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As a Eldritch Hunter you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple Weapons
Tools: Chose any two
Saving Throws: Intelligence and Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) spear or (b) quarterstaff
- (a) studded leather armor or (b) leather armor
- (a) light crossbow or (b) any simple weapon
- (a) dungeoneer's pack or (b) explorer's pack
|Features||Rituals Known||Relics Discovered||Sanity|
|4th||+2||Ability Score Improvement||1||2||6|
|8th||+3||Ability Score Improvement||2||4||17|
|12th||+4||Ability Score Improvement||3||6||32|
|16th||+5||Ability Score Improvement||3||7||44|
|19th||+6||Ability Score Improvement||4||8||64|
Explorer of the Unknown
Starting at 1st level, you can recall information about eldritch lore and forgotten occult knowledge. You gain a bonus equal to your Intelligence modifier to any check made to recall any type of information about aberrations, fiends, undead, organizations devoted to worship or serve those beings, magical objects related to those creatures and sites or structures related to them.
In addition, you can use this knowledge to remember traits of those creatures. As a bonus action, you can make an Intelligence (Arcana) against a DC equal 10 + the creature CR. On a success, you can chose one of the following benefits:
- You learn the weaknesses and vulnerabilities of the creature
- You discover one of the Actions on the creature's statblock
- You can grant advantage to all attacks made against that creature until the beginning of your next turn.
Once you have succeeded in using this feature, you can't use it again on the same creature until 1 minute has passed.
Starting at 1st level, your researches into the occult and nightmares with the far realm have lead you to unearth ancient objects of great power, related with ancient beings, and sometimes, to recreate some of those objects yourself.
- The Silver Key
Wondrous Item, legendary, attunement A well made and decorated key made of silver, that allow its owner to travel to the land of dreams. When attuned to it, the owner can use an action to travel to the astral plane, as the spell astral projection, but leaving no body behind. If you use your action to dismiss the astral projection, you return to the same place you have activated the key.
This key have one charge, and after used, regain its charge on the next dawn.
When you reach the 2nd level, your knowledge about the cosmic horrors deepens, allowing you to use a type of occult knowledge against your foes.
- Dark Rituals
- Eldritch Science
Beginning at 2nd level, as an action, you can use your instincts to feel the presence of some unnatural being in the near terrain. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any aberration, fiend or undead are present within 1 mile of you. You can also feel the presence of spells cast by those creatures in the area, or any creature controlled by a spell or effect by those creatures.
You cannot sense the exact location of those creatures, nor the type of creatures.
At 3rd level, you can chose one of the following hunter's archetypes:
- Track and kill eldritch beings with mundane means.
- Uses psionics to defeat eldritch beings
You gain class features at 3rd level, and again at 6th, 15th and 20th level.
At 3rd level, you can let your mind open to vivid nightmares of creatures from the far realm. When you complete a long rest, you may choose to discover some hidden truth in your dreams as per the augury spell. Whenever you do this, you must roll on the short term madness table.
Use Magic Device
Starting at 10th level, you ignore all class, race, and level requirement on the use of magic items.
At 18th level, your mind can reflect the maddening horrors of aberrant monsters against them. When you succed on a saving throw against an effect or spell, targeting only you, that deals psychic damage or causes either the charmed or frightened conditions, the creature must make a saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature suffers the effect targeted against you.
Uncovered Artifact List
The artifacts on the list bellow are separated in three catteries: grafts, relics and books.
- Lighting Gun
A unique device created by an advanced alien race, appears to be long and ovoid bottle-shaped metal object, with a handle not made to human hands.
The lighting gun is a ranged weapon, and you are considered proficient with it. Its range is 100/400 and deals 1d10 lighting damage.
The number of attacks you can make with it increases, as you gain levels in this class. 2 at 5th level, 3 at 11th level and 4 at 17th level.
- Brain Cylinder
Pre-requisite 6th level
A glass cylinder filled with a otherworldly fluid, capable of extracting and storing a brain from a recently deceased body of a creature death within the last minute.
As an action, you attach the object to the head of a body of a creature with a small or medium size, pulling the brain into the cylinder after 1 minute. A brain contained inside the cylinder lasts for 24 hours, decomposing after that. The cylinder can contain one brain at time.
Once the brain is extracted, you can try to communicate with the brain, as an use of the spell speak with dead. After each question, roll a percentile die. There's 20 % of chance after each question that the trauma of this experience will result in a confused and bumbling brain, incapable of answering more questions.
The fluid spent with the brain is magically refueled on the next dawn.
- Uncanny Idol
Pre-requisite 14th level, requires attunement
The uncanny idol is a small figurine with a sculpted body of a forgotten and alien god. This item has 3 charges.
You can meditate in front of the idol for 1 minute, in order to contact the elder god the statue is meant to represent, casting contact other plane.
The idol regains its charge at dawn.
- Deep One's Obelisk Fragment
Give some gold in exchange of favors
- Necklace from The Mound
It's magnetic (1) But it also protects you from some of the ghosts of the Mound from the underground city, who use metal of the same material (2)
- Atom-powered tools
- Disintegrating ray
- Psychic Powers
psionic powers are like the k'n-yan for example, who got tired of speaking, so they use only telepathy they use this telepathy to control lower-will beings like the y'm-bhi (who are undead constructs)
Hit Die d8
Armor Light armor
Weapons Simple weapons
Saving Throws Strength, Constitution
Skills Chose two from Animal Handling, Athletics, Acrobatics, Intimidation, Perception, Stealth and Survival
Your lycan breed determines the origin of your curse, each one with its own unique aspects. Regardless of origin, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
At 1st level, you can chose one of the following breeds:
You have been born with the curse, manifesting it with the passing of time. You can use your bonus action to assume the shape of a wolf, as a bonus action on your turn. You maintain your Intelligence, Wisdom and Charisma scores, Hit Dies, hit points and proficiency bonuses, but assume all the other traits of the wolf statblock. You can return to your humanoid shape as a bonus action.
You have the curse been inflicted upon you and can manifest the lycanthropy traits when in danger. When you are reduced to 0 hit points, you can use your reaction to regain 1d8 hit points + your Constitution modifier, and your body becomes stronger. For 1 minute, you deal +1d4 damage with your melee attack rolls. Once you use this feature, you can't do it again until you complete a long rest.
You have been born from the union between a human and a werewolf, manifesting deformities derived from your lycan heritage. You have disadvantage on all your Charisma (Persuasion) and (Deception) checks with any creature, except wolfs and other lycantropes. However, you have advantage on your Charisma (Intimidation) checks.
Some parts of your body are covered in fur and hide, giving you an AC equal 13 + your Constitution modifier while not wearing armor. Your hands are deformed into claws, and your unarmed strikes with it deal 1d6 slashing damage.
With the curse, you have also been tainted by a ever consuming rage. At 2nd level, you have a number of rage points shown in the Primal Rage column on the Werewolf table. Once you spend all your rage points, you regain them on the end of a long rest.
You can use your rage in the following ways:
- Bestial Reflexes
You can spend 1 point of rage to take another reaction on your round.
- Ignore Pain
When reduced to 0 hit points, 1 point of rage to end the unconscious condition. You still must make death saving throws as normal.
- Regain Control
Werewolf heal at an incredible pace. At 2nd level, while outside combat or not engaged in any physically demanding or stressful activity (like activities that require ability checks), you regain a number of hit points equal to your proficiency bonus each hour. Anything more intense than light activity interrupt the process of healing.
In addition, you can try to focus your attention and accelerate the process of healing. As a bonus action, roll your hit die. At the end of your next turn, you regain a number of hit points equal to the number rolled and the hit die is spent. This requires concentration, as if you were concentrating on a spell. If you lose concentration, you don't regain hit points and your hit die is spent.
At 2nd level, you gain enough control over your lycanthropy to change shapes. As a bonus action, you can assume one of the three forms following forms: feral, hybrid and great wolf.
The transformation always happen in steps: you must be in feral form to become a hybrid, and a hybrid to become a great wolf. The transformation lasts for 1 hour, and you can end it earlier with a bonus action on your turn. The benefits given by the transformations are cumulative.
To shapeshift, you need to spend 2 rage points and be of the appropriated level.
2nd level. Feral. In this form, your shape is humanoid still, but a taller, with slim and strong muscles, elongated face and a thick and long hair. You gain the following traits:
- You can speak in this form, but is unable to cast spells that require a verbal component, and have disadvantage in any ability check that require your voice.
- Your hands grow into powerful claws. Your unarmed strikes deal 1d6 slashing damage. When you make a unarmed strike, you can use your bonus action to make another one.
9th level. Hybrid. In this form you become the perfect hybrid of your humanoid form and a wolf. You cannot speak while in this form, nor cast spells that require concentration. You gain all the benefits of the glabrous form an the following:
- You gain a bite attack, dealing 1d8 piercing damage on a hit.
- Your regeneration becomes even faster. You gain a number of temporary hit points equal to your Constitution modifier in each of your turns.
- Your size becomes Large, and you add 1d6 to the damage of your unarmed strikes.
13th level. Great Wolf. This form is the transcendence of the curse, transforming you into the ancient giant wolf. You become incapable of casting spells or using weapons. All your equipment fall to the ground and you gain the benefits of the previous forms and the following:
- Your hide thickens, and you gain resistance to bludgeoning, piercing and slashing damage from nonmagical and non silvered attacks.
- When you hit a creature with a bite attack, it must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.
- You can Dash as a bonus action.
At 3rd level, you can chose one pack to be part of. You can chose between the Moon Wardens and the Crimson Maws. Your choice of subclass give you features at 3rd level, and again at 7th, 10th, 15th and 18th level.
At 3rd level:
- (Moon Warden) Spellcasting feature (druid spells); Can cast non concentration spells while transformed.
- (Moon Warden) Gain proficiency in nature and can freely talk to animals.
- (Crimson Maws)
At 3rd level, you gain advantage on all your Charisma and Wisdom checks when interacting with wolfs.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
At 6th level, your unarmed attacks count as magical for the purposes of ignoring resistances and immunities to non-magical damage.
At 9th level, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
At 11th level, when you hit a humanoid creature with your bite attack, you can chose to impose the curse on it. The creature must make a Constitution saving throw against your rage DC. On a failed save, the creature is cursed with lycanthropy. A creature can chose to fail the check and embrace the curse.
Whenever a creature is cursed, you can use your action and spend 1 rage point to deliver a commanding howl. Any cursed creature within 60 feet that can hear you must make a Wisdom saving throw against your rage DC, or will use its reaction to be transformed into a feral, and automatically affected by the confusion spell, for the duration of the transformation. The save DC for this spell is your rage save DC. On a successful save against the spell, the transformation also ends.
As an action, you can spend another rage point to further the transformation of the creature into hybrid.
At 15th level, you can try to exert control over the creatures you curse. When you can chose one creature affected by your curse and spend 2 rage points to take control over that creature, as the dominate monster spell.
At 20th level, your transformation make your hide almost impenetrable. While in your hybrid or dire wolf form, you become immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons.
You can keep your hardened hide for 10 minutes, and once you do this, you cannot do it again until you complete a long rest.
Umbra Walkers are spellcasters who can move to the transitive planes - ethereal and astral - to summon mysterious entities and travel trough worlds and planes. There are three types of Umbra Walkers:
- Body Snatchers
These walkers are able to split their existence between the material and the ethereal plane, and use this ability to take control over other creatures of the material plane. They are usually divided by the type of creatures they have more domain over: possessors of animals are usually called "wargs", and possessors of humans are called "ghosts".
- Plane Hopper
The plane hoppers use the transitive planes mostly as a way to move between spaces and planes. They are hard targets in combat, being able to literally jump to another plane in the moment of a strike.
Gatekeepers usually protect the material plane from extra-planar menaces. They are specialized in closing portals and severing connections of extraplanar creatures with our plane.
Gatekeepers specialized in opening gates to our world, bringing creatures from the planes through it.
Umbra Walker Features
Starting at 1st level, you can jump to a space between planes, becoming partially ethereal, allowing you to move trough spaces occupied by solid creatures. As an action, you can move trough a solid object or creature, for up to 5 feet per proficiency bonus point you have. This movement can be done on any direction, but you must end your movement in contact to the ground, or else you fall.
If you end your movement on a solid structure or object space, you take 1d10 damage and is pushed 5 feet to a direction close to the nearest unoccupied space. If you end your movement in the same space of a corporeal creature, both you and the creature take 1d10 force damage and you are pushed to a unoccupied space within 5 feet of it.
At 2nd level, when you use your soul jump to enter the space of a humanoid creature of small or medium size, you can try to take over that creature's body, controlling it. As an action, you can force a creature to make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier.
On a failed save, you take control over that creature's body until the start of your next turn. On a failed save, you are automatically expelled from that creature's body, on a unoccupied space within 5 feet.
While controlling the creature, you can act on its turn, taking any of that creature's actions. The creature can try to resist the action, by making a Strength saving throw against the possession DC. On a success, you have disadvantage on the action you tried to take.
When you start your turn inside a possessed creature, you can choose to leave its body, moving to a unoccupied space within 5 feet of it (doesn't require an action). You can also try to maintain your control over that creature, forcing it to make another saving throw to against your possession save DC.
Starting at 6th level, you can jump from body to body of creatures. As a bonus action on your turn while you are possessing a creature, you can leave its body and try to possess another creature within 60 feet of you.
Necrologs are Umbra Walkers able to walk trough deceased bodies, using them as a vessel for their ethereal body.
- Corpse Puppeteer
At 3rd level, you learn how to possess bodies of deceased creatures. You can choose any humanoid body that have been dead for no longer than 24 hours. When possessing a corpse, you assume the statistics of a zombie, but using your Intelligence, Wisdom and Charisma scores, proficiencies and class features.
You can control the body until it is reduced to 0 hit points, or you choose to leave it. A body reduced to 0 hit points is destroyed and can't be possessed again. Whenever you take damage that surpasses the zombie body, you suffer any damage that go above that amount. Force, psychic, necrotic and radiant damage cause damage directly to you, not to your corpse.
Starting at 6th level, you can also possess large corpses. Use the statistics of an "Ogre zombie" for these bodies.
A Cortina Carmesin
Antecedente da Campanha
Á gerações atrás, um terrível culto, conhecidos apenas como "Filhos do Sussurro" tentou trazer uma terrível e antiga entidade para esse mundo. Várias abominações extra-planares foram libertadas ao redor do mundo e, para impedi-los, um grupo chamado de "Guardiões do Portão" foi formado. Esse grupo era devotado a criar rituais que aprisionassem essas criaturas. Para isso, três livros de rituais foram escritos, cada um servindo como a chave para derrotar algumas das criaturas. Juntos, eles possuem um poderoso ritual que serve para abrir um portal, a "Cortina Carmesin", que pode ser usado tanto para enviar a entidade maligna de volta a sua própria dimensão, quanto para trazê-lo para essa.
Após uma grande batalha e muito sacrifício, todas as abominações foram banidas para além da cortina carmesin, mas os Filhos do Sussuro aguardam sua chance de trazê-los de volta.
- Objetivo da Campanha
Durante a campanha, os jogadores se depararão com várias oportunidades de deter os Filhos do Sussuro em sua busca pelos três livros, e poderão escolher entre as três rotas abaixo:
1. Opor-se aos Filhos do Sussuro: Aliando-se aos membros remanescentes dos Guardiões do Portal, diante do risco do fim do mundo que a abertura do portão pode trazer.
2. Aliar-se aos Filhos do Sussuro: Aliar-se aos filhos do sussurro em troca das promessas de ouro e poder.
3. Ignorar Completamente o Apocalipse: Ignorando o apocalipse, eles podem focar em atuar como aventureiros e mercenários, sendo eventualmente empregados por um lado ou pelo outro.
Capítulos da Campanha
Fases da Campanha
O plano dos Filhos do Sussuro é abrir um portal para um local específico no Abismo, a fortaleza carmim. Para isso, eles precisam destravar as três fechaduras criadas pelos rituais em cada um dos três livros, bem como uma quarta, que só pode ser aberta quando os três livros estiverem reunidos.
A cada portal aberto, o mundo sofrerá algumas mudanças significativas, que continuarão aumentando a menos que os jogadores decidam intervir.
- Fase 1
- Viagens em regiões selvagens se tornam perigosas e o comércio em regiões próximas do primeiro portal se tornam escassas.
- Capítulo 1 - O roubo. Uma jovem bruxa chamada Eandil busca vingança pela morte de seus pais, usa seus poderes e planeja um ataque a uma cidade, como distração para se apoderar do primeiro dos Livros. Ela vem sendo manipulada por uma entidade bem mais poderosa e sinistra.
- Capítulo 2a - A Perseguição. Caso o roubo seja bem sucedido, os heróis poderão tentar recuperar o livro com a ajuda da guarda da cidade em uma caçada pela região.
- Capítulo 2b - Conhecimento Perdido. Caso eles impeçam o roubo, eles podem buscar respostas junto ao templo selado dos Guardiões do Portão, com a ajuda do antigo conselheiro.
- Capítulo 3a - O primeiro portal Caso o livro seja perdido, eles ainda podem encontrar o local do ritual e tentar impedi-lo.
- Capítulo 3b - Caso eles recuperem o livro, Capítulo 2b.
- Capítulo 3c -
- Fase 2
- Fase 3
- Fase 4
- Se a campanha chegar na fase 4, significa que todos os portais foram abertos. A guerra acabou e os reinos fecham suas principais cidades e buscam se proteger dos terrores do Abismo. Qualquer lugar que não é uma cidade murada é um risco, e a influência do abismo se espalha pouco a pouco.
Combat techniques are combat abilities that heighten your ability with weapons, armor, shields and unarmed combat, allowing you to perform special maneuvers in combat.
The combat techniques usually deals damage equal to your weapon's damage, unless otherwise stated. When using a combat techniques, you don't add your ability modifier to the damage roll of that attack.
The amount of damage you deal depends on your roll on the combat skill. When you take the Attack action, you can replace one of your attacks with a Combat Technique.
A skill proficiency grants you access to a certain list of combat skills. You can choose your combat skills from the list related to a single skill. For example, Athletics proficiency give you access to Joint Lock, Shoulder Throw and Cleave techniques.
- Techniques Known
The number of combat techniques equals the number of weapon and armor proficiencies you have + the number of attacks you are able to make as part of the Attack action. To gain a combat skill for armor proficiency, you must be proficient in all weapons or armor of a single list (all light armor, all martial weapons and so on). For example, a 5th level fighter have 8 combat techniques.
- Technique Success and Damage
The damage of the technique depend on how successful your technique check was. When you use a technique, you need to make the Ability (Skill) check related to the technique, against a DC of 8 + the creature's Dexterity saving throw bonus, AC (whichever is higher) or a Contested check if the creature is also proficient.
1 to 5 above the opponent - one damage die
6 to 10 above the opponent - two damage dices
11 to 15 above the opponent - three damage dices
16 to 20 above the opponent - four damage dices
20 to 25 above the opponent - five damage dices
- Cleave [Strength (Athletics)]: You can make a Cleave check to hit two targets at the same time with a melee weapon. Choose one creature within 5 feet as a primary target. This target takes the total damage from the technique and the secondary target takes half that damage.
- Iaijutsu [Wisdom (Perception)]: You can make a Iaijutsu check on the first turn of combat only. On a success, you deal additional damage equal to the number of dice rolled. In addition, if you know the Iaijutsu technique, you can make a Iaijutsu roll, instead of a initiative roll.
- Jousting [Dexterity (Animal Handling)]: You can make a Jousting check while mounted and wielding any type of weapon with any type of polearm or lance, and you must move at least 20 feet towards your opponent. On a success, you deal the additional damage and the opponent is knocked prone.
- Joint Lock [Strength (Athletics)]: You need be grappling an opponent to use a joint lock. On a success, you roll your unarmed strike damage die a number of times equal to your success margin. In addition, if the target fails its next check to end the grapple, it takes the same amount of damage again.
- Shoulder Throw [Strength (Athletics)]: You need be grappling an opponent to use a shoulder throw. On a success, you roll your unarmed strike damage die a number of times equal to your success margin. In addition, the target is knocked prone.
Simple Weapons: maximum of 4,5 points
Martial Weapons: 5 to 7 points
- 4,5 points
- 4 points
- 3 points
Reach, Ammunition (25-30/100-120), Light
- 2 points
- 1 point
- 0,5 points
- 0 points
- -2 points
Two-Handed - Ranged Weapons, Loading
- -3 points
Two-Handed - Melee Weapons
- Damage Dice
1 point of damage (-4 points) d4 (0 points) d6 (2 points), d8 (4 points), d10 (6 points), d12 (8 points), 2d6 (9 points)
Greatclub: 1 points (two handed [-3], max damage d8 )
Club, Sickle: 2 points (light )
Mace: 2 points (max damage d6 )
Light Hammer: 2,5 points (light , thrown [0,5])
Javelin: 2,5 points (damage d6 , thrown [0,5])
Dart: 2,5 points (thrown [0,5], finesse )
Sling: 3 points (ammunition (30/120) )
Quarterstaff: 3 points (versatile , max damage d6 )
Light Crossbow: 3 points (damage d8 , ammunition (80/320) , loading [-2], two handed [-3])
Spear: 3,5 points (versatile , max damage d6 , thrown [0,5])
Shortbow: 4 points (damage 6 , ammunition (80/320) , two handed - ranged [-2])
Dagger: 4,5 points (light , finesse , thrown [0,5])
Handaxe: 4,5 points (light , thrown [0,5], max damage d6 )
Whip: 5 points (reach , finesse )
Greataxe: 5 points (damage d12 , two handed [-3])
Battleaxe, Longsword, Warhammer: 5 points (damage d8 , versatile )
Rapier: 6 points (damage d8 , finesse )
Glaive, Halberd, Pike: 6 points (damage d10 , reach , two handed [-3])
Hand Crossbow: 5 points (ammunition , damage d6 , light , loading [-2])
Maul, Greatsword: 6 points (damage 2d6 [9 points], two handed [-3])
Heavy Crossbow: 6,5 points (damage d10 , two handed - ranged [-2], ammunition (100/400) [4,5], loading [-2])
Longbow: 6 ,5 points (damage d8 , two handed - ranged [-2], ammunition (150/600) [4,5])
Scimitar, Shortsword: 7 points (damage d6 , light , finesse )
Blowgun: -1 point (damage 1 [-4], ammunition (25/100) )
Under this variant rule, any character can learn magic by dedicating himself to the study of the occult. To learn the spell, you must spend 450 gp for a 1st level spell, 2475 gp for a 2nd level spell, 4500 gp for a 3rd level spell or 45.000 gp for a 4th level spell.
The time taken to learn the spell is equal to 20 days for a 1st level spell, 50 days for a 2nd level spell, 100 days for a 3rd level spell or 1000 days for a 4th level spell.
You can cast any spell you know a number of times equal to 1 + half your spellcasting ability (rounded up). Alternatively, you can choose to spend one or more uses of any spell you know to cast that spell at a higher level. For example, a Fighter that learns burning hands and have a Intelligence modifier of +3 could cast this spell 2 times, or once at a 2nd level. Once you spend all your uses of the spell, you can't cast it again until you finish a long rest.
A character with the spellcasting or pact magic feature can't learn how to cast a spell that already is part of its spell list.
To cast a spell you know, you must attune to it. To attune with the spell, you must spend 1 hour studying it, memorizing its words, gestures and patterns. If you learn a spell with the ritual tag, you can cast that spell as a ritual, as long as your are attuned to the spell.
The list of available spells depends on the proficiencies you have, as shown bellow:
Ranger Spell List: Nature and Survival
Paladin Spell List: Religion and Persuasion
Bard: History and one musical instrument or Performance
Wizard: Arcana and Caligrapher's Tools
Druid: Nature and Herbalist tools
- Minor Hex
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 round
You place a curse on a creature that you can see within range. Until the spell ends, the first successful attack you make deal additional 1 necrotic damage to the target, ending the spell. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
The additional damage increases to 2 at 5th level, 3 at 11th level and 4 at 17th level.
- Minor Hunter's Mark
Casting Time: 1 bonus action
Range: 30 feet
Duration: Concentration, up to 1 round
You place a curse on a creature that you can see within range. Until the spell ends, the first successful attack you make deal additional 1d4 damage to the target, ending the spell.
The additional damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
- Minor Armor of Agathys
Casting Time: 1 action
Components: V, S, M (a cup of water)
Duration: 1 round
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 1d4 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d4 cold damage.
The temporary hit points and cold damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.
- Minor Guiding Bolt
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
The radiant damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.
Alternative Paladin Features
Additional Spell: Divine Smite
- Divine Smite
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 2d8 radiant damage. Additionally, if the target is a fiend or undead, you cause additional 1d8 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st, up to 5d8 (or 6d8 against fiends and undead).
Starting at 1st level, you have a pool of stamina equal to your proficiency bonus. You regain 1 stamina at the start of each turn.
You can spend your stamina to take the following actions:
You can spend 1 stamina to make one attack with a melee weapon as a bonus action.
- Heavy Attack
You can spend 2 stamina to charge your melee weapon attack. On a hit, you cause twice the damage of that attack.
You can spend 1 stamina to take the Dash action as a bonus action.
You can spend 2 stamina to take the Dodge action as a bonus action.
- Shield Blocking
When you are attacked while wielding a shield, you can spend 1 stamina and use a reaction to add a bonus equal to your proficiency bonus to your AC against that attack.
Also at 1st level, whenever you hit a creature that has caused damage to you on its last turn, you regain hit points equal to your proficiency bonus.
At 2nd level, as a reaction when a creature makes a melee attack against you, you can shoot it with your quicksilver bullet. On a hit, the target is stunned, losing its attack, until the end of your next turn. If you hit a creature stunned by your quicksilver bullets, the attack is a critical.
At 2nd level, you can collect the blood from beasts you slain to benefit from its healing properties. Whenever you reduce an aberration, fiend or monstrosity to 0 hit points, you gain 1 blood vial. You can have an amount of blood vials equal to your level in this class. You can't gain blood vials from creatures with a CR lower than your proficiency bonus.
As a bonus action, you can consume a blood vial, regaining a number of hit points equal to 1d10 times half your level in this class (rounded down).
At x level, you are able to convert regular melee weapons into trick weapons, capable of changing forms, turning you into a versatile warrior. Over the course of a long rest, you can choose one weapon of your choice to become a trick weapon.
Gestalt Idea: Spellcasting for all
For martial classes, the maximum level you can cast a spell equals your proficiency bonus - 1. In addition, the number of spells you know equals half your level + your Spellcasting ability. In addition, the martial gain the ability to cast spells at 2nd level.
The spellcasting abilities are: Intelligence for Rogues and Fighters, Wisdom for Monks and Charisma for barbarians. The spell list available depends on your class:
- Rogue: Bard or Warlock spell list.
- Fighter: Cleric or Sorcerer spell list.
- Monk: Cleric or Sorcerer spell list.
- Barbarian: Druid or Sorcerer spell list.
Whenever you cast a spell, your Sneak Strike die is reduced by an amount equal to the level of the spell cast. For example, when a 5th-level Rogue cast a 2nd-level spell, its Sneak Attack is reduced from 3d6 to 1d6.
Your Sneak Attack returns to its regular size after finishing a short or a long rest.
You can spend one use of your Action Surge, Second Wind or Indomitable to cast a spell.
Your spellcasting follows the Four Elements Monk rules.
You can spend one use of your rage to cast a spell.
Starting at 1st level
- Heat Gauge
- Heat Action
- Heat State
Also at 1st level, your life on the streets have taught you to rely on your fists to win combats. You gain the benefits below:
As a reaction when a creature makes a melee attack against you, you can dodge. This allow you to move up to 10 feet back, without provoking opportunity attacks from that attacker, causing the opponent to miss the attack.
As a bonus action, you can block attacks made against you, when you are not wearing armor or wielding a shield. While blocking, your AC increases by an amount equal to your proficiency bonus. In addition, you take only half damage from attacks that cause non-magical bludgeoning damage. This benefits lasts until the start of your next turn.
You roll a d4 when you hit a creature with an unarmed strike, instead of the normal damage. The damage increases as you gain levels in this class, as shown on the Brawl column on the Yakuza table.
In addition, you add your proficiency bonus to attack rolls made with improvised weapons. Finally, if your attacks with simple and improvised weapons cause less damage than your brawl die, you can use the brawl die instead.
Starting at 2nd level, you can use your bonus action to grapple your opponents. In addition, when you grab an opponent, you can use one of the following abilities:
- Knock Away
When you have your opponent grappled, you can use one of your attacks made as part of your attack action to knock him away. When you do so, in addition to the damage of the attack, the target is pushed 10 feet back. When the target's movement end, him and any Large or smaller creature within 5 feet must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
When you have an opponent grappled, you can use one of your attacks or your bonus action to make a contested Strength (Athletics) check. On a failure, the target is knocked prone and take the damage of your unarmed strike.
When you have an opponent grappled, you can use your bonus action to make unarmed strikes against it. When you gain the Rush feature, you can also use your Rush feature as a bonus action to make attacks against him.
Starting at 2nd level, you can start a Rush Combo when you take the Attack action. When you do so, you forgo an attack to, instead, make weaker strikes instead. These unarmed strikes don't add your ability modifier to the damage.
In addition, if you have bonus to damage from a class feature, feat or spell (such as hex or hunter's mark spell) you only apply the damage bonus once.
At 3rd level, you gain the ability to use your footwork to quickly evade or approach an enemy. If you haven't moved on your turn, you can move 10 feet without provoking opportunity attacks. After doing so, your movement speed is reduced to 0 until the end of the turn.
In addition, if you haven't moved on your turn, you can use your reaction when you are hit by a melee attack to quickstep, moving 10 feet and causing the attack to miss. When you do so, your movement speed is reduced to 0 until the end of your next turn.
You can't use quickstep if you are unable to move or if your movement speed is reduced by any means (such as heavy armor, difficult terrain hindrances or grappling someone, between others).
Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 14th level, when an opponent makes an attack against you, you can make an melee weapon attack roll as a reaction. If the result of your attack is higher than that of your opponent, your opponent misses.
If the result on your attack would hit that opponent, it takes your attack damage.
- Treasure Hunter
Starting at 1st level, you have the uncanny ability to find hidden treasures scattered throughout urban environments. You gain advantage on Wisdom (Survival) and Intelligence (Investigation) checks to find valuable objects in urban environments, and on Intelligence and Wisdom saving throws to evaluate those objects.
- Hyper Swagger
When you reach the 3rd level, you can hype yourself, attuning to the flow of battle. You gain a bonus to your Attack rolls and AC equal...
- Tenacious Fist
- Break Dance
Starting at 1st level, you learn how to breakdance. You gain the following benefits:
- You can add your Dexterity modifier to your Charisma (Performance) checks made to dance.
- Charged Windmill
Starting at 3rd level, you can use your action to make a windmill strike as an action. All creatures in a 5-foot radius must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take damage equal to your unarmed strike damage die.
At 11th level, you add your ability modifier to the damage of this ability.
- Dash Pirouette
At 6th level, you can make a special charge attack. When you take the Dash action, your jump distance is doubled, and you can make an unarmed strike as a bonus action.
If you move at least 20 feet before making the attack, you score a critical on a hit.
Starting at 1st level, you gain the ability to use a holy longsword to follow the path lay down to you by the Miracle. When you hit a creature with a melee weapon attack with your sword while wielding it in one hand, you can choose to not add your ability modifier to the damage. If you do so, you can make another attack. If this second attack hits, you can make a third and final one. None of these attacks add your ability modifier.
Starting at 1st level, you gain the ability to heal yourself by using hallowed bile, smearing it trough your body. You can carry up to two flasks of bile flask, gaining more as you gain levels in this class.
As an action, you can break a bile flask, recovering a number of hit points equal to a number of d6s equal to your Wisdom modifier (minimum of 1).
Also at 1st level, you carry a blessed rosary, filled with sanctified rosary beads.
- Rosary Knots
Your rosary have a number of knots equal to your proficiency bonus. To each not, you can attach one of your rosary beads. You can replace the beads on your rosary by spending an action.
- Rosary Beads
You start with 2 rosary beads, but you gain additional ones as you gain levels in this class, as shown on the Rosary Beads column on the Penitent table.
Starting at 2nd level, you can use your faith to manifest the power of the miracle trough your prayers. You have a Fervor maximum equal to your proficiency bonus plus your Wisdom modifier.
You gain fervor whenever you kill a hostile creature. The amount of fervor gained equals to half the amount of hit dice that creature had (rounded down, minimum of 1).
Also at 2nd level, you learn how to block powerful attacks with your sacred weapon. Whenever a creature of medium size or lower within 5 feet of you hit you with an attack, you can use your reaction to make a an attack roll. If the result of your roll is higher than your target's roll, your target's attack misses and your's hit.
If your roll is a critical, the creature is stunned until the end of your next turn.
At 3rd level, you can sacrifice your own blood in order to show your devotion to the miracle, rewarding you in fervor. As an action, you can roll your weapon's damage die, taking damage equal to the amount rolled. You regain fervor equal to half that amount (rounded down).
At 5th level, your guilty sword increases in power, granting you the following benefits:
- Last Words
When you hit the third attack with your guilty sword, you can make a fourth and final one. None of the attacks add your ability modifier.
- Sinful Wrath
If you haven't moved on your turn, you can concentrate the power of the sword in a single strike. As a bonus action, you charge the sword, reducing your movement speed to 0 for this turn. Your next attack made until the end of your next turn causes additional 2d8 radiant damage on a hit.
At 18th level, you gain the ability to slain the enemies in your path. Whenever a creature within 5 feet of you is incapacitated, you gain the ability to instantly kill that enemy... (explain mechanics).
Penitence of a Bleeding Heart
Penitence of the Unwavering Faith
Penitence of the True Guilt
Slowly walking trough the dojo floor, the two warriors carefully study each other. They bow down, showing respect to their adversaries, and assume their combat stances, under the watchful eye of their master. Moving with speed and precision, they trade hard blows for a long period, and end their practice, with no winners or losers, only learners.
Evading the volley of strikes from a mighty orc, the half-elf bent his knees, preparing to launch a punch towards his enemy gut. The crowd sheer and scream when the orc parry the strike with ease, and some prepare to collect the earnings of the bets in this night of entertainment on the fighting pits. With a sudden movement, however, the half-elven legs bent in a odd angle, like the tail of a scorpion, stinging the orc in his neck, resulting in a instant knockout, under the incredulous eyes of the public.
Sensei are made trough relentless dedication to the study and training of martial arts. They perfect their bodies in order to become a living weapon. With honed technique and sharpened instincts, these incredible warriors are capable of showing unparalleled martial prowess, and are always ready to face any enemy with bravery and ability.
Starting at 1st level, you learn how to use soft techniques in combat, that rely on exploiting the strength of your enemies against themselves. You gain the following benefits:
- You can attempt to grapple and shove a creature as a bonus action, rather than an action.
- You can also use a grapple or a shove when an enemy provokes an opportunity attack from you.
- You can use your Dexterity (Acrobatics), rather than Strength (Athletics) for contested grapple and shove attempts. You can also force the target to choose the same ability and proficiency chosen by you.
Also at 1st level, you can also use your hard technique to deliver powerful strikes against your opponents. Your unarmed strikes are considered simple weapons with the light and finesse property, that cause 1d8 damage on a hit.
At 1st level, while not wearing armor or wielding a shield, your AC equals 10 + your proficiency bonus + your Constitution modifier.
At 2nd level, you learn how to use stances to make your movement more fluid or your attacks more potent. You learn the following stances below. You can't benefit from more than one of these stances at the same time:
- Low Stance. You can sacrifice mobility to deliver precise strikes. If you haven't moved on this turn, you can give yourself Advantage on your melee weapon attacks until the end of your turn, using your bonus action. When you do so, your movement speed is reduced to 0 until the end of your turn.
- Unbalanced Stance. You can sacrifice your defense in order to make powerful strikes, such as standing on one leg to deliver a powerful kick. Once per turn when you make an attack, you can use this stance. On a hit, you cause additional damage equal to two rolls of your unarmed strike. The next attack made against you until the start of your next turn is made at Advantage and you have Disadvantage on your next Dexterity check or saving throw made until the start of your next turn.
- Balanced Stance. You adopt a stance that have a careful balance between attack and defense, allowing you to move with grace and agility in combat. When you hit a creature with an unarmed strike, you can use your reaction to move 10 feet without provoking opportunity attacks from the creature you have hit.
- Alternatively, if are within 10 feet of an enemy, you can use your reaction to move to an unoccupied space within 5 feet of it. The range in both uses of this stance increases to 15 feet at 5th level, 20 feet at 9th level, 25 feet at 13th level and 30 feet at 17th level.
Also at 2nd level, you learn how to handle multiple attackers at once. As an action on your turn, you can choose a number of creatures within 5 feet equal to your proficiency bonus. You can make a single unarmed strike, grapple or shove attempt against each chosen creature. You must make an attack or contested check for each opponent.
At 3rd level, you choose a tradition you have chosen to master, in order to become a Sensei. You can choose between:
Your choice grants you features at 3rd level, and again at 6th, 10th, 15th and 20th levels.
Ability Score Improvement
At 7th level, your body endurance lets you resist to certain harmful effects, such as a green dragon's poison breath or a cloudkill spell. When you are subjected to an effect that allows you to make a Constitution 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.
At 9th level, you can easily swap between multiple stances. You can adopt any amount of stances at once.
At 13th level, your instincts are honed and you are always ready to fight. You add your proficiency bonus to your Initiative rolls.
In addition, if you are surprised, you can use your reaction to act normally on your fist turn.
At 15th level, you can assume a impenetrable defensive posture. You can take the Dodge action as a bonus action. In addition, whenever you take the Dodge action, you gain the following benefits:
- You can take one additional reaction until the start of your next turn.
- You can move 10 feet as part of this bonus action, without provoking opportunity attacks. This movement doesn't count against your movement on this turn.
At 18th level, you can completely parry an attack made against you. When a creature hit you with a melee weapon attack, you can use your reaction to turn that hit into a miss. You can use this ability only once in each round.
Altren Related Stuff
- Saint Camus
Saint camus, also known as "The First Branded", was not actually the first creature branded by Altren, but was, according to the canonical registries of the mind faith, the first creature branded by the Mark of Altren to disincarnate. According to the legends, camus traveled far and wide, which was quite an accomplishment, considering the feeble state of his body, thanks to the mark. After countless years of travels, he finally found the perfect site to learn the technique of detachment: a mountain top, filled with veins of psionic crystals, that enhance its natural telekinetic abilities. On that site, camus started his meditation, aiming for disincarnation.
His disincarnation, however, was not a complete detachment from the material plane, as it was with Altren. His presence still lingers on the chosen site for his detachment, the place were now sits the Wind Sanctum of Saint Camus.
- Wind Sanctum of Saint Camus
The sanctum is a temple for worshipers of Altren, and a training ground for those who seek to perfect their telekinetic abilities. Strong winds blow on the mountain top were the sanctum was built (hence the name of "Wind Sanctum") making that the perfect place to test the ability of neophytes in telekinesis. They are instructed to exert control over the wind, slightly changing its direction and controlling its movement using telekinesis.
Shadow of the Dragon's Curse
Each 100 years, the powerful dragon Thernyzaxx chooses a women from the village of Ashwood. It is believed that the dragon uses the women taken as a sacrifice to keep its own immortality, since the dragon is alive for way more than a dragon regularly should.
Now, Thernyzaxx fixed her eyes upon Nina, a paladin from the village, that have been branded with the mark of sacrifice. The heroes must stop the dragon's plans and save Nina before the day of the sacrifice has come.
- The Descendants of Kalia Dragonbane
When Kalia fell trying to defeat Thernyzaxx, the Immortal, the dragon wasn't satisfied with only killing her and all his comitive. The dragon created a brand, a challenge. Each 100 years, a descendant of Kalia would be branded with the mark of sacrifice. The branded must come voluntarily to Thernyzaxx lair, or else the dragon will burn down all Ashwood. If kalias lineage ends, she will burn down all ashwood. So, all the family must keep throwing their daughters into the grindhouse every century.
Thus, each of kalia's descendants train, in the hopes of finally defeating the dragon once for all. Nina is the is the current descendant, a well trained paladin, but not powerful enough to defeat a dragon by herself.
- What is really happening
Thernyzaxx is not sacrificing the chosen victims. She is actually the victims. Thousands of years ago, a dragon huntress named Kalia killed an ancient dragon, the original Thernyzaxx, the guardian of the fiery mountain and high priest of the First Flame, a red dragon god. They not only killed the dragon, but desecrated his temple.
Furious with this crime against his son and his temple, the First Flame cursed the huntress and all his lineage. Kalia was turned into a dragon, bound to the confines of the temple, and every hundred years another member of his family, a descendant, would be chosen to replace her place, as his soul would be forever trapped on the temple.
- Marked Drakes
Not only Kalia, but his servants and soldiers were all turned into monstrous hybrids between humanoids and dragons. The land surrounding ashwood is now filled with drake and draconic type creatures.
- Breaking the Curse
Breaking the curse requires the heroes to hatch the Hidden Egg, allowing the true new high priest of Thernyzaxx to reborn, and to kill the dragon before the brand fully consumes nina, turning her into the new dragon. This involve the following steps:
- They need to find the Empty Tomb of Kalia, were the paintings on the wall will show the heroes how to break the curse.
- To survive the draconic flames, they will need the Shield of the North Wind, that can block its powerful flames.
- To strike a deadly blow on the dragon, they will need the Shattered Lance and reforge it into the Dragonbane Lance.
- They must find the egg hidden on a cave, and bring it to the flames of Flame Spire, a volcano were rests the temple of the First Flame.
Starting at 1st level, you learn how to create potions through the use of alchemy.
- Known Formulas
You start by knowing two alchemical formulas, and you gain more as you gain levels in this class: two at 5th, 9th, 13th and 17th levels. Whenever you learn a new recipe, you can replace a recipe you know for a new one.
- Preparing Potions
Whenever you finish a long rest, or during a short rest, you can prepare potions. You need to have the alchemist supplies at hand, the components for the potion, and you must spend 1 minute per potion created.
You can carry a number of potions equal to your proficiency bonus at any given time.
Whenever you drink a potion, you gain a number of toxicity points determined by the potion. Your toxicity maximum equals your hit point maximum.
Whenever you start your turn with more toxicity than your current amount of hit points, you take poison damage equal to the difference between your toxicity and your current amount of hit points.
During a short rest, you can choose to lower your toxicity by spending hit dice. At the end of that rest, your toxicity is lowered by 10 for each hit dice spent. Spending hit dice in this manner does not recover your hit points.
Starting at 1st level, while fighting, you can enter in a battle trance, which allows you to perform marvelous combat feats. You can choose to enter in battle trance without using an action at the start of your turn, and remains on it as long as you keep concentration (as if you were concentrating on a spell).
Whenever you hit a creature with a melee weapon attack during a trance, you gain 1 adrenaline. You can have an amount of adrenaline equal to the amount shown on the Adrenaline column. You cause additional damage with your melee weapon attacks equal to your current amount of adrenaline.
You lose 1 adrenaline if you haven't hit a creature with a melee weapon attack since your last turn.
- Restoring Vitality
If you are reduced to 0 hit points during a battle trance, you lose all your adrenaline and is reduced to that amount of hit points instead.
At 2nd level, you learn a basic form of magic, that uses hand drawn signs in the air to produce arcane effects.
- Preparing Signs
As a bonus action, you can choose to have one sign prepared on your memory, allowing you to cast it faster, through your muscle memory. You can replace your current prepared sign by using a bonus action.
- Casting Signs
You can only cast prepared signs. Casting sings require you to have at least one hand free, in order to produce the somatic components of that casting. To cast a sign you must take the Attack action, and forgo one of your attacks made as part of it.
You can't cast more than one sign on a single turn.
- Enhancing Signs
You can enhance the power of your signs through the use of Vigor. You have an amount of vigor points as shown on the Vigor column. Once you spend vigor points, they are unavailable to you until you finish a short or a long rest.
- Vigor Limit
The maximum amount of vigor you can spend in a single turn equals your proficiency bonus.
- Sign Save DC
School of the Bear
- Trial of the Mountain
When you choose this school at 1st level, you gain Advantage on saving throws against the effects of extreme cold, and on Strength (Athletics) checks made to climb.
- Bonus Proficiencies
Also at 1st level, you gain proficiency with Heavy Armor, Hand Crossbows, Light Crossbows and Heavy Crossbows.
- Bear School Technique
Starting at 10th level, when wearing a suit of heavy armor, you gain a bonus of +1 to your AC and damage rolls with melee weapons using Strength.
School of the Cat
- Trial of the Rope
When you choose this school at 1st level, you gain Advantage on Dexterity checks and saving throws made to retain balance or avoid falling. In addition, any fall damage you take is reduced by 5 times your Witcher level.
- Bonus Proficiencies
Also at 1st level, you gain proficiency with the Acrobatics skill, and add twice your proficiency bonus in checks with it.
In addition, you are proficient with Hand Crossbows, Light Crossbows and Heavy Crossbows.
- Cat School Technique
At 10th level, when you are wearing light or no armor, you gain a bonus of +2 on attack rolls with light and finesse weapons, and score critical hits with such weapons on a roll of 19-20 on the d20.
School of the Viper
- Bonus Proficiencies
Starting at 1st level, you gain proficiency with the Stealth skill and with the Poisoner's Supplies.
- Wild Hunt Lore
Also at 1st level, you gain advantage on your Intelligence checks to seek and recall information about the Wild Hunt (replace the wild hunt for a Aberrations, Fiends or Fey if you don't use the wild hunt in your campaign setting).
- Viper Fangs
When you reach the 3rd level, you master the characteristic fighting style of the viper, involving the fight with two weapons. When engaged in two-weapon fighting with shortswords, daggers or any combination of the two, you gain the following benefits:
- You add your ability modifier to the damage of the second attack.
- You can draw or stow two weapons, instead of one, with an Use an Object action. You can also use a bonus action to draw or stow one or two weapons, rather than an Action.
- Whenever you cast a Sign or drink a potion, you can draw a single weapon immediately after.
- You can spend 1 adrenaline to make one additional attack with a blade using your bonus action.
- You can choose to deal slashing damage, rather than piercing, with such weapons.
- Poison Concoction
Also at 3rd level, you gain the ability to produce poison using your Alchemy ability. You must use your Poisoner's Supplies, rather than your Alchemist Kit to do so, but otherwise the feature works in the same manner.
The poison produced by you can be applied to a weapon using an action or bonus action. After applied, the weapon remains coated in poison for the next 1 hour. Attacks made with that weapon cause additional 1d4 poison damage.
- Poison Master
At 6th level, the poisons produced by you become even stronger. They ignore resistance to poison, and ignore the immunity to poison damage from creatures of the Wild Hunt (or from the other type of creature chosen, appropriated to your campaign).
In addition, whenever you cause poison damage to a creature with a poison you have created, the target is also poisoned until the end of your next turn.
Finally, you become resistant to poison and have advantage on saving throws against the poisoned condition.
- Assassin Snake
When you reach the 11th level, you become a true assassin. Once per turn, when you make an attack with Advantage, you cause additional 3d6 damage on a hit. You don't need advantage if you have an allied creature conscious within 5 feet of your target, nor if you have hit the target with at least two attacks on the same turn: one made as part of the Attack action, and one using a Bonus Action.
If your target is surprised, you cause additional 18 damage, instead of 3d6.
- Slippery Defense
At 15th level, you can evade strikes like a snake and block weapon attacks with your fangs. Whenever you are hit by an attack, you can use your reaction to make a Dexterity saving throw against the result of the attack. On a success, the attack misses and you take no damage.
If you are hit by a weapon attack or a projectile (such as an arrow, crossbow bolt or similar sized projectile), you can make an attack roll using your melee weapon attack bonus with your daggers instead. You can block up to two attacks made on the same turn using this reaction against weapon attacks.
As an action, you push a target creature or creature you can see within 60 feet using telekinetic force. The target must succeed on a Strength saving throw, or shoved 5 feet in a direction of your choosing or be knocked prone. In addition, a creature that fails this save has attacks against it made at Advantage until the end of your next turn.
The sign disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in an area of 5-foot by 60 feet line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
You can enhance these signs in the following manners:
- Aard Sweep
You can spend up to 3 vigor points to target all creatures in a radius around you. The radius equal 5-foot around you (1 point), 10-foot (2 points) or 20-foot (3 points).
- Far Reaching Aard
You can spend 1 vigor to double the range of the Aard Sign or the radius of the Aard Sweep.
- Aard Intensity
You can spend 2 vigor to cause the creatures that fail the save against the sign to also be stunned until the end of your next turn. If using Aard Sweep, you can cause multiple creatures to be stunned, spending 1 additional vigor beyond 2 for each creature that fail the save you wish to stun.
- Shock Wave
You can spend up to 6 vigor to also cause bludgeoning damage to the targets of the sign, causing 1d6 damage per point spent.
You can use this sign to create a burst of flames towards a target. You force a creature within 30 feet to make a Constitution saving throw. On a failed save, the target takes 1d10 fire damage. In addition, that creature start to burn: it takes 1d6 fire damage at the end of each of its turns, for a number of turns equal to 1 + the amount of vigor points spent on this feature. The creature can use an Action to put off the flames. The fire ignites flammable objects in the area that aren’t being worn or carried.
You can enhance these signs in the following manners:
You can spend additional vigor points to increase the damage in 1d10 per vigor point spent.
- Melt Armor
You can spend up to 6 vigor points when using this against a creature wearing a metal armor, to permanently reduces the AC granted by the armor in -1 for each 2 points spent (to a minimum of 10).
- Fire Stream
You can spend at least 2 vigor when using igni to shoot a constant stream of fire for 1 minute. When you do so, you choose a 30-foot line coming from you. All creatures in that line must succeed on the Constitution saving throw against your igni sign, or suffer its effects. Any creature that moves in the area of the line for the first time, or start its turn there, takes the fire damage. You can use an Action (or an Attack) in each turn to change the direction of the stream.
You can spend 1 vigor point to cause the burn to lasts for 1 minute. If you target multiple creatures, you must spend 1 additional vigor point per creature. You can also spend 3 vigor points (or additional 3 vigor) to cause the target (or targets, you only spend 3 regardless of creatures targeted) to have disadvantage on the save against this sign. Doing so also causes the creature to take half damage on a successful save (but not to burn).
You can cast this sign to cause a circle of yrden symbols to appear on the ground, forming a 10-foot radius circle around you and an invisible dome covering the area, that lasts for 1 minute or until you create another one. The circle doesn't follow you. Any creature other than you inside the Yrden circle area is considered to be inside difficult terrain. Creatures have half cover against projectiles that pass through the circle area. Incorporeal or ethereal creatures inside the area are considered corporeal, lose the benefits of their incorporealness or etherealness, and can be attacked as normal.
You can enhance these signs in the following manners:
You gain the ability to see in the dark. For 8 hours, you have darkvision out to a range of 60 feet. If you already have darkvision, your's is doubled.
- Wive's Tears
You neutralize one poison that afflicts the target at random, and the poisoned condition.
You gain resistance to acid for the next minute.
You gain advantage on Dexterity saving throws, and if you are wearing light or no armor, attack rolls are made at disadvantage against you. Lasts for 1 minute.
- De Vries' Extract
For 10 minutes, you can see visible or invisible creatures and objects, through normal and magical darkness and through solid objects up to a range of 120 feet.
- Golden Oriole
You gain resistance to poison and to the poisoned condition for the next 8 hours. This ends the effect of any other potion currently active on you, and prevents you from benefiting from any other potion.
When you drink the potion and for the next minute, you regain 1d4 hit points at the start of each of your turns.
For the next 10 minutes, you gain a bonus of +1 on your attack rolls, and you score critical hits on a roll of 19-20.
When you are below half your maximum hit points, you cause additional 1d6 damage with your melee attacks.
- White Honey
Reduces your toxicity to 0 and ends the effects of all potions currently affecting you.
- Petri's Philter
Increases the save DC of your signs in 1 for the next 1 hour.
- Black Blood
For the next minute, a creature that hit you with a bite attack takes 1d4 acid damage. If that creature uses an ability that would restore its hit points as a result of the bite, that creature takes acid damage instead.
For example, a Vampire Spawn that causes 7 necrotic damage to you while under the effects of this potion would take 7 acid damage, instead of regaining hit points.
You become slow but your attacks become stronger. You don't benefit from your Dexterity modifier on your AC, and you have disadvantage on Dexterity saving throws. However, you gain a bonus of 1d6 on the damage of your melee weapon attacks using Strength for the next hour.
- White Raffard's Decoction
You regain 2d4 +2 hit points.
For the next 8 hours, you are immune to the stunned condition, and while you are conscious, you can't be shoved or knocked prone by non-magical effects.
You have advantage on saving throws against effects that would otherwise move you against your will or knock you prone.
Linha do Tempo de Tir: Calendário Imperial
- Ano 0. Ano do Nascimento de Lorde Thorgul.
- Ano 21. Ano da Rebelião de Escravos de Ardrak Sigh, onde Thorgul liderou uma rebelião contra o distrito de Ardrak Sigh, do Império Darakhiano.
- Ano 30. O ano em que Thorgul ganhou o título Dragonbane, após matar o dragão Vendraxx. Foi o primeiro registro histórico da morte de um dragão por mãos humanas.
- Ano 40. Ano da fundação do Reino de Tir.
- Ano 43. Ano da fundação do Magisterium
- Ano 50. Tratado de Dhor-Kanol, que forjou a aliança entre humanos e anões.
- Ano 55. Inclusão dos Orcs no tratado de Dhor-Kanol, e criação da Aliança Tríplice.
- Ano 60. Criação do Conselho Regente de Tir, composto pelos cinco filhos de Thorgul.
- Ano 61. Morte de Thorgul por doença. Início da governança pelo Conselho Regente.
- Ano 70. Início da Guerra Fraterna, fragmentação do Conselho Regente.
- Ano 75. Fim da Guerra Fraterna, criação do Conselho
Bosque das Bruxas
O bosque das bruxas é uma região de Eldor misteriosa e extremamente perigosa. Em eras passadas, bem antes da era dos humanoides, uma conjunção planar ocorreu, fundindo parte de uma antiga floresta com uma porção do mundo feérico, criando um semi-plano híbrido, apelidado futuramente como bosque das bruxas. Tal apelido decorre, obviamente, da alta quantidade de bruxas na região.
O bosque é dividido em três grandes regiões: O Bosque Externo, O Bosque Interno e o Bosque Subterrâneo.
É a parte do bosque das bruxas onde os elementos mais mundanos deste são encontrados, e uma das poucas partes relativamente "seguras" de se caminhar. Seguras não é bem a melhor palavra para se descrever uma viagem pelo bosque externo, mas nesta parte do bosque ao menos não há riscos de teletransportes involuntários, viagens planares ou estranhas passagens de tempo.
Esta é a parte mais segura do bosque das bruxas, onde animais normais são encontrados, mas também é populado por bruxas menos poderosas, guardiões e árvores devoradoras.
O bosque interno é onde a estranheza do local realmente se manifesta. Árvores que queimam de dia e se apagam a noite, vales e montanhas de impossíveis proporções, criaturas misteriosas de poderosas, no Bosque Interno tudo é possível. O tempo passa de modo diferente em certas áreas do bosque, e essa porção dele é maior por dentro do que por fora, uma vez que sua presença não é completamente situada no plano material.
- Bosque Cinzento
O Bosque Cinzento é uma parte do Bosque das Bruxas, um extenso conjunto de árvores, onde em partes dele um incêndio sempre ocorre. Essa parte do bosque é protegida pelo espírito do fogo Neidrdân. É também o lar das bruxas das cinzas.
- Pântano de Águas Claras
O Pântano de Águas Claras é ao mesmo tempo um vasto pântano que cresce sobre um lago cristalino. Não é afetado pelo típico cheiro de podridão que afeta tais locais. É lar de bruxas do mar e do rio, dependendo da região do pântano em que você se encontrar, e também é comum encontrar nereidas e dríades em tal local. No centro do pântano reside Arkham, em seu descanso eterno.
- Vale Rochoso
Andando pelo bosque, estranhamente você pode se deparar com um paredão formado por uma gigantesca árvore petrificada. Ao passar por sua entrada, você se depara com uma caverna, e atravessando essa caverna, resulta na entrada em um vale de proporções impossíveis, onde vastas cavernas se estendem por todos os lados. Esse é o Vale Rochoso, refúgio dos gigantes de pedra e de outras criaturas gloriosas e terríveis.
- Bosque Flutuante
Ao entrar nas bordas flutuantes, é possível primeiramente escutar uma leve brisa e som de uma melodia atraindo andarilhos. A leve e confortável brisa se torna em uma poderosa lufada de vento, que pode arrastar viajantes incautos para seu interior. No bosque flutuante, poderosas correntes de vento sopram constantemente, e em várias direções. Ao se aproximar do centro desse bosque, desfiladeiros que parecem infindáveis se afiguram, enquanto pequenas ilhas flutuam sobre eles.
- Vale das Bruxas
O vale das bruxas é o local onde bruxas nascem, e onde elas se reunem para seus rituais. Nesse vale, criaturas de vários tipos se reúnem para negociar, e esse também é a residência de Baba Oga, a mais poderosa bruxa do bosque.
- Caverna Verdejante
Em vários pontos do bosque, é possível encontrar árvores que se entrelaçam, formando um corredor escuro, que bloqueia a luz do sol. Viajando por estes corredores pode acidentalmente levar os andarilhos para a caverna verdejante, uma caverna completamente obscura de paredes de madeira, onde sombras vivas espreitam em todo canto (literalmente, quinas são portais para o mundo das sombras).
- Dama do Lago Coração
O Centro do Bosque, lugar onde a vida e a magia dele se espalham. No centro dele há um lago, e no centro do lago uma árvore. Entre as raízes e o tronco está um portal, que é guardado pela Dama do Lago e senhora do bosque (que também é secretamente o último dragão).
O bosque subterrâneo é o resultado do semi-plano na superfície se espalhando pelo vasto complexo de cavernas, incrustado profundamente nos subterrâneos de Eldor. Parte do bosque que se espalha por Caurak Aetharn, onde fungos vivos e raízes misteriosas habitam. Atualmente, também habitado pelo Vale Abissal, onde o portal para o abismo aberto infecta as raízes do bosque.
C. 1 S. 11 F. 15 B. 2 Eq. 5 R. Cr. Sp. 4