TEXT: Ghelspad
  Companion
  Volume 1
  By Alain Giorla
  
  1
  Alain Giorla
  Credits
  Author: Alain Giorla.
  Cover Art: Sade.
  Additional Art: Onyx Path Publishing.
  The cover has been realized by Sade, and is used with au-
  thorization. You can visit the artist gallery at
  www.drivethrurpg.com/browse/pub/2463/Sade
  This product was created under license.
  SCARRED
  LANDS and its logo, and SLACECIAN VAULT and its logo,
  are trademarks of Onyx Path Publishing. All Scarred Lands
  setting material, art, and trade dress are the property of
  Onyx Path Publishing. www.theonyxpath.com
  This work contains material that is copyright Onyx Path
  Publishing. Such material is used with permission under
  the Community Content Agreement for “Slacecian Vault”
  Community Content. All other original material in this work
  is copyright 2018 by Alain Giorla and published under
  the Community Content Agreement for “Slacecian Vault”
  Community Content.
  Contents
  Credits . . . . . . . . . . . . . . . . . . . .
  1
  Contents . . . . . . . . . . . . . . . . .
  1
  Barbarian . . . . . . . . . . . . .
  2
  Path of the Mountain Lord . . . . .
  2
  Druid. . . . . . . . . . . . . . . . . . . . . . .
  3
  Circle of the Swarm . . . . . . . . . . .
  3
  Fighter . . . . . . . . . . . . . . . . . . .
  4
  Ghost Legionnaire. . . . . . . . . . . . .
  4
  Monk . . . . . . . . . . . . . . . . . . . . . .
  6
  Battle Instinct . . . . . . . . . . . . . . . . .
  6
  Way of the Gargoyle . . . . . . . . . . .
  6
  Wizard . . . . . . . . . . . . . . . . . . .
  8
  School of Engineering . . . . . . . . .
  8
  Feats . . . . . . . . . . . . . . . . . . . . . . . .
  9
  Arcane Spy . . . . . . . . . . . . . . . . . . .
  9
  Burncaster. . . . . . . . . . . . . . . . . . . .
  10
  Faithful . . . . . . . . . . . . . . . . . . . . . . .
  10
  Occult Savant. . . . . . . . . . . . . . . . .
  10
  Open Game License. .
  11
  
  2
  Ghelspad Companion - Volume 1
  Barbarian
  Path of the
  Mountain Lord
  Lore: Barbarians can tap into the primal essence of
  the earth and the mountain to increase their physical
  might. Several cultures in Ghelspad have taken this
  path, in particular cultures located within the Kelder
  Mountains such as the clans of Durrover or the iso-
  lated dwarven city of Krakadom. Titan worshippers
  who have retreated in the Titanshome Mountains also
  frequently follow this path, and oftentime consider
  themselves heralds of Kadum, the Mountainshaker.
  Strength of the Rock
  When you choose this path at 3rd level, your rage chan-
  nels the fury of the earth itself. When you are raging and
  make a successful melee attack with a weapon that you are
  wielding with two hands, you can take your bonus action
  to deal damage to the creature you just hit and any other
  creature within 5 ft of it that would have been hit by your
  attack. Any creature affected takes damage of the same
  type as your weapon equal to your Constitution modifier
  (minimum 1).
  The weapon must have the two-handed or versatile prop-
  erty for you to gain this benefit.
  Highlander
  Starting at 6th level, moving through nonmagical difficult
  terrain in a mountain or subterrean environment costs you
  no extra movement, and you gain advantage on all saving
  throws against being petrified.
  Tremorsense
  At 10th level, when you are in contact with earth or stone,
  you can spend your bonus action to detect and pinpoint the
  origin of vibrations within 30 ft of you until the end of your
  next turn, provided you and the source of the vibrations are
  in contact with the same ground or substance. Tremorsense
  can’t be used to detect flying or incorporeal creatures.
  Shake the Earth
  At 14th level, when you are raging, you can spend all your
  movement to send tremors into the ground in a 30 ft radius
  centered on you. The ground in the area becomes difficult
  terrain until the end of your next turn. Each creature on
  the ground that is concentrating must make a Constitution
  saving throw against a DC of 8 + your proficiency bonus
  + your Strength modifier. On a failed save, the creature’s
  concentration is broken.
  Each creature on the ground must make a Dexterity saving
  throw against the same DC. On a failed save, the creature
  is knocked prone.
  You can’t use this ability if you are restrained or otherwise
  subject to an effect that reduces your movement speed, or
  if you have already moved this turn. You can still move on
  your turn by taking the Dash or Disengage action.
  Once you have used this ability, you can’t use it again until
  you finish a short or long rest.
  
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  Alain Giorla
  Druid
  Circle of the
  Swarm
  Lore: Druids of the titans sometimes develop an
  affinity with vermins that gather in swarms such as
  rats, spiders, or insects. The slitherins are the most
  prominent adepts of this circle, in particular among
  the Diseased brood, and almost exclusively bond
  with swarm of rats.
  A small number of druids in
  Khirdet also follow this tradition, using giant hornets
  and berserker wasps for their trials. Most other druids
  from this circle worship Chern, the Great Sickness.
  Mind of the Swarm
  Starting at 2nd level when you enter this circle, you gain
  the ability to connect more easily with swarms. When you
  cast a druid spell that specifically targets one beast, you can
  target one swarm of beasts instead. Furthermore, swarms
  of creatures can now be charmed or frightened by your
  druid spells, even though they are normally immune to it.
  Shape of the Swarm
  When you reach 6th level, you can use your Wild Shape
  class feature to take the shape of swarms of beasts of CR 1
  or lower. All rules related to the Wild Shape class feature
  apply, in addition to the following:
  • If the swarm has an attack that poisons its target (ei-
  ther by dealing poison damage, by causing the target
  to be poisoned, or a similar effect), the DC of the poi-
  son is equal to your spell save DC.
  • You can still be charmed, frightened or stunned while
  in swarm shape, but you have advantage on all saving
  throws against these effects.
  • As a bonus action, you can make one additional at-
  tack with one of the swarm’s natural weapon attacks
  provided that you have not moved on your turn yet.
  When you do so, you can’t move until the start of your
  next turn.
  At 10th level, you can take the shape of swarms of beasts
  of CR 2 or lower, and then CR 3 or lower at 14th level,
  and CR 4 or lower at 18th level. This doesn’t affect the
  CR of non-swarm beasts of which you can take the shape
  with your Wild Shape class feature.
  Call of the Swarm
  At 10th level, you always have the insect plague spell pre-
  pared, and it doesn’t count toward the number of spells you
  can prepare each day. Whenever you cast insect plague,
  you can select one of the following options.
  • The spell doesn’t require concentration, but only lasts
  1 minute.
  • As a bonus action on your turn, you can move the
  swarm by 60 ft, provided you are still in range of the
  swarm and the new location is also within range.
  • When you cast the spell, you can designate any num-
  ber of creatures you can see to be unaffected by it.
  • Half the damage dealt by the swarm becomes poison
  damage.
  • The area becomes heavily obscured.
  Escape of the Swarm
  Starting at 14th level, you can transform into a swarm to
  escape the most dire situations. When you are subjected to
  an effect that allows you to make a Dexrerity saving throw
  to take only half damage, you instead take no damage if
  you succeed on the saving throw, and only half damage if
  you fail.
  You can only use this ability when you are transformed
  into a swarm of beasts. If you are not transformed when
  making the saving throw, you can spend your reaction to
  assume the shape of a swarm of beasts before making the
  saving throw. You must expend one usage of your Wild
  Shape class feature normally to do so.
  
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  Ghelspad Companion - Volume 1
  Fighter
  Ghost
  Legionnaire
  Lore: Many warriors died during the Divine War, and
  a fair number of these have remained in the Mate-
  rial Plane as ghosts and spirits, as if the war had not
  ended. A dedicated fighter can learn to bind these
  ghosts to his service and gain their martial skills, al-
  beit for a short time. A few ghosts legionnaires have
  gathered in the Legion of Ash, but the others tend to
  be solitary, as most mortals find their presence rather
  unsettling.
  This practice has lead to virulent debates among the
  necromancers of Hollow-Faust. On the one hand the
  necromancers would like to lay all spirits from the
  Divine War to rest, but on the other hand, it might
  be preferrable that these spirits remain bound and
  controlled rather than being able to haunt freely the
  Scarred Lands. Of course, their rivals from Glivid Au-
  tel don't have such concerns.
  Legion of Ghosts
  When you choose this archetype at 3rd level, you learn
  how to bind the spirits of warriors past to your will, and
  how to summon them to your help.
  You bind two spirits warriors at 3rd level, which are de-
  tailed under Spirit Warrior below. You can bind one ad-
  ditional spirit at 7th, 10th and 15th level. Each time you
  bind a new spirit, you can also release one you have already
  bound and bind a different one.
  As a bonus action on your turn, you can summon one of
  the spirit warriors you have bound. The spirit warrior man-
  ifests as a spectral ghost on your space, and moves along-
  side with you. It is considered an undead for effects that
  detect undeads, but it can’t be attacked or targeted in any
  way. The spirit warrior remains for 1 minute, until you
  fall unconscious, or until you dismiss it as a bonus action,
  whichever comes first.
  You can summon only one spirit warrior at a time. Once
  you have summoned a spirit warrior, you can’t summon it
  again or summon another one until you finish a short or
  long rest.
  Some spirit warriors require your target to make a saving
  throw to resist its effects. The saving throw DC is equal to
  8 + your proficiency bonus + your Charisma modifier.
  Lore of the Spirits
  At 3rd level, you gain proficiency in the History, Insight
  or Intimidation skill, or learn one language of your choice.
  Ghostly Advisor
  Starting at 7th level, you can cast the augury spell once,
  and you regain the ability to do so when you finish a long
  rest.
  Greater Legion of Ghosts
  When you reach 10th level, you can summon two spirit
  warriors before finishing a short or long rest. You can still
  summon only one spirit warrior at a time, but you can sum-
  mon twice the same spirit warrior.
  On the Doorstep of Death
  Starting at 15th level, you gain resistance to necrotic dam-
  age, and your hit points maximum can’t be reduced by at-
  tacks from undead.
  Possessing Spirit
  When you reach 18th level, your spirit warriors may con-
  tinue the fight for you even when after your own death.
  If you take damage that reduces you to 0 hit points and
  doesn’t kill you outright while manifesting a spirit warrior,
  the manifestation doesn’t end, and you can continue acting
  for the remaining duration of the manifestation. While you
  have 0 hit points, taking damage causes death saving throw
  failures as normal, and three death saving throw failures
  can still kill you. When the manifestation ends, you fall
  unconscious if you still have 0 hit points.
  If you take damage that reduces you to 0 hit points and
  doesn’t kill you outright while you are not manifesting a
  spirit warrior, you can summon one of your spirit warriors
  as a reaction. You can then continue acting for the duration
  of the manifestation, with the same limitations as above.
  
  5
  Alain Giorla
  Spirit Warriors
  The spirit warriors are presented in alphabetical order. If a
  spirit warrior requires a level, you must be of that level in
  the Fighter class to bind it.
  Spirit of the Champion (Requires 7th Level). While
  manifesting this spirit, you can’t be charmed or frightened.
  If you were charmed or frightened when you first summon
  this spirit, the effect is suspended for the duration of the
  manifestation.
  Spirit of the Colossus. While manifesting this spirit, you
  have advantage on all Strength (Athletics) checks, and
  when you make a melee weapon attack based on Strength,
  you can further add your Charisma bonus to the damage
  roll (with a minimum bonus of +1).
  Spirit of the Emissary (Requires 10th Level). While
  manifesting this spirit, you can speak and understand all
  languages, as with the tongues spell, and you add half of
  your proficiency bonus to any Charisma ability check that
  doesn’t already use your proficiency bonus.
  Spirit of the General (Requires 15th Level). While man-
  ifesting this spirit, you can spend your bonus action to di-
  rect one of your allies within 60 ft and that can see or hear
  you. The target can immediately its reaction to make one
  weapon attack, or take the Disengage or Dodge action.
  Spirit of the Guardian (Requires 15th Level). While
  manifesting this spirit, you have advantage on all saving
  throws against magical effects, and you have resistance
  against all acid, cold, fire, lightning, necrotic, poison, ra-
  diant and thunder damage.
  Spirit of the Judge (Requires 10th Level). While man-
  ifesting this spirit, you can designate any creature within
  15 ft of you as a bonus action on your turn. The target
  must succeed a Wisdom saving throw or drop whatever it
  is holding and become frightened by you for the remaining
  duration of the manifestation.
  Spirit of the Legionnaire. While manifesting this spirit,
  you have advantage on any melee attack roll if your tar-
  get is within 5 ft of one of your allies and that ally is not
  incapacitated.
  Spirit of the Master Duellist.
  While manifesting this
  spirit, when you hit a creature with a weapon attack, the
  creature takes an extra 1d8 damage if there is no other crea-
  ture within 10 ft of either yourself or your target.
  Spirit of the Reaper (Requires 10th Level). While man-
  ifesting this spirit, you can designate any creature within
  15 ft of you as a bonus action on your turn. The target must
  make a Wisdom saving throw, taking 3d8 necrotic damage
  on a failed save, or half as much on a success.
  Spirit of the Sharpshooter. While manifesting this spirit,
  you have advantage on all Wisdom (Perception) checks
  based on sight, and you don’t have disadvantage on ranged
  attack rolls if your target is within long range, or if there is
  an hostile creature within 5 ft of you.
  Spirit of the Shield-Bearer. While manifesting this spirit,
  you can spend your reaction when you take damage from
  an attack or from an effect that authorizes a Dexterity sav-
  ing throw to reduce the damage taken by half, provided
  you can see your attacker.
  Spirit of the Traveller. While manifesting this spirit, you
  can take the Dash action as a bonus action, and your jump
  distance is tripled.
  Spirit of the Vanquisher (Requires 15th Level). While
  manifesting this spirit, whenever you make a weapon at-
  tack against a creature, the creatures takes 2d10 additional
  force damage on a hit, or half that amount on a miss.
  Spirit of the Watchman (Requires 7th Level). While
  manifesting this spirit, you can see invisible and ethereal
  creatures, as with the see invisibility spell, and attacks of
  opportunity against you are made with disadvantage.
  Spirit of the Weapon Master (Requires 7th Level).
  While manifesting this spirit, all your weapon attacks are
  considered magical for the purpose of overcoming damage
  resistance and immunities, and your weapon attacks score
  critical hits on a roll of 19 or 20.
  
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  Ghelspad Companion - Volume 1
  Monk
  Battle Instinct
  This feature is an optional class feature that replaces the
  Unarmored Defense class feature obtained at 1st level.
  Beginning at 1st level, while you are wearing no armor and
  not wielding a shield, your AC equals 10 + your Dexterity
  modifier + your Intelligence modifier. At higher levels,
  you must use your Intelligence modifier instead of your
  Wisdom modifier for any Monk class feature that relies
  on Wisdom, including to determine the DC of your ki fea-
  tures.
  Way of the
  Gargoyle
  Lore: Very few have encountered the strange crea-
  tures known as the slarecian gargoyles, and even
  fewer chose to graft the crystal horn of one of these
  gargoyles on their forehead.
  While the process is
  rather painful, it grants many of the surnatural abil-
  ities of these strange creatures. Disciples of the way
  of the gargoyle generally stay in the vincinity of slare-
  cian ruins, and work actively to either help or prevent
  the return of the slarecians.
  Slarecian Legacy
  Beginning when you choose this archetype at 3rd level,
  you become considered a psionic creature for all effects
  that specifically target creatures with psionic abilities. Fur-
  thermore, all magical abilities described below are consid-
  ered psionic abilities. As such, they can’t be dispelled and
  still function when you are in the area of an antimagic field
  spell or a similar effect, unless that effect specifically sup-
  presses psionic abilities.
  You can also read and speak the Slarecian language.
  Crystal Horn
  Starting at 3rd level, you graft a crystal horn in the mid-
  dle of your forehead. When you use your crystal horn to
  make an unnarmed strike, the attack deals piercing damage
  instead of bludgeoning.
  The horn is clearly visible and of unnatural nature, which
  may cause you disadvantage on certain Charisma ability
  checks if you don’t hide it, at the GM discretion.
  You choose one type of crystal for your horn. You learn
  one cantrip associated with your crystal, which you can
  cast using Intelligence as your spellcasting ability, and
  without requiring material components. Your crystal is
  also associated with one type of damage, which is used
  by features you gain later.
  Crystal
  Damage Type
  Cantrip
  Amethyst
  Necrotic
  spare the dying
  Diamond
  Thunder
  resistance
  Emerald
  Poison
  minor illusion
  Obisidian
  Force
  guidance
  Ruby
  Fire
  light
  Sapphire
  Cold
  message
  Topaz
  Lightning
  mage hand
  Lore: The Order of Obsidian is a secretive organi-
  zation that monitors slarecian activity on Ghelspad.
  They use the mystical properties of obsidian to repel
  the strange powers of the slarecian. While the other
  crystal horns are generally harvested from defeated
  or inactive slarecian gargoyles, the obsidian horn is
  instead crafted by the experts of the order.
  Perceptive Horn
  At 6th level, you become more attuned with your horn, and
  the mystical energies that power it. You gain the following
  benefits.
  Gargoyle Senses. As an action, you can detect the location
  of any construct within 60 ft of you that is not behind total
  cover. This effect lasts until the end of your next turn.
  You can use this feature a number of times equal to 1 +
  your Intelligence modifier. When you finish a long rest,
  you regain all expended uses.
  Mystic Senses. As an action, you can spend 2 ki points
  to cast detect magic or see invisibility, without providing
  material components.
  
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  Alain Giorla
  Exploding Horn
  Starting at 11th level, when you hit with an unnarmed at-
  tack, you can spend up to 3 ki points as a bonus action to
  cause an explosion of energy. Each creature within a 20-
  ft radius sphere centered on you must succeed a Dexterity
  saving throw or take 2d6 points of damage of the type of
  damage associated with your horn for every ki point you
  spent, up to a maximum of 6d6.
  Unleashed Horn
  When you reach 17th level, you can unleash the power of
  your horn in a sudden surge of energy. To use this feature,
  you must spend 6 ki points as an action. The effects depend
  on your choice of crystal horn.
  Amethyst. One creature you see within 60 ft must make
  a Constitution saving throw, taking 8d8 necrotic damage
  on a failed save, or half as much on a successful one. You
  regain a number of hit points equal to half the amount of
  damage taken by the target.
  Diamond. Your skin becomes as hard as diamond. You
  become immune to nonmagical bludgeoning, piercing and
  slashing damage for 1 minute.
  The effect ends if you stop concentrating on it (as if con-
  centrating on a spell), or if you fall unconscious.
  Emerald. You emit a petrifying gas in a 20 ft cone in front
  of you. Each creature in the area must make a Constitution
  saving throw or be restrained. On a successful save, the
  target is not affected.
  A creature restrained by the gas must make a new Con-
  stitution saving throw at the end of each of its turn. If it
  successfully saves against the effect three times, the effect
  ends. If it fails its save three times, it is turned to stone
  and subjected to the petrified condition for 1 hour. The
  successes and failures don’t need to be consecutive; keep
  track of both until the creature collects three of a kind.
  Obsidian. You radiate an aura that negates psionic abili-
  ties in a 30 ft radius around yourself. This acts as an an-
  timagic field, except that it only affects abilities identified
  as psionic abilities, with the exception of your own abili-
  ties.
  The effect ends if you stop concentrating on it (as if con-
  centrating on a spell), or if you fall unconscious.
  Ruby. You radiate an intense heat for 1 minute, shedding
  bright light in a 20 ft radius and dim light for another 20 ft.
  At the start of each of your turn while this effect is active,
  all creatures within the area of bright light must make a
  Dexterity saving throw, taking 3d8 fire damage on a failed
  save. If a creature fails its save by 5 points or more, it is
  also blinded until the end of your next turn.
  The effect ends if you stop concentrating on it (as if con-
  centrating on a spell), or if you fall unconscious.
  Sapphire. The air freezes in a 30 ft cone in front of you.
  Each creature in the area must make a Dexterity saving
  throw, taking 10d6 cold damage on a failed save, or half
  as much on a successful one. On a failed save, the target
  speed is also reduced to 0 ft for 1 minute. The target can
  make a new saving throw at each of its turn, ending the
  effect on itself on a success.
  Topaz. You produce a lightning bolt that travels in a 5-
  ft wide, 60-ft long line in front of you. All creatures in
  the area must make a Dexterity saving throw, taking 10d6
  lightning damage on a failed save, or half as much on a
  successful one. On a failed save, the target is also stunned
  until the end of your next turn.
  
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  Ghelspad Companion - Volume 1
  Wizard
  School of
  Engineering
  Lore: Magic has shaped several civilizations in the
  history of the Scarred Lands, from the eldricht cities
  of the Ancients to the wonders of the Asaath Empire.
  Nowadays, the Academy of Magic and Engineering in
  Bridged City has become the leading place to learn
  this delicate craft. The drendalis are also well-versed
  in arcane engineering, but are less prone to share
  their secrets to outsiders.
  Arcane Tools
  Beginning at 2nd level when you choose this school, you
  gain proficiency in mason’s tools, and another set of arti-
  san’s tools of your choice.
  Furthermore, you can spend a bonus action to magically
  shape your hands into any artisan’s tools you are proficient
  with, or back into your usual hands. While your hands are
  shaped like tools, you can’t make weapon attacks or cast
  spells that require somatic components.
  Transmutation Savant
  Beginning at 2nd level, the gold and time you must spend
  to copy a transmutation spell into your spellbook are
  halved.
  Arcane Demolition
  When you reach 6th level, you can spend an action to mag-
  ically reduce the resistance of an object you touch. The AC
  of the target is reduced by 5, and its damage threshold is
  reduced by half. This effect lasts for 1 hour. You can af-
  fect up to one 5-foot cube of material per wizard level with
  that ability.
  When you use this ability, you can also spend one of your
  spell slots to immediately deal 20 plus 1d10 per spell level
  force damage to the target.
  If you affect magical material, the target can make a Con-
  stitution saving throw against your spell save DC. On a
  successful save, the AC and damage threshold of the tar-
  get are not reduced, and the target only takes half damage.
  Once you have used this ability you can’t use it until you
  have finished a short or long rest.
  Arcane Fabrication
  Starting at 10th level, you can copy the fabricate and stone
  shape spells in your spellbook, and these spells don’t count
  toward the number of spells you can prepare.
  You can cast the fabricate spell using 5th-level or higher
  spell slots. For each spell slot above the 4th, you can select
  one of the following effects. You can’t select the same
  effect multiple time, unless stated otherwise.
  • The casting time becomes 1 action, but the size of the
  object you can create decreases by two.
  • The size of the object you can create increases by one.
  You can select this option multiple times, up to three
  times.
  • You don’t need raw materials, but the object is of low
  quality.
  • The quality of the object is very high, regardless of
  the quality of the raw materials. You must provide
  raw materials to use this effect.
  You can cast the stone shape spell using 5th-level or higher
  spell slots. For each spell slot above the 4th the dimension
  of the cube you can affect increases by 5 ft.
  Arcane Construction
  At 14th level, you can copy the wall of force and wall of
  stone spells in your spellbook, and these spells don’t count
  toward the number of spells you can prepare.
  When you cast a wall spell, you can multiply by two the
  number of panels you create (this does not affect walls
  shaped as a sphere or hemisphere). When you cast wall of
  stone, you only need to concentrate 1 minute for the spell
  to become permanent, and the wall gains 10 additional hit
  points per inch of thickness.
  
  9
  Alain Giorla
  Feats
  Arcane Spy
  Prerequisites: Ability to cast the clairvoyance, arcane eye,
  or scrying spell
  Lore: The works of the Glass Mage Hereoteklis on
  mirrors and magnifying lenses have lead to signifi-
  cant advances in the domain of scrying magic. While
  his secrets sank with his Tower of Mirrors in the sands
  of the Ukrudan Desert, the sages of the Phylacteric
  Vault in Darakeene are progressively rediscovering
  these techniques.
  You are an expert at spying on people using magical spells.
  You gain the following benefits.
  • When you cast the clairvoyance or scrying spell, you
  can use any mirror of at least 1 squared foot as the
  focus for the spell, regardless of the quality or price
  of the mirror.
  • Whenever you first come within 60 ft of a magical
  sensor that is not behind total cover and are not inca-
  pacitated, the GM can make an Intelligence (Arcana)
  check in secret on your behalf. If the check exceeds
  a DC of 10 + the level of the spell used to create that
  sensor, you automatically detect the presence and lo-
  cation of that sensor for as long as you remain within
  60 ft of it.
  • When you cast the clairvoyance, arcane eye, or scry-
  ing spell, you can activate any one of the effects de-
  tailed under Scrying Effects below.
  Scrying Effects
  The scrying effects are presented in alphabetical order.
  Scrying effects empower the clairvoyance, arcane eye or
  scrying spell (hereafter referred to as the original spell).
  They can also be applied to similar Divination spells with
  the GM approval.
  Distant Spell. If you cast the original spell using a spell
  slot three levels higher, you can spend one action before
  the spell ends to cast another spell as if you were standing
  on the location of your sensor. The second spell must be
  of 3rd level or lower, and can’t require you to concentrate.
  After the second spell is cast, the original spell ends.
  Distant Theft. If you cast the original spell using a spell
  slot two levels higher, you can either take one unattended
  Tiny object from any place within 5 ft of your sensor, or
  place any Tiny object you are currently holding to any lo-
  cation within 5 ft of your sensor. Doing so immediatly
  ends the original spell.
  Distant Voice. If you cast the original spell using a spell
  slot one level higher, you can speak through the magical
  sensor as if you were standing on its location.
  Forceful Sensor. If you cast the original spell using a spell
  slot at least one level higher, you can make the sensor en-
  ter areas in which magical sensors can’t normally enter,
  except the area of an antimagic field spell or similar ef-
  fects. The sensor can penetrate through the area of any
  effect created with a spell of a level lower than the spell
  slot you used to create the sensor. For example, you need
  to spend a 5th-level spell slot to make the sensor enter an
  area protected by the private sanctum spell.
  Planar Sensor. If you cast arcane eye with a spell slot
  two levels higher, you can make the sensor move through
  planar portals. If you cast scrying with a spell slot four
  levels higher, you can create the sensor regardless of the
  plane of existence on which your target currently is.
  
  10
  Ghelspad Companion - Volume 1
  Burncaster
  Prerequisites: Ability to cast arcane spells
  Lore: The Hellian witches of Albadia use the arcane
  heat generated during spellcasting to protect them-
  selves from the cold. Mesos worshippers also regu-
  larly use these techniques, hoping to harvest enough
  energy to resurrect their master.
  You know how to control Mesos’ Bane and harness its
  powers. You gain the following benefits.
  • When you are subject to Mesos’ Bane, you can
  choose which bane you are subject to (bane of heat,
  bane of light, or bane of lightning), and you can ex-
  tend the effects to any willing creature of your choice
  within 20 ft of you.
  • When you see another creature within 30 ft of you cast
  an arcane spell and become subject to Mesos’ Bane,
  you can spend your reaction to be subject to the same
  bane, for the same duration.
  • When you are subject to Mesos’ Bane, you can spend
  one of your spell slots as an action to produce a beam
  of pure energy. The beam is a line 5-ft wide, 60-ft
  long, extending in front of you. Each creature in the
  area must succeed a Dexterity saving throw against
  your spell save DC. The target takes 2d6 points of
  damage per slot level on a failed save, or half as much
  on a successful one. The type of damage depends
  on which Mesos’ Bane you are subject to: fire (bane
  of heat), radiant (bane of light) or lightning (bane of
  lightning).
  Faithful
  Prerequisites: Wisdom 13 or higher, must worship a single
  god
  Lore: Yugman the Wise once asked why dwarves,
  halflings and humans called themselves the Divine
  Races, arguing that most living beings in the Scarred
  Lands were technically titanspawn, including the
  gods themselves.
  The power of your faith cannot be denied. You gain the
  following benefits.
  • Increase your Wisdom or Charisma score by 1, to a
  maximum of 20.
  • When an ally that worships the same god as you casts
  a divine spell on you, its duration is doubled.
  • You can attune to magic items as if you were a cleric
  of your divinity. When you are attuned to a magic
  item that allows you to cast cleric spells, you can
  use your proficiency bonus and your Wisdom ability
  bonus to determine the DC of these spells.
  If you change your religion, you loose the benefits from
  this feat until you complete an appropriate quest to atone.
  Occult Savant
  Prerequisites: Ability to cast spells
  Lore: The clergy of Miridium developped techniques
  during the Divine War to strengthen the spells of the
  Divine Army, and make sure they would not be dis-
  pelled by Mesos or Mormo worshippers.
  You know the inner working of magic, making it more dif-
  ficult for others to dispel your spells. You gain the follow-
  ing benefits.
  • Increase your Intelligence, Wisdom, or Charisma
  score by 1, to a maximum of 20.
  • When you detect magical effects using the detect
  magic spell or a similar effect, you can also determine
  the source of magic used to create that effect (arcane
  for bards, sorcerers, warlocks, and wizards, divine for
  clerics and paladins, or primal for druids and rangers).
  • When one of your spells is affected by a dispel magic
  spell or a similar effect (including a counterspell
  spell), the spellcaster must always make a spellcast-
  ing ability check, regardless of the spell level it used
  to cast dispel magic.
  • You have advantage on all saving throws against ef-
  fects that would make you loose a spell slot.
  
  11
  Alain Giorla
  Declaration of Open Game Content/Product Identity:
  All setting, layout, and design elements are hereby de-
  clared Product Identity.
  All proper nouns, referenced
  NPCs, and elements of Scarred Lands provided via access
  to the “Slarecian Vault” Community Content program are
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  Open Game Content in accordance with the Open Gaming
  License Version 1.0A located below.
  OPEN GAME LICENSE Version
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  additional content clearly identified as Open Game Content
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  Game Content. (h) “You” or “Your” means the licensee in
  terms of this agreement.
  2. The License: This License applies to any Open Game
  Content that contains a notice indicating that the Open
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  this License. You must affix such a notice to any Open
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  3. Offer and Acceptance: By Using the Open Game Con-
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  4. Grant and Consideration: In consideration for agreeing
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  5. Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You
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  COPYRIGHT NOTICE portion of this License to include the
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  8. Identification: If you distribute Open Game Content You
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  der any version of this License.
  
  12
  Ghelspad Companion - Volume 1
  10. Copy of this License: You MUST include a copy of this
  License with every copy of the Open Game Content You
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  11.
  Use of Contributor Credits: You may not market or
  advertise the Open Game Content using the name of any
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  or all of the Open Game Content due to statute, judicial
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  any Open Game Material so affected.
  13. Termination: This License will terminate automatically if
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  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to
  be unenforceable, such provision shall be reformed only to
  the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of
  the Coast, Inc.
  System Reference Document 5.1 Copyright 2016,
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
  Sims, and Steve Townshend, based on original material
  by E. Gary Gygax and Dave Arneson.
  Scarred Lands Player's Guide Copyright 2016, Onyx
  Path and Nocturnal Media.
  Creature Collection Copyright 2000, Clark Peterson
  Relics and Rituals Copyright 2001, Clark Peterson
  Relics and Rituals 2: Lost Lore Copyright 2002, White
  Wolf Publishing, Inc
  Secrets and Societies Copyright 2002, White Wolf
  Publishing, Inc
  Vigil Watch: Warrens of the Ratmen Copyright 2002,
  White Wolf Publishing, Inc
  Player's Guide to Wizards, Bards and Sorcerers
  Copyright 2003, White Wolf Publishing, Inc
  Vigil Watch: Secrets of the Asaathi Copyright 2003,
  White Wolf Publishing, Inc
  Echoes of the Past: The Slarecian Legacy
  Copyright 2004, White Wolf Publishing, Inc
  Ghelspad Companion - Volume 1 Copyright 2018, Alain
  Giorla
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Slarecian Vault/Ghelspad Companion Volume 1.pdf