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. 3 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. 5 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. PART 4 | ABRAHAM'S ARMORY 20 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." 21 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 22