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'''Ability Score Increase:''' + 1 Charisma | '''Ability Score Increase:''' + 1 Charisma | ||
− | '''Sliding Eye:''' If a Shadow Elf is even partially touched by shadow, | + | '''Sliding Eye:''' If a Shadow Elf is even partially touched by shadow, Perception checks to spot them are made at a disadvantage. Passive Perception is unable to spot them at all in this state. |
'''Shadow Magic:''' You know the Dancing Lights Cantrip. At 3rd level you can cast the spell, Arms of Hadar once per day and once again per day every third level beyond that [6, 9, 12, etc]. At 5th level you can cast Mirror Image and Darkness each once a day. Charisma is your spellcasting ability for these spells. | '''Shadow Magic:''' You know the Dancing Lights Cantrip. At 3rd level you can cast the spell, Arms of Hadar once per day and once again per day every third level beyond that [6, 9, 12, etc]. At 5th level you can cast Mirror Image and Darkness each once a day. Charisma is your spellcasting ability for these spells. | ||
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* Druid - Prefer no more than 2 players playing Druid | * Druid - Prefer no more than 2 players playing Druid | ||
* Fighter - No Restrictions | * Fighter - No Restrictions | ||
− | * | + | * Monk - Already Taken, No more than one player playing a Monk [must be an Outlander] |
* Paladin - No more than one player playing a Paladin [caveat: there are only two paladins in the entire gameworld. The PC and [if he is below L10] his Master or [L10+] his apprentice]. | * Paladin - No more than one player playing a Paladin [caveat: there are only two paladins in the entire gameworld. The PC and [if he is below L10] his Master or [L10+] his apprentice]. | ||
* Ranger - Prefer no more than 2 players playing a Ranger | * Ranger - Prefer no more than 2 players playing a Ranger | ||
* Rogue - Prefer no more than 1 non-Wildling Rogue | * Rogue - Prefer no more than 1 non-Wildling Rogue | ||
* Sorcerer - No more than one player playing a Sorcerer | * Sorcerer - No more than one player playing a Sorcerer | ||
− | * | + | * Warlock - Already Taken, No more than one player playing a Warlock |
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'''Race Restrictions''' | '''Race Restrictions''' | ||
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The only Race Restriction is for the Shadow Elf. Because of this race's standoffish nature and lack of solid ties to other races in the setting, the adventuring party should not have more than one in their number. | The only Race Restriction is for the Shadow Elf. Because of this race's standoffish nature and lack of solid ties to other races in the setting, the adventuring party should not have more than one in their number. | ||
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The Hartshorn is a vast forested mountain range far from civilized lands. Cut stone, the most common ward against possession by the spirits of the Wrath is not as common a feature as it is in the cities of farflung civilization. Likewise, the ocean, the other great ward against the Wrath is nowhere near. In the hartshorn, the people rely on bedrock and their own native wit. | The Hartshorn is a vast forested mountain range far from civilized lands. Cut stone, the most common ward against possession by the spirits of the Wrath is not as common a feature as it is in the cities of farflung civilization. Likewise, the ocean, the other great ward against the Wrath is nowhere near. In the hartshorn, the people rely on bedrock and their own native wit. | ||
− | The Hartshorn was not always a wild and forsaken place. Artifacts of a forgotten age can be found in and under the earth, and ancient Golems and Caryatid roam | + | The Hartshorn was not always a wild and forsaken place. Artifacts of a forgotten age can be found in and under the earth, and ancient Golems and Caryatid roam masterless. |
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The bulk of our adventures in the Hartshorn will be Wilderness type adventures, though there are villages and towns and even a small city where the mountains finally come down to the edge of the desert scores of hundredleagues away. | The bulk of our adventures in the Hartshorn will be Wilderness type adventures, though there are villages and towns and even a small city where the mountains finally come down to the edge of the desert scores of hundredleagues away. | ||
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The Wrath, spirits trapped in the Dry Lands and desperate for the relief of taking a host body in the world, will be the biggest threat anywhere intelligent races gather. The Wrath cannot escape into animal bodies for more than a moment, but they are able to take possession of human and demihuman souls. They cannot cross stone or salt or iron in spirit form and crossing them while in possession of a body causes them harm [2d6/r]. | The Wrath, spirits trapped in the Dry Lands and desperate for the relief of taking a host body in the world, will be the biggest threat anywhere intelligent races gather. The Wrath cannot escape into animal bodies for more than a moment, but they are able to take possession of human and demihuman souls. They cannot cross stone or salt or iron in spirit form and crossing them while in possession of a body causes them harm [2d6/r]. | ||
− | Metal armor will dissuade a Wrath from attempting possession and standing on stone prevents them altogether. PCs have Advantage when saving v possession [Wis] and may attempt a new save each round. The PC loses 1 point of Wisdom per round until they successfully save. | + | Metal armor will dissuade a Wrath from attempting possession and standing on stone prevents them altogether. PCs have Advantage when saving v possession [Wis] and may attempt a new save each round. The PC loses 1 point of Wisdom per round until they successfully save. This can be restored after a short or long rest. Character brought to 0 Wisdom are taken over completely. |
Forcing the possessed PC onto raw stone or iron or a sufficient source of salt can force the Wrath to flee or take damage. | Forcing the possessed PC onto raw stone or iron or a sufficient source of salt can force the Wrath to flee or take damage. | ||
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