The ritual spells available for each god may be taken by any spellcaster when they gain a spell of the approximate level and may be considered as part of an adherent’s available spell list if they would otherwise get all spells of their class. They may also be selected when gaining spells through a feat such as Magic Initiate or Ritual Caster, if the spell is the appropriate level. If so chosen, you may pick INT, WIS, or CHA to be your spellcasting requirement for this spell.
The gods are jealous, and require those that use their rituals to follow their tenants in order to be successful. More than one ritual may be chosen with GM permission and a solid rationale for both gods allowing their blessings.
Unless mentioned in the spell, these spells may be cast whenever you know the spell and have an available spell slot at that level. Casting these spells does not cost this spell slot if you cast it as a ritual, but does require it to be available to prove you are not magically exhausted. Some spells have different cast times for true casting or ritual casting (if so, you will find it noted on the spell).
Each time a caster completes one of these rituals, they gain increasing attention from the God or Goddess they are honoring. Should their actions not live up to the divine tenants of that god their powers may be blocked and/or the ritual may no longer work.
Recommended domain: Strength
The strongest being of power is arguably Alethia, goddess of Order, Honor, and Competition. From her throne on the Elemental Plane her influence spreads as she demands obedience, order, and structure from those who follow her. Alethia typically manifests as a female giant made of stone clad in a simple tunic that reveals the strength of her legs and arms. Her symbol is the crown she wears, spiked and bladed, serving as a symbol of power and strength.
Alethia demands order and structure and her domain on the Elemental Plane is one of diamond and stone. Firm, uncaring, and orderly. When her influence is felt on mortal affairs, it is always to bring order through strength. Many nobles claim her favor as the divine right to rule. Many forms of sport call upon her guidance for glory and victory, as do most armies on the cusp of battle. Those who assert their power and back it up with direct strength earn her favor, while those who rely upon secrecy and subversion earn her ire.
Followers of Alethia obey the following tenants:
- Might makes Right.
- Order must always triumph over Chaos, no matter the cost.
- An honorable competition won grants the greatest glory.
Alethia enjoys a wide range of followers, second only to Tamberlain, and their rituals and holidays vary across the Mortal Plane and beyond. The Summer Solstice is her most holy of days, and upon this date she demands her followers compete in tests of strength. While the exact test varies by culture and location, all are usually athletic competitions. Followers of Alethia come in many forms, but tend to be dogmatic and ritualistic in nature, preferring to worship in elaborately constructed halls with large congregations. Organizations that seek Alethia for patronage are frequently those already in power and wanting to keep it that way, including noble houses, armies, and those who value physical strength over all else.
Alethia’s Ritual: Circle of Law
1st-level evocation (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (a circle made of stones at least 15ft in diameter, and at least two additional willing entities)
You call upon Alethia’s favor to resolve a dispute in a trial of combat. Upon calling for her favor, you may pull two willing entities into the stone circle, placing them at opposite ends from each other. Upon speaking Alethia’s praise and removing yourself from the Circle of Law, a shield develops that traps those within.
The two willing subjects within the sphere remain trapped inside the ring until one is reduced to 0 hp. Attacks and entities cannot pass through the shield (for example, a fireball will not pass beyond the ring but instead explode upon reaching it), but air, water, and natural effects of the terrain remain as usual. All attacks made by the two willing targets are nonlethal while the Circle of Law is in effect.
Upon reducing their opponent to 0 HP, the effects within the ring dissipate. The victorious entity gains a point of inspiration for the next 24 hours and is considered absolved of whatever crime or correct in whatever argument initiated the Circle of Law. The failed entity gains a level of exhaustion and is reduced to 1 hp.
Recommended warlock patron: the Hexblade
In a time long forgotten to most mortals, the Giants dominated the material plane. Cunning, cruel, and powerful, these beings sought to control and enslave all other mortal beings under their sinister soul magics. Mastering the ability to sever souls from the bodies of mortal beings and trap them in the Astral Plane, they created horrific tools and weapons powered by tormented souls unable to pass on to oblivion through the Annwyn. The most powerful mages of this era bound massive numbers of souls to themselves, becoming amalgamations of vast spiritual and physical power, growing in size and strength to become as titans upon the world of Falleron. Many tales are told of how their soul-powers grew to rival that of the gods themselves before, seemingly overnight, the Aligan culture vanished from the world. In their absence, the other enslaved mortal races were freed from their control and tore down their cities and strongholds, leaving them lost to history in all but the wildest corners of the world.
But while the ultimate fate of the Aligans remains a mystery to us, their influence occasionally returns to haunt the present. Even thousands of years after their fall, the most powerful Aligan demigods appear in the form of weapons, armor, and tools of insane power and cruel sentience. Most often found in the form of cruel, intelligent weapons that feed upon the lifeforce of others, these demigods managed to obtain immortality at the cost of their own physical agency. Many such weapons have been found over the years, nearly all of which seek to possess and wear away at the minds of their wielders. Their promise tends to remain the same: offers of power and the secrets of immortality.
Followers of Aligan Demigods obey a wide range of tenants and rituals, most of which revolve around seeking immortality and feeding the item possessed by the demigod.
Cults surrounding Aligan Demigods have a habit of sacrificing themselves in bloody and ultimately futile attempts to gain immortality, usually having been promised secret knowledge by the demigod and, in performing their strange rituals, instead simply drew their own souls from their body to feed and empower the demigod. A rare few with power and wisdom manage to overpower these demigods and bend their powers for their own. Such practitioners are rare, and to be feared.
The Aligan Ritual: Soul Binding
4th-level necromancy (ritual)
Casting Time: 1 hour (Ritual: 3 hours)
Components: V, S, M (weapon, trinket, tool, or piece of armor)
As a ritual over an hour, you may summon forth a great amount of spiritual energy to bind your soul to an object. This object may be anything, though in most cases it is a piece of equipment, a weapon, a tool, or armor attached to your person. Over the course of the ritual, you must make three death saves as your soul is pulled from your body. Use the same rules as rolling death saves and apply any bonuses or penalties you have to these rolls. Once begun, you may not stop the ritual regardless of the results of the save
As you bind your soul to the item, each successful death save transfers your soul energy to the item, while each failed save causes your soul to be drained away into the Annwyn to be destroyed. Should you succeed in two or more of your death saving throws, you become weakened but successfully have bound your soul to the item. You take a -3 Constitution penalty per failed save as your body and soul have been fragmented, but so long as your item exists you may continue to live. Should you fail in your death saving throw but succeed in one or more save, a fragment of your soul remains in the weapon but you die in the process. Should you fail at all of your saves, your soul is not transferred and you die instantly.
Should you have succeeded and are later killed, or should you have failed your death saving throw with one or more success, your consciousness will remain active in the weapon for a number of years equal to 10x the number of successful saves you accomplished. Your soul operates as a Hexblade patron would for those who would hold you, and upon being picked up for the first time you may make a contested Wisdom save to attempt to dominate the wielder of your item. You gain a +1 bonus to this roll equal to the amount of successful death saving throws you rolled. If successful, you now control the creature that picked you up with their first three levels (at minimum) devoted to the Hexblade warlock subclass. Should the weapon be removed from the possessed creature for longer than 24 hours, you lose this control. Once resisted, you may not attempt to possess the same creature again.
Should the item you are possessing be destroyed your soul is released to fall into the Annwyn and be destroyed.
Recommended domain: Zeal
Recommended warlock patron: the Celestial
Goddess of righteous war, revenge, and the downtrodden, Amalas is unique amongst the beings of power in that she was born a mortal woman on the material plane. Elevated through a combination of bravery and luck, her life spent fighting those who would oppress the weak led her to inadvertently acquire a fragment of Compassion’s power. Thrust into goddesshood abruptly, she initially used her power to smite her foes and rally those she had fought with to victory. Over time, however, she has increasingly withdrawn from direct conflict on the mortal plane, instead guiding her adherents from a distance rather than smiting those who oppose her directly. Amalas typically manifests as her form in life, a human female, but wreathed in golden flames and light. Her symbol is the radiant fist.
Amalas reaches out to the poor and downtrodden, those who are wrongfully oppressed and empowers them to strike back at their oppressors. Righteous vengeance is a considerable part of her tenants of faith, and she blesses the weakest seeking to avenge, restore, and protect their fellow downtrodden over all others. Under her embrace, the frailest peasant child might become a mighty crusader, and woe to those who would stand in their way. The rebellious, the poor, and those yearning for freedom from tyranny cry out to Amalas for justice, and with her might she sees it done.
Followers of Amalas obey the following tenants:
- Evil must be destroyed.
- The pursuit of righteous vengeance is only secondary to protecting your fellow downtrodden.
- Freedom is a right for all, and must be earned at the tip of the sword.
Amalas has relatively few followers, both due to the recent nature of her ascension to goddesshood and due to the fear of her power leading many ruling authorities to stamp out the cults of her followers wherever they can be found. Worshippers of Amalas tend to be secret orders and societies, often hidden inside the temples of other faiths (Especially Tamberlain) where they can help the poor while preparing for their violent crusades for equality and vengeance. Only in the human nations of Kernaugh and Meridia is she openly worshipped. The first full-moon of Spring is her holy day, the day she rose to power on the bloody battlefields of Kernaugh and triumphed over the enemies of her people.
Amalas’s Ritual: Rite of Vengeance
1st-level evocation (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (a bowl and an object belonging to the oppressed or symbol representing the target of the rite)
You swear an oath of vengeance against an oppressive or destructive force that has done you, or those you are championing, a great wrong. Over an hour you burn the object belonging to the person slain or wronged, or a symbolic representation (such as a flag, picture, etc.) of the oppressor, calling out to Amalas to empower you to avenge the wrongs committed. When complete, you may treat the subject of your ire as an evil or undead entity for the subjects of spells and abilities you control.
The target of this spell must be specific to the context of the rite. A burned down house would not justify the empowerment against all humans, for example, but could justify a bandit leader and his minions. Once cast, you may not commit another Rite of Vengeance until the subjects of your ire are destroyed or defeated in a way that satisfies the harmed party. Common other uses might be to burn the doll of a murdered child to swear vengeance on the murderer or the flag of an oppressive lord to overthrow his unjust rule.
Recommended domains: Arcane, Knowledge
God of magic, knowledge, and secrecy, Auberon governs the Winter Court of the Faewild, and from his throne he reveals and hides knowledge as he sees fit. Auberon seeks out those who seek answers and knowledge for their own sake, and communicates and manipulates those who devote their lives and make great sacrifices in seeking knowledge, regardless of what knowledge is sought. He also empowers those that keep secret arcana in his name and is a jealous guardian of his knowledge. His eye watches over the studious, the experimental, and secret societies of all kinds. He is typically manifested as an all-seeing eye, which is also his symbol, and rarely takes material form. He occasionally is depicted as a closed eye, representing the secrecy he demands of his followers.
Auberon typically waits until called upon for knowledge, and he will rarely grant such knowledge freely, instead his guidance comes in an exchange, giving up the knowledge and memories of something precious for equally precious knowledge. Auberon’s guidance is not always good, in many cases he will grant harmful or destructive knowledge. Morality is simply not a factor to him. The pursuit and trade of knowledge is all he cares for. He favors scholars, arcane casters, and those who would keep secrets over all others.
Followers of Auberon obey the following tenants:
- Knowledge must have a price, and the price is dear.
- The price of knowledge is always worth it.
- Knowledge, once gained, must be hoarded in secret.
Auberon has a vast host of followers on the Faewild, as his manifestation of the great eye rests at the center of the Winter Court. Beyond the Faewild, many wizards call for his name for inspiration and, occasionally, for guidance. Those the price of such guidance is great. Auberon has no holiday in which he is worshipped, through libraries, schools, and secret societies frequently invoke his blessing upon opening or calling a meeting to order. A follower of Auberon is as likely to be a curious professor as an amoral mad genius, leading many to be suspicious of his followers.
Auberon’s Ritual: Broker Information
2nd-level divination (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (chalk to make a magic circle with an eye at the center, a blank book, solitude)
Castable only when truly in solitude, with no other person able to see or hear you during the hour of the ritual, you open a blank book and recite a secret arcane incantation to call upon Auberon, writing down a question you seek an answer to. The question must be specific, and answerable with one word. Over the hour of the ritual, the book opens and flips rapidly through the pages, impossibly flipping through what seems like an infinite amount of pages. At the conclusion of the ritual, the book stops at one page at random.
On that page will be the price of the knowledge you seek (such as remembering where you are, the flavor of strawberries, or all of your memories of a loved one) with the severity equivalent to how powerful the knowledge is. You may choose to close the book at this time, ending the ritual, or place a drop of your blood upon the page, accepting the cost. In either case, upon accepting or concluding the book burns away to nothing in violet flames. If you accepted the bargain, upon completion of the book burning you gain the knowledge you seek and loose the price you paid.
Upon completing the ritual, you may not ask another question for 24 hours.
Recommended warlock patron: Fiend
The god-like demon of the Vault of Want, the Chimera is a being of flame and shadow. It is a creature who knows only greed and ruin, seeking to possess or consume all it can and, then, destroy or decay whatever it has until nothing remains. Unlike Morrigan, who destroys as part of the natural cycle of life and death, the Chimera is jealous and greedy and destroys for the joy of it. True to his nature, his symbol is an uncontrolled flame from which horrific maws snap hungrily. His manifestation is varied, and is usually assumed to be a massive, multi-headed monster of fire and smoke, but just as often he has been known to appear as a friendly mortal, all too eager to prey on the appetites of mortal beings.
The Chimera’s motivations are obscured to us, but his behavior is rather well documented from the handful of times he has managed to escape from the Vault of Want to ravage the Mortal Plane. He seeks only to consume and bring to ruin all he can. War, famine, terror, and greed follow him like loyal hounds, and those willing to spread these things gain what might be considered his favor, were it not the fact that such power frequently corrupts those that gain it to become demonic slaves to his will.
Followers of the Chimera obey the following tenants:
- Destroy everything!
- Consume voraciously and indiscriminately!
- Bring all into ruination!
Followers of the Chimera are typically those driven mad by greed and desire to the extent that they are willing to sacrifice their humanity itself to gain their ambitions. Many of these are tricked or betrayed into the Chimera’s service, frequently by summoning lesser denizens of the Vault of Want such as Succubus or Incubus. Followers on the Mortal Plane, and beyond, tend to be in hedonistic and self destructive cults that, when revealed to the wider world, are usually stamped out before they can become a serious problem. But every now and then one manages to gain enough power to call forth a vast amount of demonic power and brings great ruination to their world. The Chimera holds no holiday as special, but instead demands his followers demean and interfere with the holidays of the other gods, especially Tamberlain and Gien.
Chimera’s Ritual: Demonic Possession
1st-level transmutation (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (a stone cup filled with freely given blood)
Over an hour you may offer blood, yours or that of a willing entity, to the Chimera in exchange for power. At the end of the one hour ritual, the stone cup filled with blood catches fire and produces a living smoke which seeks out the source of the blood. Upon finding the source, the smoke forces its way into the creature’s lungs causing great pain and a terrible transformation over one minute. The creature takes on a different, deformed, and somehow more cruel appearance for the next 24 hours that is unrecognisable to all but those who know the person closely. Whenever the creature makes an intimidate skill check, or any saving throw, it can roll a d4 and add the number rolled to the check or save. Each time this is used, the creature becomes more horrific and deformed looking (their skin becoming oily or beginning to slough, their hair slowly falling out, teeth sharpening to a point, etc.). At the end of the 24 hours, the creatures reverts to normal, loses a single health point (permanently), and gains two levels of exhaustion. You may only grant this benefit to one target at a time.
Recommended domain: Life
When Peace fell into slumber inside the Astral Plane, a part of her dreaming mind was aware of the existence of the Fool in the vast empty space surrounding her. It watched this poor creature suffer in pain and loneliness for eons, until finally a fragment of her power manifested as a separate creature: Compassion. True to her name, Compassion cared solely for others and used her power to make the Fool’s life more safe and comfortable. She used her great powers to create and order the fragments of planes around Peace so that The Fool would have constants to survive within. She created the flow of life and death so that the world could flourish for the Fool, and in doing so came to care for the new forms of life that emerged from the plane that would come to be known as Falleron. But at each stage, despite her immense divine power, her mind became fragmented. If she managed the flow of life and death, she would be too busy to see to the needs of the Fool. So she split her power again, giving life to Gien and Morrigan to manage life and death. And so this pattern continued, with Compassion slowly chipping away at her own power and thus creating the other gods and goddesses so that she could stay with The Fool. In time, she came to have nearly no power left, having split it in so many fragments that she was, herself, little more than the mortals she helped create.
In time, some of these mortals sought to control her power for themselves, leading to a great tragedy that nearly destroyed the mortal plane. In the end, Compassion split away her home from the mainland of Falleron and enabled it to wander the seas with the last of her power, raising a mist that would allow any on the island to leave, but prevent any from being able to enter. This was meant as a means to keep away those mortals that would abuse her, but it had a terrible consequence. For in making this, her power became so spent that she lost all memory of who she was. She then began walking the world as a mortal, inadvertently leaving the shelter she made for herself and setting off across a half-remembered world. It is said that, to this day, she and the Fool still seek each other, though it is unclear if she will remember him should they meet. For this reason, Compassion’s symbol is a heart, half-filled and half-empty, representing her fragmented power and memory.
Followers of Compassion obey the following tenants:
- Selfless giving to others enriches us all.
- Love is precious and should be sought.
- We are the legacy of what we leave behind.
Compassion is worshiped in some form by many, though as a positive or negative deity depends upon their point of view. Most see Compassion as a goddess that was willing to give up everything for pure, selfless love. Others see her as someone taken advantage of, robbed of her powers by others and left destitute and mad for her troubles. While all attribute the current world to her powers, she is a divisive character in many religions. With the Fool, she lends her power to the Lovers Wayshrines, common features around the realms of the mortal plane where one can find safety and solace from the wild nature of the world. Some of these shrines have itinerant clerics to Compassion that tend them in their travels, but it is rare for a follower of Compassion to stay in one place for long. While she has no official holiday, her name is often invoked at weddings, gift-giving celebrations, and coming of age ceremonies.
Compassion’s Ritual: Gift of Heart
1st-level evocation (ritual)
Casting Time: Instantaneous (Ritual: 10 minutes)
Components: V, S
You lay your hands upon a wounded person, praying to give your blessing of life to the target. Over course of the hour, you slowly begin to glow with an increasingly bright light, until at the end of the hour your lifeforce has been gathered. At this point, your pass your life onto the target, along with the glow effect, leaving yourself weakened. Take the maximum value of one of your remaining hit dice and add your spellcasting ability modifier. Your target gains this total in hit points and you lose hit points equal to your spellcasting ability modifier. If cast as a ritual, you may only cast this as a 1st level spell and you lose the hit die from your pool.
Healing from Gift of Heart may be used on constructs, undead, and other creatures that otherwise would not be able to receive magical healing without penalties.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may multiply the total healing provided by the level of the spell. If you do, you gain a level of exhaustion for each spell level above 1st-level that you cast the spell (for example, casting this spell as a 5th-level spell would cause you to gain 4 levels of exhaustion). If this would cause death, instead you are rendered unconscious at 1 hit point and lose your memories from the last 1d12 months.
Recommended domains: Death, Grave
Recommended warlock patron: the Undying
Draug is fear, doubt, the nightmare that does not end. Where he walks, suffering follows. Where he speaks, all succumb to despair. Draug is a being that knows no single plane, and walks the realms and planes of Falleron aimlessly until a single point of light or hope dares challenge him. From that point onward, he will remain fixed in opposition to the challenge until all light is extinguished and all hope falls to dust. None know his face or appearance, as all who see him fall so horribly into fear that no sensible answer remains. Only one set of words are repeated by those who are calmed sufficiently to recall their experiences: Stone face, stone heart, all things come apart.
Draug is a demon who serves no function in this cosmos aside from its aim to bring doubt, despair, and fear. Born of Morrigan and Samhain in their attempts to bring new life from their domain of death, instead they gave birth to a stillborn monstrosity that brought both such horror that they were unable to look away from it for millennia. Only with the aid of the Fool were they released from Draug’s spell of horror, a feat that Draug still holds against the Fool to this day. There is no creature Draug hates more than the Fool, and most times his minions appear it is to bring terrible vengeance upon the trickster god and his people. Such followers of Draug have no fear of others, for what could be more terrible than fear incarnate? They have been known to attack in waves, allowing themselves to be cut down in the thousands rather than break upon a superior force. Many of Draug’s followers are necromancer, raising their fallen brethren in their unceasing and terrible march against whatever their god opposes at the moment.
Followers of Draug obey the following tenants:
- No hope may survive our terror.
- No fear is greater than our lord.
- The Fool must be destroyed.
Followers of Draug are rare, and usually gather in swarm-like locations to support their lord’s goals. Driven by terrible nightmare messages from their demon lord, they gather to do his bidding- even if that bidding is to run aimlessly into death to weaken the hope of others. In recent times, followers of Draug have been seen most notably in the northern realms of Revalia, where they have sacked the realm of Melokia and have slowly marched east across the continent, seeking to destroy the city and people of Revalia for daring to oppose his terror. The war between Draug’s followers and the Knights of Revalia has ebbed and flowed for years, but most recently their cultists managed to enter the city itself and almost reduced the beacon of hope in the north to ruins. Only the timely arrival of a small group of Boarhardt Mercenaries turned the tide on their sinister plot to overthrow the city from within.
Draug’s Ritual: Mask of Terror
3rd-level necromancy (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (a humanoid skill, a handful of chalk, a drop of humanoid blood)
Duration: Up to 12 hours
Over ten minutes (or an hour as a ritual), you create a mask that inspires fear in all who behold it. So long as you are wearing this mask and are conscious, over the next 12 hours you gain the following effects:
Each non-undead creature within 60 feet of you that can see the mask must succeed on a DC13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this mask for the next 24 hours. Whenever you successfully succeed at causing this fear on a target, you take 1d4 psychic damage as you channel Draug’s terrible power to the area around you.
Should you fall unconscious while wearing the mask, your fall shatters the mask, rendering it unusable and releasing all targets affected by it immediately.
Recommended paladin oath: the Fool’s Oath
Note: The Fool does not have the ability to grant divine powers.
The Fool is the great mystery, a wandering trickster whose existence is beyond our arcane reasoning. The Fool came from beyond the shroud in a time before reckoning, and is the only being in our realm that is not formed by the powers of Peace and Compassion. Some say that The Fool is a sinister entity, seeking to corrupt and destroy Peace from within. Others say he is a great blessing, having tricked Peace and Compassion into creating all that is and will be within the Shroud. Still others claim the Fool is but a being akin to the mortals of today, trapped within the Shroud as some form of punishment for his sins beyond. Regardless of which of these you believe, what we do know for certain is that, unlike most of the gods, the Fool always has a corporeal form and walks across the planes as you or I might. In his travels he has been known to be an instigator of change, a merchant of the magical and fantastical, a guide to the lost, and a passive observer of mortal dealings. His symbol is a staff, and his mortal form is known to be that of a man of middle age, with an unusually young looking face and a shock of snow white hair.
Unlike the other gods and goddesses, the Fool seems to have no ability to grant divine favor or blessings. His consciousness is limited to his current location, and while he does have a knack for showing up in the right place at the right time which borders on uncanny, he cannot be channeled or summoned by others. He appears to be immune to most forms of magic, unless he chooses to allow it, and is completely immune to death or dismemberment. If cut, stabbed, or suffers other forms of damage, he will regenerate within seconds of the damage being inflicted. Stories tell that he still feels pain, but cannot die. It is said that he appears blurry on the Ethereal plane, and when on the Astral plane he functions and acts precisely the same as anywhere else.
In behavior, the Fool is a culture hero who first awakened Peace in the time before reckoning. In the vast void within the Shroud, he tricked Peace into demonstrating her powers. First to create the planes, then the Sun, Moon, and Annwyn, and finally to create Falleron itself. Then, with these great works finished, the Fool challenged Peace to overcome time itself, leading her to fall dormant within the Astral plane. In the time that followed, the Fool suffered in the vast, empty expanses within the Shroud until Peace became increasingly distracted by his pain. From Peace emerged a fragment of her power, the goddess Compassion, who walked with the Fool in the void and, together they created the other gods and goddesses, the beginnings of life and magic, and (if stories are to be believed) the first humans.
Culturally, the Fool and Compassion are known as the Lovers, and their love story echoes throughout most cultures as a great give and take. To please the Fool, Compassion eventually gave away all of her powers in creating the other gods, eventually becoming trapped and powerless on the wandering island of Crealochel. Realizing how much she gave for him, the Fool sought the powers of every god and goddess to find Compassion again once again be with her. This great epic is told in most nations, and the story generally entails the Fool constantly wandering the earth on errands provided by the gods and goddesses to gain minor powers and blessings needed to reunite him with his one true love: Compassion. In some stories, he tricks his way to success with great cunning. In others, with simple love and kindness that frequently has him taken advantage of. While the Fool does not grant boons or favors, he does have a history of taking apprentices on his journeys to learn from his haphazard cunning. These paladins follow the Fool’s Oath, a nomadic lifestyle devoted to storytelling and wanderlust.
Followers of the Fool’s Oath obey the following tenants:
- Seek not riches, power, prestige, nor fame.
- Explore the unknown. Ask questions. Seek new experiences and relish in their results, good or bad. After all, the worst failures often make the best stories.
- Share what you can with others, as you never know who you will meet upon the road.
- Nothing remains forever, and neither should you.
- If you find love, cherish it above all else.
The most common followers of The Fool are nomads and traveling merchants, taking his travels to heart as they pass through the world seeking new experiences rather than wealth or power. Wayshrines devoted to the Fool and Compassion, known as Lovers Wayshrines, are found in most settlements and are considered holy sites for those who seek to pledge themselves to their lovers. While the Fool has no holy day, he is invoked at weddings, country fairs, and in games of chance.
The Fool’s Ritual: Travel Guide
Casting Time: 10 seconds
Components: V, S, M (a staff, stick, or other wooden object)
You call upon the Fool to guide you to a location of safety, taking a staff, stick, or other object and standing it on a level area. You then may choose to spin the staff, having it fall in a random direction determined by a d8 (with 1 being north, 2 being northeast, 3 being east, etc.). You may choose to interpret this result as you wish. As you do this, the GM also rolls a d2 to determine if you get a useful hunch from the direction (with the possible hunches being a good feeling, a bad feeling, or nothing at all). If the GM rolls a 2, they describe the direction accurately. If they roll a 1, they may choose one of these as desired. After casting Travel Guide, the effects of the cantrip last for one hour before it may be cast again.
Recommended domains: Nature, Life
Goddess of life and nature, Gein is revered across the Mortal Plane and beyond by any who hold a close relationship with the plants and animals. From her home on the Celestial Plane she shines down to enrich the natural places of the world. Gein appears in many forms, most frequently as unusually large or colorful plantfolk, beasts, or werefolk, but always as a beautiful and always female. Her symbol is a crossed leaf and feather, representing her beloved children. She is frequently worshiped along with her spouse, the god Tamberlain, in many realms of the mortal plane.
Gein seeds life across all planes, and in her footsteps plants sprout with impossible vigor. Her touch heals and grows and transforms animals and plants into Plantfolk and Werefolk, and both of these races consider her their mother. She favors those who are close to the land, most notably druids, but also those who make their living through the balance of nature. Farmers and ranchers who treat their fields and herds with respect and kindness gain her blessing, while those who senselessly kill or destroy nature and animals draw her ire. As a fertility goddess, she also favors those seeking to spread life in all of its forms.
Followers of Gein obey the following tenants:
- Respect life in all of it’s forms.
- Understand that there is a balance between the hunter and prey.
- Be fruitful and multiply.
Gein is widely venerated and worshipped, especially in agricultural and isolated communities. All werefolk and plantfolk treat her as their mother goddess, and many human, clont, and fae venerate her as the protector of crops and livestock. Gein’s favored holiday is the East Star Day, also known as the spring equinox. On this day she grants blessings to those who honor the land and, in many cultures, it is an especially honored night for the conceiving of children. While few major temples or dogmatic faiths exist for Gein, there are many isolated covens and circles of hedge witches, farmers, and druids that perform her rites in the wild places of the world.
Gein’s Ritual: Sowing Shelter
1st-level conjuration (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (a handful of living seeds, one other person)
You and your partner perform a simple, instinctual dance over one hour, scattering a ring of living seeds around you as you do. As you do so, the seeds instantly begin to sprout and, over an hour, slowly surround you and your partner in a 10ft circle of plants of the type of seed you used. At the end of the hour, the plants form a dome completely overhead, leaving you the 10ft circle in the center.
Inside this circle is comfortable and lit with a soft, green glow. The atmosphere inside the space is comfortable and dry, and the ground becomes covered in a soft, comfortable moss, regardless of the weather outside. Creatures can neither hear, nor see, through the walls of the chamber and those attempting to enter from the outside must break through the walls of plant matter, which have 10AC and 50HP. One or both of you may choose to release the sphere of plants, but upon doing so it causes the plants to retract in all directions, becoming a simple ring of sprouted seedlings of the type you planted that may be passed through freely.
No more, or less, than two people may be inside a Sowing Sphere in order for the spell to succeed. If more targets are within the ring at the completion of the hour, the spell fails and the plants revert to a simple ring of sprouted seedlings. The Sowing Sphere may last a total of 4 hours, after which the crops revert to seedlings.
The Great Clont
Recommended domain: Solidarity
The Great Clont is a powerful amalgamation of the souls bound to the Astral Plane that watch over the Clont people. Formed of the separated souls of each of the Great Clont, the powerful spiritual and warrior leaders of the Clontfolk, The Great Clont reaches out to each of their people to guide and support them as they wander the world of Falleron. The Great Clont is a god of community and sacrifice, and each soul joined to it gives up the possibility of death or release to instead provide eternal service to their people. The symbol of the Great Clont is a pair of hands clasped together, representing the living and the departed connecting. When the Great Clont manifests, it is almost always as a ghostly vision of one specific Clontish ruler of ancient times arriving to provide aid and enlightenment.
While god-like in power, this being is of mortal creation by the ancient Aligan people, whose soul-magics nearly destroyed the world in ancient times. While their cousins, the Giants, were trapping souls, many of which were Clont, eternally in weapons and tools to power their vast empires, the Clont saw the damage this system was doing to the world. Instead, they drew upon their forbidden magics to bind the souls of their leaders, willingly, together to guide their people through the eras that would follow. Each generation one Clont would be nominated as the Great Clont, always a person of great heroism, knowledge, wisdom, or valor. In life they would serve as the leader of their people, and, upon death, rites would be bound to keep their soul bound to the Great Clont. Thus, each generation the guardian spirit of the Clont grew wiser and more powerful, until it became the powerful guardian it is today. The Great Clont occasionally manifests in many ways, sometimes bound to a weapon or tool for the aid of their people, sometimes in powerful spiritual guardians that walk beside the Clont and guide them on their journey. They only favor their people, however, and other mortal races and divinities have no ability to draw upon this force.
Followers of The Great Clont obey the following tenants:
- Life a life worth remembering.
- Aid and protect your fellow Clont.
- Tolerate no Aligan soul-weapons to remain whole.
Most Clont revere the Great Clont in some form or another, and while piety varies between the individual Clont, nearly all respect and honor the commitment of those who choose to give their lives in support of their people. Despite this, there are few holy places for The Great Clont. One is the Hall of Memories where the Great Clont is sanctified to join the ancestor spirit. The other is the Grandfather Mountain, upon which the Great Clont was first forged in ancient times. Otherwise, the connection to the Great Clont is a personal rite between each Clont and their guardian spirit and is rarely spoken of at length with outsiders. The sacred holiday of the Great Clont is the Shadow Eclipse, when the Moon passed before the Shadow of Annwyn, reflecting back the necrotic energies that draw the souls of the dying to be destroyed. Only occurring once a generation, it is on this night that the rite to bind a soul to the Great Clont may be successfully completed. Of course, this means the Great Clont of that generation must live to see that night, and must be freed of their mortal form by the end of the eclypse to join the Great Clont.
The Great Clont’s Ritual: Ancestor Medium
3rd-level conjuration (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (a lit stick of incense)
In a meditative ritual lasting one hour, a Clont may call upon one of the Great Clont of ancient times to imbue them with power. At the start of the ritual, the Clont lights the incense and calls upon one ancestor of power, choosing which type of guidance they are seeking (corresponding to the six ability scores of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). After an hour of uninterrupted meditation the spirit appears and possess the Clont, providing them with a range of effects.
While possessed, the Clont gains proficiency in the saving throw associated with the spirit’s nature. They also gain an unfiltered connection to that spirit, with it constantly speaking and commenting upon their actions based upon their nature (a wise spirit might offer advice, while a strong spirit might urge them to charge the enemy, while a spirit of constitution might urge the Clont to drink and eat to excess, etc.). In addition, the Clont may use their Ancestor’s Guidance ability a number of times equal to their ability score modifier associated with the spirit (minimum 1). If the Clont summons a spirit guardian or other celestial, fae, or infernal creature as part of a spell or ability, instead the ability summons that Clont Spirit from their body (use the base statistics as defined in the spell). Treat the creature as a Clont for terms of resistances and effects.
This effect ends if the Clont is knocked unconscious, when the summoned creature is destroyed or dispelled, or 24 hours pass, whichever comes first.
Recommended warlock patron: the Archfae
Recommended domains: Nature
Krampus, the Horned God, is the ruler of the wild hunt. Unpredictable and fierce, he charges forth at the center of his great host driving and directing the wild hunt as they pursue any and everything in their path. Krampus manifests as a satyr-like, large, hairy human with great fangs and antlers. His symbol is most frequently an antlered skull, often from a deer, and frequently placed upon a tree or staff.
Krampus is a hunter god, and his behavior for most of the year is to lead a great hunt that crosses between planes. Anything it comes across it chased down as part of the hunt, giving those who are caught two options: be captured as prey or join in on the hunt as one of Krampus’s hounds. Those that join remain in a state of limbo, aware of their actions but transfigured into great mossy hounds that run with his hunt. They remain in this state until the first snow of winter, when the Wild Hunt ends, and they find themselves released from his control in the spot they were originally found, slowly reverting from hound to their native form over 24 hours. Those who joined the hunt are forever marked by it, frequently with glowing green eyes that resemble those of a predator to all around them. Those prey captured are brought to his home plane of the Brumatory. Over a time at the Yulehall, the hounds slowly revert to their former selves and, upon the night of the winter solstice, they become enslaved to work in Saint Claws’ workshop for one year, crafting toys for her annual ride across the planes. After a year, they too are freed, on the Winter Solstice, returning to the place they were captured with no memory of what happened to them. The hunt passes over children, ignoring them as a favor to Krampus’s spouse, Saint Claws. Considered the greatest hunter in all the planes, many who live for the hunt call upon his favor in seeking their prey.
Followers of Krampus obey but one tenant:
- Hunt or be hunted
Followers of Krampus are more common in rural and nomadic societies than those within cities. In many realms, especially Avalonia and Revalia, Krampus is one of the chief deities honored and the art of the hunt is considered both a great right and responsibility. Many cultures combine worship of Gein and Krampus as the great balance of nature, while others (especially the fae) see him as a cruel enslaver of their kin, turning them into either monsters or spiriting them away for a year with no word. As with his lover, Saint Claws, the Winter Solstice is his favored holiday as it is the one time he returns home to rest between hunts.
Krampus’s Ritual: Hunting Party
2nd-level divination (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (a piece (bone, skin, horn, etc.) of a creature you, or a member of the hunting party, has previously slain)
Over an hour, you and up to five additional allies may perform a loud ritual chant while passing a piece of a creature between you. While chanting, you each envision a creature of the same type as the source of the object used in the ritual in your mind. At the end of your ritual, you and those who joined you in the ritual gain advantage on your first attack against the first creature of that type you encounter over the next hour. Should a member of the hunting party attack a creature of a different type during this time the effect is lost for that member. If you, or another member of the hunting party, kills a creature of the chosen type the benefit is reset for the remaining hunting party members for another hour and you may gain advantage on your first attack against another creature of that type. This ritual may be performed once per day.
Recommended warlock patron: the Great Old One
Recommended domains: Tempest
Leviathan was once a very different god, a sea god of great power and purity from on of the myriad planes in the southern horizon. That was a long time ago. Now, Leviathan is a corrupted god of malice and pain, a puppet ruler of the extraplanar forces that govern the Abyss. His tendrils are innumerable, stretching across his plane and beyond with a strangling, hungry grasp. Those he manages to catch are pulled into his vile depths, corrupted and tortured until they too succumb to the sinister forces that govern the depths of the Abyss. His form is said to be unknowable, an eldritch entity that drives all who see it mad. In place of this terrible visage, his symbol is most commonly a tentacled beast, usually grasping or forming an axe, blade, or knife. His manifestations are only known to be great tentacles that reach out from the portals to his realm, hungry and tormenting.
Leviathan is a being of pain and torment, and seems to only desire to bring these to everything it can. Willing servants or struggling victims alike are pulled into its realm and corrupted to new, foul forms, nearly always subservient to the whims of the energies that control the fallen god. What favor he offers, if it could be considered such, is the power to torment inflict pain and madness on others.
Followers of Leviathan obey the following tenants:
- Bring the gifts of pain and madness to others.
- Feed the Leviathan.
- Spread our numbers.
Those who follow Leviathan tend to be part of insane cults seeking the end of all things. They frequently begin by offering victims to the dark powers of the Abyss, but almost invariable are pulled in themselves. Whole towns have been known to fall under the Leviathan’s sway, becoming secretive and xenophobic as one by one each citizen falls under the dark god’s sway. Such pockets of terror and insanity are the stuff of nightmares, and something travelers must be wary of.
Leviathan’s Ritual: Rite of Corruption
3rd-level transmutation (ritual)
Casting Time: 1 hour (Ritual: 4 hours)
Components: V, S, M (a drop of your blood, captive target)
As part of this ritual, you must spend an hour to prepare a captive target for a ritual of corruption. At the completion of the hour, you may force the creature to consume a drop of your blood. The creature must make a Constitution saving throw upon ingesting the blood as their body immediately falls into convulsions. If failed, the target’s flesh becomes damp and sticky and their eyes begins to gloss over with a green light. Whenever the target makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or saving throw. This effect lasts for 24 hours.
If the rite is performed successfully on the target a second time within that 24 hour period, the creature’s memory becomes hazy, their skin becomes covered in scales, and they have disadvantage on any spells and effects they attempt to cast channeling divine energy from a source not Leviathan. Your mind affecting spells have advantage on the creature.
If the rite is performed successfully on the target a third time, the creature’s body contorts to become squat and bloated, and rather fish like. For the next 24 hours you may automatically succeed on mind affecting spells on that target and they no longer may cast divine magics from a source not Leviathan. If all three are successful, the effects of the corruption remain unless cured by Greater Restoration or Remove Curse.
Recommended warlock patron: the Archfae
Recommended domains: Trickery, Arcana
Mab, Queen of the Summer Court, is a powerful and dangerous goddess who governs the Faewild. The incarnation of imagination, prophecy, and ecstasy, where she walks strange and wonderful things spring into existence, most of which are decidedly lethal to mortals. Mab’s appearance changes at her whim, never the same for long, and usually rotates between a maiden, a mother, or a crone. Her symbol is the triskelion, representing her three tenants of imagination, prophecy, and ecstasy.
Mab’s intentions are not well known, even by the highest of orders of Fae in the Summer Court. Many theorize that she doesn’t have a specific agenda, simply acting at whatever seems to amuse her the most at the moment. Mab’s favor tends to be those who favor trickery and enchantment, making their imagination and dreams into some form of reality around them. She is a muse to many artists, sorcerers, and warlocks. Those who act on a primordial instinct to work with the arcane tend to be supported by her, while those who seek to orderly study and understand the world’s mysteries tend to earn her ire. She has a particular fondness for enchantment, divination, and transmutation and gives power to those who would use such to alter the world around them.
Followers of Mab obey the following tenants:
- The world is your plaything, make your dreams and imagination into reality.
- Embrace the frantic, frenzied pursuit of ecstasy.
- Dreams have great meaning and trust them as truth.
Most followers of Mab are Fae hailing from the Summer Court on the Faewilds, but many other mortals call out for her blessings. Followers of Mab tend to cluster in groups of threes, with each representing an aspect of her three-sided nature. One is usually a child (representing imagination), another is usually a mature adult (representing ecstasy), and one is usually elderly (representing prophecy). Her favored holiday is the Summer Solstice, when her followers tend to throw wild parties (and wilder enchantments) for those around them.
Mab’s Ritual: Three-Fold Rule
3rd-level enchantment (ritual)
Casting Time: 1 hour
Components: V, S, M (two willing partners, a 10ft diameter triskelion drawn or marked on the ground)
Mab’s ritual requires three practitioners to achieve, but if only one has this spell two others may be trained as you go, expanding the casting time to 3 hours. Over this time the three casters pace the circle formed by the triskelion, chanting arcane words and performing an elaborate dance that grows to a frenzy as the hour completes. Once completed, each of the three casters gain a faint, 5ft golden-green glow and choose one of the following effects. No effect may be chosen more than once.
- Your damaging spells deal an additional 1d3, whenever you are hit by a damaging spell you take an additional 1d3 damage.
- Your healing spells heal for an additional 1d3, whenever you are healed by another source you gain an additional 1d3 healing.
- Your spell-save DCs gain an additional 1d3 to save, but whenever you make a saving throw the DC goes up by 1d3.
Effect lasts for up to 24 hours, or until one or more of the casters fall unconscious (whichever comes first). Upon one caster falling unconscious, the effect is lost on all three.
Recommended domains: Ambition
Masque is the faceless, mirror god that dwells in the Ethereal Plane. Masque is not considered a benevolent god, and it is ever hungry to devour the identities of other beings, god and mortal alike. A god of anonymity, Masque reflects the innermost desires of those who encounter it, and may be angelic to the good or demonic to the evil. However, Masque is only interested in the most ambitious of both, and chooses to appear before those seeking fame and recognition. Masque is known to reflect out from mirrors, and the symbol of the mirror is the only consistent symbol for this being.
Masque’s nature amplifies what is within those whom it reflects. A kind man may become more benevolent and saintly, while a cruel man may become horrific and powerful. It is for the latter reason that Masque is often called a demon rather than a god or goddess. As, more often than not, the ambitious trend towards evil actions, followers of Masque are usually considered to be manipulative, secretive, and power-hungry. Most are outgoing and socially dominant, having used Masque’s powers to amplify their personality and manipulate those around them. But there is always a cost, for Masque has a tendency to consume the identities of those who rely upon its power too greatly. It allows them to rise to great power and fame, and then, once their ambition has been sated, steals away their very being to live in their place to take the fame and adoration for itself, leaving the worshipper a faceless changeling stripped of their original form. Such changelings remember their lives before, and can transform into any shape they wish with the exception of that of their own body. It is said that the only way to permanently outplay Masque is to have insatiable ambition. And woe be the world should someone achieve this state.
Followers of Masque obey the following tenants:
- A person’s worth is no greater than their ambitions.
- People are but tools to achieve your goals.
- What is a body but a garment to be worn and discarded with age.
Note: Followers of Masque must list a specific, tangible ambition they seek to achieve.
Followers of Masque are many, but usually have one dominant worshipper at the center of the organization supported by numerous, fanatical adherents seeking the dominant worshipper’s desires. Such organizations typically form around those seeking political or spiritual power. From cults of personality to major business enterprises, Masque’s insidious power is tempting to all who are ambitious, especially those who suspect that they can outwit Masque into achieving their goals without paying the price of their identity. Some seek Masque to deliberately lose their identity, becoming anonymous and leaving their old form behind permanently. Masque’s most holy time is that of the Full Moon, when the Ethereal Plane is at its greatest power.
Masque’s Ritual: Mirror Mirror
1st-level enchantment (ritual)
Casting Time: 1 hour
Components: V, S, M (a mirror, or still reflective surface)
Once one hour, you concentrate on a mirror or reflective surface, chanting for the mirror to answer a single question concerning a specific goal, event, person as it stands at that very moment. The question may not infer the future, nor the past, nor causality, but only the status of something as it currently is in the present (such as: Who is the fairest princess in the land, what is my foe doing, where is my magic ring; but not: Why is the lord doing this, or when will the messenger come, etc.)
At the end of the hour, if the reflective surface is undisturbed, your reflection begins to move and act on its own as a pawn of Masque. The DM offers a truthful, though potentially misleading, reply via this reflection. The reply might be a short phrase, a cryptic rhyme, or an omen. The closer the question aligns with the caster’s highest ambition, the more likely the answer is to be direct and useful. After the response is given, the reflection will take a life of it’s own and wander away on the Ethereal Plane. For the next 24 hours you have no reflection and cannot cast this spell again until it returns.
Recommended domains: Death, Grave
Recommended warlock patron: the Undying
Morrigan comes on the storm, the raven who heralds the death and destruction that follows in her wake. From Annwyn, her underworldly domain of death and shadows she reaches out and pulls all life from the world of mortals. She is the shredder of souls, a goddess of decay and destruction that feeds the shattered remains of life back into the great darkness of the Shroud. Her symbol is the crow, and carrion birds and other scavengers are her eyes as they flock to consume the recently deceased flesh of mortals. She rarely manifests before mortals, but when she does it is as a woman with pure white skin, hair, and robes leaning heavily upon an old, rusted scythe and wrapped in a tattered cloak of stained black cloth. Her eyes are featureless and black, and those that look upon them feel the chill of the grave.
Morrigan serves a terrible role in the cosmos. She is responsible for breaking down all life, shredding souls upon their death and casting them back into the entropy of the Shroud to maintain its barriers and allow for the Faewild to draw it back to channel new life into the world. This role is essential to life continuing in our fragile cosmos, but it is also a role that prevents many from thanking her for her lonely work. Morrigan seeks most of all to have children and life of her own, something which has ever been denied to her by the nature of her necrotic touch. In place of such, she has created innumerable undead creatures and is the patron of such creatures. She also grants her favor to those who would create more undead children for her to embrace, so long as they respect their creations. She also favors those who understand and respect death as a necessary part of life. Those necromancers which raise the undead as mindless, tormented servants gain her ire, as do those who deny death’s place in the world.
Followers of Morrigan obey the following tenants:
- All things must pass, death is part of life.
- The undead are tortured children and must be cared for lovingly.
- Immortality is a greedy sin and must be destroyed wherever found.
Followers of Morrigan exist in nearly every community, if only in the form of the local undertaker or grave digger. Many who counsel the grieving call Morrigan their goddess. While these kinder aspects of Morrigan worship are frequent, so too are instances of serial killers and necromancers who call upon her for aid. Many forms of scavengers, from those who pick over battlefields to nearly the entire Trufflekin race, consider her their patron goddess. Morrigan, along with all of her followers, find her most holy day to be the night of the Harvest Moon. On this night each year, Morrigan casts aside her mantle of power for the night to walk alongside her lover, Samhain, and experience the mortal world. Here she seeks a taste of life and joy as a respite from her terrible work, and many mortal races celebrate wildly on this night in a skeleton-themed carnival to hopefully attract Morrigan to their area of the world for merriment. It is said that the community she visits each year finds that death and disaster passes them by for the next year as thanks for their revelry.
Morrigan’s Ritual: Funeral Rites
1st-level necromancy (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (the corpse of someone dead less than 24 hours, a wax candle)
Over an hour, you perform the sacraments of Morrigan’s Funeral Rites upon the corpse of someone slain within the last 24 hours. These rites involve placing a candle on the forehead of the departed and lighting it. Over the hour that follows, your chanting imbues the wax from the candle with necrotic energy as it melts and creates a wax mask of the dead. If uninterrupted during the hour of the rite, the candle wicks out and leaves a mask of the departed that you may remove.
Over the next 24 hours, anyone may place the mask over their face to experience the final thoughts and wishes of the departed. These thoughts and wishes are those the wearer had at their time of death, usually those that are most important to them in their final moments (for example, getting revenge on the person who killed them, the location of something they desperately wanted to see one last time, a message for a loved one, etc.). The wearer of the mask experiences these as a rush of memories over a minute, and perceives them as the slain did as he died. The mask also shows the last moments from the viewpoint of the departed. Thoughts heard this way are in the language spoken by the wearer. A spell like Gentle Repose may allow this ritual to be performed longer than 24 hours after death.
The magic in the mask will remain activated for 24 hours, or until the wax melts, whichever comes first.
Recommended warlock patron: the Seeker
Note: Peace has no recommended domains and does not actively grant blessings as the other gods and goddesses. The warlock domain of The Seeker is recommended for those wishing to gain enlightenment from the abstract dreams of the sleeping goddess.
Peace is the goddess that sleeps in the Astral Plane. More than that, Peace is the goddess from which nearly everything flows, and to which (one assumes) everything must one day return. The Shroud of Peace is so named as it is tied to her dreaming will. The other gods and goddesses (with one exception) are all waking aspects of her power, and the planes of our cosmos are but fragments of her power shredded in a display of strength and skill in the time before mortals and gods alike. Many theologians and scholars alike suspect that if the Shroud is akin to an egg, then it is so that from it Peace may one day hatch. What that means for us, none know, but likely it is nothing good for mortals. Peace may be seen floating in the sky of the Astral plane, as a great and beautiful woman, her legs held close to her chest, as she dreams silently. Her features are unknowable, only that they are beautiful and terrible to behold. Her symbol is an hourglass inside a shell, representing her nature as a waiting entity that must someday awaken.
Next to nothing is known of Peace, save for what other gods have spoken of to mortals. Some lore implies that Peace was tricked into sleeping by the Fool in a test to see if she could overcome time itself. Other gods say she was always sleeping, and we are all but dreams passing through her mind. Regardless of which is the truth, what is known is that she bears unfathomable magical energies. All magic energy flows into her from the Faewild, and radiates from her to the mortal plane. All magic being drawn to the Annwyn first passes through Peace. It is said that, in this way, the memories and potential of all living souls are kept alive within her. It is a frighteningly likely theory, as on the Astral Plane alone can the echoes of memories of the dead be communicated to as if they yet lived. Peace is an unconscious entity, and grants neither favors nor ire towards mortals or gods alike.
Followers of Peace obey the following tenants:
- In sleep meaning can be found.
- There is neither good nor evil, all are as one within the dreams of Peace.
- All things must be kept in perfect balance.
For those who follow Peace, balance is the most essential part of life. Life and death, good and evil, selfishness and selflessness, all are as they must be within the world. So long as none of these gain too much power, Peace will continue to dream in peace. Should any one power become too great, Peace’s dreams become unsettled and the world will fall into Chaos. Most of these followers come from monastic or paladin orders seeking to understand or enforce balance. Such followers rarely presume to understand Peace’s intentions, but instead seek to keep the balance of the world she has created as best as they can. A rare few actively are touched by the dreams of Peace herself, abstract and only barely understandable by the minds of mortals and gods alike, such dreams frequently draw the mortal to have a close tie to the Astral Plane, occasionally drawn there physically through their dreams. While no specific holiday is celebrated by followers of Peace, when one has lucid dreams one is believed to be celebrating her power.
Peace’s Ritual: The Waking Dream
1st-level divination (ritual)
Casting Time: 1 hour
Components: V, S, M (a pillow)
Over an hour, you concentrate upon your pillow calling forth Peace’s eternal dream to pull you into the Astral Plane. At the end of the hour, if undisturbed, you will fall asleep to those around you. Once you have completed the ritual, you remain waking while in your dream, your soul walking the Astral Plane with Peace floating in the starry void beyond you. You may call out to Peace and ask for wisdom on a specific topic of your choosing. In response, a vivid stream of images, feelings, and concepts will flash around you. At this point you must make a wisdom save, with the DC determined by the GM depending on how specific or powerful the knowledge sought will be. If successful, you remain lucid during these images. If you fail, the images overwhelm you and when you awaken you only gain a single image or feeling for your efforts. The dream lasts a minimum of a short rest and if woken during the rest the effect is lost. This ritual may be used multiple times per day, but each used in the same 24 hour period weakens your soul and raises the wisdom save DC.
Recommended domain: Forge, War
The goddess of dragons, craftsmanship, and generosity, Saint Claws is the fierce champion of her dragon children, and children of every kind and (nearly) every race. From her Yulehall on the Brumatory, the plane of dragons, she sends forth her dragon children to live among the disparate planes each year, watching over mortal children to pass the time while she waits for her dragons to return home each winter. As a proud and fierce mother, she champions those who protect children, dragon or otherwise, and will raise arms in glorious combat wherever children are harmed. She is depicted most typically as a muscular humanoid mortal woman clad in red lacquered plate armor, driving a sledge drawn by a nine-headed dragon with silver and gold scales. Many depictions show her wielding a red and white striped warhammer known as Claw’s Cane. Her symbol is a ring of serpents wrapped around this weapon.
Saint Claws loves her dragon children, and actively places any children who would harm dragons, lizardfolk, or other children on her “naughty” list she makes each year. All other good boys and girls she places on a “nice” list, which she rewards each winter solstice with a dragon-themed present. All children call upon her and have her favor, unless they end up on her naughty list. Those with her favor may find their presents each holiday to be quite impressive. But those who end up on her naughty list find their toys melted by her nine-headed dragon’s flames, leaving nothing but coal-like lumps.
Followers of Saint Claws obey the following tenants:
- Dragons and Children are sacred and must be protected!
- Drakemas is the most wonderful time of the year!
- Generosity is the most important thing to celebrate!
Followers of Saint Claws tend to be very, very enthusiastic about their faith. While frequently lizardfolk, many other mortal races find the idea of Drakemas, the festival of gift giving each Winter Solstice, to be a much-needed bout of levity in an otherwise bleak time of year. Most orphanages and many parents actively worship Saint Claws for protection of their precious children. Many large and prosperous religious orders exist, often populated mostly by lizardfolk, dedicated to the causes of generosity and dragon worship across the mortal plane. However, fae almost universally hate Saint Claws, as their number are the most likely to be enslaved by the Krampus to serve in the Yulehall as tinkerers and toymakers through the year.
Saint Claws’s Ritual: Carol of the Bell
1st-level conjuration (ritual)
Casting Time: Up to 1 hour, in increments of 10 minutes.
Components: V, S, M (a silver bell)
Over an hour, you ring your silver bell to the beat of a 10-minute carol you sing in praise of generosity, dragons, and the Drakemas spirit. With each carol you sing, the bell gains in power, until at the end of the hour (or earlier) the ritual is complete. Your bell gains a number of charges equal to the amount of carols you channeled into it. Your silver bell gains the ability to, for the next 24 hours, perform a number of whimsical effects.
- The bell may use a charge to conjure glowing strands of lights of a color of your choosing. Each charge conjures a set of lights that remain glowing in the air around where the bell was played.
- It may also be used to summon a plate of two dragon-shaped cookies and one glass of drakenog.
- It may be used to conjure an illusory snow-like effect in the location the bell is played, causing a small cloud to appear overhead (or on the ceiling) that drops gentle snowflakes to the ground.
- It may also be used to ward off dragon attacks. Whenever you would be hit by a melee, spell, or breath weapon of a dragon you may, as a reaction, ring the bell to nullify the effects of the attack on you by causing the dragon to flinch of the effects of the spell or breath weapon to pass by you harmlessly. If this uses the last charge of the bell, the bell is destroyed in the process of warding you.
The bell holds its power for up to 24 hours, or until it is out of charges or is destroyed (Whichever comes first).
Recommended domain: Trickery, Grave
Samhain, the Great Pumpkin, is the trickster spouse of Morrigan. From the deadly realm of Annwyn he sneaks forth to the mortal planes to cause mischief and spirit away the beautiful, the bright, and the living to bring back to present to Morrigan for her delight. A god of thievery and mischief, Samhain brings chaos wherever he passes. His symbol is a giant pumpkin, frequently crafted from gold or other precious materials, as an offering to draw him to temples and homes for his blessing. When he takes physical form, it is usually as a horrific, multi-limbed creature with the head of a jack-o-lantern.
While it is understood that Samhain frequents other planes to sneak away treasures to the Annwyn, what befalls of those treasures is unclear. Many suspect that, like all other things on Annwyn, they eventually decay into nothingness as the necrotic energy of the shadow plane eats away at them. Others believe that each year he returns them to the plane he stole them from as blessings to his followers and, occasionally, completely random beneficiaries. His random, impulsive nature draws many like-minded individuals to worship him. Those who play tricks on others, to bring mirth or misery, tend to find his favor.
Followers of Samhain obey the following tenants:
- The world would be a boring place without mischief and trickery.
- Theft is fair play, if you can’t hold onto your possessions you shouldn’t have them!
- Gourds for the Gourd God, Cider for the Cider Lord!
Followers of Samhain tend to be thieves, tricksters, and other chaotic, impulsive individuals. Cults to the Great Pumpkin are relatively common, but usually well hidden in secret lairs. Most orderly societies discourage worship of Samhain throughout most of the year, as the chaos and mischief he and his followers create generally causes societal collapse when embraced. A small number of townships and cultures do worship him exclusively, though these tend to be lawless locations such as pirate towns or bandit enclaves. Samhain’s most holy of days is the Harvest Moon, on which day he managed to steal powers from many of the other gods to allow his beloved Morrigan to walk the earth without causing devastation. On this day each year, Samhain’s cultists walk openly and cause mischief and merriment and are usually ignored by authorities.
Samhain’s Ritual: Pumpkin Carving
1st-level enchantment (ritual)
Casting Time: 1 hour
Components: V, S, M (a ripe pumpkin, a dagger)
Over one hour you carve a spooky face into a ripe pumpkin, removing the seeds and meat to make a hollow inside. At the end of the hour, you recite an oath to Samhain and cause the pumpkin to be illuminated by an eerie orange light. This light radiates 10ft of bright light and 30ft of dim light. The pumpkin will continue to glow with this light for the next 24 hours, or until the pumpkin is smashed or otherwise destroyed, whichever comes first.
The pumpkin may be worn as a hat if you cut a hole in the bottom. Doing so provides you with the light source, and grants advantage on the first intimidation check you make against each creature you encounter for the duration of the effect, but is difficult to see and hear through, causing disadvantage on all perception checks.
The pumpkin may, as an action, be thrown as a weapon at a target within 30ft. The pumpkin will explode on impact with a sinister flash of light and a creepy laugh, causing 3d6 necrotic damage to the target of the attack and 1d6 necrotic damage to all other creatures within 5ft of the impact, unless the targets make a DC15 dexterity saving throw. If a target’s save is successful, they take half damage instead.
Recommended domain: Tempest
Selnoir is the penitent god. Blinded for his crimes of violence and cruelty against his spouse, Alethia, Selnoir was cast down from the heavens to fall upon the Mortal Plane, shattering the plains of Emeriss and drowning them, and himself, in the sea that filled the crater his impact caused. For long generations he walked the world as a destitute man, blind and prone to outbursts of rage, facing the anger and cruelty of mortals. Over time he came to understand the horrors his anger had caused and that no amount of penitence would ever make up for his misdeeds; but that only through penitence could he ensure that others would learn from his example and avoid anger and malice. Still, despite his warnings, Selnoir is a god prone to rage and anger and is most often represented by the storm and the sea.
Selnoir holds great command over the wind and waves, and when he passes through an area on the Mortal Plane it is frequently with the storm. Looked down upon and shunned by most of the other gods, he finds solace only with the kindness of Mortals, a rarity, and when treated poorly tends to retaliate to devastating effect. Whole lands have been swallowed by his rage and vengeance. Those who seek redemption for their past misdeeds, those who treat the punished and criminal with kindness, and those who revere the storm and seas find his favor. Those who are unrepentant criminals and those who treat criminals with hate and disgust, earn his terrible ire.
Followers of Selnoir obey the following tenants:
- Atonement is not a goal, but instead a lifestyle.
- Trust not what you see with your eyes, but only what you feel with your heart.
- The storm within can never be truly stopped, only released with control.
Followers of Selnoir tend to be those who have let anger and rage consume them to the detriment of those they loved. Repentant criminals and those who seek atonement for past misdeeds are his most common followers, and many orders of paladins and clerics exist to provide a constructive outlet to the rage and frustration felt by those who seek such atonement. In most of these orders, followers ritually or symbolically blind themselves to show penance for their wrongs, and in doing so develop heightened senses to compensate. These orders tend to take on dangerous, often impossible, tasks for the greater good as a means to atone for wrongdoing and many cultures allow criminals to choose to take one of these orders rather than face death or imprisonment. Many sailors worship Selnoir as their god, as he controls both storm and seas, and offer thanks for safe passage. Selnoir’s most holy time is at the high tide, when his power is most powerful.
Selnoir’s Ritual: Blind Baptism
1st-level conjuration (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (a pool of water, a blindfold)
As a sacrament completed over an hour, you or a willing supplicant may choose to seek penance for a wrong you have committed and engage in Selnoir’s Blind Baptism. As part of the ritual, the supplicant is ritually blinded with a band of cloth and submerged in a pool of water. The water must be enough to cover the body completely. The supplicant is then pulled from the water to hear the holy words of supplication before being re-submerged. This process repeats over an hour, during which time the supplicant’s vision slowly fades, until at the end of the hour their vision is gone completely. Their eyes turn milky and white and the supplicant gains the blinded condition. This condition lasts a period of time relevant to the severity of atonement they are seeking (a minor social embarrassment might last an hour, while a murder might last many years).
Those with this condition gain a degree of absolution from their crimes and, in most cultures, are frequently released from their criminal sentences to work at the direction of Selnoir in seeking penance.
Upon emerging from the pool, their blindness slowly alters over ten minutes as their other senses (touch, hearing, smell, and taste) grow incredibly powerful. While the wearer automatically fails all checks requiring sight, they gain advantage on perception checks using their other senses. After a day in this state, they lose the attack roll penalties associated with Blindness as their other senses now compensate in sensing where others are. So long as the supplicant continues to seek penance, these effects remain. Should they take actions that repeat their punished behavior, total blindness returns for a minimum of 24 hours before their senses begin to heighten again.
Once their state of atonement has been reached, their vision begins to return over ten minutes and their benefits to their other senses vanish.
Recommended domain: Light, Protection
Recommended warlock patron: the Celestial
Tamberlain, the Allfather, the Sunlord. He is known by many names, and nearly always with reverence and respect. Of all the gods in our cosmos, Tamberlain is the most widely worshipped. His light protects and heals all who walk under the sun, and from the Celestial Plane his generous hand reaches out to bless to good and ward away evil. Tamberlain’s symbol is the Sun, often emblazoned upon a shield by his templars. When he manifests upon the mortal plane, it is usually as a kindly old man, radiant and majestic.
Tamberlain is the chief source of radiant energy for the mortal planes. From the Celestial Plane, hidden within the Sun, he sends forth his light as he circles the world each day, driving away the necrotic energies of the Annwyn and freely and openly granting his blessings. All those who do good, act in kindness and generosity, and follow the ways of peace and protection find his favor. Those who cause others harm, act out of evil or destructive goals, or who actively embrace the undead earn his ire.
Followers of Tamberlain obey the following tenants:
- Do no evil.
- Protect and give aid to the weak, the innocent, and the needy.
- Walk always as under the light of the sun.
Followers of Tamberlain are nearly everywhere. His temples and churches are found in almost every settlement of size, frequently with a considerable amount of functionaries seeking to provide comfort and protection to those in need. Alms giving and feeding the poor is a major part of the Tamberlain’s followers, as are organizing orders of templars to protect the weak and helpless from harm. Clerics and Paladins of Tamberlain are commonly sent by their temples to guard travelers and seal away forces of evil when they emerge (especially undead, which are especially hated by Tamberlain). Celestials especially revere him unquestioningly, and when they appear on the mortal plane it is almost always at his behest. Tamberlain is celebrated in some fashion at most holidays, though his most holy time is at noon each day, when prayers are offered to him at his temples. Clerics and Paladins of Tamberlain are the most common, and potent, source of holy water and tend to sell it to help fund their charitable works. Tamberlain discourages the sale of holy water for personal greed and priests that fall into such behaviors frequently lose his favor.
Tamberlain’s Ritual: Sanctify
1st-level conjuration (ritual)
Casting Time: 10 minutes (Ritual: 1 hour), must overlap with noon.
Components: V, S, M (Up to a gallon of water in any number of containers)
You recite sacred words under the midday sun, drawing light and radiant energy down into a vial of water. If the ritual is performed uninterrupted for the hour, and the ritual was performed at mid-day with the sun visible above, the water will become a glowing object of sacred and pure energy.
Water sanctified in this way becomes Holy Water with additional traits. If the vial of water is clear, the water shines with a pure white light shedding 20ft of bright light and 20ft of dim light. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A gallon of Holy Water created in this fashion may be used to counteract the effects of desecrate over a 10ft square. Water so sanctified will remain as Holy Water until used or mixed into another liquid.
Recommended domain: Forge, Knowledge
When Peace fell into slumber inside the Astral Plane and Compassion fragmented her power to remain beside the Fool, one of the fragments of her power became Wayland, the god of craftsmanship and creation. A being whose sole purpose was to create the world for the other gods and goddesses, Wayland set to his task with enthusiasm. He stacked stones to become mountains, poured waters to become seas. He planted the first trees and built the first temples. It was from Wayland that mortals learned to craft tools and trinkets to make their lives easier and more enjoyable. He taught mortals the first languages and showed them writing and math to develop their own societies from. Honored by all who craft, Wayland is symbolized in most cultures as a crossed hammer and quill, representing his dual aspects of education and creation. There have been many sightings of Wayland among mortal eyes. Usually he is depicted as a jovial man with a thick beard and wild hair, often clad in the clothes of a commoner.
Wayland seeks to create and educate. Rather simple and unassuming compared to the other gods, this has historically left him to become taken advantage of by gods and mortals alike to craft their desires. Most of the mortal races were originally forged by Wayland for various gods, as was the great prison of The Vault of Want. While most planes existed before he was forged from a fragment of compassion, it was Wayland that brought many of these planes into their current forms at the behest of their gods and goddesses. It is also believed that Wayland is responsible, through trickery and deceit, for creating the Aligan empires through teaching the ancient Giants the nature of souls and the Shroud of Peace. At his most powerful and honest, he can be a generous and kind teacher to those seeking to create and learn in earnest. But those who seek to abuse his power earn his ire, and it is said that those that most greatly abuse it, such as the Aligans, face his great wrath.
Followers of Wayland obey the following tenants:
- Creation is a sacred act and should be respected.
- Criticism should only be constructive, never hurtful.
- All of life is learning.
The most common followers of Wayland are smiths, scholars, and craftsmen. While many artists also revere him, Wayland is less a god of inspiration (such as Mab) or a god of secrets (such as Auberon), but instead is interested in the act of creation itself. A simple nail or a masterpiece painting are equal and beautiful pursuits in the eyes of Wayland. Because of this, and because they see his influence as their reason for existing, nearly every Construct reveres Wayland as much as their original maker. Known to the constructs as D4-D10S, he is seen as a heavenly father to them that watches over and causes the spark of life that gives them a soul. Wayland does not have a devoted holiday, but is usually revered at the beginning and end of completing a project.
Wayland’s Ritual: Draw Blueprints
1st-level divination (ritual)
Casting Time: 10 minutes (Ritual: 1 hour)
Components: V, S, M (paper, a pencil, a protractor, and a grease marker)
Over an hour of deep focus and prayer to Wayland, you may attempt to draw upon his knowledge and inspiration to learn how something was crafted, gaining essential insights into its nature as you draw up a rough schematic of target. At the end of the hour, if uninterrupted, you learn the properties of any non-magical item, trap, structure, or machine and how to use them, whether it requires fuel or a key to use, where critical supporting structures are, if the structure or object is up to professional levels of code, and how many charges it has, if any. If a trap is studied in this manner, you gain advantage on checks to disable it. If a structure is reviewed in this manner, you gain advantage on checks to find secret doors or chambers. If the item was created by a specific craftsman or organization, you learn who created it through tell-tale signature markings. If you instead study a construct, you learn what effects it is under, what it’s crafted purpose is, and what, if any, secret modules it may have under its control.
In a pinch, you may rush the job using a first level spell slot to complete your assessment in just 10 minutes.