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Genasi
If people know anything of the planes at all, most consider
them remote, distant worlds apart from their own, vast and
wondrous vistas that might be homes for the gods, places of
perdition and horror, or alien landscapes that bear little
resemblance to their own. What knowledge might be gained
comes from the old tales or those infrequent occasions when
one of these realms casts a shadow upon the world, either
through the monsters unleashed through realitys cracks or the
manifestation of supernatural events that alter the worlds
course. At best, the planes of existence rest with the
cosmologists and priests, the wizards and warlocks who
bargain with fell agencies to gain temporal might. For all the
distance, for all the uncertainty, the planes influence can be
felt throughout the world, manifesting in curious ways or in
people who through an accident of birth carry its power in
their blood. The genasi are one such people and while many
might pass for humans of unusual appearance and disposition,
they stand apart for the elemental power raging in their hearts.
Mortals and genies have few occasions to interact. The
genies dwell on the elemental planes, places far beyond the
capacities of most mortals to dream of reaching, if theyre
even aware of their existence at all. Furthermore, the
elemental planes rank as some of the most inhospitable to
peoples of the Material Plane. Crushing earth, searing flames,
boundless skies, and endless water all present obstacles that
make even visiting these places for a short time dangerous.
The genies, however, do not face such troubles when
venturing into the mortal world. As powerful entities, they
adapt well to the mingling of elements making up the Material
Plane, and they frequently visit, sometimes under their own
volition, others when compelled by magic. During these
occasions, a mortal might catch a genies eye. A friendship
could form, romance bloom, and sometimes these
associations result in a child. These children are genasi, the
offspring of genies and humans, individuals with ties to two
worlds, yet belonging to neither.
Genasi fit into the world in different ways. Some live as
outcasts, driven into exile for their unsettling appearance and
the strange magic that manifests itself on their command.
Others, especially on the continent of Zakhara, may gain
positions of great power and influence. They might hide their
elemental heritage or display it for all to see, to strike fear in
their rivals hearts and to speak with the voice of the genies
whom most respect or dread. A few genasi who manage to
escape the Material Plane may find refuge in the household of
the genie who sired them.
Of Two Worlds
Denizens of all planes pass through the Material Plane with
great frequency, even if they do so unnoticed by the common
person. From angels to demons, devils to elementals, these
extraplanar individuals enter the mortal realms through
hidden portals, on errands good and evil, for causes great or
despicable. From time to time, these visitors leave behind
children borne from unions with mortals. These offspring,
generally regarded as the planetouched, are born with the
appearance of their mortal parent, but bearing the mark of
power from their otherworldly parent. This mark may lay
dormant for generations, waiting until some moment to reveal
Genasi Names
Genasi Traits
Your genasi character has certain characteristics in common
with all other genasi.
Ability Score Increase. Your Constitution score increases
by 1.
Age. Genasi mature at about the same rate that humans do
and reach adulthood in their late teens. They live somewhat
longer than humans do, living up to 120 years.
Alignment. Self-interest and ego tend to make genasi
neutral. A genasi tends to put personal interests before
anything else, especially since they rely on themselves first
and foremost. They choose their sides based on their situation
and what they can gain from action.
Size. Genasi are as varied as humans are, standing
anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. 30 feet.
Darkvision. Owing to your elemental heritage, you can see
in darkness within 60 feet of you as if it were dim light.
However, you cant discern color in darkness, only shades of
gray.
Languages. You can speak, read, and write Common and
Primordial. Like Dwarvish, Primordial is a guttural language,
filled with harsh syllables and hard consonants. Individual
words tend to be longer and stretch out certain sounds when
the word has ties to one of the four basic elements.
Subraces. Four major subraces of genasi are found among
the worlds of D&D: air genasi, earth genasi, fire genasi, and
water genasi.
Air Genasi
As an air genasi, you descend from the djinn and claim the
power of elemental air as your birthright. Yours is the sky, the
wind, and the very air other creatures breathe. As changeable
as the weather, your moods shift from gentle calm to wild and
violent with little warning and less provocation. Thankfully,
these storms rarely last long and once you exhaust the
emotion you return to your normal, easy going self.
Air genasi that do not live in the cities favor open lands
such as plains, deserts, high mountains, and anywhere they
have a view of the skies. In the Forgotten Realms, air genasi
are most common in Calimshan as much of that land was
once ruled by the djinn.
Ability Score Increase. Your Dexterity score increases by
2.
Breathless. You do not need to breathe, and thus you are
immune to drowning, suffocation, or any effect that requires
inhalation such poisonous gas.
Mingle with Wind. You know the float cantrip. When you
reach 5th level, you can cast the levitate spell once per day.
You may choose Intelligence, Wisdom, or Charisma for your
spellcasting ability for these spells.
Earth Genasi
As an earth genasi, you descend from the cruel and greedy
dao. While you need not share your sires evil nature, you do
inherit some measure of control over elemental earth. Earth
genasi revel in their superiority, strength, and earth-born
power, and often become powerful warriors. You tend to
avoid rash decisions, pausing long enough to consider all your
options before taking action. Only fools mistake your
considered approach for a simple mind, for your decisions are
often the right ones.
Many earth genasi that live in the wilderness choose places
underground where they can be in their favored element.
When not emerging from their caves, they might roam the
hills and mountains, or lay claim to an old ruins.
Ability Score Increase. Your Strength score increases by 1
and your Constitution score increases by 1.
Earth Walk. You may move across difficult terrain caused
by the rubble, debris, or anything made from earth or stone
without expending extra movement.
Merge with Stone. You know the resistance cantrip. When
you reach 5th level, you can cast the pass without trace spell
once per day. You may choose Intelligence, Wisdom, or
Charisma for your spellcasting ability for these spells.
Fire Genasi
Fire genasi burn hot. You have inherited the fury and power
of your efreeti sire and find your emotions are nearly alive,
straining against your control and often breaking free. One
moment you might erupt into hysterical laughter and then
erupt into a white-hot rage that leads you to act rashly and
often with violence. Your emotional nature may be a burden
to you or it could be something you accept about yourself and
let others sort out. You are often impatient, quick to make
judgments, but you live without regrets. You probably speak
quickly and act without thinking things through.
Ability Score Increase. Your Dexterity score increases by 1
and your Intelligence score increases by 1.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the control flame cantrip.
When you reach 3rd level, you can cast the flaming sphere
spell. You may choose Intelligence, Wisdom, or Charisma for
your spellcasting ability for these spells.
Water Genasi
As a water genie, the endless lapping of wave after wave, the
salty sea foam spraying into the air, the bottomless ocean
depths with pitiless darkness and breath-stealing pressure: all
these are the elements of your heart. You go where you want,
do what you want, and never feel bound to anyone or
anything. You take pride in your independence and make sure
your needs are always met first. Others might consider you
selfish, but you cant help how you are. You are what you are
and you make no apologies.
Ability Score Increase. Your Wisdom score increases by 1
and your Constitution score increases by 1.
Amphibious. You can breathe water as easily as you
breathe air.
Aarakocra
Sequestered in high mountains, at the tops of tall trees, and
elsewhere mankind fears to tread, the aarakocra, sometimes
called the birdmen, evoke fear and wonder in those who
behold them. Unlike many peoples living in the world, the
aarakocra are not native to the Material Plane. They hail from
a world beyond, from the boundless vistas of the Elemental
Plane of Air. And so they are immigrants, refugees, scouts,
and explorers, their outposts functioning more as footholds in
a world both strange and alien.
Sky Wardens
Nowhere are the aarakocra more comfortable than when they
are flying. They can spend hours in the air without growing
tired and some go as long as days, locking their wings in
place and letting the thermals hold them aloft. In battle, they
prove dynamic and acrobatic fliers, moving with incredible
quickness and grace, diving to lash opponents with weapons
or talons, before turning and winging away.
Once airborne, an aarakocra leaves the skies with great
reluctance. On their native plane, they can fly for days or
months, landing only to lay their eggs and feed their young
before launching themselves back into their air. Those that
make it to the Material Plane find the world a strange and
unfamiliar place. Clear concepts of up and down can leave
them somewhat confused and they have nothing but pity for
those earthbound people forced to live and toil in the muck.
Homelands
The aarakocra normally live on the Elemental Plane of Air.
Aarakocra may be drawn into the Material Plane, sometimes
to pursue enemies or thwart their designs on that plane.
Accident might send a nest of aarakocra tumbling into this
world. A few find their way to the mortal world through
portals on their own plane and establish nests in high
mountains or in the canopies of old, sylvan forests.
Once tribes settle in an area, they share a hunting territory
that extends across an area 100 miles on each side, with each
tribe hunting in the lands nearest to their colony, ranging
farther should game become scarce. A typical colony consists
of one large, open-roofed nest made of woven vines. The
eldest acts as leader with the support of a shaman. Males
usually hunt, while females craft weapons and tools, though
these roles are fluid.
Great Purpose
Aarakocra enjoy peace and solitude. They have little interest
in dealing with other peoples and less interest in spending
time on the ground when the skies call to them from above.
For this reason, it takes an exceptional circumstance for an
aarakocra to leave his or her tribe and undertake the
adventurers life. Neither treasure nor glory is enough to lure
them from their tribes; some dire threat to their people,
mission of vengeance, or catastrophe lies at the heart of the
aarakocra adventurers chosen path.
Two other circumstances might call an aarakocra to
adventure. As all aarakocra have strong ties to the Wind
Dukes of Aqaa, exceptional individuals might seek out the
missing pieces of the Rod of Seven Parts, a storied artifact
fashioned by the Wind Dukes long ago to defeat the Queen of
Chaoss monstrous champion, Miska the Wolf-Spider. When
plunged into the demonic beings body, the chaos in its blood
sundered the Rod and scattered its pieces across the planes.
Recovering the pieces means gaining honor and esteem in the
eyes of the vaati who forged it and could possibly restore a
powerful weapon for defense against the agents of elemental
evil.
Alternatively, the aarakocra are sworn foes of elemental
earth, particularly those evil earth elementals in the thrall to
the Elder Elemental Eye. Aarakocra on the Material Plane
might leave their colonies to lend aid to other humanoids
committed to fighting the earth cults and thwarting their
efforts.
2.
Age. Aarakocra reach maturity by age 3. Compared to
humans, aarakocra have brief lifespans and do not usually live
longer than 30 years.
Alignment. Most aarakocra are good. Aarakocra do not
choose sides when it comes to law and chaos. Tribal leaders
and warriors might be lawful, while explorers and adventurers
may tend toward chaotic.
Size. Aarakocra are about 5 feet tall and have wingspans up
to 20 feet. They have thin, lightweight bodies that weigh
between 80 and 100 pounds. Your size is Medium.
Speed. Your base land speed is 20 feet.
Fly Speed. Your base fly speed is 50 feet. You may only fly
when you are outdoors or you have an unobstructed path to
the sky. At 10th level and higher, you may fly anywhere.
Talons. You can use your talons as melee weapons that
deal 1d4 slashing damage.
Language. You can speak, read, and write Common and
Primordial.
Aarakocra
Names
As
with
much
of
their
speech,
aarakocra
names
include
clicks,
trills,
and
whistles
to
the
point
that
other
peoples
have
a
difficult
time
pronouncing
them.
Typically,
a
name
has
two
to
four
syllables
with
the
sounds
acting
as
connectors.
When
interacting
with
other
races,
aarakocra
may
use
nicknames
gained
from
people
they
meet
or
shortened
forms
of
their
full
names.
Aarakocra
of
either
gender
use
the
following
common
names.
Short
Names.
Aera,
Aial,
Aur,
Deekek,
Errk,
Heehk,
Ikki,
Kleeck,
Oorr,
Ouss,
Quaf,
Quierk,
Salleek,
Urreek,
Zeed
Aarakocra Traits
As an aarakocra, you have certain traits you inherit from your
people.
Ability Score Increase. Your Dexterity score increases by
Barbarian
The rage inside every barbarian rattles the cage of self-control
like a wild animal. Desperate to be freed, it drives barbarians,
giving them power, might, strength, and the will to keep
fighting long after they should have succumbed to their
wounds. While the fury most often leads to wanton carnage,
many barbarians learn to channel the rage in constructive
ways. Some do so by only letting it free when in the thick of
battle. Others rely on their spirit guidestotem animalsto
help them focus their power to accomplish more than they
could without it.
Totem Spirits
At 3rd level, you may choose one of the following totems in
addition to the options presented in the Players Handbook.
Ancestor. When you enter a rage, one willing creature of
your choice within 30 feet of you also enters a rage that lasts
for as long as your rage lasts. The creature gains all the
benefits and drawbacks for being in a rage. It uses the bonus
to damage as shown in the Rage Damage column of the
Barbarian table for that creatures level.
Grandfather Tree. While youre raging, arent wearing
heavy armor, and in contact with an earthen or stone surface,
you cause the ground around you in a 30-foot radius to
become difficult terrain for all creatures other than you.
Grass, vines, and roots twist and writhe. The earth trembles
and shakes as a result of Grandfather Trees fury.
Great Worm. Once each time youre raging, you can use a
bonus action on your turn to breath fire from your mouth.
Each creature in a 15-foot cone must make a Dexterity saving
throw. A creature takes fire damage equal to 2d8 + your rage
damage bonus on a failed save, and half as much damage on a
successful one.
The fire ignites any flammable objects in the area that are
not being worn or carried.
Totemic Attunement
At 14th level, you may choose the same spirit you selected at
3rd level or a different one.
Ancestor. While raging, your ancestor spirit emerges from
your body and appears in an open space within 30 feet of you
and remains until youre no longer raging. When you move,
you can move your ancestor spirit in any direction up to your
speed.
When you hit with a melee attack, you may use a bonus
action to unleash your ancestors fury. One creature you
choose within 10 feet of your ancestor must make a Wisdom
saving throw against a DC equal to 10 + your proficiency
bonus. On a failed save, the creature becomes frightened until
the end of your next turn. On a successful save, the creature
cannot be affected by your ancestors fury for 24 hours.
Grandfather Tree. While youre raging, you can use a
bonus action on your turn when you hit a Large or smaller
creature on the ground with a melee weapon attack. The
creatures speed drops to 0 until the end of your next turn.
Great Worm. While youre raging, you may use a bonus
action on each of your turns to make a bite attack against a
creature within 5 feet of you. On a hit, the bite deals piercing
damage equal to 1d6 + your Strength modifier.
Bard
The bards seek out adventure to form the basis of their stories
and songs. They travel across the length and breadth of the
world, searching out great heroes and despicable villains, to
witness those events that shift historys course, and record all
they have seen and the people they meet in the songs that
seem to take a life of their own. In the Forgotten Realms,
many bards have ties to the Harpers, a legendary organization
made up of courageous champions who fight the age-old fight
against evil and advance freedom and justice wherever they
go. Even those bards who are not affiliated with the Harpers
The Harpers
The Harpers have risen and fallen, achieved great things and
tumbled into infamy only to reclaim their place once more.
An institution committed to toppling tyrants, breaking the
chains of slavery, and ensuring freedom, equality, and justice
for all, the Harpers act very much as a force for good in the
world.
The Harpers welcome any person of good heart and
courage into their ranks. One can find people from all
backgrounds and professions, from freedom-fighting rogues
to rangers and just about everyone in between. Most Harpers,
however, are bards, who act as spies, informants, and, on
occasion, instigators of change.
Rumors about the Sumber Hills and the surrounding lands
have drawn the Harpers attention. Too many stories about
dark magic and unspeakable monsters have been flowing
from this area, and the instability their proximity undoubtedly
will cause creates opportunities for despots to take power.
Since theyre only dealing with rumors, at least for now, the
Harpers have dispatched several operatives to gather
intelligence about the area, to follow up on the various stories,
and get to the bottom of the troubles casting a shadow over
the land. These spies keep their affiliation secret since not
everyone shares their ideals, and find they can coax
information from locals more easily when people just think
they are singers, poets, and players. The Harpers work for
long stretches, periodically checking in with contacts to pass
intelligence up the ladder to the higher-ups and then await
orders for what to do next.
wander into the Sumber Hills because thats where the road
they followed took them.
The ruins speckling the countryside in the North often lure
bards affiliated with the College of Lore. They hold secrets
from the pasts, answers to questions no one has yet dreamed
of asking. There are mysteries to be solved, old magic to be
recovered, and new legends to be made. Storied places such
as the Halls of the Hunting Axe, the Haunted Keeps, Rundreth
Manor, and other places besides offer opportunities for
excitement and adventure, inspiration for the next great song
the bard will sing.
As much as bards delight in unknotting tangled mysteries
and uncovering lost lore, some bards feel driven to inspire
others to reach their potential, stand up for whats right, and
to become the heroes they were born to be. Bards belonging
to the College of Valor know all the old stories of great
heroes, people who stood up against their enemies and
acquitted themselves as heroes, and many set out to find new
heroes so they can add their tales to those of old.
The threat of war and upheaval threatening Red Larch and
other places in the Sumber Hills promises opportunities for
great deeds, heroics, and events worthy to be recorded. Bards
from the College of Valor filter into the communities and in
crowded taverns recount the great deeds of fallen champions
and bold adventures to inspire their audiences and help them
to find the courage to stand against the tide of darkness some
believes approaches.
Finally, bards of any type and background might come to
this region for the promise of adventure. The tales of the
North are rich with terrible monsters, howling barbarians, and
strange magic. Treasure awaits in the rubble of old ruins. A
magic sword might be pried from a dragons hoard. The
troubles swirling around these lands merely hint at greater
secrets to be uncovered, and these bards are often the first to
undertake missions for the sake of adventure, fame, and glory
on their own.
Cleric
The gods rarely take a direct hand in mortal affairs, so they
depend on their chosen servants to advance their objectives
and further their cause. The investiture of divine power
reveals itself both in the rites the clerics perform and the
spells they can cast, but is perhaps best expressed by their
domain. A domain represents a facet of divine power and
clerics serving the gods gain access to the domain that best
reflects their nature and relationship with the divine.
Air
Gods who rule the skies, who claim the clouds, the seasons,
storms, sun, and the creatures that dwell in these
environments, are the ones who claim dominion over air.
Most gods Aerdrie Faenya, Akadi, Atroa, Bahamut,
Balinor, Chislev, Frey, Freya, Obad-hai, Phaulkon, and
Shaundakuloffering this domain have strong ties to the
Elemental Plane of Air. They might be elemental powers
themselves or have established dominions on that plane. The
Domain
S pells
Cleric
Level
1st
3rd
5th
7th
9th
*New
spell
Spells
fog
cloud,
gust
of
wind
dust
devil*,
soar*
grasping
wind*,
wind
wall
air
walk,
fling*
conjure
elemental,
control
winds*
Bonus Cantrips
At 1st level, you know the float* and shocking grasp cantrips
if you dont already know them.
Devotee of Air
Also at 1st level, you may exert control over air to speed you
along and cushion your falls.
Increase your speed by 10 feet. In addition, while you are
conscious and able to use actions, you halve the damage you
take at the end of any fall.
which it does its best to obey. You can specify a simple and
general course of action, such as Attack that creature or
wait here.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Domain
S pells
Cleric
Level
1st
3rd
5th
7th
9th
*New
spell
Spells
fist
of
stone*,
shockwave*
eruption*,
hail
of
stone*
stone
spike*,
wrack
earth*
stone
shape,
stoneskin
conjure
elemental,
wall
of
stone
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and
heavy armor.
Avalanche Strike
Form of Air
Also at 17th level, you can transform yourself into a being of
living air and remain in that form for up to 1 hour, until you
use a bonus action to return to your normal form, or until you
become unconsciousness. While in this form you have all of
the following benefits:
You have a fly speed equal to twice your land speed.
You hover for as long as long as you remain in this form.
You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons.
You are immune to poison damage.
You are immune to the grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
From 1st level on, you can unleash earth power through your
weapon attacks. When you use the Attack action to attack
with a melee weapon, the target and each creature you choose
within 10 feet of the target must succeed on a Dexterity
saving throw against your Spell Save DC or fall prone.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Once you use this feature, you cannot use it again until after
you complete a long rest.
Earth
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit
a creature with a weapon attack, you can cause the attack to
deal 1d8 extra radiant damage to the target.
When you reach 14th level, the extra damage increases to
2d8.
Form of Earth
Also at 17th level, you can transform yourself into a being of
living earth and remain in that form for up to 1 hour, until you
use an action to return to your normal form, or until you
become unconsciousness. While in this form you have all of
the following benefits:
You have a +2 bonus to Armor Class and Strength.
You have a burrow speed equal to your land speed. When
you burrow through natural, unworked earth and stone, you
do not disturb the material you move through.
You deal double damage to objects and structures.
You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons.
You are immune to poison damage.
You are immune to the paralyzed, petrified, and poisoned
conditions.
Once you use this feature, you cannot use it again until after
you complete a long rest.
Domain
S pells
Cleric
Level
1st
3rd
5th
7th
9th
Spells
control
flames*,
pyrotechnics*
flaming
sphere,
heat
metal
fireball,
fire
stride*
fire
shield,
wall
of
fire
conjure
elemental,
immolation*
Bonus Cantrips
When you choose this domain at 1st level, you gain the
produce flame and scorching burst cantrips if you dont
already know them.
Ravenous Flames
Also at 1st level, you can immolate the targets of your spells
that deal fire damage. When you deal fire damage with a spell
you cast, the target must make a Dexterity saving throw
against your Spell Save DC or catch fire. An affected target
takes fire damage equal to 1d8 + your cleric level at the start
of each turn. A creature can take an action to extinguish the
flames, which ends this effect. Anything that smothers the fire
also ends the effect.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Fire
Elemental fire conjures visions of destruction brought on by
searing waves of heat and flame. Yet for all of its ruinous
qualities, fire also represents the spark of creativity and
passion. Such gods as Gond, Hephaestus, Onatar, Reorx, and
Sirrion teach fire is a force to be harnessed and controlled for
creative ends, usually in working at a forge and shaping
metals, though sometimes as the spark of an idea that leads to
greatness. Gods of war, destruction, and violenceSargonnas
and Surtur for exampleembody fires wild and terrible side.
Finally some gods such as Kossuth and Obad-Hai embrace
fire in its elemental form.
Clerics with the Fire domain can be forces for inspiration or
agents of devastation. They inflame passions and act as muses
for poets and artisans. The more militant clerics may scourge
their enemies with fire, dispensing swift and terrible justice
with their magic.
Most gods are fire are neutral, though they can be of any
alignment.
10
does its best to obey. You can specify a simple and general
course of action, such as Attack that creature or wait here.
Domain S pells
At 6th level, when you cast a spell that would deal fire
damage to creatures you can see, choose a number of them
equal to 1 + the spells level. A chosen creature becomes
immune to the damage from that spell.
Cleric
Level
1st
3rd
5th
7th
9th
Potent Spellcasting
Bonus Proficiencies
Shape Flames
Spells
bestow
curse,
denunciation*
righteous
shield,
zone
of
truth
divine
retribution*,
fear
castigation*,
locate
creature
flame
strike,
geas
Retribution
At 17th level, you add the bind elemental spell to the list of
spells you have prepared, and it does not count against the
number of spells you can prepare each day. You may only
cast this spell to bind fire elementals.
At 1st level, your sense of justice fills you with fury whenever
wrongdoers triumph. You can make an opportunity attack
against any creature that attacks another creature in your
reach.
Form of Fire
Once you use this feature, you cannot use it again until after
you complete a long rest.
Divine Strike
Justice
For civilization to work, there must be order. Civilization
needs its laws to define what is right and what is wrong. Laws
place hard limits on what people can do, and what awaits
them should they break the law. Gods of Justice may embody
the ideal, such as Anubis, Forseti, Heironeous, the Silver
Flame, and Tyr, while other gods see justice as an expression
of retribution as in the case of Hoar. Some gods may have
given mortals a system of laws or inspired them, with the
prime examples being Athena and Erathis, while other gods
assume justice as an extension of honor and sacrifice as with
Arvoreen, Clangeddin Silverbeard, and Dol Arrah.
Clerics of these gods are expected to abide by law in all
things and to mete punishment to those who upset the normal
order. These clerics may serve as magistrates and constables,
or as bounty hunters, tracking down criminals to bring them
back in chains or end them with sword and flame.
Almost all gods associated with Justice are lawful, but can
be good, neutral, or evil.
At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit
a creature with a weapon attack, you can cause the attack to
deal 1d8 extra radiant damage to the target.
When you reach 14th level, the extra damage increases to
2d8.
Chains of Justice
At 17th level, you can bind your foes with chains of glowing
light.
When you hit a creature with an attack, the creature
becomes restrained in chains made from glowing light that
remain until the end of your next turn. While the creature is
restrained by this feature, it has vulnerability to radiant
damage.
Water
Gods of water embody its role as a life-giver and destroyer, as
a force for nature, and as the facilitator of ideas. Many gods
that claim water in their portfolio rule over elemental water or
claim dominion over the seas such as Deep Sashelas, the
11
Domain
S pells
Cleric
Level
1st
3rd
5th
7th
9th
Spells
create
or
destroy
water,
ice
knife*
wall
of
water*,
watery
fist*
tidal
wave*,
water
breathing
control
water,
vitriolic
sphere*
conjure
elemental,
transmute
rock*
Divine Strike
Devotee of Water
At 1st level, you know the shocking grasp cantrip, and you
gain proficiency in your choice of the Athletics, Medicine, or
Nature skills.
Servant of Water
Also at 1st level, you have a swim speed equal to your land
speed and you can breathe air and water.
Quench
Also at 2nd level, you can extinguish flames with a word and
gesture. As a bonus action, you may extinguish any flame
inside a 10-foot cube that you can see within 60 feet of you.
At 8th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit
a creature with a weapon attack, you can cause the attack to
deal 1d8 extra radiant damage to the target.
When you reach 14th level, the extra damage increases to
2d8.
Form of Water
Also at 17th level, you can transform yourself into a being of
living water and remain in that form for up to 1 hour, until
you use an action to return to your normal form, or until you
become unconsciousness.
While in this form you have all of the following benefits:
You increase your swim speed by 60 feet.
You can pass through spaces occupied by enemies and pass
through any opening that water can pass through without
squeezing.
You have resistance to acid damage and bludgeoning,
piercing, and slashing damage from nonmagical weapons.
You are immune to and poison damage.
12
You are immune to the grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
Once you use this feature, you cannot use it again until after
you complete a long rest.
Elemental Clerics
A rash of murders and disappearances have befallen followers
and priests of gods with strong elemental ties. At first, a few
people, some of who were leaders in their communities,
simply vanished. More recently, the bodies of priests and
attendants have been discovered, many appearing to have
killed as ritual sacrifices to unknown powers. With the threats
against the faithful, normally devout and pious followers have
begun concealing their religious affiliation, causing temples to
shrink or even disappear altogether.
Word of the troubles affecting these faiths have reached
larger congregations in surrounding lands, and temples of
such gods as Istishia the Water Lord, Kossuth the Firelord,
Akadi the Lady of Air, and Grumbar the Earthlord have been
making pilgrimages to the shrines and holy sites associated
with their temples to reinvigorate the congregation and to
uncover who is behind the killings and abductions.
Clerics of Justice
The Temples of Tyr and Torm feely give aid to those in
distress. Their clerics venture into the lands, dispensing swift
justice to lawbreakers and drag criminals back to present them
to the authorities for their judgment. Most of these clerics and
other followers committed themselves to fighting the forces of
evil. As trouble seems to be building in the wild North, the
servants of these gods and others of similar disposition have
made the journey to lend their strength and might to the cause,
to help throw back the enemies of light from overrunning the
settlements in these lands. Many Justice clerics work
alongside secular institutions, supporting constables and the
watch with their divine magic and skill at arms. Others
undertake quests on their own to wipe out infestations of
wickedness wherever they find it.
the world to trouble the good and noble. The Shining Blades
wield the power of their god, but focus their training at
achieving excellence at arms and perfecting their fighting
techniques as a way of showing devotion to their patron deity.
The gods have a strong foothold in the North and most faiths
and major gods have devotees here. Across the long centuries,
clerics have come to the North from faraway lands, to spread
the word of their faith and make converts of those peoples
who cling to outmoded and primitive beliefs. Temples and
shrines can be found in almost all towns and villages, though
the larger cities have grander and more varied temples. The
most common gods worshipped in these lands include Mystra,
Lathander, Mielikki, Tempus, and Tymora, while the savage
peoples follow their own gods, venerate spirits, or other
powers. The Uthgardt have little tolerance for peddlers of
foreign religions and may cast them out or even kill them if
they press their cause too hard.
Druid
From the forests to the mountains, plains to swamps, the
druids devote themselves to protecting the world from those
forces that would tip the scales in the delicate balance that
allows life to exist in Faern. Many druids go their own way,
living on the fringes of civilization, working to cultivate and
enrich the land with their magic, while helping others to
benefit from the lands bounty and respect it. Other druids
form societies, called druid circles, united by common cause
and work together to protect their chosen territory. Whatever
way they serve the world, the druids stand as its chief
protectors.
Druids draw their magic from multiple sources. Some draw
their magic from the land itself, calling upon the burgeoning
power found in every living thing. Others commune with
nature spirits, and learn primal secrets from them useful for
performing magic. In the Forgotten Realms, most druids find
their path by serving a deity with strong ties to nature. Deities
such as Chauntea, Malar, Mielikki, Silvanus, and many others
count druids among their followers. Even the most devout
servants, however, rarely draw a line of distinction between
the gods and the world, and instead see themselves as true
servants of the world.
While all druids regard it as their sacred duty to nurture and
maintain the wilds, the methods they employ vary from land
to land. Each druid circle has particular customs and rites they
perform to carry out their mission. Druids belonging to Circle
of the Land devote themselves to a particular region and
benefit from a potent link to the landscape to which they are
bound. Those affiliated with the Circle of the Moon embrace
natures fury, calling upon the power of wild animals and the
elements to drive off interlopers and destroyers. Joining the
two most common circles is the Circle of the Hierophants, a
mysterious and ancient society focused on the elemental
forces underpinning reality.
13
Bonus Cantrip
When you choose this circle at 2nd level, you learn one
additional druid cantrip of your choice.
Elemental Transmogrification
Starting at 2nd level, you may use a bonus action to expend a
use of Wild Shape on your turn to undergo an elemental
transformation. Rather than assume the form of a beast, you
instead gain one of the following elemental characteristics,
chosen when you use this class feature. The transformation
lasts for a number of hours equal to half your druid level
(rounded down), after which time you revert to your normal
form unless you expend another use of this feature. You may
revert to your normal form earlier by using a bonus action on
your turn. You automatically revert to your normal form if
you fall unconscious, drop to 0 hit points, or die.
Flame.
Flames dance across your body, though they do not
harm you or your possessions. Until you resume your normal
form, you emit bright light in a 20-foot radius and dim light
for an additional 20 feet. You can use a bonus action to
extinguish or resume the light on your turn.
In addition, as an action, you can hurl flames at a creature
within 30 feet of you. That creature must make a Dexterity
saving throw. The creature takes 2d6 fire damage on a failed
save, or half as much damage on a successful one. When you
use an action in this way, you may also expend a spell slot.
The creature takes 1d6 extra damage for each level of the
spell slot you expended.
Ice.
Frost covers your body until you become completely
encased in a thin layer of ice. Until you resume your normal
form, at the end of each of your turns, ice creeps across the
ground around you in a 10-foot radius, transforming the area
into difficult terrain until the ice melts.
Elemental Burst
Starting at 6th level, when you use your Elemental
Transmogrification class feature, you may release a burst of
elemental energy that extends out from you in a 10-foot radius
that spreads around corners. The energys effects depend on
the form you chose.
Flame.
Each creature in the area must make a Dexterity
saving throw. On a failed save, the creature takes 2d6 fire
damage and catches fire. On a successful save, the creature
takes just half the damage.
A creature that catches fire takes 1d6 fire damage at the end
of each of its turns until the flames are extinguished. A
creature can use an action to extinguish the flames using
normal meansrolling across the ground, smothering them
with a cloak, or dousing them with water.
Ice.
Each creature in the area must make a Constitution
saving throw. A creature takes 2d8 cold damage on a failed
save, or half as much damage on a successful one.
Stone.
Each creature in the area must make a Dexterity
saving throw. A creature takes 2d4 bludgeoning damage and
falls prone on a failed save, or just half the damage on a
successful one.
Wind.
Each creature in the area must make a Strength
saving throw. A creature takes 2d4 bludgeoning damage and
is pushed 30 feet in a straight line away from you on a failed
14
Elemental Passage
At 14th level, you may cast the plane shift spell without
expending a spell slot or providing the material components.
You may only cast this spell in this way to travel to the
Elemental Plane of Air, Elemental Plane of Earth, Elemental
Plane of Fire, the Elemental Plane of Water, or back to the
Material Plane if you cast this spell on an elemental plane.
Once you cast this spell in this way, you cannot do so again
until after you finish a long rest.
Elemental Druids
Druids have strong ties to the Inner Planes. Their association
stems from the part these planes play in influencing nature
and shaping the mortal world. While druids typically include
elemental magic in their spells, in some worlds druids go
much further and focus their studies and training toward
mastering its power.
Athasian Druids
The world dies. Where once there were great oceans, rich
forests, and abundant life, now one finds silt, sand, and
desolation. The druids pledge their lives to protect natures
last bastions and know the battle they fight against the
templars and the sorcerer-kings is a losing one. With no gods
to aid them, the druids instead bargain with the great powers
lurking in the elemental planesoften faceless, unreasoning
beings of incalculable might, figures that have little interest in
mortal affairs and less in those petitioners who disturb them.
No druid chooses this life for selfish reasons; to be a druid
is to be an enemy of the templars, a pariah, hunted and
reviled, with enemies at every turn. Each druid protects a
particular region, a place where nature resists the ravenous
magic that feeds on life. The lands they protect have ties to
elemental forces and they channel magic from the power in
places where the element is most prevalent. While druids of
other circles exist on Athas, hierophant druids are by far the
most common since they can supplement the worlds failing
magic with power gained from their elemental patrons.
The association between druid and elemental entity is not at
all personal. In fact, the patron might not even be aware of
the druid who draws the magic from it. Such links are short
lived and each time the druid prepares spells, he or she
contacts a different entity.
15
Dusk Circle
For generations, the people living in Kheldell, a small
settlement in the Sword Mountains north of the Westwood,
have enjoyed the aid and protection of the Dusk Circle.
Always secretive, given to strange habits and behaviors, the
druids largely keep to themselves. Locals depend on the
Circle to nurture the crops and keep away predators that
would otherwise steal off with the livestock. These tasks, as
well as offering healing to the injured, relief from disease and
other ailments, have elevated them, at least in the eyes of the
common people, as benevolent protectors, allies in the
struggle to live on the frontier. The druids aid comes at a
price, however. They demand the people abide by the tenets
of their faith and customs, to observe the sacred rites, and to
live harmoniously with nature, never taking more than is
needed and to respect the land on which they lived. Thus the
woodcutters only claim those trees the druids permit, hunters
take game only during those seasons the druids allow, and
people keep the old ways in the manner of the druids.
The relationship between the Dusk Circle and the villagers
is one of mutual benefit, but they largely live apart and rarely
mingle. The druids keep to their forest and the common folk
stay in their community. In fact, no one truly knows how
many druids make up the Circle or have ever seen more than
one or two at a time.
The Dusk Circles secrecy stems from their estrangement
from other druidic groups. While they abide by all the same
customs and perform all the same rites, their magic focuses
more on controlling the elements, mastering the winds, the
flame, the soil, and stream. The druids comprising their ranks
have murky pasts, individuals who have delved deep into
elemental power and may have had ties to elemental cults at
points in their pasts. If they had such connections, they have
severed them now, and use their magic and the magic they
learned from their delvings into elemental magics secrets to
protect and nurture the land.
The druids here sense great peril on the horizon for the
North and are troubled by reports from the rangers about
unusual environmental phenomenawildfires that start and
stop with little reason or warning, blistering hot gales that
topple trees, and the occasional rumble that shakes the earth.
It is with great reluctances that the druids have begun to look
beyond their region, but they feel unless they act soon,
whatever evil lies at the heart of these troubles will be too
great to stop.
Fighter
Hard-bitten, grizzled mercenaries, stalwart knights, and bold
champions, ready for any challenge: all these and more
represent the fighters. Found in all lands, in every society,
some of the greatest heroes and villains the world has ever
known were fighters. Its easy to overlook the fighters
capabilities since they are so common in the lands. But their
ready weapons, combat prowess, and durability combine to
make them invaluable components of every adventuring
group.
16
Local Heroes
Mercenaries
Treasure Hunters
Adventurers have traveled into the North for centuries. There,
they battle monsters and loot dungeons for treasures. With all
the parties that have tested their mettle against the dangers of
these lands hold, there seems to be no shortage of places to
explore and treasure to find. A steady trickle of adventurers
have been flowing into the area, drawn by new stories about
dungeons under the Sumber Hills and old sites that have
become haunted again. Inns and taverns throughout the region
become more and more crowded with sellswords and
adventurers looking for compatriots for a new expedition into
the unknown.
Monk
The monasteries scattered across the world hold the key to
enlightenment. Great repositories of wisdom, masters living
there instruct novices in the fighting arts to help them
transcend the limits imposed by their beliefs and perceptions,
to achieve true enlightenment and leave behind the flawed
vessels of their bodies. The complex forms, strikes, and
moves all help focus the mind, girding it against distraction so
that the monk can harness unseen forces and wield them as
17
enters that space or starts its turn there must make a Dexterity
saving throw. On a failed save, the creature 2d6 fire damage,
or just half the damage on a successful one.
Grasp of the East Wind. When you use the Attack action
on your turn and hit, you can spend 1 ki point to cause the air
to grasp your target and drag it up to 30 feet away from you in
a direction you choose. For each additional ki point you
spend, you increase the target moves by 10 feet.
Raindrops on Still Waters (11th Level Required). As an
action, you can spend 4 ki points to leap up to 60 feet into the
air and land safely anywhere you choose within 60 feet. This
movement does not provoke opportunity attacks.
If you spend 1 ki point while youre in the air, you can
create up to four duplicates of yourself from elemental water
that appear in open spaces within 30 feet of you. When you
land, you and each of your duplicates can each make a single
unarmed strike attack. Your duplicates use your statistics for
this attack. After resolving each attack, the duplicates collapse
into puddles of water.
Stance of the Eternal Mountain. As a bonus action, you
can spend 2 ki points to cast mage armor on yourself. Until
the spell ends or you become unconscious, you cannot be
physically moved or knocked prone unless you choose to be.
Hin Fist
Most monastic traditions trace their roots to human cultures.
One exception is the Hin Fist, a fighting style founded to help
halflings master themselves and the world. Students of the
Hin Fist left their homes to establish new monasteries on the
frontier, and at least one managed to survive the long years in
the North. Halflings in other monasteries only teach the
techniques of Hin Fist to halflings, but the smaller monastery
in these lands teach the art to skilled gnomes and dwarves, as
well as humans.
Paladin
Oath of Vigilance
Paladins who take the Oath of Vigilance commit themselves
18
Tenets of Vigilance
Oath Spells
You gain oath spells at the paladin levels listed below.
Paladin
Level
Spells
3rd
command,
@@NEW
(buff
against
charm
or
illusion?)
5th
detect
thoughts,
silence
9th
dispel
magic,
zone
of
truth
13th
banishment,
NEW
(exorcism?)
17th
dispel
evil
or
good,
NEW
(mass
break
charm)
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Vigilant Censure: When a creature within 10 feet of you
casts a spell, you can use your reaction to censure it. While
under your censure, the target has disadvantage on any spell
attack rolls it makes, and any creature making a saving throw
against spells cast by the target gains advantage. In addition,
you add your Charisma modifier to melee attack rolls you
make against the target of your censure. The censured
creature may attempt a Wisdom saving throw at the start of
Aura of Vigilance
Starting at 7th level, you and friendly creatures within 10 feet
of you gain advantage on opportunity attacks and Wisdom
saving throws while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a
protection from evil spell.
Stern Judgment
At 20th level, you can use your action to pass judgment on a
wrongdoer or group of wrongdoers by naming their crimes
and calling upon the powers of justice. For 1 minute, you gain
the following benefits:
Your Improved Divine Smite deals 3d8 extra radiant damage instead of 1d8. Whenever you hit a
creature native to a different plane of existence with
a melee attack, the target must succeed on a Charisma saving throw or be instantly banished to its
home plane.
Once you use this feature, you cant use it again until you
finish a long rest.
Vigilant Paladins
At first glance, it might seem surprising to find paladins of
vigilance standing watch over the North. After all, the threats
facing these frontier lands rarely bother to hide behind a fairseeming mask; one doesnt need the advice of an inquisitor to
appreciate the dangers posed by hordes of orcs, rampaging
giants, or hungry dragons. However, while much of the North
is monster-haunted wilderness, this vast landscape is also a
19
Beast Master
Beast masters forge bonds with animals they befriend. They
combine their fighting talents with those of their beast
companion to become a deadly team, capable of handling a
wide range of challenges. The following animal companions
expand the options found in the Players Handbook. These
animals are suitable companions for adventurers in any of
D&Ds worlds, particularly those living in cool or cold
climates such as the southern reaches of Xendrik in the world
of Eberron, and the lands of the Frost Barbarians, Snow
Barbarians, and Ice Barbarians in the world of Greyhawk.
Trained Elk
Ranger
Rangers roam the blank places on the map. Their lands are the
uncharted woods, the treacherous mountains, and the rolling
plains. They blaze the trails through the wilderness and know
the landscape better than most. Many rangers see their role as
the first line of defense civilization has against the horrors
tumbling out from the wilds, while others join forces with the
Actions
Ram.
Melee
Weapon
Attack:
+3
plus
your
proficiency
bonus
to
hit,
reach
5
ft.,
one
target.
Hit:
2d4
+
3
+
your
proficiency
bonus
bludgeoning
damage.
Hooves.
Melee
Weapon
Attack:
+3
plus
your
proficiency
bonus
to
hit,
reach
5
ft.,
one
target.
Hit:
1d4
+
3
+
your
proficiency
bonus
bludgeoning
damage.
Trained Raven
Tiny
beast,
unaligned
20
Actions
Beak.
Melee
Weapon
Attack:
+2
plus
your
proficiency
bonus
to
hit,
reach
5
ft.,
one
target.
Hit:
1d4
+
2
+
your
proficiency
bonus
piercing
damage.
Trained Wolf
Medium
beast,
unaligned
Actions
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
1d6
+
2
+
your
proficiency
bonus
piercing
damage,
and
a
hit
creature
must
succeed
on
a
DC
9
Strength
saving
throw
or
be
knocked
prone.
Trained Wolverine
Small
beast,
unaligned
Actions
Claws.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
target.
Hit:
2d4
+
3
+
your
proficiency
bonus
piercing
damage.
Sorcerer
The magical birthright granting all sorcerers their power
comes in many different forms and awards them with a
variety of different magical powers. Most sorcerers in the
21
Elemental Adept
The roiling, seething energies spawned by the Inner Planes
strain to breach their boundaries. The planes clash with one
another, mixing in unpredictable ways to create all manner of
strangeness. Just as the elemental forces rush against one
another, so too do they leak into neighboring planes, with
plumes of elemental fire jetting into the Ethereal Plane or
geysers of water shooting up from the ground in the Material
Plane. Sometimes these energies do more than dissipate when
they intrude on other planes; sometimes they leave a lasting
impression, a magical mark that can touch the world and the
creatures living in it.
You derive your innate magic from such a mark. You have
been touched by the Inner Planes. You might have had a
genasi ancestor or someone in your bloodline may have been
exposed to a rush of elemental power. Whatever the source,
you wield the magic of the Inner Planes. You are like a living
conduit to these cosmic forces, able to call upon the
tumultuous winds from the Plane of Elemental Air or to cause
the ground to shudder under your feet with the groans from
the Plane of Elemental Earth.
While you may have encountered elemental magic at some
point in your life, its magical imprint may have been lingered
in the blood, a dormant presence passed down through the
generations until it reached you. A moment of intense
emotion would have been all you need to call upon its power.
Elemental Aspect
At 1st level, choose one elemental aspect. Features you gain
later use the damage type associated with the aspect you
chose.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage
of a type associated with your elemental origin, add your
Charisma modifier to that damage. At the same time, you can
spend 1 sorcery point to gain resistance to that damage type
for the next hour.
Elemental Boon
At 14th level, you gain a benefit based on your elemental
origin
Air. As a bonus action on your turn, you gain a fly speed
equal to your current speed. The effect lasts until you land.
Earth. As a bonus action on your turn, you squeeze through
solid earth and stone. You can only move up to 10 feet
through those materials and if you end your turn inside a solid
object, you are forcibly ejected into the nearest open space
back the way you entered the object and you become stunned
until the end of your next turn.
While you can squeeze through earth and stone, you can
move across difficult terrain caused by anything made of
sand, earth, or rock without spending the extra movement.
This effect lasts until you are no longer in contact with the
ground or until you use a bonus action on your turn to end it.
Fire. As a bonus action on your turn, you can perform a
long jump to jump up to a distance equal to your current
speed and land safely or perform a high jump to jump up to a
height equal to one-half your current speed and then land
safely.
Water. You can breathe water as easily as you do air. You
also have a swim speed equal to your current speed.
Damage
Type
Lightning
Thunder
Fire
Cold
Elemental Corona
Elemental Breach
Elemental
A spect
Element
Air
Earth
Fire
Water
Elemental Sorcerers
The appearance of an elemental sorcerer in a region most
often heralds an intrusion from the Inner Planes into the
22
Warlock
Elemental Priests
The Burnt World of Athas has never had gods, or, if it had,
they have been silent for so long, nothing of their influence
remains. Instead, the people of the land commune with
elemental forces to call upon the magic from the Inner Planes.
While called shamans or priests by some, these talented
individuals owe their magical abilities to an inborn talent born
from the worlds proximity to the elemental planes. They
draw their power directly from the elemental planes and use it
to cast their spells.
Elemental priests add cure wounds to the sorcerer spell list.
The DM may add other healing spells to the sorcerer list in
this setting at his or her discretion.
Primordial Adept
In the world of the Nentir Vale, the gods and elemental beings
known as the primordials fought for dominance in a bitter
struggle remembered as the Dawn War. The gods ultimately
triumphed over their rivals, bound them in adamantine chains,
and locked them away to trouble the mortal world no further.
The primordials may languish in their prisons, but they can
sometimes touch the world through the primordial adepts who
bind themselves to these forgotten powers and in doing so
gain access to elemental magic.
The gods and their servants as well fear what would happen
if the primordials escaped their prisons and thus mortal
servants bear the responsibility of tracking down these
reckless power-seekers and turn them from their paths before
they bring doom upon the world. And should they fail to
dissuade them, they have the authority of their temples to use
whatever means at their disposal to stop them.
23
Dao
P atron
Spell
Level
1st
2nd
3rd
4th
5th
Efreet
P atron
Spell
Level
1st
2nd
3rd
4th
5th
Spells
burning
hands,
pyrotechnics
(NEW
SPELL)
control
flame
(NEW
SPELL),
scorching
ray
fireball,
fire
stride
(NEW
SPELL)
@@,
wall
of
fire
@@,
immolation
(NEW
SPELL)
Marid
P atron
Spell
Level
1st
2nd
3rd
4th
5th
Spells
ice
knife
(NEW
SPELL),
@@
wall
of
water,
watery
fist
(NEW
SPELL)
@@,
water
breathing
control
water,
ice
storm
cone
of
cold,
@@
Genie Stride
Starting at 1st level, your patron gives you the ability to
briefly transform into a whirlwind or cloud when you move.
You are incorporeal, and you can fly at a speed of 30 feet.
You can move through spaces occupied by other creatures,
and you can pass through small holes, narrow openings, and
even cracks. You do not provoke opportunity attacks while
using your genie stride. This transformation ends when you
finish moving, or at the end of your turn.
The exact form you take depends on your genie patron. If
your patron is a djinn caliph, your genie stride takes the form
of a whirlwind of dust; if your patron is a dao khan, you take
the form of a whirling blast of sand; if your patron is an efreet
pasha, you become a cloud of smoke and embers when you
use this ability; and if your patron is a marid sultan, you
transform into a swift-flowing stream or a blowing drift of
snow.
Once you use this feature, you cant use it again until you
finish a long or a short rest.
Djinn
P atron
Spell
Level
1st
2nd
3rd
4th
5th
Spells
@@,
gust
of
wind
blur,
soar
(NEW
SPELL)
@@,
lightning
bolt
greater
invisibility,
@@
Wind Shield: The target must succeed on a Dexterity save or be blinded by dust and grit until the
end of its next turn.
24
Fiery Shield: The target must succeed on a Dexterity save or take 3d8 fire damage.
Snow Shield: The target must succeed on a Constitution save or take 2d6 cold damage and suffer
disadvantage on its attacks until the end of its
next turn.
Once you use this feature, you cant use it again until you
finish a long or a short rest.
All creatures with an elemental origin have disadvantage on attacks against you. You gain advantage
on saving throws you make against spells or effects
created by elemental creatures.
Fourfold Prison
Starting at 14th level, you can trap a creature in a cage of
elemental power. As an action, choose a creature you can see
within 60 feet of you. It must succeed on a Dexterity saving
throw or be restrained by you for 1 minute or until your
concentration is broken (as if you were concentrating on a
spell). The elemental prison provides half cover to the trapped
creature, and all creatures outside the prison have half cover
from the creature inside.
The exact nature of the prison generally reflects your genie
patron; your foe may be suspended in a whirling vortex of
wind, trapped by bars of ice or solidified flame, or hemmed in
by scouring clouds of gravel. The prison is a physical obstacle
and does not deal damage, although contact with it is painful
for the trapped creature.
You must finish a long rest before you can use this power
again.
Pact Boon
At 3rd level, your patron bestows a gift upon you for your
service. In addition to the boons described in the Players
Handbook, a new boon is presented here: The Pact of the
Shair. Most warlocks who choose the Genie Lord as their
patron choose this pact (although some prefer the Pact of the
Blade).
Gen
Tiny
elemental,
neutral
Armor
Class
13
Hit
Points
10
(3d4+3)
Speed
20
ft.,
fly
30
ft.
Str
5
(3)
Dex
17
(+3)
Con
13
(+1)
Int
10
(+0)
Wis
10
(+0)
Cha
12
(+1)
Skills
Perception
+7,
Stealth
+3
Special
Senses
darkvision
60
ft.
Damage
Resistances
see
below
Languages
Common
plus
one
other
(see
below)
Challenge
1/4
(50
XP)
Elemental
Affinity.
Each
gen
has
an
affinity
for
air,
earth,
fire,
or
water.
This
affinity
has
the
following
traits:
Damage
Resistance:
Air
gen
have
resistance
to
lightning;
earth
gen
have
resistance
to
thunder;
fire
gen
have
resistance
to
fire;
and
water
gen
have
resistance
to
cold.
Damage
Type:
The
slam
attack
and
elemental
orb
attack
Actions
Slam.
Melee
Attack,
+5
to
hit,
reach
5
feet,
one
creature.
Hit:
1
(1d43)
bludgeoning
damage,
plus
4
(1d6)
elemental
damage
(see
Elemental
Affinity).
Elemental
Orb.
Ranged
Attack,
+5
to
hit,
range
30
feet,
one
creature.
Hit:
4
(1d6)
elemental
damage
(see
Elemental
Affinity).
Gens are minor genies that are found on all four elemental
planes. They serve as messengers, scouts, and advisers to
more powerful genies, and sometimes choose to serve mortals
as their familiars. They appear as small whirlwinds or dust
devils of sand, mist, embers, or snow when moving or
attacking, but seem to solidify into tiny humanoids in genielike garb when standing still.
25
Fetch Spell
Prerequisite: Pact of the Shair
You can command your gen to go in search of magic you
normally could not use. Choose two 1st-level spells that have
the ritual tag from any classs spell list. These spells dont
count against the number of spells you know, but you can cast
them as rituals by dispatching your gen to fetch them. Your
gen transport itself to the elemental planes for 10 minutes, and
returns with the spell that you can then complete.
On your adventures, you can add other ritual spells to the
list of spells your gen knows how to fetch.
When you find such a spell, you can add it to your gens list if
the spells level is equal to or less than half your warlock level
(rounded up) and if you can spare the time to prepare your
gen to retrieve the spell at need. For each level of the spell,
the preparation process takes 2 hours and 50 gp.
Fiery Blast
Prerequisite: eldritch blast cantrip
When you cast your eldritch blast cantrip, you deal 2d6 fire
damage on a hit instead of the normal damage.
Icy Blast
Prerequisite: eldritch blast cantrip
When you cast your eldritch blast cantrip, you deal 1d8 cold
damage on a hit instead of the normal damage. Until the
beginning of your next turn, the target moves at half speed,
and has disadvantage on Dexterity saving throws.
Elemental Warlocks
Until recently, warlocks with elemental patrons or familiars
were a rare sight in the Sword Coast or the North. More
traditional approaches to arcane magic are much more well
established in these lands; in fact, the North is famous for its
wizard colleges and brotherhoods, such as Blackstaff Tower
in Waterdeep or the Spellguard of Silverymoon. Warlocks
bargaining with genie lords or other elemental powers are
more commonly encountered in the lands of the far south,
especially the ancient realm of Calimshan. However, the rise
of elemental evil cults in the North seems to attract seekers
after elemental power, and warlocks are notorious as seekers
after power.
Because warlocks are not very well known in these lands,
most common folk in the Dessarin Valley regard them as
funny sorts of wizards, and make little distinction between
magical talent bestowed by a mysterious elemental patron and
magical talent mastered by the study of ancient tomes. To the
average person, grim necromancers or capricious illusionists
are every bit as threatening (if not more so) than a warlock
who seems to have a not-quite-healthy fascination with forces
of elemental destruction. That will undoubtedly change as the
Shairs of Zakhara
Warlocks who forge pacts with genies are unusual in most
lands, but in far-off Zakhara, shairs are far more common
than in other lands. Zakhara has always been a land heavily
influenced by the magic of genies, so it is only natural that
many individuals interested in learning how to wield magic
would turn first to genies. In most other lands, warlocks of
any kind are feared and distrusted. They exist outside the
accepted social order, dealing with powers that rarely mean
mortals well. That is not the case in Zakhara; shairs are held
in high regard, and are frequently found as valued advisors
and counselors to great lords. More conventional wizards, on
the other hand, are seen as dangerous and impiousa reversal
of the normal situation in how society regards these two types
of arcane practitioners. Zakharans regard arcane magic as
something not entirely fitting for mortal use, but a warlock
who has the patronage of a Genie Lord clearly has the favor
of genie-kind. In the Land of Fate, that is a powerful
endorsement.
26
Wizard
People with passing familiarity with wizards regard the eight
schools of magic to be the only traditions these magic-users
embrace. What other traditions could there be when the
School of Evocation offers vast, destructive power, and the
School of Necromancy reveals the secrets of what lies beyond
the grave, and Divination throws open the curtains to what
can be? Abjurers frustrate and defuse their enemies with
potent wards, while enchanters take control over others
emotions and actions, until they become puppets dancing to
the wizards strings. These examples and more have come to
dominate popular conceptions of wizards across the world and
for good reason: they exist in the greatest numbers.
Yet wizards do not have a monopoly on magic. Sorcerers
command magical energies drawn from within themselves.
Warlocks bargain away their souls in exchange for power that
defies the rules and laws governing wizardry. If other systems
exist in the world, surely other traditions exist within the
world of wizards. Others do exist.
Many wizards choose the traditional pathways to magical
power because those are the only techniques available to
them. From generation to generation, wizard academies and
private tutors alike teach magic in the manner that it was
taught to them, and thus create new wizards who cleave close
to the common techniques and thoughts regarding arcane
magic. Yet there are some who break from tradition, who
reject the orderly and structured approach of magical mastery
and pursue another path. Among these renegade traditions,
the elemental schools come closest in terms of numbers and
knowledge to the established schools found in most worlds of
D&D.
School of Aeromancy
You belong to the School of Aeromancy, an arcane tradition
devoted to the study and mastery of elemental air. Your
studies reveal spells that tap into the power of air and grant
you control over it. Your spells might let you cause a breeze
to clear a room of noxious gas, call forth a powerful gust to
scatter your foes, or take control over all the air around you,
sweeping aside your enemies or scattering them before you.
As your power grows, elemental air leaves its mark upon you
and you can soar through the heavens as easily as you once
walked across the earth.
As an aeromancer, you typically learn spells associated
with your element. Spells that create fogs, clouds, or gases, as
well as spells that manipulate the air and weather are all good
choices. Most aeromancers avoid learning spells that affect
earth or stone.
higher wizard spell, you can use a bonus action to fly. You
can fly up to 10 feet per level of the spell you cast and you
must land at the end of this movement. If you dont, and you
dont have a means to prevent it, you fall.
Vaporous Form
At 6th level, you add the gaseous form spell to your spellbook
if it is not there already. In addition, when you cast the spell,
you increase your fly speed by 20 feet and you can talk and
cast spells that have only verbal components.
Admixture of Air
Beginning at 10th level, you may infuse your wizard spells
with elemental air. When you cast a 1st level or higher wizard
spell that deals damage on a failed saving throw and the target
fails the saving throw, elemental air blasts the target and
causes it to fly in a horizontal line 10 feet per level of the spell
in a direction you choose and then land prone at the end of
that movement.
School of Geomancy
The School of Geomancy concerns itself with exploring the
magical energies and substance drawn from the Elemental
Plane of Earth. Magic associated with this tradition grant
wizards the means to manipulate earth and stone, to shape it
into useful forms, or cause the landscape to move under its
own power, either as a result of an earthquake or in the form
of earth elementals called from the Inner Planes. The more
extensive your work with elemental earth, the greater your
command of it until when you reach the heights of your
studies you can move through solid stone unimpeded.
Earth Adept
Beginning at 2nd level, you learn the magic stone cantrip. If
you already know this cantrip, you learn a different wizard
cantrip of your choice.
When you cast the spell, you affect up to five pebbles
instead of three.
Stony Mantle
Beginning when you select this school at 2nd level, you learn
the zephyr cantrip. If you already know this cantrip, you learn
a different wizard cantrip of your choice.
Earth Door
Air Adept
At 6th level, you add the meld into stone spell to your
27
Admixture of Water
Admixture of Earth
Beginning at 10th level, you may infuse your wizard spells
with elemental earth. When you cast a 1st level or higher
wizard spell that deals damage, you may divide the number of
damage into two groups. One group of dice deal the spells
normal damage type while the other deals bludgeoning
damage from the chunks of rock, earth, and flying grit you
mix with the spells energy when you cast the spell.
Water Passage
Earth Passage
Starting at 14th level, you can use magic to move through the
earth. As a bonus action when you are in contact with an earth
or stone surface, you may choose an open space on earthen
surface within 90 feet of you. You then move into the earth
and move out again from the surface you chose. Each time
you use this feature after the first, you reduce the distance you
may travel in this way by 15 feet. When you reduce the
distance to 0 feet, you cannot use this feature. Upon finishing
a long rest, the distance you may travel using Earth Passage
resets to 90 feet.
School of Hydromancy
As a student of the Hydromancy School, you strive to
apprehend power over elemental water, to draw energies from
its plane of origin and command it wherever you go. Power
granted from your studies allow you to control water in all its
forms, whether you evaporate water into billowing clouds of
mist or condense it until it becomes ice. As with other
traditions focused on elemental magic, you bear the mark of
your research in your ability to control the water making up
your own body and as your power grows, you can flow
around obstacles, squeeze through cracks, and escape almost
any situation.
Flowing Steps
Beginning at 2nd level, whenever you cast a 1st-level or
higher wizard spell, you can use a bonus action to move up to
one-half your speed plus 5 feet per level of the spell you cast.
You may move across difficult terrain without expending
extra movement and through spaces occupied by other
creatures regardless of their size. Finally, this movement does
not provoke opportunity attacks.
Water Adept
Beginning when you select this school at 2nd level, you learn
the acid splash cantrip. If you already know this cantrip, you
learn a different wizard cantrip of your choice.
Water Mastery
Starting at 6th level, you have a swim speed equal to your
land speed and, if you cant already, you may breathe water as
easily as you breathe air.
You also add the water walk spell to your spellbook if it is
not there already.
School of Pyromancy
The most destructive and dangerous of the elemental
traditions, the School of Pyromancy teaches students to
create, shape, and control flames. While fire has constructive
uses, many who study this school of magic revel in the
mayhem and destruction it creates, thrilling in the sound
created by a detonating fireball or hypnotized by a wall of
fires shimmering flames. As a pyromancer, you can cause a
flame to appear in the palm of your hand, hurl gouts of fire at
your enemies, and cause objects around you to spontaneously
combust, eager flames rapidly consuming whatever they
touch. Your growing mastery in this school eventually results
in you becoming the incarnation of elemental fire, such that
ordinary flames never harm you and even magical flames
wash over your body.
Fire Adept
Beginning when you select this school at 2nd level, you learn
the produce fire cantrip. If you already know this cantrip, you
learn a different wizard cantrip of your choice.
Spontaneous Combustion
Beginning at 2nd level, whenever you cast a wizard spell of
1st level or higher that deals fire damage, you may choose one
flammable object that is neither worn nor carried and is within
30 feet of you. That object ignites and takes 1d6 fire damage
plus 1d6 extra fire damage at the end of each of your turns
until the object is destroyed or the fire is extinguished.
Fire Walk
Starting at 6th level, you add the fire stride spell to your
spellbook if it is not already there. In addition, whenever you
cast the fire stride spell, you may use a bonus action to cast
the produce flame spell.
28
Admixture of Fire
Beginning at 10th level, you may infuse your wizard spells
with elemental fire. When you cast a 1st level or higher
wizard spell that deals damage other than fire, you may divide
the number of damage into two groups. One group of dice
deals the spells normal damage type while the other deals fire
damage from the flames swirling within the other energy
created by the spell.
In addition, any fire damage dealt by a wizard spell you cast
ignores the targets fire resistance if it has fire resistance.
Elemental Wizards
29
30
Waterdhavian Dandy
3: Backgrounds
Charlatans of the North
Rarely heroic and ever scoundrels, charlatans make their way
in the world by trickery and deception. Their livelihood
depends on the gullibility in the people the meet, their
willingness to believe the lie, the eagerness with which they
part with their coin. Charlatans seize upon their victims
hopes and dreams, spinning tales that makes achieving them
seem possible. The dream doesnt matter. Loss of hair, the
removal of a stubborn fungus, a love potion to woo a beau, or
any other desire a person might want: The charlatan is there,
wide smile, quick hands, sweet words, and honest face. And
then, after one, two, a dozen or more, have pressed their coins
into their hands, they set off, the town shrinking behind them
as they strive to put as much distance between themselves and
their victims.
Opportunities abound for a cunning charlatan to make easy
coin in the North. The great cities teem with travelers from all
over the world and charlatans prey on these visitors,
exploiting their ignorance and unfamiliarity to part them from
their wealth. The towns, villages, and smaller outposts on the
frontier also draw these swindlers. While these places cannot
match the wealth found in places like Waterdeep, skilled
charlatans can play upon rustic superstition and fear to fleece
them of their hard-earned coins.
Charlatans flirt with danger everywhere they go. Its only a
matter of time before people realize they have been duped.
Since the charlatan makes ends meet through chicanery, they
collect enemies with each gold piece they take. The
accumulation of angry, vengeance-seeking victims means
charlatans have to keep moving before the magistrate comes
to clap them in chains. Their mobility and unwillingness to
stay in one place for too long makes charlatans ideally suited
to the adventuring life.
The following backgrounds demonstrate ways you might fit
your character into the Elemental Evil campaign.
Luskan Gambler
The last few years, you trawled the gutters of Luskan. You
were a fixture in gambling dens, brothels, and taverns of this
disreputable city. You have a knack for winning at games of
chance. Cards, dice, or tiles, you might loose a few rounds,
but in the end you always come out with more coins than you
had when you started the evening. You cheat, of course. You
cheat every chance you get and youre good at doing so
without anyone being the wiser.
All good things end. When grumbles become threats and
threats become violence, you know its time to move on. You
drifted south, through Neverwinter and across the Sword
Mountains. You eventually you wound up in Red Larch after
you ran out of money. Do you plan to linger here for a while?
Or are you looking for a chance to be on your way once
youve built back up your supply of coin?
31
Dessarin Smuggler
Every city and every town wants a piece of the profit. A
merchant that risks his life and fortune to transport goods up
and down the Norths river ways finds she must part with a
cut of the profits for the mere privilege of bringing those
goods to the market. To make matters worse, not all goods are
welcome in all cities. While blocking dangerous materials
from entering a populace is reasonable, the various trade
guilds look after their own interests first and may prevent
certain finished goods from flooding a market and
undercutting their prices. Commerces pitfalls and
complications create a demand for people skilled at moving
goods discretely and for a reasonable fee. The smugglers meet
this demand.
It was obvious to you that there was gold to be had moving
illicit cargo, gold enough to keep you comfortable for many
years. You have spent the last few years working with other
smugglers and are now ready to start your own venture. You
know all the tricks to move your cargo without arousing
Kryptgarden Bandit
The Kryptgarden Forest marks the westernmost edge of the
Sumber Hills. A tangled, wild forest, so thick with growth to
be almost impassable, the shadows cast by the thick canopy
conceal old ruins, sinkholes leading into the Underdark, and
secrets people would do best to leave alone. Locals claim
terrible monsters skulk through the gloom, their shrieks and
cries sounding from the tree line, the weird bone piles left on
its edges testimony to the horrors within, and thus only the
bravest woodcutters and trackers dare set foot into this murky
place.
To you, the Kryptgarden Forest has been your home.
Situated as it is near the major artery connecting Mirabar to
Waterdeep, with Red Larch nestled in the foothills to the east,
it is ideally positioned for waylaying travelers and raiding
farms for supplies. You joined a bandit gang and your group
lairs in this deep forest. Many of the local legends about these
woods are exaggerated and thats good news for you and your
fellows. You have, however, seen things that give you
nightmares. You dare not venture too far into the forest alone.
32
work, ancient evils stirring in the crust of the earth and foul,
capering legions working to coax them forth. More and more
Harper agents enter these lands to discover what might be
afoot and what steps, if any, they can take to halt its spread.
You work as a spy for the Harpers. You might be a
sympathizer, working to earn your place in the organization,
or you might be a full-time member. Harpers place fairness
and equality as the highest ideals, above the rule of law and
custom. What experience did you have that revealed their
beliefs were in alignment with your own? Finally, how were
you recruited? Did you seek out the Harpers or did you prove
your worth to them?
Scoundrel of Bargewright
From the tiniest hamlet to the largest metropolis, one can find
entertainers almost everywhere in the North. Entertainers
offer respite from lifes drudgery. They provide an escape
from the worries and burdens through a somber tale told in
front of the hearth or in a lively song played by a popular
band of minstrels whose visits to the remote corners may well
be the most important event to happen all year long. In the
cities, entertainers may work in taverns, playing for room,
board, and the generosity of the patrons, but in the wilds, the
entertainers, even the ones with little skill, may find celebrity
33
Tavern Performer
An entertainer has to start somewhere. The tavern holds great
appeal for many entertainers. Regular performances on the
same stage gives the entertainer a chance to build a following,
an opportunity to draw an income, and, best of all, an chance
for audience members to spread word about the entertainers
talent. While the tavern, inn, or another similar venue has
great promise, it can also be a trap. Some entertainers never
move on once they become comfortable on a certain stage and
the longer they spend on that stage, the less likely they will
move on to find their fortunes on ever-larger stages.
You have found your stage in a tavern. You negotiated with
the barkeep for a regular performance and a couple nights
each tenday you step on the stage and do what you do best.
The arrangement keeps a roof over your head and food in
your belly, but you want something more. You know you are
better than the small stage where you play and one day, with
hard work and persistence, you might reach your true
potential.
Pit Fighter
When one thinks entertainer, a seasoned warrior with bloody
knuckles and savage scars crisscrossing her body is not likely
to be the first thing to come to mind. Entertainers cast a wide
net. They include anyone who earns a living performing in
front of audiences, even people who fight for a crowd.
Pit fighters take their name from the practice of climbing
into a pit with another combatant and brawling for the
spectacle of it, with crowds looking down from above,
passing bets between themselves on who will emerge
victorious. Many contests are between people, but in some
places, a pit fighter may have to square off against a different
sort of foea bear, serpent, or something much worse.
You fight these contests for coin. Each time you descend
into the pit, you never know if that battle will be your last.
Skill, perseverance, and raw toughness have kept you alive
and you now have something of a reputation for being an
accomplished warrior. People whisper stories about you, your
savagery and fearlessness, leading some to avoid you and
others to call you out to see just how dangerous you are.
Traveling Entertainer
Everyone needs a distraction from time to time, a break in
34
Frontier Homesteader
A monster-infested wilderness the North may be, but it is also
a place of promise, of freedom from social conventions, and
hope for a life lived in whatever manner a person chooses.
Leaving the big cities strung along the Sword Coast and
moving inland, one passes through numerous towns and
villages, each one smaller and less populated than the last
until the horizon stretches, empty and devoid of human
habitation. It is here where the homesteaders settle, where
they build their homes, grow crops, and tend to their
livestock.
The frontier offers freedom from the crushing poverties of
the slums, the oppressive laws of the aristocracy, crime, and
all the other side effects of civilization. But there are dangers
too. Homesteaders face drought and disease, blighted crops,
roving bands of monsters. Considering the manifold dangers,
people living out beyond the towns cooperate with each other.
They trade gossip and goods, help each other with the harvest,
and track down wild animals that threaten their animals and
families.
As a frontier homesteader, your story begins out on the
edges of civilization. You might have been a first generation
steader or you might come from a homesteader family.
Opportunities for heroics are everywhere in the wilderness.
You might have spotted a band of orcs and brought warning
to the other farms. You could have offered refuge to
adventurers fleeing their enemies, hiding them in your home.
Any number of ways could have let you rise above the
ordinary and become someone quite extraordinary.
Whatever role you played in the militia, you stood out, went
beyond the call of duty, and earned your place as a folk hero.
Village Wisdom
People learn to fend for themselves in the wilderness. They
dont have the protection of armies, the watch, or even much
in the way of priests to tend to their hurts and cure their ills.
People in the wilderness protect themselves, learn to provide
for their families and attend their hurts using herbs and
healing techniques discovered through the generations. Some
communities have a wisdom, an elder who keeps the
communitys lore and watches over the community.
You were your villages wisdom. In this role, you tended
the sick, mended broken bones, doled out advise to farmers,
and offered counsel to the community leaders. People look up
to you for the knowledge you possess, even if they might
bristle a bit under your gruff demeanor. To your people, you
have performed more heroics than they can count. Each baby
delivered, each sickness cured, each life saved cements your
place as a great person and vital member of your community.
35
Mirabar Weaponsmith
Mirabar, a fortified city situated on the Sword Coast, is home
to the finest armors and weaponsmith in the North. The shield
dwarves making their homes there extract ore from the
extensive mines under the city and turn the iron into steel,
crafting exceptional armor, weapons, and other metal goods.
Merchants, human and dwarven, move finished goods to
distant markets, while courageous defenders ensure no one
interferes with their work or the transport of their goods.
You spent the last few years apprenticed to a master
weaponsmith from whom you learned the secrets of steel.
You proved yourself an apt and worthy pupil, eventually
winning your journeyman status. While you could toil in
Mirabar, you have spent your life there and fantasized about
what lies beyond your citys walls. So you decided to set up
shop in one of the southern towns, likely traveling with one of
the caravans to your new home. Once you find a place to
settle down, you are confident word of your skills will reward
you with a comfortable life and possibly a place in one of the
great trade guilds.
Renegade Artisan
Guilds offer much to craftsmen. For those who can pay for a
place, masters train apprentices, instructing them until they
prove a workable knowledge, and then set them free as
journeymen so they can earn the title of master. Association
with a guild grants steady work, but at the cost of set prices
and subservience to the guild leaders. While some artisans
accept their circumstances, a few chaff under the guilds
demands and look for a way to be free from their sometime
oppressive oversight.
You reached the point when you could no longer tolerate
the guilds demands and decided to leave your old life behind.
What prompted this decision? Were you forced to accept
lower prices than what your work was worth? Were you
forced to produce work of a lower quality? Or were you
secretly selling your goods on the black market? The city and
the guild behind you, you have set out to make a new life on
the frontier. You may have established yourself in one of the
villages or you could still be searching for a place where the
guild cannot yet reach. How did you end your affiliation with
the guild? And what would they do if they discovered you had
gone out on your own?
Waterdhavian Merchant
The guilds in Waterdeep and in other cities have strangleholds
on trade throughout the North. The guilds keep tariffs low and
mitigate some of the risk of moving materials by investing in
shipments, supplying guards, and absorbing damaged or
unsalable merchandise. In exchange, merchants affiliated with
the guilds may a percentage of their profits back to the guild,
36
Former Prisoner
Not everyone who becomes a hermit does so by choice. For
crimes real or imagined, a person spending months or years
locked away in a cell or at the bottom of a pit passes time in
isolation, often in the darkness, and what contact with other
people occurs is usually the delivery of meals or torture. The
misery of confinement taxes the victims mind to the point of
breaking.
You know the isolation of imprisonment as you have spent
an extended period locked away in a dungeon cell. Why were
you imprisoned? Was it punishment for a crime you were
accused of committing? Did you break the law or were you
falsely accused? Or were you a prisoner? Maybe you were
captured in a battle and held in a cell until you could be
ransomed back to your family? How did your period of
imprisonment end? Did you escape your cell or were you
released?
37
Wilderness Protector
Some hermits choose their way of life as a result of being
called to protect a particular place. The site may have
religious significancea god may have rested there for a
night or the place could have witnessed a climactic battle
between two gods. Other sacred places could be gateways to
other worlds, pristine areas of the wilderness, rich in natural
magic. Stone circles, monoliths, or shrines of great
importance to a religion that has all but faded from the region
can also be places hermits protect.
You have lived as a hermit to safeguard a place of great
significance to your culture or religion. What was the place
and what is its significance? If you are an Uthgardt barbarian,
the site might have some connection to your spirit guide. Or,
if you are an elf, the place could be a hidden entrance to the
Feywild. A place where the druids gather once every century
to conduct sacred ceremonies and rites or the tomb of a fallen
champion might also be worthy places to protect.
Dwarven Clanlord
Many people naturally think of human lords and kings when
they think of nobles, simply because human societies are
more likely than most to be marked by divisions of class and
family. But noble lines exist among many races, not just
humans. In the North, highborn shield dwarves are almost as
common as human lordlings, and they enjoy many of the
same perquisites of rank and station that human lords do.
They hail from mighty cities such as Citadel Adbar, Citadel
Felbarr, or Mithral Hall, although many dwarven lords in the
North belong to dispossessed linesthese lands are full of
dwarven kingdoms that crumbled into ruin long ago, and
more than a few dwarven clanlords can only lay claim to
abandoned ruins.
Dwarven aristocracy tends to be more meritocratic than
many human systems of nobility. An inept human noble
might still command respect because of her familys name
and wealth, but dwarves have little patience for incompetence
in their leaders. Dwarven nobles are much more willing than
humans to pass over unworthy offspring and name distant
kinsmen as their heirs if their closer kin arent up to the job.
As a result, dwarven clanlords (and their chosen heirs) are
almost always skilled warriors and bold leaders, tireless and
driven to succeed.
You are the child or close relative of a shield dwarf
clanlordperhaps the aged King Emerus Warcrown of
Citadel Felbarr, or perhaps a long-exiled royal house of the
fallen realm of Ammarindar. Before you take your place at
the head of your clan, you are expected to master the crafts
38
March Lord
The vast majority of the North consists of unsettled
wilderness. Towns and villages are often separated by miles
and miles of trackless forest and windswept hills. These lands
are often desolate and monster-haunted, but they represent an
opportunity to the bold of heartin these lands, a man or
woman can win a title with a strong sword-arm. Many heroes
(and a few villains) eventually settle down and establish a
stronghold, driving back the edge of the wild by a few miles
and bringing the light of civilization to lands that have known
only barbarism and savagery.
By the standards of the high nobles of the cities and longtamed lands, these lords of the marches are hardly lords at
all. March lords are regarded by many other nobles as rude,
ignorant, uneducated louts who are little better than thugs
leading gangs of sellswords. Instead of gilded palaces, they
make their homes in log palisades, straw-floored halls, or
cramped, drafty castles in the middle of nowhere. Most of
these would-be lordlings raise their simple keeps, rule over
muddy hamlets, and then die out in a generation or two. Of
course, those same high nobles forget that once upon a time,
their ancestors were march lords too.
You are the descendant of a march lord in or around the
Dessarin Vale. Your family holding is a tower or small castle
a couple of days travel from Red Larch and the Sumber Hills.
Your parent or grandparent fought hard to carve a small
holding out of nothing, and it will be up to you to continue
that work and make your family powerful and respected. Are
you the heir, training yourself for the responsibilities that will
one day be yours, or do you already rule your predecessors
holding? If you already hold the title, think about why you
would leave your fief to adventure. Are you fighting to
protect your home, or are you looking for a way to escape
your responsibilities?
Waterdhavian Rake
Not all nobles are feudal landlords living in castles. In Faern,
many nobles are city-dwelling aristocrats who choose to live
near the levers of power instead of isolated in remote fiefs.
The extensive estates their ancestors won generations ago still
represent a great deal of their family fortunes, but these urban
nobles regard their elegant villas, townhomes, or palaces as
their true homestheir holdings beyond the city walls are
simply property. Living in a great city such as Waterdeep
offers many advantages: a prominent presence at court, access
to the levers of power, and of course the opportunity to
socialize with other aristocrats of similarly exalted rank.
The rake is a noble who rarely sets foot outside the city
walls. Instead, the rake devotes his or her time to aristocratic
pursuits such as gambling, hunting, entertaining, flirtations
Some
nobles
are
more
interested
in
living
the
good
life
than
running
kingdoms.
Naturally,
you
acquire
a
different
set
of
life
experiences
if
you
spend
your
days
in
drunken
revelry
and
displays
of
bravado
than
you
do
by
trying
to
live
up
to
the
responsibilities
of
your
rank.
If
you
decide
that
you
are
a
rake
instead
of
a
stodgy
knight
or
lordling,
you
gain
Acrobatics
and
Deception
as
skill
proficiencies
instead
of
History
and
Persuasion
(you
never
had
patience
for
lessons
or
diplomacy,
but
youve
learned
how
to
get
out
of
embarrassing
escapades).
You
can
also
choose
Friends
in
Low
Places
as
your
background
feature,
instead
of
Retainers.
Youre
at
home
in
just
about
any
place
where
drinking
is
going
on.
Whether
its
at
a
village
pub
or
among
your
familys
soldiers,
when
you
hoist
a
flagon
with
others,
they
treat
you
as
a
friend.
39
Homesteader
The frontier lures people from the cities, people tired of the
stench, the corruption, and crime. The unspoiled, untamed
frontier lies before them, promising a new life, with clean air,
good earth, and honest, though hard, lives. People who
answer the call pack up their belongings and set out, blazing
new trails across the wilderness until they find a place they
can call their own. Homesteaders form a loose community
spread across the leagues. Each an independent outpost in the
wilderness, they share the hardships of harsh winters, blights,
roving bands of savage humanoids, disease, and worse. Yet
for all thats stacked against them, they survive through
determination and the fruits of their own labors.
The dangers arrayed against homesteaders make them a
hardy and durable people, making them into capable
survivalists able to withstand the rigors of adventure.
However, most homesteaders focus their skills on surviving
on the frontier and protecting their families. Once they carve
out a place for themselves, they will usually die to defend it.
You were part of these courageous people and you built
your home somewhere out in the wilderness. You likely
farmed your lands, built your own house, and established your
tiny community far from the stinking cities to the north and
west. If you succeeded in this venture, why leave it behind?
Perhaps your parents were homesteaders and you did not
share their enthusiasm for the life they chose. Or, you might
have built a farm on the frontier only to lose it to orcs,
goblins, or brigands. All sorts of monsters haunt the darkness
beyond civilizations lights. Perhaps one of them destroyed
your dream and left you as the only survivor.
Variant: Guide
40
Northern Pathfinder
The farther inland one travels east from the Sword Coast, the
more wild and unexplored the lands become until even the
tiny towns and villages one finds alongside the waterways or
the few roads disappear. What remains are great expanses of
empty plains with rolling hills on the eastern horizon, great,
tangled woods, and trackless swamps that have a habit of
swallowing up those who stumble into them. Unseasoned
explorers discover their error quickly if they set out into the
wilderness without a guide, for in some places its easy to
become turned around, especially in the woods and moors.
Luckily, one can usually find a pathfinder at any of the border
towns who will see them safely through the wilderness for a
price.
You have spent your whole life on the frontier and you
know the landscape like you know the backs of your hands.
You explored the Neverwinter Wood, survived the perils of
the Evermoors, climbed the Sword Mountains, and made the
journey from Red Larch to Griffons Nest more times than
you can count. Your expertise on this region makes you an
invaluable ally to have and your services are in high demand
from mercenary companies to caravans, adventurers to guild
merchants seeking out new markets for their wares.
The transition from being a professional guide to an
adventurer is an easy one. You might join the rest of the
group having learned of their mission. They might have
approached you for your expertise. Or, during one of your
expeditions, you might have come across some new evil,
some threat that could upset the lands delicate balance and
decided to fight for a cause greater than yourself.
Uthgardt Raider
The Uthgardt tribes reject civilizations trappings and
comforts. They disdain them as being decadent, corrupt, and
strange. These barbarian tribes live partly in the spirit world
as they receive guidance and instruction from the totem
animals representing their tribes and from the ancestors of
great chieftains and warriors. The Uthgardt clash with settled
lands and some of the more bellicose tribes attack with no
provocation. Great, howling hordes spill out from the
wilderness to sack town and village, to waylay caravans, and
drag their victims back to their encampments to serve as
slaves and thralls.
As violent as the Uthgardt savages can be, most oppose the
41
Dessarin Riverhand
Overland travel in the North is hard; vast distances, difficult
terrain, ferocious monsters, and dangerous weather all
combine to make overland trade in the region very
challenging. Fortunately, nature provided these lands with a
different network of communication: The mighty rivers of the
North. From its mouth near Waterdeep, the River Dessarin
provides a navigable highway that extends almost two
hundred miles to the city of Yartarand its tributaries, the
Surbrin and the Rauvin, link the far inland cities of
Silverymoon, Everlund, and Sundabar to the rich trade of the
Sword Coast. Without the Dessarin (and the even mightier
Delimbiyr), the North would be nothing but an empty
wilderness.
While seagoing vessels can make their way upstream as far
as Ironford, the Dessarin grows progressively more fickle the
farther upstream one goes. Shallows, snags, and rapids soon
limit passage to vessels that draw no more than four or five
feet of water, so the cogs and coasters of the Sword Coast
give way to keelboats or riverboatssmaller, handier craft
with both oars and sails that can handle the changing river
conditions more easily. These boats have small, fiercely
independent crews who are renowned for brawling, drinking,
gambling, and bending the knee to no lord or master.
You are part of this free-spirited brotherhood. Youve
worked the passage from Zundbridge to Sundabar and back
again, ferrying fortunes in timber, fur, fish, and gold from to
the hungry markets of the Sword Coast. You know hundreds
of other riverhands and have a friend (or rival) on every
keelboat in the river. Youre quick with your fists, even
quicker with a bottle, and prone to outlandish boasts . . . some
of which you may even be able to back up. The North is a
wide and wild land, and you are just the man or woman to
tame it.
Northerner Seawolf
Your people inhabit the cold isles of the Sword Coast North:
Gundarlun, Ruathym, the Whalebones, or the remote
flyspecks known as the Purple Rocks. In these waters,
seafaring is not about rich cargoes and exotic portsits
about survival. Your people go to sea to fish, to seal, to whale,
clawing a slim living from the icy waters. When times grow
lean or the wind shifts to the south, your people leave their
nets and harpoons behind and become sea-reavers, raiding the
coastal villages and homesteads of the mainland. It is a hard
life, but it is the only one you know.
The sea itself has no special allure for you; theres nothing
romantic about the cold gray waters surrounding your
homeland or the hardscrabble existence of a fisherman or
sealer. You certainly dont believe that a life on the water is
the only life for you. Youre a sailor because thats what you
know how to do, and very few people ever escape the hard,
lonely life of the Trackless Sea isles unless they learn to sail.
Instead, you are an opportunist. The ports and the open lands
of the Sword Coast and the North are far richer and more
comfortable than the isolated islands where you grew up. You
are much more likely to find your fortune on the mainland,
after which you can return homeor not.
Mainlanders throughout the Sword Coast North see you as
a half-civilized seagoing bandit. Do you try to defy their
expectations and show them that you are more than your
homeland? Or do you find that youre more likely to get what
you want by acting like a bully and a thug? What prize or
rumor drew you inland, and what will you do when you find
what youve been looking for?
42
Caravan Guard
Every caravan bound for distant lands profits by spending the
extra coin to bring along a few guards. A caravan guards
principle task is to deter bandits and highwaymen from
attacking. Thus guards position themselves on or around the
wagons and stay alert for the entire journey in case of attack.
Many caravan guards belong to merchant guilds and can
produce recommendations and papers vouching for their
dependability to a prospective employer.
Professional guards can be expensive or not an option for
caravans that want to avoid guild or other attention. Caravan
masters seeking guards without ties might recruit them from
the taverns and pubs; there seems to be no shortage of
warriors looking for a few extra coins.
You sell your sword to whomever can afford your fee. You
dont belong to any large organization with whom you might
have to share your profits; you go it alone. Most times, your
work is easy and uneventful. A guarded caravan makes a poor
target for would-be robbers. Still, a few swords and crossbow
might not be enough to deter the desperate, so you probably
have had to fight for your pay.
As a caravan guard, think about how you got into this line
of work? You might have been a soldier once, but have since
moved on, leaving behind life in an army for something more
profitable. What sort of dangers have you faced while
guarding a caravan? Talk with your DM to come up with a
few contacts you have made so far, considering people you
have worked with, fought alongside, or protected.
Soldier of Mirabar
Mirabar has a reputation of excellence when it comes to the
training of their soldiers. A mining city of fabulous wealth
and prosperity, the city leaders recognized the importance of
maintaining a standing army to protect their interests in the
city and in the mines delving deep into the Spine of the
World. At various times in Mirabars long history, the
soldiers have had plenty of chances to demonstrate their battle
prowess, most notably against the orcs who covet the citys
wealth.
In addition to protecting the city and its environs, Mirabar
sometimes hires out their soldiers as mercenaries. While
undoubtedly more expensive than the kinds of mercenaries
one finds in taverns and inns, caravans protected by the
humans and dwarves making up Mirabars armies have little
to fear.
You trained to be a soldier at Mirabar and have since been
working as a soldier-for-hire. Do you still count yourself a
member of the citys military or have you gone out on your
own? What was your role within the military? You might
have been part of the infantry, fighting in the thick of battle
and manning the walls when the city came under attack. Or
were you a member of the infrastructure?
43
Vagabond
Rural urchins, much like their street-dwelling counterparts,
rely on wits and skill for survival. These young men and
women roam the countryside, taking work wherever they can
find it. During harvest season, these urchins can find work
bringing in the crop and laboring on farms, which earns them
a place to stay, usually in the barn, and a meal or two. Once
the season passes, the urchins move on. When they cant earn
a wage, they might resort to theft to stay alive, poaching game
from a lords forest or stealing chickens from a farm.
You grew up living the vagabonds life. You have largely
kept to the farms and homesteads, moving from place to
place, but rarely too far from these lands as you know the
danger grows the farther you travel from settled lands. Why
did you become a vagabond? What happened in your past that
led to this existence? How long have you lived this way? Do
you know others or are you truly alone? Are there people you
can depend on to help you when youre hungry and have no
place to sleep?
Yartar Scamp
As a strong and powerful city in the North, refugees from the
surrounding lands sometimes take shelter behind the citys
high walls. Flooding the slums and ghettos, they struggle to
make their way in an unfamiliar city, working for pittance and
barely able to stretch their earnings to cover themselves let
alone their families.
Your family came to Yartar to find protection after your
village was wiped out by orcs. With little work to be had, you
took to the streets to help your siblings and parents. You
probably connected with a local gang, working as a
pickpocket and cutpurse for a time. Your explorations of the
city have made you familiar enough that you can find more
honest work, being a guide for newcomers, delivering
44
Suggested Characteristics
Miners work hard and play hard. They can be rough and
rowdy, but theyll endure day after day of backbreaking toil if
the prospect of a rich strike is at hand. Theyre also used to
looking out for themselves and fighting fiercely to protect
their claims against wild animals, hungry monsters, and
bandit gangs.
D4
1
2
3
4
D4
1
2
3
4
D6
1
2
3
4
5
45
D6
1
2
3
4
5
6
D4
1
2
3
4
Phandalin Prospector
You come from the mining town of Phandalin, a few days
west of Triboar. Theres a gold rush in the wild foothills north
of the Sword Mountains, and prospectors of all races have
been working claims in those lands for years. Its a hard life;
youre used to venturing alone into dangerous wilderness,
setting up a defensible camp, and stretching out your supplies
as long as you can so that you can avoid going back to town.
Every time you leave your camp theres a chance that robbers
will waylay you on the trail or that claim-jumpers may try to
seize the site youve been working. Youre used to being by
yourself, working long days on short supplies, and moving
from promising site to promising site only to have them not
pan out.
Now youve decided to move east and try your luck in the
Sumber Hills. Few prospectors are working in this area, but
youve heard stories that there are old abandoned dwarf-holds
in the areaand dwarves know their gold. They wouldnt
have settled in this area if there wasnt valuable ore to be
found. What made you decide to try your luck in a new area?
Was it just too crowded for you in Phandalin, or were you run
out by robbers? What will you do if you strike it rich?
Stonebreaker Clan
You are a dwarf of the Stonebreaker family. Mining is the
family business; you and a dozen of your siblings, cousins,
uncles, and in-laws work a copper mine in the hills north of
Beliard. Your clan originally hails from the rich mines of
Mirabar, but moved into the Dessarin Vale region a
generation ago to establish holdings of its own.
Business has been good for years, but in the last few
months several unexpected setbacks have damaged the mines
operationsa small earthquake that collapsed a profitable
46
3
4
5
6
D6
1
2
3
Suggested Characteristics
Responsibility lies heavily on the shoulders of most
lawkeepers. The nature of lawkeepers jobs requires them to
deal with people at their worst. Sometimes that may be an
otherwise decent person driven to bad behavior by tragic
events, but sometimes lawkeepers encounter truly heinous
crimes or monsters in human form. Even the best lawkeepers
are marked by the evil and tragedy they encounter.
D4
1
2
3
4
D4
1
2
3
4
D6
1
2
5
6
D4
1
2
3
4
Beliard Marshal
People often think of the North as a lawless area. According
to tavern tales in the great cities of the Sword Coast or the
Heartlands, the Savage Frontier is a place where robbers
and murderers escape justice for their crimes by losing
themselves in remote settlements and isolated homesteads.
These are lands where people choose to live free, scorning the
oppressive laws of kings and haughty lords. No one protects
the frontier-folk from thieves and killers, but no one stops any
man or woman from taking the law into his or her own hands
when it must be doneor so the stories go. But you know
that frontier justice, or the lack of it, is only part of the story.
You are the constable or marshal of Beliard, a small village
in the area. (Westbridge or Womford would be acceptable,
too.) You may be inexperienced, but your natural fighting
ability, bravery, and honesty led your neighbors to choose you
for the job. However, you have learned that your town is
threatened by more than the occasional drunken brawl or
petty theftoutlaws and monsters are drawing closer to your
home. You have decided to set out into the neighboring towns
to find out what is going on and put a stop to it.
Although you are recognized as the law in your home town,
you are just a guest in others. Local authorities respect you
and are willing to work with you to solve this mystery, but
you cant just start cracking heads and jailing troublemakers
in every town you ride into. Youll have to be able to prove
your case to make your charges stick.
47
Waterdhavian Watch
You are a member of the city watch of Waterdeep. You are
experienced with keeping peace in the crowded alehouses of
the Dock Ward and patrolling the busy streets of the Trades
Ward. The city is your native element; the wild country of the
Dessarin Valley seems like a completely forgettable
backwater to you.
Its hard to believe that any serious trouble could get started
in such a remote spot but your superiors in the Watch are
worried about what theyre hearing from caravans and
travelers who pass through these parts. Have you been
ordered to come out to these frontier towns and reinforce
Waterdeeps influence over them? Or did you get tired of the
big city and strike out on your own in search of a more
peaceful and less crowded lifestyle?
Totem Animal
Many tribal peoples elevate an animal spirit to be their patron.
The totem animal figures prominently in the stories told
around the campfires and the myths most important to the
tribe. From these stories, the peoples determine their customs,
rites, and expected behaviors. When creating your tribe
member, choose one of the example totem animals or come
up with one of your own.
D6
Totem Animal
Bear
Elk
Horse
48
D6
Totem Animal
Lion
Raven
Wolf
Suggested Characteristics
Tribe members find the civilized world strange, almost alien,
filled with sites, sounds, and smells both unfamiliar and offputting. People living in the cities and towns might regard
tribe members as noble savages or filthy primitive, shackled
to superstition and weird beliefs. Tribe members, like
outlanders, value custom and tradition. They place the needs
of their tribe above their own.
D6
D6
D6
Ideal
D6
Bond
49
D6
Bond
D6
Flaw
50
4: Spells
Blazing Cloud
Absorb Elements
1st-level abjuration (druid, ranger, warlock)
Casting Time: 1 reaction, which you take when you would
take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
You take half the damage. The next time you hit with a melee
attack you make before the spell ends, your attack deals 1d6
extra damage of the type that triggered the casting of this
spell.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the extra damage increases by 1d6
for each level above 1st.
Aganazzars Scorcher
2nd-level evocation (sorcerer, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a red dragons scale)
Duration: Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates
from you in a direction you choose. Each creature in the line
must make a Dexterity saving throw. A creature takes 3d8 fire
damage on a failed save, and half as much damage on a
successful one.
This spell was invented by the wizard Aganazzar who
scribed the spell on the first page of the Tome of the
Covenant. The wizard was known to give the spells to his
apprentices. Eventually, the Red Wizards discovered the spell
and it became a staple in their arsenals.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you increase the damage by 1d8 for
each level above 2nd.
51
Burrowing Claws
Condemnation
5th-level abjuration (cleric, paladin)
Castigation
4th-level enchantment (cleric or domain only)
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You speak with divine authority. When you cast the spell and
again as a bonus action on each of your turns for the duration,
you speak imprecations at a creature within 30 feet of you that
can hear you. The target must make a Wisdom saving throw.
On a failed save, the creature has a 10 penalty on attack rolls
and ability checks while it is within 30 feet of you until the
end of your next turn. On a successful save, the creature
becomes immune to this casting of castigation.
Catapult
1st-level transmutation (sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 5 pounds or less within range. If
the object is being held, worn, or carried by a creature, you
must make a check with your spellcasting ability contested by
that creatures Strength check. On a failure, the spell ends
with no effect. On a success, you affect the object.
The spell causes the target to fly up to 90 feet in a direction
you choose. The target flies in a straight line until it impacts
against a solid surface or reaches the end of its movement, at
which point the object stops moving and falls to the ground.
Any creature in the objects path must make a Dexterity
saving throw. On a failed save, the object strikes the target,
stops moving, and deals 1d8 damage of a type appropriate for
the target object.
Clear a Path
1st-level transmutation (druid, ranger) (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
A line on the ground, 500 feet long and 10 feet wide,
emanates from you and instantly removes difficult terrain
Control Flames
Transmutation cantrip (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Choose one nonmagical flame within range that can fit inside
a cube, 5 feet on each side. You control the flame for the
duration. You may use a bonus action on each of your turns to
do any one of the following:
The flame expands 5 feet in all directions. Any creature
already inside a cube, 5 feet on a side, you instead extinguish the flame.
You double the area of bright light and dim light cast by
the flame.
You halve the area of bright light and dim light cast by
the flame.
Control Winds
5th-level transmutation (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You take control of the air inside a 100-foot cube within
range for the duration. You choose one of the following
effects when you cast the spell. You may also create an area
of calm air in the center of the cube with a radius of up to 30
feet and creatures in the area of calm are unaffected by the
spells effects. As your action, you may alter the winds
direction by choosing a different effect.
Downdraft. You cause a sustained blast of strong wind
(over 20 miles per hour) air to rush out from the cube in all
52
Range: 30 feet
Components: V, S
Duration: 1 minute
Conviction
Dowsing Rod
Denunciation
Dig
6th-level transmutation (druid, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature shovel and tiny bucket)
Duration: Concentration, up to 1 minute
Choose a point on an earthen or sandy surface you can see
within range. A cube of earth or sand, 10 feet on each side,
centered on that point disappears. Each round you
concentrate, you may cause another cube of the same size to
disappear, but the cube must be within 100 feet of the point
you first chose.
Divine Retribution
3rd-level enchantment (cleric or domain only)
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
You bring down the wrath of your god upon the head of a
creature you choose within range. The target must make a
Wisdom saving throw. If the target has an Intelligence score
of 8 or less, it has advantage for this saving throw. On a failed
save, the target becomes cursed for the duration. While
cursed, whenever the target deals damage to another creature,
it takes half the damage as radiant damage. At the end of each
of its turns, the target can make a Wisdom saving throw. On a
success, the spell ends early.
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Dust Devil
2nd-level conjuration (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute
Choose a 5-foot-cube of air within range. A dust devil appears
inside the cube and lasts for the duration.
Any creature that starts its turn within 5 feet of the dust
devil must make a Strength saving throw. On a failed save,
the creature takes 1d6 bludgeoning damage be pushed 10 feet
away from it. On a successful save, the creature takes just half
the damage.
As an action, you can move the dust devil up to 30 feet in
any direction. If the dust devil moves over sand, dust, loose
dirt, or small gravel, it sucks up the material and a cloud of
debris spreads out from it in a 10-foot radius until the start of
your next turn. The debris heavily obscures its area.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each level above 2nd.
Earth Passage
4th-level transmutation (druid, wizard)
Earth Bind
3rd-level transmutation (druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: 1 minute
Choose one creature within range. The target must succeed on
a Strength saving throw or take 4d8 bludgeoning damage, fall
prone, and become restrained for the duration. If the target is
flying, it falls to the ground, even if it can hover, and takes
bludgeoning damage from the fall in addition to the damage
from the spell.
At the end of each of its turns, the affected target can make
another saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 for
each level above 3rd.
Earth Maw
You can move through solid earth and stone. Until the spell
ends, you can move through spaces filled with earth, sand, or
stone as if those spaces were unoccupied. While inside a solid
space, you have tremorsense out to a range of 10 feet. If you
remain inside a solid space when the spell ends, you take 6d6
bludgeoning damage and you are forcibly expelled emerging
prone in the nearest open space.
Elemental Adaptation
5th-level abjuration (cleric, druid, ranger, sorcerer, wizard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
When you cast this spell, you inscribe an invisible magical
sigil somewhere on your person that remains dormant for the
duration until its triggered.
The first time you would take acid, cold, fire, lightning, or
thunder damage, the spell triggers and you gain immunity to
that damage type for the remaining duration.
Elemental Aura
9th-level conjuration (sorcerer, warlock)
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
You cause a field of elemental energy to surround you for the
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the spell ends, you fall if you are still aloft, unless you
can stop the fall.
Elemental Earth. A dull gray field extends 3 inches out
from your body. For the duration, you have all of the
following benefits:
You have resistance to bludgeoning, piercing, and slash
ing damage from weapons that are not magical.
Creatures from the Elemental Plane of Earth have disad
vantage on attack rolls for attacks that target you.
You can move across difficult terrain from earth or stone
spell slot.
Elemental Fire. A flickering red field extends 3 inches out
from your body. For the duration, you have all of the
following benefits:
You are immune to fire damage.
slot.
Elemental Water. A shimmering blue field extends 3
inches out from your body. For the duration, you have all of
the following benefits:
You are immune to cold damage.
slot.
Elemental Bane
1st-level transmutation (druid, warlock, wizard)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute
Choose one creature within range. The target must make a
Constitution saving throw. If it fails the save, it gains
vulnerability to your choice of acid, cold, fire, lightning, or
thunder for the duration. If the target has immunity to the
damage type, the target loses immunity and instead has
resistance to the damage type for the duration. If the target has
resistance to the damage type, it loses resistance to that
damage type for the duration.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them.
Elemental Sigil
2nd-level evocation (paladin)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
You can cast this spell when you hit with a melee weapon
attack on your turn. When you cast the spell, choose acid,
cold, fire, lightning, or thunder. Your attack leaves behind a
glowing sigil somewhere on the targets body that remains for
the duration. Once per round, when the target takes damage, it
takes 2d6 extra damage of the type you chose when you cast
this spell.
Elemental Translation
2nd-level conjuration (druid, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
You bore a hole to one of the Inner Planes to draw a quantity
of elemental substance to fill a cube, 15-feet on each side,
centered on a point on the ground within range. When you
cast the spell, choose one of the following effects. Any
creature in the area is pushed away from the center until it is
no longer in the area.
Air. Clean, fresh air sweeps through the area. The air
automatically extinguishes all flames in the area and disperses
all gas, smoke, mist, fog, or vapor in the area.
Earth. Compacted earth fills the area completely. A cube of
earth, 5 feet on each side, has AC 5 and 30 hit points.
Reducing a smaller cube to 0 hit points causes that section to
crumble away from the larger cube.
Fire. Burning cinders cover the ground in the area and burn
for 1 minute or until extinguished. Any creature that ends its
turn inside the area must make a Constitution saving throw. A
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Eruption
2nd-level evocation (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Choose a point on the ground within range. The ground erupts
in a 5-foot radius, throwing rock, earth, and debris into the air.
Each creature in the area must make a Dexterity saving throw.
A creature takes 4d4 bludgeoning damage and is pushed 10
feet in a straight line away from the point on a failed save, or
just half of the damage on a successful one. The area of the
eruption and the ground within 20 feet of the leading edge of
it becomes difficult terrain until cleared away.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the radius increases by 5 feet for
each level above 4th.
Fire Stride
3rd-level conjuration (druid, sorcerer)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You become immune to fire damage from sources that are not
magical for the duration.
In addition, you gain the ability to step into fires and move
from one fire to another. When you move into a fire, you
become instantly aware of any other fire within 120 feet of
you. If you can continue moving, you can exit from the space
of another fire. The fire through which you stride must be
genuine flame; things that cause fire such as lava or are made
from fire such as a fire elemental dont count.
Fist of Stone
1st-level transmutation (druid, sorcerer)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pebble inscribed with a stylized fist
design)
Duration: 1 minute
One of your hands transforms into mighty fist of living
granite and remains that way for the duration. Until the spell
ends, you have several benefits.
You have advantage on Strength checks made to break
objects, grapple, and shove a creature.
Targets grappled by you have disadvantage on Strength
(Athletics) or Dexterity (Acrobatics) checks to escape the
grapple.
Finally, your unarmed strikes made using your transformed
hand deal bludgeoning damage equal to 1d8 + 4 + your
Strength modifier.
Flame Arrows
2nd-level evocation (druid, ranger)
Casting Time: 1 bonus action
Range: Touch.
Components: V, S, M (a quiver containing at least one piece
of ammunition)
Duration: Concentration, up to 1 minute
You infuse a quiver with elemental fire that lasts for the
duration. Whenever a creature hits with a ranged attack using
a piece of ammunition drawn from the quiver, the attack deals
2d6 extra fire damage.
If the quiver runs out of ammunition, the spell ends early.
Flashburst
3rd-level evocation (sorcerer, wizard)
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pinch of sulfur or phosphorus)
Duration: Instantaneous
Choose a point within range. A dazzling flash of light erupts
from that point. Each sighted creature in a 20-foot-radius
sphere centered on that point must make a Wisdom saving
throw. A creature becomes blinded for 1 minute on a failed
save, or blinded until the end of your next turn on a successful
one.
In addition, each sighted creature within 120 feet of the
sphere and has an unobstructed view to it, but is not inside the
sphere, must succeed on a Wisdom saving throw or have
disadvantage on attack rolls and ability checks involving sight
56
Flash Freeze
Fling
4th-level evocation (druid, sorcerer, wizard)
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Grasping Wind
2nd-level evocation (druid, sorcerer)
Float
Hail of Stone
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Ice Cage
4th-level evocation (wizard)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of dry ice)
Duration: Concentration, up to 1 minute.
An immobile cube-shaped prison composed of magical ice
springs into existence around an area you choose within
range. The cage is up to 10 feet on a side and is made from 1inch diameter bars spaces 12 inches apart.
When you cast the spell, any creature that is completely
inside the cages area is trapped. Creatures only partially
within the area, or those too large to fit inside the area, are
pushed away from the center of the area until they are
completely outside the area.
The cage is an object that can be damage and thus breached.
It has AC 5, 30 hit points per 10-foot section, and it is
vulnerable to fire damage. Reducing a 10-foot section of wall
to 0 hit points destroys it.
Whenever a creature starts its turn inside the cage, it must
make a Constitution saving throw. A creature takes 4d6 cold
damage on a failed save, or half of this damage on a
successful one.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, you may increase the size of the
cages sides by 5 feet for each level above 4th.
Ice Knife
1st-level conjuration (druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous
You create a shard of magical ice and fling it a creature within
range. Make a ranged attack roll. You have a bonus to the roll
equal to your spellcasting ability modifier + your proficiency
bonus. On a hit, the target takes 1d10 piercing damage. On a
miss, the shard explodes at a point within 5 feet of the target.
Each creature within 5 feet of the point where the ice
exploded must succeed on a Dexterity saving throw or take
1d4 cold damage.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the piercing damage increases by
1d10 and the cold damage increases by 1d4 for each level
above 1st.
Immolation
5th-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
Flames wreathe a creature you can see within range. The
target takes 5d6 fire damage, and then must succeed on a
Dexterity saving throw or burn for the duration. A burning
target sheds bright light in a 30-foot radius and dim light for
an additional 30 feet. The target takes 2d6 fire damage at the
start of each of its turns and may repeat the saving throw. On
a success, the spell ends early. These magical flames cannot
be smothered or extinguished through normal means.
If damage from this spell reduces a target to 0 hit points, it
is turned to ashes.
Investiture of Flame
6th-level evocation (druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Flames race across your body, giving off intense heat and
shedding bright light in a 30-foot radius and dim light for an
additional 30 feet for the duration. The flames do not harm
you. Until the spell ends, you gain the following benefits:
You are immune fire damage.
Investiture of Ice
6th-level evocation (druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Ice rimes your body until it completely encases you. For the
duration, you gain the following benefits:
You are immune to cold damage.
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Investiture of Stone
6th-level evocation (druid, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Earth and bits of rock spread across your body until you are
completely encased. For the duration, you gain the following
benefits:
You have resistance to bludgeoning, piercing, and slash
ing damage.
You may use a bonus action to cause the ground in a 20
foot radius centered on you to shake and tremble until
the start of your next turn. The area moves with you to
remain centered on you. Creatures other than you treat
the ground in the area as difficult terrain. In addition, any
creature that ends its turn in the area must succeed on a
Dexterity saving throw or fall prone.
As an action, you can hurl a rock at a creature within 120
Iron Body
8th-level transmutation (sorcerer, wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small piece of iron taken from an
iron golem)
Duration: Concentration, up to 10 minutes
Your body transforms into living iron, which grants you
several benefits that last for the duration.
You are immune to poison damage, and to bludgeoning,
Lasting Breath
Investiture of Wind
when the spell ends, you fall unless you can somehow
prevent it.
You can move through spaces occupied by other crea
tures regardless of their size.
Your movement never provokes opportunity attacks.
Choose one creature within range. The target does not need to
breathe for the duration.
Magic Stone
Transmutation cantrip (druid)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Touch up to three pebbles. You imbue each pebble with
magical power that lasts for the duration. When a creature
throws a pebble as a thrown weapon (range 20/60) or fires it it
from a sling and the attack hits, the pebble deals 1d4 + 1
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Murky Depths
2nd-level conjuration (druid)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Primordial Ward
5th-level abjuration (druid)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You have resistance to acid, cold, fire, lightning, and thunder
damage for the duration.
Pyrotechnics
1st-level transmutation (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Special (see text)
Choose one flame that can fit inside a 50 foot cube within
range. You extinguish the fire and create either fireworks or
smoke.
Fireworks. The target explodes with a dazzling display of
colors. Each sighted creature within 10 feet of the target must
succeed on a Constitution saving throw or become blinded
until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a
10-foot radius, moving around corners. The area is heavily
obscured and lasts for 1 minute or until a wind of strong or
stronger speed (at least 20 miles per hour) disperses it.
Rock Armor
2nd-level evocation (druid, ranger, sorcerer)
Casting Time: 1 action
60
Range: Self
Components: V, S, M (a lump of granite)
Duration: Concentration, up to 1 minute
The ground in a 5-foot radius centered on you bursts upward.
Each creature in the area must make a Dexterity saving throw.
A creature takes 2d10 bludgeoning damage on a failed save,
or just half the damage on a successful one.
The ground in the area becomes difficult terrain until
cleared.
The earth then gathers to your body and clings there for the
duration. You take a 10 penalty to speed, but you gain
resistance to bludgeoning and slashing damage.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d10 for
each level above 2nd.
Scattering Gale
Casting Time: 1 action
Range: 300 feet
Components: S
Duration: Instantaneous
Shackles of Justice
4th-level abjuration (paladin)
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Choose a creature within range that you can see. The creature
must make a Charisma saving throw. If you are good or evil
and the target has the opposite alignment, it has disadvantage
for this save. It takes 6d6 psychic damage on a failed save,
and half as much damage on a successful one. In addition, a
target that fails its save cannot willingly move more than 30
feet away from you. The spell ends early if you end your turn
more than 30 feet away from the target.
Skywrite
Shockwave
Soar
2nd-level transmutation (sorcerer, warlock, wizard)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
You gain a fly speed of 60 feet for the duration. When the
spell ends, you fall at the end of your turn if you are still aloft
and have no means to stop the fall.
Stone Spike
3rd-level conjuration (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 90 feet
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Components: V, S
Duration: Instantaneous
Suffocate
Storm Sphere
Thunder Shield
4th-level evocation (bard, wizard)
The air shimmers around you for the duration and sounds to
you seem distorted and muted. The spell ends early if you
dismiss it (no action required). Until the spell ends, you have
resistance to thunder damage.
In addition, whenever a creature within 5 feet of you hits
you with a melee attack, the creature takes 2d8 thunder
damage and must make a Strength saving throw. The creature
is pushed 10 feet away from you and becomes deafened for 1
minute on a failed save.
Tidal Wave
3rd-level conjuration (druid, wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous
You cause a wall of water to appear at a point you choose
within range. The wall is up to 30 feet long, 30 feet high, and
10 feet thick. As soon as the wall appears, it topples either
toward you or away from you. Each creature under the wall
when it falls must make a Dexterity saving throw. A creature
takes 3d10 bludgeoning damage and falls prone on a failed
save, or just half the damage on a successful one. The water
then spreads out across the ground in all directions. The
splashing water automatically extinguishes all unprotected
flames within 120 feet of the point where the wave appeared.
Transmute Rock
5th-level transmutation (druid, wizard)
You draw power from earth and stone. While you remain in
contact with an earthen or stone surface, you have advantage
on Strength checks and saving throws. In addition, your melee
weapon attacks deal 1d8 extra damage.
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Unity
5th-level divination (cleric, paladin)
Casting Time: 1 action
Range: Self (30-foot sphere)
Components: V
Duration: Concentration, up to 1 minute
You emit an aura of unity that extends out from you in a 30foot-radius sphere. The sphere moves with you to remain
centered on you. For the duration, whenever you hit with an
attack, each friendly creature in the area has advantage on the
first attack he or she makes before the start of your next turn.
Whenever you succeed on a saving throw, each friendly
creature in the area has advantage on the first saving throw he
or she makes before the start of your next turn.
Vitriolic Sphere
4th-level conjuration (sorcerer, wizard)
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a drop of giant slug bile)
Duration: Instantaneous
Choose a point within range. A glowing 1-foot ball of
emerald acid streaks toward that point and explodes in a 30foot radius. Each creature in the area must make a Dexterity
saving throw. A creature takes 10d4 acid damage on a failed
save and 5d4 acid damage at the end of its next turn, or just
half the initial damage on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the initial damage increases by 2d4
for each level above 4th.
Wall of Sand
3rd-level evocation (wizard)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 1 minute
You create a wall of swirling, opaque sand on a solid surface
within range. You may choose make the wall up to 30 feet
long, 10 feet high, and 10 feet thick. The wall lasts for the
duration, and it totally obscures creatures behind it. The wall
causes ranged attacks made through it to automatically miss
except for ranged attacks made by Huge or larger creatures.
When the wall appears, each creature within its area is
pushed away from the walls center until it is not in the walls
space.
A creature can move through the wall, albeit slowly. For
every 5 feet a creature would travel through the wall, it must
spend 15 feet of movement. While in the walls space, a
creature is blinded.
At Higher Levels. When you cast this spell using a spell
slot of a level higher than 3rd, the walls length increase by 10
feet or the size of its radius increases by 5 feet.
Wall of Water
Upheaval
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Warding Wind
2nd-level evocation (druid, sorcerer)
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10foot radius and moves with you, remaining centered on you
and hedging out fog, mist, and gas. The wind lasts for the
duration.
The wind deafens you and creatures in its area. The wind
extinguishes candles, torches, and similar unprotected flames
in its area. Creatures other than you treat the area as difficult
terrain. Finally, creatures have disadvantage on attack rolls for
ranged attacks against creatures inside the area of wind.
At any time before the spell ends, you may use an action to
end the spell early by directing the wind away from you so
that it blasts across a line 60 feet long and 10 feet wide. Each
creature in the line must succeed on a Strength saving throw
or be pushed 15 feet away from you in a direction following
the line and then fall prone. The line of wind also disperses
gas and vapor and automatically extinguishes candles,
torches, and similar unprotected flames in its area.
Watery Fist
2nd-level conjuration (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of water)
Duration: Concentration, up to 1 minute
Water to Ice
2nd-level transmutation (druid, wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (water)
Duration: Permanent
Choose an area of water no larger than 40 feet on a side
within range. You cause all water to instantly freeze in the
area. Mud and swampy terrain becomes normal terrain, while
wet floors become covered in slippery ice, becoming difficult
terrain. A creature that moves across ice must succeed on a
Dexterity saving throw or fall prone. The ice remains until it
melts naturally.
Watery Double
Choose an area of water that fills a 5-foot cube that you can
see within range. A pseudopod of water emerges from the
water and remains for the duration. When you cast the spell
and a bonus action on each of your turns, you can use the fist
to attack or grapple.
If you attack, make a melee attack against a creature within
10 feet of it. The fist has a bonus to hit equal to your
spellcasting ability modifier + your proficiency bonus. On a
hit, the target takes 1d12 bludgeoning damage.
If you grapple, make a check using your spellcasting ability
modifier + your proficiency bonus contested by the Strength
(Athletics) or Dexterity (Acrobatics) check (the targets
choice) of one creature within 10 feet of the fist. If you
succeed, the target becomes grappled. While grappling a
64
creature, you can use a bonus action to crush the target the fist
is grappling. The target must make a Strength saving throw. A
target takes 2d6 bludgeoning damage on a failed save, or just
half the damage on a successful one.
Finally, when you move, you can also move the fist up to
20 feet provided the fist remains within 10 feet of water that
can fill a 5-foot cube.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1 for each
level above 2nd.
Watery Sphere
Wild Fire
Whirlwind
7th-level evocation (cleric, druid, wizard)
Casting Time: 1 action
Range: 300 feet
Components: V, M (a piece of straw)
Duration: Concentration, up to 1 minute
You cause a whirlwind to appear centered on a point you can
see within range. The whirlwind is 270 feet tall, with a 15foot diameter at the top and a 5-foot diameter at the base. If
there is not enough room to accommodate the whirlwind, the
casting fails and the slot is expended.
Any creature or object inside the whirlwinds area when it
Wind Blade
4th-level evoke (druid, wizard)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You evoke an invisible blade from one of your hands, similar
in size and shape to a longsword. The blade lasts for the
duration and you may use a bonus action to retract it or extend
it at will. While extended, it emits a sound of roaring wind.
The sound causes you and creatures within 10 feet of you to
be deafened for as long as the blade remains extended.
You can use your action to make a melee attack with the
wind blade, with a bonus to hit equal to your spellcasting
ability modifier + your proficiency bonus. On a hit, the target
takes 6d6 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d6 for
each level above 4th.
65
Wind Dance
Wrack Earth
3rd-level evocation (sorcerer, wizard)
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S
Duration: Instantaneous
Earth and stone blast 10 feet up from a line on the ground that
is 60 feet long and 10 feet wide. Each creature in the area
must make a Dexterity saving throw. A creature takes 5d8
bludgeoning damage on a failed save, or half as much damage
on a successful one.
The ground in the area as well as the ground within 5 feet
of the line becomes difficult terrain until cleared.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd.
Zeal
2nd-level divination (cleric, paladin)
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: 1 minute
Choose one creature you can see within range. Until the spell
ends, you have a +4 bonus to attack rolls and weapon damage
rolls against that target. In addition, whenever the target
moves more than 60 feet from you on its turn, you may use a
bonus action to move up to your speed toward the target. The
spell ends if the target is reduced to 0 hit points.
Zephyr
Transmutation cantrip (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following
effects within range:
You freshen the air inside a cube, 30 feet on each side,
66
5: Factions
Emerald Enclave: A widespread group of wilderness
survivalists who preserve the natural order while rooting out
unnatural threats.
Harpers: A scattered network of spellcasters and spies who
advocate equality and covertly oppose the abuse of power,
magical or otherwise.
Order of the Gauntlet: Faithful and vigilant seekers of
justice who protect others from the depredations of evildoers.
Lords Alliance: A shaky alliance of aggressive political
powers concerned with their mutual security and prosperity.
Zhentarim: An unscrupulous shadow network that seeks to
expand its influence and power base throughout Faern.
Harpers
Down with tyranny. Fairness and equality for all.
<<Symbol: A silver harp within the horns of a silver crescent
moon, its curved back to the left and its horns to the right, all
on a royal blue background.>>
The Harpers is a venerable organization that has risen and
fallen time and again for over a thousand years. Its roots reach
back through time to the Old Elven Court when great Myth
Drannor was yet in its prime. The Harpers consider that
gilded age the pinnacle of free civilization, and they strive to
return its light to all Faern. As Myth Drannor fell, so too
have the Harpers fallen, but each time they have fallen or
faded from historical record, they inevitably return when
injustice and tyranny threaten to smother the liberty of free
peoples throughout the Realms.
The Harpers have returned from death and obsolescence
even while great empires have remained in the dust. Their
longevity and resilience are largely due to the organizations
decentralized, grassroots, nature, the secretive orders of their
ranks, and the near-autonomy of many of its members.
Harper cells and individual agents operate throughout
Faern, sharing information with one another from time to
time as needs warrant.
The Harpers pride themselves on their integrity and
incorruptibility. They claim not to seek power or glory, but
only fair and equal treatment for all.
Mission
As a Harper you use covert means to gather information
throughout Faern. As a rogue, bard, or spy, you infiltrate
organizations and learn their secrets; as a Harper wizard, you
scry the agents of power groups and observe from afar the
activities of their minions, underlings, and even their leaders,
if you can.
Balance Power. The Harpers use the information you
gather to discern the political dynamics within each region of
Faern. A balance of power must exist between the leaders,
governments, and groups that hold power and the people that
are subject to that power. As a Harper, you believe that
fairness and equality are the standard by which every being
deserves to live, and you seek to protect the rights of
individuals at any cost.
67
receive public fame, fortune, and glory for the actions of the
conscience.
Harpers share a common credo, intrinsic to every Harper
operative. No Harper is inducted into your secret ranks
without a fast and proven dedication to these guiding
principles. Only those that have worked tirelessly and
sacrificed selflessly to promote your ideals are asked to join
your society.
Harpers follow these guiding principles:
One can never have too much information or arcane
knowledge. As a Harper you are a living vault of secret
wisdom and forgotten lore. Nevertheless, there is a vast
difference between possessing information and arcane power
and using it. You relish the knowledge and arcane secrets you
gather, but are bound by duty and by conscience to relinquish
the substantial personal benefits such knowledge might yield.
Too much power leads to corruption. For over a thousand
years the Harpers have witnessed the corrupting influence of
power upon those who lack the willpower to control it. Far
worse, they have seen the devastation wreaked by the abuse
of magic. They have witnessed the fall of gods and the
Sundering of the Weave. Some Harpers of long-lived races or
possessing significant magic remember the founding of your
organization and all the events that have transpired in the past
millennium. Time and again history has demonstrated that
power will be abused if people are tricked into allowing it.
Aware of the frailty of the mortal will, you closely monitor
the powerful individuals of Faerneven benevolent
individualsand work to limit their influence.
No one should be powerless. While you work tirelessly to
limit power, you subsequently believe that every individual
should possess some amount of it. Having power amounts to
having choicethe power to choose ones path, ones mate,
ones occupation and direction in life. When choice is denied
and anothers values or orders are imposed, you fight to
liberate those that would be denied. You despise slavery
above all things, and will not endure a populace in shackles.
Harper Quests
Although individual Harper agents are highly capable and
skilled, you prefer to aid others with the rare and precious
knowledge you gather than with direct strength of arms or
magic, since such outward displays of action would, over
time, disrupt your cover and threaten to reveal you as a
Harper.
If an artifact was unearthed that threatened to upset the
balance of power in a region, you might be called to action to
secure that artifact and deliver it to a responsible and
trustworthy keeper.
In regions where political leaders or organizations rise to
prominence and hold significant sway over the inhabitants,
you might be sent on a mission to collect as much information
about the leader or organization as possible, so that your
Harper cell might work together to discover their ultimate
intentions.
When spellcasters come into their power and first learn the
secrets of scrying, raising the dead or undead, teleportation,
Playing a Harper
If you choose to join the Harpers, youre choosing to play a
character that places greater value on the merits of
observation and intelligence gathering than on taking
immediate and direct action. This doesnt mean you play a
passive character, but the best Harpers look for clever,
indirect ways to resolve conflictsbreaking down the door
and rushing in isnt Harper style.
In the fiction of the game, youre highlighting the value
your character places upon knowledge; a selfless benefactor
to those in need, youre taking little or no credit for acts of
heroism or good deeds that you do.
Outside the game, youre communicating to the other
players and DM that you want your characters adventures to
involve secret missions where you can uncover intelligence
and occasionally have a solo scene to work in secret and
fulfill your aims.
Harper Classes. Harpers are recruited from the ranks of all
the classes, but bards and wizards are by far the most
prominent classes among the Harpers, as their arcane skills
and extensive learning grant them access to vast stores of
knowledgethe asset that the Harpers prize above all.
Harper Alignments.
CG (primary), NG, LG, LN, N, CN
Harpers tend to be individualists that overthrow established
order for the sake of the common good. Thus most see the
world through a Chaotic Good viewpoint, though various
Harpers place a higher value on order or total liberty, and
some dedicate themselves only to good, while others refuse to
embrace any set of core values or beliefs.
Evil
Harpers?
There
are
no
evil
Harpers.
Since
the
Harpers
offer
neither
fame
nor
power,
and
since
they
actively
monitor
and
control
powerful
individuals,
their
organization
holds
little
appeal
for
those
that
would
seek
such
rewards.
It
is
unlikely
that
a
evil
creature
would
infiltrate
the
organization
on
purpose.
Not
only
must
Harpers
prove
their
steadfastness
with
deeds
of
selfless
good,
but
Harpers
are
skilled
information
gatherers
68
Notable Harpers
69
wish to see the magical weapon fall into the wrong hands.
Other known bases. Moongleam Tower (in Everlund),
Twilight Hall (in Berdusk), and others
Harpshadow
Influence Required: 30
Harpshadows adopt an alternate identity that the Harper agent
uses to gain access to information that wouldnt normally be
accessible. This identity is the Harpshadows deep cover,
under which the Harper agent witnesses ill plots, conspiracies,
and injustices. The Harpshadow protects this alternate identity
at all costs.
Benefit: Dual Identity. A Harpshadows second identity is
an alternate life with different associates and resources. While
assuming the second identity the Harpshadow gains a second
false alignment belonging to the other identity. While
assuming the alternate identity, the Harpshadows words
cannot be detected as lies and the Harpshadows alignment
always reads as the alignment of the alternate identity.
Primary duties. When a Harpshadow assumes the new
identity, the Harper cultivates a useful inner circle in a second
life and uses it to gather information.
Keep the dual identity secret at virtually any cost.
Brightcandle
Influence Required: 50
Brightcandles work to preserve knowledge and prevent the
abuse of magic. As they encounter various magical spells and
items on their missions, Brightcandles equip themselves with
select magic items from Harper caches that can best aid in the
mission at hand.
Benefit: Item Caches. Brightcandles learn the whereabouts
of the Harpers magic item caches. A Brightcandle that visits
a cache can exchange common and uncommon magic items
for other common and uncommon magic items in the cache.
The items exchanged must be of the same magic item type
(i.e. you can trade a weapon for another weapon, but cannot
trade a potion for a weapon). The DM can either determine
the items in the cache or allow you to choose from the tables
in the Dungeon Masters Guide.
Primary Duties. Brightcandles work to protect the integrity
of secret knowledge and magic.
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Wise Owl
Influence Required: 75
Wise Owls have risen through the ranks of the Harpers
listening, watching, and discovering secrets. By the time a
Harper becomes a Wise Owl, his or her access to information
is vast. It is the Wise Owls duty to decide how to distribute
the information to which the Harpers have access.
Benefit: Secret Lore. Once per day, Harpers with the rank
of Wise Owl gain advantage on any check made to obtain
knowledge or information. Alternatively, the Wise Owl can
grant another creature advantage if the Wise Owl confers with
that creature and shares his or her knowledge.
Primary Duties. Lower-ranking Harpers gather
information, but Wise Owls distribute that information to
those most capable of taking advantage of it.
Learn secrets
hands.
Advancement. Save a major civilization or realm, or defeat
a powerful tyrant without direct confrontation or personally
using violence or revealing your identity.
High Harper
Influence Required: 150
High Harpers use their resources and their information
network to maintain the balance of power in the world. With
access to vast stores of knowledge and secret vaults of
powerful magic hidden across the Realms, a High Harper
remains behind the scenes working for the betterment of all.
Benefit. Magic Caches. A High Harper can exchange rare
and very rare magic items for other magic items of equal or
lesser rarity in a Harper cache. The items exchanged must be
of the same magic item type. The DM can either determine
the items in the cache or allow you to choose from the tables
in the Dungeon Masters Guide.
Primary Duties. High Harpers influence the peace and
prosperity of a region on a large scale. More than any other
Harper, it is a High Harpers job to:
Maintain the balance of power in the region.
Mission
As an agent of the Order, it falls to you to identify evil power
groups and inherently evil creatures and analyze the potential
threats they present. You keep constant vigil over the forces
of darkness, prepared to smite them if they should rise to
attack the world.
Justice, vigilance, order, and retribution are the fingers of
an iron gauntlet forged to crush the wicked; you are the thumb
that completes the fist that holds the blade that strikes against
the darkness. You came to the order dedicated to one of these
principles, but as an agent of the Order you are sworn to
uphold them all.
Be Armed, Remain Vigilant. Guided by the followers of
Helm, which serve as the Orders eyes and ears, you vow to
remain alert, ever watchful for the activities of evil creatures
and individuals. Fortified bastions of the Orders warriors
look out over the cities, towns, and wild borderlands where
evil incursions are prevalent. Where ordinary warriors fall or
flee before demonic terrors, you and your companions stand
fast to combat the wickedest forces of darkness.
Enforce Justice. Tyrs representatives often serve among
the leadership of your organization, as its conscience. For an
agent of the Order, it is not enough to persecute those branded
as wicked. You vow to wisely observe not just the actions, but
also the intentions of individuals, meting out punishment only
where it is due, and sparing the innocent the doom of the
guilty. Your capacity for compassion and fairness and your
ability to examine multiple perspectives helps keep the
Orders virtue a force for good, rather than a merciless army
71
of militant crusaders.
Enact Retribution. The followers of Hoar the
Doombringer, god of Retribution, find their welcome place
among the Order. As an agent of the Order, you are honor
bound to punish evil for its fell deeds and to seek just
vengeance for the suffering it caused to others. On your oath
you swear never to let wicked acts or injustices go unpunished
for long.
Smite Evil. The Order of the Gauntlets vows of vigilance,
justice, and retribution would come to little more than airy
words if not for your steadfast commitment not just to
fighting evil but finding its source and eradicating it. As an
agent of the Order you swear to relentlessly pursue evil
adversaries and annihilate them so that duty, loyalty, and
righteousnessthe chief virtues of Tormmay flourish, and
that their opposite qualities may perish in the hearts of the
false, the traitorous, and the wicked.
lives to vanquishing evil are the same flesh and blood mortals
that roil in conflict with their own emotions and inner
demons. As an agent of the Order you acknowledge that you
are prone to the same vanity, pride, hatred, and base desires as
the villains whose evil you fight to quell.
Just as you struggle to rise above your own flaws, you
allow others to master their own, and therefore do not
preemptively attack, judge, or seek retribution against a
perceived threat that has yet to commit an evil act.
Quests
The Order of the Gauntlet sends its members into the world
upon three types of tasksmissions of vigilance, missions of
justice, and missions of retributioneach corresponding to a
pillar of the faiths upon which the Order was founded.
Once motivated toward its mission, the Order strikes hard
and fast for a decisive victory. Your missions are mostly
about taking bold action against the wickedthe Order is not
renowned for subtlety or guile but for the iron fist of the
justice you mete out.
When evil cults prey upon the innocent, the Order of the
Gauntlet rallies its members to arms and sets forth on a
mission to eliminate the leaders so that charmed,
brainwashed, indoctrinated, or innocent members may be free
to choose their path.
When the presence of a dangerous monster poses a
potential threat to a defenseless settlement, the Order of the
Gauntlet calls upon a special force to keep a wary vigil over
the area, watching over the people, prepared to strike if the
need arises. If the populace is attacked, the Orders
representatives strike swiftly and decisively, hunting and
slaying the creature before it can do further harm.
When an elusive criminal or gang boss terrorizes the
populace, the Order of the Gauntlet sends a special force on a
mission to fight through the gangs thugs and track down the
boss in order to bring him or her to justice.
If a cache of magical power or wealth is discovered near a
sleepy settlement on the edge of the wilds, the Order of the
Gauntlet sends agents to watch over the settlement and make
certain they were not exploited by those drawn to the area by
the promise of wealth or power.
Missions of Vigilance
72
no less than four mighty gods. When your eyes search out
injustice, when your shield protects the innocent, when your
command brings about justice, when your weapon strikes
down the wicked, you do so with the blessings of those gods.
The churches of those gods are second homes to your
Order, and they welcome and support you when you venture
through lands strange and friendly. When your mission
requires desperate aid or resources, the clerics, acolytes, and
holy warriors of temples and monasteries lend their support,
usually without question, for you are the blade of the gods.
You are an inspiration to those you protect, and the
common folk of the land revere and adore you. Those worn
bone thin from thankless lives of toil can look to you for
someone that values their lives and labor and will protect
them where their rulers would fail.
Membership Levels.
Ranks (highest to lowest)
Righteous Hand
Vindicator
Whitehawk
Marcheon
Chevall
Potential Conflicts. Sometimes a situation may arise when
the just course is not clear. Sometimes evil destroys good not
with talon, fang, or blade, but by slow corruption over time,
wearing away the hearts armor of faith to reveal the doubts
and personal flaws inherent to all creatures. Sometimes even
angels may fall.
As a new organization, the Order of the Gauntlet is a
faction on the rise. With the exception of the embittered Kleef
Kenric its members embrace the ideals of honor and justice
and good; corruption and betrayal have never yet shaken
within the Order, but it is only a matter of time. How strong is
the faith of the Orders agents? How long will the zealous
fires burn in their hearts before the weariness of a neverending war with evil and the losses of friends and companions
overtake them? What happens to justice and righteous
retribution when evil pleads for mercy or renounces its former
ways?
The Order of the Gauntlet is made up of a union of four
faiths, but the tenets of those faiths may not always align. An
agent of the Order may be called upon to represent his or her
own faith in an internal dispute. Unresolved disputes weaken
the Order, making way for embitterment and corruption to
take hold.
73
Emerald Enclave
"We preserve the natural order.
<<Symbol: A leaf-shaped emerald (bright green) wrapped in
a thorny vine (brown). This symbol should appear on a pale
green background.>>
The Emerald Enclave is a widespread group of wilderness
survivalists that preserve the natural order while rooting out
unnatural threats.
When snow and ice threaten to block the trade roads and
the winter wind turns colder than white dragon breath, a lone
druid appears from the blizzard to help a small village
survive.
When marauding savages and tribes of orcs clamor on the
borderlands with a thirst for blood and plunder, a mysterious
witch or a grim barbarian emerge from the solitude of their
wilderness homes to help defend a town that awes and fears
them.
When a caravan of tender civilized folk seek passage
through the treacherous mountain pass or the frozen tundra of
Icewind Dale, a quiet ranger steps forth from those
inhospitable domains with a promise to guide the travelers
through in safety.
For over a millennium, agents of the Emerald Enclave have
dwelled in solitude in the wild, opposing threats to the natural
world while safeguarding the civilized folk that wander there.
They are subjects of two kingdomsof civilization and the
wildand they work to protect the one from the other.
Members of the Emerald Enclave know how to survive, and
more importantly, they want to help others do the same.
Mission
Agents of the Emerald Enclave operate in the solitude of the
wilds, convening in druidic circles or Enclave gatherings only
occasionally over time. Your numbers may be as great as
other factions in the Realms, but your fellow members are
74
Quests
The Emerald Enclave cares little for the politics of civilized
kingdoms. The internal events, struggles, and wars of such
places are of as little more importance to the Enclave as
wolves struggling for dominance over a pack; the dramas of
75
76
not overrun its bounds, even as they protect its people as they
wander the dangerous areas between civilization.
77
Bargewright Inn
This ramshackle inn and cluster of travel-related supply shops
and businesses covers a muddy hill just west of Womford. It
reeks of manure and mud, but dont let the looks fool you; for
high but not steep prices, one can buy or sell mounts and draft
animals, have them reshoed or doctored, and have wagons
repaired, custom crates and barrels made (or buy standard
sizes off the shelves), and beasts stabled or wagons and
their cargoes securely stored. Everything is protected inside
two concentric ring walls, the outermost given over to the
stabling and caravan paddocks (offering secure overnight
camping), and short of outright war, this is the most secure
stopover in the entire valley. Its also the place to go if youre
looking to hire on as a caravan guard, or join a caravan for
your own traveling safety.
Its also a Zhentarim base, and the Zhents spy on everyone
who comes near the place. The Senior Sword (master of the
gateguards, and a cold-eyed veteran warrior who goes about
well-armed and with little patience for backtalk) rules inside
the walls, but nigh every business owner is a Zhent of some
rank or other, and the keeper of The Old Bargewright (the inn
atop the hill that started it all), name of Nalaskur Thaelond,
may well carry more weight in Zhent circles than the Senior
Sword. Thaelonds inn is where important Zhents meet in
secret with other important Zhents or underlings they want to
give orders toand where Zhents meet merchants to deal in
such best-kept-secret things as slaves, poisons, and unsavory
magics.
Theres something darker in Bargewright, too, undead or
some such. By night, its not considered healthy to be out of
doors within sight of the walls. Those who dare to camp
outside to save coins tend to go missingone a night, at least.
They say theres lots of treasure in Bargewright Inncoins
hidden inside room doors, in sacks under floorboards, or
glued to cloth sheets tacked to the walls behind removable
panelswhere the Zhents have stored it. The only problem is
getting any of it out past their noses.
Beliard
A pretty little village with more shade than most, that stands
where the Dessarin Road meets the east-west road from the
Stone Bridge. A market for local cattle ranchers, it has the
usual stables, horse-dealers, and the like.
Theres one good inn, the Watchful Knightlarge and cozy
and now run by a cheerful family that includes more than a
dozen burly, less than lovely, but kind and hard-working
daughters; the Settletrees, theyre called, and Old Father
Marask Settletree rules the roostand a handful of so-so
inns: Byndles Beds, the Weary Drover, and Burgraths
Shelterhearth.
It seems every second cottage in Beliard is home to a
retired adventurer or sellsword or Waterdhavian nobles
bodyguard, so theres little crime in the place and plentiful
weapons to be bought, though you cant sell one there for love
or money unless its truly a standout (when you may find
yourself facing fierce competing bids). This is yet another
place alive with tales of treasure hidden everywhere, though
nothing much has ever been found. One unusual tale: there
used to be a well out behind one of the cottages (no one can
quite agree where) until some bandits murdered an elderly
retired adventurer, Naressa Graeles. Her grieving husband
buried her in the well, covering her with about sixty wyvern
scales shed kept as trophies before heaping dirt over it all.
Then he went off hunting the murderers and never came back,
though word did come that he got most of them, one by one.
This would have been thirty summers back, or a little more.
Goldenfields
The biggest and best-kept farm youll ever see, twenty square
miles of crops and barns and hothouses that feeds the North,
all enclosed inside a wall as good as many castles can boast.
The Granary of the North, they call it, and the whole things
an abbey to Chauntea, as well as food storage that just might
keep most of Waterdeep alive in the worst sort of winter. Any
fruit bigger than a berry you eat east and north of Yartar
probably came from Goldenfields. The Abbot, Ellardin
Derovik, makes sure clergy of Chauntea and Emerald Enclave
members are welcome, because hes both, but this no place
for idlers; the folkfive thousand of them!inside those
walls work, from endless digging and watering to picking tiny
insects off plants by hand, one by one.
They hire adventurers to patrol the walls and the land
around, but Emerald Enclave members are preferred, and they
watch their own guardians, too, to make sure no one is there
to despoil. They do feed all guests well, though, and give you
food for the road.
78
Haunted Keeps
Near the southwestern edge of the Sumber Hills, closest to
Red Larch, there are four keeps built by adventurers centuries
back, that have since been taken as homes by any number of
bandits, monsters, adventurers wanting to be lords of
somewhere, and even a wealthy Waterdhavian merchant or
two trying to play at being a noble lord, without the title but
with a country hunting lodge if he can get it. For the last
twenty-odd years or so they were haunted by ghosts and
worse, that so frightened the monsters that wanted to lair in
them that the beasts prowled around outside, not daring to try
to go in.
Now, it seems, all four of them have been occupied by groups
of people whove somehow dealt with the undead. Or have
they? There are fresh stories of small bands of hulking men
if they were mentrudging through the Sumber Hills wearing
armor that looked as if it was made of rock, not metal; owlheaded riders on the backs of giant vultures flapping low over
the Hills; warbands of humans hairless and heavily scarred as
if they survived immolation in large, hot fires; and men
bearing shields of giant horseshoe crab shells, and wielding
swords with teeth, that looked like they were fashioned from
the bills of large swordfish. Such strange sights are seen often
enough from the edges of the Hills that even a dullard must
conclude that something is going on. Fell wizards snatching
weird monsters and folk from elsewhere to here with their
spells is the usual explanation, but folk of the Dessarin know
theyre resorting to something utterly unproven when they say
it. And of course, anyone who ventures too deep into the Hills
to investigate just doesnt come back.
Nor is this all. Old tales about the Haunted Keeps abound,
and new ones arise to crowd them out. Prospectors have
seenand foughtthe screaming severed heads of
longhaired, wild-eyed women that flew about, swooping at
them and seeking to bite. Horn-headed devils have been seen
fighting many-armed demons to gory death, great fireballs
have come roaring out of nowhere at shepherds and herbgatherers, and theres talk of whatever crawling horror the
builders of the keeps discovered and were trying to keep
under the earth by standing guard over the hills between their
fortresses is finally getting out, erupting from subterranean
caverns to slither through the Hills by night, seeking easy
prey.
Something is stirring in the Sumber Hills, and it seems to be
centered on the four Haunted Keeps.
Feathergale Tower
The defenders of Waterdeep have always flown aerial steeds
from high on Mount Waterdeep as well as manning the walls
and riding road patrols out to Amphail and sometimes even
farther. Yet it now seems some wealthier and noble citizens
with more coin and leisure than sober sense have formed the
Feathergale Society, an elite flying club of Waterdeep whose
members ride hippogriffsand they fly from the city to the
tallest of the four Keeps, a tower surmounting one of the
highest of the Sumber Hills. This keep can be seen from afar,
and although the Feathergale Knights are seldom seen on the
ground anywhere in the Dessarin, those whove seen them in
Waterdeep say theyre merry revelers awash in expensive
wine and fine height-of-fashion clothing, dashing heroes of
the air (or foppish poseurs, depending on how one sees them).
Their Tower in the Sumber Hills is where they go on
retreat, and train novice members and young hippogriffs in
mastery of the air. Or perhaps indulge in drunken debauchery,
as some folk of the Dessarin openly suspect.
79
Rivergard Keep
This small but stout castle stands on the very banks of the
Dessarin, a stone keep and gatehouse atop a bluff, linked by
an oval castle wall to a riverside tower and a dock. The castle
is being swiftly and energetically repaired, by hardy men who
say theyre mercenaries, under the command of Lord of the
Castle Jolliver Grimjaw. They intend Rivergard to be their
home, and from it they will protect barge traffic on the river
from monsters and bandits (who have been a perfect plague of
late).
While the mercenaries work, the castle gates are guarded
for them by a dozen or more people who describe themselves
as honest riverfolk, taken in by Grimjaws men after their
boat was attacked and sunk by scrags upriver. When the right
hardy traveling grouphardy as in warlikecomes along,
the riverfolk will try to join them so as to travel back to
Yartar, and beyond in relative safety.
Helvenblade House
West of Westbridge, on the northeasternmost edge of
Kryptgarden Forest, stands one of the few Waterdhavian
noble house country estates to survive so far out from the City
of Splendors (most such estates flourishing today are between
the ever-expanding city and Amphail). Helvenblade House is
a neatly kept hunting preserve with a live-in staff of servants
who spend most of their time gardening. The owners, the
Silmerhelve noble family, rarely visit, and the estate is quiet.
Local lore says Helvenblade has never been plundered by
bandits or so much as visited by orcsto say nothing of the
dragons that now seem to be spilling hungrily out of the
neighboring forest. The servants say this is because
Helvenblade House is protected by the Family Ghost of the
Silmerhelves. Intruders who mean illstrangers who try to
set fires, for examplejust . . . disappear. In a hurry.
High Forest
The largest and wildest unbroken woodland of Faern, the
High Forest is a great green wilderland larger than most
realms, so large it has mountains rising out of its trackless
heart. It is home to gigantic treants, huge stags and bears, and
any monster one can think of that doesnt need the ocean
deeps to live in. The presence of a river called the Unicorn
Kryptgarden Forest
Much smaller than the High Forest but just as wild and
thickly tangled is the Kryptgarden, on the eastern flanks of the
Sword Mountains. Of old, dwarves had a kingdom here, and
left many ruins behindall of them overgrown by the forest
and hard to find. Kryptgarden has always had a reputation for
teeming with dangerous monsters, and hosts a monsterhaunted and treasure-filled underground city known to
adventurers as Southkrypt, but recently the monsters that
hitherto prowled out of Kryptgarden have been seen no more,
in favor of just one sort of hungry flying hunteryoung green
dragons.
Many young green dragons, who are now winging farther
and farther afield in search of prey to devour, endangering
caravans and small bands of travelers alike on the Long Road
and ranging across the Dessarin valley. Where did they come
from, in such numbers and boldness?
Hunters dare approach the Kryptgarden no more, for fear of
being swiftly devoured. It seems no place for adventurers who
cannot handle multiple dragonsand that would, in all
honesty, seem to be a small minority of those who go
adventuring.
Neverwinter
The City of Skilled Hands is a wealthy trading city known for
the superb workmanship of its mechanical items, tools, and
weaponry; for adventurers, a supply center as useful as
Waterdeep or Silverymoon. However, its farther from the
heart of the Dessarin, in days of travel, than Waterdeep, being
about twenty days of overland travel distant (thanks to the
lack of good roads all the way, typically unforgiving local
weather, and both bandits and monsters that depend on
travelers attempting the journey, as their usual prey). Fast
riders, traveling light and hard, can make the trip from
Neverwinter to the Sumber Hills in just under sixteen days
if they can elude monsters and bandits without delays.
Natural heat from under the earth keeps Neverwinter warm
in deep winter when inland, the Dessarin is frozen and buried
beneath deep snowhence the citys name. This keeps it a
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working port and a hive of craftwork and commerce yearround, but its a better place to visit than to live for most
adventurers, unless they love intrigueNeverwinter is rife
with it.
Red Larch
Red Larch is a waystop on the Long Road seven days north of
Waterdeep, and a handy base for forays into the Sumber Hills.
Three trails meet in Red Larch: the north-south Long Road,
the east-west Iron Road linking Kheldell and the coast
through Red Larch with Bargewright Inn and the Dessarin
Road, and a trail to now-abandoned quarries in the heart of
the Sumber Hills. Red Larch is known for its harness makers,
and caters to the needs of overland wagon merchants.
Rundreth Manor
On a hill on the east side of the Long Road under a days
travel north from Amphail stands ruined Rundreth Manor. A
large stone mansion, roofless and overgrown, it was a
longtime bandit haunt before the Dark Lady came. Harpers
warn everyone to steer clear of Rundreth, for the Dark
Ladya beautiful female drowis, in their words, more
than she seems. Those who dared approach the ruin used to
just disappear, but recently, travelers on the Long Road
started finding bodies where the overgrown trail leading up to
the manor met the Long Roadhumans torn apart by large
claws and teeth.
Harpers have been telling other Harpers that the Dark Lady
is really some sort of dragon; a dragon that loves to kill.
Rundreth Manor is now her lair. Other tales whisper of
extensive caverns beneath the ruined mansion, of strange
magic at work on Rundreth Hill, and even of a necromantic
cult that kidnaps people to make them undead. And perhaps
inevitably, there are tales of lost Rundreth wealth, a vast
treasure of copperonly copper, but thousands upon
thousands of coins of it, plus tradebars beyond counting,
and even a jointed, movable copper statue as tall as a long
wagon stood on end, hidden somewhere under the manor, in
Rundreth Hill.
This ruin is also said to have been where young Halasmeira
Cragsmere, a daughter of the noble Cragsmeres of Waterdeep,
fled to when she and her older brothers were beset in their
coaches on the road by bandits, a decade ago. Halasmeira was
seen several times hiding in the ruins or in the scrub woods
around Rundreth Hill, living alone and frightened of
strangers, but thereafter vanished. She has never been found,
though so large was the reward offered for her safe return that
her noble parents hired wizards to be part of their household
just to test all the false Halasmeiras put forward by
enterprising persons eager to claim the gold (three hundred
thousand gold pieces, in the most recent notices posted up and
down the Dessarin valley).
granite, seemingly all of one piece, two miles long and four
hundred feet high at its center, that spans the River Dessarin.
It has no side-railings, is about six paces wide, and is sacred
to dwarves because their god Moradin appeared atop it in time
of need, long ago, to rally dwarves against an orc horde. The
dwarves built to link the halves of their long-vanished
kingdom of Besilmer that were divided by the river, and the
first king of that realm, Flametongue or some such, died
fighting a giant atop the bridge.
There are legends of a hidden dwarf stronghold under the
Stone Bridge, a refuge made to be defended by a few against
manybut more than many have searched for it, without ever
finding it. Some dwarves have confirmed its existence, but if
any have shown it to a non-dwarf, neither they nor the one
they showed it to are talking. A now-dead seer of Waterdeep
often claimed the Bridge was built from the bodies of stone
giants killed by the dwarves and fused together into a smooth
arch by the magic of a dragon who owed the dwarves a
favorand that anyone who somehow undoes the magic and
causes the bridge to collapse back into many stone giant
corpses will discover a fabulous dwarf treasure in gems, that
the dwarves stuffed into the innards of the giants after gutting
them.
Sumber Hills
Grassy, windswept hills with many rock facesand of old,
more than a few granite quarries that yielded up the stones for
many buildings in Waterdeep and throughout the lower
Dessarin valleythe Sumber Hills have never been counted,
but must number in the hundreds, most of them small but
steep hillocks with narrow, winding vales between. Drinkable
springs are plentiful, so most of these valleys have a tiny
stream burbling along them, that eventually find their ways
down to the Dessarin; the river cuts through the heart of the
Sumber Hills.
These hills have always held plentiful wildlife, both birds
and monsters; Waterdhavian nobles maintained quite a few
hunting lodges in the Sumbers, though most of them were
modest structures that soon disappeared as they fell into
disrepair and enterprising locals repurposed their stones.
Bandits and monsters marauding out of the Hills to menace
nearby settlements and travelers on the Long Road and the
Dessarin Road have always been a problem, and although the
recent reoccupation of the four notorious Haunted Keeps in
the western Sumbers has cut down on the bandits, it seems to
have spurred more monsters to appear in the vicinity.
There have always been tales of rich veins of ore and
deposits of gemstones in the Sumber Hills, but no one seems
to really know anyone who got rich from such finds. In
Westbridge, they talk of a Haunted Opal that came from the
Sumber Hills, that vanishes after it is worn seven times, only
to reappear somewhere else, usually in suspicious
circumstances.
In both Beliard and Red Larch, decades ago, stories arose of
the Follower, a ghost that comes out of the Sumbers,
following someone who has done something shady in the
Hills (from murder to burying a body to hiding something
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they stole). Its a dark, silent robed and hooded figure with
burning eyes that glow by night, that just stands and
watchesbut pursues the person anywhere, all over Faern if
they happen to travel, and can pass through any locked door
to end up standing over them, silently watching. It never
speaks or does anything but watch, and fades away if
attackedonly to reappear, tirelessly, until the person
confesses what they did or makes amends. Only certain
individuals get followed, and no one knows why some are
so afflicted while others are not. There must be multiple
Followers, but they all look identical, and no one knows
where they come from, or why.
Summit Hall
This is a small stone castle built and inhabited by the Knights
of Samular, an order of paladins dedicated to Tyr that also has
a base in Waterdeep. Built around the collapsed tower of a
lich, Summit Hall is the headquarters of the Knights, and is
where novices of the order are trained. It is run on an alert
military footing, with sentinels and frequent sorties by
Knights patrolling fully armed and armored. This is not the
sort of knightly order that has any treasure worth seeking
though Summit Hall is a valuable armory.
Triboar
This is a fast-growing, bustling walled town of nearly five
thousand, ruled by an elected Lord Protector whose banner is
three black boars on a crimson field. The Long Road meets
the Evermoor Way in Triboar, and the town has often been
the mustering-place for armies gathering to resist orc hordes
streaming down out of the mountains of the North.
The town is orderly and well defended by The Twelve, a
dozen mounted patrols; it can ready a militia of seventy wellequipped defenders in a few hours, and muster four hundred
in a full day.
Triboar is a horsemarket, has many businesses catering to
caravan merchants, and is home to many good guides to the
North, most of them retired veteran adventurers.
Triboar is said to be the resting place of the god Gwaeron
Windstrom, the Tracker Who Never Goes Astray, who sleeps
in Gwaerons Slumber, a stand of mixed trees covering a hill
just west of town. Rangers often pray to Mielikki there, or
sleep there in hopes of receiving her guidance in their dreams.
If youre not a ranger and sleep over, you might be granted
the gift of tracking like a ranger, for just a day (you can
choose the day). The Lord Protectors laws forbid felling trees
or hunting in the woods west of town.
If someone talks about the Home of the Boars, they mean
Triboar (citizens of Yartar to the east, Triboars rival, say its
the Home of Many Bores). Every faction you can think of has
spies in the town, but the Harpers almost have an undercover
local garrison. Triboar is a place of wild gossip and get-richquick schemes, but a lot of people have landed there that have
real leads on lost mines, dungeons in the mountains that
may still hold treasure, and where gems were hidden by
unfortunates fleeing orcs.
Waterdeep
The City of Splendors is one of the largest, busiest, and
richest cities in the world. Seven days ride from Red Larch,
its the home of all the investors and suppliers an adventurer
could ever need. Expert hirelings abound (and lots of bad
ones, too) and you can literally get anything if you know who
to ask and have coin enough. Its also full of spies eager to
find out anything they can turn to their advantage, and
causing the wrong rumor to spread could have the Dessarin
valley full of greedy adventurers hired to bring back anything
they can seize, so beware!
Westbridge
A village on the Long Road where it meets the wagon road
from the Stone Bridge, notable mainly for The Harvest Inn, a
cozy place run by a halfling friendly to all. Weavers, dyers,
and farm produce here; not much else of interest.
Westwood
A small but thick forest hard against the Sword Mountains
where woodcutters work unless the everpresent bandits get
too bad. Rumors are spreading of silent, murderous wild men
lurking in these woods. They use antlered elk skulls on poles
as markers and sometimes talk to them, and smear themselves
with the blood of the beastsand peoplethey kill. They spy
on everyone near the Westwood, and no one knows where
they came from, why theyre in the forest, or what they want.
Womford
This tiny village just east of the Ironford bridge has been
called Ironford, then Wyrm Ford because a dragon was killed
there. Its really just a mill with a dock on the Dessarin and
storage granaries, plus a few cottages. The place lives in terror
of the Womford Bat, a stealthy monster that makes anyone
who goes out after dark disappear. Rumor has it that the
Zhents are up to something in Womford that hasnt happened
yetbut what?
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Yartar
A fortified city where the best bridge over the Dessarin carries
the Evermoor Way across, Yartar is as crowded and wealthy
as a slice of middling Waterdeep, with new and taller
buildings going up constantly. Its the center for the barge
trade up and down the Dessarin, and is ruled by a Waterbaron
who serves for life. The one they have right now is no fool,
but things are getting restless; the place is alive with intrigue,
and everyone knows therell be trouble soon. A century ago
Yartar was a town, so its proud of belonging to the Lords
Alliance now, though all the factions are active here, the
Harpers and Zhents especially.
Rumor has it this cooper and that cheese shop owner are
planning coups; everyone thinks the Waterbaron must be
rolling in coins, and whoever controls this gateway to the
North cant help but make it really rich.
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