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Visions of Abraham v1.0

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Visions Of Abraham
a biblically inspired compendium for the worlds greatest role playing game.
v.1.0
Table Of Contents
Part 1: Races ........................................................................................................................................................................................................ page 2
Nephilim ................................................................................................................................................................................................................ page 2
Line of Cain .......................................................................................................................................................................................................... page 3
Line of Seth ......................................................................................................................................................................................................... page 3
Part 2: Subclasses .............................................................................................................................................................................................. page 4
College of Hymns ................................................................................................................................................................................................ page 4
Purity Domain ..................................................................................................................................................................................................... page 5
Chevalier .............................................................................................................................................................................................................. page 6
Oath of the Crusade ........................................................................................................................................................................................... page 7
Prophet ............................................................................................................................................................................................................... page 8
Deceiver .............................................................................................................................................................................................................. page 9
Herald .................................................................................................................................................................................................................. page 11
Babel Magi .......................................................................................................................................................................................................... page 13
Part 3: Spells ...................................................................................................................................................................................................... page 14
Part 4: Abraham's Armory ............................................................................................................................................................................... page 19
Introduction
Credits
Thanks to u/thewickling, u/blackscrawl, the Discord of Many
Things, for critique, feedback, and suggestions.
Large rules from u/SwordMeow's Large Race template.
Art by;
Peter Paul Ruben, Natan Rufino, TheRealFroman on
DeviantArt, Sister Benedron, Julio Romero de Tours, Claud
Jacquand, azponysoldier, Royal Scottish Academy of Art and
Architecture, Edmund Blaire Leighton, Eren Arik, Damien
Mammoliti, Jennifer Wasson, Noah Bradley, Thomas Denmark,
Ivan Troitsky on DeviantArt, Dmitry Zaviyalov, DreamWorks,
James Tissot, Michelangelo di Lodovico Buonarroti Simoni,
Thomas Cole, Bioware, David Roberts.
Disclaimer
This is not an evangelisation attempt, I am not
religious, I just think that abrahamic texts have a
whole host of things that are really quite cool, and
translatable to D&D.
1
Introduction
PART 0 | CONTENTS
Both the Old and New Testaments of the Bible are wild
reads, from a non-religious or religious perspective. The
amount of wrathful gods, heroic figures and action, as well as
colourful villains cause one to think about how well they'd
translate into D&D. Well, it caused me to think about that.
Taking inspiration mostly from the Bible, (because that's
the text I'm most familiar), I've written out this supplement.
Use it however you wish, with whatever reflavourings you
like. My intention here was to just make some wild
homebrew with biblical flair, so enjoy!
The Nephilim
Nephilim are the offspring of rebel angels and mortals, and
depending on the world they may be monstrously deformed
conquerers, the scourge of the earth, or they may be eerily
beautiful and gods gifted humans. These traits keep in mind a
more monstrous idea of them, however you can easily adjust
them to fit your setting.
As a nephilim, you share traits with all other members of
your race.
Ability Score Increase. Your Wisdom and Intelligence
scores increase by 1 each, as you inherit the legacy of the
celestial.
Age. Nephilim lifespans are comparable to those of
humans, however they mature more quickly, becoming
physically adult at around 14-16, and can expect to live a few
decades later.
Alignment. Simply because of the way nephilim tower over
many other races physically, they can tend to be chaotic or
even evil, as they know they can often take or fight for
anything they want. Nephilim society places no special
emphasis on positive codes of conduct, but harsh views on
dishonourable conduct such as trickery can also push them
towards lawful alignments in some cases.
Size. Nephilim can reach heights of 10-12 feet, even larger
in those who do not possess a crooked or hunched back, and
can weigh up to 800-900 pounds.
Monstrous Visage. You are terrifying to look at. You have
proficiency in the (Charisma) Intimidation skill. You can lock
eyes with a creature and exude an aura of menace.
It must roll a Charisma saving throw, with a DC of 8 + your
proficiency modifier + your Charisma or Strength modifier,
your choice. On a failure, the creature is frightened of you for
1 minute. It repeats it's saving throw at the end of it's turn,
ending the effect on a success.
Once you use this feature, you can't use it again until you
finish a long rest.
Languages. You can read, write, and speak Common.
Sons of Heaven. Despite your appearance, yours is the
blood of the celestial, which grants you some benefits. You
have advantage on saving throws against becoming
frightened, and exhaustion counts as one level less for you.
Large Mechanics
Nephilim operate under another ruleset that takes
precedence over other rules because of their size. These
rules apply to all races of large size, unless altered in that
specific race.
General Factors
These bullets are provided to place all the changes in their
entirety in a single place of reference. Only a few of these will
come up often, and those are fairly simple and memorable.
The changes are as follows:
The nephilim have advantage on Strength ability checks
and Strength saving throws. For this reason, thesy are
assumed to be strong, and do not need to gain a Strength
score bonus - they will usually roll high anyway, except on
attacks and damage.
The Large weapons deal an extra 1d4 damage.
Your normal unarmed strike damage is 2 + your Strength
modifier.
The nephilim takes up a 10 by 10 foot area.
To fit into a Medium area, the nephilim must squeeze into
the space costing double its movement, disadvantage on
attack rolls and Dexterity saving throws, and attack rolls
against it to have advantage.
The nephilim's push, drag, lift, and carrying capacity are
all calculated for Large size. Push, drag, and lift are 60
times your Strength score while carrying capacity
multiplied your Strength score by 30 unless otherwise
noted.
PART 1 | RACES
2
Line of Cain
You are able to grapple and shove Huge creatures.
If you attempt to handle something very small, such as a vial
of acid, the DM may call for a Dexterity check where a
smaller sized creature would automatically succeed.
You require mounts at least one size larger than you as
normal.
You require four times as much food as normal and your
armor requires four times the materials to be made. It is
about that much more expensive, and that's assuming you
can find it. Based on how common these races are in your
world, they might be found in populous cities. You also
require larger shields, which are more common, but give
no bonus to AC outside the norm.
Nephilim still count as humanoids unless otherwise noted.
Weapon Usage
If you are proficient in any weapon, you are considered
proficient for its Large sized version as well.
The Large versions of weapons are not very common.
They cost at least twice that of a normal weapon. You may
start with a single Large-sized weapon.
Variant Humans
These next two races are variant humans, which
your DM may choose to allow in place of the
normal options presented in the Player's
Handbook. These traits replace the Ability Score
Increase of the base human.
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PART 1 | RACES
Marked eternally for the sins of the father, the line of Cain are
humans who wander the roads of the Shadowfell. Unable to
settle or rest in any lands for long, those from the line of Cain
who venture forth from the Shadowfell do so for adventure
and purpose, hoping to cleanse themselves of the stain of
their ancestry.
Ability Score Increase. Your Wisdom and Constitution
scores increase by 1 each.
Blackened Mark. You know the profane flame cantrip.
Once you reach 3rd level, you can cast hellish rebuke spell
once as a 2nd level spell. At 5th level, you can cast blur once
also. Wisdom is your spellcasting modifier for these spells.
You regain expended uses of this ability after a long rest.
Wanderer. You gain proficiency in navigator's tools, and
the Survival skill.
Line of Seth
Unlike the line of Cain, those descended from Seth are
blessed with the virtues of their ancestor. Strong of mind, the
line of Seth are pioneers of astronomy and prophecy, building
great cities that would eventually be destroyed by great
events brought about by wrathful gods. The line of Seth
shares a love of knowledge and a drive for discovery, seeking
adventure for the enticing lost fragments of ancient words, or
similar rediscoveries.
Ability Score Increase. Your Intelligence score increases
by 2.
Born Virtue. You know the light cantrip. Once you reach
3rd level, you can cast the augury spell once. Once you reach
5th level, you can cast the locate object spell once.
You regain expended uses of this ability when you finish a
long rest.
Researcher. You gain proficiency in your choice of
Religion, Arcana, or History skills.
College of Hymns
Bards of the College of Hymns are devoted to a god or
goddess, often serving as monks or acolytes for several years
before their ascension in status. Often a good aligned life god,
Hymn bards are taught the mysteries of the faith and tasked
with spreading their joy to others, with force, or with love.
Whether travelling preachers or temple priests, bards of
this college seek to spread the word of their god to every
corner of the world available to them, often by proving
themselves as useful in high courts or previously non-religous
cities.
Bards of this college would stop at nothing to help further
their order's cause, and by extension, the cause of their god.
Members of this college will likely jump at the opportunity to
travel in a group of adventurers, seeing it as a chance to prove
their faith and perhaps spread it to the masses with their
future heroics.
Hymnal Mass
At 14th level, you master the arts of communal worship. You
can lead a 10 minute mass with at least 2 creatures that have
one of your Bardic Inspiration die. If you do so, you can cast
commune without expending spell slots, material
components, or needing to know the spell.
Additionally, when you use your Bardic Inspiration die as
per your Measured Sermon feature, it restores hit points
equal to half the result rolled, as well as gaining the
temporary hit points.
Bonus Cantrip
When you choose this College at 3rd level, you learn the
spare the dying cantrip, which counts as a bard cantrip for
you.
Measured Sermon
Also at 3rd level, you learn to invoke the power of homile to
strengthen those who listen to them. As a bonus action, you
can expend one of your uses of Bardic Inspiration to grant a
creature you can see within 30 feet 2d6 temporary hit points.
This amount increases to 2d8 at 5th level, 2d10 at 10th level,
and 2d12 at 15th level.
Shared Faith
At 6th level, you can share the rewards of your faith more
liberally. Whenever you use a spell of 1st level or higher to
restore hit points to a creature, the creature regains
additional hitpoints equal to 2 + the spell's level.
PART 2 | SUBCLASSES
4
Purity Domain
Gods of Purity, often heralding the aspects of innocence,
youth, and good, emphasize the importance of spiritual clarity,
abhorring sin and vice. Clerics of purity often belong to an
order of sworn monks or nuns, shunning normal mortal
pleasures for hours of prayer and service. Often depicted as
youthful and breathtakingly beautiful, gods and goddesses of
Purity include Astraea, Februus, Lakshmi, and Artemis,
among others. Healing, light, and life as well as protection
and the warding away of evil are all heavily associated with
Purity, and their gods may claim influence over this domain
also.
Purity Domain Spells
Cleric Level Spells
1st
protection from evil and good, mage armor
3rd
enhance ability, fade*
5th
wind wall, magic circle
7th
freedom of movement, aura of purity
9th
circle of power, hold monster
*Found below.
Purify
When you choose this domain at 1st level, you learn the
sacred flame cantrip. If you already know sacred flame, you
may learn another cleric cantrip instead.
Pure Faith
Also at 1st level, when you are targeted by a spell or attack
that requires an attack roll, you can use your reaction to force
the source of that spell or attack to make a Wisdom save if
they are within 30 feet of you. On a fail, they take 2d8 radiant
damage if they carry out the spell or attack, or may choose
another target.
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PART 2 | SUBCLASSES
On a success, they take no damage.
You may use this ability a number of times equal to your
Wisdom modifier (a minimum of once). You regain expended
uses after completing a long rest.
Channel Divinity: Exorcism
Starting at 2nd level, you can use your Channel Divinity to
drive away your foes with the grace of your god. As an action,
you present your holy symbol, and choose a target within 30
feet, forcing it to roll a Wisdom saving throw. If the target is
an undead or fiend, it makes the save with disadvantage. If it
fails, it takes 2d10 radiant damage and can't willingly move
towards you during it's next turn. Additionally, if the target is
charmed or possessed, the effect charming or possessing it
ends.
Channel Divinity: Enforce Contrition
Starting at 6th level, when you take damage from a hostile
source, you may use you Channel Divinity to force the source
of it into penance for it's actions.
As a reaction after taking damage, target the source of that
damage, if they are within 60 feet. They must make a
Wisdom saving throw, prostrating themselves on the ground
on a failed save, becoming prone and reducing their speed to
0. They may repeat this saving throw at the start of each of
their turns. You must concentrate on this effect as if it was a
spell. This effect does not work on inanimate hazards such as
traps.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Living Saint
At 17th level, your strict upholding of the ideals of purity have
imbued you with their blessing. You are under effects similar
to the sanctuary spell, permanently, however; if you make an
attack roll or deal damage other than radiant, the effects
pause until you finish a long rest, which you spend a portion
of in contemplative prayer.
Martial Archetype:
Chevalier
The archetypal Chevalier is a swordsman or woman who's
deep convictions in their faith have led them down the path of
fighting for their beliefs. Defenders, protectors, givers of
charity, Chevalier are elite temple-guard, crusaders, or
similar. To a Chevalier, the term "if you are not with us, you
are against us," has a whole new meaning. For before the
faith, all else is secondary. Chevalier push themselves past
physical limit in different ways, according to the individual.
Some will say the grace of their god inspires them, others
that they are gifted by their faith, but the end results are
undeniable.
Arm of Faith
Starting at 3rd level when you choose this archetype, you
pledge your swordarm to your faith. You can add your
Wisdom modifier in radiant damage if you are pledged to a
good aligned god, or necrotic damage if you are pledged to an
evil aligned god, to the first weapon attack you make on your
turn.
Additionally, you can summon a weapon from your deity's
realm as a bonus action. This takes the form of a longsword,
warhammer or battleaxe. You can dismiss it as a bonus
action, and it disappears if it is more than 5 feet away from
you for 1 minute or more. You can entrust one weapon to
your god's realm by performing a special ritual while you hold
the weapon.
You perform the ritual over the course of 1 hour, which can be
done during a short rest. This replaces your radiant weapon,
and performing the ritual while another weapon is in your
deity's realm causes any other weapon to appear at your feet,
and you cannot return it to the realm unless you bind it again.
Soul of Faith
Starting at 7th level, you pledge to protect the faith as well as
fight for it, and the faith protects you in turn. When you are
critically hit, you gain the effects of the shield of faith spell for
a number of rounds equal to your Wisdom modifier, and
when you critically hit a creature you gain the effects of the
divine favor spell for the same number of rounds. Damage
from divine favor does not apply to the triggering attack.
Authority of Faith
At 10th level, you gain respect based on your station. When
you critically hit a creature, you can cast command as a
bonus action, targeting that creature. Your spellcasting ability
for this spell is Wisdom.
Gloriam
Starting at 15th level, when you second wind, you gain
temporary hit points equal to 1d10 + twice your Wisdom
modifier.
Deus Vult
Starting at 18th level, you add double your Wisdom modifier
in radiant or necrotic damage to the first weapon attack you
make on your turn, and you can add your Wisdom modifier to
any saving throw you make.
PART 2 | SUBCLASSES
6
Tenets
Although the exact wording or subject of these vows may
differ, the nature of those uttered by paladins of this Oath are
the same.
Endure. You have outlasted the faithless for this long. Do
not wither.
Overcome. You will defeat all obstacles that stand in the
way of your quest. Do not fail.
Dedicate. You have pledged your blood, sweat, and tears to
your faith. Do not forsake it.
Pilgrimage. Your quest is taking you on the ultimate
journey. Do not turn away.
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Holy March. As an action, you radiate with glory, moving
faster towards your goal. You and two creatures of your
choice within 15 feet have your speeds increased by 10 for 1
minute.
Guided Purpose. You can shrug away your mortal doubts.
You can end one magical charm, fear, poisoned, stunned, or
incapacitated condition on yourself.
Oath of the Crusade
The Oath of the Crusade is one of utter devotion to a cause,
faith, or quest. Driven by unknowable conviction, a Paladin of
the Crusade is one who lives to see their purpose completed.
Called zealots, conquerors, or, by their foes, devils, paladins
of this oath are known and feared by those who might be in
their way. Scorning decorative armour or weaponry, a paladin
of this oath is obsessed with pure functionality, and often
finds themselves frustrated when not taking action that
directly furthers the progress on their quest. Utilising the
power of holy fury, a paladin of this oath is a force to be
reckoned with.
Oath Spells
You gain oath spells at the levels listed.
Oath of the Crusade Expanded Spells
Paladin Level Spells
7
3rd
shield, hellish rebuke
5th
flame blade, hold person
9th
crusader's mantle, spirit guardians
13th
wall of fire, guardian of faith
17th
hold monster, immolation
PART 2 | SUBCLASSES
Resolve
Starting at 7th level, you exude grit and barely contained
anger. You and friendly creatures within 10 feet of you cannot
be magically moved against your will, and you have advantage
on saving throws made against fear effects.
At 18th level, the range of this aura increases to 30 feet.
True Faith
At 15th level, your zeal imbues you with the authority to guide
others. When you use your Guided Purpose Channel Divinity,
you can end an effect on up to 2 extra creatures, or end up to
2 extra conditions on yourself. Additionally, Holy March's
movement bonus increases to 15 feet.
Grand Crusader
At 20th level, you can call on the divine storm within you to
enforce you with it's fury, taking on the appearance of a
celestial warrior.
Using your action, you undergo a transformation. For 1
minute, you gain the following benefits:
When you activate this ability, choose a number of
creatures within 30 feet equal to your Charisma modifier.
They are under the effects of the compelled duel spell, but
you do not need to maintain concentration.
Once a turn, you can add 10 fire damage to the total
damage of a weapon attack you make.
When you make an attack on your turn, you can make
another attack using your bonus action.
Sorcerous Origin: Prophet
Your innate magic comes from the divine. You were chosen
long before your birth to bear witness and spread the word of
a god, goddess, or similar divine being. You have, and
continue to have, wracking visions of terrors or utopias to
come, which you most often can only attempt to interpret.
Unless aided by the being that marked them, sorcerers who
gain their magic from this origin often go mad. Because of
this, gods rarely leave their chosen prophets alone, giving
them specific purposes or tasks to complete. Rebellious
prophets may use the magic forced on them against the
interests of the god that created them. Regardless, whatever
the nature of your gifts, you are not unmarked by them. Roll
on the Prophet Quirks table below or create your own similar
one.
Prophet Quirks
Roll Quirk
1 Your mother claims she is a virgin.
2 You are referenced directly in several other prophets
own predictions.
3 When you have a vision, you never see yourself or
those you care about.
4 For as long as you can remember, you have been old.
5 You suffer frequent memory loss, but you can recall
every detail of your prophecy.
6 You cannot make out people's faces, even in visions.
7 You must complete certain daily rituals, or the world
will end.
8 You cannot read.
This Was Foretold
At 1st level, you have seen the end of days and the grace of
the divine. You can't be surprised while you are conscious.
Additionally, you can ready an action as a bonus action on
your turn. Once you do so, you can't do so again until you
finish a long rest.
Wondrous Word
Also at 1st level, you can invoke your connection to the divine
to throw out the demons within a person. You can, as an
action, touch a creature and cure it of a disease, poison, or
charm effect.
You must complete a long or short rest before using this
feature again. At 14th level, you can use this ability twice
before resting.
Break Fate
Starting at 6th level, you can resist the shackles of destiny in
short bursts. When you take a turn, you do so as normal, but
when you would end it you may instead take it again, as if you
had not taken it at all. You see what would have been as a
short vision at the start of your true turn. Choosing to follow
through with the actions from your vision results in exactly
the same rolls and results.
You must complete a long rest before using this feature
again.
Twist the Word
At 14th level, you become more adept at harnessing your
innate divinity. You may expend a use of Wondrous Word and
3 sorcery points to cast polymorph on a creature you touch,
or 2 sorcery points to cast water walk on yourself or a willing
creature.
Additionally, you may expend 3 sorcery points to cause up
to 6 gallons of water within 30 feet of you to become a nonmagical wine of your choice, or cause a single serve of food
or rations to become 20 serves. Any of this food or drink not
consumed after 12 hours disappears or returns to it's
previous state.
Realize Prophecy
At 18th level, your prophecy is living. As a bonus action, you
can spend 5 sorcery points to be under the effects of the
foresight spell for 1 minute.
PART 2 | SUBCLASSES
8
Otherworldly Patron:
The Deceiver
You have made a pact with a being of lies, a powerful entity
who relishes utilising falsehoods and loopholes to drive
mortals into sin. An extraordinarily powerful entity, the
Deceiver was imprisoned eons ago by those who would limit
his influence, or perhaps he lost a rebellious, divine war.
Regardless, the Deceiver is a title given to many, including
such beings as Lucifer, Mara, Angra Mainyu, Baal, Beezelbub,
and any number of beings falsely categorized as fiends. Often
residing in some frozen circle of a hellish plane, the Deceiver
is one who twists the natural world as created by the divine to
his own ends, as he does with people without the wits to turn
away when he offers his hand. Interactions with the Deceiver
and his followers often feel surreal or strange, as if something
is most determinably off.
Expanded Spell List
The Deciever lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.
For We Are Many
Starting at 6th level, you can weave a web of visual lies,
creating two shades that match you perfectly. As a reaction,
you can invoke magic similar to the mirror image spell, but
with one less duplicate. The duplicates disappear at the start
of your next turn.
You must complete a short or long rest before using this
ability again.
Hideous Advance
1st
tasha's hideous laughter, dissonant whispers
At 10th level, the Deceiver teaches you black magics that
allow you to manipulate your body in ways previously
impossible. You can move through spaces as narrow as 1
inch wide without squeezing. If you end your turn inside a
space that would not fit your body normally, you take 1d10
force damage and you are shunted to the nearest open space.
2nd
animal messenger, blindness/deafness
3rd
nondetection, blink
Possession
4th
fabricate, phantasmal killer
5th
geas, dominate person
Deceiver Expanded Spells
Spell Level Spells
Preternatural Tongue
Starting at 1st level, you have been taught the ways of the
beguiler, to some extent. You gain proficiency in the
Persuasion skill.
9
Additionally, you can attempt to overwhelm a creature with
temptation. As an action, choose a creature within 30 feet,
who must roll a Wisdom saving throw. Upon a failure, you
can add double your proficiency modifier to Persuasion
checks you perform against them for one minute. On a
failure, there is no effect, and they are unaware of your
attempt to influence them.
You must complete a short or long rest before you can use
this ability again.
PART 2 | SUBCLASSES
At 14th level, you can possess enemies. Touch a creature. It
must roll a Wisdom saving throw. On a failure, you become
deafened, blinded, and incapacitated to your surroundings,
and you gain control of the creature. It can repeat it's saving
throw any time it would take damage, ending the effect on a
success.
After a successful save, the creature is immune to this effect
for 24 hours. You retain your own class features, and you gain
the senses of the creature, which acts on your turn. You
cannot use the innate spellcasting or non-racial abilities of
the creature. This lasts for an hour.
You must complete a long rest before you can use this
ability again.
Eldritch Invocations
Shade Serpent
Prerequisites: Deceiver patron, Pact of the Chain feature
You may choose to summon your familiar in the following
form, in addition to the normal choices.
Shade Serpent
Small monstrosity, neutral evil
Your patron gives you access to these additional invocations.
If an eldritch invocation has prerequisites, you must meet
them to learn it. You can learn the invocation at the same
time you meet it's prerequisites.
Armor Class 14
Hit Points 15 (4d4 + 5)
Speed 30 ft., 60 ft. fly, 30 ft. swim
Outsider in Eden
4 (-3) 18 (+4) 11 (+0) 10 (+0) 9 (-1) 10 (+0)
Prerequisites: Deceiver patron
You gain the ability to turn into a poisonous snake (Players
Handbook, page 308) for an hour, as per the druid Wild
Shape feature. You retain the ability to speak in this form,
and can cast spells that only require a verbal component.
You must complete a long or short rest before using this
ability again.
Lash of the Underworld
Prerequisites: Deceiver patron, Pact of the Blade feature
Your patron gifts you with a spectral whip which you can
manifest as your pact weapon. It does 1d6 of either cold or
psychic damage, your choice, and you can add your Charisma
modifier to attack rolls made with the weapon. Finally, when
you attack a surprised creature with the weapon, it's reach
becomes 10 feet for that attack.
STR
DEX
CON
INT
WIS
CHA
Skills Stealth +6, Insight +2
Senses passive Perception 12, darkvision 30 ft.
Languages Challenge 1 (200 XP)
Flyby. The snake doesn't provoke opportunity
attacks when it flies out of an enemies reach.
Infrared Vision. The snake can see the outlines of
creatures with body heat within 15 feet. One solid
foot of any material blocks this vision.
Deceiver's Guise. The snake can appear as any other
basic familiar. Touching the snake reveals it's true
form, and any creatures that can see through
illusions see it's true form.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit 2 (1d4) piercing damage plus 4
(2d4) poison damage.
Occultist's Tome
Prerequisites: Deceiver patron, Pact of the Tome feature
You Book of Shadows fills with the twisted prayers of holy
men, granting you access to spells from the cleric spell list.
Choose two 1st level spells from the cleric spell list. You can
cast these spells as if you know them when the book is on
your person. However, if the spells chosen usually heal, you
take an equal amount of radiant damage to the hit points
restored when you cast them, as the light of the divine is a
double edged sword. You can add one additional 1st or 2nd
level spell when you reach 4th level, and another when you
reach 8th level.
PART 2 | SUBCLASSES
10
Otherworldly Patron:
Herald
Heavenly, awe-inspiring, rapturous. That was your encounter
that led you to becoming a warlock of the Herald. Your patron
is a high power of the celestials, a right hand of a god, or even
a god in their own right. They have a divine agenda unrelated
to the squabbles of mortal races, a plan that spans centuries,
and you are one arrow in their divine quiver. You have been
charged with spreading their message, their word, in the
world, to prepare for the fruition of their plan. One could call
the Herald a monster, for their uncaring indifference to the
woes of mortals, but the reality is their scheme is much too
grand to concern themselves with wishes or prayers. Their's
is the coming, the trumpets that announce. Names such as
Gabriel, Uriel, Azrael, and Shaytan could be associated to the
Herald, but their true names are at once unknowable and
unspeakable in any mortal tongue.
Imagery such as fire, peacocks, and winged celestials such
as solars, planetars, and devas are closely associated with the
Herald.
Expanded Spell List
The Herald lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to your warlock spell list for you.
Herald Expanded Spells
Spell Level Spells
11
1st
feather fall, command
2nd
animal messenger, zone of truth
3rd
create food and water, beacon of hope
4th
freedom of movement, fire shield
5th
circle of power, commune
PART 2 | SUBCLASSES
Tremble at the Word
At 1st level, your patron charges you with spreading the word
of the divine. You can, as an action, target a creature within
30 feet. You speak a portion of that word to it, forcing them to
roll a Wisdom saving throw. On a failure, they are knocked
prone and are frightened of you until the end of your next
turn. When you critically hit a creature, you may use this
feature as part of that attack, targeting the creature. It does
not count against your uses of this ability.
Once you use this feature, you must finish a short or long
rest before you can use it again.
Annunciation
Beginning at 6th level, you can project the joy or fear of your
message onto those who would strike you down. As a
reaction when targeted by an attack, you can force the
attacker to make a Wisdom saving throw. On a failure, they
are paralyzed with fear or euphoria, your choice, until the
start of your next turn.
Once you use this feature, you must finish a short or long
rest before you can use it again.
Humble Before Creation
At 10th level, you are rewarded for your dedication to your
patron's mighty cause. You are immune to being frightened,
and when a friendly creature within 30 feet of you would be
made to roll a saving throw to resist a fear effect, you can use
your reaction to grant them advantage on the saving throw.
Seraphim
At 14th level, your patron gifts you the physical manifestation
of it's word, which is awe inspiring, whether is appears joyous
or terrifying, your choice. You can, as an action, reveal your
true form. For one minute, six wings sprout from your back,
and your eyes blaze with fury. You can cause 5 creatures
within 30 feet to be subject to your Tremble at the Word
feature, and you gain a flying speed of 30 feet. You can choose
5 new creatures to be subject to your Tremble at the Word
feature at the start of each of your turns, as an action, for the
duration.
You must complete a long rest before using this ability again.
Eldritch Invocations
Your patron gives you access to these additional invocations.
If an eldritch invocation has prerequisites, you must meet
them to learn it. You can learn the invocation at the same
time you meet it's prerequisites.
Grace
Prerequisites: Herald patron
You are imbued with the radiance of your patron, granting
you the ability to use pure willpower to escape what others
might need to run from. Whenever you are forced to make a
Dexterity saving throw, you can make a Charisma saving
throw instead.
You can use this feature a number of times equal to your
Charisma modifier. You regain expended uses after
completing a long rest.
Inspired Gospel
Prerequisites: Herald patron, Pact of the Tome feature
Your Book of Shadows fills with the words of prophets and
paupers touched by your patron in ages past. You may read
these words aloud in a small replication of your patron's
word. When you do so, spend ten minutes reading from the
pages of your book, and choose 6 friendly creatures within 30
feet of you who can see or hear you and who can understand
you. Each creature can gain temporary hit points equal to
your level + your Charisma modifier.
A creature can't gain temporary hit points from this ability
again until it has finished a short or long rest.
Blades of Light
Prerequisites: Herald patron, Pact of the Blade feature
You can choose to manifest your Pact weapon as a
luminous chakram, which deals 1d6 radiant damage and has
the finesse, light, and thrown (range 15/30) properties. When
you make a throwing attack with this weapon, you can make
one additional throwing attack against another creature in
range, treating the first creature hit as the point of orgin for it.
You can only do this when you hit the first creature
sucessfully. The weapon reappears in your hand at the start
of your turn if you threw it on your last turn.
Shepherd of Souls
Prerequisites: Herald patron, Pact of the Chain feature
You can choose to summon your familiar in the following
form, in addition to the base options.
Dawn Lion
Large beast, neutral good
Armor Class 12
Hit Points 24 (4d10 + 2)
Speed 35 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3) 15 (+2) 13 (+1) 3 (-3) 12 (+1) 8 (-2)
Skills Perception + 3, Stealth + 4
Senses passive Perception 13
Languages Challenge 1 (200 XP)
Keen Smell. The lion has advantage on Wisdom
(Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on attack rolls
against a creature if at least one of the lion’s allies
is within 5 feet of the creature and isn’t
incapacitated.
Incorporeal Movement. The lion can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Dawn. The lion sheds bright light for 5 feet, and
dim light for an additional 10 feet.
Pounce. If the lion moves at least 20 feet straight
toward a target before hitting it with a claw attack,
the target must succeed a DC 13 strength saving
throw or be knocked prone. If the target is prone,
the lion can take a bonus action to make one bit
attack against it.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 7 (1d8 + 3)
Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 3 (1d6 + 3)
PART 2 | SUBCLASSES
12
Babel Magi
Yours is the school of ambition. Wizards who follow the
traditions of Babel are knowledge hungry, ever looking for
some further scrap of knowledge, sacrificing things that
would be essential for any other person. As you further your
studies in the babeline tradition, your words transcend
language, and become undeniable decrees.
Wizards of Babel are not quite as common as any other of
the traditions, for Babel is gone, but there are those who
would seek to resurrect it's ways. The magics of Babel lean
neither white or black, and it is up to the wizard who utilises
them to use them for a cause, good or evil.
First Word
Starting when you select this school at 2nd level, you learn
command as a wizard spell. You may cast command as a
bonus action.
United Language
At 6th level, you lose every language you know, and add one
wizard spell to your spellbook for every language lost. These
spells must be of a level which you can cast.
You are permanently under the effects of the tongues and
comprehend languages spells, though if you are subjected to
an antimagic field or similar effect, you cannot speak or
understand any language, babbling incomprehensibly if you
try.
Towering Edict
Beginning at 10th level, you can cast command a number of
times equal to your Intelligence modifier without using a spell
slot. You gain expended uses of this ability after finishing a
long rest.
13
PART 2 | SUBCLASSES
Additionally, when a creature fails a saving throw against an
enchantment spell you cast, that creature has disadvantage
on the next saving throw it makes against a spell you cast
before the end of your next turn.
Last Word
At 14th level, you gain advantage on Charisma checks, and
you become proficient in Charisma saving throws.
Spell Lists
Bard
Cantrips (0 Level)
Bellow
Scorn
1st Level
Indite
Lallation
Shell of Flies
Vision
Cantrips (0 Level)
2nd Level
6th Level
True Wonder
Bellow
Scorn
7th Level
1st Level
Flaming Whirlwind
Flesh to Salt
Indite
Lallation
Shell of Flies
Wave of Locusts
Fade
Polymorph Liquid
Wave of Locusts
Wither
9th Level
Rapture
2nd Level
Druid
Minor Wonder
Speak Through Plants
1st Level
3rd Level
Absolve
4th Level
Major Wonder
Vision
Cleric
Cantrips (0 Level)
Denounce
Profane Flame
1st Level
2nd Level
Shell of Flies
2nd Level
3rd Level
Fade
Polymorph Liquid
Speak Through Plants
Wave of Locusts
Wither
Absolve
Indite
Lallation
Shell of Flies
4th Level
Blight/Nourish Earth
Vision
5th Level
Blight/Nourish Earth
7th Level
4th Level
Major Wonder
Vision
5th Level
6th Level
True Wonder
7th Level
2nd Level
Paladin
9th Level
Minor Wonder
Polymorph Liquid
Wave of Locusts
Wither
2nd Level
Absolve
4th Level
Major Wonder
Vision
Wizard
Cantrips (0 Level)
Flaming Whirlwind
3rd Level
Blight/Nourish Earth
Fade
Minor Wonder
Polymorph Liquid
Flaming Whirlwind
Flesh to Salt
Anoint
Indite
5th Level
Rapture
Bellow
1st Level
2nd Level
Fade
Minor Wonder
Polymorph Liquid
Wave of Locusts
Wither
3rd Level
Absolve
4th Level
Major Wonder
Vision
5th Level
Minor Wonder
Warlock
4th Level
Cantrips (0 Level)
6th Level
Vision
Bellow
Profane Flame
True Wonder
5th Level
Consecrate
1st Level
Sorcerer
Lallation
Flaming Whirlwind
Flesh to Salt
Cantrips (0 Level)
2nd Level
Blight/Nourish Earth
7th Level
PART 3 | SPELLS
14
Chants of Abraham
L
ost incantations of prophets and heroes long
gone, fragments of vanished knowledge, here
lie spells both sought after and shunned,
forbidden and glorifed
Absolve
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a creature within range, and wash away negative
energy surrounding them. End any one magical condition
effecting the targeted creature.
Anoint
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy oils)
Duration: 1 hour
You smear a target in protective oils, strengthening their
inner spirit. The target can add 1d6 to any saving throw they
would make while under the effects of this spell. Once they do
so, this spell ends.
Bellow
Evocation cantrip
Casting Time: 1 action
Range: Self, (10 ft cone)
Components: V
Duration: Instantaneous
You shout a word or phrase forcefully. Each creature within
a 10 foot cone must succeed on a Constitution saving throw
or take 1d4 thunder damage and are pushed 5 feet directly
away from the source of this spell.
This spell’s damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4)
Blight/Nourish Earth
5th-level necromancy
Casting Time: 1 action
Range: Self, (200 ft. sphere)
Components: V, S
Duration: Until dispelled
You destroy/nourish the soil of an area. Choose from below.
Blight. The area is rendered barren, and anything
growing there dies over the course of 1d6 days. Magical or
plant creatures in the area must instead succeed a
Constitution saving throw or take 10d6 necrotic damage.
15
Nourish.
PART
3 | SPELLS
Nourish. The area is rendered fertile, and anything
growing there doubles in growth or harvest when
applicable. Magical or plant creatures in the area instead
restore 10d6 hit points.
Casting this spell again ends the effect at the last location
you cast it at, and casting the alternate version of this spell in
an area effected by a previous version cancels both effects.
Consecrate
5th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy oils and incense worth at least
100gp)
Duration: Until dispelled
You touch a weapon and imbue it with righteous energy.
Touch a nonmagical weapon. It now counts as magical for all
purposes, and it deals an extra 1d4 radiant damage on a hit.
You can effect up to 20 arrows with this spell instead of one
weapon.
Denounce
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You release a bolt of holy energy as you denounce a
creature you can see. Make a ranged spell attack against the
target. On a hit, the target takes 1d6 radiant damage.
This spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Fade
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: S, M (bone meal)
Duration: Concentration, up to 1 minute
You push yourself past physical limits to reside in both the
Ethereal Plane and the Material one at once. All nonmagical
weapon attacks made against you are made with
disadvantage, and you have advantage on Stealth checks.
Flaming Whirlwind
7th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, M, (desert dust)
Duration: Concentration, up to 1 minute
A pillar of flame howls down to a point on the ground you
specify. The pillar is a 10-foot-radius, 30-foot-high cylinder
centred on that point. Until the spell ends, you can use your
action to move the pillar up to 30 feet in any direction along
the ground. The pillar causes any flammable objects not
being carried or worn to catch fire.
A creature must make a Dexterity saving throw the first time
on a turn that it enters the pillar or the pillar enters its space,
including when the pillar first appears. A creature takes 10d6
fire damage on a failed save, and half that on a successful
one.
You can cast this spell multiple times, and control each
pillar using the same bonus action, but the first time you lose
concentration on one, all pillars end.
Flesh to Salt
7th-level transmutation
Casting Time: 1 action
Range: 60 ft.
Components: S, V
Duration: Instantaneous
You fill a creature within range with wrathful energy, as you
attempt to reduce their body to a pillar of salt. Make a ranged
spell attack against a creature within range. On a hit, they
take 14d6 radiant damage. If they are below 50 hitpoints
after this damage, they must make a Constitution saving
throw. They are killed instantly on a failed save, their body
becoming a pillar of rock salt. On a successful save, there is
no additional effect.
Indite
1st-level transmutation
Casting Time: 1 action, (ritual)
Range: 10 feet
Components: V, M (specially crafted inks worth at least
10gp, which the spell consumes, feather quill from an
exotic bird)
Duration: Special
You cause a surface such as parchment, vellum, paper,
papyrus, slate, or similar to become filled with writing, with
any message you choose, in any language you speak, in clear,
legible script. You can choose to encrypt or code this
message as long as you know a method to do so. This writing
appears instantly, as long as you have it prepared, or you may
dictate your message. You may only create as much writing as
the ink you use to cast this spell would allow normally. This
writing is nonmagical.
If used to copy spells into a spellbook, this spell follows the
rules for that action as if the caster was the one doing the
copying, including relevant time and ink costs, however the
spellcaster does not need to be present for the transcribing
process. The spell lasts until the message or spell
transcribing process is completed.
Lallation
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: Concentration, up to 10 minutes
Choose a target within range. They must make a Wisdom
saving throw. Upon a failure, their tongue becomes thick and
heavy, preventing intelligible speech and disallowing their
ability to provide the verbal component for any spells. The
target may repeat the saving throw on the end of each of their
turns, ending the effect on a sucessful save.
Minor Wonder
2nd-level illusion
Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Instantaneous
You cause a harmless minor wonder within range, such as
a fire changing colours and booming with unearthly music,
the image of a falling star to appear across the sky, or a cloud
to momentarily blot out the sun. At your DM's disrection, they
may allow another effect. You can never cause the same
wonder twice.
Major Wonder
4th-level conjuration
Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Instantaneous
You cause a harmless major wonder within range, such as
a torrent of blood rain in a 200 foot are, a rain of dead toads
within a 100 foot area, or a solar or lunar eclipse to occur. At
your DM's discretion, they may allow another effect. You can
never cause the same wonder twice.
Polymorph Liquid
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M, (quantity of liquid being effected)
Duration: Concentration, up to 2 hours
You touch a liquid and change it to another. Choose one
from below.
Purify/Defile. You clean or dirty up to 5 gallons of liquid,
making it fit or unfit for consumption, if applicable.
Change Liquid. You transform up to 5 gallons of liquid to
another liquid. If the liquid is undrinkable, it cannot be
transformed to a drinkable liquid, and vice versa. It cannot
provide magical benefits, and you must have seen the
liquid before to create it. The transformed liquid cannot
be overtly harmful beyond being distasteful.
Bless/Curse. You create a gallon of holy or unholy water.
Any changes applied to the liquid revert after the duration
or if you lose concentration.
PART 3 | SPELLS
16
Sandflies. Deal 1d4 piercing damage to the target at the
start of each of your turns.
Corpseflies. Reduce any healing the target receives by
1d4, and the target has disadvantage on death saving
throws.
On a success, the spell ends. The creature can repeat it's
saving throw at the end of each of it's turns.
Scorn
Profane Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: Instantaneous
Flame-like darkness descends on a creature that you can
see within range. The target must succeed on a Dexterity
saving throw or take 1d8 necrotic damage. The target gains
no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Rapture
9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Every creature you can see within 60 feet must make a
Wisdom saving throw. If they have taken radiant damage
within the last 1 minute, they roll at disadvantage. On a
failure, they take 4d10 radiant damage, are knocked prone,
and under the effects of the restrained condition. On a
success, they take half damage. Effected creatures may
repeat the saving throw at the end of their turns, ending the
effect on a success.
Shell of Flies
17
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: Concentration, up to 1 minute
You coat a target within range with a shell of flies, willing
them to your bidding. Target a creature within range. It must
roll a Constitution saving throw, and on a failure, choose an
effect from the following;
Blowflies. Reduce the creature's speed by 10 for the
duration, (this cannot reduce a creatures speed below half
it's normal speed).
Sandflies.
PART
3 | SPELLS
Enchantment cantrip
Casting Time: 1 action
Range: 60 ft
Components: V
Duration: Instantaneous
You unleash a withering torrent of contempt layered with
enchantment at a creature within range. If the target can hear
you (though it need not understand you), it must succeed on a
Wisdom saving throw or take 1d6 psychic damage and have
disadvantage on the next skill check it makes before the end
of its next turn.
This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Speak Through Plants
2nd-level divination
Casting Time: 1 action
Range: 1 mile
Components: V, M, (branch from a lightning struck tree)
Duration: Concentration, up to 10 minutes
You project your voice through a plant you have seen as an
unearthly boom. Choose a plant you have seen within the
range. For the duration, you are blinded, deafened, and
incapacitated to your surroundings, and you gain blindsight
for a 10 foot radius extending around your chosen plant,
which erupts in luminous otherworldly flames. You can speak
and have your voice originate from the chosen plant for the
duration, as if effected by the volume effect of the
thaumaturgy spell. You can end this spell at any time.
Tainted Feast
6th-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a gem-encrusted bowl worth at least
1,000 gp, which the spell consumes)
Duration: Instantaneous
You bring forth a great feast, including magnificent food
and drink, identical to that produced by a Heroes' Feast. The
feast takes 1 hour to consume and disappears at the end of
that time, and the detrimental effects don't set in until this
hour is over. Up to twelve other creatures can partake of the
feast. A successful Arcana check made against your spell save
DC reveals the food to be tainted.
A creature that partakes of the feast suffers several effects.
The creature is considered under the effects of the poisoned
condition, becomes vulnerable to poison as well as making all
Wisdom saving throws with disadvantage. Its hit point
maximum also reduces by 2d10, and it loses the same
number of hit points. These detriments last for 24 hours, and
cannot be dispelled before that time has elapsed. The caster
of this spell suffers no penalties for partaking in the feast.
Ability checks such as Insight or Arcana may be needed to
understand symbols, metaphors, or ideas presented in the
vision.
You are considered blinded, deafened, and incapacitated to
the outside world while having this vision, which ends if you
lose concentration.
Wave of Locusts
6th-level conjuration
Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Instantaneous
You cause a harmless wonder at a point within range, such
as healing a blind man, (this spell does not restore limbs or
other body parts), curing a crowd of leprosy, causing the sun
to go dark for 1d4 minutes, or conjuring the image of a
horizon long army. At the DM's discretion, they may allow
another effect. You can never cause the same wonder twice.
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a locust husk)
Duration: Instantaneous
You conjure a vast cloud of locusts which descend upon a
point within range. This area can be 10 feet long, up to 10
feet wide, and up to 10 feet tall. Each creature within this
range must make a Dexterity saving throw, taking 2d6
piercing damage on a failed save, and half that on a
successful one.
At Higher Levels. When you cast this spell with a spell slot
of 4th or higher, you can create an additional cloud of locusts
for each slot level above 3rd.
Vision
Wither
True Wonder
4th-level divination
Casting Time: 1 minute
Range: Self
Components: S, V, M (incense, brazier or open flame)
Duration: Concentration, up to 12 hours
You open your mind to a deity or similar being, and attempt
to recieve them. Your DM sets a DC and rolls to determine
whether you are successful, whether you are answered by
your preferred deity, and describes the vision bestowed upon
you.
Divine beings aren't necessarily omniscient or helpful, so
you might receive an "unclear" vision with a jumbled,
unintelligble message, or none at all. A phrase or a few
sentences may suffice as a summary for your vision, and the
DM may describe it with as much or as little detail as
appropriate.
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You drain the strength from a target's hands, withering
them temporarily. A target within range must succeed a
Strength saving throw, or have their Strength ability score
reduced by 1d4 for the duration. A score cannot be reduced
below 2 in this way.
Additionally, they must drop whatever they are holding in
their hands unless it is strapped or otherwise secured apart
from their natural grip.
PART 3 | SPELLS
18
Abraham's Armory
Long lost relics of times long past, contemporary artifacts
integral to the world's history, whatever and whichever you
prefer, here they lie.
Apple of Knowledge
Wondrous item, very rare
"But of the tree of the knowledge of good and evil you shall
not eat, for in the day that you eat of it you shall surely die.”
This apple has a chromatic sheen to it's skin, and the flesh on
the inside glows gold.
If you consume this apple, your Intelligence score
increases by 1, and your Wisdom decreases by 2,
permanently.
Ancient Law
Wondrous item, very rare, (requires attunement)
"I will give thee tablets of stone, and a law, and
commandments which I have written; that thou mayest teach
them."
While holding this ancient stone slate, when you cast the
command spell, you may utter a short phrase instead of a
single word, but it must begin with the words "Thou shalt,".
19
PART 4 | ABRAHAM'S ARMORY
Additionally, the duration of the spell is increased to 12 hours
when you cast it in this way. Only one creature can be
effected by command in this way, and casting it on another
creature whether normally or as the phrase, ends the
condition on the previous creature.
Betrayer's Coin
Wondrous item, very rare
"...so they counted out for him thirty pieces of silver."
Tarnished, these coins have a subtle glint that catches the eye.
A person who touches one of these coins becomes cursed.
While cursed, they automatically fail saves against charm
effects; and once a day they must perform at least 1 action
that goes directly against the interests of a friend, or take
5d10 psychic damage. The cursed person is unable to tell
anyone of their state. A remove curse spell will end this effect.
Braid of the Nazirite
Wondrous item, very rare, (requires attunement)
"...his hair must be allowed to grow long and must never be
cut, for he shall be a Nazarite under a vow..."
While attuned to this inconspicious long lock of hair, your
Strength score changes to 22 and cannot be changed in any
way, (short of divine intervention), until you break attunement
from this item.
Breath of the Four Winds
Wondrous staff, legendary, (requires attunement by a creature
that can cast spells)
"And as I was prophesying, there was a noise, a rattling
sound, and the bones came together, bone to bone. I looked,
and tendons and flesh appeared on them and skin covered
them, but there was no breath in them...
'Come, breath, from the four winds and breathe into these
slain, that they may live.' So I prophesied as he commanded
me, and breath entered them; they came to life and stood up
on their feet—a vast army."
This unassuming wooden staff seems worn by many hands.
This staff has 1d4 charges. While attuned to and holding it,
you gain access to the divination, commune, and levitate
spells, which you may cast by expending 1 charge, and storm
of vengeance and foresight, which you can cast by expending
4 charges. The staff regains all charges at dawn.
You can destroy the staff and expend all your spell slots to
cast the spell resurrection on every eligible humanoid corpse
for a 1 mile radius of you. Creatures brought back to life in
this way do not speak, breathe, or question orders; and you
may issue simple commands such as "attack that creature" or
"overrun that fort" which the creatures will attempt to the
best of their capabilities. All creatures resurrected by this
effect hear a command you issue to them, regardless of
distance.
After an hour, the resurrected creatures return to corpse
form, and cannot ever be raised in this manner again unless
with a wish spell.
Briar Crown
Wondrous item, legendary, (requires attunement)
"And the soldiers twisted together a crown of thorns and put
it on his head..."
While attuned to this item, you are vulnerable to bludgeoning,
piercing, and slashing damage.
If you die while attuned to this item, you are resurrected 3
days later as if by the resurrection spell. You can only gain
this effect once.
You must have at least 10 levels in the cleric class before
you can break attunement to this item.
Engraved Trumpet
Wondrous trumpet, legendary, (requires attunement by a
bard)
"...and he will reign for ever and ever."
The cold silver bands that glimmers around the black of it's
ebony horn seems ...ominous. You must be proficient with
trumpets before you can attune to this item.
When attuned, you can signal the coming end times over
seven turns. As an action each turn, you can blow the
trumpet, in an attempt to call down apocalyptic forces. You
must use your action each turn to blow the trumpet once you
do so the first time. You can only blow the trumpet once per
turn. If you blow the trumpet seven times, ever, it crumbles to
dust.
Turn 1. The Storm. You cast the control weather spell
from the trumpet, and you do not need to maintain
concentration. The duration is reduced to 1 hour, however.
Turn 2. The Flood. You cast the tidal wave spell three
times from the trumpet.
Turn 3. Wormwood. A ball of toxicity falls from the sky on
a point within 60 feet of your choosing, causing effects
similar to the fireball spell, but doing acid damage instead of
fire. Additionally, for a 60 foot radius from the impact range, a
stinking cloud clings to the air. The cloud lasts for 10
minutes, or until a wind blows it away, as normal.
Turn 4. Great Dark. For 200 feet around you, the darkness
spell is in effect, for 10 minutes.
Turn 5. Star of Hell. You cause a black star to fall from the
sky on a point within 60 feet around you. Two barlgura rise
from it's crater, and any combination of 16 manes or dretches
also. They enter initiative as a group, one above your own.
They are hostile to all creatures.
Turn 6. March of the Horsemen. Choose 4 creatures
within 60 feet. They are immediately under the effects of the
phantasmal killer spell. You also summon a nightmare, which
is friendly to you and rideable, no matter your size. This
nightmare lasts for 1 hour.
Turn 7. Wrath. You cast the spell meteor swarm, call
lightning, and storm of vengeance from the trumpet. The
trumpet crumbles to dust.
Gift of the Wise Men
Wondrous item, very rare
"...for we have seen his star in the east, and are come to
worship him."
This exquisitely crafted ivory box is studded with blue
gemstoens, and swirling colours seem to appear across it as
you look at it from different angles. This box only ever has
1d4 charges. You can expend one of the charges to choose
one of the following effects;
Gold. 10d100 gold coins pour from the box.
Frankincense. Smoke pours from the box, pleasant
smelling and calming. The commune spell is cast by the
person expending the box's charge.
Myrrh. A resin fills the box. If ingested, it cures all
poisons, diseases, and ends on curse effecting one
creature.
Once all charges are expended, the box becomes a
nonmagical trinket, worth 500gp.
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Holy Spear
Wondrous spear, legendary
"One of the soldiers, however, made a thrust at his side with a
lance, and immediately blood and water flowed out."
This ancient spear leaks blood from it's spearhead. Whenever
you hit a creature with this spear, you can choose to deal
26d12 unpreventable radiant damage to it and cast
banishment upon it. The DC for this spell is 8 + your
proficiency modifier + your Charisma modifier. The creature
rolls it's save with disadvantage.
If you do this, the spear disappears from your hands and
reappears in a random location upon the Material Plane.
Spells like locate object and similar effects cannot target this
weapon.
Jawbone of the Ass
Wondrous club, legendary, (requires attunement by a
barbarian)
"With the jawbone of a donkey, heaps upon heaps, with the
jawbone of a donkey have I struck down a thousand men."
When wielding this weapon, you cannot be knocked
unconscious. If you are brought below 1 hit point, you follow
all normal rules, except you can take your turn as normal.
Additionally, when you kill a creature using this weapon, you
can make an additional attack against another creature with
it. This effect triggers on every death blow dealt using this
weapon.
Lost King's Seal
Wondrous ring, very rare, (requires attunement by a bard or
cleric)
"...give your servant a discerning heart to govern your people
and to distinguish between right and wrong. For who is able
to govern this great people of yours?"
A design of precious stones line the outside of this band, and
a star design decorates the seal. While attuned to and
wearing this ring, you can cast zone of truth, comprehend
languages, and speak with animals at will. Elementals have
disadvantage on saving throws you impose on them, while
you are wearing this ring.
Manna
Wondrous item, uncommon
"Take an omer of manna and keep it for the generations to
come, so they can see the bread I gave you to eat in the
wilderness..."
This unassuming, grey, breadlike substance is warm to the
touch, and smells of hot winds and sand. Eating it provides all
physical nutrients you need for a month.
Ragged Veil
Wondrous item, rare, (requires attunement by a cleric, bard,
or druid)
"She came up behind him and touched the edge of his cloak,
and immediately her bleeding stopped."
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PART 4 | ABRAHAM'S ARMORY
This frayed veil bears the remnants of dried blood, smeared
across it's entirety. While attuned to and wearing this item,
you can choose an additional creature within range to affect
when you cast a spell that restores hit points.
Rusted Nail
Wondrous item, artifact, (requires attunement by a paladin)
"You who would destroy the temple and rebuild it in three
days, save yourself!"
Just touching this rusted relic fills you with inner fire. While
attuned to this item, you gain the following benefits;
Your weapon attacks deal an extra 1d6 radiant damage.
You gain temporary hit points whenever you deal radiant
damage equal to the damage dealt, unless you have
temporary hit points greater than that amount already.
You cannot be charmed or frightened.
You cannot be stunned, petrified, blinded, or paralyzed.
However, when you attune to this item, you have a vision of
a god given quest, which you must complete as if affected by
the geas spell. When you complete the quest, you can choose
to break attunement, otherwise you are given another quest,
following the same effect. You cannot end attunement with
this item in any other way.
Saint's Head
Wondrous item, very rare
"His priests fell by the sword, and his widows could not
weep."
This shrivelled head's features are all but impossible to make
out, except for the long, yellowed beard extending from it's
chin. This head has 1d6 charges. You can expend a charge to
cast locate object, locate creature, or 2 charges to cast
commune from it. All information garnered from these spells
comes directly from the head. When every charge is
expended, the head turns to dust.
Supple Sling
Wondrous sling, very rare, (requires attunement by a fighter)
"His height was six cubits and a span..."
This sling's shaft is well oiled and seems to fit the hand
perfectly. Normally, this sling acts as a +1 weapon, but when
used to attack a creature of size large or above, you critically
hit on a roll of 15-20.
Staff of Snakes
Wondrous quarterstaff, varies, (requires attunement)
"Aaron cast down his rod before the Pharaoh and before his
servants, and it became a serpent."
This staff comes in several varieties, however they all share
the following ability:
Awaken Serpent. As a bonus action, you can turn the staff
from wood to it's namesake serpent, which has the statistics
of a poisonous snake, (PHB page 308). The snake counts as a
familiar as if you had cast the find familiar spell. If you
dismiss it, it returns to staff form. If the snake form of the
staff is killed, the staff is destroyed.
Sand Boa. (uncommon)
The snake form of this quarterstaff is a short, brown or
yellow constrictor snake.
Crowned Cobra. (rare, requires attunement)
The snake form of this staff is a cobra with a vivid yellow
crest. While you hold this quarterstaff and are attuned to it,
you can cast vicious mockery and poison spray from it. While
you are attuned to the staff, you learn the command spell, but
you must be able to cast spells to use it.
Horned Viper. (very rare, requires attunement)
The snake form of this staff is a large, black viper with silky
scales, and several hard, horn-like protrusions extending from
it's head. In addition to the benefits provided by the Crowned
Cobra variant of this staff, this staff has 1d6 charges. You can
expend a charge to cast hellish rebuke or inflict wounds as
1st level spells while holding this staff. It regains all expended
charges at dawn.
Staff of Plagues
Wondrous staff, legendary, (requires attunement by a druid or
wizard)
"For by now I could have stretched out my hand and struck
you and your people with a plague that would have wiped you
off the earth."
This white wooden rod is cracked and splinters at a touch,
but is still sturdy. While attuned to this staff, when you cast
control weather, the duration becomes 24 hours, and you
gain the following additional stages.
Temperature Stage -1. Rain of Fire. Great, slow moving
balls of flame descend from the sky throughout the effected
area. They are slow enough to escape if moved away from,
but buildings and flammable areas experience heavy damage.
Wind Stage 6. Rain of Toads. Seemingly endless waves of
toads fall from the sky, at first exploding on the ground, but as
the bodies pile up the landing is soft enough to survive,
creating a pestilential menace.
Precipitation Stage 6. Rain of Blood. A torrential
downpour of blood streams from the sky, descending from
clouds of angry crimson amd purple.
Shroud of Burial
Wondrous item, very rare, (requires attunement)
"...took down the body, wrapped it in the linen, and placed it
in a tomb..."
This item can be worn as a shawl or cloak. While attuned to
it, you have disadvantage on death saving throws.
When you take damage that would bring you below 1 hit
point, you can make a Constitution saving throw, with a DC of
8 + the damage taken. On a success, you drop to 1 hit point
instead.
Twig of Seneh
Wondrous item, uncommon
"Behold, the bush burned with flame, yet was not consumed."
This small twig glows with a blue fire as if effected by the
continual flame spell. While holding this twig, you cannot be
charmed.
Twisting Ram's Horn
Wondrous item, rare, (requires attunement)
"...priests shall carry seven trumpets of rams' horns before
the ark; then on the seventh day you shall march around the
city seven times, and the priests shall blow the trumpets."
This horn is hollow, and can be blown to release a deafening
roar. While attuned to this item, you can cast the
thunderwave spell a number of times equal to your Strength
modifier, (minimum 1), with a tripled radius. Additionally, you
can cast shatter once in the same way. Buildings take double
the normal amount of damage they would usually take from
these spells.
Worn Chalice
Wondrous item, artifact, (requires attunement)
"...it is poured out as a sacrifice to forgive the sins of many."
This battered goblet is bronze, with silver detailing along it's
rim. Touching it fills one with vigour. Before attuning to this
item, you must complete a long quest that proves your
worthiness to bear it, including your faith, dutifulness, and
purity of heart. The DM decides when you have sufficiently
done so.
While you are attuned to this artifact, you gain the
following effects;
This chalice gains the properties of an alchemy jug for
you.
You do not need to sleep, although you can choose to do
so. You also do not need to eat, although you can choose
to do so.
You are immune to disease, the poisoned condition, and
the petrified condition.
You cannot be charmed.
You gain 2d10 temporary hit points at the start of your
turn, if you are conscious.
Whenever you would be brought below 1 hit point, you can
ignore the damage that would do so. You must complete a
long rest before using this effect again.
PART 4 | ABRAHAM'S ARMORY
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