https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Yanied&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T10:31:46ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Religion_(Grisaire_Supplement)&diff=1826762Religion (Grisaire Supplement)2024-03-29T02:57:37Z<p>Yanied: /* Igu-Rab-Ichi, the Warmonger */</p>
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<div>There are twelve gods who sit upon the thrones of Grisaire. They were the creators of the world, and they watch upon the world with lazy amusement. Their servants, the Old Ones, roam the world as drifting influences. The opponents of the throne, the Uncreated, bide their time to wreak havoc on all creation.<br />
=The Twelve Thrones=<br />
The Grisarian pantheon is known as the Twelve Thrones. Their powers are known to be tied to twelve metaphorical thrones on which they sit to watch the world. Grisaire's pantheon is not very large, thus gods cover larger swaths of domains sometimes. Using this as a guideline, feel free to tack on additional domains when using the gods, since their associations can have implications for different DMs to interpret.<br />
{{infobox|Gods and Their Avatars|There are only 12 gods in Grisaire, which is honestly quite little when thinking about the humongous glut of gods other games have. In addition to the Twelve Thrones, we have also {{inpage|The Old Ones}}. Now, from the 12 thrones, we have their avatars, of which they have many. Avatars explain how gods can be worshipped differently in different places. One country may worship a god as a benevolent saint of knowledge while another worships the warmongering side of them. These both are the same god, but are different aspects of them. Since these 12 have an amassed glut of power, each of them is capable of incredible feats that can encompass many aspects. Each god has numerous avatars, some famous and others nameless, that wander the world with the power levels of demigods. They sort of function as the more widespread minor centers of worship in Grisaire.}}<br />
==[[Charylt (Grisaire Supplement)|Charylt, of the Wastes]]==<br />
'''''Alignment.'''''True Neutral<br><br />
'''''Domains.''''' Chaos, Mind<br><br />
'''''Divine Rank.''''' Greater<br><br />
The tentacled and eldritch form of Charylt is believed to be the origin of races of oozes and various amorphous monstrosities and aberrations. Charylt is said to have been a foreign entity, like a parasite, living within Primus, which allowed it to become equivalent to the others born of the original Dream. However, Charylt is not considered one of {{inpage|The Uncreated}}. Charylt is not a malicious being, but it is also known to act in a very bestial way that encourages base behaviors. Its primary powers are known to appear insidious, using tides of ooze or melting things with a touch of its acidic tentacles. Charylt is said to be a messenger god, able to travel between the divine thrones and the City of Ashes.<br />
==[[M'iaq (Grisaire Supplement)|M'iaq, the Liar]]==<br />
'''''Alignment.''''' Chaotic Evil<br><br />
'''''Domains.''''' Trickery, Tempest<br><br />
'''''Divine Rank.''''' Greater<br><br />
One of Premius' primary patron gods, M'iaq is a masked trickster who encourages deceit and cunning. He is often thoroughly malicious at worst and mildly neutral at best, seeding influences for political overthrows and distrust. His influence is by far one of the most pervasive in recent Grisaire history, as though he never left. M'iaq, Tribore, and Orshiidi are known to be the Mind Givers who created basic sentience on Grisaire. It is said that M'iaq's gift to mortals was their sentient cunning, which in turn led them to innovate but also scheme against one another and be paranoid. His common depiction is usually a black and white figure on a podium or soapbox. The symbol of the god is an arrowhead whose tip is replaced with a bullet.<br />
;Aspects and Forms<br />
M'iaq is known to have a thousand faces, emphasizing his facetious nature. His most popular forms include that of a decrepit old man who wanders the world, causing mischief and spreading half-truths that inevitably lead to chaos. He is a major patron of Houlloghen, in [[Kalim (Grisaire Supplement)|Kalim]], where he takes the form of a bronze-scale hydra named Baehamot leading the Church of the Ruby Fruit.<br />
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==[[Resoolt (Grisaire Supplement)|Resoolt, the Spire Queen]]==<br />
[[File:Resoolt.png|100px|thumb|The Spire Queen]]<br />
The towering, untouchable mountain that is Resoolt is an unfathomable goddess of sadism and cruelty. She is wholly favoring of elimination of the weak, for the purging of the weak. Her divine realm is the Domain of Spires, a place of pain that threatens to push one into madness. While she is a neutral deity, this only means that she spreads the pain around equally. Her maxims adhere to a very survivalist nature, but she is also known to have been a patron of torturers and unsavory activities that condoned unnecessary pain.<br />
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She is commonly worshipped as a punishing deity in [[Premius (Grisaire Supplement)|Premius]], [[Hagai (Grisaire Supplement)|Hagai]], and even in small followings in [[Adum (Grisaire Supplement)|Adum]], [[Aerzale (Grisaire Supplement)|Aerzale]], and [[Khaire (Grisaire Supplement)|Khaire]]. In [[Edim (Grisaire Supplement)|Edim]] and the [[Doru Islands (Grisaire Supplement)|Doru Islands]], she is seen as a granter of trials through which heroes and warriors may prove their worth to gain her favor and unparalleled strength.<br />
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==[[Manus (Grisaire Supplement)|Manus Infinitum, the Maker]]==<br />
Literally "infinite hands," Manus Infinitum is the primary deity of artificial creation. Symbolizing the craft done by creatures and their hands/pseudopods/similar appendages, Manus Infinitum often appears as a nongender mass of prehensile limbs. Cultures heavily based in craft in any form, be it arts or weapons, all pay homage to Manus. There is also a combat aspect to Manus, as some warriors will pray to Manus for steady hands in battle. The churches of Manus are often tied to organizations like blacksmiths, artisans, and other producers of artificial creation. This includes also constructs, which are believed to first having been fashioned by Manus.<br />
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==[[Tribore (Grisaire Supplement)|Tribore, the Heartless]]==<br />
[[File:Triboredeity.png|left|200px|The heartless scholar]]<br />
'''''Alignment.'''''<br><br />
'''''Domains.''''' Arcana, Knowledge<br><br />
'''''Divine Rank.''''' Greater<br><br />
A god of scholars, Tribore is said to have gouged out his three hearts to devote himself to logic and eschew all emotion. The void left in his heart is believed to harbor parasites that come to be known as "That Which Dwells Between Spaces," which is what interests the [[Entity Organizations (Grisaire Supplement)#Void Society|Void Society]]. Tribore is the supposed origin of written magics throughout the world, having created the original writing system of runes. Utilization of the Veil for magic comes from Tribore having wrestled it into a form that can be constructed through the intention of casters. Wizards primarily subscribe to Tribore in hopes of his bestowing great magic upon them. Tribore, in his pursuit of magic, is known to have created a lot of the construct races of Grisaire, or aided in devising the recipes that led to their conception, like the [[Shade Diamond (5e Race)|shadia]].<br />
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All libraries are considered homages to Tribore. Some of his divine holds of knowledge have been lost to mortal knowledge. There are rumored to be 4 of these legendary libraries, each filled with invaluable tomes and even legendary collections of artifacts. The four Lost Libraries are Ulgulothky, Zerkarein, Prothuos, and Haargaris. Haargaris is rumored to house a mortal replica of Tribore's magical tome, filled with spells never before seen by human eyes.<br />
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==[[Survelem (Grisaire Supplement)|Survelem, Purveyor of Darkness]]==<br />
Survelem is the god commonly associated with the undead. The domains of both death and light fall under Survelem's control, though the latter is lesser known. Survelem commonly appears to be a face in darkness, with both male and female depictions. Despite the darker connotations, Survelem's influence is seen as a vanguard against rising violent undead. The creation of intelligent undead, like liches, is attributed to rites that Survelem's followers practice. Additionally, the rituals necessary for burial and funerary processions also pay homage to Survelem. These rites and rituals have eliminated a primary alignment fixture for undead, and so even {{5e|zombie}}s have a possibility of being risen neutral like a {{5e|ghost}}. <br />
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==[[Plegothos (Grisaire Supplement)|Plegothos, the Watcher]]==<br />
The eternal eyes of the Thrones is Plegothos. Often portrayed as a heavily cloaked figure shrouded in secrets, it is unknown if they are humanoid or something more nebulous. Depictions often show a shroud or a clam in the background with a pearl peeping out. Plegothos was known to be the keeper of the Eyes of Infinity. Due to an interaction with {{inpage|Ongana}}, one of the Eyes was lost and Plegothos thus has soured against the dual-faced goddess. Plegothos rules over the domains of peace and order. The diety itself is obsessed with observation. From this, Plegothos taught people to be observant and to surveil one another, leading to the creation of law enforcement policies, as well as activities like espionage. It is said that Plegothos knows all secrets but guards them jealously, sometimes to a fault.<br />
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==[[Tarekaya (Grisaire Supplement)|Tarekaya, Twin Dragon]]==<br />
Tarekaya is a dual-headed figure believed to be the origin of the ocean, as well as all its movements, and precipitation. The dragon's two heads are said to be separate, one being female and another being male. It is said that, originally, Tarekaya was one head. During the fight to kill Primus, her head was split in two. While the heads regenerated, one of them turned into a separate personality. In addition to the dragon's powers over water, Tarekaya is often used as a symbol of the intertwined nature of the genders and sexes, as well as other dichotomous concepts like creation and destruction. Tarekaya is responsible for the creation of most of the world's aquatic life forms, as well as draconic creatures like the [[Fox'smanuh (5e Race)|fox'smanuh]]. However, Ongana claims creation over the chromatic and metallic dragons. Tarekaya is believed to have created draconic beings that were not as partial as they, like gem dragons, faerie dragons, and {{5e|dragonborn}}.<br />
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Temples dedicated to Tarekaya span the world in awe of the dragon's power and status. Lozor has proportionally the largest following of the dragon god, followed by west Endix. Depending where one sees it, art of Tarekaya differs in depicting the dragon more like a horned monster or a lung. Tarekaya's additional aliases include Xiongmei Long, Sou-ryu, and Crossmaker.<br />
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==[[Igu (Grisaire Supplement)|Igu-Rab-Ichi, the Warmonger]]==<br />
The controversial figure of Igu-Rab-Ichi, Igu for short, is mired not only bloodshed, but also money. His influence is believed to have created the force in the world known as "gier," or "greed," which he uses to toy with the hearts of mortals. He is a prime patron of the [[Entity Organizations (Grisaire Supplement)#Gilt Society|Gilt Society]]. He is known to collaborate with M'iaq in the creation of devil creatures, and is the father of belligerent races like orcs, goblinoids, and goliaths. Giants and giant-kin races like the [[Antaeud (5e Race)|antaeud]] are also his brain children.<br />
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==[[Darakan'ta (Grisaire Supplement)|Darakan'ta, Mother Nurture]]==<br />
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When the world had been torn apart and put back together, it was the healing touch of Darakan'ta that made it possible for life to flourish on the broken and bleeding world. She is known to be a goddess of fertility, growth, and life. All aspects of nature, from the wild wood, to the fertile farmed fields, are considered within her domain. She encompasses many aspects of the natural world, including symbols of natural beauty, like mountains, and even natural cycles, like the lunar calendars. The two moons in the sky are said to be her breasts, called the Milky Moons or Lunar Teats. She was the creator of the sacred trees, meant to grant protection to the natural world from harmful presences. Her nurturing touch also created most of the plant races in the world, like the cijelese and zanthani.<br />
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==[[Orshidii (Grisaire Supplement)|Orshiidi, the Arrow Maker]]==<br />
'''''Alignment.''''' Neutral Good<br><br />
'''''Domains.''''' Forge, Knowledge<br><br />
'''''Divine Rank.''''' Greater<br><br />
Orshiidi is considered a patron god of innovation; that is, artificers, tinkers, and all sorts of craft. Where Tribore is cold and calculating, Orshiidi is playful and quick on his feet. Known for creating the sapience of tools and ingenuity, Orshidii is sometimes also seem as a god of civilization in Grisaire. This imagery is bolstered by the fact that Orshidii's patronage of the Premier Force Empire led to a massive industrialist expansion, as well as conquest. Typically, those like the cijelese are highly abhorrent of him for this reason, seeing his gifts as the signs of corruption and decadence in modernity. <br />
;Avatars<br />
In a time when most gods are ignoring humanity and watching from a distance, Orshiidi still interferes with the mortals. He has around five avatars at a time who travel the world, disguised as tinkers, merchants, and salesmen of wondrous magical items, atypical of the common finds. Orshiidi is known to use these avatars to deliver weapons he deems necessary to the trials of heroes and luminaries. Sometimes, however, his intentions are misplaced and they cause more harm than good. A very famous case of this is the general-turned-baron of Premius' northwestern region of Ogulia. The general, Ioque Merrinthson, was an elven upstart in the Premier Force who Orshiidi took a liking to for his unorthodox way of figuring out maps of war. He gifted Ioque with a powerful prosthetic that granted the young general many victories... but was also used to commit many atrocities through the war. Ioque eventually retired, having had his underclassmen take the fall for his crimes, and became baron of the Ogulia region, where he rules his patch of seaside with a literal fist of metal.<br />
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==[[Ongana (Grisaire Supplement)|Ongana, the Gatekeeper]]==<br />
'''''Alignment.''''' True Neutral<br><br />
'''''Domains.''''' Twilight, Light<br><br />
'''''Divine Rank.'''''<br><br />
The goddess Ongana is considered a two-faced deity. She symbolizes both day and night. One of her eyes is the life-giving sun which watches over the world's affairs from the day. Her other eye is said to be the night, as it is empty and dark. But the stars in the sky reflect her infinite curiosities, and perhaps it is not so empty after all. She is said to have created both metallic and chromatic dragons simply to see them fight and see if they develop minds of their own.<br />
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=Primus, Origin=<br />
'''''Alignment.''''' Chaotic Good<br><br />
'''''Domains.''''' Creation<br><br />
'''''Divine Rank.''''' Vestige<br><br />
The original singularity once drifted through time and space in a deep slumber. From the schemes of the original being's dreams, what was once one was torn asunder to create new life. But the essence of Primus is in everything. Still vying for vengeance, Primus pushes bubbling primal instinct and inner imperfection to light, manifesting in a variety of ailments, both physical and spiritual. It is unknown for sure, but Primus likely aims to bring the thrones crashing down to the world made of his flesh and blood. <br />
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There are a few cults and sects throughout Grisaire that oppose the current Twelve Thrones, seeing them as robbers and unrighteous gods. These people will often subscribe to Primus, keeping the memory of the ancient vestige alive. As the gods continue to show indifference, it is likely that his numbers grow with the world's imperfections being exacerbated and social ills plaguing daily. Most depictions of Primus appear to be a gigantic serpent creature. In renditions of the Great Dismemberment, the serpent was cut to pieces and its flesh and blood were fashioned into what becomes modern-day Grisaire.<br />
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=The Uncreated=<br />
The eldritch beings who dwell within the world core are an amalgam of dark desires supposedly spawned of Primus's latent vengeance. However, there are other theories about them being foreign bodies that crashed onto the world within the Shower of Stars event near the time of Genesis. This theory assumes that the meteors which fell contained parasitic beings that eventually leached onto the earth and took form. While most uncreated take the form of minor eldritch horrors, there are three notable ones that have carved their names of terror in history and are known to be hulking terrors that pose significant threat to the world. One shudders to think of the place these creatures hailed from.<br />
==Tsa'Horoth, Horror of Eyes==<br />
Appearing often as a mass of jelly-like eyeballs, Tsa'Horoth is said to be able to cover the world three times over if its mass were spread out into a 1-foot sheet. Tsa'Horoth is known to appear in dreams and even poison drinking water with its essence. Those who consume his essence are liable to fall ill and mutate into eldritch beings under Tsa'Horoth's control. This enigmatic mass is said to reside within the underground city of [[R'Leth (Grisaire Supplement)|R'Leth]].<br />
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==[[Egan-Shiloga'Troh (Grisaire Supplement)|Egan-Shiloga'Troh, Swarmmother]]==<br />
Egan is often depicted as a large chimeric creature of titanic proportions, with grotesque growths, tumors, and mixes of bestial traits in all forms all over the main body. Because this is a vague form and Egan is said to always be changing, artistic interpretations are many and varied. The body of Egan is said to be ever-sustaining, able to reproduce endlessly without need for typical nourishment. Many of the eldritch horde making up the Uncreated comes from Egan's flesh. In addition to creatures like aberrations, Egan also creates the foulest creatures like demons and yugoloths of Grisaire.<br />
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==Jjglo'ärogsh, Sleeping Goliath==<br />
The one-eyed giant Jjglo'ärogsh is said to be asleep deep within R'Leth, at the supposed core of the world. Little is known about Jjglo'ärogsh save that the titan is a powerful influencer of dreams and nightmares throughout Grisaire. Jjglo'ärogsh has been known to drive people insane and even make them commit horrendous crimes out of spite against the world and the gods. In these dreams, Jjglo'ärogsh is shown to be a towering black mass, with 700 wings that span like bridges to other worlds. They say Jjglo'ärogsh lost one of his eyes fighting with the gods sometime in the Days of the Forge and thus rests to recover from his wounds. His eye was said to have been broken into pieces. These eye fragments are scattered about the world, and said to be embedded in some artifacts.<br />
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=The Old Ones=<br />
The Old Ones are the first beings created by the twelve gods, imbued with great powers to serve as proxies in a way. They are substantial forces of nature, some with powers like that of a lesser deity even. Others are simply titanic beings that can rival a tarrasque in threat level. While they were originally made to be proxies, some of them remain as distant as the gods, simply drifting about with the times of the terra. Nonetheless, their status demands respect, and they are often worshiped as much as deities as well, particularly in smaller communities, where they can be central patrons.<br />
==[[Akaei (5e Creature)|Akaei, the Red Island]]==<br />
This gigantic red ray of the oceans roams about, sometimes surfacing and appearing like an island that appeared overnight. Akaei is known to have given life to a lot of sea creatures with the silt produced from its body.<br />
==Aeolus, Sweltering Guardian==<br />
The first Old One made by the gods, Aeolus is known to create blazing winds as well as volcanic eruptions on Grisaire. Aeolus is often depicted as a metallic being with a burnished and fiery core that materializes out of thin air.<br />
==Zan'ya of True Night==<br />
Zan'ya is a feminine creature with the upper body of a woman and the lower body of an eastern dragon. She is known to encircle the world every night under the cover of darkness.<br />
==Gladius, Onyx Blade==<br />
Appearing as a sky-piercing mountain, Gladius is a stationary being said to be the highest peak of the Regis Range.<br />
==Eternalogia==<br />
This strange and enigmatic entity is a brainchild of Darakan'ta. It is rarely known to any and mentioned only in esoteric books. In truth, Eternalogia is a massive creature that arises only when the four great Sacred Trees of Grisaire have been felled. It is a final line of defense against the Uncreated and the forces of R'leth. Gnostic sources describe it as a shell that hardens in reaction to Uncreated, and is a cradle that keeps the City of Ashes within a barrier. Some say that when the trees fall, Eternalogia rises from its slumber in the form of a giant tree creature that reaches the skies.<br />
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[[Category:Pantheon]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Igu_(Grisaire_Supplement)&diff=1826761Igu (Grisaire Supplement)2024-03-29T02:57:22Z<p>Yanied: Created page with "== Igu-Rab-Ichi == {{5e Deity |file= <!-- Link to an image of the deity's symbol--> |symbol= <!-- Caption, or description of symbol --> |alignment=Chaotic Neutral |domains= Wa..."</p>
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<div>== Igu-Rab-Ichi ==<br />
{{5e Deity<br />
|file= <!-- Link to an image of the deity's symbol--><br />
|symbol= <!-- Caption, or description of symbol --><br />
|alignment=Chaotic Neutral<br />
|domains= War, Grave<br />
|rank=g<br />
}}<br />
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Igu-Rab-Ichi is a god known by many names due to his many faces. Those who see him as their strength call him '''Master of Arms''', '''Warmonger''', and even the '''Lusting Blood Lord.''' Those who view him with greed call him '''Gier Father''' or '''The Rich One.''' To others, he is simply known as '''The Emperor of Chains''', alluding to his place in the [[Cosmology (Grisaire Supplement)|Grisarian Cosmology]], where he occupies the Gate of Chains.<br />
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<!--Describe your deity. Consider the following:<br />
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* Relationship with the rest of the pantheon (often represented in stories)<br />
* Who worships the deity and how? What are the clerics like? What are the places of worship? <br />
* Story or quest hooks<br />
* Related artifacts, spells, favored weapon/ color/ creature<br />
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[[Category:Grisaire Setting]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Balrog_(5e_Race)&diff=1826759Balrog (5e Race)2024-03-29T02:50:10Z<p>Yanied: maintenance tags</p>
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<div>{{stub|This page is missing a lot of sections}}<br />
{{needsbalance|You get a +10 ASI. As if that wasn't enough, 45 ft move speed, 120 feet of devilsight and poorly worded, not mechanically defined traits like fire nature. The presence trait uses incorrect DC calculations and the typing is ridiculous. You also automatically get magical attacks and have triple and even quadruple to an ability check. The AC calculation for the unarmored is also way too strong with 3 scores, and you have an insane unarmed strike. Oh, and flying speed to top it all off. This is more of a monster than player character. In older editions this would be really high LA or just banned being way off the prime requisite chart.}}<br />
==Balrog==<br />
Balrogs usually inhabit large and extremely deep caves, and are usually only awakened after somebody goes mining too deep (usually dwarves) and are very old and very powerful.<br />
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===Physical Description===<br />
The Balrogs generally had the form of menacing beings roughly humanoid in shape, at least twice the height of Men or Elves, and seemed to consist of or be surrounded by smoke and flame.[14] The Balrogs encapsulated or projected power and terror before them, perhaps meant to be a mockery of the majesty that the Valar radiate. Additionally, Tolkien refers to the Balrogs having hearts of fire, tongues like red stabbing blades, yellow eyes that glowed like furnaces, and long arms tipped with steel claws. They had hair described as streaming manes, which could be kindled to cause a blaze behind it.<br />
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===History===<br />
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===Society===<br />
Balrogs usually live a solitary life<br />
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===Balrog Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
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===Balrog Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your Strength score increases by 6 and your Constitution score increases by 4. As normal, you can't increase the ability scores above 20 using this feature.<br />
|age=Balrogs have never been able to be dated, but they are usually over 10000 years old and have no foreseeable death due to age<br />
|alignment=Balrogs usually are chaotic evil, but sometimes are neutral evil, or even rarer lawful evil.<br />
|size=Balrogs usually stand between 16 and 32 feet, your size is huge.<br />
|speed=Your base walking speed is 45 feet.<br />
|trait1=Devil Sight<br />
|description1=You have 120 feet of devil sight<br />
|trait2=Deep Dweller<br />
|description2=You naturally have an affinity for deep areas, you always know how far away the surface is.<br />
|trait3=Fire Nature<br />
|description3=Your weapons are made of fire, and thus are unable to be wielded by anyone else, and deal additional fire damage equal to your level. Upon being hit with an attack the target gains the burn status for one turn. Your fire is Hellfire, burning through anything.<br />
|trait4=Roar and Imposing Presence<br />
|description4=You roar with all your might, the enemy makes a DC 20 charisma saving throw, on a failed save they become frightened of you, on a sucessful save they are immune to this roar for 24 hours. Upon seeing you all beings must make a DC 15 Charisma saving throw or be frightened of you.<br />
|trait5=Demonic Giant Elemental Construct<br />
|description5=Your creature types are Fiend, Giant, Elemental, and Construct. As such you are immune to being frightened or charmed, immune to fatigue due to physical activity, and are immune to the effects of extreme climate and weather. You are also immune to fire and poison damage, are immune to being poisoned, and heal from necrotic damage, any excess healing from this feature is turned into temporary hit points. You also double you strength and constitution modifiers on checks and saving throws<br />
|trait6=Magic Nature and Dark Aura<br />
|description6=Your attacks gain the magical property for the purpose of overcoming resistances and immunities. To those with blindsight you have an ominous dark aura around you. To those without blindsight, they get an excessively ominous feeling when you're around.<br />
|trait7=Older than the Elves<br />
|description7=You gain proficiency with History checks, have advantage on history checks, and add triple your proficiency bonus to history checks. You also add quadruple your constitution modifier when calculating maximum hit points.<br />
|trait8=Nonliving and Tungsten Skinned<br />
|description8=You do not need to eat, drink, breathe, or sleep. You also have and Unarmored AC of 10 + Strength + Dexterity + Constitution<br />
|trait9=Steel Claws<br />
|description9=Your claws are made of steel, and you gain an unarmed strike that deals 3d8 + strength modifier slashing damage.<br />
|trait10=Great Leaps and Flight<br />
|description10=When calculating jumping distance, you triple your strength modifier. You have wings that give you a flight speed equal to your walking speed.<br />
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|languages= You can speak, read, and write Common and five other languages of your choice.<br />
|subrace=<br />
}}<br />
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===Random Height and Weight===<br />
{{heightweight<br />
|name=Balrog<br />
|feet=14<br />
|inches=0<br />
|heightmod=3d6*12 inches<br />
|weight=31000<br />
|weightmod=20d20*height mod<br />
}}<br />
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[[Category:Elemental Type Tag]]<br />
[[Category:Fiend Type Tag]]<br />
[[Category:Construct Type Tag]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=J%C3%A4tted%C4%93op_(5e_Race)&diff=1826758Jättedēop (5e Race)2024-03-29T02:45:16Z<p>Yanied: needsbalance</p>
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<div>{{needsbalance|Large size, S. Darkvision, giant's stride all add up as it is. Throw in something completely broken like arcane ignorance and you don't even need to always succeed your saves against spells. It's just damage halved for you. So, this is much stronger than first party content.}}<br />
=Jättedēop=<br />
(yuh-teh-DEE-awp)<br />
{{quote|1=<q>Beings of immense size and stature that were forgotten to the dark depths of the earth.</q>}}<br />
<br />
===Physical Description===<br />
Jättedēop, or Deep Giants, are an intimidating presence to stand under. Towering over even the largest of [[Goliath_(5e_Race)|goliaths]], deep giants range from 13 to 16 feet tall with strong powerful bodies enabling them to lift impossibly heavy objects and take blows that would sunder most fortifications. As well as being physically impressive they are known for their connection to the deep dark umderearth. As such, this connection is said to be even greater than that of the {{5e|Dwarf|dwarves}} connection to metal.<br />
<br />
===History===<br />
Jättedēop, like their giant brothers and sisters, were said to once live in great cities carved from mountains using their great size and collective might. Now after centuries of being lost to the underdark, they wander somewhat aimlessly. There are stories that the exposure to the deep earth numbed their senses in a way. Majority of the deep giants population existed within the underdark, but many have begun surfacing and treating smaller beings as livestock. These wandering butchers don't have much intellect to display.<br />
<br />
===Society===<br />
Deep giants share majority of the same values, their livestock comes first and everything else second. They are capable of understanding companionship, but in a twisted way as they serve as shepherds for themselves. Anything in the underdark that so happens to fall under the Jättedēop's care, will more than likely die there as these giants will forbid you from leaving their sides. When being organized alongside other giants, the ordning proceeds as follows; Stone giants, then Frost, followed by themselves, and then common giants. Although they are incapable of sustaining this system as majority of Jättedēop tend to not have a mental capacity to exceed toddler like personas, the other species of giants will take it upon themselves to help out their fellow kin. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. Like many other giants, they have a hatred dormant in the back of their rotted minds for dragons, usually on sight aggression. In the time of dragons, deep giants were not around to experience it, but it seems their surface dwelling ancestors had grudges strong enough to transcend generations. However, being separated from majority of their kin for so long has caused them to dwell on themselves unknowingly wandering their farmlands of the world.<br />
<br />
===Religion===<br />
Within the giants' pantheon of gods, each giant subrace has a divine child of Annam associated with them, each with their own distinct personalities and strengths. After the fall of giantkind in the eyes of Annam, the all-father of giants disowned them and refused to acknowledge their prayers. Jättedēop can not perceive religion, but they instinctually relish their relationship with their giantkin and respect the same deities their kind around them follow. Much of giant lore only mentions bits and pieces of a potential fifth divine child of Annam was born alongside the emergence of deep giants, but many scholars believe that his small stature and magic was too different and odd for him to be accepted.<br />
<br />
===Jättedēop Names===<br />
<br />
Earth giants tend to take giant names, though some take {{5e|Dwarf|dwarvish}}, [[Goliath_(5e_Race)|goliath]]. Typical giant names are as follows:<br />
<br />
'''Male:''' Aegir, Alcyoneus, Argus, Athos, Atlas, Balor, Baugi, Bergelmir, Billingr, Bölthorn, Bress, Brontes, Cacus, Coeus, Cormoran, Cronus, Echion, Elatha, Enceladus, Eochaid, Epimetheus, Fachan, Fornjót, Geirröd, Geryon, Gilling, Gogmagog, Goliath, Gymir, Hiranyaksha, Hiranyakashipu, Hrungnir, Hymir, Hyperion, Iapetus, Kári, Klytius, Kumbhakarna, Logi, Mahabali, Menoetius, Nimrod, Oceanus, Og, Ophion, Polyphemus, Prometheus, Ravana, Steropes, Tethra, Ymir<br />
<br />
'''Female:''' Angrboda, Banba, Bestla, Buarainech, Caca, Cethlenn, Chimalmat, Corb, Dione, Eithne, Ériu, Ethniu, Fódla, Gaia, Gjálp, Greip, Gridr, Gullveig, Hrodr, Járnsaxa, Laufey, Mnemosyne, Phoebe, Rhea, Rindr, Skadi, Tethys, Theia, Themis<br />
<br />
===Jättedēop Traits===<br />
{{Design Note|This race uses the {{5H|Variant Rule|Large Player Characters}} and {{5H|Variant Rule|Oversized}} variant rules.}}<br />
{{5e Racial Traits<br />
|summary=A race of giants, their power comes from deep within the earth.<br />
|abilities=Your {{5a|str}} increase by 2 and {{5a|con}} scores each increase by 1.<br />
|age=Jättedēop are exceptionally long-lived. These giants tend to stop counting relatively early in their lifespans forgetting when they became what they are. They reach maturity at around 90 years old and they outlive many, and they keep treading the world until their 1000 years are up.<br />
|alignment=Jättedēop tend to just exist neutrally, but upon annoyances they lash out showing their dormant evil intent.<br />
|size=A deep giant's height usually ranges from about 10 feet to 15 feet tall, and usually weigh around a ton. Your size is [[Large_Player_Characters_(5e_Variant_Rule)|Large]].<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Superior Darkvision<br />
|description1={{5e Superior Darkvision}}<br />
|trait2=Giantkin<br />
|description2=Your creature type is considered to be both [[:Category:Giant Type|giant]] and [[:Category:Humanoid Type|humanoid]].<br />
|trait3=Giant's Stride<br />
|description3=When you take the {{5e|Dash Action|Dash}} action on your turn, you can move an additional distance equal to half your movement speed.<br />
|trait4=Huge Frame<br />
|description4=Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require twice as much food and water per day as a normal creature your size, and you have {{5e|Disadvantage}} on {{5a|dex}} ({{5s|Stealth}}) checks.<br />
|trait5=Indomitable Presence<br />
|description5=Your weight isn't the only crushing thing about you. Whenever you make a {{5a|cha}} ({{5s|Intimidation}}) check against a creature of a size category equal to or smaller than your own, you are considered proficient in the {{5s|Intimidation}} skill. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|trait6=Arcane Ignorance<br />
|description6=Your ignorance gives you bliss, you are resistant against spells that target your mind and body.<br />
|trait7=Thick-Skinned<br />
|description7=While you are not wearing armor, your Armor Class equals 10 + your {{5a|con}} modifier.<br />
|trait8=Sunlight Sensitivity<br />
|description8=You have disadvantage on attack rolls and {{5a|wis}} (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.<br />
|languages= You can speak, read, and write Common and Giant<br />
}}<br />
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----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Giant Type]]<br />
[[Category:Humanoid Type]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Kindred_(WoD)&diff=1826433Kindred (WoD)2024-03-28T12:56:40Z<p>Yanied: maintenance templates</p>
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<div>{{wikify|Missing breadcrumbs and categories. The page title is also missing what edition this is. Please adhere to the correct naming convention.}}<br />
{{stub|Incomplete}}<br />
==Kindred==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
<br />
<br />
===Society===<br />
<br />
<br />
===Universal Kindred Traits===<br />
{{5e Racial Traits<br />
|summary=These are the racial traits that all kindred share regardless of Clan.<br />
|age=Kindred are immortal creatures who stop aging the moment they are turned.<br />
|alignment=Kindred have inherent evil desires thanks to the Beast and if forced too will most likely do evil things to get access to blood. Aside from this they don’t tend towards any particular alignment.<br />
|size=Medium<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Fear the Light<br />
|description1= You take 1d20 radiant damage when it starts its turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. You have a vulnerability to Fire and Radiant damage, but also have resistance to Poison and Necrotic damage.<br />
|trait2=Vitae<br />
|description2=Depending on your Blood Potency you either have 15 (Low), 20 (Med), or 25 (High) points of Vitae. Every time you finish a Long Rest you must spend 1 Vitae to rise, if you are out of Vitae then you will gain two levels of exhaustion when you finish the long rest. Vitae can be spent to gain either 1d10 (Low), 1d12+3 (Med), or 1d20 (High) temporary hit points as well as increase your ability scores by 1 per vitae for 2 minute. Some discipline abilities can cost Vitae as well but most don’t. You can restore your Vitae by feeding on blood. Depending on your blood potency you will be able to drink from different sources, Low potency can drink from any source of blood, including animals. Med can only drink blood from humans. And high can only drink blood from other vampires. Feeding can be done as a downtime activity, by drinking blood from an object like a vial, blood bag, or corpse; or by drinking from a living creature. You can feed off creatures in combat as a special melee attack. To feed on a creature it’s neck or other similar parts must be in reach of your mouth, your mouth must be able to bite the creature, and it must have actual blood to feed off of (this excludes most constructs, oozes, and plants). When attempting to feed on someone they must make a . Depending on your blood potency a certain amount of vitae (10 for Low, 15 for Med, and 20 for Large) you must make a Constitution saving throw with an initial DC of 10. Every time you go under this threshold or spend Vitae while under the threshold the DC increases by 1. The DC will reset after feeding. If you fail the saving throw you grow hungry and restless and must roll from the Compulsion table. If you are at 5 Vitae or lower you will roll directly from the table instead of making a saving throw. The negative effects of the Compulsion table will last until either the satisfaction is met or you perform a long rest, compulsions stack. If you roll the same compulsion then nothing happens, if you have all compulsions active at once you suffer from one level of exhaustion.<br />
|trait3=Undead Creature<br />
|description3=Your creature type is considered both Undead and Humanoid and you do not require sleep, food, or drink. Because of your undead nature your heart does not beat, you can’t eat normal food without vomiting violently, and you always appear pale and corpselike in appearance. Creatures can notice your unusual traits with Perception or Investigation. You can hide your vampiric appearance and restart your heart for an hour by spending one Vitae, giving disadvantage to perception or investigation checks noticing or looking for your undead traits. eating food and not vomiting also costs 1 Vitae but only delays it for 10 minutes per vitae spent.<br />
|trait4=Frenzy<br />
|description4=If you a compulsion active or have less than your blood potency’s vitae threshold you can enter a frenzy by getting provoked, to resist the frenzy you have to make a Wisdom or Constitution saving throw with the DC depending on the source. Some of the things that can provoke you are the sight of blood (DC 5), the smell of blood (DC 5), being harassed (DC 8), immense stress (DC 8), physical provocation (DC 12), taste of blood (DC 12), loved on in danger (DC 16), and public humiliation (DC 16). When in a frenzy the beast takes over your personality completely, making you lose control of your character’s actions. If in combat the DM takes control of your character as if it was an NPC. When in a frenzy, you will become incredibly hostile towards whatever caused you to enter a frenzy. You will be violent towards anything that obstructs you from attacking the source of your frenzy are nearby and will be unable to speak or communicate. You also gain 1d20 temporary hit points and become resistant to bludgeoning and piercing damage. You can make a wisdom saving throw to resist doing an action taken during a frenzy. You are immune to charm and frighten while in a frenzy, and you temporarily lose all levels of exhaustion or active compulsions if you have either until you are no longer frenzied. The frenzy ends either when you are knocked unconscious or the source of the frenzy is incapacitated.<br />
|trait5=Blood-Bond<br />
|description5=You can feed one vitae to a creature to blood-bond them. They have to accept your vitae three times, with a long or short rest between each offering. A creature who is blood-bonded with you becomes supernaturally influenced by you. Bloodbonded creatures are permanently charmed by you and have to make a wisdom saving throw of DC 18 to act against you in any way. Bloodbonded creatures typically become very attached to the kindred they are bonded too, but the blood bond will weaken every day that it is not reinforced through giving another vitae. Every week the DC of acting against you will decrease by 2 until one month of no reinforcements it will break. Reinforcing it any time will reset the DC back to 18.<br />
|trait6=Diablerie<br />
|description6=You can diablerize another kindred that is unconscious as a special melee attack. The target has to be in reach of your mouth, be able to be bitten by you, and unconscious for the whole process. The diablerize action consumes one vitae, but fully diablerizing your target requires you to repeatedly diablerize them until they run out of vitae. Every diablerize action requires a Strength saving throw to absorb the vitae, starting at DC 5 and increasing by 1 for each vitae successfully drained. If you successfully diablerize a kindred you can choose to take one of their disciplines that you don’t already have. If the target of diablerie had a higher generation than you your generation goes up by 1.<br />
|languages= You can speak, write, and understand any one human language.<br />
}}<br />
<br />
{| class="wikitable"<br />
|+ Compulsion Table<br />
|-<br />
! d10 !! Compulsion !! Effect !! Satisfaction<br />
|-<br />
| 1-3 || Hunger || Have to roll a DC 8 Wisdom saving throw to spend Vitae willingly, with the exception of long rests || Feed off of something.<br />
|-<br />
| 4-5 || Dominance || Disadvantage on skill checks || Assert dominance over another and gloat about it.<br />
|-<br />
| 6-7 || Harm || Gain disadvantage on saving throws || Kill, incapacitate, or destroy something/someone.<br />
|-<br />
| 8-9 || Paranoia || Gain disadvantage on ability checks and attack rolls|| Spend at least 10 Minutes or so in a place that feels safe.<br />
|-<br />
| 10|| Clan Compulsion || Varies || Varies<br />
|}<br />
<br />
== Clans ==<br />
WIP</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File_talk:Absolute_Devourer.png&diff=1826432File talk:Absolute Devourer.png2024-03-28T12:53:43Z<p>Yanied: lgtm</p>
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<div>Unfortunately, having a DSA disorder, I don't know if I read everything or not, so I hope I did everything in the right way and not understanding how to put the copyright sharing stamp, I copied it from elsewhere, I hope it's the correct way.<br />
:It looks fine. Just added the self clause since you are claiming ownership. If it is AI, please add that to the page summary as well. Thanks--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 06:53, 28 March 2024 (MDT)</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:Absolute_Devourer.png&diff=1826431File:Absolute Devourer.png2024-03-28T12:52:37Z<p>Yanied: /* Licensing */ added self since uploader is author</p>
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<div>[Image representing the evolutionary phase of the Absolute Devourer.]<br />
<br />
'''''I CALEIDO created this image with an application, so I am the author of it.'''''<br />
<br />
Share - Nearly all Creative Commons licenses allow the work to be reproduced and distributed in any medium<br />
<br />
== Licensing ==<br />
{{self|cc-by-3.0}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Tortle_(4e_Race)&diff=1826234Tortle (4e Race)2024-03-28T01:57:15Z<p>Yanied: /* Roleplaying a Tortle */ power added yay, thanks jagon</p>
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<div><br />
== Tortle ==<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{| class="4e" style="float:right"<br />
!https://static.wikia.nocookie.net/forgottenrealms/images/7/7f/Tortle-3e.jpg<br />
|-<br />
|By [[w:Frank Brunner|Frank Brunner]]<br />
|}</div><br />
'''Under the notion of houses on their backs, these turtle-like humanoids have a wanderlust and rarely feel the need to settle down.'''<br />
<br />
{{4e Racial Traits<br />
|height=5'0"-6'0"<br />
|weight=450-500 lb.<br />
|abilities=+2 Constitution, +2 Wisdom or Strength<br />
|size=Medium<br />
|speed=6 squares<br />
|vision=Low-light <br />
|languages=Common, Draconic<br />
|skills=+2 Endurance, +2 Nature<br />
|trait1=Enduring Constitution<br />
|description1=You have a +1 racial bonus to Fortitude saves.<br />
|trait2=Reptile<br />
|description2=You are considered a reptile for the purpose of effects that relate to the reptile keyword.<br />
|trait3=Withdraw<br />
|description3=You have the ''withdraw'' racial power.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|trait6=<br />
|description6=<br />
}}<br />
<br />
{{4e Power<br />
|name=Withdraw<br />
|owner=Race<br />
|class=Tortle<br />
|type=Utility<br />
|usage=Daily<br />
|flavor=You hastily retreat into your shell, gaining immense protection from your carapace, so long as you remain where you stand.<br />
|keyword1=<br />
|keyword2=<br />
|keyword3=<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Immediate Interrupt<br />
|trigger=You are hit by a melee attack.<br />
|range=Personal<br />
|rangemod=<br />
|target=<!-- Primary target for the power. --><br />
|attack=<!-- Attack stat against the primary target. --><br />
|defense=<!-- Defense stat for the primary target. --><br />
|attackextra=<!-- Anything to add after "attack vs. defense" --><br />
|hit=<!-- What to do when the primary attack hits. --><br />
|miss=<!-- What to do when the primary attack misses. --><br />
|secondarytarget=<!-- Secondary target for the power. --><br />
|secondaryattack=<!-- Attack stat against the secondary target. --><br />
|secondaryattackextra=<!-- Anything to add after "attack vs. defense" --><br />
|secondarydefense=<!-- Defense stat for the secondary target. --><br />
|secondaryhit=<!-- What to do when the secondary attack hits. --><br />
|secondarymiss=<!-- What to do when the secondary attack misses. --><br />
|tertiarytarget=<!-- Tertiary target for the power. --><br />
|tertiaryattack=<!-- Attack stat against the tertiary target. --><br />
|tertiaryattackextra=<!-- Anything to add after "attack vs. defense" --><br />
|tertiarydefense=<!-- Defense stat for the tertiary target. --><br />
|tertiaryhit=<!-- What to do when the tertiary attack hits. --><br />
|tertiarymiss=<!-- What to do when the tertiary attack misses. --><br />
|effect=You gain a +4 to all defenses until the end of your next turn. You cannot move until this power effect ends.<br />
|extra=<!-- Any extra text you want to add. --><br />
|sustain=<!-- How the power is sustained. --><br />
|special=<!-- Special text. --><br />
}}<br />
<br />
The tortle are a resilient and well-traveled people originating from the southern area of Chult. Their relatively inconspicuous presence in the world was due to seclusion formed after world-changing events isolated them geographically. It is only in more recent times that they had begun to interact once more with the rest of the world. Eager to learn, tortle are hardly one to shy away from new and foreign cultures. They aim to learn and consume all knowledge they can while they yet live, so that they may pass on this wealth to the next generation.<br />
<br />
Play a tortle character if you want...<br />
*To wander the world in search of new experiences.<br />
*To be someone who never settles in a single place for too long.<br />
*To carry your sturdy shield of a home on your back.<br />
<br />
=== Physical Qualities ===<br />
Tortle are often referred to as turtlefolk. They are reptilian humanoids with a prominent shell on their back. This shell is often thick and textured with patterns like hexagons and even studded with minor spikes. Tortle's skin is thick and leathery-scaled. Their skins range in colors from greens, browns, and even yellowish colors. Their heads are usually rounded with a slight beak instead of lips and teeth. Some tortles might have pointed skulls. Tortle eyes are slightly side-facing. Their hands and feet are tipped with thick claws that function as human fingers do. Tortle do not usually have long tails that stick out from their shells, though this is a variable trait.<br />
<br />
=== Attitudes and Beliefs ===<br />
The tortle are not a long-living race, though they can certainly appear so. Tortle usually die after about 50 years of age, by then which they are already elderly. As such, they try to travel as much as they can to learn whatever they can. Their voracious appetite for knowledge and life itself is why they left their homeland and became largely a race of travelers. Tortle do not get homesick because they believe their home is their shell. So, it goes everywhere with them. This is also a metaphorical sense since tortle shells can sometimes carry markings or paraphernalia accrued from their many travels, and thus it represents their life and everything they have done. <br />
<br />
Tortle typically reproduced near the latter half of their lifespans, which is the only time they abandon their lives of travel in favor of rearing the future. This usually left only a small window of time for them to teach their young all they knew. Tortles were heavily reliant on their children to carry on their knowledge and traditions and this teaching phase is extremely important for that reason. These young tortles will be orphaned once their parent passes away, after which they are expected to use all they had been taught to continue traveling and surviving, carrying on their parent's legacy. This makes tortles unfortunately vulnerable to cultural loss since many of their traditions are not written, though some are turning to pen and paper as well as imprinting on their children.<br />
<br />
===Tortle Communities ===<br />
Tortles do not have beginning nor ending communities. Their lives begin within their starter family and they hope to die with families of their own at the end of their lives of wanderlust. The nonexistence of the desire to settle makes it hard for permanent tortle settlements to form. However, some tortles do manage stopovers that they know others will frequent, like a shop in a popular town transit hub. One may find many tortles in cities where roads converge and many different people from all walks of life gather. As such, tortles and their desire to wander are no secrets to anyone. People find tortles sensical adventurers, given their wanderlust. Tortles are still a very small minority when it comes to the many creatures that walk the realm, making them a bit of a sight in many places outside of the jungles.<br />
<br />
=== Tortle Adventurers ===<br />
<br />
Tortles are naturally adventurous! They want to go and travel shortly after just being born, and their inherent wanderlust drives them to do so throughout the rest of their lives. It's not about the money or fame for tortles, but more so about satiating their wandering desires and experiencing new things. Tortles therefore usually have a bit of fearlessness to themselves, but they are not fools. They know they need a bit of robust training to prepare themselves for their anticipated journeys ahead. As a result, many tortles are defenders.<br />
<br />
'''Fighter:''' One of the most innate tenets for tortles is that defense is an excellent offense. The ability to withstand damage and keep going is crucial to any adventurer. You can't let some scrapes take you out of your journey. As such, fighter tortles are very common, utilizing their natural defenses with fortified training to brave through any obstacle in their way.<br />
<br />
'''Runepriest:''' The search across the world for new and exciting things can sometimes mean finding divine powers that belonged to gods in the old times, when the deities roamed the land. Runepriest tortles are not exactly common, but they do exist and thrive off a combination of wanderlust and desire to learn. Rune language is a lost art that has many parts scattered across the land. Runepriest tortles seek these fragments of ancient power.<br />
<br />
'''Warden:''' This class is not exactly the most intuitive choice for tortles. Wardens are typically stalwart defenders of the natural world against encroaching influences. Tortles are not strictly forest dwellers, but they are sympathetic to the natural world. Warden tortles wander the world as sort of patrol, monitoring the health of forests and other natural environments. <br />
<br />
Three sample tortle adventurers are described below.<br />
<br />
Sorgrol is a tortle fighter looking to cross over mountain ranges and reach the wide open sea by foot. Her father was such an adventurer and she had listened avidly to his stories whilst he raised her. She seeks to surpass his experiences with her own two feet. Her step is steady and her shell is hard to weather the cold alps and dangerous highlands.<br />
<br />
Enthugg is a tortle runepriest that is seeking the words of power to cure a dangerous plague back home. He has only a few rune terms under his belt and he is eager to find more, no matter how dangerous it gets. Those back home are not only ill family but also innocents that he cannot fathom succumbing to this plague. Having joined a group of like-minded adventurers, Enthugg is eager not to let more life fade before his eyes.<br />
<br />
Barga is a tortle warden that wanders the world as a sort of last hurrah. She had already had children and raised them all she could before leaving on her new journey. Seeing the destruction of many scenic and beautiful lands, she devotes herself to protecting these lands and finding out the source of their destruction. For her, it is important to preserve these lands for others after her to see, like her children when they go and inevitably adventure as well.<br />
<br />
=== Roleplaying a Tortle ===<br />
<br />
When creating a tortle adventurer, here are a few points to consider. <br />
<br />
'''Wanderer.''' Above all, tortles are worldly wanderers in search of new experiences to tuck under their belts. Tortles aren't the most comfortable with settling down in a single place for so long. This sometimes lends itself to over-curiosity and even impatience to keep moving.<br />
<br />
'''Carrying On Memories.''' Traditions are important to tortles and they carry these with them in the forms of trinkets that decorate their shells. Their travels are documented so that they have proof and can show these to others, thus sharing their experiences and having them live beyond their own lives. This is part of the main motivation for them to have children at the end of their lives.<br />
<br />
'''Home is Where the Heart, or Shell, is.''' Tortles carry their home on their backs. In that same way, they acclimate well to new places so long as they have something to anchor them. A roof over their heads is secondary to good company and stories around a fire.<br />
<br />
'''Tortle Characteristics:''' Adaptive, wandering, adventurous, curious, open-minded, eager<br />
<br />
'''Tortle Male Names:''' Grosol, Nogo, Sagmaw, Abalo, Eloro<br />
<br />
'''Tortle Female Names:''' Enso, Nagra, Hawhaw, Balan, Palo<br />
<br />
=== Tortle Utility Powers ===<br />
<br />
When your tortle character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a tortle utility power of the same level or lower.<br />
<br />
{{4e Power<br />
|name=Tuck N'Go<br />
|owner=Race<br />
|class=Tortle<br />
|type=Utility<br />
|usage=Encounter<br />
|flavor=You've learned to fight even with your head tucked into your shell, granting you greater defensiveness in the face of peril.<br />
|keyword1=<br />
|keyword2=<br />
|keyword3=<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Move Action<br />
|trigger=<br />
|range=Personal<br />
|rangemod=<br />
|target=Self<br />
|attack=<br />
|defense=<br />
|attackextra=<br />
|hit=<br />
|miss=<!-- What to do when the primary attack misses. --><br />
|secondarytarget=<!-- Secondary target for the power. --><br />
|secondaryattack=<!-- Attack stat against the secondary target. --><br />
|secondaryattackextra=<!-- Anything to add after "attack vs. defense" --><br />
|secondarydefense=<!-- Defense stat for the secondary target. --><br />
|secondaryhit=<!-- What to do when the secondary attack hits. --><br />
|secondarymiss=<!-- What to do when the secondary attack misses. --><br />
|tertiarytarget=<!-- Tertiary target for the power. --><br />
|tertiaryattack=<!-- Attack stat against the tertiary target. --><br />
|tertiaryattackextra=<!-- Anything to add after "attack vs. defense" --><br />
|tertiarydefense=<!-- Defense stat for the tertiary target. --><br />
|tertiaryhit=<!-- What to do when the tertiary attack hits. --><br />
|tertiarymiss=<!-- What to do when the tertiary attack misses. --><br />
|effect=You gain a +1 to your AC until the start of your next turn.<br />
|extra=''Level 11:'' +2 to your AC<br><br />
''Level 21:'' +3 to your AC<br />
|sustainaction=Move<br />
|sustain=You remain in your shell, maintaining your AC bonus.<br />
|special=<!-- Special text. --><br />
}}<br />
<br />
<vote type=1/><br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Natural Origin]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Reptile Keyword]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Cold_one&diff=1826225Cold one2024-03-28T01:38:44Z<p>Yanied: wikify</p>
<hr />
<div>{{wikify|What edition is this for? It needs to use a preload.}}<br />
Cold One<br />
Medium elemental, chaotic evil<br />
------------<br />
Armor Class: 13 (Natural Armor)<br />
HP: 60 (8d10 + 11)<br />
Speed: 20 ft.<br />
-<br />
STR DEX: CON: INT: WIS: CHA:<br />
10 (+0) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 5 (-3)<br />
-<br />
Skills: Stealth +2<br />
Damage Vulnerabilities: Fire, Bludgeoning<br />
Damage Immunities: Cold, Poison<br />
Condition Immunities: Frightened, Petrified, Poisoned, Unconscious<br />
Senses: passive perception 10<br />
Languages: Auran, Aquan<br />
Challenge: 3 (700 XP)<br />
<br />
Actions:<br />
-<br />
Slam: Melee Weapon Attack, +5 to hit, reach 5 ft., one target. Hit: 8 (3d6) bludgeoning damage, plus 4 (2d4) cold damage.<br />
Claws: Melee Weapon Attack, +5 to hit, reach 5 ft., one target. Hit: 4 (2d4) slashing damage, plus 6 (1d8) cold damage.</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Reincarnated_Devil,_Variant_(5e_Race)&diff=1826222Reincarnated Devil, Variant (5e Race)2024-03-28T01:36:44Z<p>Yanied: delete; redundant</p>
<hr />
<div>{{delete|19:36, 27 March 2024 (MDT)|This is only a slightly altered version of the (still unbalanced) [[Reincarnated Devil (5e Race)]]}}<br />
{{needsbalance|Per the talk page, basing abilities purely off their anime sources is a very bad way to balance in DnD. You have traits gained after 5th level.}}<br />
{{Copyright Disclaimer|franchise=High School DxD|owner=Ichiei Ishibumi}}<br />
<br />
==Reincarnated Devil==<br />
Reincarnated Devils are beings who were reincarnated as demons who serve a master and answer requests from those who summon them by circles of their clan, normally they are normal in the demonic world, but those who have great deeds can become famous and rich even become Heroes for the demons, but there are always those who become legends who never died when they were in the memory of children and adults in hell.<br />
<br />
<br />
===Physical Description===<br />
<br />
Reincarnated demons are beings that were lucky or unlucky to be reincarnated as demons, but they always gain a pair of wings, and demonic power that increases as they train, their appearance tends to be diverse being that they have humans, half dragons, vampire angels and many other beings. who were reincarnated.<br />
But everyone who reincarnates demons gains superhuman strength, sight, hearing, and affection, as well as the ability to perform magic with powerful demonic forces.<br />
<br />
===History===<br />
Reincarnated demons are created by high class demons or pure blood demons in the high school DxD universe using evil parts to reincarnate other species into demons; who serves the high-class devil who is his king, rarely does a devil disown his master, who usually punishes him by slapping his face with 666 lessons.<br />
<br />
Lost Demons are Reincarnated Demons who have turned away from their masters for their own selfish desires. Without their masters to keep their powers in check, they become a major threat if their powers are beyond their control. The demons that run away from being a master because they don't want to serve him anymore begin to transform themselves into demonic creatures and monstrous aberrations that will have their heads put on a prize.<br />
<br />
===Society===<br />
In recent times, many high-class Devils have begun to reincarnate humans and other beings who have Sacred Gears as their servants, in order to obtain the strength of Sacred Gears in the service of Devils. -As in the last holy war the army of hell owes gigantic casualties the evil parts system project went into action to promote increases in numbers in the ranks of the demonic army, and as pure blood demons rarely have the opportunity to have children they are able to reincarnate beings into demons to help them.<br />
<br />
<br />
Demons have a hierarchy system to keep everything under control and to know who is above whom normally.<br />
the ranks are:<br />
<br />
Class Satan= are demons of high power and that control the very demonic usually can only have 4 of these in the whole hell.<br />
<br />
Class super demon= are demons that have gained the power to hurt gods.<br />
<br />
High Class: These are pure-blooded demons and reincarnated demons who have achieved formidable power and great deeds in order to create their own family of servants.<br />
<br />
Class media= known demons good deeds are amazing and are very strong.<br />
<br />
Low class = newly reincarnated demons, who have almost no achievements or victories in life but they can rise over the course of their lives and adventures.<br />
<br />
<br />
===Reincarnated demons Names===<br />
Like their culture, the names of reincarnated demons are usually very different from each other but they are always accepted by their masters, as they were from another culture, race and life they usually already have names before reincarnating (if in doubt use as e.g. names of some race, e.g. I am a human who has been reincarnated so I will use the name john or albert.)<br />
<br />
<br />
===Reincarnated demons Traits===<br />
{{5e Racial Traits<br />
|summary=Reincarnated demons who serve a high-class demon who are normally purebloods.<br />
|abilities=You will increase one of your ability scores by 2, and the other score will be defined by your evil piece.<br />
|age=Reincarnated demons can live hundreds or even thousands of years depending on their conditions, but they mature in the same way as humans in the part of their life from child to teenager, and from teenager to adulthood. Although some having an appearance of someone in their third age, that is very rare. <br />
|alignment=Reincarnated devils tend to follow their birth alignment. however, due to their newfound freedom of choice they tend towards a more chaotic aligment.<br />
|size= The reincarnated devils have the same height as when they were their other race, so their size varies but usually it is medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}} <br />
|trait2=Remainers of an Old Life<br />
|description2=Even as a reincarnated demon you still pocess part of what you were before. You will gain any skill proficiencies you used to have and any climbing, flying, or swimming speed you gained from your old race.<br />
|trait3=Demonic Wings<br />
|description3=As a reincarnated demon, you can sprout dark wings from your back. As an action, you can give yourself hovering speed equal to half your movement speed. You may also hide your wings using your action. Starting at 3rd level, this evolves to flying speed. At 5th level, the flying speed is equal to your movement speed.<br />
|trait4=Familiar<br />
|description4=Starting at 5th level, you can link your soul with an animal or creature making it your familiar. The creature must be a beast, Aberration, Dragon, Construct or small sized creatures. You may summon your familiar as an action, he will act in the same turn as you. If your familiar is reduced to 0 hit points, it will instantly be estabilized and will be sent to your home or a safe place. He gains the ability to temporarily shapeshift into a human, but he can only speak his already known languages. You may summon it once per long rest. <br />
|trait5=Rise in hierarchy<br />
|description5=from level 6 your character has achieved some amazing feat or really get strong so he goes up to middle class and gets some reward from GM if he wants, at level 15 the character became a high class demon and now he can reincarnate npc like his servants (the npc must become of this race, and follow their wishes, but whoever controls them is the master), at level 20 your character achieved epic feats and incredible abilities and managed to become a dmeon of the Super Class. GM, to become a Class Satan demon must be for history and meet the GM's conditions and his recompense must be discussed with him.<br />
|languages=You can speak, read and write your master's speech and also the language you were born with or learned before reincarnation.<br />
|subrace=You must choose between pawn, knight, rook, bishop or queen.<br />
}}<br />
<br />
==== Pawn ====<br />
As a pawn you are usually the weakest, but they have a hidden ability. <br />
<br />
{{5e Subrace Traits<br />
|abilities=You will gain a +1 in one ability score of your choice.<br />
|trait1=Promotion Piece<br />
|description1=When you surprise an enemy or attacks while hidden, you will receive a promotion between Horse, Tower, Bishop or queen. You must choose between them, with each one only giving you one of their traits until your next short or long rest. Although if you choose the Queen promotion, you will gain a different bonus.<br />
<br />
In queen promotion you will receive 1 Horse trait, 1 Tower trait and 1 bishop Trait. <br />
}}<br />
<br />
==== Horse ====<br />
{{5e Subrace Traits<br />
|abilities=You will gain +1 in your {{5a|dex}} or {{5a|str}} modifier.<br />
|trait1=The Knight<br />
|description1=As the knight of your family, you may treat any one-handed weapon as if they had the light property unless they have the heavy property.<br />
|trait2=My Motivation is on My Blade<br />
|description2=As an extremely capable swordsman, you can treat any one-handed sword as if they had the finesse property.<br />
}}<br />
<br />
==== Tower ====<br />
{{5e Subrace Traits<br />
|abilities=You will gain +1 in your {{5a|str}} or {{5a|con}} modifier.<br />
|trait1=The Wall<br />
|description1=You are your family's absolute defense and physical attack. Your unarmed strikes deal additional 1d4 damage, increasing to a d6 at 5th level.<br />
|trait2=The Defense<br />
|description2=Your AC equals 12 + your {{5a|con}} modifier + your {{5a|str}} modifier.<br />
}}<br />
<br />
==== Bishop ====<br />
{{5e Subrace Traits<br />
|abilities=You will gain +1 in your {{5a|cha}} or {{5a|wis}} score.<br />
|trait1=The Support<br />
|description1=Whenever you roll for a spell to make an allied creature regain hit points or to increase their roll, you can choose to roll an additional dice. You can use this feature twice before needing a short or long rest.<br />
|trait2=The believer<br />
|description2=You gain proficiency in arcana and religion, and whenever you make an ability check involving magic or rituals you do so with advantage.<br />
}}<br />
<br />
==== Queen ====<br />
{{5e Subrace Traits<br />
|abilities=You will gain +1 in two ability scores of your choice.<br />
|trait1= The right arm<br />
|description1=As Queen of your family, your authority is above all else, so you gain proficiency in persuasion checks. In addition, if someone is also using this race but is any pieces bellow you, you will make any {{5a|cha}} related checks with advantage against them.<br />
|trait2=The one who is above all<br />
|description2=As queen you have the ability to use your bonus action as an action, in exchange of losing your bonus action this turn. In addition, you can make one roll of your choice to gain advantage. You can use this feature once every short or long rest.<br />
|trait3=That one is always ready<br />
|description3=Due to always having to be planning ahead, you will roll initiative with advantage. In addition, you will gain proficiency in the Arcana and History skills.<br />
}}<br />
<br />
=== King ===<br />
{{5e Subrace Traits<br />
|abilities=the same as your old race.<br />
|trait1=King's Power<br />
|description1=When you hold a two-handed weapon you can make a single melee weapon attack as a bonus action.<br />
|trait2=King's Aura<br />
|description2=When you activate the king's aura, creatures within 30 feet must make a Wisdom saving throw if they fail. They will be forced to kneel.<br />
The actions that occur to those who kneel before the king will have every advantage. target can repeat the saving throw at the end of each of its turns. If a target's saving throw is successful target is immune to this King's Aura for next 24 hours. you can use this ability equal to your proficiency bonus before needing a long rest.<br />
|trait3=King's Command<br />
|description3=You can use Help action in Bonus action And Help action range is 30 feet.<br />
}}<br />
<br />
}}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Engineer_(5e_Background)&diff=1826221Engineer (5e Background)2024-03-28T01:34:25Z<p>Yanied: stub</p>
<hr />
<div>{{stub|This is sorely lacking in {{ref|fluff}} and questions to help a player flesh out their character. Backgrounds are one of the most flavorful parts of character creation, full of ribbons. The feature is good, but it feels a lot more generic than what the name of "engineer" suggests. There should be more flavor to explain connections between the proficiencies as well with the background concept.}}<br />
==Engineer==<br />
<br />
You are (or were) an engineer, a contributor to science. You were inspired by a great inventor at a young age, and want to be just like them. So where did you come from? What is your specialization?<br />
<br />
'''Skill Proficiencies:''' Investigation and One of the following: Sleight of Hand, Arcana, Perception, Nature, or Medicine.<br />
<br />
'''Tool Proficiencies:''' Two types of Artisan’s tools of your choice, vehicles. <br />
<br />
'''Languages:''' Any Two of your choice<br />
<br />
'''Equipment:''' Common clothes, one type of artisan's tools you are proficient with, 1D4 books on Engineering, and a Tiny or smaller invention made by you, small pouch containing 15 gold.<br />
<br />
===Specialization===<br />
<!--Optional section, delete if unneeded. Otherwise rename header, table headers and table length as appropriate.--><br />
As an Engineer you sometimes draw inspiration from different sources for your creations or inventions, do ideas come to you after you've read a line of ancient scripture? What about the way the animals move or how the leaves and grass sway? Or even seeing the simple yet complex beauty of a cogwheel? <br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Specialization<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Inventor<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Artisan<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Technomancer<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Architect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Tinkerer<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Aeronautic<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
====Feature: Once a student, always a student====<br />
You can always find shelter or limited sanctuary within a place of learning such as a college or academy, as long as you are on good terms with the group who runs the school, while there you are able to gain basic knowledge of certain topics, as long as you contribute to the school in some '''constructive''' way.<br />
<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || When I see a scrap of metal or wood, I can't help but pocket it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I don't talk a lot, because I become engrossed in my thoughts.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I can't help myself around complex objects, I just want to find out how they work.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Most of the words I say sound like complete gibberish to those who know nothing about science.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I'm constantly sketching or taking notes about my surroundings.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || "If I elevate my crossbow by 3° then the bolt should.. sorry? Just shoot the damned Orc?"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Everything, no matter how small or insignificant, must be catalogued.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || When excited I tend to start speaking faster, and tend to get a bit jittery.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Organization.''' Everything has it's place and everything should be in it's place. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''People.''' All of my inventions are made to help people who can't help themselves. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Freedom.''' I invent what I want, whether my inventions are legal or not. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Greed.''' Everything I make I sell, I don't care who it hurts. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Community.''' I invent to help myself, my friends, and my family, and other people can do the same if they want inventions. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Safety.''' I build so that harm may not come to myself and those I care about. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I once made a child very happy with an invention, I wish to do so again.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My inventions are like family to me, so I protect them as best I can.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I seek to blend technology with magic, and create perfect harmony.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || My old workshop is now in ruins due to an accident, I will '''never''' make that mistake again.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Anytime someone is hesitant or scared of my inventions I try to make them feel comfortable around them. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || All the profits i make from selling my inventions go to my old masters back home.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I enjoy my more dangerous inventions a little too much.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Gold is the only thing that motivates me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The best inventions are the ones that harm others.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I always over analyze any and all situations.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Explosions are adorable.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || One of my inventions horribly mangled someone influential, and they hunt me to this day.<br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Wyrmkin_(5e_Race)&diff=1826219Wyrmkin (5e Race)2024-03-28T01:32:13Z<p>Yanied: maintenance tags</p>
<hr />
<div>{{wikify|This needs the 5e trait template, which can be found on the [[5e Race Preload]].}}<br />
{{wording|Elemental resistance could use some wording from the dragonborn's trait to better fix it up, and a table to properly correlate it to the dragon ancestor. See examples from [[Dracotaur (5e Race)]]. Same for Draconic bond.}}<br />
{{needsbalance|Some things need a bit of defining, like what twilight vision is supposed to be. Do you mean darkvision?}}<br />
==Wyrmkin==<br />
<br />
Wyrmkin are beings born from the union of draconic magic and mortal spirit, walking between worlds with the wisdom of dragons and the form of humans.<br />
<br />
===Physical Description===<br />
Wyrmkin bear an otherworldly grace, with traits that whisper of their ancient draconic lineage. They have pale, luminescent skin often adorned with intricate, scale-like patterns that shimmer in ethereal hues. Their hair flows like spun silver or white gold, cascading over their shoulders and blending seamlessly with their majestic feathered and scaled cloaks, which echo the majestic wings of their dragon ancestors.<br />
<br />
Their eyes are deep pools of wisdom, glowing with a spectral light that hints at a profound connection to magic. Standing tall and regal, they possess elongated, pointed ears often decorated with delicate jewelry, and their horns curve gracefully from their temples, etched with runes that tell stories of their heritage.<br />
<br />
Adorned in garments that are both elegant and practical, Wyrmkin clothing is made from materials that shimmer with an enchantment, often accented with metallic threads and jewels that seem to contain living essence.<br />
<br />
===History===<br />
Forged from the very essence of dragons, the Wyrmkin are stewards of ancient wisdom, bearing witness to epochs long past and guardians of arcane might. These beings trace their lineage directly to the hallowed progeny of Bahamut, the Platinum Dragon, a lineage that imbues them with a natural affinity for justice and a penchant for guarding sacred truths.<br />
<br />
As the forebears of the modern dragonborn, the Wyrmkin recall in their hearts the first roars of their draconic ancestors echoing through the heavens and across the endless expanses. They have seen empires rise and fall, stars born and extinguished, and the ebb and flow of magic as it waxes and wanes in the world around them.<br />
<br />
The Wyrmkin hail from the revered Isle of Paradise, a place shrouded in myth and veiled by the mists of time. This sanctuary, floating upon the tranquil azure of a sea untouched by the wider world's tumult, serves as a haven for their kind. Here, they commune with the echoes of dragonkind, and here, the air is filled with the scent of blooming miracles, a testament to the island's deep-seated enchantment.<br />
<br />
On this hallowed ground, the Wyrmkin have flourished, their society a utopia that mirrors the high ideals of Bahamut himself. Their spires and temples, constructed with an elegance that rivals the most exquisite elven architecture, rise like quartz in the lush, verdant canopy of the isle. Here, they live in harmony with the land and its creatures, their days marked by the pursuit of knowledge, the practice of ancient rites, and the deep understanding that they are but one thread in the great tapestry of life.<br />
<br />
Yet, for all their wisdom and tranquility, the Wyrmkin are not a people untouched by the world's woes. They remember their duty, descended from the dragon god of good, to ensure that the scales of justice remain balanced and that the arcane secrets of old do not fall into the clutches of darkness. The Wyrmkin remain ever vigilant, ready to emerge from their paradisiacal exile to guide the fate of the world along the path of light.<br />
<br />
===Society===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
Though rare and solitary in nature, the Wyrmkin possess a society deeply rooted in the ancient magics and hallowed traditions of their kind. They are drawn to places steeped in the old power, such as ley line nexuses, dragon burial sites, and ruins resonating with the echoes of the arcane. It is in these sacred places that they delve into the secrets of yore, seeking enlightenment and understanding of the cosmic balance they are sworn to uphold.<br />
<br />
At the heart of Wyrmkin society lies the Isle of Paradise, their ancestral home and the seat of their monarchy. This monarchy, unlike the hierarchical kingdoms of men, is a reflection of the Wyrmkin’s deeply held beliefs in justice, wisdom, and the stewardship of ancient knowledge. Their monarch is not just a ruler but a custodian of their race's collective legacy, chosen through a divine mandate believed to be bestowed by Bahamut himself.<br />
<br />
The Wyrmkin king or queen is a being of immense wisdom and power, often an accomplished sorcerer or a cleric with a direct connection to the Platinum Dragon. They are as much a spiritual leader as a sovereign, guiding their people with an even hand and a gaze that sees beyond the present, into the future’s swirling mists. Their rule is sustained by a council of elders, each a master of different arcane and divine domains, ensuring that the governance of the Wyrmkin is balanced and fair, with every decision weighed against the scales of cosmic order.<br />
<br />
Despite the regal structure of their society, the Wyrmkin remain reclusive, their interactions with the outside world cautious and measured. They choose isolation not out of fear, but from a profound sense of responsibility to guard against the disturbances that could arise from their potent magic. The Wyrmkin monarchy thus stands not as a beacon of conquest or dominion, but as a bastion of ancient wisdom, a reminder of the world’s magical foundations, and a sentinel against the encroaching shadows that would seek to unbalance it.<br />
<br />
===Wyrmkin Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
Arazirn, Vethyrian, Syltharion, Tharundal, Xyravion<br />
'''Female:''' <!--Female names--><br />
Aurielle, Isythara, Saphiralei, Thyrania, Veradis<br />
<br />
===Wyrmkin Traits===<br />
Ability Score Increase: Your Wisdom score increases by 2, and your Charisma score increases by 1.<br />
<br />
Age: They mature at 100 years and can live up to 1000 years.<br />
<br />
Height: Male Average 6'7" (200 cm), Female Average 6'2" (188 cm)<br />
<br />
Alignment: Naturally inclined towards good and neutrality, reflecting their innate wisdom.<br />
<br />
Size: Medium.<br />
<br />
Speed: 30 feet.<br />
<br />
Languages: You can speak, read, and write Common, Draconic, and an ancient language tied to your draconic heritage.<br />
<br />
Twilight Vision: You have twilight vision up to 60 feet.<br />
<br />
Elemental Resistance: You are resistant to one type of damage (chosen from fire, cold, lightning, etc.) related to your dragon ancestor.<br />
<br />
Racial Traits<br />
Draconic Bond: Starting at 3rd level, you can, as an action, emit an elemental breath (depending on your Elemental Resistance) that deals damage in a 15-foot cone. Once used, you must complete a long rest before you can use it again.<br />
<br />
Ancestral Wisdom: You have proficiency in the Arcana or Survival skill, your choice.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Elemental_Oni_(5e_Class)&diff=1826215Elemental Oni (5e Class)2024-03-28T01:21:01Z<p>Yanied: Undo revision 1826212 by Yami 15 (talk) if this class is in no way meant to be balanced, it should not be published on the mainspace. Consider moving it to be only a user page.</p>
<hr />
<div>{{Protection Against IP Edits}}<br />
<br />
== Elemental Oni ==<br />
<br />
Elemental Oni, or Oni Monks, are a unique type of monk. Unlike the traditional monk, they are able to fight with heavy and some special weapons due to their Oni physics. They are taught by Oni elemental martial arts when they are young. They become a master of whatever element they are taught. They can produce and control their elements from any part of their body, which can be used in the form of both melee and ranged combat. The generated element can be manipulated in a wide variety of ways, but their type is fixed. However, they can be given a material manifestation. Due to their Oni mentors, they possess keener senses such as sight, hearing and smell. They also have some defining physical characteristics such as sharper canines, a different color of skin or another characteristic that reassemble Oni or Half-Oni.<br />
<br />
=== Creating a Elemental Oni ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://pm1.aminoapps.com/7158/9641a4e82acc6b672cd2485d32a6b4a4e99a889br1-736-1063v2_hq.jpg|A Half-Oni after a ferocious battle, https://aminoapps.com/c/rpg-okasa/page/item/raca-oni/RrRv_qjruvI14KjrJEeeWx41Vzq5o35pQPr}}</div><br />
<br />
What led you to learn these skills? Did you grow up in one of these monasteries? Did you receive training from a private master?<br />
<br />
;Quick Build<br />
You can make a Elemental Oni quickly by following these suggestions. First, {{5a|str}} or {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Eremitic or Outlander background. Third, choose [[Yama no Oni (5e Race)|Oni]] or [[Half-Oni, Variant (5e Race)|Half-Oni]] race. <br />
<br />
{{5e Class Features<br />
|name=Elemental Oni<br />
|summary=Oni who have talent to battle and control their inner energy to generate elements.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light armor.<br />
|weapons=Simple Weapons, Martial Weapons.<br />
|tools=One of your choice.<br />
|saves={{5E|Dexterity}} and {{5E|Constitution}}<br />
|skills=Choose three of {{5s|Acrobatics}}, {{5s|Arcana}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Stealth}} and {{5s|Survival}}<br />
|item1a=A Dungeoneer's pack<br />
|item1b=A explorer's pack<br />
|item1c=<br />
|item2a=1 Simple Weapon<br />
|item2b=1 Martial Weapon<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4x10gp.<br />
|classfeatures1={{inpage|Oni Skin Color}}, {{inpage|Oni Resilience}}, {{inpage|Demonic Martial Arts}}<br />
|classfeatures2={{inpage|Demon Movement}}, {{inpage|Demonic Senses}}, {{inpage|Hellish Ki}}<br />
|classfeatures3={{inpage|Oni Archetype}}, {{inpage|Devour Element}}<br />
|classfeatures4={{inpage|Slow Fall}}<br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Stunning Strike}}<br />
|classfeatures6={{inpage|Hellish Ki Empowered Strike}}, {{inpage|Oni Archetype}}<br />
|classfeatures7={{inpage|Evasion}}, {{inpage|Chaotic Mind}}, {{inpage|Focused Aim}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Regeneration}}<br />
|classfeatures10={{inpage|Oni Archetype}}<br />
|classfeatures11={{inpage|Infernal Presence}}<br />
|classfeatures12={{inpage|Oni's Raging Blast}}<br />
|classfeatures13={{inpage|Half-Oni Form}}<br />
|classfeatures14={{inpage|Oni Archetype}}<br />
|classfeatures15={{inpage|Timeless Body}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Full Oni Form}}<br />
|classfeatures18={{inpage|Oni Archetype}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Mountain Deva}}<br />
|extra1_name=Demonic Martial Arts<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=1d10<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d12<br />
|extra1_14=1d12<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Hellish Ki points<br />
|extra2_1= -<br />
|extra2_2=4+Con<br />
|extra2_3=6+Con<br />
|extra2_4=8+Con<br />
|extra2_5=10+Con<br />
|extra2_6=12+Con<br />
|extra2_7=14+Con<br />
|extra2_8=16+Con<br />
|extra2_9=18+Con<br />
|extra2_10=20+Con<br />
|extra2_11=22+Con<br />
|extra2_12=24+Con<br />
|extra2_13=26+Con<br />
|extra2_14=28+Con<br />
|extra2_15=30+Con<br />
|extra2_16=32+Con<br />
|extra2_17=34+Con<br />
|extra2_18=36+Con<br />
|extra2_19=38+Con<br />
|extra2_20=40+Con<br />
|extra3_name=Demon Movement<br />
|extra3_1= -<br />
|extra3_2=+5 ft.<br />
|extra3_3=+5 ft.<br />
|extra3_4=+5 ft.<br />
|extra3_5=+10 ft.<br />
|extra3_6=+10 ft.<br />
|extra3_7=+10 ft.<br />
|extra3_8=+10 ft.<br />
|extra3_9=+15 ft.<br />
|extra3_10=+15 ft.<br />
|extra3_11=+15 ft.<br />
|extra3_12=+15 ft.<br />
|extra3_13=+20 ft.<br />
|extra3_14=+20 ft.<br />
|extra3_15=+20 ft.<br />
|extra3_16=+20 ft.<br />
|extra3_17=+25 ft.<br />
|extra3_18=+30 ft.<br />
|extra3_19=+30 ft.<br />
|extra3_20=+30 ft.<br />
}}<br />
<br />
<br />
==== Oni Skin Color ====<br />
<br />
As Oni blood flows through your body, it causes physical traits of your Oni type to emerge. At 1st level, you choose one type of skin color equal to your Oni or Half-Oni race. Your choice will determine what type of damage some features will deal:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Oni Skin Color !! Elemental Damage<br />
|-<br />
| Red || Fire<br />
|-<br />
| Blue || Cold<br />
|-<br />
| White || Radiant<br />
|-<br />
| Black || Necrotic<br />
|}<br />
<br />
==== Oni Resilience ====<br />
Starting at 1st level, when you aren't wearing armor and not wielding a shield, your AC equal to 10 + {{5a|str}} or {{5a|dex}} modifier + {{5a|con}} modifier.<br />
<br />
You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
<br />
==== Demonic Martial Arts ====<br />
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Elemental Oni weapons, which are any Simple and Martial Weapons. You gain the following benefits while you are unarmed or wielding weapons that you have proficiency and you aren't wearing armor or wielding a shield:<br />
<br />
*You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Elemental Oni weapons.<br />
<br />
*You can roll a d6 in place of the normal damage of your unarmed strike or demon monk weapon. This die changes as you gain Elemental Oni levels, as shown in the Martial Arts column of the Elemental Oni table.<br />
<br />
*When you take the Attack action and make an attack with a melee weapon, you can make one unarmed strike as a bonus action.<br />
<br />
*Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 ft. to an unoccupied space, provided the target is no more than one size larger than you.<br />
<br />
==== Demon Movement ====<br />
Starting at 2nd level, your speed movement increases by 5 feet. while you are not wearing armor or wearing a shield. This bonus increases when you reach certain Elemental Oni levels, as shown in the Elemental Oni table.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
At 18th level, you gain the ability to fly using the magic Oni blood in your veins. Your flying movement is equal to your base movement and you don't fall if you end your turn in the air.<br />
<br />
==== Demonic Senses ====<br />
<br />
At 2nd level, your superior Oni instinct alert you to incoming danger. You gain proficiency in {{5s|Perception}}. If you are already proficient in this skill, you add twice your proficiency bonus on checks made with this skill.<br />
<br />
You also gain advantage in all your {{5a|wis}} ({{5s|Perception}}) checks that rely on vision, smell or hearing.<br />
<br />
==== Hellish Ki ====<br />
Starting at 2nd level, your training allows you to harness the mystic energy of hellish ki. Your access to this energy is represented by a number of hellish ki points. Your elemental Oni level determines the number of points you have, as shown in the Hellish Ki Points column of the Elemental Oni table.<br />
<br />
You can spend these points to fuel various hellish ki features. You start knowing four such features: Demonic Flurry of Blows, Abyssal Patient Defense, Corrupted Step of the Wind and Giant Enhance. You learn more hellish ki features as you gain levels in this class.<br />
<br />
When you spend a hellish ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended hellish ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your hellish ki points.<br />
<br />
'''Hellish Ki save DC = 8 + your proficiency bonus + your Constitution modifier.'''<br />
<br />
'''Hellish Ki attack roll = your proficiency bonus + your Constitution modifier.'''<br />
<br />
;Demonic Flurry of Blows. <br />
Immediately after you take the Attack action on your turn, you can spend 1 hellish ki point to make two unarmed strikes as a bonus action.<br />
<br />
;Abyssal Patient Defense. <br />
You can spend 1 hellish ki point to take the Dodge action as a bonus action on your turn.<br />
<br />
;Corrupted Step of the Wind. <br />
You can spend 1 hellish ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.<br />
<br />
;Giant Enhance<br />
When you deal damage with unarmed strikes or Oni monk weapons, you can spend 1 hellish ki point to deal additional damage die of your Demonic Martial Arts die for each point spent, with the damage depending on your skin color type (e.g: if you're a Red Oni, you deal an additional fire damage). The limit of points you can spend in this feature is equal to your proficiency bonus.<br />
<br />
==== Oni Archetype ====<br />
At 3rd level, you chose a Oni Archetype based on your Oni skin color. Choose between Red Oni, Blue Oni, White Oni and Black Oni detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.<br />
<br />
==== Devour Element ====<br />
Starting at 3rd level, you can use your reaction when you take damage from a damage type related to your Oni Skin Color, to absorb that damage. When you do so, the damage you take from that type is reduced by 1d10 + your {{5a|con}} modifier + your Elemental Oni level.<br />
<br />
If you reduce the damage to 0, you can devour it. When you devour an element, you can spend 1 ki point to regain hit points equal to the amount of damage reduced. Any amount of hit points that would surpass your maximum amount of hit points are converted into temporary hit points instead.<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Slow Fall ====<br />
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Elemental Oni level.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. <br />
<br />
==== Stunning Strike ====<br />
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 hellish ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.<br />
<br />
==== Hellish Ki Empowered Strike ====<br />
Starting at 6th level, your unarmed strikes count as magical and silvered for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
In addition, whenever you use hellish ki to cause damage from your Oni Skin Color type, you ignore the resistance to that damage type.<br />
<br />
==== Evasion ====<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Demonic Mind ====<br />
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. You also gain advantage to resist to be charmed or frightened.<br />
<br />
==== Focused Aim ====<br />
Also at 7th level, when you miss with an attack roll, you can spend 1 to 3 infernal ki points to increase your attack roll by 2 for each of these hellish ki points you spend, potentially turning the miss into a hit.<br />
<br />
==== Yokai Body ====<br />
At 10th level, your mastery of the hellish ki flowing through you makes you immune to disease and poison.<br />
<br />
==== Infernal Presence ====<br />
Beginning at 11th level, you can channel the dread presence of a Oni, causing any hostile creature around you to become awestruck or frightened. As an action, you can spend 6 hellish ki points to draw on this power and exude an aura of awe or fear (you choice) to a distance of 60 ft. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw, on a failure, it will be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.<br />
<br />
While Infernal Presence is active, you also exude an aura of the elemental type of your Oni Skin Color. Any hostile creature that ends its turn within a 10 ft. radius of you takes twice your Demonic Martial Arts die + your {{5a|con}} modifier damage.<br />
<br />
==== Oni's Raging Blast ====<br />
Starting at 12th level, as an action, you can use 6 hellish ki points to unleash a ball or ray (you choice) of pure energy at an enemy. This special attack is a ranged spell attack with a range of 30/60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. This deals 6d10 of your Oni Archetype damage. You can also add 1 hellish ki point to increase the damage, the limit of points you can add is equal to your proficiency bonus. <br />
<br />
==== Half-Oni Form ====<br />
Starting at 13th level, you have learned to embrace the demonic power running in your veins. Spending 10 hellish ki points, you can take a bonus action to enter into a Half-Oni Form for 1 minute or until you dispel on a free action. During this form, your claws, horns and teeth grow, and your skin changes color, depending on your Oni Archetype. You must be a Half-Oni to use this feature.<br />
<br />
When you enter Half-Oni Form, you gain the followings benefits:<br />
<br />
* Your skin change the color based on your Oni Archetype and become more resistant than normally. You gain +1 on your AC. In addition, you gain temporary hit points equal to 5 + 5 times your level in this class.<br />
<br />
* As a Oni, you have natural weapons, treat them as a simple weapons which you have proficiency, they are the followings: claws (slashing damage), bite (piercing damage) and horns (piercing damage), all dealing the same damage of your Demonic Martial Arts die.<br />
<br />
* Depending on your Oni Skin Color, the followings abilities scores increases +2, up to 20:<br />
{| class="wikitable"<br />
|-<br />
! Oni Skin Color !! Abilities Scores<br />
|-<br />
| Red || {{5a|str}} and {{5a|con}}<br />
|-<br />
| Blue || {{5a|int}} and {{5a|cha}}<br />
|-<br />
| White || {{5a|int}}, {{5a|wis}} and {{5a|cha}}<br />
|-<br />
| Black || {{5a|str}}, {{5a|dex}} and {{5a|con}}<br />
|}<br />
<br />
* Due to your element constantly flowing out, your unarmed strikes deal an additional Demonic Martial Arts damage die of your Oni Skin Color. In addition, you can hit creatures within 10 ft. of you.<br />
<br />
==== Timeless Body ====<br />
At 15th level, your hellish ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.<br />
<br />
==== Full Oni Form ====<br />
At 17th level, if you are a Half-Oni, you become able to unlock a next stage of your Demonic inheritance. As an action and by spending 15 hellish ki points, you can become a Complete Oni. On a elemental burst caused by the transformation, all creatures within 20 ft. of you must make a Dexterity saving throw, on a failure, they will take 5 Demonic Martial Arts die + your {{5a|con}} modifier. On a success, they will take half of the damage. You gain the following benefits for 1 minute while you are in this form:<br />
<br />
* You gain +2 on your AC and temporary hit points equal to 10 + 5 times your level in this class.<br />
<br />
* As a Full Oni, you have natural weapons, treat them as a simple weapons which you have proficiency, they are the followings: claws (slashing damage), bite (piercing damage) and horns (piercing damage), all dealing twice of your Demonic Martial Arts die damage.<br />
<br />
* You gain +3 on your abilities scores, depending on your Oni Archetype, up to 22.<br />
<br />
* Due to your element constantly flowing out, your unarmed strikes deals an additional twice your Demonic Martial Arts damage die, based on Oni Skin Color. In addition, your attacks now can hit targets within 15 ft. of you.<br />
<br />
* You have advantage on your attacks with unarmed strikes.<br />
<br />
* You gain an additional action on each of your turns. That action can be used to take Dash, Disengage, Dodge, Attack or Use an Object actions.<br />
<br />
==== Mountain Deva ====<br />
At 20th level, you finally unleash your true power, becoming a Demi-godlike Oni. Your abilities listed on your {{inpage|Oni Skin Color}} increases to 4 and now your maximum is 24. Additionally, your {{inpage|Full Oni Form}} lasts for 5 minutes and your {{inpage|Half-Oni Form}} no longer have a time limit. Any abilities that require 1 hellish ki point no more need to spend a hellish ki point to be used.<br />
<br />
=== Oni Archetype ===<br />
Your Oni Skin Color lineage determines various capacities and elements you control. Choice one type of the followings:<br />
<br />
==== Red Oni ====<br />
<br />
"Among the oni, the Aka no Buzoku oni are the most prevalent. Renowned for their formidable stature and resilience, they dwarf their kin in size, boasting skin that boasts a deep crimson hue. These individuals are marked by their ferocity, impulsive nature and lack of focus, often driven by instant gratification, paying little attention to devising strategies or schemes."<br/><br />
<br />
;{{#anc:Elemental Dominator}}<br />
Starting at 3rd level, you manage to control one more damage type of your choice, except Cold, Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the chosen damage.<br />
<br />
;{{#anc:Made for War}}<br />
At 6th level, your strength and battle skills set you apart from other Oni. You add +2 to your attacks with weapons with the heavy and special properties. Additionally, you gain proficiency in Athletics; if you are already proficient, you add double proficiency to Athletics checks.<br />
<br />
At 10th level, you choose an damage type. You treat as resistance any attack, magical or otherwise, made against you that deals the same type of the chosen damage.<br />
<br />
;{{#anc:Yokai Fury}}<br />
Starting at 10th level, when you are reduced to 0 hit points but not immediately killed, you can instead drop to 3 hit points. You can use this feature a number of times equal to your {{5e|con}} modifier.<br />
<br />
;{{#anc:Torrid Destruction}}<br />
Starting at 14th level, you learn to harness the power of your Oni rage and deal some big damage. For 8 hellish ki points, you take a stance and flies towards your enemy and hit them with 8d10 of fire damage + your Dexterity modifier knocking your enemy prone, on crits the opponent is set on fire. You can add another 1d10 by spending one hellish ki point up to your Constitution modifier.<br />
<br />
;{{#anc:Final Strike}}<br />
Starting at 18th level, you can spend 4 hellish ki points to launch yourself at an enemy 30 feet near you. The target must make a Constitution saving throw, and take 4d12 of one element you control damage. The target takes half as much damage on a successful saving throw. You can increase the damage by 1d12 for every additional hellish ki point spent up to your Constitution modifier.<br />
<br />
Furthermore, during your Complete Oni Form, the place where you are constantly heats up within a 20 ft. radius, with you as the epicenter. Any creature that starts its turn in this radius is required to make a Constitution saving throw against your Infernal Ki DC. On a failed save, the creature takes 3d6 fire damage and is stunned until the start of your next turn. On a success, she takes only half damage. Creatures immune to fire become resistant, and resistant creatures take normal damage.<br />
<br />
==== Blue Oni ====<br />
<br />
"Ao no Buzoku' Oni are known for their unnatural cunning and aptitude for magic. physically unimpressive, and with skin coloring in shades of dark blue. They are usually calculating and meticulous in the pursuit of lofty goals such as power and knowledge."<br/><br />
<br />
;{{#anc:Elemental Dominator}}<br />
Starting at 3rd level, you manage to control one more damage of your choice, except Fire, Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the chosen damage.<br />
<br />
;{{#anc:Cold Mind}}<br />
At 6th level, your gain advantage on {{5E|Intelligence}}, {{5E|Wisdom}} and {{5E|Charisma}} saving throws and proficiency on 1 skill of your choice of each abilities mentioned.<br />
<br />
;{{#anc:Innate Magic}}<br />
At 10th level, you learn advanced magic typical of full-blooded oni. You learn the {{5e|Charm Person}}, {{5e|Darkness}} and {{5e|Gaseous Form}} spells, each of which you can cast once without expending infernal ki points. After use one time, you must spend 4 hellish ki points to cast them without material components, if required.<br />
<br />
You also know the {{5e|Dancing Lights}}' cantrip and can cast at will.<br />
<br />
;{{#anc: Advanced Spellcaster}}<br />
Starting at 14th level, You can choose two spells up to 6th level that deal no damage or that deal damage from one of your chosen elemental types. You use 5 hellish ki points to cast it (without material components if the spell requires them).<br />
<br />
At 18th level, you can choose one more spell and one cantrip of your choice.<br />
<br />
;{{#anc:Magic Armor}}<br />
At 18th level, your blood is filled with the icy north wind, granting you uncanny resilience. As a bonus action and for 5 hellish ki points, you can surround your body by ice, creating an armor made of magic ice. For 1 minute, you gain the following benefits:<br />
<br />
* You gain +1 AC.<br />
<br />
* You have temporary hit points equal to 5 + your {{5a|con}} modifier + your proficiency bonus.<br />
<br />
* You deal an additional Demonic Martial Arts die damage every time you make a unarmed strike.<br />
<br />
* When you take damage from a melee attack that deals non-magical slashing, bludgeoning and piercing damage or one of your Oni Archetype damage, you can use your reaction to roll a d12. Add your {{5a|con}} modifier to the number rolled and reduce the damage by that total.<br />
<br />
You can combine this feature with Half-Oni Form and Full Oni Form.<br />
<br />
==== White Oni ====<br />
<br />
"The Shiro no Buzoku is often associated with foreboding prophecies and shadowy omens. These enigmatic Oni are known for their unsettling ability to manipulate shadows and manipulate illusions, making them formidable tricksters and deceivers."<br/><br />
<br />
;{{#anc:Superior Elemental Dominator}}<br />
Starting at 3rd level, due to your rare Oni heritage, you learn to control two additional damages of your choice, except Psychic and Necrotic. You can benefit from all of the class's features that use its primary damage by also using the two chosen damages.<br />
<br />
;{{#anc:Shiro Oni}}<br />
At 6th level, you learn to use the radiant energy within you to temporarily incapacitate enemies. You have advantage on saving throws against being blinded. Additionally, for 1 point of hellish ki, whenever it hits a hostile creature, it must make a Wisdom saving throw against your infernal ki DC. On a failed save, she takes an extra 4d6 radiant damage and is blinded until the start of her next turn. On a success, it's not blinded and takes only half damage.<br />
<br />
;{{#anc:Spirit Walk}}<br />
At 10th level, as a White Oni, you have a strong connection to the spiritual plane and can even travel between it and the physical world. As an action, for 3 hellish ki points, you can magically teleport up to 30 feet to an unoccupied space of darkness that you can see.<br />
<br />
Additionally, you can spend 8 hellish ki points to cast the {{5e|Astral Projection}} spell, without needing material components. When you do so, you can't take any other creatures with you.<br />
<br />
;{{#anc:Swap Places}}<br />
Starting at 14th level, your skin is enchanted with void magic, loosening the hold of reality on your body. When you are hit by a melee attack, as a reaction and spending 5 hellish ki points, you may force a creature, other than the attacker, within 30 feet of you to make a {{5a|wis}} {{5e|saving throw}}. On a failed save, the creature and you swap places and they take the damage you would have taken instead. On a successful save, that creature only takes half the original damage, and you take the rest. If that damage is force or radiant, the attacker takes half the damage on a failed save.<br />
<br />
At 18th level, you can use this feature against ranged spells or abilities by switching places with the attacker or another creature within 30 feet of you.<br />
<br />
;{{#anc:Above the Oni}}<br />
Starting at 18th level, as a White Oni, you have exceeded the normal limits of your kind. Whenever you level up after obtaining this feature, you gain double Hellish Ki points instead of the usual one shown on the Hellish Ki table.<br />
<br />
In addition, when you enter into the Half-Oni form or Full Oni form, you gain the followings benefits:<br />
<br />
* Your unarmed strikes deals 8 times your Demonic Martial Arts die in every attack you made. And you can hit a creature within 25 ft. of you.<br />
<br />
* You gain resistance to all damages but Psychic and Necrotic. And if you do, you lose any damage vulnerability you have.<br />
<br />
* Others creatures have disadvantage on attacks rolls against you.<br />
<br />
==== Black Oni ====<br />
<br />
''These Oni bear skin as dark as the deepest abyss, and their eyes gleam with a sinister intensity. Masters of darkness and shadows, the Kuro no Buzoku are skilled assassins and spies, lurking in the obscurity and striking swiftly from the shadows.''<br />
<br />
;{{#anc:Superior Elemental Dominator}}<br />
Starting at 3rd level, due to your rare Oni heritage, you learn to control two additional damages of your choice, except Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the two chosen damages.<br />
<br />
;{{#anc:Kuro Oni}}<br />
At 6th level, you may spend 1 hellish ki points to move from a place that is currently in darkness to another place in darkness within 60 feet of you as a bonus action.<br />
<br />
Additionally, as a bonus action, you can spend 5 hellish ki points to make a 60ft sphere of magical darkness around you that only you may see through. You gain advantage in your attacks. It lasts for 1 minute.<br />
<br />
;{{#anc:Improved Armor}}<br />
At 10th level, your AC is now equal to 11 + your {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, everytime you take damage (except Psychic and Radiant) it will be reduced by your level in this class plus your {{5a|con}} modifier (minimum 1). If your race is Half-Oni, you can also reduce radiant damages.<br />
<br />
;{{#anc:Magic Eye}}<br />
At 14th level, you have a third eye in your Half-Oni Form. Due to this characteristics, your {{5E|Darkvision}} is enhanced to 120 ft. and you can see through illusions, magic darkness and the true form of shapechangers. In addition, you have a {{5E|Blindsight}} of 30 ft. and you can't be surprised.<br />
<br />
At 18th level, during your Full Oni Form, you have {{5E|Truevision}} of 30 ft. Additionally, you can use your third eye in your base form for 1 minute and by spending 3 hellish ki points, but you will not have True Vision in that form.<br />
<br />
;{{#anc:Above the Oni}}<br />
Starting at 18th level, as a Black Oni, you have exceeded the normal limits of your kind. Whenever you level up after obtaining this feature, you gain double Hellish Ki points instead of the usual one shown on the Hellish Ki table.<br />
<br />
In addition, when you enter into the Half-Oni form or Full Oni form, you gain the followings benefits:<br />
<br />
* Your unarmed strikes deals 8 times your Demonic Martial Arts die in every attack you made. And you can hit a creature within 25 ft. of you.<br />
<br />
* You gain resistance to all damages but Psychic and Radiant. And if you do, you lose any damage vulnerability you have.<br />
<br />
* Others creatures have disadvantage on attacks rolls against you.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Elemental Oni class, you must meet these prerequisites: be a Oni or Half-Oni, Dexterity And Constitution 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Elemental Oni class, you gain the following proficiencies: Martial Weapons.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Nonvariant]]<!-class does not use tags and does not fall into any of the archetypes of the tags above-></div>Yaniedhttps://www.dandwiki.com/w/index.php?title=The_Knight_(5e_Class)&diff=1826214The Knight (5e Class)2024-03-28T01:19:42Z<p>Yanied: maintenance tags</p>
<hr />
<div>{{stub|This is a real bare class in terms of flavor. It sounds really barebones for the power level this gives.}}<br />
{{needsbalance|Among a few of the many problems in this class that outdoes any first party content: +20 speed and doubled later, +4 ASIs by level 9 (outdoing the need for a legendary item like the usual tomes). The amount of stuff at level 5 alone is ridiculous.}}<br />
== Conqueror ==<br />
Conqueror who has great courage and effort. They do not have any talents at all. There is only effort. confidence, determination<br />
<br />
=== Creating a Conqueror ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><br />
{{5e Image|float:right|https://i.pinimg.com/564x/6d/d5/10/6dd510f96ecf80334aa01e12761b395b.jpg|The man who overcomes everything for the highest goal}}</div><br />
<br />
When creating a Conqueror, consider what motivates you to pursue this path of brave.Do you seek to rescue your kidnapped daughter, Perhaps you merely desire revenge against a noble who ruined the lives of you and your family? An The Knight is led by an intense desire or belief, so ensure to elucidate upon your motivations thoroughly.<br />
<br />
;Quick Build<br />
You can make a Conqueror quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose the martial melee weapon, and the explorer's pack.<br />
<br />
{{5e Class Features<br />
|name=Conqueror<br />
|summary=Hated by this world Completely devoid of talent.<br />
|hd=12<br />
|spellcasting=<br />
|armor=Light armor, Medium armor, Heavy armor, Shields<br />
|weapons=Simple, Martial Weapons, Improvised Weapons.<br />
|tools=Vehicles (land)<br />
|saves=Strength, Constitution, Dexterity<br />
|skills=Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival.<br />
|item1a=Long Sword and Sheild<br />
|item1b=Any martial melee weapon and Sheild<br />
|item1c=<br />
|item2a=Plate Armor<br />
|item2b=Leather armor, a longbow, and 20 arrows<br />
|item2c=<br />
|item3a=A dungeoneer's pack<br />
|item3b=An explorer's pack<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 × 10<br />
|classfeatures1={{inpage|Awakening}}, {{inpage|Parry}}, {{inpage|Movement}} <br />
|classfeatures2={{inpage|Second Wind}},{{inpage|Relentless Endurance}}, {{inpage|Fighting Style}}<br />
|classfeatures3={{inpage|Learn and adapt}}, {{inpage|Limit Break}},{{inpage|Counter}}<br />
|classfeatures4={{inpage|Brave Heart}} <br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Tactics}}, {{inpage|There is nothing that cannot be destroyed}}<br />
|classfeatures6={{inpage|Taunt}}, {{inpage|Power of confidence}}<br />
|classfeatures7={{inpage|Studied Strike}}, {{inpage|Favored Mount}}<br />
|classfeatures8={{inpage|This is my mind, this is my power}}<br />
|classfeatures9={{inpage|From faith to power}}, {{inpage|Primary Target}}<br />
|classfeatures10={{inpage|Perfect Focus}}, {{inpage|Mighty}}<br />
|classfeatures11={{inpage|Guillotine Cross}}, {{inpage|Unstoppable}}<br />
|classfeatures12={{inpage|Weakness of fear}}<br />
|classfeatures13={{inpage|Judgement}}<br />
|classfeatures14={{inpage|Guts}}, {{inpage|Empowered}}<br />
|classfeatures15={{inpage|Menace}}, {{inpage|Sentinel}}<br />
|classfeatures16={{inpage|Perfect Being}}<br />
|classfeatures17={{inpage|Temporal Shock}}<br />
|classfeatures18={{inpage|Absolute Strength}}<br />
|classfeatures19={{inpage|Eternal Vigor}}<br />
|classfeatures20={{inpage|Endless Power}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra2_name=Movement<br />
|extra2_1=20 ft.<br />
|extra2_2=20 ft.<br />
|extra2_3=20 ft.<br />
|extra2_4=30 ft.<br />
|extra2_5=30 ft.<br />
|extra2_6=30 ft.<br />
|extra2_7=40 ft.<br />
|extra2_8=40 ft.<br />
|extra2_9=40 ft.<br />
|extra2_10=50 ft.<br />
|extra2_11=50 ft.<br />
|extra2_12=50 ft.<br />
|extra2_13=60 ft.<br />
|extra2_14=60 ft.<br />
|extra2_15=60 ft.<br />
|extra2_16=70 ft.<br />
|extra2_17=70 ft.<br />
|extra2_18=70 ft.<br />
|extra2_19=80 ft.<br />
|extra2_20=80 ft.<br />
}}<br />
==== Awakening ==== <br />
You have started to unlock your true power, shattering any limiters once present on your might. Starting at 1st level, <br />
<br />
;Stenght of Conqueror. <br />
you gain adventage and add twice your proficiency bonus to all your {{5a|str}} checks and saving throws <br />
Additionally, you count as size larger when determining your carrying capacity and the weight you can push, drag, or lift. And size huge at 7th, gargantuan at 13th.<br />
<br />
;Conqueror Body. <br />
At 5th level, You gain a +2 in your {{5a|str}} and {{5a|con}} scores. These same scores increase by +1 at 7th, 9th, 13th and 17th level. In addition, your ability score limit is increased to 40.<br />
<br />
;Conqueror Speed<br />
At 5th level, Your speed has been increased dramatically. Your movement speed doubles. In addition, you can take the Dash action as a bonus action.<br />
<br />
;Conqueror Health. <br />
At 5th level, You gain advantage against disease and the {{5c|poisoned}} or {{5asc|Envenomed}} conditions. In addition, you gain resistance to poison damage. <br />
<br />
;Conqueror Vision. <br />
You gain proficiency in the {{5s|perception}} skill, If you already you gain expertise and you gain blindsight with a range of 30 feet.<br />
<br />
==== Parry ====<br />
Starting at 1st level, In reaction you have learned to parry the strikes of your foes. When you are hit with a melee attack, you may use your reaction to add +2 to your AC for the purposes of that attack, possibly causing it to miss. Regardless of weather the attack hits or misses, your AC returns to normal after you parry the attack.<br />
<br />
==== Movement ====<br />
Also at 1st level, your speed increases by 20 feet. This bonus increases when you reach certain Conqueror levels, as shown in the Conqueror table.<br />
<br />
In addition, you gain the ability to move and run along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
==== Second Wind====<br />
At 2nd level, You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Conqueror level.<br />
<br />
You can use this feature a amount of times equal your proficiency bonus + Constitution modifier, you must finish a short or long rest before you can use it again<br />
<br />
==== Relentless Endurance==== <br />
At 2nd level, When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.<br />
<br />
You can use this feature a amount of times equal your proficiency bonus until you finish a long rest.<br />
<br />
==== Fighting Style ==== <br />
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield<br />
<br />
;Interception<br />
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
==== Learn and adapt ==== <br />
You have enough experience to learn how to fight, At 3rd when you face a creature you adapt to its fighting style and attacks, every 30 second (5 turn) fighting with a creature you will get a +1 to the attack rolls against that creature, in addition you will +1 AC every 30 second (5 turn).<br />
<br />
==== Limit Break ==== <br />
At 3rd level, Thanks to your experience in battles, you managed to make your body resistant. The number of times you can activate it is a number of times equal to your proficiency bonus + Constitution modifier. You regain all expended uses after taking a long rest. As a bonus action, when activating this ability for 2 minute, you get the following benefits:<br />
<br />
*You gain additional temporary increase to your AC by 5 + your level + with your Constitution modifier + proficiency modifier.<br />
<br />
*You gain twice your proficiency with Constitution checks and saves.<br />
<br />
*You become resistant to all damage except psychic damage.<br />
<br />
*Once you expend all of your uses per consequence you gain 1 point of exhaustion.<br />
<br />
*Your speed decreases 5 feet.<br />
<br />
==== Counter ==== <br />
At 3rd level you’ve learned to use your increased reflexes to capitalize on an enemies mistake. Whenever a creature within 5 feet of you makes a melee weapon attack against you and misses, you can use your reaction to make an attack against it, enemies within your attack range will attack at a disadvantage.<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.<br />
<br />
==== Brave Heart ====<br />
At level 4th level, The fact that your heart is braver than anything. No one can do anything to you, you are immune to being frightened and charmed, also if someone tries to enter your mind or control you they receive 2d6 psychic damage and fail in their attempt and you gain resistance psychic damage, and you are immune prone.<br />
<br />
====Extra Attack====<br />
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action. The number of attacks increases to three at 11th level, And you can attack in bonus action.<br />
<br />
==== Tactics ====<br />
At 5th level, You learn to fight as a team with your allies, you and allies has advantage on an attack roll against a creature if at least you or one of allies is within 5 ft.<br />
<br />
==== There is nothing that cannot be destroyed ====<br />
At 5th level, When you reached this point, your strength was beyond anything to be resisted.<br />
<br />
Your attacks are treated as magical, ignoring any resistances or immunities for the intended purpose.<br />
<br />
==== Taunt ====<br />
At 6th level, as a bonus action you can enrage creature into fighting you. creature must make a Charisma saving throw. On a failed save, creature have disadvantage against creatures other than you with melee attacks on a success the creature will be forced into anger and attack you. The DC is 8 + Strength Modifier + Proficiency. This feature lasts for one minute, Creatures immune to the charmed condition automatically pass this saving throw.<br />
<br />
You can use this feature an equal amount of times to your Proficiency Bonus. You recover all uses on a long rest.<br />
<br />
==== Power of confidence ====<br />
While you are wielding weapon with two hands or sheild you will focus only on fighting At 6th level, You gain +2 AC, attack rolls and damage, At 10th +4, At 16th +6, At 20th +8<br />
<br />
==== Studied Strike ==== <br />
At 7th level, you can dedicate time to study a single opponent. As a bonus action, choose a creature within 30 feet of you to study. As a bonus action, make a Wisdom (Perception) check against the target's AC. On a success, you gain a bonus to your attacks and damage rolls equal to your proficiency bonus.<br />
<br />
This bonus lasts for 1 minute, until you are no longer concentrating (as if you were concentrating on a spell), when you attack another creature or when you use this feature again.<br />
<br />
==== Favored Mount ====<br />
By spending 8 hours with an animal one size larger than you and capable of safely carrying you, you form a bond with it. At 7th level, you may choose a creature to have already bonded with. , but a creature would be. This creature cannot have the opposite alignment to your own, however neutral-aligned creatures may be bonded to.<br />
<br />
Your steed is bonded to you on a deeper level than most animals- it is almost like an extension of yourself. This bond is broken if you intentionally abuse the animal or part ways with it and can never be regained once broken. So long as you maintain your bond with your steed, you gain the following benefits:<br />
Your steed is bonded to you on a deeper level than most animals- it is almost like an extension of yourself. This bond is broken if you intentionally abuse the animal or part ways with it and can never be regained once broken. So long as you maintain your bond with your steed, you gain the following benefits:<br />
<br />
* Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.<br />
<br />
* While you are riding your steed, any spells, attacks, or effects targeting it will instead target you. Any spells that you cast or features that target the self also target your mount as well.<br />
<br />
* On your turn, you may use one of your steed's attacks in the place of one of your own attack actions. The steed uses your proficiency bonus if it has a lower proficiency bonus than your own while riding it.<br />
<br />
* Your steed obeys you and only you. It will actively disobey anyone that is not you unless you decide it so. If it senses that it is being taken against your or its will, your steed will target the opposing creature using its own attacks if any. It gains the ability to shake anyone that is not you off of it. That creature must make a {{5a|str}} or {{5a|dex}} saving throw or be knocked off the creature on a failure. On a success, that creature stays on your steed, but has disadvantage on any attack rolls, Concentration checks, and must roll a Concentration check while concentrating on spells. The creature, while riding your steed, must repeat a {{5a|str}} or {{5a|dex}} saving throw while mounted on your steed to stay on. The creature cannot control your steed through non-magical means and has advantage against spell effects that would put it under the control of anyone else besides you.<br />
<br />
==== This is my mind, this is my power ====<br />
At 8th level, When you have reached this point You can turn your beliefs into power.<br />
<br />
''' Alignment Good ''':Radiant<br />
<br />
''' Alignment Neutral ''':Force<br />
<br />
''' Alignment Evil ''':Necrotic<br />
<br />
When you hit a creature with a melee weapon attack, you deal additional 1d8 damage to the target, in addition to the weapon's damage. The damage increases to 2d8 if the target is an alignment opposite to yours.<br />
<br />
==== From faith to power ====<br />
At 9th level, The power within your mind has exploded more than ever before. You are more confident than ever, filled with faith, and stronger than before. As a result, you now receive the following benefits:<br />
<br />
''' Alignment Good ''':Radiant<br />
<br />
''' Alignment Neutral ''':Force<br />
<br />
''' Alignment Evil ''':Necrotic<br />
<br />
You spend one turn for charge power, The next time you hit a creature with a weapon attack, If not magic weapon your weapon crackles with force,It becomes an advantage attack and the attack deals an extra 5d10 damage to the target, And when you hit a creature with an Alignment opposite to yours, Damage will be doubled. Additionally, if this attack reduces the target to 50 hit points or fewer, you can choose banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane.<br />
<br />
You can stack charges. The purpose is to bring coolness to the roleplay; for example, you spend 5 turns charging to finish off an enemy in one go.<br />
<br />
==== Primary Target ====<br />
At 9th level, whenever you are within 5 feet of a hostile creature, all melee attacks made by that creature against creatures other than you are made at disadvantage.<br />
<br />
Alternatively, all ranged attacks made against friendly creatures within 5 feet of you are also made at disadvantage.<br />
<br />
==== Perfect Focus ==== <br />
At 10th level, Through meditation, training, and dedication, you have the learned the principles of mind over matter. You are now able to push your body beyond its normal limitations through the power of your mind. You gain the following benefits:<br />
<br />
* You have 1 more turn.<br />
<br />
* You gain +5 AC, +5 To Hit and Damage Roll.<br />
<br />
* Passive Perception -5<br />
<br />
* This ability for 1 minute.<br />
<br />
==== Mighty ====<br />
<br />
At 10 th level, Creatures within your attack range will have disadvantage when attacking you.<br />
<br />
==== Guillotine Cross==== <br />
At 11th level, In the way you walked, whether out of respect or fear, he will bow his head to you.<br />
<br />
* When attacking a prone creature, your attack becomes a guaranteed critical hit.<br />
<br />
* Your critical hits with prone creature, your deal triple damage.<br />
<br />
* When you kill an enemy with a critical hit, all creature that can see you becomes frightened of you until the end of your next turn.<br />
<br />
==== Unstoppable ====<br />
At 11th level, nothing can stand in between you and your enemies. When you move past creatures, they must roll a Strength saving throw DC 8 + proficiency bonus + Strength modifier. If unsuccessful, they will be prone. Your movement is unaffected by difficult terrain, Finally, your movement speed is not reduced when climbing or swimming, and your standing long jump and high jump distance is equal to your running long jump and high distance.<br />
<br />
==== Weakness of fear ==== <br />
<br />
At 12th level, Fighting fearful creatures is simpler than anything, When you hit a frightened creature, your attack becomes a guaranteed critical hit.<br />
<br />
==== Judgement ==== <br />
At 13th level, It's time now for you to judge the perpetrator or those who stand in your way.<br />
<br />
When you drops an creature to zero, you can attack the next enemy within your movement range. If this drops the second creature to zero, you may continue dealing damage to other creatures this way until there is no remainder when the damage is dealt or there are no more creatures in range(after you kill one creature regain your turn).<br />
<br />
==== Guts ==== <br />
<br />
At 14 level, When you make a Death Saving Throw to add your proficiency bonus to the result and you gain advantage on Death Saving Throw, If the result of this check would stabilize you, you also regain 1 hit point.<br />
you can't die by exhaustion level 6.<br />
<br />
==== Empowered ==== <br />
By 14th level, you can use your energy reserves to temporarily increase your power.<br />
<br />
As a bonus action, make a Constitution check against a DC equals 10. Your result depends on the degree of your result.<br />
<br />
''' 9 or lower''': You regain one use of this feature.<br />
<br />
''' 10 to 15''': You gain a +5 in your {{5a|str}} and {{5a|con}} modifier.<br />
<br />
''' 16 to 20''': You gain temporary hit points equal to your hit points x 2.<br />
<br />
''' 21 to 25''': You gain the 10 to 15 benefits and a bonus to your AC and all saving throws equal to your {{5a|str}} and {{5a|con}} modifier.<br />
<br />
''' A roll of 20 on the d20''': You gain all benefits.<br />
<br />
Unless stated otherwise, any benefits you gain from your extreme effort lasts for 1 minute. This feature ends early if you are incapacitated, reduced to 0 hit points, or if you use this feature again.<br />
<br />
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.<br />
<br />
==== Menace ==== <br />
At 15th level, you also add an extra damage dice to the total damage of your choice depending on your {{5a|str}} modifier.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Faith Density !! Damage Dice<br />
|-<br />
| If you have a +1 in {{5a|str}} || d4<br />
|-<br />
| If you have a +2 in {{5a|str}} || d6<br />
|-<br />
| If you have a +3 in {{5a|str}} || d8<br />
|-<br />
| If you have a +4 in {{5a|str}} || d10<br />
|-<br />
| If you have a +5 in {{5a|str}} || d12<br />
|}<br />
<br />
Depending on your Alignment, your extra damage die changes to a specific damage type.<br />
<br />
==== Sentinel ==== <br />
At 15th level, You may elect to place yourself in the path of danger in order to protect a alliance. Any time that you are within your movement of them, and they suffer an attack, you may switch places with them and receive the attack in their place. You must declare this before the attack roll is made. You can use this feature a number of times equal your proficiency bonus + con modifier and are restored after short rest or long rest.<br />
<br />
==== Perfect Being ====<br />
At 16th level, No matter how strong the enemy, you are ready to face and fight it.<br />
When you start fighting, you gain AC, To Hit, and Damage equal to the enemy's CR, choosing the one with the greatest number in the case of multiple enemies.<br />
<br />
==== Temporal Shock ====<br />
At 17th level, whenever you score a critical hit on an attack against a target, the target is knocked prone and paralyzed until the end of your next turn. Additionally, any opponent you land a critical attack on, cannot roll guaranteed/critical successes against you for 1 minute.<br />
<br />
==== Absolute Strength ====<br />
At 18th level, your strength is something that cannot be compared in the world, you receive a +2 to your Strength modifier, its maximum now being 26, you can push and carry anything regardless of weight, even moving things. and creatures that cannot be pushed or moved, ignoring those effects. Additionally, when you trap a creature in a grapple, You can force it to fail a Strength save immediately, if a creature requests a check, Saving throw, or anything that uses Strength, you will automatically succeed. and that creature is automatically counted as a fail, due to your colossal strength, you can incapacitate and capture creatures that are immune to this status effect. This strength also allows you to grab things that are ethereal, even being able to close a Crater with your bare hands.<br />
<br />
==== Eternal Vigor ====<br />
At 19th level, You cease to age past the physical prime of your race. You become immune to any effects that age you magically.<br />
<br />
You are immune condition and While making a Death Saving Throw, you won't be knocked unconscious and can continue fighting.<br />
<br />
==== Endless Power ====<br />
At 20th level, You have released your body's ultimate limits, squeezing out every drop of energy. You gave it your all this time.<br />
<br />
You can only use a Feature once per long rest, and when the Feature expires you must roll a con save DC 20 On a fail you are knocked unconscious for 1d7 days. when activating this ability for 1 minute, you get the following benefits:<br />
<br />
* Your HP doubles (previous HP loss is regenerated and you gain maximum HP) and you regain 20 hit points at the start of each turn if you have at least 1 hit point.<br />
<br />
* Your exhaustion will vanish completely.<br />
<br />
* You can add d10 damge when your are use this feature, and advantage on attack rolls.<br />
<br />
* Your truesight increases to a range of 120ft and your tremorsense range increases to 60ft, You gain advantage in {{5a|wis}} ({{5s|perception}}) checks.<br />
<br />
* Your movement speed quadruple, and creatures cannot perceive you moving, thus creatures can’t take reactions in response to your movement, unless they have blindsight.<br />
<br />
* Your gain all benefits in {{inpage|Empowered}}.<br />
<br />
* You gain immunity to non-magical bludgeoning, slashing and piercing damage.<br />
<br />
* You gain proficiency in all saving throws and have advantage on all ability checks related to Strength, Dexterity, and Constitution.<br />
<br />
* You have 17-20 critical chance, and now your critical attacks knock creatures prone.<br />
<br />
* You are immune to effects that would kill you instantly.<br />
<br />
* Your {{inpage|From faith to power}} instantly gains 10 charges, ensuring a guaranteed critical hit and successful attack. Upon using this ability, {{inpage|Endless Power}} ends immediately.<br />
<br />
*Once you expend all of your uses per consequence you gain 5 point of exhaustion, This exhaustion can't be reduced in any way except you must finish a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
Prerequisites. To qualify for multiclassing into the Conqueror class, you must meet these prerequisites: Strength 15<br />
<br />
Proficiencies. When you multiclass into the Conqueror class, you gain the following proficiencies: Light armor, Medium armor, Heavy armor, Shields, Simple and Martial Weapons.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Nonvariant]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Colosseum_Maze_of_Epics_(4e_Quest)&diff=1825892Colosseum Maze of Epics (4e Quest)2024-03-27T01:21:16Z<p>Yanied: /* First Portion */</p>
<hr />
<div>{{WIP}}<br />
{{Design Disclaimer|4e|This quest is designed to be for a solo adventurer and goes from levels 1-30. It uses an event-based levelling structure rather than milestones or EXP.}}<br />
==Colosseum Maze of Epics==<br />
'''Dare you go forth to realize your destiny, new adventurer?'''<br/><br />
The question has been posed before, of what makes true legends. There are those who band together, but also those who stand alone. Those who wish for the latter, not to share any power or glory, may seek this Colosseum in a gamble of glory and death. Beware, naïve traveler, for the ways of this place are fickle. Doors, once passed through, may close and never open again. There is no going back. Take your rests well or die to the many wounds you are sure to accrue as a result of this grueling maze. Either fall like so many have before you or rise to the challenge! Can you brave the hardships to face that void which threatens to devour your soul and world?<br />
<br />
The Colosseum is a legendary structure in the Valia isles of Elysium. They are said to be home to the greatest heroes, as well as a collection of the Goddess of Victory's very own trial-building set of monsters, traps, and the like. As of recent, it has since fallen into mystery and vanished from our eyes. But it is said those who are shown to be worthy candidates may venture forth to claim their place in history. But things have changed. A dark force corrupts the arena and has twisted victor and loser alike into a trapped soul bound for eternity in battle. These are the new trials forged which stand in your way. Either win or join them in tormented eternity!<br />
===The Road to Greatness===<br />
You start off on your lonely journey and end up at some pub called the Leaky Urn. It doesn't really matter how you got there, as everything is about to change. There is an old hag who strikes up conversation. She seems to know your entire life's story already, and she says she knows of a way to quench your desire for power and adventure. She holds out her hand, bejeweled with a curious ring.<br/><br />
<q>If you want to see what it is your destiny holds, take my hand, and we shall reveal what epic proportions the gods have in store.</q><br/><br />
You take her hand and find yourself suddenly transported onto a floating island in another space, the old hag gone. There are statues of great warriors before you, arranged to flank a walkway leading into what looks like a coliseum. There are calls for cheers and jeers to be heard from within. You hear a voice telling you to go forth and fight to reveal what epic destiny fate has in store for you...<br />
====Maze Entry (Levels 1-6)====<br />
[[File:Mote map.png|right|thumb|Mote battle]]<br />
The floating island you need to reach is surrounded by smaller motes that are strung with rickety bridges. You need to navigate across to the main gate to the maze colosseum. Unfortunately for you, there is a [[Goblin Bat Handler (4e Creature)|goblin bat handler]] who stands at the central mote, overseeing all who try to pass this place. You will notice the goblin appears very old and almost zombified in appearance. He commands two bat swarms<sup>DuM211</sup> and directs them to attack the player. These swarms are weaker than normal, and are considered minions. If the player kills the handler or reaches the side with the gate, the enemies vanish as though they were never there. After that, the motes fall, leaving the player only a path forward.<br />
<br />
At the gate, you encounter two guards meant to root out those unworthy of entering the maze. They declare, <q>The ticket in is victory!</q> It is a pair of shuffling zombies (or something else level 0) with armor telling of former lost glory. It should not be a difficult battle, as they are largely uncoordinated and clunky. After beating them, you can go onward. Passing under the threshold, you enter what looks like a small garden before the main building that is the coliseum. It appears to be a top-heavy structure from this distance, like an upside-down wedding cake, shrouded with a dusting of mist and clouds at the base, and seemingly suspended from gravity.<br />
=====Garden of Tears=====<br />
[[File:GardenofTears.png|thumb|300px]]<br />
The garden sections are separated like a 3 x 3 grid, with each area being a separate space, protected with regenerating hedges. Upon entering the garden, you choose one of the three spaces on the lowest row to enter and go forward. After you have cleared its foes, you move on to the next row, choosing one of the spaces in the middle row, and so forth. After you make your way through the garden, you become level 2 and are standing before the entry to the coliseum.<br/><br />
Each room has the size of 5 x 5 squares. <br />
*Room A: Two giant rats (MM 219)<br />
*Room B: A kobold piker (DM364, 56)<br />
*Room C: A lesser earth elemental (MM3, 81)<br />
*Room D: Two goblin cutters (MM 136)<br />
*Room E: A kobold skirmisher (MM 167)<br />
*Room F: Two hive workers (MM2, 12)<br />
*Room G: Two ankheg broodlings (MM2, 11)<br />
*Room H: Two fire beetles (MM 30)<br />
*Room I: Two maddened [[4e Index (4e Index)#Horse|stallion]]s waiting to stomp you to mush<br />
;Tactics<br />
Most of these creatures are feral, going after you like mad, without much regard for their own safety. The goblins and kobolds may seem odd, no longer being their usual cowardly self. They will risk anything to try and take you down, as they cannot run. Not even goblins will use their goblin tactics if the opportunity presents itself. Their eyes are fiery and maddened almost with bloodlust.<br />
;Treasure<br />
At the area near the entrance is a chest by two statues of crying waterbearers. Clean water leaks from the statue eyes, which you can drink. The chest opens to reveal a note saying <q>To go back, one must go forward.</q><br />
Inside the chest is a loaf of journey bread and a suit of level 1 magic light armor (PHB 230).<br />
{{clear}}<br />
=====Maze Foyer=====<br />
[[File:Foyer.png|300px|thumb]]<br />
Upon entering the coliseum, you can tell this is no ordinary arena. For one thing, this is a big entry area with pillars and the like, and much of it seems rather current. This area is long and rectangular, with many doors on the side, behind rows of pillars. The side doors are all open, but the main one at the end of the foyer is closed. On the door is a lock mechanism that is indestructible, only opening when three of the side rooms have been cleared. Once you clear the necessary number of rooms, the other doors, opened or not, all disappear save for the main one, which leads you to the entry lounge. After beating all the required rooms, you become level 3.<br/><br />
Each of the rooms with an assigned letter has a size of 6 by 8 squares. Upon entering a room, the doors close and do not open again until the foes inside have been vanquished.<br />
*Room A: One maw demon (MM3, 42)<br />
*Room B: A guard drake (MM 90)<br />
*Room C: Two Kruthik hatchlings (MM 170)<br />
*Room D: One Hive warrior (MM2, 12)<br />
*Room E: Two lesser air elementals (MM3, 80)<br />
*Room F: One sporeback frog (MM3, 91) and a kobold minion (MM 167)<br />
*Room G: Two dire rats (MM 219)<br />
*Room H: An [[Alchemically Altered Goblin Skullcleaver (4e Creature)|altered goblin skullcleaver]]<br />
;Tactics<br />
Like back in the garden, a lot of these creatures mainly cooperate only as far as to try and overwhelm you. The kobold minion can ride and control the sporeback frog. The goblin skullcleaver seems to have glazed eyes and mumbles gibberish like it's under some sort of spell as it tries to hack you to pieces. The coherent words you can glean are "valiance" and "death."<br />
;Treasure<br />
Upon clearing your last required room, the bodies of the monsters vanish and three items appear before you, shimmering and floating in the air. They are a level 3 armbow (DM364, 34), level 2 dwarven armor, and level 3 warsoul weapon (DM364, 34). You can only pick one of these items, after which the other two will vanish.<br />
{{clear}}<br />
=====Entry Lounge=====<br />
The ticketmaster comes to confront you before you may pass further. When you first enter the lounge, a shape like a dark cloud sweeps towards you. From it thunders a voice quoting what the first guards said: <q>The ticket in is victory!!</q> Depending on the treasure you chose back in the foyer, the ticketmaster takes one of the following forms:<br />
*'''Armbow:''' Two kobold vermin handlers (DM364, 58)<br />
*'''Warsoul Weapon:''' A barghest savager (MM2, 20)<br />
*'''Dwarven Armor:''' An ettercap fang guard<br />
;Tactics<br />
The ticketmaster's goal is to test you. The monstrous forms it takes matter little, as they are all bent on taking you down. The two vermin handlers are very tricky in their teamwork, with one going melee while the other maneuvers at a distance.<br />
Upon defeating that initial form, the ticketmaster's dissolves into two rat swarms to try and finish you off. When you finally finish off the entity for good, the shadows of the rat bodies burn and coalesce into a suit of fireburst armor. Two doors on the sides of the lounge then appear, one blue, and one green. You choose one door to advance and then the other door vanishes. Each room has a door into the next room after, being the preparation lounge.<br />
;Green Door<br />
Behind the green door is a small, bare room with a shady figure in chains. He reveals wares from within his coat, and sells a variety of arms, armor and various items. This is the coliseum shop, and as he appears throughout the coliseum, he presents you with progressively better gear. If you never seem to have enough gold, take advantage of selling and even bartering, as he is a rather capricious man willing to exchange valuables for certain exotics. He has all the items in the PHB and sells them for that price. However, he only has magic items as far as level 5 in this room.<br />
:;Lore<br />
::If you press him for answers on the place, he will reveal you were chosen to come here by a goddess, who was the old woman from the pub. Pressing him further will result in little fruit as he just dumbly smiles with his missing teeth. You can learn that you were not the first here, and many of the creatures in this place were taken from their natural habitats to be exhibited, almost like animals in a zoo. A similar fate may await those who fail these trials...<br />
;Blue Door<br />
Behind the blue door is a small room with a chest. Inside the chest is a bag of holding along with 1500 gold pieces.<br />
=====Preparation Lounge=====<br />
[[File:Plounge.png|thumb|300px]]<br />
The preparation lounge is where a slight shootout happens. A goblin sharpshooter has teamed up here with two goblin cutters in the room to shoot you down and root you out. As the cutters roam after you, the sharpshooter takes advantage of the various scattered pieces of cover in the room. You can take advantage of it to cover from the sniping, but beware of the two prowling for your blood! At the other end of the room is three doors. If you try to enter them before defeating the goblins, only the two on the sides will open, and they only reveal an ankheg broodling each. These critters were being tamed by the goblins and so will also go after you along with the cutters. After you defeat the monsters, you become level 4 and the center door opens, leading to the Hall of Consideration.<br />
;Secret<br />
A successful investigation check against DC 13 will reveal the secret compartment on one of the pieces of furniture about the room, marked A. Inside the compartment is a small ruby about the size of an egg, worth 500 gp.<br />
{{clear}}<br />
<br />
=====Hall of Consideration=====<br />
[[File:HalloC.png|thumb|300px]]<br />
The door to the hall vanishes once you pass under its threshold. You enter a long room lined with heroic-looking statues, some with smaller statues perched on, and hear the echoing of a loud and deep voice about this place: <q>Vie to join among these ranks of the hero kings.</q> At the end of the hall is another door. As you walk towards it, the eyes of the statues light up in progression with your pace. At the last statue, the voice erupts once more: <q>...Or end up rubble like the rest!</q><br/><br />
A level 3 [[Juggernaut (4e Creature)|juggernaut]] bursts from one of the statues and proceeds to smash up the room if necessary to defeat you. If it destroys all the other 5 statues in the hall, from the remains of broken bits will rise a [[Raggamoffyn (4e Creature)|raggamoffyn]]. It will join forces with the juggernaut to try and take you down. Whilst the raggamoffyn works on grabbing and dominating you, the juggernaut tries to cream you with its spiked body. <br />
;Secret<br />
The statues perched on the statues themselves are magical. There are only two and your survival may very well hinge upon reaching them either before the juggernaut summons the raggamoffyn, or after the malignants creatures join forces. One statue, when you touch it, summons a [[Clockwork Steed (4e Creature)|clockwork steed]] to your aid, and is completely obedient to you, willing to let you ride it. The other is an [[Iron Cat (4e Creature)|iron cat]] which is also obedient towards you. Once the threats to you have abated, they will turn back into still statues, with the magic having left them.<br/><br />
Once you have defeated the juggernaut, the door will open ahead whether you kill the raggamoffyn or not. Going through, you enter the trophy room.<br />
{{clear}}<br />
=====Trophy Room=====<br />
[[File:Trophyroom.png|thumb|300px]]<br />
Upon entering the trophy room, you are greeted with the grotesque sight of severed heads and crucified bodies of losers in a reddish lit room. There are two doors here, one to the right of the room, and the other which goes ahead, through the room smelling of blood and littered with body parts. The room on the right has a rusty door which you can break open. It opens to reveal a sort of small laboratory with a lit torch to light it. The place is old and has only two items which you can find if you spend at least a minute snooping around. You find a potion of healing, as well as a bottle of alchemist fire:<br />
{{4e User Magic Item<br />
|level1=1<br />
|level2=<br />
|level3=<br />
|level4=<br />
|level5=<br />
|level6=<br />
|enhancement1=<!-- The enhancement at the first level, leave blank if item is a wondrous item or a potion. --><br />
|enhancement2=<!-- Leave blank if item is a wondrous item or a potion. --><br />
|enhancement3=<!-- Leave blank if item is a wondrous item or a potion. --><br />
|enhancement4=<!-- Leave blank if item is a wondrous item or a potion. --><br />
|enhancement5=<!-- Leave blank if item is a wondrous item or a potion. --><br />
|enhancement6=<!-- Leave blank if item is a wondrous item or a potion. --><br />
|cost1=150 gp, +50 gp per enhancement bonus<br />
|cost2=<!-- Leave blank if not applicable --><br />
|cost3=<!-- Leave blank if not applicable --><br />
|cost4=<!-- Leave blank if not applicable --><br />
|cost5=<!-- Leave blank if not applicable --><br />
|cost6=<!-- Leave blank if not applicable --><br />
|type=Potion<br />
|name=Alchemist Fire<br />
|flavor=This flask contains a shiny blue liquid, and when thrown creates a burst of fire.<br />
|rarity=Uncommon<br />
|power1=Make an attack: Close Blast 5, targeting each creature in Blast; Dexterity +3 Vs. Reflex; on a hit deal 3d6 + enhancement bonus fire damage<br />
|keyword1=Fire<br />
|actiontype1=Standard Action<br />
|usage1=Consumable<br />
}}<br />
When you reach the midway of the room, one of the corpses is actually a [[Scarecrow, Variant (4e Creature)|scarecrow]] which will climb down from its stake and try to sneak up on you. It uses the layout of the room with the corpses as cover and tries to get you in its gaze to stun you. Rather than kill you at once, it wants to instead stop you from moving before tying you to a stake so it can kill you more slowly. It has an aversion to fire, and if you do not have spells to deal with it, you might want to use the torch in the other room or the alchemist fire. When you defeat it, you become level 5. The end of the entry exam is in sight and past the door in the front is the final hurdle before the real test.<br />
{{clear}}<br />
<br />
=====Gate of Beginning=====<br />
[[File:GoB.png|thumb|300px]]<br />
The door entering the main coliseum lies before you. Your final challenge before entry is here. In this room, there is a large door on the other side, with what seems to be bright light pouring out of it. It is a rather bare room. Pan, vetter of competitors, is a level 4 [[Sasquatch (4e Creature)|sasquatch stomper]]. He has three trainees with him: two spearmen and a crossbowman, with the stat block of the [[City Watch (4e Creature)|city watch]]. The room has a variety of tricks which you might want to use to turn the numbers to your advantage, as it is a training course with multiple mechanisms.<br />
*'''Dummies''' can be used as cover.<br />
*'''False Walls''' can be activated by pulling them down with a minor action.<br />
*'''Arrow Fills''' have ammo for any ranged items you may need them for.<br />
<br />
Pan will stand back and wait until you defeat his trainees before he will confront you himself. His own stench may be used against his trainees whilst he remains a bystander. When he gets serious, he will try to intimidate you with roar of fury. He shouts at you like a drill instructor and seems bent on whipping you into shape. After you defeat him, you become level 6 and can advance past the gate to the coliseum at last.<br />
<br />
====Maze Start (Levels 6-10)====<br />
You finally enter the maze! Lucky for you, the starting area is rather safe, and you see that weird salesman here again. This is your chance to shell out your earned monies and stock up on the items he has, as well as bargain off otherwise useless loot. He tells you he has a want for something, which you should keep your eye out for as you go on through future rooms, as he will pay an above-average price for it. It may be a basilisk fang or a wyrmscale, or even something like a rare flower. When you're done, three ways open up at the sides and front of the room, where you can advance forth. A hint of what's to come is etched into a line crossing above the three doors: <q>What was once one is now three. When never whole again, victory is nigh impossible.</q><br />
=====Straights' Room=====<br />
[[File:Straights.png|thumb|300px]]<br />
The middle room leads you to one of the guardian trio for the maze beginning. True to his name, Straights is a very direct and straightforward person. He wants you to beat him to advance. He hates any sort of trickery and so his room is very bare. He has the stats of a devourer initiate (DM371, 12), but lacks the foul stench in his equipment. He uses magic to cause decay. In terms of tactics, he relies on intimidation and his mastery of dark powers to weaken you before using his weapons. As a straightforward personality, he takes his losses with dignity.<br />
;Secrets<br />
Leftie and Righto, to play a joke on their oldest brother, have left a trick or two in the room, which you can find with a successful perception check against a DC of 15. Doing so discerns two panels under two tiles in the room by the walls. One triggers a magical flash in the room, which forces a Will save of DC13 to avoid being blinded from both the player and Straights. If blinded, the condition lasts until the end of the creature's next turn. The second tile drops a mess of weapons onto the area marked on the map <!--wip-->. If a creature is under the dump, they take 1d8 bludgeoning, 1d8 slashing, and 1d8 piercing damage from the variety of arms dumped on them. The weapons are mainly mundane arms like halberds, longswords, glaives, maces, and some arrows, all which you can pluck out to use in a pinch, or hoard to sell. Discovering these secrets enrages Straights and makes him more likely to use his dagger.<br />
{{clear}}<br />
<br />
=====Leftie's Room=====<br />
[[File:Leftie.png|thumb|300px]]<br />
Leftie is a tricky one who never fights fair and isn't ashamed about it. When you enter his room, you appear on what seems to be the other side of a deep pool. Leftie is on the bridge across, in what looks like a heavy suit anchored to the bridge. Rather than have you beat him in a simple battle, he will propose that if you can move him off, you can advance. The water seems normal, with a level about 5 feet below the ledge. But it is in truth very deep and filled with [[Water Weird (4e Creature)|water weirds]] which will savagely attack anyone who dips even a toe in.<br />
;Secret<br />
Being the underhanded sneak he is, Leftie cannot be moved by mundane means while in his armor. His armor also makes him virtually invulnerable to damage. Don't worry if you lack the magic to beat him though. His other treacherous brother, Righto, crafted the bridge to collapse, likely with the challenger on it rather than Leftie. A successful DC15 Perception check around your side of the room reveals the switch to collapse the bridge in the wall, which would send Leftie plummeting into the water to drown. Then you would just need a successful Athletics check of DC5 to jump over the fallen bridge to the other side and progress.<br/><br />
Beware, if Leftie notices you going for the switch, he will suspect something is up and get out of his armor to engage you directly. He is weaker than his brothers and utilizes the power of cold. He has the [[Drawy (4e Creature)#Drawy Coldshield|coldshield]] stat bloc.<br />
{{clear}}<br />
<br />
=====Righto's Room=====<br />
Righto is the vain and self-righteous one who uses underhanded tactics in secret. His room is a virtual maze with small slits where he snipes at you like a beholder. You yourself can utilize these as well if you can spot him well enough. Righto has the stat block of a dwarf bolter (MM 97). But he's not content to give you a win, and will set off a 20 foot deep [[Large Pit Trap (4e Trap)|pit trap]] under the both of you when defeat seems imminent. Avoid following him into close quarters to avoid the danger of the pit altogether. He will try to goad you otherwise to approach him, espousing his warriorship. At the end of the maze is the door out to Passage I.<br />
<br />
=====Passage I=====<br />
Regardless of whichever room you picked, you will end up in the same corridor out of the room. This path is straight and has no hidden mechanisms. Guarding the other end are the two brothers which you did not fight. So if you went to Righto's room, you will face Straights and Leftie for example. Regardless of whoever you face, they are really mad for you killing one of their brother. It turns out they were originally one entity known as Geryon who was a monster designed to test heroes. They will merge into an ettin thug<sup>MV119</sup>. You are slightly underleveled for this monstrosity, so prepare for a long haul. The key to surviving is in the fact that these brothers do not get along, as described in their tactics below:<br />
;Ettin Brother's Tactics<br />
Geryon had three heads which kept each other in check normally. With one missing, it is prone to rash acts. The two heads may constantly waste time bickering on their double actions initiative, and even go as far as hitting the other head and dealing themselves damage. The player can take advantage of this by playing the brothers against each other with successful deception and persuasion checks against a DC of 13.<br />
<br />
After beating this giant, you advance to level 7 and can pass to the first level of the maze.<br />
<br />
=====1st-Level Maze=====<br />
The rest of the maze is relatively simple, or as simple as a maze can get. Here, it truly becomes a choose your own adventure style, as the turns you make lead you to different rooms. There are a total of 24 rooms in this maze. There is a staircase that will take you to the second layer, and it will only be revealed after you have completed at least 21 rooms. For every 7 rooms you complete, you gain one level, meaning that you should be level 10 by the end of this maze. For all the encounters on this floor, their tactics more or less are to kill you, as they are restrained within the confines of this maze as well. It is also the reason why they are not in any natural environment, as all the rooms are more or less bare and made of impenetrable stone. Each of the rooms is sealed initially, but if you enter and leave without defeating all the enemies within, they will be free to stalk the rest of the maze and commit mischief.<br />
<br />
Use the following tables to determine the mobs for each room as appropriate for your level.<br />
{| class="4e"<br />
|+ Level 7<br />
! d10 !! Encounter !! Loot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || 1 shadowhunter bat and 1 fire bat<sup>MM27</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || 2 arbalesters<sup>MM2, p.143</sup> || 12 Ammo for any ranged weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 1 bloodseeker and 1 spitting drake<sup>MV83</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || 2 elf noble guards<sup>MV112</sup>||Two longswords<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || 2 myconid guards<sup>MM2,164</sup>||No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || 1 rage drake<sup>MM92</sup> and 6 ankheg broodlings<sup>MM2,11</sup>||No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || 2 barghest savagers<sup>MM2,20</sup> || 1 battleaxe<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || 1 goblin underboss<sup>MM138</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 1 ape temple guardian<sup>MM3,11</sup> || 1 club<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || 2 skulk murderers<sup>MM3,177</sup> || 4 shuriken and 1 shortsword<br />
|}<br />
{| class="4e"<br />
|+ Level 8<br />
! d10 !! Encounter !! Loot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || 2 cavebears<sup>MM29</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || 1 gnome skulk and arcanist<sup>MM134</sup> || A dagger and warpick, or hand crossbow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 2 bullywug mudlords<sup>MM2,29</sup> || 1 quarterstaff<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || 3 Abyssal Scavengers<sup>DM386,80</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || 1 evistro<sup>MM54</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || 2 poisonscale myrmidons<sup>MM2,157</sup> || A vial of poisonscale antivenom (ends the poisoned condition on a creature)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || 1 krenshar blood slayer<sup>MM2, 155</sup> and a maw demon<sup>MM3,42</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || 1 bugbear wardancer<sup>MM2,130</sup> and a goblin warrior<sup>MM137</sup>|| a flail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 1 human javelin dancer<sup>MM2,147</sup> || A spear or two javelins<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || 1 chitine webcrafter<sup>MM3,33</sup> || 10 feet of spider silk<br />
|}<br />
{| class="4e"<br />
|+ Level 9<br />
! d10 !! Encounter !! Loot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || 2 storm shards <sup>MM2,34</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || 1 human knife fighter<sup>MM2,147</sup> || a pair of knifethrower's gloves <sup>AV136</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 1 grell<sup>MM144</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || 2 cavern chokers<sup>MM42</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || 1 darkmantle enveloper<sup>MM2,41</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || 1 duergar theurge and guard<sup>MM2,92-3</sup> || a warhammer and a crossbow with 10 bolts<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || 2 greenscale darters<sup>Drac2,107</sup> || a club, blowgun with 20 poisoned darts<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || 1 goblin underboss, 2 goblin cursepower<sup>Drac2,88</sup> || sacrificial knife, chainmail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 4 grey wolves<sup>Drac2,89</sup> || No<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || 1 goblin hexer, 5 goblin warriors<sup>Drac2,90-1</sup> || hexer rod, 5 javelins in sheaf, leather robes<br />
|}<br />
<br />
There are also 8 treasure rooms scattered about the maze. Below are the treasures which can be obtained on this maze level in addition to the loot which can be found on the monsters. A player is recommended to keep a wish list of items, mundane or magic throughout the game.<br />
<br />
{| class="4e"<br />
|+ Maze Treasure Rooms<br />
! Room !! Treasure<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Wealth or magic item equal to one level 7 treasure from player wish list<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || 1,000 platinum<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || A statue of a gold dragon made of astral fire (50,000gp)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || loose pile of 90,000 gp<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Scroll of Consult Oracle<sup>PHB302</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Level 8 windsoul Ki focus<sup>PHB3,205</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Level 9 Orb of psionic recovery<sup>PHB3,207</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Level 10 Staff of psicraft<sup>PHB3,211</sup><br />
|}<br />
<br />
====The First Blood Tournament (Levels 10-13)====<br />
As you advance deeper in the maze, you see the walls become more Hellenic in design, with innumerable depictions of great warriors triumphing over monsters and evils. Exiting the maze beginning, you hear the sounds of people cheering and enter a large arena like that of a Roman theater. The way you came is suddenly shut. In the spectator stands are ghostly visions of cheering people. Before you is your first challenge in this tournament apparently, a [[Duskur (4e Creature)|duskur]]. She has scars of battle on her body and looks to you with weary hatred. This is not her first rodeo, and she tells you so, before apologizing and charging, initiating combat.<br/><br />
After you defeat her, if you do not kill her, the ground itself summons up spears which impale and drag her under. But before she goes, whether you kill her or not, she tells you that this warrior's paradise has become its own inescapable Hell. Your battle won, the crowd throws down prizes at you. In addition to the typical gold, there are also magical trinkets mixed in, like bags of holding, handy haversacks, food, and even drink. The way through which you came now is cleared and you are allowed to retreat. But you don't return to the maze beginning. Instead, you find yourself in the tournament locker room.<br />
=====Preparatory Arsenal=====<br />
There is no rest in this place, only ever more trials. Once you exit the arena, you enter a simple stone room with multiple sections to the left. There is a strong smell of sweat and sulfur here. Greeting you first is the shady chained salesman. He offers you business as before, but with an upgraded selection of items suitable for your level, as well as an expanded list of magic items up to level 14. Same as a certain seller from a certain videogame, he also has unlimited funds to trade with you for your valuables. Immediately after you finish your transactions, he tells you to beware even in a place like this lounge meant for refreshment. Then he suddenly vanishes. There is a sudden voice in the room announcing <q>SHOWER!</q> and then sprays of blood pour and douse the room. The blood coagulates into a [[Golem, Miscellaneous (4e Creature)|blood golem]] which comes barreling towards you. Due to the amount of blood sprayed in the room, the golem regenerates 2d6 hit points at the beginning of each of its turns. After you defeat it, the blood seemingly all turns to water and begins to drain away. When the water is gone, a set of old lockers appears in one of the conjoined rooms with 6 doors. Each one gives a different magic item(s). You can only open 1 door and take its contents before the locker vanishes.<br />
{| class="4e"<br />
|+ 1st-Level Maze Treasure Rooms<br />
! Room !! Treasure<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || A belt with a jolt flask, goodnight tincture, herbal poultice and salve of slipperiness, all base level (AV28-9)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || A level 10 warsheath armor (AV55)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || A level 9 crusader's weapon (AV66)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || A level 10 footpad's friend (AV69)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || A suit of level 10 tactician's armor (AV54)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || A level 10 staff of acid and flame (AV105)<br />
|}<br />
Once you have claimed your treasure, the loud voice booms once more. You are permitted an extended rest if you wish before your next battle. Whether you take the rest or not, four new doors appear and you must choose your next course of action. Each room leads to a new, harrowing task, merely an interval, however, before your next arena battle. You can choose any of the rooms to enter, and upon completion of it, you become level 11. Completing any of the rooms allows you to exit back to this arsenal room.<br />
:;Room of the Minions<br />
::This room is actually a bunch of smaller rooms connected together by thinner hallways. Each room has one source of light, with other parts being near completely dark. This allows for the minion creatures inside to scurry around as they please and crowd to their desire. There are 10 creatures in this room. Upon killing all the creatures, the room lights up in its entirety.<br />
::*3 Dark Creepers<sup>MM, p.49</sup><br />
::*1 Foulspawn Grue<sup>MM, p.112</sup><br />
::*2 Gnaw Demons<sup>MM2, p.54</sup><br />
::*2 Stonefist Homunculi<sup>MM2, p.143</sup><br />
::*2 Lolthbound Goblins<sup>MM2, p.131</sup><br />
:;Room of Stalkers<br />
::This room is a circular series of pathways through a cave-like system, with some water and darkness to allow for the lurkers within to take advantage of it. There are small rooms along the sides, providing just enough corners for enemies to hide and await ambushing you. Some walls are higher up, allowing for monsters to also hide with height.<br />
::*1 Darkmantle Enveloper<sup>MM2, p.41</sup><br />
::*3 Cave Fisher Anglers<sup>MM3, p.28</sup><br />
::*2 Ghoul Flesh Seekers<sup>MM3, p.94</sup><br />
::*1 Assassin Imp<sup>DM365, p.44</sup><br />
::'''Note:''' Upon completion of this room, when you go to exit, you will see a heavy blade jammed into the door. To remove it, you must sacrifice any one magic item you possess. Upon dislodging the sword, it is revealed to be a deep wounding weapon<sup>DM386, p.29</sup>.<br />
:;Room of Rampage<br />
::The room of rampage is a single, large room with three cages which release in succession with each you defeat. There are some obstacles in the room like rocks or empty crates. The brutish creatures thrown at you are simple and murderous.<br />
::*1 Foulspawn Hulk<sup>MM, p.113</sup><br />
::*1 Cyclops Crusher<sup>MM2, p.40</sup><br />
::*1 Rage Devil<sup>MM3, p.60</sup><br />
:;Room of Battle<br />
::This room is also a singular enclosure, but enemies spawn inside rather than being released from cages. This room is slightly larger, and with cube-like obstacles like bricks the size of a medium creature. The DM may choose 5 of the following encounters to throw at the player. These creatures spawn at random points of the room after each encounter.<br />
::*3 Great Ape<sup>MM3, p.10</sup><br />
::*1 Craud King and 2 Craud Impalers<sup>MM3, p.36-7</sup><br />
::*3 Hex Knights<sup>MM3, p.38</sup><br />
::*1 Banshrae Warrior<sup>MM, p.25</sup><br />
::*1 Barbazu<sup>MM, p.60</sup><br />
::*5 Hobgoblin Soldiers<sup>MM, p.139</sup><br />
::*3 Duergar Guard<sup>MM2, p.92</sup><br />
::*1 Firbolg Hunter<sup>MM2, p.107</sup><br />
::*1 Genasi Stoneshield<sup>MM2, p.117</sup><br />
=====The Second Show=====<br />
After you complete your room of choice, the doors out to the arena reopen whilst all other ways out of the arsenal room close and vanish. Walking out back to the coliseum, you are now faced with your second victim. He is a slender, bestial form with great black wings; a [[Darkflier (4e Creature)#Black Talon Darkflier|black talon darkflier]]. His wings are tied with invisible chains which prevent him from flying above 60 squares altitude. He is very somber and resigned to his fate. For now, all that matters is his next victim, a ticket to survival. So he charges at you with his dark talons raised to kill.<br><br />
After you defeat him, you become level 12. The ethereal crowd goes wild and a revitalizing rain of blood showers down. As it flows down, it turns into a golden sort of ichor. When you are doused in it, you feel refreshed, as if you have just finished an extended rest. The rain subsides and chants for blood resume. Now the booming voice returns. The true nature of the First Blood Tournament is one that is fast and dirty. You must now face five opponents in rapid succession. The goal is to get the first hit in, after which the one who got hit first takes a critical amount of damage, guaranteeing them a massive disadvantage in the following fight. Your opponents are as follows:<br />
*a [[Chaos Beast (4e Creature)|chaos beast]]<br />
*a [[Warped Skeleton (4e Creature)|warped skeleton boneblade]]<br />
*a [[Har'Clarth (4e Creature)|har'clarth]]<br />
*a [[Digester (4e Creature)|digester]]<br />
*a [[Theraphosa (4e Creature)|therophosa brute]]<br><br />
The fight sequence goes like this: Both creatures will first try to hit the other. Whoever gets hit first instantly has their hit points cut in half and they must engage in a death battle. People from the eaves may be the saving grace as they throw potions of healing into the ring, as well as other magical boons as the DM sees fit. After you have braved the slew of challenges, you rise to level 13. The doors ahead, opposite your initial entry, fling open and the crowd now points forward, goading you to continue.<br />
<center><q>Onward, challenger. To the glory this world has yet to witness.</q></center><br />
<br />
====Maze Body (Levels 13-20)====<br />
Now you begin to enter the deeper parts of the maze. The progression thus far was relatively flat. However, as you ascend levels, you realize there is little feeling of up or down. The coliseum was top-heavy, right? Then are you going up? The stairs certainly seemed to point so, but then you still get a sinking feeling sometimes. <br />
=====First Portion=====<br />
After that colosseum, you enter the meat and potatoes of the maze. The map becomes much bigger and there are enemies that roam the halls here. Among them are heroes of trials past as well as immortal monsters who were trapped here and driven mad. The following are the wardens and guards of the maze, moving about the ways and passages. They do not follow specific areas or paths (up to DM) so these are unplanned compared to previous encounters. When killed, they respawn after 24 hours pass. However, they appear with a light color palette and slightly transparent appearance, and no longer grant experience or drop loot on defeat. It is therefore in your best interest to finish your fights quickly and avoid rehashing to preserve resources.<br />
<br />
{| class="4e"<br />
|+ Maze Walkers<br />
! Monster !! Loot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Aberrant flinger<sup>DM163,85</sup> || None<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Aurak draconian<sup>D:MD189</sup> || None<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Behir bolter whelp <sup>MM2,22</sup> || None<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dire krenshar<sup>DM198</sup> || None<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 Abyssal Marauders <sup>MM2, p48</sup>||Potion of vitality<sup>PHB255</sup> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bax<sup>KTW</sup> || potion of healing, vicious weapon (+2 flail)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Eye of Shadow<sup>MM3,22</sup> ||None <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 Creeping Teeth<sup>DM373,46</sup> and 1 giant rat ||None<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Troll Witch<sup>DM366,77</sup> || Master's wand of eyebite (lvl 13)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 Bladerager Troll<sup>MM2,202</sup> ||trollskin armor (lvl 15)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 gnoll scavengers<sup>DM375,67</sup> and 1 gnoll skulker<sup>MM3,104</sup> || tigerclaw gauntlets (lvl 8) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|}<br />
Hidden along the maze are also special rooms that facetiously appear to be relief points. Many of them occupy a particularly strong horror awaiting you. These are the maze masters. There are 10 in total and so you must defeat at least 5 of them before the exit to this maze level opens. Once you clear the 5 required, you advance one level. If you clear all 10, you gain an additional level.<br />
{| class="4e"<br />
|+ Maze Masters<br />
! Monster !! Loot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| ||<br />
|}<br />
Scarier yet are the mandatory checkpoints in the maze. There are three checkpoints that bottleneck the progression in the maze so you must pass them before progressing onward. Each one holds a particularly powerful monster and trial. They are the Hydra, Sphinx, and Abomination. You gain a level for clearing each of these rooms.<br />
;Hydra's Ordeal<br />
The hydra trialmaster is a fen hydra<sup>MM164</sup> <br />
;Sphinx Room<br />
The sphinx's room is one of majestic design, with motifs and pictures on the wall depicting strange and unknown scenes. The sphinx<sup>MM245</sup> herself is not an immediate attacker type. She loves to play with her food, and she revels in cerebral challenges. This is essentially a narrative-based skill challenge. You have three riddles to figure out. If you get at least two out of three correct, your chances of survival increase dramatically. The encounter starts once you enter her room. She explains how she has three riddles. If the player can solve it, she will consider letting them live. Otherwise, she will devour them.<br />
<br />
Here is a small selection of example riddles the sphinx may use:<br />
:'''Seere's Curse:''' Seere is a harbinger of death. He has three fingers each and uses a bident. One night, after four people died, Seere killed six. The next night, one died. On the third night, six died. Seere killed nine. How many people would Seere kill if two people died?<br />
::'''Answer:''' Three. Seere kills three for every two people who die.<br />
:'''Aggraluxes' Ouroboros:''' Aggraluxes' Ouroboros is a wordgame symbolized by seven ouroboros snakes looped like a chain. The head and tail of the snakes follow each other in close proximity, being looped in end and beginning. This is less of a riddle and more an exercise in creativity. <br />
::''How to Play:'' The sphinx starts with a sentence of seven words. The sentence must be grammatically correct. The player must construct a grammatically correct sentence with seven words using the last letters of each word from the sphinx's sentence. Then that round ends, and it goes back to the sphinx, who must then make a new sentence using the player's words. This continues for 3 rounds. Be sure to keep a reasonable time limit so there isn't a lot of waiting to think. <br />
::''Example:'' "I like to play lots of games." &rarr; "I excel on yodeling songs from Switzerland."<br />
:<br />
;Feast of Abominations<br />
You are by no means actually leveled enough to take down an actual abomination. You stumble into the room, filled with acolytes<sup>MM210</sup> worshiping a blood fiend<sup>MM12</sup> in reverence to Orcus. Their rituals call forth a population of "abominations"<br />
<br />
=====Second Portion=====<br />
The second portion of the meat and potatoes of the maze consists of ancient fallen warrior worlds, remnants of the former Valhalla. Rubicon was a taste of this to come.<br />
;Ancient Keep<br />
The ancient Farah, Hutakhan of the house Geiges, has his golden tomb in the Valia Isles as a testament to his amazing streak of battle where he first established the nation of [[Aulordimo (Shard Ne'Vaal Supplement)|Aulordimo]]. Within his tomb are mummies and various undead servants of his that formerly served as his wards. Fear not, for there is also a lot of loot in this place. Much of Farah's treasures were transferred here upon his death through the pyre, leading to mountains of gold and precious metals piling up within this keep. However, the corruption of the isles has led to some of the treasure becoming cursed or even animated into golems.<br />
;Temple of Blades<br />
<br />
====Rubicon's Trials (Levels 20-22)====<br />
Rubicon is the name of one of the first heroes who impressed the goddess Valia with her strength and courage. She constructed a series of trials to test those who should come after her on the Valia Isles. Since the Gorge, these trials dedicated to her have become corrupted and her spirit has become tainted as well. Her body now resembles a grotesque monstrosity with many legs. She has the same stat block as a [[Demonspider (4e Creature)#Yochlol|yochlol]], flanked by many small abominations of arms, with the stat block of [[Demonspider (4e Creature)#Lesser Demonspider|lesser demonspiders]].<br><br />
Upon entering her hall, you gaze upon the ruined splendor of the champion's private quarter, with crumbled statues, and eerie black, phosphorescent material clinging to walls and wafting in the air. Rubicon still greets you with the seeming task of testing your worth, despite her corrupted state. Her trials consist of 3 tasks, many of which entail puzzles and skill challenges. At this stage, she will not attack you unless provoked, as she maintains her integrity as the opener of trials. The 3 tasks she presents before the player can be picked by the DM from the following table, or rolled at random. Each task takes place in one of the rooms lining the side of her ruined hall. These tasks are overseen by unseen servants of Rubicon, who are the spirits of those who failed her trials, now forced to aid her in defeating other challengers<br><br />
{| class="4e"<br />
|+ Trial Tasks<br />
! d12 !! Task !! Description<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Tug of War || Beat a skill challenge of Athletics (Hard DC, 6 successes before 3 fails). The player can use a combination of other skills at DM's discretion to cheat or lower the DC.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Marbles || In a room of giant stone hands, the player chooses one to be their representative. Each hand has 10 marble illusions. In a game of [http://visionempowertrust.in/odd-or-even/ Odd or Even], the player must get all of the opponent's marbles to win.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Mimic Movement || Beat a skill challenge of Acrobatics (Hard DC, 6 successes before 3 fails).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || || <br />
|}<br />
<br />
If the player fails any of their tasks, all is not lost. The room they are in fills with lesser demonspiders. If the player manages to fight their way out, they will have to deal with Rubicon out in the hall. If they defeat her, they can progress.<br />
<br />
After a player finishes their three tasks, they gain one level, and then have to face Rubicon herself, and her spider horde. Rubicon uses her powers to ensnare the player while her little underlings do the dirtiest work to tear the player to pieces. She is flanked by 3 lesser demonspiders.<br />
<br />
====Maze Tail (Levels 22-38)====<br />
====Four Spires (Levels 28-30)====<br />
=====The Final Showdown=====<br />
The empty hollow hunger awaits. In this small pocket of a world, the hope of a goddess sustains victory. But the Void ever encroaches. Your final fight before ascension is the Void Keeper. He is a being supposedly made of nothingness, a fragment or even aspect of [[Graghk (4e Deity)|Graghk]], who fractured the world.<br />
{|<br />
|style="width:50%"|<br />
{{4e User Creature Top Essentials<br />
|name=Void Keeper<br />
|level=<br />
|role= <!-Artillery, Skirmisher, Brute, Soldier, Controller or Lurker-><br />
|role2= <!-Leave blank for standard monsters, otherwise Minion, Elite or Solo-><br />
|size=<br />
|origin= <!- Aberrant, Elemental, Fey, Immortal, Natural or Shadow-><br />
|type= <!- Animate, Beast, Humanoid or Magical Beast -><br />
|keywords=<br />
|xp=<br />
|initiative=<br />
|perception=<br />
|senses= <!-e.g. Low-light Vision-> <br />
|hp=<br />
|bloodied= <!- Half hp value, or "Minion" -><br />
|ac=<br />
|fortitude=<br />
|reflex=<br />
|will=<br />
|immune=<br />
|resist=<br />
|vulnerable=<br />
|savingthrows=<!-Elite monsters have +2. Solo monsters have +5. Remove this line for other creatures-><br />
|actionpoints=<!-Elite monsters have 1 action point. Solo monsters have 2 action points. Remove this line for other creatures-><br />
|speed=<br />
}}<br />
<!-Remove any of the following Action headers and Powers as required (and remove this line)-><br />
{{4e action header|Traits}}<br />
{{4e Creature Power<br />
|name=Aura Name <!--or Regeneration, etc--><br />
|usage=Aura 1<br />
|trait=Effects of the trait<br />
}}<br />
{{4e action header|Standard Actions}}<br />
{{4e Creature Power<br />
|name=Basic Melee<br />
|usage=At-Will<br />
|type={{BM}}<br />
|attack=<!-- Example: Close blast 3 (creatures in blast); +12 vs. Fortitude--><br />
|hit=<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e Creature Power<br />
|name=Other Attack<br />
|usage=At-Will, Encounter, or Recharge {{4}}{{5}}{{6}}--><br />
|keyword=<!--Cold, Fire, etc--><br />
|type=<!--{{BM}}, {{BR}} {{C}} {{M}} {{R}} or {{A}}--><br />
|attack=<!-- Example: Close blast 3 (creatures in blast); +12 vs. Fortitude--><br />
|hit=<br />
|miss=<br />
|effect=<br />
}}<br />
{{4e action header|Move Actions}}<br />
{{4e action header|Minor Actions}}<br />
{{4e action header|Triggered Actions}}<br />
{{4e Creature Bottom<br />
|alignment=<!--Lawful Good, Good, Unaligned, Evil or Chaotic Evil--><br />
|languages=<br />
|skills=<br />
|strength=<br />
|strbonus=<!-- Remember to include half-level bonus for these modifiers--><br />
|dexterity=<br />
|dexbonus=<br />
|wisdom=<br />
|wisbonus=<br />
|constitution=<br />
|conbonus=<br />
|intelligence=<br />
|intbonus=<br />
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|chabonus=<br />
|equipment=<br />
}}<br />
|<div class="externalimage-holder" style="width:30%;float:right;"><br />
{| class="4e" style="float:right"<br />
!<img link><br />
|-<br />
|By [img link]<br />
|}</div><br />
<!--Text to introduce your creatures stat block. This is where a physical description, an in-game description, or anything along those lines goes. Optional.--><br />
<br />
<!--Insert combat tactics here.--><br />
|}<br />
<br />
===Death Loop Mechanic===<br />
As punishment for those who cannot achieve victory, their souls become mired here. This explains the many coherent creatures who you fight on the way. All fell prior and became trapped here, becoming another pawn of the maze to use against newcomers. If you die, your soul cannot pass on as normal. Instead, your dead character now becomes a creature that is controlled by the DM that patrols the spot you died in. <br />
----<br />
{{4e Quests Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Quest]]<br />
[[Category:Shard Ne'Vaal]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Zesh_(Grisaire_Supplement)&diff=1825891Zesh (Grisaire Supplement)2024-03-27T01:19:51Z<p>Yanied: /* Notable Places */</p>
<hr />
<div>===Notable Places===<br />
:'''Capital:''' Having been threatened for the longest time by Premius and the threats from the Frigid Wastes oversea, the capital of Edensbarrow is supposedly one of the most fortified cities in the world.<br />
<br />
'''Obsidian Pyramid:''' This strange piece of architecture is located at the southern reaches of Zesh, where a river valley civilization existed in ancient times. This pyramid is inverted into the ground and is considered a hazardous dungeon site.<br />
<br />
===People===<br />
Zesh is home to naturist goblinoids, most famously, goblins. Hobgoblins were supposedly instrumental in creating the fortifications of Edensbarrow, though they are not a majority by any means. Along with goblin tribes who make their homes in the forests, there are also bugbear clans that dot the land. Strange races of nature, like than zanthani, walk along the darker forests bordering the Regis Range.<br />
===Society===<br />
===Culture===<br />
----<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Grisaire Setting]]<br />
[[Category:Supplement]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Khaire_(Grisaire_Supplement)&diff=1825890Khaire (Grisaire Supplement)2024-03-27T01:16:13Z<p>Yanied: /* Culture */</p>
<hr />
<div>===Notable Places===<br />
:'''Capital:''' The enigmatic nation of Khaire is part desert, part island oasis. The capital of Zalifer is located in a spiritual location, with their primary house of law facing the Serpent's Maw an island away.<br />
<br />
'''Barrya Jungle:''' This rare swath of green in the country is the home of the [[Kikura'aht (5e Race)|Kikura'aht]] and the sister tree of the Heart Root, Eriath. This massive tree grows the world's only supply of theoflora, which is used to make the legendary Barrya Nectar.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://cdn.discordapp.com/attachments/516290071893245992/1083588040359956551/image.png|<!--Caption, art credit, link to source-->}} </div><br />
<br />
'''Serpent's Maw:''' The current hideout of [[Empress Lakambi (Grisaire Supplement)|Empress Lakambi]], where she plots to retake the throne from the current ruling empress, daughter of hero Gunan Sy, who had vanquished her to this place. This location is known to be forbidden and forsaken due to the undead empress' dark magic that accrues here.<br />
<br />
===Miscellaneous Locations===<br />
'''Mayedooran:'''<br />
<br />
'''K'ithldan:'''<br />
<br />
'''Otitlan:'''<br />
<br />
===People===<br />
A variety of life flourishes here despite the desert environment. Communities of lizardfolk and yuan-ti dot the sands in tribes. [[Tritomati (5e Race)|Tritomati]] live here, and are known to make pilgrimages to the enigmatic Serpent's Maw. The kikura'aht are solely based in the Barrya jungle region.<br />
===Society===<br />
===Culture===<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Grisaire (5e Campaign Setting)|Grisaire]] &rarr; [[Geography (Grisaire Supplement)|Geography]]<br />
----<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Grisaire Setting]]<br />
[[Category:Supplement]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Geography_(Grisaire_Supplement)&diff=1825889Geography (Grisaire Supplement)2024-03-27T01:15:26Z<p>Yanied: /* Historical Locations */</p>
<hr />
<div><br />
Grisaire is a near Pangaea type of world, save two slivers that are not connected to the primary landmass. The body of water is considered a single ocean, known as the Sleeping Wallow. This means some possible miscommunications when talking about direction, so you need to be specific about where you go over the same body of water. Instead of simply over the ocean, you should say something like "over the Wallow to" your destination. Three special whirlpools are known to be year-round in the ocean, with their locations shown on the map. They are said to connect to something within the planet itself, supposedly a dark secret... Enough about that though, onto the stuff that actually matters.<br />
= Nations of Grisaire =<br />
[[File:Grisaire.png|500px|thumb|A simple world map]]<br />
The planet of Grisaire has primarily one large landmass, known as the Endix continent. It is flanked by two small island nations, and has extending peninsulas to the north and south. The rest of the surface is covered by the ocean. The deep north and south are largely uninhabited and infested with monsters and powerful beasts like dragons. Other than these two unclaimed areas, Grisaire has twelve nations established everywhere else. The planet itself is also notably not that big, being about equivalent to the size of the planet Mars.<br />
<br />
==[[File:Adum.png|25px]] [[Adum (Grisaire Supplement)|Adum]]==<br />
Known as the deep forest nation, Adum is the frontier against the {{inpage|Frigid Wastes}}. Their nation is highly reverent of nature, drawing most of their livelihood from nature's bounty all around. They also house one of the sacred trees of Darakan'ta, the Heart Root, and boast a diverse body of giants, goblinoid, and plant races in addition to humanoids like humans and elves.<br />
<br />
==[[File:Aerzale-removebg-preview.png|25px]] [[Aerzale (Grisaire Supplement)|Aerzale]]==<br />
Perhaps the second most industrialized country on Grisaire, Aerzale historically stood in opposition to Premius and its historic predecessor's advances. In modern day, Aerzale boasts highly coveted technology to develop flying apparatuses. In addition, it is known to be home to special grounds on which dragons dwell. They host the second largest population of dragonborn, as well as draconic turtles and many innovative races. Stormcutters are a unique race that live near the Drakfels in Aerzale.<br />
<br />
==[[File:Doru-removebg-preview.png|25px]] [[Doru Islands (Grisaire Supplement)|Doru Islands]]==<br />
This archipelago of islands is a green and lush place, with rainforests covering all its components. After the March of Gears ended, the Doru Islands became the new home for the cijelese race. However, indigenous populations, like that of the kra'akas, some yuan-ti, tabaxi, and xolpecans call these islands home. The southernmost island of Doru is home to the valados and it has a semi-active volcano, named Emirit.<br />
<br />
==[[File:Edim-removebg-preview.png|25px]][[Edim (Grisaire Supplement)|Edim]]==<br />
A bustling heart of trade and neighbor of {{inpage|Kalim}}, Edim is home to a lot of beautiful architecture and mixed cultural products from both east and west Grisaire. It used to be unified with Kalim under the banner of Kharim, but they split into two nations following a brief civil war. Due to their location, they are home to a great mix of races that have passed through. The leonin are known to be native to Edim entirely, though their members have spread a bit westward. It is a desert country with many tribes and perilous areas.<br />
<br />
==[[File:Engal-removebg-preview (1).png|25px]][[Engal (Grisaire Supplement)|Engal]]==<br />
The nation lying directly south of {{inpage|Premius}}, Engal encompasses territory of the former nation Tasnen. Following the fall of the Premier Force, the Tasnen government was overthrown and the new government was established to be a constitutional oligarchy to better represent the people. Supporters for the fallen Premier Force largely fled north, to Premius. Engal is known for having a large supply of mines. The first mine was opened in Engal, though it was back when Tasnen existed instead. Much of the land in Engal has been turned into quarries. However, there are also large estuaries, where the river from the northern most Wallow empties into an inner sea. These locations are more like swamps and are home to people like urodelians and grung. People ride canoes and boats up and down these narrow water ways, which have become polluted as of late due to toxic runoff from upstream...<br />
<br />
==[[Hagai (Grisaire Supplement)|Hagai]]==<br />
This large island is often neglected as part of Grisaire. It is a bitterly cold place, with floes of ice that surround itself and the smaller isles that float about its snowy shores. For the longest time, Hagai was isolated from the rest of the world, seen as inhospitable. However, there is actually a small tribe of goblins who call this place home, as well as orcs and yeti. A population of undead known as lichkin also live here, supposedly having been born as a result of a legendary necromancer whose tomb rests at the island's eastern side. Owlin live to the north of the island.<br />
<br />
==[[File:Igribus-removebg-preview.png|25px]] [[Igribus (Grisaire Supplement)|Igribus]]==<br />
A nation built of grassland tribes, Igribus is home to many nomad groups who make a living off of escorts into the main cities in the surrounding nations. Down south, where it is drier and more sparse in green, rakaka populate the underground en masse. Satyrs live towards the north, often in forests either bordering or spilling into Adum.<br />
<br />
==[[File:Kalimsig.png|25px]] [[Kalim (Grisaire Supplement)|Kalim]]==<br />
The seaside nation of Kalim used to be one nation with {{inpage|Edim}}, under the name Kharim, until governmental and population differences split them permanently into separate entities. Kalim holds much of the old glamors from Kharim, including the original capital. Unique constructs from old rituals, like the shade diamond, exist solely within Kalim. The mani degradus, direct creations of Manus Infinitum, are also native to Kalim and grace it with lovely constructions and a thriving artisan trade. Kalim boasts a strong economy due to its position as a prime port to Lozor and the Doru Islands. Unlike Edim, Kalim sports a more varied range of temperatures beyond that of a desert, allowing for some agricultural development.<br />
<br />
==[[Khaire (Grisaire Supplement)|Khaire]]==<br />
A mysterious cut off from the other countries either by The Barrens or water. This has not stopped them from trading frequently across the inner sea of the Karis Gulf to {{inpage|Engal}} and {{inpage|Aerzale}}. Khaire is known to be a country of mysticism, having a great deal of old relics buried beneath their sands. They have a population comprised of many reptilian beings like lizardfolk. They also have a population of yuan-ti, as well as exotic peoples like equinar, minotaurs, kikura'aht, tritomati, and even the illustrious sunborn. The mysterious tree, Eriath, grows here, the source of Barrya nectar.<br />
<br />
==[[Lozor (Grisaire Supplement)|Lozor]]==<br />
A richly cultured and historically aged land, Lozor boasts early unification under the dragonborn Sukan. They have the largest population of dragonborn and yuan-ti, as well as other draconic beings like the fox'smanuh and the panda dragons. Jinei live at the coastal cities. Lozor has a lot of different clans united under the central government, which often have different cultures but united under the mandated language of Shou.<br />
<br />
==[[File:Premius-removebg-preview.png|25px]] [[Premius (Grisaire Supplement)|Premius]]==<br />
Known as the nation of innovation, Premius' past is rooted in conquests and imperial desires to unite the Endix continent under the rule of the Iron Crown. It boasts a rich mineral resource, which fueled its advancements in industry and allowed for huge advancements in technology for warfare. As a result, it is watched warily by other nations as it could return to its old habits and bring about yet another world war. Premius's resources are largely concentrated on its capital, where its prized minds and weaponry lies, as well as strange and artificial races like warforged, spigers and spiderlings. Outside the capital are races like the mysterious harpos and tribal orcs.<br />
<br />
==[[File:Zeshsym.png|25px]] [[Zesh (Grisaire Supplement)|Zesh]]==<br />
Sharing the title of a deep forest nation with Adum, Zesh is a land of natural beauty and mystique. The best known civilized tribes of {{5e|goblin}}s and other goblinoids occupy much of the eastern area and forests, often spilling over into {{inpage|Adum}}. Constructs made during the March, like the wyrwood and zanthani, still roam about, having made a home for themselves among the wilderness.<br />
<br />
=The Wastes=<br />
The north and south fringes of the Endix continent are considered uninhabitable tracts of land. Once upon a time, these lands were fertile and filled with life as anywhere else. However, following the decline of the god's attention, these areas became breeding grounds of war and strife, as well as corruption, which eventually rendered it uninhabitable. Once, the traces of Uncreated did breach the surface near the poles north and south. As a result, the gods mounted a sudden and devastating strike on the planet's afflicted areas, effectively cleansing all life within several hundred miles of the poles. This resulted in the creation of the Wastes, where the god's wrath reached land and destroyed it permanently. Down south, the impact of the gods' powers was so powerful that it created the range now known as the Frontier. To this day, little can survive in the Wastes, save the most savage of monsters or the most cunning. Few groups venture out there save for treasure hunters seeking the old ruins of what used to be or enforcers of the borders.<br />
==Frigid Wastes==<br />
Located north of Adum, the wastes are characteristically frozen beyond normal livability. Constant snow and hail, combined with freezing winds, make the entirety of the area Extreme Cold. Additionally, any creature who stays over an hour in the area takes 1d4 cold damage at the end of each hour unless they are properly equipped with means to heat themselves.<br />
<br />
The southern edge of the Frigid Wastes, where the Adum border is, has a large wall built by the ancient giants to maintain the physical rim of the Wastes. Urrgarda, city of the antaeud, lies along this wall as a guard post.<br />
==The Barrens==<br />
South of the Frontier Range lies the vast stretch of barren land. The terrain here is akin to a dry desert, though only the southernmost part is actually unbearably hot. The upper half is like a wild west sort of environment, with many steppes, mesas, and plateaus. People who explore this area are known as Frontier men, the equivalent of a cowboy.<br />
=Historical Locations=<br />
[[Bygone Nations (Grisaire Supplement)]]<br />
<br />
{{Grisaire Navigation}}<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Grisaire (5e Campaign Setting)|Grisaire]] &rarr; [[Geography (Grisaire Supplement)|Geography]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Grisaire Setting]]<br />
[[Category:Supplement]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=User_talk:UnderKoopa757&diff=1825888User talk:UnderKoopa7572024-03-27T01:11:59Z<p>Yanied: /* Flaming Tundra Image Replacements */ new section</p>
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<div><br />
<br />
Any questions about me or my works? Just want to say hello? Write it here. - [[User:UnderKoopa757|UnderKoopa757]] ([[User talk:UnderKoopa757|talk]])<br />
<br />
===Consultation needed===<br />
Hi, I'm just popping by to say that before you edit my work, to consult with me first. I wouldn't go and desecrate any pages you wrote, so please give me the same respect. Thanks. --[[User:AshKnight|AshKnight]] ([[User talk:AshKnight|talk]]) 21:33, 15 May 2021 (MDT)<br />
<br />
== Flaming Tundra Image Replacements ==<br />
<br />
Hey there. So, I went and just uploaded the pictures for the Flaming Tundra creatures and changed the links. They should all work now!--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:11, 26 March 2024 (MDT)</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Flaming_Wolf_(5e_Creature)&diff=1825887Flaming Wolf (5e Creature)2024-03-27T01:11:05Z<p>Yanied: broken image replace</p>
<hr />
<div>==Flaming Wolf==<br />
{{5e Creature<br />
|size=Medium<br />
|type=beast<br />
|alignment=chaotic neutral<br />
|ac=13<br />
|armor=natural armor<br />
|hd=8<br />
|speed=45 ft.<br />
|str=18<br />
|dex=13<br />
|con=19<br />
|int=6<br />
|wis=13<br />
|cha=7<br />
|perception=expertise<br />
|stealth=yes<br />
|di=cold, fire<br />
|languages=Winter Wolf, understands Common and Ignan but can't speak them<br />
|cr=3<br />
|proficiency=+2<br />
|features=<br />
{{5ect|wolf|Keen Hearing and Smell}}<br />
<br />
{{5ect|wolf|Pack Tactics}}<br />
<br />
{{5ect|wolf|Snow Camouflage}}<br />
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|actions=<br />
'''''Bite.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d12 + 4) piercing damage and 2 (1d4) fire damage.<br />
<br />
'''''Flame Breath (Recharge 5-6).''''' The wolf spews flames in a 15-foot line. Each creature in that line must make a DC 14 {{5a|dex}} {{5g|Saving Throw}} or take 21 (6d6) fire damage, or half as much on a successful one.<br />
<br />
|description=<br />
[[File:FiretundraWolf.png|thumb|By {{user|Yanied}}]]<br />
<br />
A terrifying sight, the flaming wolf is the most powerful beast in the [[Flaming Tundra (5e Environment)|Flaming Tundra]], second only to the mighty {{5h|c|Blazebear}}. What the blazebears lack, however, are numbers, which the wolves possess, forming packs of three to nine members, excluding pups. Flaming wolves resemble {{5g|Winter Wolf|winter wolves}}, however, flaming wolves are smaller with fiery orange-red eyes and sparks of flame near constantly alight in its mouth. Since the two wolf species are so similar in biology, and even use a near-identical form of bark-and-growl-based communication, it is believed they share ancestry. Flaming wolves, like all Flaming Tundra creatures, have a gas sac that keeps them warm, and can be used to exhale bursts of fire. They prey on just about any animal, working together to bring down larger prey such as {{5h|c|Crown-of-Flames Deer}}.<br />
|misc=yes<br />
|arctic=yes<br />
}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Creatures Breadcrumb}}[[Category:User]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Flaming_Tundra_Cod_(5e_Creature)&diff=1825886Flaming Tundra Cod (5e Creature)2024-03-27T01:10:27Z<p>Yanied: /* Flaming Tundra Cod */ broken image fix</p>
<hr />
<div>==Flaming Tundra Cod==<br />
{{5e Creature<br />
|size=Tiny<br />
|type=beast<br />
|swarm=<br />
|race=<br />
|alignment=unaligned<br />
|hd=1<br />
|speed=5 ft., swim 30 ft.<br />
|str=2<br />
|dex=15<br />
|con=11<br />
|int=1<br />
|wis=6<br />
|cha=1<br />
|di=cold, fire<br />
|languages=&mdash;<br />
|cr=0<br />
|xp=10<br />
|proficiency=+2<br />
|features=<br />
'''''Swim Away.''''' The cod does not provoke {{5g|Opportunity Attacks}} when it swims out of an enemy's reach.<br />
<br />
{{5ect|cod|Underwater Camouflage}}<br />
<br />
{{5ect|cod|Water Breathing}}<br />
<br />
|actions=<br />
'''''Tail.''' Melee Weapon Attack:'' +0 to hit, reach 5 ft., one target. ''Hit:'' 1 bludgeoning damage.<br />
<br />
'''''Scald (Recharge 6, can only be used while it is underwater).''''' The cod boils the water in a 5-foot sphere around it by releasing heated gas. Each creature in that area must succeed on a DC 10 {{5a|dex}} {{5g|Saving Throw}} or take 2 (1d4) fire damage. A creature with a swimming speed has {{5g|advantage}} on the save.<br />
<br />
|description=<br />
[[File:FiretundraTrout.png|thumb|By {{user|Yanied}}]]<br />
A simple creature, the Flaming Tundra cod is the only fully aquatic creature in [[Flaming Tundra (5e Environment)|its namesake habitat]]. Just over a foot long, the hardy fish's scales are a gleaming silver-white, with large, orange eyes and wide gills. The Flaming Tundra cod spends its days in the Tundra's rivers and lakes, swimming beneath the ice and eating [[Drifting Geysers (5e PlantFungi)|drifting geysers]]. However, when a predator, such as the [[Devil's Trumpeter (5e Creature)|devil's trumpeter]], breaches the ice, the cod will attempt to swim quickly in random directions. Most predators of the Flaming Tundra cod, because of this, have learned to make quick, effective jabs at the ice to break through and snatch a fish. Rather than fire breath, since the cod lives underwater, the gas sacs' gasses are expelled, unignited but still heated, through the gills, causing the water around it to reach boiling temperatures. Flaming Tundra cod spend the winter spawning upriver, while the ice is thickest, and return downstream as soon as their eggs have been laid and fertilized. The young are left to fend for themselves, but are seldom targeted by predators due to their diminutive size.<br />
|misc=yes<br />
|arctic=yes<br />
}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Creatures Breadcrumb}}[[Category:User]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Firefox_(5e_Creature)&diff=1825885Firefox (5e Creature)2024-03-27T01:09:48Z<p>Yanied: broken image replace</p>
<hr />
<div>==Firefox==<br />
{{5e Creature<br />
|size=Small<br />
|type=beast<br />
|alignment=unaligned<br />
|hd=3<br />
|speed=30 ft.<br />
|str=10<br />
|dex=19<br />
|con=16<br />
|int=3<br />
|wis=12<br />
|cha=2<br />
|perception=yes<br />
|di=cold, fire<br />
|languages=&mdash;<br />
|cr=1<br />
|proficiency=+2<br />
|features=<br />
{{5ect|fox|Keen Hearing and Smell}}<br />
<br />
'''''Snowy Camouflage.''''' The fox has {{5g|advantage}} on all {{5a|dex}} ({{5s|Stealth}}) checks to hide while in snowy terrain.<br />
<br />
|actions=<br />
'''''Bite.''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 3 (1d6) piercing damage plus 2 (1d4) fire damage.<br />
<br />
'''''Flame Breath (Recharge 4-6).''''' The fox spews flames in a 10-foot line that is 5 feet wide. Each creature in that line must make a DC 14 {{5a|dex}} {{5g|Saving Throw}}, taking 10 (4d4) fire damage, or half as much on a successful one.<br />
<br />
|description=<br />
[[File:FiretundraFox.png|thumb|By {{user|Yanied}}]]<br />
<br />
One of the [[Flaming Tundra (5e Environment)|Flaming Tundra]]'s more stealthy creatures, the firefox is the land's only vulpine. Strongly resembling an arctic fox, the only major differences in appearance between the species are a tad size increase, orange ear interiors, and fiery, red-orange eyes on the firefox's part that almost seem to glow in the dark. The foxes hunt [[Ember Rabbit (5e Creature)|ember rabbits]], relying on stealth to bring down their kill. Like all Flaming Tundra creatures, the firefox features an internal gas sack, which can be used to spew out bright flames. <br />
|arctic=yes<br />
}}<br />
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{{5e Creatures Breadcrumb}}[[Category:User]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Ember_Rabbit_(5e_Creature)&diff=1825884Ember Rabbit (5e Creature)2024-03-27T01:09:02Z<p>Yanied: broken image replace</p>
<hr />
<div>==Ember Rabbit==<br />
{{5e Creature<br />
|size=Tiny<br />
|type=beast<br />
|alignment=unaligned<br />
|hd=1<br />
|speed= 30 ft.<br />
|str=1<br />
|dex=14<br />
|con=9<br />
|int=2<br />
|wis=9<br />
|cha=2<br />
|di=cold, fire<br />
|languages=&mdash;<br />
|cr=0<br />
|xp=10<br />
|proficiency=+2<br />
|features=<br />
<br />
'''''Snowy Camouflage.''''' The rabbit has {{5g|advantage}} on all {{5a|dex}} ({{5s|Stealth}}) checks to hide while in snowy terrain.<br />
<br />
|actions=<br />
'''''Bite.''' Melee Weapon Attack:'' +2 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage.<br />
<br />
'''''Flame Breath (Recharge 5-6).''''' The rabbit spews flames in a 5-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 9 {{5a|dex}} {{5g|Saving Throw}} or take 3 (1d6) fire damage.<br />
<br />
|description=<br />
[[File:Rabbitundra.png|thumb|By {{user|Yanied}}]]<br />
<br />
The ember rabbit is the smallest terrestrial creature living in the [[Flaming Tundra (5e Environment)|Flaming Tundra]], but it is nonetheless important. It is prey for most larger creatures, such as the {{5h|c|Firefox}}. Ember rabbits are white as snow, with reddish-orange eyes. Their large ears are orange in the interior. The rabbits feed on [[Gas Grass (5e PlantFungi)|gas grass]]. As with all creatures in the Flaming Tundra, the ember rabbit has a gas sac in its body that provides warmth, and when threatened, the rabbit can release bursts of flames from its mouth, fueled by this gas.<br />
|arctic=yes<br />
}}<br />
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{{5e Creatures Breadcrumb}}[[Category:User]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Devil%27s_Trumpeter_(5e_Creature)&diff=1825883Devil's Trumpeter (5e Creature)2024-03-27T01:08:25Z<p>Yanied: /* Devil's Trumpeter */ img</p>
<hr />
<div>==Devil's Trumpeter==<br />
{{5e Creature<br />
|size=Small<br />
|type=beast<br />
|alignment=unaligned<br />
|hd=3<br />
|speed=30 ft., fly 40 ft., swim 30 ft.<br />
|str=9<br />
|dex=14<br />
|con=15<br />
|int=5<br />
|wis=13<br />
|cha=8<br />
|di=cold, fire<br />
|languages=understands Common and Ignan but can't speak<br />
|cr=1/2<br />
|proficiency=+2<br />
|features=<br />
{{5ect|trumpeter|Flyby}}<br />
<br />
'''''Glowing Beak.''''' The trumpeter emits {{5g|Dim Light}} in a 5-foot radius from its beak.<br />
<br />
{{5ect|trumpeter|Hold Breath|10 minutes}}<br />
<br />
|actions= <br />
'''''Beak.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4 + 2) piercing damage plus 2 (1d4) fire damage.<br />
<br />
'''''Flame Breath (Recharge 5-6).''''' The trumpeter spews out flames in a 10-foot cone. Each creature in that area must make a DC 13 {{5a|dex}} {{5g|Saving Throw}}, taking 12 (3d8) fire damage on a failed save or half as much on a successful one.<br />
<br />
|description=<br />
[[File:Gooseflamingtundra.png|thumb|By {{user|Yanied}}]]<br />
The [[Flaming Tundra (5e Environment)|Flaming Tundra]]'s only bird, the devil's trumpeter is a beautiful sight. Covered in dazzling white feathers with bright red legs and fiery orange eyes that look like glowing jewels, despite its fiend-esque name, the devil's trumpeter's true species is a swan. In addition to the usual Flaming Tundra creature's gas sac that allows fire breath, the trumpeter's beak is perpetually fueled by heated gas, causing it to glow orange-yellow with heat. It uses this to melt and chip away at the thick layers of ice that cover the Tundra's lakes and rivers in search of its favorite food, the [[Drifting Geysers (5e PlantFungi)|drifting geysers]]. In areas where there are less weeds to eat, the devil's trumpeter will target [[Flaming Tundra Cod (5e Creature)|Flaming Tundra cod]] as prey; in this way, the trumpeter regulates both the cod's population and the drifting geyser. As it can fly even through tough blizzards, the devil's trumpeter would rather flee a predator than fight, but if inclined to attack, it will viciously jab with its heated beak and blast flames.<br />
|arctic=yes<br />
}}<br />
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{{5e Creatures Breadcrumb}}[[Category:User]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Crown-of-Flames_Deer_(5e_Creature)&diff=1825882Crown-of-Flames Deer (5e Creature)2024-03-27T01:07:16Z<p>Yanied: broken image replace</p>
<hr />
<div>==Crown-of-Flames Deer==<br />
{{5e Creature<br />
|size=Medium<br />
|type=beast<br />
|alignment=unaligned<br />
|hd=4<br />
|speed=50 ft.<br />
|str=14<br />
|dex=16<br />
|con=17<br />
|int=2<br />
|wis=14<br />
|cha=5<br />
|di=cold, fire<br />
|languages=understands Common and Ignan but can't speak<br />
|cr=2<br />
|proficiency=+2<br />
|features=<br />
'''''Charge.''''' If the deer moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 {{5a|str}} {{5g|Saving Throw}} or be knocked {{5c|Prone}}.<br />
<br />
|actions=<br />
'''''Antlers.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 12 (3d6 + 2) bludgeioning damage plus 5 (1d10) fire damage while its antlers are on fire.<br />
<br />
'''''Self-Ignition (Recharge 6).''''' The deer lights its horns on fire for 1 minute. While the deer's horns are on fire, it deals an additional 5 (1d10) fire damage when it hits with an antlers attack. It then makes an antlers attack.<br />
<br />
|description=<br />
[[File:Deerflaming tundra.png|thumb|By {{user|Yanied}}]]<br />
<br />
Perhaps the most majestic creature of the [[Flaming Tundra (5e Environment)|Flaming Tundra]], the crown-of-flames deer is an oddity. The beasts sport fur white as snow and pale hooves, with eyes that glow a bright reddish-orange. A great pair of antlers sprout from their heads, even females; however, females have smaller ones. Unlike most creatures of the Flaming Tundra, which exhale fire fueled by their gas sacs, the crown-of-flames deer's gas sac's tubes extend into its skull, where tiny holes in the antlers steadily spew out an inferno that dons the creature's head like a crown, as its name suggests. Utilizing this, the deer can perform fiery headbutts on offenders. Feeding on [[Gas Grass (5e PlantFungi)|gas grass]], the deer form small groups, usually consisting of two mates and a child. Their antlers are prized trophies of the hunt, and, with enchantments, can be lit on fire even after the crown-of-flames deer is killed and the antlers severed.<br />
|misc=yes<br />
|arctic=yes<br />
}}<br />
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----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Blazebear_(5e_Creature)&diff=1825881Blazebear (5e Creature)2024-03-27T01:06:37Z<p>Yanied: /* Blazebear */ broken img replace</p>
<hr />
<div>==Blazebear==<br />
{{5e Creature<br />
|size=Large<br />
|type=beast<br />
|alignment=unaligned<br />
|ac=13<br />
|armor=natural armor<br />
|hd=9<br />
|speed=35 ft., swim 25 ft.<br />
|str=20<br />
|dex=10<br />
|con=20<br />
|int=2<br />
|wis=12<br />
|cha=7<br />
|perception=yes<br />
|di=cold, fire<br />
|languages=understands Common and Ignan but cannot speak<br />
|cr=4<br />
|proficiency=+2<br />
|features=<br />
{{5ect|bear|Keen Smell}}<br />
<br />
{{5ect|bear|Snow Camouflage}}<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bear makes two attacks: One with its bite and one with its claws.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d8 + 5) piercing damage and 4 (1d8) fire damage.<br />
<br />
'''''Claws.''' Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 16 (3d6 + 5) slashing damage.<br />
<br />
'''''Flame Breath (Recharge 4-6).''''' The bear spews flames in a 15-foot line. Every creature in that area must make a DC 16 {{5a|dex}} {{5g|Saving Throw}} or take 24 (7d6) fire damage, or half as much on a successful one.<br />
<br />
|description=<br />
[[File:Frostfire bear.png|thumb|By {{user|Yanied}}]]<br />
<br />
The apex predator of the [[Flaming Tundra (5e Environment)|Flaming Tundra]], the blazebear wields the strongest flames of all its fellow beasts. Closely resembling a {{5g|Polar Bear}}, albeit a bit larger, the blazebear's eyes are a flaming orange and its mighty maw glows near constantly with flickers of fire. Its claws are especially large and sharp, growing to nearly a foot long each, which the bear uses to rake its prey. As it receives the gas to fuel its gas sac from the animals it eats, which limits the amount of consumed gases, blazebears don't use their fire breath much. But when they do, it can devastate those not heat-resistant. The bears typically live alone or with one or two of its infants, which it will protect with its life until it releases them.<br />
|misc=yes<br />
|arctic=yes<br />
}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Fire-Bellied_Tortle_(5e_Race_Variant)&diff=1825880Fire-Bellied Tortle (5e Race Variant)2024-03-27T01:05:52Z<p>Yanied: broken image replace</p>
<hr />
<div><br />
=== [[Tortle (5e Race)|Tortle]] Variant ===<br />
[[File:Firebellytortle.png|thumb|By {{user|Yanied}}]]<br />
The only race living in the vast, frozen emptiness of the [[Flaming Tundra (5e Environment)|Flaming Tundra]], the fire-bellied tortles are one of the hardiest folk one could meet. Their skin is white as snow, with faint blue-white splotches all over their limbs and head. Their shells are a hard sapphire blue, with a much larger vertical protrusion at the top than most tortles. The front of their shell on their stomach fades into yellow, then red, hence the name. Their eyes glow a fiery orange-scarlet, and their front jaw hangs low on their face. They stand half a head shorter than most races. Although capable of procreation with other tortles, the fire-bellies live so far away from any other populations that they will almost never meet. It seems as though they were put onto the Flaming Tundra directly by a deity, a belief some hold to. Fire-bellied tortles live together in tribes without any major form of leadership, hunting just about any animals they can bring down and ice fishing for [[Flaming Tundra Cod (5e Creature)|Flaming Tundra cod]]. The tribes are divided into 3 major classes: [[Fire-Bellied Tortle Hunter (5e Creature)|Hunters]], who attack with their strength, [[Fire-Bellied Tortle Trapper (5e Creature)|trappers]], who hunt with their cunning, and [[Fire-Bellied Tortle Mage (5e Creature)|mages]], who wield magic. Fire-bellies believe that everyone is born to die, a statement most true of the Flaming Tundra, and that the more honorable deeds a person does in life, the more their soul grows in power, and when it passes on into the next life, powerful souls become servants of the highest deities, and weak souls are destroyed from the journey. Perhaps to strengthen their souls in this manner, fire-bellies are easily willing to help any adventurers and explorers who enter the Flaming Tundra, but will turn on them quickly should they be offended or hindered. Like the beasts they hunt, fire-bellied tortles can breathe out flames to attack.<br />
{{Design note|The 3 fire-bellied tortle creatures ([[Fire-Bellied Tortle Hunter (5e Creature)|hunter]], [[Fire-Bellied Tortle Trapper (5e Creature)|trapper]], [[Fire-Bellied Tortle Mage (5e Creature)|mage]]) have different abilities. This subrace has been watered down to make it less overpowered for players.}}<br />
In addition to the traits you already possess, you gain these additional traits:<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}}, {{5a|wis}}, and {{5a|con}} scores increase by 1 (this replaces your ASI).<br />
|trait1= Tundra Resilience<br />
|description1= You are resistant to fire and cold damage. Additionally, you automatically succeed on all saving throws made against extreme cold.<br />
|trait2= Flame Breath<br />
|description2= You know the ''{{5g|Fire Bolt}}'' cantrip. Rather than your free hand, the flames spew from your mouth, and the attack is considered nonmagical. {{5a|wis}} is your spellcasting modifier for it.<br />
|trait3= Languages<br />
|description3= You can speak, read, and write Common and Ignan (these replace your languages).<br />
}}<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Race Variant Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Wizards of the Coast|franchise=Dungeons & Dragons}}<br />
[[Category:Tortle Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:Deerflaming_tundra.png&diff=1825879File:Deerflaming tundra.png2024-03-27T01:04:49Z<p>Yanied: for flaming tundra environ. discord port</p>
<hr />
<div>== Summary ==<br />
for flaming tundra environ. discord port<br />
== Licensing ==<br />
{{self|cc-zero}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:Frostfire_bear.png&diff=1825878File:Frostfire bear.png2024-03-27T01:03:18Z<p>Yanied: for flaming tundra environment. Discord port.</p>
<hr />
<div>== Summary ==<br />
for flaming tundra environment. Discord port.<br />
== Licensing ==<br />
{{self|cc-zero}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:FiretundraFox.png&diff=1825877File:FiretundraFox.png2024-03-27T01:02:58Z<p>Yanied: for flaming tundra environment. Discord port.</p>
<hr />
<div>== Summary ==<br />
for flaming tundra environment. Discord port.<br />
== Licensing ==<br />
{{self|cc-zero}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:Gooseflamingtundra.png&diff=1825876File:Gooseflamingtundra.png2024-03-27T01:02:36Z<p>Yanied: for flaming tundra environment. Discord port.</p>
<hr />
<div>== Summary ==<br />
for flaming tundra environment. Discord port.<br />
== Licensing ==<br />
{{self|cc-zero}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:Rabbitundra.png&diff=1825875File:Rabbitundra.png2024-03-27T01:02:15Z<p>Yanied: for flaming tundra environment. Discord port.</p>
<hr />
<div>== Summary ==<br />
for flaming tundra environment. Discord port.<br />
== Licensing ==<br />
{{self|cc-zero}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:FiretundraTrout.png&diff=1825874File:FiretundraTrout.png2024-03-27T01:01:54Z<p>Yanied: for flaming tundra environment. Discord port.</p>
<hr />
<div>== Summary ==<br />
for flaming tundra environment. Discord port.<br />
== Licensing ==<br />
{{self|cc-zero}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:FiretundraWolf.png&diff=1825873File:FiretundraWolf.png2024-03-27T01:01:34Z<p>Yanied: for flaming tundra environment. Discord port.</p>
<hr />
<div>== Summary ==<br />
for flaming tundra environment. Discord port.<br />
== Licensing ==<br />
{{self|cc-zero}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=File:Firebellytortle.png&diff=1825872File:Firebellytortle.png2024-03-27T01:01:06Z<p>Yanied: for flaming tundra environment. Discord port.</p>
<hr />
<div>== Summary ==<br />
for flaming tundra environment. Discord port.<br />
== Licensing ==<br />
{{self|cc-zero}}</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=User:Yanied&diff=1825868User:Yanied2024-03-27T00:58:33Z<p>Yanied: /* My To-Dos */</p>
<hr />
<div>__NOTOC__<br />
{{quote|All good things which exist are the fruits of originality.|orig=John Stuart Mill}}<br />
{{quote|Storytelling reveals meaning without committing the error of defining it.|orig=Hannah Arendt}}<br />
{{quote|What cannot be said above all must not be silenced, but written.|orig=Jacque Derrida}}<br />
{{quote|Those who cannot understand how to put their thoughts on ice should not enter into the heat of debate.|orig=Friedrich Nietzsche}}<br />
----<br />
{{User:Yanied/Imagebox}}<br />
Hi, so I'm an admin, since October 2019. <br />
*'''Playing:''' 5e, DnD 2e, 4e<br />
*'''GMing:''' 5e<br />
*'''Can Play:''' 5e, 4e, Everyone Is John, PbtA, VtM, Warhammer:Only War, Godbound, Lancer, BOB, bit of ADnD2e (aka 2e), Lasers and Feelings<br />
*'''Learning:''' 3.5e, GURPS 4e, 4e Shadowrun<br />
*'''Back Burner:''' BRP, Paranoia, WOIN, M&M, HERO, Burning Wheel, Call of Cthulhu, Swords and Sorcery, BESM, Battlemech<br />
You can probably find me a lot on the wiki discord. I work a lot with races but I can also help with classes, subclasses, backgrounds, and lots of general works. I do a lot of slogging through the swamps of abandonment, fishing out scraps to salvage and polish. If you need an image, feel free to hit me up. For simple pictures like a race sketch or something like a sketch, I don't mind drawing for free. For more complex things, I am open for commissions! You can reach me for art requests on my [https://www.dandwiki.com/wiki/User_talk:Yanied talk] page or on my [https://www.deviantart.com/hikarishiroi DeviantArt]. I'm also a casual player and artist on [https://riveet099.newgrounds.com/ Newgrounds]. You can find my YouTube channel [https://www.youtube.com/channel/UCtwgNv5msp6DJSldRi6oxYQ here], where I do low-quality free homebrew art.<br />
;On Balance<br />
Balance isn't bad. It's not bad but it sure as hell kills fun sometimes. Maybe if you're the type that likes to stay in the box and figure out all the dozens of ways inside the box, you'd like it a lot more than me. I see one way in the box and I instantly think of something else outside. Maybe I'm just bad at this. But it's fun.<br />
==My Own Contributed Stuff==<br />
Products of my wacked out mind... though not too whacked out I guess... surprisingly. I don't always include every page I make.<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
===Race Pages I Made===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
;5e<br />
*[[Santa's Helper (5e Race)]]<br />
*[[Devil Gear (5e Race)]]<br />
*[[Kyoukotsu (5e Race)]] - Japanese Yokai<br />
*[[Colowred (5e Race)]]<br />
*[[Plaguespreader (5e Race)]]<br />
*[[Equinar (5e Race)]]<br />
*[[Blue Bloods (5e Race)]] - Book series of the same name<br />
*[[Leogrel (5e Race)]] - really proud of this one :) Though it's too long to ever be featured.<br />
*[[Dracotaur (5e Race)]]<br />
*[[Liontaur (5e Race)]]<br />
*[[Kikura'aht (5e Race)]] <br />
*[[Cursedion (5e Race)]]<br />
*[[Hive Being (5e Race)]] - I did not start the page, but I renamed and rewrote it entirely<br />
*[[Dwelf (5e Race)]]<br />
*[[Futakuchi (5e Race)]] - the Japanese Yokai<br />
*[[Tenarimar (5e Race)]] <br />
*[[Wilden (5e Race)]] - 4e port<br />
*[[Guardinal (5e Race)]] - from 3e<br />
*[[Rilmani (5e Race)]] - 2e port<br />
*[[Tahalathuk (5e Race)]]<br />
*[[Mul (5e Race)]] - Dark Sun port<br />
*[[Wulpir (5e Race)]]<br />
*[[Shade, 4e Port (5e Race)|Shade]] - 4e port<br />
;Subraces<br />
*[[Szarkai (5e Subrace)]] - from 3e<br />
;Pokemon - for whatever reason I had urges to make these<br />
*[[Sylveon (5e Race)]]<sup>with help from {{user|MetalShadowOverlord}}</sup><br />
*[[Whimsicott (5e Race)]]<sup>with help from {{user|MetalShadowOverlord}}</sup><br />
*[[Sceptile (5e Race)]]<br />
*[[Breloom (5e Race)]]<br />
*[[Clefable (5e Race)]]<br />
*[[Wigglytuff (5e Race)]]<br />
*[[Lilligant (5e Race)]]<br />
*[[Armaldo (5e Race)]]<br />
*[[Golisopod (5e Race)]]<br />
*[[Kabutops (5e Race)]]<br />
*[[Scyther (5e Race)]]<br />
*[[Golett (5e Race)]]<br />
*[[Slakoth (5e Race)]]<br />
*[[Mankey (5e Race)]]<br />
*[[Ursaring (5e Race)]]<br />
*[[Barbaracle (5e Race)]]<br />
*[[Sprigatito (5e Race)]]<br />
;4e<br />
*[[Rilmani (4e Race)]]<br />
*[[Slaad (4e Race)]]<br />
*[[Nothic (4e Race)]]<br />
*[[Umber Hulk (4e Race)]]<br />
*[[Naga (4e Race)]]<br />
;3.5e<br />
*[[Raptrosian (3.5e Race)]]<br />
</div><br />
<br />
===My Backgrounds===<br />
*[[Politician (5e Background)]] <br />
*[[Heretic (5e Background)]]<br />
*[[Chronicler (5e Background)]] - QA<br />
<br />
===Miscellaneous===<br />
*[[Pilgrimage Escort (5e Quest)]]<br />
*[[The Lost Huntress (5e Quest)]]<br />
*[[Alternative Conditions (4e Variant Rule)]]<br />
*[[Additional Skills (4e Variant Rule)]]<br />
*[[Vile Mushrooms (4e Hazard)]]<br />
*[[The Blood Arena (DnD Story)]]<br />
| style="width: 33%;" |<br />
===My Classes===<br />
Probably not very good. I don't make many these days since most builds are pretty achievable with multiclassing core content.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
*[[YoRHa Troop (5e Class)]]<br />
*[[Steel Stringer (5e Class)]]<br />
*[[Survivalist (5e Class)]]<br />
*[[Spider Rider (5e Class)]]<br />
*[[Magic Law Practitioner (5e Class)]]<br />
*[[Stormbreaker (5e Class)]] <br />
*[[Medico della Peste (5e Class)]] - This one is the nerfed version<br />
*[[Sinwrought (5e Class)]] - A big project that I lost a lot of steam on<br />
;Subclasses<br />
*[[Ripper (5e Subclass)]]<br />
*[[College of Guile (5e Subclass)]] --> I was not OP but I redid the whole thing.<br />
</div><br />
===My Creatures===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:30em;"><br />
*[[Fell Turtle (5e Creature)]]<br />
*[[Pod (5e Creature)]]<br />
*[[Trionyx (5e Creature)]]<br />
*[[Siren (5e Creature)]]<br />
*[[Obscurial (5e Creature)]]<br />
*[[Revenant (5e Creature)]]<br />
*[[Dracotaur (5e Creature)]]<br />
*[[Sphinxtaur (5e Creature)]]<br />
*[[Kirre (5e Creature)]] - from 2e<br />
*[[Mandibat (5e Creature)]]<br />
*[[Lich, Hierophant (5e Creature)]]<br />
*[[Glass Dragon (5e Creature)]] - present to {{user|Glass}}<br />
*[[Randomon (5e Creature)]] - from RPGenerations<br />
*[[Morkoth (4e Creature)]] - 5e port<br />
*[[Sea Hag (4e Creature)]] <br />
*[[Omnimera (4e Creature)]] - inspired by {{user|IntellectMaster}}<br />
</div><br />
===Joke Stuff===<br />
'''Races:'''<br />
*[[Platypus, Sapient (5e Race)]] ----> blame {{user|Anastacio}} <br />
*[[Bananafolk (5e Race)]] ----> IT'S PEANUT BUTTER JELLY TIME<br />
*[[Honedge-Possessed (5e Race)]] ---->Pokemon, play as the useless Shauna<br />
'''Classes:'''<br />
*[[Protagonist (5e Class)]] ---->April Fools class<br />
*[[Explosive Swordsman (5e Class)]]<br />
<br />
'''Creatures:'''<br />
*[[Ugandan Knuckles (5e Creature)]] ---->Clearly April Fools creature<br />
*[[Chocolich (5e Creature)]] ----->What if Willy Wonka was a lich?<br />
*[[Lucas the Spider (5e Creature)]] ----> Something funny and lighthearted<br />
*[[Goose Hydra (4e Creature)]] - for the memes<br />
'''Spells:'''<br />
*[[Meateor (5e Spell)]] ----> WARNING: NSFW!!! And... I'm sorry.<br />
| style="width: 34%;" |<br />
====Weapons====<br />
*[[Ifrit Claw (5e Equipment)]]<br />
*[[Garrote (5e Equipment)]]<br />
=====Magical Weapons=====<br />
*[[Gleipnir (5e Equipment)]]<br />
*[[Nox (5e Equipment)]]<br />
*[[Helion (5e Equipment)]]<br />
*[[Wand Gatling (4e Equipment)]] - suggested by Jagon<br />
*[[Fattiest Heart (5e Equipment)]] <br />
====Armor====<br />
*[[Scallop Crest Armor (5e Equipment)]]<br />
<br />
====Wondrous Items====<br />
*[[Lucky Ingot (5e Equipment)]]<br />
*[[Magic Tinderbox (5e Equipment)]]<br />
<br />
===Spells===<br />
*[[Shadowcery (5e Spell)]]<br />
<br />
===Feats===<br />
*[[Limber (5e Feat)]]<br />
<br />
====Art====<br />
I don't post all art I've drawn here.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:20em;"><br />
*[https://www.dandwiki.com/wiki/File:Clamantes.png Clamantes Hostia]<br />
*[https://www.dandwiki.com/wiki/File:Anutanin.png Anutanin]<br />
*[https://www.dandwiki.com/wiki/File:Pseudolich.png Psuedolich]<br />
*[https://www.dandwiki.com/wiki/File:Shark.png Aarongar]<br />
*[https://www.dandwiki.com/wiki/File:Aracoi.png Aracoi]<br />
*[https://www.dandwiki.com/wiki/File:Cnamruh.png Cnamruh]<br />
*[https://www.dandwiki.com/wiki/File:Living_Grave.png Living Grave]<br />
*[https://www.dandwiki.com/wiki/File:Leogrel.png Leogrel]<br />
*[https://www.dandwiki.com/wiki/File:Dulangel.png Headless Angel]<br />
*[https://www.dandwiki.com/wiki/File:Dm.png Dungeon Master (5e Creature)]<br />
*[https://www.dandwiki.com/wiki/File:Chocolich.png Chocolich]<br />
*[https://www.dandwiki.com/wiki/File:Kiku.png Kikura'aht]<br />
*[https://www.dandwiki.com/wiki/File:Cursed.png Cursedion]<br />
*[https://www.dandwiki.com/wiki/File:Mandibat.png Mandibat]<br />
*[https://www.dandwiki.com/wiki/File:Salori.png Salori]<br />
*[https://www.dandwiki.com/wiki/File:Val.png Valados]<br />
*[https://www.dandwiki.com/wiki/File:SD.png Shade Diamond]<br />
*[https://www.dandwiki.com/wiki/File:Lostfolk.png Lostfolk]<br />
*[https://www.dandwiki.com/wiki/File:Veil.png Veilwalkers]<br />
*[https://www.dandwiki.com/wiki/File:Baeron.png Baeron]<br />
*[https://www.dandwiki.com/wiki/File:Wite.png White]<br />
*[https://www.dandwiki.com/wiki/File:Droll.png Droll]<br />
*[[Hüllerenner (5e Race)]]<br />
*[https://www.dandwiki.com/wiki/File:Knee.png Kneeforged]<br />
*[https://www.dandwiki.com/wiki/File:Omega.png Omegaunt]<br />
*[https://www.dandwiki.com/wiki/File:Polar.png Polar Dragonbeast]<br />
*[https://www.dandwiki.com/wiki/File:Futakuchi.png Futakuchi]<br />
*[https://www.dandwiki.com/wiki/File:Ten.png Tenarimar]<br />
*[https://www.dandwiki.com/wiki/File:Wulpir.png Wulpir]<br />
*[https://www.dandwiki.com/wiki/File:Mantrap.png Mantrap Golem]<br />
*[https://www.dandwiki.com/wiki/File:Omni.png Omnimera]<br />
*[[Yakataure (5e Race)]]<br />
*[[Imraz (5e Race)]]<br />
*[[Half-Mimic (4e Race)]]<br />
*[[Clugs (5e Race)]]<br />
*[[Abdelian (5e Race)]]<br />
*[[Skeleos (4e Race)]]<br />
*[https://www.dandwiki.com/wiki/File:Corpsebehemoth.png Corpse Behemoth]<br />
*[https://www.dandwiki.com/wiki/File:Rockfist.png Rock Fist]<br />
*[https://www.dandwiki.com/wiki/File:Tahala.png Tahalathuk]<br />
*[[Face Eater (5e Creature)]]<br />
*[[Darmaseth (5e Creature)]]<br />
*[[Skrevit (5e Race)]]<br />
*[[Skeleos (4e Race)]]<br />
</div><br />
|}<br />
=====Maps=====<br />
Getting into making this stuff slowly. Hoping to one day expand into campaign settings.<br />
{| class="column" style="width: 25%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 25%;" |<br />
[[File:Nordheim.png|thumb|left|Island of [[Nordheim (5e Environment)|Nordheim]]]]<br />
| style="width: 25%;" |<br />
[[File:Riverside.png|thumb|center|Town of [[Riverside (5e Environment)|Riverside]]]]<br />
|}<br />
{{clear}}<br />
<br />
==Shared Contributions==<br />
;Races:<br />
*[[Hüllerenner (5e Race)]] - I helped name and conceptually refine this little one a bit; originally by {{user|Godzephose}}<br />
*[[Kappa (3.5e Race)]] - By {{user|Salasay}}<br />
;Classes:<br />
*[[Cosmic Sage (5e Class)]] - Editing in partnership with [[User:Godzephose|Godzephose]] ([[User talk:Godzephose|talk]]|[[Special:Contributions/Godzephose|contribs]])<br />
*[[Alchemist, Artificer (4e Class Variant)]] in collaboration with {{user|Medix}} and {{user|Jagon46}}<br />
::Use [[Mechanist (4e Class)]], [[Mechanist Powers (4e Power List)]] for help<br />
;Rules:<br />
*[[All Cast (5e Variant Rule)]] - refurbished; originally by {{user|Godzephose}}<br />
;Misc:<br />
*[[Grey Creed (5e Guild)]] - with included background; originally by {{user|Godzephose}}<br />
*[[Forge (5e Environment)]] - collaborating with {{user|Anastacio}}<br />
*[[OOZe, Epic (3.5e Creature)]] - By {{user|Kaala21}}<br />
<br />
==Revised Stuff/Abandoned Stuff/Helped With==<br />
This is not a fully compiled list. Only some things are actually worth displaying and those are the ones I put here. If you want to see everything you can check out my [https://www.dandwiki.com/wiki/Special:Contributions/Yanied contributions] instead.<br />
===Races===<br />
;5e<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px;"><br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 60%;" |<br />
*[[Wendigo (Variant) (5e Race)]] - Reworked and inspired from the original race which I believe has been since deleted.... :/<br />
*[[Clamantes Hostia (5e Race)]] - completed and revamped <br />
*[[Sylvain (5e Race)]] - Revamped and completed from abandonment<br />
*[[Living Weapon (5e Race)]] - Love Nier. Helped complete this<br />
*[[Wild Man (5e Race)]] - Finished this well in my opinion<br />
*[[Fox'smanuh (5e Race)]] - You know how tired I am of people making anthro foxes and kitsune and leaving skeletons for me to fill??!! Make something new!<br />
*[[Equinar (5e Race)]] - rewrote from your usual fiend and angel trope to something more... original<br />
*[[Lucifiend (5e Race)]] - reworked from something that wasn't even a race<br />
*[[Sunborn (5e Race)]] - I like that card. Completed from abandonment<br />
*[[Ghoul (5e Race)]] - from abandonment. Really liked working on it.<br />
*[[Ramacoro (5e Race)]] - adopted from abandonment. Inspired by the Cree mannegishi<br />
*[[Lichkin (5e Race)]] - kinda like a spellcaster wight. Very versatile. From abandonment<br />
*[[Hidoran (5e Race)]] - sibling to the Shoggoth<br />
*[[Kha'Zath (5e Race)]] - Inspired by Lovecraft's Mi'Go<br />
*[[Nescerei (5e Race)]] - Based on Hans Anderson's "Little Mermaid"<br />
*[[Imraz (5e Race)]] - complete redo from some generic demon junk<br />
*[[Homsela (5e Race)]] - shark blade people<br />
| style="width: 10%;" |<br />
'''Pokemon'''<br />
*[[Deino (5e Race)]]<br />
*[[Yanma (5e Race)]]<br />
*[[Treecko (5e Race)]]<br />
*[[Buizel (5e Race)]]<br />
*[[Helioptile (5e Race)]]<br />
*[[Skorupi (5e Race)]]<br />
*[[Turtonator (5e Race)]]<br />
| style="width: 30%;" |<br />
'''Subraces'''<br />
*[[Andresin (5e Subrace)]] - completed from abandonment<br />
*[[Blood Elf (5e Subrace)]] - moved to subraces and completed from abandonment<br />
*[[Chultan Dwarf (5e Subrace)]]<br />
|}<br />
</div><br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 50%;" |<br />
;4e<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
*[[Homunculus, Variant (4e Race)]] - done as a commission for {{user|Jagon46}}<br />
*[[Nephilim (4e Race)]]<br />
*[[Trulkor (4e Race)]]<br />
*[[Egru (4e Race)]]<br />
*[[Skeleos (4e Race)]]<br />
</div><br />
;3.Xe<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
*[[Rust Devil (3.5e Race)]]<br />
*[[Talpoidan (3.5e Race)]]<br />
</div><br />
<br />
===Classes===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
*[[Grim Reaper (5e Class)]] - inspired from original by [[User:Azagoth|Azagoth]]<br />
*[[Living Weapon (5e Class)]] - Merged with tested version<br />
*[[Nightbringer (5e Class)]] - Completed<br />
*[[Vorpal Follower (5e Class)]] - from abandonment<br />
*[[Gladiator (5e Class)]] - Completed<br />
*[[Mage Hunter (5e Class)]] - Completed<br />
*[[Half Shade (5e Class)]] - Completed<br />
*[[Corrupted Soul (5e Class)]] - Completed<br />
*[[Godslayer (5e Class)]] - Completed, somewhat from some old sentiment<br />
*[[Death Dealer (5e Class)]] - Completed<br />
*[[Plantaemancer (5e Class)]] - Completed from abandonment<br />
*[[Ink Master (5e Class)]] - Completed from abandonment<br />
*[[Strega (5e Class)]] - from abandonment<br />
*[[Marionetista (5e Class)]] - original was in another language so I rewrote it for {{user|Ekalb}}<br />
*[[Sacred Artist (5e Class)]] - from abandonment and from an artist perspective<br />
*[[Gier (5e Class)]] - from abandonment<br />
*[[Runepriest (5e Class)]] - bring 4e back<br />
*[[Shadow Caller (5e Class)]] - from abandonment<br />
;Subclasses<br />
*[[Armorsmith (5e Subclass)]] - Completed. Inspired by Path of Exile's Animate Guardian<br />
</div><br />
<br />
===Equipment===<br />
*[[The Eye of Lucifer (5e Equipment)]] - rewrote from a hazard<br />
<br />
====Magical Weapons====<br />
*[[Leviathan Daggers (5e Equipment)]] - I was eyeing this a while ago, wondering now why it was never finished, so I took it into my own hands from abandonment.<br />
*[[Runic Gunblade (5e Equipment)]] - from abandonment<br />
<br />
====Miscellaneous====<br />
;5e<br />
*[[Pen Island (5e Environment)]]<br />
*[[Ragnarok Mark (5e Curse)]]<br />
*[[Beggar's Curse of the Sea (5e Curse)]]<br />
*[[Darkwood Moss (5e PlantFungi)]]<br />
;4e<br />
*[[The Crypt (4e Quest)]]<br />
*[[Golem, Miscellaneous (4e Creature)]]<br />
| style="width: 50%;" |<br />
<br />
===My To-Dos===<br />
'''Classes:'''<br />
<br />
'''Creatures:'''<br />
*[[Deinodent (4e Creature)]]<br />
*[[Sea Masque (5e Creature)]]<br />
'''Races:'''<br />
*[[Ixac-Coyon (3.5e Race)]]<br />
*[[Suiko (3.5e Race)]]<br />
*[[Grung (4e Race)]]<br />
<br />
'''Backgrounds/Themes:'''<br />
<br />
'''Equipment:'''<br />
<br />
'''Misc.:'''<br />
*[[Don't Say Christmas (5e Quest)]] - holiday fun<br />
*[[Dollhouse (5e Environment)]] - why do I do this to myself<br />
*[[Philosophy Manifest (5e Sourcebook)]] - Something shower thought<br />
*[[Colosseum Maze of Epics (4e Quest)]] - For {{user|Medix}}<br />
*[[Legendary and Mythical Pokemon (5e Pantheon)]] -- long term project<br />
*[[Golem Making (4e Variant Rule)]] <br />
*[[Shard Ne'Vaal (4e Campaign Setting)]] - Well, I started it. Needs a LOT of work and in for the long haul<br />
*[[Grisaire (5e Campaign Setting)]] - Dug myself another one to fill...<br />
*Draw up a ton of gifs for a cool slideshow<br />
<br />
===Get To (Aspirations and Non-Pages)===<br />
*Spelljammer for 4e<br />
*Images and feat tables for all 4e races!<br />
*I'm going to clean up the 4e abandoned stuff<br />
*Get a 3.5e race featured!<br />
<br />
===To-Dos, Not Mine===<br />
;Races<br />
*[[Seaborn (5e Race)]]<br />
*[[Pawmi (5e Race)]]<br />
*[[Kecleon (5e Race)]]<br />
*[[Urshifu (5e Race)]]<br />
*[[Zenquilch (5e Race)]]<br />
*[[Conrectus (5e Race)]]<br />
;WIP Classes/Subclasses<br />
*[[Battle Champion (5e Subclass)]]<br />
*[[Beastlord (5e Subclass)]] - Ughhhh I want the Nier weapon....<br />
*[[Arcane Chef (5e Class)]]<br />
*[[Gotthänder (5e Class)]] - godhand?<br />
*[[Songsaber (5e Subclass)]] - multi sub for fighter, bard, and druid<br />
;Creatures<br />
;WIP Misc<br />
*[[Singer (5e Background)]]<br />
*[[Plan B (5e Background)]]<br />
*[[Alchemist (5e Background)]]<br />
*[[Goror Biplane (3.5e Environment)]]<br />
*[[3.5e Flaws]]<br />
*[[Vexpa's Layer (5e Environment)]]<br />
*[https://www.dandwiki.com/w/index.php?title=Special:Log/newusers&offset=&limit=500&type=newusers&user= User Creation Log] because I'm just here soooo much.<br />
*[https://www.dandwiki.com/wiki/Category:Needs_Image Stuff that needs images] because I am an artist helper<br />
*[https://www.dandwiki.com/wiki/Category:Pages_with_broken_file_links Brokies]<br />
*[https://www.dandwiki.com/wiki/Category:Pages_using_duplicate_arguments_in_template_calls Paras]<br />
*[[Special:RandomInCategory/5e|Article Spotlight]]<br />
|}<br />
<br />
==Notables==<br />
These aren't my original content stuffs but I did work on them or noticed them for their awesomeness or potential. There are also some good reads here!<br />
*[[Spirit Fox (5e Race)]]<br />
*[[Bloodraven (5e Race)]]<br />
*[[Animated Armor (5e Race)]]<br />
*[[Arachonomicon; the Book of Spiderkind (4e Sourcebook)]]<br />
*[[Farspawn (4e Race)]]<br />
*[[Sunken Rlyeh (5e Environment)]]<br />
*[https://www.dandwiki.com/w/DanDWiki%20Map The wiki map] by {{user|ConcealedWife}}<br />
<br />
==Awards==<br />
{| style="border: 1px solid gray; background-color: #fdffe7; width: 500px"<br />
|rowspan="2" | [[Image:Barnstar.png|100px]]<br />
|style="font-size: x-large; padding: 0; vertical-align: bottom; height: 1.1em;" | '''Barnstar &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; '''<br />
|-<br />
|style="vertical-align: top; border-top: 1px solid gray;" | I hereby award you this barnstar for the excellent work you have done adding lore to multiple 5e races and bringing incomplete races to a playable state. Thank you very much! Know now that your diligence does not go unappreciated! [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 20:15, 25 December 2018 (MST)<br />
|}<br />
*[[Image:Cscr-featured.png|25px|link=]][[Apocalypto (5e Class)]] -- First Featured Article! Thanks to all the admins who helped fix it up, and thanks to everyone who voted!<br />
*[[Image:Cscr-featured.png|25px|link=]][[Aarongar (5e Race)]] -- First Featured Race! Thanks to everyone for their suggestions and voting!<br />
==User Stuff==<br />
Stuff only for my use. Free to look at.<br/><br />
[[User:Yanied/Sandbox|Testbox]]<br/><br />
[[User:Yanied/Adventure Log|Adventure Log]]<br/><br />
[[User:Yanied/Imagebox|Imagebox]]<br/><br />
[[User:Yanied/Workstation|Workstation]]<br/><br />
[[User:Yanied/Test Material|Testing Materials]]<br><br />
'''Always Useful:'''<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:60em;"><br />
<br />
<tt><nowiki><div class="externalimage-holder" style="width:30%;float:right;"></nowiki></tt><br />
<tt><nowiki>{| class="4e" style="float:right"</nowiki></tt><br />
<tt><nowiki>!<img link></nowiki></tt><br />
<tt><nowiki>|-</nowiki></tt><br />
<tt><nowiki>|By [img link]</nowiki></tt><br />
<tt><nowiki>|}</div></nowiki></tt><br />
----<br />
<nowiki><div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div></nowiki><br />
----<br />
<tt><nowiki><div class="externalimage-holder" style="width:30%;float:right;"></nowiki></tt><br />
<tt><nowiki>{| class="D20" style="float:right"</nowiki></tt><br />
<tt><nowiki>!<!--img link--></nowiki></tt><br />
<tt><nowiki>|-</nowiki></tt><br />
<tt><nowiki>|By [<!--src-->]</nowiki></tt><br />
<tt><nowiki>|}</nowiki></tt><br />
<tt><nowiki></div></nowiki></tt><br />
----<br />
<nowiki>{{{!}} class="5e" style="text-align: left;"<br />
! Table {{!}}{{!}} {{!}}{{!}} <br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} ipso {{!}}{{!}} lorem {{!}}{{!}}<br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} {{!}}{{!}} {{!}}{{!}}<br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} {{!}}{{!}} {{!}}{{!}}<br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} {{!}}{{!}} {{!}}{{!}}<br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} {{!}}{{!}} <br />
{{!}}}</nowiki><br />
----<br />
*{{4e Power/Sandbox instead of {{4e Power and {{User Creature instead of {{Stat Block 2<br />
*{{4e User Magic Item instead of {{4e Magic Item<br />
*{{4e User Racial Traits instead of {{4e Racial Traits<br />
*{{4e User Creature Top Essentials instead of {{4e Creature Top Essentials<br />
----<br />
*[[Template:City Table]] for 3.5e<br />
*[[Template:Planar Template]] for 3.5e<br />
</div><br />
----<br />
===Subpages===<br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new Subpage<br />
default=My Page<br />
prefix=special:MyPage/<br />
editintro=Add Instructions<br />
preload=<br />
</inputbox><br/><br />
<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:60em;"><br />
*[[User:Yanied/WIP/1|Razing Buster]] - from the original [[God Seeker (5e Class)]]. I made the original class to be something pretty awesome yet with well enough restraint but I can no longer be proud of it in its current state. The current version on this site is what was left after Blobby383b was done with it because it was supposedly overpowered. This version is even MORE overpowered.<br />
*[[User:Yanied/WIP/2|Medico della Pestes]] - made for my tastes<br />
*[[User:Yanied/WIP/3|God Seekers]] <br />
*[[User:Yanied/WIP/5|OP Campaign Stuff]]<br />
*[[User:Yanied/WIP/6|Drifter]] - made for a space campaign<br />
*[[User:Yanied/WIP/7|Android]] - space, my version<br />
*[[User:Yanied/WIP/8|Misc Space Stuff]] - space<br />
*[[User:Yanied/WIP/19|Plaguespreader]] - even MORE op<br />
*[[User:Yanied/Original Grim Reaper]] - Original before rebalance<br />
*[[User:Yanied/New System?|New System]] - herp a derp<br />
*[[User:Yanied/SINoALICE|SINoALICE]] - Yoko Taro's Gacha game I want to make a game for<br />
*[[User:Yanied/Akuma no Riddle|AnR]] - Silly game of useless assassins I felt like doing<br />
*[[User:Yanied/Gamer|The Gamer]] - My version of the [[Gamer (5e Class)|Gamer]] class<br />
*[[User:Yanied/Hybrid BoB System|BoB-DnD]] - Modern?<br />
*[[User:Yanied/4.5e|4.5e System]] - Bringing back 4e with some 5e and then some other stuff mishmash<br />
*[[User:Yanied/Misc Lores|Misc Lore]]<br />
*[[User:Yanied/Brainworms|Brainworms]] - stuff I think about too much.<br />
</div><br />
----<br />
[[Category:Flavor Helper]]<br />
[[Category:Artist Helper]]<br />
[[Category:Featured Article Nomination Helper]]<br />
[[Category:Formatting Helper]]<br />
[[Category:4e Balancing Helper]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Tortle_(4e_Race)&diff=1825867Tortle (4e Race)2024-03-27T00:58:16Z<p>Yanied: will add stuff if it ever comes back up. I can't think of any rn</p>
<hr />
<div><br />
== Tortle ==<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{| class="4e" style="float:right"<br />
!https://static.wikia.nocookie.net/forgottenrealms/images/7/7f/Tortle-3e.jpg<br />
|-<br />
|By [[w:Frank Brunner|Frank Brunner]]<br />
|}</div><br />
'''Under the notion of houses on their backs, these turtle-like humanoids have a wanderlust and rarely feel the need to settle down.'''<br />
<br />
{{4e Racial Traits<br />
|height=5'0"-6'0"<br />
|weight=450-500 lb.<br />
|abilities=+2 Constitution, +2 Wisdom or Strength<br />
|size=Medium<br />
|speed=6 squares<br />
|vision=Low-light <br />
|languages=Common, Draconic<br />
|skills=+2 Endurance, +2 Nature<br />
|trait1=Enduring Constitution<br />
|description1=You have a +1 racial bonus to Fortitude saves.<br />
|trait2=Reptile<br />
|description2=You are considered a reptile for the purpose of effects that relate to the reptile keyword.<br />
|trait3=Withdraw<br />
|description3=You have the ''withdraw'' racial power.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|trait6=<br />
|description6=<br />
}}<br />
<br />
{{4e Power<br />
|name=Withdraw<br />
|owner=Race<br />
|class=Tortle<br />
|type=Utility<br />
|usage=Daily<br />
|flavor=You hastily retreat into your shell, gaining immense protection from your carapace, so long as you remain where you stand.<br />
|keyword1=<br />
|keyword2=<br />
|keyword3=<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Immediate Interrupt<br />
|trigger=You are hit by a melee attack.<br />
|range=Personal<br />
|rangemod=<br />
|target=<!-- Primary target for the power. --><br />
|attack=<!-- Attack stat against the primary target. --><br />
|defense=<!-- Defense stat for the primary target. --><br />
|attackextra=<!-- Anything to add after "attack vs. defense" --><br />
|hit=<!-- What to do when the primary attack hits. --><br />
|miss=<!-- What to do when the primary attack misses. --><br />
|secondarytarget=<!-- Secondary target for the power. --><br />
|secondaryattack=<!-- Attack stat against the secondary target. --><br />
|secondaryattackextra=<!-- Anything to add after "attack vs. defense" --><br />
|secondarydefense=<!-- Defense stat for the secondary target. --><br />
|secondaryhit=<!-- What to do when the secondary attack hits. --><br />
|secondarymiss=<!-- What to do when the secondary attack misses. --><br />
|tertiarytarget=<!-- Tertiary target for the power. --><br />
|tertiaryattack=<!-- Attack stat against the tertiary target. --><br />
|tertiaryattackextra=<!-- Anything to add after "attack vs. defense" --><br />
|tertiarydefense=<!-- Defense stat for the tertiary target. --><br />
|tertiaryhit=<!-- What to do when the tertiary attack hits. --><br />
|tertiarymiss=<!-- What to do when the tertiary attack misses. --><br />
|effect=You gain a +4 to all defenses until the end of your next turn. You cannot move until this power effect ends.<br />
|extra=<!-- Any extra text you want to add. --><br />
|sustain=<!-- How the power is sustained. --><br />
|special=<!-- Special text. --><br />
}}<br />
<br />
The tortle are a resilient and well-traveled people originating from the southern area of Chult. Their relatively inconspicuous presence in the world was due to seclusion formed after world-changing events isolated them geographically. It is only in more recent times that they had begun to interact once more with the rest of the world. Eager to learn, tortle are hardly one to shy away from new and foreign cultures. They aim to learn and consume all knowledge they can while they yet live, so that they may pass on this wealth to the next generation.<br />
<br />
Play a tortle character if you want...<br />
*To wander the world in search of new experiences.<br />
*To be someone who never settles in a single place for too long.<br />
*To carry your sturdy shield of a home on your back.<br />
<br />
=== Physical Qualities ===<br />
Tortle are often referred to as turtlefolk. They are reptilian humanoids with a prominent shell on their back. This shell is often thick and textured with patterns like hexagons and even studded with minor spikes. Tortle's skin is thick and leathery-scaled. Their skins range in colors from greens, browns, and even yellowish colors. Their heads are usually rounded with a slight beak instead of lips and teeth. Some tortles might have pointed skulls. Tortle eyes are slightly side-facing. Their hands and feet are tipped with thick claws that function as human fingers do. Tortle do not usually have long tails that stick out from their shells, though this is a variable trait.<br />
<br />
=== Attitudes and Beliefs ===<br />
The tortle are not a long-living race, though they can certainly appear so. Tortle usually die after about 50 years of age, by then which they are already elderly. As such, they try to travel as much as they can to learn whatever they can. Their voracious appetite for knowledge and life itself is why they left their homeland and became largely a race of travelers. Tortle do not get homesick because they believe their home is their shell. So, it goes everywhere with them. This is also a metaphorical sense since tortle shells can sometimes carry markings or paraphernalia accrued from their many travels, and thus it represents their life and everything they have done. <br />
<br />
Tortle typically reproduced near the latter half of their lifespans, which is the only time they abandon their lives of travel in favor of rearing the future. This usually left only a small window of time for them to teach their young all they knew. Tortles were heavily reliant on their children to carry on their knowledge and traditions and this teaching phase is extremely important for that reason. These young tortles will be orphaned once their parent passes away, after which they are expected to use all they had been taught to continue traveling and surviving, carrying on their parent's legacy. This makes tortles unfortunately vulnerable to cultural loss since many of their traditions are not written, though some are turning to pen and paper as well as imprinting on their children.<br />
<br />
===Tortle Communities ===<br />
Tortles do not have beginning nor ending communities. Their lives begin within their starter family and they hope to die with families of their own at the end of their lives of wanderlust. The nonexistence of the desire to settle makes it hard for permanent tortle settlements to form. However, some tortles do manage stopovers that they know others will frequent, like a shop in a popular town transit hub. One may find many tortles in cities where roads converge and many different people from all walks of life gather. As such, tortles and their desire to wander are no secrets to anyone. People find tortles sensical adventurers, given their wanderlust. Tortles are still a very small minority when it comes to the many creatures that walk the realm, making them a bit of a sight in many places outside of the jungles.<br />
<br />
=== Tortle Adventurers ===<br />
<br />
Tortles are naturally adventurous! They want to go and travel shortly after just being born, and their inherent wanderlust drives them to do so throughout the rest of their lives. It's not about the money or fame for tortles, but more so about satiating their wandering desires and experiencing new things. Tortles therefore usually have a bit of fearlessness to themselves, but they are not fools. They know they need a bit of robust training to prepare themselves for their anticipated journeys ahead. As a result, many tortles are defenders.<br />
<br />
'''Fighter:''' One of the most innate tenets for tortles is that defense is an excellent offense. The ability to withstand damage and keep going is crucial to any adventurer. You can't let some scrapes take you out of your journey. As such, fighter tortles are very common, utilizing their natural defenses with fortified training to brave through any obstacle in their way.<br />
<br />
'''Runepriest:''' The search across the world for new and exciting things can sometimes mean finding divine powers that belonged to gods in the old times, when the deities roamed the land. Runepriest tortles are not exactly common, but they do exist and thrive off a combination of wanderlust and desire to learn. Rune language is a lost art that has many parts scattered across the land. Runepriest tortles seek these fragments of ancient power.<br />
<br />
'''Warden:''' This class is not exactly the most intuitive choice for tortles. Wardens are typically stalwart defenders of the natural world against encroaching influences. Tortles are not strictly forest dwellers, but they are sympathetic to the natural world. Warden tortles wander the world as sort of patrol, monitoring the health of forests and other natural environments. <br />
<br />
Three sample tortle adventurers are described below.<br />
<br />
Sorgrol is a tortle fighter looking to cross over mountain ranges and reach the wide open sea by foot. Her father was such an adventurer and she had listened avidly to his stories whilst he raised her. She seeks to surpass his experiences with her own two feet. Her step is steady and her shell is hard to weather the cold alps and dangerous highlands.<br />
<br />
Enthugg is a tortle runepriest that is seeking the words of power to cure a dangerous plague back home. He has only a few rune terms under his belt and he is eager to find more, no matter how dangerous it gets. Those back home are not only ill family but also innocents that he cannot fathom succumbing to this plague. Having joined a group of like-minded adventurers, Enthugg is eager not to let more life fade before his eyes.<br />
<br />
Barga is a tortle warden that wanders the world as a sort of last hurrah. She had already had children and raised them all she could before leaving on her new journey. Seeing the destruction of many scenic and beautiful lands, she devotes herself to protecting these lands and finding out the source of their destruction. For her, it is important to preserve these lands for others after her to see, like her children when they go and inevitably adventure as well.<br />
<br />
=== Roleplaying a Tortle ===<br />
<br />
When creating a tortle adventurer, here are a few points to consider. <br />
<br />
'''Wanderer.''' Above all, tortles are worldly wanderers in search of new experiences to tuck under their belts. Tortles aren't the most comfortable with settling down in a single place for so long. This sometimes lends itself to over-curiosity and even impatience to keep moving.<br />
<br />
'''Carrying On Memories.''' Traditions are important to tortles and they carry these with them in the forms of trinkets that decorate their shells. Their travels are documented so that they have proof and can show these to others, thus sharing their experiences and having them live beyond their own lives. This is part of the main motivation for them to have children at the end of their lives.<br />
<br />
'''Home is Where the Heart, or Shell, is.''' Tortles carry their home on their backs. In that same way, they acclimate well to new places so long as they have something to anchor them. A roof over their heads is secondary to good company and stories around a fire.<br />
<br />
'''Tortle Characteristics:''' Adaptive, wandering, adventurous, curious, open-minded, eager<br />
<br />
'''Tortle Male Names:''' Grosol, Nogo, Sagmaw, Abalo, Eloro<br />
<br />
'''Tortle Female Names:''' Enso, Nagra, Hawhaw, Balan, Palo<br />
<br />
<br />
<vote type=1/><br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Natural Origin]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Reptile Keyword]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Pangolinomad_(5e_Race)&diff=1825858Pangolinomad (5e Race)2024-03-27T00:51:43Z<p>Yanied: /* Society */ some grammar and spelling fixes</p>
<hr />
<div>==Pangolinomad==<br />
{{quote|This is a world of wonders and enlightenment, but also of dangers and excitement, to some extent. Many just want to live peacefully, and we, members of the forests and world, will respect that decision. I expect you to do the same, young one|orig=An elderly pangolinomad giving advice to young visitors}}<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://66.media.tumblr.com/1046fd50787f61b26c1f66c9f0b00f26/tumblr_pxjm7uOkRq1xh5liso1_1280.png|By [https://www.tumbral.com/blog/malleymoon MalleyMoon]}}<br />
</div><br />
Pangolinomad are a strange type of beastfolk. at first people thought that they were a type of lizardfolk though this has been proven to not be the case. They have the average height of humans. They could be taller, though this is unknown as they normally hunch over. Their backs and tails are covered in spiny plates that, after some studies, showed to be made of keratin, the same substance that makes up fingernails. These scales are also attached to muscles that allow them to aim them at the predator. They seem to be normal pangolins, but enlarged, with the only other differences being their high intelligence and opposable thumbs. Females, whilst still having some fat on them, are comparably thinner compared to the males who are much fatter.<br />
<br />
===History===<br />
They are believed to have come about when a wizard trying to recreate the process of slothfolk had finally figured it out. However, just like the original recipe, the odor was toxic to non-animals, causing the wizard to pause and leave the potion to a family of thirsty pangolins, who then brought others to the brew. Since then they have expanded though this is all theory and not fully known as only the oldest pangolins known of the true origin. They are known to have lived and interacted with a variety of reptilian races due to their location and appearance.<br />
<br />
===Society===<br />
Pangolin is short for the full name, pangolinomad, which attests to their nomadic lifestyle. They live in large groups called basks. They are split on religion; some prefer to believe the things that happen are caused by how the world works, and others believe gods control the world. However, no matter what, groups and families will care for each other. Another thing that is common among pangolins, specifically mothers, and brings upon an adorable factor to onlookers, is that pangolinomads for the first few years of their life will ride on their mother's tail until they can walk. Very few ever leave a bask. But when they do, they normally return before they die, wishing to be buried with their forefathers. Another factor of capabilities is their shedding, they will shed every 2-3 years when danger is not present, during this time a numbing agent is secreted into the muscles and the scales fall off. However, due to the magic flowing through them, their scales are stolen for medicinal potions. Because of this premature shedding, they may bleed as if on a blood thinner, with no known end until the scales grow back, which by that time, maybe too late. <br />
<br />
Pangolinomads, specifically tree ones, are more commonly known to live in tree-house villages connected by bridges. For about 2-3 years after the village is built, they typically migrate. Before moving on to the next place, they take only essentials with them, such as easy contraptions and books and shelves, really anything they can carry. This is also all set up first. One unique contraption they have is a rope connected to a bell, which they put other members on shifts to watch. When rung, an elevator lowers and all capable visitors hop on and are lifted. This is usually one of the only ways creatures that cannot fly get up to their tree villages.<br />
<br />
===Pangolinomad Names===<br />
Pangolinomads normally name their children after creatures they have found fascinating whether plant or animal. Because of this, names are asexual but normally you can gender by the name.<br />
<br />
'''Male:''' Burberry, Comet, Glaceu, Fiddlehead<br />
<br />
'''Female:''' Eiska, Terra, Elmlin, Yew<br />
===Pangolinomad Traits===<br />
{{5e Racial Traits<br />
|summary=Large pangolin creatures with a fit ability for knowledge.<br />
|abilities=Your {{5a|int}} score increases by 1.<br />
|age=Though they mature around 10 this is considered teenage years. They reach adulthood around 30. Considered elderly at 50 and live to 75.<br />
|alignment=Pangolinomads are naturally shy and because of this are neutral.<br />
|size=You are around 5 feet tall. Your size is Medium<br />
|speed=Your base walking speed is 25 feet. <br />
|trait1={{5E|Darkvision}}<br />
|description1={{5e Darkvision}}<br />
|trait2=Scaly Armor<br />
|description2=While unarmored, your Armor Class is equal to 13 + your {{5a|dex}} modifier. You may use a shield and still gain this benefit.<br />
|trait3=Scaly Defense<br />
|description3=You can curl into a protected ball as a {{5e|bonus action}}. Until you emerge, you gain a +3 bonus to AC, and you have {{5e|advantage}} on {{5a|dex}} saving throws. While in a ball, you are {{5c|prone}}, your speed is 0 and can't increase, you have disadvantage on {{5a|str}} saving throws, you can't take reactions, and the only action you can take is a {{5e|bonus action}} to emerge from your curl.<br />
|trait4=Long Memory<br />
|description4=You have {{5e|advantage}} on {{5a|int}} ({{5s|history}}) checks to recall something from within the past year.<br />
|trait5=Beast<br />
|description5=Your creature type is beast instead of humanoid. As such, you are immune to spells like ''{{5e|Crown of Madness}}'' or ''{{5e|Dominate Person}}'' because they specifically target humanoids.<br />
|languages= You can speak, read, and write Common. <br />
|subrace=Pangolinomadomads are split into two other races, tree and ground pangolinomads which have different ways of foraging.<br />
}}<br />
<br />
====Tree Pangolinomad====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Natural Climber<br />
|description1=You have a climbing speed of 15 feet.<br />
}}<br />
<br />
====Ground Pangolinomad====<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 2.<br />
|trait1=Sturdy Walker<br />
|description1=You have {{5e|advantage}} on saving throws against being knocked {{5c|prone}}.<br />
}}<br />
<br />
===Racial Feat===<br />
</div><br />
====Defensive Roll====<br />
''Prerequisites: Pangolinomad, Level 16''<br/><br />
When you use your Scaly Defense, your base walking speed instead increases to 35 feet. In addition, if you move 10 feet straight towards a target and use an action to attack in the same turn, the target must succeed a {{5a|str}} {{5e|saving throw}} with a DC equal to 8 + your {{5e|proficiency bonus}} + your {{5a|str}} modifier or be knocked {{5c|prone}}.<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Pangolinomad<br />
|feet=5<br />
|inches=0<br />
|heightmod=2d8<br />
|weight=130<br />
|weightmod=2d4<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Beast Type]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Talk:Chrisanthor_(5e_Race)&diff=1825743Talk:Chrisanthor (5e Race)2024-03-26T15:29:25Z<p>Yanied: suggestions</p>
<hr />
<div>I wanna know how to balanced this race.<br />
:From the looks of it, it could use a bit of a brush up. Firstly, you might want to use the race trait template, since that makes things a lot easier to use. [[5e Race Preload|Here]] it is.<br />
:*ASI is +3. Standard, that's fine<br />
:*Size and speed are fine.<br />
:*Magical absorption has that wording flaw of "once per long rest". See how races like Volo's lizardfolk word their hungry jaws. You see the recharge clause at the end. IT's worded so to avoid the misinterpretation that you can stack these uses up thru long rests (or something). Aside from that, this trait is very strong and versatile, as it grants a free spell of NO RESTRICTED level (save your own spell levels) from some dead spellcaster you find. This part needs to be fleshed out a bit to define and restrict also what monsters you can even take magic from. Also, because this allows for unlimited casting (no spell slot req), this is highly abusable. Suggestion is just to give a set spell list to pick from when you us this trait, and have it all be cantrips.<br />
:*Flower comm gives message, which is a nifty cantrip. That's fine if not for the thing above. Adds to the overpowered-ness<br />
:*Natural resilience is same as flower comm. Good to have, not crazy on its own.<br />
:*Nature's ward just buffs the power of this race at a later level, which just adds to the overpowered-ness. If not for magical absorption, though, going from a cantrip message and then to entangle at 3rd level is decently balanced.<br />
:*Vulnerabilities and cold sensitivity come off as attempts to falsely balance this class by giving it weaknesses to fire and cold. This is a tactic from the older editions, but it is not encouraged in 5e.<br />
:In short, I think this race would be fine without magical absorption and the vulnerabilities. If that is a must-have to highlight the race uniqueness, it needs to be heavily restricted and pared down because the current state would be havoc to deal with. Like, what if you find a magical creature that isn't a spellcaster and absorb its magic? What spell do you get then? Also, what if they have a 3rd level spell on their list and you just use that without spell slots just because you have the slot level? That could be fireball spam for 24 hours since you don't need to actually use any slots! Keep in mind that monster spellcasters also don't have class spell lists like players. Otherwise, though, magic plant people is kind of nice. Absorption theme reminds me of the [[Alraune (5e Race)]]--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 09:29, 26 March 2024 (MDT)</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Elemental_Oni_(5e_Class)&diff=1825737Elemental Oni (5e Class)2024-03-26T15:14:54Z<p>Yanied: Reverted edits by Yami 15 (talk) to last revision by Anastacio</p>
<hr />
<div>{{Protection Against IP Edits}}<br />
<br />
== Elemental Oni ==<br />
<br />
Elemental Oni, or Oni Monks, are a unique type of monk. Unlike the traditional monk, they are able to fight with heavy and some special weapons due to their Oni physics. They are taught by Oni elemental martial arts when they are young. They become a master of whatever element they are taught. They can produce and control their elements from any part of their body, which can be used in the form of both melee and ranged combat. The generated element can be manipulated in a wide variety of ways, but their type is fixed. However, they can be given a material manifestation. Due to their Oni mentors, they possess keener senses such as sight, hearing and smell. They also have some defining physical characteristics such as sharper canines, a different color of skin or another characteristic that reassemble Oni or Half-Oni.<br />
<br />
=== Creating a Elemental Oni ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://pm1.aminoapps.com/7158/9641a4e82acc6b672cd2485d32a6b4a4e99a889br1-736-1063v2_hq.jpg|A Half-Oni after a ferocious battle, https://aminoapps.com/c/rpg-okasa/page/item/raca-oni/RrRv_qjruvI14KjrJEeeWx41Vzq5o35pQPr}}</div><br />
<br />
What led you to learn these skills? Did you grow up in one of these monasteries? Did you receive training from a private master?<br />
<br />
;Quick Build<br />
You can make a Elemental Oni quickly by following these suggestions. First, {{5a|str}} or {{5a|dex}} should be your highest ability score, followed by {{5a|con}}. Second, choose the Eremitic or Outlander background. Third, choose [[Yama no Oni (5e Race)|Oni]] or [[Half-Oni, Variant (5e Race)|Half-Oni]] race. <br />
<br />
{{5e Class Features<br />
|name=Elemental Oni<br />
|summary=Oni who have talent to battle and control their inner energy to generate elements.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light armor.<br />
|weapons=Simple Weapons, Martial Weapons.<br />
|tools=One of your choice.<br />
|saves={{5E|Dexterity}} and {{5E|Constitution}}<br />
|skills=Choose three of {{5s|Acrobatics}}, {{5s|Arcana}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Stealth}} and {{5s|Survival}}<br />
|item1a=A Dungeoneer's pack<br />
|item1b=A explorer's pack<br />
|item1c=<br />
|item2a=1 Simple Weapon<br />
|item2b=1 Martial Weapon<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4x10gp.<br />
|classfeatures1={{inpage|Oni Skin Color}}, {{inpage|Oni Resilience}}, {{inpage|Demonic Martial Arts}}<br />
|classfeatures2={{inpage|Demon Movement}}, {{inpage|Demonic Senses}}, {{inpage|Hellish Ki}}<br />
|classfeatures3={{inpage|Oni Archetype}}, {{inpage|Devour Element}}<br />
|classfeatures4={{inpage|Slow Fall}}<br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Stunning Strike}}<br />
|classfeatures6={{inpage|Hellish Ki Empowered Strike}}, {{inpage|Oni Archetype}}<br />
|classfeatures7={{inpage|Evasion}}, {{inpage|Chaotic Mind}}, {{inpage|Focused Aim}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Regeneration}}<br />
|classfeatures10={{inpage|Oni Archetype}}<br />
|classfeatures11={{inpage|Infernal Presence}}<br />
|classfeatures12={{inpage|Oni's Raging Blast}}<br />
|classfeatures13={{inpage|Half-Oni Form}}<br />
|classfeatures14={{inpage|Oni Archetype}}<br />
|classfeatures15={{inpage|Timeless Body}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Full Oni Form}}<br />
|classfeatures18={{inpage|Oni Archetype}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Mountain Deva}}<br />
|extra1_name=Demonic Martial Arts<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=1d10<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d12<br />
|extra1_14=1d12<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Hellish Ki points<br />
|extra2_1= -<br />
|extra2_2=4+Con<br />
|extra2_3=6+Con<br />
|extra2_4=8+Con<br />
|extra2_5=10+Con<br />
|extra2_6=12+Con<br />
|extra2_7=14+Con<br />
|extra2_8=16+Con<br />
|extra2_9=18+Con<br />
|extra2_10=20+Con<br />
|extra2_11=22+Con<br />
|extra2_12=24+Con<br />
|extra2_13=26+Con<br />
|extra2_14=28+Con<br />
|extra2_15=30+Con<br />
|extra2_16=32+Con<br />
|extra2_17=34+Con<br />
|extra2_18=36+Con<br />
|extra2_19=38+Con<br />
|extra2_20=40+Con<br />
|extra3_name=Demon Movement<br />
|extra3_1= -<br />
|extra3_2=+5 ft.<br />
|extra3_3=+5 ft.<br />
|extra3_4=+5 ft.<br />
|extra3_5=+10 ft.<br />
|extra3_6=+10 ft.<br />
|extra3_7=+10 ft.<br />
|extra3_8=+10 ft.<br />
|extra3_9=+15 ft.<br />
|extra3_10=+15 ft.<br />
|extra3_11=+15 ft.<br />
|extra3_12=+15 ft.<br />
|extra3_13=+20 ft.<br />
|extra3_14=+20 ft.<br />
|extra3_15=+20 ft.<br />
|extra3_16=+20 ft.<br />
|extra3_17=+25 ft.<br />
|extra3_18=+30 ft.<br />
|extra3_19=+30 ft.<br />
|extra3_20=+30 ft.<br />
}}<br />
<br />
<br />
==== Oni Skin Color ====<br />
<br />
As Oni blood flows through your body, it causes physical traits of your Oni type to emerge. At 1st level, you choose one type of skin color equal to your Oni or Half-Oni race. Your choice will determine what type of damage some features will deal:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Oni Skin Color !! Elemental Damage<br />
|-<br />
| Red || Fire<br />
|-<br />
| Blue || Cold<br />
|-<br />
| White || Radiant<br />
|-<br />
| Black || Necrotic<br />
|}<br />
<br />
==== Oni Resilience ====<br />
Starting at 1st level, when you aren't wearing armor and not wielding a shield, your AC equal to 10 + {{5a|str}} or {{5a|dex}} modifier + {{5a|con}} modifier.<br />
<br />
You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
<br />
==== Demonic Martial Arts ====<br />
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Elemental Oni weapons, which are any Simple and Martial Weapons. You gain the following benefits while you are unarmed or wielding weapons that you have proficiency and you aren't wearing armor or wielding a shield:<br />
<br />
*You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Elemental Oni weapons.<br />
<br />
*You can roll a d6 in place of the normal damage of your unarmed strike or demon monk weapon. This die changes as you gain Elemental Oni levels, as shown in the Martial Arts column of the Elemental Oni table.<br />
<br />
*When you take the Attack action and make an attack with a melee weapon, you can make one unarmed strike as a bonus action.<br />
<br />
*Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 ft. to an unoccupied space, provided the target is no more than one size larger than you.<br />
<br />
==== Demon Movement ====<br />
Starting at 2nd level, your speed movement increases by 5 feet. while you are not wearing armor or wearing a shield. This bonus increases when you reach certain Elemental Oni levels, as shown in the Elemental Oni table.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
At 18th level, you gain the ability to fly using the magic Oni blood in your veins. Your flying movement is equal to your base movement and you don't fall if you end your turn in the air.<br />
<br />
==== Demonic Senses ====<br />
<br />
At 2nd level, your superior Oni instinct alert you to incoming danger. You gain proficiency in {{5s|Perception}}. If you are already proficient in this skill, you add twice your proficiency bonus on checks made with this skill.<br />
<br />
You also gain advantage in all your {{5a|wis}} ({{5s|Perception}}) checks that rely on vision, smell or hearing.<br />
<br />
==== Hellish Ki ====<br />
Starting at 2nd level, your training allows you to harness the mystic energy of hellish ki. Your access to this energy is represented by a number of hellish ki points. Your elemental Oni level determines the number of points you have, as shown in the Hellish Ki Points column of the Elemental Oni table.<br />
<br />
You can spend these points to fuel various hellish ki features. You start knowing four such features: Demonic Flurry of Blows, Abyssal Patient Defense, Corrupted Step of the Wind and Giant Enhance. You learn more hellish ki features as you gain levels in this class.<br />
<br />
When you spend a hellish ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended hellish ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your hellish ki points.<br />
<br />
'''Hellish Ki save DC = 8 + your proficiency bonus + your Constitution modifier.'''<br />
<br />
'''Hellish Ki attack roll = your proficiency bonus + your Constitution modifier.'''<br />
<br />
;Demonic Flurry of Blows. <br />
Immediately after you take the Attack action on your turn, you can spend 1 hellish ki point to make two unarmed strikes as a bonus action.<br />
<br />
;Abyssal Patient Defense. <br />
You can spend 1 hellish ki point to take the Dodge action as a bonus action on your turn.<br />
<br />
;Corrupted Step of the Wind. <br />
You can spend 1 hellish ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.<br />
<br />
;Giant Enhance<br />
When you deal damage with unarmed strikes or Oni monk weapons, you can spend 1 hellish ki point to deal additional damage die of your Demonic Martial Arts die for each point spent, with the damage depending on your skin color type (e.g: if you're a Red Oni, you deal an additional fire damage). The limit of points you can spend in this feature is equal to your proficiency bonus.<br />
<br />
==== Oni Archetype ====<br />
At 3rd level, you chose a Oni Archetype based on your Oni skin color. Choose between Red Oni, Blue Oni, White Oni and Black Oni detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.<br />
<br />
==== Devour Element ====<br />
Starting at 3rd level, you can use your reaction when you take damage from a damage type related to your Oni Skin Color, to absorb that damage. When you do so, the damage you take from that type is reduced by 1d10 + your {{5a|con}} modifier + your Elemental Oni level.<br />
<br />
If you reduce the damage to 0, you can devour it. When you devour an element, you can spend 1 ki point to regain hit points equal to the amount of damage reduced. Any amount of hit points that would surpass your maximum amount of hit points are converted into temporary hit points instead.<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Slow Fall ====<br />
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Elemental Oni level.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. <br />
<br />
==== Stunning Strike ====<br />
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 hellish ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.<br />
<br />
==== Hellish Ki Empowered Strike ====<br />
Starting at 6th level, your unarmed strikes count as magical and silvered for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
In addition, whenever you use hellish ki to cause damage from your Oni Skin Color type, you ignore the resistance to that damage type.<br />
<br />
==== Evasion ====<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Demonic Mind ====<br />
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. You also gain advantage to resist to be charmed or frightened.<br />
<br />
==== Focused Aim ====<br />
Also at 7th level, when you miss with an attack roll, you can spend 1 to 3 infernal ki points to increase your attack roll by 2 for each of these hellish ki points you spend, potentially turning the miss into a hit.<br />
<br />
==== Yokai Body ====<br />
At 10th level, your mastery of the hellish ki flowing through you makes you immune to disease and poison.<br />
<br />
==== Infernal Presence ====<br />
Beginning at 11th level, you can channel the dread presence of a Oni, causing any hostile creature around you to become awestruck or frightened. As an action, you can spend 6 hellish ki points to draw on this power and exude an aura of awe or fear (you choice) to a distance of 60 ft. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw, on a failure, it will be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.<br />
<br />
While Infernal Presence is active, you also exude an aura of the elemental type of your Oni Skin Color. Any hostile creature that ends its turn within a 10 ft. radius of you takes twice your Demonic Martial Arts die + your {{5a|con}} modifier damage.<br />
<br />
==== Oni's Raging Blast ====<br />
Starting at 12th level, as an action, you can use 6 hellish ki points to unleash a ball or ray (you choice) of pure energy at an enemy. This special attack is a ranged spell attack with a range of 30/60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. This deals 6d10 of your Oni Archetype damage. You can also add 1 hellish ki point to increase the damage, the limit of points you can add is equal to your proficiency bonus. <br />
<br />
==== Half-Oni Form ====<br />
Starting at 13th level, you have learned to embrace the demonic power running in your veins. Spending 10 hellish ki points, you can take a bonus action to enter into a Half-Oni Form for 1 minute or until you dispel on a free action. During this form, your claws, horns and teeth grow, and your skin changes color, depending on your Oni Archetype. You must be a Half-Oni to use this feature.<br />
<br />
When you enter Half-Oni Form, you gain the followings benefits:<br />
<br />
* Your skin change the color based on your Oni Archetype and become more resistant than normally. You gain +1 on your AC. In addition, you gain temporary hit points equal to 5 + 5 times your level in this class.<br />
<br />
* As a Oni, you have natural weapons, treat them as a simple weapons which you have proficiency, they are the followings: claws (slashing damage), bite (piercing damage) and horns (piercing damage), all dealing the same damage of your Demonic Martial Arts die.<br />
<br />
* Depending on your Oni Skin Color, the followings abilities scores increases +2, up to 20:<br />
{| class="wikitable"<br />
|-<br />
! Oni Skin Color !! Abilities Scores<br />
|-<br />
| Red || {{5a|str}} and {{5a|con}}<br />
|-<br />
| Blue || {{5a|int}} and {{5a|cha}}<br />
|-<br />
| White || {{5a|int}}, {{5a|wis}} and {{5a|cha}}<br />
|-<br />
| Black || {{5a|str}}, {{5a|dex}} and {{5a|con}}<br />
|}<br />
<br />
* Due to your element constantly flowing out, your unarmed strikes deal an additional Demonic Martial Arts damage die of your Oni Skin Color. In addition, you can hit creatures within 10 ft. of you.<br />
<br />
==== Timeless Body ====<br />
At 15th level, your hellish ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.<br />
<br />
==== Full Oni Form ====<br />
At 17th level, if you are a Half-Oni, you become able to unlock a next stage of your Demonic inheritance. As an action and by spending 15 hellish ki points, you can become a Complete Oni. On a elemental burst caused by the transformation, all creatures within 20 ft. of you must make a Dexterity saving throw, on a failure, they will take 5 Demonic Martial Arts die + your {{5a|con}} modifier. On a success, they will take half of the damage. You gain the following benefits for 1 minute while you are in this form:<br />
<br />
* You gain +2 on your AC and temporary hit points equal to 10 + 5 times your level in this class.<br />
<br />
* As a Full Oni, you have natural weapons, treat them as a simple weapons which you have proficiency, they are the followings: claws (slashing damage), bite (piercing damage) and horns (piercing damage), all dealing twice of your Demonic Martial Arts die damage.<br />
<br />
* You gain +3 on your abilities scores, depending on your Oni Archetype, up to 22.<br />
<br />
* Due to your element constantly flowing out, your unarmed strikes deals an additional twice your Demonic Martial Arts damage die, based on Oni Skin Color. In addition, your attacks now can hit targets within 15 ft. of you.<br />
<br />
* You have advantage on your attacks with unarmed strikes.<br />
<br />
* You gain an additional action on each of your turns. That action can be used to take Dash, Disengage, Dodge, Attack or Use an Object actions.<br />
<br />
==== Mountain Deva ====<br />
At 20th level, you finally unleash your true power, becoming a Demi-godlike Oni. Your abilities listed on your {{inpage|Oni Skin Color}} increases to 4 and now your maximum is 24. Additionally, your {{inpage|Full Oni Form}} lasts for 5 minutes and your {{inpage|Half-Oni Form}} no longer have a time limit. Any abilities that require 1 hellish ki point no more need to spend a hellish ki point to be used.<br />
<br />
=== Oni Archetype ===<br />
Your Oni Skin Color lineage determines various capacities and elements you control. Choice one type of the followings:<br />
<br />
==== Red Oni ====<br />
<br />
"Among the oni, the Aka no Buzoku oni are the most prevalent. Renowned for their formidable stature and resilience, they dwarf their kin in size, boasting skin that boasts a deep crimson hue. These individuals are marked by their ferocity, impulsive nature and lack of focus, often driven by instant gratification, paying little attention to devising strategies or schemes."<br/><br />
<br />
;{{#anc:Elemental Dominator}}<br />
Starting at 3rd level, you manage to control one more damage type of your choice, except Cold, Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the chosen damage.<br />
<br />
;{{#anc:Made for War}}<br />
At 6th level, your strength and battle skills set you apart from other Oni. You add +2 to your attacks with weapons with the heavy and special properties. Additionally, you gain proficiency in Athletics; if you are already proficient, you add double proficiency to Athletics checks.<br />
<br />
At 10th level, you choose an damage type. You treat as resistance any attack, magical or otherwise, made against you that deals the same type of the chosen damage.<br />
<br />
;{{#anc:Yokai Fury}}<br />
Starting at 10th level, when you are reduced to 0 hit points but not immediately killed, you can instead drop to 3 hit points. You can use this feature a number of times equal to your {{5e|con}} modifier.<br />
<br />
;{{#anc:Torrid Destruction}}<br />
Starting at 14th level, you learn to harness the power of your Oni rage and deal some big damage. For 8 hellish ki points, you take a stance and flies towards your enemy and hit them with 8d10 of fire damage + your Dexterity modifier knocking your enemy prone, on crits the opponent is set on fire. You can add another 1d10 by spending one hellish ki point up to your Constitution modifier.<br />
<br />
;{{#anc:Final Strike}}<br />
Starting at 18th level, you can spend 4 hellish ki points to launch yourself at an enemy 30 feet near you. The target must make a Constitution saving throw, and take 4d12 of one element you control damage. The target takes half as much damage on a successful saving throw. You can increase the damage by 1d12 for every additional hellish ki point spent up to your Constitution modifier.<br />
<br />
Furthermore, during your Complete Oni Form, the place where you are constantly heats up within a 20 ft. radius, with you as the epicenter. Any creature that starts its turn in this radius is required to make a Constitution saving throw against your Infernal Ki DC. On a failed save, the creature takes 3d6 fire damage and is stunned until the start of your next turn. On a success, she takes only half damage. Creatures immune to fire become resistant, and resistant creatures take normal damage.<br />
<br />
==== Blue Oni ====<br />
<br />
"Ao no Buzoku' Oni are known for their unnatural cunning and aptitude for magic. physically unimpressive, and with skin coloring in shades of dark blue. They are usually calculating and meticulous in the pursuit of lofty goals such as power and knowledge."<br/><br />
<br />
;{{#anc:Elemental Dominator}}<br />
Starting at 3rd level, you manage to control one more damage of your choice, except Fire, Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the chosen damage.<br />
<br />
;{{#anc:Cold Mind}}<br />
At 6th level, your gain advantage on {{5E|Intelligence}}, {{5E|Wisdom}} and {{5E|Charisma}} saving throws and proficiency on 1 skill of your choice of each abilities mentioned.<br />
<br />
;{{#anc:Innate Magic}}<br />
At 10th level, you learn advanced magic typical of full-blooded oni. You learn the {{5e|Charm Person}}, {{5e|Darkness}} and {{5e|Gaseous Form}} spells, each of which you can cast once without expending infernal ki points. After use one time, you must spend 4 hellish ki points to cast them without material components, if required.<br />
<br />
You also know the {{5e|Dancing Lights}}' cantrip and can cast at will.<br />
<br />
;{{#anc: Advanced Spellcaster}}<br />
Starting at 14th level, You can choose two spells up to 6th level that deal no damage or that deal damage from one of your chosen elemental types. You use 5 hellish ki points to cast it (without material components if the spell requires them).<br />
<br />
At 18th level, you can choose one more spell and one cantrip of your choice.<br />
<br />
;{{#anc:Magic Armor}}<br />
At 18th level, your blood is filled with the icy north wind, granting you uncanny resilience. As a bonus action and for 5 hellish ki points, you can surround your body by ice, creating an armor made of magic ice. For 1 minute, you gain the following benefits:<br />
<br />
* You gain +1 AC.<br />
<br />
* You have temporary hit points equal to 5 + your {{5a|con}} modifier + your proficiency bonus.<br />
<br />
* You deal an additional Demonic Martial Arts die damage every time you make a unarmed strike.<br />
<br />
* When you take damage from a melee attack that deals non-magical slashing, bludgeoning and piercing damage or one of your Oni Archetype damage, you can use your reaction to roll a d12. Add your {{5a|con}} modifier to the number rolled and reduce the damage by that total.<br />
<br />
You can combine this feature with Half-Oni Form and Full Oni Form.<br />
<br />
==== White Oni ====<br />
<br />
"The Shiro no Buzoku is often associated with foreboding prophecies and shadowy omens. These enigmatic Oni are known for their unsettling ability to manipulate shadows and manipulate illusions, making them formidable tricksters and deceivers."<br/><br />
<br />
;{{#anc:Superior Elemental Dominator}}<br />
Starting at 3rd level, due to your rare Oni heritage, you learn to control two additional damages of your choice, except Psychic and Necrotic. You can benefit from all of the class's features that use its primary damage by also using the two chosen damages.<br />
<br />
;{{#anc:Shiro Oni}}<br />
At 6th level, you learn to use the radiant energy within you to temporarily incapacitate enemies. You have advantage on saving throws against being blinded. Additionally, for 1 point of hellish ki, whenever it hits a hostile creature, it must make a Wisdom saving throw against your infernal ki DC. On a failed save, she takes an extra 4d6 radiant damage and is blinded until the start of her next turn. On a success, it's not blinded and takes only half damage.<br />
<br />
;{{#anc:Spirit Walk}}<br />
At 10th level, as a White Oni, you have a strong connection to the spiritual plane and can even travel between it and the physical world. As an action, for 3 hellish ki points, you can magically teleport up to 30 feet to an unoccupied space of darkness that you can see.<br />
<br />
Additionally, you can spend 8 hellish ki points to cast the {{5e|Astral Projection}} spell, without needing material components. When you do so, you can't take any other creatures with you.<br />
<br />
;{{#anc:Swap Places}}<br />
Starting at 14th level, your skin is enchanted with void magic, loosening the hold of reality on your body. When you are hit by a melee attack, as a reaction and spending 5 hellish ki points, you may force a creature, other than the attacker, within 30 feet of you to make a {{5a|wis}} {{5e|saving throw}}. On a failed save, the creature and you swap places and they take the damage you would have taken instead. On a successful save, that creature only takes half the original damage, and you take the rest. If that damage is force or radiant, the attacker takes half the damage on a failed save.<br />
<br />
At 18th level, you can use this feature against ranged spells or abilities by switching places with the attacker or another creature within 30 feet of you.<br />
<br />
;{{#anc:Above the Oni}}<br />
Starting at 18th level, as a White Oni, you have exceeded the normal limits of your kind. Whenever you level up after obtaining this feature, you gain double Hellish Ki points instead of the usual one shown on the Hellish Ki table.<br />
<br />
In addition, when you enter into the Half-Oni form or Full Oni form, you gain the followings benefits:<br />
<br />
* Your unarmed strikes deals 8 times your Demonic Martial Arts die in every attack you made. And you can hit a creature within 25 ft. of you.<br />
<br />
* You gain resistance to all damages but Psychic and Necrotic. And if you do, you lose any damage vulnerability you have.<br />
<br />
* Others creatures have disadvantage on attacks rolls against you.<br />
<br />
==== Black Oni ====<br />
<br />
''These Oni bear skin as dark as the deepest abyss, and their eyes gleam with a sinister intensity. Masters of darkness and shadows, the Kuro no Buzoku are skilled assassins and spies, lurking in the obscurity and striking swiftly from the shadows.''<br />
<br />
;{{#anc:Superior Elemental Dominator}}<br />
Starting at 3rd level, due to your rare Oni heritage, you learn to control two additional damages of your choice, except Psychic and Radiant. You can benefit from all of the class's features that use its primary damage by also using the two chosen damages.<br />
<br />
;{{#anc:Kuro Oni}}<br />
At 6th level, you may spend 1 hellish ki points to move from a place that is currently in darkness to another place in darkness within 60 feet of you as a bonus action.<br />
<br />
Additionally, as a bonus action, you can spend 5 hellish ki points to make a 60ft sphere of magical darkness around you that only you may see through. You gain advantage in your attacks. It lasts for 1 minute.<br />
<br />
;{{#anc:Improved Armor}}<br />
At 10th level, your AC is now equal to 11 + your {{5a|dex}} modifier + your {{5a|con}} modifier. Additionally, everytime you take damage (except Psychic and Radiant) it will be reduced by your level in this class plus your {{5a|con}} modifier (minimum 1). If your race is Half-Oni, you can also reduce radiant damages.<br />
<br />
;{{#anc:Magic Eye}}<br />
At 14th level, you have a third eye in your Half-Oni Form. Due to this characteristics, your {{5E|Darkvision}} is enhanced to 120 ft. and you can see through illusions, magic darkness and the true form of shapechangers. In addition, you have a {{5E|Blindsight}} of 30 ft. and you can't be surprised.<br />
<br />
At 18th level, during your Full Oni Form, you have {{5E|Truevision}} of 30 ft. Additionally, you can use your third eye in your base form for 1 minute and by spending 3 hellish ki points, but you will not have True Vision in that form.<br />
<br />
;{{#anc:Above the Oni}}<br />
Starting at 18th level, as a Black Oni, you have exceeded the normal limits of your kind. Whenever you level up after obtaining this feature, you gain double Hellish Ki points instead of the usual one shown on the Hellish Ki table.<br />
<br />
In addition, when you enter into the Half-Oni form or Full Oni form, you gain the followings benefits:<br />
<br />
* Your unarmed strikes deals 8 times your Demonic Martial Arts die in every attack you made. And you can hit a creature within 25 ft. of you.<br />
<br />
* You gain resistance to all damages but Psychic and Radiant. And if you do, you lose any damage vulnerability you have.<br />
<br />
* Others creatures have disadvantage on attacks rolls against you.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Elemental Oni class, you must meet these prerequisites: be a Oni or Half-Oni, Dexterity And Constitution 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Elemental Oni class, you gain the following proficiencies: Martial Weapons.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Nonvariant]]<!-class does not use tags and does not fall into any of the archetypes of the tags above-></div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Talk:Valignar_(5e_Race)&diff=1825732Talk:Valignar (5e Race)2024-03-26T14:59:15Z<p>Yanied: /* "Needs Admin" */ new section</p>
<hr />
<div>"This page is of questionable balance. Reason: The wordings in the traits do not have very good mechanical grounding. Molten navigator doesn't really describe the conditions in which it can be used, other than maybe lava. It also has a confusing clause about light emission, which could use some defining or link to a variant rule if that is being used. Immunity to fire is a centerpiece kind of trait, which is fine if the other traits are less powerful. The heat and cold exhaustion are not defined as they should be, which would probably be in relation to chapter 5 of the DMG regarding environments (I think). Stonescales is also very powerful, about the same as a higher minimum unarmored defense trait (which, along with the fire immunity, uses a lot of the race balance budget). The natural adaptations are poorly worded and would benefit adhering to official unarmed strike or natural weapon language."<br />
<br />
AJ Luís, page creator here!<br />
<br />
I am unsure when or by whom this came about but I would like some assistance with some resources and sample texts that can help me better conform to the letter of the balancing question, addressing it properly, so that I can avoid problems with balancing and as it pertains to the aforementioned passage, ''wording'', in the future; on which note, I'd like to start off with a few clarifications, as it pertains to the intent behind the features mentioned. <br />
* The Molten Navigator feature is intended as a two-fold feature that guarantees a swimming speed while under lava, liquified rocks, and/or molten minerals that have a certain buoyancy, but not water. Since such liquid materials would normally do incredulous amounts of fire damage, and thus impose heavy amounts of heat {{5c|exhaustion}} and given the true nature of this race, it simply doesn't make sense for them to simply not be able to navigate molten surfaces, and thus the immunity to fire damage and a swim speed are both absolute requirements for this race, as is some kind of immunity or advantage on saving throws against heat {{5c|exhaustion}} - furthermore, to balance things out in an equally realistic manner, I have given them a vulnerability to cold damage and to the effects of {{5c|exhaustion}} from the cold and cold weather climates and conditions, as a result. Since these terms, apparently, leave room for ambiguity though, I would like to ask the reviewer, both for clarity, and for forgiveness, with any lack of familiarity on my part, as the implicit nature of the {{5c|exhaustion}} condition leaves a margin of error that makes little to no sense for this particular race, and thus needed a separation between its duplicitious "heat" and "cold" clauses. <br />
* The Stoneskin feature is intended to show their resiliency against the forces of nature, in the Forge, and thus showcase their physical adaptations against its other inhabitants (mainly, of infernal and/or abyssal heritage and descent); consequently, the Stoneskin feature is perfectly intended to be made adaptable to shields and whatever armor they may be wearing or whatever class feature they may have, which is something I wanted to be a deliberate racial feature, but obviously, if it's too much, I can shrink it down at its base value as needed, from a scale of 10 to 8 - which is not at all something that conforms with certain class features, but can certainly be done if it answers the balancing question. Otherwise, I have attempted to use problem solving text to the best of my ability, which are terms with which the reviewer of this page may or may not be familiar, as it pertains to a different game entirely; in which case, "problem solving text" refers to the reader's ability to discern the feature's intent, using the language contained therewithin: in this case, 5e, and thus may require the reviewer's assistance with properly doing so. <br />
* The remaining features are simply Lizardfolk features with greater enhancements, both for in-canon and meta-gaming related reasons, to make said features more useful, and relevant to their presumed background, in some way originating from the Forge; that said, their ties to this place also revokes them of their Cunning Artisan feature, since such a feature would only be relevant in jungles and rainforests, from whence this homebrew race clearly does not originate. <br />
<br />
* As for the flying speed, I will be removing it outright, to better conform with the image and likeness of the intent behind this race, whilst also addressing the balancing issue in an appropriate manner. <br />
<br />
The reasoning for these feature additions and omissions, predictably, centers around the Forge, which in turn is intended not to refer to a deity, but a lower circle of Hell that has arisen to the surface - preferably in the ancient past, at the same time as Hell, or its in-universe equivalent, was founded by the Powers that be. In summary, Draconians, otherwise known as Infernal Lizardfolk, are Lizardfolk who, instead of having adapted to a certain kind of natural environment, have adapted to this place in Hell, where they have acquired some unique traits, both physical and mental, better suited for their given place of origin. <br />
<br />
Please let me know if there are any other ways I can make the other aforementioned changes more conducive to the language of 5e, so as to provide the appropriate clarifying language, for its intended purposes and uses! --<small>—The preceding unsigned comment was added by [[User:Ajluis101|Ajluis101]] ([[User talk:Ajluis101|talk]] • [[Special:Contributions/Ajluis101|contribs]]) {{{2|}}}. Please sign your posts!</small><br />
<br />
:Hello! I am not the person who placed the template on this page, but I couldn't help but notice its current state. While I will leave room for the template-adder to reply, I do have some insights that may be helpful. It appears you have created a flavorful and interesting race, then given them mechanical traits that logically fit with what you think the race should be capable of. Unfortunately when designing a playable race, sometimes sacrifices in verisimilitude must be made for the sake of game balance. When comparing this race and its abilities to first-party races, it is distinctly more powerful than most if not all first-party races. As mentioned in the maintenance template, the standout feature of the draconian is its fire immunity. This eats up a lot of the race's balance "budget" and can be compared to the oft-contentious first party Yuan-Ti Pureblood race, as that race also grants immunity to a common damage type. The damage immunity alongside the busted unarmored defense (which is stronger than a {{5g|Barbarian#Unarmored Defense|barbarian's unarmored defense}}) eats up the remainder of the budget. Otherwise, there are also some weirdities in wording that don't really fully understand certain mechanics and terms of D&D 5e (vulnerability only occurs with damage types, you can't be "vulnerable to cold environments". Instead, you'd "have disadvantage on saving throws made against the effects of extreme cold", "extreme cold" being an actual environmental hazard listed in the DMG).<br />
<br />
:For the future, you might want to take a look at these pages ([[Help:Precedent]], the [[5e Race Design Guide]], and [[Help:Balance]]), with particular attention to the [[5e Race Design Guide#.3CRace_Name.3E_Traits|Racial Traits]] and [[Help:Balance#What_is_Counterbalancing.3F|Counterbalancing]] sections. Meanwhile, I'm going to make some changes to the page to potentially address some of the issues. Changes which you are free to revert if you don't like, although I hope you'll see why I've made those changes first. --[[User:ZarHakkar|ZarHakkar]] ([[User talk:ZarHakkar|talk]]) 21:17, 24 March 2024 (MDT)<br />
<br />
::Thank you for fixing my page, and making the appropriate changes! I would have done them myself, if prompted, but I nevertheless am thankful for your clarifications. Contrary to the echo chamber of popular expectation, I did indeed intend some of the more Optionally "off-balanced" things for perfectly justifiable reasons that are, in fact, based on in-canon existing precedent, and not homebrew, though technically not "original only", per se, given they are based off of Lizardfolk, and are adapted to the Infernal/Abyssal and Underdark planes of existence. That said, the Forge is its own thing, but I stand by some of my original takes, whilst I also accept some added limitations. <br />
<br />
::Consequently, instead of being able to hold their breath, and instead of only being able to swim in lava and other molten liquids, they now have a swimming speed by default, but can only breathe lava and molten liquids "as if they were normal air" - not water; specifically, I wanted this feature the particular way I did (though again, I am now working in compliance with the desired language of said feature), because naturally, any hellish domain isn't normally going to have heated water for a base - it's going to have lava, and since Lizardfolk traditionally are capable of navigating water, I wanted for Draconians (Infernal Lizardfolk) to be able to navigate lava and molten liquids, as if they were navigating water, and thus have since added an explanation for this feature, clarifying that. <br />
<br />
::Just in case the reasoning '''absolutely needs to be stated(!!!)''', I would like for anyone who chooses to edit or flag this page further, to first ask theirself: exactly how much fire damage does lava and molten liquids do?? Does this change or flagging make sense, within the context of an Infernal Lizardfolk, adapted to life within a minor Infernal plane?<br />
<br />
::That out of the way, I'm hoping that the "negative points" originally applied to said feature, are nevertheless sufficient; I have also, as originally promised, lowered the base {{5E|Armor Class}} of the Stoneskin (now "Stoneskin Resiliency") feature from 10 down to 8, for balancing purposes, but as with the former, retain the original added ability score modifiers, once again for an important but in this case, unrelated reason: other infernal/abyssal creatures. Similar to the aforecited Yuan-Ti, Draconians (Infernal Lizardfolk) have had to adapt to some pretty harsh living conditions within the Forge, and thus have had to grow stronger, both physically and mentally to match their given place of origin.<br />
<br />
::As such, and so as to make it as conducive with versatility as possible, without being "overpowered", I have given it, in my opinion, the appropriate and necessary revisions, as the feature's {{5E|Armor Class}} can no longer exceed 20, even when using a shield. That said, however, again, I do not wish to overstep, but in the spirit of allowing players to play as whatever class their heart desires for this race, I have included within the permissions of the Stoneskin Resiliency feature, to compare it not only with the {{5E|Armor Class}} of certain armors, but also certain class features, for the highest AC possible - that way, the racial and class features do not overlap, and thus do not conflict. Though I am certain, there is a ruling specifically for such an instance, I wanted it specifically to be clarified, herewithin. <br />
<br />
::Lastly, I have once more added innate flight to this race, but given it the appropriate counterbalance of not being able to be used with medium or ::heavy armor. As controversial as I am sure this decision will inevitably be, both internally (within my own mind) and externally (with other people), there is nevertheless a perfectly valid and justified reason for this also: other winged infernal creatures within the Forge. <br />
<br />
::I sincerely hope, once more, these changes (once again, I give thanks to the person, to whom this formal reply is being given, for making some of these edits - though again, I would have made them myself, if asked or prompted to do so) are nevertheless appropriate, and conform justly to the guidelines, for which they were equally justly flagged for "balancing" issues. I recognize any future "imbalancing" issues and questions this may prompt, but again, I promise, there are perfectly valid and explainable reasons for them that are based purely within in-canon (and not "homebrew") sources, save for the Forge not being a "real" place - which, in and of itself, is contained first, herewithin. <br />
<br />
::P.S., I am still learning these things, so I sincerely hope my signage is appropriate!<br />
<br />
::P.S.S., Again, with due respect and gratitude to the person who originally "fixed" my page, respectfully, you made a mistake, which '''''I''''' have since corrected: to the best of my ability, this homebrew race now has the Bite and Hungry Jaws features a Lizardfolk normally has, with some key minor revisions, separate from the natural weapons feature. --[[User:Ajluis101|Ajluis101]] ([[User talk:Ajluis101|talk]]) 09:36, 25 March 2024 (MDT) <br />
<br />
:::Your signature is fine. You can type "<nowiki>--~~~~</nowiki>" or hit the button labelled "signature and timestamp" in the top-left of the editing window to quickly sign a post if you didn't know that already. Signatures always go at the end of posts, regardless of extra content you might add in edits after the fact. Replies typically occur in indentation levels created by amounts of colons (:).<br />
<br />
:::Here's the thing. When I first started making content on DanDwiki 6-7 years ago, the first thing I made were homebrew races. And they were busted. I of course didn't see them as such, but another user came along and did what I'm doing right now. And I defended my created pages with refutations and justifications and insistences that all of these design decisions were deliberate and that I knew what I was doing. Spoiler, I did not know what I was doing, and it took me at least a year to realize that. Now, that realization is a hard thing to rush, so the few other users on here who bother with placing templates usually just do so to point out the problem points and move on. In this case though, I'm going to try to recall and reflect on my previous experiences as a new user to do things a bit differently.<br />
<br />
:::First of all, I'm going to ask you: '''''What is your primary priority for the draconian?''''' Is it<br />
<ol style="list-style-type:lower-alpha"><br />
:::<li>...to create an interesting, cool, and powerful set of denizens for a specific environment?</li><br />
:::<li>...to create a new race of creatures with a unique and distinct identity intended for players to use?</li><br />
:::<li>...to create a variation of the lizardfolk race?</li><br />
</ol><br />
:::Yes, these might each be valid priorities, but what matters most is which one is ''most important.'' You understandably seem to express frustration at "popular expectation" here on DanDwiki, but I assure you there is actually very few limits on the homebrew content allowed here ''if you know how to properly work within the site and system.'' For example, if your priority is '''a.''', to create these powerful, stone-scaled magma-diving lizard-men that are perfectly at home in the hellish environment of the Forge, you would be better off creating a [[5e Creatures|creature statblock]] instead of a race. If your priority is '''b.''', to create a unique race of heat-adapted, stone-scaled reptilian humanoids that can be slotted into a game alongside any other playable race without causing major issues, then, yes, this should result in the creation of a [[5e Races|race]] page. However, if your priority is '''c.''', that the identity of this race revolves predominately around being a variation of lizardfolk native to a fiery environment with a few traits exchanged for others, then you would be better off creating a [[5e Race Variants|racial variant]] instead.<br />
<br />
:::Next, I'm going to go through each of the changes I made mentioned previously and attempt to explain why I made them. Overall, I was operating under the assumption that your priority was '''b.''' and that this is in fact intended to be a properly-designed 5e race page, and was treating it as such. The What and Why of what that entails is gone into in great depth in the [[5e Race Design Guide]] (for those who actually read it), but, in a nutshell, the ultimate goal of any homebrew content (including races) should be "If this content is placed into a game, does it have a net positive effect on the experience of the game?" Things like [[Help:Balance|Balance]] and consistent, concise wording are merely some of the means to this end. This idea should be kept in mind and mentally returned to after each point.<br />
<br />
:::;Heat & Pressure turned into Adapted to Fire<br />
<br />
:::As stated before and will likely be stated again, fire immunity is a very strong trait, and that is a simplification. Any permanent immunity to a common damage type is not just strong, but can also be unfun. As explained in this [https://rpg.stackexchange.com/a/202424/52473 stackexchange answer], immunities render what would otherwise be an engaging challenge for a player trivial. As also explained, counterbalancing by having a vulnerability to another damage type is also unfun because it can quickly lead to player death.<br />
<br />
:::To address these concerns, I downgraded the immunity to resistance (still a strong trait, but far more acceptable). I also removed the cold vulnerability, but kept the susceptibility to cold environments as it is far less potentially lethal but provides a sensible drawback that enhances and supports the flavor of the race.<br />
<br />
:::;Stonescales converted into Natural Armor<br />
<br />
:::Stonescales is just needlessly complicated for what amounts to a feature that is basically completely fine as Natural Armor. The only other race that uses a unique method of armor calculation is warforged, which simply has a +1 to AC and can integrate any one set of armor into their bodies over a rest. Draconians have stone scales. Their scales are harder than regular scales (such as that of a lizardfolk). Therefore they have 14 + Dex as their AC. <br />
<br />
:::As a homebrew designer for 5e, you should design things as simply and elegantly as possible, even if that means trimming some fat and corners here and there. Ease and simplicity are the spirit of the system (even if it sometimes annoys people like myself), and it's generally not fun to have to look through multiple long paragraphs of uniquely-named traits every time you need to check or recalculate what determines your AC (an often used value).<br />
<br />
:::;Natural Adaptations into Natural Weapons<br />
<br />
:::This is another case of just favoring simplicity. Both natural weapons deal 1d6 + Str damage, there isn't much need to clarify them separately and it cuts down greatly on reading time. The finesse property on the claws simply doesn't have any justification, not even tabaxi (the agile, feline race) get to use Dexterity for their claw attacks. Monks (who have the justification of martial arts training) are the only case of a player being able to use Dexterity for their unarmed strikes.<br />
<br />
:::;Removal of Hungry Jaws<br />
<br />
:::Removing this trait was not in err as you so assumed. I had two reasons for doing so. The first is because of the so-called "balance budget" already being eaten into by the climbing speed, fire resistance, and natural armor, and the second is because, in accordance with priority '''b.''', I believe that this race is stronger thematically and in identity if it is wholly distinct from lizardfolk. Looking at what makes this race cool, the core identity of this race (They're stone-scaled lizard people that can ''dive in magma''), hungry jaws is arguably an unnecessary trait.<br />
<br />
:::;Conversion of Molten Navigator to Magma Diver feat<br />
<br />
:::The existence of molten navigator is entirely contingent upon the race's fire immunity, but is also (to me) the coolest part of this race and the reason why I like it enough to even bother typing all of this out. However, fire immunity (at least right at level 1), is far too unfun. Therefore, I did what could be called a classic DanDwiki balancing trick and turned the feature into a feat specifically for this race, meaning the earliest you can get access to this ability (and the fire immunity) is level 4. Some would still argue that this is still far too soon, but it at least mitigates the issue of having it right off the bat.<br />
<br />
:::Additionally, I removed the ability to breathe in lava for two reasons. The first (minor) reason is that it's kind of nonsensical. I don't care how much evolving you went through as an organic creature, you're not going to a. survive with lava inside your body and b. extract any breathable compounds from it. The second (major) reason is that it's far more interesting gameplay-wise for them to ''not'' be able to survive indefinitely in lava and instead have to rely on their breath-holding capacity, sort of like an extreme version of the real-life [https://isemph.org/Sea-Nomads Bajau sea divers]. The time limit (despite being long) and limited sight adds tension to the use of this ability while preventing cheese strats like resting in lava.<br />
<br />
:::;(Aside) Flight Speed<br />
<br />
:::The flight speed wasn't on the page when I edited it, but now that it is I have some things to say about that. Earlier I mentioned a race contentious for having poison immunity, the yuan-ti pureblood. Here's another contentious race: the aarakocra, bird people native to the Elemental Plane of Air. Aaracokra get two features: 1d6 slashing talons and the ability to cast gust of wind once per long rest at 3rd level. Why do they get so little? Because they have flight. <br />
<br />
:::What's the problem with flight? You can find [https://www.reddit.com/r/DnD/comments/16lbo5z/are_flying_races_actually_over_powered/ threads] and [https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/156788-flying-pcs-too-op posts] and [https://www.youtube.com/watch?v=9j11JDsLmcw videos] all over the internet going over the many consequences of allowing pre-level-5 flight, but suffice to say, it's a similar situation to a common damage immunity&mdash; it trivializes normal encounters for levels 1-4, can potentially be unfair to other non-flying PCs, and forces the DM to think far harder about scenarios to challenge the party than they would have to otherwise. Plus, getting knocked out of the air by an arrow, spell, or thrown boulder and going splat instadead from fall damage isn't typically fun for players, even though they really should have considered the risk of that happening.<br />
<br />
:::That's just flight in general. Here's the specific issues with how it pertains to the race: 1. The armor restriction is pointless because of Stonescales, and 2. It really just comes out of nowhere. Phoenix wings on a lizard-person? Just ask your DM to let you play a straight-up dragon at this point. They can't be harmed by fire, they can swim in lava, they can climb, they can fly, they have claws and a bite attack, what can't they do at this point besides breathe a cone of fire?<br />
<br />
:::;...<br />
<br />
:::Draconian (Infernal Lizardfolk) as it is now, a race page, is thematically and mechanically overloaded (verging into [[DuelSoulBlade_Shadow_Vampelf_(5e_Race)|duelsoulblade shadow vampelf]] territory with the phoenix wings), and falls outside the acceptable design space of D&D 5e. Again, leaving the design space of 5e is fine on the wiki (I should know, it's my specialty), but only as long as it is done in a ''deliberate and knowledgeable matter.'' As is said among many artists, "You have to learn the rules well before you can achieve greatness by breaking them."<br />
<br />
:::To the end of learning, the best way to do that is not to try to make wholly new content, but to constantly refer to existing content in the game. This can be done naturally as part of the balancing process, especially with [[5e Feat Design Guide | feats]] and [[5e Spell Design Guide | spells]]. There are always a slew of comparisons to make, questions to ask, and design decisions to be understood (or not, because WotC is just dumb sometimes). For example, a question you could have asked when creating the features for draconian is "Assuming this was allowed in a game, what reason is there for anyone to play a {{5g|Dragonborn}} over this race?" It's quite an important question, because rendering an entire first-party race nearly entirely non-viable is a pretty big consequence. <br />
<br />
:::Here's an idea, and potentially a fourth priority. All this talk about the draconian's existence being justified by the Forge, this molten hellscape that's neither in the Nine Hells nor the Abyss and yet harbors fiendish creatures, but the only lens we have into it is solely this race page. Perhaps you could [[5e Environments| change that]]? There's far more to what's on DanDwiki than just homebrew races, after all, even though that's what all new people gravitate towards.<br />
<br />
:::Apologies if any of this comes off as rude, especially towards the end. I've been typing for multiple hours now and its gotten me a bit cranky. I do sincerely hope you can find to appreciate what I've written here though, as it's far better guidance than what I received when I first started out. In the same vein, please don't expend energy trying to refute any of the points I made. I'm tired, and yeah I probably made some mistakes here and there while writing and formulating all this, but I'm done and there's nothing to be gained from it. <br />
<br />
:::P.S. Kindly refrain from making all of your edits minor edits. That designation is for for things like [https://en.wikipedia.org/wiki/Help:Minor_edit fixing typos]. --[[User:ZarHakkar|ZarHakkar]] ([[User talk:ZarHakkar|talk]]) 23:03, 25 March 2024 (MDT)<br />
<br />
== "Needs Admin" ==<br />
<br />
Hi, I was the one that was putting the needsbalance on. Zar has been helping give pointers to meticulously explain the faults in your edits more than I have, and so far it seems to have fallen on deaf ears. I see that you have also slapped a bunch of delete templates on other pages.<br />
*Wording for a trait can affect its balance, wouldn't you say? In which case, should I use both tags then?<br />
*Per Zar's notes above, just because you inject a long spiel about a race and their flavored upbringing, doesn't make it okay to break the usual balance of the game. This race is grossly over the power range of most (if not all) official racial options.<br />
*I'm also confused how it comes off as malicious when I actually explained the reasoning behind why the traits are overpowered or the wording was off? <br />
**Multiple natural weapons is an issue we had dealt with on a now-userpage-only page (archosauria, which is now deleted off mainspace). <br />
**The immunity to fire and flying have been addressed above in Zar's text. <br />
**I don't see that I ever claimed stoneskin "doubles the AC"? It uses two scores and a lower base, unless you misunderstood that to mean doubled? I also didn't claim this in my [https://www.dandwiki.com/w/index.php?title=Draconian_(Infernal_Lizardfolk)_(5e_Race)&oldid=1824599 initial tag]. <br />
**The hungry jaws wording is specifically mentioned in my tag to do with upwards vs up to. If you refer to the wording for lizardfolk in MPMM, you see it says "equal to." "Up to" is probably my misremembering. But "upwards" would mean going ''over'' the number, wouldn't it? Unless I've been using that word wrong.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 08:59, 26 March 2024 (MDT)</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=User:Yanied&diff=1825611User:Yanied2024-03-26T02:25:17Z<p>Yanied: /* To-Dos, Not Mine */</p>
<hr />
<div>__NOTOC__<br />
{{quote|All good things which exist are the fruits of originality.|orig=John Stuart Mill}}<br />
{{quote|Storytelling reveals meaning without committing the error of defining it.|orig=Hannah Arendt}}<br />
{{quote|What cannot be said above all must not be silenced, but written.|orig=Jacque Derrida}}<br />
{{quote|Those who cannot understand how to put their thoughts on ice should not enter into the heat of debate.|orig=Friedrich Nietzsche}}<br />
----<br />
{{User:Yanied/Imagebox}}<br />
Hi, so I'm an admin, since October 2019. <br />
*'''Playing:''' 5e, DnD 2e, 4e<br />
*'''GMing:''' 5e<br />
*'''Can Play:''' 5e, 4e, Everyone Is John, PbtA, VtM, Warhammer:Only War, Godbound, Lancer, BOB, bit of ADnD2e (aka 2e), Lasers and Feelings<br />
*'''Learning:''' 3.5e, GURPS 4e, 4e Shadowrun<br />
*'''Back Burner:''' BRP, Paranoia, WOIN, M&M, HERO, Burning Wheel, Call of Cthulhu, Swords and Sorcery, BESM, Battlemech<br />
You can probably find me a lot on the wiki discord. I work a lot with races but I can also help with classes, subclasses, backgrounds, and lots of general works. I do a lot of slogging through the swamps of abandonment, fishing out scraps to salvage and polish. If you need an image, feel free to hit me up. For simple pictures like a race sketch or something like a sketch, I don't mind drawing for free. For more complex things, I am open for commissions! You can reach me for art requests on my [https://www.dandwiki.com/wiki/User_talk:Yanied talk] page or on my [https://www.deviantart.com/hikarishiroi DeviantArt]. I'm also a casual player and artist on [https://riveet099.newgrounds.com/ Newgrounds]. You can find my YouTube channel [https://www.youtube.com/channel/UCtwgNv5msp6DJSldRi6oxYQ here], where I do low-quality free homebrew art.<br />
;On Balance<br />
Balance isn't bad. It's not bad but it sure as hell kills fun sometimes. Maybe if you're the type that likes to stay in the box and figure out all the dozens of ways inside the box, you'd like it a lot more than me. I see one way in the box and I instantly think of something else outside. Maybe I'm just bad at this. But it's fun.<br />
==My Own Contributed Stuff==<br />
Products of my wacked out mind... though not too whacked out I guess... surprisingly. I don't always include every page I make.<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
===Race Pages I Made===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
;5e<br />
*[[Santa's Helper (5e Race)]]<br />
*[[Devil Gear (5e Race)]]<br />
*[[Kyoukotsu (5e Race)]] - Japanese Yokai<br />
*[[Colowred (5e Race)]]<br />
*[[Plaguespreader (5e Race)]]<br />
*[[Equinar (5e Race)]]<br />
*[[Blue Bloods (5e Race)]] - Book series of the same name<br />
*[[Leogrel (5e Race)]] - really proud of this one :) Though it's too long to ever be featured.<br />
*[[Dracotaur (5e Race)]]<br />
*[[Liontaur (5e Race)]]<br />
*[[Kikura'aht (5e Race)]] <br />
*[[Cursedion (5e Race)]]<br />
*[[Hive Being (5e Race)]] - I did not start the page, but I renamed and rewrote it entirely<br />
*[[Dwelf (5e Race)]]<br />
*[[Futakuchi (5e Race)]] - the Japanese Yokai<br />
*[[Tenarimar (5e Race)]] <br />
*[[Wilden (5e Race)]] - 4e port<br />
*[[Guardinal (5e Race)]] - from 3e<br />
*[[Rilmani (5e Race)]] - 2e port<br />
*[[Tahalathuk (5e Race)]]<br />
*[[Mul (5e Race)]] - Dark Sun port<br />
*[[Wulpir (5e Race)]]<br />
*[[Shade, 4e Port (5e Race)|Shade]] - 4e port<br />
;Subraces<br />
*[[Szarkai (5e Subrace)]] - from 3e<br />
;Pokemon - for whatever reason I had urges to make these<br />
*[[Sylveon (5e Race)]]<sup>with help from {{user|MetalShadowOverlord}}</sup><br />
*[[Whimsicott (5e Race)]]<sup>with help from {{user|MetalShadowOverlord}}</sup><br />
*[[Sceptile (5e Race)]]<br />
*[[Breloom (5e Race)]]<br />
*[[Clefable (5e Race)]]<br />
*[[Wigglytuff (5e Race)]]<br />
*[[Lilligant (5e Race)]]<br />
*[[Armaldo (5e Race)]]<br />
*[[Golisopod (5e Race)]]<br />
*[[Kabutops (5e Race)]]<br />
*[[Scyther (5e Race)]]<br />
*[[Golett (5e Race)]]<br />
*[[Slakoth (5e Race)]]<br />
*[[Mankey (5e Race)]]<br />
*[[Ursaring (5e Race)]]<br />
*[[Barbaracle (5e Race)]]<br />
*[[Sprigatito (5e Race)]]<br />
;4e<br />
*[[Rilmani (4e Race)]]<br />
*[[Slaad (4e Race)]]<br />
*[[Nothic (4e Race)]]<br />
*[[Umber Hulk (4e Race)]]<br />
*[[Naga (4e Race)]]<br />
;3.5e<br />
*[[Raptrosian (3.5e Race)]]<br />
</div><br />
<br />
===My Backgrounds===<br />
*[[Politician (5e Background)]] <br />
*[[Heretic (5e Background)]]<br />
*[[Chronicler (5e Background)]] - QA<br />
<br />
===Miscellaneous===<br />
*[[Pilgrimage Escort (5e Quest)]]<br />
*[[The Lost Huntress (5e Quest)]]<br />
*[[Alternative Conditions (4e Variant Rule)]]<br />
*[[Additional Skills (4e Variant Rule)]]<br />
*[[Vile Mushrooms (4e Hazard)]]<br />
*[[The Blood Arena (DnD Story)]]<br />
| style="width: 33%;" |<br />
===My Classes===<br />
Probably not very good. I don't make many these days since most builds are pretty achievable with multiclassing core content.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
*[[YoRHa Troop (5e Class)]]<br />
*[[Steel Stringer (5e Class)]]<br />
*[[Survivalist (5e Class)]]<br />
*[[Spider Rider (5e Class)]]<br />
*[[Magic Law Practitioner (5e Class)]]<br />
*[[Stormbreaker (5e Class)]] <br />
*[[Medico della Peste (5e Class)]] - This one is the nerfed version<br />
*[[Sinwrought (5e Class)]] - A big project that I lost a lot of steam on<br />
;Subclasses<br />
*[[Ripper (5e Subclass)]]<br />
*[[College of Guile (5e Subclass)]] --> I was not OP but I redid the whole thing.<br />
</div><br />
===My Creatures===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:30em;"><br />
*[[Fell Turtle (5e Creature)]]<br />
*[[Pod (5e Creature)]]<br />
*[[Trionyx (5e Creature)]]<br />
*[[Siren (5e Creature)]]<br />
*[[Obscurial (5e Creature)]]<br />
*[[Revenant (5e Creature)]]<br />
*[[Dracotaur (5e Creature)]]<br />
*[[Sphinxtaur (5e Creature)]]<br />
*[[Kirre (5e Creature)]] - from 2e<br />
*[[Mandibat (5e Creature)]]<br />
*[[Lich, Hierophant (5e Creature)]]<br />
*[[Glass Dragon (5e Creature)]] - present to {{user|Glass}}<br />
*[[Randomon (5e Creature)]] - from RPGenerations<br />
*[[Morkoth (4e Creature)]] - 5e port<br />
*[[Sea Hag (4e Creature)]] <br />
*[[Omnimera (4e Creature)]] - inspired by {{user|IntellectMaster}}<br />
</div><br />
===Joke Stuff===<br />
'''Races:'''<br />
*[[Platypus, Sapient (5e Race)]] ----> blame {{user|Anastacio}} <br />
*[[Bananafolk (5e Race)]] ----> IT'S PEANUT BUTTER JELLY TIME<br />
*[[Honedge-Possessed (5e Race)]] ---->Pokemon, play as the useless Shauna<br />
'''Classes:'''<br />
*[[Protagonist (5e Class)]] ---->April Fools class<br />
*[[Explosive Swordsman (5e Class)]]<br />
<br />
'''Creatures:'''<br />
*[[Ugandan Knuckles (5e Creature)]] ---->Clearly April Fools creature<br />
*[[Chocolich (5e Creature)]] ----->What if Willy Wonka was a lich?<br />
*[[Lucas the Spider (5e Creature)]] ----> Something funny and lighthearted<br />
*[[Goose Hydra (4e Creature)]] - for the memes<br />
'''Spells:'''<br />
*[[Meateor (5e Spell)]] ----> WARNING: NSFW!!! And... I'm sorry.<br />
| style="width: 34%;" |<br />
====Weapons====<br />
*[[Ifrit Claw (5e Equipment)]]<br />
*[[Garrote (5e Equipment)]]<br />
=====Magical Weapons=====<br />
*[[Gleipnir (5e Equipment)]]<br />
*[[Nox (5e Equipment)]]<br />
*[[Helion (5e Equipment)]]<br />
*[[Wand Gatling (4e Equipment)]] - suggested by Jagon<br />
*[[Fattiest Heart (5e Equipment)]] <br />
====Armor====<br />
*[[Scallop Crest Armor (5e Equipment)]]<br />
<br />
====Wondrous Items====<br />
*[[Lucky Ingot (5e Equipment)]]<br />
*[[Magic Tinderbox (5e Equipment)]]<br />
<br />
===Spells===<br />
*[[Shadowcery (5e Spell)]]<br />
<br />
===Feats===<br />
*[[Limber (5e Feat)]]<br />
<br />
====Art====<br />
I don't post all art I've drawn here.<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:20em;"><br />
*[https://www.dandwiki.com/wiki/File:Clamantes.png Clamantes Hostia]<br />
*[https://www.dandwiki.com/wiki/File:Anutanin.png Anutanin]<br />
*[https://www.dandwiki.com/wiki/File:Pseudolich.png Psuedolich]<br />
*[https://www.dandwiki.com/wiki/File:Shark.png Aarongar]<br />
*[https://www.dandwiki.com/wiki/File:Aracoi.png Aracoi]<br />
*[https://www.dandwiki.com/wiki/File:Cnamruh.png Cnamruh]<br />
*[https://www.dandwiki.com/wiki/File:Living_Grave.png Living Grave]<br />
*[https://www.dandwiki.com/wiki/File:Leogrel.png Leogrel]<br />
*[https://www.dandwiki.com/wiki/File:Dulangel.png Headless Angel]<br />
*[https://www.dandwiki.com/wiki/File:Dm.png Dungeon Master (5e Creature)]<br />
*[https://www.dandwiki.com/wiki/File:Chocolich.png Chocolich]<br />
*[https://www.dandwiki.com/wiki/File:Kiku.png Kikura'aht]<br />
*[https://www.dandwiki.com/wiki/File:Cursed.png Cursedion]<br />
*[https://www.dandwiki.com/wiki/File:Mandibat.png Mandibat]<br />
*[https://www.dandwiki.com/wiki/File:Salori.png Salori]<br />
*[https://www.dandwiki.com/wiki/File:Val.png Valados]<br />
*[https://www.dandwiki.com/wiki/File:SD.png Shade Diamond]<br />
*[https://www.dandwiki.com/wiki/File:Lostfolk.png Lostfolk]<br />
*[https://www.dandwiki.com/wiki/File:Veil.png Veilwalkers]<br />
*[https://www.dandwiki.com/wiki/File:Baeron.png Baeron]<br />
*[https://www.dandwiki.com/wiki/File:Wite.png White]<br />
*[https://www.dandwiki.com/wiki/File:Droll.png Droll]<br />
*[[Hüllerenner (5e Race)]]<br />
*[https://www.dandwiki.com/wiki/File:Knee.png Kneeforged]<br />
*[https://www.dandwiki.com/wiki/File:Omega.png Omegaunt]<br />
*[https://www.dandwiki.com/wiki/File:Polar.png Polar Dragonbeast]<br />
*[https://www.dandwiki.com/wiki/File:Futakuchi.png Futakuchi]<br />
*[https://www.dandwiki.com/wiki/File:Ten.png Tenarimar]<br />
*[https://www.dandwiki.com/wiki/File:Wulpir.png Wulpir]<br />
*[https://www.dandwiki.com/wiki/File:Mantrap.png Mantrap Golem]<br />
*[https://www.dandwiki.com/wiki/File:Omni.png Omnimera]<br />
*[[Yakataure (5e Race)]]<br />
*[[Imraz (5e Race)]]<br />
*[[Half-Mimic (4e Race)]]<br />
*[[Clugs (5e Race)]]<br />
*[[Abdelian (5e Race)]]<br />
*[[Skeleos (4e Race)]]<br />
*[https://www.dandwiki.com/wiki/File:Corpsebehemoth.png Corpse Behemoth]<br />
*[https://www.dandwiki.com/wiki/File:Rockfist.png Rock Fist]<br />
*[https://www.dandwiki.com/wiki/File:Tahala.png Tahalathuk]<br />
*[[Face Eater (5e Creature)]]<br />
*[[Darmaseth (5e Creature)]]<br />
*[[Skrevit (5e Race)]]<br />
*[[Skeleos (4e Race)]]<br />
</div><br />
|}<br />
=====Maps=====<br />
Getting into making this stuff slowly. Hoping to one day expand into campaign settings.<br />
{| class="column" style="width: 25%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 25%;" |<br />
[[File:Nordheim.png|thumb|left|Island of [[Nordheim (5e Environment)|Nordheim]]]]<br />
| style="width: 25%;" |<br />
[[File:Riverside.png|thumb|center|Town of [[Riverside (5e Environment)|Riverside]]]]<br />
|}<br />
{{clear}}<br />
<br />
==Shared Contributions==<br />
;Races:<br />
*[[Hüllerenner (5e Race)]] - I helped name and conceptually refine this little one a bit; originally by {{user|Godzephose}}<br />
*[[Kappa (3.5e Race)]] - By {{user|Salasay}}<br />
;Classes:<br />
*[[Cosmic Sage (5e Class)]] - Editing in partnership with [[User:Godzephose|Godzephose]] ([[User talk:Godzephose|talk]]|[[Special:Contributions/Godzephose|contribs]])<br />
*[[Alchemist, Artificer (4e Class Variant)]] in collaboration with {{user|Medix}} and {{user|Jagon46}}<br />
::Use [[Mechanist (4e Class)]], [[Mechanist Powers (4e Power List)]] for help<br />
;Rules:<br />
*[[All Cast (5e Variant Rule)]] - refurbished; originally by {{user|Godzephose}}<br />
;Misc:<br />
*[[Grey Creed (5e Guild)]] - with included background; originally by {{user|Godzephose}}<br />
*[[Forge (5e Environment)]] - collaborating with {{user|Anastacio}}<br />
*[[OOZe, Epic (3.5e Creature)]] - By {{user|Kaala21}}<br />
<br />
==Revised Stuff/Abandoned Stuff/Helped With==<br />
This is not a fully compiled list. Only some things are actually worth displaying and those are the ones I put here. If you want to see everything you can check out my [https://www.dandwiki.com/wiki/Special:Contributions/Yanied contributions] instead.<br />
===Races===<br />
;5e<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:1100px;"><br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 60%;" |<br />
*[[Wendigo (Variant) (5e Race)]] - Reworked and inspired from the original race which I believe has been since deleted.... :/<br />
*[[Clamantes Hostia (5e Race)]] - completed and revamped <br />
*[[Sylvain (5e Race)]] - Revamped and completed from abandonment<br />
*[[Living Weapon (5e Race)]] - Love Nier. Helped complete this<br />
*[[Wild Man (5e Race)]] - Finished this well in my opinion<br />
*[[Fox'smanuh (5e Race)]] - You know how tired I am of people making anthro foxes and kitsune and leaving skeletons for me to fill??!! Make something new!<br />
*[[Equinar (5e Race)]] - rewrote from your usual fiend and angel trope to something more... original<br />
*[[Lucifiend (5e Race)]] - reworked from something that wasn't even a race<br />
*[[Sunborn (5e Race)]] - I like that card. Completed from abandonment<br />
*[[Ghoul (5e Race)]] - from abandonment. Really liked working on it.<br />
*[[Ramacoro (5e Race)]] - adopted from abandonment. Inspired by the Cree mannegishi<br />
*[[Lichkin (5e Race)]] - kinda like a spellcaster wight. Very versatile. From abandonment<br />
*[[Hidoran (5e Race)]] - sibling to the Shoggoth<br />
*[[Kha'Zath (5e Race)]] - Inspired by Lovecraft's Mi'Go<br />
*[[Nescerei (5e Race)]] - Based on Hans Anderson's "Little Mermaid"<br />
*[[Imraz (5e Race)]] - complete redo from some generic demon junk<br />
*[[Homsela (5e Race)]] - shark blade people<br />
| style="width: 10%;" |<br />
'''Pokemon'''<br />
*[[Deino (5e Race)]]<br />
*[[Yanma (5e Race)]]<br />
*[[Treecko (5e Race)]]<br />
*[[Buizel (5e Race)]]<br />
*[[Helioptile (5e Race)]]<br />
*[[Skorupi (5e Race)]]<br />
*[[Turtonator (5e Race)]]<br />
| style="width: 30%;" |<br />
'''Subraces'''<br />
*[[Andresin (5e Subrace)]] - completed from abandonment<br />
*[[Blood Elf (5e Subrace)]] - moved to subraces and completed from abandonment<br />
*[[Chultan Dwarf (5e Subrace)]]<br />
|}<br />
</div><br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 50%;" |<br />
;4e<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
*[[Homunculus, Variant (4e Race)]] - done as a commission for {{user|Jagon46}}<br />
*[[Nephilim (4e Race)]]<br />
*[[Trulkor (4e Race)]]<br />
*[[Egru (4e Race)]]<br />
*[[Skeleos (4e Race)]]<br />
</div><br />
;3.Xe<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
*[[Rust Devil (3.5e Race)]]<br />
*[[Talpoidan (3.5e Race)]]<br />
</div><br />
<br />
===Classes===<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:40em;"><br />
*[[Grim Reaper (5e Class)]] - inspired from original by [[User:Azagoth|Azagoth]]<br />
*[[Living Weapon (5e Class)]] - Merged with tested version<br />
*[[Nightbringer (5e Class)]] - Completed<br />
*[[Vorpal Follower (5e Class)]] - from abandonment<br />
*[[Gladiator (5e Class)]] - Completed<br />
*[[Mage Hunter (5e Class)]] - Completed<br />
*[[Half Shade (5e Class)]] - Completed<br />
*[[Corrupted Soul (5e Class)]] - Completed<br />
*[[Godslayer (5e Class)]] - Completed, somewhat from some old sentiment<br />
*[[Death Dealer (5e Class)]] - Completed<br />
*[[Plantaemancer (5e Class)]] - Completed from abandonment<br />
*[[Ink Master (5e Class)]] - Completed from abandonment<br />
*[[Strega (5e Class)]] - from abandonment<br />
*[[Marionetista (5e Class)]] - original was in another language so I rewrote it for {{user|Ekalb}}<br />
*[[Sacred Artist (5e Class)]] - from abandonment and from an artist perspective<br />
*[[Gier (5e Class)]] - from abandonment<br />
*[[Runepriest (5e Class)]] - bring 4e back<br />
*[[Shadow Caller (5e Class)]] - from abandonment<br />
;Subclasses<br />
*[[Armorsmith (5e Subclass)]] - Completed. Inspired by Path of Exile's Animate Guardian<br />
</div><br />
<br />
===Equipment===<br />
*[[The Eye of Lucifer (5e Equipment)]] - rewrote from a hazard<br />
<br />
====Magical Weapons====<br />
*[[Leviathan Daggers (5e Equipment)]] - I was eyeing this a while ago, wondering now why it was never finished, so I took it into my own hands from abandonment.<br />
*[[Runic Gunblade (5e Equipment)]] - from abandonment<br />
<br />
====Miscellaneous====<br />
;5e<br />
*[[Pen Island (5e Environment)]]<br />
*[[Ragnarok Mark (5e Curse)]]<br />
*[[Beggar's Curse of the Sea (5e Curse)]]<br />
*[[Darkwood Moss (5e PlantFungi)]]<br />
;4e<br />
*[[The Crypt (4e Quest)]]<br />
*[[Golem, Miscellaneous (4e Creature)]]<br />
| style="width: 50%;" |<br />
<br />
===My To-Dos===<br />
'''Classes:'''<br />
<br />
'''Creatures:'''<br />
*[[Deinodent (4e Creature)]]<br />
*[[Sea Masque (5e Creature)]]<br />
'''Races:'''<br />
*[[Ixac-Coyon (3.5e Race)]]<br />
*[[Suiko (3.5e Race)]]<br />
*[[Tortle (4e Race)]]<br />
*[[Grung (4e Race)]]<br />
<br />
'''Backgrounds/Themes:'''<br />
<br />
'''Equipment:'''<br />
<br />
'''Misc.:'''<br />
*[[Don't Say Christmas (5e Quest)]] - holiday fun<br />
*[[Dollhouse (5e Environment)]] - why do I do this to myself<br />
*[[Philosophy Manifest (5e Sourcebook)]] - Something shower thought<br />
*[[Colosseum Maze of Epics (4e Quest)]] - For {{user|Medix}}<br />
*[[Legendary and Mythical Pokemon (5e Pantheon)]] -- long term project<br />
*[[Golem Making (4e Variant Rule)]] <br />
*[[Shard Ne'Vaal (4e Campaign Setting)]] - Well, I started it. Needs a LOT of work and in for the long haul<br />
*[[Grisaire (5e Campaign Setting)]] - Dug myself another one to fill...<br />
*Draw up a ton of gifs for a cool slideshow<br />
<br />
===Get To (Aspirations and Non-Pages)===<br />
*Spelljammer for 4e<br />
*Images and feat tables for all 4e races!<br />
*I'm going to clean up the 4e abandoned stuff<br />
*Get a 3.5e race featured!<br />
<br />
===To-Dos, Not Mine===<br />
;Races<br />
*[[Seaborn (5e Race)]]<br />
*[[Pawmi (5e Race)]]<br />
*[[Kecleon (5e Race)]]<br />
*[[Urshifu (5e Race)]]<br />
*[[Zenquilch (5e Race)]]<br />
*[[Conrectus (5e Race)]]<br />
;WIP Classes/Subclasses<br />
*[[Battle Champion (5e Subclass)]]<br />
*[[Beastlord (5e Subclass)]] - Ughhhh I want the Nier weapon....<br />
*[[Arcane Chef (5e Class)]]<br />
*[[Gotthänder (5e Class)]] - godhand?<br />
*[[Songsaber (5e Subclass)]] - multi sub for fighter, bard, and druid<br />
;Creatures<br />
;WIP Misc<br />
*[[Singer (5e Background)]]<br />
*[[Plan B (5e Background)]]<br />
*[[Alchemist (5e Background)]]<br />
*[[Goror Biplane (3.5e Environment)]]<br />
*[[3.5e Flaws]]<br />
*[[Vexpa's Layer (5e Environment)]]<br />
*[https://www.dandwiki.com/w/index.php?title=Special:Log/newusers&offset=&limit=500&type=newusers&user= User Creation Log] because I'm just here soooo much.<br />
*[https://www.dandwiki.com/wiki/Category:Needs_Image Stuff that needs images] because I am an artist helper<br />
*[https://www.dandwiki.com/wiki/Category:Pages_with_broken_file_links Brokies]<br />
*[https://www.dandwiki.com/wiki/Category:Pages_using_duplicate_arguments_in_template_calls Paras]<br />
*[[Special:RandomInCategory/5e|Article Spotlight]]<br />
|}<br />
<br />
==Notables==<br />
These aren't my original content stuffs but I did work on them or noticed them for their awesomeness or potential. There are also some good reads here!<br />
*[[Spirit Fox (5e Race)]]<br />
*[[Bloodraven (5e Race)]]<br />
*[[Animated Armor (5e Race)]]<br />
*[[Arachonomicon; the Book of Spiderkind (4e Sourcebook)]]<br />
*[[Farspawn (4e Race)]]<br />
*[[Sunken Rlyeh (5e Environment)]]<br />
*[https://www.dandwiki.com/w/DanDWiki%20Map The wiki map] by {{user|ConcealedWife}}<br />
<br />
==Awards==<br />
{| style="border: 1px solid gray; background-color: #fdffe7; width: 500px"<br />
|rowspan="2" | [[Image:Barnstar.png|100px]]<br />
|style="font-size: x-large; padding: 0; vertical-align: bottom; height: 1.1em;" | '''Barnstar &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; '''<br />
|-<br />
|style="vertical-align: top; border-top: 1px solid gray;" | I hereby award you this barnstar for the excellent work you have done adding lore to multiple 5e races and bringing incomplete races to a playable state. Thank you very much! Know now that your diligence does not go unappreciated! [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 20:15, 25 December 2018 (MST)<br />
|}<br />
*[[Image:Cscr-featured.png|25px|link=]][[Apocalypto (5e Class)]] -- First Featured Article! Thanks to all the admins who helped fix it up, and thanks to everyone who voted!<br />
*[[Image:Cscr-featured.png|25px|link=]][[Aarongar (5e Race)]] -- First Featured Race! Thanks to everyone for their suggestions and voting!<br />
==User Stuff==<br />
Stuff only for my use. Free to look at.<br/><br />
[[User:Yanied/Sandbox|Testbox]]<br/><br />
[[User:Yanied/Adventure Log|Adventure Log]]<br/><br />
[[User:Yanied/Imagebox|Imagebox]]<br/><br />
[[User:Yanied/Workstation|Workstation]]<br/><br />
[[User:Yanied/Test Material|Testing Materials]]<br><br />
'''Always Useful:'''<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:60em;"><br />
<br />
<tt><nowiki><div class="externalimage-holder" style="width:30%;float:right;"></nowiki></tt><br />
<tt><nowiki>{| class="4e" style="float:right"</nowiki></tt><br />
<tt><nowiki>!<img link></nowiki></tt><br />
<tt><nowiki>|-</nowiki></tt><br />
<tt><nowiki>|By [img link]</nowiki></tt><br />
<tt><nowiki>|}</div></nowiki></tt><br />
----<br />
<nowiki><div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div></nowiki><br />
----<br />
<tt><nowiki><div class="externalimage-holder" style="width:30%;float:right;"></nowiki></tt><br />
<tt><nowiki>{| class="D20" style="float:right"</nowiki></tt><br />
<tt><nowiki>!<!--img link--></nowiki></tt><br />
<tt><nowiki>|-</nowiki></tt><br />
<tt><nowiki>|By [<!--src-->]</nowiki></tt><br />
<tt><nowiki>|}</nowiki></tt><br />
<tt><nowiki></div></nowiki></tt><br />
----<br />
<nowiki>{{{!}} class="5e" style="text-align: left;"<br />
! Table {{!}}{{!}} {{!}}{{!}} <br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} ipso {{!}}{{!}} lorem {{!}}{{!}}<br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} {{!}}{{!}} {{!}}{{!}}<br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} {{!}}{{!}} {{!}}{{!}}<br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} {{!}}{{!}} {{!}}{{!}}<br />
{{!}}- class="{{Odd-Even|{{#var:odd}}}}"<br />
{{!}} {{!}}{{!}} <br />
{{!}}}</nowiki><br />
----<br />
*{{4e Power/Sandbox instead of {{4e Power and {{User Creature instead of {{Stat Block 2<br />
*{{4e User Magic Item instead of {{4e Magic Item<br />
*{{4e User Racial Traits instead of {{4e Racial Traits<br />
*{{4e User Creature Top Essentials instead of {{4e Creature Top Essentials<br />
----<br />
*[[Template:City Table]] for 3.5e<br />
*[[Template:Planar Template]] for 3.5e<br />
</div><br />
----<br />
===Subpages===<br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new Subpage<br />
default=My Page<br />
prefix=special:MyPage/<br />
editintro=Add Instructions<br />
preload=<br />
</inputbox><br/><br />
<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:60em;"><br />
*[[User:Yanied/WIP/1|Razing Buster]] - from the original [[God Seeker (5e Class)]]. I made the original class to be something pretty awesome yet with well enough restraint but I can no longer be proud of it in its current state. The current version on this site is what was left after Blobby383b was done with it because it was supposedly overpowered. This version is even MORE overpowered.<br />
*[[User:Yanied/WIP/2|Medico della Pestes]] - made for my tastes<br />
*[[User:Yanied/WIP/3|God Seekers]] <br />
*[[User:Yanied/WIP/5|OP Campaign Stuff]]<br />
*[[User:Yanied/WIP/6|Drifter]] - made for a space campaign<br />
*[[User:Yanied/WIP/7|Android]] - space, my version<br />
*[[User:Yanied/WIP/8|Misc Space Stuff]] - space<br />
*[[User:Yanied/WIP/19|Plaguespreader]] - even MORE op<br />
*[[User:Yanied/Original Grim Reaper]] - Original before rebalance<br />
*[[User:Yanied/New System?|New System]] - herp a derp<br />
*[[User:Yanied/SINoALICE|SINoALICE]] - Yoko Taro's Gacha game I want to make a game for<br />
*[[User:Yanied/Akuma no Riddle|AnR]] - Silly game of useless assassins I felt like doing<br />
*[[User:Yanied/Gamer|The Gamer]] - My version of the [[Gamer (5e Class)|Gamer]] class<br />
*[[User:Yanied/Hybrid BoB System|BoB-DnD]] - Modern?<br />
*[[User:Yanied/4.5e|4.5e System]] - Bringing back 4e with some 5e and then some other stuff mishmash<br />
*[[User:Yanied/Misc Lores|Misc Lore]]<br />
*[[User:Yanied/Brainworms|Brainworms]] - stuff I think about too much.<br />
</div><br />
----<br />
[[Category:Flavor Helper]]<br />
[[Category:Artist Helper]]<br />
[[Category:Featured Article Nomination Helper]]<br />
[[Category:Formatting Helper]]<br />
[[Category:4e Balancing Helper]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Battle_Champion_(5e_Subclass)&diff=1825610Battle Champion (5e Subclass)2024-03-26T02:24:50Z<p>Yanied: </p>
<hr />
<div>{{WIP}}<br />
===Battle Champion===<br />
''Fighter Subclass''<br />
<br />
The appeal of fighting is a duality. There's the rugged impact of weapons and muscle, but also the skillful tactics and mental acuity at work. A battle champion is sort of like a battlemaster, in that they are able to masterfully craft maneuvers. However, they are also like champions, because they are a bit of a meathead that doesn't know how to quit. Battle champions encompass a character archetype that is both savagely brutish and intelligent. It may sound contradictory, but think of it as a fighter that improvs on the battlefield. They dive into fights without a plan, already confident in their own stamina and endurance. As a fight progresses, they improvise maneuvers on the spot, usually mimicking what successful battlemasters can do. Their fortified bodies provide excellent buffers for them to wear down enemies and figure out the weak points as they go.<br />
<br />
====Battle Improvisation====<br />
When you choose this archetype at 3rd level, you learn features that are fueled by special dice called improvisation dice. <br><br />
'''Maneuvers.''' You know all maneuvers in this subclass. You can use multiple maneuvers per attack. Any maneuvers accessed in this subclass are considered always known for you. Think of this as a caster that doesn't need to prepare spells from a list, versus the battlemaster, who is a prepared caster. <br />
<br />
'''Improvisation Dice.''' You have four imrpovisation dice, which are d8s. An improvisation die is expended when you use it. You regain all of your expended superiority dice when you roll initiative. <br />
<br />
'''Saving Throws.''' Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:<br />
<br />
<tt>Maneuver save DC = 8 + your {{5a|str}} or {{5a|dex}} modifier (your choice) + your improvisation die roll</tt><br />
<br />
At 3rd level, you know the ''critical strike'' maneuver below:<br />
*'''Critical Strike:''' Expend one improvisation die. Your next weapon attack scores a critical hit on an attack roll of 19 or 20.<br />
<br />
====War Mind====<br />
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them even in the midst of raging battle. As a {{5e|bonus action}}, you make a {{5a|wis} ({{5s|Insight}}) check against a creature you can see that isn't {{5c|incapacitated}}, contested by the target's {{5a|cha}} ({{5s|Deception}}) check. If you succeed, your next attack against the creature rolls with {{5e|advantage}}.<br />
<br />
This benefit lasts for 1 minute or until you successfully use this feature against a different target.<br />
<br />
====Improvised Maneuvers====<br />
Starting at 7th level, you now have fought enough to learn some more tactics on the fly. <br />
<br />
*'''Savage Attack:''' When you score a critical hit with a melee weapon attack, you can roll an improvisation dice and add it to the extra damage of the critical hit.<br />
*'''Disarming Attack:''' When you hit a creature with a weapon attack, you can expend one improvisation die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the improvisation die to the attack's damage roll, and the target must make a {{5a|str}} {{5e|saving throw}}. On a failed save, it drops the object you choose. The object lands at its feet.<br />
*'''Defensive Strike:''' When a creature successfully hits you with a melee attack, you use your {{5e|Reaction}} to expend an improvisation die to strike the attacker once, adding the improvisation die result to the damage roll. The added damage increases to 1d6 at 15th level. <br />
*'''Riposte:''' When a creature misses you with a melee attack, you can use your reaction and expend one improvisation die to make a melee weapon attack against the creature. If you hit, you add the improvisation die to the attack's damage roll.<br />
<br />
====10th====<br />
====15th====<br />
====18th====<br />
;Supreme Skills<br />
At 15th level, you gain one of the following features of your choice.<br />
<br />
*Expose Weakness: Upon hitting a creature, you may force the creature must make a {{5a|con}} {{5e|Saving Throw}}. On a failed {{5e|Saving Throw}}, the creature's AC minuses by 2 (cannot be used more than once on the same creature). The creature's AC is restored after they finish a {{5e|short rest|short}} or {{5e|long rest}}.<br />
<br />
*Relentless Lethality: You may add an additional damage die to one attack you make. You may do this once per turn.<br />
<br />
*Brave, but Foolish: As long as you are wielding a sword, attacks of opportunity towards you when leaving a creature's melee zone are done with {{5e|Disadvantage}}.<br />
<br />
;Masterful Skills<br />
At 18th level, you gain one of the following features of your choice.<br />
<br />
*Telling the Odds: When you roll a natural 19 or 20 with a sword, it counts as a {{5e|critical hit}}.<br />
<br />
*Master Swordsman: You naturally have {{5e|Advantage}} on attack rolls with swords. <br />
<br />
*Unforgiving Blow: While a creature is below 25% health, your damage with a sword has another die roll.<br />
<br />
<br />
<vote type=1/><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Fighter]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Talk:Battle_Champion_(5e_Subclass)&diff=1825602Talk:Battle Champion (5e Subclass)2024-03-26T01:49:23Z<p>Yanied: Yanied moved page Talk:Duelist, Variant (5e Subclass) to Talk:Battle Champion (5e Subclass) without leaving a redirect: adoption</p>
<hr />
<div>Balancing in my opinion<br />
<br />
En Guard: It would only work for 1 weapon type<br />
Swordsman: +1 Melee hit (because you still have the fighting style to further increase)<br />
Footwork: Would continue as it is<br />
<br />
Lethality: Would continue as is<br />
Cruel Strike: It would continue as it is<br />
Make Haste: I would continue as it is<br />
<br />
Alpha Strike: Would no longer deal extra damage, modifying to leave weapon within 3m of target.<br />
Defensive Strike: Would no longer deal extra damage<br />
Moderate Swordsman: Would Stay the Same (Totaling +2 Blades Hit)<br />
<br />
Expose Weakness: Modify to 1 Lethality point, and reduction would last 1 Minute.<br />
Relentless Lethality: Continued as is<br />
Brave, but Fool: I would continue as it is<br />
<br />
Telling the Odds: It would continue as it is<br />
Master Swordsman: Changed to 1 Lethality<br />
Unforgiving Blow: It would continue as it is</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Battle_Champion_(5e_Subclass)&diff=1825601Battle Champion (5e Subclass)2024-03-26T01:49:23Z<p>Yanied: Yanied moved page Duelist, Variant (5e Subclass) to Battle Champion (5e Subclass) without leaving a redirect: adoption</p>
<hr />
<div>{{abandoned|23:30, 27 August 2023 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{needsbalance|Each feature exceeds the requisite level's general power.}}<br />
===The Duelist===<br />
''Fighter Subclass''<br />
<br />
A Duelist understands that the mastery of the sword is a matter of patience and agility. You must become more than just a man with a weapon in the mind of your opponent.<br />
<br />
The archetypal Duelist focuses on the development of their dueling skills with a sword, striking with elegance and poise. To a Duelist, a sword is an extension of their own self, learning to use the weapon with a smooth flow and deadly grace. <br />
<br />
Any feature that requires a {{5e|Saving Throw}} uses the following to calculate your DC: 8 + your proficiency bonus + your {{5a|Str}} or {{5a|Dex}} modifier.<br />
<br />
Swords: {{5e|weapons|Greatsword}}, {{5e|weapons|longsword}}, {{5e|weapons|rapier}}, {{5e|weapons|scimitar}}, {{5e|weapons|shortsword}}.<br />
<br />
;Sword Styles<br />
At 3rd level, you can use your bonus action to assume one of the sword styles below. The benefits of the chosen style last until the start of your next turn. <br />
<br />
*En Guarde: You gain a +2 to your AC as long as you are holding any type of sword and nothing else.<br />
<br />
*Swordsman: You gain a +2 to attack rolls with any type of sword.<br />
<br />
*Footwork: While you are wielding a sword, you gain +10 feet to your walking speed.<br />
<br />
;Combat Tactics<br />
At 7th level, you gain one of the following features of your choice.<br />
<br />
*Lethality: Whenever you achieve a {{5e|critical hit}} with a sword, you may roll one additional damage die to the determine the damage for the {{5e|critical hit}}. For {{5e|weapons|greatswords}}, this is an additional d6.<br />
<br />
*Vicious Strike: You can add 1d4 to the damage roll of any sword. The added damage increases to 1d6 at 15th level and 1d8 at 18th level.<br />
<br />
*Make Haste: You gain {{5e|Advantage}} on {{5e|Initiative}} rolls.<br />
<br />
;Expert Strikes<br />
At 10th level, you gain one of the following features of your choice.<br />
<br />
*Alpha Strike: You may attempt to disarm an enemy. On a successful hit, the target must make a {{5a|Str}} {{5e|Saving Throw}}. On a failed {{5e|Saving Throw}}, the target drops the weapon they are holding to their feet. Additionally, on a failed {{5e|Saving Throw}}, you may add 1d4 weapon damage to the damage roll. The added damage increases to 1d6 at 15th level. On a successful {{5e|Saving Throw}}, the target does not drop their weapon and doesn't take the extra damage. <br />
<br />
*Defensive Strike: When a creature successfully hits you with a melee attack, you may use your {{5e|Reaction}} to strike the attacker once, adding 1d4 to the damage roll. The added damage increases to 1d6 at 15th level. If the creature attacks you with a melee weapon but misses, you have {{5e|Advantage}} on the defensive strike.<br />
<br />
*Moderate Swordsman: You may add a +1 to attack rolls with a sword.<br />
<br />
;Supreme Skills<br />
At 15th level, you gain one of the following features of your choice.<br />
<br />
*Expose Weakness: Upon hitting a creature, you may force the creature must make a {{5a|con}} {{5e|Saving Throw}}. On a failed {{5e|Saving Throw}}, the creature's AC minuses by 2 (cannot be used more than once on the same creature). The creature's AC is restored after they finish a {{5e|short rest|short}} or {{5e|long rest}}.<br />
<br />
*Relentless Lethality: You may add an additional damage die to one attack you make. You may do this once per turn.<br />
<br />
*Brave, but Foolish: As long as you are wielding a sword, attacks of opportunity towards you when leaving a creature's melee zone are done with {{5e|Disadvantage}}.<br />
<br />
;Masterful Skills<br />
At 18th level, you gain one of the following features of your choice.<br />
<br />
*Telling the Odds: When you roll a natural 19 or 20 with a sword, it counts as a {{5e|critical hit}}.<br />
<br />
*Master Swordsman: You naturally have {{5e|Advantage}} on attack rolls with swords. <br />
<br />
*Unforgiving Blow: While a creature is below 25% health, your damage with a sword has another die roll.<br />
<br />
<br />
<vote type=1/><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Fighter]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Firdrin_(5e_Race)&diff=1825599Firdrin (5e Race)2024-03-26T01:48:06Z<p>Yanied: Yanied moved page Firdrin(5e Race) to Firdrin (5e Race) without leaving a redirect: just missing a space</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==<Race Name>==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
<br />
<br />
===Society===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
<br />
===<Race Name> Names===<br />
<!--Lead text. The naming scheme or traditions of your race. Often based on the above history and Society(culture) sections. Pointing to a real-life naming scheme is also appropriate.--><br />
<br />
'''Male:''' <!--Male names--><br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===<Race Name> Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|con}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=<!--State the age of maturity if any and the standard lifespan--> Firdrin typically live up to 750 years<br />
|alignment=<!--Describe alignment tendencies or restrictions--><br />
|size=<!--"Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium." Special considerations need to be made for races that are not Small or Medium.--> Typically Firdrin stands from barely 6 feet to 8 feet tall. Your size is Medium<br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}} <br />
|trait2= Giant Magic<br />
|description2= Starting at 1st level, you can cast the Primal Savagery cantrip. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait without requiring any components. Once you cast the Enlarge/Reduce spell prior to this trait, you cannot use this trait until your next long rest<br />
|trait3=Giant's Endurance<br />
|description3= When you reach 0 hit points and do not fully die, you drop to 1 hit point and is under the effects of True Strike for 1 round. Once this feature is used, you cannot use it until your next long rest.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Giant. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====<Subrace Name>====<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=<br />
|description1=<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=<!--race name--><br />
|feet=<!--base height feet--><br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!--The following section is optional, delete any or all of the tables as appropriate--><br />
===Suggested Characteristics===<br />
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || <!--Text--><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || <!--Text--><br />
|}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Valignar_(5e_Race)&diff=1825598Valignar (5e Race)2024-03-26T01:47:03Z<p>Yanied: needsbalance</p>
<hr />
<div>{{needsbalance|This somehow got stronger since the last needsbalance. Molten navigator's original effect is now better worded... but now it tries to balance immunity against fire with vulnerability to cold. This is false balancing to get immunity to a very common damage type early on that is also a component of some very powerful spells (more than poison, in my opinion). There's also now a flying speed! The hamper on it about armor is pointless because ta-da, you get unarmored defense with two scores. Stoneskin's calculation also doesn't make a lot of sense when you wonder why strength is taken into account. Usually, the durability of a body is encompassed in constitution, not so much how many pounds you lift. The natural weapons AND bite seem a bit like overkill. You usually don't see races with multiple natural weapons like monsters since it just eats up their trait slots for what's basically unarmed strike flavor. Hungry jaws also is worded weird. "Upwards"? You mean "up to"?}} <br />
<br />
==Draconian (Infernal Lizardfolk)==<br />
''From the molten depths, a crocodilian behemoth gradually rises to the surface, its infernal body immune to the burning sensation of the molten hot fluid; it creeps unto its seemingly petrified victim, terrified for its life and unable to move an inch. It clenches its jaws shut around its hapless victim, sealing their fate. Another contract fulfilled successfully, with yet another lost soul having effectively "vanished" from the Forge's rossier.''<br />
<br />
Draconians are Infernal Lizardfolk that have adapted to life in the Forge: a literal hellscape, where the only light that emits comes from deep underground, and where the only foliage that grows, does so via a process known as chemosynthesis, and via designated cultivars for local advanced food production; consequently, they are slightly larger than traditional Lizardfolk, exhibit drastically different behaviors and mannerisms from them (albeit for similar reasons), possess stony, mineralistic scales of various different hues, grayscales, and opacities, and have astonishing levels of longevity, when compared with their surface-dwelling variants. <br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Due to their unique upbringing, Draconians have adapted their bodies to withstand extreme heat, acquired natural features that defend against other infernal beings, and gradually developed a society & culture to match their infernal reptilian upbringing. Their scales more often than not have a stony texture and coloration to them, with varying degrees of grayscale, opacity, and/or color. Furthermore, they generally tower over Medium-sized creatures, and are covered from head to tail in protruding horns or phoenix-like feathers, with clawed hands and feet made from organic obsidian of various different kinds. Whereas the horns of some match their clawed hands and feet in the materials grown, the feathers of others are generally multicolored and fire-kissed, but otherwise retain a similar color scheme and stony appearance to their scales. Lastly, on their backs are a pair of either Infernal or Phoenix-like wings, depending upon whether they have horns or feathers: Infernal wings, if they have horns; Phoenix-like wings, if they have feathers.<br />
<br />
===Attitudes & Beliefs===<br />
Having adapted to the harsh realities of the Forge, Draconians typically prioritize their own survival over the survival of others, including their own kind. As such, they have developed a survival of the fittest mentality, prioritizing such things as strength, power, fitness, and dominion over more frivolous things, such as altruism, peace, and kindness. Whilst some Draconians do embrace their softer sides, many do not, instead opting to be hated and feared by many, whilst also idolizing and worshipping those who have power over them. Contrary to this, however, is their universal condemnation of the practice, known as "obsidian harvesting", in which they are de-clawed, de-fanged, and in some instances, de-horned.<br />
<br />
===Society===<br />
Draconian society greatly differs from other societies, in that they live in a classless feudal hierarchy. That is to say, rather than one’s bloodline or the conditions of their birth, one’s social standing is entirely dependent upon one’s merits. Draconians are also all too familiar with the concepts of trade, and an open market, and have codified into their laws some of the most exploitative, yet just forms of labor. <br />
<br />
As an example of what this may look like, it is entirely legal for a slave to acquire their own freedom through a variety of different means, such as through combat, surreptition, the purchasing of their own freedom, or through litigation; however, a slave may only do this, if they are successful, and both the slave and slave owner are legally placed on an even playing field, though foul play is permitted on both sides, in some circumstances. <br />
<br />
Whilst the lower classes generally do not retain rights in the traditional sense, all denizens, regardless of one’s social standing are enumerated the rights to both upward and downward mobility, based on a combination of one’s desires and one’s social standing, but typically not on the basis of one’s identity. Naturally, however, this means that once a law gets codified, it is seldom, if ever repealed, and instead gets overwritten by improved and revised versions of existing laws that better support Draconian society writ large.<br />
<br />
===Draconian Names===<br />
Draconian names are adopted from a variety of different cultures, taking inspiration from the Infernal, Abyssal, Draconic, Common, and Undercommon languages and vernaculars. <br />
<br />
'''Male:''' Aearkath, Bhraazhen, Drirazhu, Ghozhriel, Houliakthuul, Illklathuul, Krathkothylam, Lakjothym, Merzhigoeje, Nozhkluuth, Oupjkkhum, Raepjhian, Thylliam, Ullijhani, Vlaaketh, Zhakrieuhl<br />
<br />
'''Female:''' Akuzha, Balashaanaan, Doumokhryl, Ghollimuelzhe, Iimerille, Jhakuezha, Khryjuul, Lujhylla, Mozhgaethy, Naraijhyam, Ouqailljya, Reijhan, Thriazhuul, Uljhamoe, Villjhiazhe, Zhillamouzhye<br />
<br />
===Draconian Traits===<br />
{{5e Racial Traits<br />
|summary=Draconians are Infernal Lizardfolk that have adapted to life in the Forge. <br />
|abilities=Your {{5a|str}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Draconians reach adulthood at age 20, and can live for centuries, or even millennia. <br />
|alignment=Draconians tend to gravitate towards lawful alignments. <br />
|size=You tower over other races with ease, with a height ranging from 6 feet and 5 inches to 8 feet even, and with a weight ranging from 241 to 400 pounds. Your size is Medium.<br />
|speed=Your base walking and swimming speeds are 30 feet. <br />
|trait1={{5E|Darkvision}}<br />
|description1=You can see in dim light within 60 feet of you as if it were {{5g|Bright Light}}, and in {{5g|Darkness}} as if it were {{5g|Dim Light}}. However, you cannot discern color in darkness, only shades of gray.<br />
<br />
|trait2=Molten Navigator<br />
|description2=Due to your natural adaptations to life in the Forge, you have adapted the ability to navigate lava and molten liquids alike, as if you were swimming in water. As a result, you are able to breathe lava and molten liquids alike, as if they were normal air, and you have immunity to fire damage, but as a result, you also have vulnerability to cold damage. Furthermore, you have {{5g|Advantage}} on {{5g|Saving Throws}} made against the effects of extreme heat, but you have {{5g|Disadvantage}} on {{5g|Saving Throws}} made against the effects of extreme cold as described on page 110 of the Dungeon Master's Guide. Swimming in lava and/or other molten liquid surfaces, for you, takes on a liquid feel and appearance, the brightness for which grows in places that, in water, would normally grow in darkness. <br />
<br />
|trait3=Stoneskin Resiliency<br />
|description3=Your scales are as hard as stone, and you have built up an innate resiliency against the harsh living conditions within the Forge. While not wearing armor, your {{5g|Armor Class}} equals 8 + your {{5a|str}} and {{5a|con}} modifiers. You can use your stoneskin resiliency to determine your AC if either the armor you wear or a class feature you have would leave you with a lower AC. A {{5g|Shield (Armor)|shield}}'s benefits apply as normal with this feature.<br />
<br />
|trait4=Infernal/Phoenix Wings<br />
|description4=In response to the growing threat of winged infernal creatures, your people have gradually evolved to possess wings of their own to combat them, from whom you have in kind inherited a pair of these wings of your own, and thus, you have a pair of innate either Infernal or Phoenix-like wings (depending upon whether you have horns or feathers, not both), granting you a flying speed of 30 feet. However, you cannot use this flying speed, if you are wearing medium or heavy armor. <br />
<br />
|trait5=Natural Weapons<br />
|description5=You have natural claws, with which you can make {{5g|Unarmed Strike}}s, applying your {{5a|str}} modifier for both your attack and damage rolls. When you hit with your claws, the strike deals 1d6 slashing damage, instead of the bludgeoning damage normal for an unarmed strike. <br />
<br />
|trait6=Bite<br />
|description6=You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your {{5a|str}} modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
|trait7=Hungry Jaws<br />
|description7=You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you recover {{5E|Hit Points}} equal to 1d4 + your {{5a|con}} modifier. You can use this feature a number of times upwards your proficiency bonus, after which, you may regain all expended uses, thereof, when you finish a long rest.<br />
<br />
|languages= You can speak, read, and write Common and Draconic. <br />
|subraces=none<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Draconian<br />
|feet=6<br />
|inches=4<br />
|heightmod=1d20<br />
|weight=240<br />
|weightmod=1d8<br />
}}<br />
<br />
===Suggested Characteristics===<br />
When creating a Draconian character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.<br />
<!--Lead text--><br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I use kindness as a means to an end, in order to get the things I want in life. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || My problem solving method is to rush into things without thinking. Why waste time, when the problem can be resolved immediately? <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am quick to judge people and events by their merits, rather than by their true natures. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I impose a rigorous training regimen, in order to better myself and others every single day. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I have a knack for detecting the desires of other creatures - even the ones that are unknown to them. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I use fear as a means of preventing others from stepping out of line. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I spite only those who spite me first, no matter if directly or indirectly, and I attempt to do so in the most insidious of ways. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I actively challenge others, as a means of testing my own abilities. <br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Altruism'''. Against my true nature, I will always lend a hand to those in need. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Righteousness'''. I will use my strength and power to smite and punish the wicked by any means necessary. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Desire'''. Everyone has their vices, and I am no exception. Why not fulfill our every need and want? (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Honor'''. They say there is honor, even amongst thieves, and so I extend that logic to all walks of life. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Strength'''. Survival is for the fittest, and thus strength is the only thing that matters in this world. (Any) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Dominion'''. All things in this world have a place where they belong. My place in this world is to rule over all others. (Evil)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Someone saved my life once, and thus, I have made it my life’s goal to return the favor someday. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I am a disgraced noble, who has since learned to survive in the most hostile of conditions, and environments. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I worked my way to the top from nothing, and seek to broaden my horizons. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I fell in love with a rival of mine, whose affections I seek to earn by my own merit. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I once met a traveler whose wanderlust inspired my own desires for exploration. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I was ostracized from the very beginning, and seek to right the wrongs of my people. <br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Whenever I see someone is down, I cannot help but bring my full attention towards them, and them alone. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || In any given situation, my mind immediately turns to war and bloodlust, and is incapable of knowing true peace. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am incapable of feeling empathy or compassion for others: if they suffer, I feel nothing for them. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am afraid of anyone having power over me, and am deeply insecure about anything I do not have absolute control over. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || My temper sometimes gets a stranglehold over me, and doesn’t let go, until I have resolved the very thing that made me upset in the first place. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I get insidious and/or lustuous intrusive thoughts about every single creature I encounter. <br />
|}<br />
<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
[[Category:Reptilian Subtype]]</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Coyotefolk_(5e_Race)&diff=1825595Coyotefolk (5e Race)2024-03-26T01:39:26Z<p>Yanied: needsbalance</p>
<hr />
<div>{{needsbalance|Not a super crazy race, but some of the power is a bit wonky. So this has 4 ASI when put altogether with base and subrace. That's on top of the 35 walking speed. If it were that and just the base traits, this would still be okay, not too versatile that it goes over even a half-elf. The things that push the envelope is something like pack tactics. Kobold was an official race with pack tactics... but they also had sunlight sensitivity. Also, this trait was removed in the updated version of kobold in MPMM. By itself, it wouldn't be too much a problem, but coupled with the abovementioned extant bonuses, then it gets a bit much. Cutting down on a score might even it out and make room for a flavorful ribbon trait, even. Opportunistic strike is similarly powered, but more allowing for attacks per round than advantage. Attuned to trickery gives blanket advantage on deception checks, which is a no-no. You want to avoid that and try to use situational advantage, generally. The second half about rolling against being charmed is interesting, but the wording on rest recharges is incorrect.}}<br />
== Coyotefolk ==<br />
<br />
{{quote|With words as their weapons, they're armed to the teeth...|src=Life Like Water, ''Coyote Trickster''.}}<br />
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<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://i.pinimg.com/564x/b9/db/d5/b9dbd59cde20a7621326b4440f9c963d.jpg|Image credit: [https://www.furaffinity.net/user/hax Hax]}}</div><br />
<br />
Coyotefolk are slender, bipedal humanoids with bodies resembling that of a coyote, and who look quite similar to their wolfish cousins. Their entire body is covered in short fur ranging from black to blond, generally sporting mixtures of tan, black, grey, and reddish tints. Coyotefolk generally sport longer legs, bushy tails, and large ears, and have long, narrow muzzles. Coyotefolk are nimble, have sharp teeth and claws, and keen senses comparable to wolves, and are as quick as they are cunning.<br />
<br />
=== Minds of the Wild ===<br />
In their ancestry, Coyotefolk were one of many creatures born of the magic of the woods, raising feral creatures to a higher state of consciousness. These early peoples, beastfolk, created primitive civilizations alongside members of their genus, and continued to elevate their consciousnesses, but, Coyotefolk included, many beastfolk stay true to their wild natures as combative and territorial. As time passed, Coyotefolk grew distant from other canine beastfolk, as their societies failed to bridge their natural differences. And as the world grew older, some species of beastfolk remained in the wilds, keeping to themselves and remaining content in their simplistic lifestyles, but many Coyotefolk opted to integrate into modern societies, even if their animalistic reputations made that difficult.<br />
<br />
===Adaptable Opportunists ===<br />
Coyotefolk in particular have a penchant for mischief and cunning. Being smaller than some of their canine cousins, they use their wits to survive, and are highly adaptable and resourceful. Today many Coyotefolk are scattered through the world, wild and urban. Most of these folk who remained in the wild formed small packs, and lived similarly to other beastfolk, but in a manner more secluded. Though, Coyotefolk are not inherently malicious or manipulative, they are known to be opportunists by nature, some opt to be performers, merchants, or charlatans, using their wit and charm for their own gain. Others live quiet, rather ordinary lives, opting not to draw attention. Coyotefolk are well adapted to both modern life, and life in the wild. Each Coyotefolk will have a different experience, but usually find it easy to adjust to their surroundings, regardless of their path in life.<br />
<br />
=== Coyotefolk Names ===<br />
Many beastfolk ancestors found their names in the wild, from various aspects of nature, such as plants, biomes, and geographical features. Usually, though, Coyotefolk names use sounds akin to the name of their race to differentiate them from other beastfolk, Ko, Yo, and Te, and sometimes reflect natural objects, like plants, biomes, or geographical features. Surnames are rarely used by wild Coyotefolk, so when urban Coyotefolk integrated with modern society, they adapted the surnames of those around them, leading to a wide variety of surnames amongst these folk. A Coyotefolk's surname could indicate what other cultures their ancestors interacted with. Beastfolk names are rarely attached to one's gender.<br />
<br />
'''Coyotefolk Names:''' ''Peyote, Yovanni, Koren, Koda, Terrin''<br />
<br />
'''Coyotefolk Surnames:''' ''Windsor, Cysneros, Blackthorne, Emberlyn, Graves''<br />
<br />
=== Coyotefolk Traits ===<br />
Your Coyotefolk character has the following traits.<br />
<br />
{{5e Racial Traits<br />
|summary=Coyotefolk are quick, cunning, and adaptable folk. Born of the wild with varying ancestry, wherever they find themselves, these folk use their wits to make their way about the world.<br />
|abilities=Your {{5a|cha}} increases by 2 and your {{5a|dex}} increases by 1.<br />
|age=Coyotefolk live shorter life spans than most humanoids, wild folk usually living for half of a century, and urban folk living one or two decades longer.<br />
|alignment=Wild folk are in tune with the will of the wild, while urban folk live to the beat of the city. Overall, Coyotefolk tend towards chaotic or neutral alignments.<br />
|size=Being smaller members of the beastfolk, they usually stand just below the height of an average human. Your size is Medium.<br />
|speed=Your canine legs make you quite nimble. Your base walking speed is 35 feet.<br />
|trait1=Silvertoungue<br />
|description1=Your cunning lets you read people well. You gain proficiency in the Persuasion skill.<br />
|trait2=Keen Senses<br />
|description2=Your canine senses give you advantage on {{5a|wis}} ({{5s|Perception}}) checks that rely on hearing or smell.<br />
|trait3=Agile Step<br />
|description3=Your agility and quick footwork gives you proficiency in the Acrobatics skill, and when you make a long or high jump, you can add your Dexterity modifier to the distance covered.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, and speak one other language of your choice. <!--Because these people are pretty ambiguous in terms of where they 'come from' I hope adding this option is satisfactory--><br />
|subrace=Some Coyotefolk have adapted to the modern world, while others embrace their first homes, the wild. Choose one of two following subraces:<br />
}}<br />
<br />
==== Wild Coyotefolk ====<br />
Your Wild Coyotefolk character has the following traits.<br />
<br />
{{5e Subrace Traits<br />
|abilities=The harsh wilds have hardened your spirit. Your {{5a|con}} increases by 1.<br />
|trait1=Pack Tactics<br />
|description1=Wild Coyotefolk fight in groups. When you have an ally within 5 feet of your target, you have advantage on attack rolls against that target.<br />
|trait2=Attuned to the Wild<br />
|description2=You gain proficiency in one of the following skills of your choice: {{5s|Nature}}, {{5s|Medicine}}, or {{5s|Survival}}.<br />
}}<br />
<br />
==== Urban Coyotefolk ====<br />
Your Urban Coyotefolk character has the following traits.<br />
<br />
{{5e Subrace Traits<br />
|abilities=You've learned from your time in the streets. Your {{5a|int}} increases by 1.<br />
|trait1=Opportunistic Strike<br />
|description1=Being around people gives you an instinctive knack for seizing opportunities in combat. When an enemy within 5 feet of you is hit by an attack from another creature, you can use your reaction to make a melee weapon attack against that enemy.<br />
|trait2=Attuned to Trickery<br />
|description2=Your time around people has allowed you to refine your social cunning. You gain advantage on {{5s|Deception}} checks and once per long rest you can roll a wisdom saving throw against being charmed with advantage.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Coyotefolk<br />
|feet=5<br />
|inches=5<br />
|heightmod=1d6<br />
|weight=120<br />
|weightmod=1d6<br />
}}<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Talk:Roo_(5e_Race)&diff=1825592Talk:Roo (5e Race)2024-03-26T01:29:53Z<p>Yanied: /* Copyright Disclaimer */ apparently it's from a movie?</p>
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<div>== Copyright Disclaimer ==<br />
<br />
This race makes reference to a movie showcasing the "Roo" creatures<br />
<br />
:Which one is that, and where is it? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:37, 17 November 2021 (MST)<br />
::The [[Beastfolk, Roos (3.5e Race)|3.5e inspiration]] makes reference to a movie called Warriors of Virtue.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:29, 25 March 2024 (MDT)</div>Yaniedhttps://www.dandwiki.com/w/index.php?title=Talk:Nun%27s_Habit_(5e_Equipment)&diff=1825591Talk:Nun's Habit (5e Equipment)2024-03-26T01:27:38Z<p>Yanied: cool</p>
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<div>A Nun's habit is normally just a variation of robes, unless this is some sort of monster or demon hunting habit with hidden armor or weapons holsters somewhere this isn't the right place for this... Although, that would be a cool addition for a gothic or monster hunting campaign... --[[User:Gl17cHw3rk5|Gl17cHw3rk5]] ([[User talk:Gl17cHw3rk5|talk]]) 18:20, 25 March 2024 (MDT)<br />
<br />
:How about that? - [[User talk:Guy|Guy]] 19:18, 25 March 2024 (MDT)<br />
::It is probably the simplicity of the name that makes it a bit surprising to be a magic item. The way this sounds, all nuns have magic clothes? Still, I could see this in something like the World of Darkness setting. In DnD it's a little weirder because many base members in a clergy don't really have much of any magic or magic items (unless it's a really magic-saturated setting). But the effects are nice and I like the tying in of the faith. You theoretically could reskin this to be a number of magic robes for many levels of clergy.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:27, 25 March 2024 (MDT)</div>Yanied