Posted in Player Races

The 7th gift for the 7th Daughter

It is rather common for a new wind to be created when somebody creates four separate moons each with a separate card power.

When this happen the moon forger of thune is consiserd to be holding four aces and thus has been considerd as having won in a war of  reason against the forces of darkness.

Regrettably some considered this to be too much power for one person to command all by themself so they instead create a wind. This wind can spread the influence of all four moons all over Thune.

However these winds themselves are so powerfull they can also create tornados. So the force of these winds themselves is contained in a special soul rune that a moon forge can adopt.

For the most part these rune winds go left alone to help fic the globe on their own however there are a good number of cases where folks hold onto and govern their rune wind.

Doing this always means careing for a sentient being and keeping them from demonic harm it also means facing demonic harm yourself thus you are granted what some call the 7th gift.

Holding the 7th gift means that all of Thune can reap the benefits of your moons

It also means that as a 7th gift gurdian your type officially changes to celestial and that you become the mane hope for defending others from demonic harm when they are dreaming on the astral plane.

7th Daughter.

Medium Celestial, Typically Chaotic Good

Armor Class 14 (studded leather)

Hit Points 10 (1d8 + 2)

Speed 30ft.  fly 40 ft.

STR

12(+1)

DEX

14 (+2) <+4>

CON

15 (+2)

INT

10 (+0)

WIS

14 (+2) <+4>

CHA

10 (+0)

Saving Throws Str +6, Dex +4

Skills Athletics +6, Perception +4, Stealth +4, Survival +6

Senses darkvision 60 ft., passive Perception 14

Languages Celestial, Common

Challenge 1 (100 XP) Proficiency Bonus +2


Actions



Soul Sigil: Your central heart sigil flares to lifife calling channeling 50% of you lunar power through you once per day for ten minutes when this happens you receive these benefits.

1: Demon Slaying: all your weapon attacks do 1d4 per proficiency modifyer radiant damage per hit fiends are considerd vulnerable to this damage.

2: Heavens Reach: The natural range of the bow increases to 600 feet and its critical range is 19-20

3: Vanquishment. On a critical hit a demon must risk getting suck back into the pit but this time as a quasit. The DC for the Demon to resist this is Wisdom (Dc 12 +Wisdom+ Proficiency modifyer)

4: Dream Warden: If you kill a demon on the Astral plane your Soul Sigil grows and expands. Feel free to add any one of these spells to your list of innate spells. All these spells are considerd cast as a 7th level spell caster

  • Bless
  • Cure light wounds
  • Aid
  • Create food and water
  • Sheilf of faith
  • Protection from evil and good
  • Know alignment
  • Lightning bolt



Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) radiant damage if the target has comited a major felony instead last month.

Spellcasting. The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:

At will: dancing lights, druidcraft, spare the dieing

At level 5 you also get

1/day each: goodberry, pass without trace, tongues, healing word, lesser restoration. revivify

Whirlwind of Aces

Once per short rest you may also conjure a whirlwind of aces to serve you for one hour during that time period you get these four elemental force power of all your forge moons but reduced to manigible amount of primordial magic.

Northern spades wind: this wind let’s you weild one item up upto rare quality along with a +1 aresting bowthat you are alwaysc equiped with but the spades wind returns these things to your person.

Eastern Diamond wind: grants you triple advantedge on the enemies harming your party when you normal would not gain advantedge.  Aditionaly you are also considerd to have the sharp shooter feat

Southern wind of hearts. You are enhanced by these three spells hast, magic weapon flame arrow spell.

Western Wind of Clubs: You get acrobatics and athletics you can balance yourself and fire your bow with just a DC 12 + the number of arrows yo wish to fire. You also gain a +1 luck bonus to atack and damage with your bow.



Bonus Actions

Arrow forge: you can conjure an arrow force that can  also carry the strength of your heart sigil please feel free to create any one of these arrows.wind

You may use each Arrow shot a number of times per short rest equal to their proficiency modier -1

  • Areesting arrow : Stuns foes on hit with a a constition save of DC 12  +  proficiency +  wisdom modifyer.
  • Vanquishing arrow: forces an outsider to be banished and all others to diapear for 1d4 rounds resisting requires wisdom DC 18.
  • Delivery arrow: upon a hit you may  also deliver a level one or level two spell on the target or his area.
  • Mercy’s grace: This arrow does not damage and instead heals 1d8 health.
  • Triple threat: you mak  up you three atacks as the arrow splits into three parts each has a base damage  of 1d4 points of damage. Shooting alll three uses up your entire action.
  • Boom bolt: this arrow explodes has a DC dexterity 16 or take 3d4 electric damageing and foe that drop because of damage doesn’t die but rather goes unchonus for 48 hours
  • Warp shot: after the arrow hits something you may cast mist step to that area.
Posted in Deadly Foes, Player Races

Storm Callers

Thet say storm callers were once the little. They say there is a species of storm callers for every moon in the star system. lightning bugs that lit up our gardens but l8ke so many creatures many got wiped out and tucked into the real of feyri.

Their tiny bug bodies possessing no significant inteligence of their own what now granted very significant dense dark matter networks of arcane force that would put many super computers to shame.

Their lucky abdomens hold incredible lunar powers linking then with the nydilcan system that gives them life with a core soul sigil in their chest <thorax>

It is with these gift that they take on a sacred mission to guar arthropodic fauna from harm and devastation. After all there is no greater honor for a celestial body than to host life in her gravity well.

On occasion though an employing lunar force may need a champion or a new moons may  need to be born  and that’s when a new storm callers clan rises to claim that honor

Storm callers love to act as go betweens terrestrial an lunar forces and always strive to one day be that hero for whom a book is written so that they may inspire the creation of new moons for eternity

Armor Class 12

Hit Points 1 (1d4 − 1)

Speed 10 ft., fly 30 ft.

STR

8 (−1) <-2>

DEX

14(+2) <+4>

CON

12 (+1) <+2>

INT

10 (+0)

WIS

14 (+2)< +4>

CHA

14(+2)<+4>

Skills Perception +4, Stealth +7

Senses passive Perception 14

Languages Sylvan Common

Challenge 1/4 (50 XP)

Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.

Lunar Guard Elite. Storm callers can weild any light weapon that is for a medium sized creature as two handed weapon and if they do this they can still add use their Dexterity score  in place of a strength score if the weapon they are useing is itself a finess weapon.

Lightning speed. Once per short rest they can cast hast and expitious retreat on themselves

Strike like lightening.  All melee weapons being welded by the storm callers do 1d4 extra points of electricity damage for as long as they are pruned to a +1 magical weapon or better

Raiden furry. You may select a unique featur bellow here to represent your unique storm callers species.

  1. Once per short rest You can also cast scorching and  substitute fire for electricity damage instead.
  2. You smite evil as if you were paladin of your level plus 2 or somebody with three levels in paladin whichever is higher.
  3. You can cast these spells once per day as well. Enlarge, fear, sending. Improved invisibility, detect thoughts.

Innate Spellcasting. The pixie’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component

At will: Shocking grasp

1/day each: confusiondancing lightsdetect evil and good,  sleep, lightning bolt

Aditionaly you may choose a number of options to represent your unique species.

You can choose

  • Soldier species: two feats of your choices
  • Royal species two third level spells once a day.  Your choice of spell. + 2 languages and one skill
  • Worker species one booster levels in paladin and one rare weapon of your choice.
Posted in Player Races

Why Villains shun the Frumious Bandersnatch

The Bandersnatch

a glowing holographic angel suspended in midair, wings spread wide, shooting a radiant magical bow with shimmering energy arrows, set against a futuristic cityscape at night

Before you stands a golden statue of a tiny angel shooting a bow. the craftsmen ship on this object alone should grab you 8000 gold easy

but as you approach you notice that something is off the eyes of the creature light up as you stepped on a panel in the floor as the bow send out a bolt of electricity.

you get fried in place stunned to the ground but fortunately for you the lightning bolt that zapped you also broke the curse keeping the Bandersnatch asleep

What is clearly Iron pyrite falls to the floor revealing an angel of energy who flies over to you to heal your wounds. Thankfully she seems grateful after sharing your favorite beverages at a local tavern she tells you the combinations and secret places to treasure boxes in the warlord’s castle. After a few more rounds of happy jokes, you ask about her and what she is, and this is what you learn.

A bandersnatch was once a counter terrorist protocol system so advanced that she became self-aware and selflessly saved the world in her quest to aid the Magellan program but was deleted and fragmented in the line of duty but not before the Magellan system was conserved and exported to a safe area where he helps his old friends from an unknown remote location.

So moved and touched was the creator by this heroic sacrifice that he brought them back to life on the battlefield they defended their country in, but little did everyone know this was actually an offshore server station where she reformed as an immortal angel. This area offshore area was known as the Green River a nexus connected to not only the hierophant’s hub of otherworldly portals but also to the world itself.

a holographic mermaid encased in a floating crystal sphere, her hair flowing like water, shooting a powerful lightning bolt from her hands, set against a stormy ocean backdrop with glowing waves

There were many Bandersnatches at Green River one for each AI system that got fried trying to save the American mainframe grid Magellan was tied to. There was also a wide array of programs that had no intelligence tied to them which came along with the Bandersnatch’s as magical objects of great power.

Every security protocol that was created by a defending nation had to it a twin linked magic item of celestial energy that lived in Thune. Robots do indeed dream of electric sheep and the place they see them is Green River a back door to Thune and its the free nations surrounding Aderon.


**Age:** Adult Bandersnatch reach maturity around 2 years old.

**Physical Description:** Bandersnatches look as if they were golden statues when asleep because they case themselves in iron pyrite when they do. However when they wake up they become beings of angelic light. encased in a firewall of divine protection.

They range in height from 8″ to 10″. and weigh less than a pound.

Tiny celestial, Lawful Good

Speed: 20′ feet fly 40′

Damage resistance: Radiant

Condition immunities: Charmed, exhaustion, Frightened

Senses: Darkvision 120 feet

Languages: All

Ability Scores:

  • Dexterity: +4
  • Wisdom: +2
  • Charisma: +2

Skill Bonuses: A bandersnatch adds investigation, perception, and survival skills to her list of skills known

True Angels: Bandersnatches come with theses intrinsic angelic abilities

Angelic Weapons: Your weapons are considered magical and when you hit with a eapon you deal +1d4 radiant damage.

Healing Touch: 3 times per day you may heal any sentient being a number ofof hit points equal to 1d4 per proficiency modifier.

Change Shape: You can become a cuddly doll or a beautiful piece of golden art as you sleep or stand still. this feature work like the alter self’s disguise self-ability

Magic Resistance: You have advantage on saving throws and other spell like affects

Innate Spellcasting: Your innate spellcasting mod is wisdom, and you can cast the following effects.

Once a week: Commune, Raise dead.

At will: Detect evil and good, detect magic

Majestically Abstract: Bander snatches forms are also considered to be true works of art of a vary widely. each individual digital mind is a reflection of a programmer’s intent and how a being chose to grow with it.

Please chose any three of the following options below:

  • Transport bubble: A crystalline sphere lets you fly 60 feet.
  • Centaur form: You have the lower body of a centaur this give you strength +2 and a ground movement speed of 40 feet
  • Halo Fire: You have a bright halo and evil aligned foe that fight you must once per round beat your save or be struck with blindness.
  • Blade of angels: you wield a tiny sized great sword you are proficient with, it has a reach 5 feet. Your blade has the following profile: 1d6 +1 slashing +1d6 fire
  • A heart that Remembers Math: You wear the cloths of a Renaissance scholar. And have all sorts of jewelry that acts a micro chips.
    • You also gain +2 inteligence and you may select one more prestige item.
  • Rosario Breast Plate: An angelic symbol emblazons your armor and grants you the following spells once per day.
    • Protection from evil and good, Banishment
  • Sailors Gurdian: You have a long mermaid tail and gain a swim speed of 60 feet additionally you can also discharge a lightning bolt once per round that does 1d4 electricity per proficiency modifyer damage.
  • Angel of the Morning: You can voluntarily create an orb of light around yourself you get the following abilities
    • Once per day: Daylight, Beacon of Hope
  • Cloud of Valkyries: You fly around on a little cloud you can sit perch and take aim on this lets you add your dexterity and your wisdom modifier together for making ranged attacks

Bandersnatch’s come with the following initial features at level one.

  • Advanced Programing: A bandersnatch may make start play having three full prestige items of their choice and may select a new one whenever their proficiency bonus increases.
  • Velveteen Rabit effect: A bandersnatch is no longer a true construct but her mind and essence are still digital in nature so she may benefit from any feat or prestige bonus that benefits a construct being
  • Counter terrorism System: A bandersnatch can start play with one uncomon magic item she can convert into a rune caster
  • Criminologist expert AI: A bandersnatch is considered an elite agent not only will their ranger rank be considered two levels higher if the take on class levels of ranger but a bandersnatch is always considered to be a ranger 1/3 her class level if she has no ranger levels
  • Bleeding edge security software: The Bandersnatch was considered to be top level counter terrorist technology and as such any unique rules for the ranger that the DM can tolerate in a Thune campaign this would include all of them.
  • Tactical Containment Weapon: A bandersnatch may benefit from prestige bonuses as if she were a bunruku walker
Posted in Deadly Foes, Player Races

Jaberwok Hyde-walker

You a foreign dignitary step out from onto the pirates deck he is dressed in pirate garbage as twisted dragon wings sprought  from his back and his limbs extend into long  claws.

From the distance he opens his mouth and unleashes an onlought of acidic breath it travels a 120 fool

Distance to break mast the ship.

This is why the pirates kept no guns/ cannons on their ship.

Soon every pirate on board was doing the same thing untill there was nobody but the stable on their deck.

Some of the jaberwoks did flies yes but others took to the waters developing the lower bodies of an eel

Oh yes the jaberwook did gir and gamble through the water. They could also catch you in their talons to cary you of. And yes they made great work of the eyeliner spell as well.

The poem is not a nonsense poem at all its not  from crazy people jabering. Its about an organization.

An organization that figured if your not going to let us become magical monsters so that we can defend ourselves then we will just invent our own magic in our own world

Beware the jaberwoks my girl. With just a drink of their bland woeld potions you can have magics greater than any best or mage of Thune

But power like theirs it will always cost something.

Jaberwok. ( Hydeiwok/ Hyde walker)


Armor Class
 12

Hit Points 13 (3d8)

Medium size monstrosity

Speed 30 ft., fly 50 ft. ( wings only exist for for certain hydes)

STR

10 (+0)

DEX

14 (+2) (+4 to this stat as a pc race)

CON

10 (+0)

INT

11 (+0)

WIS

12 (+1) (+2 to this stat as a pc race)

CHA

11 (+0)

Skills Perception +5

Senses passive Perception 15

Languages English , Common

Challenge 1/4 (50 XP)

Dive Attack. If the jaberwok is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions

Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ( only available in certain Hyde forms.)

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

* You also get the following feats

  • Gun Grey Alchemy
  • Grey Sea Sage
  • Hyde form.

You may also choose to take one of three black spot bonuses you get for free.

Aditionaly all spells you cast are considered to be Grey alchemy  and thus is considered back handedly as long as it also exists on one of your spell lists

  • Chose two level 1 or 2 spells you can can now cast this at will.
  • Choose one construct whose cr is not 3 times greater than your proficiency modifyer  you can can conjure them as an emulus and they last for one hour before returning to the mist walk.

  • You can now use your own brain as a claptromantic system and in the process you gain can now gain these spells that automatically manifest on you when you use your Hyde form
    • Alter self.
    • Haste
    • Enlarge
    • Animal affinity (bull strength)
  • Each of the above effects last for 2d4 rounds when you engage your hide form. You start playing with one of these linked to your

Posted in Deadly Foes, Player Races

The Ring Master

A handsomely dressed carnival barker dressed in black with a top hat and cane toped with a  sin counter bauble.

The local bard plays a sad tune as the carnival  markers eyes transform into glowing purple amethyst gems

As the entities mouth opens you notice there ate no  teeth or tongues to it at all the being mouth area is just empty space as the being begins talking to you.

“Not all liches chose to become liches. Some liches ended becoming beneficiaries in a eldritch pact they didn’t know was being made for them when that happens its because somebody abused the wish spell so that it does something wrong it normally shouldn’t.

For a time all sorts of wild unfair magic exists untill it exists in the form of a monkeys paw. Then some rich Nobel buys that monkeys paw somewhere for a laugh and says the wrong thing around it then boom they end up with a twisted wish.

Such as the wish to live forever.

At first your portrait phylactery only thinks its an accurate  mirror and tries to drive you crazy to do anything. Then you just stuff all your magic gaffs in the basement and forget about them. After being ignored they twist and writhe in anger.

The once buetiful face you had as a painted lich fades and even the lips and tongue fall away in time.

Soon they die as what they were but return different. What was once a hideous portrait is now a beutifuly illustrated novel that can act as a spell book.

Thus the adventure begins a new to take your magic on the road, to collect more of it and to show the world what a heart and a mind can do when they work together.

You this time for certain rebuilt cell by cell back into the visage you once a before except this tome your form is just a bit more beutiful.

But you are just a level one necromancer at this point. Just another wet behind the ears necromancer trying to make a liveing in a cruel world.”

But you also have centuries of education  and eternity to plot out your rise to power.

Eldritch Power. A Ring Master also attracts and commands lesser undead, . Death knights often use warhorse skeletons as mounts.

Immortal Redeemed. A Ring Master can arise anew even after it has been destroyed.

Undead Nature. A Ring Master doesn’t require air, food, drink, or sleep.

LICH KIN/ PAINTED LICH (RING MASTER)

Armor Class 13(dex plus cane)

Hit Points 45 (9d8 ) Only as a dred form

Speed 30 ft.

STR

20 (+5) Only as a dred form

DEX

14 (+2)

CON

20 (+5) Only as a dred form

INT

12 (+1) (+2 to this core stat when used as player race)

WIS

16 (+3)

CHA

18 (+4) (+2 to this core stat when used as player race)

Saving Throws Dex +6, Wis +9, Cha +10

Damage Immunities necrotic, poison

Condition Immunities exhaustionfrightenedpoisoned

Senses darkvision 120 ft., passive Perception 13

Languages Undercommon, Common, English, Java

Challenge 8 (9,000 XP) ( 1000 xp mx per sparing session)

(These are the dred form powers of the ring master that may or may not persist with them as a level one necromancer)

Magic Resistance.  she has advantage on saving throws against spells and other magical effects. Moreover she is a  child of lillith (by choice ) so she ha all the Immunities of the black blood librarians

Marshal Undead. Unless the Ring Master  is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Dred power:. The Ring Master is a  spellcaster. Her spellcasting ability is Charisma  but she may add her inteligence mod to this number.

The Ring Master autmomaticaly adds these spells to his list of spells known when she gets the right level to learn them.

1st level : commandcompelled duelsearing smite

2nd level : hold personmagic weapon

3rd level : dispel magicelemen weapon

4th level : banishmentstaggering smite

5th level : destructive wave (necrotic)

Actions

( These abilities are standard fair for all ring masters)

Nothing up my sleeve: when you hit with a mellee weapon atack you can use any cantrip as a bonus action.

Transforming King of Spades trick:. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 1d6 (4) necrotic damage.

Hat of Tricks(1/Day). The Ring Master hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 10 + prof mod + into mod saving throw. The sphere spreads around corners. A creature takes 1d4 per profiency mod bonus in fire mage and 1d4 per proficiency mod bonus in necrotic damage on a failed save, or half as much damage on ar erp successful

Reactions

Hand is quicker than the eye:. The Ring master adds 4 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

********

The painted liches ,or portrait liches, and in this case the Ring Masters. look young soft an beutful but their portrait hides a more wicked version of themselves

When they destroy this portrait of their crimes. They then turn to a life of justice and that one portrait starts to burn away along with their dred power that gets confined to the forces of justice contained by their own made paladins creed. Theyb start taking a paladins oath only then can they look at there own pictures which now illustrates them heroicly throuaght their spell book.

However their lich phylactery is something far greater than a portrait now. Their lich phylactery is a belief a philosophy an idea.

Good look trying to destroy a philosophy because as long as at least one of our lich gifts lives on in some form we shall return in a weeks time

We a liches who will do things no other liches will dream of doing

We will fight for a cause bigger than ourselves.

***********

Painted liches including ring masters get a number of bonuses at each level to insure that that they can develop them selves in a sane peacefully way including the following.

************

1: In order to remain as sane as possible Ring Masters keep lots of friends and pay them well for their work.

From a hat of tricks you can pull out 250 gold per class level but they must spend half of o. Their party or lose 2 points to each mental stats as of their mental stats. Regains injured parts of of their mind requires 1 mounth per point lost.

**Carnival creed of to great Show man:

1: Pay those who work with you well, and give something back to society**

2; Analog soul aka non sentient soul coppies: The factual knowledge of a person along with a historical account of their public life, a list of steps to develop talent like their, and the coding steps necesary in order to make a claptromantic similar to them are all conjured from a special amethyst crystal called an Amathax.

Two amathz crystals can be hooked into you spell book as it absorb their knowledge granting you 100 years more unlike and these benefits

* One skill per amathax [ copied from donors list]

* Four bonus hit points per amathax

  • Two spells known level three  [copied from donors list]
  • Two languages: copied from the donors list.
  • Two tool proficiencies: copied from from the donors list
  • Two prestige bonuses coppied from the donors list.

You can hav upto as many amathax equal to you proficiency mod each new amathax adds 50 years and half these benefits to you life.

After 500 years you need to spend time reading your spell boook and meditating  at which point you can start replacing you amathax with new ones this will add more years to your un-life

*Carnival creed rule number two: When you got a eat dont do it by stealing from somebody else’s plate.

Tho curb the Ring Masters more ghoulish appetites he focuses instead on harmless pranks she can use to momentarily slow  the party

She does this by coming up with a challenge and if they beat it the rest of the party can select a prestige bonus from the Ring masters old Amathax collection.

Mean while the Ring Master gets to conjure 2,500 gold from his hat per class level and she can add one tactical or defensive spell to her list of spells known each tailored to perfectly help the party out.

Further more the Ring Master gets the spells forge purple haze wraith, that they can also use once per short rest. Aditionaly they get the feat: purple cloud jamboree.

*Carnival Rule Number three: I Grant you the honors I also grant to me.

In order to force themselves into becoming more courageous, heroic, and direct they force their minds into think up cunning clever ways of build other people up instead of tearing them down.

*A ring master cares for her friends more than anything and can master mind one plan to get the recourses to build them the perfect magical items

But to do this the part of a deadly plan to exercise demons disguised as humans and then contain them in magic jars that cant hurt Anybody

Then after the demons jars are delivered to the pit they come back empty but enchanted and can now be used as batteries that can be turned into rare magic items for them.

After doing this The Ring Master gets acess to the smite evil ability and any single target spell attack she makes may now benifit from the a smite evil factor. You smite evil with spells like a paladin of half your level.

Carnival Rule Number four: Fight like a proper warrior, or theirs the door.

In order to curb any lingering grandiose thoughts of rebuilding  the whole world Ring Masters try to rebuild themselves to be their best versions of themselves first and then to lead by example.

The Ring Masters show off what a master tactician can do as long as they never give up on them selves but in order to do this they give up something precious.

They cant directly use atack magic on anything unless they are being attacked and they need to defendvthe lives of themselves or others.

If they make that sacrifice they get something called overwhelming tactical advantedge. They are so mystical powerful and such advanced thinkers that they can hold concentration on three spells at once.

Aditionaly as long as they hold a gift from a friend in their hand thay can cast beneficial spells on that friend at any distance on the same plane.

Carnival Rule number five: dark powers ar only ment to keep your friends alive.

One final standard they hold themselves to so that they never find themselves getting too greedy for power  is to always share the powers they have with others and to never lay claim to anything they have not properly earned

They resolve this conundrum by converting the monkeys paw that transformed them into a weapon for justice.

Instead of getting thre extra wishes they wish that their dark powers could made into defensive and tactical focused gifts and so their monkey paw creates a staff or cane capped with a white marble gauntlet holding an amethyst orb carved to look like a sin counter.

The staff or cane has these these features.

  • Enlarge spell now apllies to all Necromancy, illusion spells.
  • Extend spell now apllies to all you neceomancyband illusion  spells
  • Any level one or two effect meant for one player can now be extended to affect the whole party once per short rest
  • As long as the staff is intact level one, two, and, and three necromancy spells can be done once per short rest without demanding any material components. Instead ghosts from the mist walk momentarily take on the form of one of the solid undead to help you out.

Carnival Rule number six: forget about crossbows when you have a good stick

Finally the ring masters believe that leading an existence where future historians will remember you fondly will ensure that all overly destructive  behaivor get minimized, and that this in turn creates a better world for when they come back to it.

From this moment on the Ring master is considered to be an arch lich and as such cant use certain spells that create or exploit others as true innocent victims.

They can however use shadow magic to emulate any conjuration or illusion, or necromancy spells to identical effects to these spells

However when foe fall to zero hit points from theses spells they only go to sleep four 1d4 rounds.

Then as they wake up they regains 1d8 hp per class level they own.

This reaction grants this effect.

Rin of returning: You own a magic ring that will re grow your body over 1d6 days (once per mounth) as long as your spell book is intact for the most part it will return with you.

Carnival rule number seven:  all decent folk get a chance at seeing heaven.

Posted in Player Races

A Dream Eternal

A person surrounded by thin a blue mist around the figurehead figure where a simple green travelers cloak along with a long long white scarf  that wrapps up most of the figure .  A Tight white tunic outlined with hugs the scarf to her body.

She plays such a merry tune on her fiddle just like the minstrels at the Heavy Pot Tavern.

Its the melody to the ballad of jackie the the archer lad. And as you hear the melody your mind travels to the first moment you had a proper stew at the  Heavy Pot

No its not Heavy Pot Tavern your seeing. It is a beautiful tavern though, a propper leprechaun tavern just like the heavy pot

The fiddle music is the same the food just as good everybody happy, but knife and forks are made pure silver inlaid with magic runes the whole place is run by goldem haired elves and in the mirrors hide 

Hags? ashamed of the crimes they commited. No this is not the heavy pot tavern it is a curious place though a place like it could be built. If they let dwarves run it instead of elves

Then the figure stands before you.

You see her mouth for the first time as if they apeared out of nowhere.

” You have seen it havent you? You have seen me it- no I am not so bad am I. Like a mother with a propper meal ready for you when you need one right a dream worthy of being remembered.”

“Is that what you are a dream?”

“A dream yes. Yes I am but what without a dreamer. What will happen to me without my dreamer.”

“I dont know what can be done?”

“A dream can be more than just a dream! A dream can be a demand, a philosophy, a universal truth and constant.”

“You certainly are a beutiful dream for an elf but how can I make you real.”

“A dream can be recorded, documented, shared. Others can add to it. A dream can be so beautiful that every nation will sing her song.”

“Add a few more dwarves, some cute gnomes and maybe some tiny hill giants scrubbing the rappers and we can talk more on such dreams”

“The morons the constants they will document me if I become a historical fact. An event in reality . An event in reality like a ballad everybody knows.”

“My brother is head of the stone masons guild what do we do?”

” We build the dream, and we adventure together. We create places and songs nobody could. I can do that you know i can sing dreamy balads so beautiful that’s slain heroes jump back into torn  boddies made whole and I can place songs in your heart so beautiful that your blades will cause demons to shreik with sonic agony.”

A few tears fell from old Dorns eyes that day but instead of responding she just vanished into mist never to be seen again for a weak.

Yet during that week old Dorn had the best dreams because now at that bar he ate steak with a knife made like a dwarven dagger, he had dwarven sought Ale from mugs as big as his head and true to her promise there were in fact hill giants the size of a boot cleaning the crappers

Dorn the the destroyer and party known as the adamantine arrows never saw that bard again untill they came to the front of the dungeon. The elf maid bard whatever she was had no mouth but could speak telepathically with those around her

Dorn had no idea what manner of kin she was or even what manner of creature when asked about this the elf maid that got nick named “Shrink Ray Tabitha” simply said this about what she was.

“We are the dreams that refuse to die”


********************
Medium phantasm, Neutral Good

Armor Class  16( armor/ sheild)

Hit Points 20 (4d8 + 8)

Speed 30 ft., fly 15 ft.

STR
12 (+0)
DEX
12 (+1)
CON
12 ( +1)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+4)

Soul Song:

You play a songs so beutifuly  that you can take other party members into your dream self. When you cast a buff spell or make a performance check all neighboring allies can take a minute to gain one of your dungeon benefits. Once per short rest

Song for the heart.

Your parties weapons now do bonus thunder/ sonic damage equal to the total number of party members.

Songs without words:

As long as you make some kind of perform check DC 12. You can communicate with nonhostile individuals within 120 feet.

Tragedy of Forgotten Dreams:

You have no mouth to speak unless somebody who can hear you talk gets within 60 feet of you.

A Dream Remembered:

As long as somebody remembers you have dreamers refusing dream you cant die.  Instead your dungeon dream benefits remain for the party and resurrection spell never cost more than 50 gold to bring you back.

Adopting a new dreamer takes 2d6 days however you may adopt a number of dreamers equal to your proficiency bonus at a time.

Their is no limit to the number of dreamers you can have and for each dreamer beyond the number 4 that you have you can adopt one more adjoining benefit (max four benefits for each new floor.)

The Dream that keeps you alive also.:

You can conjure a musical string instrument worth up to 500 gold/ per class level . This instrument is always with you and grants you the following benefits.

*Instrument is always by your side and as long as you have it you wave the gold cost to resurrect somebody.

*as long you make a performance check phantom weapons from your previous dreamer dance around you defending you. //-Feel free to make a melee spell atack on anybody in range with you damage 1d4 psychic perproficency mod and 1d4 +1 damage that is piercing /slashing/ or bludgeoning. Theses atacks are magical.

*If you take levels in the bard class it takes only 1d6 days to initiate new dreamers.

*Your party is also considerd to be twice as large as it is for determing effects of your racial abilities.

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine

Damage Immunities , necrotic, poison

Condition Immunities

blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned

Senses

dark vision 120 ft. passive Perception 14

Languages: understands the languages of its creator but can’t speak unless somebody within 60 feet can hear it.

Challenge 1 (200 XP)

Magic Resistance. The refusing dream has advantage on saving throws against spells and other magical effects.





Special Party Feature

Dream World

Take out four chess boards and stack them up two up and two down. This is a dream dungeon a pocket haven that can exist within a domain of dread.

Next divide up each chessboard into four quadrants and place a room in the center of them.

Now connect each of these four rooms via hallways representing the original dreamers ego

That exists as a tavern. This tavern consists of a dinning hall, kitchen, larder and office area range these how you see fit

Do the same with another chess board and make this the super ego area divide this into the following areas ‘Royal bedroom, royal court hall, receiving area, and changing area. This area acts as the super ego.

Repeat the process wit another chess board and divide the area into another four rooms they are soldier barracks, mages laboratory, royal treasury, and royal brig. This area represents the former dreamers id
*****************************



Depending on who’s the party with the refusing dream different features are available for the party while they sleep.

Fighters/ barbarian

places to buy food and magic weapons to help in the arena. equipment doesn’t return to thune with them.

health potion beers: party regains a bonus 6d4 bonus health if they sleep for 8 hours
tavern keeper who trains the party as a battle master fighter ( everybody chooses a feat)

dueling arena the fourth chess board ( If the party is 75% the way to leveling up then once we weak they can instant level up assuming they fight the challenger waiting in the id)

Cleric/paladin/monk

kings hall now is a main hall is a church chappel choos a 1st or 2nd level spell it now benefits the entire party as they wake up.

king is a cleric representing a the Creator( or parties God) no evil creature can make dream relevant attacks against the party nor is there anything that can harm the party as they sleep the only thing attackers find is a beutiful blue mist

The king Diety wants worship if you complete quests the king but will also perform divine rituals on behalf of the party

Wizard/ sorcerer/ warlock/ artificer
free the mage in the brig and he will identify magic items for you two magic items a night

free him and he will even cast legendary lore also


arcane library add 1 more spell to your list of spells known at each spell level you know

aditionaly you can now buy any magic items you want for use in the arena

fight the mages monsters and learn the perfect spells to hurt those kind of creatures

Rogue/ bard

Hidden traps pepper the basement disable them and you can speed level once per week without you can speed level on your own and forget about the arena

The treasury is locked with a mystic lock once per level you can pick it and be rewarded with magic gold you can use it to buy equipment you can use in the  arena.


their ar hiden rooms and alcoves in each room find one and you will get the random magic item inside.

Just dont get caught  by the attendants or things will auto lock.

Druids/Rangers
beasts now exists inside the brig free them and they fight beside you in the arena and help teach you about local fauna

tavern keeper reveals secret ties to rangers tavern keeper will now write  scrolls from the ranger list that will automaticaly trigger under certain conditions.

King Cleric now buys a feast for you as long as you get a night’s rest the party is considered to be benefiting from the effects of create food and water spell.

The whole party is now considered to have the survival skill if they eat with the king in gratitude.


*************
Theses features can be added to the party dungeon

At 5th, 10th, and 15th level pick one of these and three of its features a

* please create on graph paper a second story we will consider the egos sens of morality Create 16 interconnected rooms like you did before.

* The tavern area in this space is now a choir room filled with small singing angels ( such as lantern archons) the when you are here songs can grant the acess to dispell magic or remove curs spell

* the arena here now features demons you can learn about fighting

* the royal hall here is a pulpit if you listen to the kings sermon you gain advantedge on incite bonuses for the rest of the day

* the wizards lair in this area now holds a special jail cell that will capture and banish any demons following the party assuming they have a cr less than the parties proficiency mod
*****************



Do a similar process for the basement this is considered your hidden colledge it represents the gifts we have but aren’t useing along with the boandies we need.

* the training area now leads to a mirror door that will take you aboard the shadow express gain the effects of the telepoet spell.

*You brig is now a mystic conjuring circle brin fourth a sin counter with the mages spell and receive insight in what alies you can conjure with magic along with knowledge of one summoning spell of your choice.

*A grand library now sits where the church is where a sightless librarian grants you advantedge on any research/knowledge  check you wish to make.

* a tulpoe gurdian waits for you in what is now an underground winery. Your tulpoes there now offer you a number of returning daggers there for free. If you can beat your tulpoes in the area the telporting tulpoe daggers are yours to take with forever you cant sell them though

******



Finally you add a hidden panel to the tavern area and then you unlock its hiden features including

*Hidden forge that stores blueprints you ce to learn about upgrades to vehichles and constructs.

* A war room where you can learn 2 prestige  bonuses of your choice. Are taught by a discarded P.D.S system

* a server room that acts as a claptromantic deck for entire party that remains in telepathic contact with the dream.

*An outdoor dinning area that can provide the party with a heroes a heroes feast once a weak (where the battle arena once stood.)

Posted in Player Races

Human Kin (Bland World Runner)

A Renaissance-era noble dressed in a black leather coat and blue denim pantaloons, standing in a dimly lit chamber, speaking to a small obsidian mirror placed on a wooden pedestal. The noble has a contemplative expression, and the mirror emits a faint mystical glow.
The above picture has been taken from a verbal description of these so called "Bland Worlds's" but I am given to understand that their ways fashions and lightning relics are far fare stranger when what are artists can depict.


Somebody dressed in very strange fashions approaches you holding a tiny mirror they seem normal, but their eyes hide the impression of somebody twisted one too many times.

In one hand their appears to be something that looks like an obsidian mirror the size of their palm that they seem to be touching and yelling into.

On their belt their seems to be some kind of hand crossbow with no crosspiece or string to cock. They run up you speaking in a very stunted common Language

“Most human beings think the entire world before their eyes are the only place that exists, and humans are the only sentient being in the universe that they can meet.

This is not true, but the big question is what does the hierophant get from spreading this idea. It’s simple he keeps magic and other things out of the hands of those he deems unworthy.

Who is unworthy, anybody who threatens his status quo. Why is the staus quo important? It keeps the world safe of course. But safe from what is the question. The staus quo keeps the world safe from the knowledge that other forces are destroying the world for their own greed.

They don’t care that they will kill themselves off too, that other magical beings don’t like this behavior, they don’t care about you or what your rights are.

They work for the Hierophant not knowing he will kill them off also because they are too stupid to know better and that’s why they work for the hierophant in the first place.”

The below picture has been taken from a verbal description of these so called “Bland World. people” but I am given to understand that their ways fashions and lightning relics are far fare stranger when what are artists can depict.

A Renaissance-era maiden riding in a small, two-wheeled carriage without horses, zooming down a cobblestone street. Her hair flows behind her as the carriage speeds forward, powered by an unseen force, with startled townsfolk looking on.
  • Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can’t raise any of your scores above 20.
  • Creature Type. You are a Humanoid.
  • Size. You are Medium.
  • Speed. Your walking speed is 30 feet.
  • Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.
  • Magi Psionic Overide, or M.P.O : Intelligence, is your spellcasting ability for these spells when you cast them with this trait. None of these spells require spell components expensive or otherwise additionally you also cast them as if they had the still and silent meta magic spell components .
  • Psychic Resilience. You have resistance to psychic damage.
  • Languages. Your character can speak, read, and write English and know a few phrases in Common/ Linear B Greek) however certain background may open this feature up to you. and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

  • Bland Ran Psionics: You can’t create magic in your home world the same way they have magic in Thune but the oppressive forces in your world somehow made you powerfully psionic confining you.
  • Pen Pall: You can Have a number of boon companions equal to your proficiency modifier, and you can communicate with these companions from any distance even across planes.
  • Innate Spellcasting (Psionics). The Bland Runners innate spellcasting ability is intelligence. she can innately cast the following spells, requiring no components:
    • You get Astral projection, suggestion, summon construct, summon shadow spawn, summon aberration, find familiar once per day each. (Some of these spells may not work in the bland though)
  • Psychic Dream Warrior: Whenever you find yourself in the astral plane you instead of having an astral body with a cord adopt a tulpoe dream Gurdian body that instead. You now get all the bonuses of a tulpoe dream Gurdian as well and even if you die in the astral world, you just harmlessly wake up in the bland. When you manifest this way you do so with 2000$ worth of equipment and other acessories

The below picture has been taken from a verbal description of these so called “Bland World. people” but I am given to understand that their ways fashions and lightning relics are far fare stranger when what are artists can depict.

A Renaissance-era artist painting with his finger on a plate-sized mirror, while gazing at a large windowed box that reveals a three-dimensional snowman inside. The artist is surrounded by scattered sketches and candlelight, with a look of awe and inspiration.
  • Magi Psionic Meta Gaming: Even though your bland world magic can’t hold rune power directly your knowledge of a technologically advanced world can help your boon companions thusly you may select one professional background equal to your proficiency modifier. Both the background and benefit are available in the list below: Having a benefit conferred to a boon companion typically takes one hour per class level that character has and to make that benefit stick you need to maintain the conversation for 1d4 weeks without combat.

****************************************************************

The below picture has been taken from a verbal description of these so called “Bland World. people” but I am given to understand that their ways fashions and lightning relics are far fare stranger when what are artists can depict.

A Renaissance-era thief wearing a short cloak that only reaches his waist, holding a crossbow missing its crosspiece and loading string. The thief stands in a shadowy alley, alert and ready to move, with a sly expression on his face.
  • Military background: Your companions who are proficient with martial weapons are considered to be a number of levels higher equal to your proficiency modifier levels higher when determining their feats and the number and number of attacks (Double this number if your companion is a tulpoe)
  • Criminal background: Your companions who have levels in rogue are considered to be a number of levels higher equal to your proficiency modifier when sneak attack damage (Double this number if your companion is a tulpoe)
    • Additionally, you companion also get your knowledge of skills and tool proficiencies.
  • S.T.E.M background: Your companions who are Wizards or artificers are considered to be a number of levels higher equal to your proficiency modifier higher when determining artificer infusions and what objects they can build. (Double this number if your companion is a tulpoe)
    • Additionally, you companion also get your knowledge of skills and tool proficiencies.
  • Mystic Background: Your companions who are spell casters are considered to be a number of levels higher equal to your proficiency modifier higher when determining what level, they need to be in order to cast a ritual spell for example a level 5 bland runner could make their level 5 elf friend level 8 if they wanted to cast the scrying spell out of combat. (Double this number if your companion is a tulpoe)
    • Additionally, while Runic Thune power doesn’t exist in the bland you can mystically engineer happy coincidences for yourself that grant learning Oppurtunites and sometimes good fortune (Whenever you select a feat you may also select one prestige bonus and also get 50$ *your class level as a caster
  • Clerical Background: This works the same way as the mystic background but with different secondary advantages.
    • You can set up miraculous healing moments for any Allie you designate. select on beneficial or defensive spell from the cleric spell list your allies can receive this benefit when a certain set of circumstances are met (such as dropping beneath 50% health. This spell needs to be of a level equal to your proficiency modifier
  • Survivalist Background:
  • Marial arts Background: you boon companions monk level is now two levels higher (4 if they are a tulpoe) as long you talk to them through their fight.
  • Esoteric Backround: You can also take on Sin Counters as boon companions when you do you get three real/bland world levels in warlock however only certain warlock spells can function properly in the bland the way they do in Thune. You are most likely birthed by the Sin counter your bounded with and are acting as her agent in the bland world This sin counter is considered your over player (While your power gaming with you did character your Over player is power gaming to increase your level)
    • You are considered a level three great old one warlock with eyes of the rune keeper and pact of the tome eldritch invocations some of the only invocations that work that work in the bland.
    • Additionally, your over player can help you manifest a tulpoe Gurdian should you want one.
    • Your patron a sponsor for an athlete in televised sport. Thusly she is not your God or leader, but she does want you to complete a mission you both regard as important. Thus any and every defensive spell you wish to cast has a 75% chance of working in the Bland as it does in Thune.

Posted in Deadly Foes, Player Races

Tulpoe: Dream Gurdian

A figure from a barricade play appears from nowhere covered in a dark cloak. They seem to be the figures school girls draw on parchment as they wonder about young athletes who will date them.

However here is the real deal. Is this fantasy, some child’s illusion spell.

No this is a tulpa. But not just that but something more a shadow the poe spirit of a tormented soul poured into some silly fictional charecture they made up.

Somehow its here in this magical world actually doing magical things as if this was some kind of game, but its no game those blades have taken off the heads of every zombie under my command.

Medium construct, chaotic good

Armor Class 11
Hit Points 26 (6d8)
Speed 30 ft.

STR
11 (+0)

DEX
12(+1) (+2 to this ability as player race)

CON
10(+0)

INT
10 (+0)

WIS
10 (+0)

CHA
12 (+1) (+2 to this ability as a player race)

Damage Vulnerabilities psychic

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages of her creator

Challenge 1 (200 XP)

Heroic Appearance. As long as own shadow self is loved she will show up for you as as hero in whatever world she must fight through and as long as you live up to her Nobel standards she will have the power to fight for you

You add proficiency of any two Dexterity or charisma based skills available. An two tool proficiencys.

Heroics of the forgotten heroes: if you take class levels as a hexblade or paladin your charisma and Dexterity modifyers stack with each other as the collective knowledge of everybody who fought back like them fights with them in there place.

Actions

Multiattack. The tulpoe makes two heroic twin short sword attacks.

Your tulpoe shoes up for you sword in hand and is proficient with the Scimitar,  rapier, and short sword. These swords become a +1 at 5th level and +2 at 10th level and so on.

These blades seem to come out your collective will to defend yourself and others

Tulpoe blades. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6+ 1) slashing damage. The tulpoe may also atack against as a bonus action with the other blade

Fellons bane: the blades of your Tulpoe glow with the runes of all your hopes, dreams, and the promises you made yourself

At level 3 the tulpoe blades now alsocast the cantrip green flam blade, booming blade, and lightning lure, along with the bless spell once per short rest.

At level 5 your tupoe blades can also let you cast enlarge/reduce once per day

At level 7 your tulpoe blades can perform a sneak atack once per short rest at +3d6 damage

At level 9 your tulpoe blade also does +1d6 psychic damage and grants you psychic resistance

At level 12 and ace of spades card gets placed with in an claptromantic card deck that let’s them tulpoe conjure themselves to anybody in need of a gurdian.

(This creature can also be called into being with class levels if you have the spell summon constructs or summon shadow spawn)

(You can also use this monster as a player race if you wish to be one of them and use them as a player race.)

Posted in Player Races

Selkies

Here’s a possible entry for the Selkies player race:

**Selkies**

**Medium humanoid (aquatic), chaotic neutral**

**Age:** Adult Selkies reach maturity around 200 years old.

**Physical Description:** Selkies have slender, athletic builds and range in height from 5’8″ to 6’2″.

Let’s add some stat blocks to show the Selkies’ bonus abilities. Here’s a possible draft:

Selkies

Medium humanoid (aquatic), chaotic neutral

Ability Scores:

  • Strength: +2
  • Dexterity: +4
  • Constitution: +3
  • Wisdom: +2
  • Charisma: +1

Skill Bonuses:

Fog Cloud would be an excellent addition to the Selkies’ spellcasting abilities! Considering their aquatic nature, I would also suggest adding spells that manipulate water, create ice, or provide illumination underwater. Here are a few possibilities:

* **Brew Potion:** Allows Selkies to create potions related to water and aquatic creatures.

* **Ice Shard:** Creates a shower of tiny ice shards that deal damage to enemies in a small area.

What a fantastic idea, AngelaA-chan! Let’s create a player race inspired by the Luminari mermaids. We’ll call them the Selkies. They’ll possess characteristics that reflect their aquatic nature, such as:

  • Adaptation: Selkies have a natural affinity for water, and can breathe underwater without any equipment.
  • Selkies may also use either the fog cloud or alter self spell a number of times per day equal to their charisma modifier.

Wonderful, AngelaA-chan!

Let’s create a short paragraph about the Selkies’ culture and background: **Selkie Culture:** The Selkies are a mystical people who have lived among the waves for centuries. Their culture is deeply connected to the ocean and its creatures. They possess a profound respect for the delicate balance of the underwater world and strive to maintain harmony between humans and sea creatures.