Tidecull Coral (Poison)
Tidecull Coral (Poison)
Uncommon, ingested, onset (2 minutes), cost 2,400 gp
The sea’s anger is unleashed and its victim’s lungs rapidly fill with seawater choking it to death. A creature takes 16 (4d8) cold damage as the water fills its lungs and makes a DC 18 Constitution saving throw when subjected to this poison. On a failure, it takes the damage again at the start of its next turn and makes the saving throw again. On a failure by 5 or more, the creature immediately drops to 0 hit points and is dying of suffocation . On a success, the effect of the poison ends.
Festival of Bridges
Festival of Bridges
Long ago, dozens of city-states controlled small territories along the Great River, and pre-eminent among them were the three cities:
Desetton, the northern island city of scholars; Sateze, the militaristic fortress city on the eastern bank; and Whelside, the wagon city, newest of the three and awash with coin from the growing merchant class. Those cities are now collectively known as Ternion, the capital of the river nation and named for the word “unity” in the ancient tongue. The story of its formation is celebrated at the Festival of Bridges.
After generations of contention, factions among the three cities were preparing for a bloody confrontation when the threat of Attorcarn the Blighter first became known. The necromancer’s hordes brought ruin flowing south along the river on both banks, and with destruction marching on their doorstep the cities agreed to fight under one banner.
It was Jasnata, a general of Desetton whose name is spoken now in reverence, who led them. During her command, she offered refuge to anyone fleeing the undead from other cities. When the great and powerful of her city attempted to oust her in the name of their own self-interest, she executed them as a warning and established the River Council based on the city’s ancient traditions. This group was the core of what would later become the ruling body of the river nation.
In the final battle of what would be known as the Bone War, she slew Attocarn outside Sateze’s walls. Then, with Whelside facing imminent defeat at the hands of the necromancer’s still-raging army, she led the last of her elite guard, the Falcons, to support them. However, because of the war preparations the cities had taken against each other, the bridges between the two had been destroyed, and Jasnata had to lead her guard in a near-suicidal swim across the river. There at the last, she was betrayed as she led her soldiers in a valiant charge. Envious leaders commanded loyal troops to hold, leaving them to watch as the Falcons’ bright blue uniforms were slowly swallowed by the undead mass.
Waiting with bated breath, the soldiers assumed this was some strategy, but as seconds passed and no order came, it slowly dawned on them that this was the blackest treachery. With a sudden cry, the common soldiers abandoned their places and began a charge of their own accord, and any officers who tried to stop them were cut down without mercy.
None of the Falcons survived, and Jasnata was discovered barely breathing. Her last words from that moment are taught to children, carved on public buildings, and chanted during the Festival of Bridges celebration:
“No bridge rests on just one shore. Unite and thrive.”
Game Design
The highlight of the Festival of Bridges is the challenge of the Unity Crossing, in which teams of four or more attempt to follow Jasnata and the Falcon’s example and swim across the river from east to west. Fighting eddying currents, a vicious undertow, and swirling water, it takes a strong swimmer to remain afloat, let alone make progress towards the other shore.
Supporters and celebrants cheer and encourage those attempting the crossing, and a small flotilla of fishing craft holds position downstream to fish out those who can’t make it. The crossing is made in groups, typically of ten or more and these are usually well-practiced and understand each other, the dangers, and their limits.
Visitors wishing to attempt the crossing are unlikely to be allowed to join an established local group, as such teams often have strong family ties going back generations, but are welcome to form their own teams. Use of magic to aid in the crossing is considered a disgrace and anyone known to have done so is scorned and rejected by the locals.
To succeed in the crossing, each character must accumulate four successful DC 15 Athletics checks. When a participant fails, but does not critically fail, another member of the group with the same number of successes can take disadvantage on their next check to give the failing participant a chance to re-roll their check, taking the second result.
For each failure, a participant suffers a level of fatigue . A participant that reaches three levels of fatigue doubles the remaining attempts required for them to succeed, and at six levels they are unable to make any further progress and are taken out of the water by fishing boat.
Groups succeeding in the crossing who do not use any magic gain a greater understanding and unity and for the next month may use the Help action to aid each other as a bonus action.
Summer-Forge
Summer-Forge
Forced to relocate to their current home a generation before, a clan of hill dwarves thought nothing of the lower hills to the east of their settlement. Nothing, that is, until a creeping evil made its way into those hills and the undead poured out—for those were no hills, but barrows, crypts from centuries before. Songs are still told of the dwarves’ struggle, even lifetimes later, and how a cleric of the goddess of smiths was taught how to forge the vibrance of the summer sun itself into a powerful weapon: the first summer blade.
The dwarves were able to hold their settlement and drive back their foes, but the undead still harried their descendants, annually getting stronger as the days became shorter. The holiday and its stories have spread through the hills since then, and while the undead threat has slowed, few dwarves relish being unprepared. The day of the summer solstice, then, certain dwarven holds celebrate the successful creation of new summer blades. While these blades are made of metal instead of sunlight, such weapons are powerfully enchanted against the dwarves’ most dangerous foes. They are highly prized, and less than one smith in a dozen who attempts a crafting succeeds.
Preparation to make a summer blade begins by constructing a shaft from the surface down to the smith’s forge. This must be carefully made to ensure a shaft of sunlight on midsummer’s day falls directly into the smithy on the day of the equinox. A week before the solstice, the crafting begins, accompanied by dwarven rites and blessings, and requires all the skill and materials to craft a +2 weapon. These must be performed every day until the summer solstice when, at precisely noon, the heated blade must be quenched in the sunlight. Only then does the smith know if they have succeeded, as a successfully crafted blade cools instantly and gives off light as bright as day (as if the target of a daylight spell) for the next 48 hours. Those that fail are still left with fine blades, some of which are +1 or +2 weapons, but while there is no dishonor in failure, there is certainly no glory.
As dusk falls, smiths who have crafted a blade bring their creation to the grand hall of the hold. Priests of the dwarven gods place their own blessings on the blades as they enter, and legend holds that without these the power of the weapons would fade. By tradition, the blades are then gifted to the ruler of the hold, who dispenses them as marks of favor and support to his allies and officers. The smith is then celebrated with a great deal of merry-making and drinking, which continue until the blades cease glowing.
A smith may choose not to gift the blade, but few of those who rule are forgiving of such public embarrassment.
Game Mechanics
Only a lucky few are granted the chance to bear the following weapon.
Ignanfest
Ignanfest
Ignanfeast is rooted in an ancient agreement struck with the spirit of Iganis, and is said to placate the fey fire spirits. It is most commonly celebrated among the farmers of lowland plains, where wildfires are a constant threat to their grainfields.
Held on the eve of the first moon of summer, each household or attendee is expected to provide an offering, or “taste” for the communal feast. These are traditionally either a small portion of the first of their crops, known as a “first taste”, or a sacrificial animal, called a “blood taste”, but have also come to include elaborate dishes or rare delicacies, known as a “rich taste.” The feast itself is seen as an excuse to let off steam, and is in most cases a raucous affair. In more rural communities the celebration may even attract satyr, dryads, and other fey revelers and last for days.
In certain cities, rumor suggests that a cult known as the Hand of Iganis watches carefully for signs of disrespect during the festival. An open complaint or failure to provide a taste may result in an individual drawing the attention of the cult. The eye of Iganis, a ring of fire on a pole, is often planted as a warning outside the homes of minor infractors, but a number of arson attacks are believed to have been the cult’s retribution for more determined detractors.
Game Mechanics
Providing a generous taste for the feast (equating to around 50 gold pieces worth of offerings) leaves a mystic mark on the offerer. The mark resembles an eye made of flames and lasts for 1 month. Visible only to creatures with truesight or who are native to the Dreaming, the mark itself is harmless, but it is a signal to creatures who can see it that the bearer is under the protection of Iganis.
On most occasions, lesser creatures of the Dreaming who sees the mark are not inclined to challenge the offerer, and it provides advantage on Persuasion, Deception, and Intimidation checks against such creatures. More powerful fey or those opposed to Iganis may see it as a challenge or threat, and the bearer and those with them suffer disadvantage on the above skill checks.
Grovekept
Grovekept
Whether in the Dreaming or the waking, dryad groves are sheltered and secret places where potentially dozens of heart trees are carefully tended behind walls of bramble and wards of misdirection. Here the capricious dryads play out a microcosm of the fey courts, jostling for social position amidst the Court of Groves, which may or may not involve other dryad groves. Life here is safe from everything but gossip, drama, and intrigue. However, the efforts of the older dryads do little to keep the naturally curious sprouts—mortal and fey alike—from venturing out into the world. Wanderlust is built into the very heart of a dryad, for how else could the forest see beyond the trees?
Inevitably, dryad groves fill up with other creatures as well: mortals who took a gorgeous, leafy hand, only to be whisked away. Sometimes children are born to the Court from such mortals or are brought here by the fey themselves. The grovekept are often entirely unconcerned and unused to real consequences for their actions. Only the health of the land and their position in the clique matter. The forest will take care of the rest, why worry?
Characters raised in the grovekept culture share a variety of traits in common with one another.
Clique Sense. Living in the groves gives you an innate sense for social structures and pecking orders. After you speak with a group for at least 1 minute, you can use an action to make either an Insight or Persuasion check opposed by their group Deception check. On a success, you learn the following information about the group:
- Which member is the leader or most in charge.
- Which member is at the bottom of the hierarchy.
- If the group is close-knit or only loosely associated.
- If any members are romantically or carnally interested in each other.
Courtly Skills. You gain proficiency in Culture and one from Insight, Performance, Persuasion, and Stealth. You also gain proficiency with one musical instrument of your choice
Fey Roots. The Dreaming runs deep within you. In addition to being humanoid, you also have the fey creature type.
Polite Smile. You are well acquainted with the tactics fey use to get their way. You gain an expertise die on saving throws to avoid being charmed or frightened .
Sheltered Dreaming. The Court of Groves keeps its seedlings as cut off from the material world as possible, while training them in fey etiquette. You gain the courtly manners and etiquette skill speciality in Culture. This expertise die increases by one step if it involves influencing fey creatures. However, you have disadvantage on Culture checks regarding cultures you have not directly interacted with.
Languages. You can speak, read, write, and sign Common and Sylvan.
Dryadborn
Dryadborn
Dryadborn are far from a unified people. Many of the first were initially produced after a dryad’s union with a mortal, growing out from the fey’s heart tree in the Dreaming into the form of a mortal infant. Others were crafted entirely from the dryad’s heart tree. Depending on their dryad progenitor, some were raised as servants, spies, and the like for the dryad or their court, while others were regarded as curiosities—a precarious situation among the famously fickle fey.
As eons passed, the dryadborn spread, fulfilling their internal mandate to go forth and see the world. Some had their own families and have became their own distinct people. Few directly know the dryad that created their lineage, especially if they make their home in the Waking. Others are similar to planetouched, their fey traits arising unexpectedly from what was thought to be a mundane bloodline. Comparatively few now are directly made by a dryad, and still fewer outside the Dreaming.
Dryadborn Traits
Characters with the dryad heritage share a variety of traits in common with one another.
Age. Dryadborn age quickly from infancy to adolescence in the span of a year, at which point their aging and life cycle depends on their progenitor’s heart tree. Those coming from palm and persimmon dryads mature similarly to orcs, while sequoias and some pines result in dryadborn with lifespans more comparable to elves.
Size. Dryads are tall and thin, but their density depends on their origins. Those from lighter woods are usually around 160 pounds, while those from heavier trees can weigh over 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dryad Magic. You know the entangle spell and can cast it without using a spell slot once per long rest . Your spellcasting ability for this spell is Wisdom or Charisma (whichever is highest).
Flora. You have more in common biologically with flora than fauna. Instead of being a humanoid, you have the plant creature type.
Verdant Jaunt. As a bonus action, you can spend 5 feet of movement to magically pass through an adjacent plant and exit out of another plant of the same kind you can see within 30 feet. The plants you enter or exit from must be at least Medium sized, or they must be a collection of the same kind of plants that fill at least a 5-foot wide surface such as grasses, shrubs, or mosses.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses after a
long rest
.
Dryadborn Gifts
While each dryadborn is an individual, all are deeply grounded to the nature of their progenitor’s heart tree, making for vastly different beings.
Blossom-Crowned
These dryadborn bloom with vibrant, possibly otherworldly colors. You have the following traits:
Charming Bouquet. You gain proficiency in your choice of Deception, Persuasion, or Performance.
Fey Glamour. You can attempt to glamour creatures that can see, hear, or smell you within 10 feet as a bonus action. Each creature of your choice within range makes a Wisdom saving throw . On a failed save, it becomes fixated on you until the end of your next turn. During this time, the creature has disadvantage on attack rolls. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. If a target’s saving throw is successful or if the effect ends for it, the creature is immune to your fey glamour for 24 hours.
You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Protective Petals. When you are hit by an attack, you can use your reaction to shake off an obscuring screen of flower petals. For the next round, you gain a +5 bonus to your AC, including against the triggering attack, potentially turning a hit into a miss.
Elderbark
Not all dryadborn are lithe and flighty. Some grow strong with the old growth of their progenitor’s forest, tough as the ancient roots that dig below the mountains. You have the following traits:
Barkskinned. While you aren’t wearing armor, your AC equals 12 + your Constitution modifier. You can use a shield and still gain this benefit.
Deep Roots. When determining your carrying capacity and the weight that you can push, drag, or lift, your size is considered to be Large. Additionally, you can grapple or shove creatures up to two size categories larger than yourself.
Finally, when you fail a saving throw against an effect that would push you, knock you prone , or cause you to be grappled , you may take root as a reaction and immediately reroll it, taking the new result. If you do, you can immediately reroll that saving throw and take the new result. Once you use this feature, you must finish a long rest before doing so again.
New Growth
You were directly created by a dryad, and the magic of the fey thrums through you with especial strength. Many of these dryadborn were created specifically to protect their progenitor’s heart tree. You have the following traits:
Expanded Dryad Magic. You know the shillelagh cantrip. Once you reach 3rd level, you can cast animal friendship once per long rest. At 5th level, you can cast speak with plants without material components once per long rest. Wisdom is your spellcasting ability for these spells.
Ever-Vigilant Tender. You do not have to sleep and are immune to being put to sleep by magical means. A long rest remains 8 hours for you as normal, and the time must be filled only with light activity.
Heart Tree Connection. Your soul is intricately linked the specific tree of the dryad that made you. Work with your Narrator to determine the location and circumstances of this tree. If you die while your heart tree remains alive and matured and you are on the same plane (or the Dreaming), you can choose to be reborn from the heart tree, retaining all your abilities and memories rather than moving onto an afterlife. This is still traumatizing, however, and you suffer 3 levels each of fatigue and strife . At the conclusion of each long rest, remove one level of fatigue and strife suffered in this way until you are fully recovered.
For the next month, your size is Small and you look like a younger version of yourself. You can’t be reborn from your heart tree while in this state. You return to your normal Medium size in 1 month. If your heart tree dies while you remain alive and you are on the same plane (or the Dreaming), it is immediately reborn from you as a seed. If this seed is planted in fertile soil in an appropriate climate, the tree will grow and mature back into its former state after a year and a day. It can’t be reborn again during this time.
If your heart tree is destroyed and can’t be reborn, you suffer 3 levels of stress , as well as a long-term mental stress effect for the next month, after which you can attempt to recover from it as normal.
Dryadborn Paragon
When you reach 10th level, you exemplify the best of your arboreal heritage. You gain one paragon gift form the following list.
Branching Mind.Choose one of the following saving throws : Intelligence, Wisdom, or Charisma. You gain an expertise die when using the chosen saving throw to resist magic.
Fey Grove Magic. Choose a 5th or 6th level druid spell of the nature school. Once per long rest , you can cast the chosen spell as a 6th level spell (if it is not already) without using a spell slot. Your spellcasting ability for this spell is Wisdom or Charisma (whichever is highest).
Patience of the Trees. As a bonus action, you can enter a state of ponderous contemplation. For the next minute, you gain an expertise die to all Constitution and Wisdom checks. You can use this feature a number of times equal to your proficiency bonus per long rest .
Dryadborn Culture
Within the Dreaming, dryadborn almost exclusively belong to the court of their progenitor, whether it is a group of dryads (known as the Court of Groves) or a larger fey court. There the heritages is largely seen as useful servants and staff, though for individuals this may vary depending on their progenitor’s status and the whim of the head of the court. Outside of this setting and a few carefully guarded groves, dryadborn do not often congregate in large numbers. When they do, it is most often with those of a their own tree species or one that is related or grows in the same biome, as the difference in heart trees leads to vastly different priorities and preferences.
Dryadborn in the Waking largely fall into two categories, depending on what part of their nature they choose to embrace. Those that cultivate the wanderlust that led to their creation find fulfillment in a life on the move, while those more inclined to put down roots devote themselves utterly to their community, defending at all cost the metaphorical heart tree of hearth and home. Regardless of lifestyle, dryadborn are generally most at comfortable with a people that develops similarly to themselves. One connected to a fast-growing tree, such as a beech, eucalyptus, or willow, may find the company of elves slow and tedious, while those connected to oaks, cedars, or mahogany trees likely find humans and orcs flighty and indecisive. The exception to this are peoples who live mostly or entirely underground, such as deep dwarves and deep gnomes—no matter how fond they may be of a group, few dryadborn can fathom the idea of leaving the sun.
Suggested Cultures
While you can choose any culture for your dryadborn, the following cultures are linked closely with this heritage: Dreaming wilds , eladrin , fey court , grovekept .
New Clever Schemes
New Clever Schemes
The following clever schemes can be learned by all savants .
Antiquarian
You have a nose for identifying things, even if you’ve never seen them before. If you spend 1 minute examining and touching an artificial object, you learn the object’s age, value, historical/cultural origin, and non-magical properties (if any), such as the DC of a lock or how to use a piece of culture-specific equipment.
Artistic Streak
You find that practicing your art helps you think. You gain an expertise die on checks to engage in artistic activities, such as music, writing, or another creative endeavor. If you engage in an artistic practice for 1 hour (which may be part of a rest), you may gain one point of Key Knowledge regarding an individual, creature, event, organization, or place of which you are aware. Once you have done so, you cannot do so again until you have both used the Key Knowledge you gained and completed a long rest .
Bartitsu
You have trained to defend yourself under any circumstances. You can roll 1d4 in place of your normal damage for unarmed strikes. If you aren’t wielding any weapons or a shield, you can roll 1d6 instead. Finally, you may choose to deal 1d6 damage when using improvised weapons instead of the damage they normally deal.
Business Acumen
You gain an expertise die on checks made to recall information about money, trade, regional goods, and businesses, as well as on checks made to buy, sell, or perform the Work downtime activity. Additionally, your Prestige level counts as 1 higher when interacting with merchants, financial professionals, and business owners within the area described by your Prestige rating.
Enigma Enthusiast
You gain an expertise die on checks made to succeed at solving puzzles, cracking ciphers, answering riddles, playing strategy games, and similar tasks, as well as on checks to create them. In addition, when encountering such a task you may ask the Narrator one question that could be answered with a “yes” or a “no” regarding the task. The Narrator’s answer to this question must be truthful. You may only ask one such question between each short and long rest .
Forensic Scientist
You gain an expertise die on checks using alchemist’s tools and on checks made to collect and analyze physical clues such as chemical residues, personal effects, and footprints, as well as on checks made to determine the manner of a creature’s death. You can always accurately determine how long ago a non-magical corpse you can see died or when a physical clue was put in place.
Jurisprudence
You gain an expertise die on checks to recall information about laws, regulations, and legal proceedings, as well as on checks to convince others of the legality or illegality of an act. Additionally, your Prestige level counts as 1 higher when interacting with bureaucrats, law enforcement agents, and legal practitioners within the area described by your Prestige rating.
Laureate
Prerequisite: d8
expertise die
or higher in a skill
Your contributions to your field are highly regarded. Your
Prestige
bonus increases by 1,and you have advantage on prestige checks against individuals who are proficient in any skill in which you have a d8 expertise die or higher.
Memory Palace
You can recall everything you’ve seen or heard within a number of weeks equal to your Intelligence modifier (minimum of 1). In addition, you can retain expertise dice gained from the last two masterwork books you’ve read rather than one, and the size of the expertise die you gain from the most recent masterwork book you’ve read increases to d6 (but decreases to d4 once you read another).
More Things in Heaven and Earth
You understand that not all phenomena can be ascribed to strictly natural causes. You gain an expertise die on checks to avoid, locate, or understand the abilities of celestials, fiends, and undead.
Polyglot
You gain proficiency in two languages of your choice, and you require only half the usual time to train in a new language. You gain an expertise die on Insight checks made to understand other languages.
Practiced Pilot
You gain proficiency with one type of vehicle of your choice, or an expertise die if you are already proficient. You may take a vehicle action and prepare a trick using the same bonus action.
Principia Mathematica
You can perform all mathematical operations with perfect accuracy in your head, as though you were using the calculate cantrip. In addition, you can determine the number and dimensions of any objects, creatures, or areas you can see; the weight of any object or creature you can touch; and the time between any two events you have experienced to within a 1% margin of error.
Psychoanalysis
By spending 10 minutes conversing with a creature you can see within 30 feet of you, you can gain insight into the creature’s motivations, emotional state, and something that looms large in its mind. In addition, you gain an expertise die on checks to determine if a creature you examine in this way is lying or concealing information until the end of your next short or long rest.
Rapier Repartee
You gain an expertise die on Intimidation and Performance checks that rely on your wit. After conversing with a creature for 1 minute, you learn which traits about themselves that can be readily observed or inferred they prize and despise most. This feature does not reveal secret information.
Reports Of My Death Have Been Greatly Exaggerated
Once per long rest , you may use your reaction to fall prone and suppress your vital signs through a variety of techniques for up to 1 hour. Until you choose to move, creatures of your choice able to observe you consider you to be dead or dying for the duration, although a suspicious creature may make a Medicine check against your trick DC to determine if you are alive. You are blinded during this period but are otherwise aware of your surroundings, and you may use your reaction to move up to your Speed, ending the condition early. Standing up from prone still requires half of your movement when using this feature.
Speech and Debate
Your specialties in lore skills also apply to Persuasion and Deception checks.
Other Tricks
Other Tricks
Other tricks are those that can be used only in specific circumstances.
Calculated Step
When you move through an area of difficult terrain , you may expend this trick to either avoid having your speed reduced or avoid taking damage from the terrain until the start of your next turn.
Leverage Position
Until the start of your next turn, the expertise die you gain from attacking from above, flanking, or pulling from below is increased by one step (from d4 to d6 to d8, etc.).
Look Closely
You may expend this trick to take the Search action as a free action, gaining advantage on the check you make.
This Will Do
You may expend this trick to give a melee weapon (including improvised weapons and shields used as weapons) one of the following traits: breaker, defensive, flamboyant, parrying, quickdraw, rebounding, trip, or vicious. Alternatively, you may use this trick to increase the damage die of an improvised weapon by one step (from d4 to d6 to d8, etc.). This weapon only has this property for you, and it loses it when combat ends or when you use this trick again.
Wait For It
When you take the Ready action, you gain an expertise die on the first attack, check, or saving throw you make as part of your reaction in response to the trigger.
Flourishes
Flourishes
Flourishes can be used when you attack with a melee weapon.
Distracting Flourish
When you hit a creature with a melee attack while it is performing a task that requires continuous effort but that it could end at will, such as grappling another creature or concentrating on a spell, you may force it to make an Intelligence saving throw . On a failure, it ceases performing the task. If a creature is engaged in multiple such tasks (such as grappling multiple creatures), you may only turn its attention away from one task, but you may choose which one.
Domino Flourish
When you hit a creature with a melee attack, you may set yourself up for a later success. Once in the next minute, you can make a weapon attack with advantage against the creature.
Echoing Flourish
When you hit a creature with a melee attack, you may force it to make a Constitution saving throw . On a failure, the target takes ongoing damage equal to your Intelligence modifier. A creature may use an action to end the ongoing damage.
False Target Flourish
When you miss with a melee attack, you may reveal that you actually had a different target in mind the whole time. Make a new attack roll against a different target within range. You may turn your attack into a thrown attack as part of this flourish, treating it as an improvised weapon if it does not have the thrown property. For the purposes of applying bonuses or penalties to the attack (such as bardic inspiration), the new attack roll is considered to be the same attack as the old attack roll. For the purposes of determining if you can repeat this trick, you are considered to have only used it against the second target.
Saboteur Flourish
When you have advantage on a melee attack and both dice results are high enough to hit, you can attempt to cut a bowstring, slice an armor strap, or otherwise damage a piece of equipment your target is wearing or carrying. If the target succeeds on a Dexterity saving throw , you cause a temporary malfunction that gives the object the broken condition until the end of your target’s next turn. On a failed save, the object is broken until it can be repaired.
Aegises
Aegises
Aegises are tricks which allow you to defend against some kind of attack.
Braced Body Aegis
When you would fail a Strength or Constitution saving throw , you can use this trick to roll 1d4 and add it to your saving throw. You know how much the roll failed by before deciding whether to use this aegis.
Circle Dancing Aegis
When a creature within 5 feet of you makes a melee attack against you, you can attempt to take the Tumble action against it. On a success, you move through the creature’s space to a space adjacent to the creature and at least 10 feet away from where you began plus an additional 5 feet for each size category the creature is above Medium, and the attack misses. You may not move more than your Speed when using this trick.
Fail-Safe Aegis
When an attack against you would be a critical hit, you can turn the critical hit into a normal hit. Alternatively, when you would be reduced to 0 hit points you can use this trick to fall to 1 hit point instead. Once you have used this trick to avoid falling to 0 hit points, you cannot use it again in that way until you complete a short or long rest .
Retreating Aegis
When a creature makes a melee attack against you, you can take the Fall Back reaction even if they have not Pressed the Attack. If you do so, the attacker may choose to use its reaction to Press the Attack against you if it is not attacking with disadvantage . If it does not do so and Falling Back places you out the attacker’s range, the attack automatically misses.
Willful Aegis
When you would fail a Charisma or death saving throw, you can use this trick to roll 1d4 and add it to your saving throw. You know how much the roll failed by before deciding whether to use this aegis. You may use this aegis even is you are unconscious or otherwise incapacitated .