TEXT: EQUIPMENT
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  Created By: Bill Webb
  Developer and Project Manager: Mark Greenberg
  Associate Developer: Greg Vaughan
  5th Edition Rules Editing and Conversion: Anthony Pryor
  Producer: Zach Glazar
  Editors: Mark Greenberg and Edwin Nagy
  Layout and Book Design: Charles A. Wright
  Cover Art: Colin Chan
  Interior Art: Felipe Gaona, Brian LeBlanc, Chris McFann, Michael Syrigos, 
  Richard Tayler, Udon Studios 
  Special Thanks: To all of the authors, editors, artists, cartographers, 
  and playtesters over the years who contributed to the products set in 
  the Lost Lands and helped bring this world to life!
  Dedication: To our amazing fans and backers, who supported 
  our products and enabled us to ﬁ nally publish this massive and 
  long-awaited compendium of the Lost Lands! 
  Bill Webb, Matthew J. Finch, Zach Glazar, Charles A. Wright, 
  Edwin Nagy, Mike Badolato, John Barnhouse
  ©2020 Frog God Games. All rights 
  reserved. Reproduction without the written 
  permission of the publisher is expressly 
  forbidden. Frog God Games and the Frog 
  God Games logo is a trademark of Frog 
  God Games. All characters, names, places, 
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  by Frog God Games, Inc. The mention of 
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  are hereby identiﬁ ed as Frog God Games 
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  Open Game License version 1.0a, Section 
  1(e), and are not Open Game Content: 
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  FROG GOD GAMES IS:
  FROG GOD GAMES IS:
  FIFTH EDITION ADDENDUM
  FIFTH EDITION ADDENDUM
  ISBN: 978-1-943067-03-9
  Frog God Games
  Adventures 
  Worth 
  Winning
  
  2|
  2|THE LOST LANDS
  THE LOST LANDS
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  Class Options ............................3
   Beast Slayer 
    
  (Barbarian Primal Path) ......................4
   Bearsarker (Primal Path) ..........................4
   Ulfhander (Primal Path) .......................... 5
   College of the Ancients 
    
  (Bardic College) .................................. 5
   College of the Troubadour 
    
  (Bardic College) ..................................6
   Air Domain .................................................6
   Chaos Domain  .......................................... 7
   The City Domain  .....................................8
   Cold Domain  ............................................8
   Crafts Domain  ..........................................9
   Darkness Domain  ....................................10
   Death Domain  ..........................................10
   Earth Domain  ........................................... 11
   Fire Domain  ............................................. 11
   Hunger Domain  .......................................12
   Law Domain  .............................................12
   Luck Domain  ...........................................13
   Moon Domain  .........................................13
   Nobility Domain  .....................................14
   Justice Domain  .........................................15
   Sea Domain  ..............................................15
   Sickness Domain  .....................................16
   Travel Domain  ..........................................16
   Undeath Domain  .....................................17
   Circle of the Ancestors 
    
  (Druidic Circle) ..................................18
   Circle of the Spirits 
    
  (Druidic Circle) ..................................19
   Captain (Fighter Archetype) ..................20
   Way of the Bo’faquan 
    
  (Monk Tradition) ...............................21
   Way of Mithras (Monk Tradition) ....... 22
   Oath of the Spear Maiden 
    
  (Paladin Oath) ................................... 22
   Horse Nomad (Ranger Archetype) .......23
   Cunning Woman (Sorcerous Origin)...23
   Demonologist (Arcane Tradition) .........24
   Geomancer (Arcane Tradition) .............. 25
   Rune Caller (Arcane Tradition) ............. 25
  Races & Racial Subtypes .......... 27
   Giant Blooded .......................................... 27
   Grey Ape ................................................... 27
   Half-Ogre..................................................28
   Kalithid .....................................................29
   Kuah-lij......................................................30
   Nagaji ..........................................................31
   Neljis .........................................................32
   Ratfolk .......................................................32
   Troll Blooded ...........................................33
   Dwarf, Ankhuran ......................................34
   Dwarf, Sand ..............................................34
   Dwarf, Street .............................................35
   Elf, Grey ....................................................35
   Elf, Nûklander .........................................36
   Gnome, Ice ...............................................36
  Spells .........................................37
   New Spells by List ..................................37
   New Spells ................................................38
  Equipment .................................42
   Armor ........................................................42
   Weapons .....................................................42
   Adventuring Gear .....................................42
   Tools ..........................................................43
   Mount and Vehicles ................................43
  Legal Appendix .........................44
  
  CLASS OPTIONS
  CLASS OPTIONS|3
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  CLASS OPTIONS
  CLASS OPTIONS
  These subclasses are drawn from the Lost Lands, but can be used in any fantasy campaign. 
  NEW SUBCLASSES 
  NEW SUBCLASSES 
  Class
  Subclass
  Level 
  Available
  Description
  Barbarian
  Path of the Beast Slayer
  3rd
  A hunter of savage beasts who draws power from the trophies they take
  Barbarian
  Path of the Bearsarker
  3rd
  A barbarian pledged to a holy vision of endless rage
  Barbarian
  Path of the Ulfhander
  3rd
  Wearers of the sacred wolf cloak
  Bard
  College of the Ancients
  3rd
  A follower of the lore of lost civilizations
  Bard
  College of the Troubadour
  3rd
  A singer of songs of heroism and courtly love
  Cleric
  Air Domain
  1st
  Wielder of the power of elemental air
  Cleric
  Chaos Domain
  1st
  Follower of the universal force of Chaos
  Cleric
  City Domain
  1st
  Devoted to the patron gods of cities and the people who dwell within them
  Cleric
  Cold Domain
  1st
  Wields elemental cold to freeze foes
  Cleric
  Crafts Domain
  1st
  The hand which creates also destroys
  Cleric
  Darkness Domain
  1st
  Devotee of the darkness and that which dwells within it
  Cleric
  Death Domain
  1st
  Follower of death and foe of that perversion of the natural life-death 
  cycle, undeath
  Cleric
  Earth Domain
  1st
  Wielder of the elemental force of Earth
  Cleric
  Fire Domain
  1st
  Devotee of elemental ﬁ re, that which warms the hearth and burns the house
  Cleric
  Hunger Domain
  1st
  Ever seeking follower of gods of insatiable hunger
  Cleric
  Law Domain
  1st
  Devotee of the universal constant of Law
  Cleric
  Luck Domain
  1st
  Beneﬁ ciary of good fortune and bringer of ill-fortune
  Cleric
  Moon Domain
  1st
  Ever changing devotee of the Moon
  Cleric
  Nobility Domain
  1st
  Paragon of the rights and responsibilities of nobles and monarchs
  Cleric
  Justice Domain
  1st
  Believer that justice comes from the gods, not the laws of people
  Cleric
  Sea Domain
  1st
  Wielder of the fury and majesty of the oceans
  Cleric
  Sickness Domain
  1st
  Bringer of illness and disease
  Cleric
  Travel Domain
  1st
  Wandering clergy who never rest
  Cleric
  Undeath Domain
  1st
  Devotee of the gods of undeath, undying, and the dark cold of the line 
  between life and death
  Cleric
  Water Domain
  1st
  Wielder of the elemental power of Water
  Druid
  Circle of the Ancestors
  2nd
  Allows ancestors spirits to inhabit their body to gain mystical power
  Druid
  Circle of the Spirits
  2nd
  Bonds with totemic spirit animals
  Fighter
  Captain
  3rd
  Leader of warriors and master tactician
  Monk
  Way of the Bo’faquan
  3rd
  The famed walking judges of Ting Dynasty
  Monk
  Way of Mithras
  3rd
  Supreme warriors inspired by the sacred bull of Mithras
  Paladin
  Oath of the Spear Maiden
  3rd
  Women dedicated to the warrior gods Wotan and Donar
  Ranger
  Horse Nomad
  3rd
  Mounted warriors and hunters without peer
  Sorcerer
  Cunning Woman
  1st
  Healers and fate manipulators from the Northlands
  Wizard
  Demonologist
  2nd
  Forges contracts with ﬁ ends to gain arcane might
  Wizard
  Geomancer
  2nd
  Master of ritual magic
  Wizard
  Rune Caller
  2nd
  Manipulator of the universe and fate using the ancient runes of power
  
  4|
  4|THE LOST LANDS
  THE LOST LANDS
  BEAST SLAYER 
  BEAST SLAYER 
  (BARBARIAN PRIMAL PATH)
  (BARBARIAN PRIMAL PATH)
  For the beast slayer ﬁ ghting their fellow humanoids is not enough 
  of a challenge, they must seek out and slay the largest creatures they 
  can ﬁ nd.  Defeat a rival tribe’s greatest warrior? Yawn. Bring down a 
  rampaging reptile that towers over the jungle like a mountain? Now 
  you’re talking.
  TROPHIES
  TROPHIES
  Beginning at 3rd level, when you slay an aberration, beast, dragon, 
  fey, monstrosity, or plant that has a CR at equal to or greater than 
  your levels in barbarian, you may harvest a trophy from it. Harvesting 
  a trophy involves a 10-minute ritual. The type of trophy you take 
  determines the beneﬁ ts the trophy grants as long as you carry it 
  on your person. You may only have a number of trophies equal to 
  your proﬁ ciency bonus at one time, and may harvest a new trophy 
  to replace one you already have, losing the beneﬁ ts of the replaced 
  trophy. Trophies lose their power when you are no longer using them. 
  You may not have more than one type of trophy at a time.
  BONES
  BONES
  You drape a necklace of bones around your neck, adorn your armor 
  with ribs, mount a skull upon your shield, or otherwise display the 
  bones of the creature you have slain. While raging, you gain resistance 
  to necrotic damage. Additionally, you have advantage on death saves 
  while you have this trophy.
  FANGS/ CLAWS/ TALONS
  FANGS/ CLAWS/ TALONS
  You don gauntlets with sharp talons over your forearms, a necklace 
  of fangs, helmet made of tusks, or otherwise display the biting and 
  clawing instruments of your prey. While raging, as a bonus action 
  you may make an unarmed attack inﬂ icting 1d8 piercing or slashing 
  damage (depends on the nature of the trophy). This bonus damage 
  increases to 2d8 at 10th level, and 3d8 at 15th level. Additionally, you 
  have advantage on Strength (Athletics) checks to climb.
  FEATHERS
  FEATHERS
  You drape over your shoulders a cloak made of bright feathers, a 
  headdress sporting a crown of feathers, armbands of trailing feathers, 
  or some other display of your trophy. While raging, you may take the 
  Disengage action as a bonus action. Additionally, you have advantage 
  on Wisdom (Perception) checks.
  HEAD
  HEAD
  You mount the preserved head of a creature on a spike you carry, 
  attach it to your shield, wear it as a helmet, or otherwise display the 
  grisly trophy. When raging, other creatures may not gain advantage on 
  attacks against you. Additionally, you have advantage on Intelligence 
  (Nature) checks.
  HORNS
  HORNS
  Your helmet is adorned with spreading antlers; you place a pair 
  of horns on your shield, wear a breastplate of interlinked antlers, or 
  otherwise display your trophy. When raging, you may use a bonus 
  action to take the Dash action to spring into the air, allowing you 
  to move vertically up to your full speed. Additionally, you have 
  advantage on Wisdom (Survival) checks.
  FURS
  FURS
  You don a cloak of fur, fur armbands, fur hat, or otherwise display 
  your trophy. While raging you gain resistance to cold damage. 
  Additionally, you gain advantage on Dexterity (Acrobatics) checks.
  SCALES/ SKIN
  SCALES/ SKIN
  You don a cape made of a scales, cover you shield in thick hide, 
  craft a shirt adorned with strips of thick leather, or otherwise display 
  your trophy. While raging add your proﬁ ciency bonus to your AC. 
  Additionally, you have advantage on Wisdom (Animal Handling) saves.
  HEART OF THE BEAST
  HEART OF THE BEAST
  Starting at 6th level, when you harvest a trophy you may also, 
  during the same ritual, eat the heart of the creature you have slain. 
  If the creature does not have a heart you eat some other vital organ. 
  When you do so you gain the effects of a short rest. You may do this 
  once, and regain uses following a long rest.
  FATAL BLOW
  FATAL BLOW
  At 10th level you gain the ability to aim your attacks against 
  creatures larger than you at their most vital points. When you succeed 
  at an attack roll against a creature larger than you, you inﬂ ict an 
  additional 1d8 points of damage. This bonus damage increases to 2d8 
  at 15th level.
  BLOODY RAGE
  BLOODY RAGE
  Beginning at 14th level, while raging you may, as an action, use 
  your heart of the beast feature.
  BEARSARKER (PRIMAL PATH)
  BEARSARKER (PRIMAL PATH)
  While the gods do not normally interfere in the lives of mortals, 
  save for the most heroic, there are those who have been touched by the 
  gods and granted power through them. Some are not merely granted 
  powers, but are transformed by the contact with the gods. One of these 
  mortals so altered are the Bearsarkers, a cult dedicated to the worship 
  of Wotan and the glory of the spear-din.
  The Bearsarker Cult is a sacred order of men and women who have 
  dedicated their lives Wotan. There are many reasons they choose 
  to do so, but the most common is that they feel an intense desire to 
  enter a savage fury and commit rampant acts of slaughter. This urge 
  to rage is even greater during battle, and so in order to control this 
  drive and have a place in society, the Bearsarker Cult of Wotan has 
  formed. Through esoteric arts, ritual drunkenness, and great personal 
  sacriﬁ ce, the Bearsarker not only tames his inner ﬁ re, but also learns 
  to become a whirling spirit of death and destruction, when the time 
  for such action is called for. Most do not live long, especially when 
  one considers that their rituals are fairly violent and often result in 
  severe injury and maiming. It is not unusual to ﬁ nd a Bearsarker who 
  has plucked out one of his own eyes to gain wisdom, or who has spent 
  time mediating while hung on a tree of woe.
  Members of the cult undergo extensive training in order to learn 
  to control their rage, as well as training in religion and the esoteric 
  arts. Although inwardly highly meditative and thoughtful people, the 
  outward appearance of the Bearsarkers gives others pause, considering 
  the reputation of the cult for great savagery barely contained as well as 
  incredible feats of stamina and strength. As per their religious dictates, 
  Bearsarkers do not bathe except for rare ritual puriﬁ cation purposes, 
  clad themselves only in a loincloth and bear robe, and never cut their 
  
  CLASS OPTIONS
  CLASS OPTIONS|5
  |5
  hair or beards. This shaggy, unkempt and wild appearance is the means 
  by which the cult is known, and seeing a Bearsarker on the other side of 
  a battleﬁ eld has been known to turn the morale of even the most hardy 
  of warriors. Also, despite, or because of, their sacred status, Bearsarkers 
  are afforded a great deal of leeway in their actions and behavior.
  Bearsarkers must be good or neutral aligned, must maintain the 
  unkempt appearance of their faith, worship Wotan above all other 
  gods, remain honorable, forsake marriage, children and wealth, and 
  live to serve the Northlander people as a whole. Some Bearsarkers 
  cults have formed around other aspects of the All Father and exist in 
  lands far removed from the Northlands, and serve those aspects and 
  people instead of Wotan.
  BATTLE INTOXICATION
  BATTLE INTOXICATION
  Beginning at 3rd level, during a short rest you may consume sacred 
  herbs, engage in ritual drinking, and eat certain mushrooms. At the 
  end of the short rest you regain a number of expended rages equal to 
  your Wisdom modiﬁ er.
  Also, at 3rd level you gain proﬁ ciency in the Religion skill. 
  SHIELD BREAKER
  SHIELD BREAKER
  Beginning at 6th level, you may make a special attack that reduces 
  a target’s ability to defend itself. You break shields, shatter armor, 
  wound limbs, and slash foreheads to let the blood roll into your foe’s 
  eyes. When you make this attack, you forgo doing any damage to the 
  target. Instead, the target’s armor class is reduced by an amount equal 
  to your Wisdom modiﬁ er until the end of its next turn.
  FEARED AND LOVED
  FEARED AND LOVED
  Starting at 10th level, you may rely on your status as a Bearsarker 
  to get you through social situations. You add your proﬁ ciency bonus 
  twice to Charisma (Intimidation) and Charisma (Persuasion) checks.
  SHIELDWALL BREAKER
  SHIELDWALL BREAKER
  Beginning at 14th level, when you succeed at a melee attack roll, 
  the target must make a Strength save with a DC equal to 8 + your 
  Strength modiﬁ er + your proﬁ ciency bonus or be pushed back 5 feet, 
  plus an additional ﬁ ve feet per point of your proﬁ ciency bonus.
  ULFHANDER (PRIMAL PATH)
  ULFHANDER (PRIMAL PATH)
  The feared Bearsarkers are not the only blood mad battle ragers 
  in the Northlands; there are several smaller cults dedicated to Wotan 
  that seek to harness their inner ﬁ res. Of these, the most well known 
  are the Ulfhander, those who iron will not bite. Like their Bearsarker 
  cousins, the Ulfhander have dedicated themselves to Odin, but not just 
  the leader of battles, but also as the master of beasts. In addition to 
  their amazing ﬁ ghting prowess, the Ulfhander also have the ability to 
  physically transform into wolves in order to carry their battle madness 
  into enemy shieldwalls.
  The key to the Ulfhander power, other than their faith and worship 
  of Wotan, is their divinely blessed cloaks. These cloaks, made from 
  the whole skins of wolves that a prospective Ulfhander has killed 
  in unarmed combat, grant them their powers. With his cloak on, the 
  Ulfhander can ignore injury, ﬁ ght with a ferocious rage, and even 
  assume the form of a wolf. Without it, he is just a normal man, albeit 
  one who has spent the better part of his life alternating between 
  contemplation of the divine and training for war.
  Much like their Bearsarker cousins, the Ulfhander practice esoteric 
  rituals and spend a great deal of time outside of combat in prayer 
  and mediation. Whereas the Bearsarkers tend towards mediation, 
  scariﬁ cation, and personal sacriﬁ ce as routes to the divine, the 
  Ulfhander take a more active approach and seek to understand the 
  boundaries between man and beasts, and men and gods, by regularly 
  blurring those boundaries. Vision quests, time spent living as a 
  wolf, and other odd behaviors are common. It is not unheard of for 
  an Ulfhander to become entranced by the beauty of the Allfather’s 
  creation and stand still, marveling at the mysteries in new fallen snow, 
  sunrises, or still ponds.
  SACRED WOLF CLOAK
  SACRED WOLF CLOAK
  Beginning at 3rd level when you choose this path, you acquire a 
  sacred wolf cloak. While wearing this coat you can still beneﬁ t from 
  your unarmored defense class feature, but also add your Wisdom 
  modiﬁ er to your armor class. If your sacred wolf cloak is lost or 
  destroyed you can make another one using the pelt of a wolf you have 
  freshly killed and a three day ritual.
  RUN WITH THE WOLVES
  RUN WITH THE WOLVES
  At 6th level while wearing your sacred wolf cloak you can speak 
  with wolves and other canines as though using the spell speak with 
  animals. Furthermore, you may cast any of the following spells once, 
  and regain use of that spell following a short rest: conjure animals, 
  animal messenger, and locate animals or plants. These spells only 
  affect wolves or other canines.
  FORM OF THE WOLF
  FORM OF THE WOLF
  At 10th level you gain the ability to take on aspects of the wolf. 
  While wearing your sacred wolf cloak, as a bonus action you may 
  change your features to that of a wolf while still maintaining your 
  human form. These changes last until you take a long rest. While 
  taking on the features of the wolf, you gain advantage on Charisma 
  (Intimidation), Wisdom (Perception), Dexterity (Stealth), and 
  Wisdom (Survival) checks. You may track using scent. You gain low-
  light vision. You gain unarmed bite and claw attacks that inﬂ ict 1d6 
  slashing damage, and may use one of these attacks as a bonus action 
  and apply your Strength modiﬁ er to damage.
  THOSE THAT IRON WILL NOT BITE
  THOSE THAT IRON WILL NOT BITE
  Beginning at 14th level while you are wearing your sacred wolf 
  cloak and in a rage, you are immune to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks.
  COLLEGE OF THE ANCIENTS 
  COLLEGE OF THE ANCIENTS 
  (BARDIC COLLEGE)
  (BARDIC COLLEGE)
  Bards of the College of the Ancients study long lost civilizations, 
  most notably the Hyperboreans who once ruled much of the continent 
  of Akados. They learn more than simply the history, but also study the 
  lost lore of such things as architecture, engineering, religion, and legal 
  codes. Many do not spend their entire lives in dusty libraries, though 
  these are certainly a main source of their knowledge, but go out on 
  adventures to see ancient wonders for themselves and delve into long 
  forgotten ruins after the greatest treasure of all, lost lore.
  
  6|
  6|THE LOST LANDS
  THE LOST LANDS
  BONUS PROFICIENCIES
  BONUS PROFICIENCIES
  When you join this college at 3rd level, you gain proﬁ ciency in 
  History and thieves’ tools. Furthermore, you gain proﬁ ciency in one 
  ancient language and are considered to be proﬁ cient with any armor, 
  weapon, tool, or vehicle made by that culture.
  FONT OF LORE
  FONT OF LORE
  Also at 3rd level, you can use an artifact from an ancient civilization 
  as your spellcasting focus. Furthermore, if you cast a spell with the 
  ritual tag and utilize locations and artifacts of ancient civilizations you 
  may turn the ritual in to a lecture. A lecture takes one hour to complete 
  but does not consume any spell components, and must have at least 
  two living creatures as an audience. 
  EVASION
  EVASION
  At 6th level, years spent in ancient tombs and ruins has taught you 
  to be on the lookout for danger. When you are subjected to an effect 
  that allows you to make a Dexterity saving throw to take only half 
  damage, you take no damage on a successful save and half damage 
  if you fail.
  WONDERS OF THE ANCIENTS
  WONDERS OF THE ANCIENTS
  Starting at 14th level, you may imbue an artifact created by an ancient 
  and long-dead civilization with your bardic inspiration. You must hold 
  the item and perform an hour long monologue about how it works, 
  where and why it was made, and other aspects of its history. Afterwards, 
  you may assign one of your bardic inspiration dice to the item. Anyone 
  who uses that item gains the beneﬁ ts of the bardic inspiration die, and 
  the die is not expanded when it is used. However, this reduces your 
  maximum bardic inspiration dice by one. You may use this feature once, 
  and regain uses of it following a long rest. You may transfer the bardic 
  inspiration die to another artifact, but this requires another hour long 
  monologue. You may remove the inspiration die from an item that has 
  one assigned to it during a long rest.
  COLLEGE OF THE TROUBADOUR 
  COLLEGE OF THE TROUBADOUR 
  (BARDIC COLLEGE)
  (BARDIC COLLEGE)
  The ﬁ nest courts in the Lost Lands employ troubadours to entertain 
  and enlighten. These bards are more than just singers; they live to 
  embody the highest virtues of chivalry, romance, and the heroics of 
  legends. Their songs are meant to inspire, true, and entertain as well, 
  but their greatest goal is to change the culture into one a bit more 
  reﬁ ned, a bit more humane, and maybe even a bit more beautiful.
  BONUS PROFICIENCIES
  BONUS PROFICIENCIES
  At 3rd level when you chose this college you gain proﬁ ciency in 
  three skills or tools of your choice.
  COURTLY LOVE
  COURTLY LOVE
  Also at 3rd level, you may use your bardic inspiration to inspire 
  courtly love. This is not something as simple as lust or the common 
  bonds of marriage, but love on a higher plane. You may expend a use 
  of bardic inspiration to cause two targets you can see to succeed at 
  a Wisdom save or become charmed towards each other (you cannot 
  be one of the targets). The two targets fall into courtly love towards 
  each other, seeking to win the favor of their beloved and please them 
  through grand gestures, composing songs, and winning victories in 
  their name. This effect lasts 24 hours, and targets who succeed at their 
  save do not know an attempt to charm them occurred.
  A NIGHT’S ENTERTAINMENT
  A NIGHT’S ENTERTAINMENT
  At 6th level, if you cast a spell with the ritual tag, you may perform 
  a song during the casting. The ritual is hidden within the song, but can 
  be discerned with an Intelligence (Arcana) check with a DC equal to 
  your spell save DC. The ritual takes one hour longer to complete than 
  normal, but does not consume any material components. You must 
  have an audience of at least two living creatures to use this feature.
  QUESTING BALLAD
  QUESTING BALLAD
  At 14th level you gain the geas spell. Targets who fail their save are 
  under the effects for double the normal duration.
  AIR DOMAIN
  AIR DOMAIN
  The elemental nature of air is loose, unfocused, and disperse. It is 
  ever present, but its force is only felt when it gathers itself for some 
  great task. Clerics of gods who focus on elemental air tend to have 
  personalities that can be described as ﬂ ighty, inconsistent, and often 
  ignored. That is until they choose to act, and then they are the wind the 
  roars, the patient scraping away of mountains, the redistribution of the 
  plains across half a continent. To be a cleric of air is to be the gentle 
  breeze, the raging storm, fresh air and foul, always in movement, 
  always there.
  AIR DOMAIN SPELLS
  AIR DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  feather fall, shocking grasp
  3rd
  gust of wind, levitate
  5th
  ﬂ y, lighting bolt
  7th
  conjure minor elementals, wall of air*
  9th
  conjure elemental, telekinesis
  *This spell is found in the Spells chapter.
  THUNDER AND LIGHTNING 
  THUNDER AND LIGHTNING 
  CONVERSION
  CONVERSION
  Beginning at 1st level when you choose this domain, any spell you 
  cast that inﬂ icts energy damage, i.e. ﬁ re or radiant, instead inﬂ icts 
  your choice of lighting or thunder damage.
  Furthermore, you are resistant to lightning and thunder damage.
  LIGHTEST STEP
  LIGHTEST STEP
  Also at 1st level, your feet do not always touch the ground and you 
  may ﬂ y for short distances. You may temporarily gain a ﬂ y speed of 30 
  feet for 1 minute, and may do this once. You regain use of this feature 
  following a long rest. Furthermore, the air buoys you to a degree and 
  you take half damage from falling.
  
  CLASS OPTIONS|7
  CHANNEL DIVINITY: BURST OF AIR
  CHANNEL DIVINITY: BURST OF AIR
  Starting at 2nd level, you can use your Channel Divinity to send 
  forth a burst of energy drawn from the elemental plane of air.
  As an action, you present your holy symbol and evoke your deity’s 
  name. You create a 30-foot sphere of energy centered on your holy 
  symbol. All creatures except you caught in area of effect must succeed 
  at a Dexterity save or suffer 2d8 lightning or thunder damage (your 
  choice), those who pass the save suffer half damage. Unattended 
  objects in the burst are pushed ﬁ ve feet away from you.
  ENERGY ABSORPTION
  ENERGY ABSORPTION
  Beginning at 6th level, when you suffer lightning or thunder 
  damage, you recover hit points equal to the amount of damage your 
  energy resistance blocked.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  your choice of lightning or thunder damage to the target. When you 
  reach 14th level, the extra damage increases to 2d8.
  BODY OF AIR
  BODY OF AIR
  At 17th level you can transform your physical form to one of 
  elemental energy. This transformation lasts a number of hours equal 
  to your Wisdom modiﬁ er. While transformed you are resistant to 
  bludgeoning, piercing, and slashing damage, immune to thunder and 
  lightning damage, gain a ﬂ y speed of 40 feet, and gain advantage on 
  Dexterity (Stealth) checks, and do not need to breathe.
  CHAOS DOMAIN 
  CHAOS DOMAIN 
  Chaos is a cosmic force, the randomness of chance, the drive for 
  anarchy, and the dissolution of the universe. As such it is opposed to 
  the ordering nature of Law. Clerics dedicated to a god of chaos are not 
  necessarily evil, but they tend to be wild, crazed, and selﬁ sh. They value 
  the person over the group, freedom over restrictions (even when those 
  restrictions might be beneﬁ cial), and disorder over order. Many people 
  fear those who have dedicated themselves to a cosmological force for 
  such have learned things that mortals were not meant to know.
  CHAOS DOMAIN SPELLS
  CHAOS DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  detect law and chaos*, hideous laughter
  3rd
  augury, blur 
  5th
  bestow curse, dispel magic
  7th
  banishment, confusion
  9th
  animate objects, dispel law and chaos*
  *This spell is found in the Spells chapter.
  FORTUNE OF CHAOS
  FORTUNE OF CHAOS
  Beginning at 1st level, you acquire a number of Chaos Dice equal to 
  your Wisdom modiﬁ er + your proﬁ ciency bonus. These dice begin as 
  d6’s, but increase to d8’s at 10th level, d10’s at 15th level, and d12’s 
  at 20th level. When a creature you can see makes a roll, but before the 
  results of that roll are determined, you may choose to use a Chaos Die 
  to affect the roll. Roll the Chaos Die, if it is an odd number add it to the 
  creature’s roll, if it is an even number, subtract it from the creature’s 
  roll. You recover spend Chaos Dice following a long rest.
  CHANNEL DIVINITY: 
  CHANNEL DIVINITY: 
  AURA OF CHAOS
  AURA OF CHAOS
  Starting at 2nd level, you can use your Channel Divinity to hamper 
  creatures of law.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Any creature with a lawful alignment within 30 feet of you that 
  you assign a Chaos Die to subtracts the Chaos Die from their roll, no 
  matter what the number of the die that comes up. This aura lasts until 
  the end of your next turn.
  CHAOTIC SPELLS
  CHAOTIC SPELLS
  Beginning at 6th level, when you take a short rest you may expend 
  a Chaos Die. You may replace a number of prepared spells equal to 
  the result of the Chaos Die, but must replace that number if you are 
  able to.
  Additionally, you when you cast a spell that inﬂ icts damage or 
  requires a saving throw, you may apply a Chaos Die to the damage or 
  your spell save DC.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapons strikes with 
  divine energy. Once on each of your turns when you hit a creature with 
  a weapon attack, you can cause the attack to deal an extra 1d8 necrotic 
  damage to the target. When you reach 14th level, the extra damage 
  increases to 2d8.
  UNINTENDED BUTTERFLIES
  UNINTENDED BUTTERFLIES
  Beginning at 17th level, when you assign a Chaos Die to a creature, 
  the nearest creature to it is also assigned a Chaos Die. If there is more 
  than one nearest creature, a randomly determined creature is assigned 
  a Chaos Die. Chaos Dice assigned in this manner do not count towards 
  your number of expended Chaos Dice.
  CLASS OPTIONS
  CLASS OPTIONS|7
  |7
  
  8|
  8|THE LOST LANDS
  THE LOST LANDS
  THE CITY DOMAIN 
  THE CITY DOMAIN 
  There are many gods of civilization, cities, and the drive towards 
  an urban populace. These patrons of organized life, specialization of 
  trade, stored knowledge, and rejection of the natural world desire the 
  world to become an orderly and urbane place. They are also, by default, 
  the patrons of those who dwell within cities, be they rich burghers or 
  gutter running thieves. The morality of the city is less of interest to 
  them and their clerics than that the city exist and fulﬁ ll its function of 
  bringing civilization and order to a chaotic and wild universe.
  CITY DOMAIN SPELLS
  CITY DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  charm person, comprehend languages
  3rd
  clam emotions, locate object
  5th
  nondetection, tongues
  7th
  fabricate, locate creature
  9th
  creation, legend lore
  BONUS PROFICIENCY
  BONUS PROFICIENCY
  At 1st level when you choose this domain, you gain proﬁ ciency in 
  two of the following: history medicine, or any one artisan’s tool set 
  of your choice.
  You add double your proﬁ ciency bonus to checks with the chosen 
  skill or tools.
  BREATH OF THE CITY
  BREATH OF THE CITY
  Also at 1st level when you choose this domain, you gain advantage 
  on any Intelligence (Investigation), Charisma (Deception), Charisma 
  (Intimidation), or Charisma (Persuasion) checks performed while in 
  an urban environment.
  CHANNEL DIVINITY: URBANIZATION
  CHANNEL DIVINITY: URBANIZATION
  Starting at 2nd level, you can use your Channel Divinity to bring 
  forth streets in the wilderness or alter the urban environment.
  As an action, you present your holy symbol and evoke your 
  deity’s name. All terrain within 30 feet of you becomes difﬁ cult 
  terrain for all creatures other than yourself and a number of allies 
  equal to your Wisdom modiﬁ er. Inside urban areas the streets veer 
  away from effected creatures, buildings seem to lean in or pull 
  back as they approach, and the pavement ripples under their feet. 
  If outside of a city, pavement pushes up from the soil, walls sprout 
  from the ground, and the hum of thousands of voices can be heard 
  in the background.
  URBAN BLIGHT
  URBAN BLIGHT
  Starting at 6th level, when you use your Channel Divinity: 
  Urbanization to bring forth streets in the wilderness or alter the 
  urban environment the resulting change becomes deadly. Any 
  creature effected by your Channel Divinity: Urbanization suffers 
  1d6 bludgeoning, piercing, or slashing damage (your choice when 
  you use this feature) at the end of any turn they remain in the area 
  of effect.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapons strikes 
  with divine energy, sharpening blades in an instant and making blunt 
  weapons more solid. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an 
  extra 1d8 damage of whatever type it normally does to the target. 
  When you reach 14th level, the extra damage increases to 2d8.
  PULSE OF THE CITY
  PULSE OF THE CITY
  At 17th level, when you are in an urban environment and cast a 
  divination spell, the range and duration of the spell is doubled. 
  Additionally, if the spell offers a save, you apply your proﬁ ciency 
  bonus twice to the spell save DC.
  COLD DOMAIN 
  COLD DOMAIN 
  Followers of deities dedicated to the chill of winter and the cold 
  between the stars don’t tend to be kind, generous people. Indeed, they 
  are generally regarded as cold hearted. The most notorious of cold 
  aligned deities is Althunak, the Demon God of Ice and Snow. While 
  not all cold domain followers are as cannibalistic and hateful as His 
  frigid clerics, most are not much better.
  COLD DOMAIN SPELLS
  COLD DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  burning hands, create or destroy water
  3rd
  gust of wind, scorching ray
  5th
  meld into ice*, water walk
  7th
  control water, ice storm
  9th
  cone of cold, ﬂ ame strike
  *This spell is found in the Spells chapter.
  COLD CONVERSION
  COLD CONVERSION
  Beginning at 1st level when you choose this domain, any spell you 
  cast that inﬂ icts energy damage, i.e. ﬁ re or radiant, instead inﬂ icts 
  cold damage.
  Also, if a creature suffers cold damage that you caused, they must 
  make a Constitution save with a DC equal to your spell save DC or 
  have their speed reduced by half until the end of their next turn.
  CHANNEL DIVINITY: ICY BLAST
  CHANNEL DIVINITY: ICY BLAST
  Starting at 2nd level, you can use your Channel Divinity to call 
  forth a blast of icy cold air.
  As an action, you present your holy symbol and evoke your deity’s 
  name. You project a 15-foot cone of frigid cold air originating from 
  your holy symbol. All creatures caught in this cone must make a 
  Constitution save against your spell save DC or suffer 2d8 cold 
  damage (half damage on a successful save) and gain the stunned 
  condition until the end of your next turn.
  THE COLD THAT BITES
  THE COLD THAT BITES
  At 6th level, when you cause cold damage to a creature that damage 
  lingers. The creature takes an additional 1d4 cold damage at the end 
  
  CLASS OPTIONS
  CLASS OPTIONS|9
  |9
  of its turn for an amount of rounds equal to your Wisdom modiﬁ er. 
  This damage increases to 1d6 cold damage at 10th level, and 1d8 cold 
  damage at 15th level.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  cold damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  COLD OF DEATH
  COLD OF DEATH
  Beginning at 17th level, when you kill a creature with cold damage, 
  as a bonus action you may absorb some of their soul. When you do so 
  you regain hit points as if you expended a hit die. 
  CRAFTS DOMAIN 
  CRAFTS DOMAIN 
  Masters of the arts and crafts, clerics of crafting deities focus on 
  making things. Their divine patrons are varied, but all share the need to 
  make, to build, and to repair. While the smith-god at her forge is the most 
  common example, there are gods whose purview includes al the crafts, 
  such as leather working, pottery, or weaving. For those outside of a craft, 
  the secrets of production can seem like magic, and many guilds couch 
  their most valuable lore in mystical terms. To the forge priest, this is as 
  it should be, for every hammer blow, every sliding loom scuttle, every 
  rotation of the potter’s wheel is a prayer, a sacriﬁ ce, and a dedication.
  CRAFTS DOMAIN SPELLS
  CRAFTS DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  comprehend languages, identify
  3rd
  continual ﬂ ame, locate object
  5th
  glyph of warding, tiny hut
  7th
  fabricate, private sanctum
  9th
  creation, symbol
  BONUS CANTRIP
  BONUS CANTRIP
  At 1st level you gain the mending cantrip.
  DIVINE WORKMANSHIP
  DIVINE WORKMANSHIP
  Also at 1st level, you gain a number of forge dice equal to your 
  Wisdom modiﬁ er + your proﬁ ciency bonus. These begin as d6’s, but 
  increase to d8 at 10th level and d10 at 15th level. You may spend ten 
  minutes working on a piece of equipment such as a tool, a weapon, a 
  vehicle, or a suit of armor. At the end of this time the piece of equipment 
  gains the forge die and the next time it is used adds the forge die to a 
  single roll to use that piece of equipment, or in the case of a suit of 
  armor, the forge die is rolled an added to the AC it provides against a 
  single attack. You regain expended forge die following a long rest.
  CHANNEL DIVINITY: 
  CHANNEL DIVINITY: 
  SECRETS OF THE FORGE
  SECRETS OF THE FORGE
  Starting at 2nd level, you can use your Channel Divinity to gain the 
  knowledge needed to use any tool.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Choose a single tool, you gain proﬁ ciency with this tool for the 
  next hour.
  THAT WHICH MAKES ALSO DESTROYS
  THAT WHICH MAKES ALSO DESTROYS
  At 6th level, you can see the ﬂ aws in objects and know where to 
  strike them to make them fall apart. When you make an attack roll 
  against an object you have advantage. Furthermore, you may add your 
  Wisdom modiﬁ er to any damage you do to an object.
  Also, at 6th level, if you spend ﬁ ve minutes meditating with an 
  object, that object gains resistance to bludgeoning, piercing, and 
  slashing damage form nonmagical weapons.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 of 
  bludgeoning, piercing, or slashing damage (your choice) to the target. 
  When you reach 14th level, the extra damage increases to 2d8.
  REFORGED FORM
  REFORGED FORM
  Beginning at 17th level, you may perfect this ﬂ eshy body with the 
  raw materials of craftwork. Your body becomes coated in metal, thick 
  leather, bricks, cut stone, or other raw materials you ﬁ nd about you. 
  You must have access to at least half your weight in raw materials. For 
  the next minute, you gain resistance to damage based on the material 
  you use. Your armor class improves based on the material you have at 
  hand to reforge your body. You can do this once, and regain use of this 
  feature following a long rest.
  REFORGED BODY MATERIALS
  REFORGED BODY MATERIALS
  Material
  AC 
  Bonus
  Damage Resistance
  Leather
  +1
  Slashing
  Wood
  +2
  Bludgeoning and Piercing
  Stone/ 
  Brick
  +3
  Piercing and Slashing
  Metal
  +4
  Bludgeoning, Piercing, and Slashing
  
  10|
  10|THE LOST LANDS
  THE LOST LANDS
  DARKNESS DOMAIN 
  DARKNESS DOMAIN 
  Salves to darkness some call cleric who follow gods that grant this 
  domain, but this is not always the case. True, they revel in the dark of 
  night and the deeper darkness found only far beneath the earth, but 
  remember that darkness is a natural state. The night is dark, the spaces 
  between the stars are dark, and caverns carved by the slow melt of 
  water through stone are dark. Yet, what lies in that darkness? What 
  secrets are hidden by the night?
  DARKNESS DOMAIN SPELLS
  DARKNESS DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  silent image, sleep
  3rd
  blindness/deafness, darkness
  5th
  fear, nondetection
  7th
  black tentacles, phantasmal killer
  9th
  contact other plane, scrying
  SEE WITHOUT SIGHT
  SEE WITHOUT SIGHT
  At 1st level when you choose this domain you gain the ability to 
  sense your surroundings without having to see them. You can ‘see’ 
  out to 60 ft. in darkness as if in dim light, and 120 ft. in dim light as 
  if bright light. This is not darkvision, and replaces that feature if you 
  have it. Instead, this is a spiritual sense of creatures and objects within 
  your range.
  CHANNEL DIVINITY: 
  CHANNEL DIVINITY: 
  AURA OF DARKNESS
  AURA OF DARKNESS
  Starting at 2nd level, you can use your Channel Divinity to summon 
  a cloud of darkness.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Magical darkness descends upon you in a 30-foot sphere. 
  You can see in this, but others means of sight such as darkvision do 
  not penetrate it. The aura lasts until the end of your next turn. This 
  aura dispels any magical light within its area of effect. Additionally, 
  any hostile creatures within the area of effect must succeed at a 
  Constitution save or suffer cold damage equal to 2d6 + your cleric 
  level, half damage on a successful save. A creature that has total cover 
  form you is not affected.
  SHARED SIGHT
  SHARED SIGHT
  At 6th level, you may choose to share your ability to see in absolute 
  darkness with up to your Wisdom modiﬁ er allies. You may do so 
  once, and regain the ability to do so following a short rest. Those who 
  beneﬁ t form this feature may see in darkness as you do, but only for 1 
  minute. You must be able to touch a creature to use this feature.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  cold damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  CROWN OF DARKNESS
  CROWN OF DARKNESS
  Starting at 17th level, you can use your action to activate an area 
  of darkness that lasts 1 minute or until you dismiss it. This 30-foot 
  area is centered on you and moves with you. Enemies that end their 
  turn within this area have disadvantage on saving throws against your 
  spells. The area is impenetrable magical darkness that you can see 
  through, but others cannot.
  DEATH DOMAIN 
  DEATH DOMAIN 
  Clerics of death worship gods that oversee the end of life, the ﬁ nal 
  hours, and often the afterlife as well. Death comes in many ways, 
  through accident and age, blade and bludgeon, disease and disorder. 
  To these followers of the Final Call, the end is always nigh, and if not, 
  they will bring in swiftly on mufﬂ ed wings. Despite this morbidity, 
  death is part of the natural order and many clerics of death do not see 
  themselves as harbingers of evil, but necessary aspects of the universe.
  DEATH DOMAIN SPELLS
  DEATH DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  false life, magic missile
  3rd
  gentle repose, magic weapon
  5th
  speak with dead, spirit guardians
  7th
  banishment, blight
  9th
  antilife shell, contagion
  MARK OF DEATH
  MARK OF DEATH
  With a look you can mark a creature for death. As an action, you 
  may give one creature you can see that is within 30 feet of you the 
  mark of death. The mark lasts until you are rendered unconscious, 
  mark a different creature, or the marked creature dies. While suffering 
  from your mark of death, the marked creature must succeed at a 
  Wisdom save at the start of its turn or suffer your Wisdom modiﬁ er in 
  necrotic damage. You may use this feature a number of times equal to 
  your Wisdom modiﬁ er plus your proﬁ ciency bonus, and regain uses 
  following a long rest.
  CHANNEL DIVINITY: AURA OF DEATH
  CHANNEL DIVINITY: AURA OF DEATH
  Starting at 2nd level, you can use your Channel Divinity to create a 
  ﬁ eld of death and decay.
  As an action, you present your holy symbol and evoke your deity’s 
  name. All creatures in a 15-foot cone originating from you must 
  succeed at a Constitution save or suffer 1d8 necrotic damage. Also, 
  those who fail their save may not regain hit points until the end of 
  your next turn.
  SHARED DEATH
  SHARED DEATH
  Beginning at 6th level, when you cause necrotic damage to a target 
  you must cause another creature that you can see within 15 feet of 
  the target to suffer 1d8 necrotic damage as well. Furthermore, any 
  creature you kill cannot be raised as undead.
  
  CLASS OPTIONS
  CLASS OPTIONS|11
  |11
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  necrotic damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  CHANNEL DIVINITY: HARVEST DEATH
  CHANNEL DIVINITY: HARVEST DEATH
  Starting at 17th level, you can use your Channel Divinity to absorb 
  the energy of death.
  As an action, you present your holy symbol and evoke your deity’s 
  name. For the next minute, when a creature dies within 30 feet of 
  you, you may harvest part of their soul as it leaves their body. You are 
  not destroying this soul fragment, it is going to move on to its ﬁ nal 
  reward, but you harness its passing to recharge your spells. When you 
  harvest a soul you regain a spell slot of a level no greater than a quarter 
  of its hit dice. 
  EARTH DOMAIN 
  EARTH DOMAIN 
  Steady, solid, grounded, these are aspects that the clerics of earth 
  share with their deities and the elemental plane they draw their energy 
  from. Their bodies tend to be as solid as the ground they worship, 
  unyielding and often brutish in aspect. Earth is more than just 
  resilient, it is also supportive for it holds up all life, is the fertile ﬁ eld, 
  the towering mountain, and the rolling hills. Yet, when angered the 
  cleric of earth is as the ground that shakes, toppling buildings, altering 
  the course of rivers, and lying waste to the puny life that dwells upon 
  its skin.
  EARTH DOMAIN SPELLS
  EARTH DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  longstrider, shield
  3rd
  acid arrow, enlarge/ reduce
  5th
  slow, protection from energy
  7th
  conjure minor elementals, stone shape
  9th
  wall of stone conjure elemental
  STONE CONVERSION
  STONE CONVERSION
  Beginning at 1st level when you choose this domain, any spell 
  you cast that inﬂ icts energy damage, i.e. lightning or radiant, instead 
  inﬂ icts acid damage.
  Furthermore, you are resistant to acid damage.
  BONUS CANTRIP
  BONUS CANTRIP
  Also at 1st level, you gain the acid splash cantrip
  CHANNEL DIVINITY: 
  CHANNEL DIVINITY: 
  RUMBLES OF EARTH
  RUMBLES OF EARTH
  Starting at 2nd level, you can use your Channel Divinity to send 
  forth a burst of energy drawn from the elemental plane of earth that 
  shakes the ground and tumbles walls.
  As an action, you present your holy symbol and evoke your deity’s 
  name. You create a 30-foot sphere of energy centered on your holy 
  symbol. All creatures except you caught in area of effect must succeed 
  at a Dexterity save or suffer 2d8 bludgeoning damage and have their 
  speed reduced by half until the end of their next turn, those who pass 
  the save suffer half damage. Walls and other structures in this burst 
  also suffer damage.
  ENERGY ABSORPTION
  ENERGY ABSORPTION
  Beginning at 6th level, when you suffer acid damage, you recover 
  hit points equal to the amount of damage your energy resistance 
  blocked.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  acid damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  BODY OF EARTH
  BODY OF EARTH
  At 17th level you can transform your physical form to one of 
  elemental energy. This transformation lasts a number of hours equal 
  to your Wisdom modiﬁ er. While transformed you are resistant to 
  bludgeoning, piercing, and slashing damage, immune to acid damage, 
  gain a burrowing speed of 40 feet, have advantage on all Strength 
  checks and saves, and do not need to breathe.
  FIRE DOMAIN 
  FIRE DOMAIN 
  Fire rages, ﬁ re runs, ﬁ re is constantly in movement. It is a dichotomy, 
  it warms the hearth and burns the house down, it attracts and causes 
  fear, it is a mark of civilization when in the furnace, and a sign of 
  barbarism in the hands of the conqueror. Clerics of ﬁ re gods are 
  mercurial, destructive, supportive, providers and devastators, much 
  like their gods. Fire is the heat of the sun, ﬁ re is the charred corpse, as 
  an elemental force ﬁ re just is, and all you can do is learn to harness it 
  or run away.
  FIRE DOMAIN SPELLS
  FIRE DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  burning hands, thunderwave
  3rd
  continual ﬂ ame, ﬂ aming sphere
  5th
  ﬁ reball, protection from energy
  7th
  conjure minor elementals, wall of ﬁ re
  9th
  cone of cold, conjure elemental
  FIRE CONVERSION
  FIRE CONVERSION
  Beginning at 1st level when you choose this domain, any spell 
  you cast that inﬂ icts energy damage, i.e. lightning or radiant, instead 
  inﬂ icts ﬁ re damage.
  Furthermore, you are resistant to ﬁ re damage.
  BONUS CANTRIP
  BONUS CANTRIP
  Also at 1st level, you gain the produce ﬂ ame cantrip
  
  12|
  12|THE LOST LANDS
  THE LOST LANDS
  CHANNEL DIVINITY: BURST OF FIRE
  CHANNEL DIVINITY: BURST OF FIRE
  Starting at 2nd level, you can use your Channel Divinity to send 
  forth a burst of energy drawn from the elemental plane of ﬁ re.
  As an action, you present your holy symbol and evoke your deity’s 
  name. You create a 30-foot sphere of energy centered on your holy 
  symbol. All creatures except you caught in area of effect must succeed at 
  a Dexterity save or suffer 2d8 ﬁ re damage, those who pass the save suffer 
  half damage. Unattended ﬂ ammable objects in the burst are set on ﬁ re.
  ENERGY ABSORPTION
  ENERGY ABSORPTION
  Beginning at 6th level, when you suffer ﬁ re damage, you recover hit 
  points equal to the amount of damage your energy resistance blocked.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  ﬁ re damage to the target. When you reach 14th level, the extra damage 
  increases to 2d8.
  BODY OF FIRE
  BODY OF FIRE
  At 17th level you can transform your physical form to one of 
  elemental energy. This transformation lasts a number of hours equal 
  to your Wisdom modiﬁ er. While transformed you are resistant to 
  bludgeoning, piercing, and slashing damage, immune to ﬁ re damage, 
  gain a ﬂ y speed of 40 feet, set on ﬁ re unattended ﬂ ammable objects 
  you touch, and do not need to breathe.
  HUNGER DOMAIN 
  HUNGER DOMAIN 
  The gods of hunger are not the patrons of wanting to eat, but the 
  patrons of that kind of hunger that overwhelms and consumes body 
  and soul. Often demonic in nature, these deities urge their followers 
  to eat the ﬂ esh of the living, to feel the red juices coursing along their 
  throats, and to destroy to satiate a hunger that never is satisﬁ ed. Clerics 
  of these deities know a hunger that is deeper than that of any victim of 
  famine, and have gullets that can never be truly ﬁ lled.
  HUNGER DOMAIN SPELLS
  HUNGER DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  bane, hideous laughter
  3rd
  hold person, spiritual weapon
  5th
  fear, vampiric touch
  7th
  black tentacles, locate creature
  9th
  hold monster, insect plague
  CONSUME ANYTHING
  CONSUME ANYTHING
  Beginning at 1st level, you gain nourishment from any organic 
  matter you can ﬁ t into our mouth. Furthermore, you gain resistance to 
  poison damage and immunity to the poisoned condition.
  CHANNEL DIVINITY: FEEDING FRENZY
  CHANNEL DIVINITY: FEEDING FRENZY
  Starting at 2nd level, you can use your Channel Divinity to incite 
  your allies into a feeding frenzy.
  As an action, you present your holy symbol and evoke your deity’s 
  name. All allies within 30 feet of you may chose to gain advantage on 
  attack rolls for a number of rounds equal to your Wisdom modiﬁ er. 
  However, any of those who do choose to do so and slays a foe must 
  succeed at a Wisdom save or spend their next turn feeding upon the 
  warm, succulent ﬂ esh of their victim.
  GIBBETS
  GIBBETS
  Beginning at 6th level, you may attempt to feed on the recently dead 
  in order to regain mystical power. Choose a creature that has been dead 
  for no more than 1 minute. You must start and end your turn adjacent 
  to the creature in order to feed. At the end of this turn you regain an 
  expended spell slot of a level no higher than your Wisdom modiﬁ er.
  CONSUMING STRIKE
  CONSUMING STRIKE
  At 8th level, you gain the ability to consume the life force of those you 
  attack. If you successfully cause damage to a foe with a melee attack or 
  a spell, you gain temporary hit points equal to your Wisdom modiﬁ er.
  DIRE FEASTING
  DIRE FEASTING
  At 17th level, creatures affected by your Feeding Frenzy channel 
  divinity feature that spend a turn feeding gain temporary hit points 
  equal to your Wisdom modiﬁ er.
  LAW DOMAIN 
  LAW DOMAIN 
  Law as a universal force does not care about justice, just the rules. 
  Law is order out of chaos, the basic foundation of reality, organization of 
  beings, societies, and nations. It is amoral, just as amoral as cosmological 
  Chaos, but where its opposite revels in the decay and destruction that 
  brings all to its base elements, Law puts things together, sets the start in 
  their courses, and makes sure that the rules are followed. Clerics of Law 
  are orderly, tend to follow a regular pattern in their lives, and most of all 
  obey the higher Law rather than temporal law.
  LAW DOMAIN SPELLS
  LAW DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  detect law and chaos, sanctuary
  3rd
  calm emotions, zone of truth
  5th
  magic circle, 
  7th
  banishment, death ward
  9th
  dispel law and chaos, planar binding
  *This spell is found in the Spells chapter.
  ORDER AND REASON
  ORDER AND REASON
  Beginning at 1st level, the patterns of your body become resistant to 
  the effects of decay. You gain resistance to necrotic damage.
  Also, at 1st level you gain proﬁ ciency with medium armor.
  
  CLASS OPTIONS
  CLASS OPTIONS|13
  |13
  CHANNEL DIVINITY: BOUND BY LAW
  CHANNEL DIVINITY: BOUND BY LAW
  Starting at 2nd level, you can use your Channel Divinity to hamper 
  creatures of chaos.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Any creature with a chaotic alignment within 30 feet of you 
  must make a Wisdom save or gain the restrained condition until the 
  end of their next turn.
  LAWFUL SPELLS
  LAWFUL SPELLS
  Beginning at 6th level, during a short rest you may expend a use of 
  channel divinity to regain spent spell slots. When you do so you regain 
  a number of levels of spell slots equal to your Wisdom modiﬁ er.
  PERSISTENT PATTERN
  PERSISTENT PATTERN
  At 8th level, the forces of Law work to keep your body from coming 
  apart. When you take damage you may use your reaction to halve that 
  damage.
  CHANNEL DIVINITY: SHIELD OF LAW
  CHANNEL DIVINITY: SHIELD OF LAW
  Starting at 17th level, you can use your Channel Divinity to bolster 
  your allies’ patterns.
  As an action, you present your holy symbol and evoke your deity’s 
  name. You create a 30-foot sphere of pure Law that lasts a number of 
  rounds equal to your Wisdom modiﬁ er. All allies that end their turn 
  within the sphere gain a number of temporary hit points equal to your 
  Wisdom modiﬁ er+ your proﬁ ciency bonus. 
  LUCK DOMAIN 
  LUCK DOMAIN 
  Clerics of luck, well, their gods are ﬁ ckle but fortunate. Things just 
  go right for these clerics, the passing stranger they helped out turns out 
  to be noble in disguise, who has information the characters need for 
  their quest, which leads them to a large treasure trove hidden in some 
  unassuming temple, which was dedicated to a god long forgotten, 
  who grants a boon to the characters, who then discover that they got 
  lost in a forest but it turned out to be a short cut, which led them to 
  the place they were looking for, and so on. These clerics, their toast 
  always lands butter side up, the store is never out of that rare thing 
  they are seeking, and somehow they always win at games of chance, 
  even when they lose. Especially when they lose.
  LUCK DOMAIN SPELLS
  LUCK DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  expeditious retreat, unseen servant
  3rd
  gust of wind, suggestion
  5th
  hypnotic pattern, remove curse
  7th
  confusion, dimension door
  9th
  dream, seeming
  LUCKY
  LUCKY
  Beginning at 1st level you gain a number of Luck Dice equal to 
  your Wisdom modiﬁ er. These dice begin as d6’s, and increase to d8’s 
  at 10th level, and d10’s at 15th level. You may add these dice to any 
  roll, ability check, or saving throw that you or a target within 30 feet 
  of you that you can see makes. You must do so before the results of 
  the roll are determined.
  CHANNEL DIVINITY: LUCK DAY
  CHANNEL DIVINITY: LUCK DAY
  Starting at 2nd level, you can use your Channel Divinity to spread 
  around luck and ill fortune.
  As an action, you present your holy symbol and evoke your deity’s 
  name. For a number of rounds equal to your Wisdom modiﬁ er, when 
  you use a Luck Die, you share its result with one other creature you 
  can see that is within 30 feet of you. That creature either adds or 
  subtracts the result of the Luck Die from their next roll, your choice.
  BLIND CHANCE
  BLIND CHANCE
  At 6th level, when you fail a roll, ability check, or saving throw, 
  you may immediately reattempt it, ignoring if you made the roll with 
  advantage or disadvantage. You may do so a number of times per 
  die equal to your Wisdom modiﬁ er, and regain uses of this feature 
  following a long rest.
  LUCKY BLOW
  LUCKY BLOW
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. When you make an infused attack roll, pick up the 
  die and put it down showing whatever number you want. You may do 
  so once, and regain use of this feature following a long rest. 
  DUMB LUCK
  DUMB LUCK
  Beginning at 17th level, when you use Luck Dice, after you roll the 
  luck dice but before any results are made known, you roll a d20, on a 
  10 or higher turn the Luck Die to its maximum number. Now sit back 
  and grin.
  MOON DOMAIN 
  MOON DOMAIN 
  Oh the moon, ever changing, ever above, constant and inconstant 
  in one. Moon clerics reﬂ ect their deity’s obsession with change, with 
  cyclic life, and with mystery. While not always liars, they tend to 
  obfuscate, hide, and conceal the truth. Yet, they can be brutally honest 
  when needed, just another aspect of their mercurial nature.
  MOON DOMAIN SPELLS
  MOON DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  faerie ﬁ re, sanctuary
  3rd
  darkvision, moonbeam
  5th
  hypnotic pattern, bestow curse
  7th
  hallucinatory terrain, polymorph
  9th
  awaken, scrying
  MOONSIGHT
  MOONSIGHT
  When under the light of the moon you have darkvision 60 ft, but 
  not underground, in buildings, or otherwise cut off from moonlight.
  
  14|THE LOST LANDS
  EVER CHANGING
  EVER CHANGING
  Your mind and body are inconstant, changing a little every night 
  when the moon rises. Following a long rest, you may change on skill, 
  tool, or vehicle proﬁ ciency for another. You lose the proﬁ ciency you 
  previously had but take on the new one.
  CHANNEL DIVINITY: MOON LIGHT
  CHANNEL DIVINITY: MOON LIGHT
  Starting at 2nd level, you can use your Channel Divinity to send 
  forth beams of moonlight to hamper your foes.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Beams of moonlight ﬂ y forth from your holy symbol, cursing all 
  foes in a 15-foot cone centered on your holy symbol. Creatures caught 
  in the cone must succeed at a Wisdom save of suffer disadvantage on 
  all rolls. Creatures suffering disadvantage from your moon light must 
  attempt a Wisdom save at the end of their turn or continue to do so, 
  ending the effect with a successful Wisdom save.
  INCONSISTENT FORM
  INCONSISTENT FORM
  At 6th level, you may change your shape as per the polymorph spell, 
  although you retain your mental ability scores. You may do this twice 
  and regain use following a long rest.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  radiant damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  LUNAR WRATH
  LUNAR WRATH
  Beginning at 17th level, those who failed to save against our 
  Channel Divinity: Moon Light also suffer 2d8 radiant damage every 
  time they fail their save against that feature.
  NOBILITY DOMAIN 
  NOBILITY DOMAIN 
  The gods of nobility are the gods of monarchies, feudal hierarchies, of 
  organized societies where everyone knows their place and works to fulﬁ ll 
  their obligations. It should be no surprise that their clergies are as highly 
  organized and hierarchical, and that their clerics come from the upper 
  classes. Clerics of nobility know their place and are quick to ensure that 
  their duties are fulﬁ lled, and often that their rights are invoked as well.
  NOBILITY DOMAIN SPELLS
  NOBILITY DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  charm person, heroism
  3rd
  enthrall, suggestion
  5th
  fear, phantom steed
  7th
  divination, dominate beast
  9th
  dominate person, legend lore
  WARRIOR FIRST
  WARRIOR FIRST
  Like all nobles should be, you are a warrior who protects your vassals. 
  You gain proﬁ ciency with marital weapons and medium armor.
  CHANNEL DIVINITY: RALLY!
  CHANNEL DIVINITY: RALLY!
  Starting at 2nd level, you can use your Channel Divinity to 
  encourage your allies and drive them forth to greater efforts.
  As an action, you present your holy symbol and evoke your deity’s 
  name. All allies within a 30 foot cube gain a number of temporary hit 
  points equal to your Wisdom modiﬁ er, and they may make a saving 
  throw against an ongoing effect thy are under.
  LORDLY GRACE
  LORDLY GRACE
  Beginning at 6th level, you may invoke your god and the rights 
  accorded to people of your status, granting you advantage on Charisma 
  (Intimidation and Persuasion) checks. You may do this a number of 
  times equal to your Wisdom modiﬁ er, and regain uses following a 
  long rest.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  radiant damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  CHANNEL DIVINITY: 
  CHANNEL DIVINITY: 
  MAJESTIC DISPLAY
  MAJESTIC DISPLAY
  Starting at 17th level, you can use your Channel Divinity to awe 
  both friends and foes.
  As an action, you present your holy symbol and evoke your deity’s 
  name. All foes within a 30 foot cube must make a Wisdom save or 
  suffer 2d8 psychic damage and gain the frightened condition, and 
  must make that save at the end of their turn, ending the effect once 
  they pass a save. All allies within a 30-foot cube are heartened by your 
  presence and end any conditions affecting them.
  14|
  14|THE LOST LANDS
  THE LOST LANDS
  
  CLASS OPTIONS
  CLASS OPTIONS|15
  |15
  JUSTICE DOMAIN 
  JUSTICE DOMAIN 
  Justice is not the law, justice is making sure that people are treated 
  fairly and equitably, that the guilty are punished and the innocent 
  protected. Deities of justice are often lawful, sure, but they temper the 
  rule of law with an eye towards ensuring justice is served. When the law 
  is wrong, justice takes precedent, at least I their eyes. Clerics of justice 
  are just as driven to make sure that this ethos is carried out, and will go 
  to nearly any length to see that justice is done. Often they are freelance 
  justice bringers, working for a higher cause than the local law.
  JUSTICE DOMAIN SPELLS
  JUSTICE DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  command, sanctuary
  3rd
  calm emotions, zone of truth
  5th
  dispel magic, beacon of hope
  7th
  banishment, faithful hound
  9th
  geas, scrying
  ARMED AND DANGEROUS
  ARMED AND DANGEROUS
  At 1st level, you gain proﬁ ciency in marital weapons and 
  medium armor.
  CHANNEL DIVINITY: MARK OF JUSTICE
  CHANNEL DIVINITY: MARK OF JUSTICE
  Starting at 2nd level, you can use your Channel Divinity to designate 
  the unjust and the wicked.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Choose one creature that you can see within 30 feet of you. 
  That creature is now marked for justice. You and your allies that 
  attack the creature gain advantage on attack rolls. Also, you and your 
  allies have advantage on saving throws against effects caused by the 
  marked creature. The mark lasts for a number of rounds equal to you 
  Wisdom modiﬁ er.
  BRING 
  BRING ‘‘EM DOWN
  EM DOWN
  Beginning at 6th level, you add your Wisdom modiﬁ er to any 
  damage you inﬂ ict on a creature bearing a mark of justice.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  radiant damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  BRING 
  BRING ‘‘EM IN
  EM IN
  At 17th level, when you damage a creature bearing a mark of 
  justice, that creature must make a Dexterity save or become restrained 
  until the end of your next turn.
  SEA DOMAIN 
  SEA DOMAIN 
  Clerics of sea gods are mercurial, ﬁ erce, and prone to frequent rages, 
  much like the mighty oceans and rivers they worship. The power of 
  the sea is one of freezing cold, gentle winds, terrible pressures, and 
  alien life that exists in a profusion and diversity that land dwellers can 
  only barely recognize.
  SEA DOMAIN SPELLS
  SEA DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  fog cloud, thunderwave
  3rd
  gust of wind, misty step
  5th
  water breathing, water walk
  7th
  control water, hallucinatory terrain
  9th
  commune with nature, wall of water*
  *This spell is found in the Spells chapter.
  BONUS PROFICIENCY
  BONUS PROFICIENCY
  When you choose this domain at 1st level, you gain proﬁ ciency 
  with Vehicles (Water), and you add double your proﬁ ciency bonus to 
  checks with Vehicles (Water) and Strength (Athletics) checks to swim.
  Also, you have advantage on any Strength (Athletics) checks to 
  swim.
  DISCIPLE OF THE SEA
  DISCIPLE OF THE SEA
  Also at 1st level, you gain a swim speed equal to 30 feet. You may 
  breath underwater for a number of minutes equal to your Wisdom 
  modiﬁ er, and regain minutes following a short rest.
  You also gain darkvision 60 feet if you do not already, as well as 
  resistance to bludgeoning damage.
  CHANNEL DIVINITY: CALL 
  CHANNEL DIVINITY: CALL 
  CREATURES OF THE SEA
  CREATURES OF THE SEA
  Starting at 2nd level, you may use your channel divinity to bring 
  creatures of the sea to serve you.
  As an action, you present your holy symbol and call upon the 
  creatures of the sea. A number of aquatic creatures (including birds, 
  mammals, and reptiles) with the beast type that are appropriate to the 
  environment whose total HD are less than or equal to your Wisdom 
  modiﬁ er + your proﬁ ciency bonus appear. These creatures understand 
  your orders and will serve you for 1 minute and then disperse to their 
  usual haunts.
  BENEATH THE SEA
  BENEATH THE SEA
  Starting at 6th level, you may touch a companion and share your 
  ability to swim and breathe underwater with them. You may do this 
  a number of times equal to your Wisdom modiﬁ er, and regain uses 
  following a short rest.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon strikes with 
  divine energy. Once on each of your turns when you hit a creature with a 
  
  16|
  16|THE LOST LANDS
  THE LOST LANDS
  weapon attack, you can cause the attack to deal an extra 1d8 cold damage 
  to the target. When you reach 14th level, the extra damage increases to 2d8.
  MAJESTY OF THE SEA
  MAJESTY OF THE SEA
  At 17th level you gain command of the sea, wind, and waves. This 
  acts as the control weather spell but only effects large bodies of water.
  Furthermore, you gain the ability to breathe underwater, and may 
  share it on through your Beneath the Sea feature. Those you share this 
  ability with lose it following a long rest.
  SICKNESS DOMAIN 
  SICKNESS DOMAIN 
  Few worship gods of disease and sickness. True, many might try to 
  placate them with prayers and sacriﬁ ces, but most people view these 
  deities as a necessary evil. The clerics of sickness are equally unpopular. 
  Most preach a kind of extortion theology, please our masters or suffer. 
  Others take a different approach, and embrace suffering as a means to 
  enlightenment. A rare few see disease as something worthy in itself 
  and seek to spread their carefully cared for illnesses far and wide.
  SICKNESS DOMAIN SPELLS
  SICKNESS DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  detect poison and disease, putrefy food and 
  drink*
  3rd
  bestow curse, mucus*
  5th
  speak with dead, stinking cloud
  7th
  blight, phantasmal killer
  9th
  contagion, insect plague
  *This spell is found in the Spells chapter.
  BLESSINGS OF DISEASE
  BLESSINGS OF DISEASE
  Beginning at 1st level, you have resistance to poison damage and 
  are immune to the poisoned condition. You can catch a disease, but 
  do not suffer any delirious effects from it, instead displaying it on 
  your body as weeping sores and pustules. During the time that you are 
  harboring a disease you disadvantage on Charisma (Deception and 
  Persuasion) checks made with people who do not worship disease.
  BONUS CANTRIP
  BONUS CANTRIP
  Also at 1s level, you gain the poison spray cantrip.
  CHANNEL DIVINITY: SPRAY SICKNESS
  CHANNEL DIVINITY: SPRAY SICKNESS
  Starting at 2nd level, you can use your Channel Divinity to spread 
  illness to others.
  As an action, you present your holy symbol and evoke your deity’s 
  name. All creatures within a 30-foot cone centered on your holy symbol 
  must succeed at a Constitution save or suffer 2d8 poison damage and 
  gain the poisoned condition (half damage with a successful save).
  VIRULENT
  VIRULENT
  Beginning at 6th level, when a creature hits you in melee combat 
  you may use your reaction to cause that creature to suffer poison 
  damage equal to your Wisdom modiﬁ er. 
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  poison damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  CONTAGIOUS
  CONTAGIOUS
  Starting at 17th level, when you cause poison damage to a target 
  that target must make a Constitution save at the end of their turn or 
  suffer and additional 1d8 poison damage as disease rampage through 
  their body. This effect ends when they succeed at a Constitution save.
  TRAVEL DOMAIN 
  TRAVEL DOMAIN 
  The clerics of travel are a wandering sort, never staying in one place 
  for very long and always looking to move on. Their gods send them 
  out to walk the world, sail the seas, and push on to see what is over 
  the horizon. Journeys are not just within the purview of their deities, 
  but those who travel as well. The clerics of traveling gods are also 
  defenders of travelers, looking after pilgrims, nomads, adventures, 
  and merchants. The later often have their own gods who provide this 
  domain so that trade can carry on without interruption.
  TRAVEL DOMAIN SPELLS
  TRAVEL DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  jump, longstrider
  3rd
  ﬁ nd traps, pass without trace.
  5th
  haste, water walk
  7th
  freedom of movement, hallucinatory terrain
  9th
  teleportation circle, tree stride
  RAMBLIN’ CLERIC
  RAMBLIN’ CLERIC
  At 1st level your speed increases by 10 feet.
  Also, you may gain one of the following at your base speed: burrow, 
  climb, or ﬂ y, for a number of Minutes equal to your Wisdom modiﬁ er. 
  You may do this once and regain use following a short rest.
  BONUS PROFICIENCY
  BONUS PROFICIENCY
  Also at 1st level, you gain proﬁ ciency in either Vehicles (land) or 
  Vehicles (water).
  CHANNEL DIVINITY: FAST PACE
  CHANNEL DIVINITY: FAST PACE
  Starting at 2nd level, you can use your Channel Divinity to speed 
  up your companions.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Choose a number of allies equal to your Wisdom modiﬁ er plus 
  your proﬁ ciency bonus. For the next hour you and the chosen allies 
  have their speed increased by 10 feet, do not suffer from exhaustion, 
  and ignore difﬁ cult terrain.
  
  CLASS OPTIONS
  CLASS OPTIONS|17
  |17
  LONG STEP
  LONG STEP
  At 6th level, you may take a single step and disappear, reappearing 
  up to 120 feet away. Moving in this manner does not provoke an 
  attack of opportunity. You may do this once and regain use following 
  a long rest.
  CHANNEL DIVINITY: HIDE THE PATH
  CHANNEL DIVINITY: HIDE THE PATH
  Starting at 8th level, you can use your Channel Divinity to confuse 
  those pursuing you.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Choose a number of creatures equal to your Wisdom modiﬁ er 
  that you can see. The chosen creatures must make a Wisdom save or 
  become unable to ﬁ nd their way, lost even in their own homes, for the 
  1 minute. They can still see around them, but they have no idea which 
  way they need to go to get to where they want to be. They may move 
  as fast as they want to, but it is always in a random direction. Creatures 
  affected by this channel divinity will not move into hazardous areas 
  or out of combat without disengaging, and may choose not to move.
  FAR RAMBLIN’
  FAR RAMBLIN’
  When you use your Ramblin’ Cleric class feature, you may choose 
  to maintain the chosen movement type until you take a short rest. 
  Additionally, you may use Ramblin’ Cleric twice.
  UNDEATH DOMAIN 
  UNDEATH DOMAIN 
  The gods of undeath are thankfully few, but they are an insidious 
  threat to all life. Their clerics promote the blurring of the boundaries 
  between life and death, some because they see immortality as an 
  undead being preferable to the pain of living, others because their plan 
  is to turn all life into undeath and enslave them. For whatever cause 
  they strive, it is certain that clerics of undeath will not ﬁ nd a warm 
  welcome in nearly any land.
  UNDEATH DOMAIN SPELLS
  UNDEATH DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  bane, inﬂ ict wounds
  3rd
  darkness, undead servant*
  5th
  animate dead, vampiric touch
  7th
  conjure lesser undead*, wall of corpses*
  9th
  antilife shell, conjure undead*
  *This spell is found in the Spells chapter.
  HALF UNDEAD
  HALF UNDEAD
  At 1st level you gain resistance to necrotic damage.
  BONUS PROFICIENCY
  BONUS PROFICIENCY
  Also at 1st level, you gain proﬁ ciency in martial weapons and 
  medium armor.
  CHANNEL DIVINITY: AURA OF DECAY
  CHANNEL DIVINITY: AURA OF DECAY
  Starting at 2nd level, you can use your Channel Divinity to create an 
  aura that rots away the living.
  As an action, you present your holy symbol and evoke your deity’s 
  name. All living creatures within a 30 foot cube centered on your holy 
  symbol must succeed at a Wisdom save or suffer 2d8 necrotic damage 
  and gain the poisoned condition until the end of their next turn (half 
  damage with a successful save).
  CHANNEL DIVINITY: 
  CHANNEL DIVINITY: 
  CONTROL UNDEAD
  CONTROL UNDEAD
  Starting at 2nd level, you can use your Channel Divinity to take 
  control of undead creatures.
  As an action, you present your holy symbol and evoke your deity’s 
  name. Each undead that can see or hear you within 30 feet must 
  succeed at a Wisdom save or fall under your control (as per the spell 
  animate dead) for 1 minute. Undead with an Intelligence score of 10 
  or higher can repeat the save at the end of their turn, ending the effect 
  on a successful save. Undead controlled in this manner do not count 
  towards the maximum amount of undead you may control with the 
  animate dead spell.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  Necrotic damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  DOMINATE UNDEAD
  DOMINATE UNDEAD
  Starting at 17th level, when you use the spell animate dead you 
  may create and control a number of undead equal to your Wisdom 
  modiﬁ er, and undead you control through this spell remain under your 
  control for 24 hours times your proﬁ ciency bonus.
  WATER DOMAIN 
  WATER DOMAIN 
  Water ﬂ ows, it takes the path of least resistance, it is soft, yielding, 
  the stuff of life. Water thunders, it roars, it dashes across the landscape 
  when unbound, sweeping all before it. Like the other elemental forces, 
  water is neither good or evil, it just simply is. Clerics of water reﬂ ect 
  their elemental sources, they tend to be quiet until roused, happy to 
  stay in one place until acted upon by an outside force, but terrible in 
  their wrath. The river that feeds and cools you in the summer months 
  is also the same river that rises up in spring and threatens to destroy 
  all you know and love.
  WATER DOMAIN SPELLS
  WATER DOMAIN SPELLS
  Cleric Level
  Spells
  1st
  create or destroy water, thunderwave
  3rd
  ﬂ aming sphere, scorching ray
  5th
  water breathing, water walk
  7th
  control water, conjure minor elementals
  9th
  cone of cold, conjure elemental
  
  18|
  18|THE LOST LANDS
  THE LOST LANDS
  WATER CONVERSION
  WATER CONVERSION
  Beginning at 1st level when you choose this domain, any spell 
  you cast that inﬂ icts energy damage, i.e. lightning or radiant, instead 
  inﬂ icts cold damage.
  Furthermore, you are resistant to cold damage.
  WATERY NATURE
  WATERY NATURE
  Also at 1st level, you gain a swim speed equal to 30 feet. You may 
  breath underwater for a number of minutes equal to your Wisdom 
  modiﬁ er, and regain minutes following a short rest.
  CHANNEL DIVINITY: 
  CHANNEL DIVINITY: 
  BURST OF WATER
  BURST OF WATER
  Starting at 2nd level, you can use your Channel Divinity to send 
  forth a burst of energy drawn from the elemental plane of water.
  As an action, you present your holy symbol and evoke your deity’s 
  name. You create a 30-foot sphere of energy centered on your holy 
  symbol. All creatures except you caught in area of effect must succeed 
  at a Dexterity save or suffer 2d8 cold damage and are pushed back 10 
  feet. Those who pass the save suffer half damage. All creatures and 
  objects in the area are soaked.
  ENERGY ABSORPTION
  ENERGY ABSORPTION
  Beginning at 6th level, when you suffer cold damage, you recover hit 
  points equal to the amount of damage your energy resistance blocked.
  DIVINE STRIKE
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon’s strikes 
  with divine energy. Once on each of your turns when you hit a creature 
  with a weapon attack, you can cause the attack to deal an extra 1d8 
  cold damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  BODY OF WATER
  BODY OF WATER
  At 17th level you can transform your physical form to one of 
  elemental energy. This transformation lasts a number of hours equal 
  to your Wisdom modiﬁ er. While transformed you are resistant to 
  bludgeoning, piercing, and slashing damage, immune to cold damage, 
  gain a ﬂ y swim of 40 feet, soak unattended ﬂ ammable objects you 
  touch, and do not need to breathe.
  CIRCLE OF THE ANCESTORS 
  CIRCLE OF THE ANCESTORS 
  (DRUIDIC CIRCLE)
  (DRUIDIC CIRCLE)
  Some druidic circles venerate their ancestors, often all the way back 
  to a great animal spirit who founded the lineage. Performing rituals at 
  burial grounds, menhirs, mounds, and other sites were the honored dead 
  have been laid to rest; druids of the Circle of the Ancestors are often 
  confused as necromancers. This is untrue, for they have no interest in 
  the undead, calling instead upon the spirits of the departed who have 
  chosen to linger in order to oversee their descendents, provided of 
  course that those descendant properly placate and venerate them.
  INHABITED
  INHABITED
  Beginning at 2nd level when you choose this circle, you may 
  summon forth a spirit of your ancestors to inhabit your body. You 
  expend a use of your wild shape feature. The ancestor spirit inhabits 
  your body for a number of minutes equal to your Wisdom modiﬁ er, or 
  until a triggered effect happens. You may only have one ancestor spirit 
  inhabiting your body at a time. If you call forth a new ancestor spirit 
  while one inhabits your body, the existing spirit is dismissed. While 
  an ancestor spirit inhabits your body one of your personality traits 
  alters to ﬁ t the ancestor’s personality. You may only call forth a type 
  of ancestor spirit once, but regain access to all spirits following a long 
  rest. The dead need their sleep as well. You gain the following beneﬁ ts 
  based upon the nature of the ancestor spirit you summon.
  ARCHDRUID
  ARCHDRUID
  One of your ancestors was a powerful archdruid, and when their 
  spirit inhabits your body they whisper secrets and lore into your ears. 
  While the spirit inhabits your body you gain advantage on Intelligence 
  (Arcana) and Intelligence (Nature) checks, and if you are not proﬁ cient 
  with either skill you gain proﬁ ciency.
  You may choose to forgo those bonuses to instead have the archdruid 
  spirit inhabit your body during a short rest, during which you instead 
  recover expended druid spell slots whose total levels equal no more 
  than half your druid levels (rounded up), and none of the slots maybe 
  above 6th level.
  BEAST TAMER
  BEAST TAMER
  Calling upon an ancestor spirit famed for their skill with animals, 
  you gain advantage on Wisdom (Animal Handling) checks, and if you 
  are not proﬁ cient with that skill, you gain proﬁ ciency. Furthermore, 
  you may cast speak with animals and animal friendship without 
  expending a druid spell slot.
  You may choose to forgo these bonuses to instead call upon the 
  beast tamer during a short rest. If you do so, until the next sunset or 
  sunrise, the next time you use your wild shape feature to assume the 
  form of a beast you may increase the maximum CR of the beast’s form 
  you assume by +1.
  CHIEFTAIN
  CHIEFTAIN
  One of the leaders of your people joins its spirit to your body. While 
  the spirit inhabits your body, you have advantage on Wisdom (Insight) 
  and Charisma (Persuasion) checks, and if you are not proﬁ cient with 
  either skill you gain proﬁ ciency.
  You may choose to forgo these bonuses to instead call upon the 
  chieftain during a short rest to give a stirring speech to your allies. If 
  you do so, a number of creatures equal to your Wisdom modiﬁ er gain 
  temporary hit points equal to your proﬁ ciency bonus.
  
  CLASS OPTIONS
  CLASS OPTIONS|19
  |19
  FAR WANDERER
  FAR WANDERER
  You call upon the farthest traveled of your lineage, a person who 
  wandered to other lands in search of adventure, knowledge, or just out 
  of the sheer joy of travel. While this spirit inhabits your body, your 
  speed in increased by 10 feet, and you have advantage on saves to 
  resist exhaustion.
  You may choose to forgo these bonuses to instead summon 
  forth the far wanderer during a long rest. If you do so, you receive 
  knowledge of the terrain around you out to a distance of a number of 
  miles equal to your Wisdom modiﬁ er.  This knowledge includes the 
  general topography, dangers, hazards, and sources of food and water. 
  You do not gain knowledge of anything intentionally hidden such as 
  ambushes or traps.
  HEALER
  HEALER
  Bringing forth the spirit of a great healer, you gain advantage on 
  Wisdom (Medicine) checks, and if you are not proﬁ cient with the skill 
  you gain proﬁ ciency. Furthermore, whenever you cast a spell that 
  allows another to recover hit points, they recover additional hit points 
  equal to your Wisdom modiﬁ er.
  You may choose to forgo these bonuses to instead call upon the 
  healer spirit during a short rest. When you do, all allies who spend a 
  hit die to recover hit points add your Wisdom modiﬁ er to the number 
  of hit points they regain.
  MIGHTY HUNTER
  MIGHTY HUNTER
  The spirit of your lineage’s mightiest hunter is brought forth. While 
  the spirit inhabits your body, your have advantage on all Dexterity 
  (Stealth) and Wisdom (Nature) checks, and if you are not proﬁ cient 
  with either skill you gain proﬁ ciency.
  You may choose to summon the spirit of the might hunter during a 
  short rest, forgoing the above bonuses. If you do, a number of creatures 
  equal to your Wisdom modiﬁ er are under the effects of a pass without 
  trace spell for one hour following the end of the short rest.
  SEER
  SEER
  As foretold by the ancient prophecies, a spirit of the greatest seer of 
  your people inhabits your body. While the spirit inhabits your body, 
  as a bonus action you may add your Wisdom modiﬁ er to any ability 
  check or skill check you make.  Furthermore, you may also use your 
  reaction to add your Wisdom modiﬁ er to any saving throw you make.
  You may choose to call upon the seer during a short rest. If you 
  do so, choose a number of creatures equal to your Wisdom modiﬁ er. 
  Until the next sunrise or sunset, the chosen creatures may reroll any 1 
  they roll on a d20, keeping the new result.
  WARRIOR-HERO
  WARRIOR-HERO
  You call forth the greatest warrior of your lineage who blesses you 
  with martial puissance. While the spirit inhabits your body you have 
  advantage on attack rolls and gain proﬁ ciency with one martial weapon.
  You may choose to forgo those bonuses to instead bring forth the 
  spirit of a warrior-hero during a long rest. When you do so, choose 
  a number of creatures equal to your Wisdom modiﬁ er, the chosen 
  creatures may add +1d4 to all their attack rolls until the next sunrise 
  or sunset.
  CIRCLE SPELLS
  CIRCLE SPELLS
  At 5th level you add speak with dead and spirit guardians to the list 
  of spells you can cast.
  CLOSE ANCESTOR
  CLOSE ANCESTOR
  At 6th level, choose one type of ancestor spirit. This ancestor spirit 
  is particularly fond of you and you may summon it forth one additional 
  time before it becomes unavailable.
  FAVORED CHILD
  FAVORED CHILD
  Beginning at 10th level, you may have two ancestor spirits 
  inhabiting your body at a time.
  STEADFAST
  STEADFAST
  Beginning at 14th level, the spirits of the righteous dead protect 
  you from the dangers of the restless undead. You gain advantage on 
  saving throws against effects caused by undead, and resistance to 
  necrotic damage. If you are attacked in melee combat by a creature 
  of the undead type, that creature suffers radiant damage equal to your 
  Wisdom modiﬁ er.
  CIRCLE OF THE SPIRITS 
  CIRCLE OF THE SPIRITS 
  (DRUIDIC CIRCLE)
  (DRUIDIC CIRCLE)
  The circle of the spirits focuses on the spirits of woods, rivers, 
  animals, and other natural features. To them the entire world is 
  composed of mundane mater underlain by spiritual matter, or perhaps 
  the material world is just a representation of the immaterial abode of 
  the spirits. Theirs is not a tie to land or lineage, but a bond with the 
  very spirits of world. 
  SPIRIT COMPANION
  SPIRIT COMPANION
  Beginning at 2nd level when you choose this circle, you may 
  summon forth a spirit of nature. The nature spirit inhabits a prepared 
  object, usually your druidic focus, but can also inhabit your body. 
  If the spirit companion inhabits an object you must have the object 
  on your person or in your hand in order to gain the beneﬁ ts of the 
  spirit companion, but you can pass the object to another person so 
  that they can temporarily (for your Wisdom modiﬁ er in minutes) gain 
  the abilities of the spirit companion. If the spirit companion inhabits 
  your body you have advantage on death saves, however the spirit 
  companion imposes certain weakness on you.
  Your spirit companion allows you to communicate with animals 
  of its species (used broadly, for example the wolf spirit grants these 
  abilities with all canines) as with the speak with animals spell, and if 
  you cast animal friendship on a creature of your spirit companion’s 
  species it has disadvantage on the saving throw against the spell. 
  Additionally, if you assume a form using wild shape of your spirit 
  companion’s species, treat your druid level as if it were 8 for purposes 
  of determining the limitations of your wild shape form. Each spirit 
  companion grants additional other features.
  BEAR
  BEAR
  The bear is ferocious and mighty, but at times lethargic. Bear spirits 
  grant advantage on Strength (Athletics) checks, and you add your 
  Wisdom modiﬁ er to damage caused by attacks. If the bear inhabits 
  your body you spend 8 hours to take a long rest.
  
  20|
  20|THE LOST LANDS
  THE LOST LANDS
  EAGLE
  EAGLE
  The eagle is a perceptive hunter, soaring on outspread wings over 
  mountain and forest, but is vain and overly proud. The eagle spirit 
  grants you advantage on Dexterity (Acrobatics) checks, and a ﬂ y 
  speed for a number of minutes equal to your Wisdom modiﬁ er. These 
  minutes must be used in 1-minute increments and you regain lost 
  minutes following a long rest. If the eagle inhabits your body you 
  must spend at least an hour a day preening and grooming yourself.
  ELK
  ELK
  Noble in bearing and lordly in demeanor, the majestic elf is a swift 
  and agile foe, but is prone to haughtiness and cannot abide liars. 
  The spirit of the elk grants you advantage on Charisma (Persuasion) 
  checks, and your speed increases by 10 feet. If the elk inhabits your 
  body you have disadvantage on Dexterity (Stealth) checks, Charisma 
  (Deception) checks, and when using disguise kits.
  FOX
  FOX
  A cunning trickster, the fox spirit is fast and sneaky, but overly fond 
  of tricks and games. Fox spirits grant you advantage on Charisma 
  (Deception) checks and you leave no tracks behind you in a natural 
  environment. Should you allow the fox to inhabit your body, its 
  inherent trickiness does not allow you to take the aid action.
  OWL
  OWL
  Wise, perceptive, and knowledgeable, the owl sees all, but is 
  famed for keeping its secrets to itself. Owl spirits grant advantage on 
  Intelligence (Nature) checks, and you gain darkvision 60 ft, and if you 
  already have darkvision then your darkvision increases by 30 ft. If you 
  let the owl into your body, you may not take a long rest during the day.
  SNAKE
  SNAKE
  Slithery, sneaky, deceitful, the snake is known for many things, 
  yet most forget it is also a great healer. The spirit of the snake grants 
  advantage on Wisdom (Medicine) checks and you add you Wisdom 
  modiﬁ er to any spells you cast that recover hit points. When the snake 
  inhabits your body, it is obvious when you are lying and all others gain 
  advantage on Wisdom (Insight) checks made against you.
  WOLF
  WOLF
  A social animal, the wolf is happiest when working with others, 
  though sometimes this reliance on the pack leaves the lone hunter 
  without support. The wolf grants advantage on Dexterity (Stealth) 
  checks, and you may use a bonus action to take the Aid action. When 
  the wolf dwells within, you suffer disadvantage on all checks made 
  without an ally within sight.
  TOTEMIC ENHANCEMENT
  TOTEMIC ENHANCEMENT
  At 6th level, the bond between you and your spirit companion 
  increases, granting you new abilities.
  BEAR
  BEAR
  The ferocity of the bear ﬁ lls you and grants you protection from 
  mundane threats. You may expend a use of your wild shape to gain 
  resistance bludgeoning, piercing, and slashing damage for your 
  Wisdom modiﬁ er in minutes.
  EAGLE
  EAGLE
  The eagle swoops, strikes, and ﬂ ies away. You may use a bonus 
  action to take the Disengage action.
  ELK
  ELK
  The elk instills awe in all that behold it. You may expend a use of 
  wild shape to cast the charm spell on any living creature.
  FOX
  FOX
  Wiley, the fox is never where you expect it to be. You may expand 
  a use of wild shape to cast the dimension door spell.
  OWL
  OWL
  Silent as the moonlight, the owl drifts through the forest. You may 
  expend a use of wild shape to cast the silence spell.
  SNAKE
  SNAKE
  The snake might be an ancient healer spirit, but it still has fangs. A 
  number of times equal to your Wisdom modiﬁ er, you may inﬂ ict an 
  additional 1d8 poison damage with a successful attack. This bonus 
  damage increases to 2d8 at level 10, and 3d8 at level 15.
  WOLF
  WOLF
  No wolf hunts alone, and neither should you. As long as you have 
  an ally within 5 feet of a target, you and all allies have advantage on 
  attack rolls against the target and the target has disadvantage on any 
  saving throws from effects generated by you or your allies.
  ALLIED COMPANION
  ALLIED COMPANION
  Beginning at 10th level, you have attracted a second spirit 
  companion, an ally of the one you already have. It may not inhabit the 
  same object as the other; they each need their own home. You gain the 
  beneﬁ ts of the spirit companion feature for the new spirit companion.
  TOTEMIC BOND
  TOTEMIC BOND
  At 14th level, you bond with your spirit companions increases. 
  They no longer need to inhabit an object or your body, and you 
  gain the beneﬁ ts of the totemic enhancement feature for both spirit 
  companions.
  CAPTAIN 
  CAPTAIN 
  (FIGHTER ARCHETYPE)
  (FIGHTER ARCHETYPE)
  Many of the nations of the Lost Lands employ professional soldiers, 
  and mercenaries are a common sight in many lands. Captains are the 
  leaders of soldiers and warriors, often from the front and in the middle 
  of the hardest part of the ﬁ ght. As leaders they need to keep an eye on 
  the ebb and ﬂ ow of battle in order to direct their followers and allies 
  towards victory.
  COMMANDS
  COMMANDS
  Beginning at 3rd level, you may issue a special command as an action 
  that enhances the combat efﬁ ciency of your allies. At 3rd level you 
  choose three commands. You gain an additional command at 7th level, 
  15th level, and at 18th level. Only one command can be active at a time. 
  You may issue a number of commands per day equal to your 
  Charisma modiﬁ er. Commands refresh after a long rest. Issuing a 
  command is an action. Only allies who are within 30 feet may be 
  affected by a command.
  
  CLASS OPTIONS
  CLASS OPTIONS|21
  |21
  You may have only one command active at a time. A command 
  lasts until you take a short rest, issue another command, or otherwise 
  stated. At 7th level you may have two commands active at once, and 
  three commands active at 18th level. 
  FLANK 
  FLANK ‘‘EM
  EM
  You call out a tactic designed to take advantage of the situation. 
  Each affected ally gains advantage on their next attack roll. This 
  command lasts until the end of your next turn.
  FORM UP!
  FORM UP!
  You rally our allies on you, encouraging them to ﬁ ght as a 
  coordinated unit. You and each ally adjacent to you and within your 
  command range, or adjacent to someone in your command range that 
  is adjacent to you and is themselves within your command range (and 
  so forth, forming a chain that is entirely within your command range), 
  gains +2 to their AC and advantage on melee attack rolls. These effects 
  last as long as the ally remains in the formation.
  FORWARD!
  FORWARD!
  You encourage your allies to charge forward. All affected by this 
  command may use their reaction to take a Dash action. This command 
  lasts until the end of your next turn.
  GET DOWN!
  GET DOWN!
  You encourage your allies to take cover. All affected by this 
  command may use their reaction to take the Hide action, and if they 
  do so they gain advantage on any Dexterity (Stealth) checks. This 
  command lasts until the end of your next turn.
  PULL BACK!
  PULL BACK!
  You call for a ﬁ ghting retreat, and careful training pays off when 
  combined with curt and well-applied orders. All affected by this 
  command may use a reaction to complete a Disengage action. This 
  command lasts until the end of your next turn.
  SHOOT THAT THING!
  SHOOT THAT THING!
  You designate a speciﬁ c target, a creature or object, and all affected 
  by this order may use their reaction to make an immediate attack on 
  that target. This command lasts until the end of your next turn.
  SPREAD OUT AND EYES SHARP
  SPREAD OUT AND EYES SHARP
  You order your allies to keep watch for enemies and encourage them to 
  be alert. All affected by this order gain advantage on their next Wisdom 
  (Perception) test or have their passive perception increased by 5.
  STEADY!
  STEADY!
  With stern yet comforting words you grant each ally affected by this 
  command advantage on saving throws. This command lasts until the 
  end of your next turn.
  IMPROVED COMMANDS
  IMPROVED COMMANDS
  Beginning at 7th level, you may have two active commands at a time.
  INSPIRING LEADERSHIP
  INSPIRING LEADERSHIP
  At 10th level, it you possess inspiration point you may pass them 
  to an ally within your command range. This feature recharges after a 
  short or long rest.
  THE BIG SPEECH
  THE BIG SPEECH
  At 15th level, you may use an action to give a rousing speech. These 
  short words motivate you allies to ﬁ ght all the harder, granting an 
  inspiration to all allies in command range.
  MASTER TACTICIAN
  MASTER TACTICIAN
  Beginning at 18th level, your very presence on the battleﬁ eld gives 
  comfort and courage to your allies. Your command range is increased 
  many times as word of your deeds and your subordinates and loyal 
  followers pass along orders. You may have three commands active at a 
  time, and your command range is extended to include all allies within 
  30 feet as well as those within 30 feet of them.
  WAY OF THE BO’FAQUAN 
  WAY OF THE BO’FAQUAN 
  (MONK TRADITION)
  (MONK TRADITION)
  The Walking Judges are an order of monks that have dedicated 
  their lives to upholding the rule of law and bringing about public 
  order. Formed during the Ting Dynasty and often trained at the famed 
  Zhixing Monastery, the walking judges bring peace and stability, 
  hunt criminals and rebels, and serve their own higher cause. Often 
  when the land has fallen in to chaos, it is the walking judges of the 
  Bo’faquan whose efforts have allowed the common people to live 
  relatively normal lives.
  JUDGMENT
  JUDGMENT
  Beginning at 3rd level when you choose this monk tradition, you 
  may spend a ki point to judge a creature. You must be ale to see the 
  creature you are judging. A judged creature must succeed at a Wisdom 
  save or suffer the following effects. If a judged creature is has the 
  fey, ﬁ end, or undead types, it suffers disadvantage on the Wisdom 
  save. You may have a number of creatures under your judgment equal 
  to your Wisdom modiﬁ er and may dismiss a judgment to place a 
  different creature under your judgment.
  It has disadvantage on attack rolls targeting you.
  It has disadvantage on saving throws to resist effects you cause.
  It has disadvantage on Dexterity (Stealth), Dexterity (Sleight of 
  Hand), and Charisma (Deception) checks.
  CIRCLE OF JUDGMENT
  CIRCLE OF JUDGMENT
  At 6th level you have learned how to enhance your judgment. When 
  you judge a creature, you may add one of the following effects:
  The judged creature’s disadvantage on attack rolls and saving 
  throws applies to attacks and effects originating from up to your 
  Wisdom modiﬁ er in creatures.
  You and up to your Wisdom modiﬁ er in creatures add +1d8 radiant 
  damage to attacks that hit the target creature. This onus damage 
  increases to +2d8 at 10th level, and +3d8 at 15th level.
  SHIELD OF JUDGMENT
  SHIELD OF JUDGMENT
  At 11th level you gain the ability to cast the protection from Evil 
  and Good spell as an action. You may do this a number of times equal 
  to your Wisdom modiﬁ er, and regain uses following a long rest.
  
  22|
  22|THE LOST LANDS
  THE LOST LANDS
  RITE OF BANISHMENT
  RITE OF BANISHMENT
  At 17th level, you have learned how to send evil creatures back 
  where they came from and keep the away from the innocent. You may 
  spend a ki point to cast the banishment and magic circle spells.
  WAY OF MITHRAS 
  WAY OF MITHRAS 
  (MONK TRADITION)
  (MONK TRADITION)
  Dedicated to the god of martial valor, soldiers, and protector of 
  civilization, the followers of the Way of Mithras are temple guardians, 
  wandering protectors of the weak, and often ﬁ nd employment as 
  advisors to rulers. May come form the ranks of the Orphans of Mithras, 
  children whose parents were slain in battle or foundlings discovered 
  among the refugees of war. The monks of the Way of Mithras practice 
  a harsh personal and hierarchal discipline that hones body and mind 
  towards one goal, creating the perfect expression of their deity’s ethos 
  n the mortal realm.
  THE BULL’S HORNS
  THE BULL’S HORNS
  Starting at 3rd level when you choose this monastic tradition, you have 
  learned how to mix strikes and grabs, locks, and other grappling techniques 
  as part of your attacks. When you hit a creature with one of your attacks 
  from Flurry of Blows, you can apply one of the following effects:
  The target must succeed at a Dexterity save or gain the grappled condition.
  The target must succeed at a Constitution save or have its speed 
  reduced by 50% until the end of its next turn.
  Apply the restrained condition to a creature you have already grappled.
  CRY OF VICTORY
  CRY OF VICTORY
  At 6th level you learn how to channel your Ki to inspire your allies 
  and dishearten your foes. As an action, you spend a ki point and utter 
  a mighty roar, much like that of an angry bull. All allies within 30 feet 
  of your gain a number of temporary hit points equal to your Wisdom 
  modiﬁ er, and all enemies must make a Wisdom save or become 
  freighted of you until the end of your next turn.
  LEAD THE WAY
  LEAD THE WAY
  At 11th level you gain the ability to cast the bless spell as an action. 
  You may do this a number of times equal to your Wisdom modiﬁ er, 
  and regain uses following a long rest.
  MARK OF BLOOD
  MARK OF BLOOD
  At 17th level you learn the dreadful mark of blood ritual taught 
  only to those most loyal in the service of Mithras. Following an eight-
  hour ritual, you designate a single creature as marked by Mithras for 
  execution. The marked creature must be on the same plane as you 
  and known to you by name. The marked creature must succeed at a 
  Wisdom save with a DC equal to 8+ your Wisdom modiﬁ er + your 
  proﬁ ciency bonus or suffer the following effects:
  You know the approximate range and direction of the marked creature.
  You may spend ki point to inﬂ ict +3d10 radiant damage on the 
  target creature on your next successful attack.
  You may spend a ki point to allow a creature you can see to inﬂ ict +2d10 
  radiant damage on the target creature on their next successful attack.
  OATH OF THE SPEAR MAIDEN 
  OATH OF THE SPEAR MAIDEN 
  (PALADIN OATH)
  (PALADIN OATH)
  Warrior women are not unknown in the Northlands, and certain 
  regions such as Gatland, Estenﬁ rd, and Vastavikland produce a large 
  number of them. Some of these warrior women spend only part of 
  their youth as fulltime warriors and many an outlander is surprised to 
  ﬁ nd that Halla, mother of ﬁ ve, is a demon with a sword. Then there 
  are the shield maidens, sworn by mighty oaths to Wotan and Donar 
  to stand between the many threats of the Northlands and the people 
  they serve. They are living weapons that spend their days and nights 
  honing themselves for battle, and woe be to any who face them across 
  a shieldwall. To follow the road of a spear maiden is a hard choice to 
  make, but once made, few ever go back on their oaths.
  TENETS OF THE SHIELD MAIDEN
  TENETS OF THE SHIELD MAIDEN
  Though the exact words spoken by shield maidens vary, the 
  following are the major tenets they follow.
  Courage. Your place is at the front of the shieldwall, in the face of 
  horrid beasts, and in the dark places of the world.
  Duty. You serve the people of the Northlands, not any one jarl or 
  køenig, not nay any clan, nor to any spouse or children of your ﬂ esh. 
  Teach the young, heal the sick, and bring the fury of the gods to those 
  who threaten the innocent.
  Fidelity. Your ﬁ rst loyalty is to your oath, the gods, and your people. 
  Yours is not the path of hearth and home, yours is the roar of the spear-
  din and the crashing of the shieldwalls.
  Honesty. Your mind’s-worth is your life; do not betray yourself by 
  lying or cheating.
  Honor. Integrity is the highest of virtues; do not disappoint those 
  you have sworn to by acting in a discourteous manner, bragging, or 
  belittling others. 
  OATH SPELLS
  OATH SPELLS
  You gain oath spells at the paladin levels listed.
  OATH OF THE SHIELD MAIDEN OATH SPELLS
  OATH OF THE SHIELD MAIDEN OATH SPELLS
  Paladin Level
  Spells
  3rd
  heroism, thunderwave
  5th
  magic weapon, see invisibility
  9th
  lightning bolt, remove curse
  13th
  banishment, locate creature
  17th
  geas, scrying
  CHANNEL DIVINITY
  CHANNEL DIVINITY
  When you take this oath at 3rd level, you gain the two following 
  channel divinity options.
  Wotan’s Eye. As an action, you may imbue you and up to your 
  Charisma modiﬁ er in creatures with the ability to see through darkness 
  and deception. Effected creatures gain darkvision 60 feet, advantage on 
  Wisdom (Insight) and Wisdom (Perception) checks, and others cannot 
  gain advantage on attack rolls against them. The effects of this channel 
  divinity last a number of minutes equal to your Wisdom modiﬁ er. You 
  only have one functional eye while this channel divinity is in effect.
  Donar’s Fury. As an action, you call down the thunder and lightning 
  on your foes. A 15-foot diameter burst of thunder and lightning appears 
  
  CLASS OPTIONS
  CLASS OPTIONS|23
  |23
  with 100 feet of you. All creatures caught in this burst must make a 
  Dexterity save or suffer 2d8 thunder and lightning damage, gain the 
  deafened condition until the end of their next turn, and be knocked 
  prone (half damage on a successful save). The damage increases to 
  3d8 at 10th level, and 4d8 at 15th level.
  AURA OF COURAGE
  AURA OF COURAGE
  Starting at 7th level you and all creatures within 10 feet of you can’t 
  be frightened while you are conscious.
  At 18th level this aura increases to 30 feet.
  BLESSINGS OF THE GODS
  BLESSINGS OF THE GODS
  At 15th level a raven is sent from Wotan to serve as your companion. 
  This works as the ﬁ nd familiar spell, but you may not dismiss it to gain 
  a different familiar, it is always a raven.
  Also at 15th level Donar blesses you, whenever you inﬂ ict lightning 
  or thunder damage you add your Charisma modiﬁ er to the damage.
  NIMBUS OF THE STORM
  NIMBUS OF THE STORM
  At 20th level, as an action, you can emanate an aura of lighting. 
  For 1 minute lighting crackles around you, shedding bright light for 
  30 feet, and dim light for 30 feet beyond that. Enemies who start their 
  turn within 10 feet of you suffer 10 lightning damage. Furthermore, 
  while the aura is active you gain your Charisma modiﬁ er in temporary 
  hit points at the start of your turn. You can use this feature once, and 
  regain use of it following a long rest.
  HORSE NOMAD 
  HORSE NOMAD 
  (RANGER ARCHETYPE)
  (RANGER ARCHETYPE)
  Thundering across grasslands, savannas, and deserts, the horse 
  nomads of the Lost Lands are many, from the Sea of Grass to the 
  distant wastes of Libydos. Swift and sure, they are rangers who live 
  on horseback; many can ride before they can walk. When entire tribes 
  of these fast riding rangers descend ﬂ ow out of the wilds into more 
  settled areas farms burn and cities close their gates in fear.
  HORSEMANSHIP
  HORSEMANSHIP
  At 3rd level when you choose this archetype, you gain proﬁ ciency 
  with Animal Handling and smith’s tools.
  Additionally, mounting or dismounting only costs you 5 feet of 
  movement. You have advantage on saves to avoid falling off a mount. 
  If you do fall off, you land on your feet unless you are incapacitated 
  or fall more than 10 feet.
  FANCY RIDING
  FANCY RIDING
  At 7th level, choose two of the following riding tricks. You gain an 
  additional riding trick at 10th, 15th, and 10th levels.
  BLINDING CHARGE
  BLINDING CHARGE
  When mounted, you may make move at double your mount’s speed 
  and make an attack as a single action.
  NOMAD DODGE
  NOMAD DODGE
  When mounted, if you are attacked, you may use your reaction to 
  slide around to the side of your horse, riding hanging off of one ﬂ ank 
  for a moment. This causes the attack to suffer disadvantage. You may 
  use Nomad Dodge a number of times each combat round equal to your 
  Dexterity modiﬁ er.
  JUMPING
  JUMPING
  The distance and height your mount may jump is doubled.
  MOUNT ATTACK
  MOUNT ATTACK
  Your mount may make one attack as if it were acting independently.
  PICK UP
  PICK UP
  When mounted, you may move your mount’s full speed and pick an 
  item off of the ground.
  STABLE PLATFORM
  STABLE PLATFORM
  When mounted, your ranged attacks gain +2 to hit.
  TERRIFYING CHARGE
  TERRIFYING CHARGE
  At 11th level, if you are mounted, you can charge at a foe with 
  such suddenness and fury that they shake in their boots. On your 
  turn, if you travel at least 40 feet before taking an attack action you 
  can choose to use terrifying charge. When you do so, designate a 
  target. That target and any of its allies within 5 feet must make a 
  Wisdom saving throw with a DC equal of 8 + your Strength modiﬁ er 
  + your proﬁ ciency bonus, or gain the frightened condition for 1d6 
  rounds. You may use this feature once, and it recharges following a 
  short rest.
  MASS OF HORSE FLESH
  MASS OF HORSE FLESH
  Beginning at 15th level, you can interpose your mount in such a way 
  to prevent or deﬂ ect attacks against you and it. If you are mounted, 
  you do not suffer disadvantage when attacking with a ranged weapon 
  in melee. Furthermore, when moving away from a foe while mounted 
  you do not provoke an attack of opportunity.
  CUNNING WOMAN 
  CUNNING WOMAN 
  (SORCEROUS ORIGIN)
  (SORCEROUS ORIGIN)
  Sorcerers are not well regarded in the Northlands, as indeed are all 
  practitioners of arcane magic. Sorcerers get singled out for special 
  persecution because their powers seem to erupt spontaneously and 
  can appear in any person, anywhere. Furthermore, as there is not an 
  established means of training young sorcerers, they often cause havoc 
  and death with their new found and barely controlled abilities.
  There is one type of sorcerer that is common and popular amongst 
  the Northlanders, and that is the cunning woman. This bloodline is 
  strong, and families that have one cunning woman in their midst 
  often have several, indeed it is not unheard of for every woman in 
  a bloodline to express sorcererous powers.  What makes cunning 
  woman so well thought of is that their powers are generally not of the 
  destructive kind, but instead provide a source of healing magic that is 
  very rare in the Northlands. Young cunning woman receive training 
  and a place in society that is honored and respected, something that 
  other sorcerers in the Northlands can only dream of.
  
  24|
  24|THE LOST LANDS
  THE LOST LANDS
  Cunning woman, and they are always woman, are skilled healers 
  with both mundane and magical skills. They often live on the edge of a 
  settlement, not because they have been banished but do to the fact that their 
  herbal remedies require extensive gardens and access to uncultivated lands. 
  Those in need of the services of a cunning woman are welcome as long 
  as they are polite, and payment is most often based on the means of their 
  patients as opposed to the cost of the medicine or spells. There is a marked 
  downside to being a cunning woman, and that traditionally they do not 
  marry, though to perpetuate their bloodline they still must build some form 
  of sexual relationship with men, often long term partnering that outwardly 
  has all the hallmarks of marriage. Largely this is because folk wisdom says 
  that cunning women are poison to their mates and cause them to die early. 
  Also, many godi have a somewhat adversarial relationship with the local 
  cunning woman. As most godi are only part time priests, they do not always 
  receive spells from the gods, and thus may or may not be able to help when 
  called (assuming they aren’t busy doing something else as their fulltime 
  job). This means that most people go to the cunning women for their routine 
  medical needs, and especially in emergencies, thus cutting the godi (who 
  expect some form of donation or offering) out.
  HEALER
  HEALER
  Beginning at 1st level when you choose this origin, you add cure 
  wounds to your spells known. As you increase in level you gain 
  additional bonus spells known as shown on the table below:
  CUNNING WOMAN BONUS SPELLS
  CUNNING WOMAN BONUS SPELLS
  Level
  Bonus Spell Known
  3rd
  prayer of healing
  5th
  lesser restoration
  9th
  greater restoration
  11th
  heal
  13th
  regenerate
  17th
  mass heal
  Also at 1st level, you gain proﬁ ciency in the medicine and survival 
  skills, as well as Runic.
  EVIL EYE
  EVIL EYE
  Beginning at 6th level you gain the ability to channel your magical 
  power into a deadly attack. You look at a target and foretell their doom. 
  Make a magical attack, and if you hit the target suffers 1d8 psychic 
  damage. You may spend sorcery points to increase this damage by 
  +1d8 per sorcery point spent.
  BLESSED BY THE NORNS
  BLESSED BY THE NORNS
  At 14th level, as a bonus action you may declare the result of a 
  single roll. This may be a roll that you are making or one that anyone 
  within 30 feet of you is making. Pick up the die (or dice for a damage 
  roll) and set it down to whatever number you want. Other class 
  features, racial traits, spells, or anything else cannot change this, it 
  is the wyrd of the target. You may do this once and regain use of it 
  following a long rest.
  ULTIMATE CUNNING
  ULTIMATE CUNNING
  At 18th level you begin to surpass the bounds of mortals. As an 
  action you may spend 5 sorcery points to cast any spell of a level you 
  can cast even if you do not have access to the spell list it is found on.
  Also at 18th level, when you die you are reborn as a child of a blood 
  relative. You do not have the cunning woman bloodline and may live 
  a normal life as a reward for a lifetime of service.
  DEMONOLOGIST 
  DEMONOLOGIST 
  (ARCANE TRADITION)
  (ARCANE TRADITION)
  While called demonologists by must folk, this arcane tradition makes 
  use of devils as well, summoning evil outsiders to harness them for 
  arcane power, interrogate them for lost lore, or use them to perform 
  physical tasks. The study of demons is one that most look on as evil, 
  yet there are those who study these extra-planar foes of all life with 
  an eye towards combating them. This is not to say that some, or even 
  most, demonologists are ﬁ ghting the good ﬁ ght, many turn to the study 
  of demons as a short cut to greater power. A short cut it is, for if a 
  demonologist is not easy, they will ﬁ nd themselves double crossed, over 
  extended, and at the mercy of the very creatures they are studying.
  OCCULT STUDIES
  OCCULT STUDIES
  Starting at 2nd level when you choose this tradition, your studies 
  into the occult, forbidden lore, and the ways of evil outsiders begin to 
  yield beneﬁ ts. At the following levels you gain the listed bonus spells 
  scribed in to your spellbook.
   DEMONOLOGIST BONUS SPELLS
   DEMONOLOGIST BONUS SPELLS
  Wizard Level
  Spell
  1st
  ﬁ nd familiar, protection from evil and good
  3rd
  augury, ﬁ endish servant*
  5th
  conjure lesser ﬁ end*, magic circle
  7th
  banishment, conjure ﬁ end*
  9th
  dispel evil and good, planar binding
  *This spell is found in the Spells chapter.
  DEMONIC CONTRACTS
  DEMONIC CONTRACTS
  At 6th level, you begin to forge contracts with ﬁ ends. These contracts 
  are written in blood and largely inviolate. Worse, to challenge the 
  contract you must appeal to a court of ﬁ ends, not a pleasant option at 
  all. During a short rest you may call upon these contracts to perform 
  one of the following, but must make some form of payment in return 
  (due when you use this feature). You may call upon your contracts 
  twice, and regain use of this feature following a long rest. Unless 
  otherwise noted, the effects of a contract last until you take a long rest.
  ARCANE KNOWLEDGE
  ARCANE KNOWLEDGE
  You may change out one spell you have memorized for a different 
  one form the wizard spell list. This spell does not need to be one in 
  your spellbook, and you only have enough knowledge of the spell to 
  cast it. You may not scribe this spell in to your spellbook; the ﬁ end you 
  have bargained with has corrupted it in some form that prevents this. In 
  exchange for this knowledge, you must sacriﬁ ce a hit die to the ﬁ end.
  FIENDISH ENERGIES
  FIENDISH ENERGIES
  Your contract causes the ﬁ end to fuel you with energies from the 
  lower planes. You regain a number of levels of spell slots equal to your 
  Intelligence modiﬁ er + your proﬁ ciency bonus. The ﬁ endish energies 
  coursing through your body cause horrendous pain and exacerbate 
  
  CLASS OPTIONS
  CLASS OPTIONS|25
  |25
  any injury you receive. You may not regain hit points until you have 
  taken a long rest.
  FIENDISH HEALING
  FIENDISH HEALING
  The bargain struck in the black of night allows the ﬁ end to heal your 
  injuries, but at a high cost. Your regain hit points equal to your Wizard 
  level, but these leave a tell tale mark on your body. These marks take 
  the form of scars, extra nipples, unusual growths of hair, horns, spikes, 
  and other alterations of your body. They fade in time, but until you 
  take a long rest you have disadvantage on all Charisma (Deception 
  and Persuasion) checks.
  FIENDISH PROTECTION
  FIENDISH PROTECTION
  Your deal with a ﬁ end forces them to sheath your body in protective 
  energies. Add your Intelligence modiﬁ er to your AC. However, you 
  must pay the price and all of your attacks are hampered by the wicked 
  glow that surrounds you, as does any attempts at stealth. You suffer 
  disadvantage on all attack rolls and Dexterity (Stealth) checks.
  HIDDEN LORE
  HIDDEN LORE
  The ﬁ end imparts secrets into your head, granting you great 
  knowledge of a single topic in mere seconds. Choose a number of 
  skills equal to your Intelligence modiﬁ er, you gain proﬁ ciency with 
  these skills, or if already proﬁ cient, add your proﬁ ciency bonus twice 
  to checks made with these skills. The ﬁ end must make room for this 
  knowledge, or perhaps steals your some of your mind to give to 
  another, and you lose proﬁ ciency with an equal number of skills.
  HELLFIRE
  HELLFIRE
  Beginning at 10th level, when you cast a spell that inﬂ icts damage, 
  you add your Intelligence modiﬁ er in ﬁ re damage to the damage 
  dealt. You may choose to enact a bargain with a ﬁ end to enhance this 
  damage, adding it to every die rolled for damage, but if you do so you 
  cannot use your demonic contracts feature until you take a long rest, 
  and all active contracts come to an end.
  BOUND DEMON
  BOUND DEMON
  At 14th level, you have secured the ongoing service of a ﬁ endish 
  creature of CR 4 or less. This creature serves you, but is bound by 
  contract not by any sense of affection or loyalty. You must fulﬁ ll 
  your part of the bargain, most likely offering your soul upon your 
  death or some other high price you hope to never have to pay. The 
  ﬁ endish creature will follow you orders, but interprets them as they 
  see ﬁ t.
  GEOMANCER 
  GEOMANCER 
  (ARCANE TRADITION)
  (ARCANE TRADITION)
  The universe is made of interlocking hermetic constructs, spinning 
  mandalas of pure energy, and complex arrangements of place and 
  function. The geomancer does not pursue a single school of magic, 
  but instead focus on creating perfect harmonies of arcane geography. 
  Their magic tends to take the form of intricate arrangements of time 
  and space; the right effort at the right time in the right location takes 
  advantage of the web work that underlies the universe.
   MASTER OF RITUALS
   MASTER OF RITUALS
  Beginning at 2nd level when you choose this tradition, you add 
  any spell with the ritual tag to your wizard’s spell list. However, any 
  spell that is not normally a wizard spell can only be cast as a ritual. 
  Furthermore, whenever you gain a level in wizard you may add an 
  additional spell with the ritual tag to your spellbook.
  THE RIGHT PLACE, 
  THE RIGHT PLACE, 
  THE RIGHT SPACE
  THE RIGHT SPACE
  Starting at 6th level, you may spend an hour preparing a location to 
  cast a ritual. This time is added to the casting time of the spell and the 
  10 minutes that a ritual normally takes. When you do so, the ritual is 
  enhanced in your choice of one of the following ways:
  If the ritual requires a saving throw by a target, the target suffers 
  disadvantage on the saving throw.
  If the ritual could be cast as a spell at higher levels, you may cast the 
  ritual as if it was the highest spell slot you can cast.
  You can double the range of the ritual.
  You can double the duration of the ritual.
  You can ignore up to 10 x your Intelligence modiﬁ er in gp worth of 
  material components for the ritual.
  EXPANDED RITUALS
  EXPANDED RITUALS
  Beginning at 10th level, you may cast any spell in your spellbook 
  as a ritual.
  FAST RITUAL
  FAST RITUAL
  Stating at 14th level, you may cast a ritual adding only 1 minute to 
  the casting time of the spell.
  RUNE CALLER 
  RUNE CALLER 
  (ARCANE TRADITION)
  (ARCANE TRADITION)
  The Runes, granted by the gods as the symbols for the words that 
  formed the universe, are the foundational blocks on which reality 
  is constructed. Rune callers have learned this secret alphabet, and 
  although they lack the divine voices to fully make use of them. With 
  these secret syllables, the rune caller can alter the universe, sometimes 
  with little more than an uttered word or a drawn symbol. The runes 
  do more than just simply manipulate matter and energy, they are also 
  intrinsically linked to the fate of the universe, from beginning to end, 
  and all that dwells within it.
  CAST THE BONES
  CAST THE BONES
  Beginning at 2nd level when you choose this tradition, you can use 
  your rune collection to determine someone’s wyrd. This takes an hour 
  long ritual and requires a rune collection. When you do so you gain a 
  number of wyrd dice equal to your Intelligence modiﬁ er. These dice 
  are d6s and can be added or subtracted from any attack roll or ability 
  check that a target you can see makes. You can use this feature once 
  and regain use of it following a long rest. Spent Wyrd dice can only be 
  regained by performing the ritual again.
  Furthermore, your rune collection serves as an arcane focus.
  
  26|THE LOST LANDS
  CARVEN SYMBOLS
  CARVEN SYMBOLS
  Beginning at 6th level, you may carve a spell you have prepared 
  into stone, wood, or bone. This takes one hour to do and costs a spell 
  slot equal to the level of the spell you are carving. If the spell has spell 
  components with a cost, they must be provided when the rune is carved 
  and are consumed in the carving. The spell remains bound into the carven 
  rune and can you can cast it later as a bonus action, requiring no spell 
  components. This destroys the object the rune was carved into. However, 
  you can still only cast a single spell on your turn. You may have a number 
  of spells carved into runes equal to your Intelligence modiﬁ er.
  Also at 6th level, your wyrd die increases to a d8.
  RUNIC POWER
  RUNIC POWER
  Beginning at 10th level, any spell you cast using your runic 
  collection as an arcane focus, you add your Intelligence modiﬁ er to 
  the damage.
  Also at 10th level, your wyrd die increases to d10.
  SECRETS OF THE RUNES
  SECRETS OF THE RUNES
  At 14th level your extensive knowledge of the runes reveals the 
  true secrets of the runes. You must perform a ritual that lasts for 
  72 hours, during which you are hung from a tree by your arms 
  and one eye is plucked out. At the end of this ritual you gain an 
  understanding of the nine worlds, the wyrd of the gods, and the 
  secrets of the runes. You no longer need your rune collection for 
  any features from this class. Your spellbook is now carved into 
  your soul; you can perform a ritual and see someone’s wyrd, and 
  even carve runes into the air for later use. You now have advantage 
  on Charisma (Intimidation) checks due to the terrifying visage of a 
  one-eyed master of the runes.
  Also at 14th level, you may add your wyrd die to any damage roll 
  you make when casting a spell.
  RUNE CALLER SPELLBOOKS
  Rune callers do not keep a spellbook as other wizards 
  do. Instead they have a collection of runes that serve the 
  same function. While far sturdier and more portable, a 
  rune collection must still be complete for a rune caller 
  to be able to use it. Each rune, the shape and feel of 
  the physical object, and the way they are ordered serve 
  as mnemonics to help memorize spells. Missing even 
  one rune from the collection throws the entire process 
  into question, just as a wizard without access to their 
  spellbook has trouble preparing spells.
  COPYING A SPELL INTO A RUNE COLLECTION
  This functions as a normal spellbook save it does not 
  cost money and takes twice as long. The rune caller 
  must decipher the spell to be copied and develop a 
  mnemonic using their runes.
  REPLACING THE RUNE COLLECTION
  It is very easy to replace a rune collection; all you 
  need is something (stone, wood, or bone) to carve the 
  runes into, carving tools, and eight hours. You can thus 
  replace all the spells in your former rune collection. The 
  difﬁ culty lies in recalling the mnemonics as they rely on 
  tactile sensations and visual clues. You can only place 
  spells you have prepared into the new rune collection.
  THE RUNE COLLECTION’S APPEARANCE
  A rune collection is generally a bag or other container 
  ﬁ lled with the carved objects bearing the twenty-four 
  runes of Runic. These runes are generally carved on 
  stone, wood, or bone, but maybe cast into metal or made 
  of some exotic material. Most rune callers ﬁ ddle with 
  their runes while casting or hold them up for all to see.
  RUNE CALLER SPELLBOOKS
  RUNE CALLER SPELLBOOKS
  Rune callers do not keep a spellbook as other wizards 
  do. Instead they have a collection of runes that serve the 
  same function. While far sturdier and more portable, a 
  rune collection must still be complete for a rune caller 
  to be able to use it. Each rune, the shape and feel of 
  the physical object, and the way they are ordered serve 
  as mnemonics to help memorize spells. Missing even 
  one rune from the collection throws the entire process 
  into question, just as a wizard without access to their 
  spellbook has trouble preparing spells.
  COPYING A SPELL INTO A RUNE COLLECTION
  COPYING A SPELL INTO A RUNE COLLECTION
  COPYING A SPELL INTO A RUNE COLLECTION
  COPYING A SPELL INTO A RUNE COLLECTION
  This functions as a normal spellbook save it does not 
  cost money and takes twice as long. The rune caller 
  must decipher the spell to be copied and develop a 
  mnemonic using their runes.
  REPLACING THE RUNE COLLECTION
  REPLACING THE RUNE COLLECTION
  REPLACING THE RUNE COLLECTION
  REPLACING THE RUNE COLLECTION
  It is very easy to replace a rune collection; all you 
  need is something (stone, wood, or bone) to carve the 
  runes into, carving tools, and eight hours. You can thus 
  replace all the spells in your former rune collection. The 
  difﬁ culty lies in recalling the mnemonics as they rely on 
  tactile sensations and visual clues. You can only place 
  spells you have prepared into the new rune collection.
  THE RUNE COLLECTION’S APPEARANCE
  THE RUNE COLLECTION’S APPEARANCE
  THE RUNE COLLECTION’S APPEARANCE
  THE RUNE COLLECTION’S APPEARANCE
  A rune collection is generally a bag or other container 
  ﬁ lled with the carved objects bearing the twenty-four 
  runes of Runic. These runes are generally carved on 
  stone, wood, or bone, but maybe cast into metal or made 
  of some exotic material. Most rune callers ﬁ ddle with 
  their runes while casting or hold them up for all to see.
  26|
  26|THE LOST LANDS
  THE LOST LANDS
  
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|27
  |27
  Playtesters: Audrey Bedwell, Katie Lay, Logan Rose, Elizabeth 
  Sievers, David Windburn
  The Lost Lands are home to many different peoples, elves, dwarves, 
  humans, and halﬂ ings are only some of the many races that can be 
  found there. There are odder races, such as the hirsute Neljis or the 
  leonine Kalithid. Even the commonly known races, such as elves or 
  gnomes, have many variants that have evolved both culturally and 
  physically to be distinct from their better-known brethren.
  GIANT-BLOODED
  GIANT-BLOODED
  The Northlanders hate giants, especially in regions plagued by hordes 
  of these monsters, such as Estenﬁ rd or Vastavikland. Yet, sometimes 
  a union between a giant and a Northlander occurs (usually a giantess 
  and a human male) and the result is the giant-blooded. Occasionally 
  these abominations are born to two Northlanders, for it is said that 
  the taint of giant blood corrupts for a dozen generations. However 
  the unfortunate thing is conceived, it is usually killed at birth, for 
  most Northlanders will not accept the shame of such an abomination. 
  Still, some are allowed to live and ﬁ nd a place in Northlander society, 
  though always at the fringes and never with full acceptance.
  OUTCASTS BY SOME
  OUTCASTS BY SOME
  Despite all this, having a giant-blooded warrior in your household, 
  although seen as shameful, can be a great boon. These warriors are 
  inhumanly strong and hardy, capable of breaking a shield wall on their 
  own. Having someone about who can lift oxen is more than merely 
  useful; it can also serve to intimidate rivals. Some jarls keep giant-
  blooded in their household as a sort of freak show, brining them out 
  in order to impress guests, and allowing friends to insult or pester a 
  caged or bound giant.
  ACCEPTED BY THE COMPASSIONATE
  ACCEPTED BY THE COMPASSIONATE
  In more kind and merciful communities, great care is taken to 
  integrate the giant-blooded into society. This often takes the form 
  of assigning a person, usually a close relative, to look after the 
  giant-blooded and keep it out of trouble. Riding herd on a rage 
  prone not terribly bright relative, especially one who can break 
  most men like dry wood, is a thankless job whose only real reward 
  is helping another to simply live. In these situations it is not 
  unusual for the giant-blooded and his uncorrupted relatives to take 
  to the whale road in search of adventure and the possibility to make 
  a name for themselves. 
   MASSIVE
   MASSIVE
  Giant-blooded are huge, often well over eight feet tall, hairy, brutish 
  in body and mind, and prone to tempers and passions beyond that of 
  other men. Their hair is coarse, as are their features, and birth defects 
  such as cleft lips, missing or extra digits, enlarged foreheads, and 
  other unsightly things are common. They are also not terribly bright as 
  the giant blood seems to dim the intelligence of the human, producing 
  individuals who have trouble with even the most mundane of tasks. 
  Furthermore, the giant-blooded are not patient, giving into impulses 
  and desires, often of a fell nature.
  OFTEN WANDERERS
  OFTEN WANDERERS
  Giant-blooded adventurers do so for a variety of reasons. It is in 
  their nature to wander and seek conﬂ ict, and the life of an aspiring 
  hero permits just that. Those who have been mistreated often seek the 
  means to escape, and taking to a wandering life with a band of like-
  minded fellows provides just that. The tempers and poor judgment that 
  marks giant-blooded psychology often leads to accidents, something 
  that forces even the most open minded communities to point to the 
  road out of town. Finally, the bigotry that all giant-blooded experience 
  on a daily basis tends to keep them on the move, constantly in search 
  of a place they truly belong.
  RACE TRAITS
  RACE TRAITS
  Ability Score Increase. Your Strength score increases by 4 and your 
  Constitution score increases by 2. However, both your Intelligence 
  and Charisma scores decrease by 2.
  Age. Giant blooded grow fast, reaching adult size by their ﬁ fteenth 
  year. However, they also age rapidly, their massive bodies begin 
  giving out at around thirty years and few live past the age of ﬁ fty.
  Alignment. The giant-blooded tend strongly towards chaos and evil, 
  though like any creature with free will they can be of any alignment. 
  Even those who have learned to live in Northlander society are still 
  wild and reckless, and thus chaotic, in their nature. Few godi, save 
  for those dedicated to Loki, will include a giant-blooded in their 
  congregation unless so ordered by their deity or jarl, or driven by 
  feelings of kindness or pity.
  Size. You stand 9-10 feet tall and weigh four hundred or more 
  pounds. You are large sized.
  Speed. You take long strides and have a move of 40 feet.
  Long reach. You have a reach of 10 feet.
  Big hands. You can wield a two handed melee weapon in one hand. 
  If you manage to get someone to craft a weapon sized for your stature 
  it inﬂ icts +1d6 damage, and if it has the two-handed property you 
  must use two hands to wield it. Such a weapon costs twice as much.
  Just damn big. Any equipment, especially armor and shields, that 
  is sized for you costs twice as much. If given armor by a class or 
  background, you instead get its normal sized cost in hacksilver.
  Low-light vision. You can see in dim light as if it were bright light.
  Of human born. You count as both a humanoid (human) and a giant.
  Languages. You speak Common and your choice of either Giant 
  or Nørsk.
  GREY APE
  GREY APE
  The grey apes of Smoking Mountain are one of the lesser-known 
  races of the Lost Lands. They are only found on their tiny island, 
  though there have been reports of colonies as far away as Ynys 
  Cymragh and the lands boarding the Sangre Sea. Few grey apes leave 
  to go on adventures, and those that do are trapped in a different time 
  than all they know and love. Being a rare sight, grey apes tend to 
  attract a lot of attention wherever they go.
  BESTIAL BUT NOT SAVAGE
  BESTIAL BUT NOT SAVAGE
  Grey apes might look like simian savages given their hirsute bodies, 
  fanged faces, and generally snarling visages, however they are an 
  intelligent and thoughtful people. Like any sapient race they can be 
  caring and kind to each other, and like so many other races, they can 
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES
  
  28|
  28|THE LOST LANDS
  THE LOST LANDS
  be cruel and vindictive towards their foes. Even so, the ape is not far 
  from the surface, and when angry or threatened, grey apes are known 
  to howl, pound their chests, and throw heavy objects.
  PASSIONATE
  PASSIONATE
  The grey apes are known for their great passions, both positive and 
  negative. A grey ape loves fully knowing no limit to what they will do 
  for their beloved. Likewise, when driven by hate they hate with an all-
  consuming ﬁ re. This makes their warriors ferocious in battle and their 
  scholars’ single minded in purpose. To have a grey ape as a friend is 
  to know that they will stand by you no matter what the world throws 
  your way, but to have one as an enemy is a terrible thing for the grey 
  ape will stop at nothing to see you brought down.
  VARIED
  VARIED
  The culture of the grey apes has evolved over time, and as their 
  home island is trapped and slit between eras, this makes any two grey 
  apes found elsewhere in the Lost Lands likely to be from very different 
  cultures. A warrior from the tribes of the Years of Monsters is going 
  to approach the world differently than a scholar who served the High 
  King’s court centuries later. This has made the reputation of the grey 
  apes to be one of confusion, for strangers speak of the noble primitive 
  and expect the erudite philosopher to be the same just because they 
  are of the same race.
   TRAPPED BETWEEN TIMES
   TRAPPED BETWEEN TIMES
  Smoking Island is split into four distinct periods, an island not 
  just in the sea but in time as well. Grey apes found away from their 
  home might be from any of these four, and thus any two grey apes 
  may speak very different forms of Althindu. Those that have left the 
  Smoking Island are often tragic ﬁ gures, they might never be able to 
  go home again, and even if they did, they know the fate awaiting 
  their island.
  RACIAL TRAITS
  RACIAL TRAITS
  Ability Scores. Your Strength score increases by 2, and your 
  Wisdom score increases by 1.
  Age. Grey Apes tend to live roughly the same lifespans as humans, 
  reaching adulthood slightly at 20 years and expecting to live in to their 
  90s unless felled by injury or disease.
  Alignment. Grey Apes, at least until the last years of the high king’s 
  rule, tend to lead a fairly chaotic life. The constant struggle with the 
  jungle and each other, and during the Years of the Monsters various 
  would be overlords, has left the Grey Apes with a very pragmatic 
  approach to life that tends to look at outcomes rather than good or evil.
  Size. You stand 6-7 ft. tall and weigh around 250 pounds, you are 
  medium sized.
  Speed. Your base walking speed is 30 ft., and you have a climb 
  speed of 20 ft.
  Darkvision. Within 60 ft. you see in darkness as if it were dim light, 
  and dim light as if it were bright light. You can’t discern colors, only 
  shades of grey.
  Fearsome Howl. As a bonus action you may utter a fearsome howl 
  that discomforts your foes. When you do so, all enemies within 30 ft. 
  of you that can hear you must make a Wisdom save with a DC equal 
  to 8 + your Strength modiﬁ er + your proﬁ ciency bonus. Those that fail 
  the save are frightened of you until the end of their next turn. You may 
  do this once, and regain use of this trait following a short rest.
  Furious Charge. As an action, you may move your full movement 
  and make a single attack. When you do so, you attack with advantage.
  Menacing. You gain proﬁ ciency with the Intimidate skill.
  Powerful Jaws. You have fangs that you can use as an unarmed 
  attack. This bite inﬂ icts 1d6 + Strength modiﬁ er piercing damage. If 
  you are restrained you do not suffer disadvantage when using your 
  bite to attack.
  Languages. You can speak Althindu, a language of hoots, howls, 
  and guttural utterances. From the Era of the Three Kings on you can 
  also read and write Althindu, but before that there is no written form 
  of the language. Those that have left their home island can speak, 
  read, and write Common.
  HALF-OGRE
  HALF-OGRE
  Rare outside of the city of Braktu and the Vanigoth tribes, half-
  ogres are often confused for rather large half-orcs. They are often 
  prized by barbarian tribes, pit ﬁ ght managers, and laborer foremen for 
  their great endurance and strength, but often ﬁ nd it difﬁ cult to ﬁ t in 
  to other aspects of society. Half-ogres who do not ﬁ t the stereotype of 
  the large brute or who express talents in other directions often leave 
  their homelands and take to adventuring in order to ﬁ nd the type of life 
  they want. Even so, a half-ogre wizard or cleric can always fall back 
  on their races’ great physical prowess in a pinch.
  LARGE AND IN CHARGE
  LARGE AND IN CHARGE
  Half-ogres are large, they are often nearly eight feet tall and weighing 
  hundreds of pounds. Their physical prowess typically leads them to 
  becoming the leaders of their tribes. This is especially true when half-
  ogres lead human or orc barbarian tribes. It is rare that a half-ogre is 
  found among ogres as those brutes tend to drive out their weaker kin, 
  but when they do the combination of greater intelligence (compared 
  to ogres) and the mass of an ogre tribe creates an unstoppable force.
  BRUTALLY CUNNING
  BRUTALLY CUNNING
  As intelligent as any human or dwarf, half-ogres seem to take the 
  best of both their parent’s heritage. However, the ogre blood tends to 
  make half-ogres cruel, impulsive, and violent. This leads to a brutal 
  cunning that can surprise those who underestimate the mental abilities 
  of these brutish creatures. Many look at the hulking physique and 
  crude features of a half-ogre and miss the cunning and intelligent 
  mind underneath.
  RARE
  RARE
  Humans and ogres do not normally mate for obvious reasons. Even 
  so, such parings do happen from time to time. Half-ogres produce 
  more half-ogres, and it is by this means that the race continues. Even 
  so, due to their rarity outside of a few small areas most half-ogres 
  reproduce with orcs, humans, and hobgoblins. Even so, half-ogres are 
  fairly common in the Vanigoth tribes and many tribal leaders are half-
  ogres.
  BROTHERHOOD OF SKULLS
  BROTHERHOOD OF SKULLS
  There are strong links between the slavers and necromancers of 
  the Brotherhood of Skulls, as well as the cult of Orcus, and half-
  ogres. Both these organizations operate in areas where half-ogres 
  are common and value the combination of strength, intelligence, and 
  violence that half-ogres bring. Because of this, as well as their ogre 
  heritage, half-ogres are often persecuted in the neighboring lands.
  
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|29
  |29
  Ability Scores. Your Strength score increase by 4, and Constitution 
  Score increases by 2, however your Wisdom and Charisma scores 
  decrease by 2.
  Age. Half-ogres can take a long time to grow up, a factor that limits 
  their numbers in the rough and tumble of ogre tribes. They reach 
  adulthood at around twenty years of age, and can expect to live eighty 
  years. Many do not for their homelands are violent and dangerous.
  Alignment. Their impulsiveness and ogre heritage tend to make 
  half-ogres chaotic in nature. Those that are raised with care and love 
  can have any ethical stance, but many are selﬁ sh and cruel, tending 
  towards evil. 
  Size. You stand at least seven feet tall (and might be a foot or more 
  taller), and weigh three hundred or more pounds. you are medium 
  sized.
  Speed. Your base speed is 30 ft.
  Big hands. You may wield a two-handed weapon in one hand. You 
  may do so for a number of rounds equal to your Strength modiﬁ er, and 
  regain expended uses of this trait following a short rest.
  Darkvision. Within 60 ft. you see in darkness as if it were dim light, 
  and dim light as if it were bright light. You can’t discern colors, only 
  shades of grey.
  Large framed. When calculating encumbrance you count as a large 
  creature.
  Ogre blood. You count as both a human and giant.
  Ogre weapon training. You are proﬁ cient with great swords, 
  Languages. You can speak, read, and write Common and Giant.
  KALITHID
  The mighty lion centaur Kalithids once roamed the plains of the 
  Irkainian Isthmus and Kalithid Peninsula. After a century of war 
  against the Caliphate they were pushed ﬁ rst out of their peninsula and 
  then out of the Isthmus. Fearing total extinction, the gathered tribes 
  sued for peace, and the Caliph in his wisdom and mercy, granted it. 
  The region at the south of the Irkainian Isthmus near the Büyük Dâg 
  Mountains was set aside for their use. Although not the richest part of 
  the grasslands, the Kalithids accepted this as preferable to total loss. 
  Today they are starting to expand, partially due to the change in how 
  the government of Twin Princes of Peshtaria. The Kalithid’s numbers 
  are growing and they have been rewarded by the princes for their 
  loyalty during the rebellion.
  LEONINE
  The Kalithid are sometimes called lion centaurs, though this is 
  not strictly the case. Their torsos are humanoid, but their heads are 
  distinctly feline with short muzzles, rounded ears, and fanged mouths. 
  Males have a long mane of hair that forms a cloud around their head 
  and trails down their backs, while females have thicker hair similar to 
  the pelt on their lower bodies that extends from their scalps to cover 
  their backs. Coarse hair covers the humanoid torso. The torso ends at a 
  pair of hip like structures where it meets the lower leonine body. This 
  lower body is much like that of a large leonine with four legs that end 
  in clawed paws, and a short tail.
  LONG OPPRESSED
  For centuries the Kalithid fought against the Caliphate for 
  possession of their ancestral lands. Defeated, they accepted forced 
  removal to a reservation, but even then their suffering did not come to 
  an end. The ofﬁ cials appointed to see to their needs, providing cattle, 
  seed, and goods as part of the treaty, skimmed what they could and 
  embezzled the rest. The result has been centuries of a squalid life 
  on poor land, constant incursions by treasure seekers, and a slowly 
  shrinking population.
  A GROWING PEOPLE
  A GROWING PEOPLE
  Today the future of the Kalithid is looking brighter. A generation 
  ago Prince Kamal took power in the province of Peshtaria and began 
  a system of reforms, one of which replaced the parasitical ofﬁ cials 
  overseeing the Kalithid with hard working bureaucrats who saw 
  that the treaty obligations were fulﬁ lled and the Kalithid lands were 
  can have any ethical stance, but many are selﬁ sh and cruel, tending 
  towards evil. 
  Size.
  taller), and weigh three hundred or more pounds. you are medium 
  sized.
  Speed.
  Big hands.
  may do so for a number of rounds equal to your Strength modiﬁ er, and 
  regain expended uses of this trait following a short rest.
  Darkvision.
  and dim light as if it were bright light. You can’t discern colors, only 
  shades of grey.
  Large framed.
  creature.
  Ogre blood.
  Ogre weapon training.
  Languages.
  KALITHID
  KALITHID
  The mighty lion centaur Kalithids once roamed the plains of the 
  Irkainian Isthmus and Kalithid Peninsula. After a century of war 
  against the Caliphate they were pushed ﬁ rst out of their peninsula and 
  then out of the Isthmus. Fearing total extinction, the gathered tribes 
  sued for peace, and the Caliph in his wisdom and mercy, granted it. 
  The region at the south of the Irkainian Isthmus near the Büyük Dâg 
  Mountains was set aside for their use. Although not the richest part of 
  the grasslands, the Kalithids accepted this as preferable to total loss. 
  Today they are starting to expand, partially due to the change in how 
  the government of Twin Princes of Peshtaria. The Kalithid’s numbers 
  are growing and they have been rewarded by the princes for their 
  loyalty during the rebellion.
  LEONINE
  The Kalithid are sometimes called lion centaurs, though this is 
  not strictly the case. Their torsos are humanoid, but their heads are 
  distinctly feline with short muzzles, rounded ears, and fanged mouths. 
  Males have a long mane of hair that forms a cloud around their head 
  and trails down their backs, while females have thicker hair similar to 
  the pelt on their lower bodies that extends from their scalps to cover 
  their backs. Coarse hair covers the humanoid torso. The torso ends at a 
  pair of hip like structures where it meets the lower leonine body. This 
  lower body is much like that of a large leonine with four legs that end 
  in clawed paws, and a short tail.
  LONG OPPRESSED
  For centuries the Kalithid fought against the Caliphate for 
  possession of their ancestral lands. Defeated, they accepted forced 
  removal to a reservation, but even then their suffering did not come to 
  an end. The ofﬁ cials appointed to see to their needs, providing cattle, 
  seed, and goods as part of the treaty, skimmed what they could and 
  embezzled the rest. The result has been centuries of a squalid life 
  
  30|
  30|THE LOST LANDS
  THE LOST LANDS
  properly protected. These changes were continued under the prince’s 
  twin children. When the Twin Princes revolted against the corrupt 
  Caliphate the Kalithid sided with their benefactor’s children, and 
  following the rebellion’s victory were awarded with greater freedom, 
  more land, and improved treaty goods. This has led to two generations 
  of growth and the Kalithid are now more populous than any time since 
  they were defeated.
  WANDERERS
  WANDERERS
  The Kalithid had long been nomads, following game and their 
  herds of cattle great distances across what is now Peshtaria. When 
  they were defeated and conﬁ ned to a reservation on poor land, 
  these nomadic ways were curtailed. A tradition began where young 
  Kalithid approaching adulthood would travel the reservation, a pale 
  simulacrum of the great migrations their ancestors once enjoyed. With 
  their reservation expanded and their numbers increasing, many youths 
  have left the reservation to see the greater world. Many of these have 
  been dispatched by their elders to ﬁ nd an unclaimed piece of land big 
  enough for the entire race, or if not unclaimed at least easily taken.
  RACIAL TRAITS
  RACIAL TRAITS
  Ability Scores. Your strength score increase by 2 and your Wisdom 
  score increase by 1.
  Age. Kalithid grow slowly, reaching adulthood at around twenty 
  years of age, and can expect to see ninety years before their bodies 
  give out.
  Alignment. Kalithid society is highly structured and based around 
  close family ties between prides and clans. A great deal of ritual has 
  developed to balance interactions between relatives and non-relatives, 
  as well as Kalithids and other races. They also place an emphasis on 
  the common good as opposed to personal power or gain. These two 
  factors combine to form a tendency towards both lawful and good 
  alignments.
  Size. You are 5-6 feet tall and 6-8 feet long. You weigh upwards of 
  200 lbs. You are medium sized.
  Speed. Your base speed is 35 feet.
  Claws. Your limbs have sharp protractible claws. You may use these 
  claws to make an unarmed attack, inﬂ icting 1d6 + Strength modiﬁ er 
  slashing damage. You may make a claw attack as a bonus attack, using 
  either your hands or paws, but if you do so you may not add your 
  Strength modiﬁ er to the damage.
  Herders. Your people herd cattle and hunt other wild game. You are 
  proﬁ cient with Animal Handling and Survival.
  Keen Senses. You are proﬁ cient with the Perception skill.
  Pounce and Maul. As an action, you may leap up to 20 feet laterally 
  and ﬁ ve feet vertically to attack a target. When you do so you may 
  make up to 3 claw attacks, or 2 claw attacks and an attack with a 
  weapon in your hands. Doing so leaves you vulnerable, and all attacks 
  against you until the start of your next turn gain advantage. You may 
  do this once and regain use following a long rest.
  Sprinter. You can move quickly over short distances. As a bonus 
  action you may use the Dash action. You may do this once and regain 
  use of this trait following a short rest. 
  Languages. You can speak, read, and write Common and Kalithid. 
  Kalithid is a language of low growls, mews, and high-pitched vowels. 
  Its written form is relatively new and did not develop until after the 
  Kalithid were forced on to their reservation, and uses the same script 
  as Caliphate.
  KUAH-LIJ
  These white skinned and haired creatures look much like a gnome 
  that has been stretched out to human sized. Aliens to the Lost Lands, 
  the Kuah-lij have come in their planar craft ﬂ eeing disaster. Their once 
  great civilization was hit by a series of plagues and a rising ocean. Just 
  as the Kuah-lij were turning their advanced magic-science upon the 
  threat, aboleths rose form the deepest trenches of the sea and attacked. 
  Today a stalemate exists on their home world, and many Kuah-lij travel 
  the planes and planes of the universes in search of something that can 
  help turn the tide, or just a safe place to hide out the end of their race.
  ODDITIES
  ODDITIES
  The Kuah-lij are rare in the Lost Lands and their unusual appearance 
  is certain to go noted. While their features look like that of a gnome, 
  
  RACES & RACIAL SUBTYPES
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  |31
  they are human sized. Their coloration is uniformly white or off-
  white; even their short fur-like hair is paler than old straw. Their 
  clothing is equally likely to attract interest as they dress in styles and 
  fashions unlike any found in the Lost Lands. Being strangers from a 
  world where they were the only intelligent land dwellers, the Kuah-lij 
  ﬁ nd the profusion of races in the Lost Lands equally odd, and terribly 
  fascinating.
  ONCE PEACEFUL EXPLORERS
  ONCE PEACEFUL EXPLORERS
  Before the sea rose and the aboleth invaded the land, the Kuah-lij 
  were explorers. Crossing the vastness between worlds in their magical 
  ships, they visited dozens of worlds. They cam in peace and to trade, 
  as well as to delve in to the histories and cultures of the people they 
  visited. All this came to an end when their own homes were threatened, 
  and while many Kuah-lij are still peaceful minded, they all suffer 
  under the strain of a losing war and the possible death of their race.
  ORDERED SOCIETY
  ORDERED SOCIETY
  Kuah-lij culture is highly regulated from birth to death, and this 
  regulation ahs only increased due to the danger they have found 
  themselves in. Childcare specialists raise children in a communal 
  crèche. At the age of 15 they area assigned a vocation based on a 
  complex series of assessments and tests. They then study intensively 
  until the age of 25 before they begin their adult lives. Before the 
  attacks from the aboleths, Kuah-lij only spent ten months of the year 
  working in their chosen vocation, the rest of the time they pursued the 
  arts, exploration, magic, and science. Today, there seems to be more 
  and more Kuah-lij who are chosen to be warriors, and the rest can no 
  longer afford to take months off from their critical jobs.
  DYING RACE
  DYING RACE
  Their numbers already dwindled by disease and further reduced by 
  the war with the aboleths, many Kuah-lij fear that their race’s time 
  has come to an end. For some this means that these are the last years 
  to ﬁ ght, the ﬁ nal battle so that they can die with honor. Others have 
  fanned out across the cosmos in the hope of ﬁ nding something that 
  will stop the invasion from the sea. A few have simply given up, either 
  dying at home as the ﬂ ood waters rise, or ﬂ eeing for other worlds and 
  forsaking their people.
  RACIAL TRAITS
  RACIAL TRAITS
  Ability Scores. Your Intelligence score increase by 2, and your 
  Dexterity score increase by 1.
  Age. Kuah-lij reach adulthood around 15 years of age, and at the 
  height of their civilization could expect to live three centuries or more.
  Alignment. Due to their ordered society most Kuah-lij are lawful. 
  They were once almost universally good, but the stresses of the past 
  few decades have cause some to go to any length to save their people, 
  and others to cast aside all ethical concerns for simple survival.
  Size. You are between ﬁ ve and sixe feet tall, and weigh around 145 
  pounds. You are medium sized.
  Speed. Your base speed is 30 ft.
  Magi-tech. You have a piece of magical technology from your 
  homeworld. This item can generate the effects of a single wizard cantrip. 
  It takes a bonus action to use the device, but the magic is in the device, 
  not you, and if it is stolen or lost you would have to go home to get a 
  new one. Intelligence is treated as the spellcasting ability for this device.
  Gifted craftsman. You are proﬁ cient with one set of artisan’s tools.
  Magical sight. You can sense the presence of magic within 30 ft. as 
  per the spell detect magic. This magical sense is hazy at best and does 
  not always work right. You may use this feature once and regain use 
  following a short rest.
  Studious. You are proﬁ cient in one of the following skill: Arcana, 
  History, Investigation, Medicine, or Nature.
  Languages. You can speak, read, and write Kuah-lij and Common.
  NAGAJI
  NAGAJI
  Rarely seen even in Libynos outside of the Kingdom of Nysala, 
  the Nagaji are a race of snake people created by the ancient naga to 
  serve as a slave race. Over the centuries handfuls of escaped salves 
  have managed to ﬂ ee Nysala, though only one large community of 
  free Nagaji can be found in the Lost Lands. Those that escape make 
  their way to ports as far from Jaati as they can, and a small secret 
  community of ex-slaves has formed on Nevalla Island.
  OPHIDIAN FORMS
  OPHIDIAN FORMS
  Like their naga creators and masters, the Nagaji have a distinctly 
  ophidian form. Their torso are humanoid, though covered in scales, 
  but both their lower extremities and their heads are very snake like. 
  They have two arms that end in ﬁ ve ﬁ ngered hands, but instead of 
  legs they have a long, powerful serpent’s body. This gives them great 
  strength and the naga often use Nagaji as beasts of burden as well as 
  servants and warriors.
  CREATED BY THE NAGA
  CREATED BY THE NAGA
  Eons ago a group of powerful naga fused human and snake to create 
  the ﬁ rst Nagaji. For generations these progenitors of the Nagaji race 
  were mere beasts, but in time careful manipulation of their lineages 
  produced an intelligent, if sometimes belligerent, race capable of 
  serving the naga of Nysala. The Nagaji are capable of reproducing 
  themselves, and the naga continue to tinker with their slaves to breed 
  speciﬁ c lineages, most often for color or pattern of scales. So far none 
  of the naga slave breeders has managed to create a more docile Nagaji.
  SLAVES OF NYASLAN
  SLAVES OF NYASLAN
  In the kingdom of Nysalan Nagaji performs all work. The naga 
  barely lift their heads, instead having their slaves to fetch and carry, 
  build and lift, pull carts and plows, work the ﬁ elds, make the wine, and 
  ﬁ ght the wars. Lacking arms themselves, the naga have come to rely 
  n the Nagaji to perform nearly every task for them. Even the lowliest 
  of naga has slaves to turn the pages of books, dress them, carry them 
  around on palanquins or drawn carts, and stand vigil while they sleep.
  FREE NAGAJI MOVEMENT
  FREE NAGAJI MOVEMENT
  The naga use brutality, tradition, and their own mystical powers to 
  keep their slaves in bondage. Even so, every generation sees the threat 
  of a Nagaji uprising. These are put down with much bloodshed, and 
  many naga believe that the best way to handle slaves is to regularly 
  kill and replace them. Despite this, and because of it, a free Nagaji 
  movement has begun. It grows in ﬁ ts and starts as slaves escape and 
  meet each other in the wild, word gets passed from one Nagaji to 
  another, and the wandering camps of free Nagaji move in response to 
  salve hunters from Nyaslan.
  Ability Score Increase. Your Strength scores increase by 2, and 
  your Intelligence score increase by 1.
  Age. From hatching, a Nagaji achieves adult size in roughly ten 
  years. Many die of abuse or because their masters have passed 
  
  32|
  32|THE LOST LANDS
  THE LOST LANDS
  before they reach their thirtieth year, but free Nagaji can live for two 
  to three centuries.
  Alignment. Generations in bondage have given the Nagaji a strong 
  habit of law and order, or at least a willingness to follow orders to 
  avoid punishment. Many see the evil of their race’s treatment but are 
  unable to do much about it. Others ﬁ ght against their former masters. 
  Neither tend to concern themselves with moralizing about their 
  actions, survival or freedom are of paramount importance.
  Size. You are 8-9 feet long and when coiled stand around six feet 
  tall. Your body is strongly muscled and dense, you weigh around 200 
  pounds. You are medium sized.
  Speed. You slither along at 30 feet.
  Coiled spring. As a bonus action, you can coil your serpentine body 
  beneath you and launch yourself in to the air. When you do so you 
  double the distance you can jump.
  Endurance. Your powerful frame allows you to carry heavy 
  burdens. For purposes of endurance or calculating how much you can 
  lift or pull, you count as large sized.
  Slither. As a bonus action, you can lay yourself out horizontally on 
  a surface and make full use of your serpentine body. When you do so, 
  your speed increase by +10 feet until the end of your next turn. This 
  is tiring, ad you can only slither for a number of turns equal to your 
  Constitution modiﬁ er (minimum 1). You regain use of this feature 
  following a short rest.
  Trained. Your naga masters trained you for a particular task. You 
  are proﬁ cient in two skills or tools of your choice.
  Poison fangs. You have a pair of fangs and poison glands that you 
  can use to make a melee attack. If you hit, you inﬂ ict 1d4 piercing 
  damage and the target must succeed at a Constitution save equal to 
  your 8 + your Strength modiﬁ er + your proﬁ ciency bonus or suffer 
  1d6 poison damage and gain the poisoned condition until the end of 
  their next turn. It takes time for your poison glands to reﬁ ll, and you 
  can only do this once. You regain use of this feature following a long 
  rest. Naga of any kind are immune to this poison.
  Languages. You can speak, read, and write Abyssal and Common.
  NELJIS
  NELJIS
  Natives of the wilderness of Hawkmoon, the Neljis are a diminutive 
  race of hirsute forest dwellers. Their society is matriarchal and poorly 
  understood by outsiders. They are intrinsically linked to their forest 
  and draw strength form the tree themselves. Mostly, Neljis keep to 
  themselves, but a few youths leave every decade to seek adventure in 
  the outside world.
  FOREST FOLK
  FOREST FOLK
  The Neljis are not just forest dwellers; they draw physical and spiritual 
  strength from the trees themselves. Underneath the forest canopy they 
  can heal from grievous injuries, conjure up magics, and call upon their 
  forest allies. Few Neljis leave their forest homes, and those that do feel 
  a constant calling to go and run beneath the nearest stand of trees.
  LEAD BY NURTURERS
  LEAD BY NURTURERS
  Neljis form small tries that are lead by magic using Nurturers. These 
  matriarchs guide their people for only a thirty moons before handing 
  off the job to another, thus keeping the near total power of a Nurturer 
  in check. Most often Nurturers are spellcasters, usually druids, but 
  mighty warriors and cunning sorcerers can be found among their 
  number. The nurturers of the tribes gather together to form the Council 
  of Abundance, which oversees the needs of the race as a whole.
  MASTER CRAFTSMEN
  MASTER CRAFTSMEN
  Despite living in primitive conditions, the Neljis are master workers 
  of wood and leather. They are known as the ﬁ nest carpenters in 
  Hawkmoon, though they only make items they would normally use 
  such as tools, sculptures, jewelry, and hunting weapons. Their scrolls 
  re said to be of the ﬁ nest quality and are much prized by wizards 
  throughout the Lost Lands, both for their use in crafting spell scrolls 
  and as pages for spellbooks.
  HUNTERS
  HUNTERS
  While it is the Nurturers who lead the tribes of the Neljis, it is the 
  hunters who hold the highest social positions. A hunter who is bold yet 
  humble, skilled yet wise enough not to overhunt prey, and brings in 
  the ﬁ nest game is afforded the greatest respect. Those few who have 
  faced extraordinary prey, giant animals and monsters, ﬁ nd their names 
  immortalized among their people. 
  RACIAL TRAITS
  RACIAL TRAITS
  Ability Scores. Your Dexterity score increases by 2, and your 
  Wisdom score increases by 1.
  Age. Neljis age much as humans do for the ﬁ rst ﬁ fty or so years of 
  life, reaching adulthood at around sixteen. After reaching ﬁ fty years of 
  life they age much slower, living to two centuries before their bodies 
  give out.
  Alignment. The Neljis have an ordered society that goes to great 
  lengths to tend to its peoples and lands needs, making them both 
  lawful and good.
  Size. You stand between four and a half and ﬁ ve feet tall, and weigh 
  around 115 pounds. You are medium sized.
  Speed. Your base speed is 30 feet.
  Feral magic. You know one druid cantrip of your choice. Wisdom 
  is the spellcasting ability for this cantrip.
  Embrace of the Trees. If you are in a natural forested or wooded 
  setting, when you take a long rest you add your Wisdom modiﬁ er to 
  any hit points you recover through the expenditure of hit dice.
  Hunter. You are proﬁ cient with the Stealth and Survival skills, as 
  well as the atlatl.
  Low-light vision. You can see in dim light as if it were bright light.
  Languages. You can speak, read, and write Common and Neljium. 
  Neljium is a language of chirps, chitters, and growls, but has many 
  subtle complexities.
  RATFOLK
  RATFOLK
  Although found across the Lost Lands in subterranean lairs such 
  as those beneath the Xaojing Mountains or the Impossible Peak, in 
  Jabarti, ratfolk also make up sizeable populations of such grand cities 
  as Bard’s Gate and Castrohage. Those coming from the ‘wilds’ beneath 
  the surface tend to be a more feral and savage bunch that bears little 
  in common with their urbanite king other than general form. Despite 
  these differences, many are prejudiced against the ratfolk and blame 
  them for wererat attacks, plagues, and crimes.
  INHUMAN FORM
  INHUMAN FORM
  Ratfolk have slightly hunched bodies that have a general humanoid 
  form but whose features are distinctly rodent like. Their heads have 
  long whiskered muzzles that sport a pair of sharp incisors, large round 
  ears, and small beady eyes. Most of their bodies are covered in short 
  fur that ranges from white to black, with browns and reddish-browns 
  
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|33
  |33
  being the most common. They have very human like hands, but their 
  feet are more paw like than foot like. Their tails are usually hairless 
  and very ﬂ exible. This appearance is close enough to the hybrid form 
  of wererats that many confuse ratfolk for the former.
  RAPID GROWTH
  RAPID GROWTH
  Ratfolk grow to adulthood quickly, breed wildly, and produce twins and 
  triplets with a far greater frequency than humans. Their populations tend 
  to grow as rapidly as their bodies, reaching unsustainable numbers in a 
  few decades. When the crowding and competition for resources becomes 
  too great, wild ratfolk tribes invade their neighbors. If they win they have 
  expanded their living space and resources, if they fail their numbers are 
  reduced. Urban ratfolk simply send their excess youths to another part of 
  town or a different city, and ratfolk enclaves tend to sprout up along the 
  trade routes passing through Bard’s gate and Castrohage.
  WILD TRIBES
  WILD TRIBES
  The wild ratfolk tribes live in subterranean warrens beneath many 
  of the major mountain ranges of the Lost Lands. There they battle with 
  dwarves, gnomes, goblins, and other subterranean races, often living in 
  a state of perpetual warfare. Their numbers are so great and replenish 
  themselves so quickly that a wild tribe is difﬁ cult to destroy. This is 
  especially problematic for the dwarves and gnomes neighboring wild 
  trine warrens for their own populations grow so slowly.
  GUTTER DWELLERS
  GUTTER DWELLERS
  The urban ratfolk clans tend to be smaller than their wild brethren. 
  They do not war with their neighbors, even though they often suffer 
  whenever a plague or wererat incursion occurs. Often relegated to the 
  sewers and slums of their home cities, urban ratfolk eek out whatever 
  life they can. Often they work odd jobs or if particularly skilled, rise to 
  the ranks of low to mid level artisans. Many guilds will not admit them, 
  thus forcing ratfolk artisans to produce lower quality goods for their 
  impoverished neighbors. While they have a reputation for criminality, 
  not all ratfolk turn to a life of crime. In fact many thieves’ guilds are 
  just as prejudiced as artisan guilds and will not accept ratfolk.
  RACIAL TRAITS
  RACIAL TRAITS
  Ability Scores. Your Dexterity score increase by 2, and your 
  Wisdom score increase by 1.
  Age. Ratfolk reach adulthood by age 8. If they do not die from 
  warfare or accident they can expect to live to see forty years, with the 
  eldest ratfolk on record reaching ﬁ fty-two years of age.
  Alignment. Ratfolk live chaotic lives with little order other than 
  bonds of tribe or clan. Even then there are few taboos that limit their 
  actions. Most ratfolk are more interested in survival than ethical 
  concerns, but they also understand that the group is more likely to 
  survive if individuals do their share. Selﬁ shness is rare among the 
  ratfolk, as is evil.
  Size. You stand 4-5 feet tall and weigh around 65 lbs. You are 
  medium sized.
  Speed. Your base speed is 30 feet and you have a climb speed of 
  30 feet.
  Darkvision. Within 60 ft. you see in darkness as if it were dim light, 
  and dim light as if it were bright light. You can’t discern colors, only 
  shades of grey.
  Disease Resistant. You have advantage on saving throws against 
  disease, or any effect or attack that inﬂ icts poison damage or causes 
  the poisoned condition.
  Natural Weapons. You have sharp claws and teeth that you can 
  use to make an unarmed attack. This attack inﬂ icts 1d4 slashing or 
  piercing damage, depending on if you are using your claws or teeth.
  Subrace. Choose city ratfolk or wild tribe
  Languages. You can speak, read, and write Common as well as one 
  language of your choice.
  CITY RATFOLK
  CITY RATFOLK
  City ratfolk live lives much like their neighbors. Often forced 
  in to the slums and sewers of a city, these ratfolk are consummate 
  survivors. Often they made treasures out of the scraps that people 
  throw away, make themselves useful by being night soil collectors, or 
  otherwise earn a disreputable but honest living. Even so, most know a 
  thing or two about criminal activities, if not from hearsay and rumor, 
  than ﬁ rsthand.
  Sneaky. You are proﬁ cient with the Sleight of Hand and Stealth skills.
  Pearls from Sow’s Ears. You know how to make the most out of 
  nearly any material, from turning scraps of food in to nutritious (at 
  least for ratfolk) food to making weapons and tools from junk found 
  lying around. During a long rest you may spend an hour searching 
  for and processing scraps. You can ﬁ nd enough food for one person 
  for one day (mind you it is of ratfolk quality and you are resistant 
  to disease), or a single tool, weapon, piece of equipment, or suit of 
  armor. Any items you create this way are makeshift at best and fall 
  apart if you ever roll less than a 10 when making an ability check or 
  attack roll with them.
  WILD TRIBE
  WILD TRIBE
  The wild ratfolk tribes are in constant struggle with other 
  subterranean races. This struggle deﬁ nes their cultures and their lives, 
  every ratfolk is born to ﬁ ll the ranks and replace those lost in the last 
  battle. Victory merely means that the next war might be delayed for 
  a while, but population pressures will one day drive the tribe to seek 
  more land and resources.
  Swarm Tactics. If you are adjacent to an ally, you gain advantage 
  on all attack rolls.
  Sneaks in the Dark. You are proﬁ cient with the Stealth and 
  Survival skills.
  TROLL BLOODED
  TROLL BLOODED
  As rare as giant-blooded are, the troll-blooded are even more so. 
  Few interactions between humans and trolls are of any nature other 
  than killing and eating, and thus almost never produce troll-blooded 
  offspring. Still, it does happen, and like giant blood, troll blood 
  corrupts for generations, meaning that two humans can produce a 
  troll-blooded child. The fruits of these unions are even more cursed 
  than the giant-blooded, for if there is anything the Northlanders hate 
  more than giants, its trolls.
   SAVAGE SHAPE
   SAVAGE SHAPE
  Troll-blooded are feral, savage, creatures, at least in appearance if not 
  in behavior. They are tall, but not much taller than most men, and have a 
  hunched posture. Their skin is greasy and tends towards a greenish tint, 
  their hair is straight and black, and their eyes range from red to blue. 
  Like their troll relatives, the troll-blooded have long limbs and short 
  torsos; in fact their hands easily reach to their knees when standing. 
  These hands grow long talon like nails that can rend steel. It is the face 
  that is the most troll like, having a long, narrow nose, high cheekbones, 
  and a mouth ﬁ lled with sharp teeth. Despite these inhuman features, 
  most troll-blooded retain some signs of their human heritage, usually in 
  their facial expressions or as a glint of intelligence in their eyes.
  
  34|
  34|THE LOST LANDS
  THE LOST LANDS
   ALWAYS HUNGRY
   ALWAYS HUNGRY
  Most troll-blooded are killed at birth, sometimes out of raw 
  prejudice, though sometimes out of misguided thoughts of mercy. 
  Those that are allowed to survive must face not just the hatred 
  of their neighbors, but also an all-consuming drive to eat. Troll-
  blooded are always hungry, and due to their denture and digestive 
  systems, they need to consume far more meat than anything else. 
  This makes keeping a troll-blooded fed throughout the long winters 
  a daunting task, for he will eat something, and a troll-blooded driven 
  into the depths of hunger will be hard pressed to eat meat that is 
  socially acceptable. True, they can consume carrion, but fresh meat 
  is what a troll-blooded desires the most. Settlements that host troll-
  blooded over the winter often ﬁ nd that by spring they have a dearth 
  of rats, cats, and dogs, assuming that the livestock hasn’t already 
  been pillaged.
   DISFAVOR OF THE GODS
   DISFAVOR OF THE GODS
  One of the greatest prejudices suffered by the troll-blooded is that 
  no godi will willingly take one into his congregation. Occasionally 
  a troll-blooded who has proven himself might receive the blessings 
  of the gods from a godi, but such a troll-blooded and such a godi are 
  extremely rare. Not even Loki looks with favor on a troll-blooded, 
  much less the more popular gods such as Thor and Odin.
   HERO OR OUTCAST
   HERO OR OUTCAST
  Troll-bloodeds becomes adventurers largely in order to ﬁ nd an outlet 
  for their drives to violence and eating. Heroes eat well, no matter what 
  race they are, and are afforded at least a modicum of respect (in the case 
  of troll-blooded that means they do not get attacked on sight). Some troll-
  bloods are taken into the halls of jarls to serve as disposable shield-wall 
  breakers, and when they survive the fury of the spear din are elevated 
  to leaders of bands of desperate men sent against enemy shield-walls, 
  palisades, and ramparts. Often times, troll-blooded ﬁ nd themselves driven 
  out of their homes by prejudice and take to the wilds, where they either 
  live a lonely existence or fall in with other outcasts, outlaws, or wanderers.
  RACE TRAITS
  RACE TRAITS
  Ability Score Increase. Your Strength score increases by 2 and your 
  Constitution score increases by 2. However, both your Intelligence 
  and Charisma scores decrease by 2.
  Age. Troll-blooded can grow quickly if given enough food, and 
  that can be a lot of food. They can reach adulthood at 13 years, and 
  continue to grow for their short thirty-year lifespan. A very well fed 
  troll blooded might even grow to over nine feet tall.
  Alignment. Most troll-blooded tend towards chaotic and evil, 
  though individuals may be of any alignment. Even those that are not 
  evil are rarely neutral, much less lawful in outlook. Troll-blooded 
  heroes in the legends of the Northlanders (and there are only two) 
  were chaotic good in alignment.
  Size. You stand 7-8 feet tall and weigh upwards of 300 lbs. You are 
  medium sized.
  Speed. Your speed is 35 feet.
  Darkvision. You can see in dim light within 60 ft as if it were bright 
  light, and darkness as if it were bright light. You can’t discern color in 
  darkness, only shades of grey. 
  Claws. You have sharp claws that give you an unarmed attack that 
  inﬂ icts 1d6 slashing damage.
  Eat anything. You can consume any organic matter and are immune 
  to ingested poisons. You are resistant to poison damage.
  Ferocity. If reduced to 0 hp you may immediately recover 1d6 hp. You 
  may do this once and regain use of this feature following a short rest.
  Fire sensitivity. You are vulnerable to ﬁ re damage.
  Of human born. You count as both a humanoid (human) and a giant.
  Languages. You speak Common and Nørsk, but can neither read 
  nor write.
  DWARF, ANKHURAN
  DWARF, ANKHURAN
  According to some scholars the Ankhuran were the ﬁ rst dwarves and 
  all other subraces of dwarves have evolved to ﬁ t new environments. 
  If this is true the Ankhuran do not say for they are a secretive people. 
  Little is even known about their religion, though it is said that they 
  worship a single god, Masakhan. Despite this secretive nature, they 
  are far from isolationist, and are closely allied with the Jaata of Gstang 
  and the Xi’en Hegemony. They have sent warriors and stone-scholars 
  to both allies to aid them in their defense.
  ARCANE MASTERS
  ARCANE MASTERS
  The Ankhuran are one of the oldest races in the Lost Lands, though 
  they refuse to speak of their origins and answer any inquires with a 
  simple, “we have always been here”. In that time they have amassed 
  much lore, especially that of the mystical workings of the universe. 
  It is this mastery of the arcane, and the elder secrets that the stone-
  scholars keep hidden away, that helped to defeat the Oni King and 
  bind him away for, hopefully, eternity.
  SECRETIVE
  SECRETIVE
  There are few known entrances to the land of the Ankhuran, 
  and even those are carefully hidden and guarded. They do not like 
  strangers to come to their kingdom beneath the Xaojing Range, 
  though they are not standofﬁ sh. The Ankhuran are happy to deal with 
  humans and other surface dwellers, provided that their allies respect 
  the Ankhuran’s privacy and meet them on the surface.
  RACIAL TRAITS
  RACIAL TRAITS
  Ability Scores. Your Intelligence score increases by 1.
  Ancient lore. You gain proﬁ ciency in the Arcana and History skills.
  Languages. You can read, speak, and write Ankhuran and 
  Common. Ankhuran is similar in both speech and script to Dwarven, 
  but has enough major differences to make the two languages mutually 
  unintelligible.
  DWARF, SAND
  DWARF, SAND
  The Qazami, also known as the sand dwarves of Libynos, are an 
  offshoot of the dwarven race that has spent millennia in their desert 
  homes. They have no kingdoms, preferring to live in small clans that 
  dig deep under the desert sands in a constant quest for water and 
  wealth. The two are intricately linked in Qazami culture, the most 
  common greeting is, “have you had water today?” and a true sign of 
  wealth is to have soft plush skin.
  WATER IS LIFE
  WATER IS LIFE
  Water is everything to the Qazami. Their bodies are thin by dwarven 
  standards, largely because water is the basis of their economy thus 
  many Qazami drink as little as they need. Each family in the clan has 
  its ancestral cistern that it guards as closely as other dwarves guard 
  
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|35
  |35
  their gold. Transactions are conducted through water stones; small 
  carven stones each worth one cup of water. This wealth of water is 
  often traded to outsiders, though never in a quantity that endangers 
  the clan.
  DESERT ADAPTED
  DESERT ADAPTED
  The sand dwarves have a desiccated, even dry appearance. Their 
  skin tends to hang in folds and their eyes are bloodshot. When they 
  have enough water they are as robust as their dwarven brethren 
  and can swell to three or even four times their normal size if given 
  free access to unlimited water supplies, but most Qazami prefer to 
  carefully ration their water. Their clan holds lie deep under the sands 
  in bedrock and often are situated near underground water supplies. 
  Where other dwarves tunnel with pick axe through stone, the Qazami 
  have evolved scoop like hands and feet that allow them to move loose 
  sand with ease.
  Ability scores. Your Dexterity score increase by 1.
  Burrowing. You can use your scoop like hands and training to move 
  through sand and loose soil with ease. You have a burrow speed on 
  15 feet.
  Desert weapon training. The Qazami do not dig as deeply as their 
  brethren do and must often face down foes on the desert surface. 
  You are proﬁ cient with the light crossbow, heavy crossbow, axe, 
  and battleaxe.
  Sandcunning. Your life has been spent beneath the desert sands. 
  While your clan dwells in the deep bedrock, you still have to pass 
  form there to the surface and negotiate the shifting terrain of the open 
  desert. Whenever you make a Wisdom (Survival) check that relates to 
  desert conditions, stability of sand formations, or ﬁ nding water you 
  are considered proﬁ cient in the skill and may add your proﬁ ciency 
  bonus twice to the roll.
  DWARF, STREET
  DWARF, STREET
  Found in cities across the Lost Lands, but most notably in Bard’s 
  Gate, Castrohage, and Swordport. They differ from their kin in that 
  they have adapted to an urban life among other races. Street dwarves 
  moved to the cities generations ago following a Dwarven god of 
  travel. Since that time they have adapted and spread, and most urban 
  areas support at least a branch of one of the great street dwarf clans.
  URBAN EVOLVED
  URBAN EVOLVED
  Street dwarves are do not have as robust of a build as their mountain 
  and hill dwelling kind. In comparison, they are far more agile. They 
  still have a great deal of stamina and seem to be resistant to the many 
  diseases that plague city life. Their bears are kept short and often 
  highly decorated, and their dress ﬁ ts the greater local population but 
  with a certain dwarven ﬂ air. Street dwarves navigate the hazards and 
  take advantage of the opportunities of city life as if they were born to 
  it, which in a sense they were.
  SHREWD TRADERS AND CRAFTSMEN
  SHREWD TRADERS AND CRAFTSMEN
  For the most part street dwarves ﬁ ll the role of merchants and 
  craftsmen in the cities that they live. Their clans can span across 
  cities and nations, providing easy networks to move goods through. 
  The natural dwarven aptitude for craftwork is not lost to them, 
  though they do not tend to reach the heights of their mountain 
  dwelling relatives.
  RACIAL TRAITS
  RACIAL TRAITS
  Ability Scores. Your Charisma score increases by 1.
  Brawler. You are used to the rough scrum of a back alley brawl. 
  Your unarmed attacks inﬂ ict 1d6 bludgeoning damage.
  Streetwise. You have advantage on Insight, Investigation, Perception, 
  Persuasion, and Stealth checks when in an urban environment. This 
  replaces the Stonecunning trait that dwarves normally get.
  Traders. You are proﬁ cient in the Insight and Persuasion skills.
  Languages. You can read, speak and write Common and Dwarven.
  ELF, GREY
  ELF, GREY
  Grey elves are the eldest of the elven races, the ﬁ rst ones to come 
  to Boros from their home on a distant plane. Mostly they stay to their 
  kingdom in the Emerald Mountains or take long sojourns to the lands 
  of the Fey. Rarely, they will disguise themselves as a wild or high elf 
  and go out in to the world to see new sights or visit their distant kin.
  ELDEST OF ELVES
  ELDEST OF ELVES
  The grey elves are the eldest of the many races of elves, as evident by 
  their close afﬁ nity to the Fey, their longer lifespans, their slower birth 
  rate, and their appearance. Where a human may see a high elf as a slender 
  being of alien beauty, the high elves look upon their grey kin and see the 
  ethereal lightness of the Fey. Grey elves are tall and slender to the point 
  where they appear more as wisps than ﬂ esh and bone, radiate a slight 
  glow from their skin of silvered alabaster, and their features are so ﬁ ne 
  and straight edged that one fears to cut one’s hand upon their cheeks.
  CLOSER TO THE FEY
  CLOSER TO THE FEY
  The relationship between the most elven subraces and the fey is 
  complex, but to the grey elves there is little difference. They see 
  themselves as part of the Fey and the Fey lands, but living in the real 
  world only part time. Many grey elves spend large portions of their 
  lives among the Fey, and their mindset shows it. Grey elves that have 
  tarried too long in the lands of the Fey are capricious, curious, precise 
  in speech, and given to strange thoughts and notions.
  RACIAL TRAITS
  RACIAL TRAITS
  Ability Scores. Your Charisma score increase by 1.
  Elf weapon training. You have proﬁ ciency with the longsword, 
  shortsword, longbow, and shortbow. 
  Fey magic. You can fade out this reality and partially into the lands 
  of the fey. As a bonus action, you can fade between worlds, appearing 
  less substantial in one while appearing in the other. This condition 
  lasts until the end of your next turn. While fading, you gain resistance 
  to bludgeoning, piercing, and slashing damage from nonmagical 
  weapons, and may pass through physical objects and creatures as 
  long as you do not end your movement inside an object or creature. 
  Any movement you make while fading out does not draw an attack of 
  opportunity. While fading, you are visible both in the world and in the 
  lands of Fey and may interact with both, and become prey to creatures 
  from either side. You may do this once, and regain use of it following 
  a long rest.
  Languages. You can speak, read, and write Elven and Common. 
  The Elven spoken by grey elves has a different accent than that spoken 
  by their brethren, and includes both a greater frequency of archaic 
  words as well as fewer loan words from younger races.
  
  36|
  36|THE LOST LANDS
  THE LOST LANDS
  ELF, NÛKLANDER
  ELF, NÛKLANDER
  Beginning at Neiuburg in Estenﬁ rd and reaching north to the 
  Endless Glacier that marks the edge of the world lays the land 
  of the Nûk, Nûkland. The Nuklanders are a different race than 
  the human Northlanders, a race that foreigners would describe as 
  elven. The average Nûklander is short, slender of build, and dark 
  of skin and hair. They have long faces with small, broad noses, 
  pointed ears, and eyes possessing slightly folded lids. Nûklanders 
  have a second eyelid that seems to serve to protect the eye from the 
  sun and cold, but also gives them the look of perpetually staring 
  (Nûklander rarely blink).
  USED TO THE COLD
  USED TO THE COLD
  Despite their slight build, Nûklander do not suffer from the great 
  cold of their icy homeland, indeed, they tend to not feel the cold at 
  all. This is because of the Heart Glow, an inherently magical feature 
  of the Nûklander, and a major part of their history as a people. The 
  Heart Glow acts to constantly warm Nûklander from the inside. 
  Every Nûklander is born with the Heart Glow and loses it when 
  they die. Normally the Heart Glow cannot be seen, but it can be felt 
  through the Nûklander’s skin as distinct warmth. When emotionally 
  moved, the Heart Glow can be seen through a Nûklander’s chest, 
  the level of radiance increasing with the strength of the emotion. 
  Each Nûklander emotional response, and thus the light of their 
  Heart Glows, varies, but is normally love, anger, appreciation of 
  beauty, shame, sorrow, rage, or in some rare cases, lust and greed 
  (Nûklander PCs should list two or more emotions that cause their 
  Heart Glow to light up).
  PEOPLE OF THE REINDEER
  PEOPLE OF THE REINDEER
  The Nûklander are hunters and herders of reindeer, supplementing their 
  diet with wild gathered plants. They are nomadic, traveling as far south as 
  Three Rivers in the winter and heading to the edge of the Endless Glacier 
  in the summer. In addition to providing food and hides, their reindeer are 
  also used as mounts and beasts of burden. Many of the tribes follow a 
  migration route that takes them along the coast, and there they prey on 
  seals, walruses, and other sea life that spends its summer on land.
  RACE TRAITS
  RACE TRAITS
  Ability Score Increase. Your Constitution score increases by 1.
  Speed. Your speed is 40 ft and you are not hampered by difﬁ cult 
  terrain caused by snow or ice.
  Nûk war training. You are proﬁ cient with scimitars, short bows, 
  and spears, and with riding reindeer.
  Hunter. You have proﬁ ciency in Survival and Stealth.
  Used to the cold. You are resistant to cold damage.
  Languages. You speak Nûklander and Nørsk. There is a no written 
  form of Nûklander.
  GNOME, ICE
  GNOME, ICE
  Known as the Barbegazi, the ice gnomes hail from the village of 
  Quawnot on Libynos. Few leave their glacial home, but those that 
  due exhibit the usual gnomish traits of intense curiosity and naïve 
  wanderlust. These glossy white skinned gnomes sport impressive 
  shocks of blue-white hair that resembles icicles. They have adapted to 
  their cold homes and hardly notice that they live in buildings made of 
  ice or that the chill wind cuts through the clothes of other races.
  CHILLY
  CHILLY
  To say the Barbegazi are used to the cold is an understatement. Even 
  in a full-on blizzard they can be founding short sleeves. They move 
  across the ice as if it were solid ground, sit on ice carved furniture as 
  if it were a feather mattress, and seem impervious to even the bitterest 
  temperatures. In their isolated villages and towns they hunt seals, 
  walrus, and polar bears, cut holes in the ice to ﬁ sh, and enjoy many 
  games. One of these involves slinging round stones down the ice and 
  scoring points based on whose rock hits whose.
  TRICKSTERS
  TRICKSTERS
  Few who have spent time with the Barbegazi have avoided 
  suffering from their pranks. Often these are not dangerous, just 
  embarrassing, but the ice gnomes sometimes forget that others are 
  not immune to the cold. A buttocks frozen to a chair is embarrassing 
  and painful, the laughing ice gnome just makes it worse. In defense 
  of their homes the Barbegazi turn this tendency towards pranks to 
  lethal effect, creating traps out of their icy home that burry intruders 
  under tons of snow or toss them into bottomless ravines.
  Ability scores. Your Constitution score increases by 1.
  Ice magic. At 1st level you can cast the ray of frost cantrip. At 3rd 
  level you can cast the fog cloud spell once per day. When you reach 
  5th level, you gain the ability to cast the spell hold person once per 
  day. Your Charisma is your spellcasitng ability for these spells.
  Cold tolerant. You are resistant to cold damage. However, you 
  are vulnerable to ﬁ re damage.
  Snow walk. You can move across and climb icy or 
  snowy terrain without needing to make an ability 
  check. Furthermore, you do not 
  treat icy or snowy terrain as 
  difﬁ cult terrain.
   You are resistant to cold damage. However, you 
  are vulnerable to ﬁ re damage.
  Snow walk. You can move across and climb icy or 
  snowy terrain without needing to make an ability 
  check. Furthermore, you do not 
  treat icy or snowy terrain as 
  difﬁ cult terrain.
  
  SPELLS
  SPELLS|37
  |37
  With Additional material by Richard Pett and Bill Webb
  The following spells are rare even in the Lost Lands, but can be found in the hands and minds of secret societies, forbidden cults, musty 
  librarians, and other fringe folk.
  SPELLS
  SPELLS
  NEW SPELLS BY LIST
  NEW SPELLS BY LIST
  CLERIC
  CLERIC
  1ST LEVEL
  1ST LEVEL
  Putrefy Food and Drink
  2ND LEVEL
  2ND LEVEL
  Undead Servant
  4TH LEVEL
  4TH LEVEL
  Wall of Air
  5TH LEVEL
  5TH LEVEL
  Wall of Water
  6TH LEVEL
  6TH LEVEL
  Plague of Frogs
  DRUID
  DRUID
  1ST LEVEL
  1ST LEVEL
  Moonlight
  3RD LEVEL
  3RD LEVEL
  Meld into Ice
  Tongue of the Frog
  4TH LEVEL
  4TH LEVEL
  Wall of Air
  5TH LEVEL
  5TH LEVEL
  Wall of Water
  6TH LEVEL
  6TH LEVEL
  Plague of Frogs
  PALADIN
  PALADIN
  3RD LEVEL
  3RD LEVEL
  Bind
  RANGER
  RANGER
  1ST LEVEL
  1ST LEVEL
  Moonlight
  3RD LEVEL
  3RD LEVEL
  Meld into Ice
  Tongue of the Frog
  SORCERER
  SORCERER
  2ND LEVEL
  2ND LEVEL
  Fiendish Servant
  Undead Servant
  3RD LEVEL
  3RD LEVEL
  Conjure Lesser Fiend
  4TH LEVEL
  4TH LEVEL
  Conjure Fiends
  Conjure Lesser Undead
  Wall of Air
  Wall of Corpses
  5TH LEVEL
  5TH LEVEL
  Conjure Undead
  Manufacture
  Wall of Water
  WARLOCK
  WARLOCK
  1ST LEVEL
  1ST LEVEL
  Putrefy Food and Drink
  2ND LEVEL
  2ND LEVEL
  Fiendish Servant
  Mucus
  Undead Servant
  3RD LEVEL
  3RD LEVEL
  Hungering Shadows
  Conjure Lesser Fiend
  Tongue of the Frog
  4TH LEVEL
  4TH LEVEL
  Conjure Fiends
  Conjure Lesser Undead
  5TH LEVEL
  5TH LEVEL
  Conjure Undead
  WIZARD
  WIZARD
  2ND LEVEL
  2ND LEVEL
  Fiendish Servant
  Undead Servant
  3RD LEVEL
  3RD LEVEL
  Conjure Lesser Fiend
  4TH LEVEL
  4TH LEVEL
  Conjure Fiends
  Conjure Lesser Undead
  Wall of Air
  Wall of Corpses
  5TH LEVEL
  5TH LEVEL
  Conjure Undead
  Manufacture
  Wall of Water
  
  38|
  38|THE LOST LANDS
  THE LOST LANDS
  NEW SPELLS
  NEW SPELLS
  BIND
  BIND
  3rd-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  You throw mystical bonds upon one creature you can see within 
  range. The target creature must succeed at a Dexterity save or become 
  restrained by the mystical bonds, requiring an action and a successful 
  Strength save to break free. The creature may not use teleportation, 
  planar travel, or other similar effects to escape the bonds, but may 
  act normally within the restrictions of the restrained condition. If the 
  creature breaks free the spell ends.
  If while bound the target creature attempts an attack roll, you may 
  use your reaction to inﬂ ict 2d6 bludgeoning damage on the creature. 
  While the creature is bound, you may use a bonus action to mentally 
  command the bindings to release the creature, or to tighten and inﬂ ict 
  1d6 bludgeoning damage. You may also command the bonds to move 
  the creature up to 30 feet; this does not take an action. A creature that 
  is reduced to 0 hp while in the bonds immediately stabilizes.
  CONJURE LESSER FIENDS
  CONJURE LESSER FIENDS
  4th-level conjuration (ritual)
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon a lesser form of ﬁ end to appear in an unoccupied space 
  within range. These ﬁ ends come from somewhere in the lower planes, 
  and return when the spell ends. Choose one of the following options:
  One ﬁ end of challenge rating 2 or lower
  2 ﬁ ends of challenge rating 1 or lower
  4 ﬁ ends of challenge rating 1/2 or lower
  8 ﬁ ends of challenge rating of 1/4 or lower
  The ﬁ ends remain until the duration of the spell ends, and any 
  undead summoned disappears when reduced to 0 hit points.
  The summoned ﬁ ends are friendly to you and your allies. Roll 
  initiative for the ﬁ end as a group, though each has its own turns. They 
  obey any verbal commands you issue them. If you do not issue them 
  any commands, they defend themselves from hostile creatures, but 
  take no other actions.
  At higher levels. When you cast this spell using a higher level 
  spell slot, you choose one of the summoning options above, but more 
  creatures appear; three times as many with a 7th level slot, and four 
  times as many with a 9th level slot.
  CONJURE FIENDS
  CONJURE FIENDS
  5th-level conjuration (ritual)
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon ﬁ ends to appear in an unoccupied space within range. 
  These ﬁ ends come from somewhere in the lower planes, and return 
  when the spell ends. Choose one of the following options:
  One ﬁ end of challenge rating 4 or lower
  2 ﬁ ends of challenge rating 3 or lower
  4 ﬁ ends of challenge rating 2 or lower
  8 ﬁ ends of challenge rating of 1 or lower
  The ﬁ ends remain until the duration of the spell ends, and any 
  undead summoned disappears when reduced to 0 hit points.
  The summoned ﬁ ends are friendly to you and your allies. Roll 
  initiative for the ﬁ end as a group, though each has its own turns. They 
  obey any verbal commands you issue them. If you do not issue them 
  any commands, they defend themselves from hostile creatures, but 
  take no other actions.
  At higher levels. When you cast this spell using a higher level 
  spell slot, you choose one of the summoning options above, but more 
  creatures appear; three times as many with a 8th level slot, and four 
  times as many with a 9th level slot.
  CONJURE LESSER UNDEAD
  CONJURE LESSER UNDEAD
  4th-level necromancy (ritual)
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon a lesser form of undead to appear in an unoccupied 
  space within range. These undead come from the host of dead that lie 
  beneath the soil in nearly any place in the world. Choose one of the 
  following options:
  One undead of challenge rating 2 or lower
  2 undead of challenge rating 1 or lower
  4 undead of challenge rating 1/2 or lower
  8 undead of challenge rating of 1/4 or lower
  The undead remain until the duration of the spell ends, and any 
  undead summoned disappears when reduced to 0 hit points.
  The summoned undead are friendly to you and your allies. Roll 
  initiative for the undead as a group, though each has its own turns. 
  They obey any verbal commands you issue them. If you do not issue 
  them any commands, they defend themselves from hostile creatures, 
  but take no other actions.
  At higher levels. When you cast this spell using a higher level 
  spell slot, you choose one of the summoning options above, but more 
  creatures appear; three times as many with a 7th level slot, and four 
  times as many with a 9th level slot.
  CONJURE UNDEAD
  CONJURE UNDEAD
  5th-level necromancy (ritual)
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon undead to appear in an unoccupied space within range. 
  These undead come from the host of dead that lie beneath the soil in 
  nearly any place in the world. Choose one of the following options:
  One undead of challenge rating 4 or lower
  2 undead of challenge rating 3 or lower
  4 undead of challenge rating 2 or lower
  8 undead of challenge rating of 1 or lower
  The undead remain until the duration of the spell ends, and any 
  undead summoned disappears when reduced to 0 hit points.
  The summoned undead are friendly to you and your allies. Roll 
  initiative for the undead as a group, though each has its own turns. 
  They obey any verbal commands you issue them. If you do not issue 
  them any commands, they defend themselves from hostile creatures, 
  but take no other actions.
  
  SPELLS
  SPELLS|39
  |39
  At higher levels. When you cast this spell using a higher level 
  spell slot, you choose one of the summoning options above, but more 
  creatures appear; three times as many with a 8th level slot, and four 
  times as many with a 9th level slot.
  FIENDISH SERVANT
  FIENDISH SERVANT
  2nd-level conjuration (ritual)
  Casting Time: 1 action
  Range: 60 feet.
  Components: V, S, M (a pinch of sulfur and a drop of blood)
  Duration: 1 hour
  You summon forth a minor ﬁ endish creature from the nether planes. 
  This creature is under your command for the duration of the spell and 
  will obey your commands, though it tends to obey the letter rather 
  than the intent. The ﬁ endish servant has AC 15, 15 HP, a Strength of 
  3, speed 30, and can’t attack. The ﬁ endish servant can turn invisible, 
  and has an effective Arcana, History, Perception, and Stealth bonuses 
  of +6. If it is reduced to 0 HP it disappears back to its home plane, 
  ending the spell.
  Once on your turn, you may use a bonus action to direct the ﬁ endish 
  servant to perform a task. It can move any distance from you. It is 
  capable of performing any task a creature can that does not involve an 
  ability or skill check. It can fetch things, clean, mend, light a ﬁ re, or 
  any other task a human servant could.
  Additionally, you may command your ﬁ endish servant to do one of 
  the following:
  Spy upon a single creature. The Fiendish servant will do its best to 
  use its skills to locate and observe the target from a hidden vantage 
  point. It will continue to watch the target until recalled, a speciﬁ c 
  amount of time has passed, or the duration of the spell ends.
  Use its innate magic to cast one of the following spells, giving the 
  information gleaned from the spell to you: comprehend languages, 
  detect evil and good, detect poison and disease, detect magic, or 
  identify. If it uses its innate magic in your service the ﬁ end returns to 
  its home plane when the duration of the spell it cast or this spell ends, 
  whichever is ﬁ rst.
  Use its skills to your beneﬁ t, for example answering a question 
  using Arcana or History.
  HUNGERING SHADOWS
  HUNGERING SHADOWS
  3rd-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a drop of glue, a small ball of 
  gelatinous slime, and a drop of acid)
  Duration: Concentration, up to 1 minute 
  You open a gateway to the plane of shadows, a cold, colorless, 
  and darkened distortion of your world. A 20-foot-radius sphere of 
  hungering, writhing shadow appears, centered on a point within range 
  and lasting for the duration. This void is ﬁ lled with a maddening 
  whispers and cacophonous laughter that can be heard up to 30 feet 
  away. No light, magical or otherwise, can illuminate the area, and 
  creatures fully within the area are blinded. 
  The void creates a conduit between the planes, and the area is 
  difﬁ cult terrain. Any creature that starts its turn in the area takes 2d6 
  necrotic damage. Any creature that ends its turn in the area must 
  succeed on a Dexterity saving throw or take 2d6 cold damage as 
  otherworldly shadows slowly drain its warmth. 
  MANUFACTURE
  MANUFACTURE
  5th-level transmutation (ritual)
  Casting Time: 10 minutes
  Range: 60 feet
  Components: V, S, M (an amount of raw materials, see below)
  Duration: Permanent
  You turn an amount of raw materials in to ﬁ nished goods. You must 
  have an amount of raw materials need to make an item, iron and wood 
  for spear, leather and cloth for clothing, or gold and brass for a clock. 
  This amount of raw materials is consumed during the casting of the 
  spell. The raw material need not be processed but must be inert and 
  not coming directly from a living creature; you can make a variety of 
  wooden objects out of a fallen tree, but the spell fails if the only source 
  of raw material is from a living creature. At the end of the spell the 
  ﬁ nished good is complete and whole, just as if it came out of a master 
  craftsman’s shop.
  You can only use this spell to create an object weighing less than 
  500 lbs whose total dimensions would ﬁ t in a 10-foot cube. Only 
  mundane items can be created, you cannot use this to create magical 
  items. You must know what the item you are creating is, but do not 
  know how to make it yourself. The item can be as simple as a spear or 
  as complex as a clock.
  At higher levels. If you cast this spell using a spell slot of 6th level 
  or higher, the weight of the object you can create increase by a factor 
  of ten, and the size of the cube it must ﬁ t in to increases by 10 feet.
  MELD INTO ICE
  MELD INTO ICE
  3rd-level transmutation (ritual)
  Casting Time: 1 action
  Range: touch
  Components: V, S
  Duration: 8 hours
  You step into a piece of ice large enough to contain your body, 
  melding yourself and any equipment you carry with the ice for the 
  duration. Using your movement, you step into the ice. Nothing of your 
  presences remains to non-magical detection.
  While merged with the ice you can see your surroundings as only a 
  hazy and indistinct image. All Wisdom (Perception) checks to see your 
  surroundings or to hear nearby sounds are made with disadvantage. 
  You are aware of the passage of time and can cast spells on yourself 
  while in the ice. You can use your movement to leave the ice were you 
  entered, which ends the spell. You cannot otherwise move.
  Minor psychical damage to the ice, such as chipping or melting, has 
  no effect on you. A partial destruction of the ice, anything that reduces 
  the volume to less than you can ﬁ t in to, ends the spell and you are 
  expelled from the ice suffering 6d6 bludgeoning damage. The ice’s 
  complete destruction inﬂ icts 50 bludgeoning damage and expels you. 
  If you are expelled form the ice you land prone adjacent to the point 
  where you entered the ice, or the closest unoccupied space
  
  40|
  40|THE LOST LANDS
  THE LOST LANDS
  MOONLIGHT
  MOONLIGHT
  1st-level conjuration
  Casting Time: 1 action (ritual)
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You call down the light of the moon to bathe a 20 by 20 foot area 
  in a soft, silvery glow. Within this area all non-magical light becomes 
  dim light, even torches and lanterns are dimmed, and any non-magical 
  darkness becomes dim light. 
  You may cast this spell during a short rest. If you do so, any ally 
  who remains within the area of effect who spends hit dice may add 
  your Wisdom modiﬁ er to the hit points regained.
  MUCUS
  MUCUS
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (phlegm) 
  Duration: Concentration, up to 1 hour
  You conjure a gob of thick, phlegmy mucus at a point of your choice 
  within range. The mucus ﬁ lls a 20-foot cube from that point for the 
  duration. The mucus is difﬁ cult terrain and lightly obscures their area. 
  If the mucus isn’t anchored between two solid masses (such as walls 
  or trees) or layered across a ﬂ oor, wall, or ceiling, the conjured mucus 
  collapses on itself, and the spell ends at the start of your next turn. 
  Mucus layered over a ﬂ at surface have a depth of 5 feet. 
  Each creature that starts its turn in the mucus or that enters it during 
  its turn must make a Dexterity saving throw. On a failed save, the 
  creature is restrained as long as it remains in the mucus or until it 
  breaks free. A creature restrained by the mucus can use its action to 
  make a Strength check against your spell save DC. If it succeeds, it is 
  no longer restrained. 
  PLAGUE OF FROGS
  PLAGUE OF FROGS
  6th-level conjuration (ritual)
  Casting Time: 10 minutes
  Range: 500 feet
  Duration: Concentration up to 1 hour 
  You summon a plague of thousands of poisonous frogs in a 20-
  by-20 ft. area. The frogs boil forth from the area, reducing 
  movement by half due to their slippery bodies. Anyone 
  in the area when the frogs erupt form the ground must 
  make a Dexterity save or gain the poisoned condition for 
  1 hour and suffer 4d10 piercing damage, half damage on a 
  successful save and not poisoned.
  Anyone ending their turn in the area of the frogs must succeed at 
  a Constitution save or gain the poisoned condition for 1 hour 
  and suffer 4d10 points of slashing damage, half damage 
  with a successful save and not poisoned. You may aim 
  the frogs, moving the swarm up to 15 ft per round. The 
  frogs remain until all are killed or the spell ends, at which 
  time they hop off to start new lives somewhere else.
  PUTREFY FOOD AND DRINK
  PUTREFY FOOD AND DRINK
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You cause all non-magical food in a 5-foot sphere centered on a 
  point of your choice within range to become putrid and vile. The food 
  provides no sustenance. Any living creature that consumes the food 
  must succeed at a Constitution save or suffer 1d8 poison damage and 
  gain he poisoned condition for 1 hour.
  TONGUE OF THE FROG GOD
  TONGUE OF THE FROG GOD
  3rd-level transmutation
  Casting time: 1 action
  Range: 15 feet
  Duration: Concentration, up to 1 minute
  This spell conjures a long, swollen tongue that grows from 
  your mouth. This tongue can be used as a whip like appendage 
  to grab objects and has a strength score equivalent to your own. 
  The tongue may also be used to attack opponents. On a successful 
  hit, the tongue inﬂ icts 4d8 bludgeoning damage and the target is 
  grappled. You may use a bonus action to increase the grapple to 
  restrained. You are tied, by the tongue, to the target as long as 
  it is grappled or restrained. A Strength save ends the grappled or 
  restrained condition. If you have a target grappled or retrained by 
  your tongue you may not speak or cast any spells that require a 
  verbal component.
  While you have a target grappled or restrained by your tongue, 
  you may use a bonus action to squeeze them for 4d8 bludgeoning 
  damage. The tongue has your AC and can be severed is it suffers 
  damage equal to 1/10th your maximum hit points. Damage to 
  the tongue does not count against your own hit points. If the 
  tongue is destroyed, it dissolves into nothing and your tongue 
  returns to normal. 
  You summon a plague of thousands of poisonous frogs in a 20-
  by-20 ft. area. The frogs boil forth from the area, reducing 
  movement by half due to their slippery bodies. Anyone 
  in the area when the frogs erupt form the ground must 
  make a Dexterity save or gain the poisoned condition for 
  1 hour and suffer 4d10 piercing damage, half damage on a 
  Anyone ending their turn in the area of the frogs must succeed at 
  a Constitution save or gain the poisoned condition for 1 hour 
  and suffer 4d10 points of slashing damage, half damage 
  frogs remain until all are killed or the spell ends, at which 
  
  SPELLS
  SPELLS|41
  |41
  UNDEAD SERVANT
  UNDEAD SERVANT
  2nd-level necromancy (ritual)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a corpse)
  Duration: 1 hour
  You animate a dead creature, but only for a limited time and with 
  limited abilities. This creature is under your command for the duration 
  of the spell and will obey your commands. The undead servant has the 
  stats of a skeleton or zombie, depending on the state of the corpse 
  being animated, but can’t attack. If it is reduced to 0 HP it falls back 
  in to a normal corpse.
  Once on your turn, you may use a bonus action to direct the undead 
  servant to perform a task. It can move any distance from you. It is 
  capable of performing any task a creature can that does not involve an 
  ability or skill check. It can fetch things, clean, mend, light a ﬁ re, or 
  any other task a human servant could.
  Additionally, you may command your undead servant to do one of 
  the following:
  Spy upon a single creature. The undead servant will do its best 
  to locate and observe the target from a hidden vantage point. It will 
  continue to watch the target until recalled, a speciﬁ c amount of time 
  has passed, or the duration of the spell ends.
  Intervene in your defense. As a reaction you command your undead 
  servant to step in front of an attack targeting you. The attack is instead 
  directed against your servant.
  As a bonus action you can command your undead servant to attempt 
  to frighten a target. Choose one living creature you can see. The undead 
  servant will move adjacent to the target, and when it is adjacent, the 
  target must succeed at a Wisdom save or become frightened of you.
  WALL OF AIR
  WALL OF AIR
  4th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a pinch of quartz dust, a small horn)
  Duration: Concentration, up to 10 minutes
  You create a wall of swirling air. The wall forms in any orientation 
  you desire, as a horizontal or vertical barrier, or at an angle. It can be free 
  ﬂ oating or resting on a solid surface. You can form it into a hemispherical 
  dome or a sphere with a radius of up 10 feet, or you can shape a ﬂ at 
  surface made of 10 by 10 foot panels. Each panel must be contiguous with 
  another panel. The wall is six inches thick and lasts for the duration of the 
  spell, dissipating as a strong breeze when the duration ends.
  If the wall cuts through a creature’s space when it is formed, 
  the creature is pushed to one side of the wall and must succeed at 
  a Dexterity save or suffer 5d6 slashing damage, half damage with a 
  successful save. The wall is clear, but blocks effects and attacks that 
  attempt to pass through it, as well as creatures.
  The wall is a physical object with AC 10 and 20 hit points per 10 by 
  10 foot section. Reducing a section of a wall to 0 hit points destroyed 
  it and leaves behind a blue-white ﬁ eld of elemental energy. A creature 
  passing through this sheet for the ﬁ rst time on a turn must succeed at 
  a Constitution save or suffer 2d6 lightning damage (half damage with 
  a successful save).
  At higher levels. When this spell is cast using a spell slot of 
  5th level or higher, the damage the wall inﬂ icts through any effect 
  increases by 1d6.
  WALL OF CORPSES
  WALL OF CORPSES
  4th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (at least 10 medium sized corpses, a 
  pinch of salt, a chicken)
  Duration: Concentration, up to 10 minutes
  You create a wall of animated ﬂ esh, bones, and other corpse 
  components. The wall forms in any orientation you desire, as a 
  horizontal or vertical barrier, or at an angle. It can be free ﬂ oating or 
  resting on a solid surface. You can form it into a hemispherical dome 
  or a sphere with a radius of up 10 feet, or you can shape a ﬂ at surface 
  made of 10 by 10 foot panels. Each panel must be contiguous with 
  another panel. The wall is six inches thick and lasts for the duration 
  of the spell, returning to a pile of dismembered corpse parts when the 
  duration expires.
  If the wall cuts through a creature’s space when it is formed, the 
  creature is pushed to one side of the wall and must succeed at a 
  Dexterity save or suffer 5d6 bludgeoning damage, half damage with 
  a successful save.
  The wall is a physical object with AC 10 and 20 hit points per 10 by 
  10 foot section. Reducing a section of a wall to 0 hit points destroyed 
  it and leaves behind a black sheet of necrotic energy. A creature 
  passing through this sheet for the ﬁ rst time on a turn must succeed at 
  a Constitution save or suffer 2d6 necrotic damage (half damage with 
  a successful save).
  The corpses that comprise the wall are animated. They scream, moan, 
  and make other disturbing noises. Any creature other than you that ends 
  its turn adjacent to the wall must make a Dexterity save or suffer 2d6 
  bludgeoning damage from the grasping hands of the corpses.
  At higher levels. When this spell is cast using a spell slot of 
  5th level or higher, the damage the wall inﬂ icts through any effect 
  increases by 1d6.
  WALL OF WATER
  WALL OF WATER
  5th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a pinch of sea salt, a conch shell)
  Duration: Concentration, up to 10 minutes
  You create a wall of water. The wall forms in any orientation 
  you desire, as a horizontal or vertical barrier, or at an angle. It can 
  be free ﬂ oating or resting on a solid surface. You can form it into a 
  hemispherical dome or a sphere with a radius of up 10 feet, or you can 
  shape a ﬂ at surface made of 10 by 10 foot panels. Each panel must be 
  contiguous with another panel. The wall is six inches thick and lasts 
  for the duration of the spell, crashing to the ground in a sodden mess 
  when the duration ends.
  If the wall cuts through a creature’s space when it is formed, the 
  creature is pushed to one side of the wall and must succeed at a 
  Dexterity save or suffer 10d6 bludgeoning damage, half damage with 
  a successful save. The wall is clear, but blocks effects and attacks that 
  attempt to pass through it, as well as creatures.
  The wall is a physical object with AC 10 and 30 hit points per 10 by 
  10 foot section. Reducing a section of a wall to 0 hit points destroyed 
  it and leaves behind a blue-white ﬁ eld of elemental energy. A creature 
  passing through this sheet for the ﬁ rst time on a turn must succeed at 
  a Constitution save or suffer 2d6 cold damage (half damage with a 
  successful save).
  At higher levels. When this spell is cast using a spell slot of 
  6th level or higher, the damage the wall inﬂ icts through any effect 
  increases by 2d6.
  
  42|
  42|THE LOST LANDS
  THE LOST LANDS
  The following items of equipment can be found in the Lost Lands, 
  but they are by no means common throughout. Some are only 
  available in certain regions. Others originate on one continent but can 
  be found in any large port city or major marketplace. The listed prices 
  are for the item’s region or nation of origin, save of a few that are 
  commonly traded. It is up to the GM if any of the listed equipment 
  can be found where the characters are shopping, and what prices they 
  may be purchased for. 
  ARMOR
  ARMOR
  Gladiator’s armor. While the exact style varies from place to place, 
  all types of gladiator’s armor have a one thing in common. They are 
  designed to look good and make the wearer look good. Protection is 
  secondary, as is any concept of being stealthy or going unobserved. 
  You are supposed to be seen in gladiator’s armor. Most have plates or 
  chain over vital areas, but the rest of the body is either on display or 
  covered in lighter materials such as leather or thick cloth, the better to 
  allow exciting movements and acrobatic displays.
  WEAPONS
  WEAPONS
  Atlatl. Also called a spear-thrower, is a weapon that uses increased 
  leverage to propel a light spear with greater range and power. The 
  atlatl is a short length of wood with a cup or hook at one end that 
  holds the spear in place. The atlatl spear, often called a dart, is lighter 
  than thrown spears. It is tipped with a sharp chert projectile head and 
  ﬂ etched with feathers.
  Jätte weapons. Found almost exclusively in the Northlands 
  or other areas were giants are common; Jätte weapons are larger 
  versions of more common marital weapons. It is rare that any other 
  than the most simple or distinctive weapons are manufactured in 
  sizes that suit the larger frames of the giant blooded or other large 
  races. The cost can be enormous, these weapons are not simply 
  larger, they need to be reinforced to handle harder use and the 
  generally lackadaisical treatment most giant blooded give their 
  equipment. By far the most common Jätte weapon is the maul, a 
  stout length of thick wood with bands of iron or even bronze to keep 
  it together. 
   
  ADVENTURING GEAR
  ADVENTURING GEAR
  Item
  Cost
  Weight
  Cabb’e, beans
  25 gp
  1 lb.
  Cabb’e service
  150 gp
  10 lb.
  Oil of Ambrosias
  100 gp
  -
  Pipe, clay
  5 cp
  -
  Pipe, wood
  5 sp
  -
  Poppy Syrup, 1 oz.
  50 gp
  -
  Stirge repellent
  100 gp
  -
  Tobacco, 1 oz.
  1 gp
  -
  Cabb’e beans. These roasted beans originate from the tropical 
  lands of Libynos. They are ground in to a powder and added to 
  boiling water to create a hot bitter beverage. The price given is the 
  common price for cabb’e found in trading ports around the Sinnar 
  Ocean. There are many different types of cabb’e, and some might be 
  of higher or lower value.
  Cabb’e service. Cabb’e culture has developed a means of elegantly 
  serving the bitter brew. A cabb’e service consists of a large pitcher 
  like pot made of silvered steel that is set over a gilt burner containing 
  a small oil lamp. This keeps the cabb’e hot. The remainder of the set 
  is made of six silver chased enameled cups, spoons, saucers, and a 
  large tray to carry the entire affair.
  EQUIPMENT
  EQUIPMENT
  ARMOR TABLE
  ARMOR TABLE
  Armor
  Cost
  Armor Class (AC)
  Strength
  Stealth
  Weight
  Medium armor
  Gladiator’s Armor
  75 gp
  13 +Dex modiﬁ er (max +2)
  -
  disadvantage
  20 lb.
  WEAPONS TABLE
  WEAPONS TABLE
  Name
  Cost
  Damage
  Weight
  Properties
  Martial melee weapons
  Jätte Battleaxe
  50 gp
  2d8 slashing
  8 lb.
  Large, Versatile (2d10
  Jätte Greataxe
  90 gp
  2d12 slashing
  16 lb.
  Large, two-handed
  Jätte Greatsword
  145 gp
  4d6 slashing
  14 lb.
  Large, two-handed
  Jätte Longsword
  45 gp
  2d8 slashing
  7 lb.
  Large, versatile (2d10)
  Jätte Maul
  50 gp
  4d6 bludgeoning
  15 lb.
  Large, two-handed
  Jätte Spear
  35 gp
  2d6 piercing
  8 lb.
  Large, thrown (20/60), versatile (2d8)
  Martial ranged weapons
  Atlatl
  5 gp
  1d8 piercing
  3 lb.
  Ammunition (30/120), loading
  WEAPON PROPERTY: LARGE
  Weapons with this property are sized for bigger 
  creatures. A character using this weapon that is not 
  Large or larger has disadvantage when wielding this 
  weapon.
  WEAPON PROPERTY: LARGE
  WEAPON PROPERTY: LARGE
  Weapons with this property are sized for bigger 
  creatures. A character using this weapon that is not 
  Large or larger has disadvantage when wielding this 
  weapon.
  
  EQUIPMENT|43
  Oil of Ambrosiais. This perfume, also known as the ‘scent of 
  the gods’, has a rich, ﬂ orid scent that is extremely pleasant to any 
  creature with a sense of smell. However, the perfume is persistent 
  and its strong odor is unmistakable. Anyone wearing oil of 
  Ambrosiais suffers disadvantage on Dexterity (Stealth) checks where 
  scent might play a part. The perfume lasts for one month and can 
  only be removed by a long (3 hours a day for 1d4+1 days) series of 
  vinegar baths. The bottle contains 10 doses.
  Pipe. Tobacco and other inhalants are smoked in a pipe. Pipe styles 
  vary, as do their cost. Common people use simple clay pipes, with 
  more expensive wooden pipes showing middle class status. Pipes 
  can range up in price to incredible levels, depending on carvings, 
  material, and adornments. 
  Poppy syrup. Originating form Libynos, poppy syrup is made by 
  boiling the ﬂ owers and seed heads of poppies. Most often is used by 
  healers to dull the pain of surgical procedures or ailments. Anyone 
  who imbibes poppy syrup has disadvantage on any saves to resist 
  effects that cause sleep.
  Stirge repellent. This noxious paste keeps stirges away (any stirge 
  succeed at a DC 13 Constitution save to approach a person wearing 
  stirge repellent). Stirge repellent lasts 1d4 hours.
  Tobacco. These dried leaves are smoked in a pipe to produce 
  a slight narcotic high. Tobacco is grown in Libynos and exported 
  across the Lost Lands. The price given is for common tobacco found 
  in any large marketplace. There are more expensive blends, and the 
  price can range to as much as 10 gp an ounce.
  TOOLS
  Item
  Cost
  Weight
  Counting Device
  2 gp
  2 lb.
  Divination Tools
  5 gp
  1 lb.
  Counting device. There are a wide variety of these devices, 
  ranging from the abacus to sets of strings. They are used to quickly 
  make and record tallies, counts, and other numerical data. Counting 
  devices are rarely seen outside of merchant houses and imperial 
  bureaucracies, which is a shame, because someone is going to have 
  to count all those copper pieces you found in the tomb.
  Divination tools. These vary from culture to culture. They may be 
  stones, cards, charts, or even bones used to tell fortunes and predict 
  the future.
  MOUNT AND VEHICLES
  MOUNT AND VEHICLES
  Item
  Cost
  Speed
  Carrying Capacity
  Ostrich cart
  35 gp
  35
  400 lb.
  Ostrich, riding
  15 gp
  35
  120 lb.
  Pony, Trotheim
  150 gp
  35
  350 lb.
  Reindeer, riding
  25 gp
  40
  420 lb.
  Ostrich cart. Common in Southern Paramountcies, ostrich carts 
  are small two wheeled carts drawn by a pair of trained ostriches. 
  They range form sleek racing models seen in the arenas to gaudy 
  carts ridden (rarely driven) by the wealthy of that land.
  Ostrich, riding. A tame ostrich broken for riding, these are 
  common in the Southern Paramountcies.
  Pony, Trotheim. The Northlanders do not regularly employ horses, 
  even their draft animals tend towards oxen. The region around the 
  city of Trotheim breeds a small shaggy pony that is used as a riding 
  beast throughout the Northlands. No self-respecting warrior would 
  ride one to war.
  Reindeer, riding. The Nûklanders of the lands north of the 
  Northlands herd reindeer, and have breed these caribou to be 
  ridden. While they are mostly used to help drive reindeer herds, the 
  Nûklanders ride their reindeer to war as well. 
   
  EQUIPMENT
  EQUIPMENT|43
  |43
  Cost
  Weight
  2 gp
  2 lb.
  5 gp
  1 lb.
   There are a wide variety of these devices, 
  ranging from the abacus to sets of strings. They are used to quickly 
  make and record tallies, counts, and other numerical data. Counting 
  devices are rarely seen outside of merchant houses and imperial 
  bureaucracies, which is a shame, because someone is going to have 
  to count all those copper pieces you found in the tomb.
   These vary from culture to culture. They may be 
  stones, cards, charts, or even bones used to tell fortunes and predict 
  
  44|
  44|THE LOST LANDS
  THE LOST LANDS
  This product contains Open Game Content, which may only be used 
  under and in terms of the Open Game License Version 1.0a, distributed 
  by Wizards of the Coast, Inc. Open Game Content includes all new 
  monsters and all game mechanics (including the methods, procedures, 
  processes and routines to the extent of such content does not embody 
  Product Identity). 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Deﬁ nitions: (a)”Contributors” means the copyright and/or trademark 
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  2. The License: This License applies to any Open Game Content that 
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  14. Reformation: If any provision of this License is held to be 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Pe-ter 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. 
  Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin 
  Baase, Eri-ca Balsley, John “Pexx” Barnhouse, Christopher Bishop, 
  Casey Christofferson, Jim Collura, Andrea Costantini, Jayson 
  ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, 
  LanceHawvermale, Travis Hawvermale, Ian S. Johnston, Bill 
  Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin 
  Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark 
  Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott 
  Swift, Greg A. Vaughan, and Bill Webb
  The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, 
  Frog God Games; Author Kenneth Spencer.
  
  46|
  46|THE LOST LANDS
  THE LOST LANDS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Frog God Games/The World of the Lost Lands 5e Rules Addendum.pdf