TEXT: Ghelspad
  Companion
  Volume 13
  By Alain Giorla
  
  1
  Alain Giorla
  Credits
  Author: Alain Giorla.
  Cover Art: Sade.
  Interior Art: Daniel Comerci, Dean Spencer.
  Additional Art: Onyx Path Publishing.
  The cover has been realized by Sade, and is used with
  authorization. You can visit the artist gallery at
  www.drivethrurpg.com/browse/pub/2463/Sade
  Some artwork copyright Daniel Comerci,
  https://danielcomerci.com/
  Some artwork copyright 2015 Dean Spencer, used with
  permission. All rights reserved.
  This product was created under license. SCARRED LANDS
  and its logo, and SLACECIAN VAULT and its logo, are
  trademarks of Onyx Path Publishing. All Scarred Lands setting
  material, art, and trade dress are the property of Onyx Path
  Publishing. www.theonyxpath.com
  This work contains material that is copyright Onyx Path
  Publishing.
  Such material is used with permission under
  the Community Content Agreement for “Slacecian Vault”
  Community Content.
  All other original material in this
  work is copyright 2021 by Alain Giorla and published under
  the Community Content Agreement for “Slacecian Vault”
  Community Content.
  Contents
  Credits . . . . . . . . . . . . . . . . . . . . . . . . . .
  1
  Contents . . . . . . . . . . . . . . . . . . . . . . .
  1
  Introduction . . . . . . . . . . . . . . . . .
  2
  Barbarian . . . . . . . . . . . . . . . . . . . .
  3
  Path of the Tempest. . . . . . . . . . . . . . .
  3
  Bard. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  College of the Psalm . . . . . . . . . . . . . .
  4
  College of the Silver String . . . . . . . .
  4
  Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . .
  6
  Mountain Domain . . . . . . . . . . . . . . . . .
  6
  Monk . . . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  Way of the Ten Animals . . . . . . . . . . .
  7
  Paladin . . . . . . . . . . . . . . . . . . . . . . . .
  9
  Oath of the Missionary . . . . . . . . . . . .
  9
  Oath of Reunification . . . . . . . . . . . . .
  10
  Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . .
  12
  Shadow Blade . . . . . . . . . . . . . . . . . . . .
  12
  Treasure Hunter . . . . . . . . . . . . . . . . . .
  13
  Wizard . . . . . . . . . . . . . . . . . . . . . . . . .
  14
  School of Candles . . . . . . . . . . . . . . . .
  14
  Open Game License . . . . . . . . . . .
  16
  
  2
  Ghelspad Companion - Volume 13
  Introduction
  The Ghelspad Companion - Volume 13 presents ten sub-
  classes for characters in the Scarred Lands.
  While they
  develop themes and concepts originating from that setting,
  they represent common fantasy archetypes and can be easily
  adapted to any other campaign.
  You don’t need the previous Ghelspad Companion install-
  ments to use this book.
  The Path of the Tempest barbarian calls the primal power
  of the storm when they rage, channeling the elements into their
  attacks.
  Bards from the College of the Psalm instill their song with
  the essence of divine magic, while bards of the College of the
  Silver String develop magical abilities to better fight against
  their mortal enemies, the lycanthropes and other creatures of
  the night.
  Clerics who venere the Mountain Domain consider the
  Kelders and other mountains of Ghelspad to be the proof of
  the victory of the gods over the titans, and an immortal tribute
  to their supremacy.
  The Way of the Ten Animals teaches monks the special
  attacks of various animals of the Scarred Lands, including the
  powerful charge of then Emperor Stag or the mortal claws of
  the Scythe Falcon.
  Paladins who take the Oath of the Missionary travel
  through the Scarred Lands to convert titanspawn tribes to the
  worship of the gods, while paladins who follow the Oath of
  Reunification seek to reunite the fragments of the soul of
  long-lost heroes, to grant them passage to the alterlife.
  Shadow Blade rogues can tear the fabric of the Plane of
  Shadows to quickly move from one place to another, to spy
  on other creatures, or to better eliminate their enemies. Trea-
  sure Hunters visit the various ruins of the the Scarred Lands,
  amassing a vast collection of magical items in the process.
  Finally, wizards of the School of Candles can infuse their
  spells into specially prepared candles to store their energy for
  a later use.
  In this book, spells marked with an asterisk * come from the
  Scarred Lands Player’s Guide, while spells marked with two
  ** are described in Yugman’s Guide to Ghelspad.
  
  3
  Alain Giorla
  Barbarian
  Path of the Tempest
  Lore: Barbarians can tap into the primal powers of the land
  itself to enrage the very sky itself. This path is generally frown
  upon by most divine-worshipping societies, as it seems tainted
  by the essence of the titans. Followers of Vangal and Enkili
  don’t have such reluctance to engage in this path, as it is a man-
  ifestation of the savage nature of their respective deities. In
  the Scarred Lands, the Horsemen of Vangal are the most well-
  known tempest barbarians, wielding two axes in the image of
  the Reaver. Tribesmen in the Ukrudan Desert or the Albadian
  tundra also follow this path, as do several pirates who haunt
  the Blood Sea and beyond, or slitherins who call the wrath of
  the swamp to protect their homes and families.
  Storm Kin
  At 3rd level, you must choose one storm kin from the fol-
  lowing list.
  Storm Kin
  Damage Type
  Terrain
  Blizzard
  cold
  arctic
  Monsoon
  acid
  coast or swamp
  Sandstorm
  fire
  desert
  Tempest
  lightning
  coast or forest
  Thunderstorm
  thunder
  grassland or mountain
  Each storm kin is associated with a specific damage type
  and a type of terrain. If your storm kin is associated with more
  than one type of terrain, you must choose one from the types
  available when you gain this feature.
  When you are raging, the first creature you hit with a melee
  weapon attack on your turn takes an additional 1d6 damage of
  your storm damage type. This extra damage increases to 2d6
  when you reach 10th level, then 3d6 at 17th level.
  When you gain the Brutal Critical barbarian class feature at
  9th level, you can choose to transform the damage type of the
  additional weapon damage dice into your storm damage type.
  Stormchaser
  Starting at 6th level, you are becoming one with the storm.
  You gain resistance to your storm damage type. When you are
  within the terrain associated with your storm kin, you gain the
  following benefits.
  • Areas of heavy rain, snowfall, sandstorm, or similar natu-
  ral phenomena normally associated with the terrain are not
  lightly obscured for you, and don’t impose disadvantage on
  Wisdom (Perception) checks.
  • Moving through nonmagical difficult terrain costs you no
  extra movement.
  • When you travel for an hour or more, difficult terrain doesn’t
  slow your group’s travel.
  Whirlwind Attack
  When you reach 10th level, you can spin your weapons
  around you in a fiery storm. You can use your action to make
  one melee attack against any number of creatures within 5 ft
  of you, with a separate attack roll for each target. If you are
  enraged, you can choose to deal damage of your storm damage
  type instead of your weapon’s damage type.
  Raging Storm
  At 14th level, your rage bursts out of you and surrounds you
  with howling winds. When you become enraged, you can acti-
  vate one of the following effects depending on your storm kin.
  The effect remains active as long as you are raging.
  Once you have used this feature, you can’t use it again until
  you complete a long rest.
  If a feature requires a saving throw, the DC of the saving
  throw is equal to 8 + your proficiency bonus + your Constitu-
  tion modifier.
  Blizzard. When a creature starts its turn within 5 ft of you, it
  must succeed on a Constitution saving throw. On a failed save,
  the creature can only take one action or one bonus action on
  its turn, and can’t take reactions until the start of its following
  turn. On a successful save, the creature becomes immune to
  this feature for 24 hours. Creatures resistant to cold damage
  have advantage on their saving throw against this feature, and
  creatures immune to cold damage are immune to it.
  Monsoon. When your turn ends, each creature that you have
  hit at least twice with a melee weapon attack on your turn must
  succeed on a Strength saving throw if it is still within 5 ft of
  you. On a failed save, you can either knock it prone or push
  it back 15 ft away from you. If you have hit the creature three
  times during your turn, it has disadvantage on the saving throw.
  Sandstorm. All ranged weapon attacks and opportunity at-
  tacks against you are made with disadvantage.
  Tempest. You gain a fly speed equal to your current walking
  speed. This ability only works in short bursts; you fall if your
  end your turn in the air and nothing else is holding you aloft.
  Thunderstorm. When your turn ends, each creature that
  you have hit at least twice with a melee weapon attack on your
  turn must succeed on a Constitution saving throw if it is still
  within 5 ft of you. On a failed save, the creature takes thun-
  der damage equal to your barbarian level. If you have hit the
  creature three times during your turn, it has disadvantage on
  the saving throw.
  
  4
  Ghelspad Companion - Volume 13
  Bard
  College of the
  Psalm
  Lore: Most churches use chants and liturgies as part of their
  ceremonies, and some even view bardic music as a gift from
  the gods. The Baerovian Chanters from Hedrad use their songs
  to help the servants of the Judge meditate, while followers of
  Tanil and Idra sing and dance to show their devotion to their
  patron. This tradition is also rather strong among the halfling
  communities in the Heteronomy of Virduk, as well as among
  the worshippers of Belsameth in New Venir.
  Bonus Proﬁciencies
  Starting at 3rd level when you join this college, you gain
  proficiency with the Religion skill and your god’s favored
  weapon.
  Sacred Chant
  At 3rd level, your music becomes touched by the divine.
  You learn one cleric cantrip of your choice, and it is a bard
  cantrip for you. Your spells are considered divine magic for
  any effect that differentiates between arcane, divine, or primal
  magic.
  When a creature has a Bardic Inspiration die from you and
  uses a Channel Divinity class feature, the creature can spend
  the Bardic Inspiration die and choose one of the following ben-
  efits:
  • If the effect has a duration of 1 minute or more, its duration
  is doubled, to a maximum duration of 24 hours.
  • If the effect has a range of 5 ft or greater, its range is doubled.
  • If the effect requires a saving throw, the saving throw DC
  becomes equal to your bard spell saving throw DC if it is
  higher.
  • If the effect uses the creature’s class level, the creature can
  roll the Bardic Inspiration die, and add the result to its class
  level.
  If you have the Channel Divinity class feature, you can ex-
  pend one use of Bardic Inspiration to benefit from one of the
  effects listed above.
  Chant of Meditation
  At 6th level, your music soothes the mind and quiets the rest-
  less thought. When you use your Song of Rest class feature,
  each creature affected by it gains additional hit points equal to
  your Charisma modifier.
  Additionally, when a creature has a Bardic Inspiration die
  from you and uses it to improve an ability check, the creature
  can use your Charisma modifier if it is higher than the number
  rolled on the Bardic Inspiration die.
  Divine Calling
  When you reach 14th level, you can strengthen divine magic
  with your music. When a creature has a Bardic Inspiration
  die from you and casts a bard, cleric or paladin spell of 4th
  level or lower, the creature can spend the Bardic Inspiration
  die to increase the spell effects. The creature rolls the Bardic
  Inspiration die and divides the result by 2, rounding up. The
  spell is then cast as if using a spell slot of the indicated level,
  or of the original spell level if it is higher.
  Once a creature has used a Bardic Inspiration die this way,
  it can’t do so again until it finishes a short or long rest.
  College of the
  Silver String
  Lore: Followers of Tanil oftentimes cover the strings of their
  instruments with alchemical silver, thus imbueing their music
  with purifying magic. Bards of the Silver String consider their
  sacred duty to oppose werewolves and other surnatural forces,
  and don’t hesitate to join with other factions such as the Vigils
  of Vesh or the Order of the Morning Sky to eradicate them.
  This tradition is mostly taught in Vesh and Durrover, but prac-
  titionners can also be found in nations of the Calastian Hege-
  mony, in Darakeene, or in Albadia.
  In the following, being polymorphed refers to being subject
  to a spell, magical effect, trait or feature that alters the shape
  of its target.
  Bonus Proﬁciencies
  When you join the College of the Silver String at 3rd level,
  you gain proficiency with alchemist’s supplies, the longbow,
  and one string instrument of your choice.
  
  5
  Alain Giorla
  Silvered String
  At 3rd level, your strings of your bow and your musical in-
  struments are coated with an alchemical preparation that harms
  werewolves and other cursed creatures. Arrows that you shoot
  with your bow are considered silvered for the purpose of over-
  coming resistance and immunities to nonmagical damage not
  made with silvered weapons.
  When you hit such a creature with a bow, you can spend one
  use of Bardic Inspiration to force the target to make a Consti-
  tution saving throw against your spell save DC. On a failed
  save, the creature looses its resistance to nonmagical damage
  not made with silvered weapons for 1 minute. If it was immune
  to nonmagical damage not made with silvered weapons, it be-
  comes resistant to it instead. On a successful save, the creature
  becomes immune to this feature for the next 24 hours.
  In addition, when a creature has a Bardic Inspiration die
  from you and uses it to improve a saving throw against being
  polymorphed, the creature can use your Charisma modifier if
  it is higher than the number rolled on the Bardic Inspiration
  die.
  Secrets of Silver
  At 6th level, you learn the detect evil and good and remove
  curse spells. When you reach 7th level, you also learn the
  polymorph spell. These spells count as bard spells for you but
  don’t count against the number of bard spells you know. You
  also gain the following benefits:
  • When you cast detect evil and good, you can also detect
  shapechangers and polymorphed creatures.
  • When you cast remove curse, you can target one willing
  polymorphed creature, and restore it to its original form.
  • When you cast polymorph, you can target a shapechanger or
  a polymorphed creature. When you do so, the creature must
  succeed on a Wisdom saving throw. On a failed save, the
  creature takes 4d10 psychic damage, instantly reverts to its
  original form and can’t assume a new form while the spell
  lasts. On a successful save, the creature only takes half dam-
  age and suffers no other effects.
  Words of Silver
  Starting at 14th level, your very words are imbued with pu-
  rifying magic. When a shapechanger makes a saving throw
  against one of your bard spells or class features, you can spend
  one use of Bardic Inspiration. Roll your Bardic Inspiration die
  and add it to the DC of the saving throw for that creature.
  When you use your Countercharm class feature, allies af-
  fected by it also gain advantage on all saving throws against
  being petrified or polymorphed.
  
  6
  Ghelspad Companion - Volume 13
  Cleric
  Mountain Domain
  Lore: Immutable, impenetrable, unshakable, such are the
  mountains in the Scarred Lands. The Kelders and the other
  mountains of Ghelspad are the ultimate testament of the vic-
  tory of the gods against the titan Kadum, the Breaker of Moun-
  tains, during the Divine War, and of the strength of the dwar-
  ven people of Burok Torn. Mountains have power, and it is no
  coincidence that the gods were born on the highest peak of the
  Scarred Lands, the legendary Mount Nammul, on the far-off
  Asherak.
  In Ghelspad, the dwarven demi-god Goran grants the Moun-
  tain domain to his followers. It is likely that the dead god
  Urkanthus offered this domain as well before the Divine War,
  but his name has been forgotten by mortals since its brutal mur-
  der at the very beginning of the war.
  Mountain Domain Spells
  Cleric Level
  Spells
  1st
  jump, thunderwave
  3rd
  shatter, spider climb
  5th
  clairvoyance, meld into stone
  7th
  stone shape, stoneskin
  9th
  mage’s hand (the hand is made of stone and
  occupies its own space), wall of stone
  Bonus Proﬁciencies
  At 1st level, you gain proficiencies with martial weapons
  and heavy armor.
  Shelter of Stone
  Also at 1st level, you can temporarily summon stones and
  boulders to intercept attacks. When a creature within 30 ft hits
  you with an attack, you can spend your reaction to reduce the
  damage taken by 1d10 + your cleric level, up to a minimum of
  0 points of damage.
  You can use this feature a number of times equal to your Wis-
  dom modifier (a minimum of once). You regain all expended
  uses when you finish a long rest.
  Channel Divinity: Grasp
  of the Earth
  Starting at 2nd level, you can use your Channel Divinity to
  imprison your adversaries in a giant fist of stone.
  As an action, you present your holy symbol and speak a
  prayer of condamnation. Each opponent of your choice that
  you can see within 10 ft and that is in contact with the ground
  must make a Strength saving throw. On a failed save, earth
  reaches from the ground and causes the creature to be re-
  strained for 1 minute. A creature restrained by this feature can
  take an action to make a Strength (Athletics) check on its turn
  against the same DC, ending the effect on itself on a success.
  Mountain Stride
  When you reach 6th level, you know how to navigate even
  the sharpest peak. Moving through nonmagical difficult ter-
  rain caused by slopes or similar obstacles costs you no extra
  movement, and you ignore nonmagical difficult terrain when
  traveling in mountain areas.
  In addition, you have advantage on all ability checks
  and saving throws you make to resist being pulled, pushed,
  knocked prone or petrified.
  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 deal an extra 1d8
  damage of the same type dealt by the weapon. When you reach
  14th level, the extra damage increases to 2d8.
  Pillar of the World
  Starting at 17th level, you know that the mountains are the
  unshakable pillars of the world. You are immune to any effect
  that would alter your form against your will, including being
  petrified, polymorphed, and similar magical effects. This in-
  cludes being restrained by effects that would petrify you on
  subsequent failed saves, such as the turn to stone spell or a
  basilisk gaze attack.
  As a bonus action, you can touch a petrified creature and
  spend your Channel Divinity feature to end that condition for
  that creature.
  
  7
  Alain Giorla
  Monk
  Way of the Ten
  Animals
  Lore: The Rapa-Deneva martial art is one of the oldest un-
  armed combat tradition in Ghelspad. The elves of Vera-Tre
  developed it by observing how animals fight, either preda-
  tors killing their victims or preys fending off their aggressors.
  They catalogued ten techniques (prayas in the ancient Hedraic
  tongue) based on the beasts of the Ganjus forest, but soon came
  to realize that others had devised similar moves based on the
  creatures who lived in their own habitats, be it deserts, moun-
  tains, swamps or cold wastelands.
  Practitioners of the Rapa-Deneva are rather observant of the
  world around them, and try to mimic the grace and harmony of
  nature in their own movements and way of life. Their style has
  a rythmic aspect to it, almost like a dance. Its most well-known
  adepts are the elves of Vera-Tre, but it is quite widespread
  across Ghelspad or the other continents, in particular in remote
  areas where nature is still wild and untamed.
  Student of Nature
  When you choose this tradition at 3rd level, you take inspi-
  ration from nature for both your fighting techniques and your
  way of life. You become proficient in two skills of your choice
  among Animal Handling, Nature, Perception and Survival.
  At the start of your turn, you can choose one type of damage
  between bludgeoning, piercing and slashing. Whenever you
  deal damage with an unarmed attack before the start of your
  next turn, the damage becomes of the type selected.
  Ten Animals Praya
  At 3rd level, you learn techniques (or prayas) that mimic the
  attacks of famous beasts. You learn two of the following tech-
  niques, and learn one additional every time you gain a Monk
  level until level 11th, at which point you know all ten tech-
  niques.
  Albadian Wolf Praya. When you take damage from a crea-
  ture you are grappling, you can spend 1 ki point as a reaction
  to reduce the damage by half.
  Aquantis Praya. When you move at least 20 ft during your
  turn, you can spend 1 ki point to gain the benefits of the water
  walk spell until the end of your next turn.
  Blade Hood Praya. When you make an unarmed attack,
  you can spend 1 ki point to extend the reach of your attack by
  10 ft.
  Dire Monitor Praya. When you hit a creature with one of
  the attacks granted by your Flurry of Blows, the creature must
  succeed on a Dexterity saving throw or be knocked prone.
  Emperor Stag Praya. When you hit a creature with one of
  the attacks granted by your Flurry of Blows, the creature must
  succeed on a Strength saving throw or be pushed back 15 ft.
  Goblin Bear Praya.
  When you hit a creature you are
  grappling with an unarmed attack, the creature must make a
  Strength saving throw. On a failed save, it can’t use its action
  to escape the grapple until the start of your next turn.
  Hookwing Praya. When a creature hits you with an attack
  of opportunity, you can spend 1 ki point as a reaction to make
  an unarmed attack against it before. If your attack hits, the
  initial attack of opportunity against you misses.
  Plaguecat Praya. When you make a horizontal jump, you
  can spend 1 ki point to extend the distance jumped by 20 ft. If
  you use this feature to jump on a creature, you gain advantage
  on the first unarmed attack roll you make against that creature
  before the end of your current turn.
  Rumbler Praya. When you hit a creature with one of the
  attacks granted by your Flurry of Blows, you can choose to
  deal thunder damage instead of the normal damage type for
  your unarmed attacks.
  
  8
  Ghelspad Companion - Volume 13
  Scythe Falcon Praya. When you score a critical hit with an
  unarmed attack, you can spend 3 ki points to deal an additional
  6d8 slashing damage to the target, provided it has a head or a
  similar feature. If this brings the creature to 0 hit points, it dies
  instantly.
  Primal Senses
  At 6th level, you have honed your own senses to match those
  found in nature. You can spend 1 ki point to gain an additional
  sense for 10 minutes, choosing one of the following effects.
  You can benefit from only one of these effects at a time, and
  can end it at any time on your turn without spending an action.
  Assassin’s Bane Smell. You can detect poison and poi-
  sonous creatures, as per the detect poison and disease spell,
  though you don’t need to concentrate on it.
  Bat’s Echolocation. You gain blindsight 60 ft. You can’t
  use this blindsight if you are deafened, and you have disadvan-
  tage on saving throws against effects that deal thunder damage.
  Eagle’s Sight. You can see up to 1 mile away without dif-
  ficulty, able to discern fine details as though looking at some-
  thing no more than 100 ft away from you.
  Owl’s Darkvision. You gain darkvision up to 60 ft.
  Wolf’s Smell. You have advantage on Wisdom (Survival)
  checks made to track a creature if its smell is still in the area,
  at the GM discretion.
  Rhythm of Nature
  By 11th level, your unarmed attacks score a critical hit on a
  roll of 19 or 20. When you score a critical hit with an unarmed
  attack, you can spend as many ki points as you want to reroll
  the same number of damage dice. You must keep the second
  result, even if it is worse.
  Heart of the Beast
  When you reach 17th level, you can spend 5 ki points as a
  bonus action to embody the ten animals body and soul. When
  you use this feature, you can select one beast with a CR of 2
  or lower that isn’t a swarm and gain the following benefits:
  • You gain a number of temporary hit points equal to the
  beast’s Constitution score.
  • You gain the senses, movement speed, and any special traits
  of the beast.
  • You can spend 1 ki point to gain one additional action at
  each of your turns, which you can only use to take one of
  the actions listed in the beast’s stat block. When you do so,
  you use the beast’s attack bonus and damage roll as they
  are stated, but any natural weapon attack made through this
  feature is considered magical.
  The effects last for 1 hour, until you fall unconscious, or until
  you use it again to embody a different beast, whichever comes
  first.
  
  9
  Alain Giorla
  Paladin
  Oath of the
  Missionary
  Lore: Little by little, many of the ”titanspawn” races of the
  Scarred Lands undergo a profound transformation, in which
  they forego the adoration of the titans and turn towards the
  gods. They are known as the Redeemed, and have started
  building bridges with the other nations of Ghelspad and else-
  where.
  Churches of the eight major deities of the Scarred
  Lands have sent missionaries to these cultures to aid in that
  process, be it with the compassion of Madriel or with the
  brutish force of Chardun. These itinerary knights travel to
  the most dangerous regions of the continent to spread their
  faith, helping tribes to defend themselves against the horrors
  left from the Titanswar, as long as they listen to their preaching
  and sermons.
  Tenets of the Missionary
  As a Missionary, you travel to distant lands to bring the
  words of your faith to foreign civilizations.
  These virtues
  guide you through your journey.
  Empathy. Every titanspawn has their reason to hate the
  gods. By understanding their culture, their way of life, and
  the everyday challenges they face, you can help them soothe
  that hatred and come into the fold.
  Perseverance. You have crossed wastelands and war-torn
  regions and know how harsh life is in these conditions. How-
  ever dark is the road, you know light awaits you at the end.
  Redemption. All souls can be saved, even those of the
  foulest of titanspawn. Some only need more time and effort
  than others to be converted, but they will all see the light.
  Oath Spells
  You gain the following spells at the paladin levels listed.
  Paladin Level
  Spells
  3rd
  charm person, command
  5th
  calm emotions, rend the sovereign soul*
  9th
  create food and water, tongues
  13th
  guardian of faith, locate creature
  17th
  geas, hallow
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Sacred Voice. Your words carry the blessings of your deity.
  You can expend your Channel Divinity as a bonus action to
  gain advantage on all Charisma ability checks made against
  creatures that have either a neutral or hostile attitude toward
  you for the next 10 minutes. In addition, you can understand
  and speak one language of your choice for the same duration
  if you can hear one creature speaking it within 90 ft when you
  activate this feature.
  Shield of the Prophet. When you are attacked, you can
  show your god’s holy symbol and ask for your deity to shield
  you from harm. You can expend your Channel Divinity as a re-
  action when you are hit by an attack if you can see the attacker
  and it is within 60 ft. The creature must make a Wisdom sav-
  ing throw, and has disadvantage if it can hear you speak and it
  understands what you say.
  On a failed save, the attack misses and the target is blinded
  and deafened for 1 minute. The target can make a new saving
  throw at the end of each of its turns, ending the effect on itself
  on a success.
  
  10
  Ghelspad Companion - Volume 13
  Aura of the Shepherd
  Beginning at 7th level, you can guide lost souls to their sal-
  vation. All creatures within 10 ft of you are protected by the
  sanctuary spell as long as you aren’t unconscious.
  If a creature warded by this aura makes an attack or casts
  a spell that affects an enemy creature, the effect ends for that
  creature and it can’t benefit from that aura again for the next
  24 hours.
  At 18th level, the range of this aura increases to 30 ft.
  Words of the Divine
  At 15th level, you are always under the effects of a tongues
  spell. In addition, when you or one of your allies within your
  Aura of the Shepherd is attacked by a creature with the Ti-
  tanspawn tag and you can see it, you can use your reaction to
  impose disadvantage on the attack roll.
  Mantle of the Gods
  When you reach 20th level, you can use a bonus action to
  become a brief avatar of the gods, albeit for a brief moment.
  You gain the following benefits for 1 minute:
  • You have advantage on all Charisma ability checks.
  • You irradiate bright light in a 30 ft radius, and dim light in
  another 30 ft. Whenever a creature within the bright light
  makes an attack against you or one of your allies, it takes 10
  radiant damage.
  • At the start of each of your turns, you can select any number
  of creatures within the bright light and remove one condition
  affecting them among blinded, charmed, deafened, fright-
  ened, paralyzed or poisoned.
  • You can cast divine word once without expending a spell
  slot.
  If you fall unconscious, the effect ends immediately, though
  you can cast divine word as a reaction if you haven’t done so
  already.
  Once you have used this feature, you can’t use it again until
  you finish a long rest.
  Oath of
  Reuniﬁcation
  Lore: The gods of the Scarred Lands are the masters of the
  undying soul, and command the fate of mortals in the alterlife.
  When paladins and heroes scorn the gods of evil, they may
  shatter the soul of these champions upon their death to prevent
  them from reaching their promised heaven. Sometimes, the
  shards of these broken souls find their way into the spirits of
  other mortals, guiding a new generation of champions to fight
  against evil and tyranny.
  These paladins take the Oath of Reunification, travelling
  through the Scarred Lands in order to find the missing pieces of
  their mentor’s soul so that they can finally move on to the alter-
  life. Paladins of the Reunification are very rare in the Scarred
  Lands and tend to stay away from more traditional knightly
  orders, thus remaining free to pursue their quest wherever it
  leads them.
  Tenets of Reuniﬁcation
  A fragment of the spirit of a long-forgotten hero has found
  their way into your soul, granting you their powers until all the
  fragments are reunited. You tend to follow subconsciously the
  tenets that this champion held during their life, even though
  you decide whether you embrace or fight against this influ-
  ence. Each paladin of the Oath of reunification is unique and
  lives by their own code of conduct, either the one inspired by
  their spirit guide, or one they draw for themselves.
  Oath Spells
  You gain the following spells at the paladin levels listed.
  Paladin Level
  Spells
  3rd
  command, holy beacon*
  5th
  enhance ability, warding bond
  9th
  life force transfer**, spirit guardians
  13th
  death ward, guardian of faith
  17th
  geas, holy beacon’s answer*
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Ward the Sovereign Soul. Your champion’s soulshard can
  help you through the most perilious quest. When you start your
  turn and are incapacitated but neither petrified or unconscious,
  you can spend your Channel Divinity to ignore the incapaci-
  tated condition for this turn.
  Wrath of the Champion. Your enemies can feel the wrath
  of your champion’s soulshard when they attack you. When
  you take damage, you can spend your Channel Divinity as a
  reaction to deal psychic damage equal to 1d10 + half your pal-
  adin level to all enemies you can see within 30 ft. Affected
  creatures can make a Wisdom saving throw against your spell
  save DC to negate the damage.
  Soul of the Champion
  At 3rd level, you host a shard of the fragmented soul of a
  fallen champion. You learn one additional language of your
  choice and are immune to being possessed.
  
  11
  Alain Giorla
  Aura of Clarity
  Starting at 7th level, the champion’s soulshard protects you
  from mental harm. You and friendly creatures within 10 ft
  have resistance against psychic damage as long as you remain
  conscious
  At 18th level, the range of this aura increases to 30 ft.
  Hero of the Past
  Starting at 15th level, the champion that cohabits your soul
  imparts you some of their long-lost knowledge. You gain one
  additional use of your Channel Divinity between rests. If you
  roll initiative and have no use of Channel Divinity left, you
  regain one use.
  Choose one paladin Oath other than the Oath of Reunifica-
  tion with the Game Master’s approval. You learn the Channel
  Divinity features granted by that Oath at 2nd level.
  Call of the Savior
  At 20th level, you have taken the mantle of the champion for
  yourself. You can spend a bonus action to gain the following
  benefits for 1 minute:
  • You can cast holy beacon’s answer* as part of the same
  bonus action without expending a spell slot.
  • You are immune to being blinded, charmed, deafened,
  frightened, paralyzed, or stunned. If you were affected by
  one of these conditions when you activate this feature, it is
  suppressed for its duration.
  • When you take damage, you can spend your reaction to re-
  duce that damage by half, even if you can’t see your attacker.
  • When you deal damage using Divine Smite or Improved Di-
  vine Smite, you can roll the damage twice and use the better
  result.
  Once you have used this feature, you can’t use it again until
  you finish a long rest.
  
  12
  Ghelspad Companion - Volume 13
  Rogue
  Shadow Blade
  Lore: It is said that when the slarecians captured Drendari,
  they tore her mind apart to pierce the secrets of the shadows.
  Their servants, the Eye in the Night, used shadow magic to
  great effects during the war against the gods and the titans,
  until they betrayed their masters to found what is now known
  as the Penumbral Pentagon. Nowadays, their spies and agents
  continue to observe from the shadows, using the teachings
  stolen from the demi-goddess. They wage a secret war against
  the Shadow-Walkers, followers of Drendari who have vowed
  to end the schemes of the penumbral lords and their minions,
  and who use a similar set of abilities.
  Followers of Drendari and agents of the Penumbral Pen-
  tagons aren’t the only one to follow this path.
  In Hollowfaust, the necrotic energy are so intense that mor-
  tals may manifest similar necromantic powers. Known as the
  Shade-Touched, they often acts as spies or assassins for the
  necromancers.
  In the Swamps of Kan Thet, the Serpents of the Shade form
  an asaatthi sect dedicated to protecting nobles and mages from
  hidden threats.
  Finally, the Cult of the Shade consists of slarecian sleeper
  agents, and have infiltrated various organizations of Ghelspad,
  including thieves guids, merchant houses, but also the Penum-
  bral Pentagon and the Shadow-Walkers themselves.
  They
  slowly extend their hidden influence, waiting to strike on the
  day when their masters come back.
  Adept of Shadows
  When you choose this archetype at 3rd level, you can open
  small tears in the fabric of the Plane of Shadows. When you are
  standing in an area of dim light or in darkness, any weapon you
  carry is considered magical and you can choose to transform
  half the damage it deals into cold, necrotic or psychic damage.
  In addition, you can cast clairvoyance once and regain the
  ability to do so when you finish a long rest, using Intelligence
  as your spellcasting ability. You must create the sensor in an
  area of dim light or darkness, otherwise the spell fails.
  Darkvision
  At 3rd level, you gain darkvision 60 ft. If you already have
  darkvision, or when you cast the darkvision spell, its range
  increases by 30 feet.
  When you reach 13th level, magical darkness no longer im-
  pedes your darkvision.
  Shadow Step
  At 9th level, you can enter tears you open in the Plane of
  Shadows to move quickly from one shadow to another. When
  you are in dim light or in darkness, you can magically teleport
  as a bonus action up to 60 ft to an unoccupied space you can
  see that is also in dim light or darkness.
  You can use this feature a number of times equal to 1 +
  your Intelligence modifier (minimum once), and regain all
  uses when you finish a short or long rest.
  Shadow of Death
  Starting at 13th level, the Plane of Shadows permeates and
  corrupts your very own life force.
  You gain resistance to
  necrotic damage and your maximum hit points can’t be re-
  duced.
  Shadow Strike
  When you reach 17th level, your blade can pierce through
  the Plane of Shadows itself. When you deal damage to a crea-
  ture with your Sneak Attack class feature, the target must make
  a Constitution saving throw against a DC equal to 8 + your
  proficiency bonus + your Intelligence modifier. On a failure,
  the creature gains one level of exhaustion. On a success, the
  creature becomes immune to this feature for the next 24 hours.
  
  13
  Alain Giorla
  Treasure Hunter
  Lore: There are plenty of lost civilizations in Ghelspad,
  from the Empire of the Flame to the Slarecian Empire or the
  Dwarven Imperium. Many have left strange ruins in isolated
  parts of the world, filled with treasure, traps and monsters.
  Treasure hunters are adventurers who explore such ruins, try-
  ing to bring back relics crafted aeons ago, either to become
  rich and famous, or to recover ancient knowledge lost during
  the Divine War.
  Scholar of the Past
  Starting at 3rd level when you choose this archetype, you
  gain proficiency in History, and learn two languages of your
  choice. If you are already proficient in History, you learn two
  additional languages instead.
  In addition, you can cast comprehend languages, detect
  magic and identify as rituals, using Intelligence as your spell-
  casting ablility. When you reach 9th level, you can cast legend
  lore once, and regain the ability to do so when you finish a long
  rest.
  Trap Sense
  At 3rd level, you have advantage on all saving throws
  against traps and natural hazards that you can’t see, and traps
  have disadvantage on all their attack rolls against you. To gain
  this benefit, you can’t be blinded, deafened, or incapacitated.
  Collector of Antiquities
  By 9th level, you have accumulated a large collection of an-
  tiques and artifacts. You can attune to one additional magic
  item. In addition, you gain advantage on all Intelligence (His-
  tory) checks made to determine the age and value of an item
  that was made more than 150 years ago.
  Mysteries of the Past
  When you reach 13th level, you know how to unlock the se-
  crets of long lost civilizations. If you spend 1 hour with an
  item that was created more than 150 years ago, you can give it
  magical properties as if it were a common, uncommon or rare
  magic item of your choice. The magic item must be appro-
  priate for the type of item you are enchanting (for example,
  it must be a weapon of a given type). The item remains en-
  chanted until you use this feature again. If the item requires
  attunement, only you can attune to it.
  Once you have used this feature, you can’t use it again until
  you finish a long rest.
  At 17th level, you can spend 8 hours to give an item the
  magical properties of a very rare magic item.
  Grand Explorer
  At 17th level, you have gained an intimate knowledge of the
  creatures and dangers that lurk in ancient ruins you visit. When
  you finish a long rest, choose one type of creatures among
  aberration, celestial, construct, elemental, fiend, ooze or un-
  dead. You and up to 8 creatures of your choice that you can see
  benefit from the awareness ward* spell with respect to crea-
  tures of that type as long as they remain within 60 ft of you.
  This effect lasts until you use it again or until it is dispelled,
  and you don’t need to concentrate on it.
  When a creature of the type you selected attacks you, that
  creature must make a Wisdom saving throw against a DC equal
  to 8 + your Intelligence modifier + your proficiency bonus. On
  a failed save, the creature must make a choose a different tar-
  get, 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 its attack
  against you.
  
  14
  Ghelspad Companion - Volume 13
  Wizard
  School of Candles
  Lore: The Nomaris were able to infuse their spells into wax
  candles, and passed that secret along to select friends and al-
  lies. History remembers very little about this sect, other than
  they used their magic candles for their political machinations,
  which culminated when they overthrew the Vhaerith dynasty
  in the early days of the Ledean Empire. Their art was lost dur-
  ing the Divine War, but is slowly re-discovered by the efforts
  of a few arcane researchers in Ghelspad, including wizards of
  the Phylacteric Vault, who are always curious of magical inno-
  vations, and mages close to the Calastian nobility, who wish
  to use these strange candles for their political machinations.
  Magical candles crafted by the first Nomaris can still be found
  in Ghelspad’s black markets, and are often used to great effects
  by thieves, spies or assassins.
  Candle Casting
  Beginning when you select this school at 2nd level, you learn
  how to infuse spells into specially prepared candles.
  You can use candlemaker’s tools to infuse any 1st-level or
  higher wizard spell you have prepared into a candle. You may
  only infuse one spell in a given candle, and the infusion pro-
  cess takes 1 minute per level of the spell, at the end of which
  you cast the spell normally, expending a spell slot and the ap-
  propriate material components, if any. The spell has no imme-
  diate effects, but instead is stored within the candle.
  You can infuse a number of candles equal to your profi-
  ciency bonus. If you infuse additional candles beyond that
  number, the oldest ones you created lose their magic. Oth-
  erwise they remain enchanted until they are used, or until they
  are destroyed, whichever comes first.
  Infused candles radiate a faint magic aura that can be de-
  tected with detect magic or a similar effect, and the spell they
  store can be discovered using identify.
  Whenever one of your infused candles is lit, the spell it stores
  takes effect after 2d4 minutes have passed. The spell lasts for 1
  hour regardless of its normal duration, at the end of which the
  candle has burnt out and can’t be used anymore. The candle
  can be extinguished prematurely and re-lit later for its effects
  to be used again. Infused candles generally can’t be used out-
  side if there is a moderate wind or if it is raining, at the Game
  Master’s discretion.
  You can only infuse spells that create an effect or have an
  area of effect, and that have a duration of 1 minute or more.
  The effects originate from the candle and are confined to the
  area of dim light it generates, but it moves alongside the can-
  dle.
  If the spell has a duration of 10 minutes or less, you need
  to spend a spell slot one level higher to infuse it into a candle.
  If the spell requires concentration, you need to spend a spell
  slot two levels higher to infuse it into a candle, and the effect
  doesn’t require concentration while the candle is burning. This
  applies to all spells infused in candles, including those infused
  using the class features obtained at higher level.
  Candle Savant
  At 2nd level, you gain proficiency with candlemaker’s tools,
  and you can use any alight candle as a spellcasting focus to cast
  wizard spells. As a bonus action, you can magically light or
  extinguish any number of candles or similar devices that you
  can see within 60 ft with a simple hand gesture.
  Explosive Candle
  Starting at 6th level, you learn how to transform your can-
  dles into arcane bombs. You can now infuse spells with an
  instantaneous duration into a candle, as long as it has an area
  of effect. The area then originates from the location of the can-
  dle, and can’t extend beyond the area of dim light emitted by
  the candle.
  The spell doesn’t take instantly effect when the candle is lit.
  Instead, you can specify any duration between 1 minute and
  1 hour when you infuse the candle: the spell then takes effect
  after the candle has burned for that specified amount of time.
  
  15
  Alain Giorla
  Shared Infusion
  At 10th level, you can use your candles to extend your own
  magic to allies. You can now infuse spells that target either
  yourself or one willing creature into a candle. When the candle
  is lit, it instantly creates a magical aura that corresponds to the
  area of bright light it emits. All creatures standing in that aura
  benefit from the infused spell.
  Candles of Conspiracy
  At 14th level, your magic can propagate even to unmarked
  candles. When one of your infused candles is used to light an-
  other candle before the infused spell has taken effect, you can
  use your reaction to instantly infuse the same spell into the
  second candle. To do so, you must be able to see the candles
  (even via a magical sensor such as the one created by the scry-
  ing spell), and you must spend a spell slot of the same level as
  the one you used to infuse the first candle or higher.
  The newly infused candle doesn’t count toward the number
  of candles that you can infuse, and you can’t use this feature
  to propagate an infusion from that candle to another.
  
  16
  Ghelspad Companion - Volume 13
  Declaration of Open Game Content/Product Identity:
  All setting, layout, and design elements are hereby declared
  Product Identity. All proper nouns, referenced NPCs, and ele-
  ments of Scarred Lands provided via access to the “Slarecian
  Vault” Community Content program are also hereby declared
  Product Identity. The text of all systems, charts, and rules
  modifications are hereby decared Open Game Content in ac-
  cordance with the Open Gaming License Version 1.0A located
  below.
  OPEN GAME LICENSE
  Version 1.0a
  The following text is the property of Wizards of the Coast, Inc.
  and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”).
  All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or
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  derivative works and translations (including into other computer
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  or adapted; (c) “Distribute” means to reproduce, license, rent,
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  chanic and includes the methods, procedures, processes and
  routines to the extent such content does not embody the Prod-
  uct Identity and is an enhancement over the prior art and any
  additional content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this License,
  including translations and derivative works under copyright law,
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  5. Representation of Authority to Contribute: If You are con-
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  17
  Alain Giorla
  14. Reformation: If any provision of this License is held to
  be unenforceable, such provision shall be reformed only to the
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the
  Coast, Inc.
  System Reference Document 5.1 Copyright 2016, Wizards
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
  Townshend, based on original material by E. Gary Gygax and
  Dave Arneson.
  Scarred Lands Player's Guide Copyright 2016, Onyx Path
  and Nocturnal Media.
  Burok Torn: City Under Siege Copyright 2002, White Wolf
  Publishing, Inc.
  Hollowfaust: City of Necromancers Copyright 2001, White
  Wolf Publishing, Inc.
  Player's Guide to Monks and Paladins Copyright 2004,
  White Wolf Publishing, Inc
  Player's Guide to Wizards, Bards and Sorcerers
  Copyright 2003, White Wolf Publishing, Inc
  Relics & Rituals Copyright 2001, Clark Peterson.
  Relics and Rituals 2: Lost Lore Copyright 2002, White Wolf
  Publishing, Inc
  Scarred Lands Campaign Setting: Ghelspad
  Copyright 2002, White Wolf Publishing, Inc.
  Secrets and Societies Copyright 2002, White Wolf
  Publishing, Inc
  Strange Lands: Lost Tribes of the Scarred Lands
  Copyright 2004, White Wolf Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White Wolf
  Publishing, Inc.
  The Penumbral Pentagon Copyright 2003, White Wolf
  Publishing, Inc.
  Vigil Watch: Secrets of the Asaathi Copyright 2003, White
  Wolf Publishing, Inc
  Vigil Watch: Warrens of the Ratmen Copyright 2002, White
  Wolf Publishing, Inc
  Yugman’s Guide to Ghelspad: Part One Copyright 2020,
  Onyx Path Publishing
  Yugman’s Guide to Ghelspad: Part Two Copyright 2020,
  Onyx Path Publishing.
  Yugman's Guide to Ghelspad: Part Three Copyright 2020,
  Onyx Path Publishing
  Yugman's Guide to Ghelspad: Part Four Copyright 2020,
  Onyx Path Publishing
  Yugman's Guide to Ghelspad: Part Five Copyright 2020,
  Onyx Path Publishing
  Yugman's Guide to Ghelspad: Part Six Copyright 2020,
  Onyx Path Publishing
  Yugman's Guide to Ghelspad Copyright 2020, Onyx Path
  Publishing
  Ghelspad Companion - Volume 13 Copyright 2021, Alain
  Giorla
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Slarecian Vault/Ghelspad Companion Volume 13.pdf