charges).
  Curse. Any creature of evil alignment who takes 
  possession of the artifact is plagued by terrifying 
  dreams of falling droplets of blood that burst into 
  flame, making them unable to benefit from a long 
  rest. In addition, the droplets in the vial pulse with 
  a blinding light that can’t be obscured by natural or 
  magical darkness. After three days in the possession of 
  an evil creature, the vial begins to sear the bearer as if 
  by a heat metal spell, using radiant damage in place of 
  fire damage. It will continue to sear the touch of any evil 
  creature from that point forward until it is returned to 
  a temple of Lathander. Non-evil creatures can hold and 
  transport the artifact safely during this time.
  Claw of Malar
  Wondrous item, artifact (requires attunement)
  This item is a clawed humanoid hand with dead, pale 
  flesh gripping a clear orb in its palm. Its wrist is cuffed 
  in a gold band with a leather cord meant to be worn 
  around the neck.
  Properties. While wearing the claw, you add 
  double your proficiency bonus to ability checks made 
  to detect or track another creature. In addition, when 
  you make such an ability check and roll a 9 or lower on 
  the d20, it is treated as a 10 instead.
  Curse. While attuned to this object you are cursed 
  with lycanthropy (werewolf). No spell, not even a 
  wish, can end this curse while you are attuned to 
  the Claw of Malar. If you are a malarite and embrace 
  your condition, you can elect to transform or resist 
  transformations as normal. Otherwise, you have no 
  ability to resist the curse’s transformations. A remove 
  curse spell can end your attunement to the Claw, at 
  which point the lycanthropy can be cured normally. 
  If you attune to the Claw of Malar a second time, the 
  curse of lycanthropy can never be removed.
  Crown of Horns
  Wondrous item, artifact (requires attunement)
  Once destroyed and then remade, this electrum crown 
  with jagged horn spires was once the refuge of the 
  near-destroyed god Myrkul. Though he has returned to 
  power, the crown remains as a destructive artifact that
  
  194
   
  Ö raise dead on a target within reach; DC 18 (10 
  charges).
   
  Ö resurrection on a target within reach; DC 20 (15 
  charges).
  Additionally, when a nonevil creature within 100 feet 
  of the Dawnstone is attacked, the artifact can expend 
  2 charges to unleash a ray of radiant light against the 
  attacker, forcing it to roll a DC 16 Dexterity saving 
  throw or take 4d8 radiant damage.
  The Dawnstone is sentient, empowered with the 
  will of Lathander, and has the final say on when its 
  charges are expended. Petitioners whose prayers are 
  denied may receive telepathic communication from 
  Lathander through the Dawnstone, explaining the 
  Morninglord’s decision or asking for some service 
  to the deity before their request is granted or made 
  permanent. The Dawnstone regains all its expended 
  charges each day at dawn.
  Duty’s Bond
  Legendary weapon, artifact
  Duty’s Bond is a greatsword holy avenger wielded by 
  the god Torm. The blade also emits bright sunlight in a 
  15-foot radius, and dim light for an additional 15 feet.
  Guardian’s Tear
  Wondrous item, artifact
  During the Time of Troubles, the god Helm was forced 
  to strike down the goddess Mystra as she attempted 
  to ascend the Celestial Stairway. Helm’s grief was 
  embodied as he shed a single tear, which fell to earth 
  and mixed with the chaos of Mystra’s fall. It became the 
  Guardian’s Tear, a huge sky-blue teardrop gem nearly a 
  foot in length.
  Properties. The Guardian’s Tear is always under the 
  effects of a nondetection spell and can’t be located or 
  scryed upon by magical means. Touching the artifact 
  ends any 3rd-level or lower spell on the target as if 
  affected by dispel magic. In addition, the Guardian’s 
  Tear has regional effects within 1 mile of the artifact:
   
  Ö Anyone who casts a spell within a 1-mile radius of 
  the artifact must succeed on a DC 10 Concentration 
  check or lose focus on the spell, failing the casting 
  and wasting the spell slot.
   
  Ö Spells successfully cast within 1 mile of the artifact 
  prompt a d20 roll; on a 1, the spell has a wild magic 
  effect randomly selected from the sorcerer’s Wild 
  Magic Surge table. 
   
  Ö Every night at midnight, the artifact emits 1d4 
  magical zones; each zone is 3d6 x 10 feet in diameter, 
  travels 2d4 miles from the Guardian’s Tear in a 
  random direction, and has an equal chance of either
  DC 15 Charisma saving throw to willingly stop reading 
  or listening to it. A creature who fails the saving throw 
  or willingly continues to listen repeats the saving throw 
  each minute thereafter as the book continues to be 
  read, the saving throw DC increasing by +1 for each 
  successive minute (DC 16 for the second minute, DC 
  17 for the third, etc). At the end of the fifth minute of 
  reading, a creature who has been present for the full 
  duration must succeed on a DC 20 Charisma saving 
  throw or become a fanatical follower of the god Cyric. 
  The listener’s alignment changes to evil (of any lawful, 
  neutral, or chaotic variety). The creature believes the 
  contents of the Cyrinshad to be absolute truth and that 
  Cyric is the one true deity, and it feels compelled to 
  spread the word and worship of Cyric (usually through 
  the continued use of the Cyrinshad). A protection from 
  evil and good spell doesn’t remove the effect, but it does 
  allow the creature to repeat the DC 20 Charisma saving 
  throw to shake off the effects. A greater restoration or 
  wish spell removes the effects instantly.
  Dawnstone
  Wondrous item, artifact
  Created by Lathander for the temple at Myth Drannor, 
  the Dawnstone is a magical artifact with the appearance 
  of a large rose-colored sphere, approximately two feet 
  in diameter. Though it looks like a crystal or gemstone, 
  the Dawnstone is immaterial and immovable to any 
  creature other than a powerful worshipper of Lathander 
  (or the god himself).
  Properties. The Dawnstone isn’t actively wielded 
  but can benefit nonevil creatures according to the 
  power and will of Lathander. The Dawnstone has 20 
  charges, which it can choose to expend in the following 
  manner:
  Nonevil creatures can petition Lathander at the 
  Dawnstone for 1 hour, making a Charisma check at the 
  end of the hour to receive the effects of a spell. Clerics 
  or paladins of Lathander, as well as clerics of the Light 
  or Life domains, make this check with advantage. Any 
  given creature can only make one petition in a 24-hour 
  period. The DC of the Charisma check and the charges 
  expended for each spell effect are as follows:
   
  Ö cure wounds as a 2nd level spell; DC 13 (3 charges).
   
  Ö lesser restoration on yourself or a target within 
  reach; DC 14 (4 charges).
   
  Ö remove curse on yourself or a target within reach; DC 
  15 (5 charges).
   
  Ö greater restoration on yourself or a target within 
  reach; DC 17 (8 charges).
  
  195
  Scepter of Savras
  Wondrous item, artifact (requires attunement)
  This gray duskwood staff is topped with a diamond 
  symbol of the god Savras, which was once the prison of 
  the deity himself. Imprisoned by the god Azuth, Savras 
  had enough power to transport the staff to Faerûn, 
  into the hands of mortals and out of the hands of his 
  rival. Though Azuth eventually recovered the staff, the 
  intervening years made him regret imprisoning Savras 
  inside of it, and he agreed to release the deity on the 
  condition that the Lord of Divination remain limited 
  to the divination school of spells. Savras agreed, and 
  though it was believed the staff had been destroyed 
  by his release, it is rumored that it still appears in the 
  Material Plane from time to time. Perhaps the god of fate 
  foresaw some reason to preserve the staff’s existence.
  Properties. A creature attuned to the Scepter of 
  Savras has access to one of the most powerful items 
  in existence. Once attuned to a creature, the scepter 
  acts as a +3 quarterstaff, and can be used in any of the 
  following ways:
   
  Ö Imprisonment. As an action, you strike a creature 
  with the diamond head of the staff. The creature 
  must succeed on a DC 20 Charisma saving throw 
  or be drawn into the staff and imprisoned. An 
  imprisoned creature is fully aware of its state and its 
  surroundings and doesn’t require any form of mortal 
  sustenance. A deity (or avatar of a deity) who fails 
  its saving throw is wholly drawn into the staff; its 
  influence disappears, its influence across all planes 
  is muted, and spellcasters who draw their ability 
  to wield magic from the deity are left powerless. 
  Any imprisoned creature can be released from the 
  staff if its name is spoken aloud three times as the 
  diamond tip is struck against the ground in rhythm. 
  An imprisoned creature is aware of this avenue for 
  release. The Scepter can only imprison one entity 
  or creature at a time; successfully imprisoning a 
  new creature causes the current occupant to be 
  immediately released. The prisoner of the scepter is 
  also released if the currently attuned creature dies.
   
  Ö Spellcasting. The diamond atop the Scepter 
  of Savras can act as both an arcane focus and 
  as a crystal ball for the purpose of scrying or 
  similar magic. The scepter has 12 charges; as 
  an action, a creature attuned to the artifact can 
  expend charges to cast one of the Divination 
  spells listed below. The Scepter regains 1d6 + 4 
  charges each morning at dawn. If the scepter ever 
  reaches 0 charges, the attuned creature rolls an 
  immediate Intelligence saving throw or suffers a 
  form of indefinite madness (see ‘curse,’ below). 
  being an antimagic field or a wild magic zone. Spells 
  cast within the wild magic zone prompt a d20 roll; 
  on a result of 1-10, the spell creates an additional 
  random effect from the sorcerer’s Wild Magic Surge 
  table.
  The Guardian’s Tear can be picked up and transported 
  without ill effects, but no known weapon can harm it 
  and no commonly known spell or item can mute its 
  regional effects.
  Iron Helm of Heroes
  Wondrous item, artifact (requires attunement)
  The Iron Helm of Heroes can only be attuned to by 
  good-aligned creatures. 
  Properties. The helm has 16 charges. A creature 
  attuned to the helm can expend charges to cast any of 
  the following spells: 
   
  Ö cure wounds (3 charges)
   
  Ö lesser restoration (4 charges)
   
  Ö protection from evil and good (2 charges)
  A creature expending charges to cast cure wounds can 
  expend additional charges to cast the spell at a higher 
  level, at the cost of 2 charges for each slot level above 
  1st.
  The helm regains 2d6 + 1 charges each day at dawn. 
  When it does so, the DM rolls a percentile die. If the 
  result of the percentile roll is equal to or less than the 
  number of charges expended the previous day, the 
  Iron Helm of Heroes vanishes, reappearing at another 
  random location in the world where it can be found by 
  another good creature.
  Rod of Four Moons
  Legendary weapon, artifact (requires attunement)
  The Rod of Four Moons is a special +3 mace of disruption 
  wielded by the goddess Selûne. The head of the mace 
  depicts four phases of the moon. When you hit an 
  aberration, fiend, undead, or an evil lycanthrope with 
  this weapon, that creature takes an extra 2d6 radiant 
  damage. If an undead or evil lycanthrope target has 
  25 hit points or fewer after taking this damage, it 
  must succeed on a DC 15 Wisdom saving throw or be 
  destroyed. On a successful save, the creature becomes 
  frightened of you until the end of your next turn.
  A replica of this weapon is held in the House of the 
  Moon temple in Waterdeep. Rumor says that a high 
  clergy member can cause the replica to emulate the 
  powers of the real Rod of Four Moons in times of great 
  need.
  
  196
  relinquish the skull and wait a full month—30 days—
  before it can regain hit points drained by the skull. The 
  lost hit point maximum then returns at a rate of 1 per 
  day until all lost hit points are returned.
  Stealthwhisper
  Legendary weapon, artifact
  The personal weapon of the god Mask, this +2 weapon 
  can shrink or grow from dagger to longsword freely. 
  It is considered a finesse weapon in either form. The 
  weapon never reflects light or makes a sound, making 
  it ideal for unexpected attacks; creatures with the Sneak 
  Attack feature roll an additional 2d6 damage when they 
  wield this weapon in its dagger form. Though a tempting 
  weapon, wielders beware; the Shadowlord never lends 
  out this weapon, meaning a mortal can only get ahold of 
  the artifact if it is lost or stolen.
  If a creature is imprisoned in the staff, this saving 
  throw is made in addition to the wielder’s daily 
  saving throw to avoid madness.
   ◊ comprehend languages (3 charges)
   ◊ clairvoyance (4 charges)
   ◊ arcane eye (6 charges)
   ◊ divination (6 charges)
   ◊ legend lore (8 charges)
   ◊ scrying (8 charges)
  Curse. Creatures have difficulty handling the sheer 
  power of the staff. While the Scepter of Savras has a 
  creature or entity imprisoned, the creature attuned to 
  it must make an Intelligence saving throw at a random 
  time each day or suffer a form of indefinite madness 
  as created by the Dungeon Master or described in the 
  Dungeon Master’s Guide. The difficulty of this check 
  is a DC of 8 + the CR of the imprisoned creature, up 
  to a maximum difficulty of 25. The DC for imprisoned 
  deities is always 25, and the saving throw is made 
  with disadvantage. The attuned creature can repeat 
  this saving throw at the end of a long rest, ending the 
  madness on a success. After three days without ending 
  the madness, the imprisoned creature breaks free.
  Skull of the First Vampire
  Wondrous item, artifact (requires attunement)
  This macabre object appears to be the blackened skull 
  of a human, with long incisors and a constant stain of 
  blood around its teeth. No amount of cleansing can ever 
  remove this taint. Despite its appearance, this holy relic 
  of Kelemvor’s clergy is a powerful item for finding and 
  destroying undead.  
  Properties. The attuned owner can automatically 
  detect the presence of undead to a range of 60 feet 
  so long as the creature doesn’t have total cover.  Also, 
  the owner is granted advantage on saving throws 
  against the spells and abilities of undead creatures. 
  Any damage the owner inflicts upon undead creatures 
  while attuned to the artifact can’t be healed or 
  regenerated by any means short of another artifact. 
  Curse. The spirit of the first vampire remains 
  tethered to the skull. Any creature attuned to the 
  object suffers -1 to its hit point maximum each day. 
  Once the owner’s hit point maximum reaches 0, it 
  dies and its soul is consumed. Creatures who die in 
  this way can’t be raised or resurrected short of a wish 
  spell. Hit points lost to the skull can’t be regained or 
  healed in any way while the owner still possesses the 
  artifact, and for some time thereafter. The owner must
  
  197
  Index
  A
  Akadi
  Air domain  25
  Akadian faith  5–6
  background story options  6
  Fellowship of Flight  5
  Oath of the Untamed Wind  26
  Pantheon Contour  6
  Spells  27–28
  temples and shrines  6
  Amaunator
  Amaunatori faith  6
  background story options  6
  Oath of the Eternal Sun  29–30
  Spells  30–32
  Sun Domain  29
  temples and shrines  6
  Asmodeus
  background story options  6
  faith  6
  Oath of the Pit  33–34
  Sin Domain  32
  Spells  34
  Auril
  Aurilan faith  6–7
  Circle of Winter  36
  Cold domain  35
  Coming Storm  7
  Last Storm  7
  Oath of Winter's Wrath  36–37
  Spells  38–39
  temples and shrines  7
  The Embracing  6
  Autumn Equinox  5
  Occurrence  5
  Azuth
  Arcane Knowledge domain  40
  Azuthan faith  7
  mage fairs  7
  Oath of the Magistrati  40–41
  Spells  41–42
  temples and shrines  7
  The Transforming  7
  B
  Bane
  background story options  7–8
  Banite faith  7–8
  Oath of Tyranny  43–44
  Spells  45–46
  Strife domain  43
  temples and shrines  7
  the black altar  7
  Beshaba
  background story options  8
  Beshaban faith  8
  Doom domain  47
  Oath of the Doom Masters  48–49
  Spells  49–50
  temples and shrines  8
  The Passing  8
  Bhaal
  background story options  8
  Bhaalist or Bhaalyn faith  8
  Murder domain  51
  Oath of the Deathstalkers  51–52
  temples and shrines  8
  The Feast of the Moon  8
  Blaskaltar
  Shrine to Akadi  6
  C
  Calendar of Harptos  5
  Chapter 3: Holy Texts  185–189
  Chapter 4: Magic Items  190–196
  Amulet of Lathander  190
  Arrow of Law  190
  Candle of Disruption  190
  Claws of Malar  190
  Consecrated Candle  190
  Drops Fallen from the Moon  190
  Faith Shield  191
  Girdle of Priestly Might  191
  Greater Holy Wafer  191
  Holy Artifacts  192–196
  Assassin’s Black Blade  192
  Blood of Lathander  192–193
  Claw of Malar  193
  Crown of Horns  193
  Cyrinshad  193–194
  Dawnstone  194
  Duty’s Bond  194
  Guardian’s Tear  194–195
  Iron Helm of Heroes  195
  New Artifact Property: Overwhelming  192
  Rod of Four Moons  195
  Scepter of Savras  195–196
  Skull of the First Vampire  196
  Stealthwhisper  196
  Holy Symbol of Hope  191
  Holy Wafer  191
  Horseshoe of Luck  191
  Leomund’s Goblet  191
  Lesser Dawnstone  191
  Orb of Serenity  191
  Ring of Myrkul  191
  Sanctified Holy Wafer  192
  Chauntea
  background story options  9
  Chauntean faith  8–9
  Greengrass  8
  High Prayers of the Harvest  8
  Oath of the True Shapers  54
  Pastoral domain  53
  Spells  55
  temples and shrines  8–9
  Contents  3
  Corellon Larethian
  background story options  9
  High domain  56
  Oath of the Fey Warden  56–57
  Shieldmeet  9
  Spells  57–58
  Tel'Quessir faith  9
  temples and shrines  9
  Credits  2
  Cyric
  background story options  9
  Cyricist faith  9
  Dark Sun domain  59
  Day of the Dark Sun  9
  Oath of the Ebon Spur  60
  Spells  60–61
  temples and shrines  9
  D
  Deeper Faith  5–24
  Deneir
  background story options  10
  Deneirath faith  9–10
  Glyph domain  62
  Oath of the Glyphscribes  63
  Spells  63–64
  temples and shrines  10
  The Day of Gilding  10
  Disclaimer  2
  E
  Eldath
  background story options  10
  Eldathyn faith  10
  Oath of the Tranquil Pool  66
  Peace domain  65
  Spells  66–67
  temples and shrines  10
  The Greening  10
  F
  Faerûnian Holidays  5
  Feast of the Moon  5
  Kelemvor  13
  Myrkulyte holiday  18
  Occurrence  5
  Savras  19
  Sharran holiday  20
  Tempuran holiday  22
  Fellowship of Flight  5
  G
  Gond
  background story options  10
  Craft domain  68
  Gondar faith  10
  Oath of the Wondermakers  69
  Spells  70
  temples and shrines  10
  Greengrass  5
  Chauntean Holiday  8
  Eldathyn holiday  10
  Gondar holiday  10
  Occurrence  5
  Silvanite holiday  20
  Grumbar
  background story options  11
  Earth domain  71
  Grumbarryn faith  10–11
  Midwinter holiday  11
  Oath of the Earthwalker  72
  Spells  73
  temples and shrines  11
  Gwaeron Windstrom
  background story options  11
  faith  11
  Oath of the Silent Path  74–75
  Spells  75–76
  Stalker domain  74
  temples and shrines  11
  H
  Helm
  background story options  11–12
  Helmite faith  11–12
  Oath of Vigilance  77–78
  Spells  78–79
  temples and shrines  11
  The Purification  11
  Watchful Protection Domain  77
  Highharvestide  5
  Malarite holiday  16
  Occurrence  5
  Silvanite holiday  20
  Talonite holiday  21
  Hoar
  background story options  12
  faith  12
  Oath of Retribution  80–81
  Revenge domain  80
  Spells  81–82
  temples and shrines  12
  Holy Texts of the Faiths  185–189
  Book of Fangs and Talons  187
  Crystrum of Tranquility  186
  Gorothir’s Girdle  188
  Key of Faith  188
  Leaves of Green  188
  The Argyr  186
  The Balance of Belaros  189
  The Black Book  185–186
  The Chanting Chain  188
  The Flame of the Spirit  189
  The Glarathra  186
  The Helm of Helm  186
  The Lash of Loviatar  187
  The Mask of Mysteries  187
  The Mighty Rune of the Master  186
  The Moonweb  188
  The Orglara  189
  The Sash of Sune  188
  The Scepter of Mystra  187–188
  The Silver Supplicant  185
  The Testament of Vraer  186–187
  The Veloghon of Vigilance  188–189
  Tome of the Morning  187
  Tome of Torment  186
  Vorthryn’s Archivir  185
  Wythyndle’s Round Book  187
  Yornar’s Trail Companion  187
  I
  Ilmater
  background story options  12
  Ilmateri faith  12
  Martyr domain  83
  Oath of Sufferance  84
  Spells  85–86
  temples and shrines  12
  Introduction  4
  Istishia
  background story options  13
  Istishian faith  13
  Oath of Flowing Water  88
  Spells  89
  temples and shrines  13
  Water domain  87
  J
  Jergal
  background story options  13
  Doomscribe domain  90
  Jergali faith  13
  Oath of the Bleak Seneschal  91
  Spells  92
  temples and shrines  13
  K
  Kelemvor
  background story options  14
  Doomguide domain  93
  faith  13–14
  Oath of the Soulguide  94–95
  Spells  95
  temples and shrines  13–14
  Kossuth
  background story options  14
  Fire domain  96
  Firewalker ranger archetype  98
  
  198
  Kossuthan faith  14
  Oath of the Firebrand  97–98
  Spells  98–99
  temples and shrines  14
  L
  Lathander
  background story options  14
  Dawn domain  100
  Lathanderian/Lathanderite faith  14
  Oath of the Dawn  101–102
  Spells  102
  temples and shrines  14
  Leira
  background story options  15
  Leiran faith  14–15
  Mistcaller domain  103
  Oath of the Fleeting Mist  104
  Spells  105
  temples and shrines  15
  lightened ones  6
  Lliira
  background story options  15
  Joydancer domain  106
  Lliiran faith  15
  Oath of the Scarlet Mummers  106–107
  Spells  107–108
  temples and shrines  15
  Loviatar
  background story options  15–16
  Loviatan/Lovite faith  15–16
  Oath of the Lash  110
  seasonal equinoxes  15
  Spells  110–111
  temples and shrines  15
  Torment domain  109
  M
  Malar
  background story options  16
  Bloodied domain  112
  Feast of the Stags  16
  Malarite faith  16
  Oath of the Black Blood  113–114
  Spells  114
  temples and shrines  16
  Mask
  background story options  16
  Maskarran faith  16
  Masked domain  115–116
  Oath of the Maskarran  116–117
  Spells  117–118
  temples and shrines  16
  Midsummer  5
  Akadian Festival  5
  Beshaban Holiday  8
  Lathanderian holiday  14
  Oghmanyte holiday  18
  Tymoran holiday  23
  Midwinter  5
  Aurilan Holiday  6
  Grumbarryn holiday  11
  Red Knight  19
  Silvanite holiday  20
  Mielikki
  background story options  17
  Heartwood domain  119–120
  Mielikkian faith  16–17
  Oath of the Shadoweir  120–121
  Spells  121
  temples and shrines  17
  The Green Regent  17
  Milil
  background story options  17
  Oath of Harmony  123–124
  Sorlyn faith  17
  Spells  124–125
  temples and shrines  17
  Virtuoso domain  122
  Moradin
  background story options  17–18
  Morandian faith  17–18
  Oath of the Soulforge  126–127
  Spells  128
  Steelheart domain  126
  temples and shrines  17
  Myrkul
  background story options  18
  Gray domain  130
  Myrkulyte faith  18
  Oath of the Reaper  131–132
  Spells  132
  temples and shrines  18
  Mystra
  background story options  18
  Magefire  18
  Magic domain  133
  Mystran faith  18
  Oath of the Weave Guardians  133–134
  Spells  134
  temples and shrines  18
  N
  Named Holy Texts  185
  O
  Oghma
  background story options  18–19
  Lore domain  135
  Oath of the Lorekeepers  136
  Oghmanyte faith  18–19
  Spells  136–137
  temples and shrines  18
  P
  Pantheon Contour
  Amaunatori Festival  6
  R
  Red Knight
  background story options  19
  faith  19
  Holy Strategy domain  138
  Oath of the Red Fellowship  139
  Spells  140
  temples and shrines  19
  The Queen's Gambit  19
  S
  Savras
  background story options  19
  faith  19
  Oath of Inevitability  142
  Revelation Domain  141
  Spells  142–143
  temples and shrines  19
  Selune
  background story options  20
  Oath of the Lunatic  145
  Selunite faith  19–20
  Silverstar domain  144
  Spells  145–146
  temples and shrines  19–20
  Shaar Desolation  5
  Shar
  background story options  20
  Nightcloak domain  147
  Oath of the Dark Justiciars  148–149
  Sharran faith  20
  Spells  149
  temples and shrines  20
  Shieldmeet  5
  Beshaban Holiday  8
  Denierath holday  10
  Helmite holiday  11
  Kelemvor  13
  Occurrence  5
  Oghmanyte holiday  18
  Selunite holiday  19
  Tel'Quessir Holiday  9
  Tormish holiday  22
  Silvanus
  background story options  20
  Oath of the Green Warden  150–151
  Silvanite faith  20
  Spells  152
  temples and shrines  20
  Wildling domain  150
  Spells
  Advanced Sunshine  30
  Amanuensis  63–64
  Amaunator’s Order  31
  Amaunator’s Uncertainty  31
  Analyze Contraption  70
  Analyze Opponent  140
  Anticipation  142
  Anyspell  134
  Armor of Darkness  149
  At’ar’s Fire  31
  Aural Assault  124
  Azuth’s Alteration Mantle  41–42
  Azuth’s Exalted Triad  42
  Azuth’s Fedensor  42
  Azuth’s Firing Frenzy  42
  Azuth’s Spell Shield  42
  Bane of Beshaba  49
  Banish Blight  55, 21
  Battlefate  170
  Battle Song  124
  Bestow Enchantment  170–171
  Bewilderment  143
  Binding Contract  183–184
  Bind Spectator  78
  Black Talon  60–61
  Blade Bane  165
  Blast of Pain  85
  Bliss  107
  Blood Healing  85
  Bolt of Glory  168
  Bone Bite  132
  Boon of Fortune  171
  Boon of the God  173
  Break  162–163
  Breathless  27
  Candle of Calm  108
  Caveat Emptor  184
  Cloud of Pestilence  158–159
  Cobra Strike  159
  Conflagration  98
  Corellon’s Arrow  57
  Corrupt  132
  Cruel Disappointment  34
  Cure/Inflict Scurvy  179–180
  Curse of Lycanthropy  114
  Dance of Pain  110–111
  Darkbolt  149
  Darkfire  49
  Deflection  171
  Determine Final Rest  92
  Devil Call  34
  Discordant Note  124
  Doomtide  49
  Duplicate  136–137
  Exsanguinate  89
  Extract Water Elemental  89
  Exultation  78
  False Dawn  102
  Favor of Tymora  171
  Favor of Valkur  180
  Feat  171
  Fey Song  57–58
  Final Rest  95
  Fire of Justice  173
  Flash Flood  89
  Forbidden Speech  34
  Forceward  78–79
  Forgotten Melody  124
  Fortunes of War  165–166
  Free Will  171
  Frost Breath  38
  Frost Fingers  38
  Frost Whip  38
  Glyph of Revealing  64
  Goad of Misfortune  49–50
  Hand of Torm  168
  Haunted Visions  143
  Heartbreak  154
  Heart of Ice  38
  Home Port  180
  Icelance  38
  Impart Knowledge  137
  Impenetrable Falsehood  105
  Incite Affection  155
  Induce Harmony  124
  Invigorating Strike  45
  Jaws of the Wolf  152
  Jergal’s Mind Spike  92
  Jinx  50
  Kiss of Torment  111
  Knight’s Move  140
  Lesser Fabricate  70
  Life Trade  184
  Lightning Lash  163
  Listening Shadow  117
  Love Bite  155
  Lovelorn  155
  Love Lost  155–156
  Manythorns  152
  Mark of Hoar  81
  Minor Creation  70
  Mire  166
  Miser’s Paranoia  184
  Misfire  50
  Misfortune  50
  Moonblade  145–146
  Moon Path  146
  Moradin’s Blessing  128
  Moradin’s Curse  128
  Moradin’s Wrath  128
  Moss Skull  152
  Mystic Lash  45
  Natural Attunement  75–76
  Oars to Snakes  176–177
  Paralyzing Smite  159
  Phantom Plow  55
  Plant Lance  55
  
  199
  Poison Smite  159
  Pummel  73
  Punishing Winds  163
  Purge Obfuscation  143
  Quench the Spirit  132
  Rack of Rapture  85
  Rage  114
  Rary’s Mnemonic Enhancer  42
  Rary’s Superior Spell Enhancer  42
  Reclaimed by Nature  152
  Remorse  81–82
  Repentance  95
  Resplendence  57–58
  Restful Dead  95
  Retribution  82
  Retributive Immolation  98–99
  Revenance  82
  Sacred Strike  45
  Scent of Vengeance  82
  Searing Song  124–125
  Secret Page  64
  Seek Final Rest  92
  Shadow Cloak  117–118
  Shardspray  73
  Shared Suffering  85–86
  Shift Glyph  64
  Shroud of Flame  99
  Skull of Secrets  61
  Snow Boots  38
  Snow Snakes  39
  Song of Healing  125
  Song of Lingering  125
  Soulforge  128
  Stalk  121
  Steal Breath  27
  Stormfront  163
  Stormrider  163
  Striking Shadows  118
  Striking Wave  177
  Summon Djinni  27
  Summon Spectator  79
  Sunlight  102
  Talona’s Blessing  159
  The Doom of Bane  46
  Threefold Boon  171
  Touch of the Talontar  159
  Tree Healing  76,121
  Triadspell  134
  Triple Mask  105
  Updraft  27
  Wall of Moonlight  146
  Warding Vortex  28
  Waterbolt  89
  Waterspout  177
  Water Weird  89
  Wereblood  114
  Whip of Pain  111
  Whip of Woe  50
  Wieldskill  70
  Wolfjaws  174
  Wrack  86
  Spring Equinox  5
  Lathanderian holiday  14
  Occurrence  5
  Summer Solstice  5
  Amaunatori holiday  6
  Amaunatori Holiday  6
  Occurrence  5
  Sune
  background story options  21
  Oath of Chivalry  154
  Passion domain  153
  Spells  154–156
  Sunite faith  20–21
  temples and shrines  21
  T
  Talona
  background story options  21
  Oath of the Noxious Plague  157–158
  Spells  158–159
  Talonite/Talontar faith  21
  temples and shrines  21
  Toxin domain  157
  Talos
  background story options  21–22
  Circle of the Storm  161
  Destruction domain  160
  Oath of Destruction  162
  Spells  162–163
  Talassan faith  21–22
  temples and shrines  21
  Tempus
  background story options  22
  Battle domain  164
  Oath of War  164–165
  Spells  165–166
  temples and shrines  22
  Tempuran faith  22
  Torm
  background story options  22
  Dutiful domain  167
  Oath of the Golden Lion  167–168
  Shieldmeet  22
  Spells  168
  temples and shrines  22
  The True Resurrection  22
  Tormish/Tormtar faith  22
  Tymora
  background story options  23
  Luck domain  169
  Oath of the Luckbringers  169–170
  Spells  170–171
  temples and shrines  23
  Tymoran faith  23
  Tyr
  background story options  23
  Justice domain  172
  Oath of the Justiciars  172–173
  Spells  173–174
  temples and shrines  23
  Tyrran faith  23
  U
  Umberlee
  background story options  23–24
  Oath of the Stormcaller  175–176
  Spells  176–177
  Stormcall  23
  temples and shrines  23
  Tide domain  175
  Umberlant faith  23–24
  V
  Valkur
  background story options  24
  faith  24
  Oath of the Strom-Defiant  179
  Spells  179–180
  temples and shrines  24
  Wavetamer domain  178
  W
  Waukeen
  background story options  24
  Oath of the Golden Pact  182–183
  Spells  183–184
  temples and shrines  24
  Trade domain  181
  Waukeenar faith  24
  Winter Solstice  5
  Occurrence  5
  
  Errata 1.0
  Spells for the Corellon Archetypes
  Fey Song
  2rd level enchantment
  Cas�ng �me: 1 ac�on
  Range: 60 feet
  Components: V, S, M (a set of panpipes) 
  Dura�on: 1 minute
  You create ethereal fey music that distracts enemies in a
  20‐foot radius sphere centred on any point within range
  that you can see. All creatures of your choice within the
  area  must make a Wisdom  saving throw or lose their
  bonus ac�ons and reac�ons for the dura�on. 
  A creature can repeat the saving throw at the end of each
  of its turns, ending the eﬀect on it with a success.
  At Higher Levels. When you cast this spell using a spell slot
  of 3rd level or higher, you increase the radius by 5 feet for
  each spell slot level above 2nd.
  Spells for the Silvanus Archetypes
  Moss Skull
  4th‐level necromancy
  Cas�ng �me: 1 ac�on
  Range: 90 feet
  Components: V, S, M (a moss‐covered skull) 
  Dura�on: Instantaneous
  You enchant a skull, which streaks forth from your hand to 
  a point within 90 feet, and then explodes in a 10‐foot 
  radius sphere of ﬂesh destroying energy. Each creature 
  within the area must make a Dexterity saving throw. On a 
  failed save, a creature takes 8d6 necro�c damage or half as
  much on a success. Any creature killed by this spell rots 
  away immediately, leaving behind only moss‐covered 
  bones or traces.
  This spell does not aﬀect objects, constructs, plant 
  creatures, or anything that lacks a corporeal body. 
  At Higher Levels. When you cast this spell using a spell slot
  of 5th level or higher, you add 1d6 to the damage for each
  slot level above 4th.
  Reclaimed by Nature
  5th‐level conjura�on
  Cas�ng �me: 1 ac�on
  Range: 90 feet
  Components: V, S, M (a living vine tendril) 
  Dura�on: Concentra�on, up to 1 minute
  You conjure a mass of grasping and constric�ng vines in a 
  20‐foot radius sphere on the ground centered on a point 
  you can see within range. The vines immediately begin to 
  grasp and grapple all creatures and objects within the area.
  A creature that begins its turn within the area—or upon 
  ﬁrst contac�ng it—takes 4d6 bludgeoning damage and 
  must make a Strength saving throw. On a failed save, the 
  creature is restrained un�l the start of its next turn.
  Structures, vehicles, and una�ended objects within the 
  area suﬀer 12d6 bludgeoning damage each round at the 
  start of your turn. 
  A creature killed or an object destroyed by this spell is 
  pulled under the earth, leaving behind a patch of dirt, 
  vines, and moss in its place. 
  Ar�fact: Dawnstone
  The Dawnstone regains all its expended charges each day
  at dawn.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Pyromaniac Press/Pyromaniac Press - Faiths of the Forgotten Realms v1.1.pdf