Aarakocra of Prometiia

Far beyond the edges of the colonies, beyond the forests of the Wood Elves and the plains of the tribesmen, over the ruinous deserts that only the twisted call home and across the lakes of the Old Things, there lies a mountain range unlike any in Avalon. Its peaks tower into the heavens, standing miles above the clouds. It is here no human has ever been, nor Wood Elf or Halfling. It is here that the Aaracroka make their home.

Undiscovered by Prometiia, the Aaracroka are feathered and winged men that range the skies and protect their tribes. They make massive nests where anywhere from thirty to a thousand may live together, hunting the beasts and fighting off the Drow raids from below their mountains. Where they come from none know for sure, for they do not use writing as most races do. Their oral traditions tell of Aruiak!, the Thunder Bird, whose feathers fell to the world and became the first Aaracroka. Shamans rear the young and teach them these same things, using their masteries over the element of air to prove their tales.

The Aaracroka tribes are beyond numerous; there are more than half a hundred thousand, containing millions of the birdmen. At times they war with another, but they just as easily unite against the Drow beneath them, or the other threats they face in the mountains.

Below are a number of the most powerful Aaracroka flocks:


The Pcantu!tu, translating to The Thunder Callers in common, is the most massive and powerful of the Aaracroka tribes. Their sorcerers are the most powerful, controlling lightning and thunder which gives them uncontested reign of the heavens. They leave on one of the tallest mountains, a nameless thing of black stone that is said to be the origin of all storms. A council of four lead this tribe, who are said to be able to evoke the spirit of the First Storm that has ever existed.


Whereas the Pcantu!tu are known for their shamans, the D’uuuu—translating to Whisperers—hold martial power unmatched by virtually any other clan. Their warriors are the fastest, having mastered techniques of flying and using clever contraptions to make them as fast as the lightning that their rivals wield. Likewise, they discovered gunpowder almost a hundred years ago, and have developed a number of weapons based off of it. Unlike many other tribes, the D’uuu has developed written language, giving them an edge over many of their peers. Their leader is a female Aarocroka who is said to have once slain a mighty storm demon. Her feathers, which are burnt black, give credence to this tale.


The most hated clan of the Aaracroka, the Nchannch are known for their predatory ways. They are smaller than the other two more powerful clans, with only fifty members in their nest. However, the Nchannch—a word that translates to Cannibals—wield a dark and evil magic. By harvesting the souls and flesh of their fallen enemies, they have created a powerful force of fell birdmen that cannot be killed by natural means. Likewise, by devouring their kin’s souls through their magic, they attain great power. Many of the Nchannch have lived for hundreds of years, waging an eternal war against their brothers and sisters in a bid for dominance of their mountain homes.

Below is a number of famed Aarakocra

Sallek, Who Screams

Sallek is a lone birdman that many, even those of the Nchannch, fear. It is said his power was granted to him by Aruiak! personally, turning his feathers a shining gold and his talons and beak dark as thunderclouds. With a single scream he has shown the power to hurl enemies back hundreds of feet, making him unapproachable by hunters or ranged weaponry. Sallek patrols the skies, independent from his fellows, seeking to find disturbances in his world so that he may destroy them with the Voice of the Storm.

Zeed Deadsky


Where as Sallek is seen as an infamous hero, Zeed Deadsky is his antithesis. A member of the Nchannch, he has lived for over a thousand years. His body has lost all feathers and flesh—he is a skeleton of what he once was, but controls a power so great that he has fought off ten armies by himself. His name, Deadsky, is a memory of that battle, where he would slaughter and then turn his foes against one another through his necromantic arts. Whatever Zeed’s purpose is, it is one that all Aarocroka dread to see in full—newborn chicks are told of his atrocities, and warriors are told to be on the lookout for when he may appear.


Goliaths in Prometiia

Far beyond the reaches of civilization are the Goliaths—a race of men whose blood has been intertwined with the magic of the world around them. They are men of immense size, products of the mountainous region they come from. They stand anywhere from eight to eleven feet tall, composed of nothing but muscle, tattoo, and hard, stony skin. There are fair men, believing strongly in competition and proving one’s worth.

Though they are scattered across the mountainous regions of the far west, tribes often come together in one great council once every season. It is here that the Goliath Chieftains discuss the world and its events, determining what they must do to survive through the next season. Though tribes have gone to war in the past, when they all collect to plan for the future, all feuds are put aside in order to assure the survival of their race.

Goliaths have a long history with the bridmen of the upper mountains. They have traded, fought, and worked together in the past many a time. Though the two races lack a consistent writing system, Goliath and Aaracroka both have long-lasting memories. Thus, tribes that are friendly often stay friendly, and tribes that are enemies often stay enemies.

Below is a number of famous Goliath tribes:


The Katho-Olavi are the greatest clan, with more than thirty-thousand members swelling its ranks. They have a long history of conquest, and hundreds upon hundreds of clans have been devoured by the Katho-Olavi, allowing them to grow bigger with every year. Their leader, Uthal Skyslayer, is a known hunter of Aarocroka tribes, and he is the primary antagonist when it comes to relations between the two races. At the seasonal summits, he throws around his weight often, bullying less powerful clans and threatening to devour them and their traditions if they don’t follow him.


In the face of the Katho-Olavi’s overwhelming power, many clans have been forced to come up with new ways to cement their independence. The Ogolakamu found their way hundreds of years ago when the first Avalon Druids came to the new world. Working alongside the Druids, they have attained great magical powers from the lands on which they live. With these powers, they have been able to consistently turn back Katho-Olavi attacks, repel Drow raids, and stand on equal footing against the Aarocroka. They are led by Manneo Forestson, a wise old Goliath who is respected by many at the season summits.


A clan known for their hunting ability, the Kolae-Giancalu are incredibly small, with only one hundred members carrying the tribal name. However, they are all a cut above their brothers when it comes to the hunting and handling of beast. Their members are required to slay and devour the heart of a great creature before they can be called adults, so that they may both prove their talents and hopefully inherit some of the beast’s power. Their leader, Eglak Steadyhand, is a man famed for shooting a Pegasus out of the sky at a hundred meters with but a single arrow.


Spoken of only in hushed wispers, the Thuliaga are a clan that others simply do not understand. They do not attend seasonal summits save in the autumn, where they say nothing and contribute naught to the councils. What they do beyond that is unknown. The Thuliaga spread out every season, scattering and venturing out into the world beyond the mountain ranges. Some say that they are the consorts of unnatural demons and that they visit their wives in the hells below. Others say they are in alliance with the Drow, using their odd, black clothing as reasoning for this. However, any truth to the matter is long from discovered.

Below is a couple of famed Goliaths:

Pakan Honestheart

No Goliath is as well-loved as Pakan Honestheart. He is a clanless wanderer—something that most consider heretical and dangerous. However, a lifetime of good-doing has slowly changed that stereotype. There is no clan that Honestheart has not visited and helped, and though he has his enemies, they know better than to be open with their dissent against him. His most famous symbol is his staff, World Blesser. Said to have been forged from the bark of a dying ent, the thunderous shockwaves it produces sows life into the land and disarms even the greatest threats.

Ruthal Skywatcher

Brother to Uthal Skyslayer, Ruthal is considered by many to be the real brains of the Katho-Olavi clan. He is genius when it comes to battles and traps, and he is said to know a hundred ways of taking an Aarocroka down. In the tribe, he is known as a contender for the leadership of the clan, and though he is brothers with Uthal, he often challenges him on every decision. In recent years, the two have been opposed on almost every matter concerning the welfare of the clan.

Mane Hundredarrow

An exiled member of the Kalae-Giancalu clan, she is considered the best shot amongst the Goliaths despite her status. As the tale goes, she was exiled when she stole not one, but ten kills from Eglak Steadyhand. In his rage, he challenged her to a duel—whoever could shoot the most birds from the sky would take control of the clan, whilst the loser would be exiled. In an unparalleled feat, Mane took ninety-nine birdsout of the sky with a single flurry of arrows. Instead of killing the hundredth, which had already been notched, she declared that she no longer wished to be a part of the clan and forfeited the challenge. Since then, rumor has run rampant amongst the tribes, worsening Steadyhand’s reputation while making Hundredarrow’s better.


Una-Dankor, translating to “City of Mountains,” is where the Goliath clans meet once a season to discuss the future of their people. It has but one official gate which all Goliath must enter through, going through a massive mountain whose peak is said to stand with the stars. Una-Dankor itself sits in a massive crater lake, ringed by tall mountains and stone that allows for no invader to take their people by surprise. Inside of Una-Dankor, weapons are not allowed to be drawn, and all blood feuds are left at the gates. Likewise, the greatest sorcerers of the Goliath people stay here, performing rituals that are said to bring good luck to all tribes on the field.

Bards of Prometiia

In Penrith, there is a single bardic college. This college, called The Thunder of Song, is well-known for training entertainers, advisers, and drum boys for the nobles and military respectively. Though many others have tried to make their own colleges in Avalon, they have all been slain by the monopoly that the Thunder of Song holds over the arts and the magic that possesses them. As a result, in Prometiia, many exiled, rejected, or rival groups have come to form their own colleges.

It is in Verdade, and only Verdade, that these colleges spring. Though they must still compete with the Thunder of Song’s branch in the capital city, which is funded by numerous high-ranking nobles, they are not as easily destroyed and dissolved as they are back in the motherland. Here, people are trained in the art and magic of song and sent to advise politicians, to work in the armies, or simply to run the massive performances they put on to earn a large amount of money.

Other bards, however, are trained by the wandering magicmen that claim no faction or college as their own. These spread out to all territories, including the Frontier, where they often seek truth, adventure, or the tallest of tales.

Below are a number of famous colleges in Verdade:

Four Seasons

Four Seasons was the first of the new colleges, formed by Maximillian Pendragon, a poet famous in Avalon. It focuses on the art of writing and theatre, with famous poets and playwrights abundant. They put on the largest performances and have earned enough money to compete against The Thunder of Song in Prometiia. Likewise, the magic they produce makes wonderful works of art sold not only to the rich in Prometiia, but also to nobles across the world in Avalon. Their current chair is Charlemagne Pendragon the Second, a middle-aged playwright of great renown.

Swordsong Academy

Swordsong Academy works directly with the army of Verdade, training drum boys and valor bards to swell the ranks with inspiration and magical power. Whereas the Four Seasons is the artistic college to go too, Swordswong Academy is where the army sends those with aptitude in rhythm and war song, as well as their most charismatic magic users, to be trained. It is currently run by General Barbaros, a man who wields a magical sword of seven strings.


The Moonlight is the smallest of the new age colleges, but has earned a vast amount of prestige in its short existence. It is formed of only thirteen bards, one from each city state in Avalon, and each a master-class warrior, mage, or performer. When they decide to put on performances, they hire the aspiring as extras and train the promising in a few of their ways. No other college, either in Prometiia or Avalon, can match the magic or awe-inspiring nature of the Moonlight’s master-class performances.

The Thunder of Song

A branch of the main college based in Penrith, the Thunder of Song in Prometiia is in constant competition against both Four Seasons and Swordsong Academy. Headed by Lance Wolfang, a man made famous for creating animated books of magic, they seek to undermine and overcome all other colleges through any means necessary, even if it involves utilizing the Thieves Guilds or other, less legal means.

Below is a number of Bards famous because of their own talents:

Soul Mystique

Soul Mystique is a lone bard that made her name in Espellismo and Trabayo almost one hundred years ago. A High Elf from an unknown family, she puts on magical performances for nobles, the rich, and even the poor and the common from time to time. She is a local hero in some places, and a thing of myth in others. Rumor has it that she has even captured the heart of Espellismo’s own Sorcerer Cabal, a feat that should be all but impossible. Finding Soul Mystique is impossible unless she wants to be found, and learning from her is something beyond even that, but some claim that she has taught them a secret or two.

Mr. Vestige

A Bard as mysterious as Soul Mystique, Mr. Vestige is a man of a thousand faces. He is a traveler that has put on solo performances in all three colonies, and has even brought cheer to the frontier on more than one occasion. Much like Soul Mystique, no one can say who he is or where he comes from—no one even knows what race he actually is. Rumors abound about his identity, made larger by the fact that he’s worked with the Moonlight College and the Four Seasons on more than one production. Some say that he may not even be a living man, but a ghost or spirit of some long-forgotten bard. Whether this, or any of his many tales, are true, none can say.

Solomon of the Falls


Unlike the other two famous bards, Solomon of the Falls is not some mysterious individual or a whisper on the wind. He is a very real man, a dwarf in fact, whose name and legend is most famous in Trabayo. It is said that he earned his freedom thirty years ago after tricking his masters in a game of cards, where if he lost he would tell them the secrets of the Mountain Dwarves technology. Winning, either through trickery, luck, or cunning, Solomon of the Falls has went on to become a masterful performer and teller of tall-tales. He has even crafted his own organization, a circus tied to no college, that uses the majority of its money to buy slaves and to make them freemen. To those underfoot, none are more important, famous, or well-loved as Solomon.

Genasi of Prometiia

South of the Prometiian lands, across the Dead Desert, beyond the Devil’s Maw, lies the continent of Yaxchun, home of the Tieflings. But to believe that they are the only race that has colonized that land is a grave mistake. To the west of their empires, nestled in the coastal Chawpin Mountains, is the dominance of the Genasi.

Before the first words were written down, the Genasi and the Tieflings waged war against one another. Though many conflicts have sprouted over water, land, and resources, the never ending battle between the two races is as religious as it is material. It is the belief of the Genasi that they are the children of the planet herself. This is evident in their biology. Each represents another piece of the world: Fire, Water, Earth, or Air. It does not take two of the same to make another, however. When a Genasi is born, their element is decided at that moment by what they believe to be the planet itself. Thus, two Airsouls may birth a Watersoul, and a Firesoul and Earthsoul may birth an Air.

In Genasi scripture, their demonic brothers and sisters are the results of Genasi corrupted by demons and other vile monsters. To see them so prosperous is an affront to what they stand for, and thus their war continues. It is led by the Firesoul and Earthsoul Genasi, both ethnicities whom are bred for war and slaughter. They, along with the Watersoul (who, with trade and agriculture, keep their people alive), are led by the Airsouls, who serve as the strict government of the dominance.

The eternal war they have raged has not left the Genasi numerous, however. Every year Tiefling raiders kill more than are born and, slowly, the waning of their dominance has begun. This has left them a militant people. Law and order is upheld by the Airsouls through any means necessary, bleeding the nuance out of their culture and leaving behind only the hard edge of the blade that they pray will bring an end to the Tiefling blight.

But with their people and culture dying, they are slowly losing the power that has kept them alive. Just as less children are born, so too are the natural Genasi magicks that they use dwindling. Soon, their scholars fear, they will be defenseless, and then slaughtered on the steps of their enemy’s pyramids.

Below is a short description of each of the Genasi castes:

Asurilac, the Airsoul


At the top of Genasi culture stand the Asurilac, those who claim to be of the Soul of Air. When an Asurilac is born they are taken from their families after a week and raised in temples that straddle the peaks of the great Chawpin Mountains. There they are taught the most powerful magic or, if they prefer, the way of fighting with a weapon of their choice. Then they are taught how to rule. Asurilac are the officials and the nobles, who keep the dominance rigid and orderly. Their own nature, however, is often flighty. While everyone under them slowly waste away under millennia of war, they keep the culture alive themselves, living in what could be related to as paradise. Though they try to keep it secretive, many know this and resent the Asurilac for not following their own ways.

Ninailac, the Firesoul


Considered to be the second most powerful caste, the Ninailac are the most dangerous and passionate of the Genasi people. They rule the military alongside their earthen brothers, but are also the keepers of culture alongside the Asurilac. In fact, the few public festivals and performances put on in the dominance are by the Ninailac and them alone. The good they do for their civilization through battle earns them this right and many others. Lesser Genasi often complain about how they do not need to follow the laws as tightly as everyone else does. Crimes are most often perpetuated by the Ninailac, as their sense of entitlement from their war born culture fosters an arrogance as hot as the fires that burns within them. Despite this, few can say that the Ninailac are undeserving of the liberties they take. Crass as they may be, they are geniuses of war and fighters without compare.

Kuchpailac, the Earthsoul


The Kuchpailac are not what they once were. Of all the Genasi ethnicities, they have suffered the most from the loss of culture. Once the proud shamans and religious leaders of their people, they are now nothing more than soldiers and policemen for the Asurilac’s dominance. They are taken at birth and raised in large familial groups by Ninailac who teach them nothing but violence. Often they cannot even read unless they are sent to the frontlines; generally, they are just used as enforcers for officials to ensure that the law remains unbroken. Still, there are Kuchpailac who believe in the old ways and go rogue, choosing to worship the earth instead of wetting it with blood. These are regarded with disgust by many Genasi, and are often not allowed into their cities and villages on punishment of death.

Paramilac, the Watersoul


Least of all the elements are the Paramilac. They neither fight, nor use magic, nor put on the performances that keep the remains of their culture alive. Those that are born from the water spirit are the farmers and the laborers and the merchants of their people. Even as the least respected by the other ethnicities, those of the Paramilac are the most vital to the dominance. Their constant, tireless work keeps the soldiers fed, the money flowing, and the land well-tended. However, they still have no say in the government itself. Oppressed and abused, they are not even allowed to choose which village or city they wish to live in. Where they are born they must stay unless they are trained as merchants. This stagnation has killed much of their culture, just as the burning of the Kuchpaliac has taken away theirs.

Aasimar of Prometiia

The world of Prometiia is not a series of three free colonies. They are controlled by the mighty empire of Penrith, who holds dominion over the continent of Avalon. And though the High Elves are quick to name themselves rulers, they know that is not so. The true nobles of the Penrith Empire, and by extension, Prometiia, are the legendary Aasimar—a race of beings whose blood is touched by the gods themselves.

It is said that nearly a million years ago the Seven Circles of Heaven descended to Earth and blessed it with the kiss of life. The first race they created, the stories continue, was the Aasimar. Claiming to be the children of the gods, the Aasimar went on to establish a dominion over every race on Avalon after them. While numerous wars, plagues, and cataclysms set them back again and again, eventually they were able to establish an absolute sovereignty over the continent, and have ruled for thousands upon thousands of years ever since.

When one sees an Aasimar, the idea that they are of the gods becomes more than myth. Their skin is always fair, no matter what happens to it; no amount of tanning, bruising, or injury can leave them truly marred, and scars never take hold. Their hair is often a radiant blonde or silver, though other colors have been seen, always rich and beautiful. Most impressive of all, however, are their eyes. While always sharp and bright, when an Aasimar becomes emotional, hurt, or is embroiled in battle, their irises begin to glint gold, showing signs of their divinity.

Even with the totality of their leadership, it is rare that an Aasimar is seen outside their castles and walled cities. Even the people in their most immediate dominances will see them maybe once in their lifetime. This is because the Aasimar are an utterly secret race, and the mysteries they claim to hold are too great for even their High Elf brothers to see. Of course, this idea has been challenged many a time, and when it is the Aasimar show why they are the rulers of Avalon. They foster the most powerful Wizards, Sorcerers, and Fighters, and use their overwhelming martial might and claim to divinity to raise armies in the blink of an eye.

Despite their power, however, the Aasimar are not many. Their life spans are still within the bounds of any mortal race, and the numerous disasters they have suffered for what they claim to be a million years has left more than a few thousand left alive, if that. Making matters worse, when Aasimar’s try to break free of tradition so that they can strike their own path, they are often hunted down and killed.

But there are still Aasimar who wander the earth. Every generation, a handful is designated by the Emperor himself to travel the world so that they may remind the people of their greatness. These travelers are often Paladins or Clerics, though they have been seen following all walks of life.

Lastly, the Aasimar are organized into seven noble houses, each one based off one of the gods they claim to be descended from. Their names are simple—they take the names of the gods and say they are of their blood. For example, those house Axiablood believe themselves to be the blood of Axia. The Picosblood believe themselves to be the blood of Picos. The emperor alone holds a different name. In fact, he sheds it entirely; they are the Emperor of All Seven Houses, and thus have the blessing and blood of all Seven Circles. To most, this makes him appear as if he is a god on earth, or at the least an avatar of the Seven.

Below are just a few of the most important Aasimar in Prometiia and Avalon:

Emperor Rosen, of All Seven Houses


The emperor of the Penrith Empire and its colonies in Prometiia, Rosen of All Seven Houses is a man known for his power, his wisdom, and his cunning. He has served as emperor since he was a fourteen year old boy, and has been tested every year since. Wars to the south with the Minotaurs and to the east with the desert-dwellers have put him through more than ten major conflicts in his lifetime. Each one he ended within a year, on the frontlines himself, losing no more than a few thousand men in each conflict. These battles have earned him many a nickname, as the feats he has displayed have all been heroic and tremendous. It is said that he was blessed by all Seven Circles themselves, and that even seeing him can make a man divine. However, like most of his predecessors, seeing the Emperor is a rare thing, and he operates mainly through the High Elf proxies.

Queen Domera the Third, of House Tranzuilblood

The queen of the Penrith Empire, Queen Domera hails from the Tranzuilblood house. Like many of her kin, she is a Wizard of untold power; it is said that she once brought down the stars themselves against the enemies of the throne. A cold woman when seen, she does not enjoy interaction with any non-Aasimars. Many High Elves, it is said, disdain her and see her as haughty and arrogant. Still, many others know not to cross her. It is said that the legendary assassins of Avalon, the Shadowless, are tied to her, though those that speak such rumors quickly find themselves no longer able to speak. Needless to say, under Queen Domera, it is rare to see someone step out of line much, if at all.

Sir Cavan, of House Intrigablood

Sir Cavan is the face of the Aasimar in the modern age. A knight who is also trained in the arcane, he has been sent to Prometiia, along with his sister, to spread the word, influence, and might of the Aasimar race amongst the commoners. Though he is young, he is also powerful. He has proven himself in battle against some of the greatest foes Prometiia has faced in the north: the Half-Orcs, the Hobgoblins, and the Giants themselves. These battles have earned him the nickname “The Sword of Gods,” because of how skilled he has proven himself in battle. Still, unlike his sister, he is distant from the common man. Though soldiers see and love him, those who don’t fight see him as a violent representation of the noble class.

Lady Zariah, of House Intrigablood


The twin sister of Cavan, Zariah serves as the more beautiful and kinder face of the Aasimar race. Whereas her brother is famed for his battles, she is famed for the blessings she gives the small folk. Many a time she has been seen going into the slums and helping the cripple, feeble, and poor so that they may again return to society. What many also do not know is that Zariah is a powerful Sorceress as well, and thus mistake the miracles that happen around her to be the acts of the Seven Circles themselves. Because of this, many have taken to calling her Saint Zariah, and have even begun to worship her, despite her protest.

Homebrew Archetype: Spy

Every faction, government, and organization needs a way to earn information. Rogues that make follow the Spy archetype are those people. You hone your arts in subterfuge, disguise, and espionage. Not only is stealth important, but the art of deception and manipulation are the Spy’s weapons of choice.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and forgery kits.

Dangerous Element

At the 3rd level, you are more skilled at manipulation and lies. Add your intelligence modifier to any charisma checks or skill rolls that you make. In addition, when you are disguised or have charmed a target, you may make a sneak attack even if the target has no allies adjacent to it.

No Detail Missed

At the 9th level, you gain advantage on all investigation, perception, and insight rolls. In addition, when you watch a creature for more than one hour, you learn all vulnerabilities and resistances that the creature may have.

Well Connected

At the 13th level, you have established a large network of information unique to the planes of existence you have visited. Using this network, you can ask the Dungeon Master a number of questions equal to your intelligence modifier. The Dungeon Master then rolls a d20 secretly. On a ten or below, the Dungeon Master can falsify the information you learn from your information network.

Classified Information

At the 17th level, you have become a master of stealing and relaying information. On your turn, you may use your action to observe the target and rely the information to your party, giving them advantage on all attack rolls made towards the target until the end of your next turn. You may continue doing this as a bonus action every subsequent turn for a number of times equal to your Intelligence modifier. You may only use this feature once per short or long rest.

Homebrew Archetype: Oath of Temperance

The Oath of Temperance is taken by those who wish to use their resources to help others without receiving benefits or rewards. They value themselves no higher than the common man; those who take this oath are down to earth, seeing their job in the same vein that a farmer does plowing the land. Those that follow this path believe that all evil can be repented, and only wish for the good of all humanity.

Tenants of Temperance

The tenants of those that follow this oath were created by some of the humblest knights of the many Choirs. Those that follow them do so strictly, seeing them as hard rules meant to keep their egos in check.

Always Show Restraint: Power used recklessly can cause more harm than good.

Give Mercy: Everything and everyone has a shard of good in them. Give it a chance to emerge.

Be Humble: Remember that your job is no more important than the farmer or blacksmith’s own.

Moderation of Ego: Understand that sometimes what you want is not what you need, or what needs to be done.

Oath Spells

You gain oath spells at the paladin levels listed.

3rd Bless, Heroism
5th Calm Emotion, Hold Person
9th Glyph of Warding, Leomund’s Tiny Hut
13th Polymorph, Otiluke’s Resilient Sphere
17th Hold Monster, Wall of Force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Repenting Prayer. As an action, you can pray for the soul of the creature you want to attack. For one minute, every attack you make against that creature may have your Wisdom modifier added to both the attack and damage rolls. Additionally, Divine Smites and spell-based smites do an extra 1d8 damage to that creature. You may not do lethal damage to this creature until the combat is over and the creature commits another evil act, as per DM’s discretion.

Vow of Humanity. As an action, when you see a frightened or charmed creature, you may present your holy symbol and begin to pray for that creature. That creature is no longer charmed or frightened; however, you must make a Wisdom saving throw equal to your 8+your proficiency+your Wisdom modifier or suffer the effects yourself.

Life Saver

At the 7th level, you produce of an aura around you for 10 feet. When any creature is struck while inside of your aura, you can use your reaction to split the damage in half between you and the creature. At the 18th level, this aura spreads to 30 feet.

Blessing of Mercy

At the 15th level, when you see a creature hit 0 hit points, you have until the end of your turn (or one minute out of combat) to cast Spare the Dying as a bonus action on the creature, keeping it stabilized and unconscious at 0 hit points. A creature may only receive this blessing once.

Savior of Souls

At the 20th level, you can take the form of a Savior of Souls. You may gain a halo of radiant light, begin to exude a gentle aura, hush the sounds and levels of light around, or some other peaceful effect signaling your transformation.

Using your action, you may undergo this transformation. For 1 minute, you gain the following effects:

  • You may roll a number of hit die as an action, losing that much health and restoring it to all creatures within 10 feet of you.
  • Creatures you strike must roll a hit die. When they fall to the amount of HP rolled or lower they are incapacitated but blessed, and thus cannot fall to 0 hit points until they commit another evil act. The player decides whether an act is evil, and a creature cannot be blessed more than once in its lifetime.
  • Allied creatures within 10 feet of you automatically pass saving throws, but you must make the same saving throws at disadvantage or suffer the effects.

Once you use this feature, you cannot use it again until you finish a long rest.

Homebrew Archetype: Path of the Gladiator

The path of the Gladiator is one filled with perils. Only the luckiest, most skilled, and most creative are able to survive for long. Barbarians who go down this path use their rage to increase their chances of survival, as well as to make fighting a bloodsport worthy of watching. Crazed maneuvers, gory finishes, and trading blows is the name of the game for Gladiators.

Visceral Combat

Starting at the 3rd level, your rages have grown more violent. For the duration of your rage, whenever one of your attacks connects, choose one of the following effects. Effects of the same name do not stack. The creature struck must make a Constitution saving throw equal to 8 +your Proficiency bonus.

Mangled Arm: You mangle one of the creature’s arms, disarming it of its weapon. The creature cannot use two-handed weapons until it heals an amount equal to the damage dealt.

Ruined Leg: You ruin one of the creature’s legs, reducing its speed by ten and imposing disadvantage on dexterity checks and saving throws until it heals an amount equal to the damage dealt.

Savage Wound: You leave a savage wound on the creature, forcing it to bleed out. Every turn, it loses an amount of maximum hit points equal to half your Barbarian level (minimum one). This lasts until the target receives healing equal to the original amount dealt.

Monstrous Body

At the 6th level, your body has become a powerful tool of war. While raging, you have advantage on all constitution saves, and any checks that would leave you prone, incapacitated, or that would knock you back.

Famed Scars

At the 10th level, the battles you have been through have spread like wildfire. When talking to another sentient creature, you can attempt to charm them as an action by telling them how you got your scars, impressing onto them your combative ability. They must make a Wisdom saving throw equal to 8+your proficiency bonus+your Charisma modifier or be charmed until the end of your next turn. On subsequent turns you can extend this effect, however the DC lowers by two for each attempt on the same creature(s).

Bloodsport Finale!

At the 14th level, you have mastered the art of gladiatorial combat. Roll a number of hit dice equal to your total levels plus an additional amount equal to your constitution modifier as a bonus action. Upon losing the amount of HP rolled, any attack you make after that point while raging does critical damage, but does not automatically hit. If the number of hit points rolled is greater then your maximum hit points, then this ability triggers when you have one hit point left.

Homebrew Archetype: Witch Slayer

The Witch Slayer archetype is for Rangers who wish to neither protect the land with beasts or to hunt down dangerous monsters. Those who follow this path specialize in controlling, combating, and countering the magic of those who would otherwise abuse it. Unlike Paladins who smite evil, or Eldritch Knights who fight fire with fire, Witch Slayers baptize their enemies, reverse the effects of harmful spells, and keep magic from overwhelming the world.

Curse Breaker

At the 3rd level, you have learned to stop spells before they are cast. When a spell is being cast that you can see, you may use your reaction to make a ranged or melee attack at the caster. On a success, the caster makes a concentration check. On a fail, their spell is countered, and the caster takes additional damage equal to your Wisdom Modifier.

Anti-Magic Tactics

At the 7th level, you have faced enough magic to learn how to effectively avoid it. After seeing a spell, you have advantage on saving throws against it, and it has disadvantage to hit you. This only applies if you are not asleep, paralyzed, or otherwise incapacitated.

Baptizing Rite

At the 11th level, you have learned how to purify casters of their magical abilities. When you strike a creature that can use magic, it must make a concentration check equal to your spellcasting difficulty level. On a fail, choose one of the following effects:

Disrupt Magic: The creature cannot cast any spells higher than your spell casting level until your next turn.

Uncontrollable Magic: When the creature casts a spell on its next turn, it takes half the damage of the spell cast and must make a saving throw against any non-damaging effects of its own spell.

Superior Anti-Magic Tactics

Starting at the 15th level, choose one of the following benefits.

Spell Slayer: Once per turn, you may designate an attack as a Spell Slaying attack. When this attack hits a spell, the attack is treated as a counterspell, destroying the magic in question.

Magic Hunter: When a spell is cast within 60 feet of you, your senses tell you that it was cast, in what direction it was, and how powerful the spell was.

Heretic Killer: When a creature you are fighting casts a spell, on your next turn you may take one of the following actions for free: Attack, Shove, or Dash.


Wood Elves of Prometiia

Only on the sprawling continent of Prometiia can the Wood Elves be found. It is said that, at the dawn of days, all elven species were one and the same. If that is true, it is hard for many to accept that the High Elves of Avalon are related to their Prometiian brothers in any way, shape, or form. This is not because of appearance; truth be told, the ears are actually quite damning. However, the cultures, biology, and even the magic between the Wood and High Elves is almost like night and day.

Wood Elves, when first seen, are distinct. Their skin is almost always a dark brown or tan color, the result of generations being bred underneath a harsh sun. Though there are pale Wood Elves, as such a massive population leads to some extremely unique features amongst them, most also scar their bodies ritually or tattoo themselves heavily. Depending on the tribe, either of the practices, both of them, or something else may be used to symbolize something unique about their clan. Wood Elves also bear golden or brown eyes, black or green hair, and are slightly larger and bulkier then their High Elf cousins.

Much like other elves, Wood Elves live far beyond the timeframe of mortals. However, unlike their kin in Avalon, they are not truly immortal. Wood Elf lives are based on seasons—universally, from tribe to tribe, this has become the method for establishing their ages. A Wood Elf in the spring of its life is often a child, and is considered as such until they physically mature to appear like a human adult, generally around the age of thirty. From then on they live in their summer, the longest and most powerful time of their life. It is during this period of their life, which lasts until they are around five hundred years of age, which they are at their physical, magical, and mental primes. Afterwards begins the slow decline of their autumn, where their hair begins to change colors into reds and oranges and yellows and golds before, eventually, they reach their winter.

A Wood Elf in his winter is a hard sight to see. They often go both blind and deaf, their faces become extremely wrinkled, and their hair goes snow white before it begins to fall out in large clumps. A autumn can last anyone from one to two hundred years, but a Wood Elf in their winter is lucky to last a decade.

Wood Elf tribes are incredibly varied, and it is said that there are as many factions as there are stars in the sky. Though this is a gross exaggeration, one cannot deny that dealing with such a scattered culture is difficult at best, and impossible at its worst.

Though there are thousands of Wood Elf tribes, below are three that are most pertinent to the colonies of Prometiia:


The Antara, locally known as the Mountain Elves, is a massive tribe that lives in the Nechedo Mountains. As the Nechedo borders all three colonies, their experiences and interactions with humans and other races has been varied. The Trabayo often try to enslave them, leading to endless skirmishes of guerilla warfare in the mountains that has left the corpses of elf and man to fill the mountain passes. In the north, bordering Verdade, they are hostile still towards poachers in their lands, but have been forced by both the Holy Army and the Rangers to at least attempt to compromise with the humans. Despite this, the many subtribes of the Antara have almost constant conflict with someone or something, and have become incredibly warlike and restless as a result. Many times the governments of Verdade and Trabayo have entertained annihilating the Antara before the problem escalates, though there have been no actions so far taken in that general direction.


As opposed to their warlike Antara kin, the Supla (called the Swamp Elves by the common man) primarily live in the vast swamps and marshes of Espellismo. It is here that they practice many a magical art, all strange, foreign, and alien to even the Sorcerers and Wizard Guilds that have set up shop in the swamplands. They are skilled in stealth and thus rarely seen, and though the Sorcerers of Espellismo seem to have no limits to their magical experiments, even they are wary of disturbing the Supla. Many a time a battle of magic has been waged between man and elf, only for the elf to not only come out on top, but also to wipe out the entire cabal of mages if needed.


Though it is common belief that most Wood Elves are savages, the Tol reject that stereotype. Also known as the Sea Elves, the Tol have mastered the art of sailing, and have many islands south of Espellismo that they have made their homes. Unlike many other tribes, those of the Tol have their own writing system, economy, and even work with the volcanic Mountain Dwarves to establish obsidian and metal weapons for themselves. However, though the Tol rarely deal with Prometiia as a whole, they are the primary targets of the Tiefling Empires to the south. Constant raids have set back their civilization time and time again, and it is doubtful they’ll last more than a century against their demonic foes.