Giant Walrus
Giant Walrus
Walrus
Walrus
Wailrus
Wailrus
Sleeplessness
Sleeplessness
You grant a creature supernatural vigor that keeps it awake.
Dancing Feet
Dancing Feet
You cause a musical chord to play and creatures in the area have a sudden urge to dance.
Manifest Antimatter
Manifest Antimatter
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.
Ruler of the Hall
Ruler of the Hall
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.