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Animate Painting

Animate Painting

-level (
)
Duration:

The scene depicted within an artwork transforms into an extradimensional space containing any objects or creatures depicted within the painting, and such objects and creatures are manifested as impressions. The extradimensional space is a 100-foot cube, unless the depicted space would be smaller. The picture’s frame forms the entryway into this extradimensional space. No spells, attacks, or environmental effects can cross into or out of this extradimensional space, but creatures and objects can pass through it unimpeded.

Abstraction

Abstraction

-level (
)
Duration:

You imagine a creature you can see within range in a deconstructed and simplified form.

Mundane Equipment of Elissar

Mundane Equipment of Elissar

Gear

Item Cost Weight
Bog Sled 5 gp 12 lbs
Bog Stits 5 gp 10 lbs
Geistblock 15 gp 1/2 lb
Skull Goblet 10 gp 4 lbs

 

Bog Sled. This simple, high-sided wooden sled is the best way to evenly distribute the extra weight of goods and equipment on the wetlands, and keep them out of the muck. If empty they make for a helpful platform for a single Medium creature to lay a sleeping bag on, to prevent them from getting damp or sinking in the night. A bog sled can carry 50 pounds of goods, 15 Supply , and 2 bulky items.

Bog Stilts. While wearing this set of 5-foot stilts and using the accompanying staff for support, you have disadvantage on ability checks and attack rolls the Narrator deems appropriate. Additionally, you can make a DC 10 Acrobatics or Athletics check to increase your Speed by 10 feet for 1 hour (on a failure you fall prone and take 1 bludgeoning damage). Donning bog stilts takes 1 minute.

Geistblock.  This pungent salve smells like a mixture of citrus and clove, but it is made from local plants that have developed resistance to the spectral swarms. In addition to functioning like lavender paste this medicinal protects against spectral swarms.

Skull Goblet. When you use this spellcasting focus to consume Supply during a long rest , if you have the Evil trait you gain an expertise die on your next Arcana or Religion check.


Vehicles

Vehicle Size AC Hit Points Speed Crew Cost Supply Special
Zustramet Longboat Gargantuan 17 450 50 ft / 5 mph 1 45,000 gp 1,000 Transport

 

Zustramet Longboat. The infernal dwarves travel across the Underland seas and the Sıfırda Rivers atop vessels of wicked construction, formed from the carcasses of long dead megafauna and powered by their bound souls. Creatures that are not Evil have disadvantage on checks made to pilot these unholy boats, and while in contact with it a Good creature is rattled (though anyone that is not Evil feels terrible discomfort while riding on it). Taking the boat onto the surface is a risky endeavor as well; on initiative count 20 each round it is in sunlight, the Zustramet logboat takes 25 radiant damage.

Despite its drawbacks however, creatures sailing the vessel through Underland have no random encounters against other creatures and if left to sail itself automatically heads towards the Kingdom of Zustramet. Furthermore the Zustramet logboat is able to utilize the Sıfırda Rivers, taking them when available and reducing the distance the party must travel to reach the Kingdom of Zustramet by half.


Weapons

Weapon (d4) Cost Weight Properties Damage Type
Bolas 20 gp 1 lb Range (30/60) Bludgeoning
Crossdagger 20 gp 2 lbs

Dual-wielding, finesse, parrying, thrown (40/80)

Slashing
Quickbow 100 gp 2 lbs

Hand-mounted, range (50/100)

Piercing

 

Bolas.  On each end of this sturdy cord is a weighted metal ball. A creature hit by a ranged weapon attack using bolas takes damage and makes a Dexterity saving throw against maneuver DC or is grappled. On a critical hit, a creature that fails its save is both grappled and knocked prone .

Crossdagger. This weapon resembles a cross with four razor-sharp blades on each end. A creature not proficient with the crossdagger takes 1d4 slashing damage when it uses the weapon to make an attack and rolls a natural 1.

Quickbow. This gauntlet fits over the wrist, binding tightly with cords of leather, and one side of it is adorned with a winged silver contraption that has a taut wire connected on the ends and set perpendicular to the bracer. When you take the Attack action using this weapon, you may choose to attack with disadvantage until the start of your next turn to make two additional ranged weapon attacks .


Materials

 
Material Weight Cost Properties Repairability
Nalpine x 1/2 x2

Flaw (thunder), hardy, high-quality, lightweight, low-maintenance (expertise die)

DC 19

woodworker’s tools

 

Nalpine. Primarily used for shipbuilding because it naturally repels saltwater, the resilience of this type of wood (as hard as iron or steel) makes it difficult to treat but greatly valued.

Oaken Fist

Oaken Fist

Some of the strongest, most unyielding things in the natural world are plants. Mighty trees, tenacious thorn bushes, and lichen that can grow anywhere are all compelling examples of incredible resilience. It is therefore unsurprising that some might take the endurance of plants as inspiration, and from these admirers of the natural world, Oaken Fists arise.


3rd LevelTertiary Spellcasting

At 3rd level, you tap into the magical power of nature to enhance your martial training. Your casting ability score is Wisdom and you can select cantrips and spells from the nature and unarmed schools. See the Tertiary Spellcasting rules for when you would acquire new spells and spell slots, as well as the rules for swapping out spells.


Wilderness Home3rd Level

Also at 3rd level, you have developed the skills to survive in the wilderness. You gain proficiency with the Nature and Survival skills. If you are already proficient, you gain an expertise die . You also gain proficiency with the herbalism kit.

You also gain the plant type, in addition to other types you have.


6th LevelPlant Physiology

At 6th level, your blood becomes thick and sap-like. If you would suffer ongoing damage, you may instead spend 1 point of exertion to not suffer the ongoing damage for a number of rounds equal to your Wisdom modifier. These rounds count towards the effect’s duration.

In addition, if you are in natural surroundings with direct contact with fertile soil (such as walking across it barefoot) and sunlight, you do not require Supply , instead drawing your nutrients from the soil. This latter feature does not work in barren areas such as deserts and tundra.


Wooden Fists6th Level

Also at 6th level, you can use the residual energy of your magical connection to the natural world to bolster your strikes. As long as you have unused spell slots, you can spend 1 exertion to allow your unarmed strikes to deal additional bludgeoning damage equal to your proficiency bonus for the next minute.


11th LevelDeep Roots

At 11th level, you gain the ability to literally take root. As an action, you extend roots from your lower extremities into the ground beneath you, locking you in place. For the duration, you automatically succeed against any effects that would move you or knock you prone and creatures trying to escape your grapple suffer disadvantage on their saves, but your movement speed is reduced to 0 and you have disadvantage on Dexterity saving throws . While you are rooted, you gain access to the following options:

  • You can concentrate for 1 minute in order to expend one Hit Die as though you were taking a short rest .
  • As a reaction to grappling or being grappled, you can sprout vicious thorns that deal 1d4 points of piercing damage to any creatures you are grappling or being grappled by. Once the thorns have been produced, they last until you retract them (no action required) or you end your rooted state.

You may revert to your normal form as an action. You automatically revert if you fall unconscious , drop to 0 hit points, or die. Once you have used this ability a number of times equal to your Wisdom modifier (minimum 1), you can’t do so again until you finish a long rest.


17th LevelMighty Boughs

At 17th level, your form becomes even more plant-like. While you use your Take Root ability, you are under a continual barkskin effect for the feature’s duration, and your reach with melee weapon attacks increases by 10 feet.


Choking Pollen17th Level

Also at 17th level, you can expend a spell slot to release a miasma of pollen around yourself. The range is a number of feet equal to 10 + (5 × the spell slot level). Non-plant creatures caught in the cloud must make a Constitution save against your spell save DC or be poisoned for one minute. The cloud lasts for 10 minutes or until dispersed by a strong wind.

Tertiary Spellcasting

Tertiary Spellcasting

Tertiary spellcasters are universally members of a class that does not ordinarily feature spellcasting . They share a few common features and a standardized spellcasting progression, detailed below.

Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 3 3 3 1

 


Cantrips

At 3rd level, you know two cantrips of your choice drawn from the schools granted by your archetype. You learn an additional cantrip at 10th level.


Spell Slots

The Tertiary Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest .


Spells Known of 1st-Level and Higher

You know three 1st-level spells of your choice from the school granted by your archetype. The Spells Known column of the Tertiary Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another qualifying spell of a level for which you have spell slots. Some tertiary spellcasters may acquire their spells in the manner of a wizard , learning them from scrolls instead of on a set progression, or by some other means. In these cases, disregard the Spells Known column and see the archetype description for details.


Spellcasting Ability

Your spellcasting ability for your spells is indicated by your archetype. In most cases, this will be a set ability score, but some archetypes may allow you to choose. In addition, you use your spellcasting ability score modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability score modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability score modifier


Multiclassing

If you choose another class or archetype that uses Tertiary Spellcasting, add the levels of both classes together to determine your total number of spells known and how many spell slots you have. You can pick your cantrips and spells from any school you have access to. These spells are prepared separately from any you gain from a class or archetype that does not have Tertiary Spellcasting.

Mykand

Mykand

Challenge
str
dex
con
int
wis
cha

Pagination