Characters in Garn
The world of Garn is filled with a diverse mix of people, cultures, and classes. But it is also a world dominted by the traditional fantasy peoples, humans being the most numerous and widespread, followed closely by elves and halflings, dwarves and gnomes, with the other species of peoples trailing behind in numbers but not in importance to the long history of the world.

Origins
In the various cultures and peoples of the world of Garn, many classes and vocations are found and pursued with only the most exceptional excelling to the heights of these classes such as the fabled Raven's Wing or the legendary Company of Adepts.
To this extent all of the species and classes from the 2024 PHB are available. Some of the 2014 races and classes are also available but please consult the DM when using the 2014 material.
There are a few notes on Backgrounds, including one homebrew rule of note and some new options discussed below.
The characters in Garn use all of the character origin options available in the 2024 PHB along with the noted options from the 2014 PHB. There are also new options as noted, specifically the new Background, Species, and Class options.
This section will also explain how species fit into the world of Garn, discussing their cultures as they pertain to the world of Garn and its various lands.
Quick Origin Links
Apprentice, Delatore, Gaul, Hunter, Physicker. Sojourner
Species
Aasimar, Dragonborn, Dwarf, Elf, Genasi, Gnome, Goliath, Halfling, Human, Kenku, Magen, Orc, Phanaton,
Tabaxi, Tiefling, Vorrik, Others
Cleric Divine Domains
Justice Domain
Protection Domain
Shaman Spirit Roads (Subclasses)
Backgrounds
As a homebrew rule, you can take any Origin Feat with any Background as long as it makes sense with the background and origin story of your character. This was decided as the Background options for Origin Feats are fairy limited as written.
This is meant to create a better well rounded start to your characrer more than as a wholesale invitation to create a "S tier build".
When chooseing another Origin Feat other than that given by a Background, please be prepared to let the DM know how it better fits your character's origin and don't forget you can rename and retheme the existing 2024 Backgrounds as you see fit as written.
The following new Backgrounds are available as well.
Apprentice

You are an apprentice within one of the more noteable organizations in Garn.
Aside from the Background benefits granted, you are also considered an Apprentice in the Organization, gaining the benefit by that organization as described in the Organization's description. Furthermore, you are on the road to becoming a Journeyman and, ultimately, a Master in the Organization.
You may hav proven yourself worthy of your Organization at a younger age than most, might have been adopted by or born into members of the Orgnizatio, or just ipressed the Organization in some way, perhaps passin a general initiation challenge in your area.
As a member of an Organization, keep in mind that you are expected to follow the tenets and ideals of the Organzation, some being more stringent than others in their expectations.
Adventurer's Fortune
Ability Scores - Any
Suggested Feat - Lucky or Skilled
Skill Proficiencies - Perception and Survival
Tool Proficiency - Navigator's Tools
Equipment - Dagger, Navigator's Tools, Rope, Traveler's Clothes, 25 gp or 50 gp
Adventurer's Fortune is a combination of two groups from Garn's long history, one devoted to exploring and mapping out the world and the other in finding (and often selling) the greatest treasures found in the most mysterious places.
This Organization is now interested in adventure for fame and fortune. As a member, you are tasked with finding or recovering rare treasures, guiding others through lesser known areas, and generally you take on the most risky (some might say foolhardy) jobs and adventures.
Dawn of Hope
Ability Scores - Charisma, Constitution, Wisdom
Suggested Feat - Healer
Skill Proficiencies - Medicine, Religion
Tool Proficiency - Healer's Kit
Equipment - Healer's Kit, Book (Prayers), Parchment (10 pages), Holy Symbol, Robe, 8 gp or 50 gp
The Dawn of Hope is a non-specific group of clerics and others who travel the world giving aid and help to any in need. The Dawn of Hope is scoffed at by the Golden Order of Astron but generally tolerated as their goals are noble and selfless enough (if misguided as seen by the Order). As such, no members of the Order are members of the Dawn of Hope just as no peoples who do not follow Astron are members of the Order.
As a member of the Dawn of Hope, you aid those in need, most often with healing but sometimes in other ways such as providing food, recovering a family's stolen treasure3, removing a curse, or solving other problems for those who can't solve them themselves.
Eldritch Hunters
Ability Scores - Constitution, Strength, Wisdom
Suggested Feat - Alert or Tough
Skill Proficiencies - Athletics, Investigation
Tool Proficiency - Leatherworker Tools
Equipment - Dagger or Shortsword, Leatherworker Tools, Short Bow (20 Arrows), Book (Eldritch Notes), Traveler's Clothes, 15 gp or 50 gp
The Eldritch Hunters are devoted to protecting the world from corruption and fiends from the lower planes. Very devoted to this ends, the Organization doubled its efforts after the events of the Coming Storm, swearing that demonic and devilish incursions will not threaten the world again. Though not always among the faithful and sometimes at odds with the more fervantly devout of the Golden Order of Astron, the Eldritch Hunters are grugingly respected by the Order for their goals of protecting the world from eldritch evils.
As a member of the Eldritch Hunters, you may have lost family and/or loved ones to demons, devils, qbberations, or similar evils and their followers. You have a score to settle with the eldritch evils and the lower planes.
The Golden Order of Astron
Ability Scores - Charisma, Constitution, Wisdom
Suggested Feat - Skilled
Skill Proficiencies - Insight, Religion
Tool Proficiency - Calligrapher's Supplies
Equipment - Calligrapher's Supplies, Book (Prayers), Holy Symbol, Mace, Robe, 5 gp or 50 gp
The Golden Order of Astron often just referred to as the Order by commoners, is the elite order and church dedicted to the Father of Light, Astron the first of the gods. The Order believes that Astron is the one true god and though the other gods, the prodigy of the Father, are indeed important, they should not be held equally as the one, the true Astron.
Since the Fall of Chaos, the Order has gained a lot of prominnce and popularity spreading the idea that the Laws of Astron and lwfulness in general must be maintained to avoid the awful occurances that transpired during the War of Chaos.
As a membr of the Order, you are devoted to Astron and the forces of Law above all else whether you were raised in the Order, drawn to it, or chosen by the Order in your youth.
The Green Circle
Ability Scores - Constitution, Dexterity, Wisdom
Suggested Feat - Healer or Skilled
Skill Proficiencies - Nature, Survival
Tool Proficiency - Herbalism Kit
Equipment - Quarterstaff, Herbalism Kit, Bedroll, Tent, 2 Pouches, Traverler's Kit, 15 gp or 50 gp
The Green Circle is dedicated to protecting the natural places in the world. Made up of mostly druids, elves, and rangers, this group is more loosely organized and often considered a group of dangerous pagans by more "civilized" peoples.
As a member of the Circle, you are compassionate about protecting the wilderness, the natural mountains, or other centers of nature in the world.
Grand Knights of the Crown
Ability Scores - Charisma, Strength, Wisdom'
Suggeste Feat - Alert or Tough
Skill Proficiencies - Athletics, Intimidation
Tool Proficiency - Smith's Tools
Equipment - Book (Tactics, Military), Hooded Lantern, Lamp Oil (3 Flasks), Longsword, Shortbow (20 Arrows), Smith's Tools, Traverler's Clothes or 50 gp.
As a Knight of the Crown, you serve the Kingdom of Western Garn first and foremost and have sworn an oath to the King (whether you are a paladin or not). You may be on a mission for the Crown, out to prove your innocense in a crime you have been accused of, or have other reasons to travel on your adventures under official capacity.
House of Knowledge,
Ability Scores - Charisma, Intelligence, Wisdom
Suggested Feat - Magic Initiate
Skill Proficiencies - Arcana, Investigation
Tool Proficiency - Calligrapher's Supplies
Equipment - Calligrapher's Supplies, Book (Arcane Lore), Fine Clothes, Lamp Oil (3 Flasks), Parchment (12 sheets), 25 gp or 50 gp
The House of Knowledge is the most respected and valued establishment of magic in the known world. They hold the only schools of magic that are authorized by the Golden Order of Astron though they are closely watched by the Order as magic outside of holy magic and that wielded by the more lawful is widely untrusted by the peoples of Garn in general.
As a member of the House of Knowledge, you value the pursuit of knowledge for the betterment of the world at large (or for your own personal thirst for knowlege though you might not admit that to others). You are generally respected for your knowledge and might be a valued advisor or teacher to others.
Keepers of Shadows
Ability Scores - Charisma, Dexterity, Intelligence
Suggested Feat - Magic Initiate
Skill Proficiencies - Arcana, Deception
Tool Proficiency - Alchemist's Tools
Equipment - Alchemist's Tools, Dagger, Book (dark lore), Parchment (12 sheets), Keeper's Mask, Robe, 10 gp or 50 gp
The Keepers of Shadows are secretive Organiztion who keep their members and their goals secret, often even from one another. Much of this is due to being actively hunted by the Golden Order of Astron and several Eldritch Hunters and partly to protect others from the knowledge and items the Keepers collect. The Keepers of Shadows believe that the only way to trily fight the darker things in the world and beyond is to learn all one can about those same darker thngs, perhaps even using such powers to battle the same or even greater evils.
As a Keeper, you are vry secretively collecting dark relics and knowledge for your Organization while dodging the more "judgental" peoples of Garn and keeping yourself in check to not fall to the shadows yourself, at least not completely.
Monastic Order of Enlightenment
AbilityScores - Dexterity, Strength, Wisdom
Suggested Feat - Skilled or Tavern Brawler
Skill Proficiencies - Acrobatics, Athletics
Tool Proficiency - Herbalism Kit
Equipment - Quarterstaff, Herbalism Kit, Bedroll, Book (devotionw), Lamp Oil (3 flasks), Rope, Robe, 15 gp or 50 gp
The ways of martial arts and meditation originated in the Mysterious East in the land now known as Tochumara. Brought over to the West hundreds of years ago, the way of the monk was started in the West through the Monestary of Enlightenment. Since that time, several other monestaries and schools teaching the monk skills and abilities have formed by the Monastic Order of Enlightenment still remains the largest and most repected. The Monestaries are tolerated by the Golden Order of Astron but just barely and the Order warns the populous at large against concentrating on the self over the faith of the Father.
As a member of the Monastic Order of Enlightenment, you are devoted in the traditions set down by the anceient teachers of the East, improving your self, family, and community and striving for sublime enlightenment.
Preservationists
Ability Scores - Constitution, Intelligence, Wisdom
Suggested Feat - Crafter or Skilled
Skill Proficiencies - Acrobatics or Athletics, History
Tool Proficiency - Calligrapher's Tools
Equipment - Calligrapher's Tools, Book (history), Dagger, Lamp Oil (3 flasks), Parchment (10 sheets), Rope, Traveler's Clothes, 8 gp or 50 gp
The Preservationists are devoted to preserving history, knowledge, and the culture of civiliztions, both modern and those of the past, delving into the deeper and more dangerous places in the world to find treasures , items, and especiallty writings from times gone by, protecting the most important writings, art pieces, and other treasures from around the world, often dedicating them to museums.
The Primordial Order
Ability Scores - Constitution, Strength, Wisdom
Suggested Feat - Savage Attacker or Skilled
Skill Proficiencies - Nature, Survival
Tool Proficiency - Smith's Tools
Equipment - Quarterstaff, Smith's Tools, Book (primordial lore), Dagger, Rope, Robe, 22 gp or 50 gp
Most of the peoples of Garn take it for granted that the Dawn War meant the end of most primordials and the imprisonment of a few, meaning the victory for the gods and a good thing for the world and its peoples. But the Primordial Order believes that the gods do not have the right to rule over peoples and that it is more natural to revere the ancient and pure beings that are older than the gods. This does not sit well with most. especially the Golden Order of Astron who destroy camps of the Primordial Order wherever they find them as a dngerous threat to the gods and the very world.
As a member of the Primordial Order, you revere the most ancient beings and believe that their fall only began a tyranny of lesser beings that today's people call gods. You earn to return to a time before the gods when people were more free and lived in the more natural world of the priordials.
Thieve's Guild
Ability Scores - Charisma, Constitutio, Dexterity
Suggested Feat - Lucky or Skilled
Skill Proficiencies - Sleight of Hand, Stealth
Tool Proficiency - Thieves' Tools
Equipment - 2 Daggers or Rapier, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 gp or 50 gp
There are several criminal organizations in the world but the three most successful and well known thieves' guilds are the Night Shiv, the Raven's Eye, and the Silent Shadows. Though renounced and called a bane on society by most uthorities and citizens, many are quietly happy knowing that even among the criminal eleent there is an order and maybe even a code keeping criminal anarchy from breaking out.
As a member of one of these or a slightly lesser known thieves' guild, you strive to be the best, most successful, and likely the richest aong your peers, perhaps even beig the leader of the Guild, yourself one day.
Delatore

Ability Scores - Charisma, Dexterity, Intelligence
Suggested Feat - Lucky or Skilled
Skill Proficiencies - Deception, Stealth
Tool Proficiency - Disguise Kit
Equipment - Diguise Kit, Dagger, 2 Pouches, 2 sets of Fine Clothes, Rope, 16 gp or 50 gp
The delatore is an agent of the Crown or the Church (or other powerful person or people) who completes missions of espionage, thievery, assassination, and other shadowy arts that those of a "cleaner nature" can't be involved in (or known to be involved in at least).
As a delatore, you may be sent to gather information by spying on others, or to retrieve an item in the wrong hands, to sabotage enemies of the Crown or Church, or even "disappear" dangerous individuals. Alternatively, you might have tired of the "good evils" you were asked to do for your commanders and cut your losses and ran, are still running in fact from those who now see you as a liability.
Gaul

Ability Scores - Constitution, Dexterity, Strength
Suggested Feat - Savage Attacker
Skill Proficiencies - Athletics, Survival
Tool Proficiency - Choose one kind of gaming set.
Equipment - Dagger, Spear, Shield, Bedrole, 5 Torches, Tent, Traveler's Clothes, 8 gp or 50 gp
The arenas (also called the games by higher society) are a tie honored tradition in Garn. The participants in these events, consiting of athletic games that lead up to the final events that are largely made up of combat.
Though a majority of gauls are prisoners who participate as a chance to reduce their sentence and earn their freedom, some participate for prizes that may include money and others still participate to hone their skills or to earn fame among the people.
Whther you are a professional gaul who journies to as many arenas as possible or a gaul that has earned your freedom, you have picked up some tricks and combat experience in the arena.
Hunter

Ability Scores - Constitution, Strength, Wisdom
Suggested Feat - Alert or Skilled
Skill Proficiencies - Nature or Animal Handling, Survival
Tool Proficiency - Cook's Utensils
Equipment - Dagger, Cook's Utensils, Short Bow (20 arrows), Quiver, Bedrole, Tent, Tinderbox, Traveler's Clothes, 8 gp or 50 gp
The hunter might be a clan or tribal hunter for a tribal family, might be a solitary hunter living in or near the woods, or might be a towns folk who hunts as a profession. As a hunter, you might survive off the wilderness, using animals for their meat and skins or you might sell the skins and meat that you hunt.
In Garn, hunters are respected for their ability to track and bring down game or for their ability to rescue those trapped or lost in the wilderness areas. The hunters are generally knowledgeable in the various beasts of the world and capable of hunting the rarest or most troublesome of beasts.
Physicker

Ability Scores - Charisma, Constitution, Wisdom
Suggested Feat - Healer
Skill Proficiencies - Medicine, Survival
Tool Proficiency - Healer's Kit
Equipment - Healer's Kit, Lamp Oil (3 flasks), Bedrole, Tent, Traveler's Clothes, 16 gp or 50 gp
As a physicker, you may act as a "field healer" in a military capacity or you might be a traveling physicker who givesw aid and healing to the less fortunate aroud the world.
Alternatively you might be a local physicker to a tribe, a village, town, or city, sought after to care for your community's healing needs.
Physickers in Garn are highly valued for their knowledge in medicine and understnding of ailments and injuries. traveling physicker can often depend on the hospitality of the local areas they visit to supply them with food and lodging if they do not charge for their services.
Sojourner

Ability Scores - Charisma, Constitution, Dexterity
Suggested Feat - Lucky or Skilled
Skill Proficiencies - History, Survival
Tool Proficiency - Navigator's Tools or Cartographer's Tools
Equipment - Navigator's or Cartographer's Tools, Dagger, Book (homeland lore), Hooded Lantern, Bedroll, Tent, Rope, Traveler's Clothes, 16 gp or 50 gp
Some call you "foreigner" among other things and you are often met with barely disguised wonder the further and further from your home you travel.
As a sojourner, you have traveled far from your home. Whether you were exiled from the Far East, fled the violence and rigors of Sargath, were chosen by the Fey Court to journey out of the Feywild, or if you were just a wealthy traveler (who lost a bit of your wealth along the way, you are definitely not a local in the lands you travel now.
You are an expert traveler and have picked up a bit of knowledge and a trick or two along the way. You have developed a knack at adapting to new situations and new places.
Species
The species of Garn are diverse and widespread across the world.
All of the species found in the 2024 PHB and many from the 2014 material are available to play in this campaign. However, even if you are familiar with the species you have chosen for your character to review the species' entry in this section to see how they fit into the world of Garn.
Aside from the descriptions of how the various species hold their places in the world, this section will also offer some new options for lineages and three new species altogether, the Magen, Vorikk (or troll blooded), and the Phanaton.
Aasimar
Aasimar are rare in the world of Garn and are generally considered a good omen and a blessing to a family or house.
In Western Garn, it is presumed that the gods (Astron in particular) has given the blessing of Etheria (the home of the gods) upon the child holding the celestial spark. It is expected that an Aasimar joins the Golden Order of Astron early in life and are oft afforded greater consideration in the Order.
The head of the Order, the First Matron Celestia D'Gormet is aasimar, herself.
In other parts of the world, the aasimar are still considered a blessing but not so strictly of a specific god and though they are treated as blessed beings, they are not expected to be holy champions.
Of course, you might reject these expectations and set out to find your own path, to the disaproval to the Order or other circles of holy people. In these instances you ight find yourself distanced by the holier peoples as they consider you a "false omen".
Dragonborn
The dragonborn of Garn were thought to die out centuries ago during the Dragon War of the East where the god Bahamut was destroyed (but whose spark lived on and allowed the king of good dragons to be reborn again).
The dragonborn were corrupted by Tiamat into larger, winged monstrocities that found their way to Garn through an especially powerful green dragon known as Ulget.
Eventually the corruption on the dragonborn ws broken and the rescued dragonborn were able to very slowly rebuild their people and, in fact, continue to do so.
Dragonborn have returned to Kamash in Raenatha and have mostly kept to themselves since the rejuvination of their species. Mostly concerned with rebuilding their culture, populating their people, and slowly rekindling their relationships with the elves of Raenatha and other peoples of the world, especially those who share their faith with Bahamut.
Of course, some few younger dragonborn grow tired of the confining life in the Kingdom of Kamash and to the disappointment of their family and commuity and set out to explore the world at large. Others may leave the dragonborn kingdom on behest of their leaders, discovering a new threat to their people such as a growing cult of Tiamat or remnant Tiamatborn abominations.
Dwarf
The dwarves of Garn hold mountain kingdoms across the lands of the West and even some areas of the East. Almost everywhere that mountains and hills can be foud so can the dwarves.
The Great Mountain Kings mine and forge ever deeper into the mountains, defending their mountain kingdoms from all manner of dangers and usurpers from the deep earth of the Underdark.
Dwarven made weapons, armor, and other metal worked items are valued throughout Garn and is the main trade of the mster forging folk followed closely by the metals and gems drawn from the mountains and deep dwarven mines.
Lineages
Dwarves tend to have similar attitudes despite their lineages. Mostly, the differences are mildly aesthetic and somewhat cultural. Despite the subtle differences, hill dwarves and mountain dwarves are very hospitable to one another, never turning away their kin from either lineage when in need.
Hill Dwarf
Hill dwarves are the dwrves most encountered by the surface folk of Garn, living in more accessible commuities in the deep hills and hilly vallies of the land, often quipped with forges that are visited and popular among other peoples or even settig up shops in towns and cities where they can be tradesmen and go-betweens with their more reclusive mountain kin.
As a hill dwarf, you are proficient with mason's tools and you gain advantage on checks to determine the value of metalworked items and gemstones. You are prficient with the warhammer,
Mountain Dwarf
Mountain dwarves are far more reclusive than theeir hill dwarf kin. This is not through any dislike of others (though mountain dwarves are less trusting and more guarded concerning their treasures) but has more to do with how busy the mountain dwrves are, spending most of their hours mining, forging, and defending their undermoutain comunities from any manner of monsters and invaders. Mountain dwarves tend to be ore gruff and to the point, even a bit more dour than their hilldwarf kin. Despite this, when entering friendships, mountain dwarves are fiercely loyal.
As a mountain dwarf, you can spend 10 minutes studying the stone of a passage to determine how far undergroud you are and gain advantage on Wisdom (Survival) checks to navigate through natural or carved stone areas, You are proficient with the battleaxe.
Duergar
Also known as gray dwarves, the duergar delved far too far into the deep earth and underdark long ago, having to deal and negotiate with darker denizens and beings in order to survive and then to propegate the species. Ever since, the gray dwarves have been enemies of their surface kin, sacking and invading mountain dwarf cities whenever they believe they can win such battles.
Some duergar, however, forgo this hatred or at least lay it to rest enough to pursue their own goals and some even pursue the nearly impossible task of trying to bridge the fiery gap between the two lineages.
You use the existing rules for the duergar if playing this species.
Wild Dwarf (Veorli)
Found in the desert and jungle lands of Nazenka, the wild dwarves resemble their mountain and hill dwarf kin by basic build and height but that is where their simularities end. Wild dwarves wear very little if any clothing which is always made of tough plants, grass, and
packed mud. Wild dwarves are covered in sacred
marks resebling tattoos which they can be seen
tlking and praying to, especially while hunting or
during battle.
The veorli are more at home in the deep jungles
or woods than anywhere else. Unlike their
dwarven kin, they tend to build homes high in
jungle and forest canopies rather than
underground.
Wild dwarves are accomplished woodworkers in
the same way their kin are adept in metal smithing.
Having strange customs and considered less "civilized" than those living outside the jungles, the wild dwrves are mostly encountered when a younger member of their species is lost from their clan or sets out out of curiosity about the world at large.
As a wild dwarf, you gain advantage on Wisdom (Survival) rolls when navigating wilderness areas, You have a climb speed equal to your walking movement speed. You also have the wild attack feature which gives you advantage on your first attack roll in combat against a creature that has not been attacked. You are also proficient with carpenter's tools.

Elf
The elves of Garn can be found wherever woodlands thrive wherein they make their kingdoms and homes, especially in their homeland of Raenatha where they are found in the highest numbers. They are also the most populated peoples of Raenatha though they treat their neighbors there such as the remnanta of the dragonborn, the peaceful halflings, the gnomes, and even the small kingdom of dwarves with much respect
A smaller kingdom of high (Erandar) and wood elves (Winshara) can be found in Auroria, with the wild elves (Quinabrekk) always dwelling in the woods nearby their kin, in the woodlands surrounded by the Kingdom of Light.
The elves of Garn, especially those among the Green Circle, fight to preserve and protect the wildernesses of Garn and to repel unnatural evils from those same wildernesses.
Elves can come across as eloof or even arrogant to the "younger species" of the world, but just as the dour dwarves, elves can be very loyal allies.
A more recent development over the last several centuries, are the lineage of elves that were lost in Sarvania becoming the shadow elves when forced to flee underground. Once following an evil death goddess, these elves revered the princess of their people, Lollarynne, who helped the legendary Champions of Order to defeat the Queen of Chaos. In the process, however, she became twisted by the Queen, into the dark goddess that their people now worship known as Lolth, the people themselves becoming drow known by others as dark elves.
The elven traits are the same as those given in the 2024 PHB as well as the following option for the Wild Elf.
Elven Lineage: Wild Elf (Quinabrekk)
Wild elves, known among the elven people as Quinbrekk tend to live nomadic woodland lives with more temporary structures among their commuities to easily be able to pickup and leave at a moment's notice. Wild elves are the most hedonistic of the elves, enjoying every sensation that life has to offer. extremely curious and explorative, the wild elves nonetheless are as mistrusting of others as the high elves are. Though they may more
than be willing to enter a tryst with a member of another species, this should never be taken as a declaration of something deeper than a new experience for the wild elf. Wild elves are far from naive being the most worldly of their people and trust comes slow to them.
As a wild elf, you are proficient with the longbow and shortbow despite your class as well as a Climb speed equal to your walking movement speed. At Level 3, you learn the Beast Bond spell which you can cast once per Long or Short Rest without requiring a spell slot, and at Level 5, you learn Pass Without Trace wich you can cast once per Long Rest without requiring a spell slot.
Genasi
In the land of Nazenka, genies are the rulers and even the deities of the land, the perfection of the elements and the balance therein being of major importance to the Nazenkan people.
As genies are revered, it is considered the greatest priveledge to be a consort (never an actual spouse of course because of the honor that must be maintained among the genies to only marry within their kind) to them. And such unions can sometimes result in the children resulting from a mortal-genie union.
Among genies and their elemental servants, genasi are thought of more highly than other mortals, though not as highly as other genies, of course.
In the lands of Nzenka, genasi are royalty and nobles, treated in the highest regard and revered most highly next to the genies, themselves.
In other parts of the world, the genasi are met with wonder as exotic folks that people rarely meet. Someties they are mistaken as something more sinister such as a tiefling and sometimes they are seen simply as a spell or other magic gone wrong, especially if there is enough of their mortal parentage shown in thir features.
No matter where they go, however, the genasi are never just treated as everyday people.
Because of this very fact, some genasi have formed their own nomadic comunities away from the genie kingdoms of Nazenka and the raised eyebrows of other societies.
Gnome
The gnomes of Garn tend to live among other peoples, not having very large communities of their own but developing small areas in towns, cities, or woodland areas near others. A town or city in Garn may often have a "gnome quarter" with a host of rock gnomes dwelling in basement-like homes and carving out "under allies" which serve as labrynthine tunnel-allies running under cities and towns and more closely connecting the gnomes of a given area.
Lkewise, forest gnomes often live in tree burrows that are very close to elven or halfling communities where they feel safer having neighbors who, generally, the gnomes get along with well enough.
With their pension for magic and invention, gnomes operate quite a few of the magic shops on Garn and perform jobs as teachers of magic for the House of Knowledge and similar learning institutes.
Gnomes also work in the militaries of kingdoms, inventing magnificent and deadly war machines if not always the most dependable.
Least known and very rarely seen are the deep gnomes. also known as svirfneblin. These gnomes of the undwrdark keep themselves reclusive and hidden and are rarely known about among surface dwellers, even their gnomish kin. Only on very rare occasions when a young svirfneblin becomes unable to resist their curioity or wanderlust, are they encountered on the surface. Though more shy and wary, traits developed in the dangerous underdark, when befriended the deep gnomes are very friendly and loyal allies.
Goliath
The goliaths are found throughout the lands of Garn, though often in their own clan communities that best suit their heritages.
The clans of the Frozen North as far as the Crown of the World see the goliath ancestors of frost giants, nomdic tribes that sometimes compete with and sometimes assist the human barbarian tribes, often working together to keep tribes of yeties and other icy monsters from becoming too dangerous a threat.
The cloud, fire, and storm giant ancestor goliath are highly valued allies of the Nazenkan peoples, both as more anageable servants (compared to true giants) of the genies or in revolts against them.
Stone and hill giant goliath ancetors often live near dwrven comunities, trading with them and even aiding them in times of need.
Goliath who break free from clan living, often become mercenaries, soldiers, or participants in the arenas around the world.
Halfling
Halflings are among the most overlooked peoples in Garn. Though their communities can be found along many rivers, lakes, and their villages might dot hillsides and valleys, few outsiders pay much attention to the simple folk and most halflings are more than fine with this.
Halflings in the world of Garn are generally happy with a life of honest work, nightly celebraton, cooking and cleaning, and making it early to bed and early to rise (though the aforementoned celebrations may sometimes cut into that early sleep).
Halflings who do venture into the big cities or other communities, are generally happy to run a very clean and orderly shop, tavern, or inn, keeping their inn room or apartment as clean and orderly as their home would be in a halfling village.
Of course, some halflings are recognized for their smaller size and ability to get into hard to reach places, being seduced by the lure of treasure and riches and finding themselves, sometimes half innocntly, in the criminal world as rogues.
There are not a lot of tales of halfling heroes on Garn unsurprisingly. But one caannot copletely count out the simple folk or underestimate them.
Human
Humans are the most widespread people on Garn, due to their adaptability and, if one can believe the Golden Order of Astron, their favor with the gods. Living shorter lives than most other peoples, humans tend to spread, build, and complete things more quickly.
The human cultures of Garn are widespread and diverse with varying cultures found from roud the world. The following are some of the common cultures of humans on Garn. This is in no way an exostve list.
Aurorian
The land once known as Queensland, Aurora is the largest land of mostly human popultions in the world. It is a land of kingdom and church, with the royal house Jarifahli and the Golden Order of Astron holding most of the power and control over the land of Aurora.
Aurorans not a member of the royal family or a paladin or cleric of the Church, tend to be commoners such s farmers, merchants, artisans and the like who are expected to obey the law of King and Church.
Crime does exist in the land but thieves guilds and criminals in general tend to have to be more careful in Aurora and those who worship "unusual" or outright evil powers are not tolerated at all.
Most Aurorans tend to live simple and peaceful lives with even the most rural areas mostly free of monsters and the like due to the Royal Huntsmen and the Church wiping them out.
Barbarians of the North
In the Northern Reach of Aurora all the way to the Crown of the World, the Barbarians of the North live in great cabin-like commuities called lodges. Each lodge is ruled by their Chief who is chosen by the mystical leader, the Clan Mother, as her husband, the two ruling over the lodge. Chiefs make decisions such as wartime tactics, hunting areas, laws and justice, while the Mothers make spiritual decisions, divine important information, and work with Chiefs to decide on how to handle bigger dangers such as powerful monsters, catstrophic weather hazards, and the like.
The barbarian clans are hardy people who believe in strength and honor to a fault, tending to be cutious and even superstitious of the magicsw and tools that are not their own.
Friendly with the frost giant kin of goliaths but pure enemies to the yetis and frost trolls, the barbarians tend to see the site of a lodge as a holy site not to be fled or given up lightly, though if taken from them then they believe this must also be the will of their patron, the Great Bear, Bödvar.
Most of these people, predictably, are barbarians though they also have rangers, druids, and clerics among them.
On rare occasion, a clan may take in a promissing child or lost person not of theirs clan. These "rescued" bcome honorary clan members, never to become a Mother or Chief of the lodge, and are often treated a bit harder, needing to work extra hard to prove they belong in the Clan.
Far Easterner
The peoples of the Far East or the "Mysterious East", hailing from Tochumara, are considered among the most exotic people to those of the Western Kingdom.
Far Easterners have much different customs to their Western kin, being especially concerned with honor, family, and spiritual matters. Eating foods richer in vegetables than meat, but also seen as far more polite and pleasant in nature.
Far Easterners also have different concepts on the day to day classes, where a wizard may be referred to as a shukenja, a warrior may be considered a samurai and expected to have a master, an assassin referred to as a ninja, and the like.
A Far Easterner may be concerned with not upsetting spirits that they refer to as kami and may be right out isulted or horrified that the monk monastaries of the West are not seen after by a Dimyo or dedicated to a powerful spirit.
Far Easterners are very rare in the West just as Westerners rarely make it to the Far East and, as such, they are treated with wonder and oddity.
Gillian
The peoples of Gillius are noticebly different from the lrger lands of Aurora. With less direct presence of the royal family or the Church of Astron, optons for the huans of this land are more diverse in good and less than wholesome walks of life.
Gillius is more directly ruled by its Lords and Ladies, who though expected to follow the King's example are given more freedom to rule their lands as they see fit which can make the rulers from one domain to another a mixed bag.
Gillians are more diverse in their apperance as well, having cultures and fashions from everywhere in the world.
With the avent of the orc-human cooperation in the Chaos War, barbarian tribes of humans can be found living aside orc tribes or in some cases, tribes of orcs and humans may live as one.
Nazenkan
In the mid-east land of Nazenka, the Saltani rule under the watchful eyes and will of the Genies which are both revered and worshipped in the lands.
Far different from the Western Kingdoms, Nazenka is a land of desert and jungle, mysterious pyramids, and coastal pirates.
The native peoples of Nazenka are darker skinned and haired, with generally bright attitudes when dealing with each other and other peoples, but intense focus when hunting or defending their tribal homes.
Those coming to make a home in Nazenka, tend to tan over a short time under the unforgiving sun, even the most fair skinned people coing to live here having deep tans.
Magic users known as Viziers (what Nzenkans call the wizard class) tend to be highly respected advisors and often rulers in their own right.
The Painted People
The Painted People, also called the Travelers or Road People, are a nomafic people who travel in brightly painted wagon caravans.
The Painted People have brightly, multicolored wagons, tents, clothing, and hair and nails giving them their namesake.
The Paintd People are known as entertainers but also known for their abilities in divining the future through fortune telling, using bone dice, tea leaves, and the Soul Cards.
Sarvanian
If Gillius is less lawful than Aurora, then Sarvania is almost chaotic by contrast. The land was the site of the incursion by the Queen of Chaos onto the world five centuries ago and the tuch of evil and chaos never healed itself, completely.
Areas of Sarvania have become settled over the centuries but the land still remains largely wild and mysterious. Small communties and towns can be found across the land, curving around the outskirts, the "center lands" never quite being settled and the more northern areas being occupied by the orcs and goblinoids with a very tenuous treaty in place to protect both peoples.
Living in Sarvania is tough with any manner of dangers from strange beasts and monsters roaing the land to strange environmental hazards like Psychic Storms.
The Golden Order of Astron hold camps in this land but mostly to test their faith and might against the unnatural dangers and Chaos inherent in Sarvania more than to discipline or watch over the Sarvanians. As such, there is little oversight of each settlement, the Townheads usually making and keeping the law of the towns.
Others
Though it is possible for humans to exist in and come from other lands it is very rare for them to be found in some places. In Sargoth, humans would be treated as untrustworthy strangers at best and as food at worse and a rescued human here would likely live a life in hiding, endangering any orc, goblin, or other peoples hiding them.
Raenatha, the hoeland of the elves and dragonborn likewise do not see a lot of humans outside of circles of druids and rangers who are drawn to the natural spirit of the land. Since the holy hero, Saint Trevisard and her companions defeated Mishka the Wolfspider and sent the Queen of Chaos howling back into the Abyss, half-elves are far more respected in Raenatha and unions between elves and humans are not seen neayly as much of a taboo as it once was. Still, tradition dies slowly and most elven communities are comprised of elves.
With the dragonborn, the opposite applies. Dragonborn comunities are centered around dragonborn and the dragons they revere. The culture of the dragonborn, their foods and traditions and, sometimes, their mere appearnce put off most others trying to become a part of their community.
Humans taken fro the Lost Isles, tend to be displaced people from the ancient world and pre-history. The nature of the Lost Isles make it unlikely that humans would go there to live or escape the strange vanishing lands. And anyone who does leave the Isles, joining the modern world, have much to adapt and get used to.
Kenku
The Kenku have a mysterious history in Garn. As with when found in other places, these crow-like folk have various tellings for their origins and how they came to be the people they are today.
One populr tale says that the kenku were a beautiful bird folk from the Far East but they misused their beauty and their expert flying skills for their own gains, thrown into the spirit world (known as the Shadowfell in the Western world) and stripped of their wings. The Raven Queen took pity on the bird-folk and they have revered her since.
Another tale says that a number of souls found a way to transform into crows or ravens to escape being ushered on to their destination by the Raven Queen and her servants. Over time, this trickery twisted the souls into the kenku who have lived an inbetween life of their former humanity and bird-like being ever since, cursed to mimic their former lives without actually living.
These are but two of hundreds of tales telling of the nature of how the bird-folk came to be and why they have no true community of their own, many of the tales spread and likely created by the kenku, themselves.
However their origin, the kenku can now be found in many towns and cities, acting as messangers, spies, or even guides to others.
Kenku adventurers may appear to be just out for fortune or adventure and that may be the case, but many of the species is secretly looking to uncover the secret of their people's past and how to return to what they were.
Are you just out to enjoy tricking your enemies and making your fortune? Are yu trying to uncover the secrets of your people's past? Are you up to something else completely?
Magen

Long ago, Magga the Mother of Magic, gifted one of her most intelligent and adept
followers (some might say one of her favorite tools) with the power to almost create
life. The first magen were created. These were constructs animated by and able to
manipulate the Weave of magic. These were powerful creations that had a limited use
of spellcsting much like a ring of spell storing. The magen were beautiful creations as
well, appearing as mercurial bluish silver humanoids with glowing magical energy in
their eyes and very resistnt to magic, some calling them arcane golems.
What Magga didn't tell her follower, whose name is lost to history or stricken from, is
that the powerful mystic crystal that powered the magen and the ritual to activate it
drew and trapped a soul within it. Magga may have not even considered the heavy
ramifications of this or she decided to hide this fact from her follower, knowing how
sensitive mortals are to such things.
As the creator of a magen was not consciously drawing the soul into the crystal, the
soul drawn was not chosen but randomly bound to the crystal. The only consistancy
to the soul drawn to the crystal was that it was a powerful soul.
In most cases the soul was put into kind of stasis, its energy being used to power the
construct but it having no control over the magen's body or actions. If the crystak was
destroyed or removed from the magen, the soul would be returned to wherever it had
previously been, with a vague dream-like memory of were it had been.
But sometimes a soul would overpower the crystal and unbeknownst to the magen's creator and supposed master, would be in complete control. Aside from not always being mortal, these souls were also not always of a good creature and when the vile soul of a demon, evil wizard, or other such creature took control destruction and death would follow in the magen's wake. This would be considered a "malfunction" in the arcane community.
Evetually, those studying the magen more closely discovered the truth and the origin of and secret of creating these sometimes living constructs were outlawed and hidden from the world.
But not all of the magen or their crystals were destroyed and some were left with no commands and, it was presumed, fell into a kind of sleep becoming innactive.
About five centuries ago, an influx of chaotic arcane energy erupted in an area where a handful of magen were stored, reactivating them but with unintended consequences.
Whether as a side effect of the chaos or simply being trapped in a maddening stasis for so long, the soul crystals of these magen were reactivated with no sense of self or memories of their true being and, yet, still very much alive. They were new beings cut from almost whole cloth.
What's more, tese magen held the secret of how to create more of their kind, the resulting soul also wiped of its memories, mostly. Though it appears that Magga in her mystical wisdom required the magen to focus all of its own mystical energy into the new magen, destroying the former but freeing its soul from its crystal).
Now, centuries later, you are one of these awaknd beings. Depeding on how long you have been active, you migh wlk the world like a young child, still learning about it, or you might have been a magen for a nuber of years, finally deciding to strike out on adventure for reasons that are strictly your own.
You are a soul bound to the body of an arcane construct. You have bluish silver skin nd eyes that glow with unearthly magical light. Your body is hairless and metallic and may be formed to resemble a male or female humanoid (or neither) depending on the style of your creator. Furthermore, the soul housed within the magen body may not match its appearance.
As an arcan construct, your lifespan is undetermined and may very well be forever barring destruction. You do not age as a magen.
Creature Type: Construct
Size: Medium (about 5-7 feet tall)
Speed: 30 feet
As a magen, you have these special traits.
Darkvision
You have Darkvision with a range of 60 feet.
Mystical Resistance
When you make a saving throw against a spell or a spell-like ability, you add a number equal to your Proficiency bonus to the saving throw result.
Construct Nature.
You do not require food but still require air and you enter a energy conservation state during rest but are still fully aware and are not unconscious. You have resistance to poison damage and advantage on savg throws to avoid the poisoned condition.
You have advantage on saving throws to resist spells and other effects that change your form.
Arcane Nature
You can cast the Identify spell without requiring a spell slot or coponents. You can do this once before a short or long rest.
After copleting a long rest, you or an ally can "store" a spell wthin you by casting the spell. The spell does not have to be a spell you have access to but must be of a level you can cast. You can cast the spell, taking no spll slots but still requiring the csting time and coponents.
As a bonus action, you can expend a spell slot and regain hit points equal to 2 (1d4) per level of the spell slot.
When you make a weapon attack, you can expend a spell slot to do (Level 1-2 1d4, Level 3-5 1d6, Level 7-9 1d8) additional force damage to the attack.
Weapon and unarmed attacks you make are considered magical attacks.
Arcane Soul
You are sometimes plagued by dream-like visions of your true soul's memories. You determine how andd when these manifest but are generally not dehabilitating, happening during inactive moments. As a result, once per long rest you can add 1d6 to a Skill check of any kind as you draw on the skills of that soul.
If you are targeted by the Dispel Magic spell, your movement speed is halved, you cannot take reactions, and you cannot regain hit points until the end of your next turn. If you are in an antimagic field, this effect lasts until you are no longer effected by the antimagic.
Magen Traits
Orc
The orcs of Garn are a proud, strong people who tend to follow what some consider a more primal law of "Might Makes Right". Once considered, and still considered by some, as a "monstrous species", the orcs were targeted by a black spot in history called the Purge, where all so-called monstrous species were driven from what was then called Queensland (Now known as Aurora).
For many years thereafter, over a centuries worth, the orcs hated the more "civilized" peoples of the world, defending their new hoeland of Sargath heroically and ebedding the doctrine of Gruumsh One Eye more and more into their society, the wrath and will of their patron deity driving them to ever more conquest and war.
During the Chaos War, Gillius became besieged by the forces of the Queen of Chaos just as the orc commander Drovaak the Bloodied Axe was to make a large scale attack on the country.
Despite tactics saying that it was the time to strike the civilized lands of Gillius, Drovaak determined there was no honor in this conquest and that the demonic forces of the Queen of Chaos was ore of a threat to orckind as well as the humans and their allies.
Coming to the aid of the people of Gillius, surprising them at discovering who their saviors were, Drovaak and his legons of orcs joined forces with the military in Gillius to drive back the demonic invaders. Drovaak was considerd to be blessed by Gruumsh during the battle not only for his might but for his honor and wisdom.
For once in history, humans, elves, dwarves, orcs, and even goblins celebrated victory together.
After the Gillius Chaos War, the Lady of Cliffhaven offered the orcs a place in the lands of Gillius for those who wished to live on the lands (and not having much choice as the orc forces were still eough to take the lands if they sw fit). Since these days, the orc city of Bloodrock was established in Gillius on the site where a dark fortress once stood that had been dedicated to an infernal being (and may still be if superstition is listened to).
Since this time, the orcs of Gillius have mostly clashed with the nearby dwarves for sometimes imagned and sometimes very real slights on both sides.
The orcs of Sargath still live traditional, bloody and violent lives whereas the orcs of Gillius tend to be less conquering and violent, even traveling and adventuring with other peoples from time to time.
Of course, the presence of the Golden Order of Astron in Gillius, though not as strong as that of Aurora, do not take well to the "monstrous orcs and their heretic god" taking up lands in Gillius but they have little choice but to honor the treaty with the orcs (unless puishing them for any manner of sins and crimes of course).
In Aurora, itself, the heart of the Western Kingdom, and likewise in the Elven homeland of Raenatha, the orcs are rarely if ever seen even to this day, not taking much of an example from Gillius.
As an orc in the world of Garn, you might be an adventurer from the less wartorn lands of Gillius or you might have been raised in the more violent orc homeland of Sargath. In either event, you were brought up with the traditions of Gruumsh the Ever Watchful whether or not you follow the orc patron, meaning you were brought up with the tenets of might earning the gretest reward and weakness being something to cut out like a disease.
Alternatively, you might have been separated from the orc clans altogether, during a skirmish or other battle and raised by any number of peoples who took pity on you as an orc child.
However you came to be where you are, as an orc, you likely get more than a few nervous glances in more "civilized" towns and cities you travel through.
Phanaton
Simple folk from the Cursed Lands of Sarvania and the jungles of Nazenka,
phanatons are small creatures who resemble a cross between an upright
raccoon, spider monkey, and flying squirrel.
Phanatons are widely unknown among the other peoples of Garn, having no
members on any council, no estblished areas in cities, and mostly content to
keep to themselves protecting the wilderness which they tend to worship as
a deity called the Green Mother, believing all life comes from jungles and
forests.
Those who do meet the phanatons, see them as primitive with strange,
arhaic ideas about the world at large.
Though most phanatons stick to their pods, as their tree-built villages are
called, some become captured, lost, or even succumb to wanderlust, striking
out for adventure and travel. Still others might be given a spiritual quest by the elders, commanded by the Mother to travel into the world for some, likely mysterious reason.
As a phanaton, you are an incredibly curious creature, likely asking your companions what every ite they own is and how the items work, everything from a dinner spoon to a magical artifact being a new, fascinating discovery for you. You tend to be very aware of hazards and other dangers in the wilderness or even natural caverns while highly underestimating the dangers of magic, dragons, and other things you have no real knowledge of.
Phanatons live about as long as humans.
Creature Type: Humanoid
Size: Small (about 2-4 feet tall)
Speed: 30 feet
As a phanaton, you have these special traits.
Darkvision
You have Darkvision with a range of 60 feet.
Glyde
You have a flying speed of 40 ft. but can only elevate upwards up to 10 ft. of this movement and must land before the end of your turn or you fall.
Phanaton Tail
You have a prehensile tail which can hold small or smaller items, manipulate doors, levers, and the like, and wield weapons with the light property.
If you are not holding anything with your tail, you have a climb speed equal to your walking speed.
Harmless
If you are within 10 ft. of an ally who is a larger size than you, an enemy must make a Charisma (Insight) check versus your Charisma (Deception) check to target you with an attack. If an attacker succeeds on the save, it is imune to this ability for 24 hours.
You can take the Disengage action as a bonus action.
Green Mother's Blessing
You are blessed by the natural wilderness as one of her creatures. You gain the Sylvan language and can cast Speak With Animals once per a short or long rest.

Phanaton Traits
Tabaxi
The cat-folk of Garn originate in Nazenka but are found in smaller numbers throughout the world, generally traveling in nomadic prides or tribes called qits kits led by a tribal Chief when found in the jungles and deserts but just as often, the curious tabaxi can be found living more solitary and independant lives, espcially outside of Nazenka where they are more prone to travel, adventure, steal, and otherwise find their own way in the world heeding the Tajawi Yahtifu (Wandering Call).
In Nazenka, the tabaxi revere (but would never say anything as boring as worship) Bast, the Queen of Cats, Sekhmet the Hunting Lioness, or Miuu the Cat Lord of the Beastlands.
When traveling the world, tabaxi may pick up or at least pretend to pick up any number of other faiths more appropriate to the lands they travel.
Tabaxi are thought of as exotic in the Western world and almost patronizingly friendly but they tend to be well liked by all they encounter until proven they are not worth the hospitality and trust.
Tabaxi merchants tend to be known for offering unique and wondrous items that one can't pick up in just any local shop and, as such, one might find herself approached by clueless locals assuming she is a merchant with special wares or a tale teller with stories from around the wide world.
Tabaxi are known entertainers, always popular as bards, poets, dancers, and the like, somethng that comes natural to the adventurous worldly cat-folk.
As a tabaxi in Garn, you could literally be on just about any path in your life. Though not many tabaxi seek magicl power, immortality, or the most powerful artifacts, adventuring and wanderlust come naturally. You might be a solitary tabaxi out exploring the world for the sake of adventure or you might be on a quest from your pride and one of the tabaxi gods for a reason that is likely a mystery to you.
Tiefling
Tieflngs are a rare sight on Garn and often met with some suspicion, or outright hatred in lands where the Golden Order of Astron has a stronger hold.
With the infernal nature of tieflings, even smaller towns and villages of orcs and the like are cautious at best in befriending the lower plane descendants.
As a tiefling, you might be the subject of a cursed birth from some time in your bloodline, a deal a family member (or you, yourself if you were once a member of another species), or an adventuring parent may simply had been subjected to energy from the lower planes.
However you came to be a tiefling, you do not live the easiest life on Garn, and your current companios may be the first true friends you have had in your life of persecution and mistrust.
Vorikk (Troll Blooded)

Vorrik Traits
Others
There are numerous and almost endless other species in the world
of Garn. Though most of the other species are mostly restricted to
NPCs or monster encounters, many of them may have good reasons
to join an adventuring party or to break free from their own people.
Perhaps a derro from the Underdark has a moment of clarity and
seeks sanity on the surface, likewise for a roving kua-toa, a wayward
grung may be curious about the strange folk who make camp in
their swamp, the tortles of the Lost Isles may find modern Garn a
strange place when fleeing the isles. A fairy might have become
stranded on the Garn side of the Feywild or a Shadar-Kai might
find the vibrant material plane more pleasant and fascinating than
the Shadowfell. And so on.
It is rare that deeper planar travelers find themselves on or at least
stuck on Garn but with such incursions as the illithids, you may be a githyanki doing your time on Garn until you can locate and destroy the mind flayer nest that has infested this pitiful rock of a world.
And, again, so on.
Discuss wit the DM other species you may want to play either from the 2014 material or older or a unique species you may wish to play.

Classes
Across the world of Garn, people pursue a variety of careers.
Most folk fall into jobs that provide for themselves or for their
family while some pursue careers through a calling to serve the
gods or to serve their leaders, perhaps hoping to lead themselves,
one day.
It is the rare few who devote themselves to the powerful careers
known as classes. Some would even call these individuals heroes.
The classes described in the 2024 PHB are all available in this
campaign and some of the 2014 class options might be as well
with DM approval.
Along with the options given in the official rules, the following
new class options are also available which include new Cleric
Domains, Sorcerer Origins, and Warlock Patrons. Along with
these, there is also the custom Shaman Class and subclasses
given in detail.

Class Options
The following custom class options are availble for the cleric, sorcerer, and warlock. An entirely new class, the Shaman, is also available.
It goes without saying, when using these custom options, discuss them with your DM to make sure that the DM wishes to use the expanded options in their campaign.
Cleric Divine Domains
Justice Domain
Deliver justice on those who deserve it. Give retribution to the injusticesw in the world.
The Justice Domain concrns itself with levying judgment and
retribution on the evils of the world, bringing justice to the dark
corners of the world and to bring justice on to those who have escped
it,
This domain lends itself, naturally, to law and lawful characters.
Though the more chaotic might seek justice for themselves and those
close to them, those truly devoted to justice requires a more
disciplined and structured nature.
Deities of Justice tend to be figures directly opposed to their evil
counterparts such as Bahamut or concerned with judgement like
Shael.
Level 3: Devotee of Justic
You are not easily deceived or tricked. You gain a +2 to your Wisdom
(Insight or Perception) checks. When you reach 6th level, this bonus
increases to a +4.
Justice Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the
Justice Domain Spells table, you thereafter always have the listed
spells prepared.
Justice Doman Spells
Level 3: Wrath of Justice
As a Bonus action, you ignite your weapon with radiant fire as it strikes a foe. The target takes an additional 1d6 + your proficiency bonus in radiant damage.
Level 6: Aura of the Just
As a Magic action, you present your holy symbol and expend a use of your channel divinity to create an aura around you in a 30 ft. radius. Enemies in the area have vulnerability to radiant damage and the area is difficult terrain to them. Unless dispelled, the aura last for 10 minutes or you dismiss it (no action required).
Level 17: Judgment's Sunder
When you use your Wrath of Judgment, it deals 1d10 + your proficiency bonus in rafiant damage instead and the target is stunned until the end of its next turn.


Protection Domain
Protect those who cannot protect themselves. Defend that which needs defending.
The Protection Domain is dedicated to protecting those who need it,
whether its very capable allies or, especially, the defenseless. Clerics
of the Protection Domain tend to have no patience for those who
have power and lord it over others.
The cleric of this domain does not gravitate towards a particular
tendency toward law or independence but typically is not coprised of
evil clerics.
Deities of Protection tend to be guardians such as Dahrna or matron
deties such as Raen.
Level 3: Aura of Protection
As a Magic action, you present your holy symbol and expend a use of
your channel divinity to create an aura in a 20 ft. radius surrounding
you. Each ally in the area gains a +2 to their AC. The aura lasts for 10
minutes or until dispelled or you dismiss it (no action required).
Protection Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the
Protection Domain Spells table, you thereafter always have the listed
spells prepared.
Protecton Domain Spells
Level 3: Protective Magic
You know the spells Blur and Shield which count as cleric spells for you.
Level 6: Shield from Harm
As a Reaction, when an ally withn 20 ft. of you is hit with an attack, you can grant that ally immunity to one of the attack's damage types until the start of the ally's next turn.
Level 17: Greater Aura of Protection
When you use your Aura of Protection, it is a 30 ft. aura. The aura also grants resistance to a single damage type of your choic from acid, cold, fire, necrotic, lightning, radiant, or thunder damage.


Rogue Subclasses
Acrobat
Become a master of movement and balance.
Finding their origins among circus performers and entertainers, the
acrobat controls their movement and balance in astounding ways,
making them perfect for getting into places quickly and through
openings high enough to be overlooked or for spying from above,
comfortably perched in an area others would not supect.
Level 3: Master of Movement
You gain an additional 10 ft. to your movement speed. In addition, you
have a climb speed equal to your walking movement speed.
When you would take falling damage, you take half as much damage
nstead (rounded down).
When you take the dodge action and an attack misses you, you may
move up to half your movement speed.
Level 3: Balancing Act
You can move over an area as small as half an inch (rope, sleight edge,
etc.) without effecting your movement speed.
Level 9: Vault
You can use a movement action to move through the space of an
object or creature that is no more than one size category larger than
you as long as you move at least 5 ft. beforehand.
Level 9: Knife Juggler
When you make an attack with a thrown weapon, you can make one additional attack with a different light thrown weapon in your possession.
Level 9: Acrobatics Mastery
You have advantage on Dexterity (Acrobatics) skill checks.
Level 13: Moving Strike
When you use the Cunning Strike feature, Withdraw, you gain 5 ft. additional movement. You can forgo additional sneak attack damage dice to gain an additional 5 ft. of movement per die you forgo.
Level 17: Greater Master of Movement
You now have a 20 ft. bonus to your movement speed instead of 10 ft. If you move at least 10 ft. before attacking a target, you have advantage on the attack. When an attack misses you, whether or not you use the Dodge action, you can move up to half your movement speed without provoking attacks of opportuity.
You can use your Cunning Action as a Rection if you have not used it as a Bonus Action or Action.

Thug
If you are strong and fast enough, then being hidden is moot.
Used as enforcers, bodyguards, and money collectors, the thug is a
rogue priding themselves on might over finesse. The thug combines
the raw, physical prowess of a fighter with the quick movement and
deadly strikes of the roue.
Level 3: Dirty Fighting
You can use your sneak attack feture with versatile weapons as well
as finesse weapons.
Level 3: Thug's Intimidation
You can use your Strength score to make Intimidation checks instead of Charisma.
Once per long rest, you can target a creature you can see within 30 ft.
and force the target to make a Wisdom saving throw with the DC
equal to your Intimidtion Skill check or be frightened of you for
1 minute. The taqrget can repeat the saving throw at the end of each
of its turns to end the frightened effect. At 9th level, you can use this
ability twice per long rest and at 13th level you can use it three times
per long rest.
You can use your Sneak Attack feature against creatures that are
Frigtned, despite if the creture fulfills any oter requrement of Sneak Attack or not.
Level 9: Deadly Weakness
When using a versatile weapon, you reroll 1s on Sneak Attaxk damage dice.
Level 9: Pushing Strike
When you use your Cunning or Devious strikes you can also push the target up to 10 ft.
Level 13: Relentless Attack
You gain the Relentless Attack Cunning Strike feature.
Relentless Attack (cost 3d6). You can make one additional attack against the target, using a versatile weapon.
Level 17: Viciousnss
When damage reduces you to 0 hit points, you may immediately make a melee attack against a creature within range before you fall unconscious or die.
When you use Sneak Attack, you gain a critical hit on an 18 or above.

Sorcerer Arcane Origins
Primordial Sorcery
Dare to tap into the raw power that holds the multiverse together.
Cosidered heretics by several and dangerous by most, these sorcerers
harness their power from ancient, raw power that taps into the very
creation and entropy of the universe all at once.
A priordial sorcerer may be a very distant descendnt of one of the
beings known as primoridals or Dawn Titans, beings of vast
elemental power, a power predating the gods, themselves. Or, the
sorcerer's parents might simply have been exposed to the Elemental
Chaos through experiment or direct exposure to one of the Elemental
planes. Whatever, their origin, their power is of raw elemental energies
that all around them fear and respect.
Unchecked, this power can lay waste to entire nations, but controlled,
the abilities of the prioridal sorcerer is hard to deny or to match.
Level 3: Primordial Power
When you cast a spell doing only acid, cold, fire, or lightning damage,
add one damage die to the damage. You are also resistant to that
damage type until the start of your next turn.
Level 3: Primordial Spells
When you reach a Sorcerer level specified in the Primordial Spells
table, you thereafter always have the listed spells prepared.
Priordial Sorcery Spells
Level 6: Elemental Resistance
When you complete a short or long rest choose an elemental damage type from acid, cold, fire, or lightning ad you are resistant to that damage.
If you are subject to a damage type from above and are not resistant to it, you can use a Reaction to become resistant to that damage type until the start of your next turn.
Level 14: Primordial Presence
Elementals must succeed on a Wisdom saving throw with a DC equal to 10 + your Proficiency Bonus in order to attack you.
Furthermore, you can take a Magic Action to cause each elemental within 30 ft. of you that is aware of you to make a Wisdom saving throw with the DC equal to 10 + your Proficiency Bonus or be frightened of you for 1 minute. The elemental can repeat the saving throw at the end of each of its turns to end the frightened condition.
If an elemental within 30 ft. of you, is under another's control, you can take a Magic Action to cause the eleental to make a Wisdom saving throw with the DC being equal to your Charisma (Persuasion) check or be under your control for 1 minute. You must be able to see the elemental to use this feature and the effect ends if you or an ally do damage to the elemental.
Level 18: Primordial Mastery
When you use your Elemental Resistance feature, you are instead immune to that damage type.
When you would take damage from this damage type. you can use a Reaction to, instead, regain hit points equal to half the damage that would have been taken (rounded up).
When you target a creature with a spell that does acid, fire, cold, or lightning damage and has a single target, you can target a second creature within 20 ft. of the first with the same spell.


Veil Sorcery
Tap into the arcane power of the Ethreal and Negtive Energy plane.
Death and tragedy has followed you throughout your life as has the
haunting voices of the spirits of the dead. As your life has progressed,
so has your control over the energy of unlife, the antithess to radiance
and life.
Your family might be cursed by some unded lord such as a mumy ot
vampire, one of your parents were, perhaps, subjected to an unusual
amount of necrotic energy, perhaps you are the product of a mother
who was the victim of an undead monter or a possession by a ghost
or other undead spirit.
Whatever your ties to the ghostly ethereal realm and the Negative
Energy Plane, you are abie to bend their arcane energies to your will.
Level 3: Etherel Jaunt
You can expend a Sorcery Point and enter the Ethereal Plane as part
of your Movement. You can pass through object and creatures during
this movement but are placed back in the Mterial Plane at the end of
your movement. If you end in a creature or object, you are placed on
the nerest unoccupied space, taking 7 (2d6) force damage.
Level 3: Necrotic Infusion
You are resistant to Necrotic damage. When you cast a spell that deals
damage you can change the damage type to Necrotic.
Level 3: Veil Spells
When you reach a Sorcerer level specified in the Veil Spells table,
you thereafter always have the listed spells prepared.
Veil Sorcery Spells
Veil Manifestations
When you cast a spell, choose one of the following or roll randomly from the Veil Manifestations Table. With DM approval, you can customie your manfestations.
Level 6: Ghostly Guidance
When you make a Skill check, you can spend a Sorcery Point to ask the spirits of the dead for help, gaining advantage on the Skill check roll.
Level 6: Vampiric Casting
When you cast a spell doing Necrotic damage, you can use a Bonus Action to select a single target of the spell and regain hit points equl to 1/2 the damage the target took (rounded up).
Level 14: Gift of the Negative Energy Plane
You are immune to Necrotic damage.
When you do Necrotic damage to a creature, you can expend 2 Sorcery Points to increase the damage by 1 daage die. You can expend Sorcery Points multiple times in this way.
Level 18: Parting the Veil
You can spend 1 Sorcry Point to see into the Ethereal plane.
You can spend 3 Sorcery Points to step into the Ethereal plane, returning to the Material plane as a Bonus action.
You can spend 4 Sorcery Points to summon a ghost. The statistics ffor the ghost can be foud in the Monster Manual. You command the ghost as a Bonus action and it acts on its own Initiative turn.



Warlock Otherworldly Patron
Greatwyrm Patron
Embrce the wisdom and power of an ancent dragon.
You have entered a pact with a very ancient and powerful dragon, known as a greatwyrm. It may be a metallic dragon, hoping to make
more of an impact on the world through you or a chromtic dragon who'
considers you little more than a pet or one of its many servants.
You may have a close relatonship with your draconic patron or you
might consider the dragon simply a means to great power, entering a
dangerous game of cat and morsel just for one more powerful secret.
Level 3: Breath of the Ancients
When you cast the Dragon;s Breath spell, you may choose Necrotic or
Radiant as additional damage options.
Level 3: Scales of the Ancients
You can cast the Shield spell without costing a spell slot. You cqn casr
the spell a number of times equal to your Chrisma bonus. Thes uses
are regained during a long rest. The spell appears as scales the color
of your patron's scales covering your body.
Greatwyrm Spells
The magic of your patron ensures you always have certain spells
ready; when you reach a Warlock level specified in the
Gretwyrm Spells table, you thereafter always have the listed spells
prepared.
Greatwyrm Warlock Spells
Level 6: Gift of the Gretwyrm
Choose one damage type when taking this feature, depending on the nature of your patron from Acid Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thuder. You are resistant to that damage type. When you do damage of the chosen type, you do additional damage of that type equal to your Charisma bonus to the target or targets.
Level 10: Greatwyrm's Flight
You can take a Magic Action to quickly grow a pair of draconic wings, resembling the wings of your patron for 1 hour. You have a fly speed equal to your walking speed plus 10 ft. You can use this feature three times per long rest.
Level 10: Presence of the Dragon
You can use a Bonus Action to cause each creture of your choosing within ft. that is aware of your presence to make a Wisdom saving throw with a DC equal to + your Charisma Bonus or be frightened of you. The target can repeat the saving throw at the end of each of its turns to end the frightened condition, making the saving throw with advantage if out of sight of you otherwise ending the effect after 1 minute. A creature succeeding on this save is immune to this feature for 24 hours.
Level 14: Greatwyrm Roar
You can use a Magic Action to cause each creature of your choice within 30 ft. of you that can hear you to make a Wisdom saving throw with a DC equal to 12 plus your Charisma Bous or take 13 (2d12) thunder damage and be knocked prone, taking half as much damage on a successful save and not being knocked prone.


The Shrouded Patron
Enter a pact with a mysterious, powerful entity.
You have entered a pact with a mysterious being, a shade that came to
you, somehow conveying its wishes of you without words, granting you
power in return for doing the Shrouded's bidding.
You have come to realize that the source of your power eminates from
the Shadowfell. Whether your mysterious patron is the Raven Queen,
a powerful sorrowsworn, a shade, or some other power in that dark
realm is unknown but you do knowthe power you have syphoned from
the Shadowfell hs chnged you, made you colder and more secretive
yourself.
Level 3: Cloak of the Shrouded
You have advantage on Dexterity (Stealth) checks when you are in dim
light or darkness.
Level 3: Shadow Walk
You know the Misty Step spell and can cast it once per long rest
without speding a spell slot but can use spell slots to cast it as well.
This spell manifests as you stepping into the shadows to emerge
from other shdows.
Shrouded Spells
The magic of your patron ensures you always have certain spells
ready; when you reach a Warlock level specified in the
Shrouded Spells table, you thereafter always have the listed spells
prepared.
Shrouded Warlock Spells
Level 6: Shaded Spell
When you cast a spell, you can use a Bous Action to enter the Invisible condition if you are in dim light or darkness.
Level 10: Reach of Shadows
You can cast a spell from a space you can see within 120 ft. of you that is in di light or darkness as if the spell originates from that space.
Level 14: Curse of the Shdowfell
When you cast a spell that does cold or necrotic damage, you also cause the target's moveent speed to become 0 and the target has disdvantage on its attack rolls until the end of its next turn.


Shaman

A SHAMAN COMMUNES WITH PRIMAL SPIRITS
Core Shaman Traits
Shamans are mystics usually found around tribal peoples who draw on the power of spirits, both primal and ancestral in nature. Calling on the power harnessed from the spirits, shamans can use that power to protect, heal, or manipulate others or bring spiritual energies to bear on their enemies more directly.
Shamans concern themselves with learning about and from the Spirit World (what others might call the Etherel Plane) and securing its borders in the living world to ensure darker spiritual entities do not invade the world of the living.
Some shamans respect and revere the spirits of the Spirit World where some siply see these spirits as tools whose power is free to be harnessed. Some shamans rely on the spirits of their ancestors for guidance and power, others might become copanions to exemplars of ideals or representations of natural creatures while others comune with ancient, primal spirits that are unlike any being walking the world today.
These different approaches to shamanistic practice are called Roads.
As a Level 1 Shaman
• Gain all the traits in the Core Shaman Traits table.
• Gain the Shaman's level 1 features, which are listed in the Shaman Features table.
As a Multiclass Shaman
• Gain the following traits from the Core Shaman Traits table: Hit Point Die and training with Light armor (and Hide).
• Gain the Shaman's Level 1 features, which are listed in the Shaman Features table. See the multiclassing rules in chapter 2 of the 2024 PHB to determine your available spell slots.
As a Shaman, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
Shaman Features
Level 1: Spellcasting
Through your connection to the Spirit World, you have learned to harness spiritual energy into arcane magic, allowing you to cast spells. Chapter 7 in the 2024 PHB explains how to cast spells and this section explains how spellcasting relates to Shaman spells which can be found in the Shaman Spell List show later in this class' description.
Cantrips. You know two cantrips of your choice from the Shaman spell list. Chill Touch and Spirit Shield are suggested cantrips to begin with.
Whenever you gain a Shaman level, you can replace any number of your cantrips with other cantrips of your choice from the Shaman spell list.
When you reach Shaman levels 4 and 10, you learn another cantrip of your choice from the Shaman spell list, as shown in the Cantrips column of the Shaman Features table.
Spell Slots. The Shaman Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Lvel 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Shaman spell list.
The number of spells on your list increases as you gain Shaman levels, as shown in the Prepared Spells column of the Shaman Features table. Whenever that number increases, choose additional spells from the Shaman spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Shaman feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Shaman spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Shaman spells for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Shaman spells.
Spellcasting Focus. You may use a Shamanic focus called a fetish for your Shaman spells. A
Shamanic fetish is generally a staff, rod, or ritual dagger.
Level 1: Spirit Token
Spirit tokens are small representations of spirits, often given to a Shaman in ppreciation forhelping the spirit it belongs to or copleting a request for a spirit. However, spirits and other cretures of the Deep Ethereal also shed such tokens when destroyed, reforming once the token is used.
The Shaman Fetures table shows the maximum number of Spirit Tokens a Shaman can have per level. Spirit Tokens are recovered after a Long Rest but can also be regained through roleplay and helping or harmng the spirits.
You can utilize these tokens in various ways as described here. As you gain Shaman levels more uses of the Spirit Tokens become accessible.
If you kill a creature in the Ethereal Plane, you can use a Bonus Action to form that creture's spirit material into a Spirit Token and collect it, regaining 1 Spirit Token if you are not at your maximum tokens.
Through roleplay and persuasion, you may be able to convince a sprit to gift you a token.
This has the same effect but does not destroy the spirit.
Token of Awe (1 Token). You can take a Magic Action to cause up to three creatures
that are awre of you to make a Wisdom saving throw (DC equal to your spell DC) or becoe
frightened of you for 1 minute. The target(s) can repeat the saving throw at the end of each of
its turns to end the frightened condition. Undead and creatures native to the Ethereal Plane have Disadvantage on this saving throw,
Token of Recovery (1 Token). You take a Bonus Action and regain 2d8 + two times your Proficiency Bonus hit points.
Token of Spite (1 Token). When you make an attack that targets one creature, the creature takes an additional 5 (2d8) damage that is either Necrotic or Radiant (your choice).
Level 2: Spirit Guide
You have made contact with a spirit who is willing to be your guide to the Spirit World and its inhabitants as well as helping to teach you Shamanistic magic and empowering your magic through its spiritual nature. Your spirit guide manifests however you like, perhaps representig you in some ways as an ancestor spirit, perhaps as an embodiment and ideal of a particular beast, monstrocity, or other creature or something more abstract altogether, representing an ideal or strong belief.
Your Spirit Guide appears to float around you and talk with you as you cast spells and go about tasks. Your Spirit Guide does not take Actions and cannot attack or be attacked. The Guide is linked directly to you and may seem distressed when you are injured or knocked out.
Once per Long Rest, you can make a Skill check or a saving throw with Advantage.
Level 3: Shaman Subclass
You gain a Shaman subclass of your choice. The Primal Road, Road of the Manitou, and the Road of the Witchdoctor subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Shaman levels. For the rest of your career, you gain each of your subclass’s features that are of your Shaman level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Shaman levels 8, 12, and 16.
Level 5: Spirit Walker
You have become adept in your knowledge of the Spirit World. You can use a Magic Action and send your Guiding Spirit into the Ethereal Plane, able to see and hear through the spirit. The spirit takes on your Ability Scores, Skills, Saving Throws, and Hit Points. It has a 40 ft. fly speed and an AC equal to 12 plus your Charisma bonus. Your spirit does not have access to your equipment. If your Guiding Spirit is reducd to 0 hit points then any damage beyond what reduced the hit points to 0 is taken by you and your Guiding Spirit cannot manifest again until completing a Long Rest. While you use this ability your body is Unconscious. You can maintain this feature for one hour, otherwise ending it at any time (requiring no Action). As a Magic Action, you can have your Guiding Spirit leave the Ethereal. In the Material Plane, it has the same statistics but hs the Invisible condition unless you wish it to be visible.
You can use this feature once before taking a Short or Long Rest.
Level 7: Spiritual Symbiosis
You have become truly connected to your Guiding Spirit. Your fetures have come to resemble the spirit in some ways. Your eyes may resemble the spirit's eyes, you might have markings on your body resembling the patterns found on the spirit's body, you may have an aura of energy surrounding you that is the same as an aura around your Guiding Spirit, as a few examples.
When you take damage, you can use a Reaction to halve the damage, your spirit absorbing the rest. When you use this feature, your Guidng Spirit is put to rest and cannot be manifested until completing a Short or Long Rest.
You can cause your Guiding Spirit to fly to an unoccupied space you can see up to 40 ft. from you (requiring no Action but only once on a turn). You can cast spells originating from your Guiding Spirit instead of yourself as if you are located where the spirit is. At the end of your turn, the sprit teleports back to your location.
Level 15: Greater Spirit Guide
Your Spirit Guide has grown in power through your connection with it. You gain the following abilities through your Spirit Guide expending Spirit Tokens to do so.
Ghostly Touch (1 Token). You target a creature you can see within 60 ft. of you, causing your spirit to touch the creature as a magic action. The target must make a Constitution saving throw (against your spell DC) or take 18 (4d8) necrotic damage, half its movement speed halved, and not be able to recover hit points until the end of its next turn, taking half as much damage on a successful save and suffering no other effect. Your spirit teleports back to your location once the effect it used.
Ravaging Spirit (2 Tokens). When you make an attack against a creature within 60 ft. of you, you can cause your spirit to attack the same target, using your Melee Spell attack. If the target is hit, it takes 14 (4d6) damae that is either Necrotic or Radiant (your choice) and the target cannot take Reactions until the end of its next turn.
Refreshing Spirit (2 Tokens). Select up to four allies, including yourself if you wish, that you can see within 60 ft. of you. Your spirit touches each ally before returning to your location and each target regains 22 (5d8) + 2 X your Poficiency in hit points and you can remove one condition from a single target.
Spirit Teleport (2 Tokens). As a Bonus Action, you cause your spirit to enshroud you and each ally within 5 ft. of you, teleporting you and your targeted allies as well as any equipment you are carrying to an unoccupied space you can see within 90 ft.
Level 19: Epic Boon
You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify.
Level 20: Shamanic Enlightenment.
You have become adept in yur knowledge of the Spirit World and its energy constantly surrounds you and runs through you, granting you the following benefits.
Arcane Spirit Energy. You can convert Spirit Tokens into Spell Slots. Each token is a spell level slot, thus a 2nd level Spell Slot would require 2 Spirit Tokens, a 5th level Spell Slot would require 5 Spirit Tokens, and so on. This requires no Action.
Gifted Spirit Tokens. When you coplete a Short Rest, you regain 1d4 +1 Spirit Tokens.
Longevity. The spiritual magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
Spirit Step. You can use a Bonus Action to step into the Ethereal Plane. In the Ethereal Plane you can see into the Material Plane, able to hear and see as with your own senses, forgoing your senses in the Ethereal Plane. You can return to the Material Plane as a Bonus Action. While in the Ethereal plane you have a flying speed of 60 ft. and resistance to Necrotic damage.

Becoming a Shaman...
Shaman Class Features




A DWARVAN SHAMAN SUMMONS A PACK OF SPIRIT OWLS
Shaman Spell List
This section presents the Shaman spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Canrips (Level 0 Shaman Spells)

Level 1 Shaman Spells

Level 2 Shaman Spells

Level 3 Shaman Spells

Level 4 Shaman Spells

Level 5 Shaman Spells


Level 6 Shaman Spells

Level 7 Shaman Spells

Level 8 Shaman Spells

Level 9 Shaman Spells

Shaman Spell Descriptions

Life Candle
Necromancy, (Ritual)
Casting Time: 10 Minutes
Range: ▬
Components: V, M (a single candle)
Duration: Until Dispelled
You light a candle and touch a willing target while casting
this spell. The candle flame takes on a strange, greenish
color for the duration. The fire of the candle no longer burns
(but still supplies candelight) and can only be extinquised by
magical means (such as the Gust of Wind spell) or by you as a
Bonus action, ending the spell.
While the candle remains aflame, the flame will turn a reddish
color if the target is reduced to 1/2 of its hit points or less. If
the target dies, the candle turns gray and the flame goes
out, ending the spell.
Spirit Shield
Necromancy, (Concentration)
Casting Time: Action
Range: Self
Components: V, S, M (a sliver of wood)
Duration: 10 minutes
You create a shield that is charged with spirit energy. The shield hovers around you. When you are hit with an attack and the shield is present, you can use a reaction to raise your AC by 2 for that attack.
You can dispel the shield at any time (requiring no action).
Spirit Knife
Conjuration
Casting Time: Action
Range: Self
Components: V, M (a bit of metal shavings)
Duration: 1 Hour
You create a knife made from spirituqal energy. The knife's attacks are magical, use your melee spell attack rolls, and does damage equal to 1d4 plus your Charisma bonus in either Necromantic or Radiant damage (your choice when making an attack). You can throw the knife up to 40 ft, using your ranged spell attack roll to hit with the same noted damage. The knife returns to your hand at the end of your turn if thrown.
Commune With Spirits
Divination, (Concentration, Ritual)
Casting Time: Action
Range: Self
Components: V, M (a bit of ash)
Duration: Instantaneous
You reach out to a spirit that is not your Guidng Spirit and cause it to manifest before you. You can ask the spirit three questions to which it must answer truthfully but does not have to answer at all unless the spirit is known to you (you know it by name, have met it before, or are familiar with the spirit in some way).
Once you have asked the three questions or after 10 minutes, the spirit is dismissed.
Ether Weapon
Conjuration, (Ritual)
Casting Time: Action
Range: 5 ft.
Components: V, S
Duration: 1 Minute
You touch a nonmagical weapon you or another creature within range are holding and imbue it with spiritual energy. The weapon's attcks are considered magical and does an additional 3 (1d6) damage that is either Necrotic or Radiant Damage (chosen by you when you cast this spell) for the duration.
Ghost Dance
Enchantment, (Concentration)
Casting Time: Action
Range: 30 ft.
Components: S
Duration: 1 Minute
You channel a dancing spirit and enact its dance, causing it to manifest and continue dancig for the duration. Each creature of your choice that can see you within 30 ft. must make a Wisdom saving throw or become Charmed. While charmed in this way, its movement speed is reduced to 0 and it uses its action to sway to the spirit's dance, only able to take Bonus actions. The target can repeat the Wisdom save at the end of each of its turns, ending the effect on a successful save. A creature succeeding on its saving throw is immune to this spell for 24 hours and creatures immune to the charmed condition are not effected by this spell.
Spirit Bolt
Evocation
Casting Time: Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You cause a bolt resembling a screaming spirit to fire at a target, using your ranged spell attack to hit. On a hit, the target takes 4 (1d8) damage that is either Necrotic or Radiant (your choice).
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot above the 1st Level, the bolt does an additional 1d8 damage per level above the 1st.
Spirit Spy
Conjuration, (Concentration, Ritual)
Casting Time: 10 Minutes
Range: 500 ft.
Components: V, S, M (a small or tiny animal skull)
Duration: 1 Hour
You conjure a small beast-like, ghostly skull which travels the Ethereal Plane. It has a fly speed of 40 ft, an AC of 12, and 20 hit points. You can see through the skulls eyes and, as a Magic Action can cause the skull to peer into the Material Plane, allowig you to visit an area as if standig in the area (though you cannot hear). While controlling the skull and seeing throug it, your body is Blinded.
Ether Ward
Conjuration, (Ritual)
Casting Time: Action
Range: Self
Components: V, M (a pinch of salt)
Duration: 10 Minutes
You make a circle in a 15 ft. radius aroud you. For the duration, a creature in the area cannot use ethereal movement and cannot travel to or from the Ethereal Plane.
Eyes of the Spirit
Divination, (Concentration, Ritual)
Casting Time: Action
Range: Self
Components: V, S
Duration: 10 Minutes
For the duration, you can see Invisible creatures as well as creatures in the Ethereal Plane.
Locate Spirit
Divination, (Concentration, Ritual)
Casting Time: Action
Range: Self
Components: V, S, M (a shard of metal)
Duration: 1 Hour
You cast this spell and know the direction and distance to the nearest spirit or if you name a spirit you are familiar with, you know the direction and distance to that spirit.
Spirit Hex
Necromancy, (Concentration)
Casting Time: Action
Range: 120 ft.
Components: V, S
Duration: 1 Minute
You target a creature you can see within range. The target is beseeched by a dark spirit and must make q Wisdom saving throw or spell attack rolls have advantage against it and it suffers disadvantage on saving throws agaist spells. The target can repeat the saving throw at the end of each of its turns to end the effects.
Conjure Spirit Pack
Conjuration, (Concentration)
Casting Time: Action
Range: Self
Components: V, S
Duration: 10 Minutes
You cause a pack of spirits taking any form you like to surroud you in a 10 ft. radius. When you make an attack against a creature in the area, the target takes an additional 7 (2d6) damage that is either Necrotic or Radiqant (chosen by you when you cast this spell).
Alternatively, you can use a Bonus Action to cause a creature in the area to make a Constitution savig throw or take 10 (3d6) damage of the type you chose when casting this spell.
Using a Higher-Level Spell Slot. When you reach 5th spellcsting
level, the damage for this spell is 10 (3d6) and 14 (4d6). at your 7th
spellcastng level the damage is 14 (4d6) and 17 (5d6).
Fetish Mask
Conjuration, (Ritual)
Casting Time: 10 Minutes
Range: Self
Components: V, S, M (a carved and decorated mask or headress
worth at least 25 gp)
Duration: Instantaneous
You bind the mysterious, arcane energy of the Spirit World into a
mask or headress you have created. The mask can now be used as
a fetish (spell focus) allowing you to not have to hold your focus.
Furthermore, when you damage a target with a spell that targets
only that creature, the target must make a Wisdom sving throw
or be Frightened of you for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the frightened condition on a successful save. A target succeeding on their saving throw is imune to the mask's fear effect for 24 hours.
Only one fetish mask can be created by this spell at a time, unless the mask is destroyed.
Read Object
Divination, (Ritual)
Casting Time: 10 Minutes
Range: Touch
Components: S, M (the item being read)
Duration: Instantaneous
You touch an object and can awaken its spirit or a spirit representing the object type. The spirit will answer up to three questions about the object and answer truthfully. This can be a description of who last held or used the object, how the object came to be where it is, any magical qualities of the object, as some exmples. The answers are limited to the object's experience and from the perspective of the spirit (whose priorities and attitudes about its environment might differ from yours).
Shared Soul
Necromancy, (Ritual)
Casting Time: Action
Range: Touch
Components: S, M (an item belonging to the target creature)
Duration: 1 Hour
You touch a willing creature and you become connected to that creature. When you or the target take damage, the target takes half the damage and the connected takes half the damage. When regaining hit poits, likewise, each of the connected regain half the hit points.
When one of the connected makes a savng throw, the other can use a Reaction to also make the savng throw but if both saves fail then both of the connected suffer the effects (halving damage between them as usual).
Lastly, if one of the connected takes an Action, they can see and hear what the connected hears and sees.
Vexing Spirits
Conjuration, (Concentration)
Casting Time: Action
Range: 120 ft.
Components: V, S
Duration: 1 Minute
You target a creature you can see within range. The target is surrounded by spirits that hiss and growl and harrass the target. The target must make a Wisdom saving throw at the start of each of its turns in order to make attacks and attacks it makes are at Disadvantage. Attacks against the target do an additional 9 (2d8) damage that is either Necrotic or Radiant (chosen by you when you cast this spell).
Conjure Primal Spirits
Conjuration, (Concentration)
Casting Time: Action
Range: Self
Components: V, S, M (aged animal jawbone)
Duration: 1 Hour
You conjure a small pack of primal spirits around you in a 10 ft. radius. These spirits may appear as smaller dinosaurs, saber tooth tigers, prehistoric apes, or other ancient creatures.
When a creature enter the area of the spell for the first time or ends its turn there, it must make a Strength saving throw or take 24 (7d6) magical piercing damage and be pushed 10 ft. from you, taking half as much damage on a successful save and not being pushed. Creatures in the area of the spell other than you, have Disadvantage on Attack roll.
Enchanting Spirit
Enchantment, (Concentration)
Casting Time: Action
Range: 120 ft.
Components: V, S
Duration: 1 Hour
You cause a beutiful, enchanting spirit to appear before a creature you can see within range. The target must make a Wisdom saving throw or be Charmed. While charmed in this way, the target is also Stunned and the target takes 5 (2d4) Necrotic damage and you regain hit points equal to the damage the target takes. The trget can repeat the saving throw at the end of each of it turns to end the charmed condition.
Exorcism
Abjuration
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
You cause a possessing creature to exit the body of the possessed and the possessed target regains 10 hit points.
Gift of the Spirit World
Evocation
Casting Time: Action
Range: Touch
Components: V, S, M (a feather)
Duration: 1 Minute
You touch a willing creature who glows with a warm light. The target gains 20 Temporary hit points, gains 10 ft. of movement speed, and gains a +2 bonus to its AC for the duration.
Sanctuary of the Spirit World
Conjuration, (Concentration, Ritual)
Casting Time: 10 Minutes
Range: Self
Components: V, S, M (a polished stone)
Duration: 1 Minute
You create an aura of spiritual energy in a 20 ft. radius around you. Any ally in the area cannot be targeted by spells or magical attacks and has advantage on Savng throws. As a Bonus Action, you can push an enemy in the area up to 20 ft. in a direction of your choosing.
Spirit Reach
Transmutation, (Concentration)
Casting Time: Action
Range: 60 ft.
Components: V, S
Duration: Instantaneous
You cast this spell and can see creatures in the Ethereal Plane. You can target a creature you can see within range and force it to make a Wisdom saving throw or appear in the Material plane in an unoccupied space within 10 ft. of you.
Spirits and Undead have Disadvantage on the Sving throw to resist this spell.
Transfer Curse and Disease
Necromancy, (Concentration)
Casting Time: Action
Range: 30 ft.
Components: V, S
Duration: 1 Hour
You target a willing crearure that suffers from a curse or disease and give a temporary repriece to the target even as you torment another with the chosen curse or disease. You target a second creature within range. The target must make a Constitution saving throw or suffer the curse or disease, the original victim free of it for the duration. If the creature the curse or disease was transferred to is killed or subject to magic removing the curse or disease, then the original victim regains the curse or disease and the spell ends.
Bind Manitou
Transmutation
Casting Time: Action
Range: Touch
Components: V, S, M (the item the spirt is to be bound to)
Duration: 1 Hour
You bind a spirit known as a manitou into a weapon, set of armor, or shield which cannot be an artifact. If the item is a weapon then the weapon gains a +1 bonus to hit and the weapon does an additional 9 (2d8) damage which is either Necrotic or Radiant (your choice).
If the item is armor or a shield then it gains a +1 bonus to the AC and Necrotic and Radiant damage resistance.
Only one item can be effected by this spell at a time.
Circle of Spirit Defelection
Abjuration, (Concentration)
Casting Time: Action
Range: Self
Components: V, S, M (a piece of black and white chalk)
Duration: 1 Hour
You create a circle in a 20 ft. radius aound you and activate it, causing it to erupt with spiritual energy. For the duration, spirits, udead, and celestials other than those named by you that enter the area for the first time or end their turn inside the area must make a Wisdom saving throw or taoke 22 (4d10) force damage and be pushed 30 ft. from the center of the circle. On a successful save, the target is still pushed but takes no damage.
Attacks made by such creatures have disadvantage against targets in the circle and creatures of these types cannot teleport or planar travel into or out of the circle.
Cleansing Aura
Abjuration, (Concentration)
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 Minute
You cause an aura of warm, spritual light to surround you in a 30 ft. radius. Allies in the area are immune to curses and diseases, You can take a Magic Action, a Bonus Action, or a Reaction (or all three) to cause an ally within the area to regain hit points equal to 3d8 plus your Charisma modifier.
Possession
Enchantment, (Concentration)
Casting Time: Action
Range: 30 ft.
Components: V, S
Duration: 1 Minute or 24 Hours
You target a Creature you can see within range that is not a spirit, native of the Ethereal Plane, or undead. The target must make a Wisdom saving throw. On a failed save you cause your Guiding Spirit to possess the target and cannot use your Guiding Spirit features for the duration of the spell.
You control the possessed creature which contiues to move on its own initiative order.
When the target takes damage, it can repeat the sving throw.
If you maintain concentration on the spell for 1 minute then the target is possessed for 24 hours otherwise, you can voluntarily end the spell's effects at any time (no Action required).
The target is aware of its possession and knows that you are the one who controlled it.
Summon Greater Spirit
Conjuration, (Concentration)
Casting Time: Action
Range: 20 ft.
Components: V, S, M (A box made of bronze adorned with gems that is worth at least 500 gp)
Duration: Until Dispelled
You summon a greater spirit from the Spirit World to an unoccupied space you can see within range. The spirit uses the Greater Spirit stat block and has its own Initiative in combat. You control the spirit telepathically (no Action required). If the spirit is reduced to 0 hit points, it is destroyed though you can summon a different spirit by casting this spell again.
Hand of the Spirit World
Necromany, (Concentration)
Casting Time: Action
Range: 120 ft.
Components: V, S
Duration: 1 Minute
You summon the hand of a gigantic spirit that reaches in from the Spirit World. You target a creatur within range that is huge or smaller and force it to make a Strength savng throw. On a failed save, the target takes 44 (8d10) Force damage and is Grappled and Restrained (escape DC equal to your spell DC). At the start of each of its turns, the target takes an additional 22 (4d10) Force damage. On a successful save, the target takes half the damage and suffers no other effects.
While the target is grappled in this way, you can move the target up to 20 ft. in any direction as a Bonus action.
The hand has an AC of 17 and 60 hit points. If it is reduced to 0 hit points or the target escapes the grapple then it withdraws back into the Spirit World and the spell ends.
Spirit Snare
Evocation, (Concentration)
Casting Time: Action
Range: 60 ft.
Components: V, S
Duration: 1 Minute
You create a snare of mystic energy around a creature that is not native to the Material Plane. For the duration, the target's moveent speed is halved and the target cannot move more than 60 ft. from you, the target cannot teleport, cannot planar travel, or commuicate outside of the plane it is currently on.
The target has disadvantage on Attack rolls and Attac rolls against it have Advantage.
You can use a Magic Action to force the target to make a Wisdom saving throw or take 22 (5d8) damage that is either Necrotic or Radiant (your choice).
The target can take an Action to attempt to break free of the ensnarement by making a Wisdom Ability check with the DC equal to your spell DC. If the target breaks free, the spell ends.
Spirit Whisper
Evocation
Casting Time: Action
Range: 120 ft.
Components: V, S
Duration: 1 Minute
You summon a host of spirits that whispers into the mind of a creature you can see within range. The target must make a Wisdom savng throw or take 18 (4d8) Psychic damage and become Stunned. While stunned in this way, the target takes an additional 18 (4d8) Psychic damage at the start of each of its turns. It can repeat the saving thow at the end of its turn to no longer be Strunned and end the spell's effects. A target succeeding on the initial saving thow takes half the damage and suffers no other effects.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot above the 6th Level, the spell does an additional 2d8 Psychic damage per level above the 6th.
Storm of the Unnatural
Cojuration
Casting Time: Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You target a space you can see within range, cusing the Spirit World to open and conjurig a flash storm from within in a 30 ft. radius around the space. Any creature in the area must make a Dexterity saving throw or take 24 (7d6) Lightning damage plus 18 (4d8) damage that is either Necrotic or Radiant (chosen by you when you cast this spell).
Balm of Spiritual Power
Cojuration
Casting Time: 10 Minutes, Bonus Action
Range: Touch
Components: V, S, M (a vial of fresh water and herbs)
Duration: Instantaneous
You create a balm tied to your Guiding Spirit. The balm can be used three times, ending the spell therefter. Only one balm can be tied to your spirit at a time.
As a Bonus Action, you can administer a use of this balm to an individual by touch which takes on a minty-smelling paste. The target regains 22 (5d8) hit points and the Poisoned condition can be removed from the target, or one disease can be removed, or a curse can be surpressed for 8 hours.
Call the Ravaging Spirits
Cojuration
Casting Time: Action
Range: 60 ft.
Components: V, S
Duration: Instantaneous
You target a space you can see within range and call savage, primal spirits to fill the area in a 20 ft. radius. Each creature in the area of your choosing must make a Dexterity saving throw or take 35 (10d6) slashing damage or 49 (14d6) slashing damage if the target has 1/2 or fewer of its maximum hit points or half as much damage on a successful save.
Chains of the Spirit World
Cojuration, (Concentration)
Casting Time: Action
Range: 60 ft.
Components: V, S
Duration: 1 Minute
You target a creature you can see within range and the target must make a Wisdom saving throw or spectral chains pull the target into the Ethereal Plane. The target is Restrained. The target cannot effect the Material Plane unless it has an effect allowing it to nor can it be effected by creatures or effects on the Materiqal Plane unless the creature interacting with it has an effect allowing it to do so.
The target can repeat the saving throw at the end of each of its turns to end the restrained condition, appering back in the Materil Plane and ending the spell if doing so.
Council of the Higher Spirits
Cojuration, (Concentration, Ritual)
Casting Time: 1 Hour
Range: Self
Components: V, S, M (a golden spirit figurine worth at least 1,000 gp consumed by the spell)
Duration: 10 Minutes
You enter a trance, traveling deep into the Spirit World in order to coe before the Council of Higher Spirits. While in this meeting with the spirits you can ask questions about up to three topics, making a Charisma (Insight) check with a DC of 15 to ascertain the answers from the spirits after whih you are dismissed.
Spirits among the Council may ask for a favor for taking up their time, generally asking for an item important or dangerous to the spirits to be procured or an area of spiritual corruption to be cleansed, a rogue spirit destroyed, or any favor the DM considers appropriate. This price becoes steeper the more you appear before the Council.
Melody of Otherworldliness
Cojuration, (Concentration)
Casting Time: Action
Range: Self
Components: V, S, M (a musical instrument)
Duration: 10 Minutes
You produce a musical instrument and begin to play it. You do not have to be proficient with the instrument but it helps. You make a Charisma (Performance) check as your music takes on an otherworldy melody. You can either play a helpful melody or a dirge (chosen when you cast the spell). If you play a helpful melody you can target any number of allies that can hear you within 60 ft. and allow any number of them to regain hit points from pool that is equal to your Performance check roll.
If you play a Dirge then you can cause any number of creatures of your choice within 60 ft of you that can hear you to make a Wisdom saving throw equal to 5 + your Performance check roll or be effected as if by the Sleep spell.
Spirit Swords
Cojuration, (Concentration)
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 Minute
You call upon 3 floating swords made of spiritual energy to float around you. The swords move with you. You can take a Magic Action to attack with the swords in any combination up to three trgets. Ech sword uses your Spell Melee attack roll, a hit with a sword doing 1d8 + your Charisma modifier in damage that is either Necrotic or Radiant (your choice).
As a Reaction, you can increase your AC by 3 against a single attack, forgoing one of your sword's attacks on your next turn.
Twin Spirit
Cojuration, (Concentration)
Casting Time: Action
Range: 5 ft.
Components: V, S, M (a piece of you hair and fingernail clippings)
Duration: 1 Hour
You create a twin resembling you but obviously made of spirit material. Your spirit twin is summoned to an unoccupied space within 5 ft. of you. The twin has all of your stats but cannot cast spells and also has a fly speed equal to your walk speed. The twin can manifest two blades made of spiitual energy and uses your Melee Spell attack rolls to attack enemies, hving two magical attacks each doing 13 (2d8 +4) damage that is either Necrotic or Radiant (chosen by you when casting this spell). The twin is considered a Celestial.
If the spirit is reduced to 0 hit points, it is destroyed and another cannot be summoned for 24 hours.
You command the twin telepathically (requiring no Action) and te twin acts immediately after your turn.
Cloud of Spirits
Cojuration, (Concentration)
Casting Time: Action
Range: 120 ft.
Components: V, S
Duration: 1 Minute
You target a space you can see within range and summon a thick cloud of spirits in a 20 ft. radius that fully obscure the area which is difficult terrain. A creature entering the area for the first time or starting its turn in the area must make a Strength saving throw or be grappled (escape DC 16). While grappled in this way, the target is also restrained.
You are aware of any creature in the cloud as if seeing them, your vision not being abscured by the spirits.
As a magic action, you can cause any creatures within the cloud of your choosing to make a Wisdom saving throw or take 22 (5d8) piercing damage or half as much on a successful save.
As a Bonus Action, you can movw the cloud up to 30 ft.
Forms of the Ghost
Transmutation (Concentration)
Casting Time: Action
Range: 30 ft.
Components: V, S
Duration: 10 Minutes
You target up to six willing creatures within range. The targets gain ethereal movement, able to move through objects and creatures. If ending their movement in an object or creature the target takes 18 (4d8) Force damage. Each target also receives an AC bonus of +2.
Medicine Pouch
Conjuration, (Ritual)
Casting Time: 10 Minutes
Range: Touch
Components: V, S, M (a pouch filled with herbs and bones)
Duration: Instantaneous
You create a pouch full of healing remedies empowered by spiritual energy. As a Bonus Action, you can remove and administer a remedy which is held in small glowing capsoles. A creature must be within 5 ft. of you for you to administer a remedy.
You can secure one of the following from a use of the pouch.
Anti-Toxin. Removes a single poison or disease effect.
Healing. The remedy allows a target to regain hit points equal to 4d8 + your Charisma modifier.
Protection, The remedy grants the target an AC Bonus of +2 for 1 minute.
Resistance. Offers resistance to Acid, Cold, Fire, or Lighting damage for 1 minute.
Spirit Bomb
Evocation
Casting Time: Action
Range: 120 ft.
Components: V, S, M (a rounded, cracked fossil)
Duration: Instantaneous
You toss a small fossil and it becomes a glowing sphere of spiritual energy which flies to a space you can see within range, then exploding with terrible power in a 30 ft. radius. Each creature in the area must make a Wisdom savin throw or take 54 (12d8) damage which is Necrotic or Radiant (your choice) and if the damage is Necrotic the target cannot regain hit points until the end of its next turn or if the damage is Radiant the target is Blinded until the end of its next turn or, on a successful save, the taret takes half as much damage and suffers no other effects.
Expel the Soul
Necromancy, (Concentration)
Casting Time: Action
Range: 30 ft.
Components: V, S
Duration: 1 Minute
You target a creature you can see within range that is not undead or a construct. The target must make a Wisdom saving throw or have its soul sent to the Ethereal Plane. Its soul has its same traits but does not have equipment or magical abilities. The target's body is unconscious while its soul is expelled. Any time the target's body takes damage or at the end of each of the target's turns, it can repeat the saving throw, its soul returning to its body on a successful save.
Spirit Gem
Necromancy, (Ritual)
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (a gem worth at least 1,500 gp and a silver knife worth at least 100 gp)
Duration: Instantaneous
You complete a ritual, spilling your blood on a gem which consues the blood, resulting in a gem that seems to have a small, beating heart at its center if one looks close enough (and passes a DC 13 Wisdom (Perception) check).
If you die, your body explodes and each creature in a 20 ft. radius of your body must make a DC 17 Wisdom saving throw or take 27 (6d8) damage which is Necrotic or Radiant (chosen by you when you cast this spell) and your body is destroyed.
A new body is created wherever the gem is kept at an unoccupied space within 20 ft. of the gem and the gem is destroyed. A new gem cannot be created for 7 days.
Spirit Wrack
Necromancy
Casting Time: Reaction
Range: 60 ft.
Components: V, S
Duration: Instantaneous
If you or an ally damage an enemy within range, you can cause the enemy to make a Constitution saving throw or take 49 (11d8) damage that is Necrotic or Radiant (your choice) and the target has Disadvantage on its Attack rolls until the end of its next turn.
Cantrips (Level 0 Spells)
Level 1 Spells
Level 2 Spells
Level 3 Spells

Level 4 Spells
Level 5 Spells

Level 6 Spells

Level 7 Spells
Level 8 Spells
Level 9 Spells
Shaman Spirit Roads (Subclasses)
A Shaman subclass is a specialization that grants you features at certain Shaman levels, as specified in the subclass. Shamans travel paths in life that they call Spirit Roads which are determined largely by the relationship the Shaman has with the spirits and the Spirit World. This section presents the Primal Road,
Road of the Manitou, and the Road of the Witchdoctor subclasses.
The Primal Road
Awaken the spirits of the forgotten ancients.
The Primal Road Shaman is concerned with the ever shrinking
Spirit World of history gone by. Primal Shamans are seen as
primitive even in the eyes of other Shamanistic practitioners.
But aside from being some of the most eccentric and
misunderstood Shamans, they are also among the most powerful.
Level 3: Primal Guide
Your Spirit Guide manifests as an ancient animal. This might
be a dinosaur, a saber tooth tiger, an ancient memver of your
species and so on.
You have Advantage on Strength (Athletics) checks and
Wisdom (Survival) checks.
When you make a melee attack, you do an additional 7 (2d6)
Slashing damage on up to two attacks.
When you reach level 10, this damage increases to 10 (3d6) and
when you reach level 14, this damage increases to 14 (4d6).
Level 3: Primal Manifestation
You are able to manifest your Guiding Spirit in a ghostly,
physical form. This form may be that of an nncient dinosaur,
a saber tooth tiger, a giant insect or crustcean, a large,
prehistoric ape, or so on. When you choose the form of your
Primal Spirit Guide, it remains the same.
The spirit uses the Primal Spirit Manifstation stats provided. You can cause the spirit to manifest physically as a Magic Action and spending 2 Spirit Tokens, the spirit takes its turn directly after yours. You comand the spirit telepathically (requiring no Action). If the spirit is reduced to 0 hit points, it vnishes into stasis until you complete a Short or Long Rest.
Level 3: Primal Road Spells
When you reach a Shaman level specified in the Primal Road Spells table, you thereafter always have the listed spells prepared.
Primal Road Shaman Spells
Level 6: Symbiotic Healing
When you are subject to an effect that allows you to regain hit points, your Manifested Primal Spirit regains the same amout of hit points.
Level 10: Primal Power
Your Manifested Primal Spirit gains the following traits.
Growth. As a Bonus Action, the spirit can become Huge if the area it is in can contain it. It gains 20 hit points to its hit point maxium and its attacks do +4 damage. If the spirit is reducd to 0 hit points it returns to its original size, losing these benefits or it can return to its original size any time (requirin no Action). It can use this ability once per Short or Long Rest.
Charge. If the spirit moves at least 10 ft. then its first attack against a target knock the target Prone if hitting.
Magic Resistance. The spirit has Advantage on saving throws to resist spells and other magical effects.
Pack Tactics. When an ally is within 5 ft. of an enemy, the spirit has Advantage on Attack rolls against that enemy.
Level 14: True Compnions
You have Advantage on Attack rolls made against an enemy within 5 ft. of your Primal Spirit Manifestation.
When you cast a spell or expend a Spirit Token effect that targets yourself, your Primal Spirit Manifestation gains the benefits of the effect as well.
Bind spirits to your equipment for their power.
Shamans on the Road of the Manitou bind spirits to items.
These spirits are called manitou and they maintain their
nature and personality even when tethered to the item.
Some Shamans find the act of binding spirits into items to be
disrespectful to the spirit and tantaount to imprisoning them
and for some manitou this is true but the Shamns on this Road
insist that in most cases, the manitou are very willing to lend
their power for the protection of the Spirit World and the
world in gneral.
Level 3: Manitou Guide
Your Spirit Guide has the power to enter an item, offering
certain benefits for a short time.
You can expend 2 Spirit Tokens and take a Magic Action to
have your Spirit Guide inhabt a piece of equipment you carry.
The spirit can inhabit the item until you coplete a Long Rest
or release it (requiring no Action). While inhabiting the item,
the Spirit Guide benefits and abilities can only be granted
while wering or wielding the item it inhabits.
These benefits do not stack with the benefits of magic items
and the spirit cannot bind to an artifact.
The benefits given to an item by your Manitou Spirit Guide
only works for you.
You can end your Spirit Guide's inhabitance of an item at any time (requiring no Action).
Manitou Binding Benefits
Level 3: Road of the Manitou Spells
When you reach a Shaman level specified in the Road of the Manitou Spells table, you thereafter always have the listed spells prepared.
Road of the Manitou Shaman Spells
Level 6: Bind Item
You can spend Spirit Tokens to channel spiritual power into objects. You can touch
an item you or a creature within 5 ft. of you carries, expend 2 Spirit Tokens and
use a Magic Action to enhance the item for 1 hour. If the item is a weapon, the item gains a +2 to hit and damage bonus, if th item is armor or a shield, it grants a +2 AC Bonus.
Level 10: Improved Manitou Binding
You have become more adept at binding sprits to items. You can spend 2 Spirit Tokens to bind a mnitou other than your Guardian Spirit to an item (but can still bind your Gurdian Spirit as well if desired).
Your bound spirits now grant th following benefits.
Item benefits now last a number of days equal to your Charisma modifier (no less than 24 hours).
Improved Manitou Binding Benefits
Level 14: Spirit Charge
You can convert any number of Spirit Tokens into magic item charges or any number of magic item charges into Spirit Tokens as a Bonus Action.
Use the power of the spirits to heal and harm others.
Shamans on the Road of the Witchdoctor are considered
among the strangest or even most disturbing of the Shamans
among the Shamanistic and others alike. Withdoctors are,
nonetheless known for their wisdom and healing abilities
within their tribal comunities as much as they are feared for
their strange, arcane curses outside of those communities.
Level 3: Dark Passenger
Your Spirit Guide is of a darker, more twisted nature and it is
a maddening spirit that has some effect on you. Roll 1d10 after
completing a Long Rest. You are under the effects listed on
Witchdoctor Wyrding table.
Witchdoctor Wyrding Table
Level 3: Road of the Witchdoctor Spells
When you reach a Shaman level specified in the Road of the Witchdoctor Spells table, you thereafter always have the listed spells prepared.
Road of the Witchdoctor Shaman Spells
Level 6: Witchdoctor's Blessings and Curses
You can spend Spirit Tokens to fuel blessings and cures that your Spirit Guide imparts to you. It takes a Magic Action to bestow a blessing or curse in this way.
Blessing of Scales (1 Token). You touch one creature and dimly glowing, translucent scales cover the target's body for 1 hour. The target gains an AC Bonus of +2.
Blessing of Resistance (1 Token). You touch one creature and grant them Resistance to one type of dmage from Acid, Cold, Fire, Lightning, Necrotic, Poison, or Radiant for 1 Hour.
Blessing of Second Chances (2 Tokens). You touch one creature and until the target takes a Long Rest, if the target is reduced to 0 hit points, the target is, instead, at 5 hit points.
Curse of the Shade (1 Token). You point at a creature you can see within 30 ft. of you and the targt must make a Wisdom saving throw against your spell DC or be Blinded for 10 minutes.
Curse of the Serpent (1 Tokens). You point at a creature you can see within 30 ft. of you and the target is encircled by a spectral serpent. The target must make a Constitution saving throw against your spell DC or take 22 (5d8) Poison damage and be Poisoned. While poisoned in this way, the target takes 22 (5d8) Poison damage at the start of each of its turns or the target takes half the damage on a successful save without being poisoned. The target can repeat the saving throw at the end of each of its turns to end the poisoned condition.
Curse of the Zombie (2 Tokens). You point at a creature you can see within 30 ft. of you and the target must make a Wisdom saving throw against your spell DC or be Charmed by you for 10 minutes. While charmed in this way, the target is controlled by you. You can give the target commnds as a Bonus Action. If the target takes damaage, it can repeat the saving throw, ending the charmed condition on a successful save.
Level 10: Gift of the Norns
Your spirit gives you the ability to read bones and organs to divine the future to a limited degree.
Performing a 10 minute ritual, you make a DC 16 Charisma (Insight) check. On a success, you have gleaned some information to help in the days events. At any point before completing your next Long Rest, you can grant an ally within 30 ft. of you Advantage on a Skill check, Attack roll, or Saving throw. You can do this up to six times and only once per target. You can target yourself with this feature as well.
You cannot use this feture again for 1d4 days.
Level 14: Poppet Doll
You stitch a cloth featureless doll, taking 1 hour to complete. Only one fetish doll can be possessed by you at a time. You can target a creature you can see within 60 ft. and spend a Spirit Token, taking a Bonus Action causing the doll to resemble that creature. As a magic action, you can perform one of the following effects as long as you hold the doll and the target is within 1,000 ft. of you.
As a Bonus Action, you can release the represented creature, the dioll returning to its featureless form and able to be used again.
Poppet of Pain. You stick various pins into the doll and cause the represented target to make a Wisdom saving throw with your spell save DC or the target takes 17 (5d6) piercing damage, taking half as much damage on a successful save.
Poppet of Movement. You twist the legs or body (if the representation has no legs) of the doll, causing the target to make a Strength saving throw equal to your spell save DC or the target's movement is controlled by you on each of its turns. The target can repeat the save at the end of each of its turns to end this effect.
Poppet of Blinding. You press in on the eyes of the doll, causing the represented target to make a Wisdom saving throw equal to your spell save DC. On a failed save, the target is blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns to end this effect.
Poppet os Destruction. You cuase the doll to burst into flames, forcing the represented target to make a Constitution saving throw equal to your Spell save DC or take 42 (12d6) fire damage, taking half as much damage on a successful save and the doll is destroyed with or without the target saving.


Road of the Manitou







Road of the Witchdoctor






