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Wed, Oct 25th 2023 04:22   Edited on Fri, Nov 17th 2023 06:35

House Rules

Character creation should follow the directions in the Dungeons & Dragons 5th Edition Players Handbook, with the following specific instructions:   Character Race/Species: Only Birthright species/races are available for this campaign. Your heroic character works for your regent PC so the province in which your hero resides is your regent's seat of power. That doesn't necessarily mean your hero is a native of that province, however. -- so, in terms of ethnicity, all of Cerilia is fair game. That said, elves do not worship gods in the Birthright setting, Dwarves have their own pantheon, Halflings worship an aspect of Avani, and gnomes, dragonborn, and tieflings never made their way to the world of Aebrynis. Our heroes are most likely to be half-elves or one of the various human ethnicities: Anuirian, Brecht, Khinasi, or Rjuven. Vos characters are possible but less likely.

Starting Class: Any PHB class is allowable in Birthright but some classes are quite common while others are extremely rare. Birthright has a number of restrictions around race and class combinations, mainly around who can and cannot cast spells of arcane or divine origin. Consult your chosen race for these restrictions.

Bloodlines: In Birthright Blooded individuals (called scions) are rare and powerful, the only mortals capable of rulership. However this campaign assumes all PCs will be blooded. Players wishing to create unblooded PCs are welcome to do so (acquiring a bloodline during play is acceptable) however they will not be compensated for their lack of blood abilities.

Starting Level: Characters will start at 4th level. In addition, during the course of this campaign characters will not advance beyond 10th level.

Ability Scores: Use the point-buy system described in the PHB to determine ability scores. Unblooded PCs have 27 points to buy across the usual six abilities. In addition to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, blooded individuals have a 7th score: Bloodline. Blooded characters will have 33 points to determine their seven ability scores.

Backgrounds: When selecting a background, traits, ideals, bonds and flaws players should not use the examples given in the PHB verbatim but instead describe their own character. Making these your own is important.

Equipment: Characters should determine their starting wealth per page 143 of the PHB and make a list of equipment that they would like within this limit (or drawing from their Class and Background if they prefer). To reflect their starting at a higher level they should add an additional 400gp, and a mount of their choice up to the value of 75gp. Players should not overly concern themselves with holding back any currency.

Languages: There is no Common tongue is Cerilia. The closes Cerilia has a a "common" tongue is Low Brecht which is sometimes called the "trade tongue". It is the preferred language of Brecht commoners but has spread far and wide by Brecht guilders. Most traders speak Low Brecht, as do many merchants of the larger, more cosmopolitan cities. Refer to your character's race\ethnicity to determine which languages you know.

Favoured Enemies: While any favoured enemy might prove useful, celestials and fiends rarely occur in Birthright canon. The setting is closed to the outer planes for undiscussed reasons.

Gods: Cerilia has its own Gods, and these are the only deities available in the setting. See the Religion section of the Encyclopedia Cerilia for more details.

Source Material: Players can assume that all PHB classes are available within the comments below. Non-PHB classes may or may not be a good tonal match for the setting, and will be dealt with on a case-by-case basis. Sticking with the medieval romance tone of the setting is the only criteria that might see rejection.

A Note on Character Optimisation: While I respect the satisfaction of optimising a character (and admit that this kind of play can be valid and rewarding) I would urge players to make characters who are interesting to play and portray over those who leverage optimal mechanics. Inspiration is rewarded for creativity and roleplay and encounters can be tailored to any power level.
Wed, Oct 25th 2023 04:29   Edited on Thu, Feb 22nd 2024 08:35

CERILIAN ETHNICITIES

Dwarf
from the Birthright Rulebook, R. Baker & C. McComb 1995)   "The dwarves (Karamhul in their own tongue) lived in the mountains of Cerilia untold years before humans came to the land. Over time, the Karamhul holds elected a defensive strategy, fortifying their approaches and retreating to their cities under the mountains when threatened. Karamhul have a fierce hatred of orogs as a result of uncounted wars fought in the deeps under the earth."   "A typical Karamhul stands 4 to 4½ feet in height and has an exceptionally stocky build and thick, sturdy bones. Karamhul are creatures who derive from stone - they are true children of the mountains - and their bodies are twice as dense as other creatures. As a result, Karamhul weigh as much as 250 to 300 pounds. The Karamhul skin is gray, stony, and cold to the touch. All Karamhul have eyes that are dark as jet, and their hair and beards are black or dark grey and are normally cropped short."   "With regard to other races Karamhul usually adhere to a friendly neutrality; thus they are on good terms with most other races, including the Sidhelien. They're masterful craftsmen and traders; Karamhul caravans roam from Anuire to Vosgaard laden with their goods. Karamhul arms and armour are the best in Cerilia, and it is not uncommon to see Karamhul selling their services as mercenaries."   Karamhul Ability Score Increase. You increase Constitution by 2, and Wisdom by 1.   Age. Karamhul mature at the same rate as humans, but they are considered young until they reach the age of 50. On average, they live about 350 years.   Character Class. Karamhul characters can never take levels in Sorcerer, Warlock, Wizard, Arcane Trickster, Eldritch Knight or any non-vanilla arcane spellcaster.   Size. Your size is Medium.   Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.   Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Karamhul Resiliance. You have advantage on saving throws against poison, and you have resistance against poison damage.   Karamhul Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, warhammer, and light and medium armour.   Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.   Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Tough as Stone. You have resistance against damage from non-magical bludgeoning attacks. You must make a Strength (Athletics) check with a DC of 10 to swim or float in water due to your density. Failure on this check causes you to begin drowning as you sink beneath the surface.   Languages. You can speak, read, and write Karamhul and one other language of your choice.
, Goblin, Halfling, Human
(from the Birthright Rulebook, R. Baker & C. McComb 1995)   "Humans are the most populous race on Cerilia and inhabit every part of the continent. Five human nationalities... currently exist: The Anuireans, the Khinasi, the Brechts, the Rjurik and the Vos. If the DM begins the Birthright campaign using the material in the Ruins of Empire sourcebook, human characters are probably of Anuirean descent, especially if they are regents; obviously, Anuireans rule the Anuirean lands. Characters who are not regents, on the other hand, may have wandered to Anuire from any corner of Cerilia."   "Anuireans are native to the southwestern portion of Cerilia. The ancient Anuireans were a fair-skinned, red-haired people (known as the Andu), but over centuries of extensive contact with other cultures, Anuireans have lost most of their defining physical characteristics. Anuirean society is semifeudal and based on a class of free farmers and craftsmen. Anuireans respect nobility and look to their leaders to protect them from the barbarians and savages who surround the states of the old Empire. Commoners identify strongly with their lords, and the dealings and alliances of noble families are topics of continuous discussion throughout Anuirean lands."   "The Brechts inhabit north-central Cerilia. They tend to be short and stocky, with dark hair and eyes. Early in their history, they were under the rule of Anuirean governors, and Brecht nobility declined drastically in power and importance. When the Anuirean Empire fell and the Brechts gained independence, the guilds and merchants came into power. The nobility is weak in Brechtür, and several states have declared themselves republics. The Brechts believe in free enterprise, and Brecht society revolves around wealth. The Brechts have a fierce love of independence and a tradition of self-reliance; they don't wait for their lords or rulers to solve problems for them. Commerce and trade are expressions of this belief, and Brecht commoners owe their first loyalty to guilds and companies."   "Khinasi characters are native to the region known as Khinasi. They're descended from Basarji, and speak the language of the same name. The Basarji arrived in Cerilia from across the Sea of Dragons. They are tall and lanky, with aquiline features and dark eyes. Their complexions range from a light coffee to a dark brown colour. Unlike other human cultures, the Khinasi have no fear of magic. The study of magic is considered the noblest of callings, and the Khinasi universities devoted to magic are the finest in Cerilia. Like the Brechts, Khinasi commoners are traders and merchants, but an individual's decorum, hospitality, and conduct (a concept they call sayim) are far more important than gross wealth."   "The Rjurik inhabit the taiga forests and highlands of northwester Cerilia. They are a tall, broad-shouldered people with blond or red hair and fair complexions. Men and women most commonly wear their hair in long braids. The Rjurik are stubborn individuals who don't swear fealty to anyone but their own kin; the family is the most important part of Rjurik life. Most Rjurik follow the god Erik, a druidical power, and druids are revered throughout Rjurik society as teachers, leaders, and advisers. All Rjurik have a deep respect and love for Cerilia's wilds, and carefully avoid over-hunting or clearing virgin forest."   "The Vos are a barbaric race from the cold mountains and forests of northeastern Cerilia. They are tall, thick-boned people with flat features, light eyes, and sallow skin. Male warriors are fond of shaving their heads and wearing long, drooping moustaches. The Vos have a rigid code of face and honor that demands blood for even unintentional insults. Their leaders are war-chieftains known as tsarevos or tsarevas who are advised by the priests of the grim Vos gods. Almost all common Vos are warriors and hunters or craftsmen serving those professions - other professions are considered craven and beneath them."   Humans
All humans in Cerilia have the following traits in common. These traits replace any and all human traits from other sources.   Human Culture - Select one of the cultures from the following list. Your selection will grant you a +1 ability score increase, proficiency in a particular skill widely-used throughout your culture. And, of course, you will be able to speak, read, and write in the dominant language of your homeland.   Anuriean: Strength or Wisdom, History, Andu
Brecht: Dexterity or Charisma, Persuasion, Low Brecht.
Khinasi: Intelligence or Charisma, Arcana, Basarji.
Rjurik: Dexterity or Constitution, Survival, Rjuven.
Vos: Strength or Constitution, Athletics, Vos (Vos has no written form).
Vos (Nethuorilian): Wisdom or Intelligence, Prestidigitation, Andu.

Human Versatility: You gain a feat of your choosing and may increase any ability score by 1. You must meet any pre-requisites of a feat in order to select it and the ability score you increase may be the same as your cultural increase (a +2 increase in total) but it doesn't need to be.   Languages: You are fluent in a language of your choosing. This is in addition to your fluency in the language of your homeland.   Age. Humans of Cerilia are much like their counterparts in other worlds, becoming adults in their late teens and living less than a century on average.   Size. Your size is Medium.   Speed. Your base walking speed is 30 feet.
, Sidhelien
Sidhelien
A full-blooded Cerilian elf is called a sidhe ("sidhelien" being the plural form). The sidhelien are immortal creatures of fairy dust and starlight who possess an otherworldly beauty. They are natives of Cerilia but are more fey-like than elves of other campaign settings.   A sidhe has a Divine Rank of 0, making him or her immortal (but not unkillable). The sidhelien have a natural affinity for magic that grants them all of the spellcasting features of a sorcerer whose level is 1/2 their character level (round down). Unblooded sidhelien may freely use true magic and can become become bards, wizards, eldritch knights, or arcane tricksters but, only those who possess a divine bloodline from the Battle of Mt. Deismaar can become a regent.   Being quasi-divine, themselves, they do not hold the gods in any particular esteem. As such, there are no sidhelien clerics or paladins. If a sidhe becomes a druid, he or she gains their druidic abilities via their connection to the land.   *The sidhelien race is unavailable for use as Player Characters in the Crisis of Faith campaign.
, Half-Elf
Half-Elves

Half-elves are available to be used as heroic PCs and several Regent Characters in the Crisis of Faith campaign are half-elf scions.   Cerilian half-elves have the appearance and the traits listed for elves in the Player's Handbook. If a half-elf's elven parent hails from Llubraight, Tuarhievel, the Sielwode, or Rhuannach, they will also have the traits of a high elf. A half-elf whose lineage can be traced to Coullabhie, Innishiere, or Cwmb Bheinn will have the traits of a wood elf. Theoretically, a half-elf with an elven parent from Rhoubhe or Tuar Annwn would have the traits of a drow -- but no elf from Rhoubhe would willingly mate with a human and Tuar Annwn's interaction with the rest of Cerilia is only a smidge more than none. If they do exist, the number of half-elves with a Rhoubhe or Tuar Annwn lineage could certainly be counted on the fingers of one hand.   Like their Sidhelien kin, unblooded half-elves are able to use true magic. They are long-lived but not immortal and lack a Divine Rank altogether.
Fri, Nov 3rd 2023 06:08   Edited on Sat, Dec 2nd 2023 10:28

ADDITIONAL CLASSES AVAILABLE FOR USE

Magician

Magician (Birthright Campaign Setting)

Magicians are practitioners of the art of ”Lesser Magic”. Some magicians use their talents to entertain the masses with their magic tricks, others serve as arcane advisors to kings.

Magicians are much more worldly than their studious wizard counterparts. They need not rely on spells to perform "magic" and learn how to perform tricks that entertain audiences. Like bards, magicians find themselves quite welcome in a tavern, theater, or any other venue with a small stage set up for performances. Their knack for performing slight-of-hand tricks, coupled with a keen mind, gives them an expertise in disarming traps and picking locks that is second only to rogues and those who rely on thievery to make a living.

Lesser Magic consists of arcane Divination and Illusion spells of 1st thru 9th level, as well as 1st and 2nd level spells from the schools of Abjuration, Conjuration, Enchantment, Evocation, Necromancy, and Transmutation. Thus, all magician spells are on the Wizard’s Spell List but not all spells on the Wizard’s Spell List are magician spells.

Magicians may specialize either the Divination or the Illusion arcane tradition. As their studies progress, they learn how to tap into the magic of the Shadow World, a force that natives of that dark plane of existence call The Seeming.
hit dice: 1d6
hit points at 1st level: 1d6 + your Constitution modifier
hit points at higher levels: 1d6 + your Constitution modifier per level above 1st
armor proficiencies: None
weapon proficiencies: Dagger, Dart, Handaxe, Light Crossbow, Short Sword, Sling, Quarterstaff
tools: Magician's Sketchbook
saving throws: Intelligence, Charisma
skills: Choose three from the following: Arcana, History, Insight, Investigation, Perception, Performance, Slight-of-Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:


(a) A quarterstaff or (b) A dagger,
(a) a component pouch or (b) an arcane focus,
(a) a Scholar’s Pack or (b) an Explorer’s Pack,
a Magician’s Kit* and a Magician's Spellbook.
*a magician’s kit includes dice, decks of cards, and enough trinkets and accessories to put on an entertaining magic show. Use of a magician's kit allows you to add your proficiency bonus to any Charisma (Performance) skill checks.
spellcasting:
Spellcasting You are a practitioner of the arts of lesser arcane magic. Lesser Magic consists of all cantrips, all spells from the schools of Divination and Illusion, as well as 1st and 2nd level spells from the schools of Abjuration, Conjuration, Enchantment, Evocation, Necromancy, and Transmutation from the the Wizard’s Spell List.

You have a pool of spell points you use to cast spells and, as you advance to higher levels you learn to tap into the magic of the Shadow World, energy referred to by the elves as The Seeming.

The Magician table (see below) shows how many spell points you have for each Magician level. It also indicates the highest level spell you can cast. Even if you have enough spell points to fuel a higher level spell, you may not cast a spell higher than the listed maximum for your Magician level.

Spellbook You possess a Magician’s Spellbook containing each and every spell from the schools of Divination and Illusion listed in the PHB. Your spellbook also contains a number of low level non-divination/non-illusion spells. At 1st level, select six 1st level and six 2nd level spells from the schools of Abjuration, Conjuration, Enchantment, Evocation, Necromancy, and/or Transmutation and add your selections to your spellbook.

Every time you gain a level as a Magician, add two additional spells to your spellbook. These spells can be any 1st or 2nd level spells from the Wizard's Spell List. For you, they are considered Magician's spells. Alternatively, if your DM has approved other sourcebooks in addition to the PHB, you can opt to add any Illusion or Diivinatiion spell from those sources. You may only add spells if they are do not exceed the max level indicated for your level in the Magician's Table.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in a treasure chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into your Spellbook When you find a magician spell of 1st level or higher, you can add it to your spellbook. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the magician or wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing your Spellbook. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many magicians keep backup spellbooks in a safe place.

The Book’s Appearance. All magicians receive identical spellbooks given to them by their master during apprenticeship, a plain but functional leather tome containing all of the 1st thru 9th level Divination and Illusion spells on the Magician's Spell List. Each spellbook has additional blank pages at the end of the book that allow magicians to add a unique selection of additional, uncommon divination and/or illusion spells or low level non-divination/non-illusion spells of their own choosing.

Preparing Spells In order to cast a spell, it must first be prepared. After taking a long rest, select a number of spells from your spellbook equal to your intelligence modifier + your magician level (minimum of one spell). You may not prepare any spell if the spell’s level exceeds the maximum spell level indicated on the Magician table. Casting a spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of prepared spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Casting Spells. You can cast any spell you have prepared by spending a number of spell points. Your pool of spell points can never be reduced to less than 0.
The spell point cost per spell level is as follows:
1st Level = 2 Spell Points, 2nd Level = 3 Spell Points, 3rd Level = 5 Spell Points, 4th Level = 6 Spell Points, 5th Level= 7 Spell Points, 6th Level = 9 Spell Points, 7th Level = 10 Spell Points, 8th Level = 11 Spell Points, 9th Level = 13 Spell Points.

By spending the required number of spell points, you may cast a more powerful version of a lower level Divination or Illusion spell if the spell description indicates there is a benefit for doing so. For example, a 7th level magician can cast a Phantasmal Force spell as a 4th level spell by spending 6 Spell Points. Even if you have enough spell points to cast a spells of a higher level than the maximum level indicated on the Magician’s Table, you may not do so.

Illusion and Divination Spells of 6th level and higher are particularly difficult to cast. Regardless of how many spell points you have available, you may only cast one 6th, 7th, 8th, and 9th level spell per long rest.

You regain all spent Spell Points after a long rest.

Spellcasting Ability Intelligence is your spellcasting ability for your magician spells. You use your Intelligence whenever a spell refers to your spellcasting ability. Use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
Seeming Score = your magician level + your Intelligence modifier

Ritual Casting You can cast any magician spell you know as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared and casting the ritual does not cost any spell points.

Spellcasting Focus You can use an arcane focus (see "Equipment") as a spellcasting focus for your magician spells.

class features:
Lesser Magic Focus. Upon reaching 2nd level, you must decide where to focus your arcane studies. You can specialize in spells of Illusion or spells of Divination but you cannot specialize in both. Specialists in divination magic are called Seers. Those who specialize in crafting illusions are technically Illusionists but many find it counterproductive to announce their fakery to the world so they often call themselves Sorcerers or Conjurers. Your specialization grants you additional features at 2nd, 6th, 10th, and 14th level.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Shadow Magic Starting at 7th level, you are able to channel the power of The Seeming to create an illusory copy of any evocation spell on the Wizard's Spell List as long as its spell level does not exceed the maximum level available to a magician of your level.

Targets of Shadow Magic do not receive saving throws, even if the spell being simulated normally grants one. They do, however, have a chance of seeing through the illusion. A creature targeted with Shadow Magic, or within its area of effect, is allowed to make a passive Wisdom (Perception) check opposed by your Seeming Score. Success indicates the creature has seen through your illusion and does not believe it to be real.

Shadow Magic has normal effects on creatures who believe it to be real. However, objects, creatures with an Intelligence score of 3 or lower, and those who successfully disbelieve are immune to its effect.

After you use this ability, you may not do so again after a short or long rest.

Shadow Monsters Starting at 9th level, you are able to channel the power of The Seeming to create an illusory creature under your control. Shadow Monsters can simulate any Conjuration spell with the Summoning tag on the Wizard’s Spell List, as long as its spell level does not exceed the maximum level allowed for a magician of your level.

Any creature that takes damage from a Shadow Monster is allowed to make a passive Wisdom (Perception) check opposed by your Seeming Score. A successful Perception check indicates the creature has seen through your illusion and does not believe it to be real.

Shadow Monster attacks deal full damage to any creature who believes it to be real. Special abilities, such as an ability that causes Petrification, do not actually occur but if a creature believes the Shadow Monster is real, they will react appropriately.
Objects, creatures with an Intelligence score of 3 or lower, and disbelieving creatures are immune to a Shadow Monster's attacks.

Once you use this ability, you cannot do so again until after a short or long rest.

Demi-Shadow Magic starting at 13th level, you are able to channel the power of The Seeming to create a quasi-real copy of any evocation spell on the Wizard's Spell List as long as its spell level does not exceed the maximum level available to a magician of your level.
Targets of Demi-Shadow Magic do not receive saving throws, even if the spell being simulated normally grants one. They do, however, have a chance of seeing through the illusion. A creature targeted with Demi-Shadow Magic, or within its area of effect, is allowed to make a passive Wisdom (Perception) check opposed by your Seeming Score. Success indicates the creature has seen through your illusion and does not believe it to be real.

Demi-Shadow Magic has normal effects on creatures who believe it to be real. Because Demi-Shadow Magic is quasi real, objects, creatures with an Intelligence score of 3 or lower, and those who successfully disbelieve are treated as being resistant (they take only 50% damage).
Demi-Shadow Magic replaces your Shadow Magic feature. After you use this ability, you may not do so again after a short or long rest.

Demi-Shadow Monsters Starting at 15th level, you are able to channel the power of The Seeming to create a quasi-real creature under your control. Demi-Shadow Monsters can simulate any Conjuration spell with the Summoning tag on the Wizard’s Spell List, as long as its spell level does not exceed the maximum level allowed for a magician of your level.

The first time a creature takes damage from a Demi-Shadow Monster, it is allowed to make a passive Wisdom (Perception) check opposed by your Seeming Score. A successful Perception check indicates the creature has seen through your illusion and does not believe it to be real. 

Demi-Shadow Monster attacks deal full damage to any creature who believes it to be real. Special abilities, such as an ability that causes Petrification, do not actually occur but if a creature believes the Shadow Monster is real, they will react appropriately.
Because Demi-Shadow Monsters are quasi-real, objects, creatures with an Intelligence score of 3 or lower, and disbelieving creatures still take 50% damage from attacks (as if they were resistant). If a Demi-Shadow Monster uses a special ability, such as the ability to cause petrification, against an object, a creature with an Intelligence score of 3 or lower, or a disbelieving creature, there is a 50% chance that the effect simply does not occur.

Demi-Shadow Monsters replaces your Shadow Monsters feature. Once you use this ability, you cannot do so again until after a short or long rest.

Lesser Magic Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level magician spell and a 2nd-level magician spell that are in your spellbook. You can cast those spells at their lowest level without expending any spell points. If you want to cast either spell at a higher level, you must spend the appropriate number of spell points, as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending any spell points. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend spell points as normal.
subclass options:


Lesser Magic Focus

 

School of Divination

The counsel of a Seer is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a seer, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Also, you may add your Proficiency bonus to any Wisdom (Perception) check you make. If you are already proficient in Perception, add your Proficiency bonus twice. If your DM uses the Perception Score variant rule, your Perception Score is likewise increased by this feature.

Portent Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one o f these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. Casting divination spells of 2nd level or higher requires you to spend only 50% of the normal Spell Points (round up).

Third Eye Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range o f 60 feet, as described in chapter 8.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant When you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. Also, your Seeming Score is increased by your Proficiency modifier.

Improved Minor Illusion When you choose this school at 2nd level, when you cast the minor illusion cantrip, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Illusory Self Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.

True Illusion By 14th level, you have learned the secret of weaving the power of The Seeming into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.
LevelProficiency BonusFeaturesSpell PointsMax Level
1st+2Spellcasting, Cantrips41
2nd+2Lesser Magic Focus61
3rd+2142
4th+2Ability Score Increase172
5th+3Cantrip273
6th+3Lesser Magic Feature323
7th+3Shadow Magic384
8th+3Ability Score Increase444
9th+4Shadow Monsters575
10th+4Lesser Magic Feature645
11th+4736
12th+4Ability Score Increase736
13th+5Demi-Shadow Magic837
14th+5Lesser Magic Feature837
15th+5Demi-Shadow Monsters948
16th+5Ability Score Increase948
17th+61079
18th+6Lesser Magic Mastery1149
19th+61239
20th+6Signature Spells1339
, Cleric of Ruornil

Cleric of Ruornil

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.   You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

-Spell Slots per Spell Levels

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1 +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2 +2 Channel Divinity 3 3 - - - - - - - -
3 +2 - 3 4 2 - - - - - - -
4 +2 Ability Score Improvement 4 4 3 - - - - - - -
5 +3 Destroy Undead 4 4 3 2 - - - - - -
6 +3 Channel Divinity x2, Domain Feature 4 4 3 3 - - - - - -
7 +3 - 4 4 3 3 1 - - - - -
8 +3 Ability Score Improvement, Destroy Undead (CR 1), Domain Feature 4 4 3 3 2 - - - - -
9 +4 - 4 4 3 3 3 1 - - - -
10 +4 Divine Intervention 5 4 3 3 3 2 - - - -
11 +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13 +5 - 5 4 3 3 3 2 1 1 - -
14 +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15 +5 - 5 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17 +6 Destroy Undead (CR 4), Domain Feature 5 4 3 3 3 2 1 1 1 1
18 +6 Channel Divinity x3 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: All simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A mace or (b) A warhammer (if proficient)

  • (a) Scale mail, (b) Leather armor, or (c) Chain mail (if proficient)

  • (a) A light crossbow and 20 bolts or (b) Any simple weapon

  • (a) A priest's pack or (b) An explorer's pack

  • A shield and a holy symbol


spellcasting:
As a conduit for divine power, you can cast cleric spells.  

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

Spell Slots

The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.  

Cleric Spell List

Spell LevelAvailable Spells
Cantrips Decompose, Guidance, Hand of Radiance, Light, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead, Virtue, Word of Radiance
1st Bane, Bless, Ceremony, Command, Concussive Blow, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Guiding Hand, Healing Word, Inflict Wounds, Protection from Evil and Good, Purify food and drink, Sanctuary, Shield of Faith
2nd Aid, Amanuensis, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Silence, Spiritual Weapon, Warding Bond, Zone of Truth
3rd Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Fast Friends, Feign Death, Glyph of Warding, Incite Greed, Life Transference, Magic Circle, Mass Healing Word, Meld into Stone, Motivational Speech, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardians, Spirit Shroud, Tongues, Water Walk
4th Aura of Life, Aura of Purity, Banishment, Control Water, Death Ward, Divination, Freedom of Movement, Guardian of Faith, Locate Creature, Stone Shape
5th Commune, Contagion, Dawn, Dispel Evil and Good, Flame Strike, Geas, Greater Restoration, Hallow, Holy Weapon, Insect Plague, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying, Summon Celestial
6th Blade Barrier, Create Undead, Find the Path, Forbiddance, Harm, Heal, Heroe's Feast, Otherworldly Form, Planar Ally, Sunbeam, True Seeing, Word of Recall
7th Conjure Celestial, Divine Word, Etherealness, Fire Storm, Plane Shift, Regenerate, Resurrection, Symbol, Temple of the Gods
8th Antimagic, Control Weather, Earthquake, Holy Aura, Sunburst
9th Astral Projection, Gate, Mass Heal, Power Word : Heal, True Resurrection
class features:

Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  
Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.   If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.  

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.
subclass options:

Divine Domains

Magic Domain
As a Cleric of Ruornil with access to the Magic Domain, you do not gain any Domain Spells. Instead, you receive training in arcane magic magic and have the spellcasting capabilities of a Magician whose level is half as much as your Cleric level.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.  

School Focus

When you select this domain at 1st level, choose two of the eight schools of magic as the focus of your arcane studies. As your skill in the arcane arts grows, you will be able to cast 1st and 2nd level spells from any school of magic but you will only be able to cast spells from 3rd thru 5th level in the schools you have chosen to focus your studies on.  

Spellbook

Starting at 1st level, you have a spellbook that contains all of the arcane spells that you know. You may select six 1st Level spells to add to your spellbook and each time your pool of spell points increases, you may add two additional spells. You may only add spells that are the Wizard's Spell List and they must follow the restrictions outlined in your School Focus feature and cannot exceed the maximum spell level listed for your class level (see below).   Until you begin to accrue Spell Points (starting at 2nd level), you are only able to cast an arcane spell if it is a Cantrip or a Ritual.  

Spell Points

Starting at 2nd level, you have a pool of spell points that can be used to cast arcane spells that you have prepared from your spellbook. You gain additional Spell Points at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th levels.   In order to cast a spell, you must spend a number of spell points. Also, like your cleric spells, you must first prepare a spell before it can be cast. After a long rest, you may prepare a number of spells from your spell book equal to your Cleric level + your Intelligence modifier. Casting a spell does not remove it from your list of prepared spells. You can select a new list of prepared spells after each a long rest.   You may cast a lower level spell by spending additional spell points. For example, a 14th level cleric could cast Phantasmal Force as a 4th level spell by spending 6 spell points. You may only use spell slots to cast cleric spells and may only use spell points to cast lesser arcane magic spells. Your pool of spell points can never be reduced to below zero. You regain all used spell points after a long rest.   The Spell Point Table (below) shows how many spell points you have at 2nd level and above and indicates the maximum spell level that you can cast.

Spell Point Table

Cleric LevelSpell PointsMax Level
2nd & 3rd 4 1
4th & 5th 6 1
6th & 7th 14 2
8th & 9th 17 2
10th & 11th 27 3
12th & 13th 32 3
14th & 15th 38 4
16th & 17th 44 4
18th & 19th 57 5
20th 64 5
  The Spell Point Cost table indicates how many spell points are required to cast spells from 1st thru 5th level. You are unable to cast spells of 6th level and above.

Spell Point Cost Table

Spell LevelSpell Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
 

Channel Divinity: Arcane Recovery

Starting at 2nd level, after a short rest, you may use Channel Divinity to recover a number of spell points equal to your Cleric level. Your pool of spell points can never exceed the amount listed for your level on the Spell Point Table.  

Channel Divinity: Spell Interruption

Beginning at 6th Level, as a reaction, you may use your Channel Divinity ability to interrupt a spell that another creature is in the process of casting. If the creature is casting a spell of 3rd level or lower, or if it is one of the spells you currently have prepared (either arcane or divine), its spell fails and has no effect. If it is casting a spell that you do not have prepared and is of 4th level or higher, make a spellcasting ability check (d20 + your Wisdom modifier) with a DC equal to 10 + the spell's level. If successful, the creature's spell fails and has no effect.  

Spell Attack Savant

At 8th level, you gain the ability to infuse your spells with raw divine energy or arcane energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 radiant or force damage to the target (choose one at the time of casting). When you reach 14th level, the extra damage increases to 2d8.  

Craft Spell

Starting at 17th level, as an Action, you can spontaneously craft a magical effect that mimics the effects of any other spell that is 8th level or lower. You need not meet the requirements for the spell, including any costly spell components. Using this ability does not expend any spell slots -- the spell simply takes effect.   You cannot do so again until after finishing a long rest.
Knowledge Domain
Ruornil is said to know each and every arcane spell in existence. Clerics who select the Knowledge Domain venerate him for his knowledge and his wisdom.

Knowledge Domain Spells

Cleric Level Domain Spells
1st Command, Identify
3rd Augury, Suggestion
5th Nondetection, Speak with Dead
7th Arcane Eye, Confusion
9th Legend Lore, Scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.   Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  

Channel Divinity: Knowledge of the Age

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.  

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.   As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.   If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.   During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.
  • Object Reading. Holding an object as you meditate, you can see visions of the object's previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
  • Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Twilight Domain
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but Ruornil is the celestial beacon that guards against the horrors of the night.   Clerics of Ruornil who choose the Twilight Domain bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.  

Twilight Domain Spells

Cleric Level Domain Spells
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
5th Aura of Vitality, Leomund's Tiny Hut
7th Aura of Life, Greater Invisibility
9th Circle of Power, Mislead

Bonus Proficiencies.

At 1st level, you gain proficiency with martial weapons and heavy armor.  

Eyes of Night

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.   As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.  

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.  

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.   As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
 

Steps of Night

Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.  

Twilight Shroud

At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
, Sorcerer

Sorcerer (Birthright Campaign Setting)

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

For the Sorcerer Spell list, press this link
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (or 4) + Constitution Modifier
armor proficiencies: none
weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
tools: none
saving throws: Constitution, Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
you start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a component pouch or (b) an arcane focus

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Two daggers


spellcasting:
You are one of the incredibly rare individuals born with an inherent ability to use Sorcery. Sorcerers are intuitive arcane spellcasters and do not require the rigerous study required of Wizards. Sorcerers are of elven descent or are scions who are infused with a particular type of magic associated with their bloodline's derivation .. or, on the rare occasion, are both.

In all of Cerilia, no more than six or seven score of Sorcerers exist.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher


You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifer = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.
class features:

The Sorcerer

 
SpellSlots
Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 1 Spellcasting, Sorcery 4 2 2 - - - - - - - -
2 +2 2 Font of Magic 4 3 3 - - - - - - - -
3 +2 3 Metamagic 4 4 4 2 - - - - - - -
4 +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5 +3 5 5 6 4 3 2 - - - - - -
6 +3 6 Sorcery feature 5 7 4 3 3 - - - - - -
7 +3 7 - 5 8 4 3 3 1 - - - - -
8 +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9 +4 9 - 5 10 4 3 3 3 1 - - - -
10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11 +4 11 - 6 12 4 3 3 3 2 1 - - -
12 +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
14 +5 14 Sorcery feature 6 13 4 3 3 3 2 1 1 - -
15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16 +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18 +6 18 Sorcery feature 6 15 4 3 3 3 3 1 1 1 1
19 +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points:

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting.

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels

1) Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
  2) Creating Sorcery Points: You can transform unexpended spell slots into sorcery points. The number of Sorcery points gained is equal to the level of the spell slot used to create it.

 

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  CAREFUL SPELL
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  DISTANT SPELL
When you cast a spellk that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30f.

EMPOWERED SPELL
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell,.

EXTENDED SPELL
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours.

HEIGHTENED SPELL
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

QUICKENED SPELL
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

SUBTLE SPELL
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic of verbal components.

  TWINNED SPELL
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
subclass options:

Sorcery

Elven Sorcerer
The Sidhelien are said to be creatures of faerie dust and starlight, gifted with immortality and powers of mind and body beyond those of humankind. As a sorcerer of elven blood, no one better exemplifies that description better than yourself. Unlike human sorcery even unblooded elves and half-elves can become sorcerers. Even among elves, sorcerers are rare but Elven Sorcery is still more widespread than every other type of sorcery combined.

Elven Sorcery

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.   1st Level: Detect Magic, Desonant Whispers, Mind Sliver; 3rd Level: Detect Thoughts, Suggestion; 5th Level: Fear, Sending; 7th Level: Confusion, Dimension Door; 9th Level: Rary's Telepathic Bond, Telekinesis

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.  

Telepathic Speech

Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Advanced Elven Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Elven Sorcery Magic feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Arcane Defenses

At 6th level, you gain resistance to psychic damage and are immune to effects that would otherwise impose the Charmed or Frightened conditions upon you.

Elven Sorcery: Arcane Transformation

  • Beginning at 14th level, as a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
  • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover.
  • You gain a flying speed equal to your walking speed and can hover.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater by causing gills to grow from your neck and your fingers to become webbed.
  • You can change your appearance as if affected by an Alter Self spell.


Elven Sorcery: Arcane Implosion

At 18th level, You can unleash your power to create a magical vortex. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Sorcerer Scion of Anduiras
You are a Scion of Anduiras, the old god of law, justice, and noble warfare. You have learned to tap into the power of your bloodline to cast arcane spells. Because of your bloodline's derivation, you have a particular affinity for order.

The Power of Order

You learn additional spells when you reach certain levels in this class, as shown on the following table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Restore Balance

Starting at 1st level, your connection to the magic of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bastion of Law

Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

Starting at 14th level, you gain the ability to attune yourself to the power of law and order. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

The Power of Order

  • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Sorcerer Scion of Azrai
You are a scion of Azrai, the old god of shadow. You have learned to tap into the power of your bloodline to use arcane magic. Because of the derivation of your bloodline, the power of shadow magic permiates your being and casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

The Taint of Azrai

At your option, you can pick from or roll on the table below to create a quirk for your character.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 2nd level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of III Omen

  • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Sorcerer Scion of Basaia
You are a scion of Basaia, the old goddess of knowledge and the sun. You have learned to tap into the power of your bloodline to cast arcane spells. Because of your bloodline's derivation, you have a particular affinity for the element of fire and are extraordinarily keen of mind.

Excellent Memory

You gain proficiency in Arcana, History, Nature, or Religion (choose one). Whenever you make an Intelligence check for your chosen ability, your proficiency bonus is doubled.

Divine Resilience

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your bloodline provides you with divine protection. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Fire Affinity

Starting at 6th level, when you cast a spell that deals fire damage, 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 1 hour.

Fire Wings

At 14th level, you can take a bonus action to transform your arms into wings of fire, granting you a flying speed equal to your current walking speed and your unarmed attacks do an additional 2d6 fire damage. They last until you dismiss them as a bonus action on your turn.

Divine Radiance

Beginning at 18th level, as an action, you can spend 5 sorcery points to draw on the power of your bloodline to exude an aura of radiance to a distance of 60'. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw vs your Spellcasting DC or be blinded until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Sorcerer Scion of Brenna
You are a scion of Brenna, the old goddess of luck. You have learned to tap into the power of your bloodline to cast arcane spells. Because of the derivation of your bloodline, the power of chaos permiates your being.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Sorcerer Scion of Mesala
You are a scion of Mesala, the old goddes of Seas and Storms. You have learned to tap into the power of your bloodline to cast arcane spells. Because of the derivation of your bloodline, the magic of the storm permeates your being.

Sorcerer Scions of Mesala are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Sorcerer Scion of Vorynn
You are a scion of Vorynn, the old god of magic. The current god of magic concerns himself mostly with the promotion of arcane magic but his predecessor, Vorynn, concerned himself with all forms of magic. As a scion of his bloodline, you represent the last vestige of Vorynn. So, as a sorcerer whose power derives from that bloodline, it is no surprise that your spellcasting ability spans both the arcane and the divine.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, you intuitively know how to cast the Cure Wounds spell. It is a sorcerer spell for you but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Divine Protection

Starting at 1st level, the divine power of your bloodline protects you. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Empowered Healing

Starting at 6th level, whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Celestial Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back similar to that of an angel. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

, + more to come.
Fri, Nov 17th 2023 06:35   Edited on Fri, Nov 17th 2023 06:41

CLERIC DOMAINS   Avani (Avanalae, Lana, Vani) - Knowledge, Light, Life
Cuiraecen (Kirken, Khirdai, Kirche - Tempest, War
Eloele (Ela, Elyal) - Trickery, Twilight
Erik (Aeric, Iraikhan) - Life, Nature
Haelyn (Holn, Halaia) - Order, War
Laerme (Leira, Lara, Ayairda) - Forge, Light
Moradin - Forge, Life, Order
Neserie (Nasri, Narikja, Neira) - Grave, Life, Tempest
Ruornil (Rilni, Lirorn, Lirovka) - Knowledge, Magic, Twilight
Sera (Saramie, Sarma. Sirova) - Knowledge, Peace