Showing posts with label player. Show all posts
Showing posts with label player. Show all posts

Friday, February 8, 2019

Character Crunch. Otterlings.

OTTERLINGS: RIVER-RUNNIN’ SWAMPFOLK

Otterlings are found mostly in the northern swamps of Thule, living in small family clans called “lodges, and make their home in submarine dwellings that they dig out by the riverbank. They make a living by avoiding swamp predators and fishing through cooperation. They often get additional pay as swamp guides and working on riverboats doing any number of tasks that require their size and expertise. They are diminuitive folk, standing two to three feet tall, and resemble the critters that they are descended from except for some more humanoid shape, expressive faces and intelligent eyes. Their eyes are said to be exceptionally human-like.

Despite being native to the cold and unforgiving country of Zholtovka, a place where the local humans have cast out or executed all non-humans, otterlings are exempt from their inquisition due to an otterling helping one of their prophets. They say it a sin to harm such helpful creatures and the otterlings are all too happy to live up to that expectation if it means freedom from being hunted for their pelts. They mostly avoid any unwanted human contact and are exceptionally good at not being found when they don’t want but their curiosity and energetic nature often see them feeling compelled to interact with any passersby. It is not unheard of for a hero traveling through the swamp to wind up with a permanent traveling companion. And, despite their size, their ferocity is legendary. They are predators, after all.

There are also sea-otterlings who are smaller, cuter and more specialized for the sea. They tend to be excellent with tools and are welcome on many ships but they are known to have “sticky paws”.They often trade in trinkets, especially those that have a puzzle element, and are excellent at identifying and discussing curious objects.

Both subspecies share the same unique language that is made up of high pitched squeaks and whistles and low growls that carry over long distances. Despite their bestial language, they are quite adept at speech and are quick learners. 

OTTERLING TRAITS
Ability Score Increase. Your Dexterity score increases by 2.
Age. Otterlings mature quickly to adulthood at 12 years of age and live to about 50 years.
Alignment.  Oterrlings are notorious curious and affectionate creatures who love to make friends but are fierce in the face of threats. They are most commonly chaotic good.
Size. River otterlings stand between three to four feet tall and sea otterlings are usually smaller and pudgier between two and three feet. Your size is Small.
Speed. Otterlings are fast on land and water. You have a walking speed of 30 feet and a swim speed of 30 feet. They are even faster when prone and can move at 35 feet when they are prone.
Slip & Slide. Your bone structure is impressively flexible and you're used to moving through cramped spaces. You are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Hold Breath. You can hold your breath for up to 15 minutes.
Travel Guide. Sea otterlings are expert navigators and survivalists. You have proficiency with navigation tool.

RIVER OTTERLING SUBRACE TRAITS
Ability Score Increase. River otterlings are adapt hunters with sharp senses and wits. Your Wisdom score increases by 1.
Swamp Warrior. You are adept at hiding from larger predators and catching prey unaware. You have proficiency in the Stealth skill.
Bite. Your jaw is a strong natural weapon, which can be used to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


SEA OTTERLINGS SUBRACE TRAITS
Ability Score Increase. Sea otterlings are clever sailors. Your Intelligence score increases by 1.
Sticky Paws. Sea otterlings have a bad habit of putting anything that catches their eye into their pocket. You have proficiency in Sleight of Hand.
Curious Critters. Sea otters love toys and trinkets. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

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. Honey-Blessed 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, January 25, 2018

Character Crunch: Sorcerer: The Alien

A sorcerer gets their arcane power from their lineage. Some get their power from dragon's blood or fey marriage. Others get their powers from celestial ancestry or elemental entanglement. The Alien Sorceror gets their magical heritage from beings from beyond the known space. Perhaps their ancestor was a sentient planetoid or star, perhaps they are the last member of an alien race that crash-landed on this planet long ago or perhaps they were gifted their power from a traveler who the helped get home.

Alien sorcerors are filled with starlight and their abilities reflect this power.

Star Child

At 1st level, you gain your guardian star. The star is about 3 inches in diameter and orbits your body with a small mote of dust behind it. You can summon or dismiss your star as a free action. You can command the star, as a free action, to move. It has a movement speed of 60 feet and can move up to 300 feet away. You can command it, as a free action, to shed bright light in a 30-foot radius and dim light for an additional 30 feet. As a bonus action you can command it to streak towards one creature or object within 150 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 1d8 radiant damage. Whenever you hit, the star is dismissed. After hitting a number of targets equal to your charisma, the star cannot be summoned again until you finish a long rest.

The damage increases to 2d8 at 5th level, the damage increases to 3d8 at 11th level, and the damage increases to 4d8 17th level. The range you can command it to strike increases to 300 feet of you at 11th level.

Also, as a reaction, which you take when you are hit by an attack or targeted by the magic missile spell, you can cause your guardian star to explode into a barrier. When you do so, it is dismissed and until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from the spell magic missile. When used this way, you must take an action to summon your star again.



Alien Origin
 
Starting at 6th level, it becomes clearer that your lineage is from beyond the stars. You do not need to breathe air, you can survive indefinitely in a vacuum, and you gain resistance to cold, fire and radiant damage.

Galactic Body

Starting at 14th level, you can use a bonus action to summon your own gravitational forces that manifest as an aura of swirling energy. While the aura is present, you gain a flight speed of 30 feet and you cannot fall prone.

The aura lasts until you're incapacitated, you die, or you dismiss your aura as a bonus action.

Cosmic Power

Starting at 18th level, you learn to tap into the powerful cosmic energy and can use it to repel enemies that would harm you. You can use a bonus action you spend 5 sorcery points to begin to glow brightly and radiate deadly energy on an up to 30-foot radius centered on you While the aura is active, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and if a creature moves into the affected light for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or suffer one level of exhaustion and emits a dim alien light in a 5-foot radius. This light makes it impossible for a creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when you end the aura.

The aura lasts until you're incapacitated, you die, or you dismiss your aura as a bonus action.

Saturday, January 20, 2018

Character Crunch: Changelings

Changelings are the result of a doppelganger-- lazy but cunning monstrous humanoids capable of taking the shape of other humanoids-- and a humanoid having a child. Changelings, often called half-doppelgangers by those that would persecute them, are a race without a culture that simultaneously has no place in society and can perfectly assume any form to fit in.

There are several types of changelings: some changelings refuse to hide their true form and use it primarily, others take on a single persona and disguise as long as they can, others take on any number of convenient identities and it is believed there are isolated communities of changelings who have bonded together and refused to take on any other form.

Changelings can look like anyone at any given time and often prefer to do so. Their true form can be unsettling due to their lack of defined features. With skin ranging from white to grey, with hues of pink or blue, their eyes are large, white, without pupils, and circled by dark rings. Their noses are small and often flat. Their hair is often silver or white, but some have even more exotic hair colors such as pink or blue. Similar to elves, they are slim and lack body hair.

In Sublanarya, changelings face harsh discrimination. Doppelgangers are often exploitative monsters, selfish and unscrupulous, and kill people to take on their forms. With their unusual appearances and abilities, changelings are often forced to hide their true selves and create false identities. Changelings are perfect chameleons and could take on any life without being revealed until death. Their abilities make them apt assassins and thieves but also incomparable actors and performers. Changeling adventurers are as rare as changelings but use their shapeshifting for subterfuge and stealth. They make excellent rogues and bards.

Ability Score Increase. Your Charisma increases by 2, and your Dexterity increases by 1.
Age. Changelings have lifespans equivalent to humans.
Alignment. Changelings are usually neutral, with a tendency towards chaotic nature due to the freedom of being able to become anyone and yet, many changelings have a tendency towards reflecting the alignment of the people they choose to surround themselves with or become.
Size. A changeling's normal form is similar in size and build to a lean human. Your size if medium.
Speed. Your base walking speed is 30 feet.
Dark Vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Grey Mind. You have advantage on saving throws against being charmed.
Duplicity. You gain proficiency in the Deception skill.
Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your statistics and your equipment does not change with you. If you die, you revert to your natural appearance.
Mimic. Mimic. Changelings can use their observational skills to make their disguise complete. After observing someone for at least 1 minute, you have advantage on Charisma (Deception) skill checks to imitate that person.
Doppelganger's Trick. You can cast the detect thoughts spell as a level 2 spell. You regain this ability on a long rest. Charisma is your spellcasting ability for this spell.
Languages. You can speak, read, and write Common and two other languages of your choice.

Tuesday, January 16, 2018

Character Crunch: Mousefolk

Mousefolk are a subspecies of ratfolk.

Physically, they are similar to ratfolk but have distinctive differences. They are at least a foot smaller than their ratfolk cousins with rounder features, fluffier and lighter colored fur, and brighter eyes. They are omnivorous, like ratfolk, but prefer fruit, vegetables and grains. They are less cautious than most ratfolk, often characterized as overly curious and gregarious. They are nimbler than ratfolk but do not have the subterranean survival skills of ratfolk since they live in agricultural and metropolitan environments.

Mousefolk live on the elven isle of Saesun. "Wild" mousefolk live in small forest communities that ally themselves with their Sylvanar neighbors. "Domestic" mousefolk live in small farming communities or settle in Iaurdin towns and cities. While ratfolk are often mistrusted and marginilized by humans, mousefolk are welcome neighbors. Mousefolk often get jobs as street cleaners, chimney sweeps, house servants, carriage drivers and gardeners.

Mousefolk have the same suite of features that ratfolk except: they get a bonus to Cha instead of Con, they lose Speak with Beasts and Sewer Dweller but gain Nimbleness and Naturally Stealthy. For your convenience, here are their features:

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma increases by 1.
Age. Mousefolk mature quickly to adulthood at 10 years of age and live to about 40 years.
Alignment. Mousefolk are friendly, generous and helpful creatures. They tend to stay out of larger affairs. They are most commonly neutral good.
Size. Mousefolk are smaller than ratfolk, standing between two and three feet, and are not as hunched as their rat cousins. Your size is Small.
Speed. Mousefolk are slower than other races but can use their front paws to outpace most humanoids.Your base walking speed is 25 feet but, if you drop to all fours, your base walking speed is 35 feet.
Dark Vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Inquisitive Nose. You gain Perception as a skill and have advantage on all Perception skill checks involving your sense of smell.
Rodent Bones. Your bone structure is impressively flexible and you're used to moving through cramped spaces. You are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Extra Languages. You can read, write, and understand the Raskaar language.

Sunday, November 12, 2017

Naryan Class Options: Way of the Unblinking Eye Monk

Monks are disciplined warriors who find balance between mind, spirit and body, honing their energy--their ki-- into supernatural techniques that enhance their offensive and defensive abilities in battle. Each monastery has different ideals that inform their disciplines; some are guardians who learn mastery of the body to defend their order, some are stealthy assassins who move like shadows to seek out their enemies and destroy them, and some master the elements to help the people with mage like abilities. Others are scholars who seek knowledge. Some go too far.

Some monks look for answers to questions that no mortal should ask. And sometimes someone answers. The answers they give are not for mortal minds to bear. The monks that survive and keep guard the world from these truths are the monks of The Unblinking Eye. They are corrupted by the void, the mysterious enigmas of space and time, and by forces beyond even the gods. Yet, they manage to contain the madness, tame the impossible and repurpose it as armor and weapons against their foes.

The Unblinking Eye monks are interested in attaining knowledge, protecting forbidden knowledge, and protecting the world from the forces that would corrupt it.


Corrupted Ki

Starting when you choose this path at 3rd level, your mind echoes out of itself as it tries to escape the horrible truth. You can communicate telepathically with 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.

Also, you can spend a ki point to add your proficiency bonus to an Arcana, History, Nature or Religion skill check.

Also, your ki has been corrupted by the unknowable knowledge that you learned but cannot unlearn. You gain the ability to disable your opponents with your ki. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Constitution saving throw or be blinded, deafened, or poisoned until the end of their next turn.
  • It must succeed on an Intelligence saving throw. If they fail, the creature can't cast spells, use psionics, activate magic items, understand language, or communicate in any intelligible way until the end of their next turn.
  •  If the target can hear you (though it need not understand you) or your thoughts, it must succeed on a Wisdom saving throw or take 1d4 psychic damage. The psychic damage increases to 2d4 at 5th, 3d4 at 11th, and 4d4 at 17th.

Fading Spirit
Starting at 6th level, you gain the ability to destabilize reality to blink in and out of existence. As a bonus action, you can spend 2 ki points to cast blur or misty step.


Reforged Mind
 By 11th level, you have learned ways to shield your mind from invasion. Your thoughts can’t be read by telepathy or other means unless you allow it. Furthermore, you cannot be charmed while conscious and have advantage on saving throws against abilities that would compel your actions.

You also have resistance to psychic damage, and, whenever a creature deals psychic damage to you, they must make a Wisdom saving throw or take your monk level in psychic damage.

The Ethereal Eye
At 17th level, by gazing into the void, you have obtained truth. You gain true sight up to 120 feet. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic.

Furthermore, you can see into the Ethereal Plane and interact/affect creatures and objects within the ethereal plane as if they were part of the material plane.

Friday, November 10, 2017

Naryan Class Options: Oath of the Crusader

We previously covered the Nameless God before and the Crusaders of the Holy Imperium.

Today, we look at the paladins of the Nameless God and their oath, the Oath of the Crusader. Paladins of the Nameless God are zealots who put their god above all others and opposing the gods of other faiths. They believe that they are holy warriors fighting an uneven war against blasphemers and heretics, worshipers of false and traitorous gods, and unnatural forces that would destroy the world in the absence of its creator. They seek to spread the truth, destroy the falsehoods and defend the children of the Nameless God until his prophesied return.

Tenets of the Crusader
The exact words and interpretations of the Oath of the Crusader may change, but they all hold these truths close to their hearts.

There is Only One Truth. There is only one god, the Nameless God. He is the creator. We are his children. He is lost, but not forgotten.

All Other Truths are False. All others 'gods' are false. They betrayed him. I will not suffer their falsehoods. I will spread the truth.

I Am His Sword. I shall destroy those that would prey upon the world in his absence: aberrations, celestials, elementals, fey, fiends, and undead. I will oppose the authority of the false gods and the outsiders. The unnatural and the traitors are not his children.

I Am His Shield. I shall purge the Imperium of blasphemers and heretics. I will protect the faithful. I will not falter.


The Lost Shall Be Found. Those that follow false gods are lost. It is my duty to bring them into the fold. Those that would oppose their salvation are his enemies.

He Shall Return. His faithful children will be rewarded. His enemies will submit to his glory. The world will be saved.



Oath of the Crusader Spells
You gain oath spells at the paladin levels listed.

3rd Shield, Protection from Good and Evil
5th Silence, Zone of Truth
9th Counterspell, Dispel Magic
13th Banishment, Freedom of Movement
17th Commune, Hallow

Channel Divinity

Spell-Breaker. You can use your Channel Divnity to call upon the Nameless God to defy the unnatural. As a reaction, which you take when you see a creature within 60 feet casting a spell, you cast the Counterspell spell without expending spell slot as if you cast it at 3rd level.

Crusader's Stand. You can use your Channel Divnity to survive the impossible. As a reaction, until the end of your next turn, if damage would reduce you to 0 points this round, you instead are reduced to 1 hit points and are unaffected by all active conditions.


Aura of the Crusader
Starting at 7th level, you can take an action to pick one creature type: aberrations, celestials, elementals, fey, fiends, and undead. You and all allies within 10 feet of you are under the effect of a Protection from Good and Evil spell. This effect ends when you pick another creature type from the list.
At 18th level, the aura increases to 30 feet.


Unbroken
Beginning at 15th level, you have resistance to damage from spells and other magical effects.


Sainthood
At 20th level, as an action, you can say the name of the Nameless God.

As an action, your body becomes abjured against death itself. For 1 minute, if you would be reduced to 0 hit points, instead you are reduced to 1 hit point.

Once you use this feature, you cannot use it again until you finish a long rest.

Also, during the minute, you can choose to perform an act of martyrdom to become a saint. You succeed at an impossible act but drop to 0 hit points and fail three death saving throws. You cannot be resurrected by any means after performing an act of martyrdom.

No one knows for sure if the miracle you achieved is by the shear force of your own faith, the faith of the Imperium, interference by past saints or by the distant influence of the Nameless God.

Character Crunch: Satyrs, Centaurs & Minotaurs of Geleda

Ability Score Increase You increase your Dexterity by 2 and your Charisma by 1.
Alignment. Satyrs have little to no interest in questions of morality or ethics. They are interested in one thing and one thing only: partying. Some satyrs will stoop to any low to entertain themselves, others play cruel games, and others are more benevolent in their merry-making. Satyrs tend to be chaotic neutral.
Size. Your are similarly sized to a human. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Merry-Maker. You have proficiency with the Performance skill and in one instrument.
Ram. Your horns are a strong natural melee weapon, which can be used to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 2d4+ your Strength modifier. 
Charging Ram. When you use the Dash action on your turn, you may use a bonus action to make a ram attack. If you hit with a ram attack against a Medium sized or smaller creature, after taking a Dash action, they must also make a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier. If they fail, they are knocked prone or pushed away 5 feet (your choice).
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Extra Languages. In addition to speaking Common, satyrs speak Elvish and Sylvan.



Ability Score Increase You increase your Strength by 2 and your Dexterity by 1.
Alignment. Centaurs are peace-loving nomads that try to avoid conflict but, when pressed, are fierce opponents to evil. They tend to be neutral good but those that have had a bad experience with civilized people may be more chaotic.
Size. Your are similarly sized to a draft horse. Your size is Large. You can carry twice the weight of a medium sized creature and double the weight you can push, pull, lift and drag.
Speed. Your base walking speed is 40 feet.
Runner. You have proficiency in the Athletics skill.
Charge. If you move at least 30 feet towards a target and hit it with a melee weapon attack, they also take an additional weapon dice. You can only use this once per turn.
Hooves. Your kicks are a strong natural melee weapon, which can be used to make unarmed strikes. Each attack with your hooves deal bludgeoning damage equal to 1d6 + your Strength modifier. Once per round, you may deal an additional weapon dice with one of your hoof attacks.
Trample. When you take the Dash action on your turn, you can move through the squares of Medium sized or smaller creature. They can take a reaction to move five feet into the nearest unoccupied square but, if they do so, they cannot take an opportunity attack against you during this turn. If they do not move, you can make a hoof melee attack against them as a free action.
Barding Required: Armor made for a centaur costs four times as much as a medium sized humanoid and weighs twice as much.
Extra Languages. In addition to speaking Common, centaurs speak Elvish and Sylvan.



Ability Score Increase You increase your Strength by 2 and your Wisdom by 1.
Alignment. Labyrinthine minotaurs follow strict codes of honor and tradition passed down through their culture. They are loyal companions and dangerous foes. Living in the World Below is harsh, often brutal and extremely competitive, and therefore their race tends toward evil.
Size. Labyrinthine minotaurs are smaller than their more monstrous savage cousins. They are Medium size.
Speed. Your base walking speed is 30 feet.
Gore. Your horns are a deadly natural melee weapon, which can be used to make unarmed strikes. You attack with your horns (a gore attack) and, if you hit, you deal piercing damage equal to 1d10+ your Strength modifier. If you move at least 30 feet before your hit the creature, they must also make a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier. If they fail, they are knocked prone or pushed 10 feet away from you (your choice).
Raging Bull. When you use the Dash action on your turn, you may use a bonus action to make a gore attack and if you hit you deal an extra weapon dice.
Beast of Burden. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Labyrinthine Recall. Labyrinthine minotaurs can perfectly recall any path they have traveled.
Languages. You can speak, read and write Common.

Monday, November 6, 2017

Character Crunch: The Onijin, The Civil Servants of the Mugen Empire

Onijin are the descendants of an oni warlord that was married by alliance into their family at the behest of the Jade Empress. They are often employed as body guards and advisors to important nobles, due to their innate abilities, and almost all onijin receive some education in the arcane either by tutor or the Imperial Mage Academy. While they are respected by the Mugen nobility, they are often feared and even persecuted by the common folk.

Ability Score Increase. Your Charisma score increases by 2 and your Strength score increases by 1.
Age. Onijin reach maturity at the same rate as humanoids until their prime and can live for up to 500 years.
Alignment. Onijin are almost always nobility and have a tendency towards lawful alignments.
Size. Onijin have builds similar to most humans and are medium sized.
Speed. Your base walking speed is 30 feet.
Dark Vision. You have the fierce eyes of an oni, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Elemental Resistance. You have a oni ancestor. Choose one type of oni demon (Acid, Cold, Fire, Lightning or Poison). You have resistance to the elemental damage associated with that oni ancestor and you gain a cantrip. If you choose acid, you have resistance to acid and you know the acid splash cantrip spell. If you choose lightning, you have resistance to lightning damage and you known the shocking grasp cantrip spell. If you choose poison, you have resistance to poison and you know the poison spray cantrip spell. If you choose fire, you have resistance to fire and you know the firebolt cantrip spell. If you choose cold, you have resistance to cold and you know the chilling ray cantrip spell. You use Charisma as the spellcasting ability for this cantrip.
Enlarge. For 1 minute, the onijin magically increases in size, along with anything it is wearing or carrying. While enlarged, the onijin is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength Checks and Strength saving throws with advantage. If the onijin lacks the room to become Large, it attains the maximum size possible in the space available.

You regain this ability after taking a long rest.
Student of the Arcane. Onijin are almost all educated in the ways of the arcane. You gain proficiency in the Arcana skill.
Extra Languages. You can speak, read and write in common and giant.



Friday, November 3, 2017

Naryan Class Options: The Gladiator (Fighter Subclass)

Arenas are found throughout fantasy worlds from the decadent empire to the criminal underground to the glorious tournament. The gladiator takes pit fighting to an artistic height: they have titles, they have catchphrases or signature moves, they know how to work a crowd, how to pull or take a punch, and how to create a show. 

Generally, gladiators are too valuable to their owners to risk actual death and much of the blood sport is theater. That said, gladiators are incredible athletes and those that find themselves in death sport, whether by accident or intent of the arena owner, must learn to fight to survive and how to win the crowd's approval. A popular fighter can survive a defeat if the crowd demands it.

The gladiator as a fighter archetype takes the best parts of this identity and works into their fighting style. Gladiators inspire their allies, demoralize their opponents and do it all practically naked. What's not to love? They're the pro-wrestlers of the fantasy world.

Show Some Skin
Beginning at 3rd level, your showmanship makes for a fine substitute for armor by wowing your opponents with your shear gall. While gladiators often wear masks, belts and boots, these are mostly for show and tend to be costume pieces. While not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

You also gain proficiency in the Performance and Intimidate skills.

Executioner's Heart
At 3rd level, you become an harbinger of death against your opponents. As a bonus action, you can attempt an Intimidate check against one creature. They must make a Wisdom saving throw against the result. If they fail, you gain a bonus to all attack rolls and damage rolls against this creature until the end of your turn equal to your Charisma modifier. If they succeed, they're immune to this effect until you land a critical hit or reduce a creature to 0 hit points.

Work the Crowd
Also, at 3rd level, your ability to demoralize your opponents and inspire your allies come from your ability to make impressive displays of violence.

Inspire
Whenever you land a critical hit or reduce an creature to 0 hit points, you may choose to rally your allies with a theatrical flourish. You make a Performance check as a free action and each ally within 60 feet, that can see or hear you, gains a bonus to their next ability check, attack roll or saving throw equal to your Charisma modifier. If you landed a critical hit, you can add your Performance check total to the damage.

You regain this feature whenever you finish a short or long rest.

Demoralize
Whenever you land a critical hit or reduce an opponent to 0 hit points, you may choose to demoralize your opponents with a terrifying display. You make an Intimidation check, and each enemy within 30 feet, that can see or hear you, must make a Wisdom saving throw against the result. If they fail, they become frightened of you until the end of your next turn. You gain a number of temporary hit points equal to your Charisma modifier.

You regain this feature whenever you finish a short or long rest.


Dramatic Reversal
Starting at 7th level, you know how to make a surprising comeback. Whenever you drop to 0 hit points but are not killed outright, you can drop to 1 hit point instead. In addition, you make a Performance or Intimidation skill check as a free action and regain a number of hit points equal to the check + your Fighter level. Each ally within 60 feet that can see or hear you gains a number of gains a bonus to their next ability check, attack roll or saving throw equal to your Charisma modifier and each enemy within 60 feet that can see or hear or you has disadvantage on all attack rolls against you until the end of your next turn.

You regain this feature whenever you finish a long rest.

Additional Fighting Style
At 10th level, you choose an additional fighting style from the Fighting Style class feature.

Tag Team Champion
At 15th level, you inspire your are an expert in bolstering your ally's attacks in battle. You can use the Help action to aid a friendly creature in attacking a creature within 5 feet of you, instead of one of your extra attacks. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

You may only do this once per attack action.

Legend of the Arena
At 18th level, while note wearing armor, you gain resistance to all bludgeoning, piercing and slashing damage from nonmagical weapons.