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Shattered Sun Primer

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0% found this document useful (0 votes)
74 views25 pages

Shattered Sun Primer

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SHATTERED SUN

BY NOAM WEGNER
credits
Created by: Noam Wegner

Writing and Design: Noam Wegner

Illustrations: Daniel Denova, Noam Wegner

Shattered Sun Cover Art: Daniel Denova

Special Thanks: Mike Myler and the other


creatives of the RPG Writers' Workshop for their
professional feedback and encouragement during
playtesting and development

Dedicated To: Daniel, Jasmine, Jean, Lukas, Matt,


Simon, and Peter for showing me this world was
worth sharing.

Creative Commons: This work includes material taken from the System Reference Document 5.1
(“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-
reference-document.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legalcode.

Art Credits by Page


Front and Back Covers: Daniel Denova
Interior Map: Noam Wegner
Wyrmkin pg. 7: Noam Wegner
Oath of the Eternal Flame pg. 12: Noam Wegner
Valravn pg. 22: Daniel Denova
Table of Contents
Introduction - 4

The World of Shattered Sun - 4

Peoples of solheim - 5

Classes of Solheim - 10
• Fighter: Boaster Archetype - 10
• Paladin: Oath of The Eternal Flame - 12
• Sorcerer: Ormr-Lord Bloodline - 15

optional rules - 17
Introduction Fallen Empires
The cities and settlements of Solheim sit upon the ruins
For fifty years, the world has anguished in starless night. of ancient conflicts and civilizations; Rune locked vaults,
Survivors shelter beneath the soaring city of Elding, and armories, and stores of knowledge from the Aesir/Vanir
the solitary shard of sunlight it cradles. This bastion is wars, the foundations of the first dwarf built cities, and
known as Solheim. However, this sanctuary is fragile in monuments of the kings and heroes of Draagengard that
the wake of Ragnarők; Jotnar, Ormr, and Draugr roam arose and fell thereafter. Many such remnants lie under
the land, threatening its tenuous safety. In the darkness the light of Elding, but many more remain undiscovered
beyond, even fouler entities emerge; Ilvaettir, Vargr, in the darkness of Myrkland.
Svartalfar, and the savage blood-drinking Blótdrotnar.
Ancient lords, infused with the blood of dragons,
Realms Divided
return to reclaim their dominion, while cults devoted to The nine realms were once connected by the Biv-rost,
emerging powers vie for control. the rainbow bridge, used by the gods to travel between
Amid the turmoil, the chiefs and jarls of Solheim worlds. Surtr, the king of the fire giants, destroyed the
compete in a relentless power struggle following the Biv-rost during Ragnarok, making planar travel near
High King's death, threatening civil war. impossible.
Yet, even surrounded by horror, hope endures, However, other means of travel still exist. Certain
embodied in those who rage against the dying of the entities, such as gods, valkyrie, and powerful giants and
light. spirits, are partially composed of Biv-rost, allowing them
a limited ability to travel to and from realms of which

The World of Shattered Sun they are composed - powerful fire giants can cross
between Mannaheim and Muspelheim, for example.
Welcome to Solheim. Welcome to Ragnarők. Many tales
There also exist the rare Yggdrasung - offspring of the
speak of the world before the great battle and the ending
cosmic tree Yggdrasil, which grow across the worlds,
of the world. But very little is spoken of what comes after.
and contain planar gateways between them.
Here, you'll discover the truths and secrets that define
Other rare objects also contain the essence of the Biv-
the world in a sunless, starless, godless age. These com-
rost, such as the fabled Biv-rost Crown, forged by Regin’s
mon facts and mysteries provide a brief summary, and in-
children for the conqueror and dragonslayer, Sigurd.
spiration for the game master (GM), and for players seek-
ing to explore the world of Shattered Sun.
The shadow of civil war
The High King is dead, and with him died the certainty of
An unmoving sun cooperation between the regions of Solheim. The nations
The only known civilization exists beneath the soaring
have always struggled for influence, resources, and
city of Elding. This flying Asgardian fortress holds the
support from Elding in a world where the means to keep
last known piece of the sun in the world. This shard illu-
their people fed, sated, and safe has waned from season
minates a region now known as “Solheim”: A ring of of
to season.
light roughly one thousand miles in diameter. Settle-
Now, old rivalries threaten to resurface, and many
ments directly beneath Elding's light are known as “Mid-
leaders are considering taking up their axes against their
dag” or “Mid-day”, while those regions that form the
neighbors in the name of self preservation, ambition, or
perimeter of Solheim are known as “Skumring” or “Twi-
idealism.
light”. Beyond is the eternal, starless, moonless night
known as “Myrkland”.
Elding above all
Elding and the light of its sun shard are the only things
The gods are dead allowing Solheim to exist; For without sunlight, no crop
Ragnarők has come and gone, and many gods have
can grow, no herd can graze, and no predator can hunt.
certainly perished. Prophecies claim that certain deities
Beyond Solheim's light, there is only starless,
survived the great battle, and yet none of them have
moonless night, in which no natural creature can long
answered prayers for nearly 50 years. The true reason
survive without magical aid.
for this silence remains unknown. Has the entire
Should the shard ever wane, be destroyed, or become
pantheon fallen? If so, how are priests and oath-sworn
lost, Solheim will truly fall into chaos.
still able to conjure miracles?

4
The Ljosalvar hail from the realm of Alfheim, but fled
The Dead Walk
Since the end of Ragnarők, no corpse remains still. With- en mass from their realm when the Svartalvar invaded
out a magically infused burial rite, or complete destruc- during Ragnarők. The largest populations of Alvar in
tion by blade and fire, a corpse will rise as a draugr Solheim exist in the region of Laufgroen, where
within days of its passing. Those who possessed a potent branches of Yggdrasil still stand within its vast forest,
Wyrd, strength of will, or unresolved grudge may rise as connecting Mannaheim and Alfheim. These elves
a more potent undead menace. Beware the bodies you struggle to find a place among their mortal neighbours,
leave in your wake. some of whom respect the ageless wisdom and skill the
elves have brought with them. Others see the alvar as a
threat to the region's stability, as farmers and timber-folk
Bleak. But not hopeless seek to clear forest for farmland, a plan the elves oppose
Solheim stands on a precipice overlooking the abyss, her
as they are mystically attuned to the forest and its
fate balancing on a knife's edge. Life undder Elding's
connection to their ancestral realm.
light is unfair at best, with Jarls and nobles who benefit
Svartalvar, by all accounts, are experiencing a golden
from the labor and sweat of freeman and thrall. Sol-
age in this new, sunless world. They have expanded out
heim's leaders wield authoritarian power in the name of
from the dark realm of Svartalfheim, forming colonies in
preserving the light, dictating everything from the right to
the darkness of Myrkland, and making raids on Solheim
buy land, marry, and have children. Beyond Solheim, the
for resources and thralls.
world is rife with hungering undead, ambitious Svartal-
far, and vengeful giants.
Against this backdrop, your party's actions matter. Asgardian
The world is dark and at times, harrowing, but its chal- Descendants of the lesser Aesir who lived in Asgard,
lenges can be overcome with grit, skill, and the nerve to these people are the remnants of the old faith. Those
hold your ground. descended from the Aesir often feature exotic, unearthly
looks and beauty, with glowing eyes, and extremely pale
or dark skin suffused with veins of gold. Many mortals
Peoples of Solheim revere the Asgardians as remnants of the old gods.
Others distrust their divine influence now that the gods
Virtually any ancestry can be found living under the light
of Elding. Though some cultures are more common than are dead.
others, history is full of explorations to realms beyond Asgardians are most numerous in Elding, where
the branches of Yggdrasil and the void of Ginnungagap. High King Jorodd previously ruled Solheim with absolute
Whether they came here as ambassadors, explorers, or authority.
thralls, a diverse mix of peoples call Solheim home. They
are now trapped here, far from their native lands and
Dvergar
gods, with no hope of return now that the Biv-rost is The Dvergar are credited as the first builders, crafters,
gone. and founders of civilization in the realm of Mannaheim.
They were the first of the mortal races to form
Ability score increases civilization, and build cities in the wake of Odin’s battle
There are two different methods of ability score increase with Ymir. Dvergar theories of statecraft and engineering
that you may use with any of the ancestries on the have long served as foundations of civilization. As beings
following pages. The first is to increase one ability score strongly associated with the earth, they commonly
of your choice by two, and another ability score of your commune with spirits of stone to supplement their
choice by one, or increase three ability scores of your talents as smiths and builders. They have faced a slow
choice by one each. decline since the fall of Hreidberg under the tyranny of
Fafnir, and his subsequent death at the hands of Sigurd
Dragon-drinker.
Alvar
Alvar, also known as the fair folk, or elves, are common
in Solheim’s wild places where remnants of the Vanir’s
power remain strong. Two broad categories of elf exist,
the Ljosalvar, or “Light Elves”, who live in surface
environments, and Svartalvar, or “Dark Elves”, who live
in subterranean and dark environments.

5
draugr Jotunkin
In the wake of Ragnarők, the people of Solheim quickly The descendants of mortals and Jotnar, the Jotunkin
realized that the dead no longer remain still. Many of claim a fraction of the physical might and elemental
those that rise act in a mindless, aggressive manner, power wielded by their supernatural forebears. Jotunkin
attacking the living indiscriminately. Some, however, are famed for their stature, strength and tenacious
return with a sense of identity and sanity, if not memory nature.
of their past life. Many of these returned dead speak of In Solheim, the greatest numbers of Jotunkin live in
wandering aimlessly through the dark, and fewer still the Skjallfells to the north-east, where land-shapers,
claim to have come across an obsidian gate, surrounded whale-speakers and mighty warriors alike have kept the
by throngs of spirits. Those Draugr that keep their sanity region independent since Fafnir’s rule over Hreidberg.
now seek their place in this darkened world, and answers Today, Jotunkin bear the stigma of slavers and thrall
behind their return. merchants; a result of a bargain with Elding. The
Jotunkin of the Skjallfells are exempt from the laws of
Draugr traits Solheim requiring potential parents to appeal to their
Draugr have the following traits. local jarl for permission to have children. Without this
Size. Your size is medium or small. blessing, any child born becomes a thrall, and property of
Speed. Draugr base walking speed is 30 feet. Elding. The rulers of the Skjallfells agreed to instead pay
Aura of Woe. Many see Draugr as omens of poisoned a “tithe”; insuring the freedom of their newborns by
Wyrd and ill fortune. This is partially true, as some condemning captured refugees that emerge from
Draugr have learned to manipulate their unique wyrd, Myrkland and shipping them in chains to Middag as
and weaponize it against their enemies. When a creature appeasement.
that you can see within 10 feet of you makes an ability
check, attack roll, or saving throw, you can use your Jotunkin Traits
reaction to roll a d4 and subtract the number rolled from Jotunkin characters possess the following traits.
the creature's roll. You can choose to use this feature Size. Jotunkin are noticeably taller than mortals,
after the creature makes its roll, but before the GM usually ranging from 6 to just under 8 feet tall. Your size
determines whether the ability check, attack roll or is Medium.
saving throw succeeds or fails. You may do this a number Speed. Your base walking speed is 30 feet.
of times equal to your proficiency bonus. You regain all Jotun Legacy. Starting at 3rd level, you can cast
expended uses when you finish a long rest. enlarge/reduce on yourself with this trait, using only the
Darkvision. You can see in dim light within 60 feet as spell's enlarge option, without requiring a material
if it were bright light and in darkness as if it were dim component. You can't cast this spell again until you finish
light. You discern colors in that darkness only as shades a long rest. You can also cast this spell using spell slots
of gray. you have of the appropriate level.
Death-touched. Draugr are risen from the dead, and Long Reach. When you make a melee attack on your
have the following benefits as a result: turn, your reach for it is 5 feet longer than normal.
You have resistance to necrotic damage. Powerful Build. You have proficiency in the Athletics
You don't need to eat, drink, breathe, or sleep. skill, and you count as one size category larger when
Magic can't put you to sleep. You can finish a long rest determining your carrying capacity and the weight you
in 4 hours if you spend those hours in an inactive, can push, drag, or lift.
motionless state, during which you retain consciousness.

Fanden
Also known as the “profaned”, or Tieflings, the Fanden
are descended from those with close ties to Náströnd,
where the souls of oath-breakers and murderers reside in
Helheim under the predatory gaze of the corpse eating
dragon, Níðhöggr, and the corrupt spirits known as
Ilvaettir, or fiends.

6
Hilbairn Wyrmkin
Also known as “smallfolk” or “halflings”, the Hilbairn are Also known as Dragonborn, Wyrmkin claim the dubious
descendants of mortal orphans blessed by the trickster honor of descent from Sigurd Dragon-drinker, the slayer
god, Loki. According to their tales, the Hilbairn came to of Fafnir, and first of the Ormdrotnar, or Dragon-lords.
be after Loki extended their blessing to mortal orphans. Sigurd, the first of the Wyrmkin, claimed draconic power
Loki blessed these abandoned children with small after consuming the heart of Fafnir in a blood ritual. With
stature that they could hide from the world's dangers, this newfound power, Sigurd began a conquest of the
courage and good fortune that they could face them, and mortal world, establishing the empire of Draagengard,
extended life spans, that they could enjoy the world's and inspiring his followers to undertake their own
comforts. Most Hilbairn still offer some reverence dragon hunts to claim the power of dragons.
toward Loki for these blessings, despite the trickster These empowered mortals passed their draconic
god's reputation as a catalyst for the world's end, and the traits on to their children. Like the dragons they have
murder of Odin's son, Baldr. drawn their power from, Wyrmkin are reputed to boast
extreme moods of melancholy, pride, rage, passion, and
greed.
Mortals However, the empire of Draagengard did not last.
According to stories of Gothi, the first humans came to
be after Odin cut a pair of branches from the trunk of Supposedly, the empire fell to divine retribution when
Yggdrasil, and gave them life. This pair, Ask and Embla, Sigurd's descendants grew too proud of their achieve-
were the father and mother of humanity. ments.
Odin, his brothers, and his allies ascended to greater Today, Wyrmkin form communities of diaspora
power thanks to the worship of early humanity, and used across Solheim, living as free folk in cities that their
their newfound strength to drive back the jotnar and mighty ancestors built and ruled as kings.
claim their lands, and humans settled the realm that
Odin set aside for them.
However, it was only with the rise of Fafnir, the
decline of the dvergar, and the subsequent ascension of
Sigurd, that mortals were able to rise to prominence,
building an empire for their dragon-blooded rulers on the
ruins of the dvergar and alvar who had come before
them.
Since then, humans have remained the dominant, if
divided, race of Mannaheim, with the versatility and grit
to adapt to the realm's varied environs and dangers

7
Timeline of Solheim Backgrounds
AS = Age of Sigurd Myrkland Survivor
You come from The Black, far from the light of Solheim.
-??? AS Creation of the nine realms from the You've survived harsh conditions, perpetual darkness,
meeting of primordial fire and ice. Ymir, the and the predations of monsters and fellow survivors.
first giant, emerges from the first waters. Skill Proficiencies: Survival, Stealth
Life slowly emerges. the Aesir/Vanir war, Tool Profiencies: One of the following: cook’s
battles with the Jotnar utensils, leatherworker’s tools, or woodcarver’s tools
Languages Known: One of your choice.
0 AS Sigurd and his companions slay Fafnir, and
Equipment: A set of traveler’s clothes, a waterskin,
establish the hall of Fafnir’s Fall. They
a knife, and 2 days of rations.
rename Hreidberg as “Dragonport”
Background Feature: Adapted to Darkness
850 AS The Empire of Draagengard collapses, You know how to survive in total darkness, locate scarce
various regions fall to infighting. Lesser resources, and navigate terrain through touch and smell.
warlords, jarls, and chieftains seize power You recall paths and can estimate distances between
and establish their dynasties across places you've visited. You also make the most of meager
Mannaheim. resources for yourself and up to five other people each
1720 AS Fimbulvvinter begins, lasting three years day, reducing the amount of food and water they need by
half.
1723 AS Ragnarok begins. Gods and monsters
Suggested Characteristics: Many Myrklanders have
battle across the nine realms. Skoll slays
little understanding of the society and life within
Sol, and shatters the sun in his jaws.
Solheim. Some look on Solheim's culture and plenty
Sunfire consumes most of the known world
with yearning to gain status as a Karl, a free citizen, even
without the protection of the Veil. The
if it costs several years' service as a thrall. Others see the
world enters an eternal, starless night.
comparatively easy lives of those within Solheim and
1725 AS Jorodd, a surviving Asgardian general, Elding with envy and bitter scorn.
recovers a shard of the sun, and
incorporates it into his flying fortress,
D 8 Personality Traits
naming it “Elding”. He and his soldiers
I don't flinch at foul tasting food and drink. I've
establish dominion over Dragonport, and 1 had to consume much worse in order to survive...
rename the city “Middag”.
Most folks don't realize how good they've got it. I
1730 AS Survivors of Ragnarok flock to Middag and make sure to remind them, whether they
2
Elding’s light, including a host of refugees appreciate it or not.
led by a warrior named Trostan, who claims I'm uncomfortable in bright light. I'm used to dark
to herald a new god, “The Eternal Flame”. 3 places where I can easily hide.
1745 AS King Eirik and his dragon companion 4 I don't want to be noticed. Noticed gets you killed.
Jorugal seize power in the northern isles, I'm always cautious around the people I travel
abolishing thralldom and renaming the 5 with. I've known more than a few Myrklanders
isles “The Northern Alliance” who resorted to cannibalism to survive...
I'm always trying to gauge whether someone is
1775 AS Current year. High King Jorodd has died. 6 predator or prey...
No one outside of Elding nor Middag are
I want to experience everything I've been missing
certain of the circumstances. 7 from my life in the darkness.
I want to leave the literal and figurative darkness
8 of my past behind me, by any means necessary.

8
d6 Ideals d6 Flaws
1 Purpose. I seek a greater purpose beyond mere 1 Years of danger and tragedy have left me numb
survival, striving to make a meaningful impact in and distant, and I have difficulty expressing or
the world. (Any) understanding emotions.
2 Resilience. Surviving Myrkland has taught me 2 I look down on those who've never lived in
that resilience is the greatest virtue. (Neutral) Myrkland. Those who live comfortably don't
3 Unity. We are stronger together. Building bonds understand real struggle.
and fostering community increases our chances of 3 I see potential threats everywhere. Even when
mutual survival. (Lawful) others mean well, I can't help but assume the
4 Self-reliance. True strength comes from relying worst in others.
on oneself. Dependence is a weakness I refuse to 4 I compulsively hoard supplies and resources, and
indulge. (Chaotic) am reluctant to share what I have unless I'm
5 Grim Optimism. Despite all the cruelty I've convinced it is for my betterment.
witnessed, we're still here, and its worth 5 I find it easy to take the cruel option if it increases
reminding folks of that. (Good) my chance of survival. Sometimes, you have to do
6 Ruthlessness. Compassion is a weakness in The whatever it takes to live another day, even if it
Black. I'll do whatever it takes to live. (Evil) means betraying others.
6 My belief in the inevitability of hardship and the
futility of our efforts demoralize those around me.
d6 Bonds
1 I lost track of my loved ones in Myrkland. I will
find them or die trying.
2 I escaped into Solheim away from a new, terrible
threat emerging in Myrkland. Elding has no idea
what's coming.
3 I am the last of my people. I will perform such
deeds as to ensure my ancestors live on through
the memory of my actions.
4 I came across a strange ruin during my
wanderings in Myrkland. Someday, I will return
there, and discover what secrets lie there.
5 I owe a debt of eternal gratitude to a mysterious
guide who led me through Myrkland's dangers.
6 I'm part of a close-knit, fiercely loyal group of
survivors from Myrkland.

9
Former Thrall d6 Ideals
Whether through the misfortunes of life, the need to pay 1 Aspiration. I dream of rising above my past and
off a debt, or the circumstances of your birth, you were proving I’m more than what I once was. (Any)
once at the bottom of society. Thralls, unlike freemen, or 2 Order. A society can only function if everyone
karls, are considered property. They do not have the right knows their place. Even slaves. (Lawful)
to hold lands, vote at þings, nor demand compensation 3 Domination. I was once weak. Now I will never let
under the law. anyone have power over me again – I will be
Skill Proficiencies: Deception, Insight master. (Evil)
Tool Profiencies: One musical instrument or tool kit 4 Pragmatism. I will do whatever I need to keep my
of your choice. freedom. (Neutral)
Languages Known: One of your choice. 5 Liberty. I wore chains once, I refuse to do so
Equipment: A set of traveler’s clothes, a waterskin, again. (Chaos)
a knife, and 2 days of rations. 6 Empathy. I can’t ignore the pain of others, having
Background Feature: Empathy of the Indentured experienced it myself. (Good)
You are familiar with the slave trade, including where
slavers buy and sell thralls, and which individuals and
groups are known for dealing in the slave trade. You fit in d6 Bonds
among thralls with ease, They will readily share 1 My former master will pay for their cruelty. I won’t
information with you and lend you their aid, though they rest until I’ve sated my thirst for vengeance.
will not risk their lives for you. 2 I have loved ones who are still thralls. I will free
Suggested Characteristics: Depending on the them.
circumstances of your thralldom, you may have a neutral, 3 Those who freed me have earned my service. This
positive, or hostile relationship with your former time, I give it willingly.
master(s). Whether you earned your freedom through 4 I will prove to the world that I am more than the
hard labor, the mercy of those you served, or through a thrall I once was.
hard fought escape, you now have a free life ahead of 5 I learned a dangerous secret while I was a thrall,
you, even if aspects of your bondage still weigh on your one that could bring me ruin or glory.
soul. 6 I escaped from thralldom, and I’m still running
from my old master.

D 8 Personality Traits
d6 Flaws
1 I remain silent unless spoken to.
I have to stop myself from doing everything 1 I despise those weak enough to become thralls.
2 someone asks me to. They should have fought harder to escape such a
I can’t help but lie about my past. I don’t want fate.
3 others to see me as lesser. 2 I crave wealth and luxury now I’m free. I want to
I take joy in simple things, like a good meal or a make up for the years of lack I endured.
4 peaceful moment. 3 I would rather die than lose my freedom, and I will
I laugh and joke often. Humor was one of the few fight anyone who tries to control me.
5 ways I could cope with hardship. 4 I’ll abandon my allies if it means staying free.
Life is made for taking risks and seizing 5 I hunger to experience the same control over
opportunities. You never know when or how others that my masters had over me.
6
things will change. 6 I struggle to stand up for myself or make my own
I am methodical and patient. I’ve spent years decisions.
7 waiting for the right moment to take action.
I feel awkward around those who were never
8 thralls and struggle to relate to freemen.

10
that isn't against you until the start of your next turn. A
Classes of Solheim creature must be able to see or hear you for the Boast to

Fighters affect them.


Drawback: The selected creatures have advantage on

Boaster attack rolls against you until the start of your next turn.
I Will Hold Them: You swear to hold back the ene-
“I go by many names, foe-man! mies you strike. Any creatures that you hit with a weapon
Hark, for I shall list them! attack after making this Boast cannot move more than
As a babe, I was howler, half their movement speed until the start of your next
In my youth, I was Raven-Feeder. turn.
Thence, I was Bone-Breaker, Shield-Hewer, and Fell-
Drawback: After making this boast, your speed is
Hand.
Now, you look upon King-Slayer, Ring-Giver, and halved until the end of your next turn.
Dragon-Drinker! Their Numbers Mean Nothing: You swear to cut
I am Sigurd! Son of Sigmund! Son of Siglund! down the enemy, no matter their number. Until the start
I am your doom!” of your next turn, whenever you take an attack action,
-Sigurd Dragon-Drinker, King of Draagengard you can make another attack with the same weapon
against a different creature that is within 5 feet of the
Among the denizens of Mannaheim, the World Tree, and original target and within range of your weapon.
the nine realms, there is one universal truth understood Drawback: Until the start of your next turn, you are
by all: The act of swearing an oath is no mere trifle of unable to use reactions.
words, but a measure of honour and pride with a tangible They Shall Fall: You mark a foe within 30 feet as the
magic all its own. target of your wrath. Until the start of your next turn,
Winning a battle is only the first step in building a whenever you take an attack action, you can make an-
glorious legacy – one must be ready to tell of their victo- other attack with the same weapon against your marked
ries in dramatic fashion, even if it means stretching the foe. Whenever you deal damage to your marked foe, you
truth for the sake of a good story. deal additional damage equal to your Charisma modifier
The Boaster takes this notion to heart when they en- (minimum 1).
ter the battlefield, drawing strength from the promises of Drawback: Until the start of your next turn, the next
glory they will earn, and the blood they will spill. time a creature hits you with an attack, you have vulnera-
bility to all of that attack's damage. This drawback then
Bonus proficiency ends.
3rd-level Boaster feature

When you choose this archetype at 3rd level, you gain


Deed caller
7th-level Boaster feature
proficiency in one of the following skills of your choice:
Deception, Intimidation, Performance, or Persuasion, Al- You have developed a talent for finding resolve and giving
ternatively, you learn one language of your choice. an encouraging word, even in the midst of battle. When
you or another creature you can see within 30 feet makes
Boasts an ability check or a saving throw, you can expend one of
3rd-level Boaster feature your uses of Boast as a reaction to add your Charisma
modfier (minimum 1) to the roll.
You can leverage your determination and force of person-
ality to accomplish great feats. Once on your turn, can
use one of the boasts listed below, gaining its benefits
and drawbacks. You can use this feature 4 times.
You regain all expended uses of your Boast when you
finish a long rest. You gain additional uses of Boast when
you reach certain levels in this class, increasing to 5 at
7th level, and 6 at 15th level.
Fight Me: You challenge surrounding foes to face
you. Any creatures that you hit with a weapon attack after
making this Boast have disadvantage on any attack roll

11
Cooperative Aggrandizer
10th-level Boaster feature

Your boasts encourage your allies to seize glory along-


side you. When you make a Boast, you may choose a
number of creatures equal to your Charisma modifier
(minimum 1) you can see within 30 feet that shares a lan-
guage with you. Until the start of your next turn, the tar-
get creatures gain the benefits of your Boast.
In addition, whenever you make a Boast, you and the
creatures receiving the Boast's benefits also gain one of
the following until the Boast ends:
● A bonus to AC equal to your Charisma modifier
(minimum of 1)
● A bonus to attack rolls equal to your Charisma
modifier (minimum of 1)
● Reduce any damage the creature takes by your
Charisma modifier (minimum of 1)

Masterful Grandstander
15th-level Boaster feature

Whenever you make a Boast, you combine the benefits of


two different Boasts. You only suffer one drawback, cho-
sen from between the two combined Boasts.

Inspiring Braggart
18th-level Boaster feature

Whenever you roll initiative, and have no uses of Boast


remaining, you regain one use of Boast.
In addition, whenever you make a Boast, you, and a
number of creatures equal to your Charisma modifier
(minimum 1) within 30 feet gain 10 temporary Hit
Points.

12
Paladins/Oathsworn
Oath of The Eternal Flame

“For the faithful, we bring the warmth of the hearthfire the other souls of Solheim who long for the comfort of a
and the protection of our shield wall. For the non-be- guiding voice in an age of lost and dead gods.
liever, we bring the purging brand, and the blade.” However, a growing number of these warriors in-
-Atvari Logsson, Chief Inquisitor of The Bran- stead spread their faith through force and torture. This
dishers has led to a growing division within the faith, and has
birthed fear and suspicion from those who keep praxis
In the wake of Ragnarők, a force of light and fire with the Aesir and Vanir.
emerged. No mortal is certain of this power's true nature, Whether the paladins of this flame are a force for
but those who swear themselves to the force known as good or ill is uncertain, but all agree; In a world strug-
The Eternal Flame understand that gling to survive in a realm of darkness, The Eternal
suffering and pain are opportunities to grow and better Flame and its oathsworn cry out with one voice – a voice
oneself. Many of the faith live this ideal by suffering on that rages against the dying of the light.
behalf of others, serving to protect and inspire the hope-
less. These righteous seek to spread this message of
hope for a better future to

13
Tenets of The Eternal Flame Channel Divinity
Speak. The Eternal Flame is no silent, meek god. Nor 3rd-level Oath of The Eternal Flame feature
should you be silent when you witness injustice.
Inspire. Your faith and the strength it brings you You gain the following Channel Divinity options. See the
should not be hidden. Seek opportunities to show what Sacred Oath class feature for how Channel Divinity
The Flame can accomplish. works.
Ambition. Even the smallest candle yearns to be a Flaming Weapon. As an action, or as part of your at-
roaring blaze. Remain in constant motion, and always tack action, you can imbue one weapon that you are hold-
strive for what nourishes your spirit. Inaction and resig- ing with The Eternal Flame's power, using your Channel
nation will only starve your inner fire. Divinity. For 1 minute, the chosen weapon deals addi-
Growth. Pain, loss and suffering are inevitable parts tional fire damage equal to 1 plus your Charisma modi-
of life, and necessary for growth. Do not fear the flames fier (minimum +1). The weapon emits bright light in a 10
of destruction, for it is through painful transformation foot radius and dim light 10 feet beyond that. If the
that we elevate ourselves. weapon is not already magical, it becomes magical for
the duration.
You can end this effect on your turn as part of any
Oath Spells other action. The effect ends automatically if you are
3rd-level Oath of The Eternal Flame feature knocked unconscious.
Kindling Restoration. Immediately after you deal
You gain oath spells at the paladin levels listed in the
fire or radiant damage to a creature, you can use your
Oath of The Eternal Flame Spells table. See the Sacred
Channel Divinity as a bonus action to restore hit points
Oath class features for how oath spells work.
to yourself and creatures within 30 feet of you equal to
the fire and radiant damage dealt, divided among the
Oath of The Eternal Flame Spells chosen creatures however you like.
Paladin Level Spells
3rd burning hands, searing smite Aura of Righteous Flame
5th flaming sphere, prayer of healing 7th-level Oath of The Eternal Flame feature
9th mantle of flame*, protection from energy
13th wall of fire, fireshield Radiant energy intermingles with the flames you conjure,
17th immolation, greater restoration leaving your allies unharmed by your fire. Those who
thought themselves invincible to flame now burn in radi-
ant fire. You, and friendly creatures within 10 feet of you
Mantle of Flame take no fire nor radiant damage from spells you cast and
3rd-level Evocation abilities you use.
In addition, whenever you would deal fire or radiant
Casting Time: 1 bonus action damage to a creature within 10 feet of you, you may
Range: Touch choose to deal either fire or radiant damage to that crea-
Components: V, S ture.
Duration: Concentration, up to 1 minute At 18th level, the range of both of these abilities ex-
tends to 30 feet.
Flames emanate from your body. For the duration, any
attack you make deals 1d6 extra fire damage when you Blazing body
hit a creature within 10 feet of you. 15th-level Oath of The Eternal Flame feature

When a creature begins its turn within 10 feet of you, Starting at 15th level, when a creature touches you or
it takes 1d6 fire damage. A creature or object can take hits you with a melee attack, you may deal fire or radiant
this damage only once during a turn. damage equal to your Charisma modifier (minimum of 1)
At Higher Levels. When you cast this spell using a to that creature if you're not incapacitated.
spell slot of 4th level or higher, the damage increases
by 1d6 every two slot levels above 3rd.

14
Champion of Flame
20th-level Oath of The Eternal Flame feature

As a paragon of The Eternal Flame, you can call on its


power to briefly become an avatar of your faith. As an ac-
tion, you gain the following benefits for 1 minute:
● Your body, and all objects you wield or carry, be-
come living fire, allowing you to move through a
space as narrow as 1 inch wide without squeez-
ing.
● Flaming wings erupt from your back, granting
you a fly speed of 60 feet.
● You are surrounded by an aura of fire that emits
bright light in a 30 foot radius around you, and
dim light 30 feet beyond that.
● You, and any creatures you choose within 30 feet
of you are immune to fire damage.
● Your weapon attacks deal an additional 1d8 fire
damage
● When a creature begins its turn within 30 feet of
you, you may deal fire or radiant damage equal to
your Charisma modifier (minimum of 1) to that
creature.
Once you use this feature, you can't use it again until
you finish a long rest.

15
Sorcerers Dragon Wings
As a Bonus Action, you can cause draconic wings to ap-
Ormr-Lord Bloodline pear on your back. The wings last for 1 hour or until you
dismiss them (no action required). For the duration, you
draconic ancestry have a Fly Speed of 60 feet. Once you use this feature,
You have inherited innate magic when one of the you can’t use it again until you finish a Long Rest unless
draconic bloodlines mingled with those of your you spend 3 Sorcery Points (no action required) to re-
ancestors. Whether you claim a fraction of Sigurd’s own store your use of it. You also learn the spell draconic
blood, or whether another ancestor imbibed ormr’s form. If you already know this spell, you learn another
essence on their own, it now manifests in you, for good spell of your choice.
or ill.

At 1st level, you choose one damage type associated with Ormr-Lord
your draconic ancestor. Features you gain later use this You can cast draconic form without verbal, somatic, or
associated damage type. material components. You can also cast it once as a 9th
level spell without expending a spell slot, and you regain
Ancestral element
the ability to cast it in this way when you finish a long
Acid
rest. Whenever you start casting the spell, you can modify
Cold
it so that it doesn’t require Concentration.
Fire
Lightning
Poison Draconic Form
7th-level Transmutation
You can speak, read, and write Draconic. Additionally, Druid, Sorcerer, Wizard, Warlock
whenever you make a Charisma check when interacting Casting Time: Action
with dragons and wyrmkin, your proficiency bonus is Range: Self
doubled if it applies to the check. Components: V, S, M (a dragon’s remains, such as a
tooth or scale)
Duration: Concentration, up to 1 minute
Draconic Resilience
As magic flows through your body, it causes physical You transform into a dragon that has a Challenge Rat-
traits of your dragon ancestors to emerge. At 1st level, ing equal to or less than your level for the duration.
your hit point maximum increases by 1 and increases by Your game statistics are replaced by the statistics of
1 again whenever you gain a level in this class. the dragon, though you retain your creature type; align-
Additionally, parts of your skin are covered by a thin ment; personality; Intelligence, Wisdom and Charisma
sheen of dragon-like scales. When you aren't wearing scores, proficiencies, and the ability to cast spells. You
armor, your AC equals 13 + your Dexterity modifier. can’t use any legendary actions or lair actions of the
dragon’s form.
Your fingers extend into dragon like claws, which you can
You assume the hit points and Hit Dice of the dragon
use as a weapon if your hand is empty. It deals 1d6
form. When you revert to your normal form, you
slashing damage on a hit.
return to the number of hit points you had before
you transformed. If you revert as a result of
dropping to 0 hit points, any excess damage carries
elemental affinity
over to your normal form.
Starting at 6th level, when you cast a spell that deals
Upon taking dragon form, you determine whether your
damage of the type associated with your draconic
equipment drops to the ground, changes in size and
ancestry, add your Charisma modifier to one damage roll
shape to fit the dragon’s form, or melds into the
of that spell. You have Resistance to that damage type.
dragon’s form.

At Higher Levels. When you cast this spell using a


spell slot of 8th level, the duration of the spell becomes
10 minutes. When you cast this spell using a spell slot
of 9th level, the duration of the spell becomes 1 hour.

16
Ormr, Young Ormr, Ancient
Large Dragon Gargantuan Dragon
Armor Class 17 (natural armor) Armor Class 20 (natural armor)
Hit Points 110 (13d10 + 39) Hit Points 332 (19d20 + 133)
Speed 40 ft., fly 80 ft., and either burrow 40 ft., swim 40 ft., Speed 40 ft., fly 80 ft., and either burrow 40 ft., swim 40 ft.,
or climb 40 ft. or climb 40 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE
STR 19 +4 +4 INT 12 +1 +1 STR 27 +8 +8 INT 16 +3 +3
DEX 10 +0 +0 WIS 11 +0 +3 DEX 10 +0 +0 WIS 15 +2 +8
CON 17 +3 +3 CHA 15 +2 +2 CON 25 +7 +7 CHA 22 +6 +6
Skills Perception +6, Persuasion +5, Stealth +3 Skills History +9, Perception +14, Persuasion +12, Stealth
Immunities Acid, Cold, Fire, Lightning, or Poison +6
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Immunities Acid, Cold, Fire, Lightning, or Poison
Perception 16 Senses Blindsight 60 ft., Darkvision 120 ft., Passive
Languages Common, Draconic Perception 24
Languages Common, Draconic
CR 6 (2,300 xp)
Challenge 20 (25,000 xp)
Actions
Multiattack. The dragon makes three Rend attacks.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4)
Slashing damage.
Breath Weapon (Recharge 5 - 6). Dexterity Saving Throw: Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8)
DC 14, each creature in a 60-foot-long, 5-foot-wide Line, or a Slashing damage plus 7 (2d6) matching the dragon’s
30 – foot cone. Failure: 38 (11d6) damage matching the immunity.
dragon’s immunity. Success: Half damage.
Breath Weapon (Recharge 5 - 6). Dexterity Saving Throw:
DC 21, each creature in a 90-foot-long, 5-foot-wide Line, or a
60 – foot cone. Failure: 58 (13d8) damage matching the
dragon’s immunity. Success: Half damage.
Ormr, Adult
Huge Dragon
Armor Class 18 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., fly 80 ft., and either burrow 40 ft., swim 40 ft.,
or climb 40 ft.
MOD SAVE MOD SAVE
STR 23 +6 +6 INT 14 +2 +2
DEX 10 +0 +0 WIS 13 +1 +6
CON 21 +5 +5 CHA 17 +3 +3
Skills History +7, Perception +11, Persuasion +8, Stealth +5
Immunities Acid, Cold, Fire, Lightning, or Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive
Perception 21
Languages Common, Draconic
Challenge 13 (10,000 xp)

Actions
Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6)


Slashing damage plus 4 (1d8) matching the dragon’s
immunity.
Breath Weapon (Recharge 5 - 6). Dexterity Saving Throw:
DC 18, each creature in a 90-foot-long, 5-foot-wide Line, or a
60 – foot cone. Failure: 45 (10d8) damage matching the
dragon’s immunity. Success: Half damage.

17
and his Constitution modifier of +1. He also
Optional Rules automatically recovers 10 total levels of spell slots thanks
The following optional rules can be used to lend a game to his d6 Hit Die plus his Intelligence modifier of +4. This
set in Shattered Sun (or another setting) a grittier, more is enough to restore all of his missing 2nd level spell slots
dangerous atmosphere and play style, especially for (a total of 6 levels) and one of his 3rd level spell slots (for
higher level characters. a total of 9). However, he still has 5 points of damage
Before implementing these optional rules, be sure to remaining, and is still missing a 3rd level spell slot. He
discuss them with your players first – ideally during decides to expend a Hit Die and rolls 1d6 and adds his
session 0 – to ensure that everyone will enjoy their Constitution modifier of +1 to the roll as normal. Rolling
inclusion. a 4, he restores 5 hit points, bringing him back to his
maximum hp. He simultaneously rolls that same Hit Die,
and instead adds his intelligence modifier of +4 to the
Grittier Rests
This variant adds new ways characters can use their Hit result. His first roll is a 1, for a total of 5. This is enough
Dice to accomplish heroic feats, modifies the mechanics to restore his remaining 3rd level spell slot (with a total
of short and long rests, allowing characters to take of 15 total spell slot levels he could have restored).
multiple long rests within a 24 hour period, but limits Hit
Characters who normally regain all spell slots at
Dice and spell slot recovery.
the end of a short or long rest, such as with the
Low level characters easily regain race and class
warlock's Pact Magic feature, automatically regain
features, while high level characters must moderate their
all spell slots from their class as normal. After
resources. In this variant, characters can expend any
completing a long rest, a character regains spent
number of Hit Dice up to their level during a short or
Hit Dice equal to the character's proficiency bonus.
long rest to regain hit points.
For example, a character with a proficiency bonus
During a long rest, characters gain the following
of three regains three Hit Dice upon finishing a long
benefits:
rest. A character can benefit from more than one
• You recover hit points and total spell levels equal to the
long rest in a 24-hour period. They must have at
maximum value of your Hit Die (e.g. 8 for 1d8) plus your
least 1 hit point at the start of the rest to gain its
constitution modifier. This does not count as using a Hit
benefits.
Die.
• You recover total spell levels equal to the maximum
value of your Hit Die (e.g. 8 for 1d8) plus your
spellcasting ability modifier. This does not count as using Even Grittier Resting
a Hit Die. and words of caution
• For each additional Hit Die a spellcaster spends to
recover hit points, the player rolls the same die and adds If a GM and consenting group of players are looking
their character’s spellcasting ability modifier to it. The to play an even more grounded resting system, you
player can decide to spend an additional Hit Die after may instead half a character's proficiency bonus
each roll. The character regains spell slots with a when determining how many Hit Dice a character
combined level that is equal to or less than the total. regains upon finishing a long rest.
• A character may opt to forgo rolling a Hit Die to restore
hit points in order to restore more spell slots. In this Consider carefully how you adjust your combat
case, a spellcaster expends a Hit Die, and rolls the die encounters and challenges for your players under
twice, then adds their spellcasting modifier, and restores this rule, as challenges will grow more difficult the
a total number of spell slot levels up to the combined longer a party of adventurers press into a hostile
result. However, they do not regain any hit points. environment, and risk becoming trapped with few
resources to defend themselves effectively!
Either variant of this system gives players more
For example, Hermodr, a 6th level wizard, is finishing freedom in deciding when they rest, and encourages
their long rest. Before taking a long rest, Hermodr had judicious use of party resources on longer adventures.
suffered 12 points of damage, and used all three of his
3rd level and all three of his 2nd level spell slots on
spellcasting. Eager to restore these spell slots, Hermodr
automatically recovers 7 hit points with his Hit Die of d6

18
Heroism Character Questions
Under this optional rule, every PC can gain a special
resource called Heroism. Heroism can be used to 1. What is your character's favorite color?
represent a Player Character's incredible skill, special 2. What is your character's favorite food?
destiny, or simply the heroic quality that sets them apart 3. What is your character's least favorite color?
from other mortals. 4. What is your character's least favorite food?
Heroism can be used to modify the result of ability 5. What does your character eat for breakfast?
checks, attack rolls, saves, damage rolls, and hit points 6. Describe one of your character's personality
and spell slots recovered during rests. However, at the traits
GM's discretion, a player may also spend Heroism to 7. Describe one of your character's bonds
influence the adventure, gain special insight or clues, 8. Describe one of your character's flaws
introduce new story elements, or save a character from 9. Describe what your character wears in detail
certain death. 10. How much time does your character spend
A PC can gain Heroism by answering character outdoors?
questions provided by the GM (a list of sample questions 11. What is your character's favorite physical
are provided on following pages). A player may answer activity?
up to five questions, earning a larger “Hero Die” 12. Describe your character's hairstyle in detail
depending on the number of questions answered, based 13. Describe your character's typical daily routine
on the following chart: 14. What does your character think of when they
hear the word “home”?
Number of Questions answered Hero Die gained 15. Who named your character?
1 d4 16. What does your character's name mean to them?
2 d6 17. What does your character like to do on their
3 d8 birthday?
4 d10 18. What present did your character receive on their
5 d12 last birthday?
19. What will always get your character into a fight?
A PC can spend 1 Hero Die on any ability check, 20. What's your character's favorite animal?
attack roll, or saving throw they make, adding the Hero 21. A guard stops your character and orders them to
Die result to the total. For example, if you initially roll a turn out their pockets. How does your character
saving throw result of 10, failing to beat the save DC of react?
13, and you have a d12 Hero Die available, you may use 22. What is your character's drink of choice?
that Hero Die, roll a d12, and add the d12's result to the 23. What does your character think of gambling?
total, possibly changing the outcome. A PC can have a 24. What would make your character retire from
maximum of up to 3 Hero Dice at one time. adventuring?
As you learn more about your players' characters, 25. What is your character most afraid of?
you can use the answers to weave in backstory elements 26. What is your character's earliest memory?
from your players' answers. You can also create 27. Your character sees a horse and rider trample
personalized questions tailored for your players, and your over someone and continue galloping, leaving
version of Shattered Sun (or any other setting you decide them alive but badly injured with no one else
to play in). around. What does your character do?
28. How does your character feel about large
crowds?
Heroism and grittier rests 29. How does your character feel about being
If you are using the Grittier Rests optional rule, a player
completely alone?
may spend Hero Dice to increase the number of hit
30. What opinions does your character have that
points or spell slot levels they recover after completing a
would make others uncomfortable?
rest.
31. What does your character do for fun?
32. What games did your character play as a child?
33. What kind of diet does your character eat?
34. Describe the last thing your character dreamed
about

19
35. Who does your character look up to?
Heroism, Monstrosity & Villainy
36. Who does your character hate?
37. What is the first thing a new acquaintance With this variant rule, notable NPCs, allies, enemies, and
typically notice about your character? monsters possess a similar resource to Heroism.
38. Who is your character's best friend? Such entities gain a number of “Villainy” or
39. What is your character's relationship with their “Monstrosity” dice to modify the result of ability checks,
family like? attack rolls, saves, and damage rolls. The size and
40. What is your character's darkest secret? number of dice a noteworthy creature gains is based on
41. If your character learned they only had a month their proficiency modifier, as shown in the table below:
left to live, how would they spend that time?
42. How does your character feel about their
Creature’s
financial situation? Number of
Proficiency Dice Value Avg. Value
43. When they were a child, what did your character Dice/Day
Bonus
want to be when they grew up?
+2 2 1d4 2
44. What does your character wish they could do
+3 3 1d6 3
that they can't? How badly do they want it and
+4 4 1d8 4
what would they do to get it?
+5 5 1d10 5
45. What is your character's most treasured
+6 and above 6 1d12 6
possession?
46. What does your character wish they possessed
For example, a noteworthy enemy creature with a
that they don't? What would they do to get it?
proficiency bonus of +5 gains the following ability:
47. Someone hates your character, and your
character doesn't know it. Who is this person
Villainy (5/Day).
and why do they hate your character so much?
When the monster makes an attack roll, ability check, or
48. Someone secretly loves your character. Who are
saving throw, they may add 5 (1d10) to the result of the
they? And how does your character feel about
roll. When a creature the monster can see within 30 feet
them?
makes an attack roll, ability check, or saving throw, they
49. What will your character never forgive?
may add or subtract 5 (1d10) from that creature's roll.
50. What would your character die for?

20
Friends & foes Eternal Flame Oathsworn
Medium humanoid (any lineage), usually lawful neutral
Armor Class 18 (chain mail, shield)
Eternal Flame Squire Hit Points 52 (8d8 +2)
Speed 30 ft.
Medium humanoid (any lineage), usually lawful neutral
Armor Class 13 (padded armor, shield) STR DEX CON INT WIS CHA
Hit Points 11 (2d8 +2)
Speed 30 ft. 16 (+3) 11 (+0) 14 (+2) 11 (+0) 12 (+1) 16 (+3)
Saving Throws Con +4, Wis +2
STR DEX CON INT WIS CHA
Skills Animal Handling +3, Athletics +5, Persuasion +5
14 (+2) 11 (+0) 12 (+1) 10 (+0) 12 (+1) 12 (+1) Senses passive Perception 11
Languages Common
Skills Animal Handling +3, Athletics +4, Persuasion +3
Senses passive Perception 11 Challenge 3 (700 xp)
Languages Common
Brave. The oathsworn has advantage on saving throws
Challenge 1/4 (50 xp) against being frightened.

Flaming Weapons. The oathsworn’s melee weapon attacks


Actions are magical. When the oathsworn hits with a melee weapon,
the weapon deals additional fire damage equal to its
Arming Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., Charisma modifier (included in the attack).
one target. Hit: 6 (1d8+2) slashing damage. Leadership. The oathsworn can utter commands and
warnings whenever a nonhostile creature it can see within
30 ft. of it makes an attack roll or a saving throw. The
creature can add 2 (1d4) to its roll provided it can hear and
reactions understand the oathsworn. This effect ends if the
oathsworn is incapacitated
Parry. The squire adds 2 to its AC against one melee attack Spellcasting. The oathsworn is a 4th level spellcaster. Its
that would hit it. To do so, the squire must see the attacker spellcasting ability is Charisma (spell save DC 13, +5 to hit
and be wielding a melee weapon. with spell attacks). The oathsworn has the following paladin
spells prepared:

1st level (4 slots): burning hands, divine favor, searing smite


2nd level (3 slots): flaming sphere, lesser restoration

Actions
Multiattack. The oathsworn makes two melee attacks.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) slashing damage, plus 3 fire damage.

reactions
Parry. The oathsworn adds 2 to its AC against one melee
attack that would hit it. To do so, the oathsworn must see
the attacker and be wielding a melee weapon.

21
Trostan of vestanmark Spellcasting. Trostan casts one of the following spells,
requiring no material components and using Charisma as
Medium humanoid (human) the spellcasting ability score (spell save DC 19, +10 to hit
Armor Class 18 (plate armor) Initiative +15 (25) with spell attacks):
Hit Points 256 (27d8 + 135)
Speed 30 ft. At Will: command, burning hands (level 6 version)
2/Day Each: aura of life, beacon of hope, flame strike, wall of
MOD SAVE MOD SAVE fire (level 5 version)
1/Day Each: circle of power, greater restoration
STR 20 +5 +5 INT 14 +2 +2
DEX 16 +3 +3 WIS 12 +1 +7 Bonus Actions
CON 20 +5 +5 CHA 20 +5 +11 Lay on Hands (3/Day). Trostan touches a creature. The
creature regains 23 (4d8+5) hit points and is freed from any
Skills Animal Handling +7, Athletics +11, Religion +8, curse, disease, poison, blindness or deafness.
Persuasion +11
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical attacks Legendary Actions
Immunities Fire; Charmed, Diseased, Frightened Trostan can take 3 Legendary Actions, choosing from the
Senses Passive Perception 11 options below. Only one Legendary Action can be used at a
Languages Common, Asgardian, Jotun time and only at the end of another creature’s turn. Trostan
CR 20 (XP 25,000; PB +6) regains spent Legendary Actions at the start of his turn.
Lunge. Trostan moves up to half his speed, and makes a
Blessing of The Eternal Flame (1/Day). Upon dropping to 0 Mystcarver attack.
hit points, Trostan’s hit point total resets to 250 hit points,
he regains all uses of Heart of Fire and Lay on Hands, and Burn Imperfection. Trostan releases a wave of magical fire
gains a fly speed of 60 feet. Additionally, Trostan can now in a 30-foot radius around him. He ends all conditions
use the options in the “Reckoning Actions” section for 1 affecting him, and ends all spells of his choice within the
hour. Award the party an additional 25,000 XP (50,000 XP area. Trostan loses 5 hit points for each condition and spell
total) for defeating Trostan after his Blessing of The Eternal ended in this way. Dexterity Saving Throw: DC 18, each
Flame activates. creature in a 30-foot radius around Trostan. Failure: 11
(2d10) Fire or Radiant damage (Trostan’s choice). Success:
Blazing Body. At the end of each of Trostan’s turns, each Half damage. Trostan can’t take this action again until the
creature within a 5-foot radius him takes 5 fire or radiant start of his next turn.
damage (Trostan’s choice).
Fan the Flame. Trostan uses Spellcasting to cast burning
Divine Aura. Creatures of Trostan’s choice in a 30-foot hands, flame strike, or wall of fire. Trostan can’t take this
radius originating from him have immunity to the Charmed action again until the start of his next turn.
and Frightened conditions.
Lay on Hands. Trostan uses his Lay on Hands ability.
Heart of Fire (3/Day). When Trostan fails a saving throw, Trostan can’t take this action again until the start of his
he may choose to succeed instead. Until the start of his next turn.
next turn, Trostan loses immunity to Fire damage. the first
time Trostan takes damage, he is vulnerable to that
damage. This vulnerability then ends immediately.
Reckoning Actions
If the Blessing of The Eternal Flame has been activated in
Special Equipment. Trostan wields the magic longsword the last hour, Trostan can use the following options as
Mystcarver, which adds 3 to his attack and damage rolls legendary actions.
(already included).
Scorched Earth. Dexterity Saving Throw: DC 18, each
Actions creature in one of four 20-foot-radius spheres centered on
points Trostan can see within one mile. Failure: 35 (10d6)
Multiattack. Trostan makes three attacks, using either fire damage plus 35 (10d6) radiant damage. Success: Half
Mystcarver or his Longbow in any combination. damage. Flammable objects in the area that aren’t being
worn or carried ignite. A creature in the area of more than
Mystcarver. Melee Weapon Attack: +14 to hit, reach 5 ft., one one sphere is affected only once. Trostan can’t take this
target. Hit: 14 (1d10+8) slashing damage, plus 40 (9d8) action again until the start of his next turn.
radiant or fire damage (his choice)
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600
ft., one target. Hit: 12 (2d8+3) piercing damage plus 40
(9d8) radiant or fire damage (his choice)

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character options
More to come... subclasses
Regions
feats
Npcs
spells
monsters
factions
adventure hooks
items
lore and how to make it matter

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Glossary
Aesir
Alfheim
Alvar
Baldr
Blótdrotnar
Biv-rost
Draagengard
Draugr
Elding
Fafnir
Fanden
Ginnungagap
Hilbairn
Hreidberg
jarls
Jotnar
Jotunkin
Ilvaettir
Laufgroen
Loki
Mannaheim
Middag
Myrkland
Muspelheim
Náströnd
Níðhöggr
Odin
Ormr
Skumring
Sigurd
Solheim
Svartalfar
valkyrie
Vanir
Vargr
Ragnarők
Regin
Wyrd
Wyrmkin
Yggdrasil
Yggdrasung
Ymir

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