Tal'dorei Campaign Setting Guide

History is driven by the bold, and often the names that ring through the annals of the ages are those who emerged from
obscurity to take an ideal and fight for it with their every breath. Morality can be subjective, but heroism is unmistak-
able when witnessed. Heroes guide Tal’Dorei, whether by clever rule, impressive might, or endless compassion.
There are a number of interesting and specific paths an adventurer can take in their journey to become a hero, each with skills,
abilities, and specialties that make them a valuable member of any party. Exandria’s unique web of ever-threatened societies
makes for a fertile breeding ground for heroes and villains, and a slew of unique capabilities among them. This section outlines a
number of new options for players to choose from when creating and developing their characters along the way, and can easily be
introduced into any 5th edition D&D campaign, whether or not it takes place in Tal’Dorei. Remember that all options presented
here must be approved by your Dungeon Master for use within their game, and it is their final say on their inclusion.

Player Class Options

Though any of the typical class options function just fine for heroes in Tal’Dorei, the following section presents a few class
archetypes steeped in the setting’s history and lore.

Blood Domain Bloodletting Focus

Divine Domain for Clerics From 1st level, your divine magics draw the blood from
inflicted wounds, worsening the agony of your nearby foes.
Originally developed in Wildemount by the Claret Orders, When you use a spell of 1st level or higher to inflict damage
the Blood domain centers around the understanding of to any creatures that have blood, those creatures suffer
the natural life force within one’s own physical body. The additional necrotic damage equal to 2 + the spell’s level.
power of blood is the power of sacrifice, the balance of life
and death, and the spirit’s anchor within the mortal shell. Channel Divinity: Blood Puppet
The Gods of Blood seek to tap into the connection between
body and soul through divine means, exploit the hidden Starting at 2nd level, you can use your Channel Divinity
reserves of will within one’s own vitality, and even manipu- to briefly control a creature’s actions against their will. As
late or corrupt the body of others through these secret rites an action, you target a Large or smaller creature that has
of crimson. Almost any neutral or evil deity can claim some blood within 60 feet of you. That creature must succeed
influence over the secrets of blood magic and this domain, on a Constitution saving throw against your spell save DC
while the gods who watch from more moral realms shun its or immediately move up to half of their movement in any
use beyond extenuating circumstance. direction of your choice and make a single weapon attack
against a creature of your choice within range. Dead or
When casting divine spells as a Blood Domain cleric, unconscious creatures automatically fail their saving throw.
consider ways to occasionally flavor your descriptions At 8th level, you can target a Huge or smaller creature.
to tailor the magic’s effect on the opponent’s blood and
vitality. Hold person might involve locking a target’s body Channel Divinity: Crimson Bond
into place from the blood stream out, preventing them
from moving. Cure wounds may feature the controlling of Starting at 6th level, you can use your Channel Divinity to
blood like a needle and thread to close lacerations. Guard- focus on a sample of blood from a creature that is at least 2
ian of faith could be a floating, crimson spirit of dripping ounces, and that has been spilt no longer than a week ago. As
viscera who watches the vicinity with burning red eyes. an action, you can focus on the blood of the creature to form
Have fun with the themes! a bond and gain information about their current circum-
stances. You know their approximate distance and direction
Blood Domain Spells from you, as well as their general state of health, as long as
they are within 10 miles of you. You can maintain this effect
Cleric Level Spells as though you were concentrating on a spell for up to 1 hour.
1st sleep, ray of sickness
3rd ray of enfeeblement, crown of madness During your bond, you can spend an action to attempt to
5th haste, slow connect with the bonded creature’s senses. The target makes
7th blight, stoneskin a Constitution saving throw against your spell save DC. If
9th dominate person, hold monster they succeed, the connection is resisted, ending the bond.
You suffer 2d6 necrotic damage. Upon a failed saving throw,
Bonus Proficiencies you can choose to either see through the eyes of or hear
At 1st level, you gain proficiency with martial weapons. through their ears of the target for a number of rounds equal
to your Wisdom modifier (minimum of 1). During this time,
you are blind or deaf (respectively) with regard to your own
senses. Once this connection ends, the Crimson Bond is lost.

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Health State Examples 2d6 necrotic damage. Any enemy creature with blood that
would regain hit points while within the aura only regains
100% Untouched half of the intended number of hit points (rounded up).
99%-50% Injured
49%-1% Heavily Wounded Once you use this feature, you can’t use it again until
Unconscious or Dying you finish a long rest.
0% Dead
– Path of the Juggernaut

Sanguine Recall Primal Path for Barbarians

At 8th level, you can sacrifice a portion of your own When the Herd of Storms led their terrible raids across
vitality to recover expended spell slots. As an action, you the continent under the leadership of Kevdak, tales
recover spell slots that have a combined level equal to or spread of their bloodlust, brutality, and nigh unstoppable
less than half of your cleric level (rounded up), and none strength. Walls crumbled and legions fell to but a hand-
of the slots can be 6th level or higher. You immediately ful of fearsome warriors as they cut a path for the herd
suffer 1d6 damage per spell slot level recovered. You can’t to charge in and take what they wished before vanishing
use this feature again until you finish a long rest. back into the Dividing Plains. These fearsome barbarians
that would break through the shields and towers of nearby
For example, if you’re an 8th-level cleric, you can townships became known as the Juggernauts.
recover up to four levels of spell slots. You can recover
a single 4th-level spell slots, two 2nd-level spell slots, While the Herd of Storms is no more, the lineage of
a 3rd-level spell slot and a 1st level spell slot, or four trained juggernauts that survived to join the Rivermaw
1st-level spell slots. You then suffer 4d6 damage. still teach the ways of their unbreakable rage. Honed to
assault the lairs of powerful threats to their way of life, or
Vascular Corruption Aura defend against armed hordes of snarling goblinoids, the
juggernauts represent the finest of frontline destroyers
At 17th level, you can emit a powerful aura as an action that within the primal lands of Tal’Dorei and beyond.
extends 30 feet out from you that pulses necrotic energy
through the veins of nearby foes, causing them to burst and Thunderous Blows
bleed. For 1 minute, any enemy creatures with blood that
Starting when you choose this path at 3rd level, your rage
begin their turn within the aura or enter it for instills you with the strength to batter around your foes,
the first time on their turn immediately suffer making any battlefield your domain. Once per turn while
raging, when you damage a creature with a melee attack,
you can force the target to make a Strength saving throw
(DC 8 + your proficiency bonus + your Strength modifier).
On a failure, you push the target 5 feet away from you,

and you can choose to immediately move 5 feet into the
target’s previous position.

Stance of the Mountain

You harness your fury to anchor your
feet to the earth, shrugging off the
blows of those who wish to topple you.
Upon choosing this path at 3rd level,
you cannot be knocked prone while raging
unless you become unconscious.

Beginning at 6th level, you can muster destructive
force with your assault, shaking the core of even the
strongest structures. All of your melee attacks gain
the siege property (your attacks deal double damage
to objects and structures). Your melee attacks against
creatures of the construct type deal an additional 1d8
weapon damage.

Upon reaching 10th level, you wade into armies of foes,
great swings of your weapon striking many who threaten
you. When you make a weapon attack while raging, you

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can make another attack as a bonus action with the same But Wait, There’s More!
weapon against a different creature that is within 5 feet of
the original target and within range of your weapon. For additional options – including the Exandria-based
Blood Hunter class, Order of the Lycan Blood Hunter
Unstoppable option, the Fighter’s Gunslinger Archetype, and the
Bard’s College of the Maestro ­– please visit and check
Starting at 14th level, you can become “unstoppable”
when you rage. If you do so, for the duration of the rage out www.dmsguild.com.
your speed cannot be reduced, and you are immune to the
frightened, paralyzed, and stunned conditions. If you are Glyphs of Aegis
frightened, paralyzed, or stunned, you can still take your
bonus action to enter your rage and suspend the effects for Beginning at 1st level, you can release the stored arcane
the duration of the rage. When your rage ends, you suffer power within your runes to absorb or deflect threatening
one level of exhaustion (as described in appendix A, PHB). attacks against you. Whenever you take damage from an
attack, hazard, or spell, you can use a reaction to expend
Runechild any number of charged runes, rolling 1d6 per charged
rune. You subtract the total rolled from the damage
Sorcerous Origin for Sorcerers inflicted by the attack, hazard, or spell.

The weave and flow of magic is mysterious and feared At 6th level, you can use an action to expend a charged
by many across Exandria. Many study the nature of the rune, temporarily transferring a Glyph of Aegis to a crea-
arcane in hopes of learning to harness it, while sorcerers ture you touch. A creature can only hold a single glyph, and
carry innate talent to sculpt and wield the errant strands it lasts for 1 hour, or until the creature is damaged by an
of power that shape the world. Some sorcerers occasionally attack, hazard, or spell. The next time that creature takes
find their body itself becomes a conduit for such energies, damage from any of those sources, roll 1d6 and subtract the
their flesh collecting and storing remnants of their magic number rolled from the damage roll. The glyph is then lost.
in the form of natural runes. These anomalies are known
in erudite circles as runechildren. Sigilic Augmentation

The talents of a runechild are rare indeed, and many are Upon reaching 6th level, you can channel your runes to
sought after for study by mages and scholars alike, driven temporarily bolster your physical capabilities. You can
by a prevalent belief that the secrets within their body can expend a charged rune as a bonus action to enhance either
help understand many mysteries of the arcane. Others your Strength, Dexterity, or Constitution, granting you
seek to enslave them, using their bodies as tortured spell advantage on ability checks with the chosen ability score
batteries for their own diabolic pursuits. Their subjugation until the start of your next turn. You can choose to main-
all throughout the Age of Arcanum has driven the few tain this benefit additional rounds by expending a charged
that exist this day into hiding their essence – a task that is rune at the start of each of your following turns.
not easy, given the revealing nature of their gifts.
Manifest Inscriptions
Essence Runes
At 6th level, you can reveal hidden glyphs and enchant-
At 1st level, your body has begun to express your innate ments that surround you. As an action, you can expend a
magical energies as natural runes that hide beneath your charged rune to cause any hidden magical marks, runes,
skin. You begin with 1 Essence Rune, and gain an addi- wards, or glyphs within 15 feet of you to reveal themselves
tional rune whenever you gain a level in this class. Runes can with a glow for 1 round. This glow is considered dim light
manifest anywhere on your body, though the first usually for a 5 foot radius around the mark or glyph.
manifests on the forehead. They remain invisible when inert.
Runic Torrent
At the end of a turn where you spent any number of
sorcery points for any of your class features, an equal Upon reaching 14th level, you can channel your stored runic
number of essence runes glow with stored energy, energy to instill your spells with overwhelming arcane power,
becoming charged runes. If you expend a charged rune to bypassing even the staunchest defenses. Whenever you cast a
use one of your Runechild features, it returns to being an spell, you can expend a number of charged runes equal to the
inert essence rune. spell’s level to allow it to ignore any resistance or immunity to
the spell’s damage type the targets may have.
As a bonus action, you may spend any number of sor-
cery points to convert an equal number of essence runes Arcane Exemplar Form
into charged runes. If you have no sorcery points and no
charged runes, you can convert a single essence rune into a Beginning at 18th level, you can use a bonus action and
charged rune as an action. expend 6 or more charged runes to temporarily become
a being of pure magical energy. This new form lasts for 3
If you have 5 or more charged runes, you emit bright rounds plus 1 round for each charged rune expended over
light in a 5 foot radius and dim light for an additional 5 6. While you are in your exemplar form, you gain the fol-
feet. Any charged runes revert to inert essence runes after lowing benefits:
you complete a long rest.

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• You have a flying speed of 40 feet. force the target to make a Constitution saving throw. On
a failure, you learn one aspect about the creature of your
• Your spell save DC is increased by 2. choice: Creature Type, Armor Class, Senses, Highest
Saving Throw Modifier, Lowest Saving Throw Modifier,
• You have resistance to damage from spells. Damage Vulnerabilities, Damage Resistances, Damage
Immunities, or Condition Immunities.
• When you cast a spell of 1st level or higher, you regain
hit points equal to the spell’s level. Upon reaching 6th level, if the target fails their saving
throw, you can choose two aspects to learn. This increases
When your Arcane Exemplar form ends, you can’t move to three aspects at 11th level, and four aspects at 17th level.
or take actions until after your next turn, as your body
recovers from the transformation. Once you use this fea- Extort Truth
ture, you must finish a long rest before you can use it again.
At 6th level, you can hit a series of hidden nerves on a
Way of creature with precision, temporarily causing them to be
the Cobalt Soul unable to mask their true thoughts and intent. If you
manage to hit a single creature with two or more attacks
Monastic Tradition for Monks in one round, you can spend 2 ki points to force them to
make a Charisma saving throw. You can choose to have
Driven by the pursuit of knowledge and their worship of these attacks deal no damage. On a failed save, the crea-
the Knowing Mistress, the monastery of the Cobalt Soul ture is unable to speak a deliberate lie for 1 minute. You
(known as the library of the Cobalt Reserve) stands as know if they succeeded or failed on their saving throw.
one of the most well-respected and most heavily guarded
repository of tomes, history, and information across An affected creature is aware of the effect and can thus
Exandria. Here, young people seeking the clarity of truth avoid answering questions to which it would normally
and the strength of knowledge pledge to learn the arts respond with a lie. Such a creature can be evasive in its
of seeking enlightenment by understanding the world answers as long as the effect lasts.
around them, and mastering the techniques to defend it.
To become a Cobalt Soul is to give one’s self to the quest Mind of Mercury
for unveiling life’s mysteries, bringing light to the secrets
of the dark, and guarding the most powerful and danger- Starting at 6th level, you’ve honed your awareness and
ous of truths from those who would seek to pervert the reflexes through mental aptitude and pattern recognition.
sanctity of civilization. You can take a number of additional reactions each round
equal to your Intelligence modifier (minimum of 1), at the
The monks of the Cobalt Soul are the embodiment of cost of 1 ki point per reaction beyond the first. You can
the phrase “know your enemy”. Through research, they only use one reaction per trigger.
prepare themselves against the ever-coming tides of evil.
Through careful training, they have learned to puncture In addition, whenever you make an Intelligence
and manipulate the spiritual flow of an opponent’s body. (Investigation) check, you can spend 1 ki point to gain
Through understanding the secrets of their foe, they can advantage on the roll.
adapt and surmount them. Then, once the fight is done,
they return to record their findings for future generations Preternatural Counter
of monks to study from.
Beginning at 11th level, your quick mind and study of
Mystical Erudition your foe allows you to use their failure to your advantage.
If a creature misses you with an attack, you can immedi-
Upon choosing this tradition at 3rd level, you’ve under- ately use your reaction to make a melee attack against that
gone extensive training with the Cobalt Soul, allowing creature.
you to mystically recall information on history and lore
from the monastery’s collected volumes. Whenever you Debilitating Barrage
make an Intelligence (Arcana), Intelligence (History), or
Intelligence (Religion) check, you can spend 1 ki point to Upon reaching 17th level, you’ve gained the knowledge to
gain advantage on the roll. temporarily alter and lower a creature’s fortitude by striking
a series of pressure points. Whenever you hit a single crea-
In addition, you learn one language of your choice. You ture with three or more attacks in one round, you can spend
gain additional languages at 11th and 17th level. 3 ki points to give the creature disadvantage to their attack
rolls until the end of your next turn, and they must make a
Extract Aspects Constitution saving throw. On a failure, the creature suffers
vulnerability to a damage type of your choice for 1 minute,
Beginning at 3rd level when choosing this tradition, when or until after they take any damage of that type.
you pummel an opponent and connect with multiple
pressure points, you can extract crucial information about Creatures with resistance or immunity to the chosen
your foe. Whenever you hit a single creature with two or damage type do not suffer this vulnerability, which is
more attacks in one round, you can spend 1 ki point to revealed after the damage type is chosen. You can select
the damage type from the following list: acid, bludgeon-
ing, cold, fire, force, lightning, necrotic, piercing, poison,
psychic, radiant, slashing, thunder.

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The PHB presents a brilliant selection of character backgrounds already outlined for use throughout your Exandria cam-
paign. This section offers additional options for character backgrounds you can offer player characters, these being specific
to the Tal’Dorei region.

Similar to the section provided in the PHB, the backgrounds listed below provide proficiencies, languages, and equip-
ment, as well as a background feature and sometimes a variant form. For personality traits, ideals, bond, and flaws, most of
the backgrounds in this chapter use a thematically similar background in the PHB as their foundation.

Clasp Member The turn comes when a favor is asked to be repaid. The
favor debt can be called in without warning, and many
Whether you grew up in the slum-run streets of Kymal times with intended immediacy. Perhaps the player is
bamboozling foolish gamblers out of their fortune, or called to commit a specific burglary without the option to
spent your youth pilfering loose coin from the pock- decline. Maybe they must press a dignitary for a specific
ets of the less-attentive travelers throughout Emon, secret at an upcoming ball. The Clasp could even request
your lifestyle of deceiving-to-survive eventually drew a hit on an NPC, no questions asked or answered. The
the attention of the Clasp: the most organized, and DM is to provide a debt call proportionate to the favor
dangerous, crime syndicate across Tal’Dorei. Offering fulfilled. If a favor is not repaid within a reasonable period
protection, a modicum of kinship, and a number of of time, membership to the Clasp can be revoked, and if
useful resources to further develop your craft as a crimi-
nal, you agree to receive the brand of the Clasp and join the debt is large enough, the player may become
their ranks. the next hit contract to make
the rounds.
You might have been working the guild’s lower ranks,
wandering the alleys as a simple cutpurse to fill the
meager coffers with wayward gold until the opportunity
arose to climb the professional ladder. Or you may have
been ordained a Spook, a clever actor and liar whose skill
in blending in with all facets of society has made you an
indispensable agent of information gathering. Perhaps
your technique with a blade and swiftness of action led
you to become a feared hitman for a Clasp Spireling,
sending you on the occasional contract to snuff the life of
some unfortunate soul who crossed the Clasp. Regardless,
while the threat of the law is ever looming, the advantages
to having a foot in such a powerful cartel can greatly out-
weigh the paranoia.

Skill Proficiencies: Deception, plus your choice of one
between Sleight of Hand or Stealth.

Tool Proficiencies: Your choice of one from Thieves’
Tools, Forgery Kit, or Disguise Kit.

Languages: Thieves’ Cant
Equipment: A set of dark common clothes including

a hood, a set of tools to match your choice of tool
proficiency, and a belt pouch containing 10g.

Feature: A Favor In Turn

You have gained enough clout within the Clasp that you
can call in a favor from your contacts, should you be close
enough to a center of Clasp activity. A request for a favor
can be no longer than 20 words, and is passed up the
chain to an undisclosed Spireling for approval. This favor
can take a shape up to the DM’s discretion depending on
the request, with varying speeds of fulfillment: If muscle
is requested, an NPC Clasp minion can temporarily
aid the party. If money is needed, a small loan can be
provided. If you’ve been imprisoned, they can look into
breaking you free, or paying off the jailer.

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Variant: Myriad Operative

While the skill sets are similar in many ways, working
with the Myriad brings some different benefits and chal-
lenges. The Myriad specializes in slavery and exotic trade,
so you have access to servants and rare materials at times
without using your A Favor In Turn ability. However,
your access to contacts is far more limited, and should you
be found out as Myriad by a member of the Clasp, you
will quickly find yourself hunted.

Use the tables for the Criminal background in the PHB
as the basis for your traits and motivations, modifying the
entries when appropriate to suit your identity as a member
of the Clasp. Your bond is likely associated with your
fellow Clasp members or the individual who introduced
you to the organization. Your ideal probably involves
establishing your importance and indispensability within
the Clasp. You joined to improve your livelihood and
sense of purpose.

You most likely came up through money or a family of
social prestige somewhere in the world, as tuition at
the Alabaster Lyceum is not inexpensive. Your interests
and pursuits have brought you to the glittering halls of
Tal’Dorei’s highest place of learning, soaking in all and
every lesson you can to better make your mark on the
world (or at least you should be, but every class has its
slackers). However, the call to adventure threatens to pull
you from your studies, and now the challenge of balancing
your education with the tide of destiny sweeping you away
is looming.

You may have come to better research and understand
the history and lore of Exandria and the lands you now
call home, perhaps seeking a future here at the Lyceum as
a professor. You could also have been drawn by the prom-
ise of prosperity in politics, learning the inner workings of
government and alliances to better position yourself as a
future writer of history. Perhaps you’ve discovered a knack
for the arcane, coming here to focus on refining your
spellcraft in the footsteps of some of the finest wizards
and sorcerers in days of yore.

Skill Proficiencies: Your choice of two from among
Arcana, History, and Persuasion.

Languages: Two of your choice
Equipment: A set of fine clothes, a lyceum student

uniform, a writing kit (small pouch with a quill, ink,
folded parchment, and a small penknife), and a belt
pouch containing 10g.

Feature: Student Privilege

You’ve cleared enough lessons, and gained an ally or two
on staff, to have access to certain chambers within the
Lyceum (and some other allied universities) that outsid-
ers would not. This allows use of any Tool Kit, so long as

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the Tool Kit is used on the grounds of the Lyceum and is cantrip, but can only produce the extremely minor
not removed from its respective chamber (each tool kit is effects below that involve the element of your chosen
magically marked and will sound an alarm if removed). Ashari tribe:
More dangerous kits and advanced crafts (such as use
of a Poisoner’s Kit, or the enchanting of a magical item) • Zephrah: You create an instantaneous puff of wind
might require staff supervision. You may also have access strong enough to blow papers off a desk, or mess up
to free crafting materials and enchanting tables, so long someone’s hair.
as they are relatively inexpensive, or your argument for
them is convincing (up to the staff’s approval and DM’s • Pyrah: You instantaneously create and control a burst
discretion). of flame small enough to light or snuff out a candle, a
torch, or a small campfire.
Suggested Characteristics
• Terrah: You instantaneously create a small rock
Use the tables for the Sage background in the PHB as within your hand, no larger than a gold coin, that
the basis for your traits and motivations, modifying the turns to dust after a minute.
entries when appropriate to match your pursuits at the
Lyceum. Your bond is likely associated with your goals as • Vesrah: You instantaneously create enough hot or cold
a student, and eventually a graduate. Your ideal probably water to fill a small glass.
involves your hopes in using the knowledge you gain at
the Lyceum, and your travels as an adventurer, to tailor Suggested Characteristics
the world to your liking.
Use the tables for the Outlander background in the PHB
Ashari as the basis for your traits and motivations, modifying the
entries when appropriate to match your ties to your Ashari
Away from the complex political struggles of the massive upbringing. Your bond is likely associated with those you
cities of Exandria, you’ve instead been raised to revere and respect who you grew up around. Your ideal probably
uphold the protection of the natural world, while policing, involves your wanting to understand your place in the
bending, and guiding the elemental powers that either world, not just the tribe, and whether you feel your destiny
foster life or destroy it. Living among smaller bands of reaches beyond just watching the rift.
tribal societies means you have stronger ties to your neigh-
bors than most, and the protection of this way of life is of Recovered Cultist
cardinal importance. Each Ashari is tethered to one of the
four elemental tribes and their villages. You must select Since the Divergence, the influence of the Betrayer Gods
one: The Pyrah (Fire), the Vesrah (Water), the Terrah was sealed away with the rest of the pantheon and a time
(Earth), or the Zephrah Ashari (Wind). of religious rediscovery began anew. Through the small
net of the Divine Gate, however, the will of the darker
Your upbringing may have prepared you to be a fierce deities could still reach out, could still whisper and prom-
warrior, trained in combat to defend your culture and ise. The rising cults are scattered and separated, with little
charge as protectors of the rifts. It’s possible your medita- to no unity between the greater evils. Hidden hierarchies
tion on the balance of the elements has brought you peace of power-hungry mortals corrupt and seduce, promising a
of mind with strength of body as a monk of the Ashari. sliver of the same power they had been promised when the
Perhaps you found strength in bending the elements time comes to reap their harvest.
yourself, joining the ranks of the powerful Ashari druids.
Regardless, your loyalties ultimately lie with the contin- You once belonged to such a cult. Perhaps it was brief,
ued safety of your tribe, and you’ve set out to gather allies embracing the rebellious spirit of youth and curious where
to your cause and learn more about the world around you. this path may take you. You also may have felt alone and
lost, this community offering a welcome you had been
Skill Proficiencies: Nature, plus your choice of one subconsciously seeking. It’s possible you were raised from
between Arcana or Survival. the beginning to pray to the gods of shadow and death.
Then one day the veil was lifted and the cruel truth shook
Tool Proficiencies: Herbalism Kit your faith, sending you running from the false promises
Languages: One of your choice. and seeking redemption.
Equipment: A staff, hunting gear (a shortbow with 20
You have been freed from the bindings of these
arrows, or a hunting trap), a set of traveler’s clothes, a dangerous philosophies, but few secret societies find
belt pouch containing 10 gp. comfort until those who abandon their way are rotting
beneath the soil.
Feature: Elemental Harmony
Skill Proficiencies: Religion and Deception.
Your upbringing surrounded by such strong, wild elemen- Languages: One of your choice.
tal magics has attuned your senses to the very nature of Equipment: Vestments and a holy symbol of your
their chaotic forces, enabling you to subtly bend them to
your will in small amounts. You learn the prestidigitation previous cult, a set of common clothes, a belt pouch
containing 15 gp.

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Feature: Wicked Awareness Few fate-touched ever become aware of their promi-
nent nature. Outside of powerful divination magics, it’s
Your time worshipping in secrecy and shadow at the altar of extremely difficult to confirm one as fate-touched. There
malevolent forces has left you with insight and keen aware- are many communities that regard the status as a terrible
ness to those who still operate in such ways. You can often omen, treating a confirmed fate-touched with mistrust
spot hidden signs, messages, and signals left in populated and fear. Others seek them as a blessing, rallying around
places. If actively seeking signs of a cult or dark following, them for guidance. Some of renown and power grow
you have an easier time locating and decoding the signs or jealous, wishing to bend a fate-touched beneath their
social interactions that signify cult activity, gaining advan- will, and some stories speak of mages of old attempting to
tage on any ability checks to discover such details. extract or transfer the essence itself.

Suggested Characteristics Players are not intended to select this background, but
this is instead provided for the dungeon master to consider
Use the tables for the Acolyte background in the PHB for one or more of their players, or perhaps a prominent
as the basis for your traits and motivations, modifying NPC, as their campaign unfolds. It provides very minor
the entries when appropriate to match your ties to your mechanical benefit, but instead adds an element of lore,
intent on fleeing your past and rectifying your future. importance, and fate-bearing responsibility to a character
Your bond is likely associated with those who gave you within your story. Being fate-touched overlaps and co-ex-
the insight and strength to flee your old ways. Your ideal ists with the character’s current background, only adding
probably involves your wishing to take down and destroy to their mystique. Consider it for a player character who
those who promote the dark ways you escaped, and per- would benefit from being put more central to the coming
haps finding new faith in a forgiving god. conflicts of your adventure, or for an NPC who may
require protection as they come into their destiny. Perhaps
Fate-Touched consider a powerful villain discovering their fate-twisting
nature and using it to wreak havoc. All of these possi-
Many lives and many souls find their ways through the bilities and more can be explored should you choose to
patterns of fate and destiny, their threads following the include a fate-touched within your campaign.
path meant for them, oblivious and eager to be a part of
the woven essence of history meant for them. Some souls, Feature: Fortune’s Grace
however, glide forth with mysterious influence, their
threads bending the weave around them, toward them, Your fate-touched essence occasionally leads surrounding
unknowingly guiding history itself wherever they walk. events to shift in your favor. You gain 1 Luck point, as per
Events both magnificent and catastrophic tend to follow the Lucky feat outlined within the PHB. This luck point
such individuals. These souls often become great rulers is used in the same fashion as the feat, and you regain this
and terrible tyrants, powerful mages, religious leaders, expended luck point when you finish a long rest. If you
and legendary heroes of lore. These are the fate-touched. already have the Lucky feat, you add this luck point to
your total for the feat.

The following new feats are appropriate for campaigns taking place in Tal’Dorei.

The challenges and struggles you’ve faced throughout your Prerequisite: The ability to cast at least one spell
life have left you ruthless in combat, relishing in the pain
you inflict. Countless hours have been spent training your mind to
maintain focus on concurrent incantations, taxing as the
• You have a number of cruelty points equal to your pro- process may be.
ficiency modifier. Once per turn, whenever you deal
damage to a creature with an attack, you can spend one • If you attempt to cast a spell that requires concen-
cruelty point to deal an additional 1d6 damage of the tration while already concentrating on an existing
attack damage type to that creature. spell, you can maintain concentration on both spells
simultaneously. You must spend a standard action each
• You can also spend one cruelty point when you score a subsequent round on maintaining this concentration,
critical hit against a creature to regain 1d6 hit points. or lose concentration for both spells.

• While making a Charisma (Intimidation) check that • At the end of each turn where you have two spells you
involves inflicting pain, you can spend one cruelty are concentrating on, you must make a Constitution
point to gain advantage on the roll. saving throw (DC equals 10 + the number of complete
rounds you’ve been concentrating on two spells). On a
• You regain your expended cruelty points when you fin- failure, you lose concentration for both spells. You can
ish a long rest.

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drop concentration on one of your spells during your Mystic Conflux
turn as a free action to avoid this saving throw.
Through your repeated exposure to the natural flow of
• Any time you would be forced to make a Constitution arcane magic throughout Exandria, you’ve adapted to
saving throw to maintain concentration due to taking attune with additional enchantments, though the process
damage, the DC equals 10 + both spells’ levels combined, can be physically taxing. You gain the following benefits:
or half the damage you take, whichever number is higher.
On a failure, you lose concentration on both spells. • You have advantage on Intelligence (Arcana)
checks when investigating the nature of a magical
Flash Recall object or device.

Prerequisite: The ability to prepare spells, and cast at • You can now be attuned to a maximum of four magical
least one spell items, rather than the normal limit of three. Other
attunement limitations still apply.
You’ve developed the ability to instantly recall an unprepared
spell in moments of sudden necessity. As an action, you can Rapid Drinker
instantly prepare a spell from your available class spell list (or
spellbook, if you prepare spells from one) that you did not Through a lifestyle of hard, competitive drinking, you’ve
have prepared. This spell choice must be of a level for which learned how to quaff drinks at an incredibly accelerated
you have spell slots. You then lose preparation of a different pace. You gain the following benefits:
spell of your choice of equal or higher spell level.
• You can drink a potion as a bonus action, instead of
If you are multiclassed, you can only Flash Recall as an action.
spells from a class that prepares spells. Once you use this
ability, you must finish a short or long rest before you • You have advantage on any saving throws triggered by
can use it again. ingesting an alcoholic or dangerous substance.

Spending countless hours winning and losing coin in ale- Prerequisite: Character level 8th or higher
stained taverns has forged you into a consummate gambler
and chance-seeking addict. You gain the following bene- Through intense focus, training, and dedication, you’ve
fits and features: harnessed the techniques of rapid spellcasting. You are
no longer limited to only one non-cantrip spell per turn.
• Increase your Charisma score by 1, to a maximum of 20. However, should you cast two or more spells in a single
turn, only one of them can be of 3rd level or higher.
• You gain proficiency with two types of gaming sets of
your choice. Thrown Arms Master

• You have advantage on Charisma (Deception) checks You’ve honed your ability to lob weaponry into the fray,
to bluff opponents in games of chance, and Charisma including weapons not meant for ranged combat. You gain
(Persuasion) checks to convince others to join the following benefits:
you for a game.
• Increase your Strength or Dexterity score by 1, to a
• You have a reputation as a card shark in some circles. maximum of 20.
Some folks may avoid playing you for this reason, while
other gamblers may seek you out specifically. • Simple and martial melee weapons without the thrown
property can be treated as if they have the thrown
• When you take the Carousing downtime action, you property. One-handed weapons have a range of 20/60,
may reroll your result once, but must keep the results of while two-handed weapons have a range of 15/30.
the second roll.
• Weapons that naturally have the thrown property
Mending Affinity increase their range by +20/+40.

Your body has begun to adapt extremely well to healing • When you miss with a thrown weapon attack using
itself through extraordinary means, gifting you the fol- a light weapon, the weapon immediately boomerangs
lowing benefits: back into your grasp.

• Increase your Constitution score by 1, to a “Oh, you’re venturing where again? Well! I certainly
maximum of 20. hope you’ve got more tricks up your sleeves than those
swords and a couple spells scrawled in that book there,
• When a creature uses a healer’s kit to stabilize you friends. Because you’re going to need all the help you
when you are dying, you also regain hit points equal to can get. Speaking of which, perhaps I’ve some wares
your proficiency modifier. that might interest you…”

• Whenever you regain hit points as a result of a —Davia Redtresses,
spell, potion, or class ability, you regain additional provisoneer of Emon
hit points equal to your proficiency modifier.

tal’dorei campaign guide

The Vestiges of Divergence
During the wars of the Calamity, great destruction rained
across the many lands of the world. Broken remnants of evolution, and achievement, the Vestige can reach its full
history speak of battles between gods leveling mountains potential in its exalted state. This is the true power of the
and sinking islands. Chosen heroes rose up to accept the Vestige, the state when it was originally utilized in the
artifacts of their patrons to combat the tide of death their Calamity against battle-ready gods.
adversaries harnessed. Powerful archmages harnessed
the surging arcane powers of the war to forge incredible Keep in mind, the Vestiges of Divergence are very
objects of potent strength and ability, further arming powerful magical items, so consider the intended power
every side of the conflict. level of your campaign before including them, and ensure
their discovery and acquisition is treated with the proper
Relics of the Age of Arcanum were further enhanced, amount of weight and responsibility. To be a bearer of a
creating unheard-of magical capabilities. When the battle Vestige is to be considered a mighty champion, but many
climaxed in a wave of aberrant destruction, leaving much covet the power granted by their enchantment and will
of civilization in ruins, many of these artifacts were buried seek out the bearer to take them for themselves.
among the ashes with their wielders. Others were passed
down through bloodlines for generations, a sign of respect For a Vestige to progress to a more powerful state (dor-
and importance within their culture. Some were locked mant to awakened, or awakened to exalted), consider a
away, the fear of their power giving temples reason to keep catalyst that is specific to the character attuned to it. It
them from mortal hands, while a handful still see use to could be as simple as having it advance when the character
this day by great warriors or proven killers. These mighty utilizes a class ability a certain number of times, or the relic
echoes of the last great war, and the divine banishment could upgrade during a personal story beat where they over-
that followed, are known as the Vestiges of Divergence. come a great fear or point of conflict in their life. Consider
something important, impactful, and memorable for the
The Vestiges are legendary artifacts that grow in power Vestige to further unveil its power to the wielder.
with the experience, force of will, and strength of char-
acter of the bearer. Many Vestiges, if sealed away or left Following are examples of Vestiges that currently exist
without a worthy attuned individual for a period of time, in Tal’Dorei, while many others are scattered throughout
will revert to their dormant state. A dormant state still Exandria. The objects below might be lost to time, awaiting
imbues a modicum of power to the attuned, but with someone to find them among the dust and chains. Others
time, perseverance, and personal growth, the Vestige can might be in use by a powerful hero who may impart its power
regain access to some of its lost ability in its awakened onto a worthy successor who fights for the proper cause.
state. Eventually, through extreme personal challenge, Others still may be in the hands of a twisted soul, using its
abilities to terrorize the weak and defenseless. It is the DM’s
choice where these object may be found or earned.

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Agony The Advancement of a Vestige

Weapon (flail), legendary (requires attunement by a non-good character) The conditions in which a Vestige of Divergence pro-
gresses to the next stage of capability can vary, and
Utilized in countless tortures and slow executions, the many times revolve around the nature of the Vestige
hooked chains of this brutal weapon still smell of dried and its enchantments. Many times the attuned bearer
blood and rot. You gain a +2 bonus to damage rolls made must themselves symbolically progress to a new state
with this magic weapon. of self-discovery or accomplishment. Other times,
the artifact will respond to a moment of extreme
When you hit with an attack using this weapon, and personal duress or desperation. These triggering
that creature was injured with this weapon on your previ- moments are entirely up to the DM to identify
ous attack, you deal an additional 1d6 piercing damage. and enforce, and many times may manifest in ways
you had not expected. Allow the organic narrative
Awakened moments you feel may exemplify such an advance-
ment to occur, and tailor your triggering moment
When a character awakens Agony, apply the following accordingly. Some examples may include:
changes to the item’s traits:
• A character finally surmounts one of their greatest
• The bonus to damage rolls is increased to +3. fears, bravely facing an otherwise crippling phobia
to save a party member.
• The damage bonus to striking a creature you have
already injured increases to 1d8. • A character is beaten within an inch of their life by
a long-hated foe, and in the face of such defeat, they
• When a creature is damaged by this weapon, they suf- feel a deep, dormant strength grow from within.
fer disadvantage on Strength ability checks until the
beginning of your next turn. • A character loses a close ally in battle, and the
anguish and fury stirs the power within their vestige.
• When you drop a creature to 0 hit points with an attack
using Agony, you can immediately make an additional • A character discovers a facet of their destiny that
melee attack with this weapon as a bonus action. guides them towards a dangerous cause and, against
their fears, they accept their fate and responsibility.
E x a lted
• A character gains vengeance against a rival who
When a character exalts Agony, apply the following has tormented them for ages.
changes to the item’s traits:
• A character known for restraint gives in to the
• The bonus to damage rolls is increased to +4. amoral, violent urges that the artifact was forged in.

• The damage bonus to striking a creature you have Generally, a vestige will remain dormant between
already injured increases to 2d6. levels 1-8, become awakened early between levels
9-15, and achieve exalted between levels 16-20.
• When you score a critical hit with this weapon, the However, the moment of advancement ultimately
target must make a DC 17 Wisdom saving throw lies within the preference of the DM, and when the
or become frightened of you for 1 minute. If this appropriate moment presents itself.
saving throw is successful, not only does the target
not become frightened, they become immune to this • The spell save DC of the armor’s command spell becomes
frightening effect for the next 24 hours. DC 15, and it can target two additional creatures.

Armor of the Valiant Soul E x a lted

Armor (scale), legendary (requires attunement) When a character exalts the Armor of the Valiant Soul,
apply the following changes to the item’s traits:
This antique armor forged from jade and black dragon scales
was once owned and worn by J’mon Sa Ord of Ank’Harel. • Increase the bonus to AC to +3.
You have a +1 bonus to AC while wearing this armor.
• Your immunity to the frightened condition extends to
You can cast the command spell (save DC 13) while include all friendly creatures within 15 feet, as long as
attuned to this armor. You cannot use this ability again you are conscious.
until you have completed a long rest.
• You gain immunity to acid damage while you are wear-
Awakened ing this armor.

When a character awakens the Armor of the Valiant Soul, • The spell save DC of the armor’s command spell becomes
apply the following changes to the item’s traits: DC 17, and it can target four additional creatures.

• Increase the bonus to AC to +2.

• You gain resistance to acid damage while wear-
ing this armor.

• You gain immunity to the frightened condition while
wearing this armor.

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Cabal’s Ruin E x a lted

Wondrous item, legendary (requires attunement) When a character exalts Cabal’s Ruin, apply the following
changes to the item’s traits:
This cloak of dark leather and gold trim seems to occa-
sionally shimmer with small sparks of blue energy across • The cloak’s maximum charges becomes 10, and it
the shadowed lining. This cloak has 4 charges, and regains regains 1d6+4 charges daily at dawn.
1d4 expended charges daily at dawn.
Circlet of Barbed Vision
When you are targeted by an enemy’s spell, you can use
your reaction to have the cloak swallow part of the spell. Wondrous item, legendary (requires attunement by a non-good character)
The cloak gains a number of charges equal to the spell level
of the triggering spell. You are still subject to whatever Upon wearing this circlet of gnarled onyx, black barbs dig
effects the spell would normally inflict on you. You cannot into your head, imparting power as it twists your appear-
use this ability again until you finish a short or long rest. ance to amuse the Spider Queen. While wearing this
circlet, your Charisma score decreases by 2. You also have
When you hit with an attack, you can choose to expend advantage on initiative rolls.
any number of charges from the cloak, dealing an addi-
tional 1d6 lightning damage per charge expended, which When you make an attack roll, you can use your reac-
is inflicted on the target of that attack. If your attack tion to gain a +5 bonus to the roll. You make this choice
strikes multiple targets, you must choose one target from after you see the roll, but before the DM says whether the
the group to be subject to this damage. attack hits or misses. You cannot use this ability again
until you finish a short or long rest.
Awakened
Awakened
When a character awakens Cabal’s Ruin, apply the fol-
lowing changes to the item’s traits: When a character awakens the Circlet of Barbed Vision,
apply the following changes to the item’s traits:
• You gain advantage on all saving throws against spells
and other magical effects while wearing this cloak. • You also gain resistance to poison damage, and gain
immunity to the poisoned condition.
• The cloak’s maximum charges becomes 6, and it
regains 1d4+2 charges daily at dawn. • Your ability to gain a bonus to an attack roll can be
used twice between rests.
• When using the cloak’s ability to swallow a spell, you
gain resistance to the damage of that spell. E x a lted

Cabal’s Armor of When a character exalts the Circlet of Barbed Vision,
Ruin Valiant Souls apply the following changes to the item’s traits:

Circlet • You gain immunity to poison damage in addition to
of Barbed the poisoned condition.

Vision • You can also see invisible creatures and objects.

Agony • Your ability to gain a bonus to an attack roll can be
used three times between rests.

Weapon (heavy crossbow), legendary (requires attunement)

This shadow-touched heavy crossbow once served as the
weapon of choice for the legendary assassin Todora. You
have a +1 bonus to attack rolls made with this weapon.
When you hit with an attack using this weapon, the target
takes an additional 1d4 poison damage.

If you hit with an attack using this weapon, instead of
dealing damage, you can choose one of two effects to trig-
ger: A fog cloud spell centered on the target, or a silence spell
centered on the target. You can use each effect once, and
cannot use them again until you finish a short or a long rest.

When a character awakens Condemner, apply the follow-
ing changes to the item’s traits:

• Increase the bonus to attack rolls to a +2.

• Increase the poison damage inflicted on a hit to 1d6
poison damage.

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• You gain an additional effect that can be triggered in Deathwalker’s
place of damage: the target can be affected by a hold Ward
person spell (spell save DC 15).
Honor’s
E x a lted Last Stand

When a character exalts Condemner, apply the following Fenthras
changes to the item’s traits:
Condemner
• Increase the bonus to attack rolls to a +3.
Awakened
• Increase the poison damage inflicted on a hit to 1d8
poison damage. When a character awakens Fenthras, apply the following
changes to the item’s traits:
• The spell save DC for the hold person spell
increases to DC 17. • Increase the bonus to attack and damage rolls to a
+2. Additionally when you hit with an attack using
• You gain an additional effect that can be triggered in this weapon, the target takes an additional 1d4
place of damage: the blight spell (spell save DC 17). lightning damage.

Deathwalker’s Ward • When you hit with an attack, you can declare a bram-
ble shot. The target takes an additional 3d8 piercing
Armor (studded leather), legendary (requires attunement) damage, and they must make a DC 15 Strength saving
throw or become restrained by the suddenly sprouting
This beautiful, black leather armor is covered in intricate steel-hard thorn brambles that immediately grow from
scrollwork, the mantle bearing the black feathers of the the arrow. The restrained target can repeat the saving
Matron of Ravens. You gain a +1 bonus to AC while throw at the end of each of its turns, ending the effect
wearing this armor. You have advantage on death saving on a success. You cannot use this ability again until you
throws made while wearing this armor. finish a short or long rest.

Awakened E x a lted

When a character awakens Deathwalker’s Ward, apply the When a character exalts Fenthras, apply the following
following changes to the item’s traits: changes to the item’s traits:

• Increase the bonus to AC to a +2. • Increase the bonus to attack and damage rolls to a +3.

• While wearing this attuned armor, the wearer • The lightning damage dealt by attacks with this
chooses and imbues this armor with resistance to a weapon increases to 1d6.
damage type of your choice: fire, cold, acid, light-
ning, or necrotic. This choice can be changed during • You can use your bramble shot ability twice between
a short rest. rests, and the saving throw DC increases to 17.

When a character exalts Deathwalker’s Ward, apply the
following changes to the item’s traits:

• Increase the bonus to AC to a +3.

• As a bonus action, you can grow large, black raven
wings. These last for 1 hour, and grant a fly speed of 60
feet. You cannot use this ability again until you finish
a long rest.

Weapon (longbow), legendary (requires attunement)

This gorgeous longbow made of everbark from the Feywild
seems to flex and shift like a living entity. You gain a +1
bonus to attack and damage rolls made with this weapon.

When firing an arrow from this weapon, you can
declare an oracle shot, allowing you to project your sight
through the arrow you fire for up to 10 minutes. You
cannot use this ability again until you finish a short rest.

When a creature is killed by an arrow from this
weapon, a single 6-ft tree rapidly grows out of their corpse
over the next minute.

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Honor’s Last Stand While wearing this amulet, you gain a +1 bonus to all
saving throws, and are immune to the grappled condition.
Armor (shield), legendary (requires attunement by a non-evil character)
Awakened
This massive, silvered shield bearing the crest of the Plat-
inum Dragon never tarnishes. The metal is warm to the When a character awakens the Kiss of the Changebringer,
touch. While holding the shield, you have a +1 bonus to apply the following changes to the item’s traits:
AC. This bonus is in addition to the shield’s normal bonus
to AC. You are also immune to the prone condition while • Increase the bonus to all saving throws to a +2.
bearing this shield.
• You become immune to the restrained condition as
Awakened well as the grappled condition.
When a character awakens Honor’s Last Stand, apply the
following changes to the item’s traits: • You may use an action to cast the spell blink on your-
• Increase the bonus to AC to a +2. self without needing any components. You cannot use
• Whenever a creature’s attack against you misses, you this ability again until you finish a long rest.

can use your reaction to immediately attempt to make E x a lted
a shove attack against that creature.
When a character exalts the Kiss of the Changebringer,
E x a lted apply the following changes to the item’s traits:
When a character exalts Honor’s Last Stand, apply the
following changes to the item’s traits: • Increase the bonus to all saving throws to a +3.
• Increase the bonus to AC to a +3.
• Using a bonus action, you can protect an adjacent ally, • You become immune to the paralyzed and pet-
rified conditions, as well as the grappled and
imparting +3 to their AC until the beginning of your restrained conditions.
next turn, or they are no longer adjacent to you (which-
ever comes first). • Whenever you make an attack roll, an ability check,
or a saving throw, you can choose to roll an additional
Kiss of the Changebringer d20. You can choose to do this after you roll the die,
but before the outcome is determined. You choose
Wondrous item, legendary (requires attunement) which of the d20s is used for the attack roll, ability
check, or saving throws. You cannot use this ability
A beautiful, glittering emerald is set within the center of again until you finish a short or long rest.
this silver chain, humming with power and possibility.
Mythcarver
Plate of the
Daw n m a rt y r Weapon (longsword), legendary (requires attunement by a bard)

This incredible silvered blade once belonged to the White
Duke himself, and many more master bards before him. It
resonates with nearby musical tones. You have a +1 bonus
to attack and damage rolls made with this weapon.

Whenever you use your Bardic Inspiration feature, you
gain advantage on attacks with this weapon until the end
of your turn.

When a character awakens Mythcarver, apply the follow-
ing changes to the item’s traits:

• Increase the bonus to attack and damage rolls to +2.
In addition, targets damaged with this weapon take an
additional 1d6 points of force damage.

• Whenever you use your Cutting Words feature
while wielding this blade, the target has disadvan-
tage on their next saving throw.

My thca rv er E x a lted

Kiss of the P y r em au l When a character exalts Mythcarver, apply the fol-
Changebringer lowing changes to the item’s traits:

• Increase the bonus to attack and damage rolls to +3.

• You can spend an action to let the spirit of the sword
overtake you momentarily. You make four melee attacks

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with this sword, then suffer one point of exhaustion. You • When you score a critical hit with this weapon, the
cannot use this ability again until you finish a long rest. target must succeed on a DC 15 Strength saving throw
or be knocked prone.
Plate of the Dawnmartyr
E x a lted
Armor (plate), legendary (requires attunement)
When a character exalts Pyremaul, apply the following
Beautiful silver scrolling and priceless, cut rubies adorn this changes to the item’s traits:
set of brass-and-gold armor. Worn by the High Priest Duana
of the Dawnfather as she fell in the Battle of Ghor Dranas. • Increase the bonus to attack rolls to a +3.
You gain a +1 bonus to AC while wearing this armor. When
you are struck by a melee attack, you may use your reaction to • Increase the additional fire damage inflicted by
cause the attacker to suffer 1d6 points of fire damage. a hit to 3d6.

Awakened • Your burning hands ability is now cast at 3rd level, and
the spell save DC increases to 17.
When a character awakens the Plate of the Dawnmartyr,
apply the following changes to the item’s traits: • When you score a critical hit with this weapon, the
target must succeed on a DC 17 Strength saving throw
• Increase the bonus to AC from this armor to a +2. or be knocked prone. You can also roll an additional
3d6 fire damage when determining the extra damage
• You gain immunity to the frightened condition. for the critical hit.

• You gain resistance to fire damage. Spire of Conflux

• The damage inflicted on an attacker by the armor Staff, legendary (requires attunement by a spellcaster)
increases to 2d6 fire damage.
A powerful relic passed down from generation to genera-
E x a lted tion of Ashari leaders. The staff has 8 charges and regains
1d4 + 2 expended charges daily at dawn. While holding the
When a character exalts the Plate of the Dawnmartyr, staff, you can expend some of its charges to cast one of the
apply the following changes to the item’s traits: following spells from it, using your spell save DC and spell-
casting ability: burning hands (1 charge), fireball (3 charges).
• Increase the bonus to AC from this armor to a +3.
Awakened
• If you are knocked unconscious by an attack or spell, a
blast of healing flame surrounds you. You immediately When a character awakens the Spire of
regain 1 hit point and are lifted to your feet. All enemy Conflux, apply the following changes to the
creatures within 10 feet of you suffer 2d6 fire dam- item’s traits:
age. You cannot use this ability again until you finish
a long rest. Whisper Spire of
Conflux
Pyremaul
Wr a ps
Weapon (maul), legendary (requires attunement) of Dyamak

Forged from deep red iron, this massive hammer houses Titanstone
an ever-burning gemstone of orange flame. You have a +1 Knuckles
bonus to attack rolls made with this weapon. When you
hit with an attack using this weapon, the target takes an
additional 1d6 fire damage.

You can choose to have this weapon shed bright light in
a 30 foot radius and dim light for an additional 30 feet. If
you kill a creature with an attack using this weapon, the
corpse is immolated, turning to ash.

When a character awakens Pyremaul, apply the following
changes to the item’s traits:

• Increase the bonus to attack rolls to a +2.

• Increase the additional fire damage inflicted by
a hit to 2d6.

• As an action, you can slam the Pyremaul into the
ground to cast the burning hands spell at 2nd level
(spell save DC 15). You cannot use this ability again
until you finish a short or long rest.

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• The staff’s charges increase to a maximum of 12, and it success, they are immune to being frightened by this effect
regains 1d6+2 charges at dawn daily. for the next 24 hours.

• Add the following spells to the list of spells the staff Awakened
may be used to cast: ice storm (4 charges), c
(5 charges). When a character awakens Whisper, apply the following
changes to the item’s traits:
• Whenever you cast a spell that deals fire, ice, or light-
ning damage and you roll a 1 on a damage die, you can • Increase the bonus to attack and damage to a +2.
reroll the die and must use the new result. Additionally, when you hit a target with this weapon,
the target takes an additional 1d6 psychic damage.
E x a lted
• Increase the DC to resist being frightened from a crit-
When a character exalts the Spire of Conflux, apply the ical hit to 15.
following changes to the item’s traits:
E x a lted
• The staff’s charges increase to a maximum of 20, and it
regains 1d6+4 charges at dawn daily. When a character exalts Whisper, apply the following
changes to the item’s traits:
• Add the following spells to the list of spells the staff
may be used to cast: chain lightning (6 charges), fire • Increase the bonus to attack and damage to a +3,
storm (7 charges). and increase the additional damage taken to 1d8
psychic damage.
• While holding this staff, you gain a +1 bonus to spell
attack rolls, and your spell save DC increases by 1. • Increase the DC to resist being frightened from a crit-
ical hit to 17.
Titanstone Knuckles
• Whenever Whisper is thrown but before it hits, you can
Wondrous item, legendary (requires attunement) choose to transform into shadow and merge with the
blade, teleporting instantly to wherever the blade impacts.
Carved from the heartstone of a ruined earth primordial, If the target is a creature, you emerge adjacent to the tar-
these gauntlets bestow immeasurable might to the wearer. get in a space of your choice. If you miss with the attack,
Your Strength score becomes 22. the DM determines where you teleport accordingly.

Siege. You deal double damage against objects and Wraps of Dyamak
structures.
Wondrous item, legendary (requires attunement by a monk)
Awakened
Created and wielded by the ancient warrior called Dyamak,
When a character awakens the Titanstone Knuckles, these thick cloth strips of enchanted material appear to be
apply the following changes to the item’s traits: stained with blood of unknown origin. You have a +1 bonus
to attack and damage rolls made with your unarmed strikes.
• Your Strength score becomes 24.
Whenever you finish a short or long rest, you gain a
• You can use an action to grow in size as per the enlarge number of temporary hit points equal to your full ki points.
spell for 10 minutes. You cannot use this ability again
until you finish a long rest. Awakened

E x a lted When a character awakens the Wraps of Dyamak, apply
the following changes to the item’s traits:
When a character exalts the Titanstone Knuckles, apply
the following changes to the item’s traits: • Increase your bonus to attack and damage rolls to +2.

• Your Strength score becomes 26. • As a bonus action, you can cast the spell misty step. You
cannot use this ability again until you score a critical
• While you are under the effects of the enlarge spell hit with an unarmed strike, or you complete a short
granted by this item, you gain resistance to fire, cold, or long rest.
and lightning damage. This lasts as long as you are
affected by the spell. E x a lted

Whisper When a character exalts the Wraps of Dyamak, apply the
following changes to the item’s traits:
Weapon (dagger), legendary (requires attunement)
• Increase your bonus to attack and damage rolls to +3.
Forged with a mercurial metal pulled from the Far Realm,
light dances and shifts across this curved blade. You • When you hit with an unarmed strike, you can choose
have a +1 bonus to attack and damage rolls made with to make the attack a Ravenous Strike. The target takes
this weapon. an additional 6d6 necrotic damage, and you regain hit
points equal to the additional necrotic damage dealt.
Whenever you strike a creature with a critical hit using You cannot use this ability again until you complete a
Whisper, the target must make a DC 13 Wisdom saving short or long rest.
throw or become frightened of you for 1 minute. On a

116 Chapter 3: Character Options

tal’dorei campaign guide

Optional Campaign Rules and Guidelines

Every campaign embarks on its heroic tale in its own way. Simple beginnings for a ragtag lot of sellswords. Students of the
world falling into the wrong crowd. Unwitting pawns of destiny thrust into something bigger than themselves. However
you wish to formulate your story and world, the existing rules for your game help set a very clear vision of how to run it
with consistency and intended design.

That being said, sometimes the experienced group wishes to add some new flavor to the existing structure of the world.
Bring in new options to how old rules function, or adjust to an advanced difficulty in a mystical world where danger, and
even death, can be circumvented. This section outlines a number of homebrew rules and guidelines you, and your cam-
paign, can adopt to further customize your gaming experience.

Like any homebrew or non-standard rules and option, should any of these elements presented before you be of interest, they
must be approved and implemented by the Dungeon Master of your campaign. They may or may not fit their intended game bal-
ance. Dungeon Masters, discuss the possible inclusion of any of these elements with your players beforehand to ensure everyone
can enjoy any changes you intend. Talk them over and make sure everyone is both aware, and fully understands, the new rules.

These guidelines can also be implemented into an existing campaign, just ensure discussion and approval resounds
within your gaming group. Any of these proposed rules, as with any rules in a roleplaying game, can be altered, adjusted,
and tailored to your personal preference.

Combat With Rapid Quaffing
Larger Parties
Change the time required to pull free and quaff a potion
When running games of larger party size (generally 6 or from one action to one bonus action, or hand out the
more players), the combat action economy can become dif- Rapid Drinker feat to the entire party. This enables many
ficult for some players to feel as involved or active due to classes, especially more melee/combat focused classes,
fewer rounds of combat generally occurring per encounter. the ability to down a healing potion or enhancing liquid
Here are a couple of possible recommendations to better without sacrificing their entire round of attacks. Admin-
allow characters some freer choices during their turn at istering a potion to an unconscious character would still
the proverbial bat. require an action. Don’t forget: enemies can also drink
their potions as quickly!

Chapter 3: Character Options
117

tal’dorei campaign guide

Optional Rules of Critical Role Alternative
Resurrection Rules
For those who have watched along with our adven-
tures, you may see some of these optional rules as Character death can often prove to become a minor
familiar. Many of the elements included in this inconvenience in some campaigns once the adventuring
chapter are based on or retooled versions of the house party reaches a certain level, with spells being available to
rules we tried within our own campaign. Some have return fallen comrades from the afterlife with temporary
undergone a number of changes for balance as we try setbacks, robbing a small element of danger and threat
new things and learn from our experiences. For those to future conflicts and challenges within the story. If you
that are curious, the ones we utilized within our own wish to elevate the gravity of character death, you can
game are Rapid Quaffing and Multi-Spell. introduce any of these optional rules.

Multi-Spell A Taxing Return

At around 8th level, gift the Spelldriver feat to your play- This variant harkens back to older edition rules where
ers. This will allow spellcasting classes more options to every time a character is restored to life, the process cor-
aid themselves and the party at higher levels without a rodes a fraction of their vitality, slowly consuming the
comparably sluggish per-round ability set, spending their body until it can no longer sustain life.
solitary action on a bonus action spell. This would also
apply to enemy spellcasters, leading to additional chaos Each time a character is brought back to life via a spell
and challenge. or ritual, that character suffers a permanent loss of 1 point
of their Constitution ability score. This loss cannot be
Accelerated Downtime restored outside of a carefully worded wish spell. Use of
the spell true resurrection to restore a character does not
Certain adventures thrive on the adrenaline of the chase, impose this loss of Constitution. Characters that reach a
or the ever-present fear of ambush. As it stands, the need Constitution ability score of 0 are permanently dead and
to take a short rest can prove difficult during long dungeon cannot be resurrected.
crawls, and this lends itself to a nice tone of personal stress
and risk-vs-reward. However, sometimes a rest is necessary Didn’t Come Back Right
for the party to even continue, but the current rush of the
story’s clock won’t allow for a standard short rest. You could Within this rule, the process of dying and being pulled
consider lessening the required time to complete a short back into your body is a harrowing experience. The magic
rest to 30 minutes or less for the moment, or your entire itself pulls you from beyond the dark veil of death, taking
campaign, as an option. Another possibility is to allow the its toll on your body and psyche each time, leaving you
party to take an Arduous Rally if they so choose. less and less the person you were.

Arduous Rally When a character is brought back to life via magic,
that character must make a Wisdom saving throw with
The party spends 5 minutes to rally their resolve in the a DC equal to 20 - the level of the magic used to return
face of coming peril, the adrenaline fueling their need the character to life. A failure on this check inflicts long
to push on. The party benefits from the completion of a term madness (see DMG, p. 260), except that the duration
full Short Rest, but all healing gained by spending hit is measured in days rather than hours. A lesser restoration
dice is halved, and all rallying characters suffer 1 point of or remove curse will alleviate the madness itself, though
Exhaustion (p. 291 PHB). it returns any time that character drops to 0 hit points or
awakens from sleep, until its full duration has expired.
“Like all of the great rites of passage in life, death
changes us, and simply returning to the world of Didn’t Come
the living does not undo that change, nor is it at all Back Right (advanced)
simple. Those who have passed beyond the veil are
marked by it, even if they manage to find their For additional consequences and player difficulty, you can
way back.” implement a further stage of corruption. If a character has

—From “On the Price of Death and died a number of times equal to their Constitution
Resurrection,” by the sage Narrel modifier, and they fail their Wisdom saving throw
upon being brought back to life, they instead suffer
an indefinite madness (see DMG p.260). Any

subsequent deaths inflict an additional indefinite
madness with each resurrection. A greater restoration

spell can temporarily suppress a type of indefinite
madness, with it returning anytime that character
drops to 0 hit points.

tal’dorei campaign guide

The Fading Spirit The base DC for the final resurrection check is 10,
increasing by 1 for each previous successful resurrection
This resurrection rule set is designed to add an element the character has undergone (signifying the slow erosion
of party roleplaying and narrative to the resurrection of the soul’s connection to this world). For each success-
attempt, as well as the creeping threat of permanent death ful contribution skill check, this DC is decreased by 3,
to a character. Any of the following DC modifiers are whereas each failed contribution skill check increases the
easily adjusted to fit your campaign needs. DC by 1. Upon a successful resurrection check, the play-
er’s soul (should it be willing) will be returned to the body,
Resurrection Challenge and the ritual succeeded. On a failed check, the soul does
not return and the character is lost.
If a character is dead, and a return from death is attempted
by a spell or spell effect with longer than a one action cast- Only the strongest of magical incantations can bypass
ing time, a Resurrection Challenge is initiated. Up to 3 this resurrection challenge, in the form of the true res-
members of the adventuring party can offer to contribute to urrection or wish spells. These spells can also restore a
the ritual via skill checks. The DM asks them each to make character to life who was lost due to a failed resurrection
a skill check based on their form of contribution, with the ritual, should you allow it.
DC of the check adjusting to how helpful/impactful the
DM feels the contribution would be. Quick Resurrections

For example, praying to the god of the devout, fallen If a spell with a casting time of 1 action is used to attempt
character may require an Intelligence (Religion) check at to restore life (via the revivify spell or similar effects), no
an easy to medium difficulty, where loudly demanding the contribution skill checks are allowed. The character cast-
soul of the fallen to return from the aether may require ing the spell makes a Rapid Resurrection check, rolling
a Charisma (Intimidation) check at a very hard or nearly a d20 and adding their spellcasting ability modifier. The
impossible difficulty. Advantage and disadvantage can DC is 10, increasing by 1 for each previous successful
apply here based on how perfect, or off base, the contribu- resurrection the character has undergone. On a failure,
tion offered is. the character’s soul is not lost, but the resurrection fails
and increases any future Resurrection checks’ DC by 1.
Resurrection Check No further attempts can be made to restore this character
to life until a resurrection spell with a casting time higher
After all contributions are completed, the DM then rolls a than 1 action is attempted.
single, final Resurrection success check with no modifier.

Chapter 3: Character Options
119

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120 Chapter 4: Allies and Adversaries

Allies and Adversaries

The lands of Tal’Dorei are rife with dangers, challenges, and mysteries. As you craft your own stories that traverse
these fantastical paths, your players will encounter NPCs of many factions, backgrounds, and skill sets to either lend
to their cause, or attempt to end it where they stand.

The cities and strongholds of the folk from the Campaigns chapter (see p. 22) are not the only civilizations on the
continent. The term “monstrous races” was first coined by humans under the rule of Drassig. Some say it was an
attempt to demonize those who resisted colonization, others assert that their evil is inherent. Depending on the story
you want to tell in Tal’Dorei, either point of view may be true—or, for a morally ambiguous story, both could have
shades of truth.

Regardless of how righteous, civilized, or intelligent these beings are, most will attack humans and humanoids on sight,
and negotiations can be difficult. However, some are willing to make alliances out of desperation, greed, or even pure
goodness unclouded by prejudice. Some examples include the aberration Clarota’s brief, treacherous partnership with Vox
Machina in the caverns below Kraghammer, the Dustpaw gnoll tribe’s desperate alliance with the humans of the Dividing
Plains, and the fey folk’s tenuous peace with the elves of Syngorn.

These descriptions are to aid a GM’s roleplaying of NPCs outside of the typical player races. By giving monsters depth
and civilization, a GM can make their intelligent monsters more than just XP to be gained. How does a goblin tribe retal-
iate to an attack compared to a flayer enclave? Though this section does not include stats for using these creatures as player
characters, the history and roleplaying details below can help a player who wants to play an unconventional “monstrous”
character in Tal’Dorei.

Aberrations threat that lurks below them. Of the many alien beasts
that plot against the surface world, the remnants of the
The vilest and most intelligent of Tal’Dorei’s monstrous aboleth empire are the most ambitious. As beings of the
civilizations, aberrations lurk in corkscrewing caverns darkness, their only hope of conquering the surface world
deep below the surface of the earth. There is no question is to unite their domains. Overseer Durrom, lord of Salar,
that aberrations are truly, irredeemably evil—all who plots to collapse the Pillars of the Earth that support the
attempt diplomacy with these twisted monstrosities end surface of Tal’Dorei, causing the continent to crumble
up as their food, or worse, their braindead thralls. into his subterranean realm.

Many kinds of aberrant civilizations exist; some are Major aberrant settlements include the flayer colony of
lost cities of the ancient aboleth, while others are active Yug’Voril, deep below Kraghammer, and the aboleth ruins
colonies of flayers. What all types of aberrant civiliza- of Salar, beneath Emon. It stands to reason that nearly
tions have in common is that they are not of this world, every major humanoid settlement has a city of other-
and that all of Exandria’s creatures are chattel, a resource worldly horror hidden beneath it. Perhaps that’s why city
to be enslaved, traded, and consumed. The underground life is so maddening.
empires of the dark elves have long since succumbed
to madness, their psyches shattered and their bodies Beastfolk
twisted by the aberrations’ unnatural influence. Even
the deep dwarves, the duergar, struggle against the tide The term beastfolk was coined by humans as a way of
of madness. referring to a half dozen separate cultures native to
central Tal’Dorei. The wild magic released during the
Though every dark elf is familiar with the dark whis- early era of the Age of Arcanum,as well as the chaotic
pers that echo within their mind, and every duergar child energies scattered during the Calamity, did more than
knows the stories of the Thousand Eyes in the Deep, the just destroy armies: it created entirely new races from
races of the surface world are unprepared for the aberrant

“As we grow, we are often taught to fear the unknown. To stay close, stay safe, and bury our curiosity. I rebelled like many youth do
and struck out into the world, using my faith and wit to cast away the shadow of mystery. Do you know what I discovered, child?
I found the shadow does not cast away easily. The wilds harbor dangers untold, and the black of night shields many hungry mouths
full of teeth and malice. So. Listen to my words, child: Stay close, stay safe, and by the wisdom of the Changebearer, bury your
curiosity with all your might.”

—Lady Diassa Kwynn, paladin of the Lawbearer, to her squire Aedla

tal’dorei campaign guide

the animals of the world. Some creatures created by this Driders
outpouring of magic remain feral beasts, like the abom-
inable owlbear or giant toad. Others, however, gained The betrayer god known as the Spider Queen was one of
increased intelligence, the ability to create tools, and the the first casualties of the Calamity; she was impaled by the
capacity to form civilizations. Stormlord’s thunderspear before her drow soldiers even saw
battle. Her blood, thick and silvery, pooled in the sunless
Centaurs caverns beneath the world. In the years to come, it was
discovered by her most loyal dark elven servants, and they
During the Calamity, many elves fled into the Feywild to drank deeply. The blood of the Spider Queen granted them
escape the war. One elven tribe that remained on Exan- the goddess’s terrible power and warped their bodies until
dria to fight alongside their gods were the Horselords of they were half-spider, half-elf. The driders grew in number
Laphithas. The elves of Laphithas rode alongside the elven as more and more drow accepted this gift, but the pools of
deity Archeart against the mortal servants of the Ruiner, divine blood began to run dry, and they found themselves
but the entire tribe was slain in a burst of chaotic magic tormented by its absence. The driders now roam the under-
when the Archeart stabbed the Ruiner through his eye, ground, desperately searching for hidden pools of the silver
their power merging their mortal bodies with their horses. nectar. Yet, for their agony, they may still be in better shape
The Archeart rewarded his followers by reviving them as as a tribal civilization than the dark elves.
centaurs to ride across the Dividing Plains, forever free of
war. The centaurs have diverged from their elven ancestry, Gnolls
but still hold a grudge against the elves of Syngorn for
fleeing when their need was greatest. They are an incred- As their canine appearance suggests, gnolls were once
ibly faithful people—worshipping their creator with a mere hyenas. A pack of wild dogs was caught in the
fervor unknown even among the elves. divine eminence of an unknown deity entering Exan-
dria to do battle in the Calamity, and when the nimbus
This story conflicts somewhat with the creation myth faded, the beasts were transformed. Today, most gnolls
of the orcs, who were elves corrupted by the spilled are still nomadic tribes led by a matriarch and her mate,
blood of the Ruiner. It is possible that neither story is finding food where they can, be it scavenged carrion or
entirely accurate—or that both are. If both centaur and more civilized sustenance from human caravans along
orcs are elves altered by the Ruiner’s defeat, it would cer- the Silvercut Roadway. Gnolls are a people with few
tainly explain the two peoples’ long-standing hatred for allies, seen as weak by the Ravagers of the Dividing
one another.

122 Chapter 4: Allies and Adversaries

tal’dorei campaign guide

Plains, godless by the centaurs, and thieving by the treasures and secrets were hidden away, minotaurs have
people of Tal’Dorei. Some gnolls have found a home in had to find their own purpose in the aftermath of the
Kymal and Westruun, and other tribes like the Dust- Calamity. Like most folk, when freed, they immediately
paws have formed a tentative alliance with the city-folk retreated to the places that were most comfortable for
to ward off the bloodthirsty Ravagers. them, and there they remain to this day. Clans of mino-
taurs can often be found in winding mountain passages
Lizardfolk and intricate cavern systems, using their innate compre-
hension of labyrinths to easily navigate such defensible
Once, the depraved lizardfolk were called the Kuul’tevir, spaces. The few roving clans of minotaurs that remain in
noble masters of the earth and sky, created in the image Exandria have developed an isolated culture that prizes
of the first dragons—and in the time of the Founding, martial prowess but are led by spirit-whisperers similar
they built cities with magic nearly on par with that of the to warlocks.
elves. The fires of their furnaces burned so hot their blood
turned cold, and protective powers granted to them by Fey
the gods so great that their skin turned to scales. In those
times, they were the paragon of warrior-priests. People don’t discover the fey; the fey discover people.
Though enchanted forests are their favored domain, the
However, in the wake of eons of violent, selfish pursuits fair folk can be found wherever the power of nature is
during the Age of Arcanum, they are left now diminished, strong—even a flower garden in the middle of Emon. Of
their cities turned to rubble, their magic forgotten, and their course, Emonian fey scholars debate which came first:
god-empress succeeded by a cabal of petty warlocks. After did the fey come to a forest because it was magical, or
untold eons, many lizardfolk were so desperate to escape the did the magic bloom because of the fey? All fey mysteries
squalor of K’Tawl Swamp, they chose to be dominated by have the same solution: if an answer exists, it is known
the Cinder King. In their occupation of Emon, they once only by the Archfey, and they don’t like spilling secrets.
again felt a twinge of their ancestors’ glory—but it has again
turned to ash. The few surviving lizardfolk kingdoms are led The Feywild is a place of intense emotion. Happi-
by warlocks who siphon power from demons and immortal ness becomes elation, anger becomes fury, and passions
spirit nagas, forfeiting their souls in a vain hope to emerge become obsessions. The very shape of the fey are defined
once more from the swamps and conquer Tal’Dorei. by their innermost feelings, and even siblings can take
different forms based on what they feel most strongly
The remains of a lizardfolk empire inhabited by the Chil- about. Two daughters from pixie parents are just as likely
dren of the Cloaked Serpent, a people more humanoid than to be a sprite and a satyr if one sister is drawn to war
lizard-like, can be found on Visa Isle, south of Daggerbay. and the other to wild parties. It is uncommon—though
certainly not unheard of— for a fey to completely and
Sahuagin spontaneously change form after a life-altering event.
Since most fey live for upward of three centuries, par-
Known by sailors as the “sea devils,” the shark-like ticularly unstable fey take nearly a dozen forms over
sahuagin are both enemy and ally to humans who ride the course of their life, wildly altering in shape, sound,
the waves, and are rumored to have spawned from a bot- gender, and all other things mortals take for granted.
tomless trench in the ocean floor. Pods of sahuagin have
no de facto leader, and are usually have no more than six The only immutable fairies are the Archfey. Immortal,
members, though sometimes several pods band together imperious rulers of fairykind, the Archfey very rarely
and collaborate on tasks they could not accomplish alone, travel to Exandria, instead spending their time scheming
forming schools. These schools follow the will of the against each other plotting elaborate political overthrows.
majority, and disobedience to this will is surprisingly rare. Of course, when mortals enter their realm, the Archfey
The few sea devils who dominate multiple schools through take notice and often spy on them in person, using clever
personal strength are known as barons, and are as hated disguises and misdirection to keep them from disrupting
as they are revered. Sahuagin schools that fall under the their own maneuvering. Most recently, Vox Machina was
sway of a baron are those most known for their piracy and trailed by Lord Artagan of the Morncrown, a jovial Arch-
slaughter, for they steal treasure to appease their tyrant’s fey who finds the incursions of mortals more amusing
greed. Free schools often offer their service as mercenar- than distressing.
ies, aiding humanoids as much as they oppose them.
The Arcane Pansophical has identified four other
There are some pods that have fallen under the twisting Archfey, though little else is known about them. They
influence of abhorrent, alien gods beyond the boundaries include Lord Saundor the Forsaken (now deceased),
of reality. These often become cults of worship, merging master of the Shademurk; Lady Elmenore the Unforgiv-
pods into larger societies in service to the maddening ing, High Warqueen of the Burning Vale and Matriarch
whispers of these forgotten terrors, hidden within isolated of the Seelie Court; and Potentate Sammanar, They-
ruins or swamp dens. Who-Walk-Unseen, keeper of the Sun’s Shadow and
Master of the Unseelie Court. Finally, a Pansophical spy
Minotaurs in the Feywild has uncovered the existence of an Archfey

Originally created during the Age of Arcanum as
living siege weapons and protectors of labyrinths where

Chapter 4: Allies and Adversaries 123

tal’dorei campaign guide known as the Keeper of the Moontides, or simply the
124 Chapter 4: Allies and Adversaries Keeper. This spy was never heard from again after her
first report.

Some human folklore says that giants were precursors to
humanity, the gods’ failed attempts to create what would
become humankind. Others say that the giants are what
became of humans who tried to ascend to godhood them-
selves, making bargains with fiends and imbibing the
essences of titanic elemental spirits. Today, giants live far
away from major cities, as they have been hunted down for
centuries and driven far from humanoid civilization.

Ogres, cyclopes, and hill giants are the lowest of the
giantkin and act as a sort of barrier between human and
giant civilizations. The lowborn group together, cast out
from highborn society and forced to fight and forage to
survive. Cyclopes tend to rule lowborn settlements, and
some hill giant warriors ritualistically tear out an eye
in order to emulate their rulers—and some zealous hill
giants do the same in worship to the Ruiner. Wealthier
hill giants create fanciful eyepatches to wear over one of
their eyes. Ogres are not clever beasts, and they lack the
charisma of cyclopes and the dull cunning of hill giants.
They rely entirely on numbers and brute force to over-
whelm their prey.

Sometimes lowborn tribes are taken over by trolls or
oni—creatures so loathsome that the highborn banished
them from the caste system entirely—and transform low-
born communities into terrifying armies of evil.

The humanoid peoples of Tal’Dorei divide the highborn
giants into types: cloud, fire, frost, stone, and storm. In
truth, these are not different “races” of giant so much as
there are different cultures. Though they have adopted dif-
ferent magics, codes of ethics and law, and fighting styles,
they are all highborn. Even the hill giants were once high-
born, but they were stripped of their nobility and exiled
by the Council of Seven Scepters, and their people have
fallen into ruin.

Cloud giants are denizens of Jovatthon, the Castle of
Thunder. This mighty city-state flies invisibly above
Tal’Dorei enshrouded in thick stormclouds, tracing a
clockwise circular route around the continent, avoiding
its cloudless, arid heartland. The cloud giants are ruled
by two wedded kings, a City-King in charge of domestic
affairs, and a War-King tasked with the defense of Jovat-
thon against both dragons and other highborn giants.
The current City-King is a stern, fearsome ruler named
Ardokles, while the War-King is a much more charis-
matic and beloved general named Vasilios.

Fire Giant tal’dorei campaign guide

Fire giant civilization’s heart is the city-state of Vulkanon, “A quality of fire giants you don’t hear mentioned
built deep into the magma tunnels that run beneath the all that often is that some are shockingly good
heart of the Cliffkeep Mountains. The fire giants seem card players.”
shorter than other highborn, but only because of their per-
petually stooped posture. They are masters of the forge, —Scanlan Shorthalt
and have been known to occasionally ally with the duer-
gar of the Emberhold to produce some of the finest arms highborn out of fear of their sorcerous power. The cloud
ever seen in Tal’Dorei. Vulkanite weapons are prized by giant kings are particularly concerned with appeasing the
mercenaries across the continent, and are as much a status storm giants; if unified, the remnants of Tempestar could
symbol as they are an excellent weapon. The giants of conquer the flying city of Jovatthon with ease.
Vulkanon have long dreamed of empire, and their duergar
allies have given them a foothold in Tal’Dorei’s darkest The Council of Seven Scepters
depths. They may be an excellent ally in the fight against
the aberrations lurking below. The Council of Seven Scepters unifies the highborn, ruling from
the tallest spire of Jovatthon. One member of each giant civ-
Frost Giant ilization is sent as a representative to serve on the council and
keep the rulers of each city-state from causing chaos. Already
Frost giants make their home in the Neverfields, the frozen beset by enemies across Tal’Dorei, from the fast-breeding
wasteland north of the Cliffkeep Mountains. Though their humans to the vengeful lowborn, the last thing the highborn
people are mostly nomadic reavers led by petty jarls, they desire is infighting. Two of the seven thrones have remained
all swear fealty to High King Jorskymmar, who rules from empty for generations; Hillqueen Ovam’mura refused to
the fortress-city of Jotunborg. The frost giants are master relinquish her scepter when her people were banished, and
animal-tamers, and are known to raid human villages with the Scepter of Wodensdottr has gathered dust in the vaults
remorhazes, mammoths, and even white dragons at their since Woden, demigod of the storm, abandoned the storm
side. Frost giants are among the most pious of the high- giants after the fall of Tempestar.
born, and most pray to the Wildmother for safety before
crossing the ice fields. Some giants who have suffered Humans outsiders are often confused by the existence
near-death experiences, being trapped beneath an icy lake of seven scepters for six giant civilizations. The answer is
or being smothered by an avalanche, clandestinely join one laughably simple to any cultured giant; the cloud giants’
of the cults of the Chained Oblivion, seeking solace in the two kings each claim one of the scepters, and each claim a
inevitability of eternal cold. seat on the council.

Stone Giant Goblinkin

Stone giants live in fortresses carved from the peaks of Scholars have often speculated why the three known races
mountains. Their greatest stronghold is Skyanchor Cit- of goblinkind are so wildly different from one another.
adel, a city hidden within a mountain of the Alabaster Why have goblins never formed an organized society
Sierras, its halls winding from its deepest roots to its high- when the hobgoblin Iron Authority has ruled the southern
est summit. The stone giants view physical perfection to tip of the Rifenmist Peninsula for generations? Why are
be the greatest of all virtues, and are obsessed with both bugbears covered with fur when their kin only have hair
physical appearance and feats of strength. Unlike the low- on their head, and their bodies are otherwise disquietingly
born giantkin, who prize brute force over all else, the lithe smooth? Human, elven, and dwarven nations have warred
stone giants see all forms of physical power as worthy. with the goblinkin throughout recorded history, and
An quadrennial tournament of prowess called the Sky their few attempts to send envoys to goblin enclaves have
Queen’s Favor is held in the coliseums atop Skyanchor, always ended disastrously. Why?
and giants from across Tal’Dorei gather to compete in
tests of strength, agility, and endurance. Some champions Discovering the origin of goblinkind may be an excit-
of the smaller races even join, and goliath competitors are ing campaign arc, and one that can synergize with a
not an unusual sight at the Sky Queen’s Favor. campaign about the gods and the Age of Arcanum. In
that time, the goblins lived far from Vasselheim, the
Storm Giant Cradle of Creation. They resided on the other side of the
world, in the land known today as Wildemount. There
Storm giants are the most mysterious of all the highborn. were no goblins, hobgoblins, or bugbears then: were all
Their flying city-state of Tempestar was destroyed by an one people; a strong, cunning, and multitudinous race
unknown force in times long past, and all the glories of known as the Dranassar.
their realm were cast into the Lucidian Ocean, hundreds
of miles off the coast. The storm giants live solitary lives, When the Betrayer Gods were freed from their planar
keeping no other giant for their neighbor, protecting only prison, the divine Strife Emperor revealed himself to the
themselves and their families. Centuries have passed since Dranassar, and they were enthralled by his fell power.
Tempestar was the seat of the Council of Seven Scepters, Many of the Dranassar followed him willingly, and
yet the reclusive storm giants are still considered part of the their great kingdom of Ghor Dranas became the seat of
the Betrayers’ power. Those who opposed their emperor

Chapter 4: Allies and Adversaries 125

tal’dorei campaign guide

were forcibly bent to his will. When the Strife Emperor’s freedom, though many have been too thoroughly indoctri-
armies needed skirmishers, he corrupted his Dranassar nated to seek freedom, even if it is offered to them.
slaves into tiny goblins. When he needed new legions,
he twisted them into hobgoblins. When he needed spies, Bugbears
they became bugbears.
Ghor Dranas has long since fallen, and the bugbears
The Calamity has long since ended, but the effects of have loyalty for neither other goblins, nor the divine
the Strife Emperor’s subjugation of the Dranassar still Strife Emperor. Where hobgoblins are willing to give
haunt Exandria. The goblinkin on Tal’Dorei are the all for the collective, bugbears are fiercely individual-
descendants of the armies who failed to dominate the istic. Of all the goblinoids, bugbears are also the most
new continent. Only a handful of Dranassar remain in willing to collaborate with humans and elves, and are
Tal’Dorei, though they are more plentiful in Wildemount, renowned throughout Tal’Dorei’s criminal underworld
where the ruins of Ghor Dranas still loom across its as top-notch burglars and bounty hunters. Bugbears
jagged peaks. They live alone in the shadows, trying in who choose to offer their services to the Clasp or the
vain to cleanse their twisted kin of the Curse of Strife. Myriad are usually found in Tal’Dorei’s largest cities,
but those who avoid a life of crime typically live alone in
Goblins the wilderness. Despite the sinister reputation of their
kin, many of these hermits take up a life of peaceful dru-
Goblins are like vermin. Any human knows that, and idism, fighting only to protect their animal friends and
it might be the one thing dwarves and elves can agree secure their own isolation.
upon, too. They breed faster than rats, and sire children
half as smart—or so the saying goes. Goblins have no Orcs
cities of their own, and only name their temporary raid
camps after the “kill-boss” who founds it. If not for Throughout much of Tal’Dorei, the word “orc” is synon-
smarter, more organized goblinoid species, the lesser ymous with slaughter. The people of the Dividing Plains
goblins would probably have lost all semblance of civ- live in constant fear of wandering bands of orcs, especially
ilization, and become just like wild beasts. If nothing the bloodthirsty horde known as the Ravagers. Most live
else, they are easily manipulated by threat of force and in small, animalistic packs within the valleys between the
promise of reward. Goblins can be found anywhere on peaks of the Stormcrest and Cliffkeep mountain ranges.
Tal’Dorei, and are surprisingly adaptive to unwelcoming These packs are chaotic, leaderless, and easy to scare away
environments. at the first sign of resistance. However, when a particular
orc distinguishes itself from the pack, either through pre-
Hobgoblins ternatural strength or uncommon viciousness, it quickly
establishes itself as the pack’s alpha. An orc pack led by an
The hobgoblins of the Rifenmist Peninsula learn from an alpha rapidly grows in size by absorbing leaderless packs.
early age that they are born to serve the Iron Authority. When the alpha believes its pack has grown large enough,
The unholy Strife Emperor may have stripped the hob- it runs rampant across the land, slaughtering and pillaging
goblins of their free will, but their mortal Iron Emperor everything in its wake.
has stripped them of free thought. Hobgoblin are among
Tal’Dorei’s foremost military strategists, and this tactical Most humans have no remorse for orcs. They view
acumen makes them potent propagandists, as well. Every them as savage, bloodthirsty beasts. And in a way, they
hobgoblin blindly serves the caste above them. For sol- are correct. Nearly every living orc is a ruthless killing
diers, this is their commanding officer. For serfs, this is machine, driven by its animal urges to kill, devour,
their feudal lord. For the Iron Emperor, there is only one and reproduce. But things were not always this way. In
greater power: the Strife Emperor himself. the time before the Calamity, there were no orcs. They
were created by accident when the Archeart, deity of
The hobgoblin warbands that threaten Tal’Dorei’s hill- elves, shot out the eye of the war god now known as the
folk are slightly different. Though many owe allegiance to Ruiner. The Ruiner’s blood poured from his wound and
the Authority, their distance from imperial propaganda rained upon the armies of elves and humans that served
has given these field scouts a different perspective. Each the Archeart. These unsuspecting mortals were changed;
soldier within a company is unflinchingly loyal to their their muscles bulged, wicked tusks grew from their jaws,
commander, but they are also all a distinct individuals and their minds burned with a thirst for blood.
with goals beyond merely testing the readiness of Syngorn
and Emon for conquest. A few rare hobgoblins have even Even today, some orcs still possess scraps of rational
been known to defect from their company after tasting thought. Though the Ruiner’s fiery blood sears their minds,
what remains of their human and elven ancestry longs to
“Trying to reason with a hobgoblin is like trying to treat others with love and tenderness, not with hate and
have a conversation with a very sharp axe swinging pain. This knowledge is all but unknown to the people of
at your head. In fact, the two are practically one and Tal’Dorei—no one has ever studied the orcs, and those who
the same.” claim to have been saved from a raid by a merciful orc are
mocked, their story derided as a traumatic fantasy.
—Vex’ahlia

tal’dorei campaign guide

Allies and Adversaries of Tal’Dorei

Many are the dangers of Tal’Dorei, and even mighty adventurers quickly learn to watch their step in these lands,
whether in deepest wilderness or in the middle of one of its many settlements. What follows is a handful of the mon-
sters, warriors, and agents iconic to Tal’Dorei for use in your campaign. As with any monster, the DM should feel
free to adjust these traits using the guidelines in the DMG to make them better serve the needs of their campaign.

Ashari people of Tal’Dorei. Led by a half-orc ashari named Lor-
kathar, a group of firetamers keep watch over the volatile
Though the tribes of the Ashari wardens are neutral and Scar of the Cinder King on the outskirts of Emon.
spurn the “petty political nonsense” that they consider
outsiders to be focused on, it is still all too easy to run Firetamers are the elite elementalists of the Pyrah,
afoul of the Ashari. They consider the strange elemen- using their attunement to the primordial forces of the
tal rifts over which they are guardians to be of foremost world to not just create fire, not just command it, but tame
importance, and it is very easy for strangers to take actions it to their will. A firetamer of Pyrah is nothing like the
that unknowingly disrupt the delicate balance over which manic pyromancers of Tal’Dorei; while the latter reck-
the Ashari carefully watch. Though they are generally lessly wields fire as a weapon, firetamers use their talent to
friendly to travelers—particularly to travelers in need— protect others from fire’s destructive power—or to use that
they are guarded, and do not hesitate to act to eliminate same power to destroy those who threaten their people.
threats to the elemental powers and their own way of life. Firetamers are almost always accompanied by a salaman-
der, a fire elemental, or a small herd of magma or smoke
Ashari Firetamer mephits. While home in Pyrah, ashari firetamers use their
power to control the Rift of Flame or to control the flames
Of all the ashari tribes, the fire ashari of Pyrah have of the Cindergrove.
suffered the greatest. Their people were all but destroyed
when Thordak burst through the Rift of Flame in his Ashari Stoneguard
cataclysmic return to Exandria. Yet despite their immense
hardships, the fire ashari have given selflessly to the The earth ashari of Terrah are a stoic people, slow to
change socially, and more likely to fight defensive battles

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tal’dorei campaign guide

Ashari Firetamer Ashari Stoneguard
Medium humanoid (any race), lawful neutral
Medium humanoid (any race), neutral good

Armor Class 17 (red dragon scale mail) Armor Class 15 (granite half plate)
Hit Points 92 (16d8 + 20) Hit Points 152 (16d8 + 80)
Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha

8 (-1) 15 (+2) 14 (+2) 12 (+1) 18 (+4) 11 (+0) 18 (+4) 10 (+0) 20 (+5) 10 (+0) 14 (+2) 9 (-1)

Skills Arcana +5, Nature +9 Saving Throws Str +8, Con +9, Wis +6
Damage Resistances fire Skills Athletics +8, Intimidation +3
Senses passive Perception 14 Condition Immunities petrified
Languages Common, Druidic, Primordial (Ignan) Senses tremorsense 30 ft., passive Perception 12
Challenge 7 (2,900 XP) Languages Common, Druidic, Primordial (Terran)
Challenge 7 (2,900 XP)

Flameform. As a bonus action, the firetamer can transform into Spellcasting. The stoneguard is a 3rd-level spellcaster. Its
a fire elemental. While in this form, the firetamer cannot cast spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
spells, but can expend a spell slot as a bonus action to regain spell attacks). It has the following druid spells prepared:
1d8 hit points per level of the spell slot expended. When the
firetamer is reduced to 0 hit points, falls unconscious, or dies Cantrips (at will): druidcraft, resistance
in this form, it reverts to its humanoid form. It can remain in 1st level (4 slots): goodberry, speak with animals, thunderwave
flameform for up to 5 hours, and can enter flameform twice, 2nd level (2 slots): hold person, spike growth
regaining expended uses after completing a short or long rest.
Actions
Spellcasting. The firetamer is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with Multiattack. The stoneguard makes three granite maul attacks.
spell attacks). It has the following druid spells prepared: Granite Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. If the attack
Cantrips (at will): druidcraft, mending, produce flame hits, the stoneguard may also immediately cast thunderwave as
1st level (4 slots): cure wounds, faerie fire, longstrider, jump a bonus action. This casting uses a spell slot, but no material
2nd level (3 slots): flame blade, heat metal, lesser restoration components.
3rd level (3 slots): daylight, dispel magic, protection from energy
4th level (3 slots): blight, freedom of movement, wall of fire Reactions
5th level (1 slot): conjure elemental
Sentinel. When a creature within 5 feet of the stoneguard
Actions attacks a target other than the stoneguard, it can make a single
attack roll against the attacker.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. Skin to Stone. When the stoneguard is attacked, it may gain
resistance to bludgeoning, piercing, and slashing damage from
Flamecharm (Recharges after a Short or Long Rest). The nonmagical attacks until the end of the attacker’s turn.
firetamer can cast dominate monster (save DC 16) on a fire
elemental or other fire elemental creature. If the elemental has
150 or more hit points, it has advantage on the saving throw.

and outlast enemies than wage offensive wars. The Terrah Ashari Waverider
stoneguard are the perfect embodiment of this ideal; their
druidic training has been augmented by ancient combat The waveriders of Vesrah know firsthand the dangers
techniques, allowing them to hold fast against a tide of of the open ocean, and dedicate their lives to protecting
enemies. They craft arms and armor from the granite seafarers from storms, pirates, and sea monsters. Though
around them, and their magical stonecraft rivals that of they are not warriors, they are accomplished healers and
the dwarves. It is said that in mythic times, when ele- aquatic empaths, using their powers to seek out and rescue
mental armies poured into Exandria, that two legendary survivors of marine disasters, sometimes returning criti-
stoneguards protected all of Terrah against the elemental cally wounded survivors to Vesrah itself. The isolationist
onslaught for ten days and ten nights, guarding each other water ashari condemn this practice, fearing that the refu-
while their partner rested. gees threaten their way of life. The waveriders take their
peers’ scorn in stride, for they would rather be righteous
Today, the order of stoneguards stands vigilant along than popular.
key defensive points within the Cliffkeep Mountains,
warding the Terrah tribe against the dwarves of Kra- A waverider turns to violence only as a last resort, and
ghammer. If the stoneguard were ever to falter in their prefer to fight in fishform than with their fishing harpoon,
vigil, they believe the dwarves would doubtlessly enter using hit-and-run tactics as a shark or their octopus form’s
their ancestral lands and strip bare its natural beauty in natural camouflage to harry opponents. When patrolling
search of wealth and fuel. the open seas, waveriders skim across the water on per-
sonal waveboards with folding sails, similar in function to
the skysails of the Zephrah.

128 Chapter 4: Allies and Adversaries

tal’dorei campaign guide

Ashari Waverider Ashari Skydancer

Medium humanoid (any race), neutral good Medium humanoid (any race), chaotic neutral

Armor Class 14 (hide armor of cold resistance) Armor Class 14
Hit Points 77 (14d8 + 14) Hit Points 63 (14d8)
Speed 30 ft. Speed 30 ft., fly 60 ft. (with skysail)

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha

15 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 13 (+1) 10 (+0) 18 (+4) 10 (+0) 12 (+1) 16 (+3) 11 (+0)

Saving Throws Con +4, Wis +6 Saving Throws Dex +7
Skills Athletics +8, Nature +3 Skills Acrobatics +7, Perception +6
Damage Resistances cold Senses passive Perception 16
Senses passive Perception 13 Languages Common, Druidic, Primordial (Auran)
Languages Common, Druidic, Primordial (Aquan) Challenge 5 (1,800 XP)
Challenge 4 (1,100 XP)

Fishform. As a bonus action, the waverider can transform Evasion. If the skydancer is subjected to an effect that allows it
into a hunter shark or giant octopus. While in this form, the to make a Dexterity saving throw to take only half damage, the
waverider cannot cast spells, but can expend a spell slot as a skydancer instead takes no damage if it succeeds on the saving
bonus action to regain 1d8 hit points per level of the spell slot throw, and only half damage if it fails.
expended. When the waverider is reduced to 0 hit points, falls
unconscious, or dies in this form, it reverts to its humanoid Flyby. The skydancer doesn’t provoke opportunity attacks when
form. It can remain in fishform for up to 3 hours, and can enter it flies out of an enemy’s reach.
fishform twice, regaining expended uses after completing a short
or long rest. Skysail. The skydancer flies with a special ashari weapon called
a skysail (see pg. 45). While the skysail’s wings are extended, the
Healing Tides. Whenever the waverider casts a spell of 1st level or skydancer can cast levitate at will, and can spend an action to
higher that affects a nonhostile creature, that creature regains 3 hit cast fly on itself (no concentration required) for up to 1 minute
points (in addition to any healing the spell may provide). once per day. This use of fly instantly replenishes when in an
area of powerful air elemental magic, such as the Rift of Air in
Marine Empathy. The waverider can speak with and understand Zephrah.
aquatic plants and animals.
Spellcasting. The skydancer is a 3rd-level spellcaster. Its
Spellcasting. The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:
spell attacks). It has the following druid spells prepared:
Cantrips (at will): guidance, shillelagh
Cantrips (at will): druidcraft, poison spray, resistance 1st level (4 slots): fog cloud, entangle, jump
1st level (4 slots): cure wounds, create or destroy water, healing word 2nd level (2 slots): gust of wind, skywrite
2nd level (3 slots): animal messenger, enhance ability, lesser
Actions
restoration
3rd level (3 slots): conjure animals (aquatic beasts only), water Multiattack. The skydancer makes two skysail staff attacks.
Skysail Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one
walk, water breathing target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skydancer
4th level (1 slots): control water makes this attack while flying, the target must make a DC 14
Dexterity saving throw, taking 21 (6d6) lightning damage on a
Actions failure or half as much damage on a success.

Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., Reactions
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Attacks with this weapon while underwater are not made with Slow Fall. When the skydancer takes falling damage, it may
disadvantage. reduce the damage by half.

Ashari Skydancer Air Ashari children learn to fly before they learn to
walk, accompanying their parents through the snow-fat-
Zephrah’s location in the Summit Peaks has shielded tened clouds on Ashari-craft skysails (see pg. 45). While
the Ashari from countless hardships; few infringe upon all in Zephrah love the sensation of flight, few hone their
their isolated home, and this safety has bred a certain skills as rigorously as the skydancers. These graceful
recklessness within the Zephrah people. Though they masters of the wind are at once artists, performers, and
guard their elemental rift as closely as the rest of their warriors; they are beloved heroes of their people, both
kin, their lack of stoicism and restraint often earns them defending them in times of danger and bringing them
the scorn of the Terrah, the only other Ashari tribe in happiness in times of peace.
Tal’Dorei.

Chapter 4: Allies and Adversaries 129

tal’dorei campaign guide “Furthermore, don’t you believe that nonsense about
rare metals, already refined, found in the remains of a
cinderslag. That’s so much old smelters’ tales! You go seeking
a cinderslag, and ye’ll get yourself murdered and set on fire,
and if ye’re very lucky, t’will happen in that order!”

– Master Smith Drunneq Bronzegrip, fed
up over smoke-brained tavern tales

Cinderslag Elemental
Large elemental, chaotic evil

Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 20 ft., burrow 40 ft.

Str Dex Con Int Wis Cha

15 (+2) 12 (+1) 20 (+5) 1 (-5) 10 (+0) 3 (-4)

Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks

Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,

petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 5 (1,800 XP)

Cinderslag Elemental Molten Form. The elemental can move through a space as
narrow as 1 inch wide without squeezing. A creature that
Cinderslag elementals are pure manifestations of the touches the elemental or hits it with a melee attack while within
hatred and furor of the deceased Cinder King, Thordak. 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental
Even in death, Thordak’s fires manage to ravage Emon, can enter a hostile creature’s space and stop there. The first time
as places scorched by his corrupting flames are trans- it enters a creature’s space on a turn, that creature takes 5 (1d10)
formed into vitriolic pits of slag and ash, spawning these fire damage and must make a DC 14 Strength saving throw,
mindless engines of destruction. Most notably, Thordak’s becoming restrained on a failure. When the begins its turn while
Crater in Emon’s Cloudtop District is a spawning pit of restrained in this way, it takes 5 (1d10) fire damage.
cinderslag elementals, though they cannot—or at least,
do not—leave the crater. Beyond Thordak’s Crater, the Water Susceptibility. For every 5 feet that elemental moves
Scar of the Cinder King is a breeding ground for more of in water, or for every gallon of water splashed on it, it takes 1
these mindless elementals, as are the ruins of Serpent’s cold damage.
Head in the Cliff keep Mountains, and the Ashen Gorge
in the Stormcrest Mountains. Actions

A cinderslag’s molten gaze is a weapon of incredible Multiattack. The elemental makes two slam attacks.
power, capable of melting steel and stone with a single
glance. If an elemental’s gaze were focused on buildings Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
over the course of a few hours, or if several elementals Hit: 13 (3d6 + 2) bludgeoning damage plus 5 (1d10) fire damage.
worked in unison, entire cities could be leveled in a tide If the target is a creature or a flammable object, it ignites. Until
of molten stone. Fortunately for the people of Emon, a creature takes an action to douse the fire, the target takes 5
Thordak’s elemental spawn are mindless and incapable of (1d10) fire damage at the start of each of its turns.
unified action—but what if someone were able to bend
them to their will? Molten Gaze. Ranged Spell Attack: +8 to hit, range 30 ft., one
target. Hit: 21 (6d6) fire damage and the target must make a DC
14 Constitution saving throw. On a failure, one nonmagical item
the target is carrying instantly melts or burns to cinders.

For all its notoriety, the Clasp is largely a business empire
run by smaller pocket families of “spirelings” who oversee
local illegal business and contracted work. Some Clasp are
merely messengers, or thrive on intimidation. If conflict
arises, and the problem can’t be quelled, then the heavy
hitters/assassins are brought in to “clean up the mess.”

130 Chapter 4: Allies and Adversaries

tal’dorei campaign guide

Clasp Cutthroat Clasp Enforcer

Medium humanoid (any race), any nonlawful alignment Medium humanoid (any race), any nonlawful alignment

Armor Class 14 (leather) Armor Class 16 (half plate)
Hit Points 44 (8d8 + 8) Hit Points 102 (12d8 + 48)
Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha

10 (+0) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 9 (-1) 16 (+3) 12 (+1) 18 (+4) 8 (-1) 11 (+0) 14 (+2)

Saving Throws Dexterity +5 Skills Athletics +6, Intimidation +8
Skills Deception +3, Stealth +7 Senses passive Perception 10
Senses passive Perception 12 Languages Common, Thieves’ Cant
Languages Common, Thieves’ Cant Challenge 5 (1,800 XP)
Challenge 3 (700 XP)

Cunning Action. On each of its turns, the cutthroat can use a Intimidating Presence. Whenever the enforcer hits with a melee
bonus action to take the Dash, Disengage, or Hide action. attack, the target must make a DC 15 Wisdom saving throw. On
a failure, the target is frightened of the enforcer until the end of
Sneak Attack (1/Turn). The cutthroat deals an extra 14 (4d6) its next turn. The enforcer’s allies have advantage on attack rolls
damage when it hits a target with a weapon attack and has against creatures frightened in this way.
advantage on the attack roll, or when the target is within 5
feet of an ally of the cutthroat that isn’t incapacitated and the Second Wind (Recharges after a Short or Long Rest). As a
cutthroat doesn’t have disadvantage on the attack roll. bonus action, the enforcer can regain 12 hit points.

Multiattack. The cutthroat makes two shortsword or Multiattack. The enforcer makes three warhammer attacks.
dagger attacks. Warhammer. Melee Weapon
Attack: +6 to hit, reach 5 ft.,
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one one target. Hit: 8 (1d10 + 3)
target. Hit: 6 (1d6 + 3) piercing damage. bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.,
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Uncanny Dodge. When an attacker that the cutthroat can see
hits it with an attack, the cutthroat takes half damage instead.

When the thieves and assassins of
the Clasp need to “acquire” addi-
tional funds or “relieve” specific people
of their possessions, their cutthroats
are the first to be called. Clasp
cutthroats can also represent
any number of different rogues
within the thieves’ guilds of
Tal’Dorei.

The Clasp prefers to oper-
ate within the shadows,
but sometimes targets of
blackmail need a little
“convincing.” Whenever
scare tactics and brute
force are needed, the
Clasp’s musclebound
enforcers make quite
an impression.

Chapter 4: Allies and Adversaries 131

tal’dorei campaign guide Notorious Stormcallers

Cyclops Stormcaller Efficient raiders and powerful leaders, stormcallers are dan-
gerous enough on their own that several legends of them are
When a cyclops is born beneath a raging storm, the child told and retold along caravan routes and by any forced to ven-
is sometimes born different. Smaller than the rest, sickly ture too closely to cyclops territory. Some of them are:
and weak. Most of these stormborn cyclopes are relent-
lessly bullied and beaten for their tiny stature, and most The Eye of the Storm
die before adulthood. Those who survive do so because of
the magic the Stormlord has bestowed upon them—inten- More legend than rumor, the Eye of the Storm is said to
tionally or otherwise. As cyclopes are a simple-minded be a truly ancient cyclops stormcaller, the first of their
and magically-inert people, the power of a stormcaller kind. It is said that she gave over her only eye for the
awes and terrifies them. They believe that a stormcaller is power of the storm, and now anywhere a storm brews,
nothing short of a god. she can watch the devastation as though the center of that
storm were her very own eye.
As of late, a cabal of stormcallers have gathered in the
Daggerbay Mountains at a time-lost elven temple called Oluk Wagonsbane
the Skyneedle; in elven, ira’ fallai, in cyclops, “Tall Zap-
po-Zappo.” There they conduct strange rituals beseeching A raider infamous for ambushing caravans and stealing
an entity called the Eye of the Storm, and with every their wealth, Oluk commands a force of other
ritual, their power seems to grow. cyclops. His warriors are fanatical in their
devotion to him, revering his power and
deeds. Each of his followers bears the dis-
tinctive scar from a lightning strike, and
they proudly show off their scars.

Cyclops Stormcaller
Large giant, neutral evil

Armor Class 18 (chainmail, ring of protection, cloak of protection)
Hit Points 119 (12d10 + 48)
Speed 30 ft., fly 60 ft. (storm only)

Str Dex Con Int Wis Cha

16 (+3) 10 (+0) 18 (+4) 15 (+2) 8 (-1) 20 (+5)

Saving Throws Str +5, Dex +2, Con +6, Int +4, Wis +5, Cha +11
Skills Arcana +6
Senses passive Perception 9
Languages Common, Elven, Giant
Challenge 10 (5,900 XP)

Poor Depth Perception. The cyclops has disadvantage on any
attack roll against a target more than 30 feet away.

Storm Wings. While within 1 mile of a storm, the cyclops gains
a fly speed of 60 feet.

Supernatural Focus. The cyclops has advantage on Constitution
saving throws made to maintain concentration on a spell, and
cannot lose concentration because of turbulent weather.

Innate Spellcasting. The cyclops’s innate spellcasting ability is
Charisma (spell save DC 17). The cyclops can innately cast the
following spells, requiring no material components:

At-will: ray of frost (3d8), water walk
3/day each: ice storm, sleet storm, wind wall
1/day each: control weather, storm of vengeance

Multiattack. The cyclops makes two ice claws attacks.

Ice Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (3d6 +3) slashing damage plus 3 (1d6) cold damage.

132 Chapter 4: Allies and Adversaries

tal’dorei campaign guide

Elikka of Stormpeak Goliath Stormborn

Hidden away in some mountain range, Elikka is an Countless goliath legends tell of heroes born beneath a
oddity among her people: a historian. It is said that her raging storm. These stormborn grow to become peerless
lair holds documents and other treatises on the origins of warriors, blessed with preternatural skill with a blade and
the cyclops folk, and that she helps new stormcallers come the uncanny ability to command lightning itself. As war-
into their power in exchange for keeping her updated on riors destined to become mythic heroes, stormborn fight
what goes on in their tribes and bands. with reckless abandon and are often distressingly prideful.
Little do they know that destiny is a fickle thing, and
Goliaths that the songs of defeated stormborn (or worse, tyrannical
ones) are rarely sung by the bards.
After the fall of Kevdak and the Herd of Storms, the
scattered groups of wandering outsiders took to a slightly
less violent way of life, instead focusing on forgotten spir-
ituality and survival in the wake of the Conclave’s attack.
However, some bands of roving warriors now grow either
brash, or desperate, leading to savage attacks and raids on
outlying camps and caravans.

Goliath Stormborn
Medium humanoid (goliath), chaotic neutral

Armor Class 13 (hide armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft.

Str Dex Con Int Wis Cha

18 (+4) 12 (+1) 18 (+4) 9 (-1) 11 (+0) 9 (-1)

Saving Throws Con +6
Skills Athletics +6, Intimidation +3,
Damage Resistances lightning
Senses passive Perception 10
Languages Common, Giant
Challenge 4 (1,100 XP)

Reckless. At the start of its turn, the stormborn can gain
advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of its
next turn.

Innate Spellcasting. The stormborn’s innate spellcasting ability
is Charisma (spell save DC 9). The stormborn can innately cast
the following spells, requiring no material components:

3/day: lightning bolt
1/day: call lightning

Multiattack. The stormborn makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) slashing damage plus 7 (2d6) lightning
damage. Miss: 3 (1d6) lightning damage.

Endurance. When the stormborn takes damage, it may reduce
the damage by 10 (1d12 + 4). It cannot use this trait again until
it completes a short or long rest.

Chapter 4: Allies and Adversaries 133

tal’dorei campaign guide storm-children, those who lived through the reign of
Kevdak and Umbrasyl, have just entered adulthood. They
Though the fearsome Herd of Storms was broken at are ready to forge new legends.
Westruun during the Chroma Crisis, most of the goli-
aths that made up the herd still roam across the Dividing Goliath Brawler
Plains. Many joined with the Rivermaw Tribe, a vast,
nomadic community of goliaths, humans, and other Some prideful goliaths are so assured in their own
free folk of the plains. What few stormborn remain strength that they refuse to use weapons. Most goliaths
are now part of the Rivermaw. The next generation of learn how to fist-fight from a young age, but goliath
brawlers go so far as to eschew weapons even on the bat-
Goliath Brawler tlefield. Goliath brawlers loyal to the Rivermaw Tribe
usually lead the charge on the battlefield, using their
Medium humanoid (goliath), chaotic neutral exceptional speed and brute strength to throw the enemy
vanguard into chaos.
Armor Class 15
Hit Points 65 (10d8 + 20) Beyond the Dividing Plains, goliath brawlers can be
Speed 40 ft. found within criminal organizations as muscle, in under-
ground fighting rings, and as personal bodyguards. In
Str Dex Con Int Wis Cha Emon, the most famous goliath brawlers have made a
name for themselves within the Godsbrawl Ring, repre-
17 (+3) 14 (+2) 15 (+2) 9 (-1) 16 (+3) 7 (-2) senting the Stormlord in the annual holy tournament.

Skills Acrobatics +4, Athletics +5, Perception +5 Kraghammer Goat-Knight
Senses passive Perception 15 Medium humanoid (dwarf), neutral good
Languages Common, Giant
Challenge 3 (700 XP)

Unarmored Defense. While the brawler is wearing no armor Armor Class 20 (plate, shield)
and not wielding a shield, its AC equals 10 + its Dexterity Hit Points 52 (8d8 + 16)
modifier + its Wisdom modifier. Speed 25 ft., mounted 40 ft.

Actions Str Dex Con Int Wis Cha

Multiattack. The brawler makes three unarmed strikes. 16 (+3) 8 (-1) 14 (+2) 10 (+0) 11 (+0) 14 (+2)

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., Saving Throws Str +5, Dex +1, Con +4, Int +2, Wis +2, Cha +4
one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target Skills Nature +3, Religion +6
is a creature, the brawler can choose one of the following Damage Resistances poison
additional effects: Condition Immunities diseases
Senses darkvision 60 ft., passive Perception 12
• Bruise. The target must succeed on a DC 13 Constitution Languages Common, Dwarvish
saving throw. On a failure, its speed is reduced by 5 feet Challenge 3 (700 XP)
until it receives at least 1 point of magical healing. A DC 15
Wisdom (Medicine) check performed as an action can also Aura of Protection. Whenever the goat-knight or a friendly
restore any lost speed. creature within 10 feet of it makes a saving throw, the creature
gains a +2 bonus (included above). The knight must be conscious
• Disarm. The target must succeed on a DC 13 Strength saving to grant this bonus.
throw or drop one item it is holding. The brawler may choose
which item is dropped, and may choose to pick it up. Dwarven Resilience. The goat-knight has advantage on saving
throws against poison.
• Suplex. The target must succeed on a DC 13 Strength saving
throw or be knocked prone. Spellcasting. The goat-knight is a 6th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit
Reactions with spell attacks). The goat-knight has the following paladin
spells prepared:
Endurance. When the stormborn takes damage, it may reduce
the damage by 8 (1d12 + 2). It cannot use this trait again until it 1st level (4 slots): bless, cure wounds, protection from evil and good,
completes a short or long rest. sanctuary, shield of faith

“Well and damn me if I don’t tell you the secret to 2nd level (2 slots): branding smite, lesser restoration, locate object,
real joy in this League, me lad: Find yoursel’ a fight zone of truth
with one o’ them goliaths what favor fisticuffs. Dead
silent, like boulders brought to life—none of the Actions
roaring and grunting of other fighters. Quiet enough
to hear the crunchin’ when them fists the size o’ hams Multiattack. The goat-knight makes two warhammer attacks.
slam into their opponent. Nothing gets a crowd
cheering and bettin’ quite like that does, I tell you!” Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3)
– Grogan the Bookie, of the Brawler’s bludgeoning damage if used with two hands.
League, to his apprentice

tal’dorei campaign guide

Kraghammer Goat-Knight Steed
Goat-Knight Large celestial, unaligned

The sheer cliff faces and winding winding mountainside Armor Class 11 (natural armor)
roads of the Cliffkeep Mountains are nearly impossible to Hit Points 19 (3d10 + 3)
traverse by normal means with any speed. However, the Speed 40 ft
Peakclimber Knights of Kraghammer—commonly known
as the goat-knights—are enforcers of peace and justice Str Dex Con Int Wis Cha
across the mountain range, and their giant goat steeds can
easily traverse the harsh mountain slopes and climb nearly 17 (+3) 11 (+0) 12 (+1) 6 (–3) 12 (+1) 6 (–2)
vertical slopes at their full pace. These knights are in ser-
vice to the Allhammer, and often find themselves at odds Senses passive Perception 11
with enforcing the laws of Kraghammer and upholding Languages Dwarvish (comprehends, but cannot speak)
the edicts of their god. Challenge ½ (100 XP)

Travelers lost within the mountains are sometimes Charge. If the goat-knight steed moves at least 20 feet straight
saved by a traveling goat-knight, who is able to lead them toward a target and then hits it with a ram attack on the same
through dangerous-but-traversable mountain roads. turn, the target takes a extra 5 (2d4) bludgeoning damage. If the
target is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone.

Sure-Footed. The goat-knight steed has advantage on Strength
and Dexterity saving throws made against effects that would
knock it prone.

Rider and Steed. Any spell with a range of Self cast by a goat-
knight rider who is mounted on a goat-knight steed also targets
the goat-knight steed.

Divine Provenance. When the goat-knight steed drops
to 0 hit points it disappears, leaving behind no physical
form. A goat knight can also dismiss his steed at
any point as an action, causing it to disappear.
In either case, the same steed is summoned
when the goat-knight casts find steed.

Ram. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 8 (2d4 +
3) bludgeoning damage.

Chapter 4: Allies and Adversaries 135

tal’dorei campaign guide Ravager Slaughter Lord

Ravagers Nearly every orc tribe of the Dividing Plains has joined
the Ravagers, and most do so willingly. Orc warchiefs,
Whether driven by resentment for being shunned by the hungry for recognition in the single burning eye of their
fairer folk, or consumed by the burning fury that still god, turn to the Ravagers as a way to fight greater bat-
drives them since the corruption of the Ruiner’s blood in tles, kill stronger foes, and win bloodier spoils. The few
the Calamity, most orcs are a chaotic force of destruction. war chiefs whose deeds live up to their ambitions soon
They are a threat to civilization, to be sure, but more a find themselves leading an arm of the Ravagers—and
mindless force of nature than a coordinated menace. honored by the title of Slaughter Lord. A Slaughter Lord
craves combat like it craves food, and leads Ravager raids
However, with each generation, some orcs grow smarter: as often as possible, but is frequently forced to remain at
more organized, learning from their foes, and understand- its stronghold because of its strict regimen of alchemical
ing the might in well-led numbers. This growing horde of treatments.
calculating, ruthless murder is known as the Ravagers, and
with each defeat, they learn. And grow stronger still. A small army of shamans and alchemists attend to
the Slaughter Lords in order to artificially enhance their
already-tremendous strength. The blessings and con-

coctions crafted by the orc-lords’ lackeys grow their
muscular forms to mountainous size, sharpen their
tactical reasoning, and bestow upon them the
divine protection of the One-Eyed Ruiner.
While their unnatural size is a Slaughter
Lord’s most obvious martial advantage—it
dual-wields weapons most humans could
only wield with two hands—the Ruin-
er’s blessings grant it tremendous
divine magic. Rumors abound of
brave warriors being slain or blinded
by a single guttural utterance.

136 Chapter 4: Allies and Adversaries

tal’dorei campaign guide

Ravager Stabby-Stabber Ravager Slaughter Lord
Small humanoid (goblinoid), chaotic evil Large humanoid (orc), lawful evil

Armor Class 15 (studded leather) Armor Class 17 (unarmored)
Hit Points 36 (8d6 + 8) Hit Points 152 (16d8 + 80)
Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
7 (-2)
10 (+0) 16 (+3) 12 (+1) 10 (+0) 8 (-1) 22 (+6) 14 (+2) 20 (+5) 12 (+1) 16 (+3) 16 (+3)

Saving Throws Wis +1 Saving Throws Str +10, Con +9, Wis +7
Condition Immunities charmed Skills Intimidation +11, Religion +5
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin Languages Common, Orc
Challenge 2 (450 XP) Challenge 9 (5,000 XP)

Nimble Escape. The goblin can take the Disengage or Hide Aggressive. As a bonus action, the Slaughter Lord can move up
action as a bonus action on each of its turns. to its speed toward a hostile creature it can see.

Stabby Frenzy. When the goblin hits with a melee attack, it may Blessings of the Ruiner. The Slaughter Lord has been showered
attack again. It can continue making additional attacks until it with a cocktail of divine blessings, and can call upon them at any
does not hit. The goblin cannot move between attacks made with time. Its innate spellcasting ability is Wisdom (spell save DC
this trait. 15). The Slaughter Lord can innately cast the following spells,
requiring no material components:
Actions
At will: thaumaturgy
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 3/day each: flame strike, spirit guardians
target. Hit: 6 (1d6 + 3) piercing damage. 1/day each: control weather, divine word, fire storm

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., Legendary Resistance (2/Day). If the Slaughter Lord fails a
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. saving throw, it can choose to succeed instead.

The people of the Dividing Plains do not know exactly Unarmored Defense. While the Slaughter Lord is wearing no
how many Slaughter Lords command the Ravagers. Some armor and not wielding a shield, its AC equals 10 + its Dexterity
reason that there are four major arms of the barbarian modifier + its Constitution modifier.
horde, and that each arm is commanded by one of these
monsters. Inside the walls of the margrave of Westruun’s Actions
keep, however, Margrave Zimmerset and his council-
ors worry over a graver matter: the Ravagers are too Multiattack. The Slaughter Lord makes four attacks with its
well-organized to be led by war-crazed, drug-addled orcs. greatswords or three attacks with its spear.
Who, or what, is commanding the Slaughter Lords from
the shadows? Dual Greatswords. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6)
Ravager Stabby-Stabber fire damage.

Tales of the bloodthirsty Ravagers have spread from Spear. Melee or Ranged Weapon Attack: +10 to hit, range 20/60
Kymal across Tal’Dorei. Most adventurers and merce- ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6)
naries take up arms against the Ravager after hearing fire damage, or 15 (2d8 + 6) piercing damage plus 3 (1d6) fire
stories of muscle-bound orcs terrorizing the free people damage if used with both hands to make a melee attack.
of the Dividing Plains. They are prepared for single
combat with great foes. They are not prepared for the Legendary Actions
Ravagers’ most terrifying weapon: the stabby-stabbers.
Fresh-faced warriors from Emon laugh at the name The Slaughter Lord can take 3 legendary actions, choosing
when they first hear it in Kymal’s taverns, but veteran from the options below. Only one legendary action option can
mercenaries close their eyes and hastily bury their face in be used at a time and only at the end of another creature’s turn.
their tankards. The Slaughter Lord regains spent legendary actions at the start
of its turn.
Goblins only join the Ravagers as slaves; spoils from
orcish raids of goblin nests. Those that show excep- Attack. The Slaughter Lord makes a spear or greatsword attack.

tional skill are brought before their Slaughter Lord Move. The Slaughter Lord moves up to half its speed.
and forced to drink a terrible brew the orcs call
skullfire. The concoction burns what little reason Cast a Spell (Costs 3 Actions). The Slaughter Lord casts an
innate spell.

the goblins had away, turning them into perfectly obe-
dient, flesh-hungry monsters. In battle, stabby-stabbers
swarm like rats, eviscerating fleeing innocents and war-
riors alike in seconds.

Chapter 4: Allies and Adversaries 137

tal’dorei campaign guide world is silent, urging them to prepare for his resurrection,
either by secretly molding society to accept his return, or
Remnant Faithful by concocting rituals that hasten his rebirth.

Empowered by the essentially never-dying essence of Remnant Chosen
their lord, the Whispered One, those who remain under
his sway and fulfill their part in his unknowable schemes All followers of the Whispered One are zealous followers
are granted secret knowledge and powers that strip away of their god-to-be. Every cultist spends hours in silent
the perceived fallacies of society and the world around meditation, hoping to hear their long-dead master whis-
them, baring the terrible truths that only aid to further per a commandment from beyond the veil. For most, this
indoctrinate the faithful. meditation is fruitless.

Remnant Cultist But some do hear the whispers. In the silence of their
meditation, the spectral voice of the Whispered One
All cultists of the Whispered One endure horrific rites of worms its way into their emptied minds, filling their heads
initiation that forever shackle them to the will of the cult with words of power. Fragments of the Whispered One’s
leaders. Every cultist can feel the presence of their foul ancient arcane might boils within their blood, granting
god just beyond the fabric of the physical world, and many them spells unseen since the Age of Arcanum.
claim to hear him speaking to them when the rest of the

138 Chapter 4: Allies and Adversaries

tal’dorei campaign guide

Remnant Cultist Remnant Chosen

Medium humanoid (any race), neutral evil Medium humanoid (any race), neutral evil

Armor Class 13 (16 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 60 (11d8 + 11) Hit Points 117 (18d8 + 36)
Speed 30 ft. Speed 30 ft.

Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
8 (-1)
10 (+0) 16 (+3) 12 (+1) 18 (+4) 8 (-1) 10 (+0) 14 (+2) 14 (+2) 15 (+2) 16 (+3) 20 (+5)

Saving Throws Wis +3 Saving Throws Cha +9, Wis +6
Skills Deception +7, Stealth +7 Skills Arcana +11, Deception +9
Damage Resistances psychic, necrotic Damage Resistances damage from spells
Senses passive Perception 9 Damage Immunities necrotic
Languages Common, Infernal Senses truesight 60 ft., passive Perception 13
Challenge 7 (2,900 XP) Languages Common, Infernal, Abyssal
Challenge 12 (8,400 XP)

Spellcasting. The remnant cultist is an 11th-level spellcaster. All-Seeing Eye. As a bonus action, the Chosen may select a
Its spellcasting ability is Intelligence (spell save DC 16, +8 to creature or object affected by an illusion spell of 4th level or
hit with spell attacks). The cultist has the following wizard lower. One illusion of the Chosen’s choice affecting that creature
spells prepared: is instantly dispelled.

Cantrips (at will): chill touch, message, minor illusion, Magic Resistance. The Chosen has advantage on saving throws
prestidigitation, ray of frost against spells and other magical effects.

1st level (4 slots): detect magic, hideous laughter, mage armor, shield Spellcasting. The Chosen is an 18th-level spellcaster. Its
2nd level (3 slots): detect thoughts, suggestion spellcasting ability is Charisma (spell save DC 17, +9 to hit
3rd level (3 slots): counterspell, fear, vampiric touch with spell attacks). The Chosen has the following sorcerer
4th level (3 slots): greater invisibility, phantasmal killer spells prepared:
5th level (2 slot): dream, mislead
6th level (1 slot): circle of death Cantrips (at will): chill touch, dancing lights, mage hand, message,
shocking grasp
Unknowable Secrets. Any attempt to form a mental link with
the remnant cultist, scry the cultist, or cast speak with dead on a 1st level (4 slots): charm person, expeditious retreat, mage
cultist instantly fails, and the creature that initiated the attempt armor,* shield
takes 6d6 psychic damage.
2nd level (3 slots): blindness/deafness, darkness, detect thoughts
One-Eyed. The cultist has disadvantage on any attack roll made 3rd level (3 slots): counterspell, fly, hypnotic pattern
against a target more than 30 feet away. 4th level (3 slots): confusion, greater invisibility*
5th level (3 slots): dominate person, scrying, seeming
Actions 6th level (1 slot): eyebite
7th level (1 slot): finger of death
Dagger of Wounding. Melee or Ranged Weapon Attack: +7 to hit, 8th level (1 slot): power word stun
reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing 9th level (1 slot): power word kill
damage. Hit points lost to this weapon’s damage can be regained
only through a short or long rest, rather than by regeneration, *The Chosen typically casts these spells on itself before combat.
magic, or any other means.
Once per turn, the cultist may choose to wound its target. At Actions
the start of each of the wounded creature’s turns, it takes 1d4
necrotic damage for each time the cultist wounded it, and it Withered Hand. Melee Spell Attack: +6 to hit, reach 5 ft., one
can then make a DC 15 Constitution saving throw, ending the target. Hit: 37 (5d6 + 20) force damage. If this damage reduces
effect of all such wounds on itself on a success. Alternatively, the the target to 0 hit points, it is disintegrated.
wounded creature, or a creature within 5 feet of it, can use an
action to make a DC 15 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.

“Cycles within cycles, turning evermore. Do not think that the One-Who-Whispers is gone, and shall return again. That is an
ignorant understanding of the Cycle of Inevitability. Instead understand that the Holy Susurrus ebbs and recedes like the tide.
When the Tide of Whispers has withdrawn, the initiated are invested with a sacred charge: to prepare the world for the turning of
that Tide, for the return of the Whispered One. When that sacred and holy day is upon us once more, the Ineffable Whispers will be
heard not just by the sanctified, but by all thinking creatures, and woe, woe betide those who do not fall down in worship.”

–From the Murmuring Canon, a blasphemous text propagated by the Cult of the Whispering One

A Central District, the. 90 E
Chained Oblivion, the. 19
Abdar’s Promenade. 90 Chamber Elikka of Stormpeak. 133
Aberrations. 121 Elvendawn. 41
Accelerated Downtime. 118 of Whitestone, the. 32–33 Elves. 23–24
Agony. 111 Changebringer, the. 15
Alabaster Sierras. 46–51 Cinderslag Elemental. 130 Drow. 23–24
Allhammer, the. 14 Circlet of Barbed Vision. 112 High. 23
Allura Vysoren. 30, 36 Civilization’s Dawn. 41 Wood. 23
Arbiter Brom Goldhand. 36 Claret Orders, the. 33 Emberhold, the. 62–63
Arcana Pansophical, the. 29 Clasp Cutthroat. 131 Embertide. 41
Arcane Exemplar Form. 103 Clasp Enforcer. 131 Emerald Citadel, the. 84
Archeart, the. 14 Clasp Member (background). 105 Emerald Outpost. 88
Arduous Rally. 118 Clasp, the. 34, 130–131 Emon. 88–94
Armor of the Valiant Soul. 111 Cliffkeep Mountains. 62–71 Crime. 90
Ashari. 127–129 Cloaked Serpent, the. 19 Government. 88
Cloudtop District, the. 90 Prejudice. 89
Firetamer. 127–128 Condemner. 112 Society. 88–89
Skydancer. 129 Corrupted Ziggurat, the. 51 Erudite Quarter, the. 90
Stoneguard. 127–128 Council of Tal’Dorei. 35–36 Eskil Ryndarien. 30
Waverider. 128–129 Cracksackle Headquarters. 68 Essence Runes. 103
Ashari (background). 107 Crawling King, the. 19 Everlight, the. 15
Ashen Gorge, the. 72–73 Crimson Bond. 101 Extort Truth. 104
Assum Emring. 36 Cruel (feat). 108 Extract Aspects. 104
Astural Scrolls, the. 75 Crystalfen Caverns. 86–87 Eye of the Storm, the. 132
Azalea Street Park. 93 Curator of Fortune’s Bounty. 32
Cyclops Stormcaller. 132–133 F
B
D Fate-Touched. 108
Backgrounds. 105–108 Feats. 108–109
Beastfolk. 121–123 Daggerbay. 87 Fey. 123
Beryl Keep, the. 82 Daggerbay Mountains. 87–88 Feygrove, the. 83
Betrayer Gods. 19–21 Dawnfather Square. 50 Flamereach Outpost. 95
Beynsfal Plateaus. 76–77 Dawnfather, the. 15 Flash Recall (feat). 109
Black Bastille, the. 94 Day of Challenging. 41 Foramere Basin. 53
Black King, the. 61 Deathwalker’s Ward. 113 Fort Daxio. 62
Black Snow. 73 Debilitating Barrage. 104 Frostweald, the. 74–75
Bladeshimmer Shoreline, the. 86–97 Deep Solace. 41
Blood Domain. 101–102 Demolishing Might. 102 G
Bloodletting Focus. 101 Dividing Plains. 52–61
Blood Puppet. 101 Doctor Dranzle. 37 Galdric the Wolf. 51
Bottom Slab, the. 67 Dragonborn. 25–26 Gambler (feat). 109
Bramblewood, the. 52–53 Gatshadow. 63–64
Brawlers’ League, the. 31 Draconians. 25 Genasi. 28
Bronbog. 73–74 Ravenites. 25–26 Geography. 90–92
Bugbears. 126 Drake Thunderbrand. 30, 37 Giantkin. 124–125
Byroden. 77 Dreamseep Marshlands, the. 74
Driders. 122 Highborn. 124–125
C Drynna. 42 Lowborn. 124
Dual-focused (feat). 108 Gilmore’s Glorious Goods. 92
Cabal’s Ruin. 112 Dwarves. 22–23 Gladepools, the. 80
Calendar. 41 Duergar. 22–23 Gloria Ios. 29
Castle Whitestone. 51 Hill. 22 Glue bomb. 68
Cavern of Axiom. 74 Mountain. 22 Glyphs of Aegis. 103
Cemetery District, the. 91–92 Dynamite. 68 Gnolls. 122
Centaurs. 122 Gnomes. 26
Center Slab, the. 67 Forest. 26
Rock. 26

tal’dorei campaign guide

Goat-Knight Steed. 135 Prejudice. 66 Opal Ward, the. 59
Goblinkin. 125–126 Kraghammer Goat-Knight. 134–135 Orcs. 126
Goblins. 126 K’Tawl Swamp. 42 Orroyen Tribes, the. 78
Godsbrawl Ring, the. 93 Kymal. 54 Othendin Pass. 69
Golden Grin. 37 Ouestra, the Voice of Memory. 39
Goliath Brawler. 134 Crime. 54 Overwhelming Cleave. 102
Goliaths. 26–27, 133–134 Geography. 55 Oz Gruude. 29
Goliath Stormborn. 133 Government. 54
Gradim Greyspine. 37 P
Grand Mistress of the Grey Hunt. 32 L
Graz’tchar, the Decadent End. 65 Pale Lord of Wardship. 32
Greyfield, the. 51 Lady Cassandra Johanna von Musel Parchwood Timberlands. 47
Grey Skull Keep. 96 Klossowski de Rolo. 33 Path of the Juggernaut. 102
Grey Valley, the. 64–65 Pa’tice, Heart of the Mountain. 31
Grog Strongjaw. 33 Lady Vex’ahlia. 33 Plainscow. 59
Grotto, the. 92 Lake Ywnnlas. 84 Plate of the Dawnmartyr. 115
Guardian of Woven Stone. 32 Landmarks. 92–94 Platinum Dragon, the. 17
Lawbearer, the. 16 Pools of Wittebak, the. 69–70
H Lizardfolk. 123 Port of Emon, the. 92
Lord of the Hells, the. 20 Preternatural Counter. 104
Half-Elves. 27 Lord Percival Fredrickstein von Musel Pyremaul. 115
Halflings. 24–25
Klossowski de Rolo III. 33 Q
Lightfoot. 24 Lower Slums, the. 92
Stout. 24–25 Lucidian Coast, the. 42–45 Quash Dentdruggle. 29
Half-Orcs. 27–28 Lustran Zeth. 38 Quinton Puck. 39
Hall of Burning Mushrooms. 68 Lyceum Student (background). 106
Hanna Wasseran. 36 Lyrengorn, the Elvenpeaks. 68 R
Harvest’s Close. 41
Harvest’s Rise. 41 M Rapid Drinker (feat). 109
Highsummer. 41 Rapid Quaffing. 117
High Warden Tirelda. 39 Manifest Inscriptions. 103 Ravagers. 136–137
Hobgoblins. 126 Market Ward, the. 60
Honor’s Last Stand. 114 Marquet. 98 Slaughter Lord. 136–137
Humans. 25 Matron of Ravens, the. 17 Stabby-Stabber. 137
Memory Ward, the. 82 Rawndel. 39
I Mending Affinity (feat). 109 Recovered Cultist (background). 107
Midsummer. 41 Remnant Faithful. 138–139
Illusory Barrier, the. 51 Military District, the. 91 Chosen. 138–139
Ironseat Ridge. 54–55 Mind of Mercury. 104 Cultist. 138–139
Issylra. 98 Minotaurs. 123 Remnants, the. 38–39
Ivyheart Thicket. 54 Mirescar, the. 80 Residential Ward, the. 59
Ixrattu Khar. 39 Moonweaver, the. 17 Resurrection. 118–119
Mooren Lake. 42 Reverie Walks, the. 84
J Mooren River Run. 46 Rifenmist Jungle. 78–79
Mornset Countryside. 77 Rifenmist Peninsula. 76–79
Jorenn Village. 64 Multi-Spell. 118 Rivermaw Tribe, the. 57
Jorick LaMensh. 33 Myriad, the. 38 Rootgarden Marsh. 43
Mystical Erudition. 104 Ruhn-Shak. 75
K Mystic Conflux (feat). 109 Ruiner, the. 20
Mythcarver. 114 Ruins of O’Noa. 94–95
Karaline von Ethro. 96 Ruins of Salar. 96
Keeper of Divine Virtue. 32 N Ruins of Torthil, the. 55
Keyleth, Voice of the Tempest. 31 Runechild. 103
Kiss of the Changebringer. 114 Neverfields, the. 69 Runic Torrent. 103
Knowing Mistress, the. 16 New Dawn. 41 Ryn. 29
Korrin of the Zephrah. 31 Night of Ascension. 41
Kradin Grimthorne. 32 Nostoc Greyspine. 37 S
Kraghammer. 65–68
O Sahuagin. 123
Crime. 66 Salted Bluffs, the. 48
Geography. 66 Oben “Broadstaff” Sunderchin. 32
Government. 66–67 Oloore Root. 55
Oluk Wagonsbane. 132

tal’dorei campaign guide

Sanguine Recall. 102 Summit Peaks. 44 V
Scaled Tyrant, the. 21 Sun Tree, the. 51
Scar of the Cinder King. 95–96 Survivors’ Legacy, the. 60 Vascular Corruption Aura. 102
Scholar Ward, the. 59 Suude. 55 Verdant Expanse, the. 80–85
Scions of Flame. 72–73 Syngorn. 81–85 Verdant Lord Celindar. 39
Seanor Wiles. 29 Vestiges of Divergence. 110–116
Seashale Mountains. 96 Climate. 82 Visa Isle. 97
Serpent’s Head. 70 Crime. 82 Vox Machina. 44
Shadebarrow. 55–56 Geography. 82–84 Vues’dal Waters. 85
Shalesteps, the. 96–97 Government. 81
Shattered Teeth, the. 98–99 Landmarks. 84–85 W
Shearing Channel, the. 48 Prejudice. 82
Shifting Keep, the. 80 Society. 81 Wardens of Syngorn, the. 39
Shoreline Farms, the. 92 Way of the Cobalt Soul. 104
Sigilic Augmentation. 103 T Westruun. 58–61
Silvercut Crossroads. 56
Silvercut Roadway. 56 Tarn Ward, the. 83 Crime. 59
Silver Tablet, the. 74 Temple District, the. 90 Geography. 59
Sisters Grast, the. 86 Temple Ward, the. 59 Government. 58
Skysail. 45 Teresa Dulamar. 33 Whisper. 116
Skyships. 93 Terrah. 70 Whitestone. 48–51
Snowember Fields, the. 96 Theadorn Krazz. 36 Geography. 50–51
Sophist of Native Ingenuity. 32 Theona Balmhand. 37 Government. 50
Spelldriver (feat). 109 Thordak’s Crater. 93 Wildemount. 99
Spider Queen, the. 20 Throne of the Archeart. 56 Wildmother, the. 18
Spireling Fetch. 34 Thrown Arms Master (feat). 109 Wild’s Grandeur. 41
Spireling Gholesh. 34 Thunderous Blows. 102 Wildwood Byway. 61
Spireling Oalan. 34 Tieflings. 28 Wind glider. 68
Spireling Shenn. 34 Tinysoot. 73 Wraps of Dyamak. 116
Spireling Warren. 34 Titanstone Knuckles. 116 Wrettis. 75
Spireling Zilloa. 34 Tofor Brotoras. 36
Spire of Conflux. 115 Tomb of the Last Sovereign. 94 Y
Spires of Yurek, the. 84 Top Slab, the. 66
Stance of the Mountain. 102 Torian Forest. 57 Yug’Voril. 71
Starshrine, the. 68 Tormor Falls. 85 Yuminor Observatory.. . 60
Steward of Sunblessed Gifts. 32 Traverse Junction. 94 Yurek Windkeeper. 29
Stilben. 43–44 Turst Fields. 57–58
Stink bomb. 68 Tz’Arrm, Helm of the Emperor. 79 Z
Stone of the Archeart. 85
Stormcrest Mountains. 72–75 U Zeal. 55
Stormlord, the. 18 Zenith. 41
Stormpoint Mountains. 79 Umbra Hills. 70–71 Zephrah. 44–45
Strife Emperor, the. 21 Underwalk Ward, the. 60
Unstoppable. 103
Upper Slums, the. 92

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The Acclaimed codex of Gods
and Divine ORDERS Returns!

Remastered for 5th Edition!

The Book of the Righteous returns! This classic sourcebook presents a comprehensive treatment
of gods, religions, and pantheons for fantasy roleplaying. The new edition brings back
its epic, original mythology, along with rules updated for 5th Edition gaming.

The Book of the Righteous includes the following:

• A vast, integrated mythology designed for the needs of fantasy games, from
the creation of the universe to hints at its apocalyptic destiny, suited to most
traditional fantasy campaigns.

• 5th Edition rules for new and expanded divine powers, clerical domains, and
other abilities for divinely-powered heroes.

• New rules that provide faith-driven advantages to characters beyond just the
clerics of the gods, from the warrior-monks of Terak to the arcane hierophants
of Tinel.

• More than 20 churches to meet the needs of fantasy games, serving gods of
justice, war, magic, death and more—and even churches who serve the entire
pantheon, easily usable as the default clerical churches in your campaign.

• Holy orders, holidays, dogma, and prayers, to bring religion into everyday life.

• A complete cosmology, with legendary roles for fantasy races and well-known
monsters.

• A treatment of evil gods that goes beyond dark lands and black helmets, to
provide ways in which the forces of evil can infiltrate even good societies.

• Story hooks throughout: prophecies, lost artifacts, and unsolved mysteries
buried in mythic lore.

• Advice for using churches and myths in this book, creating nonhuman religions, and dealing
with alignment, dogma and morality.

The Book of the Righteous’ gods and legends aren’t tied to a single fantasy world, and have been designed to be plugged into your
fantasy campaign. Use it as is, or take the elements you need to fill in a character, place, or culture. Each god and religion has been
designed in a modular fashion, so that you can customize them as much or as little as you like.

Open The Book of the Righteous,
and bring the gods to your world!