The various temples and churches across the Known Lands band together to sponsor orders of holy warriors. These holy champions protect the faithful, promote the ideals of the temple and worship an aspect of one of the deities of Arcanis in their own unique way.



Althares - The Order of the Philosophic Warrior

Just after the infinite planes were created and Illiir sat in the heavens, bathing the entirety of all in His brilliant radiance, Althares began His quest to learn all that could be learned throughout the multiverse. He wrote all that was discovered in the His Book of Knowledge and stored its many volumes in the Celestial Library of Lazur.

Unfortunately, the library and all the volumes of the Book of Knowledge were the first casualty of the God’s War. Some religious scholars claim that within the library is the information needed to defeat whatever apocalyptic event drove the Goddess Larissa mad. Even the location of the Library of Lazur has vanished, along with any knowledge still ensconced in its many-chambered halls.

After the defeat of the Other and Its minions, Althares tasked His chosen champions to quest and learn all there was to learn; to seek out all there was to know. With each piece of information rediscovered, the Book of Knowledge is slowly being rewritten. When it is completed, all the secrets of the multiverse will be laid open and the Paradise of the Gods and the realm of Man will become one.

The members of the Order of the Philosophic Warrior adventure throughout all of Arcanis in hopes of fulfilling their sacred quest as commanded by Althares. Members can be found exploring the most ancient of crypts and catacombs, diving below the deepest oceans, exploring lost cities, or locked in intense debate with the most learned minds – all in the hopes of gleaning some new bit of information or uncovering some lost bit of lore.

Race Restrictions

Dwarves, elorii, and ss’ressen may not choose this holy champion order. Val and humans account for most of the members of this order with the val’Abebi being the predominant val family due to their affinity with the Lord of Knowledge.

Tenets of the Order of the Philosophic Warrior

Holy champions of this order share the following beliefs and traditions:
Greater Good: Do not hoard the knowledge you’ve accumulated. Use it for the benefit of all.
Guardianship: The Gifts of Althares are a sacred trust. Ensure that they are not misused or squandered.
Humility: Always be ready to admit where the deficiency in your knowledge lies. Everything you learn helps you discover what you do not know.
Knowledge: Discover the secrets of the past and bring them to light. Be tireless in your efforts to recreate the Book of Knowledge.
Wisdom: You must cultivate understanding and discernment to properly use the knowledge you have.

Background Requirements

Members of the Order of the Philosophic Warrior are raised in the temple and as such to join this order you must have the Initiate of the Gods background and must not possess levels in any other class.

Spells of the Order of the Philosophic Warrior

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Comprehend languages, heroism
5th Locate object, heat metal
9th Glyph of warding, tongues
13th Locate creature, guardian of faith
17th Legend lore, scrying

The Wisdom of Althares

When you join this order at 3rd level, you gain tutelage on countless topics and training in many skills. You gain half your proficiency bonus, rounded down, when making an attribute check to use a skill or tool for which you do not have proficiency.

Channel Divinity

At 3rd level, you gain the following Channel Divinity option.

Know thy Enemy: You can use your Channel Divinity to gain knowledge about a foe. As an action, you can choose one creature within 30 feet that you can see and force it to make a Charisma saving throw. If the creature fails, you learn its type, resistances, immunities, and vulnerabilities.

Additionally, your unique insight into your opponent’s flaws allows your melee attacks to bypass any of the creature’s resistances or immunities. This ability lasts for 1 minute or until you fall unconscious.

Aura of the Steel Mind

Upon reaching 7th you become divinely tranquil, radiating an aura of calm to those around you. You and friendly creatures within 10 feet gain advantage on all concentration checks while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Martial Scholar

At 15th level your vast knowledge of military engagements and tactics gives you and your allies an edge in battle.

You gain 1 tactical point and two tactical maneuvers from the list of maneuvers in the Tactician fighter archetype. See that archetype for rules governing the use of tactical points and maneuvers.

Divine Inspiration

At 20th level you can gain a fraction of your Lord’s wisdom and knowledge.

As an action you can fall into a trance, allowing your subconscious, inspired by your Lord’s insight, to guide your hand. For 1 minute, or until you fall unconscious, you gain advantage on all saving throws and double your proficiency bonus on all Wisdom or Intelligence ability checks.

You can end this trance as part of any action on your turn. Once this feature is used you may not use it again until you complete a long rest



Anshar - The Bearers of Woe

Within this mortal coil, imprisoned in a cage of bone and sinew, humanity suffers an unrelenting assault upon mind, body, and spirit. Those few who have heard the calling of the Suffering Goddess, and have been deemed strong of will and flesh, have taken it upon themselves to provide an example of stoic acceptance of life’s pain and to intercede on behalf of the weak. Known as the Bearers of Woe, these holy champions of Anshar struggle to understand the mysteries of their faith; the tormented aspect of their Bleeding Goddess.

The Bearers of Woe can be found throughout the Known Lands of Arcanis. They view life as a pilgrimage to transcend suffering so that their passage to the Paradise of the Gods is assured. These holy champions have a strong sense of right and wrong. They feel that existence doles out enough misery without those of sadistic or evil tendencies needing to heap further atrocities upon the masses. When a Bearer of Woe comes across such evil people, they can be as wrathful and relentless as even the most fanatical Nierite.

Race Restrictions

Dwarves, elorii, and ss’ressen may not choose this holy champion order. Val and humans account for most of the members of this order with the val’Inares being the predominant val family due to their affinity with the Suffering Goddess.

Tenets of the Order of the Bearers of Woe

Holy champions who join this order share the following beliefs and traditions:

Austerity: Wealth and material possessions are only another form of imprisonment. Keep only what you need and give the rest to those less fortunate.

Compassion: Everyone suffers. Do not judge others for the choices that brought their suffering upon them. Share that pain with them, and lighten their burden.

Endurance: Each mortal is doled out a measure of misery that must be endured before passing on to the Paradise of the Gods.

Share the Burden: Not everyone can bear the burden thrust upon them by the Smiling Goddess. Anshar has chosen you as Her champion because your back is strong and can aid others in carrying their burden. Help others endure what they cannot alone.

Trust: Have confidence in your skills, the protection of your faith and the goodness within others.

Spells of the Order of the Bearers of Woe

You gain order spells at the holy champion levels listed:

Level Spells Granted
3rd Cure wounds, heroism
5th Enhance ability, misty step
9th Bestow Curse, vampiric touch
13th Dimension door, freedom of movement
17th Just torment*, mass cure wounds

Path of Poverty

Upon joining this order, you must forgo the use of all weapons, for She has given you all you require. You keep only modest clothing and buy only what you need, donating the rest to the poor and downtrodden. You are not required to employ material components with a monetary cost for holy champion spells. Depending on the situation, your GM might require a material component regardless of this feature.

Path of Flesh and Bone

All followers of Anshar are trained in the arts of fighting unarmed. Starting when you join this order at 3rd level, you gain the following benefits when you are unarmed, wearing light or no armor, and not wielding a shield: • Your AC equals 10 + your Dexterity modifier + your Constitution modifier

  • You can use your Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage for you unarmed strikes. This die changes to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Adaptive Training

When you join this order, at 3rd level you are trained to adapt your chosen fighting style to better suit your new path.

If you chose the Defense Fighting Style, you can now benefit from it when not wearing armor. Similarly, you can benefit from the Defensive Duelist style or Dueling style while unarmed. You can also benefit from the Protection style without wielding a shield.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity option.

I Shall Bear Your Pain: As an action, you can use your Channel Divinity to heal an ally, taking some of their wounds upon yourself. You touch one willing creature and they regain a number of hit points equal to 10 hit points per holy champion level. You suffer half the amount healed in psychic damage.

Hand of Anshar

Beginning at 7th level your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, spells that enhance weapons, such as magic weapon, may be cast upon your body, affecting your unarmed attacks. Any time you cast such as spell upon yourself the spell’s duration is doubled.

Aura of Endless Steps

At 7th level, those who travel with you find the burdens lightened. As long as you are conscious, you and friendly creatures within 60 feet of you gain advantage on all Constitution saving throws to resist exhaustion when performing a forced march.

I Shall Endure

At 7th level, when you are reduced to half or fewer of your hit point maximum, you gain resistance to bludgeoning, piercing, and slashing damage. You lose this resistance as soon as you are at or above half your hit point maximum.

You Shall Know My Pain

Once you reach 15th level, any time you are struck in melee you may use your reaction to make an unarmed strike against your attacker. If your strike hits, you deal an additional 2d8 points of psychic damage.

Perseverance

At 20th level you gain the ability to ignore pain that would break lesser heroes. As an action, you may slip into a trance for 1 minute or until you fall unconscious.

While in your trance you gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons as well as immunity to the stunned condition. You also gain 5 temporary hit points at the beginning of every one of your turns.

You can end this trance as part of any action on your turn. Once this feature is used you may not use it again until you complete a long rest.



Beltine - Order of the Beltinian Hospitalers

Many believe that Beltine is concerned only with the Afterlife, the disposition of souls and the forging of new souls from Her Kiln. In fact, the Grey Lady does have interests in the living, particularly in the safety and wellbeing of the Children of the Gods.

One of Her aspects is that of the Merciful Caretaker, depicted as an elderly woman caring for the fallen upon the battlefield. The Order of the Beltinian Hospitalers is devoted to this aspect, providing care to the injured, protecting the fallen, and giving a quick and painless final passage to those that are beyond even their legendary healing abilities.

A schism developed during the Shadowed Age that has haunted the order to the present day. A very charismatic and highly placed member began to preach a heretical view of the teachings of Beltine to those she felt were sympathetic to her views.

The sect’s leader, one Mirani Pelven, put forth the belief that certain souls are so corrupt and beyond redemption that there was no need to wait until they died for their souls to be judged. Such beings, when found, should be put to death as one would a rabid animal.

This faction practiced heretical rituals which transformed the members into hulking killing machines – with pallid grey skin and long, sinewy arms that dragged their fearsome iron claws across the ground.

These creatures are called Grey Crones, and spread terror across much of the Known Lands until the Order of the Beltinian Hospitalers managed to slay Mirani Pelven and her lieutenants, scattering the remaining heretics. These malignant creatures still haunt Arcanis, and the order have vowed to track them down and destroy them utterly. The Hospitalers will not rest until the last of these abominations is sent screaming into the Kiln.

Race Restrictions

Dwarves, elorii, and ss’ressen may not choose this holy champion order. Val and humans account for most of the members of this order with the val’Ishi being the predominant val family due to their affinity with the Forger of Souls.

Tenets of the Order of the Beltinian Hospitalers

Holy champions who join this order share the following beliefs and traditions:

Generosity: Help all those who come to you, regardless of reward.

Hunt the Undead: All incorporeal undead bring terror and suffering to the world. Seek them out and send them to their rest. The get of Neroth are an abomination in the sight of the Grey Lady. These corporeal undead should be destroyed whenever possible.

Mercy for All: Ease the pain of those who suffer and help those who are injured. You must accept the honest surrender of your enemies and provide healing if required.

If an enemy betrays your trust, such as by attacking you or your companions, then you are no longer bound to protect them.

Neutrality: Pain and suffering do not stop at the borders of nations and neither should you. Ease the pain of your enemies as well as your allies.

Nonviolence: You are a healer, first and foremost. You should not cause harm when a problem can be solved by other means.

Spells of the Order of the Beltinian Hospitalers

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Healing word, sanctuary
5th Calm emotions, warding bond
9th Beacon of Hope, spirit guardians
13th Death ward, guardian of faith
17th Dispel evil and good, mass cure wounds

Weapons of Our Mother

Beltinian Hospitalers are masters of their holy mother’s chosen weapons. When wielding a quarterstaff, you benefit from the Great Weapon Fighting Style. When wielding a pair of maces (known as ‘iron rods’ among the Hospitalers) you benefit from the Two-Weapon Fighting Style.

Channel Divinity

When you join this order at 3rd level, you gain the following two Channel Divinity options.

Cessation of Hostility: When a fight is about to break out, you may use your Channel Divinity to give diplomacy a chance to prevail. As an action, you may force all humanoids within 30 feet, both friend and foe, that have an Intelligence of 2 or higher to make an Intelligence saving throw. Creatures that fail this saving throw are charmed by you for 1 minute or until they take any damage. This ability is sacred to your order and you would not allow it to be used by one side, even your own, to gain a tactical advantage over another.

Merciful Strike: When you successfully strike a creature with a melee weapon attack, as a reaction you can use your Channel Divinity to attempt to stun that creature. Roll a number of d6’s equal to your holy champion level. If the result is equal to or more then the targets current hit points, that target is stunned until the end of their next turn.

If your target is already stunned, incapacitated, or paralyzed, your target gains the unconscious condition, remaining so for 1d6 turns. This ability may only be used on living humanoids or beasts.

Mercy in Victory

Starting at 7th level, you can, as an action, declare any incapacitated creature (friend or foe) or creature who has surrendered to you as your charge. As long as you remain adjacent to or stand over your charge you may intercept any attack upon them and treat it as an attack upon yourself.

In addition, anyone who attacks your charge provokes an opportunity attack from you. This does not provide you with more than one reaction between turns.

If your charge attacks anyone or casts a spell that requires a saving throw, your protection on them instantly ends. For 1 minute, your former charge suffers disadvantage on all saves against your spells, and grants you advantage on all attacks against them.

Improved Lay on Hands

At 15th level the amount of hit points you can heal with Lay on Hands is increased to 10 hit points per level.

Ancestor in Waiting

Starting at 20th level, you may, as an action, call upon the oldest souls within the Kiln to bless you for 1 hour.

The souls that you may call upon are listed in the Ancestors of the Beltinian Order of Hospitalers table.

You may end this state on your turn as part of any action, and it ends immediately if you fall unconscious. Once you use this feature you cannot use it again until you complete a long rest.

Upon your passing, you become one of the Blessed Ancestors, and your soul is added to the ranks of those with whom members of the order may consult. The exact abilities of your soul are subject to the GM’s discretion.

Soul’s Name Soul’s Past Ability Granted
Maxillas the Savior: One of the finest healers ever known, when the First Emperor fell, it was this man who tended to his wounds. His fairness and compassion became the inspiration for the order. He is still called upon to guide the healing of his brethren. Any time you cast a spell or use an ability that restores hit points you may elect to reroll the ability or spell’s dice twice using the better results.
Coramier the Hunter: One of the first to hunt down and destroy the Gray Crones, Coramier’s soul remains as a shepherd and guide to the souls within the Kiln. He delights in assisting his brothers and sisters in their hunts. You gain advantage on all Wisdom (Survival) checks when tracking. Also, if you are proficient with the Survival skill you can add double your proficiency bonus to Wisdom (Survival) checks.
Oralius of the Grey Cloak: One of the most successful hunters of undead in the order’s history, Oralius was said to wear a cloak made of their tanned flesh. You gain advantage on all melee attack rolls against undead. You also deal an additional 1d8 radiant damage on melee attacks against such creatures.
Ardioun of the White Staff: One of the most militant members of the order, Ardioun was an undisputed master of the staff and a relentless hunter of the walking dead. While wielding a quarterstaff you gain a +1 bonus to your Armor Class and you can use your reaction to make an opportunity attack on creatures that move adjacent to you.
Toramire, Silvered-Tongue : A val’Mehan Hospitaler is a rare thing indeed, and Toramire was one of the finest negotiators ever to walk this path. His soul may still be called upon for advice and guidance. You gain advantage on all Charisma (Persuasion) checks. Also, if you are proficient with the Persuasion skill, you can add double your proficiency bonus to Charisma (Persuasion) checks.
Enavass the Swift: A famed soul, Enavass was well known for her quickness and skill in battle, and had the uncanny ability to run through a crowded melee to reach a fallen warrior. You gain a +1 bonus to your Armor Class and your movement does not trigger opportunity attacks.


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Belisarda- Order of the Twelve Oaks

Dating back to the time of the Great Betrayal, the Order of the Twelve Oaks is a small group, self-tasked with using the lessons of the past to ensure the future of the elorii. They believe that the elorii have both dealt and suffered terrible atrocities, but that these were only fires to temper them for their yet-unknown true purpose.

They feel that many elorii have grown arrogant and withdrawn over the intervening millennia, and fear that they have forgotten the terrible actions of their own past, to the extent that now they seek only vengeance and not forgiveness.

Members of this order task themselves with three goals.

First, it is their duty to remember the devastation caused by their own people and take responsibility for these actions.

In penance, all members of the order are pledged to the ancient ways and shall greet anyone they encounter with compassion and friendship, lending aid to any in need, be they elorii, human, val, or even ss’ressen. However, they have been betrayed before, and have sworn never again to allow their people to be slaughtered by those they thought were friends.

Thus, the order’s second duty is to remain ever vigilant, examining closely those they have welcomed as friends and ensuring that they do not pose a threat to the elorii people.

Finally, the order recognizes that the elorii will be whole again only when the Elemental Lords walk among them once more. Thus, the order’s last duty is to prepare the way for the events that will return their deities to their rightful place.

Race Restrictions

Only elorii may choose this holy champion order.

Tenets of the Order of the Twelve Oaks

Holy champions who join this order share the following beliefs and traditions:

Acceptance: As slaves of the ssethrics, we committed genocide during the numerous Extinction Wars. We must not commit such sins again. Greet anyone encountered with compassion and friendship and lend aid if they are in need.

Recovery: There are scattered remnants of the eloran empire scattered across the Known Lands. Search for ancient texts and relics and preserve the eloran culture.

Retribution: While compassion is a hall-mark of our people, be prepared to withdraw the welcoming hand and unsheathe your blade. Betrayal and belligerence must be met in kind. Novaras - never forget.

Sacredness of Life: All forms of life are to be treasured and nurtured. Killing should be used as a last resort. However, undead are a perversion in the eyes of Belisarda and should be destroyed.

Vigilance: The Eternal People have been betrayed before. You are the guardian of the elorii and must protect them from all threats.

Spells of the Order of the Twelve Oaks

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Bless, protection from evil and good
5th Calm emotions, warding bond
9th Create food and water, fly
13th Locate creature, death ward
17th Conjure elemental, dispel good and evil

Specialized Mount

Anytime you cast find steed you may only summon forth a giant elk.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity option:

Oath of Retribution: When a creature you can see within 30 feet attacks one of your allies, as a reaction you may use your Channel Divinity to swear an oath of retribution against that creature. For 1 minute, you gain advantage on all attack rolls against the target of your oath.

Improved Lay on Hands

At 3rd level, when you use Lay on Hands you may opt to remove the charmed condition from a willing creature for 10 points from your healing pool.

One of Many

Beginning at 7th level you project an aura of fellowship between you and any allies within a 10-foot radius.

As long as you are conscious, when a friendly creature within your aura is attacked you may, as a reaction, grant them resistance against the attack. You suffer damage equal to the damage taken by that ally from the triggering attack.

At 18th level, the range of this aura increases to 30 feet.

The Truth is Revealed

Starting at 15th level, you may cast true seeing without expending a spell slot or needing a material component.

Once you use this feature you cannot do so again until you complete a long rest.

Avatar of Life

At 20th level, as an action, you may become the living embodiment of your Goddess’ power. For 1 minute you gain the following benefits:

  • At the start of every round all friendly creatures within 10 feet of you regains hit points equal to your Charisma modifier.
  • At the start of every round, any undead within 10 feet of you suffers 10 points of radiant damage.
  • You gain immunity to necrotic and radiant damage.

You may end this state on your turn as part of any action, and it ends immediately if you fall unconscious. Once you use this feature you cannot use it again until you complete a long rest.



Cadic - The Twilight Warrior

For evil to triumph, all good men must do is nothing.

The corollary to that proverb is that sometimes evil must be done by honorable men for the greater good to triumph. No one understands this more clearly than the holy champions of Cadic. Untrustworthy, backstabbing, dishonorable, cutthroats, thieves, and murderers: they have been called all these epithets and more. Ironically, the Order of the Twilight Warriors is made up of some of the most honorable and decent men upon all Arcanis. As justification for their Machiavellian approach, they point to the Fourth Holy Scroll of Song and Shadows, where Cadic stole into the realm of Shadows, told the first lie, and committed murder and theft – all so that Illiir might be resurrected and the evils of the world banished.

Most members of the order feel that lying, cheating, and stealing are a necessary evil if the end result is the betterment of the majority or the furtherance of honorable and good ideals. If the price of mankind’s salvation is the cost of one man’s honor or soul, then these dedicated champions of Cadic feel it is a small price to pay. The order believes that each member must draw his own line as to what he feels is necessary to fulfill these obligations. Some draw the line at lies and half-truths, while others will go to any lengths, including cold-blooded murder, to ensure the safety of the innocent. As long as these acts are not done for self-aggrandizement or personal gain, they are acceptable and expected. Woe to the Twilight Warrior who slips into the dark and does not return, for he is hunted down by the full force of the order, which will not rest until the errant member is put down.

Race Restrictions

Dwarves, elorii, and ss’ressen may not choose this holy champion order. Val and humans account for most of the members of this order with the val’Borda being the predominant val family due to their affinity with the Lord of Shadows.

Tenets of the Twilight Warrior

Holy champions who join this order share the following beliefs and traditions:

Guardian Against the Shadow Realm: During the Mythic Age, Lord Cadic entered the Shadow Realm and slew its master, making a cloak from its hide. Many creatures from that realm harbor thoughts of vengeance against this act, and while a God is beyond their power to harm, His children are not. You stand as a bulwark against the creatures of shadow that would feed upon humanity.

Honor: Honor is a precious gift that is given only when necessary; it is not to be thrown away like a used rag. Your word is your bond, and should only be broken after careful consideration and as a last resort.

No Mercy: The wicked and corrupt do not deserve your mercy, give them none.

Pragmatism: Do what you must to fulfill your duties. Do not be constrained by the trappings of honor or law.

Stealth: Being unseen and unnoticed is the greatest defense of all. Do not use anything, be it armor, shield or other equipment, that hampers your stealth.

Spells of the Twilight Warrior

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Hunters mark, shadow step
5th Darkness, darkvision
9th Feign death, major image
13th Arcane eye, freedom of movement
17th Scrying, passwall

Tools of the Trade

You gain proficiency with the poisoner’s kit, thieves’ tools and Stealth. Upon taking your oaths to the order of the Twilight Warrior, you must forgo the use of any armor that imposes disadvantage on Stealth.

Eyes of our Lord

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Channel Divinity

When you join this order at 3rd level, you gain the following two Channel Divinity options:

Never Unarmed: As an action, you touch your holy symbol and whisper a prayer to Cadic, and store a single weapon (and a score (20) of any appropriate ammunition if it’s a ranged weapon) in a pocket within the realm of shadow. Once stored you may draw forth the weapon (and ammunition, if any) as a bonus action by simply placing your hand within any shadow and drawing it forth. You may only store one such item at a time. If you attempt to store a second weapon before removing the first, the ability fails to work.

Cloak of Cadic: As an action, you can touch your holy symbol and whisper a prayer to Cadic, reducing the illumination in a 60-foot radius to dim illumination. This effect lasts for 1 minute and moves with you, affecting all light sources within the area. You can end this effect early as a bonus action on your turn.

Improved Lay on Hands

At 3rd level, when you use Lay on Hands you may opt to remove the poisoned condition from a willing creature for 5 points from your healing pool.

Aura of Shadow

Starting at 7th level, while you are conscious, you and any friendly creatures within 10 feet of you gain advantage on all Dexterity (Hide) skill checks. You or your allies must be within an area of dim illumination or darker to gain this benefit.

This aura’s range increases to 30 feet at 18th level.

Hand of Death

Upon reaching 15th level you have become an instrument of death. Any time you successfully attack a surprised creature and use your Divine Smite, that creature must make a Constitution saving throw or suffer double the total damage from your attack.

Shadow Lord

Starting at 20th, you have become inexorably linked with the shadows you have walked in for so long. As an action, you can become a living shadow. For 1 minute you gain the following benefits:

  • You are amorphous and can move through a space as narrow as 1 inch wide without squeezing.
  • You gain immunity to necrotic and poison damage.
  • You may cast shadow step* with an increased range of 100 feet. If you also possess the bloodline ability Walking the Web of Shadows, you increase the range of your shadow step* to 200 feet.

You may end this state on your turn as part of any action, and it ends immediately if you fall unconscious. Once you use this feature you cannot use it again until you complete a long rest.


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The Fire Dragon - Sentinels of the Blazing Wyrm

In the misery, death, and confusion that marked the exodus of the Black Talons from the Ssethregoran Empire, a small group of valiant Black Talons stood above the rest, ready to lay down their very lives for the sole purpose of buying the remainder of their clutch time to escape. This core of hardened veterans stood firm in the face of insurmountable odds, unwavering in their faith toward the old matriarch.

Seven times the full might and fury of Ssethregore charged headlong into these unblinking defenders, and seven times their lines held. The fearless and fearsome Black Talons piled up a ring of barbed-tail corpses hip deep before they finally fell and were dragged down.

Sentinel of the Blazing Wyrm is the most prestigious social rank a male Black Talon can attained, save for Warlord of the Clutch. The Black Talon Matriarchy created the Sentinels during the grueling march out of Ssethregore to safeguard against the genocidal tendencies of their ssethric enemies.

Since the Black Talons’ relocation into human-held lands, the Sentinels have come to stand as a bulwark of defense against any foes who would threaten the very heart of their s’ressen society: the precious eggs from which each new generation springs.

Race Restrictions

Only ss’ressen may choose this holy champion order.

Tenets of the Sentinels of the Blazing Wyrm

Holy champions who join this order share the following beliefs and traditions:

Bravery: You must test yourself against all challenges and rise above them, fearlessly.

Community: Guard the hatching fires from any threat. Ensure that your clutch prospers.

Compassion: Compassion is not a weakness, but a strength. It strengthens the bonds between clutchmates and allies.

Loyalty: Never waver in your devotion to your people and to the Blazing Wyrm

Self-control: You are not a beast. You are a child of the Blazing Wyrm. Do not descend into savagery.

Spells of the Sentinels of the Blazing Wyrm

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Scales of the dragon, Searing Smite
5th Dragon’s roar, magic weapon
9th Glyph of warding, breath of the dragon
13th Guardian of faith, fire shield
17th Circle of power, dispel evil and good

Ssethric Steed

Every time you cast find steed you summon forth your order’s chosen mount, a mor’let (a large lizard).

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity options:

Blazing Talons: As an action, you can use your Channel Divinity to wrap your claws in crackling flames.

For 1 minute, you add your Charisma modifier to attack rolls with your unarmed strikes (minimum bonus of +1) and your claws deal fire damage instead of your normal unarmed strike’s damage. Your claws also emit dim light in a 20-foot radius beyond that. For the duration, your claws are considered magical weapons for the purposes of bypassing resistances.

You can end this effect on your turn as part of any other action. If you fall unconscious, the effect ends.

Dragon’s Presence: You can speak with the voice of the Fire Dragon. As an action, you can use your Channel Divinity to force all creatures within 10 feet that can see or hear you to make a Wisdom saving throw or gain the frightened condition until the end of their next turn.

Protective Ward

Starting at 7th level, you gain resistance to fire damage.

Additionally, when a friendly creature adjacent to you is attacked with a melee attack, their attacker provokes an opportunity attack from you.

Shimmering Scales

At 15th level you near your apotheosis and your scales take on a shimmering sheen. You reduce all bludgeoning, piercing and slashing damage by 3. This feature does not stack with other features, abilities, feats, or spells that reduce damage in a similar fashion.

One with Our Lord

Upon reaching 20th level, you become a living manifestation of the Fire Dragon’s will and take on a few of His traits. You gain the following benefits: • You gain immunity to fire damage.

  • You have blindsight out to 10 feet.
  • As an action, you can exhale fire in a 90-foot cone.

Each creature in that area must make a Dexterity saving throw. Affected creatures suffer 18d8 fire damage on a failed save, or half as much damage on a successful one. Once this ability is used you may not use it again until you complete a long rest.



Hurrian - The Order of the Storm Lord

The Storm Lords are holy champions of Hurrian that worship His aspect as the Lord of the Tempest. According to dogma, Hurrian acquired this aspect during the God’s War when He is said to have consumed the elorii Elemental Lord of Air. Before this, Hurrian held sway only over those warriors who reluctantly took up arms in the defense of their homes, families and way of life. The doctrine of the Storm Lords is a combination of these two disparate domains into one focused discipline.

The order teaches that all war is like a roiling, wild storm.

No matter how precise and exacting a battle plan might be, it never survives contact with the enemy. Storm Lords try to understand and master this swirling chaos so as to better control the flow of a battle. Though Storm Lords do not revel in bloodshed, as do the Nierites, they understand that evil must be met with force and utterly destroyed, or it will rise up to plague humanity again and again.

Storm Lords travel all over the Known Lands of Arcanis pursuing the tenets of their order. They seek to safeguard the innocent and those too weak to help themselves. They feel it is their sacred duty to confront and destroy evil wherever it may reside, while also teaching the peaceful ways of the Reluctant Warrior to all who will listen.
Race Restrictions

Elorii and ss’ressen may not choose this holy champion order. Of the dwarves, only the Tir Betoqi may join this order. Val and humans account for most of the members of this order with the val’Tensen being the predominant val family due to their affinity with the Lord of Storms.

Tenets of the Order of the Storm Lord

Holy champions who join this order share the following beliefs and traditions:

Be Honest and Open: An honest and open attitude comes directly from Hurrian’s teachings, which exhort you to “treat each man as brother or sister and your family shall be infinite.”

Destroy Infernals: Always seek out and put an end to the corruptive influence of infernals. As long as they walk upon Arcanis, the children of the Gods are at risk.

Justice: Punish the wicked and those who would use their strength to oppress their fellow men.

Reluctance: War is a roiling storm that brings destruction and death to the innocent and guilty alike. Do not charge headlong into battle when it can be prevented.

Unrelenting: Once swords are drawn, seek to end the battle as quickly as possible. Do not give into blind fury but strike with the precision and power of lightning.

Spells of the Order of the Storm Lord

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Thunderous Smite, Thunderwave
5th Warding bond, Warding Wind
9th Call lightning, Haste
13th Freedom of movement, Thunderous strike
17th Destructive Wave, Lightning armor

The Steed of Our Lord

Every time you cast find steed you summon forth your order’s chosen mount, a shadow lion.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity options:

Blade of Lightning: As an action, you can use your Channel Divinity to imbue one weapon you are holding with electricity. For 1 minute, you add your Charisma modifier to attack rolls with that weapon (minimum bonus of +1) and your weapon deals lightning damage instead of its normal damage. The weapon also emits dim light in a 20-foot radius. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying the weapon, or if you fall unconscious, the effect ends.

The Thunder’s Voice: You speak with the might of the Storm Lord. As an action, you can use your Channel Divinity to force all creatures within 10 feet that can see or hear you to make a Strength saving throw or be stunned until the end of their next turn or until they take any damage.

Aura of Grounding

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to lightning and thunder damage while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Ride the Lightning

Once you reach 15th level, you can bolt across the battlefield like lightning.

Immediately after you cast thunderous strike, as a bonus action you and your mount can instantly travel to any clear space within the 20-foot radius area of the spell.

You can use this ability a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses after you finish a long rest.

The Storm Lord

At 20th level, you become a vessel for the power of the storm. As an action, you can cloak yourself in Hurrian’s power. For 1 minute you gain the following benefits: • When you or a friendy creature adjacent to you is attacked you may, as a reaction, deal 10 points of lightning damage to the attacker.

  • Hostile creatures within 10 feet of you suffer disadvantage on saving throws to resist any of your holy champion spells that deal lightning or thunder damage.
  • You gain immunity to lightning and thunder damage.

You may end this state on your turn as part of any action, and it ends immediately if you fall unconscious. Once you use this feature you cannot use it again until you complete a long rest.



Illiir - The Order of the Harbingers of the Dawn

No other order of holy champions exemplifies truth, honor, and integrity more so than the Harbingers of the Dawn.

Champions of order, stability, and civilization, these tireless holy warriors strive to keep the nations and empires of the world safe from the dark tide of barbarism.

These Harbingers, or Dawn Lords as they are sometime called, feel it is their divinely imposed duty to safeguard civilization and its institutions against those who would tear it down or change it for the worse. Those societies that lack structure, allowing lawlessness to run rampant, should be torn down and replaced by societies more suitable to the eyes of Illiir.

During the Mythic Age, when the Gods lived amongst their children, Illiir created a perfect world for all to live and thrive in. Neroth stole this paradise from all of mankind due to His jealousy of the love all beings had for the Ruler of the Pantheon. Neroth’s act of envy plunged the world into darkness and allowed evil and chaos to creep back into the world, eating away at the divine laws laid down by the Gods. Many atrocities were committed, brother turned upon brother, and mankind started to revert to a more savage state until finally order was restored.

Eventually, Illiir was returned to His rightful place, and saw what had taken place in His absence. He deemed that humanity must strive and earn a place in paradise rather than have it gifted to them. Thus, He created the Paradise of the Gods in the Heavens, a place where all souls wish to eventually spend eternity.

Race Restrictions

Elorii, ss’ressen and tiefling may not choose this holy champion order. Of the dwarves, only those from Solanos Mor may join this order. Val and humans account for most of the members of this order with val’Assante being the predominant val family due to their affinity with the Lord of Perfection.

Tenets of the Order of the Harbingers of the Dawn

Holy champions who join this order share the following beliefs and traditions:

Civilization: Strengthen the bonds of community wherever you go. Bring the light of law and order throughout Arcanis.

Honor: Treat all you meet with fairness and gentility. Give your word sparingly, as it is your bond. Deceive no one, including yourself.

Perfection: Seek perfection within yourself and in the process, assist others in their own quests for personal improvement.

Practice: Never allow your skills to diminish, keep your body fit and your mind sharp. Welcome the sun with rigorous activity and the setting sun reading or playing complex games to sharpen your wit.

Purity: Seek out and destroy all forces of evil and agents of chaos. They have no place in the Paradise of the Gods.

Spells of the Harbingers of the Dawn

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Bless, find familiar
5th Scorching radiance, zone of truth
9th Beacon of hope, daylight
13th Banishment, guardian of faith
17th Dispel evil and good, hallow

Familiar Limitation

Any time you cast find familiar, regardless of how you learned the spell or acquired the ability, you find a celestial falcon.

Judge the Heretics

You are well versed in the methods of the enemy. You gain advantage any time you attempt an Intelligence (Religion) or Intelligence (Arcana) check regarding heretical topics, such as identifying the symbol used by an infernal cult or identifying a heretical ritual. What is and is not heretical is defined by the leaders of your church, whether that is the Mother Church of Coryan or the Milandric Orthodox Church.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity options:

Radiance of My Lord: As an action, you can use your Channel Divinity to imbue one weapon you are holding with radiant light. For 1 minute, you add your Charisma modifier to attack rolls with that weapon (minimum bonus of +1) and your weapon deals radiant damage instead of its normal damage. The weapon also emits bright light in a 20foot radius and dim light in a 20-foot radius beyond that.

If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying the weapon, or if you fall unconscious, the effect ends.

His Blinding Glory: As an action, you can hold aloft your holy symbol and use your Channel Divinity to flood a 20-foot radius around you with intense light. All creatures within the light must make a Constitution saving throw or be blinded until the end of your next turn.

Unassailable Soul

Once you reach 7th level you gain advantage on all saving throws against spells and abilities of infernals. Also, you are immune to being possessed.

Charm Immunity

At 15th level you become immune to the charmed condition. Additionally, whenever a friendly creature you can see within 30 feet becomes charmed you can use your reaction to end the effect charming that creature.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.

Perfect Glory of Illiir

At 20th level you tap into a glimmer of the Head of the Pantheon’s perfection. As a physical representation of perfection, you gain half your proficiency bonus to all ability checks, even ones that you already add your proficiency bonus to.

Also, as a bonus action, you can wrap yourself in daylight. You shed bright light in a 20-foot radius and dim light for another 20 feet beyond that. Within your light, any effects that produce darkness are dispelled. You can end this effect as a bonus action on your turn.



Larissa - Order of the Fatespinner

Larissa, the Smiling Goddess, first held domain over both love and divination. Her oracular powers were greatly beneficial to the rest of the Pantheon during the God’s War, but Her experiences then caused Her to delve deeper and deeper into the future in hopes of forestalling or pre-empting anything that might endanger the Children of the Gods.

She looked too far; whatever She saw in that dim future drove Her to embrace hedonistic practices to blot out that image out of Her mind.

Larissa’s Champions, the Fatespinner, were founded by the Oracular sect of the temple. This sect opposes the Hedonistic sect of the temple, who are more powerful and influential in the secular world. The Fatespinners believe it is their sacred duty to somehow avert the horrific calamity that is coming.

They believe they can do this, not by confronting it, but by making small and subtle changes in the Tapestry of Fate. A small ripple can eventually become an unstoppable wave if it is set in motion at the right place and time.

By aiding those they feel worthy or necessary in the coming battle in small and measured ways, they can change the final destiny of Arcanis and save their Goddess from madness.

Race Restrictions

Elorii and ss’ressen may not choose this holy champion order. Of the dwarves, only those from Tultipet may join this order. Val and humans account for most of the members of this order with the val’Sheem being the predominant val family due to their affinity with the Smiling Goddess.

Tenets of the Order of the Fatespinner

Holy champions who join this order share the following beliefs and traditions:

Acceptance: Though you guide the hand of fate, do not fight to control it. Allow its currents to take you wherever the hand of your Goddess guides you.

Moderation: Dress conservatively and do not over indulge in food and drink. To lose focus upon the strands of fate is to lose one’s self within its grasp.

Peace: Seek peace in yourself and those around you.

Pity: Have pity upon the mad, for your Goddess suffers from the same malady.

Vigilance: Prepare yourself in body and in mind for the battle to come. An ultimate darkness drove the Smiling Goddess mad and it coils about the future. Seek out corruption and end it before it spreads and perhaps the doom before Arcanis can be forestalled.

Spells of the Order of the Fatespinner

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Bless, guiding bolt
5th Augury, calm emotions
9th Blink, clairvoyance
13th Divination, guardian of faith
17th Commune, Larissa’s fickleness

Her Lady's Will

When you join this order at 3rd level you gain proficiency in one of the following skills: Acrobatics, Deception, Insight, or Persuasion.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity options:

My Fate is my Own: After you make an attack roll, saving throw, or ability check but before you know the result, you can expend your Channel Divinity to reroll with advantage.

Twist of Fate: Any time a creature within 60 feet of you is about to roll an attack roll or saving throw with either advantage or disadvantage you may, as a reaction, use your Channel Divinity to steal that instance of advantage/ disadvantage. You cannot use this option if you currently possess a stolen instance of advantage/disadvantage.

Until you complete a long rest, you can grant your stolen advantage/disadvantage to any creature within 60 feet that you can see, including yourself, when they are about to make an attack roll or saving throw.

When you complete a long rest, you lose any stolen advantage or disadvantage you have.

Pull Upon the Tapestry of Fate

Once you reach 7th level you learn to reach into and pull upon the strings within the tapestry of fate. When you finish a long rest, you can roll a d20 twice on the Table of Fates and keep the results. Later, you can grant a result rolled to yourself or any creature you can see within 60 feet as a bonus action.

Each fate roll can only be used once. When you finish a long rest, you lose any unused fate rolls.

Upon reaching 18th level when you finish a long rest you can roll a d20 four times on the Table of Fates and keep two fate rolls of your choice.

Portents of Things to Come

Upon reaching 15th level, you gain the ability to cast precognition* without expending a spell slot or using a material component.

Once you use this feature, you cannot use it again until you complete a long rest.

Gaze Upon the Strands of Fate

Upon reaching 20th level, as an action, you may open your mind to the infinite possibilities and probabilities of the Tapestry of Fate in maddening detail. This state of mind lasts for 1 minute. During that time, as a bonus action on your turn, you may grant any friendly creature within 30 feet of you that you can see advantage on all attack rolls, saving throws, or skill checks rolls until the end of your next turn.

Alternatively, also as a bonus action on your turn, you can force any creature within 30 feet that you can see of you to make a Charisma saving throw. If that creature fails, they suffer disadvantage on all die rolls until the end of their next turn. You cannot use this ability to grant a creature advantage while affecting a creature with disadvantage, and any attempt to do so simply fails.

During the duration, if a creature you grant advantage through the use of this feature rolls double 1’s or any creature affect with disadvantage rolls double 20’s, this effect ends and you are frightened until the end of your next turn.

Once you use this feature you cannot use it again until you complete a long rest.

Table of Fates

d20 Fate Effect
1 Your target misses its next attack roll.
2 Your target misses its next saving throw.
3 Your target fails on its next ability check.
4 Your target suffers disadvantage on their next attack roll.
5 Your target suffers disadvantage on their next saving throw.
6 Your target suffers disadvantage on their next ability check.
7 The next time your target takes damage they suffer an additional 2d8 damage of the damage type.
8 Until the end of your next turn, whenever your target makes an attack roll or saving throw they must roll a d4 and subtract the number rolled from their attack roll or saving throw.
9 You may grant disadvantage to one creature’s next saving throw or attack roll, but you also suffer disadvantage on your next roll of the same type.
10 When you grant this fate upon another or yourself, your GM randomly determines if that target suffers advantage or disadvantage on their next attack roll or saving throw, whichever comes first.
11 Your target suddenly drops anything they are holding or falls prone if their hands are empty.
12 You may grant advantage to your target’s next saving throw or attack roll, while you enjoy advantage on your next roll of the same type.
13 Until the end of your next turn, whenever your target makes an attack roll or saving throw they must roll a d4 and add the number rolled to their attack roll or saving throw.
14 The next time your target takes damage they gain resistance against the damage dealt.
15 Your target is granted advantage on their next ability check.
16 Your target is granted advantage on their next saving throw.
17 Your target is granted advantage on their next attack roll.
18 Your target automatically succeeds on their next ability check.
19 Your target automatically succeeds on their next saving throw.
20 Your target automatically succeeds on their next attack.


Neroth The Deathbringers of Neroth

They travel through the night, drawing stares of scorn or fear from those they are sworn to protect. Evil was inadvertently unleashed upon the world by their Lord and they are tasked with finding it and sending it screaming back to the Crucible of Sins. Evil will always exist in a world where man has free will, but there are times when these petty evils grow and become overwhelming. That is when the Deathbringers arrive; to deal with those so corrupted that their removal from this world is necessary.

With Illiir’s death during the Mythic Age, all the Evils of the world were released upon the world. Seeing mankind besieged as darkness encroached from every side, Neroth anointed four of the bravest and noblest of humanity as His champions. He crafted for them heavy axes which he called “Little Deaths” and sent them forth to turn the tide and inspire their fellows to acts of heroism.

In the present age, Deathbringers hunt down the evils that were loosed upon Arcanis during the Mythic Age.

Wherever the corrupters of mankind appear, and acts of extreme lust, greed, hatred, or pride crush the innocent or those too weak to defend themselves, a Deathbringer will appear to challenge it. Some say that Deathbringers can smell evil upon the wind due to their uncanny ability to appear where they are most needed.

Race Restrictions

Dwarves, elorii, and ss’ressen may not choose this holy champion order. Val and humans account for most of the members of this order with the val’Mordane being the predominant val family due to their affinity with the Lord of Death.

Tenets of the Deathbringers of Neroth

Holy champions who join this order share the following beliefs and traditions:

Inspire: Be a beacon of hope for those who seek to cleanse the world.

Righteousness: Seek out corruption and evil in all its forms. When confronted by evil strike it down.

Selflessness: To truly guard one’s soul from corruption one must be free of the bonds of selfishness. Seek to protect, feed, and heal the poor and forgotten, for in suffering, corruption finds a foothold.

Terrorize: The evil and corrupt must fear your presence, for you are their doom.

Tranquility: Never let your base instincts impair your judgment. Master your emotions and you master yourself.

Spells of the Deathbringers of Neroth

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Bless, false life
5th Shroud of oblivion, spiritual weapon
9th Return to thy rest, vampiric touch
13th Death ward, phantasmal killer
17th Raise Dead, call revenant

Undying Mount

Anytime you cast find steed you may only summon forth a skeletal warhorse, see pg. 404 for stats.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity option:

Neroth’s Grasp: As an action, you can use your Channel Divinity to imbue one weapon you are holding with the hunger of the Death Lord. For 1 minute, you add your Charisma modifier to attack rolls with that weapon (minimum bonus of +1) and the weapon deals necrotic damage instead of its normal damage. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying the weapon, or if you fall unconscious, the effect ends.

Sense the Undead

At 3rd level you gain the ability to sense the presence of undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. You can sense the presence of an undead, but not it identity.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Aura of Dread

Beginning at 7th level you begin to radiate an aura of dread. As long as you are conscious, at the beginning of your turn all hostile creatures within 10 feet of you must make a Wisdom saving throw or suffer disadvantage on all attacks against you for 1 minute.

At the end of each of its turns, a creature affected by your aura can make a new Wisdom saving throw to end this effect on themselves. Any creature that makes either the initial saving throw or any of the subsequent saving throws is immune to your aura until the next dawn.

At 18th level you may, as an action, temporarily extend this aura out to 30 feet, forcing all enemies within the area to make a Wisdom saving throw or become frightened of you until the end of your next turn. Any creature that makes this saving throw is immune to your aura until the next dawn.

Death’s Hand

Starting at 15th level you may judge when it’s a creature’s time to die.

When you hit a creature with a melee attack you may, as a reaction, call down the power of your dread lord. Roll a number of d6s equal to your level. If the result is higher than your target’s current hit points that target is dead.

Once you use this feature, you cannot use it again until you complete a long rest.

Neroth’s Gift

Upon reaching 20th level you receive the Gift of Neroth, you gain all the racial traits listed in the “Undead Heroes” side bar (pg. 47) as well as the following traits: Forever Bound to Flesh: Your intellect cannot be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and you make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.

If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.

If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.

Necrotic Exhaustion: If you use a class feature, racial trait or magic item that would normally cause you to gain a level of exhaustion, you must temporarily bleed off some of the energy animating your corporeal vessel. Instead of gaining a level of exhaustion, your hit point maximum is reduced by 10. This reduction cannot be removed by any means except completing a long rest.

Neroth’s Chosen: The Lord of the Tombs has done more than bless you, He has chosen you for some unknown, divine purpose. Although you are not alive, you are affected by any spell, potion, or magical effect that restores hit points, lost limbs, or otherwise mitigates injuries as if you were a living creature. Such effects that normally wouldn't affect undead only heal half the usual number of hit points unless they are cast by an undead (including yourself) or a worshiper of Neroth.



Nier - The Holy Judge of Nier

Feared throughout Arcanis as relentless and unforgiving, the Holy Judges of Nier are tasked by their grim and merciless deity as judge, jury, and executioner of heretics and those who would blaspheme the gods. Those who have strayed from the true path of salvation must be shown the error of their ways and eliminated before they can corrupt the weak-willed with their lies and sacrilegious ethos.

The Holy Judges of Nier travel throughout the length and breadth of the Known Lands, ensuring that divine law is obeyed and that those that follow false or lesser gods do not contaminate the faithful. Holy Judges primarily target the high priests and holy champions of foreign gods or infernal cults that try to infiltrate and undermine the teachings of the Pantheon.

While searching for these foul practitioners, Holy Judges delight in honing their strength of arms in bloody and violent combat. Creatures that would prey upon mankind quickly find themselves the hunted when a Holy Judge learns of their existence. Holy Judges are also highly sought after in passing judgment on more mundane matters in areas and communities where magistrates or other officials are few and far between.

Race Restrictions

Elorii and ss’ressen may not choose this holy champion order. Of the dwarves, only those from Nol Dappa may join this order. Val and humans account for most of the members of this order with the val’Virdan being the predominant val family due to their affinity for the Lord of Flaming Destruction.

Tenets of the Order of the Holy Judge of Nier

Holy champions who join this order share the following beliefs and traditions:

Executioner: You shall be ruthless in battle as in you are in pronouncing judgment. Do not take joy in judging the guilty for it is your sacred duty.

Incorruptible: The popularity the Judges of Nier have with the common folk stems from the inability of the rich and powerful to sway their verdicts. The pronouncement of a Judge of Nier is incorruptible and just, regardless of the status of the guilty.

Judge and Jury: When called forth to judge over a matter, seek evidence and separate truth from falsehood. When the facts are presented, be impartial. Judge wisely, and do not allow your emotions to cloud your decision.

Live by the Law: To properly apply the laws of your religion you must live by those same laws. Do not question the hierarchy or question the scriptures.

Purge: Hunt down heretics wherever they hide; ruthlessly and without mercy, and then use your lord’s fire to purify them.

Spells of The Holy Judge of Nier

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Burning hands, Searing Smite
5th Magic weapon, Nier’s blade
9th Mantle of unassailable flame, Elemental Weapon (fire only)
13th Banishment, wall of fire
17th Dispel evil and good, flame strike

Judge the Heretics

You are well versed in the methods of the enemy. You gain advantage any time you attempt an Intelligence (Religion) or Intelligence (Arcana) check regarding heretical topics, such as identifying the symbol used by an infernal cult or identifying a heretical ritual. What is and is not heretical is defined by the leaders of your religion, whether that is the Mother Church of Coryan, the Milandric Orthodox Church or the Church of the Dark Triumvirate.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity options:

Render Judgement: As an action, you can hold aloft your holy symbol and use your Channel Divinity to force all creatures within 30 feet to make a Wisdom saving throw.

Any creature that fails their saving throw is frightened of you until the end of your next turn. Any creature that succeeds on their saving throw is not frightened, but they are still left shaken, suffering disadvantage on the first attack roll they make before the end of your next turn.

Conflagration

Starting at 7th level you and any friendly creatures within 10 feet of you gain resistance to fire damage while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Gavel of Nier

At 15th level you can strike out with righteous fury against all who oppose you.

When you hit a creature with a melee attack, as a bonus action, you may force all foes within 30 feet of that creature to succeed on a Strength saving throw or be knocked prone.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses on a long rest.

Energumen

Once you reach 20th level, as a bonus action, you can enter a state of divine fury.

For 1 minute, you become immune to the frightened and stunned conditions and gain advantage on Strength ability checks and Strength saving throws. In addition, your melee attacks deal an additional 2d6 fire damage.

You can exit your fury on your turn as part of any action and it ends immediately if you are knocked unconscious.

Once you use this feature you cannot use it again until you complete a long rest.



Saluwé - Order of the Verdant Champions

During the God’s War, the Celestial combatants and their mortal followers laid waste to the mythical eastern continent before concluding their battle upon the continent of Onara. Even before the destruction and subsequent absorption of the elorii Earth Elemental Lord, Mârok, Saluwé held sway over the land and all that grew upon it.

The utter devastation of the eastern continent was a near mortal wound to Her, one that is still evident in Her aspect of the Woman of the Barren Womb.

The Order of the Verdant Champion was the first order of holy champions created by the Temple of Saluwé to safeguard the living land and assure that such a cataclysmic event is not repeated upon Onara. These champions of the Earth Goddess prefer the vast rolling plains or dense forests to urban environments, but are readily found in cities as it is there that threats to the wild often germinate and sprout.

Verdant Champions are not as radical as some of the sects of the Saluwéan Temple, understanding that humanity must build cities to live and plow fields to grow food.

However, they directly oppose the wholesale destruction of the pristine landscape due to war or by those who revel in destruction or blight for its own sake. The Blight Bearers of Canceri and the Verdant Champions have had a centuries old blood feud due to that foul Nerothian order’s penchant for spreading plagues to man, plant, and animal alike.

Race Restrictions

Dwarves, elorii, and ss’ressen may not choose this holy champion order. Val and humans account for most of the members of this order with the val’Dellenov being the most predominant val family due to their affinity for the Earth Goddess.

Tenets of the Order of the Verdant Champions

Holy champions who join this order share the following beliefs and traditions:

Balance: Balance the needs of man and the protection of nature, for both have their place upon Arcanis.

Composure: Through strict meditation you can maintain a peaceful attitude and emotional control. This does not mean you are emotionless automatons. On the contrary, to experience all the wonder and splendor that the Wild Goddess has created, you must be free to feel awe and joy.

The meditation techniques are used to control any negative impulses, such as rage.

Hunt: Within the shadows of the wild often stalk the corrupt and wicked; they are your prey, especially those who have given themselves into the savagery of the wolf.

Justice: The blood of the innocent is sacred, but the wicked and cruel should feel your wrath.

Nurture: Protect the young and heal the injured. Teach all to respect Saluwé’s gifts.

Spells of the Order of the Verdant Champions

You gain the following order spells, which are always prepared starting at the levels listed:

Level Spells Granted
3rd Hunter’s mark, entangle
5th Moonbeam, pass without trace
9th Meld into stone, protection from energy
13th Freedom of movement, stoneskin
17th Commune with nature, wall of stone

Our Lady Provides

Use only that which nature provides. Do not clad yourself in metal armor or bear shields of metal. Likewise, wield only weapons made mostly of unworked materials, such as quarterstaffs and spears.

Solid Ground

Many of your abilities only function when you are in contact with solid ground, requiring the touch of bare earth to draw upon your connection with Saluwé. For purposes of these abilities, “solid ground” is defined to mean any solid, deep, non-moving surface that is not either suspended in the air or floating upon water or some other fluidic matter (such as lava).

An island would count as solid ground, but a ship on the ocean or a small chunk of rock in the middle of a magma lake would not. Your GM has final decision about whether any particular terrain counts as solid ground.

Temporarily breaking contact with the earth (such as by jumping or being picked up and thrown) does not count as a disruption for purposes of these abilities; you are still considered to be on solid ground unless you leave it completely for a prolonged period of time, i.e. more than a few seconds. Flying, even hovering an inch above the ground, does count as breaking contact with solid ground.

Thorn of Saluwé

When you join this order at 3rd level, as a bonus action, you may create a magical spear of earth and stone which springs up from the ground into your outstretched hand.

This spear is a perfectly balanced spear, as strong as steel, and has the finesses quality. The spear remains in existence only so long as it is within your grasp and you remain on solid ground. If this spear is ever thrown it instantly returns to its base components, dealing no damage to your target.

Upon reaching 5th level, your Thorn of Saluwé gains a +1 bonus to hit and damage. This bonus increases as you continue to advance in the holy champion class, becoming +2 at 9th level and +3 at 17th level.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity options:

Thorn’s Edge: As an action, you can use your Channel Divinity to imbue a spear you created with the Thorn of Saluwé ability with a keen edge. For 1 minute, you add your Charisma modifier to damage rolls with the spear (minimum bonus of +1).

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying your spear, or if you fall unconscious, the effect ends.

Saluwe’s Embrace

Beginning at 7th level, as an action, you can call forth a suit of armor made of stone and earth that springs up from the ground itself. The armor of Saluwé’s Embrace grants you an Armor Class of 15 + your Charisma modifier. This armor remains in existence as long as you remain conscious and upon solid ground. This armor can be called forth even when you are wearing light or hide armor.

At 18th level, you gain advantage on all Dexterity (Stealth) skill checks when in natural surroundings.

Like the Mountain

Upon reaching 15th level your connection to the earth strengthens.

You gain advantage on all Strength and Strength based skill checks. You are also immune to the poison condition and gain resistance to poison damage. You must be on solid ground to gain both these benefits.

Strength of Earth and Stone

Upon reaching 20th level, as an action, while you are upon solid ground, you may transform your physical form into that of a living stone statue. For 1 minute you gain the following abilities:

  • You gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
  • You gain immunity to the stunned condition and acid damage.
  • You ignore any of the effects of exhaustion.

You may return to your normal form on your turn as part of any action, and it ends immediately if you lose contact with solid ground or fall unconscious. Once you use this feature you cannot use it again until you complete a long rest.



Sarish - The Order of the Inner Demon

When the rift was torn open between the world of Arcanis and the Hells, hordes of infernals swarmed through, infesting the world. A group of Sarishans quickly understood that the only way to survive was to fight fire with fire. Poring through ancient tomes and holy texts, these priests finally discovered the rituals necessary to bind an infernal within the body of a mortal and force it to grant that mortal a portion of its power. The first dozen members of the order served humanity with honor and distinction, acting as role models for the members to this day.

Even though the Time of Terror is long gone, its legacy remains to plague Arcanis. Members of the Order of the Inner Demon may be found anywhere in the Known Lands, rooting out infernal cults and destroying unbound infernals roaming the land.

Members of the order do not focus solely on their primary prey. No one knows evil as intimately as those of the Inner Demon do. When they see mortals corrupted by evil desires or performing wicked acts, they will not hesitate in delivering these foul individuals to the Kiln with horrific efficiency.

Children born when the stars are in a certain conjunction are delivered to Sarishan priests within days of their birth.

These children are then trained from a very early age in harsh and extensive mental techniques, giving them the unbending will necessary to withstand the trials that await them in adulthood.

At the age of eight, the children are sent to the ancient Sarishan Temple of the Venator Invictus, the Invincible Hunter, nestled in the Corlathian Mountains near the Dwarven Enclave of Encali. Here their training continues in various mental disciplines as well as a variety of martial techniques. During the next ten years, a rune master begins to tattoo their bodies with intricate runes and sigils. This is an excruciatingly painful exercise and a test of the initiate’s mental control and his ability to withstand prolonged pain and suffering.

Upon the initiate’s eighteenth birthday, the High Priest of the Temple performs a sacred ceremony where they summon and vaporize an infernal and quickly inhale the noxious fumes, holding it in their cheeks. He then blows the infernal into the initiate’s mouth, sealing the spirit of the creature within the aspirant. It is then that the years of mental discipline come into play.

The infernal immediately rails against its imprisonment and attempts to possess the initiate’s body. The runes inscribed upon the body flare with an unholy light as their purpose is finally made clear; they serve to transform the aspirant into a living binding circle, trapping the infernal within. Should the initiate fail and the infernal take control, both the foul spirit and the unfortunate initiate are both immediately destroyed. Once the struggle is complete and the aspirant achieves total control over her body and mind, they are inducted as a full member of the Order of the Inner Demon.

Race Restrictions

Elorii, ss’ressen and Tiefling may not choose this holy champion order. Of the dwarves, only those from Encali may join this order. Val and humans account for most of the members of this order with the val’Mehan as the most predominant val family due to their affinity to the Binder of Demons.

Tenets of the Order of the Inner Demon

Holy champions who join this order share the following beliefs and traditions:

Endurance: Bearing an infernal within yourself is no easy task and you will face hardships beyond measure. Sarish calls upon you to endure and grow strong.

Greater Good: You bear your infernal in order to have the power and knowledge to root out evil in all its forms. Use your skills and strengths for this purpose.

Humility: You will fail in your task. At some point, you will succumb to temptation or be forced to let evil escape your blade. You are only human. Seek out and accept atonement and strive to improve your skills for the next challenge.

Insight: The infernal within you will tempt you and strive to influence your attitudes and beliefs at all times. Be aware of your mind and how it works. Do not blind yourself to the machinations of the infernal within.

Self-Control: The infernal within constantly strives to influence your actions and drive you to evil. Resist their honeyed words and blasphemous temptations.

Requirements

Members of the order of the Inner Demon are raised in the temple and trained from a very young age to deal with the rigors that stand before them. To join this order, you must have the Initiate of the Gods background and must not possess levels in any other class.

Spells of The Order of the Inner Demon

You gain the following order spells, which are always prepared starting at the levels listed. You gain spells through the order and from the particular type of infernal bound within you.

Level Spells Granted
3rd Protection from good and evil
5th Misty step
9th Magic circle
13th Banishment
17th Planar Binding

Infernal Mount

Anytime you cast find steed you summon forth an infernal warhorse.

The Lure of Darkness

Members of this order are constantly battling the infernal trapped within them. You suffer disadvantage on all Charisma (Persuasion) checks.

Any time you reduce a living creature to 0 hit points without killing them you must make a Wisdom saving throw (DC 10 + your proficiency bonus). If you fail this saving throw, you spend your turn viciously attacking that creature, killing them (unless they have some ability which allows them to cling onto life), even if it is in your best interests to spare your victim.

In addition, evil actions you commit create cracks in the ritualistic binding that keeps your bound infernal under control. With each evil action your infernal gains strength and attempts to further influence your personality. If you commit a number of evil acts equal to your Charisma modifier you instantly lose control of your bound infernal and succumb to their will.

You may cleanse yourself and strengthen your control over your infernal with the help of a Sarishan Binder or Sorcerer-Priest. The Sarishan must cast bindings of Sarish on you as a daylong ritual, after which one evil act is removed from your soul.

Sarishans commonly require services for aiding you in this way, and such services become more and more dangerous each time you need to have the spell cast upon you.

Channel Divinity

When you join this order at 3rd level, you gain the following Channel Divinity options:

Mark Infernal: As an action, you can use your Channel Divinity to mark an infernal with a Sarishan seal. Choose an infernal within 60 feet to make a Charisma saving throw. If that infernal fails, it is marked by you for 1 minute or until you fall unconscious. A marked infernal suffers disadvantage on all saving throws against spells cast by you or a member of any other order or tradition dedicated to Sarish.

Sense the Unclean

At 3rd level you gain the ability to sense the presence of infernals within 60 feet of you that are not behind total cover. Such creatures in disguise (such as polymorphed or shape changed) receive a Charisma saving throw to remain undetected. You can sense the presence of an infernal, but not its identity.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

The Demon Within

The ritual used provides different abilities depending on the infernal bound within you. Select one of the options presented below, some of which may have additional requirements that you must meet.

Hemovax Bound


Requirements: The hemovax requires a hearty host and is a constant test on your system. You must have a Constitution of 14 to have this particular infernal bound into you Hemovax Bound Spells

You gain additional order spells at particular levels, as listed in the table below:

Level Spells Granted
3rd False life
5th Ray of enfeeblement
9th Vampiric touch
13th Black tentacles
17th Blood storm

Blood Vision

When the hemovax is first bound into you, your eyes become dark red orbs. You can see perfectly in non-magical darkness out to a range of 30 feet. You can also, as a bonus action, judge the physical condition of any living creature within 30 feet that you can see. You can tell if they are healthy, injured (50% hit points or below), or staggered (10% hit points or below).

Channel Divinity

When joining the ranks of the Hemovax Bound, you gain the following Channel Divinity option: Sense Lifeblood: As a bonus action you may use your Channel Divinity to sense the life force of those around you. For 1 minute you gain the ability to see the life energy of any living creature within 60 feet. You can see living creatures regardless of lighting and you can even see living creatures through walls and other obstacles. This ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.

Blood Scales

Once you reach 7th level you may, as a bonus action, pull blood to the surface of your body and harden it into scales.

For 1 minute or until you fall unconscious, your hit point maximum is reduced by 5 and you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Once you use this feature you may not use it again until you complete a short or long rest.

Blood of Another

At 15th level, any time you kill a living creature you gain temporary hit points equal to your holy champion level + your Charisma modifier.

A Taste for Blood

Upon reaching 20th level you grow two noticeably long fangs. You may attack a living creature with your fangs as an unarmed strike, dealing 1d8 + your Strength modifier piercing damage. You regain a number of hit points equal to the damage you deal with your fangs.

Succubus Bound


Requirements: A succubus requires a powerful personality to keep it in check. You must possess a Charisma Score of 14 to have this particular infernal bound into you.

Succubus Bound Spells

You gain additional order spells at particular levels, as listed in the table below:

Level Spells Granted
3rd Command
5th Charm person
9th Vampiric touch
13th Confusion
17th Dominate person

Wicked Claws

When you join the ranks of the Succubus Bound, you gain the ability to morph your hands into wickedly sharp claws as a bonus action. You can also retract your claws as a bonus action. You gain the following benefits when your claws are extended:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage for your unarmed strikes. This die changes to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
  • Your unarmed strikes deal slashing damage. At 6th level, your unarmed strikes deal magical slashing damage.
  • When you use the Attack action with an unarmed strike with your claws on your turn, you can make one unarmed strike with your claws as a bonus action.

Channel Divinity

When joining the ranks of the Succubus Bound, you gain the following Channel Divinity option: Draining Embrace: When you hit a creature with your claws or when you are grappling a creature you may, as a bonus action, use your Channel Divinity to draw out that creature’s life force. Your target must make a Charisma saving throw, taking 4d8 psychic damage on a failed save, or only half this damage on a successful save.

Charming Embrace: When you hit a creature with your claws or when you are grappling a creature you may, as a bonus action, use your Channel Divinity to fog that creature’s memory. Your target is forced to make a Charisma saving throw and if they fail, your target instantly forgets everything that took place over the last 5 minutes.

Memories altered through the use of this ability can only be recovered with a remove curse spell or a similar effect.

Dangerous Beauty

Once you reach 7th level you take on an uncanny beauty.

When you are in your natural form, you add double your proficiency bonus to all Charisma ability checks and you no longer suffer disadvantage on Charisma checks due to The Lure of Darkness.

Shapechanger

Once you reach 7th level you can change your form. As an action, you can polymorph into a Small or Medium humanoid or back into your true form. Other than your outward appearance, size, and speed, your statistics stay the same. Any equipment you are wearing or carrying is not transformed. If you die while transformed, you revert to your natural form.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses after a short or long rest.

Infernal Resistances

Once you reach 15th level you gain resistance to two of the following damage types: cold, fire, lightning, or poison.

Once you select your resistances you cannot change them later.

Greater Metamorphosis

Once you reach 20th level, as an action you can take on some of the physical traits of your bound infernal. For 1 minute, or until you fall unconscious, you gain the following benefits:

  • Your hands transform into claws as per your Wicked Claws feature, and the damage die of your claws changes to 2d6
  • You grow a pair of infernal wings that grant you a fly speed of 60 feet.
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

You may return to your normal form on your turn as part of any action. Once you use this feature you cannot use it again until you complete a long rest.


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