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D&D Character Origins Guide

The document titled 'Chronicles of Lost Tomes' is a comprehensive guide for Dungeon Masters in the Dungeons & Dragons universe, detailing various character origins, game types, and gameplay mechanics. It includes a wide range of character options, including different races and their respective features, as well as guidelines for establishing the type of game being played. The content is designed to enhance the storytelling and gameplay experience for both new and experienced players.

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100% found this document useful (2 votes)
185 views69 pages

D&D Character Origins Guide

The document titled 'Chronicles of Lost Tomes' is a comprehensive guide for Dungeon Masters in the Dungeons & Dragons universe, detailing various character origins, game types, and gameplay mechanics. It includes a wide range of character options, including different races and their respective features, as well as guidelines for establishing the type of game being played. The content is designed to enhance the storytelling and gameplay experience for both new and experienced players.

Uploaded by

pullouowen
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CHRONiCLES OF LOST TOMES

PRESENTS
Credits
Lead Designer: Lucas Tores
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and
Creative Director: Hanna Peichel their respective logos are trademarks of Wizards of the Coast in
Rules Development: Lucas Tores, Hanna Peichel, and Jazzton the USA and other countries.
Hammerly This work contains material that is copyright Wizards of the
Editor: Hanna Peichel Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Cover Illustrator: Max Braga /Adobe Stock Dungeon Masters Guild.
Additional Artists: Via Adobe Stock: Alexander (12), Anastasia All other original material in this work is copyright 2023 by
Chuprova (14), Csaba (44), Damian Sobczyk (30), Divinisphere Chronicles of Lost Tomes and published under the Community
(43), FuryTwin (4, 29), Iobard (64), Justlight (22), MADMAT (40, Content Agreement for Dungeon Masters Guild.
42), Oleg (54), Peter (45, 46), pixardi (20), Raven (37), Salsabila
Ariadina (26), Tomislav (47), Vavilen (41), warmtail (5, 10, 21,
23, 28, 49, 56), warpaintcobra (36)
Playtesting Team: The Polyhedral Playhouse and Chronicles of
Lost Tomes server population, including; Amanda Gade,
Serenise Moorthy, Hanna Peichel, Lucas Tores, Jazzton
Hammerly

Based on the original D&D game created by: E. Gary Gygax


and Dave Arneson, with Brian Blume, Rob Kuntz, James Ward,
and Don Kaye
Contents
Gith 33
Introduction 4 Githyanki 33
Githzerai 34
Gnome 35
Part 1 5 Deep Gnome 35
Origins Reworked 6 Forest Gnome 36
Dual Origin System 6 Rock Gnome 37
Added Features 6 Goblinoid 38
Considering Size 7 Bugbear 38
Origin and Theme Categories 7 Goblin 39
Height and Weight 8 Hobgoblin 39
Aasimar 10 Halfling 40
Planetar Aasimar 11 Lightfoot Halfling 41
Solar Aasimar 11 Stoneheart Halfling 41
Fallen Aasimar 12 Hellspawn 42
Aearee 13 Human 43
Aarakocra 13 Human of the realm 43
Dracoform 14 Mechanid 44
Chromatic Dragonborn 15 Envoy Warforged 45
Kobold 15 Juggernaut Warforged 45
Metallic Dragonborn 16 Skirmisher Warforged 46
Dragon 17 Orc 47
Black Dragon 17 Planetouched 48
Blue Dragon 18 Air Genasi 48
Green Dragon 18 Earth Genasi 49
Red Dragon 19 Fire Genasi 49
Dwarf 20 Water Genasi 50
Duergar 20 Sarrukh 51
Gold Dwarf 21 Lizardfolk 51
Shield Dwarf 21 Tortle 52
Elf 22 Tabaxi 53
Drow 23 Panthari 53
Sea Elf 23 Yuan-ti 54
Shadar-kai 24 Pureblood 54
Sun Elf 24
Wood Elf 25 Part 2 55
Giant 26 Essence Casting 56
Cloud Giant 27 Spells List 57
Firbolg 27 Spell Descriptions 59
Fire Giant 28
Frost Giant 29 Part 3 65
Goliath 29 Feats 66
Hill Giant 30 Generic Feats 66
Spriggan 31 Lineage Feats 67
Stone Giant 31
Storm Giant 32
COMMON TYPES OF GAMES
With all of these categories available to players, it’s important for Dungeon
Masters to establish what kind of game they are running. As a DM, both
your threshold for rulings and the themes of your story come into play when
setting this boundary. Below are some common categories, what they
include, and the types of stories they facilitate.
Standard. Characters in this type of game are made using only Standard
Origin options, such as most options for humans, dwarves, and elves. These
are generally best for newer players, and the stories told with them tend to
allow greater focus toward the world at large by making the characters part
of the common folk of the realm.
Grounded Fantastical. Characters in these games are made using
Fantastical Origins that don’t naturally possess flight. In these types of
games, the focus can go one of two ways: your characters are exceptional in
a fairly ordinary world, or they are commonplace in a world of the
exceptional.
Standard and Fantastical. Characters in these games are made using
both Standard and Fantastical Origins. These characters are best suited to a
highly magical world, where even the strongest magic is accessible within
the short lifespan of a human, and the players can find their roots anywhere
in the cosmos.
Legendary Limited. Characters in this type of game are made using both
Fantastical and Standard Origins, along with the option to take either their
primary or subrace as a Legendary Origin. These games allow for a taste of
adventure as a creature of mythical origin, and often involve the exploration
of that origin in relation to the story and world at large.
Non-planar Fantastical. Characters in this type of game are made with
Fantastical Origins that lack the “Planar” tag. These characters, while
extraordinary, are generally born on the Prime Material plane of their
respective setting, allowing characters to explore their history in the world
without having to hop through planar portal after cosmic rift to chase the
story.
Planar Focused. In this type of game, players are strongly encouraged to
choose a Planar Origin or some other background feature that connects
them to the extraplanar. These games will see characters go beyond the
Prime Material, exploring the cosmos everywhere from the nearer planes of
the Feywild and Shadowfell to the outer spheres of space.
Legendary Planar. In this type of game, players are strongly encouraged
to take both a Planar Origin and a Legendary Origin. Characters in such
games are often feared or revered by the common folk of the realms,
allowing players to explore the world from the perspective of a legend, or
even a demigod.
Grounded Planar. Like in Planar Focused games, players are encouraged
to choose Planar Origins; however, they should not have the “Flying” tag.
Planar travel can be treacherous, and even more so when you’re unable to
fly over obstacles or across open spaces. To bring more grit to an
extraplanar game, try a grounded version.
Anything Goes. As implied, in this type of game, all origin options are
available to players. These are often extremely high fantasy games, where
it’s not unusual to see a blue dragon and a halfling as guildhall drinking
buddies.
Standard Fantastical Legendary Planar Standard Fantastical Legendary Planar
Name Origin Origin Origin Origin Flying Name Origin Origin Origin Origin Flying
Aasimar — X — X — Hellspawn X X — X —
Planetar Aasimar — X — X — Human X — — — —
Solar Aasimar — X — X — Human of the
X — — — —
Fallen Aasimar — X — X — Realm
Aearee — X — — — Mechanid — X — — —
Aarakocra — X — — X Envoy Warforged — X — — —
Dracoform X X — — — Juggernaut
— X — — —
Chromatic Warforged
X X — — —
Dragonborn Skirmisher
— X — — —
Kobold — X — — — Warforged
Metallic Orc X X — — —
X X — — —
Dragonborn Planetouched — X — X —
Dragon — X X — X Air Genasi — X — X —
Black Dragon — X X — — Earth Genasi — X — X —
Blue Dragon — X X — — Fire Genasi — X — X —
Green Dragon — X X — — Water Genasi — X — X —
Red Dragon — X X — — Sarrukh — X — — —
Dwarf X — — — — Lizardfolk — X — — —
Duergar — X — — — Tortle — X — — —
Gold Dwarf X — — — — Tabaxi — X — — —
Shield Dwarf X — — — — Panthari — X — — —
Elf X X — — — Yuan-ti — X — — —
Drow — X — — — Pureblood — X — — —
Sea Elf — X — — —
Shadar-kai
Sun Elf
Wood Elf

X
X
X





X





H EIGHT AND WEIGHT
When creating characters of mixed lineage, determining size
Giant — X X — — can be a little tricky. Is your character tall for a halfling? Short
Cloud Giant — — X — — for a goliath? Is the other half of your half-giant a gnome so
Firbolg — X — — — they come out simply looking like a human? To make figuring
Fire Giant — — X — — out your range of heights and weights easier, we’ve brought
Frost Giant — — X — — back size modifiers, which have been largely omitted in official
Goliath — X — — — releases since the Player’s Handbook. In their original
Hill Giant — — X — — incarnation, this modifier would usually be generated by rolling
Spriggan — X — — — two of the same type of die (usually anywhere between a d4 and
Stone Giant — — X — — a d8) and adding them together, but when you’re mixing
Storm Giant — — X — — creature sizes, that tends to complicate things. We’ve provided
Gith — X — X — a solution by assigning size dice to each primary race as well as
Githyanki — X — X — to each subrace. These modifiers have no bearing on your
Githzerai — X — X — ability, but they do give you a good place to start if you want to
Gnome X X — — — figure out exactly how Medium your character is.
Deep Gnome X X — — — The Dual Origin System allows for some non-bipedal
Forest Gnome X — — — — creature options, such as dragons. With these, you may have to
Rock Gnome X — — — — figure out how tall your character stands, as well as how long
Goblinoid — X — — — their body is. To find these, use the height calculation for both,
Bugbear — X — — — with one minor exception: use one size category smaller than
Goblin — X — — — you are to find your height, and one size category larger than
Hobgoblin — X — — — you are to find your length.
Halfling X — — — —
Size Modifier = your primary race size die +
Lightfoot Halfling X — — — —
your subrace size die
Strongheart
X — — — —
Halfling
Size Base Height Base Weight
Tiny 5 inches + size modifier in 5 pounds + size modifier in
inches pounds
Small 2 feet + 6 inches + size 25 pounds + (3 x size modifier in
modifier in inches pounds)
Medium 4 feet + 6 inches + size 100 pounds + (6 x size modifier
modifier in inches in pounds)
Large 8 feet + (2 x size modifier 320 pounds + (10 x size
in inches) modifier in pounds)
Huge 14 feet + (size modifier 800 pounds + (100 x size
in feet) modifier in pounds
Gargantuan 30 feet + (2 x size modifier —
in feet)

9
Spell Level Spells
1st color spray, detect evil and good
2nd invisibility, misty step
3rd erupting earth, spirit guardians
4th compulsion, sickening radiance
5th commune, greater restoration

Spell Level Spells


1st detect evil and good, divine favor
2nd branding smite, invisibility
3rd tongues, revivify
4th aura of purity, guardian of faith
5th commune, flame strike
Spell Level Spells
1st bane, hex
2nd darkness, shadow blade
3rd hunger of Hadar, spirit shroud
4th blight, shadow of moil
5th enervation, mislead
DRACONIC LINEAGE
Dragon Resistance Breath Weapon
Black Acid Acid
Blue Lightning Lightning
Green Poison Poison
Red Fire Fire
White Cold Cold
DRACONIC LINEAGE
Dragon Resistance Breath Weapon
Brass Fire Fire
Bronze Lightning Lightning
Copper Acid Acid
Gold Fire Fire
Silver Cold Cold
DRACONIC ANCESTRY
Dragon Feature
Black You have resistance to acid damage
Blue You have resistance to lightning damage
Green You have resistance to poison damage
Red You have resistance to fire damage
White You have resistance to cold damage
Spell Level Spells
1st ensnaring strike, find familiar
2nd darkvision, pass without trace
3rd nondetection, plant growth
4th greater invisibility, guardian of nature
5th commune with nature, tree stride
SPRIGGANS IN OTHER SETTINGS
Spriggans may be more deeply tied to giants in other settings. Such
creatures are, on occasion, born from the shadows of dead giants. These
spriggans are a rare breed, as they embody the giant’s unfinished business
in the mortal realms, and are often seen as omens of turmoil. These
spriggans are born fully grown and take on aspects of their progenitor
giant, including facets of their appearance, personality traits, and even a
variation on their name.

Spell Level Spells


1st chaos bolt, sleep
2nd alter self, borrowed knowledge
3rd enemies abound, nondetection
4th giant insect, polymorph
5th mislead, skill empowerment
Spell Level Spells
1st create or destroy water, thunderwave
2nd levitate, ward of voltage*
3rd lightning arrow, waterbreathing
4th control water, storm sphere
5th control winds, maelstrom
Tiny elemental, neutral

Armor Class 14
Hit Points
Speed 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA

Damage Vulnerabilities thunder


Damage Resistances bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Terran
Challenge 1/4 Prof Bonus +2

Earth Glide. The elemental can burrow through nonmagical, unworked


earth and stone. While doing so, the elemental doesn't disturb the material
it moves through.

False Appearance. While the elemental remains motionless, it is


indistinguishable from an ordinary rock.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
1) bludgeoning damage.
Armor Class 5
Hit Points 1
Speed 5 ft.

STR DEX CON INT WIS CHA


1(-5) 1(-5) 16(+3) 1(-5) 1(-5) 1(-5)

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened,


Paralyzed, Petrified, Poisoned
Senses passive Perception 5
Challenge 0

Fire Starter. The device can be used as a fire starter, using it to light a torch
— or anything else with abundant, exposed fuel — takes an action. Lighting
any other fire takes 1 minute.

Music Box. When opened, this music box plays a single song at a moderate
volume. The box stops playing when it reaches the song’s end or when it is
closed.

Clockwork Caster. The creator of the Tiny Clockwork Device can cast a
cantrip they know with the duration of instantaneous into the device. The
spell has no effect, other than to be stored in the device. A creature can use
its action to activate the Tiny Clockwork Device. The device then moves in a
straight line for 1 minute. At the end of that minute the Tiny Clockwork
Device casts that spell using its creator's spellcasting modifier. The Creator
can choose the targets for any spell cast this way so long as the device can
see the target. The Tiny Clockwork Device then ceases to function after
casting the stored spell.
Spell Level Spells
1st beast bond, catapult
2nd heat metal, pyrotechnics
3rd fireball, stinking cloud
4th confusion, dominate beast
5th cloudkill, conjure volley
Spell Level Spells
1st expeditious retreat, jump
2nd misty step, find steed
3rd fly, haste
4th dimension door, freedom of movement
5th steel wind strike, tree stride
Spell Level Spells
1st detect poison and disease, snare
2nd locate animals or plants, pass without trace
3rd speak with plants, waterbreathing
4th locate creature, stoneskin
5th commune with nature, transmute rock
Tiny or Small Beast

Armor Class 13
Hit Points 5 + 5 times your level
Speed 30 ft.

STR DEX CON INT WIS CHA


10(+0) 17(+3) 16(+3) — — —

Senses Infravision 30 ft.


Challenge PB

Infravision. This sense allows a creature to see heat signatures instead of


visible light allowing those with this ability to navigate even the darkest
portions of the world with relative ease. You can see in darkness as if it
were bright light. If a spell would block darkvision (for example the.
darkness spell) it also blocks infravision.

Bite. Melee Weapon Attack: + 3+PB to hit, reach 5 ft., one target. Hit: 8
(2d4 + 3) piercing damage, and the target must make a Constitution saving
throw against your DC (11+PB), taking 14 (4d6) poison damage on a failed
save, or half as much damage on a successful one.
EEssence
SSENCE MAGIC
magic is a unique type of spellcasting tied neither to
ESSENCE SPELLCASTING

Level Spells Known


—Spell Slots per Spell Level—
1st 2nd 3rd
innate magical ability nor to spellcasting classes. It comes 1st 1 1 — —
through direct ties to the extraplanar, whether that be a gift 2nd 1 1 — —
from the divine or a link to the energy of another plane of 3rd 1 1 — —
existence. Each essence casting list is unique to its plane or 4th 1 1 — —
deity of origin, and will be interacted with in different ways by 5th 2 1 — —
its user. Essence casting is usually acquired through feats, so 6th 2 1 — —
keep an eye out for where you might be able to pick this up. 7th 2 1 — —
8th 2 1 — —
ESSENCE CASTING 9th 3 2 1 —
You gain the ability to cast spells. See “Spell Rules” in the 10th 3 2 1 —
Player’s Handbook for general rules on spellcasting and the 11th 3 2 1 —
spells listing provided for available essence spell lists. 12th
13th
3
4
2
2
1
1

ESSENCE SLOTS 14th


15th
4
4
2
2
1
1


The Essence spellcasting table shows how many essence slots 16th 4 2 1 —
you have to cast your spells of first level and higher of any 17th 5 2 2 1
essence sources. To cast these spells, you must expend an 18th 5 2 2 1
essence slot of the spell’s level or higher. You regain all 19th 5 2 2 1
expended essence slots when you finish a long rest. 20th 5 2 2 1
If you have essence casting from multiple sources, you do
not gain additional essence slots.
ESSENCE CASTING INTERACTIONS
SPELLS KNOWN OF 1ST LEVEL AND HIGHER Essence slots function in most ways like Pact Magic or
You know one 1st-level spell of your choice from your specific Spellcasting spell slots. You can use them to cast any spell that
essence spells list. The Spells Known column of the Essence you know or have prepared, so long as you have a slot of a level
Spellcasting table shows when you learn more essence spells of compatible with the spell, regardless of what class or feature it
1st level or higher. Each of these spells must be of a level for comes from.
which you have essence slots. For instance, when you reach However, essence slots have a minor difference in function in
9th level, you can learn one new spell of 1st or 2nd level. that they are exclusively used to cast spells. If a multiclassed
Whenever you gain a level, you can replace one of the character with 5 levels in warlock and 3 levels in paladin also
essence spells you know with another spell of your choice from had access to essence slots, for example, they could not use
the same spell list. The new spell must be of a level for which their essence slots for their Divine Smite or invocations that
you have essence slots. use a spell slot, such as Mire the Mind, but they could use
If you have access to essence casting from multiple sources, their essence slots interchangeably to cast paladin spells,
you still gain all additional spells known for each source. essence spells, or warlock spells.

SPELLCASTING ABILITY
Each Essence casting feature is tied to one of your six ability
scores, depending on the source of your essence casting. You
use this whenever a spell refers to your spellcasting ability. In
addition, you use your Essence spellcasting modifier when
setting the saving throw DC for an Essence spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Essence spellcasting modifier

Spell attack modifier = your proficiency bonus +


your Essence spellcasting modifier

56
SShownPELLS LIST
below are all essence casting lists, as well as a list of all
new spells available to each casting class. (New spells marked
with “*”)
AIR ESSENCE SPELLS EARTHEN ESSENCE SPELLS 3rd Level
Ashardalon’s Stride
1st Level 1st Level Daylight
Arrow on the Wind* Boulder Throw* Enemies Abound
Catapult Catapult Fireball
Dreamcloud* Command Haste
Fog Cloud Earth Tremor Melf’s Minute Meteors
Jump Grease Stinking Cloud
Longstrider Hardened Skin*
Redirecting Wind* Henge* GOND SPELLS
Thunderwave Quicksand*
Unseen Servant Soil’s Repose* 1st Level
Witch Bolt Alarm
Zephyr Strike 2nd Level Catapult
Dust Devil Comprehend Languages
2nd Level Earthbind Detect Magic
Air Bubble Enlarge/Reduce Expeditious Retreat
Gale* Magic Mouth Grease
Gust of Wind Maximilian’s Earthen Grasp Identify
Misty Step Mirror Image Mage Armor
Shatter Spider Climb Magic Missile
Shunt* Stone Strike* Shield
Silence Tremorsense*
Skywrite 2nd Level
Warding Wind 3rd Level Arcane Lock
Windblade* Burrow* Borrowed Knowledge
Erupting Earth Enhance Ability
3rd Level Galder’s Tower Find Traps
Call Lighting Meld into Stone Heat Metal
Fly Sandstorm* Knock
Gaseous Form Tiny Servant Magic Mouth
Lightning Bolt Wall of Sand Pyrotechnics
Thunder Step Shatter
Wind Wall FLAME ESSENCE SPELLS Spider Climb
AQUA ESSENCE SPELLS 1st Level
3rd Level
Catnap
Color Spray Create Food and Water
1st Level Detect Poison and Disease Galder’s Tower
Charm Person Faerie Fire Leomund’s Tiny Hut
Create or Destroy Water Hellish Rebuke Melf’s Minute Meteors
Fog Cloud Kindle* Sending
Forceful Wave* Longstrider Tiny Servant
Sleep Molten Glob* Tongues
Steam* Purify Food and Drink
Tasha’s Caustic Brew Searing Smite
Toxic Pit*
2nd Level
2nd Level Aganazzar’s Scorcher
Acid Arrow Blur
Alter Self Combustion*
Calm Emotions Continual Flame’
Misty Step Flaming Sphere
Phantasmal Force Heat Metal
Sharkskin* Protection from Poison
Pyrotechnics
3rd Level Roar of Flame*
Ta’de’s Miniature Mire* Scorching Ray
Tidal Wave
Wall of Water
Water Breathing
Water Walk

57
THRYM SPELLS
1st Level
Armor of Agathys
Catapult
Compelled Duel
Earth Tremor
Heroism
Ice Knife
Jump
Longstrider
Mage Armor
Shield
Speak with Animals
2nd Level
Augury
Earthbind
Find Steed
Invisibility
Pass Without Trace
Rime’s Binding Ice
Shatter
Silence
Spiritual Weapon
Warding Bond
3rd Level
Counterspell
Dispel Magic
Erupting Earth
Glyph of Warding
Nondetection
Sending
Wind Wall

58
d4 Damage Type
1 Cold
2 Fire
3 Force
4 Thunder
ICE SPIKES REDIRECTING WIND
1st level evocation (druid, wizard) 1st level evocation (bard, druid)
Casting time: 1 action Casting time: 1 reaction
Range: Self (15-ft cube) Range: 60 feet
Components: Somatic Components: Verbal, Somatic
Duration: Instantaneous Duration: Instantaneous
Sharp icicles emerge from the ground in a 15-foot cube You call upon the wind to guide missiles in your favor. When a
originating from you. Each creature in that cube must make a creature you can see within range makes a ranged weapon
Dexterity saving throw. On a failed save, the creature takes 2d6 attack, you can use your reaction to impose either advantage or
piercing damage and 1d6 cold damage, and its speed is disadvantage on the attack roll.
reduced by 10 feet until the start of your next turn. On a
success, the creature takes half the damage and suffers no SOIL’S REPOSE
other effects. 1st level abjuration (cleric, druid, paladin)
At Higher Levels. When you cast this spell using a spell slot Casting time: 1 action (ritual)
of 2nd level or higher, the cold damage increases by 1d6 for Range: Touch
each spell level above 1st. Components: Verbal, Somatic
Duration: 1 hour (concentration)
KINDLE
1st level evocation (artificer, bard, druid, sorcerer) You lower a willing creature into the earth, where they are
Casting time: 1 bonus action covered by enchanted soil. While the creature is buried, they
Range: 30 feet have full cover, are blinded and deafened, and are unaware of
Components: Verbal, Somatic, Material (a charcoal stick and their surroundings. For each minute that passes while they are
flint) buried, the creature can choose to expend a hit die and heal
Duration: Concentration, up to 1 minute with it normally. If they remain buried for the spell’s full
duration, they regain a hit die upon emerging.
You cast out an aura of embers to surround your foes. Choose The creature can emerge whenever it wishes, requiring no
a creature you can see within range. The target must make a action and ending the spell. When the spell ends, the creature
Dexterity saving throw. On a failure, the creature is emerges in an unoccupied space within 5 feet of where they
surrounded by floating embers that cast dim light in a 5-foot were buried.
radius around the target. Until the spell ends, when that At Higher Levels. When you cast this spell using a spell slot
creature is hit with an attack, it takes an additional 1d4 fire of 2nd level or higher, the creature regains 1 additional hit
damage. point when spending hit dice with this spell and regains 1
At Higher Levels. When you cast this spell using a spell slot additional hit die when emerging after an hour for each slot
of 2nd level or higher, you can target an additional creature for level above 1st.
each spell level above 1st.
STEAM
MOLTEN GLOB 1st level evocation (artificer, druid, sorcerer, wizard)
1st level evocation (artificer, sorcerer, wizard) Casting time: 1 action
Casting time: 1 action Range: Self (15-foot cone)
Range: 30 feet Components: Verbal, Somatic, Material (a match doused in a
Components: Verbal, Somatic vial of water)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You summon an amorphous mass of magma and hurl it at an You blow a cloud of steam in a 15-foot cone in a direction of
enemy within range. Make a ranged spell attack against the your choice. Creatures caught in the cloud must make a
target. On a hit, the target is coated in the molten rock for the Dexterity saving throw, taking 1d6 acid damage and 1d6 fire
spell’s duration or until a creature uses its action to scrape or damage on a failure, and half as much on a success.
wash the magma off itself or another creature. A creature At Higher Levels. When you cast this spell using a spell slot
coated in the magma takes 1d10 fire damage at the start of of 2nd level or higher, both the fire and the acid damage
each of its turns. increase by 1d6 for each slot level above 1st.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage dealt increases by 1d10 for TOXIC PIT
each spell level above 1st. 1st level transmutation (artificer, druid, ranger)
Casting time: 1 action
QUICKSAND Range: 120 feet (10-foot radius)
1st level transmutation (druid, wizard) Components: Verbal, Somatic, Material (a drop of acid)
Casting time: 1 action Duration: 1 minute (concentration)
Range: 60 feet (30-foot square)
Components: Verbal, Somatic The ground in a 15-foot radius centered on a point within
Duration: 1 minute (concentration) range melts into an acidic puddle. The area becomes difficult
terrain for the duration. When the creature enters the area for
You summon a large 30-foot square pool of quicksand from a the first time on a turn or starts its turn there it takes 1d4 acid
point within range. Creatures attempting to move through the damage.
area must spend 3 feet of movement for every 1 foot they move. All nonmagical objects in the area that are not being worn or
carried take damage each round at the start of your turn for
the duration of the spell.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d4 for each
spell level above 1st.

60
FEATS AS DIVINE BOONS
It’s not unusual for a group of plucky adventurers to find themselves
face-to-face with one god or another, especially if one of such adventurers
is a servant of such a god. Questing in service of these gods may incur
rewards, though the gods don’t often deal in material wealth. Some feats
given as gifts from the divine may be able to bypass certain prerequisites -
such as race or lineage - at your DM’s discretion.

RUNE SPELLS
Rune Translation Prerequisite Spell
Uruz Bull 9th level dominate beast
Thurisaz Thorn 5th level shatter
Ansuz River 7th level tongues
Raidho Wagon 9th level find greater steed
Kennaz Torch 5th level flame blade
Gebo Gift 7th level life transference
Wunjo Joy 5th level pyrotechnics
Hagalaz Hail 5th level Snilloc’s snowball swarm
Naudhiz Need 7th level create food and water
Jera Year 11th level reincarnate
Eihwaz Yew 9th level guardian of nature (great tree
form only)
Perdhro Dice Cup 9th level death ward
Algiz Elk 9th level guardian of nature (primal beast
form only)
Sowilo Sun 7th level daylight
Berkana Birch 7th level revivify
Ehwas Horse 5th level find steed
Jotun Giant 5th level enlarge/reduce (enlarge only)
Inguz Seed 5th level plant growth
Othalaz Inheritance 11th level awaken
Daguz Dawn 7th level beacon of hope

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