Перейти к содержанию

Elder Sorcerer

Arcane magic taps into the residual energy of Creation to achieve miraculous and often mind-bending effects. This gives these ancient practitioners mastery over such exotic effects as creating an object out of thin air, changing the very essence of one thing to another, or tapping directly into the raw building blocks of reality, such as the Elemental Planes. The Elder Tradition of magic is practiced by the elder races of Arcanis, such as the ssanu, il’Huan, and the elorii. Elder magic tends to be meticulous and precise, befitting races that are so long lived that a decade is a reasonable amount of time to have a discussion. What differentiates elder magic from the eldritch magic practiced by the younger races, such as humans, is the precision in which the raw energy is manifested. Though this assiduous attention to detail makes elder magic potent, it is much slower to cast than its eldritch counterpart. Many wise and intelligent humans have tried to master the Elder Tradition but the rare individual that comes near to succeeding have been driven mad. Many speculate that the human mind lacks certain physiology that the elder races possess and are thus incapable of mastering this tradition. Class Features As an elder sorcerer, you gain the following class features: Race Restrictions Only races the Elder Spellcaster racial feature may take levels in this class. Hit Points Hit Points: 1d6 per elder sorcerer level Hit Points at 1st level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (4) + your Constitution modifier per elder sorcerer level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Linguistics, Medicine, Religion, and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background, See Chapter IV for Regional weapons and armor. If you choose a weapon with ammunition you start with 20 bolts or arrows. • Choose any two weapons you are proficient with from your starting nation. • Choose either a component pouch or an arcane focus • Choose either a scholar’s pack or an explorer’s pack Hunted by Ymandragore The Sorcerer King of Ymandragore hunts all arcane spellcasters. Displaying one’s sorcerous skills openly or in a public setting is a sure way to end one’s career early.

The Elder Sorcerer

—Spell Slots per Spell Level—

Level Proficiency

bonus Features

Arcane Points

Cantrips Known

Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 +2 Spellcasting,

Arcane Recovery - 4 4 2 - - - - - - - - 2 +2 Elder Sorcerer

Tradition - 4 5 3 - - - - - - - - 3 +2 Arcane Flexibility 2 4 6 4 2 - - - - - - - 4 +2 Ability Score

Improvement 3 5 7 4 3 - - - - - - - 5 +3 Meticulous Spell

Shaping 4 5 8 4 3 2 - - - - - - 6 +3 Tradition Feature 4 5 9 4 3 3 - - - - - - 7 +3 Regain Control 5 5 10 4 3 3 1 - - - - - 8 +3 Ability Score

Improvement 5 5 11 4 3 3 2 - - - - -

9 +4

Meticulous Spell Shaping Improvement

6 5 12 4 3 3 3 1 - - - -

10 +4 Tradition Feature 6 6 14 4 3 3 3 2 - - - - 11 +4 - 7 6 15 4 3 3 3 2 1 - - - 12 +4 Ability Score

Improvement 7 6 15 4 3 3 3 2 1 - - -

13 +5

Meticulous Spell Shaping Improvement

8 6 16 4 3 3 3 2 1 1 - -

14 +5 Tradition Feature 8 6 18 4 3 3 3 2 1 1 15 +5 - 9 6 19 4 3 3 3 2 1 1 1 16 +5 Ability Score

Improvement 9 6 19 4 3 3 3 2 1 1 1 17 +6 - 10 6 20 4 3 3 3 2 1 1 1 1 18 +6 Elder Ritualist 10 6 22 4 3 3 3 3 1 1 1 1 19 +6 Ability Score

Improvement 11 6 22 4 3 3 3 3 2 1 1 1 +6 Signature Spells 11 6 22 4 3 3 3 3 2 2 1 1

77 Arc anis 5e • Chap ter 2: Cl a sse s

can choose one of the spells you know and replace it with another from the elder sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your elder sorcerer spells. Your magic comes from your knowledge and study of the universe. You can use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an elder sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier Spell attack modifier = your proficiency bonus +
your Intelligence modifier Elder Ritual Casting You can cast any elder sorcerer spell you know as a ritual if that spell has the ritual tag. When you cast an elder sorcerer spell as a ritual, it takes 15 minutes to cast instead of the normal time, but the spell’s duration is doubled. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your elder sorcerer spells. Arcane Recovery You have learned to regain some of your magical energy through meditative practices and ceremonies. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your elder sorcerer level (rounded up), and none of the slots can be of 6th level or higher. For example, if you’re a 4th level elder sorcerer, you can recover up to two levels worth of spell slots. You can either recover a 2nd-level spell slot or two 1st-level spell slots. Elder Sorcerer Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your magical practice. The traditions are detailed at the end of this chapter. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Arcane Flexibility At 3rd level, you learn how to mold and shape your spells as you cast them. You gain 2 arcane points and you gain more arcane points as you reach higher levels in this class, as shown in the Arcane Points column of the Elder Sorcerer table. You can never have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a long rest. See Chapter VI: Magic of Arcanis for more information on arcane points and how to use them.

Metamagic Starting at 3rd level, you gain the ability to twist your spells to suit your needs. You learn the Metamagic option Subtle Spell. You also gain one other Metamagic option of your choice and you gain another one at 7th level. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted. See Chapter VI: Magic of Arcanis for a complete list of Metamagic options and how to use to use them. Ability Score Improvement When you reach 4th level, and again at 8th, 12th and 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability over 20 by using this feature. Meticulous Spell Shaping Starting at 5th level, whenever you cast an elder sorcerer spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 arcane point and choose a number of those creatures up to your Intelligence modifier (minimum of 1). A chosen creature automatically succeeds on its saving throw against your spell. When you reach 9th level in this class, chosen creatures have resistance to your spell’s damage. When you reach 13th level, chosen creatures take no damage from your spell. Reclaim Control Starting at 7th level, any time you lose concentration on a spell that summons a creature, such as conjure elemental, you may, as a reaction, spend 2 arcane points to force the creatures your summoned to make a Charisma saving throw. If a creature you summoned with the triggering spell fails their saving throw, you regain your concentration on the spell and control over your summoned creatures. Any creature that succeeds on their saving throw resists your control, even if you regain your concentration on the triggering spell. Elder Ritualist Starting at 18th level, you can cast any elder sorcerer spell that you know of 6th level or below that does not require concentration as a ritual spell. Signature Spells When you reach 20th level, you gain mastery over three powerful spells and can cast them with little effort. Choose a 1st level elder sorcerer spell, a 2nd level elder sorcerer spell, and a 3rd level elder sorcerer spell that you know as your signature spells. You can cast these spells at their lowest level without expending a spell slot. If you want to cast these spells

Arc anis 5e • Chap ter 2: Cl a sse s 78

at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange any of the spells you chose for different spells of the same level. Elder Sorcerer Traditions Spellcasters in the Elder Tradition devote entire lifetimes to the perfection of one spell or mastering one school of magic. Such dedication takes time, but for an immortal race time is an endless resource. Arcanist The Arcanist does not seek to master a single aspect of the arcane arts but rather the techniques of casting spells. They seek to master a spell’s placement and refine its use; they seek enlightenment within the pull and push of the forces used to create the effect. An Arcanist seeks to perfect their art through skillful and thoughtful execution. Arcane Precision Starting at 3rd level, as a bonus action you can spend 1 arcane point to grant yourself advantage on your next spell attack roll. Expanded Knowledge At 6th level, you learn an additional Metamagic option of your choice. See Chapter VI: Magic of Arcanis for a complete list of Metamagic options. Elder Efficiency Beginning at 10th level, any time you cast a spell of 3rd level or higher using a spell slot of a slot level higher than required for the spell, you regain 2 expended arcane points. Refined Metamagic Starting at 14th level, you can manipulate spells with little effort. Choose one Metamagic option you know that requires 2 or less arcane points to use. You may now use that Metamagic option three times when you cast an elder sorcerer spell without expending arcane points, regaining all expended uses of this feature when you complete a long rest. Conjurer Conjurers focus on calling forth elementals and other servants. Many elorii devote themselves to the study of conjuration as their birthright as scions of the lost Elemental Lords. Other elorii see elementals as useful and even willing tools in the battle to restore their place in the world. Elemental Servant Starting at 2nd level you gain the services of an elemental servant. You learn the spell find familiar and may use it to

summon an elemental servant instead of a familiar. See Appendix 1: Bestiary for your elemental servant’s stats. Your elemental servant gains all the benefits of your Elemental Companion feature. You can have only one elemental servant at a time. Unlike a normal familiar, when you dismiss your elemental servant, it returns to the Elemental Plane it came from but does not regain any lost hit points or spent hit die until it spends at least 8 hours on its home plane. Your elemental servant will then regain all of its hit points and spent hit dice. If your elemental servant is ever slain, you may not summon a new one until you complete long rest. The elemental servant you then summon is not the same one you had before, it is a new creature. Elemental Companion Your elemental servant gains a variety of benefits. When you take the Attack action, you can forgo one of your own attacks to allow your elemental servant to make one attack, using its reaction. Starting at 11th level, as a bonus action you can have your elemental servant make one attack, using its reaction. If you are incapacitated, your elemental servant will only take actions to protect you. If you are absent, your elemental servant will follow the last set of commands you gave it. Your elemental servant adds your proficiency bonus to attack rolls and saving throws. For each sorcerer level you gain after 5th, your elemental servant gains an additional hit die and increases its maximum hit points by 5. Master Summoner At 6th level, you are adept at calling forth creatures from the Elemental Planes. Any time you cast a spell that calls forth one or more elementals, you can spend 2 arcane points to give the elementals you summon the following benefits: • Your summoned elementals add your proficiency bonus to their AC and damage rolls. • Your summoned elementals have advantage on all saving throws. • Your summoned elementals have the maximum possible hit points for their hit dice. Elemental Infusion At 10th level, you have learned how to use your spells to heal your elemental companions. You can target either your elemental servant or an elemental you have called forth with an elder sorcerer spell and expend one of your spell slots to restore hit points to it. The amount of hit points you restore to the elemental is based on the level of the spell slot you expend. If you expend a 1st level spell slot you restore 1d8 + your Intelligence modifier. For every slot level above the 1st that you expend, the healing increases by 1d8. Conjurer’s Grace At 14th level, you have mastered the art of summoning. You no longer need to make a concentration check when you take damage while concentrating on a spell that calls forth one or more elementals. Elorii Elementalist Created through a combination of ssanu technomancy, elemental magic, and the essence of a goddess, the elorii have a unique elemental resonance. As masters of the Arcanum and practitioners of the complex and demanding Elder Tradition, it was only a matter of time before the elorii started to experiment with their own elemental nature. Like a master musician finding the right note, elorii elementalists learn to modify and focus the resonance within them, amplifying it tenfold. Elorii elementalists master their magic through deep introspection. They strive to fully comprehend their elemental nature and learn how to pull upon the potency of their ancestry to enhance their spells. Racial Restriction: Only elorii may become elorii elementalists. As you gain levels in the elder sorcerer class you must choose the elemental powers pertaining to your sub-race. The Element of Air (Osalikene) Magic sings through you like chimes on the wind, empowering your body and magic with unparalleled grace. I Am the Wind Starting at 2nd level, you can tap into your elemental nature to empower your spells and dodge attacks before they hit you. When not wearing armor or wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Blood Rank. In addition, you can use either your Blood Rank or your Intelligence as your spellcasting ability modifier for your elder sorcerer spells, whichever is higher. This does not change any other feature of the elder sorcerer class that relies on Intelligence (such as Metamagic). The Wind Forever at My Back At 6th level, the winds surround you at all times. You can cast jump and featherfall on yourself at will, without expending a spell slot or material components. Additionally, you have advantage on all Constitution checks to maintain concentration on fly.

Elemental Nature At 10th level you deepen your connection to your elemental nature and the forces of the air. As an action, you may spend 2 arcane points to gain immunity to lightning damage for 1 hour. Also, any spell you cast that deals lightning damage ignores resistance to that kind of damage. Finally, when you roll damage for a spell that deals lightning damage you deal additional damage equal to your Blood Rank. I Am the Whirlwind Upon reaching 14th level you learn how to fully express your elemental nature, if only for a short time. As a bonus action, you can expend 5 arcane points and take on some of the qualities of an air elemental for 1 hour. For the duration, you gain the following benefits: Damage Resistances: thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities: lightning; poison Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious The Element of Earth (Mârokene) You embody the elemental power of stone. Its resonance channels through you, empowering your body and crushing your foes. I Am the Stone Starting at 2nd level, you can tap into your elemental nature to empower your spells and make your skin as durable as stone. When not wearing armor or wielding a shield, your AC is equal to 10 + your Constitution modifier + your Blood Rank. In addition, you can use either your Blood Rank or your Intelligence as your spellcasting ability for your elder sorcerer spells, whichever is higher. This does not change any other feature of the elder sorcerer class that relies on Intelligence (such as Metamagic). The Avalanche Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, as a bonus action you may spend 1 arcane point to imbue your body with the strength of the earth. For 1 minute, your melee attacks deal additional damage equal to your Blood Rank. This effect ends early if you remain off the ground for an entire round. Flying or moving to the second floor of a building are both considered to be off the ground.

Elemental Nature At 10th level you deepen your connection to your elemental nature and the forces of the earth. As an action, you may spend 2 arcane points to gain immunity to acid damage for 1 hour. Also, any spell you cast that deals acid damage ignores resistance to that kind of damage. Finally, when you roll damage for a spell that deals acid damage you deal additional damage equal to your Blood Rank. The Unbending Nature of Stone Upon reaching 14th level you learn how to fully express your elemental nature, if only for a short time. As a bonus

action, you can expend 5 arcane points and take on some of the qualities of an earth elemental for 1 hour. For the duration, you gain the following benefits: Damage Resistances: acid; piercing, and slashing from nonmagical attacks Damage Immunities: bludgeoning, and poison Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious The Element of Fire (Kelekene) You embody the elemental power of fire. It burns in your soul and urges you to action. But the inferno is unpredictable and can incite unrelenting terror in those that gaze upon it. I Am the Flame Starting at 2nd level, you can tap into your elemental nature to empower your spells and dodge with the speed of a wildfire. When not wearing armor or wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Blood Rank. In addition, you can use either your Blood Rank or your Intelligence as your spellcasting ability modifier for your elder sorcerer spells, whichever is higher. This does not change any other feature of the elder sorcerer class that relies on Intelligence (such as Metamagic). The Fire Within Starting at 6th level, you constantly radiate an aura of heat, allowing you to remain comfortable in temperatures down to -40 degrees Fahrenheit. In addition, whenever a creature within 5 feet of you hits you with a melee attack, as a reaction you can bathe your attacker in flames. The creature must make a Dexterity saving throw or take 2d8 fire damage, or half as much on a successful save. You can use this feature a number of times equal to your Blood Rank. You regain all expended uses after completing a long rest. Elemental Nature At 10th level you deepen your connection to your elemental nature and the forces of fire. As an action, you may spend 2 arcane points to gain immunity to fire damage for 1 hour. Also, any spell you cast that deals fire damage ignores resistance to that kind of damage. Finally, when you roll damage for a spell that deals fire damage you deal additional damage equal to your Blood Rank. Wildfire Upon reaching 14th level you learn how to fully express your elemental nature, if only for a short time. As a bonus action, you can expend 5 arcane points and take on some of the qualities of a fire elemental for 1 hour. For the duration, you gain the following benefits: Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities: fire, poison Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious The Element of Life (Ardakene) Unique among their kind, the Ardakene possess a resonance attuned to the radiant energy of life, a gift that allows them to do what few other practitioners of the arcane can. Not only can they heal wounds and burn opponents with their own life force, they are living antithesis to the energies that power the undead. Expanded Spell List You learn the sacred flame cantrip. Also, your unique nature and connection to the energy of life lets you choose from an expanded list of spells when you learn an elder sorcerer spell. The following spells are added to the elder sorcerer list for you. When you cast these spells, they are considered arcane spells. Elder Sorcerer Level Spells 2nd cure wounds 4th lesser restoration 6th scorching radiance* 8th death ward 10th mass cure wounds I Am Life Starting at 2nd level, you can tap into your life energy to empower your spells and sense the energy of life around you. When not wearing armor or wielding a shield, your AC is equal to 10 + your Wisdom modifier + your Blood Rank. In addition, you can use either your Blood Rank or your Intelligence as your spellcasting ability modifier for your elder sorcerer spells, whichever is higher. This does not change any other feature of the elder sorcerer class that relies on Intelligence (such as Metamagic).

Imbued Radiance Starting at 6th level, any time you cast a spell that deals radiant damage you regain a number of hit points equal to your Blood Rank. Alternatively, as an action you may spend 1 arcane point and touch a friendly creature to form a radiant bond with them for 1 minute. As long as you and your ally remain within 30 feet of each other, your ally regains a number of hit points equal to your Blood Rank whenever you cast a spell that deals radiant damage. While you have a radiant bond, you do not regain hit points from this feature, only the creature you chose. You can only have one radiant bond active at a time. Elemental Nature At 10th level you deepen your connection to the forces of life. As an action, you may spend 2 arcane points to gain immunity to either radiant or necrotic damage for 1 hour. Also, any spell you cast that deals radiant damage ignores resistance to that kind of damage. Finally, when you roll damage for a spell that deals radiant damage or when casting spells that restore hit point damage, you deal additional damage or restore additional hit points equal to your Blood Rank. Project Radiance Starting at 14th level, you gain the ability to project radiant energy out and around you. As an action, you can expend 5 arcane points to cast aura of radiance*. When you use this feature, aura of radiance* deals an additional amount of radiant damage equal to your Blood Rank. The Element of Water (Berokene) You embody the fluidity and crushing strength of water. Your power is shapeless and formless, but strong enough to topple mountains. I Am Water Starting at 2nd level, you can tap into your elemental nature to empower your spells and flow with the rhythm of battle. When not wearing armor or wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Blood Rank. In addition, you can use either your Blood Rank or your Intelligence as your spellcasting ability modifier for your elder sorcerer spells, whichever is higher. This does not change any other feature of the elder sorcerer class that relies on Intelligence (such as Metamagic).

Freezing Waters Starting at 6th level, any time you damage a creature with an elder sorcerer spell that deals cold damage or uses water (such as riptide*), that creature’s speed is reduced by 10 feet and must make a Constitution saving throw. On a failed save, the creature is restrained until the end of your next turn. Elemental Nature At 10th level you deepen your connection to your elemental nature and the forces of water. As an action, you may spend 2 arcane points to gain immunity to cold damage for 1 hour. Also, any spell you cast that deals cold damage ignores resistance to that kind of damage. Finally, when you roll damage for a spell that deals cold damage or utilizes water (spells such as riptide* and steal water*) you deal additional damage equal to your Blood Rank. Crushing Waves Upon reaching 14th level you learn how to fully express your elemental nature, if only for a short time. As a bonus action, you can expend 5 arcane points and take on some of the qualities of a water elemental for 1 hour. For the duration, you gain the following benefits: Damage Resistances: cold; bludgeoning and piercing from nonmagical attacks Damage Immunities: poison and slashing Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Magi Elder sorcerers who follow the path of the Magi focus on the depths that only elder magic can reach, such as creating things out of nothing and manipulating the mind. Ebon Arcanum Starting at 2nd level you learn how to use the ebon arcanum, a strange manipulation of the powers of Creation that conjures dark, crackling energy you can form into objects of power. While any elder sorcerer can cast ebon blade*, it is the Magi who truly learn to shape and manipulate the ebon arcanum.

Ebon Blade: If you do not already know the cantrip ebon blade you learn it. Whenever you cast ebon blade, you can create a weapon with the heavy or two-handed property. You can also spend 1 arcane point to change the damage of your weapon to force damage. When you reach 5th level in this class, the weapon you create with ebon blade gains a +1 bonus to attack and damage rolls. This bonus increases when you reach higher levels in this class, becoming +2 at 9th level and +3 at 17th level. Ebon Armor: As long as you are not wearing armor, as a bonus action you can surround yourself in a protective magical force made of the same crackling energy as your ebon blade. Your Armor Class becomes 13 + your Dexterity modifier. Your ebon armor lasts until you don armor, you are incapacitated, or until you dismiss it as a bonus action. You can use a shield and still benefit from your ebon armor. Beginning at 6th level, you can activate your ebon armor as a reaction when you roll initiative or when you are attacked. Ebon Blade Mastery Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action with a weapon created with ebon blade*. Enhanced Arcane Defence Starting at 10th level, when you are sheathed in your ebon armor, any time you take damage you may use your reaction to gain resistance against that damage. Ebon Mastery At 14th level, you have mastered the ebon arcanum. Your ebon armor and ebon blade are improved in the following ways: Ebon Armor: Your Armor Class is now 15 + your Dexterity modifier when you summon your ebon armor. Ebon Blade: Whenever you cast ebon blade, you can spend 1 arcane point to cover the weapon you create in damaging energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder damage. Your weapon deals an extra 2d4 damage of the chosen type when it hits

Elder Warlock

Class Features As an elder warlock, you have the following class features. Race Restrictions: You must possess the ability to cast elder magic. Hit Points Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st Proficiencies Weapons: Simple weapons Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion, and Stealth Armor: Light armor

Multiclassing The elder warlock follows the same rules and restrictions for multiclassing as defined for elder sorcerer in the Campaign Setting book. Equipment You start with the following equipment, in addition to the equipment granted by your background. See Chapter IV of the Campaign Setting for Regional weapons and armor. If you choose a weapon with ammunition you start with 20 bolts or arrows. • Choose any two weapons you are proficient with from your starting nation. • The equivalent of leather armor from your starting nation. • Choose either a component pouch or an arcane focus • Choose either a scholar’s pack or an explorer’s pack

Hunted by Ymandragore The Sorcerer King of Ymandragore hunts all arcane spellcasters. Displaying one’s sorcerous skills openly or in a public setting is a sure way to end one’s career early. Ancient Pact At 1st level, you have learned the necessary rites to call upon ancient pacts. The following pacts are for elorii heroes only and are made with the elemental lord associated with your bloodline. You are granted features at 1st level and again at 3rd, 6th, 10th, 14th, and 20th level. While this book focuses upon elorii, pacts for other elder casters will be details in future products. Sorcerous Pact Magic Your arcane research and exposure to the practices of ancient pacts have given you facility with a number of spells from the elder warlock spell list. Cantrips You know two cantrips of your choice from the elder warlock spell list. You learn additional elder warlock Cantrips of your choice from the elder warlock spell list at higher levels, as shown in the Cantrips Known column of the Elder Warlock table. Sped Slots The elder warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your elder warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell color spray, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the elder warlock spell list. The Spells Known column of the Elder Warlock table shows when you learn more elder warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new elder warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the elder warlock spells you know and replace it with another spell from the elder warlock list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your elder warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, your Spell save DC = 8 + your proficiency bonus + your Intelligence modifier and your Spell attack modifier = your proficiency bonus + your Intelligence modifier. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your elder warlock spells. Arcane Invocations In your study of arcane lore, you have mastered Arcane Invocations, rituals that imbue you with magical abilities. At 2nd level, you gain two invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain elder warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the elder warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. Note that the use of any invocation with an obviously magical effect may draw the attention of Ymandragore just as if you had cast an arcane spell. At the gamemaster’s discretion, you may activate an invocation with subtlety as if you had cast an arcane spell of a level equal to your elder warlock spell slot levels. Elder Arcanum At 11th level, your studies into ancient magic and pacts allow you to discover an arcane secret called an Elder Arcanum. Choose one 6th- level spell from the elder warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more elder warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Elder Arcanum when you finish a long rest. Invocations If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Ascendant Step Prerequisite: 9th level, Osalikene You can cast levitate on yourself at will, without expending a spell slot or material components. Blade-Dancer Prerequisite: 5th level You can Attack with the weapon conjured by ebon blade twice, instead of once, whenever you take the Attack action on your turn. Cloak of Writhing Elements Prerequisite: 5th level As a bonus action you envelop yourself in a cloak of writhing tendrils of a substance associated with your Bloodline per the Elemental Cloak Types table. While so enveloped, you gain advantage on Charisma (Intimidation) checks made to influence living creatures. Additionally, any creature that makes a melee attack roll targeting you takes damage equal to your intelligence bonus. This damage is the same type as your Ancient Pact defines for your Elemental blast. This effect may not deal damage to the same creature more than once on that creature’s turn regardless of how many attack rolls that creature makes targeting you. This effect lasts for one hour or until you dismiss it as a bonus action. Once you have used this invocation, you can’t use it again until you have completed a short or long rest. Ebon Armor You can cast mage armor on yourself at will, without expending a spell slot or material components. The armor conjured with this ability appears as an opaque suit of dark medium armor of the caster’s choice. Ebon Armory Prerequisite: know the ebon blade Cantrip When you cast ebon blade, you may conjure any melee weapon. This includes Heavy and Two-Handed weapons. If the chosen weapon’s damage dice is greater than a d8, then the conjured weapon’s damage increases to match the damage dice of the chosen weapon.

Elder Arcane Sight You can cast detect magic at will, without expending a spell slot. Elder Blade Burst Prerequisite: know the ebon blade Cantrip When you hit a creature with the weapon conjured by your ebon blade cantrip, you can expend a spell slot to deal an additional 1d8 damage to the target, plus an additional 1d8 per spell level. This additional damage is of the same type that the conjured weapon normally deals. Elemental Blade You learn the ebon bladecantrip. If you already know the ebon bladecantrip then you may learn a different elder warlock cantrip of your choice. Additionally, whenever you cast ebon blade you may choose to infuse the conjured blade with an element associated with your bloodline. If you do so, then instead of its normal damage type your conjured blade deals the same type of damage as your Ancient Pact defines for your elemental blast. Elemental Binding Prerequisite: 15 th level You can cast hold monster at will, targeting only elementals, without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. Ardakene elorii may treat any creature of the Plant type as an elemental for the purposes of this invocation. Elemental Spear Prerequisite: Know the elemental blast cantrip When you cast elemental blast, its range is 300 feet. Enforced Will Prerequisite: 7th level Any time you fail to maintain concentration on any spell or ability granted by this class that allows you to maintain control of a summoned elemental creature, as an action you may attempt to regain control over your summoned creature. It must make a Charisma saving throw against your spell casting DC, and upon a failed save you regain control over the summoned creature and resume concentration upon the spell or ability used to summon it.  Enhanced Ebon blade Prerequisite: 12th level, and know the ebon blade cantrip When you hit a creature with the weapon conjured by your ebon blade cantrip, the weapon damage is increased by either your strength or your dexterity modifier (minimum +1) as appropriate to the type of weapon summoned. For example, if your ebon blade takes the form of a longsword, then its damage would be increased by both your casting ability modifier and your strength modifier. Enhanced Elemental blast Prerequisite: Know the elemental blast cantrip When you cast elemental blast, you add your Intelligence modifier to the damage it deals on each hit. Flame Burst Prerequisite: Know the elemental blast cantrip, Kelekene Once per turn when you successfully hit a creature with elemental blast, you may choose for all creatures adjacent to your target to take fire damage equal to your Intelligence modifier. Gale-Force Blast Prerequisite: Know the elemental blast cantrip, Osalikene When you successfully hit a creature with elemental blast, you may choose to push your target 10 feet away from you. Grasping Vines Prerequisite: Know the elemental blast cantrip, Ardakene When you successfully hit a creature with elemental blast, you may choose to pull the creature 10 feet closer to you. Leaping Flames Prerequisite: 9th level, Kelekene You can cast jump on yourself at will without expending a spell slot or material components. Might of Earth or Vigor of Life Prerequisite: Ardakene or Marokene You can cast false life on yourself at will as a 1st- level spell without expending a spell slot or material components. Rime Frost or Miring Earth Prerequisite: Know the elemental blast cantrip, Berokene or Marokene When you successfully hit a creature with elemental blast, that creature has its speed reduced by 10 feet until the end of their next turn. Misty Visions Prerequisite: Osalikene You can cast silent image at will without expending a spell slot or material components. Metamagic Sped Pick a metamagic ability normally available to any elder sorcerer. You may not pick a metamagic ability restricted to a particular elder sorcerer archetype or which has prerequisites which you do not meet. You may apply this metamagic ability once to any spell you cast using an elder warlock spell slot. Once you have used this invocation, you can’t use it again until you have completed a long rest. You may take this invocation more than once, picking a different metamagic ability each time. Plant Sense Prerequisite: Ardakene You have a deep connection to the essence of nature that allows you to sense disruptions in the plants around you. You can detect and pinpoint creatures within 120 feet, provided that you and the creature are both in contact with plants that have intermingled root structures. For example, if you were standing in a garden then you could sense creatures in the trees or on the grass, but you could not sense the presence of a creature standing in the soil of a potted plant. This invocation additionally does not allow you to see a creature you could not normally see, but it does allow you to know that creature’s position so long as it is not perfectly still, flying, or incorporeal. Sorcerous Spell Pick a spell from the Elder Sorcerer spell list. The chosen spell must be of a level you can cast as an elder warlock. You may cast this spell once using an elder warlock spell slot. Once you have used this invocation, you can’t use it again until you have completed a long rest. You may take this invocation more than once, picking a different spell each time.

Prerequisite: Marokene You have tremorsense and can detect and pinpoint the origin of vibrations within 60 feet, provided that you and the source of the vibrations are in contact with the same ground or substance. This invocation additionally does not allow you to see a creature you could not normally see, but it does allow you to know that creature’s position so long as it is not perfectly still, flying, or incorporeal. The Tongue of Life Prerequisite: Ardakene You can cast speak with animals at will, without expending a spell slot. Whenever you do so, you may also speak with any plant creature as if it were a beast rather than a a s plant.

Prerequisite: Berokene You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

The Mad King of the Crushing Depths (Berokene) The most detailed notes left behind by the dread ssanu sorcerers of the Black Coil dealt with traveling to a watery realm known as the Crushing Deep. This elemental sphere was many times removed from the Mortal Realm that Arcanis resides within, but seemed to be accessible, unlike the Inner Elemental Realms, which were barred to Telas. Anticipating the need to carry over his own breathable atmosphere and some way to fend off the immense pressure promised by the name of the realm, Telas toiled for months before perfecting a new spell he dubbed the cloak of life. He believed that when the spell was cast, it would protect him from whatever inhospitable environment he would find on his travels. Putting faith in his mastery of the arcane arts, Telas cast his newly crafted spell of protection and opened the way to the Realm of the Crushing Deep. Instantly, he was immersed in inky blackness and the vast pressure from the many tons of water above him constricted his chest and made his head pound, despite his precaution. Slowly, the archmage’s eyes adjusted to the dimness and he began to see phosphorescent trails and spots glowing all about him. This faint light revealed that he was in a place consisting almost entirely of ocean water with a few mountain-sized islands floating at different depths. Suddenly, he saw shapes resolve themselves from the gloom. At first, he feared that he had made an error and blundered into a lost ssanu stronghold, for the creatures moving speedily towards him possessed a torso much like his, but with lower extremities that lashed back and forth like a serpent’s tail. Steadying his nerves, knowing full well that any attempt to flee and elude his pursuers was hopeless, Telas readied himself and was relieved to find that though the beings before him had a passing similarity in physiology to the elorii’s ancient serpentine masters, they were of a new and unknown species. After demanding that he identify himself and answer their questions, they were eventually convinced that the archmage was not hostile and, though they politely refused to answer his queries, they escorted him towards the floating landmasses. Upon the largest of these submerged islands Telas found the demesne of the so-called Mad King of the Crushing Deep. Though quite insane by any elorii (or human) standard, the Mad King was also relatively affable and curious about those “without” visiting his domain. When first addressed by Telas, the Mad King was amazed at the existence of the elorii. Though he had not heard of an entity named Beroe or any of the other Elemental Lords, he became instantly curious about the Berokene cousins of Telas, the archmage being a Kelekene. After some time, Telas ended his visit with a bargain struck on behalf of Berokene that were versed in elemental sorcery. For a price, (for the Mad King and all his subjects placed great value on fire opals that existed nowhere in that realm, he and his retainers

would honor the oaths made with Telas and offer aid and even succor to those who called upon them. You have invoked the Ancient Pact with the Mad King of the Crushing Depths. In return for gifts of fire opals, a rare commodity in the Mad King’s realm, he is willing to send you aid. This connection has additionally channeled and influenced your arcane studies into focusing on your elemental bloodline’s connection to those cold depths. Expanded Sped List The Mad King of the Crushing Depths lets you choose from an expanded list of Spells when you learn an elder warlock spell. The following spells are added to the elder warlock spell list for you. Spells marked with f are found in the Arcanis 5e Campaign Setting and spells marked with a * are new spells found in Chapter IV: Elder Magic of Arcanis. MAD KING OF THE CRUSHING DEPTHS EXPANDED SPELL LIST 1st Black icef, create or destroy water 2nd Crushing wavesf, riptidef 3rd Fist of the crushing deep*, sleet storm 4th Control water, Ice storm 5th Cone of cold, tendrils of waterf 6th Freezing sphere, wall of ice 7th Simulacrum

Elemental Familiar Starting at 1st level, your bond with the Mad King of the Crushing Depths allows you to summon creatures from his realm. You learn find familiar as an additional elder warlock spell known, which does not count against your total elder warlock spells known. Any time you summon a familiar, its type changes to elemental regardless of its form. Your familiar gains the following traits: • Regardless of the form it takes, your familiar seems to be made of flowing water. • It may breathe underwater. • It can move through a space as narrow as 1 inch wide without squeezing. • It gains a swim speed equal to the highest speed listed on its stat-block or it may add +10 feet to an existing swim-speed. • It is immune to cold damage and is vulnerable to fire damage.

Elemental blast Starting at 1st level, you learn the elemental blast cantrip, which does not count against your total elder warlock cantrips known. It deals your choice of Cold or Slashing damage, chosen at the time of casting, and the beams are made of freezing, ink-dark water. Boon of the Mad King of the Crushing Depths Starting at 3rd level, The Mad King of the Crushing Depths has agreed to allow you to summon warriors from his realm. As an action, you may expend an elder warlock spell slot and sacrifice fire opals worth at least 10 gold pieces to summon a Warrior of the Crashing Waves, which appears in an unoccupied space next to you. The Warrior of the Crashing Waves is friendly to you and will disappear when it drops to 0 hit points, after it has served you for one hour, or if you dismiss it as an action. It will also disappear if it is successfully targeted by a casting of dispel magic (or a similar spell or effect) capable of dispelling a spell cast with your elder warlock spell slot. Until the Warrior of the Crashing Waves disappears, you cannot maintain concentration on any spell which conjures or summons a creature or creatures. The Warrior of the Crashing Waves will obey your verbal commands, requiring no action, so long as you share a language with it. If you issue no commands, then the Warrior of the Crashing Waves will attack any creature it sees that is obviously hostile to you. Once you use this feature, you can’t use it again until you complete a long rest. The action used to activate this feature may be interrupted by counterspell as if it were a spell cast with your elder warlock spell slot, in which case the elder warlock spell slot is still expended but the fire opals are not sacrificed, and this feature is not considered to have been used. Starting at 6th level, you may instead use this feature to summon an Ice Giant Champion of Gayal. If you do so, then the sacrificed fire opals must be worth at least 75 gold pieces. Starting at 14th level, you may instead use this feature to summon an Aquamancer from the Crushing Deep. If you do so, then the sacrificed fire opals must be worth at least 200 gold pieces.

Starting at 6th level, your connection to the realm of the Mad King of the Crushing Depths has fortified you against that which is anathema to your elemental nature and the nature of his realm. You gain resistance to fire damage. Blessing of the Crushing Depths Starting at 10th level, your connection to the realm of the Mad King of the Crushing Depths has enhanced your natural resistance to cold to fortify you against the nature of his realm. You gain immunity to cold damage. Improved Pact Ritual Starting at 14th level, you may expend an elder warlock spell slot to use the Boon of the Mad King of the Crushing Waves feature a second time before completing a long rest. The Mad King’s Steed Starting at 20th level, the Mad King has favored you by allowing the summoning of his personal mount, Vardaka, the Megalodon. So long as you are adjacent to a body of water large enough to contain her, as an action you may sacrifice fire opals worth at least 2000 gold pieces to summon Vardaka, who appears in a space of water adjacent to you. Vardaka is friendly to you and your allies, though her frenzy ability may lead to her attacking an ally by mistake. She will disappear when she drops to 0 hit points or after she has served you for 10 minutes for every 2000 gold pieces in value of the sacrificed fire opals. Vardaka is equipped with a strangely modified saddle, and she will allow a single being specified by you to ride her. Vardaka is an intelligent mount and follows the normal mounted combat rules for riding an intelligent creature. She will obey her rider’s commands unless her frenzy ability specifies otherwise. Once you use this feature, you can’t use it again until you complete a long rest. For complete stats on these creatures see Chapter V: Bestiary. Tsunami - the Mad King’s Reluctant Final Boon This final boon of the Mad King is only asked of him by those as insane as the Mad King himself or those in the direst of predicaments. This ritual must be

The Tiar of the Realm of the Swift Zephyrs (Osalikene) After his remarkable journey to the Realm of the Crushing Deep, Telas was emboldened to continue traveling to different realms in the hopes of finding some trace of the lost Eloran deities. Reviewing even more ancient ssanu documents left behind by their former scaled masters, he found mention of a place known as the Realm of the Swift Zephyrs. The term ‘zephyrs’ was one used by Lord Osalian when describing some of the denizens that

existed in His domain and this spurred hope that he could find some trace of the elorii gods. Having already learned how to peel back the barriers that separate the Mortal Realm from others, Telas was soon transported to the Realm of the Swift Zephyrs and immediately found himself falling as if from a tremendous height. Struggling to tap down his rising panic, he quickly surveyed the area about him, and but for the deep lavender sky and quickly moving clouds, he saw nothing else. No land or ocean were within view and whatever he was falling towards must be so far below as to be invisible to his eye. Whether it was his presence or the strangled screams that escaped his lips, regardless of the efforts made to maintain control of his fears, large patches of pastel hued “clouds” seemed to form about him and slowed his descent. Within seconds, the archmage found himself upon a miraculously semi-solid cloudbank that stretched in all directions for what seemed to be leagues. At first Telas believed himself alone, but he soon noticed a portion of the air before him zipping and whizzing about him and a low buzzing nagged at his ears. Slowly, a form began to coalesce, though it still refused to remain in one place. ”Canyouunderstandusmw,creature?” a voice asked from in front, to the side and then above him. Beginning to understand what was happening, Telas spoke as quickly as his mouth could form the words and still be intelligible. “Yes, though the people of my Realm do not move or speak as quickly as you do. Please slow down so that we may communicate. ” With great effort the multi- formed image merged into one, revealing a tall and slender entity of breathtaking beauty. Telas thought of the being as a “her”, though in fact the Zephyrs do not possess a gender. With great effort, his rescuer explained, in what must have been a glacially slow manner for her, that he was indeed in the Realm of the Swift Zephyrs and that he was at the outskirts of the domain of Tiar Sur’hy of the Zephyrs; Tiar being some sort of honorific similar to a Lord or iMNg. Traveling on a mixture of solidified air and clouds, Telas eventually met with Tiar Sur’hy who expressed astonishment at  discovering the elorii. Like the Mad King of the Crushing Deep, Sur’hy possessed no knowledge of Holy Osalian. The Tiar explained that travel between the Realms was rare but not unheard of as they had had periodic contact with Lord Gorum and assisted him during the War. When Telas asked about the War, the Tiar became suspicious and the archmagi thought it best to change the subject. After negotiating a similar bargain for the Osalikene as he did for the Berokene, Telas resolved to gain an audience with Lord Gorum and his Realm of the Solid Sky. You have invoked the Ancient Pact with the Tiar of the Realm of the Swift Zephyrs. In return for gifts of diamonds, a rare commodity in the Tiar’s realm, she is willing to send you aid. This connection has additionally channeled and influenced your arcane studies into focusing on your elemental bloodline’s connection to the air. Expanded Sped List The Tiar of the Realm of the Swift Zephyrs lets you choose from an expanded list of spells when you learn an elder warlock spell. The following spells are added to the elder warlock spell list for you. Spells marked with t are found in the Arcanis 5e Campaign Setting and spells marked with a * are new spells found in Chapter V: Elder Magic of Arcanis. TIAR OF THE REALM OF THE SWIFT ZEPHYRS EXPANDED SPELL LIST 1st Alter windsf, thunderwave 2nd Blur, gust of wind 3rd Lightning bolt, wind wall 4th Freedom of movement, inhale 5th Cloudkill, mind fogf 6th Chain lightning 7th Reverse gravity 8th Control weather 9th Storm of vengeance

Elemental Familiar Starting at 1st level, your bond with the Tiar allows you to summon creatures from her realm. You learn

findfamiliar as an additional elder warlock spell known, which does not count against your total elder warlock spells known. Any time you summon a familiar, its type changes to elemental regardless of its form. Your familiar gains the following traits: • Regardless of the form it takes, your familiar seems to be made of roiling clouds. • It can move through a space as narrow as 1 inch wide without squeezing. • It gains a fly-speed equal to the highest speed listed on its stat-block or it may add +10 feet to an existing fly speed. • It is immune to lightning damage and thunder damage. • It is vulnerable to acid damage. Elemental blast Starting at 1st level, you learn the elemental blast cantrip, which does not count against your total elder warlock cantrips known. It deals your choice of thunder or lightning damage, chosen at the time of casting. Boon of the Tiar of the Realm of the Swift Zephyrs Starting at 3rd level, The Tiar of the Realm of the Swift Zephyrs has agreed to allow you to summon

warriors from her realm. As an action, you may expend an elder warlock spell slot and sacrifice diamonds worth at least 10 gold pieces to summon a Zephyr Warrior, which appears in an unoccupied space next to you. The Zephyr Warrior is friendly to you and will disappear when it drops to 0 hit points, after it has served you for one hour, or if you dismiss it as an action. It will also disappear if it is successfully targeted by a casting of dispel magic (or a similar spell or effect) capable of dispelling a spell cast with your elder warlock spell slot. Until the Zephyr Warrior disappears, you cannot maintain concentration on any spell which conjures or summons a creature or creatures. The Zephyr Warrior will obey your verbal commands, requiring no action, so long as you share a language with it. If you issue no commands, then the Zephyr Warrior will attack any creature it sees which is obviously hostile to you. Once you use this feature, you can’t use it again until you complete a long rest. The action used to activate this feature may be interrupted by counterspell as if it were a spell cast with your elder warlock spell slot, in which case the elder warlock spell slot is still expended but the diamonds are not sacrificed, and this feature is not considered to have been used. Starting at 6th level, you may instead use this feature to summon a Slayer of the Steel Wind. If you do so, then the sacrificed diamonds must be worth at least 75 gold pieces. Starting at 14th level, you may instead use this feature to summon an Aeromancer from the Realm of the Swift Zephyrs. If you do so, then the sacrificed diamonds must be worth at least 200 gold pieces. Fortitude of the Zephyr Starting at 6th level, your connection to the Realm of the Swift Zephyrs has enhanced your natural resistances to fortify you against the nature of that realm. You gain resistance to thunder damage. Blessing of the Zephyr Starting at 10th level, your connection to the Realm of the Swift Zephyrs has further enhanced your resistances against the nature of air. You gain immunity to thunder damage and resistance to lightning damage. If you were already resistant to lightning damage, then you instead gain immunity. Improved Pact Ritual Starting at 14th level, you may expend an elder warlock spell slot to use the Boon of the Tiar of the Realm of the Swift Zephyrs feature a second time before completing a long iesi. The Tiar’s Favored Pet Starting at 20th level, the Tiar has favored you by allowing the summoning of her favorite pet, Granbeier the Bearded Vulture. So long as you are adjacent to a space large enough to contain it, as an action you may sacrifice diamonds worth at least 2000 gold pieces to summon Granbeier, who appears in a space adjacent to you. Granbeier is friendly to you and your allies and obeys your commands as if you were the Tiar herself. It will disappear when it drops to 0 hit points or after it has served you for 10 minutes for every 2000 gold pieces in value of the sacrificed diamonds. So long as it was not dropped to 0 hit points, it will demand its own payment for its services ten minutes before it vanishes. It asks you to provide it with carrion flesh equivalent to four medium creatures or one large creature. If you do not do so, then you must succeed on a DC 30 Charisma (Persuasion) check to convince Granbeier to leave without its reward. If you fail this roll and cannot provide the carrion it has demanded, then Granbeier will attack you and attempt to claim you for its meal before it vanishes. Once you use this feature, you can’t use it again until you complete a long rest. For complete stats on these creatures see Chapter V: Bestiary. Hurricane - the Tiar’s Reluctant Final Boon The Tiar will only grant this boon if she is convinced that the need is dire. Once granted, she sends a score of the most powerful and vicious air elementals, known as the Storm Furies, to the area directed by the summoner and allows them to unleash their might. Use of this rite should be given the utmost consideration as the vast storm summoned will not discriminate between friend and foe. Approximately fifty years ago, during the latter part of the Coryani Civil War, a deadly and destructive hurricane crashed upon the shores of Cafela and the city of Sweet Savona. The city was engaged in repelling invading forces when it was devastated by the storm as well. Between the casualties inflicted by the hurricane and the warring factions, Sweet Savona suffered the greatest loss of life of any battle of the Civil War. Some learned magi believe that the storm was a manifestation of this  rite, so quickly did it materialize, but evidence to substantiate these claims was never discovered. You may enact this terrible ritual within 5 miles of your target by spending 15 minutes in uninterrupted incantation and sacrificing your life and your soul. Once payment is made and the final words of intonation are uttered, a gentle breeze begins to blow in from the horizon. Within minutes, the wind grows to a deafening howl, and it continues to grow into a hurricane that covers 20 square miles. Although most effective if used on a coastal region, the rite can create a devastating storm in any locale or time of year. For example, if used in a mountainous region during the winter, the storm will manifest as a brutal blizzard. The conjured storm covers a large area, easily big enough to envelop a large city and its environs. The targeted area is wracked by hurricane force winds (sustained winds or gusts in excess of 118 km/h, 74 mph), lightning strikes, and torrential rains. If the targeted area is a coastal one, then ocean surges in the range of ten to twenty feet can flood the area as well. Most wooden structures will be utterly destroyed, and unsheltered people and animals will be swept away; their shattered bodies found many miles away, if ever found at all. Buildings and other structures made of solid stone should survive the storm intact, but widespread damage and loss of life is likely even so. Anything and anyone in the area of the storm will be crushed by flying debris and their remains carried off as a massive gale purges almost everything from the land. The gamemaster should estimate that the effects of the storm will destroy anything not made from stone and will kill anyone not sheltered in such a structure in a ten square mile area. You may only use this feature if you have learned in¬play the secret of speaking the Kurenthe curse. The use of this feature kills you and destroys your essence to fuel its power, and your death in this manner may not be mitigated or undone by anything short of direct, divine intervention. At the gamemaster’s discretion, the Tiar of the Realm of the Zephyrs may refuse to grant this boon or may ask an additional sacrifice or service before granting it. Lord Gorum of the Realm of the Solid Sky (Marokene) The transition from the Realm of the Swift Zephyrs to the Realm of the Solid Sky was a relatively easy one given that Tiar Sur’hy and Lord Gorum appear to maintain cordial, if infrequent diplomatic relations monolithic giant tried to keep up with his answers. “We walk upon the Path of the Ten Thousand, Thousand Steps, which connects the entrance to Lord Gorum’s Realm with the ramparts. These crumbling walls and Lord Gorum’s Sentinels all are that stand between the structured order of the universe, as set by the Creator, and pure Chaos, which seeks to undo His great works. ” The inquisitive elorii’s questions appeared to tax the monolith’s patience for it fell silent, as its massive stride chewed the distance to the entry to the Realm of the Solid Sky. Its final words were, “Lord Gorum will answer all of your questions, incessant one. ” The distance that they walked did not seem to bring them any closer to their destination, and after a time, Falladrin consented to carry the fragile mage along the way. Exhausted, the archmage fell in a deep meditative trace sometime during their passage for when he awoke, he lay on a cobblestone floor. Cursing himself for his frailty, Telas quickly jumped to his feet. It was then that he noticed the gargantuan foot that was before him. He turned his gaze upward but was only able to see up to the being’s knees before the rest was lost in the darkness. Suddenly, the portion of the floor upon which he stood shot upward, forcing him again to his knees. Within moments, he was before a face the size of the largest towers that once adorned Bright Belestor. “I have adjusted the pressure of my Realm so as not to cause you discomfort, elorii. Have I misjudged your physical needs?” Rising to his feet, Telas bowed deeply. “Not at all, Lord Gorum. L merely fell to my knees to better show my deference to your majesty. ” What at first Telas thought was a being seated upon a stone throne, was instead one entire creature; in fact, Telas began to wonder if the entire realm was but one complete sentient entity. As he observed, there seemed not to be a place where Lord Gorum ended and the throne began. He further noticed that the “throne” flowed directly from the floor and wall as if the “Lord Gorum” he saw was only a manifestation for his benefit. Telas began to form the theory that Lord Gorum and the Realm of the Solid Sky were one. Feeling that airing his hypothesis might be rude and detrimental to his health, Telas instead asked about the chaos that Falladrin mentioned. “Know you so little of the Creation, little elorii?” Asked Gorum. “When the Creator brought light to the darkness, He first  needed to bring into existence the essence of Chaos, the building blocks of Order. From this vast store of potential, the Creator crafted everything we see, hear, andfeel. He molded Order from Chaos, but some of this ever-changing mass was left over — unused. “And now this remnant seeks to break down all that was created and begin anew, in a never-ending cycle of conception and destruction until perfection is achieved. Or so the creatures of chaos we have been able to capture tells us. Somehow, within the maelstrom sea of pandemonium, intelligence has emerged, slaves to the concept that what the Creator has made is imperfect and impure, requiring it to break us down to our constituent bits. The creatures of Chaos believe we embody stagnation and that we stand in the way of perfection. With creatures that are beholden to such a philosophy there can be no negotiation… no compromise. “And so, like all the other Lord Gorum before me, Ifollow the instructions of the Creator and hold this bulwark against the sea of Chaos that assaults us. Now andforever more, we are the Guardians of Order, the Protectors of Life, and should we fail, all will be consumed. ” Time passed with Telas asking much about this War with Chaos and the form that their agents take. He came to know much of them and additionally learned of another, even greater threat known as Oblivion, but of that Lord Gorum knew but whispers. Yet as knowledgeable as the monolithic monarch of this realm seemed to be, he knew nothing of mighty Marok or any of the other gods, though he did point the archmage to the Realm of the Burnished Flame, a place where entities similar to Lord Keleos dwelled. Again, Telas negotiated a similar pact between Lord Gorum and his people and any Marokene elorii that were versed in elemental sorcery. At first Lord Gorum’s request for the nuts and seedlings of trees such as the oak and redwoods puzzled the archmage, until he remembered those thick ropelike roots that wove in and out of the ramparts he first saw. These seedlings were planted deep within the barrier and reinforced it just like the roots of trees keep the earth from washing away. Bidding his host farewell, Telos traveled to the realm that held the greatest promise of finding a sign of the lost deities. You have invoked the Ancient Pact with Lord Gorum of the Realm of the Solid Sky. In return for gifts of nuts and seedlings from monumental trees, a rare commodity Lord Gorum requires for the defense of his realm, he is willing to send you aid. This connection has additionally channeled and influenced your arcane studies into focusing on your elemental bloodline’s connection to the stone. Expanded Spell List Lord Gorum lets you choose from an expanded list of spells when you learn an elder warlock spell. The following spells are added to the elder warlock spell list for you. Spells marked with f are found in the Arcanis 5e Campaign Setting and spells marked with a * are new spells found later in the Chapter IV: Elder Magic of Arcanis. LORD GORUM OF THE REALM OF THE SOLID SKY EXPANDED SPELL LIST 1st Earth spikes*, longstrider 2nd Earth shieldf, spike growth 3rd Meld into stone, slow 4th Stone shape, wrath of stone’ 5th Creation, wall of stone 6th Flesh to stone, move earth 8th Earthquake

Elemental Familiar Starting at 1st level, your bond with Lord Gorum allows you to summon creatures from his realm. You learn find familiar as an additional elder warlock spell known, which does not count against your total elder warlock spells known. Any time you summon a familiar, its type changes to elemental regardless of its form. Your familiar gains the following traits: • Regardless of the form it takes, your familiar seems to be made of dust and stone. • It gains a burrow speed equal to the highest speed listed on its stat-block, or it may add +10 feet to an existing burrow-speed. • It loses any fly Speed it may have had. • It can burrow through non-magical, unworked earth and stone. While doing so, it doesn’t disturb the material it moves through. It is resistant to acid damage. It is vulnerable to lightning damage and thunder damage. Elemental blast Starting at 1st level, you learn the elemental blast cantrip, which does not count against your total elder warlock cantrips known. It deals your choice of acid or bludgeoning damage chosen at the time of casting. The beams of energy are made of stone and quicksilver. Boon of the Lord of the Realm of the Solid Sky Starting at 3rd level, Lord Gorum has agreed to allow you to summon warriors from his realm. As an action, you may expend an elder warlock spell slot and sacrifice rare seedlings worth at least 10 gold pieces to summon a Warrior of Jehelka, which appears in an unoccupied space next to you. The Warrior of Jehelka is friendly to you and will disappear when it drops to 0 hit points, after it has served you for one hour, or if you dismiss it as an action. It will also disappear if it is successfully targeted by a casting of dispel magic (or a similar spell or effect) capable of dispelling a spell cast with your elder warlock spell slot. Until the Warrior of Jehelka disappears, you cannot maintain concentration on any spell which conjures or summons a creature or creatures. The Warrior of Jehelka will obey your verbal, requiring no action, so long as you share a language with it. If you issue no commands, then the Warrior of Jehelka will attack any creature it sees which is obviously hostile to you. Once you use this feature, you can’t use it again until you complete long rest. The action used to activate this feature may be interrupted by counterspell as if it were a spell cast with your elder warlock spell slot, in which case the elder warlock spell slot is still expended but the rare seedlings are not sacrificed, and this feature is not considered to have been used. Starting at 6th level, you may instead use this feature to summon a Monolithic Juggernaut. If you do so, then the sacrificed rare seedlings must be worth at least 75 gold pieces. Starting at 14th level, you may instead use this feature to summon a Terramancer from the Realm of the Solid Sky. If you do so, then the sacrificed rare seedlings must be worth at least 200 gold pieces. Grounding of the Solid Sky Starting at 6th level, your connection to the Realm of the Solid Sky has fortified you against that which is anathema to your elemental nature and the nature of Lord Gorum’s realm. You gain resistance to lightning damage. Blessing of the Solid Sky Starting at 10th level, your connection to the Realm of the Solid Sky has enhanced your natural resistance to acid to fortify you against the nature of Lord Gorum’s realm. You gain immunity to acid damage. Improved Pact Ritual Starting at 14th level, you may expend an elder warlock spell slot to use the Boon of the Lord of the Realm of the Solid Sky feature a second time before completing a long rest. Lord Gorum’s Fierce Ally Starting at 20th level, Lord Gorum has favored you by allowing the summoning of his fierce ally, the Colossus of Jehelka, a being so powerful that on its world it is worshipped as a god. So long as you are adjacent to a space large enough to contain it, as an action you may sacrifice rare seedlings worth at least 2000 gold pieces to summon the Colossus, who appears in a space adjacent to you. Care must be taken when calling upon the Colossus as it is a relentless force upon the battlefield. As part of the action used to summon the Colossus, you must identify the foes you would like destroyed. The Colossus will go on a rampage and not stop until it has completed the task required of it; it will not care what collateral damage it causes along the way or if non-combatants or allies are inadvertently wounded in its attacks. Once given a directive, the Colossus cannot be dismissed, recalled, or ordered to cease its attacks. It will return to its native realm once it has been reduced to 0 hit points, all the identified enemies have been vanquished, or an amount of time has passed equal to 10 minutes per 2000 gold pieces worth of rare seedlings sacrificed, whichever comes first. Once you use this feature, you can’t use it again until you complete a long rest. For complete stats on these creatures see Chapter V: Bestiary. Earthquake - Lord Gorum’s Reluctant Final Boon Lord Gorum is loath to grant this ritual as its effect is more akin to the devastation wrought by the forces of Chaos that he battles, than the stability and order, which he extols. Nevertheless, if the need is great and the cause just in his eyes, the Lord of the Realm of the Solid Sky will allow the invoker to wield its power. This rite, like the equivalent spells from the other realms, should be used with great care and judiciously as it is capable of causing great loss of life and destruction of property. One need only look to Fallen Illian, the first city built by the humans after their conquest of blessed Belestor, to see the spell’s capacity to inflict utter ruin upon those within its affected area, for that ill-fated city was swallowed whole by the very earth. The elder sorcerer responsible for the attack was a member of those who would one day call themselves Malfelan, who felt that a natural catastrophe of such a great magnitude would allow his fellow elorii to move unmolested out of the Vastwood. Unfortunately, the human sorcerers had mastered their crude manipulation of the arcane energies and discovered who and what had caused the earthquake. They fell upon those elorii traveling south with a great vengeance and slaughtered thousands of them. The surviving elorii who made it to the shelter of the southern forest called it a victory, for they had slain over fifty thousand humans, but none have ever called upon Lord Gorum’s boon ever since. You may enact this terrible ritual within 5 miles of your target by spending 15 minutes in uninterrupted incantation and sacrificing your life and your soul. Once payment is made and the final words of intonation are uttered, a massive rumbling can be felt roiling through the earth. The rite may be cast in any geographic location, though side effects such as tidal waves may occur if cast near a coastal region or at sea, while torrents of magma may erupt upward if in a volcanic region. At first a small rumbling may be felt, followed swiftly by a tremor, which can cause anything not heavy enough or tied down to topple. To those knowledgeable in earth magic, the tremor may give them enough warning to flee the affected area if they are quick enough. Within a few minutes after the tremor, the ground will begin to shake violently, the solid ground appearing to be transformed into an undulating sea. These shockwaves will destroy all but the strongest of constructions, which will suffer some sort of structural damage unless magically protected. The ground will then begin to crack and shatter, possibly swallowing large swaths of land and entombing them underground. Anything touching the ground within 10 miles of the earthquake’s epicenter is destroyed as buildings collapse, fissures open, and the very ground liquefies beneath the feet of the hapless beings unlucky enough to be within range of the dev .IM a ion. You may only use this feature if you have learned in¬play the secret of speaking the Kurenthe curse. The use of this feature kills you and destroys your essence to fuel its power, and your death in this manner may not be mitigated or undone by anything short of direct, divine intervention. At the gamemaster’s discretion, Lord Gorum may refuse to grant this boon or may ask an additional sacrifice or service before granting it. The Sheykh of the Realm of the Burnished Flame (Kelekene) By Lord Gorum’s leave, his Prime Counsel opened a small breach within their nigh-impenetrable defenses to the Realm of the Burnished Flame. Transitioning through the rift in space, Telos soon found himself in a world that appeared to be in its death throes; huge eruptions of molten rock leapt hundreds of feet into the air and the sky itself was thick with banks of sulfur and soot. Strangely, the elorii archmage felt invigorated and quite at home in the churning inferno. Looking about, Telos found that he stood on a rocky shore and what appeared to be a paved road was but a few feet from his position. The ambient heat, which strangely felt soothing upon his flesh, made objects in  the distance waver as if a mirage, but he could make out an immense metropolis rising majestically on the horizon. As he made his way to the city, he noted strange balls of flame rolling past, whizzing this way and that. After observing them for a while, Telos realized that the fire balls were creatures made of living flame and their strange movements was because of the small, almost invisible metallic insects which they hunted and consumed. His journey took the elorii past fields littered with shards of sharp obsidian and thick layers of ash from that rose from what appeared to be petrified trees of enormous proportions. As he traveled closer, the city took on a sharper image: a huge wall surrounded buildings that were a mix of neck-bending towers, blocky structures that just peeked over the wall, and other buildings topped by minarets. He later came to understand that the inhabitants of the city, whose name was Milshara, the Burnished City of Brass, were a varied lot. Some had a stony appearance with bright tongues of flame licking out of the various joints, while others were of a more metallic hue, with the same tell-tale licks of flame. After a short amount of time within their midst, Telos came to understand that the indigenous inhabitants of this realm were beings of living flame. The appearances that they affected were to them what clothing was to the beings living upon Arcanis. Unlike clothing, however, the lords of this place dictated what form one could assume, which was predicated upon one’s duties and social standing. It was not long before the elorii’s presence was brought to the attention of the ruling caste. Living flames encased in elaborate and highly stylized armor accosted him and brought him forth to the Palace of Incandescence, forcing him to kneel before a large throne made of gleaming brass or bronze. Shortly thereafter, a regal being of smoldering, red flesh appeared and sat on the throne, instantly followed by others of his kind. Telos was informed that he was in the presence of the immortal Sheykh Andalsanna of the Shaitan Empire and was ordered to explain what he was and why he had trespassed upon his city uninvited. What followed were the most harrowing and enlightening hours of conversation that the archmage had ever experienced. He discovered that these Shaitan lorded over an immense empire that spanned many conquered realms, including the one which he now stood upon. The home realm of the empire was core ward and was a place that hovered near the pure realm where only heat and fire existed. When asked if the Sheykh had heard of his God, Keleos, Telos was told such a devastating and terrible story that the archmage was shocked mute for several minutes. What Telos was told that day, he never related to anyone during his short return to  Arcanis. Those who saw him said that he looked an empty shell of man, with haunted eyes and a face that looked as if it were incapable of ever smiling again. What the archmage did say was that he had bargained with the Sheykh and he would serve him for one- thousand and one years, as they recorded time in exchange of ensuring that no other elorii would ever be taught the way to travel to the other realms. However, the archmage did not want his own people to be denied the same access to powers that he had acquired for the other elorii and so a final sorcerous pact was made between the Kelekene who had mastered elemental sorcery and the Shaitan of the Realm of the Burnished Flame. Bidding his people a final farewell, the archmage Telos disappeared one last time and though many have awaited his return, he has never been seen again. You have invoked the Ancient Pact with the Sheykh of the Realm of the Burnished Flame. In return for gifts of black pearls, a rare commodity in his realm, he is willing to send you aid. This connection has additionally channeled and influenced your arcane studies into focusing on your elemental bloodline’s connection to fire. Expanded Sped List The Sheykh lets you choose from an expanded list of spells when you learn an elder warlock spell. The following spells are added to the elder warlock spell list for you. Spells marked with f are found in the Arcanis 5e Campaign Setting and spells marked with a * are new spells found later in the Chapter IV: Elder Magic of Arcanis. THE SHEYKH OF THE REALM OF THE BURNISHED FLAME EXPANDED SPELL LIST 1st Burning hands, shield 2nd Flaming sphere, scorching ray 3rd Fireball, haste 4th Fire shield, wall of fire 5th Flame strike, mirage* 7th Delayed blast fireball 8th Incendiary cloud 9th Meteor swarm

Elemental Familiar Starting at 1st level, your bond with the Sheykh of the Realm of the Burnished Flame allows you to summon creatures from his realm. You learn find familiar as an additional elder warlock spell known, which does not count against your total elder warlock spells known. Any time you summon a familiar, its type changes to elemental regardless of its form. Your familiar gains the following traits: • Regardless of the form it takes, your familiar seems to be made of living flame. • It can move through a space as narrow as 1 inch wide without squeezing. • It can choose to shed bright light in a 30-foot radius and dim light for an additional 30 feet. • It is resistant to fire damage and vulnerable to cold damage. Elemental blast Starting at 1st level, you learn the elemental blast cantrip, which does not count against your total elder warlock cantrips known. It deals fire damage. Boon of the Sheykh of the Realm of the Burnished Flame Starting at 3rd level, the Sheykh of the Realm of the Burnished Flame has agreed to allow you to summon warriors from his realm. As an action, you may expend an elder warlock spell slot and sacrifice black pearls worth at least 10 gold pieces to summon a Blazing Archer of Milshara, which appears in an unoccupied space next to you. The Blazing Archer of Milshara is friendly to you and will disappear when it drops to 0 hit points, after it has served you for one hour, or if you dismiss it as an action. It will also disappear if it is successfully targeted by a casting of dispel magic (or a similar spell or effect) capable of dispelling a spell cast with your elder warlock spell slot. Until the Blazing Archer of Milshara disappears, you cannot maintain concentration on any spell that conjures or summons a creature or creatures. The Blazing Archer of Milshara will obey your verbal commands, requiring no action, so long as you share a language with it. If you issue no commands, then the Blazing Archer of Milshara will attack any creature it sees, which is obviously hostile to you. Once you use this feature, you can’t use it again until you complete long rest. The action used to activate this feature may be interrupted by counterspell as if it were a spell cast with your elder warlock spell slot, in which case the elder warlock spell slot is still expended but the black pearls are not sacrificed, and this feature is not considered to have been used. Starting at 6th level, you may instead use this feature to summon a Molten Tiger. If you do so, then the sacrificed black pearls must be worth at least 75 gold pieces. Starting at 14th level, you may instead use this feature to summon a Pyromancer from the Realm of the Burnished Flame. If you do so, then the sacrificed black pearls must be worth at least 200 gold pieces. Fortitude of the Burnished Flame Starting at 6th level, your connection to the realm of the Burnished Flame has fortified you against that which is anathema to your elemental nature and the nature of the Sheykh’s realm. You gain resistance to cold damage. Blessing of the Burnished Flame Starting at 10th level, your connection to the realm of the Burnished Flame has enhanced your natural resistance to acid to fortify you against the nature of the Sheykh’s realm. You gain immunity to fire damage. Improved Pact Ritual Starting at 14th level, you may expend an elder warlock spell slot to use the Boon of the Sheykh of the Realm of the Burnished Flame feature a second time before completing a long rest.

The Sheykh’s Ancient Friend Starting at 20th level, the Sheykh has favored you by allowing the summoning of his friend, Exurapas the Flaming Phoenix, believed by many denizens of the fire aligned Inner Realms to be the creator of all. So long as you are adjacent to a space large enough to contain it, as an action you may sacrifice black pearls worth at least 2000 gold pieces to summon Exurapas, who appears in a space adjacent to you. Care must be taken when calling upon Exurapas as it is a nigh-uncontrollable force of destruction. Once it appears, Exurapas will attack all living things in the immediate area, excluding only you. As an action, you may attempt a DC 25 Charisma (Persuasion) check to convince Exurapas to spare your allies. It will return to its native realm once it is reduced to 0 hit points, an amount of time has passed equal to 10 minutes per 2000 gold pieces worth of black pearls sacrificed, it has extinguished the lives of all detectable living creatures aside from those it has been convinced to spare, or you use an action to send it home. Once you use this feature, you can’t use it again until you complete a long rest. For complete stats on these creatures see Chapter V: Bestiary. Storm of Fire - the Sheykh’s Final Boon Of all the Lords of the Inner Realms encountered by Telos, only the Sheykh is happy to grant a final boon such as this. The reason is that while the boon granted is a devastating rain of fire, it is accomplished by sending thousands of lesser elementals to the elder warlock’s realm and allowing them free reign in spreading destruction throughout that land. In essence, each time the Storm of Fire ritual is enacted, it acts as a small invasion by the Realm of the Burnished Sky, to what end, only the Sheykh knows. It is said that fire is a living thing, running rampant, consuming all that is in its path, breathing and growing until finally dying out. It is for this reason that pyromancers, more than any other elemental sorcerers, must take utmost care and exert unrivaled control over their flames, for once the fire has been summoned, unlike earth, air, or water, it will strain to be free, struggling to consume and grow without restraint. To date, there has never been a need so great that a Kelekene has seen the need to call down this torrent of flame. Even the Malfelan, long known to take extreme  action against their foes, have not resorted to this measure. You may enact this terrible ritual within five miles of your target by spending 15 minutes in uninterrupted incantation and sacrificing your life and your soul. Once payment is made and the final words of intonation are uttered, your sacrifice causes an unnatural storm to begin to form above a targeted region covering 10 square miles. Shattering thunder and weirdly greenish bolts of lightning presage the coming of the storm, but unlike those that Lord Hurrian commands, this storm unleashes sheets of fire. The flames ignite any flammable material in the initial area, incinerating wooden structures in minutes. The air grows so hot that it causes any mortal breathing it to literally burn from the inside out. Anyone in the immediate area caught outside of shelter will be incinerated. Stone buildings will afford some small measure of protection, but eventually the heat will increase to the point that the very walls will glow and anyone trapped inside will be cooked alive as if they were within an oven. The storm of fire will initially destroy everything in a ten-mile radius. The fire ignited by the ritual will continue to burn wildly for so long as there is fuel for it to consume. The one thing in the defenders’ favor is that the flames summoned by the spell are ultimately of a mundane nature and can be extinguished by normal means: water, fire lines, lack of oxygen, etc. This may be a small consolation as the raging inferno covers such a large area that those seeking to put it out may have no recourse but to let the fires burn themselves out. You may only use this feature if you have learned in¬play the secret of speaking the Kurenthe curse. The use of this feature kills you and destroys your essence to fuel its power, and your death in this manner may not be mitigated or undone by anything short of direct, divine intervention. At the gamemaster’s discretion, the Sheykh may refuse to grant this boon or may ask an additional sacrifice or service before granting it. The Plant Lords (Ardakene) Hearing of the woeful tale of the archmage Telos, Mendros, a Life Warden of great power and knowledge, saw the benefit of forging such sorcerous pacts with other great powers, but also saw the folly of trucking with beings not of this world. Though forbidden by his elders, the young Life Warden decided that the benefits to his people far outweighed the dangers he would face or the censure that might be voices rung out, “We have decided that you speak from the heart and true. Regrettably, we cannot help you as we do not know where the Mother hides herself though we know that she still lives and is within our realm. ” “Who are you that you would know this?” Mendros asked. A rumbling ensued that the Life Warden was startled to realize was their form of laughter. “We are Her first. This sacred place was where the Mother, Belisarda, awakened. So full of joy, She shared the gift of sentience with those about Her and so awakened us and gave us the ability to realize that we ‘were’. Over time, our roots have grown strong and connected with others of our kind that have not awakened, but nonetheless are aware of what is about them. From that web of life, we know that She still lives somewhere among us, but hides Herself As great and vast as our power is, Hers is greater. We cannot find Her. ” Mendros stayed among these Plant Lords, as he came to call them, for they had no need of names amongst themselves, and lived for a long while upon this island continent that had birthed the Life Mother. While beautiful with all sorts of plants and flowers that were unknown or extinct elsewhere upon Arcanis, this land was also fraught with danger as nature had run amok here, creating some of the most exotic and dangerous creatures he had ever encountered. After a lifetime of learning and communing with these primordial beings, Mendros decided to take his leave and return to Elonbe. Before he left, he made arrangements whereby other Ardakene may call upon them. Pacts were made and sworn on that day. As part of the agreement, Mendros was tasked with taking small saplings, progeny of the Plant Lords, and planting them on the soil of the different continents. The last two he planted within the sacred grove in Elonbe. You have invoked the Ancient Pact with the Plant Lords. In return for gifts of fervidite, a rare commodity, the Plant Lords require for unknown reasons, they are willing to send you aid. This connection has additionally channeled and influenced your arcane studies into focusing on your elemental bloodline’s connection to life and nature.

Expanded Spell List The Plant Lords let you choose from an expanded list of spells when you learn an elder warlock spell. The following spells are added to the elder warlock spell list for you. Spells marked with f are found in the Arcanis 5e Campaign Setting and spells marked with a * are new spells found later in the Chapter IV: Elder Magic of Arcanis. Calling Upon the Green Starting at 1st level, your bond to the Plant Lords allows you to summon creatures made from the essence of life and nature. Any time you cast a spell or use an ability that allows you to conjure or summon a creature of the elemental type, you may instead conjure or summon a creature of the Plant type with a challenge rating equal to or lower than the challenge rating of the elemental normally conjured or summoned by the spell or ability. For example, you may conjure a shambling mound by casting conjure elemental. Additionally, starting at 1st level, you learn find familiar as an additional elder warlock spell known, which does not count against your total elder warlock spells known. Any

time you summon a familiar, its type changes to Plant regardless of its form. Your familiar gains the following traits: • Regardless of the form taken its coloration is always deep green with emerald green eyes. • Its coloration grants it advantage on all Dexterity (Stealth) checks when within natural foliage of the same color. Elemental blast Starting at 1st level, you learn the elemental blast cantrip, which does not count against your total elder warlock cantrips known. It deals your choice of slashing or radiant damage, chosen at the time of casting. The beams of energy are made of a  combination of spectral vines and pure life energy. Additionally, anytime you would drop a creature’s hit point total to 0 with elemental blast, you may choose to have them automatically succeed at their death saving throw, stabilizing at 0 hit points, even if the damage done would normally kill them. Boon of the Plant Lords Starting at 3rd level, the Plant Lords have agreed to send protectors to watch over you when needed. As an action, you may expend an elder warlock spell slot and sacrifice fervidite worth at least 10 gold pieces to summon a Protector of the Green, which appears in an unoccupied space next to you. The Protector of the Green is friendly to you and will disappear when it drops to 0 hit points, after it has served you for one hour, or if you dismiss it as an action. It will also disappear if it is successfully targeted by a casting of dispel magic (or a similar spell or effect) capable of dispelling a spell cast with your elder warlock spell slot. Until the Protector of the Green disappears, you cannot maintain concentration on any spell that conjures or summons a creature or creatures. The Protector of the Green will obey your verbal commands, requiring no action, so long as you share a language with it. If you issue no commands, then the Protector of the Green will attack any creature it sees that is obviously hostile to you. The action used to activate this feature may be interrupted by counterspell as if it were a spell cast with your elder warlock spell slot, in which case the elder warlock spell slot is still expended but the fervidite is not sacrificed and this feature is not considered to have been used. Once you use this feature, you can’t use it again until you complete long rest. Starting at 6th level, you may instead use this feature to summon a Champion of the Heartwood. If you do so, then the sacrificed fervidite must be worth at least 75 gold pieces. Starting at 14th level, you may instead use this feature to summon an Arbormancer of the Plant Lords. If you do so, then the sacrificed fervidite must be worth at least 200 gold pieces. Fortitude of the Plant Lords Starting at 6th level, your connection to the pure life web of the Plant Lords has fortified your life energy. You gain advantage on death saving throws, and you gain resistance to radiant damage.

Blessing of the Plant Lords Starting at 10th level, your connection to the pure life web of the Plant Lords has further enhanced your life energy. You gain resistance to necrotic damage. If you are already resistant to necrotic damage or later become so from another source, then you instead become immune to necrotic damage. Improved Pact Ritual Starting at 14th level, you may expend an elder warlock spell slot to use the Boon of the Plant Lords feature a second time before completing a long rest. Belisarda’s First Children Starting at 20th level, one of the greatest of the Plant Lords will personally heed your call to aid. Kratae, the Great Hawthorne, once a sapling offshoot of the first tree that sprang to life under Belisarda’s love, is tasked to come to the aid of those who call through the life web. So long as you are adjacent to a space of bare earth or unworked stone large enough to contain it, as an action you may sacrifice fervidite worth at least 2000 gold pieces to summon Kratae, who appears in a space adjacent to you. Kratae is friendly to you and your allies, and it will generally follow any requests you make. It is a proud and ancient being, however, and will refuse to follow any direct orders or commands given to it. Kratae will also automatically seek to heal any living creature that is making death saving throws. Kratae will become hostile to anyone, including you and your allies, who kills any living thing within its sight. If someone successfully kills a living creature, then Kratae will make every attempt to knock that person unconscious and return to the Realm of the Plant Lords with the offender, keeping them imprisoned until they complete enough acts of penitence to appease Kratae. Kratae will return to its native realm once it is reduced to 0 hit points, an amount of time has passed equal to 10 minutes per 2000 gold pieces worth of fervidite sacrificed, or you use an action to send it home. You cannot use an action to send Kratae home if he is hostile to you or one of your allies. Once you use this feature, you can’t use it again until you complete a long rest. For complete stats on these creatures see Chapter V: Bestiary.  The Green - the Plant Lords’ Reluctant Final Boon Though reluctant to grant the following boon, the Plant Lords can be convinced that the unleashing of destructive forces is justified against those who threaten the balance of life itself. All things return to earth from whence it came. All living things follow this immutable law and even those things made from nonliving material must bow to the inevitable. The landscape of Arcanis is strewn with the bleached bones of fallen empires, crumbled kingdoms, and the ashes of monuments, though it can take many years, centuries, or even millennia for nature to reclaim what was once hers. This ritual accelerates the natural processes, calling upon the vibrant force of life to breakdown and reabsorbs anything and everything in its path. The Green is nature run amok; inexorable and undiscriminating of anything within its reach. Plant shoots erupt through feet of concrete or wood, constricting and crushing whatever is within its tendrils. Any living materials, from animals to sentient beings, are violently absorbed into the green mass; drowning them in a sea of foliage. The tallest of towers will be toppled, the thickest walls rent, and whatever blemish was made upon the earth shall be expunged, leaving behind a virgin landscape of a primordial forest. You may enact this terrible ritual within five miles of your target by spending 15 minutes in uninterrupted incantation and sacrificing your life and your soul. Once payment is made and the final words of intonation are uttered, a large, primordial forest quickly grows in the area. Seemingly ancient plants sprout from the earth in a matter of moments, transforming the area into a lush, verdant paradise. All buildings and man-made structures in the area are slowly, but relentlessly destroyed as they are torn apart by massive roots, vines, and limbs. Even living creatures in the area are not spared as they choke on pollen or are strangled by fast-moving vines. Others affected by the ritual itself are absorbed into the Green, their

Eldritch Sorcerer

Arcane magic taps into the residual energy of Creation to achieve miraculous and often mind-bending effects. This gives these ancient practitioners mastery over such exotic effects as creating an object out of thin air, changing the very essence of one thing to another, or tapping directly into the raw building blocks of reality (such as the Elemental Planes).

The Eldritch Tradition is the magic used by most of the younger races of Arcanis, such as humanity and ss’ressen. Like the Elder Tradition, eldritch sorcerers funnel the residual power of Creation through themselves, channeling it to perform a desired effect through sheer force of will.

To illuminate the differences, masters of the Eldritch Tradition explain to their students that elder sorcerers are able to form and maintain a long equation, manipulate it, and even complete it, all without the help of paper and stylus. An eldritch sorcerer can formulate the equation in their mind, manipulate it to a point, but then has to estimate the answer. If Elder sorcery is a scalpel, then the Eldritch Tradition is a sledgehammer.

Class Features

As an eldritch sorcerer, you gain the following class features:

Race Restrictions

Races with the Elder Spellcaster racial feature, dwarves (With the exception of the Encali), and male ss’ressen can not take levels in this class.

Hit Points

Hit Dice: 1d6 per eldritch sorcerer level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Eldritch Sorcerer level after 1st level

Proficiencies

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background: See Chapter IV for regional weapons and armor. If you choose a weapon with ammunition you start with 20 bolts or arrows or 10 shots of blast powder. * Choose any two weapons you are proficient with from your starting nation.

  • Choose either a component pouch or an arcane focus.

  • Choose either a scholar’s pack or an explorer’s pack.

Hunted by Ymandragore

The Sorcerer-King of Ymandragore hunts all arcane spellcasters. Displaying one’s sorcerous skills openly or in a public setting is a sure way to end one’s career early.

Spellcasting

By absorbing and repurposing the energy of Creation, you can cast spells and make your will into reality.

Cantrips

At 1st level, you know two cantrips of your choice from the eldritch sorcerer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eldritch Sorcerer table.

Spell Slots

The Eldritch Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.

The Eldritch Sorcerer

—Spell Slots per Spell Level—

Level

Proficiency bonus

Features Arcane

Points

Cantrips Known

Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1 +2

Spellcasting, Eldritch Sorcerer Tradition Hunted by Ymandragore

  • 4 2 2 - - - - - - - -

2 +2 Arcane Flexibility 3 5 3 3 - - - - - - - - 3 +2 Metamagic 4 5 4 4 2 - - - - - - - 4 +2 Ability Score

Improvement 5 6 5 4 3 - - - - - - - 5 +3 Enhanced Empower 5 6 6 4 3 2 - - - - - - 6 +3 Eldritch Sorcerer

Tradition 6 6 7 4 3 3 - - - - - - 7 +3 Metamagic 7 6 8 4 3 3 1 - - - - - 8 +3 Ability Score

Improvement 8 6 9 4 3 3 2 - - - - - 9 +4 Enhanced Empower

Improvement 9 6 10 4 3 3 3 1 - - - - 10 +4 Metamagic 10 7 11 4 3 3 3 2 - - - - 11 +4 - 11 7 12 4 3 3 3 2 1 - - - 12 +4 Ability Score

Improvement 12 7 12 4 3 3 3 2 1 - - - 13 +5 - 13 7 13 4 3 3 3 2 1 1 - - 14 +5 Eldritch Sorcerer

Tradition 14 7 13 4 3 3 3 2 1 1 15 +5 - 15 7 14 4 3 3 3 2 1 1 1 16 +5 Ability Score

Improvement 16 7 14 4 3 3 3 2 1 1 1 17 +6 Metamagic 17 7 15 4 3 3 3 2 1 1 1 1 18 +6 Eldritch Sorcerer

Tradition 18 7 15 4 3 3 3 3 1 1 1 1 19 +6 Ability Score

Improvement 19 7 15 4 3 3 3 3 2 1 1 1 20 +6 Arcane

Restoration 20 7 15 4 3 3 3 3 2 2 1 1

Spells Known of 1st Level and Higher

You know two 1st level spells of your choice from the eldritch sorcerer spell list.

The Spells Known column of the Eldritch Sorcerer table shows when you learn more eldritch sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the eldritch sorcerer spells you know and replace it with another spell from the eldritch sorcerer spell List, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your eldritch sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use Charisma for determining your attack roll and saving throw DC with your eldritch sorcerer spells, and for anything that involves your spellcasting ability.

Spell attack modifier = your proficiency bonus + our Charisma modifier

Spell Save DC = 8 + your Charisma modifier + your proficiency bonus

Eldritch Ritual Spellcasting

You can cast any eldritch sorcerer spell you know as a ritual if that spell has the ritual tag. You have developed several shortcuts that allow you to cast your rituals with a form of arcane shorthand. You only require 5 minutes to cast a ritual spell.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your eldritch sorcerer spells.

Eldritch Sorcerer Tradition

Choose an arcane tradition that describes the training you’ve received in manipulating magic. You can choose either Battlemage, Invoker, or Sarishan-Sorcerer Priest, which are detailed at the end of the class.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Arcane Flexibility

At 2nd level, you learn how to mold and shape your spells as you cast them. You gain 3 arcane points and gain more arcane points as you reach higher levels in this class, as shown in the Arcane Points column of the Eldritch Sorcerer table. You can never have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a long rest. on arcane points and how to use them.

Metamagic

Starting at 3rd level, you gain the ability to twist your spells to suit your needs. You learn the Metamagic ability subtle spell. Additionally, you gain two Metamagic options From those available to all arcane spellcasters. You gain an additional Metamagic option at 7th level, another at 10th level and again at 17th level. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Enhanced Empower

Where elder magic is about control and precision, eldritch is about raw power. Starting at 5th level you gain the ability to rapidly enhance the power of your spell. When you roll damage on a spell, you can spend 1 arcane point to reroll a number of dice up to your Charisma modifier +1 (minimum of one). You must use the new rolls. When you reach 9th level and use this ability treat all results of 1 as 2s. You can use Enhanced Empowerment even if you have already used a different Metamagic option during the casting of the spell.

Arcane Restoration

At 20th level, you regain 4 expended arcane points whenever you finish a short rest.

Eldritch Sorcerer Tradition

Eldritch sorcerers all draw upon the power of Creation to bring forth their will and turn it into reality, but the skills and specialities that they devote themselves to slowly shapes the nature of their magic.

Invoker

Invokers focus on the raw power of their spells. They learn how to recycle energy from spells they have already cast and how to make the most of their ability to manipulate the power of the Creation.

Repurpose Power

Starting at 1st level, you learn how to cannibalize active spells to empower your spellcasting. As a bonus action, you may end an active 1st level or greater spell that requires concentration.

This grants you a number of temporary arcane points equal to half the level of the spell you ended (minimum 1). These temporary arcane points do not count against the maximum number of arcane points you can possess; any unused arcane points fade at the end of your next turn.

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

Potent Cantrip

At 6th level, you have learned how to make the most of your cantrips. When you roll damage for a cantrip reroll any of the damage dice that show a 1 or a 2. You must use the new rolls.

Potent Casting

Starting at 10th level, you add your Charisma modifier to one damage roll of any spell and cantrip you cast.

Endless Font

Starting at 14th level, any time you roll initiative and you have no arcane points, you regain 2 expended arcane points.

Eldritch Rending

Starting at 18th level, you can rapidly draw on the arcane power around you, channeling it into a spell with devastating effect.

As a bonus action, you can absorb ambient magical energy in order to heighten the power of a spell. You must make a DC 15 Constitution saving throw. On a successful save, the next spell you cast before the end of your turn is cast at a spell level equal to it’s minimum level + 4 (maximum 9th level). You must still expend a spell slot of the spell’s minimum level. If you expend a higher level spell slot, you receive no additional benefits.

For example, if you use this feature to cast scorching ray you would cast it as if it were a 6th level spell (2nd level minimum +4). You must still expend a 2nd level spell slot to cast this spell, but you get the benefits of it being cast as if you used a 6th level spell slot. If you fail the Constitution saving throw, the magical energy you are attempting to channel erupts from you. All creatures, including yourself, in a 10-foot radius around you must make a DC 15 Dexterity saving throw. Affected creatures suffer 5d6 force damage, or half as much on a successful save.

Regardless of whether your succeeded or failed on the Constitution saving throw, the area around you is depleted of magical energy when you use Eldritch Rending. For 4 hours, a 50-foot radius zone centered on where you were when you used Eldritch Rending is nearly devoid of the power of Creation.

Any creature that targets a creature or object in this zone with a spell has disadvantage on their spell attack roll. Creatures in this zone have advantage on any saving throws against spells. Any creature within this zone that targets a creature or object outside the zone with a spell has disadvantage on their spell attack roll. Any creature affected by a spell cast from within this zone has advantage on any saving throws to resist the spell’s effects, if any. At the end of the turn in which you use this feature, you gain 1 level of exhaustion which may only be removed by resting. You cannot use this feature while you are exhausted.

War Mage

During its early expansion, the Coryani Empire found that it’s most devastating auxilia were those comprised of War Mages. Exceedingly rare, these men and women were able to tap into the most destructive mystic arts while at the

same time close with the enemy and be just as deadly with a gladius. Over time, other militaries saw the wisdom in fielding such highly skilled and versatile soldiers; their only drawback being the difficulty in finding those with the temperament to serve as a War Mage.

Military Training

As you take levels in the eldritch sorcerer, you continue to train with both arms and armor and your magic. You gain the abilities below at the indicated levels in this class.Physical Training: Starting at 1st level, your hit point maximum increases by 3. In addition, any time you increase your level in this class, your hit point maximum increases by 1.

Martial Training: ‘’

At 1st level, you gain proficiency in light and medium armor as well as simple and martial weapons.

Force of Will: Starting at 2nd level you can add your Charisma modifier to any Constitution saving throw you

make to maintain your concentration on a spell which is currently affecting a friendly creature. Never Unarmed: At 3rd level you learn the spell call to arms*.

Battlefield Magic

When you cast a spell, you can siphon and reshape some of its arcane power, channeling into your allies. You may choose one of the following Metamagic options, learning an additional option at 4th level and 6th level. You can use a Metamagic option you gain from this feature even if you have already used a different Metamagic option during the casting of a spell.

• Enhance Arms Spell: When you cast a spell, you can spend 2 arcane points to temporarily enchant any weapons held by friendly creatures you can see within 20 feet of you. For 1 minute, those weapons are considered magical for the purposes of bypassing immunities and resistances. • Fortifying Spell: When you cast a spell, you can spend 1 arcane point to grant 5 + your Charisma modifier temporary hit points to a friendly creature you can see within 10 feet. These temporary hit points remain for 1 hour. • Inspiring Spell: When you cast a spell, you can spend 1 arcane point to grant a friendly creature you can see within 10 feet immunity to fear for 1 minute.

Battle Mage

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, any time you cast a spell that targets one or more friendly creatures, you can make a melee attack as a

bonus action. War Magic

Starting at 14th level, when you use your action to cast a spell, you can make a melee attack as a bonus action.

Eldritch Strike

Starting at 18th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature does not benefit from its resistances or immunities for the next spell you cast before the end of your next turn.