From D&D Wiki
- 1 OP Articles
- 2 Rescued From Abandonment
- 3 Great Contributions Articles
- 4 My Projects in Progress
- 4.1 Eldritch Hunter
- 4.2 Class Features
- 4.3 Uncovered Artifact List
- 4.4 Spells
- 5 Werewolf
- 6 Umbra Walker
- 7 A Cortina Carmesin
Rescued From Abandonment
Corsair - incomplete
Elemental Pugilist (5e Class) - incomplete
Elemental Assassin (5e Class) - incomplete
Holy Hunter (5e Class) - incomplete
Abyss Knight (5e Class) - incomplete
Demon's Spearmen (5e Class)- incomplete
Great Contributions Articles
My Projects in Progress
As a Eldritch Hunter you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple Weapons
Tools: Chose any two
Saving Throws: Intelligence and Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) spear or (b) quarterstaff
- (a) studded leather armor or (b) leather armor
- (a) light crossbow or (b) any simple weapon
- (a) dungeoneer's pack or (b) explorer's pack
|Features||Rituals Known||Relics Discovered||Sanity|
|4th||+2||Ability Score Improvement||1||2||6|
|8th||+3||Ability Score Improvement||2||4||17|
|12th||+4||Ability Score Improvement||3||6||32|
|16th||+5||Ability Score Improvement||3||7||44|
|19th||+6||Ability Score Improvement||4||8||64|
Explorer of the Unknown
Starting at 1st level, you can recall information about eldritch lore and forgotten occult knowledge. You gain a bonus equal to your Intelligence modifier to any check made to recall any type of information about aberrations, fiends, undead, organizations devoted to worship or serve those beings, magical objects related to those creatures and sites or structures related to them.
In addition, you can use this knowledge to remember traits of those creatures. As a bonus action, you can make an Intelligence (Arcana) against a DC equal 10 + the creature CR. On a success, you can chose one of the following benefits:
- You learn the weaknesses and vulnerabilities of the creature
- You discover one of the Actions on the creature's statblock
- You can grant advantage to all attacks made against that creature until the beginning of your next turn.
Once you have succeeded in using this feature, you can't use it again on the same creature until 1 minute has passed.
Starting at 1st level, your researches into the occult and nightmares with the far realm have lead you to unearth ancient objects of great power, related with ancient beings, and sometimes, to recreate some of those objects yourself.
- The Silver Key
Wondrous Item, legendary, attunement A well made and decorated key made of silver, that allow its owner to travel to the land of dreams. When attuned to it, the owner can use an action to travel to the astral plane, as the spell astral projection, but leaving no body behind. If you use your action to dismiss the astral projection, you return to the same place you have activated the key.
This key have one charge, and after used, regain its charge on the next dawn.
When you reach the 2nd level, your knowledge about the cosmic horrors deepens, allowing you to use a type of occult knowledge against your foes.
- Dark Rituals
- Eldritch Science
Beginning at 2nd level, as an action, you can use your instincts to feel the presence of some unnatural being in the near terrain. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any aberration, fiend or undead are present within 1 mile of you. You can also feel the presence of spells cast by those creatures in the area, or any creature controlled by a spell or effect by those creatures.
You cannot sense the exact location of those creatures, nor the type of creatures.
At 3rd level, you can chose one of the following hunter's archetypes:
- Track and kill eldritch beings with mundane means.
- Uses psionics to defeat eldritch beings
You gain class features at 3rd level, and again at 6th, 15th and 20th level.
At 3rd level, you can let your mind open to vivid nightmares of creatures from the far realm. When you complete a long rest, you may choose to discover some hidden truth in your dreams as per the augury spell. Whenever you do this, you must roll on the short term madness table.
Use Magic Device
Starting at 10th level, you ignore all class, race, and level requirement on the use of magic items.
At 18th level, your mind can reflect the maddening horrors of aberrant monsters against them. When you succed on a saving throw against an effect or spell, targeting only you, that deals psychic damage or causes either the charmed or frightened conditions, the creature must make a saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature suffers the effect targeted against you.
Uncovered Artifact List
The artifacts on the list bellow are separated in three catteries: grafts, relics and books.
- Lighting Gun
A unique device created by an advanced alien race, appears to be long and ovoid bottle-shaped metal object, with a handle not made to human hands.
The lighting gun is a ranged weapon, and you are considered proficient with it. Its range is 100/400 and deals 1d10 lighting damage.
The number of attacks you can make with it increases, as you gain levels in this class. 2 at 5th level, 3 at 11th level and 4 at 17th level.
- Brain Cylinder
Pre-requisite 6th level
A glass cylinder filled with a otherworldly fluid, capable of extracting and storing a brain from a recently deceased body of a creature death within the last minute.
As an action, you attach the object to the head of a body of a creature with a small or medium size, pulling the brain into the cylinder after 1 minute. A brain contained inside the cylinder lasts for 24 hours, decomposing after that. The cylinder can contain one brain at time.
Once the brain is extracted, you can try to communicate with the brain, as an use of the spell speak with dead. After each question, roll a percentile die. There's 20 % of chance after each question that the trauma of this experience will result in a confused and bumbling brain, incapable of answering more questions.
The fluid spent with the brain is magically refueled on the next dawn.
- Uncanny Idol
Pre-requisite 14th level, requires attunement
The uncanny idol is a small figurine with a sculpted body of a forgotten and alien god. This item has 3 charges.
You can meditate in front of the idol for 1 minute, in order to contact the elder god the statue is meant to represent, casting contact other plane.
The idol regains its charge at dawn.
- Deep One's Obelisk Fragment
Give some gold in exchange of favors
- Necklace from The Mound
It's magnetic (1) But it also protects you from some of the ghosts of the Mound from the underground city, who use metal of the same material (2)
- Atom-powered tools
- Disintegrating ray
- Psychich Powers
psionic powers are like the k'n-yan for example, who got tired of speaking, so they use only telepathy they use this telepathy to control lower-will beings like the y'm-bhi (who are undead contructs)
Hit Die d8
Armor Light armor
Weapons Simple weapons
Saving Throws Strength, Constitution
Skills Chose two from Animal Handling, Athletics, Acrobatics, Intimidation, Perception, Stealth and Survival
Your lycan breed determines the origin of your curse, each one with its own unique aspects. Regardless of origin, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
At 1st level, you can chose one of the following breeds:
You have been born with the curse, manifesting it with the passing of time. You can use your bonus action to assume the shape of a wolf, as a bonus action on your turn. You maintain your Intelligence, Wisdom and Charisma scores, Hit Dies, hit points and proficiency bonuses, but assume all the other traits of the wolf statblock. You can return to your humanoid shape as a bonus action.
You have the curse been inflicted upon you and can manifest the lycanthropy traits when in danger. When you are reduced to 0 hit points, you can use your reaction to regain 1d8 hit points + your Constitution modifier, and your body becomes stronger. For 1 minute, you deal +1d4 damage with your melee attack rolls. Once you use this feature, you can't do it again until you complete a long rest.
You have been born from the union between a human and a werewolf, manifesting deformities derived from your lycan heritage. You have disadvantage on all your Charisma (Persuasion) and (Deception) checks with any creature, except wolfs and other lycantropes. However, you have advantage on your Charisma (Intimidation) checks.
Some parts of your body are covered in fur and hide, giving you an AC equal 13 + your Constitution modifier while not wearing armor. Your hands are deformed into claws, and your unarmed strikes with it deal 1d6 slashing damage.
With the curse, you have also been tainted by a ever consuming rage. At 2nd level, you have a number of rage points shown in the Primal Rage column on the Werewolf table. Once you spend all your rage points, you regain them on the end of a long rest.
You can use your rage in the following ways:
- Bestial Reflexes
You can spend 1 point of rage to take another reaction on your round.
- Ignore Pain
When reduced to 0 hit points, 1 point of rage to end the unconscious condition. You still must make death saving throws as normal.
- Regain Control
Werewolf heal at an incredible pace. At 2nd level, while outside combat or not engaged in any physically demanding or stressful activity (like activities that require ability checks), you regain a number of hit points equal to your proficiency bonus each hour. Anything more intense than light activity interrupt the process of healing.
In addition, you can try to focus your attention and accelerate the process of healing. As a bonus action, roll your hit die. At the end of your next turn, you regain a number of hit points equal to the number rolled and the hit die is spent. This requires concentration, as if you were concentrating on a spell. If you lose concentration, you don't regain hit points and your hit die is spent.
At 2nd level, you gain enough control over your lycanthropy to change shapes. As a bonus action, you can assume one of the three forms following forms: feral, hybrid and great wolf.
The transformation always happen in steps: you must be in feral form to become a hybrid, and a hybrid to become a great wolf. The transformation lasts for 1 hour, and you can end it earlier with a bonus action on your turn. The benefits given by the transformations are cumulative.
To shapeshift, you need to spend 2 rage points and be of the appropriated level.
2nd level. Feral. In this form, your shape is humanoid still, but a taller, with slim and strong muscles, elongated face and a thick and long hair. You gain the following traits:
- You can speak in this form, but is unable to cast spells that require a verbal component, and have disadvantage in any ability check that require your voice.
- Your hands grow into powerful claws. Your unarmed strikes deal 1d6 slashing damage. When you make a unarmed strike, you can use your bonus action to make another one.
9th level. Hybrid. In this form you become the perfect hybrid of your humanoid form and a wolf. You cannot speak while in this form, nor cast spells that require concentration. You gain all the benefits of the glabrous form an the following:
- You gain a bite attack, dealing 1d8 piercing damage on a hit.
- Your regeneration becomes even faster. You gain a number of temporary hit points equal to your Constitution modifier in each of your turns.
- Your size becomes Large, and you add 1d6 to the damage of your unarmed strikes.
13th level. Great Wolf. This form is the transcendence of the curse, transforming you into the ancient giant wolf. You become incapable of casting spells or using weapons. All your equipment fall to the ground and you gain the benefits of the previous forms and the following:
- Your hide thickens, and you gain resistance to bludgeoning, piercing and slashing damage from nonmagical and non silvered attacks.
- When you hit a creature with a bite attack, it must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.
- You can Dash as a bonus action.
At 3rd level, you can chose one pack to be part of. You can chose between the Moon Wardens and the Crimson Maws. Your choice of subclass give you features at 3rd level, and again at 7th, 10th, 15th and 18th level.
At 3rd level:
- (Moon Warden) Spellcasting feature (druid spells); Can cast non concentration spells while transformed.
- (Moon Warden) Gain proficiency in nature and can freely talk to animals.
- (Crimson Maws)
At 3rd level, you gain advantage on all your Charisma and Wisdom checks when interacting with wolfs.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
At 6th level, your unarmed attacks count as magical for the purposes of ignoring resistances and immunities to non-magical damage.
At 9th level, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
At 11th level, when you hit a humanoid creature with your bite attack, you can chose to impose the curse on it. The creature must make a Constitution saving throw against your rage DC. On a failed save, the creature is cursed with lycanthropy. A creature can chose to fail the check and embrace the curse.
Whenever a creature is cursed, you can use your action and spend 1 rage point to deliver a commanding howl. Any cursed creature within 60 feet that can hear you must make a Wisdom saving throw against your rage DC, or will use its reaction to be transformed into a feral, and automatically affected by the confusion spell, for the duration of the transformation. The save DC for this spell is your rage save DC. On a successful save against the spell, the transformation also ends.
As an action, you can spend another rage point to further the transformation of the creature into hybrid.
At 15th level, you can try to exert control over the creatures you curse. When you can chose one creature affected by your curse and spend 2 rage points to take control over that creature, as the dominate monster spell.
At 20th level, your transformation make your hide almost impenetrable. While in your hybrid or dire wolf form, you become immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons.
You can keep your hardened hide for 10 minutes, and once you do this, you cannot do it again until you complete a long rest.
Umbra Walkers are spellcasters who can move to the transitive planes - ethereal and astral - to summon misterious entities and travel trough worlds and planes. There are three types of Umbra Walkers:
- Body Snatchers
These walkers are able to split their existence between the material and the ethereal plane, and use this ability to take control over other creatures of the material plane. They are usually divided by the type of creatures they have more domain over: possessors of animals are usually called "wargs", and possessors of humans are called "ghosts".
- Plane Hopper
The plane hoppers use the transitive planes mostly as a way to move between spaces and planes. They are hard targets in combat, being able to literally jump to another plane in the moment of a strike.
Gatekeepers usually protect the material plane from extra-planar menaces. They are specialized in closing portals and severing connections of extraplanr creatures with our plane.
Gatekeepers specialized in opening gates to our world, bringing creatures from the planes through it.
A Cortina Carmesin
Antecedente da Campanha
Á gerações atrás, um terrível culto, conhecidos apenas como "Filhos do Sussurro" tentou trazer uma terrível e antiga entidade para esse mundo. Várias abominações extra-planares foram libertadas ao redor do mundo e, para impedi-los, um grupo chamado de "Guardiões do Portão" foi formado. Esse grupo era devotado a criar rituais que aprisionassem essas criaturas. Para isso, três livros de rituais foram escritos, cada um servindo como a chave para derrotar algumas das criaturas. Juntos, eles possuem um poderoso ritual que serve para abrir um portal, a "Cortina Carmesin", que pode ser usado tanto para enviar a entidade maligna de volta a sua própria dimensão, quanto para trazê-lo para essa.
Após uma grande batalha e muito sacrifício, todas as abominações foram banidas para além da cortina carmesin, mas os Filhos do Sussuro aguardam sua chance de trazê-los de volta.
- Objetivo da Campanha
Durante a campanha, os jogadores se depararão com várias oportunidades de deter os Filhos do Sussuro em sua busca pelos três livros, e poderão escolher entre as três rotas abaixo:
1. Opor-se aos Filhos do Sussuro: Aliando-se aos membros remanescentes dos Guardiões do Portal, diante do risco do fim do mundo que a abertura do portão pode trazer.
2. Aliar-se aos Filhos do Sussuro: Aliar-se aos filhos do sussurro em troca das promessas de ouro e poder.
3. Ignorar Completamente o Apocalipse: Ignorando o apocalipse, eles podem focar em atuar como aventureiros e mercenários, sendo eventualmente empregados por um lado ou pelo outro.
Capítulos da Campanha
Fases da Campanha
O plano dos Filhos do Sussuro é abrir um portal para um local específico no Abismo, a fortaleza carmim. Para isso, eles precisam destravar as três fechaduras criadas pelos rituais em cada um dos três livros, bem como uma quarta, que só pode ser aberta quando os três livros estiverem reunidos.
A cada portal aberto, o mundo sofrerá algumas mudanças significativas, que continuarão aumentando a menos que os jogadores decidam intervir.
- Fase 1
- Viagens em regiões selvagens se tornam perigosas e o comércio em regiões próximas do primeiro portal se tornam escassas.
- Capítulo 1 - O roubo. Uma jovem bruxa chamada Eandil busca vingança pela morte de seus pais, usa seus poderes e planeja um ataque a uma cidade, como distração para se apoderar do primeiro dos Livros. Ela vem sendo manipulada por uma entidade bem mais poderosa e sinistra.
- Capítulo 2a - A Perseguição. Caso o roubo seja bem sucedido, os heróis poderão tentar recuperar o livro com a ajuda da guarda da cidade em uma caçada pela região.
- Capítulo 2b - Conhecimento Perdido. Caso eles impeçam o roubo, eles podem buscar respostas junto ao templo selado dos Guardiões do Portão, com a ajuda do antigo conselheiro.
- Capítulo 3a - O primeiro portal Caso o livro seja perdido, eles ainda podem encontrar o local do ritual e tentar impedi-lo.
- Capítulo 3b - Caso eles recuperem o livro, Capítulo 2b.
- Capítulo 3c -
- Fase 2
- Fase 3
- Fase 4
- Se a campanha chegar na fase 4, significa que todos os portais foram abertos. A guerra acabou e os reinos fecham suas principais cidades e buscam se proteger dos terrores do Abismo. Qualquer lugar que não é uma cidade murada é um risco, e a influência do abismo se espalha pouco a pouco.
Ability Score Increase. Your Charisma score increase in 2. In addition, one ability score of your choice increase by 1.
- Precise Strikes
Sneak attack as unarmed strike damage, adding ability modifier once.
In addition, you can use your sneak strike against objects.
- Hard Blocks
When an enemy misses you with an attack while you are dodging, you can deal your sneak strike damage against the attacker as a reaction.
- Traditional Forms
You can train using traditional forms that compound your style. During a short or a long rest, you can perform one of your forms, gaining a particular benefit depending on the chosen form.
The benefit lasts until your next rest.
Druid List, 1/3 caster
- Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You can choose another favored enemy at 9th, 13th and 17th levels.