This is a lore pamphlet for players that play clerics, paladins, or worshippers of Bahamut, god of justice, wind, and good dragons in the Forgotten Realms. Updated to post-Sundering status quo.
A compilation of lore based on established canon lore published across all editions of Dungeons & Dragons, combined with non-canon gap fillers.
This document contains the following:... [click here for more]
Magic items are cause for great celebration among adventurers. They go to great lengths to attain rare equipment of great power. Unfortunately, not every item is benevolent. More than one adventurer has fallen prey to a cursed magic item. Because of this, most cursed items go unused. And rightly so! Or is it? Only the bravest or maddest adventurers could dream of using cursed magic items. Fortunately,... [click here for more]
For centuries, the Greys lay dormant beneath the soil, trapped in a magical slumber. One day, more than 500 years ago, they all simultaneously awoke—over five thousand dormant beings emerging from their prolonged sleep to ascend to the surface. The surface-dwelling races of this world were perplexed by the sudden appearance of the Greys, a name bestowed upon them on that fateful day. The Greys, emerging... [click here for more]
FORTUNES DOMAINA fortune-twisting domain for clerics.
Reveal the threads of fate and bind them to your will. A cleric of the fortunes domain grants curses of peril and boons of luck to those around them. As the cleric grows in power, they can further challenge or enforce the path of destiny set before them on their adventures.... [click here for more]
Fighters that wield shields as fluently as they wield blades fit into the archetypal Bastion of Light. Invigorating their allies with an aura of safety and warmth, those who select this archetype stand as a wall between their allies and the forces that seek to sunder them.
If you are looking to turn your shield into a weapon, then this Fighter archetype is for you! Your defenses are shared with your... [click here for more]