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Thassa is the god of the sea, aquatic creatures, and the unknown depths. She also holds sway over less tangible concepts such as ancient knowledge, long voyages, and gradual change.

Impassive and slow to anger, Thassa is secure in the knowledge that there are no mortals and few gods who can threaten her status. Once her ire is aroused, however, it is as unstoppable as a cresting wave. She often speaks in the future tense, referring to what tomorrow will bring. She seldom laughs, and when she does, it is usually out of smugness rather than genuine mirth.

Thassa usually appears to mortals in the form of a female triton-like being with octopus-tentacle hair and a crown of crab legs. She seldom adopts the same size as her followers, preferring to be seen from a distance as she towers over the ocean. When she moves closer to the view of mortals, she takes many other forms, often shifting from one to another: a giant squid, an ocean storm, a school of sharks, a fog bank, or a crab, her favored animal. She sometimes speaks out of the ocean itself, in droplets hissing across the surface of the waves.

Thassa’s Influence

To most mortals, Thassa is the sea, and the sea is Thassa. The wind and waves, the tides, and the ocean’s bounty, ranging from small fish to the enormous krakens—all these are Thassa’s dominion. The sea has many metaphorical aspects that Thassa oversees as well: ancient knowledge, long-term change, introspection, voyaging, and repetitive patterns such as the tides.

Thassa governs the slow changes wrought by the passage of time, such as the weathering of rocks and the erosion of beaches. Where Nylea controls the eternal cycle of the seasons and Kruphix monitors the flow of time, Thassa holds sway over the slow-acting but irresistible forces that alter the world over hundreds or thousands of years.

Krakens and other behemoths of the deepest oceans move at Thassa’s command. She is protective of what she calls the greatest of her children, and she usually keeps them out of harm’s way in the darkest depths. A mighty kraken sighted close to shore is a sure sign of Thassa’s displeasure.

Thassa’s Goals

Thassa is never satisfied with the status quo, and she also never advocates hasty, uncontrolled change. She constantly resculpts the physical world, altering coastlines and upending familiar trade routes. There is no ultimate goal to this ongoing transformation; the purpose is change itself. Thassa believes that change is essential to existence, and she opposes anyone who tries to establish or maintain a permanent order to the universe. She aids and inspires forces of change, the rivers that wear down mountains and the tides that claim whole continents. She sometimes seems disinterested in the intrigues of the present, even in her own current schemes, as her thoughts drift toward what the future holds.

Divine Relationships

Thassa disdains the shortsightedness of her fellow gods, most of whom have convinced themselves that they can impose lasting order on the cosmos. At the same time, her realm is unassailable, and she believes that the changes she advocates are inevitable in the long term. So although Thassa frequently disagrees with the other gods, she doesn’t fear them.

Heliod considers Thassa his favorite sibling, despite her unwillingness to agree with his plan for a permanent order. Thassa, who rules depths that have never seen the sun, considers most of Heliod’s schemes pointless and opposes them if they seem to threaten harm.

Thassa took pity on Purphoros and aided him when Kruphix hobbled his mind, and Purphoros has not forgotten it. The two of them agree that old things must make way for new things, but Purphoros’s bursts of destructive energy stand in sharp opposition to Thassa’s gradual alterations. Purphoros regularly makes gifts for Thassa, most recently gifting her a new spear to replace her lost weapon.

Thassa has little use for the gods who oversee work she believes best left to mortals: Ephara with her cities, Karametra with her fields, Pharika with her tinctures, Mogis and Iroas with their armies. To Thassa’s mind, her peers are building castles in the sand, unaware or unmindful that the tide will sweep them away.

Worshiping Thassa

Most of Thassa’s dedicated worshipers are tritons, and the vast majority of tritons are wholly devoted to Thassa. Tritons spend much of their lives in Thassa’s realm, with their god omnipresent. They weave prayers to Thassa into nearly everything they do.

Among humans, Thassa is worshiped by those who rely on bountiful seas for sustenance or calm waters for safety. Sailors, fishers, and residents of Theros’s coasts and islands all pay her at least nominal respect and sacrifice. Her center of worship on land is in the coastal polis of Meletis, where sailors and philosophers pray to her for guidance. The week-long Lyokymion festival (the Feast of the Melting Swell) marks the start of the new year by celebrating the bounty of the sea.

Thassa’s most fervent human worshipers offer prayers at high and low tide. If possible, they do so at the water’s edge. At low tide they walk barefoot out onto the tidal flats, relishing the touch of Thassa’s seabed.

(JASON CHAN)

MYTHS OF THASSA

Tales about Thassa typically demonstrate that she is often patient, but never kind.

Callaphe the False. During the last great Silence of the gods, a triton appeared, impersonated a mariner named Callaphe, and traveled the waves aboard Callaphe’s living ship,The Monsoon. This false Callaphe misled the tritons with false prophecies and pulled a kraken from the depths, hoping to harness his power. When the Silence was lifted and Thassa returned to the world, she struck the impostor down with such fury that she shattered her bident. Purphoros, remembering Thassa’s kindness to him on many occasions, replaced her sacred weapon.

Dreams in the Deep. While Purphoros is renowned for his endless creations and desires to bring new ideas into being, Thassa secretly shares similar creative desires. Endlessly bored with the predictable denizens of the land and sky, in the deepest ocean trenches, Thassa wills immortal dreams and nightmares into being. Delicate beauty, undulating grace, and tentacular terrors are birthed in the absolute dark, iterate for generations, and suffer swift extinctions at the god’s whim, never knowing the sun’s touch. Sapient mortals aren’t welcome in these maddening ateliers; Thassa remains bitterly unwilling to reveal her work until her creations—and the time—are absolutely perfect.

Every Tear the Sea. Few myths tell of those who escaped Thassa’s wrath. This isn’t one of them. When the infamous explorer Rasiao failed to steal one of Thassa’s Tidelock Pearls, wave-controlling treasures protected by vicious mollusks, she spent years avoiding the waves before finding her way back to the mainland. Although she’d failed to abscond with one of Thassa’s treasures, she’d avoided the sea god’s wrath, a claim she valued more preciously than gold. For years, Rasiao lived far from ocean or river, making her home in the driest reaches of Theros. She lived a long life, but on one trip to Akros to resupply and brag, she drowned in a bowl of ox stew. Those who found Rasiao discovered a pearl, too large to pass her lips, lodged in her mouth. Fearing further reprisal, Rasiao’s daughters committed their mother’s body to the Deyda River and Thassa’s clutches. The explorer’s daughters never forgot that just as countless drops make the sea, so too is every raindrop, tear, and cup part of Thassa’s domain.

Thief’s Fate. According to legend, a mortal sailor once stole Thassa’s bident and used it to sink an enemy fleet. Thassa cared nothing for the vanquished fleet, but punished the sailor for his thievery by turning his family into eels. The sailor tried to care for the eels, but they blamed him for their fate and disappeared into the sea, leaving the sailor weeping on the shore.

Thassa’s Champions

Alignment: Usually neutral

Suggested Classes: Cleric, fighter, rogue, wizard

Suggested Cleric Domains: Knowledge, Tempest

Suggested Backgrounds: Acolyte, outlander, sage, sailor

Thassa’s champions typically work on behalf of change, embrace new ideas, don’t automatically defend the status quo, and wish to serve the god who controls pounding waves and massive krakens.

Thassa’s Favor

In much the same way that the sea and its secrets simply exist, Thassa trusts that the lives and actions of her champions will serve her long-term goals because of their connection to her. What made the god of the sea turn her attention to you or how did she show her interest? The Thassa’s Favor table offers a few possibilities.

Thassa’s Favor
ROLL TABLE TO VTT
d6Circumstance
1You nearly drowned in a shipwreck, but Thassa answered your prayers for deliverance.
2You were found on the shore as a newborn, in a basket woven of ocean grasses.
3You dreamed of a great kraken. When you followed your dreams to the sea, the kraken appeared to you and gave you Thassa’s blessing.
4You grew up on a fishing boat, and your parents taught you Thassa’s rites.
5You were born with a pearl in your mouth, an obvious sign of Thassa’s favor. You still have the pearl.
6You have no idea why Thassa showed interest in you, and you might sometimes wish she hadn’t.

Devotion to Thassa

Following Thassa means devoting yourself to a particular way of perceiving the world. Thassa herself seldom takes a stand on moral issues, preferring to let matters play out, but her mortal champions can’t usually afford to be so patient. As a follower of Thassa, consider the ideals on the Thassa’s Ideals table as alternatives to those suggested for your background.

Thassa’s Ideals
ROLL TABLE TO VTT
d6Ideal
1Devotion. My devotion to my god is more important to me than what she stands for. (Any)
2Knowledge. I will learn the secrets of the hidden depths. (Any)
3Freedom. The sea can take me anywhere, and I’m not going to tie myself down. (Chaotic)
4Bounty. The ocean always provides, and I will share its gifts with those less fortunate. (Good)
5Change. Everything’s just waiting to be something else, including me. (Chaotic)
6Power. Like the waves, I answer only to Thassa. (Evil)

Earning and Losing Piety

You increase your piety score to Thassa when you expand the god’s influence in the world in a concrete way through acts such as these:

  • Supporting those who would reform or overturn institutions
  • Preventing cataclysmic change
  • Offering a treasure to the sea
  • Defending or maintaining a temple to Thassa

Your piety score to Thassa decreases if you diminish Thassa’s influence in the world, contradict her ideal of gradual change, or attempt to impose artificial order through acts such as these:

  • Trying to keep a secret from Thassa
  • Using magic to calm the sea’s fury
  • Upholding an institution not devoted to Thassa
  • Bowing to the desires or demands of another god

Thassa’s Devotee

Piety 3+ Thassa trait

As a devotee of Thassa, you have proven yourself a worthy representative of the god of the sea. You can cast fog cloud with this trait. Fog created in this way smells strongly of the sea. You can cast the spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Thassa’s Votary

Piety 10+ Thassa trait

You can cast blink with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.

Thassa’s Disciple

Piety 25+ Thassa trait

You are inspired by the tempestuous, uncontrollable nature of the sea; you have advantage on saving throws against being charmed or restrained.

Champion of the Sea

Piety 50+ Thassa trait

You can increase your Dexterity or Intelligence score by 2 and also increase your maximum for that score by 2.

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Cogwork Archivist
Large construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10+24)
Speed 40 ft.
STR
18(+4)
DEX
10(+0)
CON
15(+2)
INT
17(+3)
WIS
11(+0)
CHA
6(-2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned,
Senses Darkvision 60ft., passive perception 12
Languages All
Challenge 4 (1100 XP)
Proficiency Bonus +2

Magic Resistance. The Archivist has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Archivist makes two Grasping Limb attacks


Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The archivist can have no more than two targets grappled at a time. 


Spellcasting. The Archivist can cast one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

At will: dancing lights, prestidigitation

2/day: silence


Bonus Actions

Dazzling Light. (Recharge 5-6) Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

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                In darkness of midnight, the Gods of Varosha banded together and created masks of unique properties with the assistance of gods from other realms. There was the Boar, Human, Dog, Fox, Cat, Owl, Snake, Spider, Bull, Rabbit, Dragon, Otter, Deer, Unicorn, Bat, Raven, Skull, Mouse, and the Butterfly. Each mask was a representative of an element or energy, while others were properties of a singular arcana.

                These masks were bestowed upon their children in the hopes of seeing the world they had created through their eyes. In return, the children were granted the powers of their parents through the masks they were given. Although, they had powers they followed a singular oath. “I will watch over the land and its inhabitants. For I am the Gods' Watchman of the Midnight Eye.”

                As time went on after the gods disappeared the bloodlines began to slowly diminish in strength. Those who still have the blood of the gods within them became the only people who are able to wear the masks and use the powers. Those who fail to have the blood of a God were forever cursed by the powers of the mask.

                The curse takes over the body and thus the mask became its own entity. Those who are taken over by the mask are “Lost Children”. A mask wearer of a God can become corrupted now due to the thin bloodlines. If they disobey their God they can be disowned and will succumb to the curse.

                Through the eyes of their children, the Gods saw what was ensuing in all the lands. When the Great Demon War occurred, they used their children to seek out champions who were already born with extraordinary gifts and abilities. Once five champions were found their blessing were bestowed upon those selected. The Watchman acted as protectors to the newly born Great Sages and enhanced the Sages with their own abilities. Once the war was over and peace continued, the Watchmen continued to follow their oath as the Sages no longer relied on their protection.

                To be a Watchman, one must be born through the bloodline of a God to wear the mask. A mask is only give to a successor when the first wearer dies. Once the wearer has passed, the mask undergoes a selection. Those who believe they are descendants of a God join the Midnight Eye and wear a blank porcelain mask. They will remove their selection mask and attempt to put on the God Mask. If successful, the wearer will fuse with the mask but have complete control over their actions. If the mask fails, the wearer will be hurt and undergo a curse even after the mask is removed from their face. 

                Those who succeed undergo a series of training until they pass their final test. This will allow them to ascend into the planes and travel and are known as Stalkers. The Sanctuary will always be their home base, and they may return from time to time. While those who fail have to undergo mental rehabilitation and training to rid the curse. Stalkers who fall corrupted can become Lost Children and the God’s lose their sight of them.

                Over the last century a total of seven masks have gone missing from the Midnight Eye from corruption or theft. This prompted the remaining wearers to stay within the Sanctuary under the protection of Master. The sanctuary has become a training ground for not just the Watchers, but all who follow the same ideologies and want to find a sense of belonging. Anyone can join the Midnight Eye. 

                False masks were created artificially by a strong individual. These masks still bestowed gifts to the wearers as well as a curse. However, not as strong as the originals, these masks often take away the minds of the wearers and treat them like puppets. Other copy masks exists in the world but are made through other means. These masks are usually worn by those of Unknown blood or Unknown. These masks also have unique properties depending on the capabilities of the wearer. 

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In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.

Ability Score Increase

Your Charisma score increases by 2, and your Intelligence score increases by 1.

Legacy of Cania

You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Great Old One Expanded Spells

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

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Walden Stein has obtained the rights and ownership to the Harmony Opera House. He intends to turn the place into a swinging club and a hang out place for him and his friends. However, as the construction started strange things started happening here. Mysterious deaths started occurring prompting Walden to reach out to a unique group of individuals. Knowing that the king's guards wouldn't assist in any way, this was his last resort to get down to the bottom of things.

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This longbow sculpts its own arrows made of Ice when the string is pulled requiring no ammunition. If you use specials ammunition they are coated in a thin layer of ice and deal an addition 1d4 cold dmg.

A target Hit by an ice arrow has its speed reduced by 10. This has no effect on creatures with cold immunity. 

Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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The masters of the school were put under an enchantment as the assistant Cecil was revealed to be a shapeshifter. They attacked visitors on the campus and two students perished in the attack. 

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