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Breadcrumb

Dancing Feet

Dancing Feet

-level (
)
Duration:

You cause a musical chord to play and creatures in the area have a sudden urge to dance.

Manifest Antimatter

Manifest Antimatter

(
)
Duration

You target one creature or object within 30 feet and create antimatter in the same space. A targeted creature makes a Dexterity saving throw or takes 10d8 force damage and until it receives healing equal to the initial damage, it cannot benefit from rest as the antimatter continues to interact with the creature’s matter over time. A creature reduced to 0 hit points is obliterated, leaving behind nothing but atomic particles, along with anything it was wearing or carrying (except indestructible items).

Basic Vehicle Rules

Basic Vehicle Rules

These rules are a streamlined version of the Adventurer's Guide vehicle rules.

  • The driver uses their bonus action to control the vehicle.
  • A vehicle can move up to its Speed each round, and can turn up to 45-degrees at any point.
    • The driver can make a maneuver check (land vehicles, etc.) to make a hard turn of up to 90-degrees instead. 
    • The driver can make a maneuver check to move ahead full and move at 150% of the vehicle's Speed for one round, but the vehicle cannot turn.
    • The driver can choose not to move the vehicle and instead turn it up to 180-degrees with no check required.

Maneuver Check

The driver can make a maneuver check to perform a maneuver. A maneuver costs one action and is made using an appropriate tools check (land vehicles, water vehicles,  air vehicles, space vehicles, etc.) The Narrator determines whether something constitutes a maneuver (such as a jump over a ravine). The DC of the check is based on the vehicle's size as shown in Table: Vehicles.
 

Table: Vehicles

Vehicle Size

Maneuver DC

Damage

Small 10 1d6
Medium 12 2d6
Large 14 4d6
Huge 16 8d6
Gargantuan 18 12d6
Titanic 20 24d6

 

A failed maneuver causes damage to the vehicle as noted in Table: Vehicles.


Collisions

A collision causes the damage indicated in Table: Vehicles. If two vehicles collide, or if a vehicle collides with a creature, each takes the damage indicated by the other vehicle's size. If a vehicle collides with a wall or other immovable object it takes damage based on its own size.

If a vehicle is used to deliberately collide with a creature, a maneuver check is made with a DC equal to the target's Armor Class. On a success the vehicle and the creature take damage as indicated above. On a miss, the vehicle takes half damage, and the target creature takes no damage.


Broken Vehicles

A vehicle reduced to 50% or few hit points is broken. Its Speed is reduced by 50% and it can no longer perform maneuvers. Vehicles reduced to 0 or few hit points are destroyed.

Repairs

Repairs can be conducted by making an appropriate tools check (woodworker's, smith's, or engineer's) which restores hit points equal to the result of the check.

Pact of the Cauldron

Pact of the Cauldron

Aware of your knack for divination, your patron bestows on you a mystical cauldron. As an action, you can summon a cauldron, which appears in an unoccupied square adjacent to you. If there is no such square, it can’t be summoned. The cauldron is Medium and can contain a Medium creature if it squeezes. The cauldron is always filled with a mist-like substance, which you can use a bonus action to order to heat up, allowing you to cook with it as though it were water, although the mist itself doesn’t provide any sustenance and can’t be used to inflict damage. You may dismiss this cauldron without using an action, though anything that was inside it remains behind unless otherwise stated.

While summoned, this cauldron provides you with several benefits:

  • You can use your cauldron as a spellcasting focus for your warlock spells.
  • You learn one cantrip of your choice from the Divination, Enchantment, or Illusion school. It is considered a warlock spell for you and does not count against your number of cantrips known.
  • While your cauldron is within 5 feet of you, you can cast any warlock spell you know as a ritual if it has the ritual tag.
  • You can use your cauldron in place of reasonable artisan’s tools, such as an alchemist’s kit or a brewer’s kit. This does not grant you proficiency with such kits.

The cauldron has an AC of 10 and hit points equal to 10 × your proficiency bonus. It is destroyed if its hit points are reduced to 0. Your cauldron regains hit points equal to 1d10 × your proficiency bonus at the end of a long rest. If it is destroyed, you can’t use any spells granted by it or by eldritch invocations with this pact as a prerequisite until you replace it. You can perform a 1 hour ceremony to receive a replacement from your patron. The cauldron and any of its contents are collected by your patron when you die.

Pact of the Censer

Pact of the Censer

Approving of your desire to obfuscate and deceive, your patron has granted you a magical censer. As a bonus action, you can summon a Tiny censer; it appears in your hand or hanging from your clothing. This censer is destroyed if you use this feature to create another censer. You can also dismiss this censer without an action. The censer will burn any magical or mundane incense placed in it, but otherwise you can use a bonus action while holding it to cause it to produce smoke as a mundane censer, lightly obscuring your space for 1 round. Any effects that cause the censer to spread smoke do not increase the area of effect for anything burning within it. Anything burning within the censer moves with it when you dismiss the censer, and it is left behind in the censer is destroyed.

As a bonus action, or as part of the bonus action used to create the censer, you can order the censer to fly to an unoccupied space you can see. The censer has a fly speed of a number of feet equal to 10 × your proficiency bonus and can’t be commanded or used for any abilities if it is ever more than 60 feet away from you or if you can’t see it (though you do not need to see it for the entire duration of the effect, just to initiate it or give further direction).

You can cast spells with a target of Self and an area of effect that centers on you (such as burning hands , color spray , or antilife shell ) as though you occupied its square. This does not apply to spells that require a body, such as gaze attacks or spitting, such as with cobra’s spit.

Your censer has an Armor Class equal to 8 + your proficiency bonus + your spellcasting ability modifier and a number of hit points equal to your warlock level. It is destroyed if its hit points are reduced to 0. If you lose your censer, you can perform a 1 hour ritual to receive a replacement. This ceremony destroys the previous censer. If your censer is dismissed or destroyed, any spell or effect that it grants ends. You can only use one eldritch invocation or secret of arcana that utilizes your censer at a time. Using a second feature ends the first. The censer and any of its contents are collected by your patron when you die.

Lexican

Lexican

Whether they stumbled upon the demiplane by accident as a child or were born among the towering shelves, Lexicans are those who have been brought up within the interplanar Labyrinthe Library. Nearly as unmoored from reality as the library itself, the very being of such humanoids interacts strangely with the Material Plane.

Lexican adventurers have many reasons for leaving the Library. Some become enamored with tales of danger and glory and, either knowingly or not, pursue these interests onto the Material Plane. Some have attempted to returned an errant visitor to their original plane and become trapped themselves, while others choose to venture forth for the good of the Library itself. A few merely made a wrong turn or read too deeply into the wrong book and found themselves somewhere else entirely. Regardless of their circumstances, many Lexicans are sure they’ve never left and are merely reading a particularly gripping tale. Not that this makes them foolish—even one’s imagination can be hazardous within the Library.


Characters raised in the Lexican culture share a variety of traits in common with one another.

Food for Thought. You can sustain yourself on knowledge alone. In place of consuming Supply , you can read a book you have never read before over the course of a short or long rest . A book generally contains enough original content to provide the equivalent of Supply for a number of days equal to 1/5 its gold value and must be read each day to gain the benefits of eating. You may not gain this benefit from spellbooks or from books that are also magic items. This does not affect your ability to eat or gain sustenance from mundane Supply.

Impossible Pathways. You can easily navigate paradoxical paths. You gain a climb speed equal to your speed. In addition, starting at 5th level, you can cast spider climb on yourself once per long rest . While you are in a library or similar place of learning, this effect does not require concentration and lasts until you leave the library or choose to end it, whichever comes first. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).

Orbis Tertius. The world you call home exists at the nexus of several others. You gain an expertise die on checks to recall information about other planes of existence, as well as on checks to locate and interact with gateways between planes.

Widely Read. You have read so much you couldn’t possibly keep it all in your head at once. At the end of each long rest , roll a number of d6s equal to your proficiency bonus and compare the results to the following table. For each result you rolled, you gain one speciality of your choice in the associated skill until the end of your next long rest. If you roll the same result twice, pick a different speciality in that skill.

D6   Skill
  1 Arcana
  2 Culture
  3

Engineering

  4

History

  5

Nature

  6

Religion

Languages. You can speak, read, write, and sign Common and one other language of your choice. You can read an additional three languages of your choice.


 

Corruption

Corruption

While one may be tempted to write off corruption as a particularly virulent curse, it’s quite different and has the potential to be more far-reaching. Unless the surrounding areas are purified by powerful holy energies, corruption left unchecked can and often will spread, overrunning and infecting everything in its path. As it has the potential to permeate the very land in which it is found, simply traveling through corrupted lands can be enough to twist an individual’s mind or body. Corruption bound to an object often has some form of powerful abjuration magic attached to it that keeps the evil confined, but any who willingly open their minds up to such evil often find themselves a victim of both corruption and a curse.


Safety Tools: Corruption and Body Horror

It is important to note that not everyone has a similar tolerance for horror elements, particularly body horror. Narrators should make note of what players want to avoid and tailor the presentation of the more disturbing elements of this condition to create a game everyone can enjoy. The effects listed in the Corruption Effects table are merely suggestions and can be adjusted or omitted as necessary to ensure everyone is comfortable and still having fun.


But for some, giving one’s self up to corruption holds within it some benefits that can outweigh the costs. There are some who willingly take on corruption, hoping to leverage it to their benefit—be that in pursuit of power or out of sheer desperation. Some truly believe that what they lose of themselves can be replaced with something greater; whether or not that is the case is left to individual interpretation.

It is important to note that truly corrupted lands, creatures, or items are extremely rare and the result of a series of very traumatic or heinous events. The violent death of a god, a book bound in the flesh of a tortured solar, a powerful ritual intending to contact those amorphous beings who linger in the spaces in between planes gone awry, or a precious item bound to a particularly evil archmage are some examples of the extreme amount of malice and evil energy that is necessary to create corruption. Narrators who choose to incorporate corruption into their games should do so sparingly.

To determine the effects of corruption, refer to the table below. The change may be immediate or it may take hold over a period of time, at Narrator’s discretion. Narrators may choose to follow this table in order as characters fail their saves, or they may choose to roll 1d6 to determine an effect at random, as level 7 of corruption should nearly always be saved as the last effect on the track. Note that a character can have only one instance of each level of corruption. If you roll the same result twice, roll again until you roll a new result. Like all tracked conditions, a creature suffers the effect of its current level in a tracked condition as well as all lower levels. In the case of a rolled effect, the creature still suffers the effect of all active corruption results.

Status Level   Effect
  1 You start to lose some of yourself and who you used to be as the corruption enters you and begins to alter your very mind. You lose one skill, tool, or language proficiency gained from your background of the Narrator’s choosing. That proficiency is replaced with a different proficiency of the same type (a skill is replaced with a skill, a language with a language, etc.). This replacement proficiency should reflect the narrative nature of the item or area in which you are traveling. Any expertise dice that are attached to a skill or a tool kit proficiency are retained, though any specialties you have may change.
  2 Your joints and ligaments become unnaturally flexible. You suffer a –2 penalty to Strength checks, but your disconcerting flexibility grants you some benefits. You have advantage on checks made to escape the grappled or restrained conditions.

  3

Your mind is tormented by dream visions of both the past and the future, though when you awake you cannot remember any concrete details. You must rest for a full 12 hours to achieve the benefits of a long rest (a regular 8-hour rest only counts as a short rest for you). However, these visions grant you some measure of prescience. You have advantage on either your first attack roll , ability check , or saving throw of the day.

  4

Veins on one or more of your limbs begin to blacken as your blood turns foul. You have disadvantage on Constitution saving throws , but your blood takes on a caustic trait. Any time you are hit with a melee weapon attack, the attacker must make a Dexterity saving throw against your maneuver DC or take 2d4 acid damage. Any creature who consumes your blood (such as a vampire) automatically takes 4d4 acid damage.

  5

The whispers of unknowable beings fill your mind. You have disadvantage on Wisdom saving throws . However, the chaos of your mind shields it from unwanted prying. Any creature who attempts to read your mind (as in the spell detect thoughts ) must make a Wisdom saving throw (DC 12) or take 2d6 psychic damage.

  6

Abnormal growths sprout on your body—both within and without. These may be small, malformed limbs, eyes or mouths where there should be none, or other horrific mutations. Your Charisma score is reduced by 2, but you gain immunity to poison and necrotic damage.

  7

The corruption fully takes hold of you, warping you into an avatar of evil. You radiate an Evil aura, and good-aligned creatures (such as a solar or other celestial) react to your presence with hostility. Any time you attempt to enter a hallowed place dedicated to a good-aligned force, you must make a Wisdom saving throw (DC 15). On a failure, you cannot enter the area for 1d4 days, after which you may repeat the saving throw. However, you learn the vampiric touch spell. You can cast it once per day without expending a spell slot. When you cast it in this way, the spell is considered to have been cast using a 5th-level spell slot.

The Spread of Corruption

While it lingers until truly cured, corruption only progresses so long as the individual is continuously exposed to the source of the corruptive forces. For example, a party who is traveling through a forest corrupted by the untimely death of a nature god will only continue to acquire levels of corruption so long as they remain within the area; once they leave, they cease to gain levels in the status, as seen on the Corruption Effects table. Conversely, an individual who is in possession of a cursed item that also imbues corruption will continuously acquire corruption levels until they become unattuned to the item or it is destroyed.

How quickly corruption takes hold is dependent on its source. Because blighted lands are more pervasive and oppressive, a character or party will need to roll a Constitution saving throw every 1d4 days to determine whether or not a new level of corruption takes hold. If the source is an item, the effect takes hold far more slowly, as cursed items are often sentient and wish to exert their insidious control over time. A character attuned to an item touched by corruption will need to make a Constitution saving throw once every 1d4 weeks.

Corruption can also be inflicted through a wound dealt by a creature touched by corruption. Often, these creatures are encountered in corrupted lands, though some of these tortured beings make their way out of these places and into other dark corners of the world. A Narrator may choose to graft corruption-based attacks onto existing stat blocks. Attacks that inflict corruption most often are through the use of a creature’s natural weapons (i.e. claws, bites, gore attacks, etc.), though powerful entities like dread knights may wield weapons that inflict corruption upon a hit. To alter an attack, see the following example from a corrupted wolf:

Corrupted Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. On a hit, the target must make a DC 12 Constitution saving throw. On a failure, the target receives one level of corruption. Once a creature receives a level of corruption in this way, it cannot gain any successive levels from additional attacks by the corrupted wolf

It is important to note that while corruption contracted in this way may resemble a disease, it is still corruption and cannot be cured through any other means other than purification as outlined in Curing Corruption below.

Preventing and Detecting Corruption

Whether an item or land is simply blighted, cursed, or actually corrupted cannot be determined at a glance. Spells such as detect evil and good registers the item or area as being desecrated in some fashion, but cannot determine the exact nature of that desecration. As with cursed items, spells such as identify do not immediately register an item as corrupted, though a Narrator may rule that such a spell allows the caster to know that there is something off or unusual about the magic that imbues the item in question. Knowledge that a particular area or item is corrupted often necessitates prior research. A successful Arcana, History, Nature, or Religion check will often provide some context for whether something is truly corrupted. A critical success provides a key piece of information that indicates that the area or item is corrupted and that utmost caution should be used in dealing with the situation.

In terms of prevention, corruption cannot be entirely avoided if one is exposed to it over a prolonged period of time, but some steps can be taken to stave off the effects temporarily. Consecrated objects can deflect environmental corruption, though this concentrated form of holy energy is rapidly sapped by the corruption and is eventually destroyed by it. What form these objects take is entirely dependent on the faith that provided it, though they all share the following characteristics: they are small objects that are easily worn or carried in one hand; they have been blessed by a high-ranking member of a holy order or clergy; and they cost at least 100 gold. If a character is carrying a consecrated object and fails their Constitution saving throw to fend off corruption, the object instead absorbs the negative energy and is destroyed. A character may only carry one consecrated object at a time. Consecrated objects only work on environmental corruption; corruption caused by an item is transferred via the attunement and cannot be prevented in this way.

Curing Corruption

Similar to fatigue and strife , corruption is a status that, if left unchecked, can negatively affect a character over time. And, like these other two conditions, higher levels of corruption require additional steps or specific conditions to be cured.

The first level of corruption, if detected early enough, can be cured with a lesser restoration or greater restoration spell. Subsequent levels, however, will require ritualistic purification in a safe or hallowed place to remove the corrupted energies. In a location marked as a haven , it takes 7 consecutive days and a daily casting of one of the listed spells to cure one level of corruption. Any penalties and advantages granted by that level of corruption are systematically removed in the order in which they were acquired. If the purification is taking place in a hallowed space (as per the hallow spell or similar magic), the amount of time needed to purify a level of corruption is reduced by 1d4 days.

Corrupted Items

Only items of extreme evil have corruption attached to them. These are often legendary artifacts that are (understandably) kept locked away or hidden out of fear or an abundance of caution. Some are blessed by evil gods, while others are created by evil archmages or the most powerful liches. Items that are listed as Legendary or as an Artifact are the only rarities that are likely to have become corrupted over time by their continued exposure to some form of irredeemable evil.

If an item has the “cursed” tag, the effects of the curse and the corruption happen concurrently, though the curse always takes precedence. If a character in possession of an item that is both cursed and corrupted must make simultaneous saving throws, they first make the saving throw for the curse. The Narrator then rerolls the 1d4 in secret to determine how many weeks pass before they must make the saving throw for the corruption.

Gourdling

Gourdling

Challenge
str
dex
con
int
wis
cha

Pagination