User:Mephistopheles

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Pillar Men[edit]

Flesh Manipulation: At level 1, you can manipulate your hands and feet, and you make a CON saving throw, taking Pd4 damage on a failed save. You can also drain health from targets you grapple successfully. At level 10, you can manipulate your arms and your legs but still need to make a saving throw. In addition, you can make a reaction roll whenever attacked with disadvantage to dodge the attack. At level 20, you can manipulate your torso and pelvis, requiring the saving throw and you lose the disadvantage when doing your reaction rolls. At level 30 you can manipulate your whole body without making a CON saving throw, and you have advantage on your reaction rolls. Flesh manipulation health steal dice: Lvl1: 1d3+P Lvl5: 1d4+P Lvl10: 1d6+P Lvl15: 1d8+P Lvl20: 1d10+P

Darkvision: 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.

Superior Intellect: You have advantage on any intelligence rolls and checks due to you vast intelligence as a pillar man.

True Form Revelation: Once per long rest when at 25% hp, boost AC and damage rolls by half your CON modifier, you also gain advantage when trying to grapple a target. This power lasts for +P rounds.

Sunlight Hypersensitivity: You take 3 radiant damage when you start your turn in direct sunlight. This damage ignores resistance and immunity. While in sunlight, you have disadvantage on attack rolls and ability checks.


Lore[edit]

The Pillar Men come from an ancient race of humanoids that possess extraordinary strength, intelligence and lifespan. This race once ruled the Earth, living at the top of the food chain and consuming humans who regarded them as either gods to be worshiped or demons to be feared. However, because of their great abilities and physique, the race followed the "rule of evolution" regarding the trophic level: the "higher" it "evolved", the fewer its population became. They remained unable to overcome their adversity to sunlight, yet were content with their lives regardless. One among this tribe named Kars did not accept his kind's way of life and sought perfection. This led to Kars creating the Stone Mask to bring out his race's full potential through acupuncture. He found that the mask worked effectively on humans (though turning them into vampires), but the thickness of his species' skull only enabled the mask to partially unlock its full potential. The result was enhanced body manipulation, presumably unlocking the use of Elemental Battle Modes, with a increased hunger. Fearing the threat posed by Kars's genius, the tribe sought to execute him in order to maintain natural order. Kars retaliated by massacring most of his race, including his parents. Only Kars, his co-conspirator Esidisi, and two infant children (Wamuu and Santana), were the sole survivors of their race.


Physical description: Very similar to humans but the main differences being in size as pillar people are a bit larger than the normal human.


Culture: Honorable but prideful, they view humans and vampires created by their stone masks as lesser than them and often ate or killed them outright and found bonding in combat and killing of others, they are only truly friendly between themselves being seen by humans as gods and or demons.


Naming style: Greek or ancient mesoamerican

Stat mods: +2 INT, +1 STR You choose a mode, attacks made with the mode have their modifier being CON+P.

Age: Pillar People reach maturity at age 18 and can live for thousands of years.

Alignment: Pillar People like to take what they want and most live by a code of honor although they are capable of doing good and evil.

Size: Your size is medium.

Languages: You can speak, read, and write common and one other language of your choosing.


Wind Mode[edit]

Stat mods: +1 WIS

Divine Sandstorm: Major action, twisting your arms clockwise and counterclockwise at great speeds, the user creates two vortexes of immense power that inflicts two stacks of bleed as it shreds through the flesh of your targets if they are adjacent to each other. Level Damage 1 1d3 5 1d4 10 1d6 15 1d8 20 1d10

Moisture Suit: As a minor action, using rib bone like structures poking out from your chest that allows the user to cloak themselves in water vapor that reflects sunlight making them invisible. Engaging combat removes your invisibility.

Atmospheric Rift: As a full round action, using the same rib like bones that are used in the moisture suit, you stay stationary as you send your lungs into overdrive as they pull in air and shooting it out your head horn at high pressures to shred through everything, also taking half of the damage you dealt, as it pushes your body to its limits. Level Damage 15 4d8 20 6d8


Fire Mode[edit]

Stat mods: +1 STR

Boiling Blood Shot: Shooting your boiling blood out like liquid projectiles you burn and scald your target as a major action, and burning enemies for CON+(lvl/10) rounds. Level Damage DoT 1 1d2 +1 5 1d3 d2 10 1d4 d3 15 1d6 d4 20 1d8 d6

Burning Defense: As a reaction, if your AC is broken at melee range, having the attacker make a DEX save. If they fail, they are hit with boiling blood. You may do this a number of times per strife equal to your CON mod.

Hot King’s Bomb: Lashing out your vein tendrils and injecting a target with boiling blood within 15 feet, you mark the target to explode as a living bomb, though the attack deals no initial damage. The target will be marked to explode at 25% health if marked before, or explode instantly if below the threshold when marked. The damage is equal to their remaining health, rolling 2d10 to determine the explosion size.



Bone Blade Mode[edit]

Stat mods: +1 INT.

Bone Blades: This weapon is formed from hard bone and skin from the user to form two short swords attached to their forearms. It tiers up as a weapon every five player levels.


Blades Teeth: Combined with the users speed and strength, these teeth cause all attacks to go up one damage dice size and cause a stack of bleed.


Cleaving Strike: As a major action, the user cuts five feet through cover and hits up to 3 adjacent targets, with disadvantage. At level 20, 4 targets can be selected and you attack without disadvantage, and all enemies hit are bled.


Blade Dance: As a full round action, the user slashes around the target utilizing their Pillar Man, speed striking them up to 5 times. For each successful attack adding a stack of bleed to the target.

Dazzling Riposte: As a reaction, make two separate attack rolls against a melee attack roll that has hit you, if you roll higher, you attack the enemy. Criticals cause the enemy to be blinded for P turns.


Clever Strike: Full round action, attempt to blind the enemy. If successful, make an attack with advantage and if that attack hits, inflict P rounds of bleed. If both attacks hit the target, you can then use Blade Dance against them. If the first attack fails, you may still use the basic follow up attack, without advantage although you may not use the blade dance follow up attack.

Level Description: 1 All attacks available to swordkind but DD is one size lower. 5 DD size up by one. 10 Cleaving Strike and Blades Teeth unlocked, allowing for bleed and DD size up by one. 15 DD size up by one. 20 Blade Dance, DD size up by one. Blade Dance now gives target disadvantage on their next attack. Blade Dance dismembers on criticals, Dazzling Riposte, Clever Strike.

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