TEXT: Part One
  Part One
  Yugman’s Guide to Ghelspad
  Yugman’s Guide to Ghelspad
  
  Yugman’s Guide to Ghelspad
  2
  Credits
  Developer: Travis Legge 
  Authors: Chris Bissette, Oliver Clegg, Celeste Conowitch, Beatriz 
  T. Dias, Lewis Harris, Jeremy Hochhalter, Megan Mackie, Jessica 
  Ross, Christopher Walz 
  Editor: Brian Johnson
  Art Direction and Design: Mike Chaney
  Cover: Shen Fei
  Interior Art: Brian Leblanc, Bryan Syme, Michele Giorgi, 
  Aaron Riley, Claudio Pozas
  Creative Director: Richard Thomas
  Special Thanks
  TheConri and the crew of Devil’s Luck Gaming for playtesting 
  and feedback.
  Scott Holden for indispensable wisdom, insight, and math.
   
  Yugman’s Guide to Ghelspad is © 2020 Onyx Path, LLC. All rights reserved. Reference to other copyrighted material in no way 
  constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, and their associated logos are 
  trademarks of Onyx Path.
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  This printing of Yugman’s Guide to Ghelspad is done under Version 1.0a of the Open Gaming License, and the System Reference 
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  Designation of Open Content: The Open Content in this issue includes the new creatures, new class archetypes, new feats and traits, new spells, 
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  COPYRIGHT NOTICE “YUGMAN’S GUIDE TO GHELSPAD” copyright © 2020 Onyx Path, LLC, all rights reserved, visit www.theonyxpath.com”.
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  Table of Contents
  3
  Table of ConTenTs
  Note One: Races of the Scarred Lands 4
  Broadreach (Wood) Dwarf 
   
   
  5
  Half-Elf 
   
   
   
   
   
  7
  Hollow Legionnaire Revisited  
   
  9
  Note Two: Classes 
   
   
   
  11
  Cleric 
   
   
   
   
   
  11
  Venom Domain  
   
   
   
  11
  Druid 
   
   
   
   
   
  13
  Circle of Blood  
   
   
   
  13
  Fighter 
   
   
   
   
   
  15
  Goreguard 
   
   
   
   
  15
  Liliandeli Archer  
   
   
   
  16
  Warlock 
   
   
   
   
   
  17
  Pact of the Serpent 
   
   
   
  17
  Note Three: New Spells 
   
   
  18
  Spells 
   
   
   
   
   
  18
  Bite of the Cobra 
   
   
   
  18
  Bite of the Habu  
   
   
   
  18
  Bite of the Krait  
   
   
   
  18
  Bite of the Mamba 
   
   
   
  18
  Constrictor Staff  
   
   
   
  19
  Inquisition 
   
   
   
   
  19
  Magic Fang 
   
   
   
   
  19
  Mormo’s Serpent Hands 
   
   
  19
  Serpent’s Stare  
   
   
   
  20
  Sethris’ Potency  
   
   
   
  20
  Eldritch Invocations 
   
   
   
  20
  Poisoner’s Intuition 
   
   
   
  20
  Entrance the Beast 
   
   
   
  20
  Snake Eyes 
   
   
   
   
  20
  
  Yugman’s Guide to Ghelspad
  4
  RaCes of The sCaRRed lands
  RaCes of The sCaRRed lands
  G
  helspad is a diverse land. Characters hail from a wide array of geographic and racial backgrounds. The following 
  options may be added to those presented in the Scarred Lands Player’s Guide, Chapter Two.  
  noTe one:  
  noTe one:  
  Time spent amongst these dwarves is one joy to the next. One evening 
  a maid told me this hilarious joke, something about a pinecone, an orc, 
  and an acolyte of Chardun. I can’t for the life of me remember how 
  it went, but I have a distinct memory of maple ale spraying out my nose
  -Zarra
  
  Races of the Scarred Lands
  5
  bRoadReaCh (Wood) dWaRves
  bRoadReaCh (Wood) dWaRves
  T
  he Broadreach dwarves (also known as wood dwarves) 
  are distant cousins to the mountain dwarves of the 
  Kelder Mountains, but the dwarves in the woods have a 
  vastly different culture, drawing heavily on the nearby wood 
  elves. These elves and dwarves have lived and grown together 
  and through years of incorporating aspects of the each 
  other’s cultures into their own have created a new hybrid 
  culture shared by many wood dwarves and wood elves in 
  Broadreach Horizon.
  The elves of the Hornsaw Forest helped the dwarves escape 
  from the clutches of the necromancers in Glivid-Autel after 
  almost a century of slavery, and the dwarves have spent their 
  time since attempting to relearn their dwarven customs 
  and create new ones. Though they shared and passed on 
  what they could of their culture while they created dwarven 
  weapons and armor for the necromancers holding them 
  captive, that century of slavery broke many spirits. Often, 
  when the enslaved dwarves attempted to partake in their 
  more joyful traditions, the necromancers would 
  send in a cadre of zombies comprising the 
  reanimated corpses of the dwarves’ 
  own deceased relatives to quash 
  their hope. As a result of the 
  memories lost during 
  that time, Broadreach dwarf customs draw almost equally 
  on the customs of their cousins the mountain dwarves and 
  of the nearby Broadreach elves.
  The elves of Broadreach Horizon, after failing to fully 
  heal the Hornsaw Forest of Mormo’s taint during their 
  century merged with the forest, seek to push the remaining 
  titanspawn out of Hornsaw and settle every part of it with 
  more communities. The Broadreach elves and dwarves are 
  united in their desire to rid the forest of the pain and poison 
  brought upon it when Vangal tore Mormo apart and left 
  the pieces of her corpse to ravage the land.
  Though Hornsaw Forest remains a deadly place, the Broad-
  reach dwarves in particular spend their time partaking in as 
  many bright and cheerful celebrations as they can to com-
  memorate their continued freedom from the necromancers. 
  Physical Description: Wood dwarves look similar to 
  mountain dwarves, though some wood dwarves can 
  grow a foot or so taller. Due to Broadreach dwarves’ 
  love of art, their beard adornments may be more 
  elaborate and colorful than mountain dwarves’.
  Society: The Broadreach dwarves have close ties 
  to the Broadreach elves, drawing much of their 
  social and societal norms from the nearby wood 
  elves. These elves, after all, rescued them from 
  slavery and brought them to Broadreach Horizon. 
  After so long away from their mountain dwarf 
  brethren, they feel particularly connected to the 
  wood elves both physically and spiritually, though 
  they find that mountain 
  dwarves sometimes look 
  down on them because of 
  this strong connection. 
  These dwarves have a great 
  appreciation for art and music, 
  using the creativity developed in 
  the woods to supplement 
  old traditions and create 
  new ones. They also use 
  their love of art to create 
  elaborate and unique 
  adornments for their 
  facial hair and some even 
  spend their time making im-
  pressively complex outfits. 
  All are welcome in 
  dwarven Broadreach 
  communities, though 
  the dwarves dislike and 
  distrust necromancers. 
  
  Yugman’s Guide to Ghelspad
  6
  The wood elves in Broadreach Horizon, however, are 
  more suspicious than the dwarves, and travelers may find 
  themselves caught in a trap the elves set for the roaming 
  titanspawn in Hornsaw Forest. For anyone who makes it to 
  a dwarven settlement in Broadreach Horizon, they find the 
  dwarves here value equality, ensuring all who dwell in their 
  communities are treated fairly and equitably. 
  Relations: After so long in Broadreach Horizon, the 
  dwarf and elven communities have spread and mixed, so it’s 
  common to find elves in dwarf communities and vice versa. 
  While mountain dwarves pride themselves on their 
  elaborate artistry, wood dwarves take that love of artisan 
  crafts and complex art to a new level, and there are some 
  mountain dwarves who see this extra effort as gaudy and 
  unnecessary. In general, however, the wood dwarves have 
  strong positive relationships with the mountain dwarves, 
  and their communities tend to intermingle very often. 
  Alignment and Religion: While many wood dwarves 
  honor Denev in rituals and songs, few wood dwarves actu-
  ally worship her, instead favoring Goran as their primary 
  deity. During their time enslaved at Glivid-Autel, strange 
  visions of the neighboring wood elves appeared and helped 
  the dwarves, and for a time the dwarves revered these elves 
  as akin to demigods. While the respect and appreciation 
  for these elves remains, the dwarves no longer worship or 
  pray to them.
  Most wood dwarves are neutral good, and they tend toward 
  good or neutral alignments. 
  Adventurers: Wood dwarf adventurers are very common. 
  Often, a wood dwarf will partner with a wood elf from a 
  neighboring Broadreach community when they receive the 
  Mother’s Call and begin their journey, but Broadreach 
  dwarves are equally as likely to travel on their own and 
  find a new adventuring party. Some wood dwarves start 
  an adventure to hone their craft and learn new skills, and 
  others may join an adventuring party to escape the forest 
  and seek adventure out in the world. 
  Broadreach Dwarf Names: Broadreach dwarf names 
  often combine naming conventions of Ganjus elves and 
  Kelder dwarves; examples include Temach, Arlenah, Neytei, 
  and Hren.
  dWaRf RaCial TRaiTs
  While Broadreach dwarves are cousins to Kelder dwarves, 
  they have some differences in their traits due to living in the 
  forest instead of the mountains. Broadreach dwarves have 
  the same age, speed, dwarven resilience, dwarven armor 
  training, and tool proficiency traits as Kelder dwarves. 
  Ability Score Increase. Your Constitution score increases 
  by 2. Your Dexterity score increases by 1.
  Size. Broadreach dwarves stand around 5 feet tall and 
  tend to be taller than Kelder dwarves. They average about 
  200 pounds.
  Woodcunning. You have advantage on any Intelligence 
  (History), Intelligence (Investigation), or Wisdom (Percep-
  tion) check you make when examining unusual woodwork 
  such as traps, new construction, unstable trees, or wood 
  disguised as something else.
  Keen Senses. You have proficiency in the Perception skill. 
  Languages. You speak Dwarvish, Elvish, and any one 
  other language. 
  
  Races of the Scarred Lands
  7
  half-elf
  half-elf
  T
  hough elves are typically an elusive sort who keep to 
  themselves in the mountains or deep in the forests, some 
  have been known to venture out and join other cultures and 
  societies. This can result in the union of an elf and another 
  mammalian race, creating a half-elf child. 
  Because half-elves can vary so widely, there is no known 
  society or country specific to half-elves. They can be found 
  across Ghelspad in any society that welcomes them. Due to 
  the large variations in half-elf backgrounds, there are many 
  aspects of their lives and personalities that differ greatly 
  between half-elves; no two half-elves possess exactly the same 
  background or life experiences, so generalizations about 
  them can be difficult to make.
  While half-elf children seem relatively rare in the Scarred 
  Lands, as old boundaries between the races thin, many find 
  these children are more common than they would have 
  expected. Some parents attempt to hide the true heritage 
  of their children to avoid discrimination, but as the world 
  changes and becomes more accepting, these half-elf children 
  are more willing to make themselves known.
  Physical Description: Half-elves take after both of their 
  parents, and the balance is different for each half-elf. Some 
  genetics may overpower others, which could result in a 
  half-elf/half-manticora who appears indistinguishable from 
  other manticora, or a half-elf/half-halfling child may take 
  enough traits from both parents that they look very much 
  like a human. 
  Society: While there are no known societies specific to 
  half-elves, their adaptability allows them to feel at home 
  in most places that welcome either of their parents’ races. 
  There are some cultures that would be more welcoming to 
  one race than another, and in these societies their half-elf 
  heritage can make them stand out more than they would 
  like. Places such as Vesh might welcome some half-elves, 
  depending on the race on their non-elf parent, while others 
  such as the xenophobes of Calastia would be openly hostile 
  to most half-elves with rare exceptions for those whose non-
  elf parent is human. Cities with diverse populations such as 
  Fangsfall, or newer cities establishing themselves as open and 
  diverse such as Leoni, are more open to half-elves regardless 
  of their non-elf parent’s race. 
  Some half-elf children attempt to stay in one of their 
  parents’ cultures if they can, but some cultures look at these 
  children as outsiders. Many elven societies that don’t have 
  an outright hatred of non-elves are typically 
  welcoming to half-elves because they are still 
  elves. Some half-elves whose physical 
  appearance trends more closely 
  with one parent than another may 
  wish to hide their true heritage 
  to avoid conflict, while others 
  may announce it loudly 
  in an attempt to pro-
  mote acceptance 
  and inclusion. 
  Like many things in this war-torn 
  world of ours, half-elf children are 
  a unity of tradition and passion.
   
   
   
   
   
  -Zarra
  
  Yugman’s Guide to Ghelspad
  8
  Relations: Half-elves raised by their families tend to pick 
  up the traditions of the culture in which they’re raised. Ever 
  aware of their own heritage, though, they are less likely to 
  feel hatred toward other races. If they’re raised in a culture 
  that feels hatred toward the race of one of their parents, this 
  could cause anything from a rejection of their culture, to 
  harmful internalized racism, to a complete rejection of their 
  own self and identity. 
  There are many who see half-elves as unusual curiosities, 
  and some of the crueler and bolder folk of Ghelspad have 
  attempted to study their biology. Due to the danger of po-
  tential racism or dissection, half-elves often seek a place that 
  accepts them and build a safe home there. 
  Alignment and Religion: Since half-elves’ backgrounds 
  and cultures can vary so widely, their alignment and religion 
  do as well. They typically take after the parent or parents 
  that raised them in this regard, or if they don’t know their 
  parents, they may be interested in the most common religion 
  of whatever city they grew up in. It is also possible they have 
  no interest in any religion, or they may only have a passing 
  faith that suits them in certain company. 
  Likewise, a half-elf’s alignment depends on many factors, 
  but they are most likely to take the alignment of whoever 
  raised them. 
  Adventurers: Half-elves may become adventurers for 
  any number of reasons, but the most common reason is 
  unfortunately because they aren’t welcome in the societies 
  in which they were raised. They may set out to find a new 
  home, or at least a new city where they can return to rest 
  between adventures. 
  Half-elves may also set out simply because they want to see 
  more of the world. Some half-elves grow up in the culture 
  of only one parent, and they may find their curiosity about 
  the world and the culture of their other parent growing as 
  they get older. 
  Half-elf Names: Names for half-elves follow the conventions 
  of the parent(s) who raised them.
  half-elf RaCial TRaiTs
  Ability Score Increase. You Dexterity score increases by 2. 
  Choose an ability score increase other than Dexterity from 
  your non-elf parent to increase by 1. 
  Age. Half-elves have the potential to live as long as their 
  elven parents. You may choose an age range from either parent 
  or an average of the two. 
  Size. If both of your parents’ size is Medium, then yours is, 
  as well. If one parent is Small, you may choose.
  Speed. Your base walking speed is 30 feet if you are Medium, 
  25 feet if you are Small. 
  Half-elf Heritage. When creating your half-elf, you gain a 
  total of five racial traits. You may choose racial traits from either 
  parent. If your non-elf parent has a feature that increases their 
  speed, you may choose this as one of your racial traits. The 
  mix is up to you, but you may not choose contradictory traits; 
  for example, a Small character can’t choose Powerful Build.
  Languages. Half-elves speak the languages of both of their 
  parents, as well as two other languages.
  
  Races of the Scarred Lands
  9
  holloW legionnaiRe RevisiTed
  holloW legionnaiRe RevisiTed
  C
  reated by the Hollow Knights, hollow legionnaires have 
  been instrumental in the founding, protection, and 
  growth of the Gleaming Valley. Details about the hollow 
  legionnaires can be found in the Scarred Lands Player’s 
  Guide (p. 30). The rules that follow are variant traits, 
  which you may use in your campaign. 
  holloW 
  legionnaiRe 
  RevisiTed RaCial TRaiTs
  Hollow legionnaires share the follow-
  ing traits, no matter what spire they are 
  created in.
  Ability Score Increase. One ability 
  score of your choice increases by 1.
  Age. Whether you have a natural lifespan 
  has yet to be seen. You were reborn fully mature 
  and appear similar to what your mortal body 
  looked like just prior to death.
  Size. Your form reflects how you appeared in 
  life. No matter your height, you weigh little 
  more than your armor, typically between 40 
  and 65 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Armor Bound. You are proficient with 
  light armor. You are bound to the armor 
  that you begin play with, which has already 
  taken on unique markings inherent to you.
  You can be bound to only one suit of 
  armor at a time. You may spend one 
  hour to bond with any armor that you 
  are proficient with, given that it is con-
  structed in a way that covers most of 
  a Medium humanoid’s body. When 
  you bind yourself to a new set of 
  armor, the old set loses the stylized 
  designs, which now appear on the 
  replacement armor. You can bind 
  to magical armor. If that armor 
  needs attunement, it attunes to you 
  during the hour that you take to bind to it.
  Spireborn. You are a semi-living amalgama-
  tion of physical armor and spirit returned from 
  beyond with abilities granted by the spire you 
  were created from. While you do not need to 
  eat, drink, sleep, or breathe to survive, you 
  may choose to if it is beneficial for you to 
  do so. Magic can’t put you to sleep, and 
  during a long rest, you do not sleep. Instead, you may 
  engage in light activity during the 8 hours and still 
  benefit from the rest.
  Other creatures have disadvantage on Wisdom 
  (Insight) checks made to determine your emotions 
  or intentions.
  You are resistant to poison damage.
  Your exposed skin is translu-
  cent and glows faintly, casting 
  dim light in a 5-foot radius. 
  You make Dexterity (Stealth) 
  checks at disadvantage and 
  anything viewed through 
  your exposed skin is con-
  sidered lightly obscured.
  Legion’s Price. When 
  you die, the spirit mat-
  ter that makes up your 
  body fades away after 1 minute, after 
  which you cannot benefit from magic 
  or abilities that restore a creature to 
  life. Only a true resurrection or wish 
  spell has the power to return your 
  spirit to your armor.
  Past-Life Knowledge. Though 
  you recall little to nothing of your 
  mortal life, you do recall bits and 
  pieces that prove useful. Select 
  one skill to be proficient in.
  Languages. You speak Ledean 
  and one other language.
  Subrace. Choose one of the follow-
  ing subraces.
  adamanTine spiRe
  Legionnaires reborn in the Ada-
  mantine Spire have a good-natured 
  view even in terrible times and are 
  loyal companions on the battlefield 
  and off.
  Ability Score Increase. Your Con-
  stitution score increases by 1.
  Adamantine’s Accord. Your hit 
  point maximum increases 
  by 1 every time you gain a 
  level. You have advantage 
  on death saving throws.
  
  Yugman’s Guide to Ghelspad
  10
  golden spiRe
  Legionnaires of the Gold Spire see themselves as a part 
  of the grand design and are often forthright in interactions 
  with others.
  Ability Score Increase. Your Wisdom or Charisma score 
  increases by 1.
  Gold’s Accord. You can’t be blinded by bright light or 
  similar effects. You know the light cantrip. Charisma is 
  your spellcasting ability for it. You have advantage on saving 
  throws against being charmed.
  iRon spiRe
  Legionnaires from the Iron Spire share the direct approach 
  of Gold Spire legionnaires, though they are brash and dislike 
  those who speak in riddles and half-truths.
  Ability Score Increase. Your Strength or Charisma score 
  increases by 1.
  Iron’s Accord. You are proficient in the Intimidation 
  skill. When a creature you can see makes a successful melee 
  attack against another creature within 5 feet of you, you can 
  use your reaction to interpose your own ephemeral energy 
  between attacker and target, reducing the damage to the 
  target by half. You take the remainder of the damage. You 
  have advantage on saving throws against poison.
  miThRil spiRe
  Legionnaires of the Mithril Spire are staunch in their 
  beliefs, and quick to judge others that step outside those 
  boundaries. They are, however, slow to condemn others 
  without proof.
  Ability Score Increase. Your Dexterity or Intelligence 
  score increases by 1.
  Mithril’s Accord. Your base walking speed increases by 
  5 feet. Wearing armor doesn’t reduce your speed. You have 
  advantage on saving throws against disease.
  silveR spiRe
  Silver Spire legionnaires are slow to trust, tending to 
  keep company with those from their own spire. Once they 
  do connect with an outsider, their bonds are unbreakable.
  Ability Score Increase. Your Intelligence or Wisdom 
  score increases by 1.
  Silver’s Accord. You are proficient in the Insight skill. You 
  have advantage on saving throws against being charmed or 
  frightened and are immune to exhaustion.
  
  Classes
  11
  noTe TWo: Classes 
  noTe TWo: Classes 
  T
  his list of class archetypes, paths, and disciplines expands on those presented in chapter three of the Scarred Lands 
  Player’s Guide (SLPG). 
  CleRiC
  T
  he gods of Scarn gift their faithful followers with a 
  number of domains, not all peaceful nor pleasant.  
  venom domain
  Clerics of the Venom Domain are often falsely accused 
  of worshiping Mormo, the Serpent Mother, leading many 
  to conceal their abilities. In reality, most Venom Domain 
  clerics follow Sethris, the Spider Queen. It is only through 
  the tenuous Divine Truce that her clerics are accepted in 
  civilized society. They are secretly employed as assassins 
  and investigators willing to venture into the darker corners 
  of Ghelspad. The grotesque spider-eye goblins have been 
  known to exhibit some mastery over the Venom Domain, 
  although it is unclear if they receive their abilities from 
  Sethris or some other entity.
  bonus CanTRip
  When you choose this domain at 1st level, you gain the 
  poison spray cantrip if you don’t already know it.
  TeaChings of The spideR Queen
  At 1st level, you become proficient with the poisoner’s 
  kit, if you are not already.
  On Adventuring
  I have never quite understood what causes somebody to take up a life of so-called adventure, other than the possession of 
  an enormous ego and an unhealthy desire to end up skewered on the end of some unpleasant weapon with too many edges, or 
  devoured by a hungry titanspawn. Why would anybody choose to give up a life of relative comfort in order to trek endlessly across 
  the continent, homeless, hungry, and carrying everything you own?
  Nevertheless, adventurers have been both a plague and a balm to our lands since long before the gods rose against the titans and 
  broke the world. Whether it is the lure of unclaimed riches, troves of long-forgotten knowledge and power, or else the (admittedly 
  noble) desire to rid the world of evil by running it through with a pointy stick, Ghelspad is never in short supply of roaming heroes 
  desperate for work and a very hot bath.
  It is undeniable that adventurers have done great things. Despots have been overthrown, ravaging monstrosities brought to 
  bay, and long-lost treasures recovered by small bands of highly skilled mercenaries. I have no doubt that, in reading this treatise 
  on the threats currently facing Ghelspad, many of you will be filled with the urge to don your mother’s armor, take up arms, 
  and race across the face of the world to do your part.
  Here, then, I present to you a selection of the kinds of like-minded individuals you may encounter on your travels. You may 
  even recognize yourself among these pages. Who knows?
  However, and whyever, you choose to seek out adventure, I wish you good luck, and bid you stay far, far away from my tower.
  -Yugman the Wise
  VENOM DOMAIN SPELLS
  CLERIC LEVEL
  SPELLS
  1st
  ray of sickness, speak with animals 
  (spiders only)
  3rd
  beast sense (spiders only), ray of 
  enfeeblement
  5th
  conjure animals (spiders only), Sethris’ 
  potency*
  7th
  bite of the mamba*, inquisition*
  9th
  cloudkill, Mormo’s serpent hands*
  *see note three: new spells
  
  blood of venom
  Also at 1st level, you can use your action to cause venom 
  to run through your veins for 1 minute. During this time, 
  you can use a bonus action to envenom a piercing or slashing 
  melee weapon that you touch with your blood, damaging 
  yourself according to the table below. On the next success-
  ful attack made with the weapon, the target must make a 
  Constitution saving throw or take 1d10 additional poison 
  damage. If the save fails by 5 or more, the target is also 
  poisoned for 1 minute.
  WEAPON
  DAMAGE
  Light
  1
  One-handed
  3
  Versatile
  4
  Two-handed
  5
  Channel diviniTy: spideR’s CaRess
  Starting at 2nd level, you can use your Channel Divinity 
  to place a vile curse on your enemies.
  As an action, you present your holy symbol and invoke 
  the name of your deity. Choose a number of creatures up 
  to your Wisdom modifier within 30 feet of you that you 
  can see. These creatures must make a Constitution saving 
  throw or suffer disadvantage on saving throws against poison 
  for 1 minute. Starting at 8th level, any resistance (but not 
  immunity) the targets may have against poison damage is 
  removed for the duration.
  ThiCk CaRapaCe
  Starting at 6th level, your body begins to produce a strong 
  carapace as you take on arachnid features. While you are 
  not wearing any armor, your Armor Class equals 13 + your 
  Dexterity modifier. You can use a shield and still gain this 
  benefit. Additionally, you have advantage on saving throws 
  against poison and resistance against poison damage.
  poTenT spellCasTing
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  aRaChnoid apoTheosis
  Starting at 17th level, you gain immunity to the poisoned 
  condition and poison damage. 
  Additionally, you gain a bite attack that deals 1d4 piercing 
  damage. On a successful bite attack, the target must make a 
  Constitution saving throw, taking 2d6 poison damage on a 
  failed save, or half as much damage on a successful one. If 
  this poison damage reduces the target to 0 hit points, the 
  target is stable but poisoned for 1 hour, even after regaining 
  hit points, and is paralyzed while poisoned in this way. 
  seThRis
  Titles: the Spider Queen, the Venom Queen
  Sethris is a minor deity revered by spider-eye gob-
  lins, narleths, intelligent arachnids, and those seeking 
  vengeance. The Venom Queen is often associated 
  with dark mystics and assassins. She is worshiped 
  in the dark, forgotten places of Ghelspad and only 
  spoken of in guarded whispers. Her symbol is a 
  wavy silver dagger before a spiderweb on a black 
  field. Her cultists often carry similar daggers, drip-
  ping with deadly venom.
  The Spider Queen is cold and cunning and will 
  wait centuries for her plots to hatch. She prefers to 
  watch the goings-on of both gods and mortals from 
  afar, safely hidden in her web of minions. Sethris 
  often tempts weak-willed mortals who have recently 
  been wronged, sending a skilled cultist to offer their 
  services as an assassin; the buyer need only pay by 
  paying homage to the Venom Queen. Sethris grants 
  divine power to those who seek to subtly spread her 
  influence across Ghelspad, like the slow advance 
  of an insidious poison. Venom Domain clerics rival 
  more traditional assassins in their mastery of venom 
  and poisons. They are able to envenom their own 
  blood, coating weapons in a vicious, fast-acting ven-
  om. Through their dedicated worship, Sethris’ clergy 
  take on spider-like features, eventually resembling 
  the vermin she created.
  Typically, I am loath to squish insects…but there is always room for 
  exceptions.
  -Zarra
  
  Classes
  13
  dRuid
  T
  here is an inherent power in blood. Druids 
  of this circle learn to draw on that power 
  through acts of sacrifice.
  CiRCle of blood
  During the Divine War the titans failed 
  to establish a connection with their fol-
  lowers, leading to their defeat and 
  banishment. While their children, 
  the gods, fought alongside mortals 
  in the war, the titans seemed to not 
  take note of those working on their 
  behalf. Even without a connection 
  like clerics share with their deities, 
  some titan-worshiping spellcasters 
  found a way to harness their power. 
  By partaking in the flesh and blood of 
  the titans themselves, a new form of ti-
  tan-priest 
  was born — the blood witch, druids belonging to the Circle 
  of Blood. Today many blood magic practitioners study 
  at the feet of hags or travel away from Ghelspad, far to 
  the east, in search of the forbidden arts.
  While the first blood witches discovered power in 
  titan blood, the practice has evolved to draw upon the 
  forbidden energies in mortal blood as well, includ-
  ing the spellcaster’s. Druids of the Circle of Blood 
  are able to enhance their magic by consuming a 
  portion of their own essence, or even offering a 
  sacrifice in their stead. This form of blood magic is 
  strictly forbidden by the gods and fervently hunted 
  throughout Ghelspad, but the practice is still used 
  in dark and forgotten places.
  blood enhanCemenT
  At 2nd level, you delve into the old ways, learning 
  to use your own blood to enhance your magic. When-
  ever you cast a spell you can use your bonus action to 
  cut your hand, bite your tongue, or perform some other 
  minor self-injury. Select one of the spell enhancements 
  below and expend 1, 2, or 4 Hit Dice depending on the 
  potency level chosen; each spell enhancement has three 
  levels of potency.
  Damage. If the spell deals damage, roll 1, 2, or 3 
  additional damage dice. If the spell deals multiple 
  types of damage, choose which type you increase.
  Range. If the spell has a range other than Self, 
  increase the range by 30, 60, or 90 feet.
  Area. If the spell has an area, increase the 
  area by 10, 20, or 30 feet.
  Targets. If the spell is capable of targeting more 
  than one creature, increase the number of targets 
  by 1, 2, or 3.
  Starting at 10th level, you can choose two 
  spell enhancements, expending Hit Dice 
  for each.
  saCRifiCe
  Beginning at 6th level, you can 
  make unwilling sacrifices of your 
  enemies. Whenever you use your 
  Blood Enhancement feature, you 
  can choose a creature within 5 feet 
  of you that has been damaged in 
  the last minute to supply the blood 
  sacrifice. The creature must make a 
  Constitution saving throw or have 
  their maximum hit points reduced 
  by the average result (rounded up) 
  of 1, 2, or 4 of the creature’s Hit 
  Dice. For example, if a creature 
  has d10 Hit Dice and supplies 
  the sacrifice for a 1st-level potency 
  enhancement, their maximum hit 
  points are reduced by 6. If the 
  target passes the saving throw, 
  you expend your Hit Dice as 
  normal. Starting at 14th level, 
  you can select two spell en-
  hancements when using this 
  feature. The target makes one 
  Constitution saving throw, reduc-
  ing their maximum hit points for 
  each spell enhancement on a failure.
  You must finish a long rest before 
  using this feature again.
  foRbidden foRms
  Starting at 10th level, you have 
  learned how to take on forms 
  created by the titans. When using 
  your Wild Shape, you can trans-
  form into any creature with 
  the titanspawn subtype with 
  a challenge rating as high as 
  your druid level divided by 4, 
  rounded down.
  
  Yugman’s Guide to Ghelspad
  14
  DRUID LEVEL
  MAX CHALLENGE RATING
  10
  2
  11
  2
  12
  3
  13
  3
  14
  3
  15
  3
  16
  4
  17
  4
  18
  4
  19
  4
  20
  5
  daRk offeRing
  Starting at 14th level, you can make a ritualistic sacrifice to 
  gain untold power. In order to complete the ritual, you must 
  spend 1 hour chanting, burning incense, and preparing runes 
  in the presence of a willing or incapacitated creature. The 
  creature must either have 5 or more Hit Dice or an Intelligence 
  of 7 or higher. During this hour, you are considered to be 
  taking hostile action against the target and damaging them. 
  Spells such as charm person and dominate person fail if the 
  target is subject to this feature.
  At the end of the hour, you kill the creature, offering their 
  blood to the titans. In exchange, you gain one spell enhance-
  ment from your Blood Enhancement feature at its highest 
  potency for 8 hours.
  Once you use this feature, you cannot use it again for 8 days.
  self-haRm, menTal healTh,  
  and safeTy aT The gaming Table
  The Venom Domain cleric, Circle of Blood druid, and Oath of the Thorned Purifier paladin contain features that re-
  ward players for inflicting damage on their characters. We do not want to glorify or promote what is a serious mental 
  health issue in our world. If you struggle with harming yourself, suicidal ideation, or any other mental health issue, 
  please seek help from a qualified mental health professional.
  We want everyone to feel comfortable and safe, even when playing in the dangerous world of Scarn. If any themes 
  in this book or other supplements give you pause, we recommend using the X-card as a comfort and safety tool at 
  the table. This is simply some form of visual signal to everyone at the table that a topic being discussed makes you 
  uncomfortable.
  These features are also easily retooled to remove references to self-harm altogether. The Venom Domain’s Blood 
  of Venom feature could form as a toxic spittle the cleric spews over a weapon, weakening themselves as the magic 
  takes hold. The Circle of Blood druid’s Blood Enhancement could be a mystical draining of their lifeforce, as the titans 
  themselves sap the druid’s strength.
  
  Classes
  15
  fighTeR
  G
  helspad is a war-torn land. Though the Divine War 
  ended a century and a half ago, the divine races and the 
  Redeemed still battle over land and resources. Titanspawn 
  threaten to overrun every place where society has gained a 
  foothold. As such, the arts of violence are commonplace 
  throughout Ghelspad. 
  goReguaRd
  In Fangsfall, the City of Teeth, the goreguard serve as 
  enforcers and guardians in Fang Quarry. At night they fight 
  in gruesome pits for coin and glory. The City of Teeth is 
  known for the great deposits of fangstooth ore found in 
  the Quarry, at the base of a mountain formed from one 
  of Gaurak’s teeth. The goreguard were created when a 
  particularly rich vein was cut open and began to bleed the 
  titan’s blood. The blood was distilled and used in deadly 
  experiments, eventually creating the goreguard — warriors 
  who grow to resemble one of Gaurak’s fatlings.
  Fighters who undertake the process necessary to become 
  a goreguard quickly gain weight but enjoy increased might 
  and fortitude and a truly iron stomach as a result. Trained 
  gladiators all, the goreguards are able to survive both in 
  Fangsfall’s many fighting pits and the goblin-infested Quarry.
  Ravenous hungeR
  When you choose this archetype at 3rd level, you begin to 
  take on aspects of Gaurak. You require twice as much food 
  as a typical humanoid of your age and size but can eat nearly 
  anything. You are immune to diseases and other negative 
  effects related to eating raw, rotten, or otherwise dangerous 
  foods. This immunity does not extend to ingested poisons 
  that may be added to your food.
  gauRak’s gnasheRs
  Starting at 3rd level, the infusions of Gaurak’s blood 
  cause your teeth to become larger and thicker, allowing you 
  to bite through flesh and bone with ease. When you take 
  the Attack action and attack with a melee weapon, you can 
  use a bonus action to bite a target within 5 feet. Your bite 
  deals 1d6 piercing damage. You are considered proficient 
  with your bite attack.
  CoRpulenCe
  Starting at 7th level, the amount of Gaurak’s blood cours-
  ing through you grows. You gain 50 percent of your body 
  weight as you begin to grow obscenely fat. Your Strength 
  and Constitution scores increase by 1 to a maximum of 20 
  and your Dexterity score decreases by 1.
  At 15th level, you gain another 25 percent of your body 
  weight. Your Strength and Constitution scores increase by 1 
  to a maximum of 20 and your Dexterity score decreases by 1.
  shoWboaTing
  Beginning at 10th level, you have become so accustomed 
  to fighting in arenas and back alleys that you can turn any-
  thing into a weapon. You are proficient with improvised 
  weapons. Furthermore, your rage and frustration when 
  handling improvised weapons calls to the titanic corruption 
  in your veins. When using an improvised weapon you may 
  apply your Charisma modifier to attack and damage rolls. 
  If you do, the improvised weapon’s damage is considered to 
  be cold and magical in addition to its regular damage type.
  insaTiable
  Starting at 15th level, you gain supernatural fortitude from 
  gorging yourself on food. If you spend 10 minutes eating 
  30 or more pounds of organic matter, you regain the use of 
  your Second Wind or Action Surge feature (your choice).
  Once you have used this feature, you cannot use it again 
  until you finish a long rest.
  hungeR of The gluTTon
  Starting at 18th level, you can inspire the hunger of Gaurak 
  in those near you. You can use your action to let out a tre-
  mendous belch. Creatures within 30 feet of you must make 
  a Wisdom saving throw (save DC equals 8 + your proficiency 
  bonus + your Constitution modifier). Creatures who fail the 
  save must spend their actions for the next minute seeking 
  out and devouring food. The target may repeat the saving 
  throw at the end of each of their turns. The target will not 
  endanger themselves while searching for food or act against 
  their nature. For example, loyal companions will not attack 
  one another over food. If you or your companions attack 
  the target while they search for food, they have advantage 
  on the saving throw.
  Once you have used this feature, you cannot use it again 
  until you finish a long rest.
  I would rather single-handedly 
  fight a swarm of vengaurak then 
  be locked in a room with a hungry 
  goreguard.
   
   
   
   
   
  -Zarra
  
  Yugman’s Guide to Ghelspad
  16
  liliandeli aRCheR
  The Liliandeli archers are stalwart defenders of the 
  Hornsaw Forest, formerly called the Broadreach. Before the 
  Divine War, the Broadreach was a sanctuary for many sylvan 
  creatures and goodhearted fey, but after the ravages of the 
  war it is simply known as the Forest of Blood. The archers 
  take their name from an elven bard and devout follower of 
  Tanil named Liliandel. She and her husband Thoresk, an 
  accomplished ranger, are said to have been visited by the 
  Huntress herself and taught how to craft and wield bows as 
  well as survive among the woodland creatures. By the time 
  of the Divine War, many archers had flocked to Liliandel 
  to learn by her side. Though many of the Liliandeli archers 
  died during the Titanswar, including Liliandel herself, 
  some have returned to their former home seeking to rid it 
  of Mormo’s dark influence.
  Fighters who train as a Liliandeli archer are gifted with 
  abilities from Tanil herself. They learn to pierce the defenses 
  of even the most fearsome monsters and navigate the forest 
  like a ranger. Master archers are taught secret artifices, im-
  buing a piece of themselves into their weapons.
  bonus pRofiCienCies
  When you choose this archetype at 3rd level, you become 
  proficient in Nature and Survival, if you are not already.
  kiss of The hunTRess
  Starting at 3rd level, Tanil empowers your arrows to slay 
  evil creatures. Whenever you fire a nonmagical arrow from 
  a shortbow or longbow, it counts as silver for the purpose 
  of overcoming resistance and immunity to damage.
  Beginning at 7th level, the arrow counts as both silver and 
  magical. The magic fades from the arrow immediately after 
  it hits or misses its target.
  bRoadReaCh TRaining
  Starting at 7th level, you learn how to live and hunt well 
  in and amidst trees. Choose one of the options below. At 
  15th level, choose one additional option.
  Brachiation. You gain a climbing speed equal to your 
  walking speed when climbing trees. Additionally, you have 
  advantage on any Dexterity (Acrobatics) or Strength (Athlet-
  ics) checks related to climbing trees, balancing upon them, 
  or swinging among them.
  Camouflage. You have advantage on Dexterity (Stealth) 
  checks made in forested terrain.
  Forest Marauder. You can use any tree or thick foliage 
  as half cover.
  Sentinel. You cannot be surprised while in forested terrain.
  Tanil’s blessings
  Starting at 10th level, Tanil bestows magical abilities upon 
  you. You may cast each of the following spells once per day 
  at their minimum level requiring no material components: 
  jump, longstrider, multiply missile (SLPG p. 139), twisting 
  thrust (SLPG p. 143).
  Your spellcasting ability for these spells is Wisdom.
  hoRneT shoT
  Starting at 15th level, you can imbue an arrow to inflict 
  incredible pain on your target. You can use a bonus action to 
  speak a word of power before you fire an arrow from a bow. 
  If the attack hits, the target must make a DC 17 Constitution 
  saving or the arrowhead begins to drill into the target. At the 
  beginning of each of their turns the target takes 2d6 piercing 
  damage. The arrowhead can be removed if any creature, 
  including the target, uses their action and makes a DC 17 
  Wisdom (Medicine) check to treat the wound.
  Once you use this feature, you cannot use it again until 
  you finish a short or long rest.
  invesT The boW
  Starting at 18th level, you have reached the height of 
  Liliandel’s teachings and can impart a piece of yourself into 
  your weapon, known as investing the bow. You can take 1 
  hour, which can be done over the course of a short or long 
  rest, to add one or more of the following magical properties 
  to a bow for 24 hours. For each property added, you must 
  spend a number of Hit Dice indicated below. You cannot 
  regain these Hit Dice until you spend an hour disenchanting 
  the bow, which can be done over the course of a short or 
  long rest. You cannot have more than one bow enchanted 
  in this way at a time. You must select all properties to add 
  to the bow before undertaking the hour-long ritual.
  Chosen Foe (5 Hit Dice). You have advantage on attacks 
  made with the bow against any creature of a type you choose, 
  such as beasts, dragons, or monstrosities. If you choose 
  humanoids, pick one subtype such as humans or elves. 
  You can add this property multiple times, choosing a new 
  type and expending Hit Dice for each additional property.
  Elemental Barrage (3 Hit Dice). Attacks made with the 
  bow deal an additional 1d6 cold, fire, lightning, or thunder 
  damage. You can add this property multiple times, choosing 
  a new damage type or an additional 1d6 damage of the same 
  damage type and expending Hit Dice for each additional 
  property.
  Seeking Shots (3 Hit Dice). Attacks made with the bow 
  ignore half cover.
  
  Classes
  17
  WaRloCk
  T
  hough most titan worship on Ghelspad falls under the 
  purview of druids, some followers of the titans attempt to 
  go directly to the source in their quest for corrupted power.
  paCT of The seRpenT
  These warlocks make their pacts with the Mother of Serpents, 
  Mormo. Since the Queen of Witches favors women, most 
  warlocks who take this pact are women. While few women 
  who take this pact use the title now, during the Titanswar 
  a warlock who took the Pact of the Serpent was known as a 
  Lady of Serpents, and she was often a cunning assassin. The 
  origin of these warlocks as serpentine assassins heavily influ-
  ences their perception among others to this day; it’s rare to 
  find another warlock who would trust a Pact of the Serpent 
  warlock, because they’re known for being sly and ferocious. 
  All warlocks who take the Pact of the Serpent take some 
  assassin training as part of their warlock pact. Their fondness 
  for poison makes them efficient and dangerous assassins, and 
  the few remaining warlocks who use the title Lady of Serpents 
  often have work for newer warlocks in training.
  Taking the Pact of the Serpent is a risk — since Mormo is 
  cut up and her pieces scattered and buried, the best way for 
  an interested warlock to commune with her and make a pact 
  is through poison. New warlocks must survive a bite from a 
  venomous snake to take this pact, and while their body fights 
  off the poison and they make their pact with Mormo, they 
  develop their resistance to poison and the ability to secrete 
  venom to use as a weapon. 
  A pact with Mormo grants the following benefits to the 
  warlock.
  expanded spell lisT
  At first level, you gain poison spray and acid splash as cantrips. 
  These do not count against the number of warlock cantrips 
  you know. Your pact with Mormo also lets you choose from 
  an expanded list of spells when you choose a warlock spell. 
  The following spells are added to the warlock spell list for you.
  poison ResisTanCe
  Starting at 1st level, you gain poison resistance. When you 
  reach 10th level, it becomes poison immunity.
  venomous baRb 
  Starting at 6th level, your warlock pact allows you to secrete 
  venom from your nails which you can deliver with a scratch. 
  You may make an unarmed attack to scratch an opponent, 
  and they take 2d4 poison damage in addition to the damage 
  of the scratch. You can use this ability once per short or long 
  rest, and you cannot poison yourself with your own nails. 
  Your poison becomes more potent as you study, and you 
  add an additional 2d4 poison damage at levels 10 and 14.
  unCanny dodge
  Starting at 10th level, your assassin training allows you to 
  use your reaction to halve an attack’s damage against you when 
  an attacker that you can see hits you. In addition, you gain 
  an intuitive sense warning you of nearby traps, granting you 
  a +2 bonus to Dexterity checks made to avoid traps.
  ophidian spiRiT
  Starting at 14th level, as an action, you may use your pact 
  with the Mother of Serpents to assume ophidian traits for 
  different benefits. The trait lasts for one hour per warlock 
  level, and you may use this ability once per short or long rest.
  TRAIT
  ABILITY
  Forked Tongue
  Treat all weapons as envenomed; 
  they deal an additional 2d4 poison 
  damage
  Scaled Skin
  +3 to AC
  Serpentine Agility +2 to all Dexterity checks
  SPELL LEVEL
  SPELLS
  1st
  constrictor staff*, magic fang*
  2nd
  corrode metal, serpent’s stare*
  3rd
  hypnotic pattern, Sethris’ potency*
  4th
  bite of the mamba*, blight
  5th
  cloudkill, Mormo’s serpent hands*
  *see note three: new spells
  moRmo and gendeR
  Mormo welcomes trans and cis women to take the 
  Pact of the Serpent without question; however, she is 
  less interested in those who don’t identify as women. 
  While she can be persuaded to make a pact with 
  a nonbinary warlock who shows their dedication 
  to her, men are another story. Most men who take 
  this pact are treated as little more than pawns in the 
  Queen of Witches’ plots until they prove themselves 
  worthy of her attention with a particularly extraordi-
  nary and dangerous act of loyalty, usually involving 
  poison in some way.
  
  Yugman’s Guide to Ghelspad
  18
  noTe ThRee: neW spells
  noTe ThRee: neW spells
  The following spells are referenced in the class descriptions 
  presented in this book.
  biTe of The CobRa
  5th-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Venomous fangs sprout from your mouth, granting you 
  a bite attack with which you are proficient. The next time 
  you hit with the bite attack, you deal 1d6 piercing damage 
  and the target must make a Constitution saving throw. On 
  a failed save, they are poisoned for 1 minute and must make 
  a death saving throw at the start of each of their turns, even 
  if they have more than 0 hit points. If the target fails three 
  death saving throws during this time, they die from heart 
  failure. A successful Wisdom (Medicine) check against your 
  spell save DC made prior to death stabilizes the target.
  biTe of The habu
  2nd-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Snake fangs sprout from your mouth, dripping with poison 
  and granting you a bite attack with which you are proficient. 
  The next time you hit with the bite attack, you deal 1d6 
  piercing damage and choose one of the following effects:
  •  The target must make a Constitution saving throw. 
  On a failed save, the target suffers 2d10 poison dam-
  age at the start of each of its turns for 1 minute. The 
  target may repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  o At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher and choose this 
  effect, the poison damage increases by 1d10 for 
  each slot level above 2nd.
  • The target must make a Constitution saving throw. 
  On a failed save, the target’s blood stops coagulating, 
  and they bleed profusely from even minor scratches. 
  For 1 minute, the target loses 1 hit point at the start 
  of each of its turns for each piercing or slashing wound 
  they suffer during the duration, including the initial 
  bite attack.
  biTe of The kRaiT
  3rd-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Wicked snake fangs sprout from your mouth, granting 
  you a bite attack with which you are proficient with. The 
  next time you hit with the bite attack, you deal 1d6 piercing 
  damage and 4d10 poison damage, and the target must make 
  a Constitution saving throw. On a failed save, the target is 
  poisoned for 1 minute. In addition to the normal poisoned 
  condition penalties, while poisoned this way their movement 
  is halved, and they must succeed on a Strength (Athletics) 
  check against your spell save DC to maintain hold on melee 
  weapons after they make a successful attack.
  biTe of The mamba
  4th-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You gain a bite attack, with which you are proficient, from 
  the snake fangs that sprout from your mouth. The next time 
  you hit with the bite attack, you deal 1d6 piercing damage 
  and choose one of the following effects: 
  • The target must make a Constitution saving throw. 
  On a failed save, they fall prone, their body convuls-
  ing uncontrollably for 1 minute, and are paralyzed. 
  The target may repeat the saving throw at the end of 
  each of their turns, ending the effect on themself on 
  a success.
  • The target must make a Constitution saving throw. 
  On a failed save, the target’s blood begins to coagu-
  late. Each hour after the bite, the target suffers 1d4 
  Constitution loss as the clotting begins to affect their 
  organs. If this damage reduces the target’s Constitution 
  score to 0, they die of heart failure. The target may 
  repeat the saving throw every hour, ending the effect 
  on themself on a success. If this effect is successfully 
  ended, Constitution points lost to this effect return 
  when the target completes a long rest.
  
  New Spells
  19
  ConsTRiCToR sTaff
  1st-level transmutation
  Servants of Mormo initially developed this spell, but 
  throughout the ages it has made its way into common practice. 
  Casting time: 1 bonus action
  Range: Touch
  Components: S, M (wooden rod or quarterstaff)
  Duration: 1 hour
  You can turn any wooden rod or quarterstaff into a 
  constrictor snake (SRD p. 369) for 1 hour. If the snake’s 
  hit points are reduced to 0 the snake turns back into the 
  object it originally was, but the object is broken. If the spell 
  is dismissed or its duration ends the object remains intact. 
  The constrictor snake is friendly to you and can obey simple 
  commands.
  inQuisiTion
  4th-level enchantment 
  Get the answers you need quickly. This spell magically 
  compels the target to answer your questions truthfully.
  Casting time: 1 action
  Range: Touch 
  Components: V, S
  Duration: 10 minutes
  This spell may be used to gain truthful answers from the 
  most stubborn creatures. So long as the creature touched 
  can understand you, the affected creature must answer three 
  questions you ask. In order to resist the spell, the creature 
  must make a successful Wisdom saving throw. If the target 
  sustains any damage while under the effects of the spell, 
  they gain advantage on the save. Success means they can 
  resist answering that question but must save again for the 
  next. As soon as a save is failed, the creature is allowed no 
  more saves and must answer the remaining questions. Note 
  that the subject must answer truthfully, but they can only 
  answer the truth as they know it. If they have no pertinent 
  information with which to answer a question posed, they 
  are compelled to say as much.
  At the end of 10 minutes or after three questions have 
  been asked and answered, the spell comes to an end.
  magiC fang
  1st-level transmutation
  Used by druids and rangers to enhance their beastly com-
  panions in battle, this is a fairly common spell in the Scarred 
  Lands, especially favored by the owners of beast fighting pits.
  Casting time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: 5 minutes
  Magic fang gives one natural weapon of the target a +1 
  bonus on attack and damage rolls. The spell can affect a slam 
  attack, fist, bite, or any other natural weapon. Damage dealt 
  by the ensorcelled weapon is considered magical.
  moRmo’s seRpenT hands 
  5th-level transmutation
  Even though Mormo, the Mother of Serpents, was de-
  feated and dismembered in the Titanswar, her magic lives 
  on through her many followers. The wizard Dolomar is 
  credited with recovering this spell from a den of slitherin 
  Red Witches — who likely received the spell from High 
  Gorgons. Dolomar tried to scribe the spell out to several 
  arcane libraries but was assassinated by an unknown group 
  of Gorgons.
  Casting time: 1 action
  Range: Self
  Components: V, S, M (poison glands of a viper)
  Duration: 1 minute
  Mormo’s serpent hands turns your fingers into large poi-
  sonous vipers. On your turn following the transmutation and 
  each round thereafter, the vipers of each hand can be directed 
  to attack opponents, one target per arm and one attack per 
  finger. For example, an able-bodied human can attack two 
  different opponents with five melee attacks per round each. 
  You are considered proficient with these attacks. Each viper 
  causes ld6 points of piercing damage when it strikes, and 
  if the target of the attack fails a Constitution saving throw 
  it becomes poisoned. While the spell is in effect it is not 
  possible for you to grab or pick up items. As a result, you 
  cannot cast any spells that have a somatic component — and 
  you are unlikely to be able to handle material components 
  either — until this spell expires or is dismissed.
  
  Yugman’s Guide to Ghelspad
  20
  seRpenTs’ sTaRe
  2nd-level enchantment
  While crafted by the titanspawn asaatthi, this spell has 
  since changed hands many times and is now found in the 
  repertoires of both divine and titanspawn spellcasters.
  Casting time: 1 action
  Range: 30 feet
  Components: V, S, M (a shiny bauble such as a coin, gem 
  or piece of glass)
  Duration: Concentration, up to 1 hour
  You fix the spell’s target with a deep, fearful stare. If the 
  target fails a Wisdom saving throw it becomes paralyzed as 
  long as you maintain concentration and eye contact. While 
  maintaining eye contact with the target you have disadvantage 
  on attacks that don’t target the victim of the spell. Anyone 
  that attacks you has advantage on their attack. If you break 
  concentration or eye contact for any reason, the spell ends 
  immediately. The victim can use an action to repeat the 
  Wisdom saving throw, ending this effect on a successful save.
  seThRis’ poTenCy
  3rd-level transmutation
  Use to ensure your poison really gets the job done.
  Casting time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 hour 
  This spell increases the save DC for a poison by 1d4 + 
  your proficiency bonus.
  After one hour, the poison’s save DC returns to its nor-
  mal value.
  eldRiTCh invoCaTions
  eldRiTCh invoCaTions
  In addition to those from the core rules and other official 
  sources, the following eldritch invocations are commonly 
  practiced by warlocks of the Pact of the Serpent. 
  poisoneR’s inTuiTion
  Prerequisite: 5th level
  Your familiarity with poisons grants you the supernatural 
  ability to detect them. You may use detect poison and disease 
  at will.
  enTRanCe The beasT
  Prerequisite: 7th level, hypnotic pattern spell
  You may use your action to hypnotize a target within 30 
  feet that can see you. You can cast dominate beast with this 
  ability without expending a spell slot, and if you first make 
  eye contact, the target has disadvantage.
  snake eyes
  Prerequisite: 9th level, hypnotic pattern spell
  You may use this ability to cast dominate person without 
  expending a spell slot, and if you first make eye contact, the 
  target has disadvantage.
  
  21
  21
  21
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  15. Copyright Notice
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  Original Spell Name Compendium © 2002 Necromancer Games, Inc.; 
  based on spells from the Player’s Handbook that were renamed in the System 
  Reference Document, found on the legal page of www.necromancergames.com.
  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.
  Blood Bayou. © 2003 Onyx Path Publishing
  Burok Torn: City Under Siege. © 2002 Onyx Path Publishing
  Calastia: Throne of the Black Dragon. © 2002 Onyx Path Publishing
  Creature Collection. © 2000, Onyx Path Publishing. 
  Creature Collection 2: Dark Menagerie. © 2001 Onyx Path Publishing
  Creature Collection III: Savage Bestiary. © 2003 Onyx Path Publishing
  Creature Collection Revised. © 2003 Onyx Path Publishing
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  Hornsaw: Forest of Blood. © 2003 Onyx Path Publishing
  Mithril: City of the Golem. © 2001 Onyx Path Publishing
  Player’s Guide to Clerics and Druids. © 2003 Onyx Path Publishing
  Player’s Guide to Fighters and Barbarians. © 2003 Onyx Path Publishing
  Player’s Guide to Monks and Paladins. © 2003 Onyx Path Publishing
  Player’s Guide to Rangers and Rogues. © 2003 Onyx Path Publishing
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  Publishing
  Relics & Rituals. © 2001, Onyx Path Publishing
  Relics and Rituals 2: Lost Lore. © 2002 Onyx Path Publishing
  Scarred Lands Campaign Setting: Ghelspad. © 2002 Onyx Path Publishing
  Scarred Lands Gazetteer:  Ghelspad. © 2001 Onyx Path Publishing
  Secrets & Societies. © 2002 Onyx Path Publishing
  Serpent in the Fold: Serpent Amphora Cycle, Book I. © 2002 Onyx 
  Path Publishing
  Scarred Lands Gazetteer: Termana. © 2002, Onyx Path Publishing
  The Serpent and the Scepter: Serpent Amphora Cycle, Book II. © 
  2002, Onyx Path Publishing
  The Serpent Citadel: Serpent Amphora Cycle, Book III. © 2003 Onyx 
  Path Publishing
  Shelzar: City of Sins. © 2003 Onyx Path Publishing
  Strange Lands: Lost Tribes of the Scarred Lands. © 2004 Onyx Path 
  Publishing
  Seas of Blood. © 2001 Mongoose Publishing
  Fading Suns: d20. © 2001 Holistic Design, Inc.
  Skull & Bones. © 2003 Green Ronin, Green Ronin Publishing; Authors Ian 
  Sturrock, T.S. Luikart, and Gareth-Michael Skarka
  Blood Sea: The Crimson Abyss. © 2004, Onyx Path Publishing
  The Divine and the Defeated. © 2001 Onyx Path Publishing
  The Penumbral Pentagon. © 2003 Onyx Path Publishing
  The Wise and the Wicked. © 2001 Onyx Path Publishing
  Vigil Watch: Secrets of the Asaatthi. © 2003 Onyx Path Publishing
  Vigil Watch: Warrens of the Ratmen. © 2002 Onyx Path Publishing
  Gauntlet of Spiragos. © 2014, Onyx Path and Nocturnal Media.
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal Media. 
  Blood & Ink: Tattoo Magic © 2018, Travis Legge. 
  Blood Sea: The Crimson Abyss 5e © 2019 Onyx Path Publishing
  Yugman’s Guide to Ghelspad: Part One © 2020 Onyx Path Publishing
  
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