Saturday, June 9, 2018

Naryan Class Options: Roguish Archetype ~ The Sniper


THE SNIPER

Some rogues are expert assassins or thieves or faff about with arcane trickery. The magic marksman, the sniper, is the archetype that prefers to do their dirty work at a distance. Snipers build custom bolt rifles that fire magical projectiles at their intended target. They use this tool to pick off targets at a distance and cripple the enemy line with shots that would make anyone think twice before leaving the safety of cover. Some are just hobbyists, some are monster slayers but all experts at obliterating whatever gets caught in their cross-hairs.

Magic Marksman
When you choose this archetype at 3rd level, you have combined your interests of magic and marksmanship to craft arcane rifles. You gain proficiency with the Arcana skill. You gain proficiency with the Light & Heavy Crossbow and Bolt Rifles. You learn the Prestidigitation and Mending cantrips.

Fighting Style
You gain the Archery Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons.

Bolt Rifle Aficionado
At 3rd level, you also gain proficiency with the Carpenter's Kit.

By taking 1 hour, expending 25 gold, and using a Carpenter's Kit, you can customize a Light or Heavy Crossbow into a Bolt Rifle. The Bolt Rifle is a magic weapon that uses a powerful arcane apparatus to hurl magical bolts through the air from the end of a long barrel. Your Bolt Rifle deals 2d6 magical force or fire (your choice) damage per bolt and has a range of 200/800. It requires two hands when you attack with it. It weighs 20 lbs. It does not use ammunition.

Only you can use your custom Bolt Rifle.

Hawkeyes
And at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object.

You also gain proficiency in the Perception skill if you don't already have it. You proficiency bonus is doubled for any ability check that you make using that skill.

Homicidal Geometry
By 9th level, you have improved the rifling of your Bolt Rifle's barrel and increased the caliber of each bolt so that it penetrates your targets. Whenever you fire your Bolt Rifle at a target, you may expend you may instead choose to fire in a beam, which is 1 foot wide and 800 feet long, and you make an attack roll against each creature or object in that line until you miss. You may only use this feature once per round.

Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

Overcharge
When you reach 17th level, you can take a bonus action to overcharge your weapon. When you do so, you aim at a point within your Bolt Rifle's range. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw (8 + your proficiency bonus + your intelligence modifier). Each creature takes 20d6 force damage on a failed save, or half as much damage on a successful one.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

After you use this feature, you can use it again until you take a short or long rest.

Saturday, May 26, 2018

Goblins & Orcs: Strength in Weakness & Weakness in Strength



To the peoples of Sublanarya, there is little difference in the orcish and goblinoid invasions from across the waters between the Dead and Dragon Seas. They are merciless conquerors, like locusts, who devour their crops, demolish their townships and enslave their peoples. They have sharp teeth, red, green or grey skin, pointed ears, speak strange tongues and worship strange gods. And yet, these two different groups fight each other as often as they fight the native population. They are, despite the surface similarities, psychologically opposed.

Goblins find strength in weakness and orcish weakness comes from their strength.


Goblinoids are a race that dates back to the Wyrd Wars. They were created by Gob the Horned Master, a diabolical duke associated with conquest and slavery, to serve him as his soldiers in his conquest of the material plane. Their legends say that he first tried to conquer a dwarven hold with his diabolical minions until both forces were decimated and brought to a standstill. The dwarven leaders offered a parley for peace. Gob was so disgusted that he hocked a mouthful of mucus onto the blood soaked mud at his feet. An army of diminuitive humanoids, green of hue as his mucus, rose up and finished off the dwarves. These were the first goblins and Gob imbued them with his ambition and cruelty.

Gob was slain by Urd the Forgefather, the patron god of the dwarves, and left the goblins without a master to guide them and a millenia long hatred for dwarves. The goblins were scattered across the world without leadership.

Goblins are a diminutive race, standing between 3 and 4 feet tall, with a dexterous frame with yellow to green colored skin (with some variance). They have sharp teeth, long & pointed ears, broad and pointed noses, beady yellow or red eyes, and with black hair-- males are prone to varying signs of baldness. They make up for their size and weakness with ferocity and numbers. Goblins breed and mature quickly, reaching adult age within 10 years, and often having broods of two to six per short pregnancy. This feature allows them to quickly fill the numbers for any horde.

Goblins live in familial tribes, usually building their lairs in caves far from other humanoids, and have a hunter-gatherer lifestyle. From a young age, goblins are taught that nothing is fair, that you have to fight for your own survival and that ruthless aggression is rewarded. Male goblins spend a lot of time gathering resources, usually through theft and banditry, and making short-term alliances with other tribes and monsters to raid villages. Goblins know they value of strength in numbers because it is their biggest strength. Female goblins usually rear the young and maintain their lair but, just as often, join the males in their raids.

Bugbears are the outliers of goblinoid society. With yellow skin, furry bodies, sharp claws, short-carnivore snouts and a hulking muscular form, bugbears are easily the most physically intimidating of the goblinoids.

They were created by Gob's son, Zorguhl the Brute, who valued strength above all else. Zorguhl is a cruel god who demands sacrifices from his priests who, unfortunately for Zorguhl, are few because of the inherent laziness of his creations. Bugbear are predators who live in small family units, but just as often prefer to live on their own or seek out a tribe of goblins to bully into servitude. Bugbears, like their god, are afflicted by laziness. Bugbears are opportunistic and cruel but lack the ambition or intelligence to lead like their hobgoblin counterparts. In goblin hordes, they most often serves as scouts, hunters and as brutal bodyguards for hobgoblin warlords.

Zorguhl was no replacement for his father Gob and he was leading the goblins with disastrous results of the goblins and bugbears fighting each other and making reckless decisions. Mal-Dorig the Dread Conqueror subdued Zorguhl and took the reins. Under Mal-Dorig, the goblinoids reached the zenith of their civilization. His biggest contribution was the creation of hobgoblins, from cross-breeding humans and goblins, to create a race of medium sized soldiers that are stronger and more menacing than their diminutive goblinkin and smarter than the brutish bugbears. They are leaders of goblinkind and the driving force behind any goblin horde.

Hobgoblins have shorter noses and ears than goblins, with orange to reddish hued skin, dark hair, often with facial hair, and stand between 5'6'' and 6'6''. Some hobgoblins have unique features with "blue-noses" being common among famous warlords. And there are plenty of famous hobgoblin warlords.

They are far more disciplined than their lesser kin, being born and raised as part of a warband mercenary group or an army. By nature, they are more "civilized" than goblins and bugbears, living in tents and forts, making their own weapons and armor, and making powerful alliances to form armies capable of conquering wide swaths of territory. They also are notoriously proud and haughty, feeding into the already caustic temper goblinoids are infamous for, and fly into violent rages when challenged or humiliated. Their reputation is more important than their own children.

Rank and position is the measure of that reputation. Unlike lesser goblinoids, open revolt is frowned upon. Instead, hobgoblins are expected to rely on earning their rank, challenging their superior to a duel, or, valuing subtlety, successfully assassinating a superior. Hobgoblins that are caught using subterfuge to get rid of a superior are admonished but are often let off easy if the performance of that superior had been lacking. Hobgoblins live for the glory of battle.

On a side note, hobgoblins are also famous for employing warmages in combat. Goblins are also attracted to the potential uses of magic but hobgoblins, who desire respect from their adversaries, have actually established scholarly keeps dedicated to learning and teaching magic to the most talented of their kind.

Ironically, the biggest survival trait of goblins is their weakness. They often survive situations that would otherwise decimate them by hiding, running or begging for their lives. The competitive and violent nature of goblinoids puts the smartest, cruelest and strongest on top. The problem is that while goblins are loyal to the tribe, leaderships is constantly challenged by rivalry and mutinies are a weakly threat. The best way for a goblin leader to survive is to make sure their rivals are occupied and nothing occupies goblins like making war. This all feeds into the ruinous cycle of goblin conquest, inevitably ending in their decimation.

The best way for a goblin to survive and thrive? To be weak, pathetic and cowardly. If other goblins don't see you as a threat, they won't see you as a rival, and they won't take you out. The most successful goblin tribes are those that are the most cowardly.

Some goblins have even escaped the cycle of violence and cruelty by taking on a new philosophy: profit! Goblin miners, merchants and bankers have built a new identity for goblins who leave their kin behind in the city of Mithrak. These entrepreneurs worship at the altar of gold and follow the teachings of Zreebo the Goldgoblin.

Orcs are strong. Orcs stand between 6 and 7 feet tall, powerfully built with grey to green skin, dark eyes, long hair, snort and flat noses, and pointed ears. Their most iconic aspect is their tusks which protrude from their lower jaw. They mature at a similar rate to humans, perhaps a little earlier, and breed often. Twins are extremely common among orcs.

Orcs live in small tribal groups, building tents and hunts or living in cave systems, led by a chieftain and a shaman. The chieftain is a position passed from father to son and they serve as the martial leader of the clan. The shaman is the spiritual leader who provides medicine and religious guidance to the tribe. Shamans communicate with spirits of the dead and share the teachings of Namu the Cave Mother. Orcs have no strict line of leadership outside of these roles, positions being based on meritocracy with the strongest being warriors, fastest being scouts, stealthiest being hunters and everyone else serving the tribe as caretakers of the young and elderly.

Unlike goblinoids, orcs are inherently neutral.

Orcs, ideally and by default, prefer to live unmolested, hunting and gathering, in their ancestral territory. When they need more resources or feel threatened by outsiders, they seek to expand their territory, often resorting to a psuedo nomadic lifestyle, and to expel outsides with extreme prejudice. They treat orcish and non-orcish outsiders alike and rely on their own strength and tenacity to overcome them. When their strength fails, orcs turn to drastic measures and seek power from a willing shaman's contact with a darker force. This is the source of all corruption of orcish society and leads them to a path of violence, conquest and savagery.

The orcish distrust of other races can be traced back to the primordial age when Namu the Cave Mother awoke after her brothers, the patron gods of elves, gnomes, and dwarves, and found herself alone. Namu was a capable huntress, strong and beautiful, but without her family-- her tribe-- she was lost. Orcs resent the other races for leaving her behind in the World Below. Namu wandered for some time before she was found by a handsome demon prince, Nago the Furor in the Dark. He deceived her, knowing of her importance, and used magic to enchant her to fall in love with him. When she gave birth to twins, Brother Rom and Sister Rem, he tried to steal the godlings away to corrupt them. Namu took the form of a great wolf, repelling Nago in his true form, a great demonic boar, but he left his mark on orc kind.

Their tusks are symbols of his influence and the fury of orc kind is his curse. Rom and Rem also bore the curse. They fight constantly. This symbolism is often represented in orcish heraldry with the symbol of two wolves chasing each other to represent inner struggle, growth and balance. Namu guides her children as a symbol of elders, wisdom and tradition. But some orcish tribes turn to Nago and other demonic forces for power. This leads them down a darker path.

Orcs that allow demonic influence to overtake their tribe become the cruel and violent brutes that other cultures think of. They destroy everything in their path, aligning with other evil forces, and make hordes that threaten to destroy civilizations.  They become stronger, their territories expand beyond their ancestor's greatest expectations and they destroy the very thing they were trying to protect by losing their sense of family to become power hungry beasts.

The temptation of power that is bred by this curse has defined orcish history but it doesn't have to be that way in the future. Half-orcs are often the end result of this cruel conquest but they can also be a bridge to their people to peaceful coexistence with their neighbors. This means throwing off the shackles of demonic influence and learning to trust the other races.

But this is only possible if the other races give them a chance.

Saturday, April 28, 2018

Faiths of Sublanarya: The Mother Plenty (Aphizia) & Honey-Blessed


Queen Aphizia is one of the nobility of the Court of Dawn but her origins are stranger than fey. She is an alien goddess, like Grimnir, who comes from beyond the stars. She made her home in Narya, long ago, and made herself a kingdom that would make anyone jealous. Her fey kingdom is a gorgeous and endless valley of wildflowers and fruit trees, the air humming with the busy work of fey bees and the singing of her children the kleodora, and in the middle of it all her massive golden castle. Inside, she sits upon her throne, attended and attending to her children.

She has had at least a short relationship with Aurellion that often leads their priests to be at odds.

Aphiza is a goddess whose cults find their way into desolate lands. Her daughters, the kleodora, are beautiful, alien and secretive missionaries who work to spread her influence into these lands by offering gifts of fresh produce and honey. While perhaps put-off by the strange appearance of the kleodora, desperate communities welcome them. It does not take long for the kleodora to offer to give the gift of apiaries, bee hives, and, in exchange for a small temple being built, teaching acolytes how to raise and care for the bees. Within a year, they can turn a famine into a bounty, but in following years, the queen gets her payment.

In order to appease her and the bees, Aphizia demands a yearly human sacrifice. The more elaborate and joyous the festival, despite the gruesome execution of the sacrifice, the better the following season's harvest. Such is the wicked pleasure of a goddess both alien and fey.

Those who fail to appease the queen are punished swiftly either by a plague of flying insects or worse. She is known to make deals, especially from women, for anything from a good harvest or a cured illness. But there is always a price and she is an easily offended goddess.

Particularly pleasing communities are even known to be "pollinated" by the kleodora and these children are called the "honey-blessed". Honey-blessed are often priests and agents of the goddess. Honey-Blessed are notoriously gifted with the beauty and wisdom of their forebearers. The features that stand out are their antennae, which they usually disguise by laying them down in their hair, a thin-layer of fine hair across their body and their eyes which have a composite pattern. While most honey-blessed serve the Mother Plenty, others escape their cult life and attempt a free-life. But the mother does not forget her children.

Ability Score Increase. Your Wisdom increases by 2 and your Charisma increases by 1.
Age. Changelings have lifespans equivalent to humans.
Alignment. Most honey-blessed are lawful sense the represent the authority of the cult and enforce it with a smile, so they tend towards lawful alignments. Those that break free from the cult might rebel and embrace freedom.
Size. A half-kleodora has the build of a human woman. Your size if medium.
Speed. Your base walking speed is 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Mother's Blessing. You have advantage on saving throws against poison, and you have resistance against poison damage.
Insect Empathy. You have an innate ability to communicate with insects. You have the ability to communicate simple ideas through sounds and gestures with insect-like creatures.
Sting. You know the Infestation cantrip. Your infestation cantrip's spell manifests as a swarm of fey bees. Wisdom is your spellcasting ability for this spell.
Honeyed Words. Your bodily fluids have hypnotic qualities that allow you a limited version of the hivemind-like effect used by kleeodora. When your magic saliva, sweat or tears is consumed, via skin contact or ingestion, the creature must make a Wisdom saving throw. If it fails it is charmed by you until the effect ends, after 1 hour, or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. You can only affect a number of creatures with this spell equal to your level. If you attempt to use it on an additional creature, the effect must end on affected creature of your choice. If a creature succeeds, nothing happens and they are immune to this ability for 24 hours. Wisdom is your spellcasting ability for this effect.
Languages. You can speak, read, and write Common and Sylvan.

APHIZIA THE MOTHER PLENTY
Title(s)
The Giver, The Golden Queen, The Queen Bee, The Hivemind

Pantheon(s)
Naryan

Power Level
Lesser Deity

Alignment
Lawful Evil

Symbol
A golden hexagon with black stripes

Portfolio
Bees, insects, harvests, fertility, beauty

Domains
Nature

Worshipers
Farmers, bee-keepers, druids, witches, midwives

Favored Weapon
Spears

Saturday, April 14, 2018

Naryan Class Option: Warlock's Elemental Patron

The elemental planes are the nexus through which the elements of earth, fire, air and water spring into the material plane and whence they, inevitably, return. It is home to hosts of alien entities that embody and control their element with supernatural affinity. These beings are arguably purer than anything in the material world and some have powers that rival the gods. And yet, within the material plane, they are weak and must submit to the whims of the gods of Narya. To avoid risking to much of themselves by personally invading or exploring the material plane, these entities prefer to send servants or, in the case of today's subject, enlist emmissaries.

Warlocks who make a pact with an elemental patron either did so to merely seek power, to repay a debt to such an entity, or to become closer to an element that they felt a deep connection towards. As part of the pact, their body and magicks are imbued with the affinity of their patron.

Whether they are a stubborn and immovable earth warlock, a fiery passionate and furious fire warlock, a flexible and easy-going air warlock or the ever-shifting and deep water warlock, these spellcasters are specialists with ties to beings that are both alien and universal.

PLANE OF EARTH
Stoneheart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of earth that resonates through your mind, body and soul.
You learn to speak, understand, read and write in Primordial.
You gain the Mold Earth cantrip. It does not count towards your number of known cantrips.
Also, as a bonus action you can activate your stoneheart ability. While active, you gain a base AC of 13+ your Constitution and stone shards cover your skin. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron 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.

Expanded Spell List
1st Absorb Elements, Earth Tremor

2nd Earthbind, Dust Devil
3rd Meld into Stone, Erupting Earth

4th Conjure Minor Elementals, Stone Shape, Stone Skin
5th Conjure Elementals, Wall of Stone

Earthswimmer
Starting at 6th level, you move through the earth like a fish through the water or a bird through the air. While your stoneheart is active, you gain a burrow speed of 30 feet. You can choose to either create a tunnel of your size as you burrow or to move through the earth without disturbing the material as you move through it. Furthermore, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Also, you do not need to eat, drink or breathe. Instead, you can sustain yourself by consuming 1 lb. of natural minerals per day. Also, you are no longer affected by atmospheric pressure.

Unbreakable Aegis
Starting at 10th level, your stoney armor becomes even more durable. While your stoneheart ability is active, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.

Titan of Earth
Starting at 14th level, you can bring the elmental plane of earth to build and destroy your surroundings. While your stoneheart ability is active, you gain a number of charges equal to your Charisma. As an action, you can expend charges to cause a number of pillar of stone, up to the amount of expended charges, to burst from an earth surface, such as the ground or cavern wall, within 120 feet that you can see. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The earth surface where a pillar appears must be wide enough for its diameter. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw based on your spellcasting save or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Once you have summoned a number of stone pillars equal to your Charisma modifier, you must take a short rest before you can use this feature again.



PLANE OF FIRE
Blazing Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of fire that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Control Flames cantrip. It does not count towards your number of known cantrips.
Also, as a bonus action, you can activate your blazing heart ability and your body emits heat and light as hot a burning ember. You gain resistance to fire damage, sheds bright light in a 30-foot radius and dim light in an additional 30 ft, and if you touch or are touched by a creature or a flammable object, you can choose for it to ignite. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron 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.

Expanded Spell List
1st Burning Hands, Grease
2nd Scorching Ray, Flaming Sphere

3rd Fireball, Flame Arrows
4th Conjure Minor Elementals, Fireshield, Wall of Fire

5th Conjure Elementals, Flamestrike

Fire Dancer
Starting at 6th level, you move with ferocity and speed of an out of control flame. While your blazing heart ability is active, your gain a fly speed equal of 30 and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.

Also, you can sustain yourself on smoke alone. Instead of eating or drinking or breathing oxygen, you can sustain yourself by burning 1 pound of organic material with your spells or blazing heart ability per day.

Through the Fire and Flames 
Starting at 10th level, you relish fire's wrath. While your blazing heart ability is active, you gain immunity to fire damage. Furthermore, you can use a bonus action to teleport to any source of flame within 30 feet.

Titan of Fire
Starting at 14th level, you become an inferno incarnate. While your blazing heart ability is active, you gain a number of charges equal to your Charisma modifier. You can expend a charge to hurl flames or erupt into flames as an action.

When you hurl flames, you make a spell attack against a creature within 120 feet. The attack deals 6d6 fire damage on a hit and ignites all flammable objects.

When you erupt into flames, all flammable objects within 30 feet ignite and all creatures within 30 feet must make a Dexterity saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 fire damage. Half damage on save.

Once you have hurled flames a number of times equal to your charisma modifier or erupted into flames, you must take a long rest before you can use this feature again.


PLANE OF AIR
Soaring Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of air that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Gust cantrip. It does not count towards your number of known cantrips.

Also, as a bonus action, you can activate your soaring heart ability, and your body becomes wrapped in an aetheral aura of wind. You gain a fly speed of 30 and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so. This effect lasts until you end it as a bonus action or you are incapacitated.

Also, the elemental patron 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.

Expanded Spell List
1st Thunderwave, Fog Cloud
2nd Dust Devil, Gust of Wind

3rd Lightning Bolt, Wind Wall

4th Conjure Minor Elementals, Storm Sphere, Freedom of Movement

5th Conjure Elementals, Control Winds

Graceful as the Wind

Starting at 6th level, you move like the wind. While your soaring heart ability is active, your fly speed increases 60 feet.

You also gain a hover speed of 30. If you are knocked prone, you can use a reaction to hover but only have up to half your speed on your next turn. If you are falling, you can use a reaction to reduce your falling damage to 0. While hovering, you ignore difficult terrain at the discretion of the dungeon master. You do not lose your hover speed when you are incapacitated and can still use a reaction to reduce your falling damage to 0.

Stormchild

Starting at 10th level, you find the power of the wind-- to create weather. While your soaring heart ability is active, you gain resistance to cold, lightning and thunder damage. In addition, when you activate the soaring heart ability, your aura of wind becomes a thick stormy vapor. When you are attacked, you can use a reaction to give the attack disadvantage. If the attack misses, the cloud disappears.

You do not regain the ability to summon this cloud until you finish a short rest.


Titan of Air
Starting at 14th level, you tear apart the battlefield like a hurricane. While your soaring heart ability is active, you gain a number of charges equal to your Charisma modifier. As an action, you can expend a charge to either summon a whirlwind or release the tempest as an action.

When you summon a whirlwind, you create a small tornado on a point in space that is within 120. All creatures within 5 feet of the point must make a Strength saving throw against your warlock's spell save. On a failure, a target takes 3d6 bludgeoning damage and is flung up 30 feet away from the point in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your warlock's spell save or take the same damage and be knocked prone.

When you release the tempest, you discharge an intense burst of electric energy. You direct the energy as a bolt of lightning in a 5 foot wide and 120 foot long line. Each creature in the line must make a Dexterity saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 lightning damage
 
Once you summoned a whirlwind a number equal to your charisma modifier or release the tempest you must take a long rest before you can use this feature again.

PLANE OF WATER
Weeping Heart
Starting at 1st level, you gain a supernatural attunement to the elemental plane of water that resonates through your body and spells.
You learn to speak, understand, read and write in Primordial.
You gain the Shape Water cantrip. It does not count towards your number of known cantrips.

Also, as a bonus action, you can activate your soaring heart ability, and your body secretes a chilling bubble of water. While active, you gain the ability to breathe underwater and you gain a swim speed equal to your speed.This effect lasts until you end it as a bonus action or you are incapacitated. You are gain resistance to cold damage. You are also not affected by water pressure or depth.

Also, the elemental patron 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.

Expanded Spell List
1st Create/Destroy Water, Fog Cloud

2nd Snilloc’s Snowball Swarm, Misty Step
3rd Wall of Water, Tidal Wave
4th Conjure Minor Elementals, Control Water, Watery Sphere

5th Conjure Elementals, Cone of Cold

From the Sea
Starting at 6th level, you are as welcome in the sea as on land. While your weeping heart ability is active, your swim speed increases to 60 feet and you are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.

Also, you can sustain yourself on liquid alone. Instead of eating or drinking or breathing oxygen, you can sustain yourself by drinking 1 gallon of pure water.

The Deep's Embrace
Starting at 10th level, you fall through your enemy's grasp like water. While your weeping heart ability is active, you are surrounded by a shield of water. While the shield is active, you have resistance to fire damage and any ranged weapon attack against you has disadvantage on the attack roll. If the shield takes cold damage, you lose the shield.

If you lose the shield, you regain it after taking a short rest.

Titan of Water
Starting at 14th level, you are the raging malestrom. While your weeping heart ability is active, you gain a number of charges equal to your Charisma modifier. As an action, you can expend a charge to either to summon an overwhelming wave or a cold snap.

When you summon an overwhelming wave, you create a wave of water that crashes down on an area within 60 feet. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw against your warlock's spell save. On a failure, a target takes 3d6 bludgeoning damage and is knocked prone. The water disperses and douses all flames in the immediate area.

When you cold snap, you create a blast of frigid air against all targets and creatures within 30 feet. Each creature within 30 feet must make a Constitution saving throw against your warlock's spell save or take the remaining number of charges multiplied by 6d6 cold damage. Half damage on save.

A creature killed by this spell becomes a frozen statue until it thaws.

Once you have summoned a number of overwhelming waves equal to your charisma modifier or cold snapped, you must take a long rest before you can use this feature again.

Thursday, February 22, 2018

Faiths of Sublanarya: The Bringer-of-Rain (Danu, Apep, Shambara, Vritra)


Dyeus the Sky-Father and Tefnas the Earth-Mother were fighting all the time and the world suffered for it. One of the Old Ones, Danu the Liquid Goddess, slipped past the safeguards and even the watchful eye of Ptah-Ra, and combined her essence with that of the Cosmic Serpent, Apep. Though their union was brief, with Dyeus and Tefnas subduing the alien goddess, it brought about the creation of a new threat that the sky and earth, exhausted from destroying Danu and spreading her across the wind and sea, could not subdue. From Apep and Danu was born, Vritra the Consumer.

Vritra was a great wyrm, a dragon with serpentine features, born of disharmony and darkness. As an embodiment and harbinger of Izft, the Envoloper cast darkness upon the River Iru, choking the river, from which all life sprang in ancient Hamutia, with his form.

Along the river, Vritra's asuran servant, Shambara the Builder, built 100 fortresses,like massive temple complexes, in the name of the draconic deity. Around these 100 fortresses, Vritra wrapped a wall of darkness and began choking the life from the world.

Dyeus and Tefnas were weakened but settled their arguments long enough to have more children. Firstborn of the east was the mighty Indra, fierce as a tiger, fast as lightning and with a warcry like thunder. Indra immediately set about trying to tear down the wall of shadow alongside his twin brother, Agni and his four other brothers. But the darkness pushed them back and no amount of force could surpass it. Only the demon ships of Shambara's men were allowed to pass from the sea, through the wall, and along the river.

Mithras had a plan.



Mithras was the youngest and wisest of the brothers. He knew of all creatures big and small that swam in the ocean. For his plan, he knew of a great fish, Apa.

Together, the brothers got Indra drunk on soma, the divine drink of the gods, disguised him as an ox's head, and cast him into the deep part of the sea. The great fish Apa swallowed Indra whole but suffered terrible indigestion. Fighting the beast from the inside, Indra guided it towards a demon pirate ship and killed Apa from the inside. The massive fish floated to the surface. The greedy demons netted Apa, dragged it from the primordial sea, traveled through the wall of darkness and up the river Iru.

Indra had been stuck in the belly of the fish for too long. He was furious and hungry. The golden god ate a whole out of Apa's belly and killed the pirates. He then turned his attentions on the 100 fortresses of Shambara. Each fortress fell to the might of Indra, lightning crashed and thunder roared, as he made his way to the 100th fortress.

There he faced Shambara. The asuran warlord was angry, proud and spiteful. He insulted Indra's smell, from the guts of Apa, and this caused Indra to fly into a drunken rage. The storm king threw Shambara down and tore his head from his shoulders, so he could never hold his nose or snark at the god again, before tossing the head into the heavens. To this day, the head circles the cosmos as a comet that returns periodically called "Shambara's Head".

100 fortresses destroyed and Shambara slain, Vritra descended on Indra to avenge his servants and slay his immortal foe. The two fought a legendary battle with Vritra breaking Indra's jaw but, as the fiend gloated, Indra flew into his mouth and summoned a storm inside of Vritra that destroyed him, casting his body down, and crushing the rest of his servants. Indra then gathered up all the water and threw it into the heavens. From that day on, he was known as the Bringer of Rain and the Storm King.

Together, with his brothers help, Indra buried the Wyrm deep within the earth but his servants still hear his whispers.

Sunday, February 18, 2018

Faiths of Sublanarya: The She-Lion and the Buffalo Demon (Mahisha, Durga)

It was during the Wyrd Wars, that the battle between the She-Tiger and the Buffalo demon came to pass. The lesser Raj-Hamutian gods, the Devi, has been at war with the asura, their fiendish enemies, led by the buffalo demon, Mahisha. Indra the Storm King led the devi bravely and it seemed assured that he would lead them to victory over the asura but Mahisha gained a powerful boon that tipped the war in his favor:

He gained the gift that no man could kill him. The devi were defeated and forced to retreat into the mountains. There they prayed for help and the goddess Shakti hearing the devi, who were like her own children, crying out in despair came to render aid with her mercy. Their prayers coalesced and the Mother-Of-Many transformed into a form that was as terrible and mighty as it was beautiful and serene: Durga the Merciful.

Their leader, Mahisha, laughed heartily as he thought that he could hear the wailing of his foes atop the mountain. He led his army up the mountainside, slowly, soaking in the assured victory that would see him reign over all of Hamutia. But the sound he heard wasn't the wailing of the gods. It was the warcry of just one goddess. Durga came down the mountain astride a golden lion like a sunrise coming over the horizon. The demons fell back at the sight of her majesty but Mahisha stood to meet the goddess in combat. He had not considered the technicality of his invincibility.

No man could kill Mahisha. But Durga was no man. Durga was a goddess.

She knocked him off of his own buffalo and the lion that durga rode upon swallowed the buffalo in one bite. Mahisha's joy turned to fear. He backpedaled and tried to join his fleeing army. The goddess and her lion maimed and devoured his forces as they chased him, turning the soil red with their blood, until finally the lion pounced upon him. The demon was scared, overwhelmed and desperate but the goddess was calm, collected, and serene as she took his life.

The buffalo was slain and Durga, the merciful counterpart of Kali, completed the female Trimurti.

Durga the Merciful

Title(s)
The She-Lion, The Serene, The Warrior Princess, The Wailing of the Gods

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
Lawful Good

Symbol
A warrior goddess astride a lion
Portfolio
Singing, mercy, grace, female warriors, combat

Domains
War

Worshipers
Warriors, righteously vengeful women (especially mothers), catfolk, dancers
 
Favored Weapon
Trident
Mahisha the Buffalo Demon
 
Title(s)
The Stubborn Bull, The Invincible General, The Iron Buffalo


Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Chaotic Evil

Symbol
A water buffalo's horns with an upside down crown
Portfolio
Strength, durability, pride, determination, cruelty

Domains
War

Worshipers
Warlords, minotaurs, beastfolk, demons, cultists
 
Favored Weapon
Swords

Tuesday, February 13, 2018

Faiths of Sublanarya: Elephants, Snakes and the Moon (Shakti, Heramba, Kali, Manasa, Murugan, Thoth-Khonshu, Aubi)

Heramba is a famous and well-loved god in much of Raj-Hamut. Heramba is the god of the common man due to his virtues of perseverance, good-humor but also his role as a problem solver. He is popular and his worship is widespread with temples across the land. He is called the "remover of obstacles" and is a humble, flawed but clever god. His life began one hot summer, a long time ago...

The goddess Shakti was lonely in the home of her husband, the all-powerful Shiva, who was busy aboard. She was shaping clay into objects for her home and she had an idea: to form a child, a boy, out of the clay. As she did so, she was enamored with the handsome little figure and so, with the boundless love and power of the motherly goddess, a power that was a match for even Shiva, she gave it life and called her son Heramba.

Heramba had a mighty hunger and so, telling Heramba to guard the palace until she returned, Shakti went to the jungle to find food for him.

Shiva returned to surprise his wife and found a handsome youth blocking his entry. He told the boy to let him pass but the boy said that no one could enter without his mother's permission. Not realizing that the boy was his own son, Shiva fought the boy. He was surprised by the boy's courage and strength but none can resist the destructive power of Shiva. He beheaded the boy and went inside his palace.

When Shakti returned, she was mad with grief at the sight of her fallen boy and transformed into her most terrible form, Kali the Annhilator.

Even Shiva fears Kali; she is his equal in power and purpose but guided with a righteous ferocity that is a horror to behold. She set upon Shiva, beating and berating him for his callous act of violence against Heramba, until the mightiest of gods was forced to relent and beg his wife for forgiveness. He called out to his servants and told them to find his son a worthy replacement for his head-- and fast to placate his wife's fury.

The first creature they found was an elephant and, in their haste, this is how Heramba was given his iconic appearance and wisdom. Kali reverted to Shakti and Shiva welcomed his son into heart with open arms. But this was not the only story of Heramba. The other is of how he lost one of his tusks...


Heramba had two siblings: Murugan the Divine Spear, the handsome, swift and proud warrior god, and Manasa the Green Physician, the beautiful serpentine goddess and divine doctor. Manasa was known to play her two brothers against each other in contests since Murugan was cocky and Heramba was stubborn. It often made for an amusing contest between the two brothers but none was more famous than the "Cake Race".

Manasa was making cakes. Murugan and Heramba both wanted the cakes but Manasa decided to make a game out of it. She said that they were wedding cakes and that the first brother to get married would receive the cake. They set-up a challenge that the first brother to encircle the world would be the first to be married and therefore get the first slice of cake. Murugan took the bet out of pride and Heramba took it more out of desire for cake.

Manasa immediately took off on his peacock and shot off across the sky. Heramba did not leave the palace. Instead, he found his parents and embraced them seven times. He had put into practice the idiom: "He who circles his parents in his embrace, circles the world in his arms". Before Murugan could make it to the horizon, Heramba had already crossed the world and won the bet.

Heramba was married and got to take the first slice of cake. Unfortunately, Heramba's weakness is food. The god could not control himself and, after tasting the first bite of the cake, gobbled the rest of it down. The gods were furious and chased him from his own wedding party. He escaped on the back of his loyal mouse steed Kroncha.


Manasa was madder than the others and decided to punish Heramba by sending one of her snakes to cross his path. The snake startle Kroncha and Heramba was thrown from his perch. The god's belly split wide open and the cake tumbled from his belly. The cake formed the Ondon mountains. Wounded, the god grabbed the snake and wrapped it around his belly to seal the wound, showing his ingenuity. He climbed back atop Kroncha when he heard laughter from above.

Thoth-Khonshu the Moon Counselor to the gods of Ptah-Hamut laughing and mocking him. Heramba broke off one of his own tusks and, with a force like a hurricane, threw the tusk with such force that it split the moon into three pieces. Raj-Hamutians say this is why there are three moons in the sky.

Thoth-Khonshu's wife Aubi the Scribe is said to use the tusk as a quill so he never forgets diligence and restraint again.

SHAKTI THE MOTHER OF MANY
Title(s)
The Divine Cow, The Triumvirate Goddess, The Forgiver, She of Three Sides, The Supreme Chakra

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
Neutral Good

Symbol
A heart framed in a cows horns

Portfolio
Love, creation, destruction, forgiveness, energy

Domains
Life


Worshipers
Mothers, healers, midwives, women, shepherds
 
Favored Weapon
Trident


HERAMBA THE GENTLE GIANT
Title(s)
The Remover of Obstacles, Leader of the Group, Humble Headed, One-Tusk, The Elephant God

Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Neutral Good

Symbol
An elephant's head

Portfolio
Prosperity, Peace, Perseverance, Cunning, Animals


Domains
Nature, Protection


Worshipers
Druids, haathraji, beastfolk, elephant herds, common folk
 
Favored Weapon
Swords


KALI THE ANNHILATOR
Title(s)
The Destroyer Goddess, The Unforgiving, The Fury, The Dark Mother, The Horned Dragon

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
 Chaotic Evil


Symbol
A bleeding skull

Portfolio
Destruction, annihilation, violence, assassination, rage

Domains
Death, War


Worshipers
Assassins, witches, demons, warriors, women
 
Favored Weapon
Sickle

MANASA THE GREEN PHYSICIAN
Title(s)
The Snake Goddess, The Divine Doctor, The God's Physician, The Python Queen, The Wisewoman

Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Neutral Good

Symbol
A python curled around a lotus scepter

Portfolio
Snakes, poison, medicine, healing, forests

Domains
Life, Nature


Worshipers
Healers, doctors, wisewomen, druids, yuan-ti
 
Favored Weapon
Dagger


MURUGAN THE DIVINE SPEAR
Title(s)
The Peacock, The Warrior of Heaven, The Proud and Handsome Son, True-Of-Aim, The Battle Dancer

Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Neutral

Symbol
A peacock clutching a spear

Portfolio
War, battle, courage, victory, fury

Domains
War


Worshipers
Warriors, bachelors, athletes, princes, lovers
 
Favored Weapon
Spears, Bows

THOTH-KHONSHU THE MOON COUNSELOR
Title(s)
The Ibis, The Loremaster, The Lunar Prince, The Wisest Son of Yasar, The

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
Lawful Neutral

Symbol
An ibis and a quill

Portfolio
The moon, history, wisdom, justice, education

Domains
Knowledge


Worshipers
Judges, advisors, teachers, loremasters, scholars
 
Favored Weapon
Darts

AUBI THE SCRIBE
Title(s)
The Writer, The Author, The Spotted Goddess, The Knower-Of-Knowledge, The Ink-Spotted

Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Neutral

Symbol
Cheetah with a palm leaf

Portfolio
Writing, scribes, astronomy, learning, poetry

Domains
Knowledge


Worshipers
Scribes, catfolk, assistants, writers, bards
 
Favored Weapon
Swords