TEXT: Ghelspad
  Companion
  Volume 6
  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
  In this document, spells marked with SLPG are described
  in the Scarred Lands Player’s Guide.
  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
  Druid. . . . . . . . . . . . . . . . . . . . . . .
  2
  Circle of Autumn . . . . . . . . . . . . . .
  2
  Circle of the Fallen . . . . . . . . . . . .
  3
  Paladin . . . . . . . . . . . . . . . . . .
  4
  Oath of Repose . . . . . . . . . . . . . . .
  4
  Ranger . . . . . . . . . . . . . . . . . . .
  5
  Bone Hunter . . . . . . . . . . . . . . . . . .
  5
  Great Game Hunter . . . . . . . . . . .
  6
  Rogue. . . . . . . . . . . . . . . . . . . . . . .
  7
  Poisoner . . . . . . . . . . . . . . . . . . . . . .
  7
  Poisons of Ghelspad . . . . . . . . . .
  8
  Sorcerer. . . . . . . . . . . . . . . . .
  11
  Titanic Corruption. . . . . . . . . . . . .
  11
  Warlock . . . . . . . . . . . . . . . . .
  12
  Eldricht Invocations . . . . . . . . . . .
  12
  The Kraken . . . . . . . . . . . . . . . . . . .
  14
  Open Game License. .
  15
  
  2
  Ghelspad Companion - Volume 6
  Druid
  Circle of
  Autumn
  Lore: Autumn is the season of decrepitude and de-
  cay, and is part of the natural cycle of life and death.
  Most druids of Denev are reluctant however to tap
  into that power, and therefore most druids of Autumn
  honor titans such as Chern, Gaurak, Gormoth, or
  Mormo. Ilkuthsra the Autumn King who resides in
  Khirdet is perhaps the most well-known adept of this
  path. Slitheren druids also frequently choose this cir-
  cle, in particular those coming from the red witch, dis-
  eased, or white wraith warrens.
  Spirit of Decay
  Starting at 2nd level when you choose this circle, you con-
  sider all necromancy spells on the wizard spell list as druid
  spells. Whenever you cast a necromancy spell as a druid
  spell to animate an undead creature such as animate dead
  or create undead, the creature is considered as a plant as
  well as an undead creature. This grants the creature advan-
  tage on all saving throws against being turned by a cleric’s
  Channel Divinity: Turn Undead class feature or similar
  magical abilities.
  Spirit of Harvest
  At 2nd level, you gain the ability to reap life energy from
  creatures you kill with your spells. Once per turn when
  you kill one or more creatures with a spell of 1st level or
  higher, you regain hit points equal to twice the spell’s level,
  or three times its level if it is a necromancy spell. You don’t
  gain this benefit for killing constructs or undead.
  Spirit of Servitude
  Beginning at 6th level, you always have the animate dead
  spell prepared, and it doesn’t count against the number of
  spells you can prepare each day.
  When you cast a spell that targets a willing beast, such as
  beast sense or beast rider SLPG, you can target any undead
  creature you have animated using your own spells instead
  of a beast, provided that the creature is of the appropriate
  size.
  Spirit of Frailness
  When you reach 10th level, you become immune to poison
  damage as well as disease, and you can’t be poisoned. You
  also gain advantage on all saving throws against effects
  that would make you gain levels of exhaustion or reduce
  your hit point maximum.
  
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  Alain Giorla
  Spirit of Autumn
  At 14th level, undead creatures sense your connection to
  the realm of death and become hesitant to attack you.
  When an undead creature attacks you, that creature must
  make a Wisdom saving throw against your druid spell save
  DC. On a failed save, the creature must choose a different
  target, or the attack automatically misses. On a successful
  save, the creature is immune to this effect for 24 hours.
  The creature is aware of this effect before it makes its at-
  tack against you.
  Circle of the
  Fallen
  Lore: Gulaben, the Lady of Winds, was the last ti-
  tans to be defeated by the gods. She was feared for
  she could bend the mind and spirit of any mortal, and
  expose their most primal desires. At the end of the
  Divine War, she was trapped by the gods, and her
  name was erased from all mortal memories. While
  no mortal remembers her existence, her influence is
  still felt by a few hermits or madmen.
  This section presents alternative or additional options for
  the Circle of the Fallen, described in the Scarred Lands
  Player’s Guide.
  Bonus Cantrip
  With the Game Master approval, you can gain a cantrip
  determined by the titan that grants you your circle spells
  instead of a druid cantrip of your choice. If the cantrip is
  not a druid cantrip, it is nonetheless a druid cantrip for you.
  Titan
  Cantrip
  Chern
  acid splash
  Gaurak
  chill touch
  Golthagga
  mending
  Golthain
  message
  Gormoth
  poison spray
  Gulaben
  minor illusion
  Hrinruuk
  true strike
  Kadum
  true strike
  Lethene
  shocking grasp
  Mesos
  mage hand
  Mormo
  poison spray
  Thulkas
  produce flame
  Circle Spells
  Followers of Gulaben obtain the following spells as their
  circle spells.
  Level
  Spells
  3rd
  enthrall, phantasmal force
  5th
  gaseous form, hypnotic pattern
  7th
  arcane eye, compulsion
  9th
  conjure elemental (air only), modify memory
  
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  Ghelspad Companion - Volume 6
  Paladin
  Oath of Repose
  Lore: The Knights of Tears form a small order of pal-
  adins devoted to laying the undead to rest. Based
  in Hollowfaust, they believe that ghosts and spirits
  can be brought into the alterlife if one takes the time
  to listen to their complaints.
  They encourage the
  dialogue between living and dead, and don't hesi-
  tate to accomplish themselves the last will of the de-
  parted when they can. Most Knights of Tears worship
  Nemorga as the Keeper of the Gates of Death, as he
  guards the passage between the realm of the living
  and the realm of the dead.
  A few paladins outside of Hollowfaust have taken up
  the oath of repose, most of them being worshippers
  of Madriel, the First Angel of Mercy.
  Tenets of Repose
  The oath of repose requires the utmost respect for both the
  dead and the living.
  Redemption. Any ghost or spirit can be redeemed. Listen
  to their grievance and find what binds them to the world,
  as to ease their passage into the afterlife.
  Consecration. Honor the departed and their memories,
  and protect their remains from desecration. Punish those
  who would violate their final repose.
  Consolation. Help the living in accepting death as the fi-
  nal embrace, and support them in their grief and sorrow.
  Oath Spells
  You gain the following spells at the paladin levels listed.
  Paladin Level
  Spells
  3rd
  comprehend languages,
  protection
  from evil and good
  5th
  calm emotions, gentle repose
  9th
  remove curse, speak with dead
  13th
  aura of life, death ward
  17th
  dispel evil and good, hallow
  Channel Divinity
  When you take this oath at 3rd level, you gain the follow-
  ing two Channel Divinity options.
  Ethereal Guard. As an action, you present your symbol
  and consecrate a 30-ft radius emanation centered around
  you. For 1 minute, creatures located on the Ethereal Plane
  consider the area as difficult terrain and are visible for
  as long as they remain within the area.
  Additionally,
  creatures with the Incorporeal Movement trait can’t move
  through solid objects within the area.
  Radiant Weapon. As an action, you can transform one
  weapon that you are holding in a beam of pure light. For
  1 minute, you deal radiant damage when you hit with the
  weapon, and you can add your Charisma modifier to any
  damage roll made with that weapon (minimum +1). The
  weapon also sheds bright light in a 20 ft radius and dim
  light 20 ft beyond that.
  If you are no longer holding or carrying this weapon, or if
  you fall unconscious, the effect ends.
  Sanctity
  Beginning at 7th level, you and friendly creatures within
  10 ft of you have advantage on all saving throws against
  nonmagical attacks and abilities from undead creatures.
  At 18th level, the range of this area increases to 30 ft.
  Purity of Spirit
  Beginning at 15th level, you are always under the effects
  of a protection from evil and good spell.
  Shield of Tears
  When you reach 20th level, you can call upon friendly spir-
  its and ghosts as an action to protect you in battle. For 1
  minute, you gain the following benefits:
  • You gain truesight and can see objects and creatures
  located on the Ethereal Plane, up to a range of 120 ft.
  • All attacks against you have disadvantage, and you
  have resistance against the damage of spells.
  • The first time that you reach 0 hit points and are not
  killed outright, you can choose to drop to 1 hit point
  instead.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  
  5
  Alain Giorla
  Ranger
  Bone Hunter
  Lore: In the bone market in Hollowfaust, one can buy
  and sell bodies and corpses of any type. The most
  valuable bodies are the remains of strange creatures
  and monsters from far away lands, so that the necro-
  mancers can extend their knowledge of the world.
  This has lead to the apparition of bone hunters,
  rangers who specialize in finding mythical creatures
  and bringing them back in one piece. They are gen-
  erally recognizable by the painted masks they draw
  on their faces as well as the carts they use to trans-
  port their bounties. Given the gruesome nature of
  their business, they tend to hide their masks and the
  content of their carts when traveling outside of Hol-
  lowfaust to avoid attracting suspicion or frightening
  others.
  While a fair number of rangers outside of Hollowfaust
  exhibit similar abilities to the bone hunters, most of
  them are actually great game hunters (see below).
  Bone Hunter Spells
  When you choose this archetype at 3rd level, you learn
  an additional spell when you reach certain levels in this
  class, as shown in the following table. The spell counts
  as a ranger spell for you, but it doesn’t count against the
  number of ranger spells you know.
  Ranger Level
  Spells
  3rd
  awareness ward SLPG
  5th
  gentle repose
  9th
  magic circle
  13th
  locate creature
  17th
  hold monster
  Bonus Proficiencies
  At 3rd level, you gain proficiency in two of the following
  skills or tools: Intimidation, Medicine, herbalism kit, or
  land vehicles.
  Mask of Bones
  At 3rd level, you know where to hit to kill a creature. Once
  per turn, when you hit a creature with an attack and the
  creature has a number of hit points equal to or lower than
  your ranger level after the attack, you can force the crea-
  ture to succeed on a Constitution saving throw against your
  spell save DC. On a failed save, the target is instantly re-
  duced to 0 hit points.
  If the creature is one of your favored enemies, this feature
  activates if the target has a number of hit points equal to or
  lower than twice your ranger level after the attack.
  Mask of Awareness
  Starting at 7th level, you have attuned your senses to the
  surnatural forces. When you use the Primeval Awareness
  class feature, you can choose two of the following options.
  You can’t choose more than one option marked with the
  (Exclusive) tag.
  Distance Perception (Exclusive).
  Choose one type of
  creature among the types that you can detect. You learn
  the distance and direction to the creature of that type clos-
  est to you within range.
  Find Quarry (Exclusive). Choose one type of creature
  among the types that you can detect. You learn the distance
  and direction to the creature of that type with the highest
  Challenge Rating within range.
  Innate Perception (Exclusive). You regain a 1st-level
  spell slot when the effects end. Once you have chosen this
  option, you can’t choose it again until you finish a short or
  long rest.
  Precise Perception (Exclusive). The range of the effect
  is limited to 100 ft, but you also know the number of crea-
  tures of each type you can detect within range.
  Primal Insight. You can’t be surprised for as long as the
  effects persist.
  Sense Corruption.
  You also detect monstrosities and
  creatures with the titanspawn tag.
  Sense Power. Choose any number between 1 and your
  ranger level. You only detect creatures with a Challenge
  Rating equal to or higher than that number.
  Sense Purity. You also detect beasts and plants.
  
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  Ghelspad Companion - Volume 6
  Mask of Resilience
  Beginning at 11th level, you have advantage on all sav-
  ing throws that you make against nonmagical attacks and
  abilities used by your favored enemies, such as poison or
  a breath weapon.
  Mask of Death Everlasting
  When you reach 15th level, you know how to deliver a
  quick death and how to keep a body intact. When you re-
  duce a creature to 0 hit points with an attack, it can’t use
  any trait or ability that activates when the creature reaches
  0 hit points, with the following exception.
  If the creature has the Rejuvenation trait, such as a lich or
  a revenant, or any similar trait, the trait is temporarily sup-
  pressed. Every 24 hours after having reached 0 hit points,
  the creature must succeed on a Constitution saving throw
  against your spell save DC. Count the number of successes
  and failures the creature obtains. If the creature reaches 3
  successes first, its Rejuvenation trait activates normally. If
  the creature reaches 3 failures first, the creature can’t use
  its Rejuvenation trait.
  Great Game
  Hunter
  Lore: Following in the footsteps of Hrinruuk, great
  game hunters excel in tracking and killing the most
  dangerous beasts. These rangers can often be found
  in the wildest regions of Ghelspad, including the
  Bleak Savannah, the Hornsaw Forest, or the Plains of
  Lede. Manticora and slitheren rangers are frequently
  great game hunters, as well as orcs and humans.
  Among the divine or redeemed races, great game
  hunters tend to worship Denev or Tanil, while most
  titanspawn still honor Hrinruuk.
  This ranger archetype is similar to the Bone Hunter
  archetype described above, with the following exceptions.
  Bonus Spells
  You gain the following spells instead of the spells listed
  above.
  Ranger Level
  Spells
  3rd
  hunter’s mark
  5th
  spike growth
  9th
  clairvoyance
  13th
  locate creature
  17th
  hold monster
  Bonus Proficiencies
  You can choose the proficiencies among the following
  list: Investigation, Survival, leatherworker’s tools, or poi-
  soner’s kit.
  Perfect Ambush
  You gain this feature when you reach 15th level instead of
  Mask of Death Everlasting.
  You can take two turns during the first round of any com-
  bat. You take your first turn at your normal initiative count,
  and your second turn at your initiative minus 10. You can’t
  use this feature if you are surprised.
  
  7
  Alain Giorla
  Rogue
  Poisoner
  Lore: The art of poison-making is a dangerous one,
  but highly sought after by criminal cartels, scheming
  nobles, or spurned lovers. Poisoners can be notably
  found among the assassins guild known as the Cult of
  the Ancients, the charming but deadly Ladies of Ser-
  pents, or the students of the War College of Plague, in
  Darakeene. Poisoners tend to remain isolated, and
  most of them live in regions where supplies can be
  easily found such as the Hornsaw Forest, the Mourn-
  ing Marshes, or the Swamps of Kan Thet.
  Poison Preparation
  When you choose this archetype at 3rd level, you gain
  proficiency with the herbalism kit and the poisoner’s kit.
  When you make an ability check to prepare, harvest, detect
  or otherwise manipulate poison, your proficiency bonus is
  doubled if it applies to the check, and you can’t acciden-
  tally poison yourself when doing so.
  When you spend a day of downtime to craft a dose of poi-
  son, you make progress by an amount equal to 10 gp per
  point of your Intelligence modifier (minimum 10 gp), and
  the amount of gold you need to spend is reduced by half.
  Improved Poison Use
  Beginning at 3rd level, you have become an expert at using
  poisons. When you use a doise of poison, you can benefit
  from one of the following effects of your choice. When
  you reach 17th level, you can choose two different effects.
  Discreet Application. You have advantage on any Dex-
  terity (Sleight of Hand) check that you make to apply the
  poison unnoticed.
  Increased Potency. The DC of the saving throw becomes
  equal to 8 + your proficiency bonus + your Intelligence
  bonus if it is lower.
  Lethal Dose. The first time you roll damage for the poison
  dose, you can reroll up to a number of dice equal to your
  Intelligence modifier (minimum 1). You must accept the
  second result, even if it is worse.
  Noxious Fumes. When you use an inhaled poison, a single
  dose fills a 10-ft cube.
  Poison Tolerance. You are immune to the effects of this
  specific dose of poison, even if you are subjected to it after
  its application.
  Poisoned Ammunitions. You can coat a single dose of
  poisons on up to 10 pieces of ammunition.
  Poisoned Blade. When you coat a dose of poison on a
  slashing or piercing weapon, the poison remains for 10
  minutes after application.
  Quick Application. You can apply the poison dose as a
  bonus action.
  
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  Ghelspad Companion - Volume 6
  Poison Resistance
  Starting at 9th level, you have developped an accoutu-
  mance to the poisons you create.
  You have advantage
  on all saving throws against poisons, and have resistance
  against poison damage. When you are subjected to a poi-
  son that allows you to make a Constitution saving throw to
  take only half damage, you instead take no damage if you
  succeed on the saving throw.
  Quick Preparation
  At 13th level, when you have a poisoner’s kit and appro-
  priate supplies, you can take 10 minutes to craft a single
  poison dose with a market value equal to or lower than
  200 gp per point of your Intelligence modifier. You still
  need to expend gold and raw materials normally.
  As opposed to poisons created during downtime, the dose
  of poison created with this feature becomes stale after 8
  hours.
  Once you have used this feature, you can’t use it again until
  you finish a long rest.
  Improved Poison Preparation
  When you reach 17th level, you have mastered the art of
  poison-making. When you create a dose of poison dur-
  ing downtime or using your Quick Preparation feature, you
  can apply one or more of the following modifiers. This in-
  creases the market price of the poison dose by the amount
  specified between parentheses.
  Delayed Death (200 gp). The effects of the poison acti-
  vate 1d4 hours after being exposed to it.
  Increased Potency (see text). The DC of the saving throw
  becomes equal to 8 + your proficiency bonus + your Intel-
  ligence bonus if it is lower. This increases the market value
  of the poison dose by 100 gp for each point by which the
  DC is increased.
  Lethal Dose (see text). The first time a creature takes
  damage from the poison dose, the damage is doubled. This
  increases the market value of the poison dose by 50 gp for
  each additonal dice of damage.
  Modified Type (100 gp). You can change the type of poi-
  son to contact, ingested, inhaled, or injury.
  Prolonged Duration (200 gp). The duration of the effects
  is doubled.
  Racial Immunity (300 gp). Choose one race of humanoid
  you are familiar with. Creatures from that race have ad-
  vantage on their saving throws against the poison dose, or
  are immune to it if they already had advantage on saving
  throws against poisons.
  Racial Vulnerability (300 gp). Choose one race of hu-
  manoid you are familiar with. Creatures from that race
  have disadvantage on their saving throws against the poi-
  son dose.
  Undetectable Poison (500 gp). Ability checks made to
  detect the poison dose without magic are made with dis-
  advantage. A creature that uses the detect poison and dis-
  ease spell or a similar magical effect must succeed on a
  spellcasting ability check against a DC equal to 8 + your
  proficiency bonus + your Intelligence bonus to detect it.
  Poisons of
  Ghelspad
  Poisons are described alphabetically.
  Poison
  Type
  Price per Dose
  Basilisk Essence
  Injury
  1,200 gp
  Blight Wolf Essence
  Injury
  1,000 gp
  Bloodberry Extract
  Ingested
  600 gp
  Bloodthirst Poison
  Injury
  800 gp
  Child Trap Extract
  Inhaled
  400 gp
  Distilled Mourning
  Inhaled
  1,000 gp
  Dreamroot Extract
  Ingested
  1,200 gp
  Ebon Eel Ink
  Contact
  400 gp
  Lurker Below Essence
  Inhaled
  1,200 gp
  Miredweller Venom
  Contact
  600 gp
  Phase Spider Essence
  Ingested
  800 gp
  P’tarri Root Extract
  Injury
  1,200 gp
  Savant Hydra Essence
  Contact
  800 gp
  Slarecian Worm Essence
  Injury
  1,500 gp
  
  9
  Alain Giorla
  Basilisk Essence (Injury)
  Lore: This poison is prepared by asaathi and the
  hags of the Dar al Annoth from the eyes of basilisks
  or medusa.
  A creature subjected to this poison must succeed on a DC
  12 Constitution saving throw. On a failed save, the crea-
  ture becomes restrained until the end of its next turn. At
  the end of its next turn, the creature must make a new sav-
  ing throw. On a failure, the creature is petrified until freed
  by the greater restoration spell or a similar magical effect.
  Blight Wolf Essence (Injury)
  Lore: This poison is a mixture of the saliva and the
  blood of a blight wolf.
  A creature subjected to this poison must succeed on a DC
  16 Constitution saving throw. On a failed save, the crea-
  ture is poisoned for 1 minute. While poisoned this way,
  the creature can’t regain hit points or gain temporary hit
  points. The creature can make a new saving throw at the
  end of each of its turns, ending the effects on itself on a
  success.
  Bloodberry Extract (Ingested)
  Lore: This poison is prepared from bloodberries,
  powerful narcotic fruits that grow in regions tainted
  by the blood of Mormo.
  A creature subjected to this poison must succeed on a
  DC 15 Constitution saving throw. On a failed save, the
  creature is poisoned and has disadvantage on all Dexterity
  checks and saving throws for 1 hour.
  Bloodthirst Poison (Injury)
  Lore: This poison is made by the foamer slitherens
  using the waters from the Blood Sea and the venom
  of various snakes from the Bloodrain Woods.
  A creature subjected to this poison must succeed on a DC
  14 Constitution saving throw. On a failed save, the target
  is poisoned for 1 minute. While poisoned this way, the
  target takes 7 (2d6) additional necrotic damage each time it
  takes piercing or slashing damage. The creature can make
  a new saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Child Trap Extract (Inhaled)
  Lore: This poison is produced by the strange plant
  known as the child trap that grows in warm marshes
  in the Scarred Lands.
  A creature subjected to this poison must succeed on a DC
  12 Constitution saving throw. On a failed save, the crea-
  ture becomes charmed by the closest creature it can see
  within 60 ft for 1 hour. If the saving throw fails by 5 or
  more, the creature falls unconscious instead. The creature
  wakes up if it takes damage or if another creature takes an
  action to shake it awake.
  Distilled Mourning (Inhaled)
  Lore: This foul poison is created by the slitherens
  by distilling the vapors emanating from the Mourning
  Marshes.
  A creature subjected to this poison must succeed on a DC
  13 Constitution saving throw. On a failed save, the crea-
  ture takes 22 (4d10) necrotic damage, and its hit point max-
  imum is reduced by the same amount.
  Dreamroot Extract (Ingested)
  Lore: The dreamroot is a small and colorful plant that
  grows in the Drifting Isle, and very few are allowed by
  the orafauns to harvest it.
  A creature subjected to this poison must succeed on a DC
  15 Constitution saving throw. On a failed save, the crea-
  ture becomes poisoned for 1 minute. While poisoned this
  way, the creature is subject to vivid hallucinations: the
  creature is incapacitated and takes 10 (3d6) psychic dam-
  age at the start of each of its turn. The creature can make
  a new saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Ebon Eel Ink (Contact)
  Lore: This poison is harvested from the ink of a living
  ebon eel.
  A creature subjected to this poison must succeed on a DC
  12 Constitution saving throw. On a failed save, the crea-
  ture is blinded for 1 minute. The creature can make a new
  saving throw at the end of each of its turns, ending the ef-
  fect on itself on a success.
  
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  Ghelspad Companion - Volume 6
  Lurker Below Essence (Inhaled)
  Lore: This poison is harvested from the mucus that
  covers the strange creatures known as the lurker be-
  low.
  A creature subjected to this poison must succeed on a
  DC 13 Constitution saving throw. On a failed save, the
  creature is poisoned for 1 minute and immediately starts
  suffocating. While poisoned this way, the creature can’t
  breathe. The creature can make a new saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  Miredeweller Venom (Contact)
  Lore: This poison is naturally produced by the mired-
  wellers, strange humanoids that live in Ghelspad's
  southern swamps.
  A creature subjected to this poison must succeed on a DC
  12 Constitution saving throw. On a failed save the creature
  is poisoned for 1 minute. While poisoned this way, the
  creature can only take one action or one bonus action at
  each of its turn, not both, and cannot take reactions. The
  creature can make a new saving throw at the end of each
  of its turns, ending the effect on itself on a success.
  Phase Spider Essence (Ingested)
  Lore: This poison can be produced from the distilled
  venom of phase spiders, strange creatures that haunt
  some of Ghelspad's corrupted forests.
  A creature subjected to this poison must succeed on a DC
  13 Constitution saving throw. On a failed save the crea-
  ture is poisoned for 1 hour. While poisoned this way, the
  creature can’t teleport or shift to another plane.
  P'tarri Root Extract (Injury)
  Lore: This poison is extracted from the sap of the
  p'tarri root that grows deep within the Spine Forest.
  A creature subjected to this poison must succeed on a DC
  15 Constitution saving throw. On a failed save the crea-
  ture is poisoned for 1 minute. While poisoned this way,
  the creature can’t concentrate on spells. The creature can
  make a new saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Savant Hydra Essence (Contact)
  Lore: This strange poison is created by the fiends
  known as the savant hydra, and is sometimes be-
  stowed to Chardun's favored servants.
  A creature subjected to this poison must succeed on a DC
  16 Constitution saving throw. On a failed save, the target
  looses its highest spell slot.
  Slarecian Worm Essence (Injury)
  Lore: This very rare poison is produced by crushing
  slarecian worms and mixing the resulting paste with
  various rare narcotic herbs.
  A creature subjected to this poison must succeed on a DC
  17 Constitution saving throw. On a failed save, the crea-
  ture takes 42 (12d6) psychic damage and is stunned until
  the end of its next turn. If the creature has psionic abili-
  ties, it only takes half damage on a failed save and is not
  stunned.
  
  11
  Alain Giorla
  Sorcerer
  Titanic
  Corruption
  This section presents additional options for the Titanic
  Corruption sorcerous origin, described in the Scarred
  Lands Player’s Guide.
  Gulaben Lineage
  Lore: The taint of Gulaben can still be felt among
  Ghelspad's sorcerers, even though the titaness her-
  self remains imprisoned and forgotten. In particular,
  the Hellian witches in Albadia unknowingly bear the
  mark of the wind, as well as the legacy of Denev,
  Lethene, and Mormo.
  With the Game Master approval, the following gifts de-
  scribed in the Scarred Lands Player’s Guide are related
  to Gulaben’s lineage.
  Type
  Gifts
  Minor
  Psychic Savant, Unnatural Acuity
  Major
  Mind Slayer, Sensory Impulse
  Grand
  Crucible of the Mind, Impose the Dominant
  Will
  Minor Gifts
  Blind Sage (Golthain). You are permanently blind and
  gain blindsight up to 30 ft. You are immune to the blinded
  condition, and no spell or effect can restore your normal
  sight. You can still see through spells such as arcane eye,
  clairvoyance, or scrying. You can spend 2 sorcery points to
  cast blindness/deafness (blindness only) without expend-
  ing a spell slot.
  Herald of Autumn (Denev, Hrinruuk, Mormo). You
  learn the druidcraft cantrip, which is a sorcerer cantrip for
  you and doesn’t count against the number of cantrips you
  know. You can spend 1 sorcery point to cast faerie fire
  without expending a spell slot.
  Hypnotic Charm (Gulaben, Mormo). You gain profi-
  ciency in the Persuasion skill. If you are already proficient
  in Persuasion, your proficiency bonus is doubled for any
  ability check you make that uses that skill. You can spend
  2 sorcery points to cast enthrall without expending a spell
  slot.
  Tranquil Mind (Denev, Golthain, Gulaben). You have
  advantage on all saving throws against being charmed or
  frightened, and magic can’t put you to sleep. You can
  spend 2 sorcery points to cast calm emotions without ex-
  pending a spell slot.
  Major Gifts
  Arcane Fissure (Gormoth, Mesos). You can spend 4 sor-
  cery points to cast dispel magic as a 4th-level spell without
  expending a spell slot.
  Clouds of Madness (Denev, Gulaben). You can spend 4
  sorcery points to cast hypnotic pattern without expending
  a spell slot. When you cast hypnotic pattern using this gift,
  you don’t need to concentrate on it to maintain its effects.
  Hands of Clay (Denev, Kadum, Thulkas).
  You can
  spend 4 sorcery points to cast stone shape without expend-
  ing a spell slot.
  Unfettered Soul (Denev, Gulaben, Hrinruuk). You can
  spend 4 sorcery points to cast freedom of movement with-
  out expending a spell slot.
  Grand Gifts
  Corrupted Touch (Chern, Gormoth). You can spend 5
  sorcery points to cast contagion without expending a spell
  slot.
  Secret Whispers (Gulaben, Mormo). You can spend 5
  sorcery points to cast mislead without expending a spell
  slot.
  Soaring Skies (Gulaben, Lethene). You can spend 5 sor-
  cery points to cast fly on yourself without expending a spell
  slot. When you cast fly using this gift, you don’t need to
  concentrate on it to maintain its effects.
  The Great Eye in the Sky (Golthain, Gulaben). You can
  spend 5 sorcery points to cast scrying without expending a
  spell slot. When you cast scrying using this gift, you don’t
  need material components, but you are unaware of your
  own surroundings for the entire casting time and duration
  of the spell.
  
  12
  Ghelspad Companion - Volume 6
  Warlock
  Eldricht
  Invocations
  New eldricht invocations are listed alphabetically.
  The Pact of Blood and Pact of the Sea class features are
  described in the Scarred Lands Player’s Guide.
  The Divine Remnant otherwordly patron, described in the
  Ghelspad Companion - Volume 4, provides access to
  the Channel Divinity class feature. Warlocks can obtain
  the Channel Divinity class feature through other means,
  such as the Cabalist feat from the Scarred Lands Player’s
  Guide, or by multiclassing as a cleric or paladin.
  Ancient Blood
  Prerequisites: Pact of Blood class feature
  You consider all spells of 1st level or higher from the druid
  spell list as warlock spells. When you cast a druid spell
  using a warlock spell slot, you must spend 1 blood point
  in addition to expending a warlock spell slot.
  Corrupted Blood
  Prerequisites: Pact of Blood class feature
  You are considered to be titanspawn for any spell, class
  feature, or effect that specifically targets or affects ti-
  tanspawn.
  When you are not incapacitated and deal acid, cold, fire, or
  poison damage with a cantrip, a spell, or a warlock eldricht
  invocation, you can spend 1 blood point to transform half
  the acid, cold, fire or poison damage into necrotic damage.
  Divine Mimicry
  Prerequisites: Channel Divinity class feature
  You can attune to magic wands or staves as if you were a
  cleric. You can also use spell scrolls to cast cleric spells,
  provided that you also expend your Channel Divinity class
  feature when doing so.
  Eldricht Grapple
  Prerequisites: 5th level
  When you cast eldricht blast, you can attempt to grapple
  one of the creatures you hit with it as a bonus action, pro-
  vided that you have at least one hand free and that the crea-
  ture is within your reach.
  Eldricht Guardians
  Prerequisites: 5th level
  You can cast spirit guardians once using a warlock spell
  slot. You can’t do so again until you finish a long rest.
  Eye of the Deep
  Prerequisites: Pact of the Sea class feature
  You can cast beast sense once without using a warlock
  spell slot. You can’t do so again until you finish a short
  or long rest. You can only target beasts with a swim speed
  with this invocation.
  Flinging Blast
  Prerequisites: 5th level
  When you hit a creature you are grappling with eldricht
  blast, the creature must succed on a Strength saving throw
  against your spell save DC. On a failed save, you can move
  the creature by 30 ft in any direction and the creature is
  knocked prone. If you move the creature beyond your
  reach, the grapple ends.
  Frightening Grasp
  Prerequisites: 7th level
  When you grapple a creature, the creature must succeed
  on a Charisma saving throw against your spell save DC.
  On a failed save, the creature is frightened by you until the
  grapple ends. On a successful save, the creature becomes
  immune to this feature for the next 24 hours.
  Grasp of the Kraken
  You can add your Charisma modifier to any ability check
  you make to initiate, maintain, or escape a grapple. You
  can grapple creatures up to two sizes larger than yours, and
  your movement speed is not halved when you drag or carry
  a creature you grapple, regardless of its size.
  
  13
  Alain Giorla
  Hallowed Servant
  Prerequisites: 11th level, Chanel Divinity class feature
  You can use the Channel Divinity class feature twice. You
  regain all uses of your Channel Divinity class feature when
  you finish a short or long rest.
  Monstrous Gills
  As a bonus action, you can magically grow gills at the base
  of your neck. While this ability is active, you can breathe
  both air and water and you gain a swim speed equal to your
  land speed, but you have disadvantage on all Charisma
  checks, except on Charisma (Intimidation) checks. You
  can end this effect with a bonus action.
  Mystic Bloodhound
  Prerequisites: 7th level
  You can cast locate object or locate creature once using
  a warlock spell slot. Once you have cast one spell or the
  other, you can’t cast either spell again until you finish a
  long rest.
  Mysterious Blood
  Prerequisites: Pact of Blood class feature
  You consider all spells of 1st level or higher from the sor-
  cerer spell list as warlock spells. When you cast a sorcerer
  spell using a warlock spell slot, you must spend 1 blood
  point in addition to expending a warlock spell slot.
  Reject the Divine
  Prerequisites: 5th level
  When you are targeted by a divine spell, you can cast coun-
  terspell as a reaction using a warlock spell slot.
  Ride the Ocean
  Prerequisites: 7th level, Pact of the Sea class feature
  You can cast beast rider SLPG once using a warlock spell
  slot. You can’t do so again until you finish a long rest.
  You can only target beasts with a swim speed with this
  invocation.
  Ritual Sacrifice
  Prerequisites: 11th level, Pact of Blood class feature
  You can cast any warlock spell of 5th-level or lower that
  you know as a ritual, even if the spell doesn’t have the
  ritual tag or if you can’t cast spells as rituals. To do so, you
  must spend a number of blood points equal to the level of
  the spell.
  Ship's Armor
  Prerequisites: Pact of the Sea class feature, Ship’s Bond
  eldricht invocation
  You can cast baskskin once on yourself using a warlock
  spell slot. If you are on the ship you are bonded to using the
  Ship’s Bond eldricht invocation (described in the Scarred
  Lands Player’s Guide), you don’t need to spend a warlock
  spell slot. You can’t do so again until you finish a long rest.
  Staggering Blast
  Prerequisites: 7th level
  When you hit a creature with eldricht blast and the result
  of your attack roll exceeds the creature’s Armor Class by
  5 points or more, the creature can’t take reactions until the
  end of your next turn. You can use this feature only once
  per turn.
  
  14
  Ghelspad Companion - Volume 6
  The Kraken
  Lore: The kraken is a monstrous force of nature, one
  that commands the respect of all that live under the
  sea. In the Scarred Lands, this otherwordly patron is
  best exemplified by Queen Ran, whose throne seats
  on the abyss where Kadum bleeds, and most war-
  locks of the kraken can be found near the Blood Sea.
  The piscean lords are also known to confer similar
  abilities, and in the Dragon Lands, warlocks can in-
  voke the name of the valugas, the giant sea serpents
  that dwell in the depths of Scarn's oceans.
  Expended Spell List
  The Kraken lets you choose from an expanded spell list
  when you learn a warlock spell. The following spells are
  added to the warlock spell list for you.
  Spell Level
  Spells
  1st
  command, fog cloud
  2nd
  alter self, gust of wind
  3rd
  conjure animals (beasts with a swim
  speed only), sleet storm
  4th
  black tentacles, control water
  5th
  dominate person, telekinesis
  Thrall of the Kraken
  Starting at 1st level when you choose this otherwordly pa-
  tron, you can speak, read and write Kraken. Additionally,
  whenever you make a Charisma check when interacting
  with a creature with a swim speed, your proficiency bonus
  is doubled if it applies to the check.
  Your body becomes covered with scale and exudes mucus.
  When you aren’t wearing armor, your AC equals 13 + your
  Dexterity modifier.
  Additionally, your hit point maximum increases by 1, and
  it increases by 1 again whenever you gain a level in this
  class.
  Tentacular Defense
  At 6th level, you can summon tentacules to ward off your
  enemies. When you are attacked by a creature within 30 ft
  and can see your attacker, you can take your reaction to try
  to move your opponent after the attack. The creature must
  succeed on a Strength saving throw against your spell save
  DC. On a failed save, you can move the creature by 30 ft
  in any direction and the target is restrained until the end of
  your next turn.
  Once you have used this ability, you can’t do so again until
  you finish a short or long rest.
  Slippery Skin
  At 10th level, your skin is covered with a thick oil that pre-
  vents creatures from grabbing you. You become immune
  to being grappled or restrained, and have advantage on all
  saving throws against being paralyzed or petrified. Fur-
  thermore, you can move through any space as narrow as 6
  inches wide without squeezing.
  Drowning Curse
  When you reach 14th level, you can fill the lungs of your
  enemies with dark and foul waters. As an action, you can
  choose one creature you can see within 30 ft. The creature
  must succeed on a Constitution saving throw against your
  warlock spell save DC.
  On a failed save, the target immediately runs out of breath
  and becomes incapacitated until the end of your next turn.
  While incapacitated this way, the target can’t breathe. If
  you are still within 30 ft of the target and the effect is still
  active, you can spend your action to maintain it until the
  end of your upcoming turn.
  The target can make a new saving throw at the end of each
  of its turns, ending the effects on itself on a success.
  Creatures that are able to breathe water or that don’t
  breathe are immune to this ability, and creatures able to
  hold their breath for 15 minutes or more have advantage
  on all their saving throws against it.
  Once you have used this ability, you can’t use it again until
  you finish a long rest.
  
  15
  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
  also hereby declared Product Identity. The text of all sys-
  tems, charts, and rules modifications are hereby decared
  Open Game Content in accordance with the Open Gaming
  License Version 1.0A located below.
  OPEN GAME LICENSE Version
  1.0a
  The following text is the property of Wizards of the Coast,
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  additional content clearly identified as Open Game Content
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  16
  Ghelspad Companion - Volume 6
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  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.
  Blood Sea: The Crimson Abyss Copyright 2003, White
  Wolf Publishing, Inc.
  Creature Collection Copyright 2000, Clark Peterson
  Creature Collection 2: Dark Menagerie Copyright 2001,
  White Wolf Publishing, Inc.
  Blood Sea: The Crimson Abyss Copyright 2003, White
  Wolf Publishing, Inc.
  Hollowfaust: City of Necromancers Copyright 2001,
  White Wolf Publishing, Inc.
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  Publishing, Inc.
  Player's Guide to Monks and Paladins Copyright 2004,
  White Wolf Publishing, Inc
  Relics & Rituals Copyright 2001, Clark Peterson
  Relics & Rituals 2: Lost Lore Copyright 2002, White
  Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Ghelspad
  Copyright 2002, White Wolf Publishing, Inc.
  Serpent in the Fold: Serpent Amphora Cycle, Book I
  Copyright 2002, White Wolf Publishing, Inc.
  Strange Lands: Lost Tribes of the Scarred Lands
  Copyright 2004, White Wolf Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White
  Wolf Publishing, Inc.
  The Wise and the Wicked Copyright 2001, White Wolf
  Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen Copyright 2002,
  White Wolf Publishing, Inc
  Wilderness & Wasteland: Scarred Lands Encounters
  Copyright 2002, White Wolf Publishing, Inc.
  Ghelspad Companion - Volume 4 Copyright 2018, Alain
  Giorla
  Ghelspad Companion - Volume 6 Copyright 2018, Alain
  Giorla
  
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