Heroes of the Wilds
Cultures of the Wilds
Life within the Wilds is defined by the kiths, replacing family, common racial cultures, and many other roles within society. Side by side with those who share your labours, duties, and renown, you develop and are in part defined by your talents. Your coming-of-age, your height of prestige, your romantic future - all of these are filtered through the lens of kith, loosely or tightly, though variations occur from town to town. Intermarriage isn’t forbidden among kiths, but most find it to be an ‘unwise choice’. How could life partners understand the struggles and sacrifices another kith represents without living them, after all?
Changing kiths is rare, but allowed. The cost is merely time - one starts at the beginning and must go through each lesson and seeking alongside small children and suspicions of their peers. A few individuals who have proven multi-talented have been honored under two or more kiths, but a person can only belong to one. A merchant’s bodyguard might cleave to the hand-kith for the relationships it fosters, rather than chafe under the ward-kith, which focuses more on defending people than relating to them. A ward-mage has little interest and less to gain from theorycrafting and lectures, honing efficacy above all.
Culture | Languages | Proficiencies |
---|---|---|
Hand-Kith | Elvish, one of your choice | Choose three from skills, tools, instruments, or vehicles |
Lore-Kith | Elvish, one of your choice | Choose two skills from Arcana, History, Investigation, Nature, Persuasion, and Religion; choose one cantrip from any spell list |
Ward-Kith | Elvish, one of your choice | Choose one skill from Acrobatics, Athletics, Insight, Perception, Stealth, and Survival; Choose between medium armor, shields and, two martial weapons of your choice or a skill of your choice |
Hand-Kith. The largest of the kiths is actually dozens of smaller kiths aligned as one for convenience. Any who create and those who support them, from artisans to vocalists to authors, fall under the auspices of the handed. By providing goods worthy of the centuries, output will rarely be the focus of the handed. Quality and mastery comes before all else, to a sometimes frustrating degree to those from other kiths.
Lore-Kith. While the hand-kith focuses on the products of their work, those raised under the lore-kith must be more philosophical in mindset. By understanding the underlying reasons and structures of the foundations of Elvenkind, they can provide innovations, wonders, and protections beyond the hand or the shield. Lorekeepers maintain not just history or magic, but also law, patents, and matters of debt.
Ward-kith. The wardens are marked by blood. There is a necessary humility when one gives or takes life, so these warriors, healers, hunters, morticians, and a rare few meat preparers are raised with a constant awareness of that crucial exchange. Some revel in the thrill of the hunt, seeking glory and ‘territory’ of a kind. Others meditate deeply on the nature of harm or its consequences. But before all comes the work.
Elvenkind Backgrounds
Beyond the usual tasks and labors that keep any society running, there are a few roles more specific to Elvenkind that reflect their outlook and sustain their culture. Many of these roles will make little sense to those raised under the Empire or their own local ways of life. Elvenkind rarely bothers to explain. If one lives among the Kin and Kind, one will come to comprehend. If not? There is no need to comprehend. The Kind, especially the high elves who remember the sting of diaspora, are loathe to share their heart.
Astrologer
Every soul in the Dream has its own star, or so believers say. Everyone who’s ever lived and who may live again has a place in the Heavens as part of the one great light. Between them, pressures and currents linger and alter their course. Things that should not be pulse and writhe deep in the endless dark above, even as the Muses hover in whole constellations of their eager eyes. All of this is plain to the trained eye.
You’ve learned to look into the heavens without dizziness or bias. Or you haven’t, but you’ve learned enough of how to look at the people on the ground beside you to muddle through. Perhaps even both.
Skill Proficiencies. Deception, Insight
Tool Proficiencies. Cartographer’s tools and one gaming set of your choice
Languages. One of your choice from Abyssal, Celestial, Infernal, Primordial, and Deep Speech
Equipment. A set of fine clothes, tools for divination (see above), and a belt pouch containing 15 gp.
Feature: A Sense of Things
You may use your particular gifts to gain a keen insight on a person you speak to for at least a minute - gleaning hints of their motivations, driving emotions, and ulterior motives. You learn 3 traits of your choice among the target’s Ideal, Flaw, Bond, alignment, and other Traits. Attempts to magically sense divination or other magic reveal nothing. It’s simply apparent to you through observation of the stars or the target’s stature. Once you sense someone, you can’t do so again until you complete a long rest.
d8 | Personality Trait |
---|---|
1 | I struggle to see bad fortunes for anyone, favoring an optimistic reading of events. |
2 | I tend to see lascivious, carnal futures in store for others, but rarely for myself. |
3 | I prefer relying on cold reading and context clues, leaving the stars as a last resort. |
4 | I believe absolutely in even the most ridiculous conclusions, utterly faithful in fate. |
5 | I don’t believe in any of this, but try to nudge people how I think they ought to go anyway. |
6 | I’m looking for my soul mate, and believe that helping others first will bring them to me. |
7 | I inspire people with dire fortunes, certain that will can overcome doom if strong enough. |
8 | I advise people to give up and make the most of their dooms, since life is short and fixed. |
d6 | Ideal |
---|---|
1 | Guidance. I believe that a little hint can guide people to better lives. (Good) |
2 | Profit. There’s a sucker born every minute, and they come to me first. (Evil) |
3 | Devotion. I have faith in the system, and people need to know what to expect. (Lawful) |
4 | Mischief. There’s no greater thrill than watching someone react to a fortune. (Chaotic) |
5 | Presentation. The rituals of an act matter more than their outcomes. (Neutral) |
6 | Hope. I want to do anything I can to get an edge on the future. (Any) |
d6 | Bond |
---|---|
1 | The first fate I read was my own - certain doom. I’m desperately seeking a way out of it. |
2 | I was brought into the fold by a wise teacher - the only genuine mystic I believe in. |
3 | I led two lovers together, and their happiness has convinced me of the value of my gifts. |
4 | I read a dark fortune for a powerful person, who now threatens me to try to ‘change’ it. |
5 | I was banished from my home as a charlatan, making me slow to trust others. |
6 | My insights were granted to me by a fiend or a creature of the Far Realm, and I know it. |
d6 | Flaw |
---|---|
1 | I believe that fate is inescapable, so I’ve never bothered to try. |
2 | I blame myself for unhappy fortunes, so I choose not to see misfortune in other’s lives. |
3 | I obsess with love matches above all other astrology, holding them as the most important. |
4 | I withhold advice until I’m paid, but give out warnings freely. This brings me customers. |
5 | I don’t believe in anything I can’t see, even in a world full of spirits and magic. |
6 | I’m unable to hide dark fortunes if I read them, announcing them without delicacy. |
Ghulam
A much-maligned practice of the daev is the mandated term of service. While the same terms are used for ghilman of daev descent and Kin who perform the same roles, it is rare to see a daev in service to Kin, while the opposite is commonplace. In return for all of the training and equipment necessary to perform a specialized service, from combat to enchanting, the ghulam submits almost entirely to their superior. This practice was used to end centuries of dynastic conflict within the daev, and is used aggressively to dismantle such hierarchies among the many peoples of the Karabagh beneath the Wilds and beyond.
Mechanically and in broad social strokes, this background is identical to the Benefactor background from the Imperial mainland (See “Heroes of the Empire”), but neither group would appreciate a comparison. A ghulam is allowed and encouraged to maintain personal wealth and might rise significantly in status and regard while still remaining socially distinct from the unbound. The idea of an ‘enslaved’ wayholder, for example, would not confuse the daev, while baffling the Galasteri social mind.
On the Matter of Slavery: A Content WarningThroughout the history of our own world, slavery has been a part of our social orders since the rise of agricultural centers, and is one of the great moral evils of our history in a modern context, just as the practices of forceful enslavement, ethnic enslavement, and chattel slavery have been evils throughout our times. It can be easy, then, to decide that all depictions of slavery are the same and shallowly so. However, when one looks at the different social statuses and laws that have been called slavery throughout history, there is a great deal of nuance worth critical consideration. The idea that one could be born into slavery or be a slave by dint of blood is a specific, horrible idea that deserves and demands a specific consideration. What, then, of societies where terms of indenture or service were used in legal matters, as part of training in a trade, or under strict limits of time and treatment? What of the mamluks and janissaries, who served and even ruled over others within their cultures? Please use appropriate content warnings and limitations on engaging with slavery in the stories you tell, but I also ask that you critically evaluate what those terms mean - those who suffered under ethnic chattel slavery historically and those who are still victimized by marginalized trafficking are owed that recognition as an evil beyond ‘social orders’ or ‘economic roles’. The differences matter. |
Tattooist (or ‘Sure-Handed’)
In a Dream where instability is taken for granted, stability is highly valued for practical and spiritual reasons. Tattoos are a common rite across many cultures of soldiers, nobles, artisans, and criminals alike. Hundreds of styles form a complex meta-language, from simple face markings to the full-body pieces put on display from the legendary pleasure-sellers of Prince’s Promise.
Among Elvenkind, facial tattoos denote adulthood within a kith or within one’s community. Bare skin is seen as a sign of youth or even immaturity, as many mark personal lessons or seekings in ink. Wood elves and daev often prefer ritual scarification and take pride in bearing the marks without complaint. On the other hand, temporary markings are common for handfastings, festivals, and other transitional rites.
Skill Proficiencies. Insight, Medicine
Tool Proficiencies. Tattooist’s kit, herbalism kit
Equipment. Tattooist’s tools, an herbalism kit, a set of traveler’s clothes, a sketch book, and a belt pouch containing 10 gp.
Tattooist’s Kit. This set of tools includes charcoal and paper for sketches, quills for outlines, implements or needles to prod skin, and a variety of colored inks. Cost. 25gp, Weight. 6 lbs. |
Feature: An Artist’s Eye
You have a keen appreciation for an artist’s hand and gain hints into the motivation behind art. This applies beyond your personal work and goes into any work of art, music, or writing. In addition, you tend to have an idea as to a person’s demeanor, origins, or history based on their aesthetic.
d8 | Personality Trait |
---|---|
1 | I make sure that my work reflects the bearer truly - not just what they wish to see. |
2 | My images of beasts and monsters are oddly gentle and compelling - guardian symbols. |
3 | I wear as little as I can get away with, the better to show off my work or the canvas. |
4 | I’ll forgive a wrong if it’s marked upon the flesh, but not if the sins get to be hidden away. |
5 | I’m fascinated by art styles across the world, and am drawn to foreign tattoo styles. |
6 | I have no ink of my own - I’m waiting for a momentous occasion and the right artist. |
7 | I specialize in cover-up work, turning broken symbols into new, brighter promises. |
8 | I have a keen eye for quality work, and hold shoddy tattoos against wearer and worker. |
d6 | Ideal |
---|---|
1 | Identity. It’s my duty to help people express their inner natures beautifully. (Good) |
2 | Tradition. I preserve a creative legacy that marks an earned rite of passage. (Lawful) |
3 | Rebellion. I mark people with the armor to defy the judgments of others. (Chaotic) |
4 | Greed. I take gold for ink, creating whatever people want to see. (Evil) |
5 | Trade. What I do is a job, and a job ought to be done well for fair coin. (Neutral) |
6 | Aesthetics. I turn people into my artworks, a means to express my vision. (Any) |
d6 | Bond |
---|---|
1 | I bear the mark of a dear friend from a wild night half-remembered. They’re gone now. |
2 | My tools are part of my soul, and I’d do anything to keep them safe and in good repair. |
3 | I serve a vital role in my community, marking rites of passage, crimes, and victories. |
4 | I’m looking for my muse, and when I find them, I’ll finally understand what I’m here for. |
5 | I get paired marks with every true friend I make, making me wary of fair weather friends. |
6 | My style is inherited from a deceased loved one, and I wouldn’t change a thing about it. |
d6 | Flaw |
---|---|
1 | I’d give my life to earn the right to mark my work upon the most beautiful body I see. |
2 | I try to scare people off before inviting them to try out my work - they have to be sure. |
3 | I’m quick to judge people based on their appearance - it’s their self-expression, after all. |
4 | I prefer not to talk if I can help it. Actions, symbols, and scars can say volumes. |
5 | I can’t resist touching fine art (if it won’t damage the work). Touch is part of seeing. |
6 | Despite my skills, most people with prominent tattoos intimidate me. What if I mess up? |
Sun Woman
Many wear the veil, but there is only one Sun Woman. For whatever reason, you never truly fit in among your kin, kith, or even among Elvenkind - and that, you’ve realized, is a blessing. If the full truth of things were known, the Dream would already be in harmony. Until then? You have truths in you to impart. It is your duty both to hear and to hide the truths of others. Like the sun, you both shed light and blind eyes.
Within the Wilds, you’re regarded with equal parts reverence and unease. It’s neither your failing nor your fault that people fear the socially-sanctioned truth-telling while wearing the anonymous veil. You speak what should not be hidden, but truth can be as painful as staring into the sun. It’s up to you to provide light, but to veil it where it can’t be appreciated. Sharing secrets among your sisters, you keep Elvenkind pointed in the right direction as only the Sun Woman could - all of you, and the only you.
Skill Proficiencies. Choose two from Deception, Insight, Performance, and Persuasion
Languages. One of your choice
Tool Proficiencies. Weaver’s tools, disguise kit
Equipment. Disguise kit, a set of fine clothes, a set of traveler’s clothes, a silk veil, an uncomfortable secret of someone relevant to the campaign, and a belt pouch containing 20 gp.
But Who IS the Sun Woman?The veiled elvish woman of indeterminate age, indeterminate origins, but a certain, honest wisdom is a role as old as Elvenkind, one respected by all bloodlines and most communities of the Old Wilds and beyond. By donning the veil, one becomes someone else - someone above the flaws of the mortal Dream. You hear. You listen. And then you speak the truths you’ve heard, which must be honored. No one is compelled to heed or obey the Sun Woman, but everyone fears the weight of her words. Those chosen by the sisterhood are given a golden, floor-length veil and are trained to give counsel and report any worrisome findings. They don and doff the veil in secrecy, to add to the mystery and impartiality of the role. Some use the veil to give counsel to those in need. Others serve as something much like an advocate, bringing justice where there is none. Speaking truth to power is difficult to those with known names and faces, but there is only one Sun Woman, and she fears no one. The true nature of the Sun Woman is as complex and multi-faceted as the countless women and others who wear the veil. Not even all of them are elves, though a non-elvish Sun Woman is rare indeed. But what is the role based upon? Some theorize that the original Sun Woman was a sun priestess and advisor to Elvenkind, long before they’d ever come to the Dream. She guided them to this realm and to the possibilities of their communion, and just as abruptly? She left for another plane, in pursuit of the means to defy death itself and remain eternally for her people. In some stories? Her hubris was cursed, and her role became darker - one of limitations and the final truth of death. In others? She ascended to become one with the sun. Her truth lives on in every veil, as she lives on through them. |
Feature: Beneath the Veil
Whatever your past? You are the Sun Woman now and all Sun Women are one. This gives you access to more than a spy network – you have access to a vast store of rumors, fears, and secrets. You are sworn to use these to guide people towards a higher truth. How you choose to do so is at your own discretion.
d8 | Personality Trait |
---|---|
1 | I present myself as a compelling stranger, letting base attraction lower people’s barriers. |
2 | I believe in tough love - mixing in barbs of honest criticism with my soft presentation. |
3 | Patience is a virtue, and it’s one of mine. Some people just need the chance to speak up. |
4 | The Sun Woman never lies, but some truths can’t be grasped. Half-truths are still truths. |
5 | I have a bit of a sweet tooth, and prefer to discuss matters over treats if possible. |
6 | I rely on intimidation, on being larger than life and keenly aware, to force confessions. |
7 | I’m never sure if I’m doing the right thing, and I’m not afraid to admit it. It can oddly help. |
8 | I would rather be alone, but must work with others. Sometimes, I let this weariness slip. |
d6 | Ideal |
---|---|
1 | Stability. I speak the truth to keep the Kin and Kind on the proper course. (Lawful) |
2 | Compassion. I speak what others fear to say or truly need to hear. (Good) |
3 | Power. I exult in my freedom to speak my mind, and use it freely upon others. (Evil) |
4 | Amusement. I love getting a ride out of self-conscious or stubborn people. (Chaotic) |
5 | Integrity. I’ve never been able to lie; I might as well make use of that quality. (Neutral) |
6 | Justice. I raise my voice to punish those society cannot touch. (Any) |
d6 | Bond |
---|---|
1 | I’d do anything for my sisters, as only they understand the life of being the Sun Woman. |
2 | I’ve revealed my role to a lover, who now doubts the impartiality of any Sun Woman. |
3 | My family thinks I have no place in the world, and in a way, they’re right. Good for us all. |
4 | My greatest enemy relies on my advice - and the one truth I can’t share is my identity. |
5 | I perform this role for the community, but hate forcing myself to play this imaginary role. |
6 | I lost something dear to me, and the veil allows me to vent my grief in a useful way. |
d6 | Flaw |
---|---|
1 | I resent the people I must help, for finding a place in the Dream while I have only this. |
2 | I find this whole tradition ridiculous, but try to make something useful out of it anyway. |
3 | I treasure my flawed personal life, often letting it override my duties as the Sun Woman. |
4 | I struggle with conflicts of interest, giving biased or personal advice as the Sun Woman. |
5 | I revel in the role a little too much sometimes, losing the point in all of the theatrics. |
6 | I hate wearing the veil, but fear the social consequences of refusing even more. |
Adepts
Cunning is a favored virtue among the Kind and their Kin, though knowing when to be cunning and when to let things lie is equally valued. Those who transgress in Elvenkind must remain aware of the benefits and costs to society of those sins or challenges. Those who further the needs of their people will find allies and forgiveness. Those who remain selfish will have to learn to thrive in a solitary existence.
The Way of Station
After centuries being ‘lost unto darkness’, it is said that the Way of Station liberated the daev from their ancestors’ follies. By submission to a fixed term of years in a given role, they may indulge in the rewards of duty and act without fear in the name of purpose. There’s no ambition during submission, no vying for place - only a honing of one’s talents to present later to those who may best use those talents at the time. Through devotional training, the daev transcend the self and resist the ‘great enemy’ that still looms in the depths of the unconquered Underdark. Where some see zealotry, the daev see only a goal.
Subclass Features. These boons are available to the artificer, barbarian, bard, fighter, monk, ranger and rogue classes, replacing one or more subclass features. For other classes or as an alternative, work with your DM about exchanging other subclass features at the proper level or purchasing these as boons with an ability score increase. |
Recognition of Value
Level 1+ Way of Station FeatureIn response to an ally within half of your walking speed being attacked or falling subject to a harmful spell, you may use your reaction to swap places with that ally. If the ally is unwilling, they may attempt a Strength saving throw against a difficulty of 8 + your proficiency bonus + your Dexterity modifier. If the save is successful, you stop at the nearest adjacent space to that ally and the ally is not moved.
Submission of Self
Level 1+ Way of Station FeatureWhen you use the Dodge action, you can center yourself upon a task. Until the start of your next turn, you also roll with advantage on Intelligence, Wisdom, and Charisma saving throws.
In addition, when you’re reduced to 0 hit points, you may choose to remain conscious until you fail a death saving throw. This greatly increases the risk of being attacked while dying, but might be worth it.
Prayer in Silence
Level 6+ Way of Station Feature Prerequisite: the ability to cast 2nd level spellsAny spell you cast that doesn’t involve an attack roll or saving throw against unwilling targets benefits from the Subtle Spell metamagic option, and thus doesn’t require verbal or somatic components.
Steps in Silence
Level 6+ Way of Station FeatureYou have mastered the art of striking silently. You no longer come out of hiding on a missed melee or ranged attack.
Surrender Stillness
Level 6+ Fabulism FeaturePrerequisite: Submission of Self
You may willingly suffer damage equal to your character level to gain the benefits of freedom of movement for 1 minute, pushing your body beyond its limits or even dislocating fingers and limbs to extricate yourself.
Acceptance of Station
Level 13+ Fabulism FeaturePrerequisite: Submission of Self
Upon using Submission of Self, you becoming immune to the charmed and frightened conditions, ending them immediately if already present. During this time, you may designate a target as a bonus action. For the duration, your attack rolls are made with advantage against this target, while attack rolls against any other target suffer disadvantage.
If you reduce your target to 0 hit points, you may immediately choose another creature as your quarry. Otherwise, you must take another Dodge to refocus, otherwise you continue to suffer disadvantage when attacking others.
Paragons
Those who give and take blood for the Kind dedicate themselves to their art and to the meaning behind it. High elves tend to focus on knowledge, tactics, and dominance on the field, a facet of solar worship. Wood elves, on the other hand, favor conflict as an end unto itself, a crucible of experiences and sensations that both prove one’s place and sculpts one into a leaner, stronger form. The daev? Get things done, by whatever means are necessary. Devoted service means subordination of the spirit to the cause.
The Way of Consequence
One of the Ways taught by the wood elves, the Way of Consequence is a total philosophy of life, ethics, magic, and the martial arts. Every choice has many consequences, and those consequences are the full measure of that choice’s weight. It is the ends, both to actor and subjects, that defines the choice. In the hunt, life is given for life. In war, life is taken for many objectives. One must consider who pays, and what.
That the largely human Masked Knights have taken up the question of this view has not gone unnoticed, though whether this is comprehension or perversion is an open debate.
Subclass Features. These boons are available to any classes, replacing one or more subclass features. For other classes or as an alternative, work with your DM about exchanging other subclass features at the proper level or purchasing these as boons with an ability score increase.
Cleric. You still select a divine domain, gaining domain spells normally. Warlock. You still select an Otherworldly Patron, gaining an expanded spell list. |
Bite for Bite
Level 1+ Way of Consequence FeatureAs a bonus action on your turn, you may take a threatening stance until the start of your next turn. While in this stance, you gain the following benefits:
- Attacks against you that originate from within the range of a held weapon you’re proficient with or the range of a cantrip that includes an attack roll provoke an opportunity attack from you.
- You may use any cantrip you know with a casting time of 1 action that includes an attack roll or a saving throw to avoid damage when making an opportunity attack.
Blood for Blood
Level 1+ Way of Consequence FeaturePrerequisite: Bite for Bite
While in your threatening stance, attacks made upon allies within 5 feet of you also provoke opportunity attacks.
Grasping at Flames
Level 6+ Way of Consequence FeaturePrerequisite:Bite for Bite
While in your threatening stance, you are immune to the grappled and restrained conditions. Attacks that would normally impose these conditions also suffer disadvantage, while you make saving throws against effects that would impose these conditions with advantage if the effect has other relevant consequences.
Additionally, these effects provoke your opportunity attacks if they did not already do so.
The Thorn’s Toll
Level 13+ Way of Consequence FeaturePrerequisite: Grasping at Flames
You have mastered the art of vengeful precision, causing intense pain and joint damage as retribution. When a creature suffers damage from your opportunity attacks, they also suffer the poisoned condition for 1 minute. At the end of each of its turns, that creature may attempt a Constitution saving throw against a difficulty of 8 + your proficiency modifier + your Wisdom modifier or your spellcasting modifier, whichever is higher. On a success, the poisoned condition ends.
Sages
The sun. The self. The soul. Three philosophies and the religions framed around them are inextricably interwoven in the Wilds. High elves speak of the Sun as a source of absolute truth, and it is a limitation of ourselves and our world that we can’t contain the fullness of that light. Through study, meditation, and time? We grow ever closer to a time when the light may reach all places within and without. Their wood elvish cousins favor a study in struggle, seeking ecstatic experiences and attainments through constant seeking and self-improvement. Lessons are written in tears, scars, sweat, and satisfaction. Yet to the daev? Service is a form of spiritual transcendence. An ancient hubris haunts their cultural memory, and now they strive to serve in elaborate tiers of willing slavery, putting all in the hands of proven guides.
Aspects of these competing or complementary philosophies blend into a sort of meta-religion where Kin might consider the sun at dawn, noon, and dusk for inspiration, draw blood from a finger to honor a doe from a hunt, and then offer a month’s service from dusk to dawn at a household she feels she’s wronged.
Supernal Source
Elven magic is so intricately tied to their nature and culture that a unique supernal worldview is an alien concept. Students of the arcane, the divine, and nature share insights and practices without conflict or confusion among the Kind and their students. The difference, then, between the Galasteri view of the supernal and the elvish one is in how these arts are obtained, advanced, and especially governed.
The Galasteri empire and its many wayholders form an elite magocracy of a sort. Wherever power collects, magic is likely to follow. Elvish magic is more focused on achieving communal goals than in attaining or sustaining one’s personal power, authority, or knowledge. It requires a massive amount of minor magics to tend to the altered plants and animals that make the interwoven societies of the Kind possible. By subtly shifting nature to fold around and towards their needs, they can in turn help those beneficial aspects thrive. As such, cooperation has become the essential marker of elvish magical arts.
Supernal Boons
Wolf-Weaver
When you hit a creature with an attack roll from a cantrip or that creature fails a saving throw against your cantrip, allies who can see you may make the attack rolls of a cantrip with advantage and saving throws against their cantrips suffer disadvantage. This benefit lasts until the start of your next turn.
Circle Ritualist
You may assist others in casting ritual spells, reducing the casting time by half. Multiple ritual casters with this boon may work together, each one halving the casting time, up to a maximum of the spellcasting modifier of the caster initiating the spell. The initiating caster must have access to the ritual spell you cast together and makes any necessary rolls. They also have full control over the spell’s final results.
The initiating caster does not need to have this boon to benefit from the aid participants, but does not reduce the casting time by participating.
Imbue the Ebbing Flame
Prerequisite: the ability to cast 2nd-level spells
As an action, you may prepare yourself to aid an adjacent ally in casting a spell with a casting time of 1 action or less that they lack the focus to complete. In effect, you ready the focus for the spell they wish to cast on their turn as you use your reaction to complete the spell. The total focus needed to cast the spell is increased by half of the spell’s level, but those points may come from you or the original caster.
Using Spell Slots. For classes without focus, you must expend one or more spell slots with spell slot levels equal to the level of the spell being cast, plus half that spell’s level. Each participant may spend up to two spell slots to complete the casting. If enough slots are not expended, the spell fails, but the actions and reaction are still expended. |
Levy of Burdens
You may set aside a reserve of energies to maintain a spell with a duration of 8 hours or longer (including spells that last until dispelled or triggered). By spending focus equal to half the spell’s level (minimum 1), the levy maintains the spell for another increment. You may set aside this focus, not regaining it upon completing a short or long rest, to continue sustaining the spell until this levy is released.
The spell need not even be one that you cast. For spells cast by a willing caster at a higher level than you can manage, you must spend focus once per day towards the total spell level that are not replenished. Once paid, you may regain some of the expended focus, down to half of the spell’s level as listed above.
This service functions for and is especially useful for spells like teleportation circle that must be cast once a day for a full year to become permanent. For example, so long as the levy is set aside, the circle may be used once per day by the caster who first created the circle until the levy is released or the circle becomes permanent. Other spells with permanence continue granting their benefits while a levy is held.
You need not remain within range of the spell, so long as you’re on the same plane of existence at least once per week. If raised from death within a week, you may maintain the levy if you can expend the spell slots to pay the levy again before that week is over, starting from the dawn of the day before your death.
Adepts
Supernal Sources
Supernal Boons
On the Severance
A major influence on how Elvenkind currently functions and on how it views outsiders lies with its latest immigrants. A few centuries ago, those known as high elves were an uncommon sight in the known Dream. They counted as a minority even among the Kind, with most of their paler cousins residing in a land of their own. Only rarely did they cross the great Sea, and often with ill intent. They and their human kin were as likely to raid the coast and isles along the coast as the Orcs ever were, seeking glory, knowledge, and amusement as only the fey can do. Back then, pale skin meant danger.
Just over two centuries ago, one story turned to another at the first breath of a long summer. Instead of a few, thousands of snow-skinned humans and elves landed at the Ramparts and along the Scarlet Coast. Instead of raiders and fey-knights, ships bloated with families and a few heirlooms barely made land. Many didn’t. There was no orcish raid upon the Ramparts that year. For once, the Orc moved as one, and in a single summer? The elvish lands south of the Sea were no more, folded into their claim.
This great Severance from a homeland of holly, oak, and ash has profoundly affected those who descend from the survivors, and among the Kind? Survivors of the diaspora hold positions of authority befitting their age. It is they who seek more military might for the Kind, who support the Ramparts without question, and whose eyes fall upon the southern horizon with dreams and ambitions of home. While humans, as they’re wont to do, have acclimated and expanded, the high elves of the south have neither forgotten nor forgiven the shame, slaughter, and separation from ancestral lands. To them, the Galasteri represent a potential bounty - the resources they’d need to set wrong to right.
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