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Blue Dragon

Blue Dragon

A blue dragon soars overhead, nearly invisible against the cloudless sky. It spies a wagon far below and dives to breathe lightning on its unsuspecting prey. The wagon’s riders are felled by a bolt from the blue.

Careful Attackers. While not cowardly, blue dragons don’t relish physical combat. A blue dragon’s lightning breath has the longest range of any chromatic dragon’s breath weapon, and it uses that advantage against prey, humanoid foes, and draconic rivals. It strikes its target from extreme long range, flies away, and returns later to devour its prey or to finish the job with another lightning bolt. Even in melee combat, blue dragons are more dispassionate than many of their fellow dragons, breaking off and retreating whenever there is nothing to be gained from further battle.

Voracious Appetites. Blue dragons don’t bear the rage of a red dragon or the malice of a black dragon. What they possess instead is an all-consuming hunger and thirst. A blue dragon spends most of its time on the hunt, gorging itself on every living thing it can catch or guzzling vast quantities of water.

A blue dragon’s presence magically warps its surroundings. Water flows, even uphill, towards the dragon’s place of rest. The land dries out for miles as water and life collect around the dragon’s lair, forming a paradisiacal oasis. Attracted by the smell of water, thirsty animals make their way to the lair—and in doing so become prey to the dragon.

Of all the chromatic dragons, the blue dragon wreaks the longest-lasting damage to its environment. Long after a blue dragon has died or departed, its land remains a wasteland marked by a single, vibrant oasis.

Chromatic Dragons

Chromatic Dragons

Named after their brightly-scaled hides, chromatic dragons can be found from the highest peaks to the thickest salt marshes. Chromatic dragons are the most common—as well as the most rapacious—of true dragons. They exert their will on the world via their peerless combat strength and by wreaking changes on their environments.

Twisted Lairs. A chromatic dragon is greedy even by draconic standards. Treasure, once acquired, is guarded carefully. A chromatic dragon makes its lair in a punishing, nearly inaccessible, location filled with traps and treacherous precipices. The dragon values worshipful allies, particularly kobolds and dragonborn , that can help patrol its lands and guard its lair against thieves.

The area around a chromatic dragon’s lair slowly comes to reflect the dragon’s nature. A black dragon’s territory becomes an acidic swamp, while the plants around a blue dragon’s lair wither as the land becomes parched. What’s worse, chromatic dragons are driven by boundless hunger, and most take no pains to preserve life within their hunting areas. Once the dragon has exhausted the land of prey, it may move on to a new lair.

The area controlled and twisted by a dragon increases as the dragon ages. While a wyrmling may have no established domain, a young dragon controls an area within a mile radius of its lair. Inside that area, the environment slowly changes to suit the dragon. An adult dragon magically corrupts a radius of five to 10 miles around its lair, while an ancient dragon might create a poisoned forest, a lifeless tundra, or other hostile environment that extends out 30 miles or more. A great wyrm, during its few waking periods, might create environmental conditions that devastate an entire continent.

Dynastic Struggles. In a time long past, dragons claimed a mighty, if short-lived, empire. Nowadays, most dragons are solitary creatures that see other dragons as potential threats. In the last few centuries, however, some chromatic dragons have rediscovered the value of cooperation. Such dragon clans may come to rule nations or even empires, demanding tribute and military service from the humanoids they rule. Elder dragons govern as monarchs, while younger ones claw their way up the ladder of command amidst a climate of intrigue, backstabbing, and duels to the death. Such an empire, if left unchecked, could pose a threat to the freedom of the entire world—and the treasure it amassed
could be truly staggering.

Chromatic Dragons

Chromatic Dragons

Named after their brightly-scaled hides, chromatic dragons can be found from the highest peaks to the thickest salt marshes. Chromatic dragons are the most common—as well as the most rapacious—of true dragons. They exert their will on the world via their peerless combat strength and by wreaking changes on their environments.

Twisted Lairs. A chromatic dragon is greedy even by draconic standards. Treasure, once acquired, is guarded carefully. A chromatic dragon makes its lair in a punishing, nearly inaccessible, location filled with traps and treacherous precipices. The dragon values worshipful allies, particularly kobolds and dragonborn , that can help patrol its lands and guard its lair against thieves.

The area around a chromatic dragon’s lair slowly comes to reflect the dragon’s nature. A black dragon’s territory becomes an acidic swamp, while the plants around a blue dragon’s lair wither as the land becomes parched. What’s worse, chromatic dragons are driven by boundless hunger, and most take no pains to preserve life within their hunting areas. Once the dragon has exhausted the land of prey, it may move on to a new lair.

The area controlled and twisted by a dragon increases as the dragon ages. While a wyrmling may have no established domain, a young dragon controls an area within a mile radius of its lair. Inside that area, the environment slowly changes to suit the dragon. An adult dragon magically corrupts a radius of five to 10 miles around its lair, while an ancient dragon might create a poisoned forest, a lifeless tundra, or other hostile environment that extends out 30 miles or more. A great wyrm, during its few waking periods, might create environmental conditions that devastate an entire continent.

Dynastic Struggles. In a time long past, dragons claimed a mighty, if short-lived, empire. Nowadays, most dragons are solitary creatures that see other dragons as potential threats. In the last few centuries, however, some chromatic dragons have rediscovered the value of cooperation. Such dragon clans may come to rule nations or even empires, demanding tribute and military service from the humanoids they rule. Elder dragons govern as monarchs, while younger ones claw their way up the ladder of command amidst a climate of intrigue, backstabbing, and duels to the death. Such an empire, if left unchecked, could pose a threat to the freedom of the entire world—and the treasure it amassed
could be truly staggering.

Black Dragon

Black Dragon

With a death’s-head face and black wings like a tattered cloak, a black dragon somewhat resembles the humanoid personification of death. And indeed, of all chromatic dragons, the black dragon is the one most fascinated by death and ruin. Dwelling in rotting swamps among fallen and forgotten monuments, a black dragon revels in terror and decay.

Cruel Ambushers. Black dragons are equally at home high in the night sky or hiding beneath the murky waters of their swamp lairs. They can surround themselves with magical pools of inky shadow. With many ways to hide from prey, black dragons are deadly ambush hunters. Most black dragons relish the fear of their quarry and draw out their hunts as long as possible. Sometimes they reveal themselves long before they first strike simply to menace their foes. At other times, they grant wounded prey temporary respite, allowing the illusion of escape before plunging their quarry into darkness and terror.

Ancient Monuments. Black dragons are both attracted to—and the cause of—decay and ruin.
They often lair within the palaces of fallen kingdoms, especially those they helped topple. The corrupting
influence of a black dragon’s presence turns ground to turn to mud, causes grasping plants to crack stone,
and eventually drowns old relics under the stinking bog. But even long-buried peoples still seem alive to
the black dragon. It holds ancient rivals in a mixture of contempt and reverence, and often gloats over
the dead it has drowned. Collectors and students of ancient relics and treasure, black dragons are
eager to share their knowledge about ancient mysteries—though the questioner may not long
survive the answer.

Life Beyond Death. With their fixation on time and mortality, black dragons are the most common dragon liches. If personal undeath is beyond a black dragon’s arcane power, it may seek to bolster its physical defenses by creating armies of undead servants. Zombified would-be dragonslayers, as well as moldering skeletons from ages past, may patrol a black dragon’s lair alongside living minions.

Dinosaurs

Dinosaurs

The stuff of legend in cold and temperate lands, dinosaurs rule arid grasslands and steaming fens and jungles. Although not inherently magical, the majesty of these mighty lizards invokes sheer primal awe; even the most docile herbivores can be earth-shattering titans.

Many Species. The hundreds of known species of dinosaurs share little in common with each other. Of the landbound dinosaurs, predators tend to run on two legs, while herbivores often walk on four. Some dinosaurs have armored or scaly hides while others bear bright, birdlike feathers. The largest predators, like tyrannosaurus rex , resemble wingless dragons—but dinosaurs are beasts, not magical creatures.

Domesticated Beasts. In the lands where dinosaurs dwell, humanoids frequently revere large dinosaurs as demigods (using such honorifics as “thunderbeast”and “behemoth”),  and they domesticate smaller dinosaurs as extraordinary farm animals and pets. Warriors ride triceratops and pteranodons into battle, a fact that makes the eggs of these dinosaurs highly prized. While the tyrannosaurus rex is difficult to train for war, many druids honor it as among the mightiest of beasts.

Mysterious History. While few deny that dinosaurs exist today, historical records suggest the great beasts were once extinct. This has led to endless speculation about what triggered the dinosaurs’ return: possibilities include druidic magic, divine intervention, or even a mass migration across a theoretical Plane of Time.

Devils

Devils

Devils occupy a vast yet rigid hierarchy dedicated to the corruption of goodness across the multiverse. While their numbers are impossible to count, all devils understand their place in the infernal order and scheme unendingly to improve their station. The most powerful devils spend eons rising through the ranks of hell, assembling legions to wage war against their demonic counterparts or to challenge the authority of the gods. These archdevils rule entire planes of existence and yet like mortal tyrants are often prisoners of their own paranoia. Even the mightiest devils know their subordinates eye them with terrifying patience, waiting for them to show the slightest sign of weakness.

The Fall. Most scholars believe devils were celestials cast out of the heavens when they plotted to overthrow the gods. Millennia later, devils remain imprisoned in the infernal realms, escaping only when a mortal summons them or opens a gate to the Material Plane. Devils who find their way to the mortal world are especially cautious, as dying there means they must face the wrath of their superiors when they return to hell.

The Armies of Hell. The hierarchy of hell resembles that of a mortal army. The weakest devils serve as cannon fodder in these legions and are commanded by increasingly powerful ranks of lieutenants, captains, and generals. Pit fiends lead the fiendish armies into battle and advise the true masters of the infernal realms, the ancient beings known as archdevils. Devils are unfailingly obedient to their superiors, and yet each is eager to take its commander’s place should that devil stumble.

Hell’s Bargain. A devil killed in hell is destroyed forever, so devils rely upon the souls of mortals to replenish their numbers. A devil summoned to the Material Plane will promise great power or riches in return for a soul and may even submit to serving a mortal if it means claiming another recruit for the legions of hell. A mortal who pledges their soul to
a devil might enjoy a lifetime of worldly pleasures. But when that mortal dies, their condemned soul is carried off to hell and transformed into a lemure , the lowliest of devils.

The Path of Diabolism. Though devils long to escape their infernal prisons, calling one to the mortal realm is no simple task. Elaborate rituals—outlined in only the most  ancient and forbidden tomes—must be performed to summon a devil to the Material Plane. Diabolists looking to press a devil into their service without forfeiting their soul must go to even greater lengths. Doing so often requires a blood sacrifice, speaking the devil’s true name, or drawing upon the magical power of a talisman linked to the devil’s essence.

Demons

Demons

Demons embody the destructive nature of chaos. Whereas most scholars believe that devils were once fallen angels (or the souls of mortals corrupted by them) demons arise spontaneously from the formless havoc of the Abyss. Most demons are little more than mindless monsters, and even the shrewdest demon lord is gripped by a madness that mortals can’t fathom. Distracted by neither compassion nor logic, the gnashing hordes of the Abyss are an unrelenting engine of destruction.

Never-Ending Chaos. Like the plane from which they spring, demons seem to be infinite in number. While a particularly crazed or evil mortal might transform into a demon upon their death, far more often it is the Abyss itself that spawns these foul creatures. The process never ceases and—judging from the billions of demons that currently exist—has been occurring since the dawn of time. To make matters worse, a demon killed on the Material Plane re-forms in the Abyss eager to resume its campaign of destruction. The only way to destroy a demon permanently is to slay it in the Abyss. But for every demon that falls, a thousand others clamor to take its place.

Existential Threat. The threat demons pose to the multiverse is so profound that even angels and devils may join forces to oppose them. Though brilliant tacticians, devils understand the hordes of the Abyss outnumber them and have turned occasionally to the armies of Heaven to bolster their ranks. Angels, for their part, grudgingly recognize that Hell’s willingness to fight unfettered by morals has proven effective, even if they refuse to break those shackles themselves. Though never entered into happily, both angels and devils agree such alliances are preferable to complete annihilation.

Abyssal Incursions. As with other extraplanar creatures, mortals can use magic to summon individual demons to the Material Plane. Even the mightiest wizard, however, lacks the power to call an entire horde of demons from the Abyss. Instead, demons invade the mortal world through tears in the fabric of reality itself. Such rifts allow an unending stream of demons to pour through and wreak destruction like a plague. Even after the rift is sealed, the surrounding landscape remains blighted for generations afterward.

Cults of Madness. Demon lords care nothing for the mortals who worship them, yet this does not stop some crazed individuals from venerating them as gods. When these troubled souls find each other, cults will form, especially if one of its members proves to be a charismatic leader. Demon cultists are often bound together by the mistaken belief that their activities will earn them favor with the demon lord they serve. Just as often, however, they are twisted sadists or simply nihilistic, eager to throw away their lives if doing hastens the destruction of the world.

Wayfarer Ciqueliste

Wayfarer Ciqueliste

Courseur philosophy encourages physical fitness so that one’s swift movements can inspire rapid progress and innovation. No group combines these two aspects of the ideology more flamboyantly than the Wayfarer Cirquelistes, a group of acrobatic performers in a traveling circus who can use their movement to fuel magic, with a particular penchant for teleportation.

Prerequisite: Brook No Delay feat, proficiency in Acrobatics, Arcana, and Athletics, must have trained with the Wayfarers Cirque, character level 7th


ZEITGEISTFeatures

Hit Dice: 1d8 per wayfarer cirqueliste level.

Hit Points: 1d8 (or 5) + your Constitution modifier per wayfarer cirqueliste level.

 


Wayfarer’s Athleticism1st Level

You can double your proficiency bonus when making Acrobatics and Athletics checks. Your base speed increases by 5 feet.


Wayfarer’s Kineticism1st Level

You can create and empower magic through movement.

Whenever you move at least 20 feet on your turn, you gain a “step” of power. If you move more than your speed on your turn (such as by taking the Dash action or flinging yourself with a trebuchet), you gain an additional step of power. This gathered power lasts until you spend it or until you finish your turn and have not moved at
least 20 feet, and you can have up to a maximum of three steps of power stored at a time.

Holding this power over a long period of time is perilous, so you only gather steps of power when you are clearly in danger. You start each encounter with zero steps of power, even if you were moving just before the encounter begins.

You can spend steps in the following ways.

  • Without using an action, spend one step to gain the effects of freedom of movement until the end of your next turn.
  • Without using an action, when you are endangered by something triggered by your movement like a trap or hazard, spend one step to gain advantage on a Dexterity saving throw or impose disadvantage on an attack roll against you.
  • Spend one step to cast misty step as an action, or two steps to cast it as a bonus action. Instead of being transported in silvery mist, however, your departure and arrival points are marked with a harmless burst of flame that lingers in the shape of your body. Often cirquelistes will teleport in the middle of acrobatic flips, appreciating the aesthetic of leaving dramatic flaming afterimages of their movement.
  • When you or an ally you can see casts a spell, spend two steps to modify that spell with one of the following sorcerer Metamagic abilities: Distant Spell, Empowered Spell, or Persistent Spell. You can use your Dexterity modifier in place of your Charisma modifier for this effect.

Wayfarer’s Leap1st Level

You can cast dimension door . After you use this ability, you cannot use it again until you complete a short or long rest .


Nomadic StrikeLevel 2

When you teleport within 5 feet of a creature, the first attack you make against that creature before the end of your current turn has advantage .


Sense TeleportationLevel 2

You are aware whenever a creature within 150 feet arrives or departs using teleportation, and you know the distance and direction to their origin and destination.


Wayfarer GuideLevel 2

Whenever you teleport you can bring three extra creatures within 20 feet of you along with you, even if your method of teleporting would normally only teleport you (such as with misty step ). After you use this feature, you cannot use it again until you complete a short or long rest .


Grand JourneyLevel 3

You can cast teleportation circle . After you use this ability, you cannot use it again until you complete a short or long rest . When you gain this ability, the wayfarers typically share their full collection of sigil sequences.


Ready to MoveLevel 3

You start each encounter with one “step” charged up.

Vekeshi Excoriant

Vekeshi Excoriant

Only a handful of mystics among the vekeshi learn the rituals of the fallen goddess Srasama. Though she has passed on, fragments of her power remain scattered across the world, and can still be touched by those who maintain sufficient devotion.

These true believers excoriate their skin and use fire to cauterize and scar in symbols sacred to Srasama, commemorating her three forms of Maiden, Mother, and Crone. Excoriants often either find themselves in charge of local cells of vekeshi mystics, or they altogether transcend hierarchies and pursue their own agendas. Every night however they focus their will by reciting the teachings of Vekesh, so that they maintain a purity of purpose to protect the weak and punish those who would abuse them.

Prerequisite: Hand of Retribution feat, proficiency in History and Religion, must have three iconic scars somewhere on the body, character level 10th


ZEITGEISTFeatures

Hit Dice: 1d12 per vekeshi excoriant level.

Hit Points: 1d12 (or 7) + your Constitution modifier per vekeshi excoriant level.

 


Ally of the Goddess1st Level

The mystic rites you have undertaken to connect you to the goddess have strengthened your will and freed your will to resist worldly temptations. You are proficient in Wisdom saving throws . If you are already proficient in Wisdom saving throws, gain an expertise die on Wisdom saving throws.

You also add your proficiency bonus to death saving throws.


Daunting Presence1st Level

On your turn, you can choose to adopt terrifying mannerisms designed to drive your foes back. If you do, you cannot make normal opportunity attacks until the start of your next turn. However, when a creature within your reach would make an attack against you, you can use a reaction to force the creature to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure the creature is frightened of you until the end of its next turn, or on a success it is immune to your Daunting Presence for 24 hours.


Threefold Presence1st Level

At the start of your turn, you may call upon the threefold presence of Srasama. During this turn, when you move, you can trace three different paths from your initial starting position, as if you were splitting into three versions of yourself. At the start of your next turn, you must choose which of those locations is your actual location, at which point the other two versions of you disappear.

Before you choose your actual location, you can act as if you were in any of the three locations, and you can be affected by others as if you were in any of those locations.  Things that would affect you more than once, such an area attack that would hit two of your locations, only affect you once.

Before the start of your next turn, you can take one extra action, one extra bonus action, and one extra reaction. You cannot have any one of your three versions take more than one action, one bonus action, and one reaction each. You cannot use an extra action if you have been granted an extra action the same turn.

After using this feature, you cannot use it again until you take a short or long rest .


Vengeful Gaze of the Goddess1st Level

As a bonus action you can choose a creature you can see. Guided by the divine sight of Srasama, you unerringly know the  direction to the target until you finish a long rest . You cannot use this power again until you finish a long rest.


Triune BlessingLevel 2

You can call upon the three aspects of the goddess Srasama as a bonus action. For each of these blessings, choose yourself or one creature you’re aware of to affect; you can choose the same creature multiple times.

The maiden grants advantage on the creature’s next saving throw , and their next attack roll .

The mother heals 5d8+5 points of damage to that creature.

The crone hexes the creature, so that until the start of your next turn, attacks that hit the creature deal an extra 1d6 necrotic damage.

After using this ability, you cannot use it again until you finish a long rest .


Live for VengeanceLevel 2

Whenever you succeed a death saving throw, you can spend two Hit Dice and heal that many hit points, allowing you to regain consciousness.


Vestige of SrasamaLevel 3

As an action, you can call upon a vestige of your goddess . A towering, flaming image of a woman steps into existence. Her features shift by the moment, from youthful warrior, to mature healer, to withered and skeletal sorceress. She strides toward your enemies, six burning swords held in or floating beside her six hands. This aspect of Srasama does not act with any real intelligence; the only word she ever says is for her guttering desperation attack. She is focused on defeating your enemies. She acts on your initiative as soon as you summon her. She follows your desires without you needing to take any action to direct her. This manifestation does not require concentration to maintain as long as any enemies are present, but once you are no longer in danger, you can maintain concentration to keep the aspect present and on guard.

After using this power again, you cannot use it again until you finish a long rest . Any wounds the aspect suffers remain the next time you summon her, though all her injuries heal at the start of the next full moon. If the aspect is reduced to 0 hit points, she fades away and cannot be summoned until the start of the next full moon.

Pagination