Character Classes in Thule

Aug 13, 2018 6:56 pm
Here is some information on character classes in Thule, including some options and archetypes unique to this area. You can use anything from Wizards of the Coast official published materials, so long as it fits in with the story of Thule, as well as UA content with clearance from the GM first. You may also use one of the character class features listed in this thread.

* means that this is a spell or feature new to Thule. Text to these spells will be shown in the Spells and Features thread.
Aug 13, 2018 7:02 pm
Barbarians

As you might expect in a setting of savage wilderness and ancient civilizations, barbarians can be found anywhere in Thule. Barbarians come in two basic varieties: savages and advanced tribes.
Barbarian characters from savage tribes begin their careers as hunters, scouts, or warriors who know little of the lands outside their tribe’s hunting grounds. Savage tribes are small and insular (rarely more than a hundred people or so), so relatively few ever wander into civilized lands or become adventurers. Those individuals who do leave their homelands possess unmatched woodcraft and survival skills, and are prized as wilderness guides or trackers. These barbarians may be backwards, ignorant, and superstitious, but they aren’t necessarily stupid—given a chance to arm themselves with better weapons and learn the ways of other lands, they are quick to do so.
Barbarians from more advanced tribes tend to know much more about the world outside their homeland. Stories of civilization’s riches (and delights) draw many restless barbarian warriors to leave their homelands and seek their fortune as mercenaries—or raiders. Tribes of this sort tend to be strong in numbers, comfortable with practices such as agriculture, animal domestication, and metalworking, and more than a little warlike. Their reputation as fierce warriors ensures plenty of opportunities for employment in Thule’s more civilized lands.
The most important part of a barbarian’s identity (at least at the beginning of her career) is her tribe. Some of the more notable tribes include:
Ammur: Fierce Dhari hill-clans from Ammurath, south of the Kalayan Sea.
Bearslayer: A tribe of dwarf warriors from the Thousand Teeth.
Bolotanga: A savage Dhari tribe from northern Dhar Mesh.
Drangir: A bloodthirsty Nimothan tribe from Hellumar.
Hurgan: Nomadic Kalay tribes from the eastern shores of the Kalayan Sea who domesticate and ride Thulean elk.
Jomurjan: Kalay nomads who roam the southern portions of the Thousand Teeth and the western parts of the Lands of the Long Shadow.
Kyr: A vicious tribe of Dhari savages from the swamplands of Phoor, notorious headhunters.
Narthan: Nomadic Dhari mammoth-hunters who roam the plains of Nar.
Ullathi: Nimothans who launch sea-raids against eastern Thule each spring.

A new primal path: Path of the Slayer
Like totem warriors, slayers are shaped by the beasts and the elements of the savage world in which they come of age. But where totem warriors see a world of spirits to honor or follow, slayers see a world full of deadly dangers. The dire wolf, the saber-tooth, the giant viper—these are not supernatural beings, but instead rivals and enemies. The Thulean wilderness hardens the body and sharpens the wits, offering a never-ending series of lethal lessons only the strong, the quick, and the cunning survive.
Many barbarians—berserkers, for instance—glory in battle, losing themselves in savage bloodlust as they charge mindlessly into the fray. The slayer’s battle-madness, however, takes on a different form. His rage leads instead to a cold and deadly place, a place of iron resolve and calculated murder. The fierce determination to strive and survive drives the slayer to feats of strength and deeds of pure endurance that seem superhuman to the warriors of more civilized lands.

Slayer’s Rage (3rd level): Double your rage damage bonus when you fight using a two-handed weapon. In addition, when you reduce an enemy to 0 hit points on your turn, you gain a bonus action to move up to your speed. Slayers learn to strike hard and keep moving, since survival in the wild depends on taking threats down fast and staying ahead of your foes.

Grim Resolve (6th level): When you fail a save against an effect, you gain tactical advantage on all subsequent saves against that effect for the rest of the encounter. This might apply to a single spell or condition that allows you a new save at the end of each of your turns, such as the hold person spell, or it could be multiple castings or uses of the same spell or effect (for example, a dragon’s breath weapon) in the same encounter. Your sheer, savage willpower often prevails in unlikely circumstances.

Natural Athlete (10th level): You are proficient in any Strength, Dexterity, or Constitution check you attempt. When you make a long jump or high jump, add 5 to your Strength score for purposes of figuring the distance or height of your jump. Survival in the wilderness often pushes you to the very limits of physical ability.

Deadly Defense (14th level): You gain a bonus to AC equal to the number of enemies within 5 feet of you. You must be able to see an enemy to count it for this bonus, and you lose the bonus altogether if you are blinded or incapacitated. When foes press in from every side, you somehow find the reflexes and agility to make attacks miss.
Aug 13, 2018 7:20 pm
Clerics

The priests of Thule venerate many different deities. Some such as Mithra or Ishtar represent civilizing influences, and their priests are important figures in Thule’s city-states. Others, such as Cthulhu or Tsathoggua, are monstrously alien entities whose goals are completely inimical to humankind. Between these two extremes are deities who embody the savage wilderness that makes up so much of the primeval continent—grim powers of ice, rage, and destruction. Few priests of the civilized peoples remember the brutal gods their ancestors once worshiped, but the old ways still linger among Thule’s barbarian tribes.
These barbaric deities hold sway over divine domains not commonly found in more civilized worlds: the domains of Cold and Fury. Thulean deities appropriate for these domains include:

Cold: Ithaqua, Tarhun, Tiamat, Tsathoggua
Fury: Cthulhu, Herum, Nergal, Shub-Niggurath

A new divine domain: Cold Domain
While Thule has its steaming jungles and roiling volcanoes, other parts are cloaked in winter the year round. Especially among the continent’s northern and eastern denizens, the cold itself has a mythic, divine power. Clerics with the Cold domain tap into the power of the polar wastes to freeze foes in place, build structures of ice, and summon blizzards that extinguish light and life. At best, clerics of Cold deities are taciturn and unfeeling priests who demand respect for their grim gods; at worst, they are madmen bent on invoking endless winter over all the world.

Cold Domain Spells:
1st lvl cleric: fog cloud, shivering cold*
3rd lvl cleric: gust of wind, spike growth (cold terrain only)
5th lvl cleric: ice claw*, sleet storm
7th lvl cleric: hallucinatory terrain (cold terrain only), ice storm
9th lvl cleric: cone of cold, glacial bulwark*

Frostwalk (1st level): Ice, snow, and other cold-related terrain is never considered difficult terrain for you, because you have a preternatural sense of traction. Other factors such as debris or vegetation might slow you down, but ice and snow do not.

Involuntary Shiver (1st level): As a combat reaction, you can force a living creature within 30 feet making an attack against you to shiver with a sudden chill. The attacker has tactical disadvantage on the attack you are reacting to. You can use Involuntary Shiver a number of times per day equal to your Wisdom modifier (minimum of one).

Ice Slick (2nd level): You can use your Channel Divinity feature to create ice within a 10-foot radius centered on a point you designate within 60 feet. The ice is slippery and counts as difficult terrain. The ice lasts as long as ordinary ice would; depending on the adventure site, that could be seconds to years.

Bone-Chilling Cold (6th level): Your flesh and
bones are perpetually chilled, granting you resistance to cold damage and tactical advantage on saving throws against fire effects. Once per day as a bonus action, you can transfer the Bone-Chilling Cold to an ally within 60 feet for 1 minute. During this time, you lose the benefits of this ability.

Ice Strike (8th level): You can infuse your weapon with frigid cold. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 cold damage if you hit. When you reach 14th level, the extra damage increases to 2d8 cold damage.

Heart of Ice (17th level): You are immune to cold damage, and you have resistance to fire damage. Once per day as a bonus action, you can create a protective aura of deadly cold for 1 minute on either yourself or an ally within 60 feet of you. While active, any creature that hits the protected creature with a melee attack takes 2d8 cold damage, and must make a Constitution save or suffer 1 level of exhaustion.

A new divine domain: Fury Domain
Gods of fury are primal, bloodthirsty deities venerated by primitive peoples. They demand brutal sacrifices and grant savage strength to those who worship at their crude stone altars, delighting in the bloody strife that ensues. Clerics who serve gods of Fury aspire to lead the warriors of their tribes into battle, driving them to overwhelm enemies with sheer ferocity. Around the council-fires, Fury clerics are keepers of tribal traditions, urging their fellows to reject civilization and place their trust in the old ways.

Fury Domain Spells:
1st lvl cleric: heroism, mark of guarding*
3rd lvl cleric: backbiter shield*, mark of might*
5th lvl cleric: bloodlust cloud*, fear
7th lvl cleric: baleful mark*, stoneskin
9th lvl cleric: contagious madness*, hold monster

Bonus Proficiency (1st level): You are proficient with martial weapons.

Inspirational Fury (1st level): As a bonus action, choose one enemy you can see within 30 feet of you. Until the beginning of your next turn, any of your allies who make a weapon attack against the enemy you chose have tactical advantage on their attack rolls. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one).

Furious Effort (2nd level): You can use your divine channeling to drive your allies onward in the face of failure. When an ally within 30 feet of you misses with a weapon attack, you can use a combat reaction and expend a use of divine channeling to shout a prayer of encouragement, granting your ally another weapon attack against the same target he or she just missed.

Aura of Fury (6th level): By your mere presence, you encourage your allies to fight harder. Add your Wisdom modifier (minimum one) to the damage dealt when you or an ally within 10 feet of you score a critical hit. In addition, you or your ally can remove 1 level of exhaustion or heal damage equal to your Wisdom modifier.

Furious Strike (8th level): Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 damage to the target. The type of the damage is the same as the damage type of the weapon you use. At 14th level, the extra damage increases to 2d8.

Renewed Fury (17th level): Your healing spells fill the recipient with renewed zeal for battle. Whenever you cast a spell that provides at least 1 hit point of healing to a creature, the recipient of the spell gains tactical advantage on weapon attacks and gains immunity to becoming frightened until the beginning of your next turn.

A new divine domain: Cosmic Domain
The Cosmic domain deals with the mortal struggle to understand the infinite reaches of space and time. Gods of the cosmos are often among the oldest and most cryptic of the beings belonging to a pantheon, and are frequently described as outsiders or predecessor figures with little interest in mortal affairs. In many cases, they are not even considered deities. They have few worshipers, and are most often sought out by mortals seeking guides or oracles who can lead them to the deep secrets of existence—an impious and reckless ambition at best. In Thule, gods of the Cosmic domain generally consist of Great Old Ones who offer terrible knowledge in exchange for the service of their mortal pawns.

Cosmic Domain Spells:
1st lvl cleric: color spray, feather fall
3rd lvl cleric: levitate, see invisibility
5th lvl cleric: blink, hypnotic pattern
7th lvl cleric: confusion, dimension door
9th lvl cleric: summon mi-go*, passwall

Secret Knowledge (1st level): When you choose this domain, you learn dancing lights and ray of frost. You also learn the Arcana skill.

Uncontrolled Perception (1st level): You can muddle the perceptions of attackers by giving them, disorienting visions of other realities. When a creature hits you with a melee attack, you can use your combat reaction to cause the creature to make an Intelligence save. On a failed save, the creature becomes disoriented until the end of its next turn. While disoriented, the creature has tactical disadvantage on attack rolls and ability checks (but not saving throws). You can use this feature a number of times equal to your Wisdom modifier (minimum one) per day.

Turn Extraterrenes (2nd level): You can use
divine channeling to rebuke creatures with the extraterrene subtype. As an action, you brandish your holy symbol and invoke your cosmic patron. Each extraterrene creature within 30 feet of you must make a Wisdom save. If the creature fails the save, you turn it for 1 minute (or until it takes any damage).

Sphere of Adaptation (6th level): You can use
divine channeling to survive alien or hostile environments. As an action, you cause the environment within 10 feet of you to become tolerable for as long as you concentrate, up to 1 hour. Creatures in the area ignore environmental conditions of extreme cold, extreme heat, high altitude, and poor air quality while they remain in the area. (They do not actually gain resistance to cold or fire, or the ability to survive vacuum.)

Potent Ray (8th level): Add your Wisdom modifier to the damage you deal with ray of frost.

Starry Wisdom (17th level): You gain resistance to psychic damage, and you cannot become charmed or confused (for example, by the confusion spell).

A new divine domain: Ophidian Domain

Ophidian Domain Spells:
1st lvl cleric: serpent fingers*, speak with animals (reptiles only)
3rd lvl cleric: backbiter curse*, ray of enfeeblement
5th lvl cleric: enthrall, feign death
7th lvl cleric: hold monster, polymorph (reptiles only)
9th lvl cleric: cloudkill, snake swarm*

Bonus Proficiency (1st level): You are proficient with heavy armor.

Master of Venom (1st level): You have resistance to poison damage. In addition, you can create poison from materials at hand. You can create one dose of poison per day, and each dose you create must be used within three days or else it loses its potency (so, you normally have three doses of poison on hand). It takes an action to apply a dose of poison to a weapon (or three pieces of ammunition), and an envenomed weapon remains poisoned for one minute. A creature hit by a weapon coated in your poison must make a Constitution save or take 2d4 poison damage (4d4 poison damage if you are 10th level or higher).

Charm Reptiles (2nd level): You can use divine channeling to charm reptilian animals and monsters. As an action, you display your holy symbol and invoke your deity. Each reptilian creature within 30 feet of you must make a Wisdom save. If the creature fails its saving throw, it is charmed for 1 minute or until it takes damage. While it is charmed, it is friendly to you and your allies. A creature with an Intelligence of 2 or less remains friendly to you after the charm wears off, although if you injure it the effect ends. Reptilian creatures include animals that are reptiles, dragons, reptilian humanoids such as troglodytes and serpentmen, and monsters that are reptilian or part reptile (for example, basilisks, chimeras, medusas, and salamanders).

Serpent's Eyes (6th level): You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases to 120 feet.

Poison Strike (8th level): You can infuse your
weapon strikes with poison. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 poison damage to the target with that attack. At 14th level, the poison damage increases to 2d8.

Serpent Shape (17th level): You can use your action to magically assume the form of a snake. This functions like the druid’s wild shape ability, except that you are limited to the following forms: constrictor snake, giant constrictor snake, poisonous snake, giant poisonous snake, and snake swarm. You can use this ability twice, then you must rest to regain two more uses of Serpent Shape.
Aug 13, 2018 7:25 pm
Druids

The savage peoples of Thule know little of the gods of the city-states. They live in a world of nature spirits and primal forces older than humankind, feral and dangerous. Druids are the messengers and interpreters of these primal powers. They guide the people of their tribes in dealing with the world of the primal spirits and serve as those spirits’ agents in the mortal world—ensuring that their laws are remembered, defending their sacred places, and fighting against their ancient foes. No true druid circles exist in Thule, since each druid comes to his or her own understanding of the Forest Gods and what they require. But even if they do not share any common organization, druids of different tribes are bound together by the spirits they serve and the powers they wield.
In addition to the types of druid powers described in the core rulebooks, druids of Thule often master a darker and more feral set of abilities—the powers of fang, claw, and the hunt.

A new druidic circle for Thule: Circle of the Fang
A savage land like Thule demands savage guardians—predators who hunt down anyone who threatens the natural world. These druids gravitate to the Circle of the Fang, where they use a combination of potent spells and wild shaping to fight as champions for the nature spirits. Everyone from the simple woodcutter gathering timber to the sinister cultist performing rituals in a forest clearing fears the wrath of fang druids.
Most druids who join this circle see civilization as an aberrant state; it’s a pox on the vibrant natural world. City-states are "the enemy," and no fang druid shed a tear when Atlantis fell. But within the Circle of the Fang, druids of different tribes hold varying opinions about how to confront civilization. Some druids want all of the city-states cast down until no two stones stand atop one another. Others are more moderate, seeing civilization as dangerous only if left unchecked; they’ll defend Thule’s existing wilderness but recognize civilization’s right to exist within towns and city-states.
Moreso than other druids, fang druids revel in the hunt, transforming themselves into wolves, tigers, or other predators, then loping through the wilderness in search of prey. They do so not for sustenance or pleasure, but to honor the spirits of the hunt. For the circle of the fang, periodic hunts are almost like a religious sacrament—a key way to commune with the natural world.

Alternate Feature (Wild Shape): If you choose the Circle of the Fang, you do not gain the druid’s Wild Shape feature at 2nd level. You get it at 6th level instead—with some improvements.

Primal Awareness (2nd level): You can take an action to expend a druid spell slot to focus your awareness on the natural world within 1 mile of you. For 1 minute per level of the spell expended, you know whether aberrations, celestials, dragons, elementals, fey, fiends, and undead are within the area. You detect only their presence and what sort of creature they are (rakshasas or eidolons, for example), not their exact identity, location, or number.

Nature's Stride (2nd level): You can move through difficult terrain as if it were normal terrain, and hazardous plants with thorns or spines don’t hurt you or slow you down. Nature’s Stride doesn’t prevent you from being slowed or harmed by magical terrain or plants, but you gain tactical advantage on saves against magical plants that impede movement, such as those created by entangle.

Wild Shape (6th level): You can use a bonus action to magically assume the shape of a beast—usually a predator such as a wolf or bear. You can wild shape twice after each rest. You can stay in beast form for 1 hour before reverting to your normal form. You can also revert to normal by spending a bonus action to do so on your turn, and you revert if you are reduced to 0 hit points or knocked unconscious.
Your druid level sets the maximum CR for the creatures you can wild shape into; consult the level list below.
- 6th lvl (CR 2 max, no flying or swimming speed) - no extra benefits
- 8th lvl (CR 3 max, no flying speed) - Beast form attacks count as magical
- 12th lvl (CR 4 max) - Can speak in beast form (w/ difficulty)
- 15th lvl (CR 5 max) - Beast form gains +10 ft. movement
- 18th lvl (CR 6 max) - Can cast druid spells in beast form
- 20th lvl (CR 6 max) - No use limit for wild shape

When you wild shape, the following rules apply:
• You keep your alignment, personality, Intelligence, Wisdom, Charisma, skill and save proficiencies, Hit Dice, and hit points (current and maximum), but your other game statistics are replaced by those of the beast you’ve become. It’s worth taking the time to jot down the stats for creatures you commonly wild shape into, so you aren’t doing arithmetic on the fly every time.
• You can’t speak until 12th level, cast spells until 18th level, or manipulate objects beyond what your paws, talons, or other appendages would ordinarily let a beast do.
• Using Wild Shape doesn’t break concentration on a spell you previously cast, and it doesn’t prevent you from taking actions that are part of a spell or otherwise magical (such as using your Primal Awareness).
• You keep class and racial benefits, as long as they’re things that the equivalent beast could reasonably perform. You don’t get darkvision or other sensory benefits unless the base creature has them too.
• For your gear, it merges into your new form and ceases to function unless you specify otherwise, in which case it either falls to the ground in your space or you continue to wear it (assuming it’s practical for the gear in question to fit both humanoid and beast).

Improved Primal Awareness (10th level): Your Primeval Awareness feature now lasts 1 hour per level of the spell slot you expended. During the duration you can concentrate for 1 round to know the cardinal direction of the nearest aberration, celestial, dragon, elemental, fey, fiend, or undead.

Apex Predator (14th level): Once you’ve detected an enemy with Improved Primal Awareness, you gain tactical advantage on ability checks that relate to that enemy and use one of the following skills: Insight, Investigation, Nature, and Perception. You also double your proficiency bonus on attacks against that enemy.
Aug 13, 2018 7:57 pm
Paladins

While paladins who draw strength from vows of devotion or divine inspiration are vanishingly rare in Thule today, that was not always the case. During the days of Atlantis, highborn nobles often formed elite military societies or warrior brotherhoods dedicated to preserving the martial virtues of the empire. Some of these societies were merely social clubs, but others took their self-chosen standards very seriously indeed. Over generations, these elite warrior societies encoded the ideals of the noble Atlantean warrior: courage, self-discipline, knowledge of strategy and military engineering, honesty and a love for justice, and a deep loyalty to the Atlantean people. Few warriors in this savage age remember the Atlantean ideals of honor and duty, but in a few places—Katagia, Akal-Amo, a handful of aristocratic houses in Quodeth—the Atlantean way of war is not entirely forgotten.

A new paladin oath for Thule: Oath of Victory
The Oath of Victory commits a paladin to a martial ideal: to be a strong, courageous, and disciplined student of war who strives constantly to live up to the highest demands of the military virtues. The paladin who takes on this oath faces a lifetime of battle against the savagery, bloodlust, and ignorance of this primeval age. It is his self-chosen task to meet barbaric fury with stern discipline, to bring law to lawless lands, to impose justice where none can be found, and to inspire those around him to live up to the best promise of themselves. When barbarian hordes threaten to destroy enclaves of civilization, when superstition and ignorance threaten the hard-won progress of the ages, when people suffering under miserable anarchy cry out for new order, the paladin of victory takes his place at the forefront of the fighting.

Spells: Your oath of victory adds new spells to your spell list, as shown below. The warriors of ancient Atlantis valued magic that made the elements (especially the sea) their ally, as well as spells that improved the fighting ability of the troops that followed them.

Paladin Spells:
3rd lvl paladin: fog cloud, heroism
5th lvl paladin: calm emotions, gust of wind
9th lvl paladin: beacon of hope, water walk
13th lvl paladin: control water, hallucinatory terrain
17th lvl paladin: conjure elemental, mass cure wounds

Divine Channeling (3rd level): When you choose this oath, you gain the following two options for your divine channeling class feature.
Moment of Inspiration: As an action, you can fire your allies with temporary zeal. Until the beginning of your next turn, all of your allies within 60 feet add 1d4 to any attack roll or saving throw they make. This counts as using your action to command your troops, and you gain tactical advantage on your battle roll and morale checks this round.
Lead the Way: As a bonus action after you hit an enemy with a melee attack, you inspire nearby allies to follow your lead. Until the beginning of your next turn, all of your allies within 30 feet gain tactical advantage on melee or ranged attacks against the enemy you hit.

Aura of Victory (7th level): Allies within 10 feet of you gain temporary hit points equal to your Charisma modifier each time they hit with a melee or ranged attack. These temporary hit points last for 10 minutes. At 18th level, the range of this aura increases to 30 feet, and your allies gain temporary hit points equal to 5 + your Charisma modifier when they hit.

Tide of Victory (15th level): When an ally within 10 feet of you hits an enemy with a weapon attack, you can use your combat reaction to make a melee or ranged weapon attack against any enemy you can see that is within your reach or range.

Moment of Triumph (20th level): As a combat action, you call upon your deepest reserves of determination and faith, pushing yourself and those around you to overcome any obstacle. You gain the following benefits for the duration of the encounter:
• You regain 10 hit points at the start of each of your turns.
• The range of your aura of courage, aura of protection, and aura of victory is increased to 60 feet. Your Charisma score is considered to be 20 for the purpose of your aura effects.
• You are considered to be using your action to command your troops whether you actually use an action to do so or not, and you gain tactical advantage on your battle roll and morale checks.
You can use Moment of Triumph once per day.
Aug 13, 2018 8:08 pm
Rogues

The city-states of Thule are renowned as dens of deceit, thievery, and murder. Assassination is all too common a practice among the civilized peoples, a useful tool for dealing with mercantile competitors or political rivals. As a result, business is good for those who make killing their profession. Most rogues rely on a light step and a swift blade, but others gain their deadly skill through long hours of study and the right mix of special ingredients.

A new roguish archetype for Thule: Poisoner
Almost every assassin has at least some familiarity with useful poisons, and is happy to incorporate them in the tools of his or her trade. However, some go on to study the dark lore of poisons with the dedication of a true artist. The poisoner specializes in the crafting and application of lethal substances, killing with a pinprick or a single sip instead of hacking his or her quarry to pieces like a crude butcher. To smile in the face of the marked man and slay without having even been noticed—that is the poisoner’s art.

Alternate Feature (Sneak Attack): When you choose the poisoner archetype, you lose the rogue’s sneak attack feature, and no longer deal bonus damage if you have advantage on your attack. Instead, you rely on lethal toxins to do your dirty work. You gain the following abilities.

Poison Use (3rd level): You are proficient with the poisoner’s kit. You know how to use it to concoct minor poisons, and you can safely handle poisons to envenom your weapons. As you advance in level, you learn recipes for new poisons that you can create with your poisoner’s kit, and your poisons become more potent.
The save DC for poisons you create is 8 + your Intelligence modifier + your proficiency bonus. The damage you deal depends on the poison recipe and your level (see Poison Recipes, below).
Gaining Recipes: You begin with the recipe for "bitterroot oil". You learn the recipe for "snakesblood" at 7th level, "blinding powder" at 9th level, and "shadowvenom" at 13th level.
Crafting Poison: You create your poisons during downtime and when you take long rests. Your poisons are volatile, and lose potency a week after creation. Some recipes require unique reagents such as mandrake root, blood moss, or other expensive materials, which can be readily purchased from apothecaries or tribal medicine men.
For ease of play, you can assume that you have sufficient time during a long rest to brew enough poison to last for a typical adventuring day. Whether you make one, five, or ten poisoned attacks in a day, you had time to make that much poison ahead of time. You only need to track the money you spend on poisons with expensive components.

Poisonous Blades (3rd level): You can apply your poison to one piercing or slashing weapon you wield as a bonus action. The next time you hit a creature with the poisoned weapon, you also apply the effects of the poison. A successful hit expends that dose of poison.

Distilled Toxins (9th level): Your poisons ignore damage resistance against poison.

Kiss of Death (13rd level): You can distill a poison so potent that a tiny needle suffices for a lethal dose. To use the needle, you must be within 5 feet of the target, and neither you nor your target can be in combat. If you succeed on a Dexterity/Sleight of Hand check against the target’s average Perception, the target does not notice your attack; if the target has reason to be wary of you, you have tactical disadvantage
on your skill check. The effect depends on which poison recipe you employ, but is delayed by 1d10 minutes (it takes some time for the smaller dose to make its way into the bloodstream).

Poison Descriptions As an expert poisoner, you know how to brew some of the most toxic substances to be found in Thule.

Bitterroot Oil: The most basic of poisons, bitterroot can be brewed from substances found in your poisoner’s kit. There is no ingredient cost to make this poison.
- 3rd level - 2d6 poison damage
- 5th level - 2d6 poison damage (Con save or be poisoned until the end of its next turn)
- 9th level - 3d6 poison damage (Con save or be poisoned until the end of its next turn, and then take 3d6 poison damage and remain poisoned until end of the following turn)
- 13th level - 3d8 poison damage (Con save or become poisoned. At the end of each of its turns target takes 3d8 poison damage, and can attempt a new save to end the effect)
- 17th level - 4d8 poison damage (Con save or become poisoned. At the end of each of its turns target takes 4d8 poison damage, and can attempt a new save to end the effect)

Snakesblood: While less overtly lethal than bitterroot oil, a dose of snakesblood can lock up a victim’s muscles, preventing them from easily escaping. Snakesblood requires special ingredients that cost 50 gp per dose.
- 7th level - 1d6 poison damage (Con save or become restrained until the end of its next turn)
- 9th level - 2d6 poison damage (Con save or become restrained, the target can attempt a new save at the end of each of its turns to end the effect)
- 13th level - 3d6 poison damage (Con save or become restrained, the target can attempt a new save at the end of each of its turns to end the effect, and after the effect ends, the creature's speed is reduced by half for 1 minute)
- 17th level - 4d6 poison damage (Con save or become restrained, the target can attempt a new save at the end of each of its turns to end the effect, and after the effect ends, the creature's speed is reduced by half for 1 minute)

Blinding Powder: This powder cannot be applied to a weapon. Instead it is prepared as a small packet to create a cloud of stinging, toxic dust in the air. As a bonus action, you can throw a dose of blinding powder to fill a 10-foot cube next to you. Each living creature with eyes in the area is a target for the attack. Blinding powder requires ingredients that cost 100 gp per dose.
- 9th level - Con save or blinded until the end of its next turn
- 13th level - Con save or blinded and poisoned until the end of its next turn
- 17th level - Blinded and poisoned for 1 minute. The target may attempt a save at the end of each of its turns to end the effects

Shadowvenom: A thick, black paste, this fearsome poison can disable the toughest of foes with crippling pain. A dose of shadowvenom requires special ingredients worth 200 gp.
- 13th level - Con save or 8d6 poison damage and incapacitated until the end of its next turn, if the save fails by 5 or more, the target is instead stunned until the end of its next turn
- 17th level - Con save or 10d6 poison damage (half damage on success) and incapacitated until the end of its next turn, if the save fails by 5 or more, the target is instead stunned until the end of its next turn


NOTE: Sharing Poison
If a poisoner shares her poisons with allies, poison doses should be tracked more closely. You can assume a poisoner brews enough poison to begin each day with 13 doses; some doses "keep" for a few days while others rapidly denature, so she can’t count on stockpiling 30 or 40 doses by spending several days preparing. Doses she gives to others are obviously not available for her own use. In addition, most other characters find it more difficult to use poison in combat. Characters who aren’t proficient in the use of a poisoner’s kit must use a combat action to apply poison to a weapon, and are at risk of poisoning themselves in combat—any time a nonproficient character rolls a 1 on an attack roll with a poisoned weapon, she is subject to the poison’s effect.
Aug 13, 2018 8:30 pm
Sorcerers

In the esoteric traditions of Thule, sorcery is derived from the arcane powers of innately magical races. Sorcerers who favor elemental magic—the sort of powers and abilities commonly associated with dragons in other worlds—gain their abilities by infusing themselves with the energy or essence of geniekind. Although the genie races vanished from Thule long ago, a few of their ancient places or relics hold the secrets of power mortal sorcerers can unlock. Sorcerers who master magic of chaos and transmutation, on the other hand, draw their powers from the ancient secrets of the rakshasas. In fact, some sages wonder if the rakshasas deliberately allowed some of their arcane secrets to fall into human hands to sow chaos and conflict in the world of mortals.
In addition to the traditions drawn from the genies of old or the sinister rakshasas, there is a third source of power available to Thulean sorcerers: the unearthly magic of the alien gods known as the Great Old Ones. The easiest way to gain such power is to simply take the warlock’s path and strike a bargain with one of these beings, but a diligent and strong-willed mortal can master alien texts or perform forbidden rites to unlock cosmic secrets without surrendering his or her soul to an alien god.

A new sorcerer power origin for Thule: Great Old Ones
Yours is not the magic of the natural world. Instead, you draw upon power that originated in other dimensions and realities altogether. Great and terrible alien entities sleep beneath the world, waiting for the moment of their return to devour it. You tap into this dark power, siphoning off some of it for your own use while hoping it is not so much that the Great Old Ones take notice. Perhaps you were born under the sign of a dark comet, or perhaps you discovered an ancient starspawn burial ground in your early studies. Or perhaps your rise is an omen, the harbinger of the awakening of an ancient god. Your affinity for extraterrene powers provides access to a font of eldritch might, but how will you use this power?

Secret Lore (1st level): You can read, write, and speak Benthic. You can read and understand, but not speak, the Mi-Go language.
Dangerous Power (1st level): When you cast a spell that requires a Charisma or Wisdom save, you can expend a point of sorcery to increase the save DC of that spell by 2. You must then make a Charisma save against your spell’s original DC. If that fails, then you have tactical disadvantage on the next saving throw you attempt within the next 24 hours.
Mental Fortitude (6th level): Your affinity for extraterrene magic gives your mind greater resilience. When you make a Charisma, Intelligence, or Wisdom save, you can spent a point of sorcery to gain advantage on that saving throw.
Probability Step (14th level): You can slip through dimensions, altering probability and reality to cause yourself to be in another nearby place. By expending a point of sorcery when you would move, you can instead teleport yourself up to 40 feet to a location you can see.
Mind Mastery (18th level): You can dominate the minds of lesser creatures. As an action, you choose one or more creatures within 30 feet and spend 3 points of sorcery per target. Each target must make a Charisma save or become charmed by you until the end of your next turn. You may choose the action of each charmed target on its next turn.
If a target fails the saving throw by 5 or more, the target is charmed for up to 1 minute, and you may choose its actions on each of its turns. You must maintain concentration on this effect, and the target gains a new saving throw at the end of any turn in which it was forced to do something against its nature.
Aug 13, 2018 8:44 pm
Warlocks

For many warlocks in Thule, the Great Old One patron is a logical—and powerful—choice. But the warlocks tempted by the mad whisperings of Nyarlathotep are a far different breed than those attuned to the desolate urges of Ithaqua. If you choose a specific Great Old One as your patron, replace the general Great Old One pact benefit at 14th level with the specific benefit below.
If you don’t choose a different Great Old One, you can assume your patron is Cthulhu. Iä! Iä! Cthulhu fhtagn! You gain the normal pact benefit at 14th level.

New Patron for Warlocks in Thule: Hastur, The King in Yellow You utter words that drive your foes mad.
Unspeakable Name (14th level): Once per day, you can take an action to speak maddening gibberish. All creatures within 20 feet who hear your voice must succeed at a Wisdom save or be confused (as the spell). You can continue to utter the Unspeakable Name for up to 1 minute; doing so is equivalent to concentrating on a spell. Creatures that enter the area must make Wisdom saves immediately or suffer the consequences, whether it was their movement or yours that brought them into proximity. You can use this ability once per day.

New Patron for Warlocks in Thule: Ithaqua, The Wind-Walker You become one with the polar winds.
Chilling Charge (14th level): As an action, you become incorporeal until the end of your next turn and gain a fly speed of 60 feet. You can use a bonus action to return to your material form. When you do so, any targets within 10 feet of you must succeed at a Constitution save or take 5d10 cold damage. You can use this ability once per day.

New Patron for Warlocks in Thule: Lorthnu'un, Lord of the Golden Chalice You burrow through the ground and create a powerful tremor when you emerge.
Rumbling Emergence (14th level): As an action, you gain a burrow speed of 60 feet. If you emerge from the ground before the end of your turn (generally a good idea), you create a localized tremor that creates difficult terrain within 20 feet of your emergence point and potentially disrupts spellcasters (anyone concentrating within 20 feet must succeed at a Constitution saving throw or suffer the effect of broken concentration). Each creature on the ground other than you must also make a Dexterity save; on a failure, the creature is knocked prone. You must rest before you can use rumbling emergence again.

New Patron for Warlocks in Thule: Nyarlathotep, The Crawling Chaos You can turn your body and possessions into an equivalent mass of crawling insects—a swarm that can take your ordinary shape, or spread out into a writhing colony of ants, spiders, and centipedes.
Swarm Form (14th level): Once per day, you can use a bonus action to turn yourself and your possessions into an insect swarm for as long as you concentrate (up to 10 minutes). In swarm form, you gain damage resistance against weapon attacks, plus you can’t be charmed, frightened, paralyzed, petrified, prone, restrained, or stunned. While in swarm form, you cannot regain hit points or gain temporary hit points. You move at your normal speed, but you can enter another creature’s space (and other creatures can enter yours, though it counts as difficult terrain). You can squeeze through any aperture small enough for an ant or spider to crawl through, and you gain a climb speed of 20 feet.

New Patron for Warlocks in Thule: Shub-Niggurath, Black Goat of the Woods You can take the form of a ferocious beast to hunt your enemies.
Feral Shape (14th level): Once per day, you can use a bonus action to become a coal-black version of a natural beast. This functions as a druid’s Wild Shape feature, but you are limited to creatures of CR 5 or lower, and the wild shape lasts for only 10 minutes (or until you use a bonus action to end it).

New Patron for Warlocks in Thule: Tsathoggua, The Sleeping God You can summon otherworldly chimes that bid your enemies to slumber rather than fight.
Soothing Chimes (14th level): Once per day, you can take an action to create a spectral chiming sound. All living creatures within 10 feet of a point you designate within 60 feet must succeed at a Wisdom save or fall asleep (unconscious until damaged or someone takes an action to slap or shake them). Even those who make their save are slowed (–2 AC, half speed, disadvantage on Dexterity saves, and cannot both move and take an action) until the end of your next turn.

New Patron for Warlocks in Thule: Yga-Ygo, The Dweller in Dreams Your nightmares come to hideous life for one of your enemies.
Nightmare Sleepwalk (14th level): As an action, choose a living creature within 60 feet that you can see. That enemy must succeed at a Wisdom save or be frightened and have its speed reduced by half. During its turn, the enemy must move in such a way that it ends its turn further away from you than it was when it started, taking the safest possible route. You can maintain the effect by concentrating, but the effect ends immediately if the enemy is ever more than 60 feet away from you. You can use Nightmare Sleepwalk once per day.

New Patron for Warlocks in Thule: Yog-Sothoth, Opener of the Way You create an otherworldly, acidic portal linking two points.
Suppurating Portal (14th level): As an action, choose two points within 60 feet of you. At each point, a magical portal dripping acidic goo appears, connecting the two points. Any creature can step through one portal to arrive at the other location; this costs only 5 feet of movement. But any creature other than you who passes within 5 feet of a portal (or is within 5 feet when the portal appears) must succeed at a Dexterity save or take 4d10 acid damage. Creatures are subject to the acid damage only once if they travel between the portals. The portals persist for 1 minute, and you can conjure them once per day.
Aug 13, 2018 9:07 pm
Rangers

Thule is known as "the primeval continent" for good reason—the vast majority of this land is covered in untamed wilderness. Warriors who master the arts of hunting, skirmishing, scouting, and wilderness lore are therefore some of the most useful heroes around. Many warriors from the tribal peoples of Thule (especially the savage tribes) pursue the abilities of the ranger class, not the barbarian class, proving that stealth and hit-and-run tactics can be even more deadly than the headlong fury of a barbarian charge.
While rangers are commonplace among the tribal peoples of Dhar Mesh or the Lands of Long Shadow, a small number of civilized heroes also study wilderness warfare. Cities such as Lomar or Quodeth are actively trying to tame their frontiers and expand the territory under their control; the settlers and homesteaders who live in these border regions may be civilized in name, but often adopt the ways of their barbarian neighbors. Rangers from these outlying settlements may not be born to their trade as tribal rangers are, but with time they master the same skills and learn to overcome the same enemies.
Both civilized and tribal rangers naturally become very familiar with the specific dangers and enemies native to their home territory, and are highly adept at dealing with these threats. If a ranger designates a favored enemy, the following selections are appropriate:

Home Region: Recommended Favored Enemies
Claws of Imystrahl: Aberrations, elves, monstrosities, minotaurs
Dhar Mesh: Beasts, beastmen, fiends, serpentment
Hellumar and Nimoth: Fiends, giants, rakshasas, yetis
Highlands of Nar: Aberrations, beasts, gnolls
Kalayan the Golden: Beastmen, minotaurs, serpentment, troglodytes, undead
Lands of the Long Shadow: Beasts, giants, monstrosities, yetis
Quodeth: Aberrations, undead
Thousand Teeth: Giants, gnolls, monstrosities

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