Muhadrim

The Mutar represent some of the oldest traditions of men, tempered with decades of discipline, loss, and the change of the world around them. Those who live the harsh life of the Mutar tend to be cut into good men, bound to tradition and good will to one another - though even a life in the Kingdoms of Mutar cannot prepare a parent to lose their child to the Muhadrim Monastery. Typically cosmic events – meteor showers, supernovas, eclipses – mark the birth of a Muhad, and the parents of these children bear the solemn duty to give their child up to the warrior priests of old. Many make pilgrimage to the Muhadrim Monastery, and it is frequent following events in the heavens for caravans of newly sired parents travel with their infants for the first and final time.

It is at the monastery that the children train, learn, and grow into the Wind-warriors that travel the worlds of Ahrd. Taught the history of the world and the teachings of the gods, they take the wisdom of Sorin to the nomadic people of the Mutar and beyond, ensuring no matter the wealth or means a family possess, they are imparted with the same knowledge that has been passed down with their people for generations. Though childhood outside of the harsh life of a nomad typically makes them aloof and personable, their duty is a heavy one: for it is hard to deny that the tenuous future of their people rests largely on their shoulders.

While many that pledge themselves to patrons in the world of Ahrd, it is only the Muhadrim (vhalar. 'Wind Monks') that pledge themselves to the Three: Hun, Wuri, and Jaal. The elements of Sun, Wind, and Steel are those that are all-present in the lands of the Mutar, and it is under the protection of the Three that the Muhadrim travel and perpetuate the teachings of their people. While the Three are not central to the teachings or the life of the Mutan people, the order of the Muhadrim considers them paramount to the life of their warrior-priests.

The Muhadrim Monastery is run by Sunahar Pal. While not the oldest of his order, he has shown a warmth and patience unmatched by many of his peers. The closest the Mutar could have to a leader, he is respected as far off as Valoren and Khii. While he travels less than he used to, he has yet to find a soul he has judged as worthy to mantle the responsibility of the High Scholar - the future of Mutar.

## Warlock Patrons: The Three

At 1st level, you have been blessed with the patronage of the Three: Hun, Wuri, and Jaal. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level, as well as an expanded list of spells.

Expanded Spell list
 2nd
 3rd
 4th
 5th

**Fidelity Bonus.** Mutan humans receive Inspiration at the start of every session.

**Spellcasting Focus**: You gain proficiency in Mutan Scimitars and can use them as a spellcasting focus for your warlock spells.

### My Steel, My Will

Muhadrim use Wisdom as their spellcasting modifier. Any weapon attacks with a Mutan scimitar can substitute Wisdom when making attack or damage rolls.

### Nimbus Blade

At 1st level, the Muhadrim guides their thrown blade along the plane of the wind, beckoning Wuri to smite their foes and return the blade to its keeper. When casting Eldritch Blast, you throw your blade instead of the normal somatic components. Add your Wisdom modifier to any damage dealt with the spell, and change the damage type to slashing. If at least one target was hit with Nimbus Blade, you can recall your blade as a bonus action, slashing one hit target for 1d10 slashing damage. If you do not recall your blade, it makes its way along the skeins of wind and back to you by the start of your next turn.

### Dervish

At level 6, if you use the attack action or Nimbus Blade and all of the attacks hit, you can take the dodge action for free as part of the attack.

### Never Walks Alone

At 10th level, after finishing a long rest you can beckon forth an elemental companion from the planes of the cosmos, Wuri, or Jaal. The companion can be dismissed to their plane as an action and recalled as an action, as long as they have hit points remaining.

 Wuri's Curse
 Jaal's Weapon

### Wind-warrior

At 14th level, you embody the order you serve. You gain the following abilities. You can use your wind-warrior abilities a number of times equal to your proficiency bonus, refunding all charges on a long rest.

 Wuri's Curse
 Jaal's Weapon