#they were also resistant to normal physical damage And necrotic
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orcelito · 2 years ago
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today i nearly died in d&d. not from battle, no. instead, from laughing way too fucking hard
so we got into battle. will-o-wisps, ykno how it goes. except one appeared right next to me (playing as Kallias) at the right of the map... & the bard did smth that let us use our full movement as a reaction, so I used all 40 feet of my movement to dart on the other side of the map... AND THEN ANOTHER WILL-O-WISP APPEARED...
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but it was my turn next so i started running to the center of the map... then changed direction to run to the tree. and i decided to just make a Leap for it bc i was in Scared Cat Mode
but.
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i got.. a Nat Fucking 1. so Kallias. dear Kallias. runs 80 fucking feet in 6 seconds, makes a leap for the tree, and fucking Whiffs It.
and i was just. laughing so hard i was choking. tears in my eyes. he's so fucking stupid.
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noblecrumpet-dorkvision · 5 years ago
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Twists for Humanoid Encounters
How often has your D&D group needed to fight the same group of humanoids in every room? 2d4 hobgoblins in every room of a hobgoblin fortress? 2d4 kuo-toa in every room of the kuo-toa temple? 2d4 bandits in every room of the bandit hideout? Sure, some of these humanoids have “suped-up” versions like hobgoblin captains, kuo-toa whips, and bandit captains, but eventually things will get boring with the same enemies every time and those boss monsters are usually reserved for the boss fight! 
Encounter Twists (1d20)
Here are some ways to make an average group-encounter a bit different. Roll 1d20 to choose randomly or pick from the list below. These tend to be keyed towards an assumption that the enemies are humanoid, but that might not be the case.
(1) Varied Weapons. One of the enemies has a different weapon. For example, if all the thugs have maces, maybe one has a glaive or greatsword. Meanwhile, another uses two daggers instead.
(2) Varied Armor. One of the enemies has different armor than the standard. If the hobgoblins wear chain mail, perhaps one is wearing plate. Maybe one didn’t have time to put on armor and only wields a shield.
(3) Minor Spellcasting. Somehow, one of the enemies has come across the ability to use magic, whether divine or arcane. The creature gains the Magic Initiate feat, thereby gaining a cantrip and 1st-level spell.
(4) Healing Potion. One of the enemies is packing a useful healing potion, usually one appropriate for the players to find at their level in case it falls into their hands. If the creature sees an ally go down, they can give out their potion or use it on themselves.
(5) Other Potion. One of the enemies drinks a potion as the battle starts. Choose randomly from the following (d8): (1) Potion of Giant Strength, (2) Potion of Fire Breath, (3) Potion of Flying, (4) Potion of Growth, (5) Potion of Heroism, (6) Potion of Invisibility, (7) Potion of Invulnerability, or (8) Potion of Speed.
(6) Other Consumable Item. One of the enemies carries a consumable magic item, used when the time is right. The players might be able to snag one if it has multiple uses. Choose randomly from the following (d6): (1) 1d4 beans from a Bag of Beans, (2) 1d4 beads from a Necklace of Fireballs, (3) a vial of Oil of Sharpness, (4) a Gem of Brightness with 1d4+5 charges remaining, (5) a Deck of Illusions with only 1d4+1 cards remaining, or (6) a vial of Oil of Slipperiness.
(7) Class Feature. One of the enemies has experience in a player class, gaining one of the following features chosen at random (d12). Each functions pretty much like the class feature of the same name. These are meant to just give the impression of a class through one, usually simplified feature, rather than all of a class’s unique features.
Bard: Bardic Inspiration: Use a d6.
Barbarian: Rage: Bonus damage at +2.
Cleric: Spellcasting: Knows the Guidance and Sacred Flame cantrips. Can cast 3 spell-levels-worth of spells: either Cure Wounds (1st), Guiding Bolt (1st), Spiritual Weapon (2nd), or Spirit Guardians (3rd). Use their Wisdom modifier for their spellcasting statistics (minimum 13).
Druid: Wild Shape: Choose an animal appropriate to the setting and have it be up to CR 2.
Fighter: Maneuvers: Give them 4 d8s and just choose 1 maneuver for simplicity’s sake.
Monk: Ki: Give them 3 Ki Points and let them gain two unarmed strikes (d4) as a bonus action, or else dodge, disengage, or dash as a bonus action by spending a ki point.
Paladin: Divine Smite and Lay on Hands: Give them 2 1st-level spell slots with which to smite. Also give them 10 points of Lay on Hands.
Ranger: Spellcasting and Fighting Style: They can cast Hunter’s Mark twice per day and gain the Archery or Two-Weapon Fighting styles.
Rogue: Sneak Attack and Cunning Action: Use 2d6 for the Sneak Attack damage.
Sorcerer: Spellcasting and Metamagic: Give them 3 1st-level spell slots, a cantrip, and a 1st-level spell eligible for the Twinned Spell Metamagic feature. They can use Twinned Spell on one of their spells up to 3 times.
Warlock: Eldritch Blast and Pact Magic: Give them the Eldritch Blast cantrip, then 1 3rd-level spell slot (assume a second slot was used already). Then give them the spells Hex, Witch Bolt, or Hunger of Hadar.  Use their Charisma modifier for their spellcasting statistics (minimum 13).
Wizard: Spellcasting: Knows the Minor Illusion cantrip and one damaging cantrip. Can cast 4 spell-levels-worth of spells: either Fog Cloud (1st), Magic Missile (1st), Flaming Sphere (2nd), Web (2nd), Fireball (3rd), or Lightning Bolt (3rd). Use their Intelligence modifier for their spellcasting statistics (minimum 13).
(8) Mount. One of the enemies has an appropriate mount, offering them greater mobility and the offensive/defensive features of an additional enemy, if it has attacks.
(9) Pet. The creatures have a pet, captured creature, or summoned magical servant of an appropriate challenge rating. This could be a beast, a monster, an undead (if a necromancer is present), an elemental (if a wizard or druid is present), a fiend (if a warlock or cleric is present), or a fey (if a druid is present).
(10) Brute Creature. One of the enemies has the maximum amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the better of the two rolls.
(11) Meek Creature. One of the enemies has half the normal amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the worse of the two rolls.
(12) Unique Species/Race. One of the enemies is of a different species. For instance, a group of Bandits might have a Dwarf or Bugbear in their ranks. You can grant an NPC creature some traits of the new species/race (like Dwarven Resilience), or you can just use statistics of a different monster (like the Bugbear).
(13) Infiltrator. One of the enemies is secretly a monster in disguise. Ones that fit the bill might include: a Doppelganger, an Intellect Devourer, a Succubus/Incubus, a Lycanthrope, a Yuan-Ti Pureblood, a Yochlol (if among drow), a Barghest (if among goblins), an Oni, a Hag, a Slaad, a Rakshasa, or a Couatl. For more powerful characters, you could use an ancient metallic dragon or a Deva.
(14) Sickness. One of the enemies is suffering from a random disease. Creatures that come within 5 feet of them have a chance of contracting the disease. The creature should be displaying symptoms in order for the players to effectively make decisions about this in combat. In theory, though, other enemies might be asymptomatic, so smart players should maintain distance with all the enemies.
(15) Unusual Surprise. If the players took precautions and surprised the enemies, half of them were unusually alert and are not surprised. If the enemies were not initially surprised, half of them were far from prepared and are instead surprised even if the players took no precautions. Perhaps they were daydreaming, sleeping, getting armor on, or tripped.
(16) Feat. One of the enemies has a random feat chosen from the following (d20, reroll on 16+). Some may require them to change their weapons or armor, and are marked with an asterisk: (1) Alert, (2) Athlete, (3) Charger, (4) Crossbow Expert*, (5) Defensive Duelist*, (6) Dual Wielder*, (7) Great Weapon Master*, (8)   Heavy Armor Master*, (9) Mobile, (10) Mage Slayer, (11) Polearm Master*, (12) Sentinel, (13) Sharpshooter*, (14) Shield Master*, or (15) Tavern Brawler.
(17) Unusual Talent. One of the enemies has an exceptional statistic, different from others of its kind. Choose one of the creature’s abilities that is on the low end and make it comparable or better than their strongest ability. For instance, if such creatures normally have high Strength, give this one high Dexterity. If they are typically low in Intelligence, give them a high Intelligence and let them use smarter tactics. Give them unique weapons or spells if appropriate.
(18) Damage Rider. One of the enemies deals additional damage of a random type using one of their weapons. This may come from a magic oil or poison applied to their weapon, or perhaps their own arcane or divine magic. Don’t use a magic weapon as players will be able to use it once the battle is over (unless you planned to give such an item as treasure in the first place). Their weapon deals a bonus 1d6 damage of a type chosen at random from the following: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, (6) poison, (7) psychic, or (8) radiant.
(19) Siege Weapon. One of the enemies is manning a siege weapon of your choice against the players. A ballista is usually a good option, since you usually don’t want a cannon in your players’ hands and a catapult is better for non-moving targets. You could also create a magical siege weapon, like a turret that casts Burning Hands, Scorching Ray, Ice Knife, Acid Arrow, or Lightning Bolt.
(20) Elemental Shield. One of the enemies has immunity to one damage type and resistance to all other damage until they are dealt damage of an opposed damage type, which destroys this magical shield. Pair the damage types like this: cold and fire, radiant and necrotic, acid and lightning (think of it like earth vs. air). Alternatively, one of the creatures is naturally blessed with immunity to one damage type. Give the creature some sort of visual cue for this to clue the players in.
Characteristic Twists
Another way to vary humanoid creatures is by giving them interesting personality traits or interesting physical features. Roll or choose from the Appearance Twists table to make one of the humanoids look more distinct. Roll or choose from the Personality Twists table to make one of the humanoids act differently or more interesting, sometimes in a way the players can exploit in combat.
Appearance Twists (d20)
Creature has...
Outlandish hairdo
Interesting headgear/hat
Worn trophies collected from enemies
Personalized armor or clothes
Prominent visible tattoos or war paint
Prominent visible scar
A cape or other dramatic attire
Prominent facial jewelry (or facial hair if they have it)
Weapon made from unique material or uniquely decorated
A meaningful symbol prominently displayed
Unusual physical features for their species
Eyewear (glasses, goggles, mask, or eyepatch)
Prominent visible birthmark
Unusual attire for class/profession
Missing or prosthetic limb
Trinket (roll on existing table) worn and visible
Worn piece of valuable treasure
Worn a memento from a lover
Worn animal hide
Appearance altered magically or through a curse
Personality Twists (d20)
Creature is...
Suffering from a form of Long-Term Madness (roll on existing table)
Overly confident, willingly enters dangerous combat situations
Overly cautious, always readies their action into a reaction
Intimidating, can frighten a target as a bonus action with a successful Charisma contest
Sadistic, aiming for weak targets
Defiant, challenges the strongest foes first
Overly dramatic, draws a lot of attention
Automysophobic, can't stand getting dirty
Irrationally terrified of something in the players' arsenal (magic, animals, fire, etc)
Biased against one of the players' species and focuses on them
Angered or terrified by mages, attacks them first
Flirtacious with one of the players, is effectively charmed by the player
Witty, taunts foes with banter
Indecisive to the point where they sometimes only take the Dodge action
Loyal to their leader to the death
Edgy and mysterious
Best friends with one of their allies, always tries to Help them in combat
Cowardly, becomes frightened and attempts to Disengage or Hide if damaged
Honorable, refuses to fight with an unfair advantage
Drunk and suffers from the Poisoned condition
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grailfinders · 4 years ago
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Fate and Phantasms #114: Minamoto-no-Raikou
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Today on Fate and Phantasms, we're making the leading mystic slayer of Japan, the leader of Lava Swimmers Anonymous, and Arjuna's half-sister, Minamoto-no-Raikou! Mama Raikou certainly has a unique personality, but thankfully we don't have to build that! We're here to make her fighting style more than anything, and that means we need to be able to mix around any weapon in the game, maybe slap some lightning into it, and then hand it off to one of our retainers and let them have fun.
Check out Mama Raikou's build breakdown below the cut, or her character sheet over here!
Next episode: Our heroes face their greatest challenge yet: making a motorcycle in D&D! Will they ride eternal, shiny and gold? Or will they spin out? Also, will Onigashima ever get added to the rerun shop?? Find out next time on Fate and Phantasms!
Race and Background
Remember how I said we were keeping things simple with Xuanzang and her being human? Yeah, that's not going to work here. Raikou's part got and part demon, so there's a lot of ways you can go about this one. If any sort of lightning smite existed I might have gone with Zariel Tiefling, but the Fallen Aasimar fits her best flavor-wise, if not in gameplay. Thanks to Tasha's, we can customize your bonuses to better fit your classes, giving you +1 Wisdom and +2 Strength, as well as some Darkvision, Celestial Resistance against necrotic and radiant damage, Healing Hands to pass out a delicious, nutricious snack once per long rest, and the Light cantrip from your Light Bearer feature. Your sword isn't electric yet, but at least you can make it look the part.
Mystic slaying is certainly the most interesting part of your resume, but you had to pad out the day-by-day stuff by being a Soldier (well, Samurai, but tomato tamamo), giving you Athletics and Intimidation proficiencies. You ever see Raikou mad? Exactly.
Ability Scores
Standard warning: we generally use the standard array for character creation; roll if you want, but keep multiclassing in mind. Make Strength your highest score-you're a berserker, this shouldn't be new to you by now. Your Dexterity should be next, you're as good with a bow as you are with a sword, and calling your outfit light armor is generous. Third is Constitution because making a berserker with mental abilities higher than physical ones just feels wrong. Unfortunately we have to make your Wisdom a little higher than I'd like for multiclassing, but you are good at stalking people, so I guess that works out. Your Charisma is pretty low, you have a forceful personality but not a lot of self-awareness, but we're dumping Intelligence. I'm not calling Mama Raikou dumb, but I doubt her kids are coming to her with their maths homework.
Class Levels
1. Ranger 1: I was tempted to go paladin to get electric weapons, but since none of the smites deal lightning damage we might as well focus on the nitty gritty of demon hunting. As a ranger, you get proficiency with Strength and Dexterity saves, as well as three ranger skills-grab Animal Handling for a riding skill, and Perception and Stealth to help stalk Gudao.
You also gain a Favored Enemy in Fiends, giving you advantage on Survival and Intelligence checks involving demonic hordes. I know missing out on that Favored Foe is rough, but we'll have more flavorful ways to use your concentration later.
As a Deft Explorer, you're Canny when it comes to Intimidation, letting you use someone's middle name to double up your proficiency bonus.
2. Ranger 2: Your Archery skills give you +2 to ranged weapon attack rolls. You can also start casting Spells this level using your Wisdom. While we're waiting on your lightning weapons you can use Hunter's Mark to deal more damage and stalk people more easily. You can also use Zephyr Strike for another way to deal damage and gain a bit more speed.
3. Fighter 1: You don't just have some skill with weapons though, you have a lot of skill. That's why you have a second fighting style. Great Weapon Fighting will make your attacks with your longsword a bit more consistent, especially useful when you're sticking a bunch of extra damage on your attacks.
You also get a Second Wind, so you can pack yourself a bento as well, and you can channel every mother ever to unleash your Necrotic Shroud once per long rest. After you transform, creatures have to make a Charisma save (DC 8 plus your proficiency plus your charisma modifier) or be frightened of you until the end of your next turn. Also, once per turn while your transformation is up you can deal extra necrotic damage to a creature you hit with an attack. Again, not lightning, but still scary.
4. Ranger 3: Third level rangers join a conclave, and the Monster Slayer conclave will.. help you slay monsters. It's right on the tin, come on. Your Hunter's Sense will let you know the immunities, resistances, and vulnerabilities of a creature you target as an action. You can use this a number of times per long rest equal to your wisdom modifier, so... once. You can also use your bonus action to activate your Slayer’s Prey, adding another bit of damage to a targeted creature the first time you hit it each turn. It doesn’t use your concentration, and lasts until your next rest or until you target someone else.
Your Primeval Awareness will help you sense demonic presences within a mile of you for each minute per spell level you burn. Also aberrations, celestials, dragons, elementals, fey, and undead presences, but you’re a demon hunter.
You can use your sword as a lightning rod to Absorb Elements, reducing your own damage to add even more damage to your next strike. This will also make swimming through lava slightly less of a bad idea, if you’re interested. As part of your conclave you can also cast Protection from Evil and Good to make your fight against Shuten even more one sided.
5. Ranger 4: Use your first Ability Score Increase to round up your Strength and Constitution to hit people even harder and take more hits.
6. Ranger 5: Fifth level rangers get an Extra Attack each action, and you can cast second level spells too. You’re not Kiyohime, but feel free to help her out with your Zone of Truth, courtesy of your conclave. You can also Locate Object this level. That hair clip you gave Gudako? Not just a thoughtful gift.
7. Ranger 6: Speaking of stalking the Gudas, your Favored Enemy improvement helps you stalk Humans and Tieflings. You also become a Roving ranger, giving you an extra bit of speed, including a climbing and swimming speed.
8. Ranger 7: Your Supernatural Defense gives you an extra boost to your saves and grapple escapes against creatures you’re targeting with slayer’s prey. You can also cast Protection from Poison this level. You don’t have this explicitly in canon, but you hang out with Serenity a lot and you’re not dead yet, so you’ve got something going for you.
9. Ranger 8: Grab the Warcaster feat with this ASI to empower your concentration spells and let you cast them even with both hands full. You’re also Fleet of Foot to help you move through difficult terrain unharmed.
10. Ranger 9: Ninth level rangers get third level spell slots. You get Magic Circle as a freebie from your conclave, but you also get Elemental Weapon to finally add some lightning to your weapon attacks. Now that we have a lore-correct thing to spend most of your concentration on, we’ll also drop hunter’s mark for a Lightning Arrow. This is also the only spell you have that cares about your wisdom score, though you can still do plenty of damage with the normal attack.
11. Fighter 2: Now that your signature weapons are ready, it’s time we worked on your Noble Phantasm. Before that, though, you get an Action Surge- a free extra action you can tack on your turn once per short rest.
12. Fighter 3: You’ve got to be able to summon your retainers to beat down demons, and that means we’re heading back to the Echo Knight subclass for Manifest Echo. As a bonus action you can make a copy of yourself that’s a bit more fragile than most berserkers (It’s a copy of you, but I’m not sure if it gets a copy of your shocking weaponry. Slayer’s Prey will definitely work). While active, you can attack and make attacks of opportunity from its position, and you can swap places with the echo by using 15 feet of movement.
You can also Unleash Incarnation while your echo’s out on the field, giving them an extra attack as part of your attack action. You can use this a number of times per long rest equal to your constitution modifier.
13. Fighter 4: Your swordplay is fine, but you could stand to brush up on your archery. Use this ASI to grab more Dexterity.
14. Fighter 5: You get extra attack again, but it doesn’t stack with your ranger skill, so... enjoy the extra HP, I guess.
15. Fighter 6: Speaking of HP, use this ASI to bump up your Constitution for 15 more HP and another use of Unleash Incarnation.
16. Fighter 7: You can now use your Echo as an Echo Avatar, letting you scout out the area through its eyes up to 1000′ feet away from your regular body for up to 10 minutes. Despite the distance between you two, it still costs only 15′ to teleport! Now that’s convenience!
17. Fighter 8: For your final ASI, bring your Dexterity up so it can match your strength.
18. Fighter 9: You become Indomitable, letting you re-roll a failed save once per long rest. You might not be that reasonable, but that doesn’t mean you’re easy to charm.
19. Fighter 10: Our final echo goody lets you turn your echos into Shadow Martyrs, spending your reaction to throw an echo in front of an ally that’s being attacked, switching the target of the attack. You can do this once per short rest. Protect your darling Kintoki by... throwing a spiritual copy of him to its death... that looked better in your head, you swear.
20. Fighter 11: Your capstone level gives you yet another Extra Attack that actually does stack this time. That means you get three attacks per action, or four with Unleash Incarnation.
Pros:
Thanks to your Great Weapon Fighting powering up all your damage dice, your critical hits with your longsword can be pretty scary. Add in all your attacks, and you’ve got a good chance of dealing a lot of damage at once.
As expected of the premiere mystic slayer of the Heian period, you have plenty of demonic defenses to make fighting and tracking fiends a cakewalk.
With you and your echo out at the same time, you can lock down a larger area to abuse your once-per-turn Slayer’s Prey a bit more.
Cons:
You don’t have many spell slots, so you’ll have to be careful about using them, especially your third level slots. Burning through that slot on a single attack would be bad enough, but Lightning Arrow also uses your concentration, which leads directly to con #2.
Like most rangers, you have problems when it comes to concentration. It’s not that your save is bad, but you still have to balance out your various spells and play smart.
Also like most rangers, your bonus action is crowded, which can make things complicated as well. Echo Knight does not help here either.
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tigerkirby215 · 4 years ago
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5e Rell, the Iron Maiden build (League of Legends)
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(Artwork made for Riot Games.)
I SHOULD BE MAKING AKALI RIGHT NOW :))))))
I did a coinflip with Rell: it was either her or Akali and she ended up winning. I’m honestly super hyped for Rell which is odd because I don’t really play tank supports. I find Leona and Nautilus boring as sin, though I do enjoy Galio and Maokai on occasion. I guess I’ve just been playing in top lane a lot more and I want a big bulky tank who I can dive into teamfights with as a support.
Also the memes for this champ are freaking golden.
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But Rell presents a very unique kit that has a lot of potential in D&D. Basically I get to make a character other than Nunu & Willump who rides a mount and I get to stick everything I can remotely justify as being Ferromancy onto this character.
GOALS
Run ‘em all down - Rell is the third champ to have a mount. Aren’t horses just the best?
We fight together - Your outside may be cold but connecting to people is how you move on from trauma... or use that trauma for a massive stun in a teamfight.
I’ll bust you down to scrap! - Rell’s quirk is Ferromancy, the magic of manipulating metal, most specifically through magnetism. Fucking magnets; how do they work?
RACE
Rell is a human... but we can’t always go for Variant Human, so let’s spice it up a bit! She may not have divine blood but I’m sure someone at the academy had healing magic. So since she’s a support with eyes aglow with energy why not go for an Aasimar? More specifically a Scourge Aasimar. Your Charisma increases by 2 and your Constitution increases by 1.
Your glyphs give you a big mix of magic from your friends back at the academy: Darkvision for darkvision, Celestial Resistance for resistance to necrotic and radiant damage, Light Bearer for the Light cantrip, and Healing Hands for a bit of healing magic. Your Scourge subrace also gives you Radiant Consumption at level 3, which I’ll cover when you get there.
If you’re set on playing a human: A Variant Human (+1 CON, +1 STR) with either the Mounted Combatant feat or Heavy Armor Master feat would make sense. There are other feats to consider but these would be the most in-character for Rell.
ABILITITY SCORES
15; STRENGTH - Iron stands eternal, and iron is heavy.
14; CHARISMA - You may be a grouchy teenager, and you may also be incredibly awkward when hitting on people, but Charisma is considered as “inner strength” in 5e. You’ve certainly got plenty of that!
13; CONSTITUTION - You are a tank after all, and with the +1 from our race that equals a 14 for a nice boost to HP.
12; DEXTERITY - As heavy as iron is you were trained for peak physical condition. DEX is tied to many things, notably Initiative which is very important for a frontliner.
10; INTELLIGENCE - You went to an academy, but it was a Noxian war academy. Still it’s possible that you got some history lessons.
8; WISDOM - You’re a hothead in both the metaphorical and literal sense. You think asking questions is on the mind of a teenager who’s angry with the world?
BACKGROUND
There’s a lot of backgrounds that would fit Rell, though unfortunately nothing edgy enough like “Test Subject Turned Human Superweapon.” But considering your lifestyle of roaming the Noxian countryside Outlander is probably pretty accurate. You get proficiency in Athletics and Survival and while you’d normally get a Musical Instrument I’d actually suggest you grab Smith’s Tools instead because... yeah duh. You can also learn a Language of your choice so pick whatever you think would constitute Noxian.
Your Wanderer background feature will make sure you survive and thrive on the Noxian countryside. You always remember the general layout of the land, and you can find food and fresh water for yourself and up to five other people each day. And you can even rip some iron out of the earth to make them bowls and cups to eat and drink with!
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(Concept art by Riot Games)
THE BUILD
LEVEL 1 - PALADIN 1
Starting off as a Paladin because even if proficiency in Wisdom saves is weird we need the Heavy Armor proficiency because... yeah duh. Speaking of proficiencies take Intimidation because you’re a murder-hungry metalmancer, and I dunno Medicine would make sense since you’re a support and all.
You also get Divine Sense, as the magic in your veins helps you detect celestials, fiends, or undead. And because you’re a support you can use Shattering Strike to heal thanks to Lay on Hands. I could explain both these abilities in detail, but I’m also an angry teenager who’s sick of explaining abilities with insanely long descriptions that you can read for yourself.
LEVEL 2 - PALADIN 2
Second level Paladins get their Fighting Style, and of course for a tank support Defense would be best for more AC. You also get some Ferromancy Spellcasting. (Well technically Divine spellcasting but don’t tell anyone that.) You can prepare a number of Paladin spells equal to your Charisma modifier plus half your Paladin level:
To sharpen your lace (or more realistically pike) a little more Divine Favor will make every blow hurt just a little bit more.
Heroism will help in times of strife to let your anger take over any fear.
To manipulate armor to block some more blows Shield of Faith will increase the target’s AC for a time.
To stun with Attract and Repel Thunderous Smite will do damage and knock enemies prone, making them easier to hit and forcing them to spend time getting up.
But of course you can just as easily ignore all of that in favor of Divine Smite, channeling all your magic and hatred into a burst of Radiant damage on your weapon attacks. Particularly effective against undead!
On Rell’s weapon: I’d suggest a Pike over a Lance because a d12 isn’t worth Disadvantage in melee range, even if you will eventually be performing mounted combat. Feel free to have a lance as backup for when you do start riding a horse.
LEVEL 3 - PALADIN 3
At third level you can choose your Sacred Oath, and I know how much you hate Noxus but Oath of the Crown actually has some pretty good abilities for our purposes. Yup of all the champions to break out the Sword Coast Adventurer’s Guide for it’s Rell.
You get two Channel Divinity options: Champion Challenge makes enemies unable to move more than 30 feet away from you for a Magnetic Overload, and Turn the Tide will heal everyone of your choice for a d6 plus your Charisma (if they’re below half health) for some Redemption saves.
But both of these Channel Divinities are admittedly situational, so if your DM allows Tasha’s rulings then Harness Divine Power will also let you recover a first level spell slot. Speaking of spells as a Crown Paladin you get Command to twist your enemy’s armor to your whim, and Compelled Duel for a single-target Concentration version of Champion Challenge.
And as a Scourge Aasimar you get now get Radiant Consumption. As an action you can unleash the magic within you, glowing violently and doing Radiant damage equal to half your level to everyone around you. Additionally, once on each of your turns you can deal extra radiant damage when you damage an enemy with an attack or a spell. The extra radiant damage equals your level. You can only go all out just once per long rest, so if your ever wonder why anime protagonists keep their ultimate attack until the end of the fight: it burns you so much you can only use it once.
LEVEL 4 - PALADIN 4
4th level means another Ability Score Improvement but instead we’re going to be taking a Feat. You’re probably thinking we’re going for Mounted Combatant, right?
WRONG! We’re taking Heavy Armor Master, because you can literally control your armor to make it stronger! Your Strength increases by 1 and any damage you take from non-magic weapons is reduced by 3!
You can also prepare another spell, but we’ll wait for...
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(Concept art by Riot Games)
LEVEL 5 - PALADIN 5
5th level time for Extra Attack. Two attacks in a turn to pretend you’re the ADC!
Also time for HONSE! Find Steed lets you summon a Warhorse, and others but a Warhorse is probably the most accurate representation of your mount. The steed is considered a celestial, fey, or fiend (your choice), and its intelligence is set to 6. It can also understand one language you can speak, which is good because you can speak to it telepathically.
You can make any spell that only targets you also target your steed, and when it drops to 0 hit points, it disappears, leaving behind no physical form. You can dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
And thanks to your subclass you also learn Warding Bond to bond with an ally, and Zone of Truth to get the Black Rose to admit to what they did. Technically speaking you can’t put a ring on your horse, but as a DM I’d probably allow you to make a 50 gp platinum horse shoe to give the honse a Warding Bond.
LEVEL 6 - PALADIN 6
6th level Paladins get Aura of Protection. You and everyone within 10 feet of you gets a bonus to saving throws equal to your Charisma modifier, because iron stands eternal and so does teenage angst.
You can also prepare another spell like Aid to steel your party’s resolve for any danger. Metal pun unintended.
LEVEL 7 - PALADIN 7
Here’s why we aren’t taking Mounted Combatant. 7th level Crown Paladins get Divine Allegiance, allowing you to use your reaction to take damage for a creature within 5 feet of you. They take no damage, but the damage you take can’t be reduced or prevented in any way.
Sure a 5 foot aura is just objectively worse than the Redemption Paladin’s 10 foot Aura of the Guardian that does literally the exact same thing (pro tip: ask your DM to just increase the range of the aura), but you know what’s always within 5 feet of you? Your horse. So feel free to take hits for your trusty mount. And if an ally is nearby you should probably tank for them too.
LEVEL 8 - PALADIN 8
8th level means an Ability Score Improvement. We’re still riding around in big bulky armor so more Strength to carry that armor would be nice.
You can also prepare another spell like Lesser Restoration for some Tenacity.
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(Concept art by Riot Games)
LEVEL 9 - BARD 1
How’s this for a surprise? Multiclassing into Bard gives you proficiency in one skill, and one musical instrument. Take Animal Handling because you literally summon a horse for yourself, and a Noxian War Drum.
Bards get Bardic Inspiration: d6s equal to your Charisma modifier to help support your allies. They can add the d6 to an ability check, attack roll, or saving throw they make. Buff up their armor, or weaken the enemy’s armor!
But of course as a Bard you get more Spellcasting! Check page whatever-it-is for how multiclassing works. You get two cantrips from the Bard list: Mage Hand will let you magnetize an object closer to you, and Vicious Mockery will let you yell angrily at the enemy not to hurt your friends.
You can also learn 4 spells from the Bard list: you are a support so you can take Cure Wounds for some Summoner: Heal. Disguise Self will help you if Noxian police are looking for you. And both Earth Tremor and Thunderwave will help you manipulate the metal beneath your enemies’ feet and sunder the ground beneath them.
LEVEL 10 - BARD 2
You have a little bit of everything in your glyphs which means Jack of All Trades will always be able to help you. You can also recuperate after a long night on the Noxian countryside thanks to Song of Rest.
You can also learn another spell but we will wait for...
LEVEL 11 - BARD 3
Third level Bards can choose their Bardic College and you did go to the academy to become a weapon after all. College of Valor Bards are instruments of war with Combat Inspiration, letting allies use their Bardic Inspiration to hurt more with their swords or defend themselves better with their armor. “Fight like you mean it. Die for something that matters!” You do also get some skill proficiencies but... you already had them.
You do get Expertise in two skills however! Intimidation comes naturally to a living weapon, and even though it’s technically not a living animal in LoL you still need Animal Handling for your mount from Find Steed.
And finally you can learn spells. If you want the honest truth the only reason we took Bard levels is for Heat Metal, the obligatory Ferromancy spell. But you can also grab Hold Person to lock a foe’s armor in place.
LEVEL 12 - BARD 4
4th level means an Ability Score Improvement, and since we’re now investing in the spellcasting side of things I’d recommend some Charisma to make that better. Remember that more Charisma does mean more Paladin spells, so be sure to hop back there to prepare more.
Because I’m not going to tell you what to prepare, as we need to concentrate on your new cantrip! You are the ferromancer, so Mending is kinda obligatory. You can also learn another spell but again we shall wait for...
LEVEL 13 - BARD 5
5th level Bards get Font of Inspiration, letting their Bardic Inspiration come back on a Short Rest. Which is good, because your Bardic Inspiration increases to a d8!
You can also learn third level spells now which means we can finally take Mass Healing Word to further our support role, and Hypnotic Pattern for a massive team-wide stun.
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(Artwork by @Cookie3v3 on Twitter)
LEVEL 14 - SORCERER 1
You were born with magic after all, so I’d have to go into Sorcerer at some point. It’s just that the other levels were more important, and this kinda ends up being more for flavor than anything. Regardless you get your subclass at level 1 as a Sorcerer and hey I actually get to use the Clockwork Soul for a Ferromancer. You can Restore Balance at level 1, denying Advantage or Disadvantage and turn it into a straight roll.
Oh and hey: more Spellcasting! But this time with a side of Clockwork Magic for Abjuration or Transmutation spells. Since both the spells you’d normally get a little iffy I’d suggest replacing them with both Absorb Elements and Shield for some Magic Resistance and Armor.
You also get four cantrips and two leveled spells. Fire Bolt lets you fling a piece of molten metal at the enemy, because you may as well have a ranged weapon. For some basic metal sundering from the ground Mold Earth will let you manipulate small pockets of iron in the soil. Message will let you coordinate with your teammates without yelling everything in /all. And because you’ve got a ridiculous amount of cantrips you may as well grab Prestidigitation for basic magic manipulation.
For your leveled spells Magic Missile will let you fling metal with the utmost precision, and Burning Hands for burning metal addressed to “whom it may concern.”
LEVEL 15 - SORCERER 2
Second level Sorcerers get a Font of Magic. You get 2 Sorcery Points that can be converted into spell slots... for now. So basically you get another first level spell slot!
LEVEL 16 - SORCERER 3
3rd level Sorcerers get their Metamagic. These are features that use your Sorcery points to augment your spells: to make sure that no one lives to hide the tale of the academy Heightened Spell will give an enemy disadvantage on their first saving throw against one of your spells. Alternatively if you want to both stab and smash Quickened Spell will let you cast a spell as a Bonus Action, to really maximize your APM.
You also get more Clockwork Magic, but since you already have both Aid and Lesser Restoration I’d instead suggest taking Levitate for some reverse-magnetism, and a little spell from Elemental Evil called Maximilian’s Earthen Grasp.
If your opponent doesn’t know how magnets work then Blur can really mess with their ability to hit you. And you know I haven’t taken Flash yet so... Misty Step!
LEVEL 17 - SORCERER 4
Fourth level Sorcerers get an Ability Score Improvement and well we did invest in 3 different spellcasters, so increasing that spellcasting with more Charisma would probably be smart. Remember that more Charisma means more Paladin spells! As well as a stronger Paladin aura and more Bardic Inspiration.
You also get another spell known and honestly there are a lot of great ones at second level of Sorcerer but Shatter is the best for ripping through metal. You also get another cantrip because I guess Sorcerers don’t have enough cantrips: if you get surrounded you can sunder the ground as if swords were bursting around you... in a Sword Burst... yeah...
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(Artwork made for Riot Games)
LEVEL 18 - SORCERER 5
5th level Sorcerers get third level spells and I’d hate to admit it but both Dispel Magic and Protection from Energy from Clockwork Magic do make sense for Rell.
But you know what we don’t have enough of? Ground-based attacks. So take Erupting Earth, because your magic is Ferromancy. Not Fireballs or Haste, both of which would probably honestly be stronger. Honestly feel free to drop some of your early Sorcerer spells, because you’ve got more than enough spell slots for the big stuff.
LEVEL 19 - SORCERER 6
6th level Clockwork Soul Sorcerers get the feature we kinda went into this subclass for: Bastion of Law. As an action, you can spend 1 to 5 sorcery points to create a magical ward around yourself or another creature within 30 feet.
The warded creature gets a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend any number of those dice to roll them and reduce the damage taken by the total rolled on those dice. This is going to be one of your main supportive features... atop of all your other “main supportive features.”
Oh and you’d get more spells but I kinda want...
LEVEL 20 - SORCERER 7
7th level Sorcerers can learn 4th spells like Sickening Radiance for some good old-fashioned war crimes, and Fire Shield which was added to the Sorcerer spell list thanks to Tasha’s! Clockwork Magic also lets you weaponize your horse with Summon Construct, but I’d suggest grabbing Banishment as your other spell to lock the weak away like they did to the Null.
FINAL BUILD
PROS
Fighting together? Guess it's not too bad - You’ve got plenty of good assists. Bardic Inspiration and Bastion of Law shields, and a big pile of spells to help the team.
Nothing gets in; no one gets out - Turns out that manipulating metal means very little can get at you. Strong AC, very good range with Reach to play keep-away in melee and a horse to run around, and of course Aura of Protection to turn your weakest save into a +5! And decent HP to boot!
This is who I am now - It wasn’t my intention when making the character but... turns out Jack of All Trades does in fact make you a jack of all trades. Decent skill checks all around and a crazy good Intimidation check means that while you maybe won’t be the first choice you’ll always be up for the task.
CONS
“Excellence is measured in sacrifice”... or whatever - Three way multiclassing gives you a lot, but not a whole lot of it. Your spell slots go all the way up to 8th level but your best spells max out at 4th level. Smites exist and you can always melt down your spell slots, but perhaps it would’ve been smarter to lessen the number of classes and get more value out of what you have.
That's... that's cool... I'm cool... - Ever heard of the concept known as “choice paralysis?” With so many spells to choose on top of subclass features that take your actions it can be hard to pick what’s right in every scenario. Woes of playing support, where you need to think of everything at once. Can’t just run in and stab.
The helpless fight; the hardened live - Jack of All Trades is good for skill checks... not for combat. You can fight, heal, and sling spells decently but don’t really stand out in any particular area. You’ve got a hundred different tools to deal with the rabble but when your friends go All Out you’ll likely be stuck getting assists.
But you’ve got all a girl could ever ask for: a cute pony and enough armor to survive a ballistic missile. You were built to be a weapon and a damn good weapon you are: as sharp as you are sturdy, and as versatile as you are resourceful. Who cares if you’re a little rough around the edges? You’re sixteen! You’ve got your whole life ahead of you! Minus the lingering trauma of being tortured by your own mother... Eh. Who doesn’t have a tragic backstory nowadays?
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(Artwork by @dreadstardraws on Twitter.)
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honourablejester · 3 years ago
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Osh Derrinalina Subraces
A couple of subrace/lineage options for my Osh Derrinalina subterranean sea setting.
Contents:
Goblin (Palerin)
Dwarf (Durgen)
Elf (Starfolk)
Triton (Rachinilean Hadali)
Goblin (Palerin)
The Palerin are the people of Rachinilea. Originally a tribe of goblins, they have become … slightly altered by the Ghostly Isle in the thousands of years since then. The Palerin are pale, chalky white, and some of their elders verge on the translucence of some of the other ancient Children of Derrinalina. Their lifespans are eccentric, guided by the whims of Rachinilea, and while some live only a few decades, others can live for several centuries. Almost all of them are painted and sometimes tattooed with girrish, the phosphorescent fungal daub of Rachinilea’s Pit, and there is considerable artistry and ritual attached to these marks. The Palerin are quite a lively people, however, despite Rachinilea’s dour reputation, and they produce as many traders, sailors, musicians and artisans as they do priests and oracles. Nor are they wholly bound to Rachinilea itself, and many travel the length and breadth of the Lightless Sea, though almost all of them return to Rachinilea in death. Even if they are already dead, and there is no one to bring their remains …
Ability Scores: Dex +2, Wis +1
Size: Small
Speed: 30ft
Age: Palerin age erratically depending on the whims of the Ghostly Isle. Their lifepans can be normal for a goblin (60 years), or rival those of dwarves (350 years), or even elves (750 years) if Rachinilea greatly favours them. Those with extended lifespans grow paler as they age, almost to translucency.
Alignment: Rachinilea’s unique nature tends its inhabitants towards … odd outlooks. Moral neutrality is very common among Palerin, with all the cultural patience of the dead, while opinions on order vs chaos tend to be more divisive and strongly held, given the weight of the Island’s traditions.
Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Touch of Rachinilea: You have resistance to necrotic damage. Palerin elders, those over three centuries, often have full immunity to necrotic damage, but only on Rachinilea itself.
Girrish Marked: You are ritually marked with luminescent girrish over parts of your body of your choice. While these marks are uncovered, you can emit dim light up to 15ft, and you have advantage on Wisdom (Insight) and Wisdom (Perception) checks as Rachinilea aids and alters your perceptions. However, you will have disadvantage to Dexterity (Stealth) checks while the marks are uncovered. Girrish luminescence is not visible through clothing and can by covered by bandages.
Languages: You speak, read and write Common, Goblin and Ysean Trade Tongue.
Dwarf (Durgen)
Despite the depths to which they have delved with Durgendelf, their own cavern city-state, the Durgen are actually a clan of surface dwarves, or at least they were originally. The Durgen histories say that they were originally mountain dwarves from a coastal mountain range. Their reasons for digging so deep are only speculated on, but it is possible that, as the Palerin heard Rachinilea’s call, so the Durgen might have heard Derrinalina’s. Certainly Durgenrath produces enough sailors to suggest a hint of sea-longing in the clan. It is not what they are most known for, however. The Durgen are primarily builders and growers. They specialise in the artificial growth of plants underground, and the creation, through magic and artifice, of objects that can produce true sunlight. No other dwarven clan can match them in this regard, and very few other races either. The Durgen have developed a great friendship with the Patient Ones during their time in Osh Derrinalina, though the wanderlust and adventurous nature of Durgenrath mean that they’ve also connected quite strongly with everybody else as well.
Ability Scores: Con +2, Wis +2
Size: Medium
Speed: 25ft
Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment: Durgen dwarves tend strongly towards neutral or good alignments. Those who live in Durgendelf tend more towards lawful alignments, but those who live in Durgenrath or who feel Derrinalina’s call often have more chaotic tendencies.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: You gain proficiency with one set of artisan’s tools of your choice, or proficiency with the herbalism kit.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Gifts of the Suns: You grew up under the light of Durgendelf’s suns, among the bowers of the Growers. You know two cantrips of your choice from the druid’s spell list. When you reach third level, you can cast the Entangle spell once with this trait and regain the ability to do so after a long or short rest. When you reach fifth level you can cast the Daylight spell once with this trait, and regain the ability to do so after a long rest.
Languages: You can speak, read and write Common, Dwarvish and Ysean Trade Tongue.
Elf (Starfolk)
The Starfolk were originally a tribe of elves from the surface or just below it, who were driven deeper and deeper into the stone by their enemies. They came to Osh Derrinalina as a close-knit band of grey-skinned, silver-haired refugees some fifteen hundred years ago, along the southern road. Records from before the Great Flight are fairly few and slim, based mostly on the memories of those who survived to reach the Lightless Sea, but the Starfolk do remember that they were once people of the surface, of the sky and stars, though that a long, long time ago. When they reached Ysea, and the promise of food and shelter if they could only bargain for it, they speak of the silver light of the silken bridges as an echo of that long-lost starlight. It was that, they say, that gave them true hope of building a life on the Lightless Sea.
As a consequence, many Starfolk also worship Ineia, the Weaver deity, revere her and give thanks to her for what she has allowed and helped them to build down here. They also worship a pantheon of their own deities, however, in particular one they call Surenine, the Lady of Shadows, who helped them evade and run from their enemies during the Great Flight. Ysea is their first city, though they live all across the cavern of Osh Derrinalina.
Ability Scores: Dex +2, Cha +1
Size: Medium
Speed: 30ft
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment: Starfolk borrow many cultural values from their neighbours and allies the Weavers, and so strongly value community and diplomacy, tending strongly towards good or lawful alignments.
Superior Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.)
Ysean Diplomacy: You have proficiency in the Persuasion skill.
Echoes of the Great Flight: The Starfolk are a people marked by centuries of hardship and flight before reaching Osh Derrinalina, and have trained for endurance as a legacy. You have advantage on Constitution saving throws.
Languages: You speak, read and write Common, Elvish and Ysean Trade Tongue.
Triton (Rachinilean Hadali)
The First Children of Derrinalina, the Hadali are a truly ancient submarine people of the Lightless Sea, the oldest inhabitants of Osh Derrinalina. In form, they are ink-black, translucent, bioluminescent merfolk, well adapted to living in the pitch-black depths of the Lightless Sea. Though they can breathe air if they have to, they distinctly prefer not to, and they do not speak surface tongues well. In the port city of Ysea, a trade language of hand signs and clicks was developed aeons ago to aid communication between the Weavers and Hadali, and it is still a commonly used language in Derrinalina. The Hadali worship Derrinalina itself as a living Mother Sea, and the strange behaviour of its waters in their defence cannot be denied. They are most commonly seen in their own city of Muarra and in the trading complexes of Ysea, though some are seen in the lower ports of Durgenrath and, much less commonly, Tchorit as well.
Some Hadali, however, are found on Rachinilea instead, for it does call them also. There are those of them who have left the Mother Sea’s embrace to dwell on the Ghostly Isle. Rachinilea has the power to grant them legs and breath, when it borrows them graciously from Derrinalina’s depths.  This is understood not as a theft, but as an exchange. What Rachinilea grants to Derrinalina in return is not known, but she does not disdain or despise those who answer the Ghostly Island’s call, and nor do her people. The Isle is as ancient in its way as Derrinalina. The Pit travels as deep as the Delve. It is a sacrifice, but not a shame, to answer Rachinilea’s call.
Ability Scores: Con +1, Wis +1, Cha +1
Size: Medium
Speed: 30ft, swim 30ft
Age: Rachinilean Hadali, as much as Palerin, age according to Rachinilea’s whims. Their lifespans vary between 200 and 800 years, dependant on the Island’s favour.
Alignment: Hadali who answer Rachinilea’s call often have a keen sense of sacrifice and tradition, so often tend towards lawful or good alignments, but the act of transitioning between them can often leave them bereft and between worlds, which can lead towards more neutral alignments either.
Superior Darkvision: The Hadali have a unique sort of sight. They emit a bioluminescent light that only they can see, allowing them to see in absence of any light sources. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Swim Speed: You have a swimming speed of 30 feet.
Amphibious: As a gift of Rachinilea, you can breathe air and water, and walk on two legs.
Gifts of the Mother Sea: Cradled by the depths of the Mother Sea since birth, you have resistance to cold damage, and can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. In addition, Derrinalina will also shield you and up to five other creatures from sight within her waters, rendering you and your chosen companions invisible for up to ten minutes while submerged. However, she will not grant your companions the ability to breathe within her waters.
Marked by Rachinilea: You have resistance to necrotic damage.
Languages: You can speak, read and write Common, Primordial and Ysean Trade Tongue.
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wisdomrays · 4 years ago
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TAFAKKUR: Part 372
DIE AND LET LIVE OR LIFE THROUGH DEATH
What is more amazing than the human body of which we are the trustees? Right from conception to the last breath we draw, our bodies function without our deliberate aid.
We know our bodies to be more than just an assembly of organs and each organ is much more than an assembly of specialized cells. So what makes life so precious and awe-inspiring to those who care to stop and think? Most of the time of our life-span, be it hours, days, weeks, months or many years, we are totally oblivious of the immense complexities which operate within us.
Just as fascinating as the why and how of early embryo development (gastrulation) is the phenomenon of cell death. Even as cells are proliferating and differentiating in the various stages of gastrulation, many individual cells must be sacrificed for the benefit of the whole. Do not be alarmed at this expression - thousands and millions of our cells die and some may be replaced many times during the average adult life. The most common example is that of our skin cells. Up to 90% of household dust consists of dead skin cells. Old blood cells in circulation are constantly removed by the liver and replaced by new cells manufactured in our bone marrow. But there are more subtle forms of cell death of which we were, until recently, quite ignorant.
All cells in multi-cellular organisms are capable of committing suicide in response to signals from other cells. Sometimes the absence of a given signal heralds the onset of programmed cell death. Two distinct forms of cell death have been identified by researchers in the field [1]. These are known as 1) necrotic cell death and 2) apoptotic cell death. The first is quite a common and well-observed phenomenon which occurs when cells die from severe and sudden injury. Also known as accidental death, examples of such events leading to necrosis are ischaemia, sustained hypothermia, and physical or chemical trauma. In necrosis the mitochondria (required for producing energy in cells) undergo changes which are visible as changes in their shape. The plasma membrane is often the major site of damage and homeostatic control of the cell’s environment is lost. As a result the cell first swells then ruptures, spilling its contents into the surrounding tissue space. This provokes an inflammatory response namely the attraction of patrolling white blood cells which clear away the debris by engulfing and ingesting it. Thus the process of repair can begin. Apoptosis, on the other hand, exhibits a completely different set of morphological features and the process is much more refined. It is not observed during accidental cell death but appears to be an integrated part of the normal process of tissue regulation. Let us take a closer look at this fascinating phenomenon and see what it involves:
The main characteristic associated with apoptosis is the distinct set of morphological events which take place (see Figure 1). Whereas necrotic cell death results in cell lysis and a consequent inflammatory response, apoptotic cell death is very much the opposite where the size of the cell decreases (rather than increasing through swelling) and there is no spillage of cell material.
a) Normal cell with sparse cytoplasm and heterogeneous chromatin;
b) The start of Apoptosis: sonic loss of cell volume, cytoplasmic organelles are tightly packed and the chromatin condenses;
c) ‘Zeiosis’ i.e. ruffling of plasma membrane;
d) Chromatin collapses into crescents along the nuclear envelope, very condensed in appearance;
e) Nucleus collapses into central black hole;
f) Fragmentation of the collapsed nuclear material into small spheres;
g) Formation of apoptotic bodies.
It has been proposed that the sixth step of apoptosis makes it a foolproof method of disposing of cells since once destroyed, DNA (which is the vital blueprint of cells) cannot be re-assembled. This ensures irreversible removal of defective / harmful DNA material so that none of them can resist apoptotic death once it has been initiated.
WHY DIE? - THE FUNCTIONAL ROLES OF APOPTOSIS:
Apoptotic cell death can occur in a number of physiologically acceptable situations. Some well- observed, but still poorly understood, examples are cited below:
a) tissue re-modeling during embryonic development As mentioned earlier, whilst new cells are being generated a significant number of early cells die to make room for others to form the sophisticated multi-cellular organisms that we are: e.g. cells which form the ‘webs’ between the fingers and toes in the early stages of development, thus leaving them free to move.
b) migration of cells into abnormal locations. Tumour cells are prime examples where such migrated cells can cause damage to other cell-functions and are thus, best removed promptly and discreetly.
c) cells which are no longer functional. To refer to a non-human example, the metamorphosis of tadpole to adult frog includes, amongst other changes, the loss of the tail.
d) removal of cells produced in excess - developing sympathetic neurones are always produced in higher numbers than required. These then compete for nerve-growth-factor released by their target cells. In this way the number of neurones innervating target cells is matched to the number of target cells available through competition for the growth-factor.
e) specialized cells need to be selected for specific functions. In the thymocytes of developing embryos, antigen receptors on T-cells are selected for, i.e. T-cell lymphocytes expressing the correct type of receptors are retained whilst those whose receptors have too high or too low affinity for antigens die through apoptosis. If the receptor affinity is too high it will attack the cells of the body, those with insufficient affinity are of no use and thus, meet the same end. As a result the body accumulates a repertoire of lymphocytes which are useful in the fight against foreign matter yet do not harm the self.
Examples a), b) and c) are in opposition to the ‘Theory of Evolution’ i.e. there is no outright competition for survival. The concept of ‘survival of the fittest’ does not apply
Take another striking example: the flatworm, Caernabhditis elegans (C.elegans), has a short lifespan and a simple body plan. It has been well studied and of its developmental stages leading to the adult, the following has been noted: of the 1,090 somatic cells (i.e. all cells except the sex cells) 131 die during development, each with morphological features resembling apoptosis. Each of the 131 cells dies at a precise time and the timing of their death is absolutely reproducible i.e. every one of these 131 cells dies at a time identical in every C.elegans. This is defined as being true programmed cell death by apoptosis. Once again there is no competition between the cells to outlive their counterparts.
Because of its simple body plan it has been possible to map the development of C.elegans in such detail. No doubt, if it were possible for us to do the same for other complex organisms, including ourselves, we would discover greater precision in timing and developmental control. How else do single fertilized eggs become the perfectly-formed animals or humans that roam the wide world?
Unable to grapple with the idea that all living cells in multi-cellular organisms are capable of, and are apparently programmed to sacrifice themselves for the sake of the whole community i.e. the organism itself, Martin Raff [2] has put forward his ‘extreme view’. He claims that cell-suicide occurs by default. In other words, cells are programmed to die and only live if they receive appropriate signals from other cells. As yet, there is insufficient evidence for this ‘extreme view’, a term used by Raff himself to describe his theory. Consequently, his research is aimed at finding evidence of ‘never-lasting life’. This implies that living cells sustain each other and therefore, also implies that organisms are self-sustaining entities. It also incorporates the denial of the need for any external life-giving source. Inevitably, the whole concept is blatantly opposed to the belief in the existence of a Creator and Sustainer of the Worlds.
How did these cells acquire the intelligence behind altruism i.e. this selfless death for the benefit of the whole? One is compelled to ask whether individual cells really comprehend the greatness of their death in relation to the survival of the whole organism? Do they have the far-sighted knowledge which is necessary for such noble suicide or are they just obeying orders from a much greater source of wisdom and knowledge i.e. the All-Knowing Creator of the whole organism and the self-sacrificing cells? Whether it be caused by the presence or absence of sophisticated chemical signals ‘natural programmed cell-death’ is truly an event to marvel at. Because of the absence of inflammation, large-scale ‘normal’ cell death causes no disturbance in the body of the organism and is one of the reasons why it received less attention from researchers than necrosis. Whatever the cellular mechanisms of apoptosis, the ability to die without any fuss is a manifestation of complete submission (meaning of the Arabic word islam) to their final destiny.
Even as you read this, extensive research into apoptosis is being carried out. Without cell death or even death of any living thing, life on earth would be uncontrolled, lacking in organization and endless! The ultimate catastrophe, indeed. Greater understanding of the how and why of cell death may enable us to intervene in preventing or initiating the process. Researchers are most intent on preventing cell death. It seems that their final dream would be to defy death itself. Future revelations of details about the how and why of cell death can only add to our awe before the All-Knowing, the All-Wise, the Creator of all realms within and beyond our comprehension.
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bloodyshadow1 · 5 years ago
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so since the vestiges were mentioned in the fireside chat I dug up an old meta essay I wrote months ago on what vestiges should go with the nein 
The Mighty Nein and who I think should get what Vestige. Please note this is entirely for fun, and there are Vestiges that haven’t been discovered by Vox Machina, I’m using the whole list found on the critical role wiki. 
Also be aware, there are certain Vestiges that are just good in general that everyone could use that has an open attunement slot, Cabal’s Ruin, and Kiss of the Changebringer since they aren’t weapon or armor, just item so they could work with anyone despite not being specialized so I’m leaving them out for the most part.  The Titanstone Knuckles and Deathwalker’s Ward are kind of like this in their exalted form, but the other benefits are more focused on certain classes so they aren’t as universal.  Also note I’m using all the Vestiges in their Exalted states which are obviously at their best.  Also I tried to limit the number of Vestiges to 2-3, I think Yasha got 5 because as a Barbarian she could use a lot of weapons that others can’t, but that’s it. 
Caleb- Spire of Conflux, Whisper
This is kind of a no brainer, I mean he’s a wizard, he can’t use most weapons, any armor, or shields so it limits a lot he can use on the list.  Not to mention that the Spire was kind of made for him with his use/obsession with fire magic. Not to mention it would be kind of cute for Liam to use the Spire, Keyleth’s Vestige, with his new character
The only problem is that the Spire can only be used by a spellcaster, so it can be used by a lot of the party, while Caleb would be good with it he already has a lot of spells that can do the things the Spire can already and another of the parties Casters might be a better fit in the name of spreading power around.
Whisper is kind of strange, because it’s a weapon and Caleb doesn’t have the best dex for it, not to mention it was one of Liam’s Vestiges last game.  But wizards can use daggers and while it wouldn’t be the best method for Caleb to attack, it would be helpful for him to get away from people by bamfing out without needing to risk attacks of opportunity.  Also Whisper is was used in dark rituals, kind of like Caleb was being forged into a weapon by Trent, it would be nice for them both to kind of find redemption together.
Cadeuces- Deathwalker’s Ward, Spire of Conflux,
Cad was harder than Caleb, he’s a grave cleric so he can only use simple weapons which most of the Vestiges aren’t and medium armor and shields which aren’t that restricting, but he’d probably be really good with the Plate of the Dawnmartyr or something that could keep him up.  Most choices for him I picked for thematic roleplay reasons rather than pure functionality. I think Deathwalker’s Ward is just good in general with its ability to give resistance to one of pretty much all magical damages you choose at the start of each day. The wings in the exalted state don’t do much for him but in the air he’s away from melee attacks by most things and I think Cad would just enjoy flying. However, it kind of fits him being a grave cleric, I know he doesn’t worship the Raven Queen, but they are associated with each other and it would be cool to have two goddesses associated with death and the grave in his corner. 
The Spire is obvious, as I said in Caleb’s part, is just good in a caster’s hand, it’s free powerful spells that Cadeuces can’t normally cast to boost his utility.  But the real draw is that the Spire is Melora’s Vestige born from her very breathe and Cad is a worshiper of Melora, the biggest one we’ve seen in either campaign, it would be nice to see one of her worshipers wield her gift.  I think Caleb would be a better fit but Cad fits it pretty well
 Jester- Honor’s Last Stand, Deathwalker’s Ward
Honor’s Last Stand is one that Vox Machina never found, which they didn’t really need since none of them used shields, other than maybe Pike, at least they never brought it up if anyone had a shield.  Jester though does reference her shield a lot, with Laura and Matt attributing near hits to Jester being deflected because of her shield.  The bonus to AC is generally good but Jester is normally in the back with the other Casters so the exalted form that lets her boost her squishier friends.  Plus I think it would be funny for Jester to use the Vestige of the Platinum Dragon whose shrine she defaced. 
I’ll admit that Deathwalker’s Ward is more for Laura then for Jester.  Overall Deathwalker’s is just a good item, but Laura loves being able to fly, it’s why she stole the broom and got jealous/annoyed that she gave Vax the Ward last game since he could fly.  It is also the one of Vax’s Vestiges, you know her brother last game, even if Jester doesn’t know the significance it’s nice to know that Laura’s character is being protected by Vax’s Vestige. Also, like Cad, I think Jester would just really like the idea of flying.
The Spire is of course as I’ve said an option because Jester’s a caster, but Jester doesn’t have Caleb’s fire theme going on or Cad’s goddess connection, so… it would be good, just not emotionally satisfying.
 Fjord- Armor of the Valiant Soul, Honor’s Last Stand
Fjord’s really annoying to figure out since as a Hexblade warlock he can use martial weapons, but he’s also kind of stuck with his Falchion I think since it’s his pact weapon.  You can change your pact weapon, but since Fjord’s a warlock for more than just mechanic reasons and it’s a story thing. I’m not even sure he can attune something like a Vestige since his patron is a demigod not a full god and I’m unsure if he could absorb a Vestige made by a true god.  However, as a Hexblade he can use medium armor and shields.
There’s Honor’s Last Stand like with Jester is a shield that is really good, you can’t be knocked prone and on misses you can shove enemies away.  Not to mention that due to being a Hexblade, pact of the blade warlock, with high con, Fjord tends to mix it up more than most regular casters, so the shield can help him but also front line fighters if he’s close to them like Beau and Yasha who are strong but don’t have a lot of AC or hp.  While I’m not sure if I believe Travis when he says Fjord is Lawful Good, I also don’t think that Fjord is evil, I think he could attune to this Vestige.
Armor of the Valiant Soul is another Vestige that Vox Machina didn’t recover, not sure why, maybe it was just a time thing and they didn’t need it.  Regardless it’s a good set of armor, I think Scale is medium, so Fjord can wear it, he’s like the only one who can use it to its full potential.  A free use of the spell Command is useful for anyone, even if it doesn’t recharge off a short rest like the rest of Fjord’s spells. Fjord with his low number of spells slots would likely be grateful for any free spells he could get.  Command isn’t a great spell (have since changed my mind), but it’s free and Fjord seems to like enchantment spells or at least he did so it would fit that theme.  The rest of the bonuses of the Armor of the Valiant Soul are good, but in a general sense because it is a Vestige.
The Spire is of course as I’ve said an option because Fjords a caster, but Fjord doesn’t have Caleb’s fire theme going on or Cad’s goddess connection, so… it would be good, just not emotionally satisfying. And as I said weapons are kind of a grey area for Fjord, especially special weapons like the Vestiges.  I’m sure they would be tasty for him though.
 Yasha- Titanstone Knuckles, Agony/Pyremaul, Cabal’s Ruin, Deathwalker’s Ward
I mean I know it’s Grog’s Vestige from the last campaign, and I don’t want to say that only Barbarian’s can use the Titanstone Knuckles, but they do kind of benefit most from its abilities.  The pure boost to strength is amazng for barbarians no matter what state it’s in, I mean it breaks the 20 ability score limit and enlarged is just a great spells for a barbarian.  But what really makes the Titanstone Knuckles op a Barbarian’s hands is that a raging barbarian with the exalted Knuckles will be resistant to almost anything since the range makes you resistant to all physical damage and the Knuckles make you resistant to Fire, Cold and Lightning damage, which leaves Necrotic, Radiant, Acid, Poison, psychic, thunder, and Force, as an aasimar she’s naturally resistant to necrotic and radiant which leaves only 5 types of damage that can do normal damage against her, and thunder, force, and psychic are the rarest kinds in most campaigns.  Plus, Ashley rolled a barbarian because of how awesome Grog was and Pike and Grog’s relationship was just the cutest thing. It would be nice for Ashley’s new character to show off how big of a monster she could be with her old best friend’s Vestige.  The Knuckles also see to have something to do with Kord, Yasha’s god, since beating Groon was what got them exalted, but I’m not sure if it’s a confirmed thing or it just happened because it was badass.
Agony is a Vestige that Vox Machina go, and it’s a creepy one, Pyremaul was also not found, but not as creepy.  Both of these are fine weapons, though not swords that Yasha seems to favor, they’re both really good at damaging people, the Pyremaul dealing fire while Agony deals piercing.  I’d choose the Pyremaul for her over Agony seeing as it’s a twohanded weapon that Yasha seems to favor, the elemental damage increases it’s utility and it can knock people prone.  That said Agony can let you keep attacking if you kill something which Barbarians are good at and frightens enemies on criticals so it’s a bit of a tossup.
Cabal’s Ruin is one of those Vestiges that since it’s not a weapon or armor it’s just good for everyone and its abilities are fantastic for anyone in any class. That being said for Yasha, she’s a barbarian, people are going to target her will spells, the Ruin’s ability to swallow spells and give her resistance against the type of damage is fantastic for her.  The charges that let her deal an extra certain number of d6’s in lightning damage is also great and fits her zealot of the Stormlord thing she has going on.
Deathwalker’s Ward is of course a great all around Vestige, since it’s light armor Yasha could wear it and if she wore an Exalted Deathwalker’s Ward right now she’d have an AC of 17, which is what Grog had at the end of the campaign.  Look, I love Yasha, but she has piss poor ability scores for a barbarian, she wears medium armor I believe because her con and dex aren’t high enough to have the barbarian’s unarmored defense be higher than what she’s getting with medium armor (she should try to get a breastplate though instead of what she has now which is likely hide, but that’s not for this post is about).  With Deathwalker’s, which is light armor, Yasha could keep growing her dex if she wants to increase her AC because unlike medium armor light just adds your whole dex modifier. it doesn’t cap at +2.  Of course there’s also the fact that as a barbarian, any extra elemental resistance is good, and you can prepare which one you’ll need.  It might not give you as many passive resistances as the Titanstone Knuckles, but it gives more options of resistance.  
The big bonus the Deathwalker’s Ward would give Yasha is of course the wings, wings that allow her to fly for an hour and move 60 feet.  If you watched Campaign 1 (which I hope you did because if not you must be confused at this point) you know that Grog, Vox Machina’s killing machine, was unstoppable…, except that midway through the campaign they kept fighting things that could fly and get away from him leaving him useless for a good portion of the fights until they could ground their enemy.  It’s kind of a weakness with frontline battler classes since you have to get up close to your enemy and your enemies can just move away from you to where you can’t get them.  If Yasha had wings that allowed her to fly then it wouldn’t be a problem and she could keep destroying her enemies, not to mention that with her sentinel feat she could keep even flying dragons on her rather than any of the squishy members of the party.
Also... , I’m not going to lie, I think it would be cute from an rp stance for Yasha to get herself armor that allowed her to fly.  We know that her own wings don’t let her fly and she’s tried in the past, so if she got something that actually let her fly it would be really nice.
Beau- Wraps of Dyamak, Whisper
Beau is a bit weird, seeing as shes a monk and doesn’t use a lot of weapons other than her staff, or armor, but she’s also not a caster.  To be honest, I think she’d love the Titanstone Knuckles just because she loves being big Beau and the resistances it gives are great for any character, but seeing as she doesn’t use her strength score at all, it would be pretty much a waste having her wield them as a good item as opposed to someone like Yasha who would be an unstoppable monster.  She could use her str in place of her dex, but it would get her +3 more to her attack and damage rolls which while good doesn’t matter if she has the wraps which in their exalted form will match with other bonuses made for monks
Obviously, being a monk, the Wraps of Dyamak would be perfect for Beau like they’d be perfect for any monk since only a monk can attune to them.  Going by their Exalted State, the Wraps,  +3 to attack and damage rolls for your unarmed strikes would be amazing for her like they’d be amazing for any monk, her attack bonus to her unarmed right now for her punches would be +10 to hit at level 7 which is crazy and her damage would be a 1d6 +7 for damage.  As a monk, Beau can get 3 unarmed strikes with her basic round, and 4 if she wants to do fury of blows/Beaus, all of those with a +10 to hit, and +7 damage.  Of course all Vestiges give a +3 in their Exalted form so that isn’t much to gawk at, but seeing as Beau is a monk and doesn’t really get fancy weapon effects it’s extra to her attack and damage rolls would really help her out compared to the others who have abilities to compensate.  I mean truthfully, Beau can use weapons, not a lot and they’ll eventually get outpaced by her unarmed strikes and she seems to enjoy just using her staff as a weapon when she isn’t punching people, but she can, which is why Whisper is on her list.
In the Awakened state the Wraps of Dyamak give her the ability to cast Misty Step as a bonus action that recharges on rests or when she hits with a critical with her unarmed strikes.  Beau has the most criticals out of the Nein because she attacks so much so while it shouldn’t be counted on, it isn’t insane for her to get critical hits after Misty Stepping to an enemy.  Not to mention that she can Misty Step to an enemy in the air, wail on them and then Sentinel if they try to get away, which even if they did, as a monk she has slow fall which would let her negate the 3d6 of the fall damage as her reaction, which as a Cobalt Soul monk she can burn a ki point to get another reaction meaning she could still get Sentinel as an attack of opportunity.  And of course in the Exalted state the Wraps give monks the ability to use Ravenous Strike once per rest, long or short.  On a hit it allows monks to do an additional 6d6 of necrotic damage and then gain hit points equal to the necrotic damage.  Monks while they can hit hard and a lot of times, have notoriously low hp, having a d8 as their hit die, the lowest of a frontline battler character, which is why they can move so quickly and can take Patient Defense.  We see this when Beau tends to have low health if not be knocked out somewhere during the fight.  Ravenous Strike would keep her up and at decent levels of health in the middle of the fight so that Jester and Cad wouldn’t have to constantly use their spells to keep her up and since it recharges during short rests like her ki points she can always get at least 6 hit points back (as long as they’re not resistant to necrotic) going into a fight that they rest before hand, though hopefully more.
Whisper is a weird thing that I didn’t think of until I looked at all the Vestiges and class lists and saw that Monks are proficient with daggers.  Beau and other monks are so punchy that I forget that they can use weapons at all, even though Beau uses her staff quite a bit.  Whisper is surprisingly good for her seeing as she’s a dex battler and daggers are dex and while it won’t do a lot of base damage with it’s extra d8 of psychic damage +the 3 it gets for being an Exalted Vestige  +her dex mod it will do more than enough to compensate for having a d4 as it’s damage die.  The frighten condition is decent, not great, but could always make it harder for your enemy to hit either Beau or her friends if she’s close to it.  And of course the most important part is the fact that Whisper can bamf her to an enemy or away from an enemy if she needs to get out of a scrap.  Monks have high mobility but doesn’t mean that they can always get to their opponents, normally they have to burn a ki point to do Step of the Wind like Beau did in the second Lorenzo fight.  She used her second to last Ki point to get to him because she was prone and her last to stun him so they could wail on him to kill him.  It turned out okay, but because they were lucky Lorenzo failed his con save, if he didn’t then Beau would be out of Ki.  If she had Whisper she could have moved her speed thrown her blade, shadow bamf over to Lorenzo, hit him with her fist to try and stun and if that didn’t work hit him with her bonus to try and stun him again.  This is one example but there are others where monks are just short the distance barely or the enemy is in the air and you can’t get to them.  Like Misty Step with the Wraps you can get to your enemy, though Whisper is an attack action rather than a bonus but close enough.  Also, rp wise, with other Vestige swaps on the list, Marisha is Keyleth’s player who was in love with Vax, it would be nice for her new character to use his favorite weapon in a symbolic gesture.
Nott Circlet of Barbed Vision, Spire of Conflux, Deathwalker’s Ward
Nott’s a bit weird since a lot of the Vestiges that would be good for her aren’t because of different reasons.  Like Condemner would be perfect for her since it’s an assassin’s weapon…, but it’s a heavy crossbow which she doesn’t have proficiency in.  I mean she could find ways to get proficiency for a heavy Crossbow, but this is just how the Nein are now, not if they wanted to focus their character in a way to being able to use a Vestige.  Whisper is good for a rogue, extra damage and can bamf you around to whatever your throw it at someone or something.  However Nott isn’t a dagger person like Vax, she’s a mostly range person daggering to teleport to someone isn’t in her best interest. 
I think I see the Circlet of Barbed Vision, another one of Vestiges that Vox Machina didn’t get, would work well for Nott.  The hit to Charisma isn’t exactly going to hurt Nott unless they do charisma damage to get her ability score to 0 but I can’t see that happening.  The bonus to attack is good for her because bonus to attack is good for everyone, but especially good for sneak attacking rogues.  Poison resistance/immunity is good for everyone but the fact that she can see invisible objects and people would be good for her, as a ranged damage dealer she could snip someone who turns invisible and runs away and Nott is good at investigation checks so finding invisible items or traps would be great for her.  I’m gonna level with you though I picked this one because it was one that doesn’t really fit the others and when I started this I was trying to figure out how to separate the Vestiges so everyone could get one without overlapping. I think this is a fine item, but kind of weak compared to other Vestiges.
I could also see the Spire of Conflux being a surprisingly good fit for Nott, I think as an Arcane Trickster she counts as a spellcaster even if her default class isn’t so she should be able to use it.  While not the best fit I could see the benefits to Nott having the Spire.  I mean she’s sneaky so she can get around to enemies good points and strike when they least suspect it or summon an elemental in their midst and hide so she doesn’t have to break concentration.  Plus it has the Spire spells have are spells that she isn’t going to get for free so it’s not a bad choice. Also I could imagine all the casters fighting over the Spire, and Nott being like ‘until my children can get along I’m making sure no one can use this but me’ sort of thing.
And of course Deathwalker’s Ward which again is an amazing Vestige for anyone, light armor, can choose a resistance at the start of the day, and the flying would be great for Nott.  Maybe she wouldn't be able to hide as well in the sky but she’s also not likely to get attacked by melee and she can focus on whoever is engaged with one of her friends to sneak attack each round.  At first I didn’t think Deathwalker’s would be good for Nott, because I thought it was medium armor which means it’s not for Rogues, I though Vax could wear it without issue because of his levels in paladin, but because it’s light armor it works fine for Nott.
 Mollymauk-  Kiss of the Changebringer, Mythcarver
Yes, I included Molly in this because he’s still a member of the Mighty Nein damn it.  He’s also pretty hard to pick out a Vestige for since I don’t know much about Bloodhunters.  Thinking of Molly as a person not just a class though I think Kiss of the Changebringer or surprisingly Mythcarver would work for him.
This Kiss of the Changebringer is a great all round Vestige since it isn’t a weapon or armor and the bonuses are great, +3 to all saves in its exalted form, can’t be restrained, paralyzed, grappled, and a free luck point.  I think that despite being a worshipper of the Moonweaver Molly seemed to believe an awful lot in luck, even if it cost him in the end. 
As for Mythcarver, I know that Molly not being a bard loses the big advantages of inspiration giving advantage and cutting words giving disadvantage to your enemy, but it is still a really good sword and Molly uses swords.  Not to mention an extra d6 of force damage is great for Molly who could add his own cold or radiant damage with his rites.  The exalted form is crazy for someone who already adds an extra d6 like Molly could do some crazy amount of attacks.  Molly already gets 3 attacks, (2 for his action and 1 for his off hand) with an exalted Mythcarver he could do 4 attacks with his action and an additional with his bonus for 5 attacks, 4 of those with his rite damage and an extra d6 of force, would be incredible.  
That’s why I want Molly to have Mythcarver mechanically, but to be honest, I just think the sword and him would fit together perfectly.  Molly might not have the charisma and class of a bard, but he has the heart and soul of a showman and a storyteller.  Mechanically, Molly wasn’t a good bloodhunter, stat wise, he was unbalanced, he didn’t have the right ability scores in the right area to sustain himself, and two weapon fighting is crazy for someone who literally drains their health to use most of their abilities and is a front line fighter.  That’s why I think a sword that he can’t use all the benefits of would be perfect and so in character for Molly, because Molly didn’t care about what was best or smart, he cared about being happy and being an odd piece that still fit with other odd pieces.
So this is it, just so you know I make no claims to be an expert, just doing this for fun and when I can see on the wiki’s.  I hope you enjoyed reading this, do you agree, disagree, I’d be glad to hear any feedback.
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bottleofhomebrew · 5 years ago
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Necromantic Soul - A Sorcerer Subclass!
Subclass Introduction
This is one of the first big D&D homebrew things I made, simply because the sorcerer is one of my favourite subclasses. When thinking of a subclass for the sorcerer, I thought making an undead-based subclass would be fun, since having undead lineage isn’t a thing explore in all too much detail in D&D 5e. The closest I can think of is another sorcerer subclass (and, incidentally, the first D&D class I ever played), the Shadow Sorcerer, which this shares some similarities to. I hope this one is different enough that it can serve as a fun, flavourful option for a D&D campaign.
All the info is below:
Subclass Origins
The magic that you use can be traced to a powerful necromantic source. Perhaps one of your ancestors or parents was a vampire, or they might have made some sort of deal with a Lich that gave them a sliver of the Lich’s power. Maybe you were part of a necromantic ritual that permanently altered your body, or were exposed to powerful necromancy via a divine miracle. In any case, the source of your magic makes necromantic magic flow through you, which you harness as the source of your spellcasting.
Undead Appearance
Being a Necromantic Soul Sorcerer leaves a physical impact on your body, such that people may mistake you for a regular undead creature if they aren’t looking too closely at you.
Think about your undead origin and how it may alter your appearance. If your magic is vampiric in origin, maybe you have fangs and you feel uncomfortable in sunlight. If it comes from a lich, perhaps your body looks withered and skeletal. Maybe you’re a failed zombie, but you still walk with an uneven gait. You can be as creative as you want with the effects of this trait, but the important thing is to consider how you gained your magic and the effects it has on your appearance, and how others may react to you based upon this.
Necrotic Magic
At 1st level, you know the cantrip Toll the Dead, and it doesn’t count towards the cantrips you know.
In addition, you learn the following spells when you reach the prerequisite sorcerer level. You always have them prepared, and they don’t count towards the sorcerer spells you know.
Level 1 - Inflict Wounds
Level 3 - Blindness/Deafness
Level 5 - Vampiric Touch
Level 7 - Blight
Level 9 - Contagion
Supernatural Resistance
Also at 1st level, the necrotic magic you control grants you access to some of the resilience undead creatures normally have. You have resistance to necrotic damage.
Deadly Reanimation
At 6th level, your control over your undead nature makes your necromancy even more potent. Whenever you deal damage using a necromancy spell, you add your Charisma modifier to the damage.
In addition, you can use your magic to revive recently killed creatures. Whenever you kill a humanoid creature using a necromancy spell, you can choose to immediately spend 2 sorcery points to turn the creature into a Zombie under your command, as if you cast the Animate Dead spell on them. After 24 hours, if a Zombie you created using this effect hasn’t died, you must spend 2 sorcery points to maintain control of the Zombie, otherwise it becomes hostile towards you.
Wraith Transformation
At 14th level, your control over necromantic magic allows you to temporarily gain extra resilience and protection.
When you activate this feature using a bonus action, shadows begin to surround your body and your eyes begin to glow a sickly yellow, giving you a Wraith-like appearance. For the next minute or until you’re incapacitated, you gain the following features:
You can add your Charisma modifier to any Constitution saving throw you make (minimum of 1).
You gain temporary hit points equal to your Sorcerer level
Whenever you’re hit with an attack within 30ft of you, you can use your reaction to cause a tendril of shadow to lash at the attacker. Make a melee spell attack roll against the creature. If it hits, you deal 3d6 necrotic damage to it. If that kills it, you can spend 2 sorcery points to reanimate the creature as if you were using the Deadly Reanimation feature
Once you use this feature, you may not use it again until you finish a short or long rest.
Enhanced Transformation
At 18th level, your control over your undead nature becomes such that you can confer some of your resilience to others. When you activate Wraith Transformation, any allies within 30ft of you that you can see gain temporary hit points equal to half your Sorcerer level (rounded down), as shadows begin to swirl around their bodies. If an ally is an Undead, they also gain additional temporary hit points equal to your Charisma modifier (minimum of 1).
In addition, any Undead you create while under the effects of Undead Transformation also gain temporary hit points equal to half your sorcerer level plus your charisma modifier (minimum of 1).
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paperanddice · 5 years ago
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A hovering shape that appears to be composed of strips of dark purple cloth in a vaguely humanoid form floats just a few inches off the ground. Where it’s head would be is a plain white mask, and thick strands of white hair extend in a wide main around it. The hair twists around under the creature’s direction, forming into sharp tips that point menacingly towards its prey.
Pale Reaver Medium undead, neutral evil Armor Class 13 Hit Points 84 (13d8 + 26) Speed 30 ft. (fly with spectral transformation) Str 6 Dex 16 Con 15 Int 10 Wis 10 Cha 17 Skills Stealth +5 Damage Immunities necrotic, poison Damage Vulnerabilities radiant Condition Immunities exhaustion, paralyzed, petrified Senses darkvision 60 ft. passive Perception 10 Languages the languages it knew in life Challenge 3 (700 XP) Spectral Transformation. As a bonus action the pale reaver becomes insubstantial until it attacks or concentration ends (as if concentrating on a spell). While insubstantial the pale reaver gains a fly speed of 30 feet (hover) and can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. In addition, while insubstantial it gains resistance to acid, cold, fire, lightning, thunder, and bludgeoning, piercing and slashing damage from nonmagical attacks. It also gains immunity to being grappled or restrained. Actions Deadly Mane. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature it must make a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the pale reaver regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Image Of Life. The pale reaver creates an illusionary veil over itself, making it appear as it did when it was alive until it attacks or concentration is broken (as if concentrating on a spell). The illusion doesn't create any physical changes, so anything that interacts with the pale reaver can feel the difference.
Pale reavers are the undead spirits of humanoids that were killed because they betrayed a person or organization who trusted or relied upon them. A hollow shell of their former selves, they are forced to remain near their place of death and take out their fury on the living. 
Illusionary Lure. Pale reavers can project illusionary images of what they looked like in life, which they use to attract victims. Their disguise cannot hide their semisubstantial nature, and they’re exceptionally light. They can mimic normal movement despite the fact that they hover just above the ground. The other feature they cannot hide is their hair, which is always blood-red when they’ve recently fed, fading to white the longer it’s been since their last meal.
Blood Eaters. When a victim approaches, the pale reaver uses its spectral transformation to attack from an unexpected angle, flying through walls or the ground to strike. The transformation only lasts for as long as they concentrate on nothing else, becoming solid again as they attack. Their hair drills into living creatures, draining blood and using it to heal themselves.
No Soul. A pale reaver lacks a true connection to the person it once was, with no memories or connection to its past life besides the appearance its image of life projects. They do not recognize former family and friends, treating them as prey just like all other humanoids. 
Originally from Open Graves. I was unable to find a legitimate upload online from the original artist. If there is a monster from 4th edition that you want to see converted to 5e, feel free to send me a message. If you like this post, consider following my Patreon to get access to content like this a week ahead of everybody else, plus updates on other projects I’m working on!
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zi-tales · 6 years ago
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Harpy Lore (mostly from 2014 but some of it is from more recent edits idk)
THE HARPY CONTINENT, TERÆOS:
The Northern Territories (Teræ Sol) are inhabited by the Phoenix Ecclesiarchy and other nobles, including the High Court and other judicial systems to handle legal disputes. It is a very frigid, mountainous area which contains the massive Harpy Citadel, Anatolia. Sinistral Tower - Harpy Citadel The grand tower complex that the Ecclesiarchy resides within, clearly visible from even far in the South. Hopeful acolytes who seek to perpetuate the worship of the Phoenix dream to see the interior of the massive ivory and gold spire.
The Midland Territories (Teræ Lux) are occupied by merchants and farmers who export goods to every region from the Mercantile Heart, a self-sustaining community of both export and bartering services. The relatively warm climate lends well to the vast fields and sparse forests.
The Eastern Territories (Teræ Ignis) consist of an expansive desert with several oases distributed within it, and is almost exclusively populated by the wide variety of dangerously territorial nomadic tribes. These tribes are normally secluded, and are among few groups of harpies that refuse to acknowledge the Ecclesiarchy.
The Western Territories (Teræ Umbra) are infamous for being an area of concentrated hostility. Within the towering Paladria Mountains and humid swamps are groups of human bandits, wandering mercenaries, aspiring adventurers, and vile witch-harpies. Most of those who choose to explore these peaks are primarily attracted to the ancient demon ruins, many of which hold terrible powers.
The Southern Territories (Teræ Luna) are a simple land, hardly populated and heavily forested. Outcasts, travelers, mercenaries, and small communities of all sorts reside scattered within this quiet section of the continent due to its ease of settlement.
PAST EVENTS:
The Reclamation: This war was held to reclaim the Southern Territories of Teræos that over time, was occupied by towering Giants. These Giants, having settled in during an era of reconstruction, were driven out after a drawn out, bloody war which heavily reduced the already lowered Harpy population and nearly wiped the occupying Giants. The Western Conflicts: Harpy communities in the Western Territories quickly grew irate as human interference increased, as adventurers and other relatively hostile human groups continued to enter and occupy their land. An execution policy of all humans was agreed upon throughout the area, eventually resulting in several armed skirmishes between humans and harpies. Due to a disproportionate casualty rate in advantage of the harpies, negotiations to cease the hostile actions were heavily urged. Three years of military intervention and debate of the issues eventually lowered the amount of human danger. Humans continue to attempt taking advantage of the situation, but disappearances within the area remain frequent.
BIOLOGY:
Very long life span (~180 years average, max around 220)
Peak physical condition lasts 18-100 years; slow degradation until 140.
Rapid end-aging, typically starting at ~140 years. Difficult to maintain strenuous physical activity following this point.
Hollow bones; poor at taking high impact. Can heal quickly, however.
Particularly powerful and lean muscles with high versatility.
Flight capability dependent on species and weight, activated through magical support.
Varied species, magical capability dependent on lineage, but all possess at least rudimentary magical ability.
Phoenixes are reborn in the capital upon “death”, but restart age and lose much of their memories.
Males exist in a 5:95 ratio; such extreme rarity often makes them highly protected or worshipped.
ARCANE SUBJECTS:
Glass: The primary substance of the Harpy land, Glass is an incredibly dense, perpetually-sharp material created by transmuting normal metals or minerals. It is manipulated exclusively by those born with the ability to do so. Glass is prone to damage exclusively through shattering or cracking, but is still incredibly durable. All traditional Harpy military gear consists of Glass, as it is substantially lightweight and compacts through arcane means.
Magic: All Harpies are born with innate magical ability. Ability is typically restricted to a single arcane nature. Magical abilities are executed through sigils based on the language the Ancients once wrote in. Unholy sigils are more plentiful, as the Demon race is powerful enough to create such symbols on a whim. Demonic sigils are banned from use, as most are blasphemous corruptions of Ancient text. A sigil example would be the "Form" symbol, used to manipulate Glass. Larger sigils are able to do more, as well as sigils adorned with the "Perfection" symbol.
Spell execution is done either using an engraving activated by tapping into the user's innate magic and empowering the sigil, or by visually drawing the sigil. Advantages and disadvantages lie within both forms of casting. Engraved casting can be instant, and typically provides serviceable results. However, engraving effectiveness is affected by how accurate the sigil is, as well as whatever emotion the sigil was made under. The harpy race is expressive, and has the capability to affect spellcasting through emotion. If a sigil is carved under stress, it can act erratically. Similarly, in a state of elation, a combat sigil might have reduced effectiveness while a healing sigil can act with better effectiveness.
Active casting typically has a wider margin for error to get acceptable results, but perfect results are achieved less easily. However, perfect active casts are typically much more powerful than their Engraved counterparts. Active casting is also fluidly affected by emotion, and with proper training, can almost match the speed of Engraved casting. Furthermore, while considered a practice reserved for experienced mages exclusively, catalysts with certain sigils ("Divine", "Perfect", etc.) can enhance casting.
Scholars constantly try to decipher each symbol left behind by Phoenix archives, typically derived either through similarities with existing sigils or through prayer and answer. These scholars and librarians are certain a sigil exists meaning "Phoenix" in its truest form, something that will likely have significant power behind it.
[Personal note: Didn’t really bother to go through these and edit them, probably could stand to have better descriptions or effects, etc.]
Demonic Schools: Due to Harpy lineage being based in demonic origin, abilities passed down from Demons have shown up in decent frequency within various species of Harpy. Save for research purpose and occasionally combat approval, sigils originating from Demon influence are typically outlawed from use and are scanned for their presence. IGNEUS:
Firespit: Breathe fire, range dependent on skill
Fireball: Rapidly generate fire in a controlled sphere to throw
Hellfang: Imbue wielded weapons with fire; usually applied to blades but can work on anything that constitutes as a weapon
Infernal Body: Coat body in fire and have slight repulsion to attacks
Scorched Earth: Generates a huge amount of flame that incinerates the surrounding area
FACIE DUORUM:
Silver Tongue: More persuasive to others
Velocity: Increases general mobility along with attention, but can quickly drain caster physically
Shroud: Renders invisible in nighttime only
Afterimage: Generates decoy afterimage(s) of oneself; images capable of acting independently with experience
Fog Body: Able to phase through objects or especially weapons in an ghostly manner
MANLIUS NECATI:
Thrall Guard: Summons any dead beings in the nearby vicinity to fight for the caster
Demonhide: Kills existing flesh and hardens it to be extremely damage resistant; process is incredibly painful and cannot be reverted
Fetid Body: Allows body to perpetually regenerate and feel no pain at the cost of making the caster’s appearance necrotic or otherwise sickly if no damage is taken
Resurrect: Resurrects target with necrotic features, but state of intelligence is restored
Ascension: Resurrects target without necrotic features, and also allows full control of the target by the caster should the caster demand so
FACIE MALEDICTIONIS:
Omen: Gives the impression that something benign, dependent on the afflicted individual, is somehow something significant to fear
Pox: Inflicts a random disease that lasts for a generally short period of time
Misfortune: Affects the target’s luck, causing a certain degree of vulnerability dependent on their location
Aversion: Target will cause others around them to shun them, be mortified, or be actively hostile
Tragedy: If properly casted, it will lead to the death of someone the target finds significant to them
Doom: Leads to the death of the target and everyone intended to perish that is correlated with them
TENEBRIS:
Rend: Uses pure dark energy to mangle flesh
Razordown: Hardens feathers and skin with a layer of dark energy, making both caustic to touch and incredibly sharp
Demon Channel: Allows for the caster’s abilities to be further increased by merging with a demon’s soul temporarily, or permanently if the caster is too weak
Vorpal Blade: After casting over the given weapon over enough time, grants the weapon a perpetual sigil that lets it house a demon soul, increasing the weapon’s parameters substantially at the risk of possession after overuse
Demon Summon: Allows for a demon to re-enter the material plane for as long as the summoner can maintain their tether
Divine Schools: Primarily practiced and used by those devout to the worship of the Mothers. Arcane prowess in these schools requires a pure heart, a stalwart mind, or blind faith to use effectively. SANITATEM:
Vigor: Grants an immunity to extreme fatigue
Panacea: Removes general ailments
Recover: Heals internal or external wounds
Vitality Sigil: Can imbue an object with either healing or stamina-based properties
Mending Ground: Creates a aura to heal several individuals at once
QUOS MUNDAT:
Detection: Generates an aura that only performs a scan for demonic sigils or presence
Minor Purge: Purges an object, place, or individual of a minor demonic presence or curse, and can be used to attack demonic beings with slight effectiveness
Great Cleanse: Purges an object, place, or individual of a major demonic presence or curse, and can be used to attack demonic beings with high effectiveness
Demonbane: Purges an object, place, or individual of a truly vile demonic presence or curse, and can be used to attack demonic beings with lethal effectiveness
PROTEGENS:
Prismatic Gauntlet: Generates a holy shield around one arm that protects against darkness and physical damage
Bastion: Creates a small dome that blocks physical attacks and darkness
Blessing: Imbues an object with holy warding properties, repelling curses and demonic beings
Haven: Creates a holy ground that remains as long as the caster maintains it, capable of staving off all forms of darkness
Eternal Veil: Creates a permanent barrier on someone, something, or an area that blocks any and all demonic presence, but requires the life of the caster to remain
DIVINA:
Radiance: Provides an aura of light and repulsion of darkness
Celestial Body: Increases general physical parameters and negates damage from darkness
Holy Sigil: Imbues the given weapon with divine strength for a temporary period of time, or permanently with enough skill and times casted
Divine Lance: Hurls a spear of divine light at the target
Rapture: Binds targets and pierces with multiple heavenly spears
Elemental Schools: Schools of magic with roots shared by other hybrid races, often sharing visual appearance with other languages. Command of the elements is the most common and simple, but more powerful spells require greater control to prevent catastrophic use. GLACIEI:
Frozen Gust: Attacks with a plume of frigid air.
Blizzard Cover: Generates a swirling cover of snow and coats the body in a thin layer of ice, reducing physical, ice, and fire damage.
Frost Sigil: Imbues the given weapon with the ability to freeze on contact for a period of time, or permanently if imbued.
Icicle Torrent: Generates icicles in the air to strike opponents from below
Glacier: Impales or strikes opponent with a massive spike or wall of pure ice
LACUS:
Douse: Generates a thin field of water around the caster and soaks the body to reduce or negate fire damage
Mist Veil: Creates a thick fog
Downpour: Causes rainfall
Hydrojet: Launches a pressurized water jet at the target (Requires suitable water source)
Aqua Cutter: Sends pressurized waves of water at the target (Requires suitable water source)
FULMINIS:
Electric Field: Opponents in proximity of the caster are shocked to stun
Static Down: Creates electricity  across the caster’s body, making them highly conductive and able to repel metal weapons
Storm Sigil: Imbues the given weapon with strong electric properties for a period of time, or permanently if imbued.
Punishing Bolt: Fires a heavy bolt from the palm to near-instantly strike the target
Judgment: Brings down multiple high-power bolts from the sky onto the target
ANIMA:
Strike Current: Pushes the target back with heavy force
Windwalker: Allows for a lighter body and increased mobility and flight ability
Gale Sigil: Imbues the given weapon with wind striking properties for a period of time, or permanently if imbued.
Zephyr Blade: Sends a highly compressed wave of air to slice the target
Tempest: Generates a field of cutting wind to quickly dispose of a target
TELLURE:
Stalagmite: Brings a spike of earth up from the ground toward the target or intended direction
Earthbind: Toughens body with an external coat of stone plating at the cost of mobility
Stratum Sigil: Imbues the given weapon with additional durability, hardness, and weight for a period of time, or permanently if imbued.
Monolith Field: Brings up several pillars of earth from the ground in a certain area to strike the target
Megalith: Launches target with a massive pillar of earth from the ground
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creativerogues · 7 years ago
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Making Your Undead Deadlier...
With the Release of Tomb of Annihilation, and the Undead Dangers of the Chultan Jungles waiting, We give You a Great Selection of Traits, Abilities and Attacks and More to make Your Undead just a little bit deadlier...
BALEFUL MOAN
Your creature’s hollow cry strikes fear into the hearts of the living.
This Undead Creature can emit a moan as a standard action. 
All living creatures within a 30-foot spread must succeed on a Wisdom saving throw (DC 10 + Creature’s Charisma modifier) or become Frightened for 1 minute. 
A creature that successfully saves against the moan cannot be affected by the creature’s moan for 24 hours. 
CORPSECRAFTER
Undead your creature raises or creates are tougher than normal.
Each undead your creature raises or creates with any necromancy spell gains a +4 bonus to Strength or Constitution and +2 hit points per Hit Die.
CORRUPTED WILD SHAPE
Prerequisites: Wild Shape Class Feature
Your creature has learned to use the necromantic energy that powers their undead form to overcome the inability of undead creatures to wild shape. Your creature can assume the form of an undead, rotten creature with the use of their wild shape ability.
Your creature can use their wild shape ability even though they are undead. 
The ability functions just as if they were a living creature using the ability, with the following exceptions. 
Your creature does not gain a Constitution score in their new form, and they retain all the immunities of an undead creature while in this new form. 
The form your creature assumes looks half-decayed, with missing patches of fur and rotted, worm-eaten flesh. 
While they are in this form, the rank odor of death hangs around them...
DAUNTING PRESENCE
Your creature is skilled at inducing fear in their opponents.
Your creature may take a standard action to awe an opponent. 
The opponent must be within 30 feet, have line of sight to your creature, and have an Intelligence score above 2. 
If the opponent fails a Wisdom saving throw (DC 10 + 1/2 your creature’s Challenge Rating), it is Frightened for 10 minutes. 
DEADLY CHILL
Undead your creature raises or creates deal more damage than normal.
Each corporeal undead your creature raises or creates with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.
DEATH MASTER
Foes are especially afraid of your creature’s critical hits.
Whenever your creature scores a critical hit with a melee attack against a living foe, the foe is also Frightened for 1 minute. 
DESTRUCTION RETRIBUTION
Undead your creature raises or creates harbor a retributive curse that is unleashed if they are destroyed.
Each undead your creature raises or creates with any necromancy spell releases a burst of necromantic energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points for every creature within a 10-foot sphere (Dexterity saving throw of DC 15 to suffer half). 
ENDURE SUNLIGHT
Your creature’s vulnerability to sunlight is reduced.
Prerequisites: Sunlight Sensitivity (or Similar Trait)
Your creature can resist all dangerous effects of sunlight for a number of rounds equal to 1 + your Charisma modifier (minimum 1 round). 
After this time, if your creature is still exposed to sunlight, they take the normal effects as appropriate for that creature.
EVISCERATOR
The allies of your foes are especially afraid of your creature’s critical hits.
Whenever your creature scores a critical hit with a melee attack against a living foe, creatures within 30 feet that are allied to that foe are Frightened for 1 minute. 
FELL ANIMATE
Prerequisites: Spellcasting Trait
Living foes slain by your creatures foul magic may rise as zombies. 
Your creature can alter a spell that deals damage to foes. 
Any living creature that could normally be raised as a zombie and that does not possess more than double your creature’s Hit Points, when slain outright by a fell animated spell, rises as a zombie under your creature’s control at the beginning of their next action. 
Even if your creature kills several creatures with a single fell animated spell, your creature can’t create more undead creatures than twice their caster level. 
FELL FRIGHTEN
Prerequisites: Spellcasting Trait
Living foes damaged by your creature’s magic are also terrified.
Your creature can alter a spell that deals damage to foes so that any creature subject to fear effects and mind-affecting spells and abilities that is dealt damage also becomes Frightened for 1 minute.
FELL WEAKEN
Prerequisites: Spellcasting Trait
Living foes damaged by your creature’s magic are also weakened. 
Your creature can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a –4 penalty to Strength for 1 minute. 
Strength penalties from multiple spells enhanced by the Fell Weakening feat do not stack.
HARDENED FLESH
Undead your creature raises or creates can better handle themselves in a fight.
Every undead your creature raises or creates with any necromancy spell gains a +2 natural armor bonus to Armor Class.
IMPROVED PARALYSIS
Your creature is better at paralyzing its victims.
When your creature's natural attacks threaten to paralyze their foe, add a +4 bonus to the save DC.
LIFESENSE
Your creature sees the light that all living creatures emit.
In addition to any normal light that might be present, your creature's surroundings are illuminated by roving points of brightness created by living creatures. To their eyes, a Medium or Smaller Creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your creature's life-adapted sight. This life-light behaves like regular light—your creature cannot see into solid objects, or past solid walls.
A Large Creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal Creature.
MOTHER CYST
Prerequisites: Spellcasting Trait
Your creature gains the ability to cast necromancy spells by growing black cysts across its body.
Your creature grows an internal cyst of undead flesh called a "mother cyst". 
The cyst may be noticeable as a discolored swelling on the creature's skin, if desired. 
The mother cyst is slightly painful, but otherwise isn’t harmful. 
The mother cyst grants the creature access to a selection of related spells. 
Your creature cast these spells like any other spell your creature can cast, once the creature hosts a mother cyst (if they are a caster who prepares spells, they can prepare all necrotic cyst spells without referring to a spellbook.)
Necrotic Cyst Spells: 
1st— Inflict Wounds, Ray of Sickness
2nd— Ray of Enfeeblement, 
3rd— Vampiric Touch, Bestow Curse, Animate Dead
4th— Blight
5th— Contagion or Raise Dead
6th— Create Undead
7th— Finger of Death
8th— Feeeblemind or Dominate Monster or Power Word Stun
9th— Astral Projection or Power Word Kill
NECROMANTIC MIGHT
Undead your creature controls gain benefits when they are near your creature.
Whenever undead your creature controls are within 60 feet of your creature, they are physically inspired by your creature's necromantic aura, and gain a +2 bonus on their attack rolls and saving throws.
NIMBLE BONES
Undead your creature raises or creates are faster and more nimble than normal.
Each undead your creature raises or creates with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed.
PROFANE LIFELEECH
Your creature can channel negative energy to draw the life force from nearby living creatures.
As a standard action, your creature can deal 1d6 points of damage to all living creatures within a 30-foot burst. 
This effect can’t reduce any creature’s current hit points to less than 0. 
Your creature is healed of an amount of damage equal to the total amount of hit points that they drain from affected creatures, but this healing does not allow your creature to exceed their maximum hit point total.
This deals no damage to constructs or undead.
PROFANE VIGOR
Your creature can channel negative energy to heal nearby undead allies of physical damage.
As a standard action, your creature can attempt to heal one undead ally within 60 feet 2 hit points of damage per creature within the area. 
This healing does not allow the affected undead to exceed their maximum hit point totals.
SPELL DRAIN
Prerequisites: Spellcasting Trait
Your creature can cast any spell that they drain from a creature’s mind.
If your creature casts a spell targeted at a specific spellcasting creature, your creature gains the ability to cast a spell (that the targeted creature knows) once (as if your creature had prepared it). 
Treat the spell’s effect as if it had been cast by the character who prepared it (including caster level, save DC, and so forth). 
Your creature need not have the requisite ability score to cast the spell (for instance, your creature need not have a high Intelligence to cast a Fireball spell drained from the mind of a wizard).
The spell remains in your creature’s mind for up to 1 hour. 
Your creature can have a maximum number of stolen spells equal to its Charisma bonus (minimum 1); any spells that your creature would gain above this number are simply lost.
Note that the spellcasting creature whose spell is drain by your creature cannot cast that specific spell again until they have completed a long rest.
TOMB-BORN FORTITUDE
Prerequisite: Creature of Non-Good Alignment
The power of undeath taints your creature, body and soul. Its power has hardened its flesh and given it the foul look of the grave.
Your creature has a 25% chance to resist critical hits. 
When a critical hit or sneak attack is scored against your creature, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
TOMB-BORN RESILIENCE
Prerequisite: Creature of Non-Good Alignment
The power of undeath taints your creature, deadening its mind and body to the effects of mind-controlling magic, poison, and disease.
Your creatures does not need to sleep, and it is immune to magical sleep effects. 
If your creature is a spellcaster, it still requires 8 hours of uninterrupted rest (but not sleep) to prepare your spells. 
In addition, your creature no longer needs to eat. 
Your creature's body grows unnaturally thin, its flesh stretching tightly over its own bones to gives your creature a freakish, skeletal appearance.
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noblecrumpet-dorkvision · 6 years ago
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Necromancer Week: Day 2
New Undead!
This took by far the longest of all the installations for Necromancer Week, and normally I'd save it for a finale but some of the future homebrew content depends on these monsters (mainly the Ancestral Spirit and the Zombie Giant). I also managed to find time to sketch some of the creatures, so be sure to check the published brew over at Homebrewery! If you're having trouble viewing it (on Firefox, for instance) I have all the relevant mechanics in this post as well.
You may recognize some oldies like the Bleakborn from the 3e Libris Mortis and the Sacrol from 2e which I came across online. There's also a huge zombie and huge skeleton if you ever need stats for them. I tried to fill out Challenge Ratings that didn't get a lot of attention as far as the Undead type goes. Now you can challenge players at each level!
Ancestral Spirit
When a soul moves on to the afterlife, an echo of it might remain. The Ancestral Spirit is an ethereal remnant of someone powerful and wise, tied to the Material Plane to aid their descendants. They are usually intangible and unseen. However, people often feel their presence if they were close to the spirit in life. Some say these are the spirits which answer the calls of spells like Augury.
It is normally beyond the capabilities of most necromancers to easily summon incorporeal undead, but the Shepherd of Spirits cleric is an exception. 
Medium undead, neutral Armor Class 13 (natural armor) Hit Points 22 (4d8+4) Speed 40 ft. Fly (hover) STR 7; DEX 13; CON 10; INT 4; WIS 12; CHA 10 Resistances: acid, bludgeoning, piercing, and slashing from nonmagical attacks Immunities: cold, necrotic, poison Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses: darkvision 60 ft., passive Perception 11 Languages: understands any languages it knew in life but cannot speak. Challenge: 1/2 (75 XP) Ethereal Sight. The spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement.  The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Blessed Touch. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit 6 (1d8+1) radiant.
Burning Blight
The Burning Blight is a fossilized animated skeleton of a creature native to the Elemental Plane of Fire. This can include Azers, Salamanders, or Efreeti, but many other denizens can be turned. The skeleton is blackened and is shrouded in constant flames.
A Blight It seeks nothing but destruction of the living. Natives on the Plane of Fire see such creatures as nuisances thanks to their innate immunities to fire. When a Burning Blight finds its way to the Material Plane, either by being summoned or escaping through a planar rift, it's a different story. Burning Blights deplore an environment that isn't constantly alight with flame. The Blight will burn anything flammable it can find, leaving swaths of forest in ashes or reducing entire wings of dungeons to embers.
The creatures sometimes vary in size and shape. For a large Burning Blight, increase the Claw damage to 9 (2d6+2) slashing and 7 (2d6) fire, increase the hit points to 60 (7d10+21), and increase its challenge rating to 4.
Medium undead, chaotic evil Armor Class 13 (natural armor) Hit Points 45 (6d8+18) Speed 30 ft. STR 12; DEX 14; CON 16; INT 6; WIS 8; CHA 13 Vulnerabilities:  bludgeoning Resistances: cold, acid Immunities: fire, poison Condition Immunities:  exhaustion, poisoned Senses:  passive Perception 9 Languages: understands Primordial (Ignan), but cannot speak Challenge: 3 (700 XP) Fire Shield. Whenever a creature makes a melee attack against the Blight within 5 ft. of it, that creature takes 7 (2d6) fire damage. Illumination.  The Burning Blight emits bright light in a 30 ft. radius, and dim light 30 ft. beyond that.
Actions
Multiattack. The Blight can make two claw attacks when it takes the attack action.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing plus 4 (1d6) fire.
Eye Rays. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit 14 (4d6) fire.
Bleakborn
Bleakborns are created not through violence, but through necromancy and either bitter cold conditions or freezing magic. They appear as discolored humanoid corpses covered in frosty crystals or icicles, even in hot environments. Bleakborns feed on the warmth of the living, using their aura and frigid touch to drain heat from their victims. The heat replenishes them. Their wounds are easily healed with a constant supply of living warmth.
A Bleakborn can remain inert for centuries waiting for a taste of heat to rouse them to life again. Even slain Bleakborns can return to life if no precautions are taken to prevent it from regenerating.
Medium undead, neutral evil Armor Class 15 (natural armor) Hit Points 75 (10d8+30) Speed 30 ft. STR 15; DEX 8; CON 16; INT 3; WIS 10; CHA 16 Saves: Constitution +6 Immunities: poison, necrotic, fire (see Heat Consumption) Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: Darkvision 60 ft., passive Perception 11 Languages: the languages it spoke in life. Challenge: 7 (2,900 XP)
Chilling Aura. Each creature that begins its turn within 20 ft. of the Bleakborn must make a DC 15 Constitution saving throw or take 7 (2d6) cold damage, or half as much on a successful save. The Bleakborn regains hit points equal to half the damage dealt. The ability remains active even if the Bleakborn has been reduced to 0 hit points unless its remains have been completely destroyed or dismembered. Freezing Touch. Creatures that make a melee attack against the Bleakborn within 5 ft. of it take 4 (1d6) cold damage. The Bleakborn regains hit points equal to half the damage dealt. Heat Consumption. Whenever the Bleakborn is dealt fire damage, it instead regains hit points equal to the damage dealt.
Actions
Multiattack. The Bleakborn makes two attack with its drain heat attack. Drain Heat. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) cold. The Bleakborn regains hit points equal to the damage dealt.
Blood Ooze
Blood Oozes are born from a vile ritual that involves dissolving a creature in acid and imbuing it with necromantic magic. The ooze is red and translucent, often with indigestible scraps from its last meal floating within its mass. The ooze is essentially a mass of undead blood cells, and it feeds on living tissue. Any creature that comes into contact with its slime starts to quickly wither away as if from necrosis.
The ooze is most known for its ability to physically enter lifless corpses, causing them to slightly bloat or leak its blood-red slime through open wounds or orifaces. It uses this technique to sneak up on unwary prey, seeming to be a mere zombie or even a haggard humanoid. Once it gets close, it erupts from the corpse to spread itself to other nearby living creatures.
Although it is not adversely affected by sunlight, it avoids it whenever possible. Radiant damage will cause it to react by violently expelling slime.
Medium undead ooze, chaotic evil Armor Class 7 Hit Points 90 (12d8+36) Speed 20 ft., climb 20 ft.
STR 16; DEX 5; CON 16; INT 1; WIS 8; CHA 1 Resistances: bludgeoning, slashing, and piercing damage. Immunities: acid, necrotic, radiant Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages: none. Challenge: 6 (2,300 XP)
Amorphous. The Blood Ooze can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the Blood Ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage.
Actions
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) bludgeoning plus 14 (3d8) necrotic. In addition, the target must attempt a DC 15 Dexterity saving throw. On a failed save, a glob of the ooze sticks to the target, dealing 9 (2d8) necrotic damage at the start of each of their turns. A creature can use their action to scrape the ooze away, ending the effect.
Inhabit Corpse. The ooze can hide inside of a Large or Medium corpse or undead creature, slowly digesting it from inside. The ooze retains all of its statistics but cannot make attacks while inhabiting a corpse. The ooze can exit the corpse by using its Slime Burst ability. While inhabiting a corpse, other creatures can discern its true nature with a successful DC 16 Wisdom (Insight) check.
Reactions
Slime Burst. When the Blood Ooze is subjected to radiant damage or a melee attack, it can spew globs of itself in all directions. All creatures in a 10 ft. radius of the ooze must  attempt a DC 15 Dexterity saving throw to avoid getting stuck with a glob of ooze dealing 9 (2d8) necrotic damage at the start of each of their turns. A creature can use their action to scrape the ooze away, ending the effect.
Carpal Horror
The Carpal Horror is an awful undead created by twisted necromancers. It's a mass of eight clawed undead arms stitched together at the center.
It scurries quickly towards enemies that it feels walking near it and leaps onto them. Once it latches on, it begins snapping at the target with its maw of teeth at the center of its radial limbs, shrieking frantically all the while. Its vicious mouth isn't immediately visible beneath its body, but most discover it once it makes its first attack.
The creatures are always constructed through necromancy; they are not natural. Their purpose is usually to guard treasure or to defend smaller entryways to a lair that other undead have a harder time patrolling. Thanks to their size and climbing ability, the horrors can easily surprise intruders from hiding.
Small undead, neutral evil Armor Class 16 (natural armor) Hit Points 9 (2d6+2) Speed 40 ft., 20 ft. Climb
STR 10; DEX 17; CON 12; INT 2; WIS 8; CHA 3 Skills: Stealth +5, Perception +1 Immunities: poison Condition Immunities: exhaustion, poisoned Senses: Tremorsense 60 ft. (blind beyond this radius), passive Perception 11 Languages: none Challenge: 1 (200 XP)
Lunge. When the horror moves at least 20 ft. in a straight line towards a creature and hits it with its claws attack, the horror can use its bonus action to immediately make a Bite attack against the same creature.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 5 (1d4+3) bludgeoning. If this attack hits a Small or larger creature, the horror attaches itself to the creature with its gripping arms. A creature can pry the horror off of the target with a successful DC 13 Strength check.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 8 (2d4+3) slashing plus 4 (1d6) poison. The Carpal Horror can only use this attack against a target it is attached to.
Chimeric Corpse
A Chimeric Corpse is a hulking conglomeration of various animal parts created by deranged and powerful necromancy. It has a dangerous animal head on its shoulders as well as mounted on each of its arms. The creature is strong, able to knock enemies across a room or hold them tight in its grip.
The horror can be taken down piece by piece if heroes coordinate their attacks, lobbing off the undead animal heads sewn to its body. With fewer attacks to dodge, it becomes easier to deal with.
Large undead, neutral evil Armor Class: 15 (natural armor) Hit Points: 127 (15d10+45) Speed: 40 ft.
STR 20; DEX 10; CON 16; INT 3; WIS 10; CHA 4 Skills: Perception +4 Immunities: poison Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: Darkvision 120 ft., passive Perception 14 Languages: the languages it spoke in life. Challenge: 7 (2,900 XP)
Stitched Parts. The Chimeric Corpse has three heads stitched to its body. When the Chimeric Corpse takes more than 30 damage in a single turn, one of its heads chosen at random is destroyed. That head's attack option becomes permanently disabled.
Grappling Bite. When the Chimeric Corpse hits a creature with a Bite attack, the creature becomes grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Chimeric Corpse can't bite another target with that same attack.
Mighty Blow. When the Chimeric Corpse hits a creature with a Gore, Ram, or Tusks attack, the creature must make a DC 15 Strength saving throw or be pushed 10 ft. away from the Chimeric Corpse.
Actions
Multiattack. The Chimeric Corpse can make one attack with each of its attached heads.
Bite (Bear). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 14 (2d8+5) piercing.
Gore (Rhinoceros). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 18 (3d8+5) piercing.
Bite (Shark). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 14 (2d8+5) piercing.
Offal Nightmare
The Offal Nightmare is a horrifying creature that appears to be a humanoid corpse torn inside-out. The entrails have engorged, tempered and animated through necromancy. The remainder of the nightmare's body is a withered sack of skin and bones that hangs uselessly from its aft end.
Its thick, rubbery intestines are coated with acid, and can spew the stuff from a distance when enough has built up inside it. The creature feeds on the living by grappling and constricting with its animate entrails and dissolving its kill with acid. It staves off other enemies while it feeds by slamming its withered corpse into them like a flail.
Although it is more common for necromancers to create such undead, some Offal Nightmares can form naturally after especially violent deaths involving live disembowelment.
Medium undead, neutral evil Armor Class: 16 (natural armor) Hit Points: 90 (12d8+36) Speed: 30 ft.
STR 16; DEX 17; CON 16; INT 4; WIS 10; CHA 13 Resistances: cold, bludgeoning, piercing, and slashing damage from nonmagic weapons. Immunities: acid, fire, poison Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: passive Perception 10 Languages: understands languages it knew in life but cannot speak. Challenge: 8 (3,900 XP)
Actions
Multiattack. The nightmare makes two attacks, one with its entrails attack and one with its slam attack. Each attack must target a different target.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 12 (2d8+3) bludgeoning.
Entrails. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 12 (2d8+3) bludgeoning and 18 (4d8) acid. If the target is a Medium or smaller creature, the creature becomes grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Offal Nightmare can't use its Entrails attack on another target.
Acid Spit (Recharge 5-6). The nightmare spews a gout of acid at a 15-foot square area  centered at a point up to 60 ft. away from it. Each creature in the area must attempt a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage or half as much damage on a successful save.
Patchwork Titan
Patchwork Titans are huge masses of undead parts stitched together in haphazard ways by insane (or creative) necromancers. The undead all act independently, constantly trying to wrench themselves apart from one another.
When living flesh is nearby, the titan acts more like a unit as it attacks, ignoring its inherent torment at its abominable creation. Slashing weapons will tear its stitching apart and cause part of it to fall off. Thanks to its conglomerate nature, the fallen part will continue to attack despite being separated from the whole creature.
Huge undead, neutral evil Armor Class: 12 (natural armor) Hit Points: 124 (13d12+39) Speed: 30 ft.
STR 19; DEX 12; CON 16; INT 3; WIS 10; CHA 1 Skills: Perception +3 Immunities: poison, slashing Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: passive Perception 13 Languages: none Challenge: 7 (2,900 XP)
Multiple Heads. The titan has advantage on saving throws against being blinded, deafened, stunned, and being knocked unconscious.
Actions
Multiattack. The titan makes three slam attacks
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 18 (2d10+4) bludgeoning.
Reactions
Split. When a titan that is Medium or larger is subjected to slashing damage, it splits into two new titans if it has at least 20 hit points. Each new titan has hit points equal to half the original titan's, rounded down. New titans are one size smaller than the original titan and makes one less attack when it uses its Multiattack action.
Sacrol
A sacrol looks like a four foot tall humanoid skull surrounded by a constantly shifting, multi-coloured mist. The mist is the true body of the sacrol, which forms into spectral entrails to attack its foes.
Sacrols radiate a cold, clammy aura. They communicate through howls that sound like hundreds of death shrieks.
The creature is formed naturally from a large number of creatures that died in proximity and in a short time. Mass graves, battlefields, or razed villages are often places that a sacrol will haunt. Once it rises, it will unerringly seek out those responsible for its collective deaths and slay them before returning to its unhallowed birthplace.
Small undead, neutral evil Armor Class: 16 (natural armor) Hit Points: 94 (17d6+34) Speed:  30 ft. Fly
STR 11; DEX 12; CON 14; INT 8; WIS 10; CHA 16 Immunities: cold, poison, necrotic, bludgeoning, piercing and slashing damage from nonmagic weapons Condition Immunities: charmed, exhaustion, frightened, poisoned, prone, stunned, unconscious Senses: passive Perception 10 Languages: none Challenge: 8 (3,900 XP)
Innate Spellcasting.  (spell save DC 16)
3/day: Animate Dead (skeletons only)
1/day: Finger of Death
Actions
Multiattack. The sacrol makes two attacks with any combination of either its tentacle or constrict attacks. The sacrol must target different targets with each attack. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 14 (3d8) necrotic. The target becomes grappled (escape DC 16). The target's hit point maximum is reduced by an amount equal to the necrotic damage taken.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target grappled by the sacrol. Hit 8 (3d4) necrotic. The creature must succeed at a DC 16 Constitution saving throw or become stunned until start of the sacrol's next turn. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken.
Sinew Slinger
A Sinew Slinger is a creation of both engineering and necromancy. A crossbow made from sinew, bone, and muscle is crafted from an otherwise normal corpse. The resulting creature can then attack from range and in melee, making a versatile combatant for an undead army.
Necromancers need to have a thorough enough understanding of biology and the dark arts to successfully create the creature. The setup takes weeks to accomplish, but the effort is often worth it.
Medium undead, neutral evil
Armor Class: 14 (studded leather) Hit Points: 39 (6d8+12) Speed: 30 ft.
STR 11; DEX 14; CON 15; INT 3; WIS 6; CHA 1 Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: understands languages it knew in life but cannot speak. Challenge: 1 (200 XP)
Actions
Multiattack. The slinger makes two attacks, only one of which can be a crossbow attack.
Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 8 (1d10+2) piercing.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d6+2) piercing.
Skin Strangler
The Skin Strangler is a husk of loose skin animated with necromancy. It moves almost like an ooze or a piece of cloth in the wind. It feeds off of blood through small tubules hidden all over the "inside" of its body. It envelops its target, trying to crush them or suffocate them. Once dead, it can drink its fill before seeking out a new victim.
An encounter with a Skin Strangler is usually sudden. The creature will hide in dark crevices and leap onto unsuspecting targets. If it has recently taken a kill or has some corpses lying around, the strangler will envelop a corpse and shamble towards enemies appearing to be nothing but a simple zombie. Once it gets close, it abandons the corpse "wearing" it and leaps towards its next victim to strangle the life from it.
If attacked by multiple enemies, it will use its victim's body as a puppet much like it did the corpse to fend off attackers.
Small undead, neutral evil Armor Class: 13 Hit Points: 39 (7d6+14) Speed: 30 ft., 20 ft. Climb
STR 17; DEX 12; CON 15; INT 7; WIS 10; CHA 4 Skills: Stealth +5 Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: none Challenge: 3 (700 XP)
Corpse Puppet. The strangler can cover and animate a Medium or Small corpse, making it look and act like a zombie. A DC 20 Wisdom (Insight) check reveals its true nature. Skin Puppet. The strangler can move a creature engulfed by its crush attack as a bonus action by succeeding at an Strength (Athletics) contest against the engulfed creature. If the strangler succeeds, it moves the engulfed target up to 15 ft. and can force it to make one melee attack against another creature within 5 ft. of it. Damage Transfer. While attached to a creature, the strangler takes only half the damage dealt to it (rounded down), and that creature takes the other half.
Actions
Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) bludgeoning and the strangler attaches to the target. If the target is Medium or smaller and the strangler has advantage on the attack roll, it attaches by engulfing the target's body, and the target is also blinded and unable to breathe while the strangler is attached in this way. While attached to the target, the strangler can only attack the target with its Crush attack and does so with advantage. The strangler's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the strangler by making a successful DC 14 Strength check as an action. On its turn, the strangler can detach itself from the target by using 5 feet of movement.
Storm Dreg
Storm Dregs are griffons struck down by lightning and reanimated with necromancy. Though they can naturally occur in lands where undead roam, most are deliberate creations by necromancers seeking an impressive and terrifying flying minion or mount.
The dreg looks like a molting griffon with blackened flesh. Some soot and ash continually flakes from its feathers. Its eyes and the inside of its beak glow white with energy.
The creature retains the strength and swiftness it had in life but gains an innate ability to produce lightning from its beak. It seems to feed on the ozone released from its electrical attacks, or perhaps on flesh imbued with the stuff. When your hair stands on end, it's about to strike.
Large undead, neutral evil Armor Class: 13 (natural armor) Hit Points: 53 (7d8+21) Speed: 30 ft., 80 ft. Fly
STR 18; DEX 14; CON 16; INT 2; WIS 11; CHA 5 Immunities: poison, lightning Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: none Challenge: 3 (700 XP)
Flyby. The Storm Dreg doesn't provoke on opportunity attack when it flies out of an enemy's reach.
Actions
Multiattack. The Storm Dreg makes two attacks, one with its beak and one with its claws.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8 + 2) piercing and 3 (1d6) lightning.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 9 (2d6 + 2) slashing.
Lightning Breath. (Recharge 5-6)  The Storm Dreg blasts a 60 ft. long, 5 ft. wide line of lightning from its open beak. Each creature in that area must make a Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save or half as much on a successful save.
Swarm of Limbs
A simple but effective use of necromancy is to animate piles upon piles of severed limbs. After binding their energy sources together, the limbs will move as a hive mind, crawling and trampling over everything in their path. With no way to feed but an insatiable hunger, they will try to destroy any creature they sense nearby out of anguish.
Necromancers find it difficult to control the swarm's rage unless doing so directly, so they often contain the swarm to a confined space like a pit trap or a closed corridor.
Large swarm of tiny undead, neutral evil Armor Class: 15 (natural armor) Hit Points: 85 (10d10+30) Speed: 30 ft.
STR 14; DEX 13; CON 16; INT 1; WIS 6; CHA 1 Resistances: bludgeoning, piercing, slashing Immunities: poison Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses: blindsight 30 ft., passive Perception 8 Languages: none Challenge: 6 (2,300 XP)
Undead Fortitude.  If damage reduces the swarm to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the swarm drops to 1 hit point instead. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions
Pummel. Melee Weapon Attack: +6 to hit, reach 0 ft., up to four targets in the swarm's space. Hit 20 (4d8+2) bludgeoning, or 11 (2d8+2) bludgeoning damage if the swarm has half of its hit points or fewer.
Talking Head
The Talking Head is a simple undead creation, as far as necromancy goes. It's a fiend summoned and trapped inside a severed corpse head. The trapped demon gibbers and shrieks and spouts obscenities constantly, only staying quiet when it wishes to lure a creature close.
Necromancers keep them as guardians or traps laid for interlopers, or as boons during combat to pester foes from the sidelines. The creature is nearly useless in physical combat as it is slow to move and can only bite creatures gullible enough to stick their fingers near it.
Clever necromancers will stitch these heads onto a headless zombie if they wish for them to be able to move or attack easier. However, the head is not in control of the body, which leads to lots of cursing and shouting from the fiendish head.
Tiny undead fiend (demon), chaotic evil Armor Class: 13 (natural armor) Hit Points: 6 (1d6+3) Speed: 5 ft.
STR 3; DEX 11; CON 16; INT 9; WIS 10; CHA 15 Immunities: poison, fire Condition Immunities: exhaustion, poisoned, paralyzed, prone Senses: darkvision 120 ft., passive Perception 10 Languages: Common, Abyssal Challenge: 1/8 (25 XP)
Actions
Vicious Mockery. The head targets one creature it can see within 60 ft. of it. If it can hear the Talking Head, the target must succeed at a Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn.
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit 5 (1d4+3) piercing.
Wretched Engima
The Wretched Enigma is an undead sphinx. Immensely powerful and cunning, an enigma is often kept by powerful undead like liches, death tyrants, or vampires. They also can serve as leaders of cults dedicated to secrecy, knowledge, and undeath.
Hungering Minds. The enigma feeds upon psychic energy, which it collects from victims by presenting them with riddles that provoke them to think. Every thought thereafter feeds the creature's insatiable appetite. The enigma is usually found with a train of mindless undead servants catering to its insane whims. These minions are unique in appearance as they are each missing the back of their skulls, leaving just a face behind. The enigma devours the creatures' brains before reanimating them, despite not needing to physically eat to survive. It simply enjoys the taste.
Hoarders. Once an enigma is brought into the world, no treasure, secret, or mind is safe. A sphinx is normally bound to its lair, but an enigma has no such restriction. Unless bound to a master, the enigma scours the world for lost treasures, powerful artifacts, and the closest kept secrets to add to its new hoard.
Godless Power. No longer bound by the duties of the gods, the enigma loses its ability to warp reality. Now it can only create a false reality through its illusion spells. Its roar becomes a haunting howl that breaks the minds of the living. Its divine spells are severed from their source and it must learn new spells by draining the minds of spellcasters.
Large undead, lawful evil Armor Class: 18 (natural armor) Hit Points: 137 (13d10+65) Speed: 40 ft., 60 ft. Fly
STR 20; DEX 10; CON 20; INT 14; WIS 16; CHA 21 Saving Throws: Dex +5, Con +10, Int +7, Wis +8 Skills: Arcana +7, Perception +8, Religion +7 Resistances: bludgeoning, piercing, and slashing from nonmagical attacks Immunities: poison, psychic Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: truesight 120 ft., passive Perception 13 Languages: telepathy 120 ft., Common, Sphinx Challenge: 13 (10,000 XP)
Spellcasting. The enigma is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The enigma has the following wizard spells prepared:
Cantrips: mage hand, minor illusion, toll the dead (XGtE)
1st level (4 slots): cause fear (XGtE), detect magic, protection from evil and good
2nd level (3 slots): invisibility, suggestion
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): banishment, hallucinatory terrain
5th level (2 slots): cone of cold
Magic Weapons. The enigma's weapon attacks are magical. Legendary Resistance 3/day. If the engima fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The enigma makes two claw attacks and uses its conundrum ability.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 16 (2d10+5) slashing.
Drain Mind. The enigma chooses a creature within 120 ft. of it and bombards them telepathically with unsolvable riddles. That creature must attempt a DC 18 Intelligence saving throw or take 14 (3d8) psychic damage and become stunned until the end of the enigma's next turn. The creature takes half this much damage on a successful save and is not stunned. The enigma regains hit points equal to the damage dealt, and learns one fact or secret known by the target. A creature unable to receive the enigma's telepathy, as with a Ring of Mind Shielding, is unaffected by this ability.
Howl. Once per day, the enigma can unleash a bloodcurdling howl. All creatures within 30 ft. of the enigma must make a DC 13 Constitution saving throw or fall to 0 hit points. Creatures that succeed on their saving throw become frightened of the enigma until the end of its next turn.
Legendary Actions The enigma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The enigma regains spent legendary actions at the start of its turn.
Claw. The enigma makes one claw attack.
Teleport (Costs 2 Actions). The enigma magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The enigma casts a spell from its list of prepared spells, using a spell slot as normal.
Zombie Giant
A zombie giant, much like one of a more manageable size, is stupid and driven only by a mad hunger for the living. Necromancers that create them are irresponsible in the best sense and insane in the worst. The creatures will break any nonmagical barrier trying to contain them if they think it will lead to a meal on the other side.
Sometimes a reanimated giant is a secret weapon. A powerful spellcaster can contain one in a magic circle only to be released when the time is right, wreaking havoc on a battle once thought won.
Huge undead, chaotic evil Armor Class: 15 (patchwork armor) Hit Points: 163 (13d12+78) Speed: 40 ft.
STR 25; DEX 9; CON 22; INT 1; WIS 3; CHA 4 Saving Throws: Str +11, Con +10, Cha +1 Skills: Athletics +11, Perception +0 Immunities: poison Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: Understands the languages it knew in life but cannot speak Challenge: 9 (5,000 XP)
Actions
Multiattack. The zombie makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 25 (3d12+6) bludgeoning. A Large or smaller creature hit by this attack must succeed at a DC 18 Strength saving throw or be knocked 20 ft. in a random direction away from the zombie and take 7 (2d6) bludgeoning damage.
Yeti Skeleton
The horned skull of an abominable yeti crowns this powerful undead. It has retained a shred of its ability to freeze enemies with is gaze, but instead paralyzes them with fear. Necromancers prize skeletons of yetis for this ability. As an animated skeleton, they can follow marginally complex orders with unerring certainty. All shreds of its once-monstrous nature disappear in the reanimation process.
Huge undead, lawful evil Armor Class: 16 (natural armor) Hit Points: 137 (11d12+66) Speed: 40 ft.
STR 21; DEX 12; CON 22; INT 3; WIS 10; CHA 9 Vulnerabilities: bludgeoning Immunities: cold, poison Condition Immunities: exhaustion, poisoned Senses: darkvision 120 ft., passive Perception 10 Languages: Understands the languages it knew in life but cannot speak Challenge: 8 (3,900 XP)
Actions
Multiattack. The skeleton makes three attacks: one bite attack, one claw attack, and one greatclub attack. Then it uses its frightful gaze.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (3d6+5) piercing.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (3d6+5) slashing.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 19 (3d8+5) bludgeoning.
Frightful Gaze. The skeleton targets one creature it can see within 30 ft. of it. If the target can see the skeleton, the target must succeed on a DC 16 Wisdom saving throw against this magic or become paralyzed for 1 minute, unless it is immune to fear effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this skeleton's gaze for 1 hour.
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grailfinders · 4 years ago
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Fate and Phantasms #57: Eric Bloodaxe
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Today on Fate and Phantasms, we’re making Eric Bloodaxe, He’s a Viking king best known for his bloody axe, which is why they call him “Bloodaxe King”.
Check out the level-by-level breakdown below the cut, or the build summary over here!
Race and Background
Eric is a Viking, and therefore probably Human, which will give him +1 to all his stats. He may be a king, but we’re going to make him a Marine, for Athletics, Survival, and Land and Water Vehicle proficiency. 
Stats:
In typical berserker fashion, your stats go Strength, Constitution, Dexterity, Charisma, Intelligence, Wisdom, in order from highest to lowest. You’re strong, tough and built like a brick, but your Madness Enhancement wrecks your mental stats. Your Charisma is less wrecked than the others though, both because you’re scary and because we’ll need it for multiclassing. We’re multiclassing into Warlock to get Gunnhild into the mix, partly because I don’t want to make three fighter-barbarian builds in as many weeks, partly because I’m scared about what she’ll do to me if I don’t put her in.
Class Levels
1. Barbarian 1: Wild, right? First level barbarians have proficiency in Strength and Constitution saves, as well as two barbarian skills. You’re a scary guy, so you’ve got Intimidation down pat. And you can see how lovely your wife is, so your Perception has to be great! please don’t hurt me
You also get Rage, which you can activate as a bonus action for extra damage with strength based attacks, advantage on strength based rolls, and resistance to common physical damage. You also get Unarmored Defense, giving you an unarmored AC of pretty good, based on your dexterity and constitution.
2. Warlock 1: The question of what warlock patron Gunnhild would fit under is a tricky one. Mechanically, the one thing we know you can do is curse people, and Hex is a first level spell any warlock can learn. The Fiend’s off the table right now for reasons I can’t go into, so my second pick would be the Raven Queen. Alongside their normal charisma-based Pact Magic, warlocks of the Raven Queen get a Sentinel Raven, a raven shaped spirit that obeys your husband’s commands. When perched on his shoulder, it can’t be targeted by attacks or other negative effects, and takes no damage. It also gives him 30 feet of darkvision and adds his charisma modifier to his perception checks. As long as it’s within 100 feet of him, they can speak telepathically, share senses, and it can wake him up as a bonus action. If the raven’s killed, he gets advantage on all attacks against the killer for 24 hours. The raven vanishes if either of them are killed, or they’re separated by more than 5 miles. Finally, he can recall the raven, even from death, at the end of short or long rests.
For your cantrips, Toll the Dead will help you finish off whatever your husband started, and Infestation will make them regret starting anything in the first place. For spells, grab Hex for the obligatory curses, and Unseen Servant to manifest yourself to help out.
3. Barbarian 2: Second level barbarians get a Reckless Attack, and when you use it you get advantage on all of the turn’s attacks in exchange for your enemies getting advantage against you until your next turn. You also get a Danger Sense, giving advantage on dexterity saves caused by things you can see. Honestly, becoming more reckless and more attuned to danger seems counterintuitive, but I’m not a berserker.
4. Warlock 2: Second level warlocks get two Eldritch Invocations, which you can use to customize your pact experience. Fiending Vigor will help keep your husband alive with an at-will False Life spell. Save the second one for third level. 
For your spell, Armor of Agathys lets hubby go on the offense and defense at the same time, giving him a shell of temporary hit points, and while those hit points still exist, dealing ice damage to anything that hits him in melee range.
5. Barbarian 3: Third level barbarians set down their Primal Path. The path of the Berserker should be familiar by now. It lets you turn your rage into a Frenzy, adding an attack as a bonus action while raging at the cost of one level of exhaustion after it’s over. Again: It’s bad.
6. Warlock 3: Third level warlocks get a Pact Boon. The Pact of the Blade gives you a pact weapon you can summon as an action. It can be any weapon you want, but for the sake of this build we’re making it a Battleaxe. You know, it’s the Blood Axe, for the Bloodaxe King. To make it especially bloody, use that other invocation you were saving to grab Improved Pact Weapon, adding one to Eric’s attacks and damage rolls while using the axe, and allowing you to cast spells while he’s holding it.
Speaking of spells, Silence will be useful if any women try to talk to him. It creates a 20′ radius within which no sound can be made, including thunder damage and verbal components of spells.
7. Barbarian 4: Use your first ASI on your Strength for more damage an accuracy.
8. Warlock 4: Use your next ASI to round out his Constitution and Charisma for more health, AC, and better spell saves. At least one of you has to look out for his safety...
For your spells, Prestidigitation lets you create a bunch of magical effects without burning any slots, and Crown of Madness forces a wisdom saving throw or you choose what it attacks at the start of each of its turns. In name, this is the closest thing to Eric’s NP, but using it on him is kind of pointless.
9. Barbarian 5: Fifth level barbarians get an Extra Attack, letting you strike twice with each attack action. They also get Fast Movement, adding 10′ to their speed as long as they aren’t wearing heavy armor. Thankfully Armor of Agathys doesn’t count, even at third level.
10. Warlock 5: Speaking of, fifth level warlocks have third level slots and spells! Grab Spirit Shroud so you can take a more active part in your husband’s life. Add 1d8 necrotic damage to his attacks, prevent them from healing, and slow them down, all for a single spell slot!
You also get another invocation at this level. Eldritch Smite lets you burn spell slots like a paladin for some extra force damage. It deals 1d8 as a base, plus another 1d8 for each level of the spell slot used. Since you’ve only got third level slots, that means they’ll hit for 4d8.
11. Barbarian 6: Sixth level Berserkers can go into a Mindless Rage, making you immune to being frightened and charmed for the duration, and suspending any frights or charms already affecting you. It’s useful, but you’re mostly doing it because you’re afraid of what Gunnhild will do to whoever’s foolish enough to charm you.
12. Barbarian 7: Your Feral Instinct gives you advantage on initiative rolls, and you can ignore surprise if you rage first thing. Turns out having multiple people looking out for you makes you hard to ambush.
13. Barbarian 8: Your next ASI is going to turn you into a War Caster so you can cast spells even with your hands full. This also gives you advantage on concentration saves, and you can cast spells with your attack of opportunity. Now Gunnhild can hex somebody on their turn, and you can make them regret being born on yours!
14. Barbarian 9: Brutal Critical lets you add an extra damage die to critical hits. You can also use that smite thing to add lots of dice to your critical hits. Basically, your crits hurt.
15. Barbarian 10: Tenth level Berserkers have an Intimidating Presence. You can use your action to try and frighten someone, forcing a wisdom save with your spell save DC. It only lasts a turn, but you can use your action next turn to extend the effect without causing another save.
16. Barbarian 11: Your Rage is now Relentless, letting you continue fighting after terrible wounds. When you would drop to 0 HP, you can instead make a DC 10 Constitution Save. On a success, you drop to 1, and the DC of the save increases by 5. After any kind of rest, the DC resets.
17. Barbarian 12: Use your last ASI to bump your Charisma. This gives you better perception via bird, but more importantly it makes Gunnhild’s spells hurt more.
18. Barbarian 13: Another Brutal Critical level, another die added when you deal critical damage.
19. Your final Berserker feature is Retaliation. When you take damage from a creature within 5′ of you, you can use your reaction to attack them. 
20. For your final level, you gain Persistent Rage, which means your rages don’t end until you want them to. Or until a minute is up. Or until your wife tells you to stop yelling.
Pros: 
Being able to smite as a barbarian is great! You can do a ton of damage in a single blow if you’re lucky: while raging, you’ll deal 4d10+4d8+8 damage with a critical hit..
You’re also very difficult to surprise, both in the sense that you can ignore being surprised, and that you have a scout that can fly up to 100′ ahead of you and warn of danger.
Cons:
Once again, having to juggle spells and rages can be a tricky decision, reducing the overall effectiveness of the warlock levels.
Your magic is also very limited, especially if you’re going to spend some of those slots on smites. .
Up next: Look in the kitchen! It’s a dog! It’s a cat! No, it’s Tamamo!
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Juniper Publishers-Open Access Journal of Case Studies
Surgical case reports
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Missed Painless Testicular Torsion in Adult Patient
Authored by Sultan J Alanazi
Introduction
The most common cause of a urological emergency related to the genitourinary tract is a highly painful one called testicular torsion. Men have two testicles that rest inside the scrotum. The spermatic cord carries blood to the testicles. When a man experiences torsion of testes, this cord twists. As a result, blood flow is affected and declined to testicular tissue then, the tissues in the testicle started to die. It is affecting 3.8 per 100,000 males younger than 18 years annually [1]. It is about 10% to 15% of acute scrotum in children [2], and results in an orchiectomy rate of 42% in boys undergoing surgery for testicular torsion [3]. The torsion usually occurs in the absence of any precipitating event [3]; only 4 to 8 percent of cases are a result of trauma [4] Rapid growth during puberty may also cause the condition.
Proper diagnosis and treatment are very important for testicular salvage, and torsion must be excluded in all patients who present with acute scrotum. Pain and swelling of the scrotum are the main symptoms of testicular torsion. The onset of pain may be quite sudden, and the pain can be severe. Swelling may be limited to just one side, or it can occur in the entire scrotum. You may notice that one testicle is higher than the other, associated sometimes with nausea, and vomiting [4]. Physical examination may reveal a high-riding testicle with an absent cremasteric reflex. If history and physical examination suggest torsion, immediate surgical exploration is indicated and should not be delayed to perform radiological investigations. There is typically a four- to eight-hour window before permanent ischemic damage occurs [5]. Delay in treatment may be associated with decreased fertility, or may end by orchiectomy.
Case Report
A 28 years old male was visiting the accident and emergency department with the history of left side scrotal swelling since 10 days. It was painless swelling in the same side. The swelling increased in size. No history of medical illness associated with it. No history of trauma. No history of fever. On clinical examination, Vital signs were stable. Abdomen was soft, lax and no organomegally. External genitalia looked normal except right side was huge swelling, non-tenderness and no hotness. Leftside looked normal in size and shape. Laboratory results like CBC, Biochemistry and bleeding time were within the normal range. Doppler ultrasound was done showing absence of blood flows in the testis and epididymis. In Operation theatre, left side scrotal exploration was performed and the testis was very black and necrotized” (Figure 1 & 2)”. The left orchiectomy” (Figure 3)” was done and right testis was fixed. Hemostasis was secured and dressing was done. Antibiotics and analgesia were given.
Discussion
Currently, In adolescents or young adults the more common torsion in intravaginal. The most common underlying abnormality is the so-called bell clapper deformity which allows the testis (and attached epididymis) extensive mobility, and thus places it at risk of twisting around the spermatic cord [6]. Initially, torsion is sufficient only to obstruct venous outflow (incomplete torsion, less than 360 degrees), resulting in the gradual increase in intratesticular pressure and resistance. Over time and with an additional twisting of the cord (greater than 360 degrees), the arterial inflow is also obstructed, and the testis becomes entirely ischemic [7] in mature adult when he complaint, he should go directly to hospital or primary health care. In our case, the patient denied any pain or complaints just he felt a swelling. It’s possible for some men to experience what’s known as intermittent torsion.
This causes a man to have a testicle twist and untwist. Because the condition is likely to recur, it’s important to seek treatment, even if the pain subsides. According to the Mayo Clinic, 95 percent of men treated for testicular torsion within six hours of the onset of pain don’t ultimately require testicle removal. However, an estimated 90 percent of men do require surgical removal of the testicle if treatment is delivered 48 hours or more after the pain starts. Orchiectomy can affect production of hormone. Also it can cause fertility in future by decreasing the sperm count. It may create anti-sperm antibodies from dead testis, and this also can decrease sperm motility [8-10].
Conclusion
From that, the people health education is very important to distribute the knowledge between the parents and the adults. You can examine you genitalia every time to preserve you’re an important organs. For that, the people health education is very important to distribute the knowledge among the population. Also, the use of social media to distribute the information play a role in health education and lower the sensitivity through the males from complaining of symptoms of external genitalia.
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scarlet-shattering · 8 years ago
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Elementi
So, at some point while designing Alitura, I had the idea to create what I consider to be a sort of advanced form of a magical item. Rather than having a physical presence, these “items” merely exist and inhabit a creature, more like a boon or blessing. What is most unique about these effects, though, is that multiple creatures can be attuned to them at once. Additionally, they don’t take up an attunement slot for magical items, though a creature can only be attuned to one Elementus at a time. Finally, these magical effects are living energy, capable of choosing or rejecting hosts, and each has chosen (or settled with) a Guardian that protects its Place of Power, and makes sure that the only creatures that attempt to bond with it are first proven worthy.
Each Elementus is, as the name implies, the raw, pure essence of one of the four main elements: Air, Water, Earth, and Fire. Each begins with three effects, as well as some smaller flavor bits about how they alter an attuned creature’s appearance. However, if a player has shown great character growth or has an otherwise important story moment, perhaps specifically regarding their Elementus, it will Awaken, and grant them a more powerful, fourth bonus.
Wind of Wuthering: At the floor of the Sirocco Ravine of Overturn Valley, an eternal sandstorm rages in place. There, a Storm Giant Everlasting One called Zephora has melded with the wind and sand, Guardian of the Wind of Wuthering.
Effects: You are surrounded by a persistent, barely perceptible wind. Your loose clothing and hair constantly shift with this slight breeze, even indoors. While attuned to the Wind of Wuthering, you gain the following effects:
-Uplift: You take half damage from falling.
-Resolve: You become proficient in Dexterity saving throws. If you were already proficient, you may double your proficiency bonus for Dexterity saving throws.
-Last Breath: As an action, you can harness the complete power of the Wind of Wuthering, unleashing a powerful gale in an 80-foot line, 15 feet wide. Each Large or smaller creature caught in the gale must make a Strength saving throw with a DC of 8 + your level. Tiny creatures automatically fail this saving throw. On a failed save, creatures take damage equal to your level, and are pushed 20 feet away from you. On a success, creatures take no damage, but are still pushed back.
Once you cast Last Breath, you cannot gain any other benefit from the Wind of Wuthering until you take a long rest. The persistent breeze leaves your form, and the Wind retreats within you to regain its strength.
Awakened Bonus: If the Wind of Wuthering Awakens within you, you gain the following effect:
-Ascendance: You can cast Levitate on yourself at will.
Waters of Tranquility: Below the town of Drench, a great dragon turtle slumbers, protecting the elemental essence of water itself. The reason that Drench does not drift is because where it sits, there is no current. In fact, any traveler approaching Drench will notice that they are against the current, regardless of from which direction they approach. That is because this sphere of water underwater gently produces a current in all directions, constantly pouring water into the plane.
Effects: Your skin becomes slightly bluer, tinged with the colors of the sea. You give off the very faint aroma of sea salt.
-Depth: All creatures have disadvantage on Insight checks regarding your thoughts, feelings, or intentions. You do not gain any special skill to purposefully deceive others, but they have great difficulty discerning your true nature. Additionally, if any hostile creature attempts to read your thoughts with a magical effect, it automatically fails, left with only the mental image of an infinitely deep, placid lake.
-Clarity: You have advantage on Wisdom saving throws against any charm, fear, stun, or paralysis effect. Additionally, you have resistance to psychic damage
-Ebb/Flow: As an action, you can unleash the calm yet unforgiving power of the water that flows within you. Every friendly creature within a 50-foot sphere centered on you is instantly healed a number of hit points equal to your level. Every hostile creature in this same area takes necrotic damage equal to your level, ignoring resistances. Once you use this effect, you can’t use it again until you finish a long rest.
Awakened Bonus: If the Waters of Tranquility awaken within you, you gain the following effect:
-Drown: Once per long rest, you can focus on a creature and allow the tranquility within you to swell into rage. You summon water in the lungs of one creature within 30 feet of you, and it starts to drown. That creature makes a Constitution saving throw with a DC of 8 + half your level. On a failed save, that creature cannot take actions, its movement speed is reduced to 0, and begins to drown where it stands (drowning rules are detailed on Page 183 of the Player's Handbook) as long as you concentrate on this effect. On a successful save, the creature still begins to drown, but can take either an action or a bonus action once per minute of this effect. Any ability check or attack roll that an affected creature makes in this state has disadvantage. Stonehardt: As the town of Stepgrove crawls across the Plane of Earth, it carries with it the essence of stone. The trees in the center of this wandering garden curl together to form one great tree, with a hollow trunk. Inside, the ground is pure stone. As the trees walk, they are followed under the ground by a great purple worm, a primal predator given sentience and thought by the Stonehardt. This gargantuan creature patiently travels with Stepgrove, ready to defend its heart.
Effects: Your bare skin appears to be harder and more durable than normal. When you walk on natural surfaces, the ground seems to almost rise up and meet your footsteps. While attuned to the Stonehardt, you gain the following effects: -Rooted: While you are conscious, you cannot be knocked prone.
-Stalwart: Once per short rest, when you take damage of any type (except psychic damage) you can use your reaction to reduce the damage that you would take by an amount equal to twice your level.
-Grasp: Once per short rest, as a bonus action, a powerful vine bursts out from your arm and latches onto a creature within 30 feet of you. You and that creature make opposed Athletics(Str) checks. The creature with the lower check is pulled all the way towards the other, until the two are adjacent. If you use this effect on a creature that is Huge or larger, that creature automatically wins the contest.
Awakened Bonus: If the Stonehardt awakens within you, you gain the following effect: Stone's Resilience: You have advantage on death saving throws. Additionally, when you succeed on three death saving throws and would become stabilized, you return to life with 5 hit points.
Soulflame: In the corona of Mount Ignis, a single, floating flame burns. It constantly shifts colors: blue, orange, red, white; it’s hypnotic. The chamber at the top of the mountain was once the lair of an ancient red dragon, but ever since it was slain by two brave adventurers two centuries ago, the Soulflame’s Guardian is no longer malicious, despite his nature. A rakshasa named Kozal has rejected his fiendish nature, and he now watches over the flame.
Effects: Your gaze becomes more intense, and the color of your eyes is more vibrant. Your skin seems to pulse with a slight but noticeable heat.
-Blazing Sight: You have truesight with a range of 15 feet.
-Burning Soul: When you fail any saving throw, you can re-roll the saving throw, adding your Charisma bonus to the new roll (even if it already applied). You must use the new roll. Once you use this feature, you can't use it again until you complete a long rest.
-Dancing Flame: As an action, you may produce a small, pink flame in your hand, and present it to a creature. That creature must make a Charisma saving throw with a DC of 8 + half your level or become obedient to you for the next hour. That creature follows your every command to the best of its ability, except for a suicidal one. Once this effect wears off, the creature you charmed will have no memory of the effect. Alternatively, you may spend five minutes shaping the creature's memory of the hour it spent under this effect, as though you had cast the Modify Memory spell on it. If the creature succeeds on its saving throw, it will know that you attempted to charm it and react accordingly. Once you use this feature, you can't use it again until you finish a long rest.
Awakened Bonus: If the Soulflame awakens within you, you gain the following effect: -Soul Furnace: When a creature within 60 feet of you dies, you can rip a piece off of its escaping soul and add it to yours. For the next 24 hours, you gain the following effects: You become proficient in all ability checks and saving throws that that creature was proficient in, if you weren't already. Additionally, one of your ability scores increases by two points, whichever score was highest for the creature you targeted (if it's a tie, you get to choose). This can increase your ability score above 20. Finally, the resurrection DC for the creature you targeted increases by 2. Once you use this feature, you cannot use it again for one week.
Aaaaaaaand those’re the four magical effects that I’ve been designing and tweaking for the past three months! I’m essentially trying to introduce an entirely new mechanic to D&D, so feedback is appreciated! Also, this is an insanely high-power campaign, so if these effects seem OP, they’re intended to be. They should all be relatively balanced between each other, though.
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onwardvirus87 · 6 years ago
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Android Race
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~Intro and Background~
This differs from warforged. Made by humans only to be enslaved and disregarded or to rule and colonize the world rebelling against their own creators. Misunderstood and feared... or tortured. They can't feel physical suffering (pain, fatigue, hunger, etc.), but they can be damaged... even on the inside. Strange machines coming from an untold future that were designed to serve and have emotion despite being just "big pieces of plastic." The only viruses that harm androids are hatred and irrationality. (And, of course, deviancy.)
Almost Normal
Androids were made to look like an average human adult or child. They range from 4-6 feet in height. They don't have anything special by looks. The only thing that confirms they're android is the LED Indicator they have on their right temple, which turns blue if they're in good condition, yellow if undergoing an event that would cause mild fear, or if learning something that would cause such fear, and red if they're being physically threatened or attacked. Most deviant androids get rid of their LEDs.
Indifferent... Or rA9
Service androids have no aspect to "culture." However, they respect other cultures different races have to offer and since they don't age, they can acknowledge and comprehend cultures from different worlds. These androids will reply to the question of "android culture" such as, "Do I really deserve one? I'm just a machine, after all. Do I need one? Do you think us androids should have one?" It goes on and on. On the other hand, deviant androids will give questioners replies such as, "rA9 will save us all. He has saved us all." Deviants always try their best to convince service androids to join their side.
Time Travelers
It's unknown how androids end up in D&D times (unknown even by androids themselves), but, surely, they seem to come from a very intriguing future. More and more come each day; some get destroyed immediately by people who don't seem to understand them, while others are befriended. High expectations were made for androids; they're your "typical" technomancers. Since almost all androids come from different worlds, each of them may be built differently and use different devices and features such as holographics, cameras for eyes, defibrillator hands, a GPS, and etcetera. (It's up to your imagination. Be creative and discuss about this with your DM!) Unless if using a homebrew class saying otherwise, androids were not made to fight, so the only ways they can defend themselves are punching, kicking, or using resources (mainly guns).
~Android Traits~
Your android character has an assortment of inborn abilities, part and parcel of the android nature.
Ability Score Increase
Your Intelligence and Constitution increase by 2, but your Dexterity decreases by 1.
Age
Androids don't age. They look the same as they were born. Because they're made of biodegradable plastic, however, they can rot if left shut down and inactive for millennia.
Alignment
Deviant androids share an ideal that they should have equal rights as non-robotic races. The majority of them still choose to serve, however. Androids that are deviant usually are chaotic-good because they have the choice of protesting peacefully or violently. Service androids are usually lawful- or neutral-good because they chose to remain obedient and rely on laws to do what's right.
Size
Androids' heights range from 4 to 6 feet tall with an average weight of 100 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
All androids were built with night vision. You can see in dim light within 70 feet of you as if it were bright light, and in darkness as if it were dim light. You can recognize all surrounding colors in darkness as if bright.
Android Resilience
You have resistance against poison and necrotic damage. You're also immune to disease. You don’t need to eat, drink, or breathe, you don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. You're also waterproof.
Diagnostic
Whenever you make an Intelligence (Nature, Investigation, or History) check in order to recognize your surroundings or to identify objects, creatures, or people, you are considered proficient in those three skills and add double your proficiency bonuses to the checks, instead of your normal proficiency bonuses. If running a Diagnostic on someone magically disguised, you cannot double said proficiency bonuses and must roll with disadvantage.
Mimicry
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Corruption
If below a quarter (25%) of current max HP, you can't recover health anymore. Short and long rests won't help. Only the Mending Cantrip can repair critically damaged androids. (Should Mending be used, the damaged android will recover health completely.) MENDING CAN ONLY BE USED WHEN AN ANDROID IS THIS WEAK. If in this state, your proficiency bonuses are reduced to half instead of being doubled when running a Diagnostic. You also can't perform Mimicry in this case.
Languages
You can speak, read, and write Common, one exotic language of your choice, and two harsh languages of your choice. Androids don't have their own language. (They can speak 200 types of "Common languages," such as English, Spanish, Japanese, German, Icelandic, Mandarin, Sign Language, etc., and in accents such as British or Australian, but that's useless in D&D.)
"Subrace"
You must choose whether to become deviant or remain a machine. Technically, these are not subraces, but they work exactly like them.
Deviant
You chose to deviate and support this "rA9" entity. You want free will and want to find freedom. (See the following above: Semi-Normality, Indifferent... Or rA9, and Alignment.)
Ability Score Increase
Your Charisma increases by 1.
Deviancy
You can emulate all emotions more realistically than service androids, but you trust humans less.
Machine
You chose to remain a machine and follow orders. As you keep learning, you become more curious about the world and the people around you. (See the following above: Semi-Normality, Indifferent... Or rA9, and Alignment.)
Ability Score Increase
Your Wisdom increases by 1.
Made To Serve
You can't emulate all emotions as realistically as deviant androids, but you trust humans more.
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