Editing
Mysterium
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==New Classes - Gunner and Nightmare Hunter== Two new classes are offered for the Mysterium Campaign setting. The gunner is a master of firearms, a sharpshooter who also happens to have a penchant for the art of sigils, magical symbols that can enhance the ammo of the great marksman. The gunner is as much into style and showing off as he or she is into hitting the target without fail. Gunners tend to enjoy a life of drink and gambling when they are not training their guns on their enemies. A gunner may take his marksman job seriously, being disciplined when not celebrating completing the newest mission for Queen and country, or a gunner might be a rogue who enjoys taking whatever he or she can at gunpoint and mowing down those in the way. Alternatively, the gunner might be a scholar or scribe whop happens to also have a penchant for firearms. The Nigtmare Hunter is the result of the Forgotten Ones' foothold in the world. They are the scarred and tormented who have seen firsthand what the horrors from the Nightmare World are capable of. And they want to strike back, they want revenge, they want to strike back at the horrors from Beyond, but most of all they want to make sure that no one else suffers the way they have at the hands of this indescribable enemy. The Nightmare Hunter is one part investigator for the Queen and one part talented tracker and warrior, especially skilled in fighting the Forgotten Ones and cutting them off from the world. Utilizing a touch of dark magic as well in hopes of fighting fire with fire. ===GUNNER=== With the advent of dragon powder, it is no wonder that firearms became a weapon, albeit an expensive one. Nonetheless, over the ages those rose as great marksmen through the world's history. It was inevitable that someone along the way would decide to combine magic with these marvels of modern warfare. Sigils are the result. With a little magic knowledge and a steady hand, the gunner can craft sigils into his or her ammo making the already deadly pistols and rifles even more so. The higher skilled gunner can even craft gun sigils into the weapons themselves making them permanently more powerful to use. Gunners tend to be sharp of wit and mind as well as fast with their hands, often loving to gamble and game and become frequent visitors to local pubs and entertainment establishments. However, several gunners are also magically inclined and just happen to be just as good with firearms as they are with their magic studies. Still other gunners find a place with honor and duty and join the Knights of the Golden Lion to give their services as expert ranged fighters to the Queen's cause. Gunners can walk many different roads despite their reputations as trigger happy bar hoppers. '''Magic and Gun Smoke''' A gunner tends to be a learned individual even if just naturally clever and self taught. Gunners are also steady at hand not only for the sake of aiming their namesakes at the enemy but also for the talent required to etch sigils into ammo and weapons, themselves. Sigils are a very precise art that combines a writer's hand with an artist's to produce the correct symbols of magic and to be able to do so at a fairly quick pace during short periods of downtime. Gunners who continue to study magic may be behind in the schooling of a true wizard but they are also leagues ahead of those who merely "dabble" in magic. The majority of gunners are happy enough to skulk the shadows and jump out to fire mystic gunfire down on their enemies but there are a few who take a path that guides them to a wider field of learning and magical knowledge. '''The Best of the Best''' Regardless of whether a gunner is good or evil, they all tend to possess a competitive drive for shooting ability and for stylizing their sigils. Gunners often compete with one another often in friendly competitions which show off both the artistic quality of their sigils and firearms as well as their raw ability to hit targets. These competitions are called Shooting Galleries and are popular in larger cities across the world. Evil gunners can easily be slighted by losing such a competition and may call out competitors for a more permanent decision of who is the better shooter. This is often decided in a dual between rival gunners and these duals are almost always to the death. An unspoken code among gunners turns these deadly gunfights into a one on one competition and no gunner, good or evil, lets others interfere or help in a dual. '''Creating a Gunner''' As you create your gunner character, think about the gunner's approach to the world around him or her. Is the gunner a free spirit out for the next thrill, be it a gunfight or a nice game of cards at a local pub? Is the gunner more serious about the craft of sigils, seeing it as nothing less than a masterful art? Does the gunner have a rival that is waiting for a chance to take him or her down either through a competition or an outright dual? What was your character's reaction to realizing their talent for firearms? And how does your gunner approach magic? Is he or she happy just devoting enough magic to make the guns more effective or does he or she still pursue the mystic arts as well? How does your gunner character relate to members of the Mysterium? Does the character just feel like a hired gun who is along to provide cover fire when things get rough? Or does your gunner character jump in and investigate clues to the mechanization of the Ancient Sleepers right along witht he rest of the Queen's Eye? '''Quick Build''' You can make a gunner quickly by following these suggestions. First, put your highest ability score into Dexterity, followed by Intelligence. Second, choose the Mysterium Operative background. [[File:Gunner_Table_jpeg.jpg]] '''CLASS FEATURES''' As a gunner, you gain the following class features. '''Hit Points''' • Hit Dice : 1d8 per gunner level • Hit Points at 1st Level : 8 + Constitution modifier • Hit Points at Higher Levels : 1d8 + your Constitution modifier per gunner level after 1st '''Proficiencies''' Armor: Light and Medium armor Weapons: Simple weapons and any firearm weapons Tools: Sigil Kit, Firearms kit (Draogn Powder, Ammo Pouch) Saving Throws: Dexterity, Intelligence Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Performance, and Persuasion '''Equipment''' You start out with the following equipment in addition to any equipment your background grants you. • [a] a pistol or [b] a simple rifle with 40 ammo • a dagger • studded leather armor • [a] scrolls and pen or [b] thieves tools • a deck of cards '''Sharpshooter''' At 1st level, you gain the Sharpshooter feature. Whenever using a firearm, you gain a +2 attack modifier to hit. You also gain a _1 attack modifier for any ranged weapon. At levels 11, 17, and 20 this feature improves, adding +1 to the attack modifiers as well as an increasing +2 to damage using firearms (+2 dmg at Level 11, +4 dmg at Level 17, and +6 dmg at Level 30). '''Crafted Weapons''' As a writer and crafter of sigils, you are naturally artistic and add crafted accessories to your firearms and some of your other weapons. A pistol grip might be refashioned into an intricate carving, artistic etchings may be made into the barrel or blade of a weapon, etc. Though these effects have no real mechanical advantages, if you compare weapons at a Shooting Gallery or similar competition then you make an Arcana Skill roll to determine how intricate and artistic your weapons compare to your competitors. '''Return Fire''' At 2nd Level, you learn the gunner feature, return fire. Whenever you are missed by a ranged attack you can make an immediate firearms attack targeting the opponent that missed. You only make one attack even if having the dual weapons feature though the attack can include a sigiled ammo. '''Disarm Shot''' At 3rd Level, you learn he feature Disarm Shot. If you hit a target you can choose, instead of doing damage, to remove a weapon they are wielding, causing it to fly out of the air. The target will need a full action to recover the weapon that has been disarmed. '''Ability Score Improvement''' At 4th Level and then again at Levels 9, 12, 16, and 19 you can increase one ability score of your choice by 2, or you can increase two abilitiy scores of your choosing by 1 each. As normal, you can't increase an ability score above 20 using this feature. '''Gunner Archtype''' Upon reaching Level 5, you may choose from two gunner archtypes, the Arcane Gunner and the Gunner Scoundrel. '''Arcane Gunner''' As an Arcane Gunner, you prefer to pursue knowledge and hone your spell casting as well as your mastery of sigils. The Arcane Gunner is generally someone whose first love is magic, knowledge, mysticism and similar interests but happens to also be very good with firearms. As an Arcane Gunner you yearn to prove you are more than steel barrel and dragon powder and want to let your intellect shine through. Arcane Gunner features include: • Spell Casting - You acquire a spell book and can learn 3 Wizard spells from the wizard spell list that are equal to or lower than your current level. At levels 10, 13, 18, and 20, you can add 3 more spells of your level or lower to your spell book. When you memorize spells to use, you replace slots of sigils you can add to your ammo. • Sigil Spell Crafting - Once you reach level 13 and above, you can take a spell from your spell book that has a target and craft it into a sigil that can be placed on ammo. As normal, only one sigil type can be used on a slot of ammo (10 ammo). This replaces a Sigil slot that can be used. • Arcane Gunner's Wrath - At level 13 and above, you do additional damage with standard ammo equal to your Intelligence modifier. This damage is fire, cold, or poison damage at your choosing. '''Gunner Scoundrel''' As a Gunner Scoundrel, you prefer to keep magic to your enchanted ammo and weapons and little more. You prefer the life of gambling, drinking, and simple adventuring, leaving the higher thinking to scholars and those who want to pour over dusty tomes. You are one part marksman extraordinaire and one part thief, perhaps being raised on the streets as an urchin before finding your talent with firearms. Gunner Scoundrel features include: • Shadowy Living - At 5th level you gain the Stealth Skill if you do not already possess it as no cost and have Advantage on attacks made while hiding in the shadows. You can make firearms attacks from the shadows as well. • Evasion - At level 10 and above, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. • Higher Stakes - At level 13 and above, you may reroll any damage die that results in a 2 or lower when the damage is from a firearm attack. • The Artful Dodger - Beginning at level 13, your Dexterity modifier to your AC is doubled when avoiding ranged weapons. '''Fastload''' Beginning at level 5, you take a "reload" action as a bonus action instead of a full action. '''Dual Weapons / Extra Impact''' At level 6, you can either choose Dual Weapons or Extra Impact depending on your preferred firearms style. Dual weapons is recommended for gunners who use one handed firearms while extra impact is more useful for gunners using heavier two handed firearms. • Dual Weapons - You can wield two one handed weapons during combat as long as at least one of the weapons is a ranged weapon. You do not suffer any penalties for wielding two weapons in this fashion and can make attacks with both weapons on your turn. • Extra Impact - Your heavy firearms do extra damage when you wield them. You do extra damage equal to your Dexterity modifier as you master aim of the weapon. '''Ricocheting Shot''' At level 7, you learn the Ricocheting Shot feature which removed one level of cover from targets using cover in combat. '''Gambit Feature''' At level 11, you gain the ability to use the Gambit Feature. When you make a successful attack, you may reroll the damage die once per target. If your second roll is greater than the first roll then you do double damage, if it is lower then you do half damage (not below 0 damage). You cannot use this feature if the damage die rolled a 2 or lower or the damage die is from a weapon or effect not using a firearm. At level 17, this features increases to triple damage but if the second roll is lower then you do 0 damage to the target. '''SIGILS''' Beginning at 1st Level, you have the ability to craft sigils, mystical marks that use an enchanted ink that adds mystical qualities to your ammo and, eventually, even your weapons. You may only craft 1 sigil to a set of ammo (10) though you moght have multiple ammo sets with various sigils. Most gunners carry a bandoleer to carry various ammo types that have been enchanted. It takes a short rest to inscribe 1 set of ammo through during a long rest all of the sigil slots that you have can be added to your ammo. You cannot have more enchanted ammo slots than you have sigil slots at a given time. '''''1st Level Sigils''''' '''Arcane Bullet''' This sigil causes the ammo to do bonus damage equal to your Intelligence modifier. '''Enchanted Point''' This sigil causes a +1 damage modifier to the ammo. '''Grenadier Ammo''' This sigil causes the ammo to explode on impact. Those within 20' whose AC is lower than your attack roll are hit for the ammo's damage (one damage roll is used for all targets hit). '''Seeker''' This sigil gives you Advantage when using this ammo as it magically "seeks" the target. '''Sparker''' This sigil causes the ammo to do an extra d4 of lightning damage to the target. '''''2nd Level Sigils''''' '''Armor Eater''' This sigil causes the Ammo to not only do its normal damage when hitting a target but also to reduce its AC by 2 if any of the AC is from natural or worn armor. '''Dreamer Shot''' This sigil causes the ammo to cause a sleeping effect on those hit with it. When a successful hit is made against the target, the target must make a Constitution Save against a DC 10 + your Intelligence Modifier or become Unconscious. The target can make a Constitution Check against the same difficulty to wake up as a full action on its turn. If attacked, the target automatically awakens. '''Firebrand''' This sigil causes the ammo to do an extra d6 fire damage to the target. '''Freezing Slug''' This sigil causes the ammo to do an extra 44 cold damage and the target is also Slowed for its next turn. '''Arcane Fire Point''' This sigil causes the ammo to explode in arcane fire, doing fire damage. The fire also persists, doing the same damage the second turn, and half damage the third. '''''3rd Level Sigils''''' At third level, you have learned to inscribe sigils on weapons as well. A pistol sized weapon can have up to 2 sigils inscribed on it while a rifle sized weapon can have 3. You can remove a sigil from a weapon during a short rest. Only one of a given type of sigil can be placed on a weapon including "Improved" sigils. '''Mark the Enemy''' This sigil causes the ammo to leave a glow around enemies hit by the ammo. This glow gives anyone attacking the enemy a +1 to hit the marked target. '''Rainfire''' This sigil causes the ammo to explode when fired into the air, raining shrapnel down on opponents. You make an area attack with a 30' radius. Doing your ammo's damage to any target hit. '''Sigil of Calling''' This sigil is placed on a firearm, itself. Anytime you wish, you can invoke the name you have given the firearm and it appears in your hand as long as it is on the same world as you or the same plane. '''Sigil of Power''' This sigil is placed on a firearm and causes the firearm to grant +1 to attack rolls when being used and a +1 to damage. '''Sunflash''' Aside form the normal damage, this sigil causes the ammo to cause a bright flash that Blinds the target for a turn. This only works on seeing targets that have eyes. '''''4th Level Sigils''''' '''Ripper''' This devastating sigil causes the ammo when hitting a target to explode into spinning razors that do an extra 2d6 slashing damage. '''Improved Sigil of Power''' This sigil is placed on a firearm weapon and causes the weapon to give a +2 Attack Bonus and damage bonus. '''Sigil of the Elements''' This sigil is placed on a firearm and causes any ammo fired from it to do an extra d8 of either fire, cold, lightning, or acid damage to the target, decided by the shooter before making the attack by verbally invoking the prime element "Fire, Earth, Air, Water". If no element is chosen then the ammo does fire damage. '''Traveler''' This sigil causes the ammo to teleport the target when hitting an opponent. The target is teleported in the opposite direction of the shooter a number of feet equal to 2d6X10 (20' to 120'). If this effect would teleport them into solid material or a living creature they, instead, stop short of the object or being and fall Prone. ===NIGHTMARE HUNTER=== The Forgotten Ones are generally subtle with their entry into the world. Working mostly through their cults and keeping to the more hidden, lesser known places in the world. But now and then something horrifyingly terrible and impossible rips through the fabric of time and space and comes full force into the world, leaving chaos, destruction, and madness in its wake. Few live through such encounters, and those who do rarely keep their sanity, reduced to drooling and mumbling victims of the Ancient Sleepers' catastrophes. But some few do survive and even keep their wits about them, forever changed and hardened by the experience but not a victim. These few rise and decide to take the fight to the horrors from Beyond, to seek out the shadowy corners of the world and make an afront against the forces of the World of Nightmares, the Forgotten Ones, and their cults. '''Comfortable In the Dark''' As a Nightmare Hunter, you are used to your crusade taking you into the darker places of the world, of being a night owl who stalks the shadows investigating any clue no matter how obvious or dubious of the presence of the Forgotten Ones or their cults. You are part purist priest investigator and part warrior in the shadows. Your arcane knowledge is limited to that which can protect against those from Beyond but your fighting prowess and knowledge of the occult is unmatched. Though you might have spent your life so far as a loner, working solo in your fight against the unwelcome usurpers and trespassers into your world, you know the value in finding allies who have the same interest. Though you might not be easy to trust and wonder at the motives of the MNysterium, it is a welcome group for finding and eliminating the threats from the World of Nightmares. '''Deadly Avenger''' You are calm, possibly even cold in your day to day dealings and while you are tracking the horrors you plan to make your prey. But once you are unleashed on them, you brandish your fury and pain from what they took from you and focus it into deadly precision, cutting and defeating those from Beyond with excellent skill and not noticing the things that cause other mortals madness. Perhaps you have come full circle through that madness and no longer have any reason to fear it, perhaps you locked it away somewhere far in the back of your mind and don't choose to acknowledge your horror until your war is done. However you build your mental defenses, you keep the madness and the vile taint of the Others from your mind and soul and push through, hoping only to one day find the heart of your enemy, to destroy it once and for all. [[File:Nightmare_Hunter_Tabke.jpg]] '''Creating a Nightmare Hunter''' When creating your Nightmare Hunter character, think about how the character relates to others, how he or she reacts to the unsettling stares from those around them. Is the character unsettled himself or herself at how relaxed they have become around the horrors of the world? Or are they simply obsessed with their vengeance and have little room to focus on other things. Is part of his or her anger the fact that the Forgotten Ones have taken away even their normal feelings and emotions, their ability to feel afraid and horrified? Or does your character fight to keep the emotions that he or she has left and to protect them just as the character protects the rest of the world hoping there will be some mortality and feeling left after the war against the World of Nightmares has finally been won? How does your Nightmare Hunter character react to the Mysterium? Is finding allies that also work against the Forgotten Ones just too good to be true? Does he or she wonder of a different agenda hidden behind everything else and will they, as a crusader against taint and corruption find themselves investigating the very organization they fight alongside? '''Quick Build''' You can make a nightmare hunter quickly by following these suggestions. First, make Strength your highest Attribute to better strike at your unnatural enemies, followed by Wisdom so you can strenthen your mind against the unnatural insanity of those from Beyond and strengthen your glyphs. '''CLASS FEATURES''' As a Nightmare Hunter you gain the following class features. '''Hit Points''' • Hit Dice: 1d10 per Nightmare Hunter Level (1d12 beginning at level 13) • Hit Points at First Level: 10 + your Constitution modifier • Hit Points at Higher Levels: 1d10 (or 1d12) + your Constitution modifier per Nightmare Hunter level after 1st. '''Proficiencies''' • Armor: Light armor or Medium armor • Weapons: Simple weapons, Martial weapons • Tools: Glyphic kit, holy symbol • Saving Throws: Strength, Wisdom • Skills: Choose 2 from Athletics, Acrobatics, Arcana, Insight, Intimidation, Investigation, Stealth, and Survival '''Equipment''' You start with the following equipment, in addition to the equipment granted by your background: • {a} a martial weapon or {b} two simple weapons • {a} a light crossbow, {b} a hand crossbow, or {c} 5 throwing knives • {a} studded leather armor or {b} scale mail armor • holy symbol of favored god • explorer's pack '''Steel Mind''' Through pure face to face survival with the horrors of the World of Nightmares, you have steeled your mind against the madness and fear that the realm and its denizens cause. At 1st level you get a bonus to saves involving fear or madness of +2. At level 9, this bonus increases to +4. '''Glyphic Mark''' At 1st level you gain your first self created glyphic mark, also just called a glyph. These marks are scarred into the skin and infused with dyes. When active, they glow with an eerie red light. Though the glyphic marks cannot be removed, they can be improved on at higher levels. '''''1st Level Glyphs''''' '''The Mark of Hatred''' This glyph grants the following features: • Attack Bonus: You gain an attack bonus of +1 with melee weapons • Vengeful Edge: You take half damage from non-magical attacks '''The Mark of the Crusader''' • Strike the Vile: Your attacks do an extra bonus die of damage to those beings from the World of Nightmares • Soldier's Recovery: You recover 2 Hit Points each turn '''''2nd Level Glyphs''''' '''The Mark of Irastelle''' It is said that Irastelle was the first Nightmare Hunter, the first person to take the horror she had encountered in the presence of a horror from beyond and to harness the desire for vengeance she felt into a symbol that she carved into her skin repeatedly to remind herself of the war she was fighting. Whether this story is true or not, Irastelle did pass down her mark to others and now you etch it into your own skin to help prepare you in the fight against the Forgotten. This glyph grants the following features: • Brave the Unknown: You can ignore one mind altering effect of a denizen from the World of Nightmares (per denizen). That same effect cannot be used against you until after you have taken a long rest. This includes charm, fear, and madness effects. • Strike Back: When an attack misses you, you can immediately make an attack of your own against the attacker if they are within range of your wielded weapon. You only make one attack, despite any abilities that would allow for extra attacks. '''A mark of Shields''' This glyph grants the following features: • Circle of Shields: You are surrounded by four circling shields made of eerie green energy. They immediately move to block attacks on you, granting you a +4 to your AC. If you are hit, the shields absorb half the damage, destroying one shield per hit. Your AC bonus decreases by 1 for each shield destroyed. You can renew the Circle of shields after a short rest. • Deflection: You can sacrifice two of your shields from Circle of Shields to completely deflect a melee attack that would have hit you. '''''3rd Level Glyphs''''' '''The Mark of the Fiery Storm''' This glyph grants the following features: • Lightning Strike: You cause lightning to rain down from above either from the sky or from the ceiling of an enclosure, the lightning is an eerie violet color and you make three attacks with the lightning, each using your Wisdom modifier for the attack. Targets hit take lightning damage equal to 2d4 + your Wisdom modifier. You can use this glyph's power a number of times equal to your Constitution modifier before needing to take a lonng rest to rejuvenate the ability. • Fire of Vengeance: Eerie blood red fire erupts from your glyph and pours along your melee weapon, not harming the weapon. When you strike with the melee weapon, the target also takes an additional d8 of fire damage. This effect last until you take a short rest and can be activated again any time. '''The Mark of the Hunting Beast''' It is said that even nature, itself, abhors the presence of the Forgotten Ones and the taint from the World of Nightmares. This glyph is a testament to that fact as you are given the traits of a wild hunting beast to help bring down the Ancient Sleepers. This glyph grants you the following features: • Talons of the Beats: You grow long talons in place of your fingernails, razor sharp and ready to spill blood. You can make an attack with each taloned hand a a melee attack with a +1 bonus to your Attack roll. Each talon causes 2d4 slashing damage and if both attacks land on the same target, the target takes an additional 2d6 slashing damage. • Scent of the Prey: You can make an Investigation check to detect hidden creatures by smell. You can also track a scent once discovering it up to a mile. If the creature is invisible or hidden other than by means that would mask scent, you half your penalty for attacking them and you are not Surprised by attacks by them once you've detected them. '''''4th Level Glyphs''''' '''Mark of the Shade''' This glyph grants the following features: • Shadow Cloak: You gain a +2 bonus to hiding Stealth rolls and you can hide even in areas with no shadows, becoming partially obscured though not truly invisible (others can still try to spot you though it is as if you are hiding in shadows). When interracting with others in any way, this effect is broken. If you make an attack while under the effect of Shadow Cloak, you gain Advantage on that attack. • Shadow Walk: You can step into a shadow within range of a move action and emerge from a shadow at a place that you know. You can only use this power once between long rests. '''Mark of the Saint''' This glyph grants you the following features: • Turning the Forgotten: You can channel energy from both your glyph and your holy symbol to turn a creature from the World of Nightmares just as a cleric can turn undead. Though the creatures is not frozen with fear, destroyed, nor does it retreat in fear, it feels an urge to leave your world and return back to the World of Nightmares. • The Final Sacrifice: When you are reduced to 0 Hit Points, you can target a Forgotten One or a creature of Evil alignment and cause a pillar of strange green and black flames to engulf them doing 3d10 fire damage. The target can make a Constitution Save to take half damage. This power also destroys this glyph, leaving the vaguest mark on your skin where the glyph was. You can only restore the glyph or replace it with another during a long rest where you are conscious. '''Vengeful Fury''' You have bottled up your emotions, not daring to let loose or lose control for so long. But now you have discovered how to harness this sorrow, loss, and rage into a devastating attack. At 2nd Level, you can use Vengeful Fury to unleash a roar at your foe as you attack. If the attack lands, you immediately make another attack (this does not count towards extra attacks) and both of your attacks do full damage if both land. If only the first lands, then that attack does full damage. You can only use this ability once between short rests. At level 14, your vengeful furry attacks do full damage and an additional 2d8 damage of the attack type used. '''Unnatural Aura''' By 3rd level, your dealings of death to those from another world have caused you to take on a stoic and unwelcome look, but it has also caused your very being to feel unnatural to those around you. When creatures first encounter you, you can choose to activate this feature or not. If you do then the targeted creature(s) must make a Wisdom Save (DC 10+ you Wisdom modifier) or avoid you (if you are in combat they attack others and try to move away from you) for 1 minute. This feature has no effect on denizens from the World of Nightmares or those under an effect of madness. '''Ability Score Improvement''' At 4th Level and then again at Levels 9, 12, 16, and 19 you can increase one ability score of your choice by 2, or you can increase two abilitiy scores of your choosing by 1 each. As normal, you can't increase an ability score above 20 using this feature. '''Ward Against the Unknowable''' At 5th level you develop the knowledge to create a ward against the denizens from the World of Nightmares. It takes the time of a short rest to create such a ward and you can only create one ward at a time. If the ward is placed at the entrance of an area, doorway, cave entrance, etc. then Forgotten Ones and their ilk will avoid entering that area without even knowing they are doing so. If the ward is placed on a weapon then when successfully hitting a Forgotten One, it will cause great pain, adding an additional d8 of lightning damage and causing the target to move away from the warded weapon for 1 minute. The ward keeps its power for one full hour before dissipating. At level 11, the damage taken from this ward is increased to 2d8 lightning damage and the ward can lasts up to two hours. At level 18, the damage taken from this ward is increased to 2d10 lightning damage and the ward lasts up to three hours. '''Extra Attack''' Beginning at level 6, you can attack twice instead of once, whenever you take an attack action on your turn. At level 13, this increases to three attacks whenever you take an Attack action on your turn. '''Evasion''' At level 7 and above, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. '''Exorcise the Unwelcome''' At level 11, you have learned of ways to send your enemy retreating from your world. When you bring a target creature down to half its Hit Points or lower, if the creature is from another world or plane you can command it to return and if your next attack hits the target, it is sent to the world or plane it has come from through a hole ripped in reality. This hole cannot be entered, it forces all except the target out even as it absorbs the target creature. '''Hit Die Advancement''' Beginning at level 15, your Hit Dice are a d12 instead of a d10 and you roll 1d12 + your constitution modifier for your Hit Points each level. '''Embrace the Nightmare''' Beginning at level 17, you are no longer effected by madness effects arising from denizens or influences of the World of Nightmares. And when you bring down a denizen from the World of Nightmares to 0 Hit Points, you regain the use of an expended glyph power, '''Sever the Nightmare''' At level 20 you gain the ability to sacrifice a glyph which immediately leaves the area of your body it exists on as if it had never been there. You lose any features granted by the glyph and immediately cause 2d8 fire damage and 2d8 acid damage to a creature from the World of Nightmares. You can recraft the sacrificed glyph during a long rest.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information