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<noinclude>{{ScuffedMenu|offset=4.6em|[[House Amarillis - House of the Harpy|House Amarillis - House of the Harpy]] {{!}} [[House Arachna - House of the Spider|House Arachna - House of the Spider]] {{!}} [[House Aramas - House of the Peacock|House Aramas - House of the Peacock]] {{!}} [[House Belisarius - House of the Rose|House Belisarius - House of the Rose]] {{!}} [[House Cerias - House of the Blade|House Cerias - House of the Blade]] {{!}} [[House Degas - House of the Eagle|House Degas - House of the Eagle]] {{!}} [[House Eirako - House of the Harp|House Eirako - House of the Harp]] {{!}} [[House Evanara - House of the Phoenix|House Evanara - House of the Phoenix]] {{!}} [[House Koth - House of the Void|House Koth - House of the Void]] {{!}} [[House L'Erendi - House of the Gates|House L'Erendi - House of the Gates]] {{!}} [[House Lysander - House of the Dragon]] {{!}} [[House Meritas - House of the Hawk|House Meritas - House of the Hawk]] {{!}} [[House Shealynn - House of Horns|House Shealynn - House of Horns]] {{!}} [[House Ventura - House of the Horse|House Ventura - House of the Horse]]}}</noinclude><hr> | |||
<i>"{{:Species/Alv/Staðrálv/Description}}"</i> | |||
<hr> | |||
{| | ====[[:Species/Alv/Staðrálv/AbilityScores|Ability Scores]]==== | ||
| | {{:Species/Alv/Staðrálv/AbilityScores}} | ||
|- | ====[[Species/Alv/Staðrálv/Features|Features]]==== | ||
! | {{:Species/Alv/Staðrálv/Features}} | ||
|- | <noinclude> | ||
| | ====Variety (House Affiliation)==== | ||
* City elves are aligned with either a [[:Category:Elven City House|House]] or a certain lifestyle. Either pick a [[:Category:Elven City House|House]] to come from, or choose a [[:Category:Elven City House|House]] whose traits best align with your background. | |||
{| | |||
|- | |||
! | |||
|- | |||
==== | |||
==== | |||
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City elves are aligned with either a House or a certain lifestyle. Either pick a House to come from, or choose a House whose traits best align with your background. | |||
<tabs> | <tabs> | ||
<tab name="House Amarillis - House of the Harpy">[[ | <tab name="House Amarillis - House of the Harpy">[[House Amarillis - House of the Harpy|→ House Amarillis - House of the Harpy]]<br><hr>{{:House Amarillis - House of the Harpy}}</tab> | ||
<tab name="House Arachna - House of the Spider">[[ | <tab name="House Arachna - House of the Spider">[[House Arachna - House of the Spider|→ House Arachna - House of the Spider]]<br><hr>{{:House Arachna - House of the Spider}}</tab> | ||
<tab name="House Aramas - House of the Peacock">[[ | <tab name="House Aramas - House of the Peacock">[[House Aramas - House of the Peacock|→ House Aramas - House of the Peacock]]<br><hr>{{:House Aramas - House of the Peacock}}</tab> | ||
<tab name="House Belisarius - House of the Rose">[[ | <tab name="House Belisarius - House of the Rose">[[House Belisarius - House of the Rose|→ House Belisarius - House of the Rose]]<br><hr>{{:House Belisarius - House of the Rose}}</tab> | ||
<tab name="House Cerias - House of the Blade">[[ | <tab name="House Cerias - House of the Blade">[[House Cerias - House of the Blade|→ House Cerias - House of the Blade]]<br><hr>{{:House Cerias - House of the Blade}}</tab> | ||
<tab name="House Degas - House of the Eagle">[[ | <tab name="House Degas - House of the Eagle">[[House Degas - House of the Eagle|→ House Degas - House of the Eagle]]<br><hr>{{:House Degas - House of the Eagle}}</tab> | ||
<tab name="House Eirako - House of the Harp">[[ | <tab name="House Eirako - House of the Harp">[[House Eirako - House of the Harp|→ House Eirako - House of the Harp]]<br><hr>{{:House Eirako - House of the Harp}}</tab> | ||
<tab name="House Evanara - House of the Phoenix">[[ | <tab name="House Evanara - House of the Phoenix">[[House Evanara - House of the Phoenix|→ House Evanara - House of the Phoenix]]<br><hr>{{:House Evanara - House of the Phoenix}}</tab> | ||
<tab name="House Koth - House of the Void">[[ | <tab name="House Koth - House of the Void">[[House Koth - House of the Void|→ House Koth - House of the Void]]<br><hr>{{:House Koth - House of the Void}}</tab> | ||
<tab name="House L | <tab name="House L Erendi - House of the Gates">[[House L'Erendi - House of the Gates|→ House L'Erendi - House of the Gates]]<br><hr>{{:House L'Erendi - House of the Gates}}</tab> | ||
<tab name="House Lysander - House of the Dragon">[[ | <tab name="House Lysander - House of the Dragon">[[|→ House Lysander - House of the Dragon]]<br><hr>{{:House Lysander - House of the Dragon}}</tab> | ||
<tab name="House Meritas - House of the Hawk">[[ | <tab name="House Meritas - House of the Hawk">[[House Meritas - House of the Hawk|→ House Meritas - House of the Hawk]]<br><hr>{{:House Meritas - House of the Hawk}}</tab> | ||
<tab name="House Shealynn - House of Horns">[[ | <tab name="House Shealynn - House of Horns">[[House Shealynn - House of Horns|→ House Shealynn - House of Horns]]<br><hr>{{:House Shealynn - House of Horns}}</tab> | ||
<tab name="House Ventura - House of the Horse">[[ | <tab name="House Ventura - House of the Horse">[[House Ventura - House of the Horse|→ House Ventura - House of the Horse]]<br><hr>{{:House Ventura - House of the Horse}}</tab> | ||
</tabs> | </tabs></noinclude> |
Latest revision as of 18:36, 7 September 2023
"City elves like all elves adapt to their surroundings, but unlike their other elven brethren, their communal, joyous spirit has been twisted by the urban ways."
Ability Scores
DEX | PER | STR | CON | INT | WIS | CHA | Luck |
---|---|---|---|---|---|---|---|
11 | 11 | 8 | 10 | 11 | 12 | 13 | 12 |
Features
Decadent Trance
- Decadence and desire have corrupted their mostly pure hearted nature. City elves do not possess the natural ability to go into trance, instead they may either sleep and long rest as normal for 8 hours, or they may engage in an activity which stimulates one of their intense interests or excessive desire-seeking behaviours.
- This activity is unique for each elf, however, they are usually closely aligned with their house affiliation. When engaged in an activity this way, it works as a sort of trance and over 4 hours time, you gain the same benefit as 8 hours of sleep.
Variety (House Affiliation)
- City elves are aligned with either a House or a certain lifestyle. Either pick a House to come from, or choose a House whose traits best align with your background.
"The Amarillis bloodline is long and well known, however as a House, it is fairly newly established. The families within has until receiving a safe haven in Kronopolis, by the Emperor, dwelled in secrecy, hidden from the civilized eye.
Many Houses, cities and empires have a deep hatred for House Amarillis, as they should. Many men, women and children have fallen by the blade, arrow or spell of a hired Amarillian assassin."
Features
Ability Score Increase
Darkvision
- You can see in dim light within 60 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.
Amarillis Skills Training
- Choice of one skill from the following list to be proficient with:
Amarillis Trance
- The hunt brings tranquility, to focus ones mind and meditate on a single objective. While tracking a target you may engage in Decadent Trance.
Contracts & Contacts
- When you reach 3rd level, you may as a bonus action, teleport up to 60 feet to an unoccupied space you can see, which you normally could move to without obstruction. Both the space you teleport from and the space you teleport to must be in dim light or darkness. This can be done once per long rest.
- When you reach 5th level, you may as a ritual cast Locate Creature for a specific creature if you have something that belongs to it. You may also cast Sending, which is primarily used by Amarillis members to receive or complete contracts. One of these spells may only be cast once per long rest.
- You also have a good idea of where to find contracts in new places. Where and who to look for.
"Worshippers of death, destruction and torture, the elven house of Arachna resides in the depths below the Undercity. Here, the church of Arachna is well known and has taken the role as it's foremost representative.
The clerics of Arachna, nearly all female, spreads their power through fear, as fear is the strongest tool one can utilize to achieve power. Arachnids are revered by the house, as well as in their faith, allowing many to be able to shapeshift into one. However their main devotion is that of rituals and rites, which always require certain sacrifices."
Features
Ability Score Increase
- Your Constitution, Intelligence or Wisdom increases by 1.
House Skills Training
- Choice of one skill from the following list to be proficient with:
Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Arachnid Trance
- Devoting your time to prayer, rituals, ceremonies and rites is what brings you peace, and will let you engage in Decadent Trance.
Acolytes of the Spider Queen
- As an acolyte of the Spider Queen, devoted to the dark arts, you have practiced much in her footsteps. Regardless of your own innate divine or arcane connection, you have learned to invoke power through rituals. These are written in a ritual book devoted to Arachna.
- You know the Ceremony spell. At 3rd level you can cast Find Familiar, but only choose spider familiars. At 5th level you can cast Augury. At 7th level you can cast Gentle Repose. At 9th level you can cast Feign Death. At 11th level you can cast Divination. At 13th level you can cast Commune.
- At 15th level you may if you come across a spell in written form, such as a magical spell scroll or a spellbook, add it to your ritual book. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag.
- The process of copying the spell into your ritual book takes 2 hours per level of the spell, costs 50 gp per level and takes 2 pints of fresh blood per level.
- All rituals cast through the use of this book, also require 4 pints (2 liters) of fresh blood per spell level squared, in addition to their regular price. For example, casting a 5th level spell with the use of the book, requires 100 pints of fresh blood, which equals about 12 gallons and 47 liters.
"The youngest of houses, but the boldest by miles. Not only is combat and clothes done in style and fashion, their skillful business methods, trade ventures and companies are done with the same flair. An Aramas puts their soul into romance, fame and looks, outside appearance far outweighs the weights of stuffy feelings, such that trust and honesty for example, is for losers. War may be terrible, but it provides opportunity for heroic acts, and most of all attention, affection and acclaim."
Features
Ability Score Increase
- Your Charisma score increases by 1, and one ability score of either Strength, Dexterity or Charisma of your choice by 1.
Aramas Skills Training
- Choice of one skill from the following list to be proficient with:
Aramas's Trance
- An Aramas lives for passion and romance, seeking glory, affection and fame. An Aramas may engage in Decadent Trance, granting a long rest after 4 hours, when in situations of receiving intense attention and affection, like passionate courting or sexual relations.
Flashing Display
- You may as an action put on a dazzling performance with your weapons or magic. Creatures susceptible to intimidation (Up to the DM, most humanoids for example but not all fiends or giants) witnessing your display within a 30-foot radius must succeed against a Charisma (Coercion or Sleight of Hand) check contested by the target’s Wisdom (Insight) or become Frightened of you.
- The targets can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, they are then unable to be frightened by you for an hour. You can use this trait once per short or long rest.
"The oldest and most powerful of the houses, Belisarius wield the luxury and drug trade in Kronopolis. Honesty and patience in relationships does not mean you shouldn't consider other options. Anything and anyone may be a tool to be used. This means for Belisarius, that reprisal and retaliation should be stricken true, fast and without conscience, only then may you retain respect, power and in the end stability and peace."
Features
Ability Score Increase
- Your Intelligence score increases by 1, and one ability score of either Dexterity, Intelligence or Wisdom of your choice by 1.
House Weapon Training
- You have proficiency with the longsword, shortsword, shortbow and longbow.
House Skills Training
- Choice of one skill from the following list to be proficient with:
- You may also choose one tool to be proficient with, either Alchemist's Supplies or Herbalist's Tools. You can add double your proficiency bonus when using an artisan tool or skill while dealing with perfumes, drugs or luxurious consumables.
Belisarius's Trance
- When you cultivate gardens, flowers and herbs or use artisan tools to create medicine, drugs or perfumes, you may engage in Decadent Trance.
The Black Rose
"The Black Rose reveals its strength with beauty, its superiority with patience, and its power with growth."
- As a Belisarius, your cultivation of rose gardens echoes in the House Ideals. When you use the Ready Action on your turn:
- To attack, you can gain advantage on that attack.
- To interact with a creature or an object, the action does not use your reaction.
"War, what else is there. Life is valued only by the concept of death. Being the master death, brings power over life. Everything you do should relate to it; eating, sleeping, studying, training, all for the next struggle. Cerias elves however, are proud, almost foolishly so. War and power should also require honor, because without it, power is not really deserved and gained, only borrowed."
Features
Ability Score Increase
- Your Dexterity score increases by 1, and increase two ability scores of your choice by 1 except Dexterity.
House Weapon Training
- You have proficiency with the shortsword, longsword, shortbow, and longbow.
House Skills
- Training Choice of one skill from the following list to be proficient with:
- You gain tool proficiency in a artisan tool of your choice.
Cerias's Trance
- A Cerias intensely studying a topic related to their Studies of War training may instead of normal Trance engage in Decadent Trance, becoming transfixed by their new project.
Studies of War
- Cerias choose either one of two House Schools to specialize in.
- House Martial Training
- You have proficiency with two simple or martial weapons of your choice, and light and medium armor.
- Whenever you make a skill check related to studying, investigating, researching or creating weapons or armor, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
- House Arcane Training
- You gain two damaging Arcane cantrips of your choice (Charisma is your spell casting modifier).
- Whenever you make a skill check related to studying, investigating, researching or creating arcane or divine texts or scrolls, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
- House Martial Training
"Degas is one of the oldest of houses, but their age has not yielded them patience, temperance or chastity. Their debauchery is unparalleled among the houses, and beyond their parties and masquerades, their business lies in alcohol, drugs, brothels and slave trade. Vile affairs for sure."
Features
Ability Score Increase
- Your Constitution or Charisma score increases by 1, and one ability score of either Constitution, Wisdom or Charisma of your choice by 1.
Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
House Weapon Training
- You have proficiency with the rapier, shortsword, longsword, and whip.
House Skills Training
- Choice of one skill from the following list to be proficient with:
Degas Trance
- Parties, masquerades, feasts, orgies, balls (as in formal dance), brothels, drugs, and any other luxurious indulgent behaviour is a Degas's prime environment. When engaging in it, they may go into Decadent Trance.
Masquerade
- You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once per long rest. When you reach 5th level, you can also cast the Suggestion spell once per day. Charisma is your spellcasting ability for these spells.
- You have advantage on all constitution saving throws for alcohol, drugs and disease.
"Music, its my second pulsing heart
Each beat a measure of my hope, my will
Solemn and tranquil, fierce and thrill
Music, its more to me than just art
Just listen, listen to the skipping tune
Flowing through us, from touch of skin
Cascading emotions, the melody within
A piece of peace within to please, please begin
Each strucken chord, struck a chord
A strum to ivory with arched hands
Over strings and frets the fingers pans
A chord played with fiddle bow of silver strands"
Features
Ability Score Increase
- Your Charisma score increases by 1, and one ability scores of your choice by 1.
House Weapon Training
- You have proficiency with the sling, shortsword, shortbow, and dart.
House Skills Training
- Choice of one skill of your choice. You are also proficient with Performance.
Lharithlyn's Trance
- Playing, sculpting, writing or singing, an innocent indulgement by far compared to other Houses, but nonetheless as a Lharithlyn you may engage in Decadent Trance while doing any of these.
Aesthetic Theory
- Choose 3 proficiencies from the following list:
|
- You can add double your proficiency bonus for Intelligence skill checks when examining or researching music, poems, statues or other aesthetic works of art.
"Birth demand sacrifice, sacrifice fosters faith.
Faith requires action, action yields hope.
Hope demand commitment, commitment fosters growth.
Growth requires wisdom, wisdom yields knowledge.
Knowledge demand patience, patience fosters focus.
Focus requires devotion, devotion yields power.
Power demand death, death fosters life.
Life requires divinity, divinity yields rebirth.
— The Code of the Phoenix
House Evanara lives by the code of the Phoenix. An ever searching quest to secure their lives. Through the use of the arcane, shall they be reborn. To do so however, is to seek power. Power, however, is not only to be wielded, but it is to become it. It is to consume anything that wields it. Becoming through it, divine. And to then bend eternity, the planes and time to ones will.
In this search, the House will ignite the world in arcane light, and the unworthy of power will perish when that consumes the world."
Features
Ability Score Increase
- Your Intelligence score increases by 1 and one ability score of either Intelligence, Wisdom or Charisma of your choice by 1.
House Skills Training
- Choice of one skill from the following list to be proficient with:
|
Evanaran Trance
- Studying magic and the arcane to become stronger, or researching reaching divinity and rebirth, you may engage in Decadent Trance.
Arcane Prowess
- You know the Firebolt and Prestidigitation cantrip. When you reach 3rd level you can cast Magic Armor or Magic Missiles at second level once per long rest. When you reach 5th level you can cast Shield or Levitate once per long rest. Intelligence is your spellcasting ability for these spells.
- When researching, searching or remembering information devoted to divinity and specifically how to reach it, you can add double your proficiency bonus for Intelligence skill checks.
"Insanity... knowledge
madness... understanding
psychosis... lunacy... reality.
Call of the void, the eldritch and beyond the planar boundaries, that is the only truth that matters. Send your soul through chaos, your body through deformation and finally your mind into the abyss. Koth is a house with no morals, no law-bound traditions and certainly no inhibitions. Nothing is wicked, nothing is sacred and all is allowed in the name of potential."
Features
Ability Score Increase
- Your Intelligence score increases by 1 and one ability scores of either Constitution, Intelligence or Wisdom of your choice by 1.
House Skills Training
- Choice of one skill of from the following list to be proficient with:
- You are also proficient with Arcana.
Koth's Trance
- Occult arcane studies, seeking the forbidden drives the Koth disciples into Decadent Trance.
Monomanic Obsession
- The further your madness progresses, the further your mind may expand. Insanity is only a deeper kind of knowledge. Madness opens up the world, the planes and the arcane for study, nothing is too obscene, nothing is too dangerous and nothing is out of reach. Power is knowledge, but knowledge is beyond ones mind and thoughts.
Stage | Unlocked Possibilities |
---|---|
2 | Maximum Intelligence increased to 22. |
4 | Your Intelligence score and one ability score of your choice increases by 1. |
6 | Maximum Intelligence increased to 24. |
8 | Your Intelligence score and one ability score of your choice increases by 1. |
10 | Maximum Intelligence increased to 26. |
12 | Your Intelligence score and one ability score of your choice increases by 1. |
14 | Maximum Intelligence increased to 28 |
16 | Your Intelligence score and one ability score of your choice increases by 1. |
18 | Maximum Intelligence increased to 30. |
20 | Your Intelligence score and one ability score of your choice increases by 1. |
Madness
- At every Ability Score Improvement a Koth may instead choose to delve deeper into the eldritch, dark and unknown studies. Inducing with it an ever growing insanity. Roll a d20 on the Divine Madness table, gain the Divine Madness and the Maddening Power traits, and gain two Monomanic Obsession stages. Madness can be cured by Greater Restoration if the target is willing. They then lose the Divine Madness and the Maddening Power traits, and lose two Monomanic Obsession stages. Ability Score Improvement is not recovered.
d20 | Divine Madness | Maddening Power |
---|---|---|
1 | Voices occasionally call for sacrifices, and will sometimes tell you to kill people. Roll a wisdom saving throw each week against suggestion (with a duration of that week, DL 10 + Proficiency bouns ). When damage taken related to the suggestion, roll another wisdom saving throw, on success the suggestion ends.
|
You're immune to charm effects except your own voices. |
2 | You have multiple personalities which switches both randomly and when in need. When you roll a critical fail in one skill another personality is proficient in, that personality takes control, and you may roll gain. | Choose two personalities, each with their own House Skills Training, Alignment and Background. (Can be gained multiple times) |
3 | You can see, hear and touch hallucinations of NPC(s). You're unaware that they are hallucinations to start out, but may learn that later. | You have advantage on Perception (Investigation) checks against illusions that do not come from you. |
4 | You're convinced that you're the Chosen One of a god or prophecy, and will seek to fulfill their destiny no matter how impossible. | You gain the Augury spell. When you reach 7th level, you can gain the Diviniation spell once per day. There is always a percent chance you get a random reading. |
5 | If addressed by your real name, you become paralyzed in fear and may be commanded by the one who knows it. You believe you're a fiend. | Gain proficiency with the Disguise Kit and forgery kit and advantage on Charisma checks when trying to pass yourself off as a different person. |
6 | You randomly spout nonsense or obsessively make or repeat noises and movements you see and hear. You may also truth-tic or spontaneously utter socially objectionable or taboo words or phrases. (You may remove his, if you feel Tourettes-like characteristics shouldn't be a part of madness) | You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception)
check. |
7 | You are severely phobic to a certain object or phenomenon (blood, statues, grass, etc.). When within 30 ft, you have to make a Wisdom saving throw with DL 10 + 5X every minute (X) or become Frightened until out of range and 1 minute passing. Failing while Frightened leaves you Paralyzed until out of range and 5 minutes passing.
|
Gain an extra Monomanic Obsession stage (Can be gained multiple times) |
8 | You are severely phobic to a subtype of creature (Bears and spiders, not beasts, orcs not humanoids). When within 30 ft, you have to make a Wisdom saving throw with DL 10 + 5X every minute (X) or become Frightened until out of range and 1 minute passing. Failing while Frightened leaves you Paralyzed until out of range and 5 minutes passing. You also make a saving throw when attacked (DL = Damage taken ) or attacking the creature (same as DL for current X).
|
Gain an extra Monomanic Obsession stage (Can be gained multiple times) |
9 | Compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on). Your short rests and downtime take 1.5 times more time to complete. | You gain the Keen Mind feat. |
10 | You're convinced that powerful enemies are hunting you, and their agents are everywhere you go. Perception checks to find enemies or threats, always succeed. | You gain the Alert feat. |
11 | There’s only one person you can trust. And only you can see this Special friend. Any buffs or boons granted by allies are done with disadvantage. | Talking to your Special friend may guide your actions, roll a d4 and add the number rolled to one ability check, saving throw or attack. Either before or after making the check. The Special friend may help you twice per short or long rest. |
12 | You have severe aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia, necrophilia, and so on). You may have to make a Wisdom saving throw against temptation. | Gain an extra Monomanic Obsession stage (Can be gained multiple times) |
13 | You have an obsessive object of desire, which you can not leave your side. YOU MUST FIND IT IF YOU LOSE IT. | You gain 1 luck point when you have your object on you. You regain the expended luck point when you finish a long rest. When you do not have the object on you, you have disadvantage on skill checks, attacks and saving throws, you also gain the Locate Object spell to cast once per long rest. |
14 | You obsess over the consumption of flesh, and believe it imbues you with the creature's powers. You may have to make a Wisdom saving throw against temptation or how long you have gone without eating flesh. | Eating the flesh of a creature grants for d4 hours on a d20;
|
15 | You have severe amoral and aberrant desires (killing, abusing, torturing, deceiving, inflicting pain, which may be towards others, or towards self). You may have to make a Wisdom saving throw against temptation. | Gain an extra Monomanic Obsession stage (Can be gained multiple times) |
16 | You occasionally believe that something else has happened, instead of what really in fact had happened. You may have to make a Intelligence saving throw when remembering something in the past. | You may once per long rest, replace a spell that you have prepared, with another spell, or reroll any die you just rolled. |
17 | You have disorganized speech which may cause rapidly switching topics, switching to unrelated topics, or having word salad. Disadvantage on Charisma (Coercion, Deception) checks. | You may cast and maintain concentration on one more spell requiring concentration, however Constitution saving throws to maintain your concentration are made at a disadvantage. |
18 | You're a celestial born into evil in the material world, now with the goal to save it. | You may use Fake Healing Hands to restore 1 hp, once per long rest |
19 | You believe you're not of the world yet and have an inability to feel. You believe pain is the solution to emotion and becoming real. You become Neutral in alignment. | When you reach 0 hit points, you do not fall unconscious until you fail your first death saving throw. |
20 | Your madness consumes the use of one of your senses; sight (Blinded), smell, touch (which also means an inability to feel pain), taste or hearing (Deafened). You can no longer use it. | Roll another time on the Divine Madness table and gain two Monomanic Obsession stages |
"The L'Erendi house operate mostly as individuals or in small groups, but their goals are clear, recover valuable assets for safekeeping. All L'Erendi members study history, geography and planar activity, which often includes the possible treasures or artifacts that may have been lost to time. They do not have the collective strength and organization of the other houses, as they reach only into the hundreds, but they are far from helpless, using many items and weapons they have recovered throughout their existence.
No member of the house will pass up an opportunity to visit a curio shop or some other purveyor of “antiques,” in the hope of discovering a long lost relic."
Features
Ability Score Increase
- Your Intelligence score increases by 1 and one ability scores of your choice by 1.
House Weapon Training
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
House Skills Training
- Choice of one skill of your choice. You are also proficient with two languages of your choice.
L'Erendi's Trance
- While researching and searching for old relics and artifacts, you may engage in Decadent Trance
Keepers of the Forgotten
- You know the Message cantrip. When you reach 3rd level you can cast Detect Magic as a ritual. When you reach 5th level you can cast the Identify Spell as a ritual and with out need of any material components. You're well versed in the legendary relics, items and artifacts of the old civilizations and gods.
- You can add double your proficiency bonus for Intelligence skill checks when examining, researching or remembering these artifacts.
- You also have a somewhat good guess depending on where you are, where you may find more information.
"Dragons, harpies, gryphons or giants; anything can be hunted, anything can be bred and anything can be sold. Life for a Lysander is adrenaline. It's gladiatorial combat and excitement. It's being impulsive and wild, impatient and competitive. Life is the betting of which water drop of two, reaches the ground first, or who can best the wildest of beasts. Risk it, or don't live at all."
Features
Ability Score Increase
Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
House Weapon Training
- You have proficiency with the longsword, shortsword, shortbow, longbow.
House Skills Training
- Choice of one skill from the following list to be proficient with:
Lysander's Trance
Thrill of CompetitionIn any encounter which may be seen as competitive (In the sense of it being a game) between you and another humanoid, you may add a d4 to an attack roll or skill check, before success has been established. Changes to d6 at 11th level. You can use this trait up to your proficiency modifier per long rest. |
"Arcane magic and divine mysticism is only one part of science not fully explored. Technology will achieve it, surpass it and integrate it and House Meritas will be damned sure they will be the ones who make that happen. Ships, airships, machines and clockwork, or maybe new exotic firearms, the Meritas will be the forefront of its invention. Slinging spells is left to the sad little magicians to waddle and dabble in. Merit trumps all; bloodlines, arcane talent, divine favor or other forms of nepotism, is outdated and foolish. Power comes from deliberation and knowledge."
Features
Ability Score Increase
- Your Intelligence score increases by 1, and one ability score of either Dexterity, Intelligence or Wisdom of your choice by 1.
House Weapon Training
- You have proficiency with flintlock pistol, scatter pistol, light crossbow and hand crossbow.
House Skills Training
- Choice of one skill from the following list to be proficient with:
Meritas's Trance
- A Meritas finds solice in technology and constructs. While tinkering they may engage in Decadent Trance.
Tech-Dynasty
- You gain proficiency with Tinker's Tools and may use them to tinker with firearms. If you gain martial ranged weapon training, you may pick from the Firearms list (proficiency in all Martial Weapons, yield proficiency in all Martial Firearms).
Arcane Allergies
- The House of Meritas has long suffered by a disease limiting how much arcane energy they can surround themselves with. Casting any arcane spell deal 1 damage to you, which cannot bring you to 0 hp.
- You also gain the ability to sense arcane magic within 5ft range, but each magical item enchanted with arcane magic within 5ft of you cause increasing detrimental effects.
Magical Items |
Disadvantage on |
---|---|
1 | Smell (Perception) skill checks |
2 | Charisma skill checks |
3 | Sight (Perception) skill checks |
4 | Saving throws |
5 | Skill checks and attack rolls |
6 | You gain 1 point of exhaustion every minute. |
"Established long ago by fiends trying to seduce elvenkind to the Lower planes, however a union was instead tied, growing into what now is being called a fiend sanctuary.
The House protects the fiends, demons, fiendbloods and demonbloods from mortals, but also from the fiends trying to return the treacherous escapees.
Although they conform to lawfulness, their nature is far from such. The House's internal rule is continuously challenged and a new head of the House has been crowned thirteen times during the last fifty years. Queen Shaelara still lives, her age unknown, but she does not seek the seat of the House."
Features
Ability Score Increase
- Your Constitution score increases by 1 and one ability scores of your choice by 1.
House Weapon Training
- You have proficiency with the sickle, flail, glaive, and halberd.
House Skills Training
- Choice of one skill from the following list to be proficient with:
Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Shaelara's Trance
- Pain, death, torture, chaos. Fiendish nature has fiendish delights, which also lets you engage in Decandent Trance.
Shaelara Bloodline
- You can speak, read and write Abyssal and Infernal. Starting at 3rd level, you can use your action to unleash the fiendish energy from the Shealynn bloodline, causing infernal fire to radiate from you, pouring out of your eyes and mouth.
- Your transformation lasts for 1 minute or until you end it as a bonus action. During it, the infernal fire consumes in a 10-foot radius all light, causing darkness, which you can see through. You and each creature within 10 feet of you take fire damage equal to half your level (rounded up). Once you use this trait, you can't use it again until you finish a long rest.
"Masters of the trade, the Ventura's network reaches beyond the depths of the Sapphire Sea, the wilds of Vildmark and the endless sands of Arahaz. A Venturan seek prosperity everywhere they go, profit in every deal and the thrill of dominating the skies and the seas.
Some see their greed as a disease, but for them, it's a virtue. It's a sign of dignity and reservation against the decadence which is defiling society."
Features
Ability Score Increase
- Your Charisma score increases by 1, and one ability score of either Intelligence, Wisdom or Charisma of your choice by 1.
House Weapon Training
- You have proficiency with the longsword (cutlass), rapier, light crossbow, hand crossbow, and flintlock pistol.
House Skills Training
- Choice of one skill from the following list to be proficient with:
- You are also proficient with Coercion.
Venturan Trance
- When a Venturan spend time trading, writing bonds, calculating risks or dealing with any other business related venture, they
may engage in Decadent Trance.
Avarice Strategists
- You can add double your proficiency bonus for ability checks when bartering for goods and services, you also have proficiency in operating and maintaining water or air vehicles (your choice)