Fortified Will
Fortified Will
You harden a creature’s mind with an unbending willpower.
Fatigued Bargain
Fatigued Bargain
Your magic suppresses a creature’s inhibitions, urging out its own self-destructive strength.
Gate Pass Gazette #6
Gate Pass Gazette #6
- Playing Against Type || Bodyguard (rogue archetype) | Bruiser (adept archetype) | Steel Renegade (druid archetype)
- Pet Chaos || Beast Unity (combat tradition/maneuvers)
- Forensic Magic: Spells of the School of Law || Eavesdrop | Identify Weapon | Reopen Rift | Silver Shield | Stone Sentinel | Trace Magic Aura
- The Mechanoskulls || Assaultskull (monster) | Decoyskull (monster) | Gobletskull (monster) | Serviceskull (monster) | Spyskull (monster)
Enervating Light
Enervating Light
You conjure a mote of sickly light at a point within range.
Draining Nova
Draining Nova
Creatures in the area make a Constitution
Dementing Touch
Dementing Touch
Your touch implants a vile plague in a creature’s mind.
Consume Vigor
Consume Vigor
You rend the lifeforce from a creature to sustain yourself. The target of this spell takes 6d8 necrotic damage.
Burst of Strength
Burst of Strength
In a sudden eruption of fortitude, you break bonds in inhuman fashion.
Lunar Chrysalian
Lunar Chrysalian
Often painted as quiet observers, lunar chrysalians hold a particular affinity for nighttime and the moon. Because they are typically found in the darker reaches of the Dreaming, they have mastered the ability to move silently to avoid detection by the realm’s more unsavory folk. And, as they are often surrounded by hags or agents of the Unseen Court, they have a particular interest in occultism. Lunar chrysalians tend to adopt muted clothing and patterns, preferring to melt into a crowd or blend in with their surroundings rather than make a scene. While they can be shy, there are some who forge out into the realms beyond in search of knowledge or adventure.
Characters raised in the lunar chrysalian culture share a variety of traits in common with one another.
Lesser Darkvision. Your time in the twilight of the Dreaming has given you the ability to see in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light , and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, it increases by 30 feet.
Moonlit Magic. You know the dancing lights cantrip. Once you reach 3rd level, you can cast faerie fire once per long rest . At 5th level, you can cast pass without trace once per long rest. You don’t need material components for these spells, and when casting them our spellcasting ability for this spell is Intelligence, Wisdom, or Charisma, whichever is highest.
Student of the Occult. You have a cultural affinity for secrets and the unknown. You gain proficiency in two of the following skills: Arcana, History, Medicine, Nature, or Survival.
Languages. You can speak, read, write, and sign Common and Sylvan.
Solar Chrysalian
Solar Chrysalian
Raised in the warmth of the sun, solar chrysalians are often characterized by their boisterousness and joie de vivre. They often dress themselves in loud patterns and colors, and frequently favor sequins, feathers, bells, and other baubles that draw attention. Friendly and vivacious, they are attracted to bright colors and hubs of activity and are always on the lookout for the next new and exciting thing. As such, they tend to be more itinerant than other chrysalians, with many forming wandering groups or performing troupes that range all across the Dreaming and beyond. Because of this cultural desire to wander, solar chrysalians are the most likely to venture furthest from the Dreaming’s borders in search of adventure.
Characters raised in the solar chrysalian culture share a variety of traits in common with one another.
Artistic Inclination. You have proficiency with one type of artisans’ tools of your choice and one instrument of your choice.
Cultural Savant. Because you spend so much time around others, you are especially adept in social situations. You gain proficiency in two of the following skills: Culture, Deception, Intimidation, Performance, or Persuasion.
I Meant to Do That. The playful magic you have been surrounded by all your life means you are capable of shrugging off failure, even if it’s catastrophic. Once per long rest , if you fail a roll on a d20 for an attack roll , saving throw , or ability check , you can reroll the die (or one die, if you rolled with advantage or disadvantage ). You must use the result of the new roll.
Languages. You can speak, read, write, and sign Common, Sylvan, and one other language of your choosing.