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d1a3394d78 Begin: THE LORE 2025-03-14 06:13:24 +00:00
5edef553d0 update wording, update ntes 2025-03-10 21:02:52 +00:00
6d6be93c41 dnd: recap 2025-03-10 01:37:42 +00:00
77561f6863 Create Notes File 2025-03-10 01:04:35 +00:00
81a859b096 add obsidian spell selection 2025-03-10 01:04:23 +00:00
80d831625d update to include endurian water weakness 2025-03-06 01:53:44 +00:00
2f8ba78fab clean up: need to fix numbers 2025-02-21 03:48:52 +00:00
29af411473 Obsidian Level 7 2025-02-21 03:41:29 +00:00
0530d3cac7 Obsidian Level 6 2025-02-21 03:39:09 +00:00
f6e65f656d Obsidian Level 5 2025-02-21 03:31:55 +00:00
210c3ea7f2 simplify and link 2025-02-21 03:27:00 +00:00
8acc7ef38b Obsidian Level 4 2025-02-21 03:07:14 +00:00
3e7f01c2d3 Add crafting rules to Augmentation 2025-01-27 22:03:57 +00:00
fd24eb987c finish rework 2025-01-27 21:19:28 +00:00
b69b6283c5 rework the aegis 2025-01-27 21:13:57 +00:00
06913e6f46 Add note 2025-01-27 07:45:06 +00:00
fecf726ef4 Add Momentum Engine, and Spell Capacitor 2025-01-27 07:30:22 +00:00
d53c30ef35 Tweak wording for Greater Augment, Bladesinger's Grasp 2025-01-27 06:44:10 +00:00
93a76c928f Tweak Enhanced Augmentation, Beacon Shard 2025-01-27 06:43:00 +00:00
516cd2db1c Add Kyber/Aegis 2025-01-22 22:54:59 +00:00
9d81db404f Phantom Brew, Enhanced Augmentation 2025-01-22 22:36:27 +00:00
1594d7f1f8 Phantom Brew 2025-01-18 20:31:20 +00:00
4fb3729e08 update wording the of the Arcblade 2025-01-16 16:28:21 +00:00
ab3cecd4be reformat the repo 2025-01-15 05:35:01 +00:00
559047fb98 update the table 2024-12-31 03:16:56 +00:00
b24ebe4ebe revamp Overseer a bit 2024-12-31 03:14:03 +00:00
ea64c1c184 move Overserr to Vaults 2024-12-31 02:57:25 +00:00
a8937abc97 move some files around 2024-12-31 02:54:59 +00:00
fe2abeb484 Add some basic ideas for Endurian Race 2024-12-28 08:13:41 +00:00
57 changed files with 1359 additions and 40 deletions

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# **The Brewery**
Welcome to the custom D&D rules repository! This README serves as an index to help you navigate the rules and guidelines. Below, you'll find a categorized list of the rules and mechanics.
## **Index**
### **1. Ability Score Generation**
Custom rules for generating character stats
- [Balanced Rolls](Rules/Stats/BalancedRolls.md)
- [Empowered Array](Rules/Stats/EmpoweredArray.md)
### **2. Custom Races**
Detailed rules for homebrew races, including lore, traits, and mechanics.
- [Blood Forged](Race/Bloodforged.md)
- [Skeleton](Race/Skeleton.md)
### **3. Feats**
Descriptions of unique feats, their benefits, and prerequisites for use.
- [Arcane Augmentation](Feats/Arcane%20Augmentation.md)
### **4. Equipment**
Custom items, including unique effects, attunement rules, and curses.
- [Cantrip Blaster](Equipment/Cantrip%20Blaster.md)
- [Cursed Gloves](Equipment/Cursed%20Gloves.md)
- [Gloves of Magnetism](Equipment/Gloves%20of%20Magnetism.md)
- [Spell Revolver](Equipment/Spell%20Revolver.md)
### **5. Features**
Not to be confused with [Feats](#3-feats), these are custom rules that can be applied to multiple things.
- [Precise Calibration](Features/Precise%20Calibration.md)

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# [Class Name]
## Class Features
### **Hit Points**
- **Hit Dice**: 1d8 per Level
- **Hit Points**: 8 + [STAT] Modifier
- **Hit Points Per Level**: 1d8

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# **Colossus' Aegis**
> **Wondrous Item (shield), legendary (requires attunement)**
- **Description**:
This ancient and imposing shield, forged in the heart of a star, bears the name "Colossus' Aegis," a title that reflects its immense power and its role as an unyielding protector. Initially dormant, the shields true strength awakens only when a worthy wielder claims it.
- **Proficiency**: Yes
The wielder must be proficient with shields to fully use the Colossus' Aegis.
- **Properties**:
- **+2 to AC, +1 to Int/Con**
- **Dormant Form**:
- **Energy Absorption**: As a Reaction when the wielder is hit by an attack that deals force, or lightning damage the shield absorbs part of the energy, granting the wielder the option to gain either **temporary hit points** or **shield energy** equal to half the damage taken (rounded down).
- **Force Repulsion**: As a reaction, when the wielder is hit by an attack that deals force, lightning, or radiant damage, the wielder can release the stored energy, dealing force damage equal to half the amount of damage absorbed. The target must make a Strength saving throw (DC 15) or take the full damage, or half damage on a successful save.
- **Awakened Form**:
- **Energy Absorption Improved**: The shield now absorbs up to 40 points of force, or lightning damage per long rest. The temporary hit points granted by energy absorption are now equal to the full amount of damage absorbed.
- **Force Repulsion Enhanced**: When the wielder uses the Force Repulsion ability, the damage increases to the total amount of energy absorbed rather than just half. The target must now make a Strength saving throw (DC 17) to avoid the damage, or take full damage on a failed save.
- **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP equal to the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any creature that comes in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. Creatures cannot move through the barrier.
Additionally, the wielder can adjust the size of the barrier, reducing its dimensions down to a minimum of 5 feet in either direction. To determine the adjusted size, the wielder makes a Perception check (DC 15). On a success, the barrier can be resized to the desired dimensions within the allowed range, without compromising its integrity.
- **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal of the damage absorbed, reducing the damage dealt to the ally by the same amount. This ability can be used three times per long rest.
- **Exalted Form**:
- **Energy Absorption Mastery**: The shield can absorb up to 100 points of force, lightning, or radiant damage per long rest full value. It can also absorb other types of energy, such as necrotic or acid, if the wielder chooses, though this damage is absorbed at half its value.
- **Cover Creation Enhanced**: As a bonus action, the wielder can create a 10-foot line of force energy (spending up to 30 points of absorbed energy). This line now creates a wall of force 10 feet tall and 10 feet wide that grants full cover. The wall lasts for 1 minute, or until it takes damage equal to the energy expended to create it. Once per day, the wielder can create an impenetrable dome of force (20-foot radius) for 10 minutes by expending 50 points of absorbed energy. Creatures within the dome must make a Strength saving throw (DC 19) or be knocked prone if they attempt to move through it.
- **Shared Protection Mastery**: The wielder can now use the **Shared Protection** ability an additional time per long rest. Furthermore, when absorbing damage for an ally, the wielder can now absorb up to the full amount of damage that the ally would take, reducing the damage dealt to the ally by the same amount. This enhanced ability can be used once per short rest.
- **Aegis Cannon**: When the wielder has at least absorbed 50 points of damage, it can be released in a 20-foot cone. Targets within the cone must make a Strength saving throw (SpellDC + 3) or take full damage, with those who succeed taking half damage, those who fail take full damage and are forcefully disarmed.
- Replaces Force Repulsion
- **Attunement**: Yes
This item requires attunement to unlock its full powers.
- **Notes**:
- While in its dormant form, the shield only provides limited energy absorption and force repulsion abilities.
- The shields energy absorption and force repulsion powers scale with attunement to its awakened and exalted forms.
- The Shield Barrier cannot harm the weilder, if it is in a position in which it can, it immediately dissapates
- Energy Points Stack and can only be used by the shield's ability.
- Energy Points Reset when the weilder takes a long rest.
- The **Aegis Cannon** requires the wielder to have absorbed at least 50 points of damage before it can be used.
- **Source**: *Homebrew*

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# Notes
*These are mostly from Kybr's perspective.*
- *Points of Inspiration:*
- +1d12 to Checks
- Count: 3
---
## **3/9/2025**
**18:15: Recap**
*Paraphrased summaries from the group:*
- **Elo:**
"We somehow regrouped enough to continue our trek to the Allforged. It was eventful, but the important part was Eidris approaching me about going off on our own. I dont know why, but I agreed to travel with him, leaving the group behind. I felt a bit of irony, considering I was almost preaching about how we should stick together."
- **Enkita:**
"After the shitshow at the inn, we started attempting the path to the Allforged again. One day, Elo and Eidris just *dipped*. We stole some horses to save travel time, but..."
> *Kybr had to walk away at this moment to take a piss.*
- **Accord:**
"After the shitshow in the city, we decided to dip out and traverse to the forge. We almost died a few times due to lack of food, but luckily, I can eat tree bark. We fast-traveled and are almost at the forge. Elo and Eidris dipped out for some reason—no clue where they went or if they even know where the forge is. But eh."
- **Myth:**
"Eidris finally woke up in my room. On his way out, he was making comments about being 'big, hard, and ready to do,' so I made a sarcastic response, and he said, 'Fuck off.' I joked about 'if you scratch their back enough, theyll scratch your balls,' and then he and Elo were gone."
- **Kybr:**
"I got Myth's thingymagic working again—not as much power as last time, but it works. We stole horses. Not sure how mine held me."
- **Eidris:**
"For the first time in a long time, I felt free and alone—until I realized these jagoffs were around me. It wasnt the worst thing, but it was nice to know they were able to work together.
I went out and did some less-than-savory things and came back a new man—a stronger man, a *younger* man."
> *Bullshit.*
"We made our way to the Allforged. As we got closer, my funny little friends—the ones that almost killed Accord (god, if only)—showed up. I know Im playing them, and theyre probably trying to play me. But I look at that guy, that annoying jagoff, Ames, and I cant help but be reminded. I guess its all but confirmed—he has Nepheras blood in him.
I just gotta be useful."
**19:11**
Elo fell out of a portal and was almost *dead*, I slapped him with a cure wounds healing him 7 units.
I found out the two fuckers who stole my shit (Darvok, reigna), and my two patrons were getting pissy because the items were close and they wont accept failure.
I shouted to the sky while pointing up
"You two, shut up or help!", Accord started Heaving
**19:18**
Accord started to go into a trance, no clue what he is doing
We rushed through a portal and found Eidris who was... he shouldnt be alive, he has a damned hole in his chest
We got into an argument about a deal Eidris did with Ames
Eidris is keeping Ames alive to help find Ames's Sister
Elo is called the "Angel of Blood"???
Ames has good angst reason for this shit. Man just wanna see his sister.
Ames's curse, I have seen I already according to my patrons, "The Key Is Close" is the hint.
Its a Soul Anchor, he is under control, without any save
--
I GOT THE SWORD BACK
Patrons: "Its about time you got the key back, now get to the alter"
Kybr: "Wat Alter?"

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# Obsidian
## Basic Information
- **Name**: Obsidian
- **Level**: [Artificer](https://dnd5e.wikidot.com/artificer) 7
- **Race**: [Nightwing](../../TheVault/Race/WingsOfFire/Nightwing.md)
- **Alignment**: Neutral
- **Background**: Undefined
## Appearance
<!--
Describe the characters appearance. Include details on specific armor,
physical traits, or distinguishing features. This section should paint
a vivid picture of the character's look and feel.
-->
[Brief description of characters appearance]
<!--
Optional: Add an image by replacing 'image.jpg' with your file path.
Example:
![Character Image](image.jpg)
-->
## Personality Traits
- **Trait 1**: [Description of personality trait]
- **Trait 2**: [Description of personality trait]
## Brewed Traits
- **[Trait Name](URL to trait)**: [Trait description, if applicable]
## Racial Traits
**Ability Score Increase:**
- Your Strength score decreases by 3.
- Your Constitution score decreases by 3.
- Your Intelligence score increases by 4.
- Your Wisdom score increases by 3.
- Your Charisma score increases by 3.
- **Size**: Large
**Speed:**
- Walking speed: 30 feet.
- Flying speed: 60 feet.
- **Racial Abilities**:
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Diseased Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You are proficient with your bite. Once per turn, your bite can infect a creature with sewer plague. NightWings are immune to this disease.
- **Darkvision and Blindsight:**
You have darkvision out to 30 feet and blindsight out to 15 feet.
- **Fire Resistance:**
You have resistance to fire damage.
- **Breath Weapon (Recharge 6):**
You can exhale fire in a 40-by-10-foot line. Creatures in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence or Constitution modifier). On a failed save, they take 2d4 fire damage, or half as much on a success. This damage increases at levels 5 (4d4), 11 (6d4), and 20 (8d4).
- **Scholarly Research:**
You are proficient in Arcana and History, and your proficiency bonus is doubled for both.
- **Languages:**
You can speak, read, and write Draconic and Scholar.
- Scholar uses complex technical jargon, making it incomprehensible to those unfamiliar with academic terminology. Conveying complex ideas takes half the time, but casual conversation takes four times as long.
## Ability Scores
| Ability | Base | Total | Bonus |
|------------------|------|-------|--------------------|
| **Strength** | 15 | **12** | `-3 (racial)` |
| **Dexterity** | 15 | **15** | `+0 (racial)` |
| **Constitution** | 20 | **17** | `-3 (racial)` |
| **Intelligence** | 20 | **24** | `+4 (racial)` |
| **Wisdom** | 10 | **13** | `+3 (racial)` |
| **Charisma** | 10 | **13** | `+3 (racial)` |
<!--
Fill out each row with the characters base stats, total (after racial
and class bonuses), and any bonuses from items or features.
-->
### Hit Points
- **Hit Points by Level**:
- Level 1: 8
- Level 2: 13
- Level 3: 18
- Level 4: 23
- Level 5: 28
- Level 6: 33
- Level 7: 38
- **Total Hit Points**: 38
- **Hit Dice**: 7d8
## Features
### Class-Specific Features
#### 1st-level
- [**Magical Tinkering**](https://dnd5e.wikidot.com/artificer): Allows you to imbue small objects with magical properties.
#### 3rd-level Alchemist
- [**Alchemist Spells**](https://dnd5e.wikidot.com/artificer:alchemist): You always have certain spells prepared:
| Level | Spell |
|:-------:|-------|
| 3rd | [Healing Word](https://dnd5e.wikidot.com/spell:healing-word), [Ray of Sickness](https://dnd5e.wikidot.com/spell:ray-of-sickness) |
| 5th | [Flaming Sphere](https://dnd5e.wikidot.com/spell:flaming-sphere), [Melfs Acid Arrow](https://dnd5e.wikidot.com/spell:melfs-acid-arrow) |
| 9th | [Gaseous Form](https://dnd5e.wikidot.com/spell:gaseous-form), [Mass Healing Word](https://dnd5e.wikidot.com/spell:mass-healing-word) |
| 13th | [Blight](https://dnd5e.wikidot.com/spell:blight), [Death Ward](https://dnd5e.wikidot.com/spell:death-ward) |
| 17th | [Cloudkill](https://dnd5e.wikidot.com/spell:cloudkill), [Raise Dead](https://dnd5e.wikidot.com/spell:raise-dead) |
- [**Experimental Elixir**](https://dnd5e.wikidot.com/artificer:alchemist):
At the end of a long rest, you can create a magical elixir in an empty flask you touch. Roll on the table below to determine its effect. The elixir is consumed as an action and lasts until drunk or until your next long rest.
You can also create additional elixirs by expending a 1st-level or higher spell slot, choosing the effect instead of rolling. At 6th level, you create two elixirs per long rest, and at 15th level, you create three. Each elixir requires a separate flask.
| d6 | Effect | |
|:--:|-------------------:|------|
| 1 | **Healing** | Restores 2d4 + your Intelligence modifier HP. |
| 2 | **Swiftness** | Increases walking speed by 10 ft. for 1 hour. |
| 3 | **Resilience** | Grants +1 AC for 10 minutes. |
| 4 | **Boldness** | Adds 1d4 to all attack rolls and saving throws for 1 minute. |
| 5 | **Flight** | Grants a additional 10 ft. flying speed for 10 minutes. |
| 6 | **Transformation** | Functions as *Alter Self* for 10 minutes. |
### 5th-level Alchemist
- [**Alchemical Savant**](https://dnd5e.wikidot.com/artificer)
Your mastery of magical chemicals enhances your spells. When casting a spell using alchemists supplies as your focus, you add your Intelligence modifier (minimum +1) to one healing roll or one damage roll if it deals acid, fire, necrotic, or poison damage.
### 6th-level
- [**Tool Expertise**](https://dnd5e.wikidot.com/artificer)
Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
### 7th-level
- [**Flash of Genius**](https://dnd5e.wikidot.com/artificer)
When you or another creature you can see within 30 feet of you makes an ability check or saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest
<!--
List key class-specific features here. Be concise but cover the main
mechanics and effects.
-->
## Proficiencies & Skills
- **Proficiencies**:
- **Skills**: Investigation, Sleight of Hand
- **Armor**: Light armor, medium armor, shields
- **Weapons**: Simple weapons
- **Tools**: Thieves' tools, Tinkers tools, Alchemist Supplies
- **Saving Throws**: Constitution, Intelligence
<!--
Describe the characters fighting style and proficiencies in skills,
tools, armor, and weapons. Only list skills they're proficient in.
-->
---
## Level Progression
### Level 1
- **Proficiencies**: Investigation, Sleight of Hand, Alchemist Supplies
### Level 2
- **Infusions**:
- Returning Weapon
- To Be Decided
- To Be Decided
- To Be Decided
### Level 3
- **Artificer Specialist**:
- [Alchemist](https://dnd5e.wikidot.com/artificer:alchemist)
- **Tool Proficiency**
- Brewer's Supplies
### Level 4
- **Ability Score Improvement:**
- **Chosen Increase:** Dexterity +1, Constitution +1
### Level 6
- **Infusions**:
- To Be Decided
- To Be Decided

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cantrips
firebolt, mending
spells
1st
absorb elements, cure wonds, false life, grease.
2nd
blur, invisibility, enlarge/reduce, vortex warp
heat metal,

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# **Class Name: Overseer**
> [***Vaults of Resonance Content***](../Readme.md)
The **Overseer** is a tactical commander specializing in leading semi-autonomous constructs called **Control Units** in battle. They use their expertise to manage and enhance their units, creating a flexible and adaptive force on the battlefield.
---
## **Class Features**
### **Hit Points**
- **Hit Dice:** 1d8 per Overseer level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Overseer level after 1st
### **Proficiencies**
- **Armor:** Light armor, medium armor
- **Weapons:** Simple weapons, martial weapons
- **Tools:** Tinkers tools
- **Saving Throws:** Intelligence, Constitution
- **Skills:** Choose two from Arcana, History, Insight, Investigation, Perception, or Survival
### **Starting Equipment**
- (a) A martial weapon and a shield or (b) two simple weapons
- (a) Scale mail or (b) leather armor
- (a) A scholar's pack or (b) an explorer's pack
- Tinkers tools
---
### **Class Table: The Overseer**
| Level | Proficiency Bonus | Features | Units Controlled | Command Points |
|-------|--------------------|-----------------------------------|-------------------|-----------------|
| 1 | +2 | Tactical Network, Constructed Ally | 1 (Constructed Ally) | 2 |
| 2 | +2 | Command Maneuvers, Unit Upgrades | 1 | 3 |
| 3 | +2 | Overseer Archetype | 2 | 4 |
| 4 | +2 | Ability Score Improvement | 2 | 5 |
| 5 | +3 | Efficient Directives | 2 | 6 |
| 6 | +3 | Improved Upgrades | 2 | 7 |
| 7 | +3 | Tactical Dominance | 3 | 8 |
| 8 | +3 | Ability Score Improvement | 3 | 9 |
| 9 | +4 | Enhanced Network | 3 | 10 |
| 10 | +4 | Archetype Feature | 3 | 11 |
| 11 | +4 | Overclock | 4 | 12 |
| 12 | +4 | Ability Score Improvement | 4 | 13 |
| 13 | +5 | Multi-Unit Maneuvers | 4 | 14 |
| 14 | +5 | Archetype Feature | 4 | 15 |
| 15 | +5 | Master Strategist | 5 | 16 |
| 16 | +5 | Ability Score Improvement | 5 | 17 |
| 17 | +6 | Supreme Upgrades | 5 | 18 |
| 18 | +6 | Archetype Feature | 5 | 19 |
| 19 | +6 | Ability Score Improvement | 6 | 20 |
| 20 | +6 | Command Perfection | 6 | 21 |
---
### **Core Mechanics**
#### **Tactical Network (1st Level)**
You establish a mental link with your **Constructed Ally**, enabling seamless coordination. Your ally acts on your turn, taking actions based on your commands. The ally defaults to a defensive stance (Dodge) if no command is issued.
- **Range:** 30 feet
- **Commands:** Commands cost **Command Points** to execute.
---
#### **Constructed Ally (1st Level)**
At 1st level, you gain a Constructed Ally, a semi-autonomous construct that serves as your companion in combat. Use the **Steel Defender** stat block as a base with the following modifications:
- **Hit Points:** Equal to 5 + five times your Overseer level.
- **Scaling:** Your Constructed Ally gains additional features and upgrades as you level up.
- **Actions:** Takes actions based on your commands, expending Command Points.
---
#### **Command Points (1st Level)**
You have a pool of **Command Points** that you use to issue tactical commands to your units. This pool replenishes after a long rest.
- **Regeneration:** Restore 1d4 + Intelligence modifier Command Points during a short rest.
- **Threshold:** You cannot spend more than half your level in Command Points on a single ally's turn.
---
#### **Command Maneuvers (2nd Level)**
You develop specialized tactics to enhance your units. Choose two **Command Maneuvers** from the list below.
- **Shockwave (2 CP):** Your ally slams the ground, forcing creatures in a 10-foot radius to make a Strength saving throw (DC = 8 + proficiency bonus + Intelligence modifier) or be knocked prone.
- **Intercept (1 CP):** Your ally moves to intercept an attack targeting a creature within 10 feet of it.
- **Coordinated Strike (3 CP):** All Constructed Allies attack the same target. If at least two attacks hit, deal an additional 1d10 damage.
- **Deploy Barrier (3 CP):** Construct an energy barrier that provides half cover in a 10-foot radius for one round.
#### **Overseer Archetype (3rd Level)**
Choose one specialization for your Overseer. Examples:
- **Field Commander:** Focuses on battlefield control and advanced maneuvers.
- **Tactical Mastery (3rd Level):** Gain +2 Command Points and increase your command range to 60 feet.
- **Phalanx Formation (10th Level):** Allies within 10 feet gain +1 AC.
- **Mechanist:** Enhances allies with superior upgrades and experimental tech.
- **Experimental Protocols (3rd Level):** Add a module to allies, like a flamethrower or grappling hook.
- **Modular Constructs (10th Level):** Allies can swap upgrades during a short rest.
- **Dominion Controller:** Combines magic with constructs, granting spellcasting abilities.
- **Construct Casting (6th Level):** Allies can channel your spell slots to cast cantrips or 1st-level spells.
- **Arcane Overdrive (14th Level):** Allies gain resistance to magical damage and advantage on saving throws against spells.
---
#### **Efficient Directives (5th Level)**
You can issue commands more fluidly. You may use a bonus action instead of an action to issue a command.
---
#### **Unit Upgrades (6th Level)**
Your allies gain significant upgrades. Choose one upgrade per ally:
- **Flight Systems:** Gain a flying speed of 30 feet.
- **Heavy Armor Plating:** Increase AC by 2.
- **Pulse Cannon:** Gain a ranged attack (30/120 feet) dealing 2d8 force damage.
---
#### **Capstone: Command Perfection (20th Level)**
- **Unlimited Command:** Issue commands without expending Command Points for 1 minute (once per long rest).
- **Supreme Coordination:** When an ally scores a critical hit, all other allies gain advantage on their next attack.

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# **The Overseer Class Overview**
> [***Vaults of Resonance Content***](../Readme.md)
> AI Generated short-notes.
The **Overseer** is a tactical commander who leads **Constructed Allies** (semi-autonomous constructs) in battle, using their expertise to coordinate and enhance their units. They specialize in battlefield control, unit upgrades, and strategic command maneuvers.
## **Core Mechanics**
- **Constructed Ally (Level 1):** You gain a semi-autonomous construct companion (based on the **Steel Defender** stat block). Your ally grows stronger as you level up.
- **Tactical Network (Level 1):** Establish a mental link to command your **Constructed Ally**. The ally acts on your turn, using Command Points to perform actions.
- **Command Points (Level 1):** You have a pool of points to issue tactical commands (like maneuvers) to your units. They regenerate on a long rest.
- **Command Maneuvers (Level 2):** Choose from a list of maneuvers to enhance your units (e.g., **Shockwave**, **Intercept**, **Coordinated Strike**).
## **Class Progression**
- **Level 3 - Overseer Archetype:** Choose a specialization (e.g., **Field Commander**, **Mechanist**, **Dominion Controller**) that shapes your playstyle.
- **Level 5 - Efficient Directives:** Issue commands as a bonus action.
- **Level 6 - Unit Upgrades:** Select an upgrade for your allies (e.g., **Flight Systems**, **Heavy Armor Plating**, **Pulse Cannon**).
- **Level 10 - Archetype Feature:** Gain additional features tied to your chosen archetype.
- **Level 11 - Overclock:** Temporarily boost your Constructed Allys power.
- **Level 13 - Multi-Unit Maneuvers:** Command multiple units at once and issue complex maneuvers.
- **Level 15 - Master Strategist:** Enhance your tactical abilities, improving battlefield control and synergy between units.
- **Level 17 - Supreme Upgrades:** Maximize the power of your upgrades.
- **Level 20 - Command Perfection:** Issue unlimited commands for 1 minute once per long rest and gain perfect coordination with your allies (e.g., advantage on attacks after a critical hit).
## **Key Features**
- **Constructed Ally:** A reliable combat companion that grows with you.
- **Command Points & Tactical Commands:** Spend Command Points to issue commands, with a growing number as you level up.
- **Archetype Specializations:** Customize your Overseer to focus on battlefield control, technological enhancements, or magical constructs.
- **Unit Upgrades:** Make your Constructed Allies stronger with upgrades like armor, flight, or ranged attacks.
- **Strategic Maneuvers:** Use your Command Points to issue various battlefield maneuvers, like knockbacks or coordinated strikes.
---
In essence, the **Overseer** is a **battlefield tactician** who thrives on managing multiple constructs and directing them through a combination of tactical maneuvers, strategic upgrades, and command abilities. They grow in power by improving their control over units and fine-tuning their commands for maximum efficiency.

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# Arcblade
- *Weapon (Sword), One Handed, Light, Wonderous*
- **Description**:
Arcblade is a magical sword that consists of a physical hilt and a blade of pure, glowing energy. The blade emanates a bright, electric yellow glow, crackling with arcs of lightning. It is forged for spellcasters who blend martial and arcane prowess. The wielder can shift the elemental properties of the blade as needed, though it requires focus and attunement to harness its full potential.
- **Proficiency**: Yes
Proficiency with swords is required to use this item effectively.
- **Attack Type**: Melee
- **Damage**:
- **Unattuned**: 2d6 + Dexterity modifier
- **Attuned**: 2d10 + Dexterity modifier + Spellcasting modifier (minimum +1)
- **Damage Type**: Lightning (default, changeable to Fire, Cold, Acid, Radiant, or Necrotic as a bonus action)
- **Weight**: 2 lbs
- **Cost**: Priceless (typically found, not bought)
- **Properties**:
- **Elemental Adaptation**: As a Action, the wielder can change the blade's elemental damage type to one of the following: Fire, Cold, Lightning, Acid, Radiant, or Necrotic.
- **Ethereal Blade**: The blade is made entirely of energy. It cannot be broken or parried by mundane means. If dropped or the wielder is incapacitated, the blade vanishes until wielded again. If the wielder rolls a natural 1 on an attack, they take half the blade's rolled damage (before modifiers) as feedback of its current elemental type.
- **Attunement**: Yes (requires a spellcaster)
- **Arcane Empowerment**: When attuned, the wielder adds their spellcasting ability modifier to attack and damage rolls, in addition to their Dexterity modifier.
- **Bound Blade**: When attuned, the Arcblade becomes magically bound to its wielder. If the blade is lost, discarded, or stolen, the wielder can use a bonus action to summon it back to their hand, regardless of distance, as long as both exist on the same plane of existence.
- **Elemental Adaptation**: As a bonus action, the wielder can change the blade's elemental damage type to one of the following: Fire, Cold, Lightning, Acid, Radiant, or Necrotic.
- **Energy Surge**: Once per long rest, the wielder can channel a surge of magical power into the blade. On the next hit, the weapon deals maximum damage.
- **Profiency**: When attuned, the wielder becomes proficient with this weapon.
- **Notes**:
The weapon is particularly effective against foes vulnerable to energy-based attacks but requires focus and attunement to fully unlock its potential.
- **Source**: *Homebrew*

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# Phantom Brew
- *Wondrous Item (Alchemy Flask), Rare*
- **Description**:
Phantom Brew is a mystical potion brewed from otherworldly ingredients, appearing as a shimmering liquid that shifts between deep violet and silver hues. A single serving grants the drinker the restorative effects of a long rest without requiring time to rest. This includes replenishment of spell slots, abilities, and hit points. However, it does not remove effects or conditions that end specifically after a long rest, nor does it eliminate levels of exhaustion. Instead, it suppresses exhaustion penalties, allowing the drinker to function as though unaffected.
![Phantom Brew](./Phantom%20Brew.png)
The potion resides within a magical alchemy flask that regenerates its contents over time, providing exactly one serving every 12 hours. The flask is sleek and durable, made from blackened glass reinforced with silver inlays, and its contents are protected by a unique enchantment that prevents spills or contamination.
- **Weight**: 3 lbs (flask)
- **Cost**: Not for sale (value determined by DM based on setting)
---
## **Properties**
- **Long Rest Restoration**
- Consuming a serving of Phantom Brew provides the full benefits of a long rest:
- Restores all hit points, spell slots, and abilities.
- Effects or conditions that require a long rest to end (e.g., curses or magical effects) remain active.
- Suppresses exhaustion penalties, but exhaustion levels persist and must still be resolved naturally or through magical means.
- **Self-Replenishing Flask**: The magical flask regenerates one serving of Phantom Brew every 12 hours. The flask cannot contain more than one serving at a time, and any unused serving is replaced when the flask replenishes.
- **Ritual Consumption**: Drinking Phantom Brew requires a 10-minute ritual. During this time, the drinker cannot engage in strenuous activity, and any actions taken are made at disadvantage. This represents the care and focus needed to fully harness the brew's magical properties.
- **Exhaustion Penalty**: Missing a serving of Phantom Brew after relying on it results in a magically induced coma. This state lasts for a number of days equal to the suppressed exhaustion levels or until another serving is administered. While in this stasis, the drinker is protected from death caused by exhaustion. They are still vulnerable to external harm.
- **Limitations**: The brew cannot be replicated or brewed through conventional means; it is magically sustained by the specialized bag and its enchantment.
- **Unique Ability Name**: "Eternal Vigil"
- **Usage**: Passive (requires no action beyond consumption)
- **Effect**: Consuming the brew allows adventurers to maintain peak performance without the need for sleep, effectively granting the benefits of a long rest in mere moments. However, reliance on this brew introduces risk, as missing a dose results in a forced magical stasis.
---
### **DM Notes**
- The self-replenishing property of the flask ensures the brew is a limited but renewable resource, balancing its power with careful usage.
- Missing doses and the resulting magical coma provide narrative opportunities for tension and risk management.
- DMs should regulate the items availability or include quests to acquire it, ensuring it remains a rare and valuable asset.
---
### **Example Usage Scenario**
The party is navigating a hostile desert, where resting would expose them to danger. The rogue, nearing exhaustion, uses the Phantom Brew flask to stay in peak condition. However, with another 8 hours of travel ahead, the party must decide whether to push forward or find a way to secure rest, knowing the flask wont refill until later.

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# Enhanced Augmentation
Enhanced Augmentations represent the pinnacle of Kybrs ingenuity and resourcefulness. These creations are divided into **Greater Augmentations** and **Lesser Augmentations**, each with distinct benefits and trade-offs, reflecting the artificers mortal limitations.
- **Greater Augmentations**: Crafted during a long rest. The Artificer sacrifices the benefits of a long rest, including restored spell slots, hit points, and other resources, making him more vulnerable in subsequent encounters.
- **Lesser Augmentations**: Crafted during a short rest. The Artificer forgoes the benefits of a short rest, such as recovering hit dice or performing light restorative activities, leaving him less prepared for future challenges.
- DM: You may rule a Lesser Augment as having the requirements of a Greater Augment.
> Note: Artificers may either have **1 Greater Augment** OR **2 Lesser Augments** for balancing purposes until a proper crafting system can be implemented for these augments
## Crafting Rules
- Quality is determined by a Dexterity Check
- Critical Failure: Augmentation Fails to craft. If perfroming maintence the item is destroyed.
- Standard Roll: DC determined by the DM based off the bond between the Crafter and the creature the augment is intended for.
- Base DC of 15, however can be altered at DM Discression
- Critical Success: Augmentation is at its strongest state and persists indefinately, not requiring recreation or maintnence.
## **Basic Augmentations**
Basic Augmentations are simple yet essential creations, designed to act as flexible tools or stepping stones for more advanced augmentations. They are quick to assemble, requiring minimal resources and effort, and can serve as placeholders or fulfill specific minor functions.
### **Patchwork Placeholder**
> *[Basic Augmentation, Downtime Action]*
- **Description**:
This hurriedly constructed gear looks unstable and rough, held together by little more than ingenuity and desperation. Though fragile, its purpose is clear: its a temporary vessel for greater power. Bolts, scrap metal, and loose threads hold these items together, crackling slightly when infused.
- **Mechanics**:
- **Effect**: Creates a piece of shoddy equipment with no utility or durability other than acting as an infusion placeholder.
- **Limitations**: The equipment is nonfunctional outside of its role as a vessel for infusions and disintegrates under significant strain.
- **Interaction with Other Features**:
- Can fill gaps in material or equipment requirements for augmentations.
- Pairs with infusions or enhancements that lack a suitable base item.
- **Flavor**:
This equipment resembles cobbled-together contraptions held by bolts, wire, and hope, buzzing faintly with unstable energy.
---
## Greater Augmentations
### **Bladesinger's Grasp**
> *[Greater Augmentation, Requires Long Rest]*
- **Description**:
Forged from flexible alloys and inscribed with fine runes, these gloves synchronize with their wielders strength, making even the heaviest weapon feel weightless in their grasp. The gloves shimmer faintly when holding a weapon, as if channels of energy lighten the load.
- **Mechanics**:
- **Effect**: Creates gloves that allow heavy, two-handed weapons to be treated as light, one-handed weapons, enabling dual-wielding.
- **Limitations**: The gloves enchantment lasts for 24 hours or until the artificer takes another long rest.
### **Beacon Shard**
> *[Greater Augmentation, Requires Long Rest]*
- **Description**:
This crystalline shard radiates a soothing, golden light. When activated, it releases a burst of invigorating energy, amplifying the restorative powers of healing magic before disintegrating into harmless motes of light.
- **Mechanics**:
- **Effect**: When the user casts a healing spell or uses an ability that restores hit points, they may choose to activate this shard. If they do, the healing restores the maximum number of hit points possible.
- **Limitations**: Once used, the shard disintegrates and cannot be recreated until the artificer completes a long rest.
### **Momentum Engine**
> *[Greater Augmentation, Requires Long Rest]*
- **Description**:
A compact device with a ticking core, faintly glowing as if counting down to an important moment. When activated, it releases stored energy to grant its user a fleeting burst of accelerated action.
- **Mechanics**:
- **Effect**: As a bonus action, the user casts Haste upon themself, rendering the engine inert.
---
## Lesser Augmentations
### **Reactive Weave**
> *[Lesser Augmentation, Requires Short Rest]*
- **Description**:
This thin, shimmering cloak absorbs incoming force, creating a momentary protective barrier. It hums faintly with latent energy, ready to shield its wearer at a moments notice.
- **Mechanics**:
- **Effect**: Crafts a cloak that grants the wearer the ability to cast *Shield* once without using a spell slot. The cloak dissolves after use.
- **Interaction with Other Features**: Provides a temporary defensive boost in tight situations, especially useful for characters lacking access to the *Shield* spell.
### **Lifebound Filament**
> *[Lesser Augmentation, Requires Short Rest]*
- **Description**:
A thread infused with life magic that hums with the essence of vitality. It can stabilize a dying creature and restore a spark of life, though its magic fades after a single use.
- **Mechanics**:
- **Effect**: Creates a thread that stabilizes a dying creature and restores 1 HP as an action. The thread crumbles after use.
### **Spell Capacitor**
> *[Lesser Augmentation, Requires Short Rest]*
- **Description**:
A crystalline device that stores a single arcane spark, ready to be discharged at a moments notice. Its design is simple but effective, radiating a faint magical glow when charged.
- **Mechanics**:
- **Effect**: The artificer stores a cantrip they know into this device. Any creature can activate it as an action, casting the cantrip as though the artificer cast it.
- **Limitations**: The Spell Capacitor can only hold one cantrip and is destroyed when used.
- **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item.

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# Endurian
**Appearance:**
[Brief description of the race's physical traits, emphasizing unique or defining characteristics.]
**Ability Score Increase**: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
- Your Dexterity score increases by 2.
- Your Inteligence score increases by 1.
**Age:** Endurians reach maturity around the age of 20 and can live up to 150 years.
**Alignment:** Endurians value survival and adaptability, often leaning toward neutral alignments. Their diverse experiences make them highly individualistic.
**Size:** Endurians are slightly leaner and lighter than humans, standing between 5 and 6 feet tall. Your size is Medium.
**Speed:** Your base walking speed is 30 feet.
**Languages**: You can speak, read, and write Common and Ender, a language with a melodic yet stilted rhythm, reflecting its unique evolution.
## Racial Traits
- **Darkvision:**
Adapted to the perpetual twilight of the End, 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.
- **Innate Teleportation:**
As a action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, regaining all uses after a short rest.
- **Ender Resilience:**
You have advantage on saving throws against being frightened.
- **Chorus Fruit Dependency (Optional Rule):**
You can eat chorus fruit as a ration. However, consuming it in stressful situations (like combat) requires a Constitution saving throw (DC 10) to avoid disorientation, causing disadvantage on attack rolls and ability checks for 1 minute.
## Weakness to Water (Acid Conditions)
Endurians are adapted to dry, twilight environments, and their bodies are not as resilient in acidic or waterlogged conditions.
- **Water Vulnerability:** You have a vulnerability to water, which acts like an acidic substance to you. At the start of each of your turns that you are in contact with water, you take 1d6 acid damage. This damage is doubled if you are submerged.
- **Acidic Vulnerability:** You have disadvantage on saving throws against acid damage, and you take an additional 1d4 acid damage from sources that deal acid damage.
## Varients
All Varients Inherit the core traits
- [Arcane Endurian](Varient/Arcane.md)
- [Chitinous Endurian](Varient/Chitinous.md)
- [Savage Endurian](Varient/Savage.md)
- [Skybound Endurian](Varient/Skybound.md)
- [Storm Endurian](StormEndurian.md) *DeadLink: Not yet Written*

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# **Geography of The End**
The End is a realm unlike any other—a fragmented, otherworldly landscape of floating islands, endless voids, and volatile magical phenomena. Its geography is defined by its unique materials, environmental hazards, and the delicate balance of magic that sustains it.
---
## **Floating Islands**
The most striking feature of The End is its **floating islands**, vast landmasses suspended in an endless expanse of twilight. These islands are composed primarily of **endstone**, a bone-like mineral with a pale, almost luminous appearance.
- **Endstone**:
- **Composition**: A dense, durable stone with a faint magical resonance. It is the primary building material for Endurian structures.
- **Levitite Veins**: Embedded within endstone are veins of **levitite**, a rare ore with anti-gravity properties. Levitite is the cornerstone of Endurian technology, enabling the construction of floating cities and airships.
- **Island Formation**:
- The islands vary in size, from small outcroppings to massive landmasses spanning miles.
- They are held aloft by the **green zone**, a 40-mile vertical band of dense magic that permeates The End.
---
## **The Green Zone**
The **green zone** is the habitable region of The End, where magic is dense enough to sustain levitites anti-gravity properties.
- **Characteristics**:
- **Magic Density**: The green zone is saturated with ambient magic, creating a stable environment for levitite-powered structures and technology.
- **Vertical Limits**: The green zone extends approximately 20 miles above and below the **Central Isles**, the heart of Endurian civilization.
- **Implications**:
- **Above the Green Zone**: Objects and structures lose their anti-gravity properties and plummet back into the green zone.
- **Below the Green Zone**: Anything that falls beyond the green zone is lost to the **Void**, an endless abyss from which nothing returns.
---
## **The Void**
The **Void** is the most enigmatic and feared aspect of The Ends geography. It is a vast, empty expanse that lies below the green zone, swallowing anything that falls into it.
- **Nature of the Void**:
- **Endless Abyss**: The Void is a place of absolute nothingness—no light, no sound, no magic. It is a realm where even the concept of existence breaks down.
- **Unknown Depths**: Probes and expeditions sent into the Void have never returned. Some believe it is infinite, while others theorize it leads to other realms or realities.
- **Cultural Significance**:
- The Void is a symbol of finality and oblivion in Endurian culture. Exile to the Void is the ultimate punishment, reserved for those deemed irredeemable.
---
## **The Storm Isles**
The **Storm Isles** are a unique and dangerous region of The End, characterized by perpetual **mana storms**.
- **Mana Storms**:
- **Description**: Chaotic surges of wild magic that rage across the Storm Isles. These storms are both a source of power and destruction.
- **Effects**:
- **Mana Crystals**: The storms crystallize into **mana crystals**, rare and valuable resources used to power magi-tech.
- **Corruption**: The storms have a withering effect on organic materials, such as **Dragon Oak**, a resilient plant unique to The End.
- **Geography**:
- The Storm Isles are a cluster of islands perpetually shrouded in storm clouds. The terrain is rugged and inhospitable, with jagged cliffs and unstable landmasses.
- The region is rich in **levitite** and **mana crystals**, making it a vital but dangerous resource hub.
---
## **The Central Isles**
The **Central Isles** are the heart of Endurian civilization, a sprawling network of floating islands centered around the **End Gateway**.
- **End Gateway**:
- **Description**: A massive, ancient structure that once connected The End to the Overworld. It is now inactive, a relic of a bygone era.
- **Cultural Significance**: The gateway is a symbol of the Endurians origins and their separation from the Overworld.
- **Floating Cities**:
- The Central Isles are home to the largest and most advanced Endurian settlements. These cities are built using levitite and endstone, with architecture that blends functionality and artistry.
- The cities are connected by levitite-powered bridges and airships, creating a seamless network of islands.
---
## **Cardinal Isles**
The **Cardinal Isles** are four regions located at the far edges of The End, each marked by an ancient temple.
- **Temples**:
- **Description**: Massive, monolithic structures of unknown origin. Each temple is aligned with a cardinal direction—North, East, South, and West.
- **Purpose**: The temples serve as navigational landmarks, helping Endurians orient themselves in the vast expanse of The End.
- **Navigation System**:
- Endurians use a **five-point navigation system** based on the Central Gateway and the four temples. This system allows them to determine their location and altitude within The End.
---
## **The Upper and Lower Limits**
The Ends geography is defined by its vertical limits, which are tied to the density of magic in the green zone.
- **Upper Limit**:
- Above the green zone, magic becomes too thin to sustain levitites anti-gravity properties. Objects and structures lose their buoyancy and fall back into the green zone.
- **Lower Limit**:
- Below the green zone, the Void begins. Anything that falls beyond this point is lost forever, making exploration of the lower depths impossible.
---
## **Environmental Hazards**
The Ends geography is fraught with dangers, both natural and magical.
- **Mana Storms**:
- While a source of power, mana storms are highly destructive. They can tear apart structures, wither organic materials, and disrupt magi-tech.
- **Voidfalls**:
- Islands or structures that drift too far below the green zone are lost to the Void. This constant threat forces Endurians to carefully monitor their levitite-powered technology.
- **Island Instability**:
- The floating islands are not static. They shift and drift over time, requiring constant maintenance and adjustment to prevent collisions or collapses.
---
## **Conclusion**
The geography of The End is a testament to the realms alien beauty and inherent dangers. From the floating islands of the green zone to the chaotic storms of the Storm Isles, every aspect of The Ends landscape shapes the lives and culture of the Endurians. It is a realm of endless twilight, where magic and mystery intertwine, and survival depends on adaptability and ingenuity.

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# **Materials of The End**
The End is a realm rich in unique and magical materials, each playing a vital role in the survival and advancement of the Endurian civilization. These materials are deeply intertwined with the environment and the magic that permeates The End, shaping its technology, architecture, and culture.
---
## **1. Endstone**
**Description**:
Endstone is the foundational material of The End, a pale, bone-like mineral that forms the bedrock of the floating islands. It is durable, lightweight, and faintly luminous, giving The End its characteristic twilight glow.
**Properties**:
- **Durability**: Endstone is highly resistant to physical and magical damage, making it ideal for construction.
- **Magic Resonance**: It has a faint magical resonance, allowing it to interact with levitite and other magical materials.
**Uses**:
- **Construction**: Endstone is the primary building material for Endurian structures, from simple shelters to grand floating cities.
- **Artifacts**: It is often carved into decorative or ceremonial objects, symbolizing the Endurians connection to their environment.
---
## **2. Levitite**
**Description**:
Levitite is a rare ore embedded within endstone. It is the cornerstone of Endurian technology, enabling the creation of floating structures and airships.
**Properties**:
- **Anti-Gravity**: When charged with magic, levitite exhibits anti-gravity properties, allowing it to float and lift other materials.
- **Magic Conductivity**: Levitite is highly conductive to magic, making it essential for magi-tech devices.
**Uses**:
- **Floating Structures**: Levitite is used to anchor and stabilize floating islands, bridges, and buildings.
- **Airships**: It powers the levitation systems of void-ships and skimmers, enabling travel across The End.
- **Magi-Tech**: Levitite is a key component in many magi-tech devices, from navigation systems to energy conduits.
---
## **3. Mana Crystals**
**Description**:
Mana crystals are rare, prismatic crystals formed in the heart of mana storms. They are highly prized for their ability to store and release vast amounts of magical energy.
**Properties**:
- **Energy Storage**: Mana crystals can store immense quantities of magic, making them a reliable power source.
- **Stability**: Despite their volatile origins, mana crystals are stable and safe to handle under normal conditions.
**Uses**:
- **Power Source**: Mana crystals power advanced magi-tech, including void-ships, skimmers, and weaponry.
- **Teleportation Control Systems (TCS)**: They are used in TCS implants to stabilize Storm Endurians teleportation.
- **Rituals and Spells**: Mana crystals are sometimes used in magical rituals to amplify or focus spells.
---
## **4. Dragon Oak**
**Description**:
Dragon Oak is a hardy, resilient plant unique to The End. It is one of the few organic materials capable of surviving the harsh environment, though it is vulnerable to mana storms.
**Properties**:
- **Durability**: Dragon Oak is incredibly tough, resistant to physical damage and decay.
- **Magic Sensitivity**: It is highly sensitive to magic, making it susceptible to the corrupting effects of mana storms.
**Uses**:
- **Construction**: Dragon Oak is used in the construction of durable structures and tools.
- **Magi-Tech**: Its magical sensitivity makes it useful in certain magi-tech applications, such as sensors and conduits.
- **Art and Craft**: The woods unique grain and color make it a popular material for decorative items and furniture.
---
## **5. Chorus Fruit**
**Description**:
Chorus fruit is a native plant of The End, with a unique, apple-like appearance. It is the primary food source for Endurians, though consuming it carries risks.
**Properties**:
- **Nutritional Value**: Chorus fruit is highly nutritious, providing all the essential nutrients needed for survival.
- **Teleportation Risk**: Consuming raw chorus fruit can cause muscle spasms and involuntary teleportation.
**Uses**:
- **Food Source**: Domesticated chorus fruit is a staple of the Endurian diet, often cooked or processed to remove its teleportation effects.
- **Medicine**: Extracts from chorus fruit are used in medicinal treatments, particularly for injuries related to magic exposure.
---
## **6. Enderite**
**Description**:
Enderite is a rare metal found in deep veins within endstone. It is highly valued for its durability and magical conductivity.
**Properties**:
- **Durability**: Enderite is incredibly strong, resistant to both physical and magical damage.
- **Magic Conductivity**: It is highly conductive to magic, making it ideal for magi-tech applications.
**Uses**:
- **Weaponry**: Enderite is used to craft powerful weapons, such as swords and bows, capable of channeling magic.
- **Armor**: It is also used in the creation of lightweight, durable armor that provides both physical and magical protection.
- **Magi-Tech**: Enderite is a key component in advanced magi-tech devices, such as energy conduits and power cores.
<!--
> Redacted as these were "imagined" by the AI and do not fully fit within the conext of the End, however they remain in this hidden form as I see potential to reuse these ideas
---
## **7. Soulstone**
**Description**:
Soulstone is a rare, crystalline material found in the deepest parts of The End. It is said to contain traces of the souls of those who have fallen into the Void.
**Properties**:
- **Soul Resonance**: Soulstone has a faint connection to the souls of the deceased, making it a powerful magical material.
- **Energy Storage**: It can store and release magical energy, though its capacity is less than that of mana crystals.
**Uses**:
- **Rituals**: Soulstone is used in powerful magical rituals, particularly those involving necromancy or soul manipulation.
- **Artifacts**: It is often crafted into enchanted items, such as amulets and talismans, that provide protection or enhance magical abilities.
---
## **8. Voidglass**
**Description**:
Voidglass is a mysterious material formed in the Void. It is incredibly rare and difficult to obtain, as it requires venturing into the abyss.
**Properties**:
- **Transparency**: Voidglass is perfectly transparent, with a faint, otherworldly glow.
- **Reality Warping**: It has a subtle effect on reality, causing light and magic to behave strangely around it.
**Uses**:
- **Windows and Lenses**: Voidglass is used in the creation of windows and lenses for magi-tech devices, providing unparalleled clarity.
- **Artifacts**: It is sometimes crafted into enchanted items that manipulate light or magic in unique ways. -->
---
## **Conclusion**
The materials of The End are as diverse and unique as the realm itself. From the foundational endstone to the volatile mana crystals, each material plays a crucial role in the survival and advancement of the Endurian civilization. These resources are not only vital for construction and technology but also deeply intertwined with the culture and identity of the Endurians.

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# **Origins & Early History**
## **The Binary State: Dragon and Egg**
<!-- Need to Correct this, The End's begining is ambigious by design, as if it formed when it was needed to form. -->
The End was not always a realm of floating islands and mana storms. In its earliest days, it existed in a **binary state**, defined by the presence of one of two entities: the **Dragon** or its **Egg**. This duality was the cornerstone of The Ends stability and its connection to the Overworld.
- **The Dragon**: A colossal, ancient being of immense magical power. It was said to be a guardian of The End, maintaining the balance of magic and ensuring the realms survival. The Dragon was not merely a creature but a force of nature, its very existence tied to the fabric of The End.
- **The Egg**: When the Dragon was slain, its magical essence coalesced into an Egg. This Egg served as the key to the **End Gateway**, a portal connecting The End to the Overworld. The Eggs formation was a natural cycle, ensuring that the gateway could be reopened after the Dragons death.
This cycle allowed for a precarious but functional relationship between The End and the Overworld. Expeditions from the Overworld would enter The End to harvest its unique resources—chorus fruit, shulker shells, and soulstone—before returning home. The Dragons presence ensured that the gateway remained open, but its death was a necessary step for the Egg to form and reactivate the portal.
---
## **The Stranded Expedition**
The collapse of this delicate balance began with a routine expedition. A group of explorers, hunters, and farmers from the Overworld entered The End to gather rare materials. Their mission was simple: harvest resources, avoid the Dragon if possible, and return home.
- **The Expeditions Arrival**: The group entered The End through the gateway, ensuring their exit was secure. They spent weeks gathering materials, carefully avoiding the Dragons territory.
- **The Discovery**: Upon their return to the gateway, they found neither Dragon nor Egg. The binary state had been broken, and the gateway was sealed. Without the Dragon or its Egg, there was no way to reopen the portal.
The expedition was stranded.
---
## **Survival in The End**
The stranded explorers faced a grim reality. The End was a harsh, alien environment, with limited resources and no clear means of escape. Over time, they adapted to their new home, laying the foundation for what would become the Endurian race.
- **Early Struggles**:
- **Food Scarcity**: The explorers relied on the supplies they had brought—wheat seeds, potatoes, and farming tools. However, these resources were finite.
- **Chorus Fruit**: A breakthrough came when they discovered chorus fruit, a native plant with high nutritional value. While consuming it carried risks (muscle spasms, disorientation), it became a staple of their diet.
- **Shelter**: They built rudimentary shelters from endstone and levitite, using the latters anti-gravity properties to create stable structures.
- **Generational Adaptation**:
- Over centuries, the stranded humans began to change. Their bodies adapted to The Ends unique environment, becoming lighter and requiring less food.
- Their skin grew paler, and their hair turned shades of white, silver, and auburn. These changes were initially attributed to the lack of sunlight, but they were the first signs of a deeper transformation.
---
## **The Birth of the Endurians**
Around the year 572 after the expeditions arrival, the first true **Endurian** was born. This child was unlike any before them, displaying traits that marked the beginning of a new species.
- **Physical Traits**:
- **Gemstone Eyes**: Vibrant purple irises, almost glowing in the dim light of The End.
- **Sharp Ears**: Angular, elf-like ears, a stark departure from human features.
- **Teleportation Organ**: A pearl-like organ near the heart, part of the nervous system, enabling innate teleportation.
- **Cultural Shift**:
- The birth of the first Endurian marked a turning point. The stranded humans, now evolving into a new species, began to see themselves as distinct from their Overworld ancestors.
- They adopted the name **Endurians**, derived from their endurance and adaptation to The End.
---
## **The Civil War**
As the Endurian population grew, so did tensions. The original humans, now a minority, viewed the Endurians as abominations. This divide culminated in a brutal **civil war**.
- **Factions**:
- **Humans**: Clinging to their Overworld heritage, they sought to preserve their identity and suppress the Endurians.
- **Endurians**: Embracing their evolution, they fought for survival and dominance.
- **Outcome**:
- The war ended with the near-total **genocide** of the remaining humans. The Endurians emerged as the sole inhabitants of The End, free to shape their society and culture.
---
## **The Legacy of the Binary State**
The collapse of the binary state—the absence of the Dragon and Egg—remained a mystery. Some believed the Dragon had escaped, breaking the cycle. Others theorized that the Egg had been destroyed or stolen. Regardless, the gateway remained sealed, and the Endurians were left to forge their own destiny in a realm of floating islands and endless twilight.
---
This period of adaptation and evolution laid the foundation for the Endurian race, shaping their biology, culture, and society. The End, once a temporary outpost for Overworld explorers, became a permanent home for a species uniquely suited to its challenges.

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# **The End & The Endurians: Comprehensive Lore Document**
> *"A realm of floating islands, mana storms, and a civilization forged in the crucible of survival."*
*Notice: These Documents were AI generated by feeding scattered sources of information, providing clearification to questions asked by the AI, and informing of details that could not/were not included in supporting documents. All work is original and belongs to me, Merith, `merith[]at[]merith[]dot[]xyz`, regardless of AI Assistance in compilation of these documents*
---
## **I. The Realm of The End**
### **Origins & Early History**
- **The Binary State**: The End was once a realm defined by two states: the presence of a **Dragon** or its **Egg**. This duality maintained the portal connecting The End to the Overworld. Slaying the Dragon caused the Egg to form, powering the portal.
- **The Collapse**: A human expedition entered The End but found neither Dragon nor Egg upon return, stranding them. Over centuries, they adapted to the harsh environment, evolving into the **Endurian** species.
- [More Information?](1_TheRealm/OriginsAndHistory.md)
### **Geography**
- **Floating Isles**: The End is a fragmented realm of islands composed of **endstone**, a bone-like mineral. Embedded within is **levitite**, a magic-reactive ore granting anti-gravity properties in the **green zone** (a 40-mile vertical band of dense magic).
- **The Void**: The abyss below the green zone swallows anything that falls. Above, objects lack sufficient magic to float and plummet back down.
- **Storm Isles**: A volatile region plagued by perpetual **mana storms**, chaotic surges of wild magic that crystallize into **mana crystals** (used to power magi-tech).
- [More Information?](1_TheRealm/Geography.md)
### **Unique Materials**
- **Levitite**: Anti-gravity ore; requires magic to function. Used in airships and floating cities.
- **Mana Crystals**: Storm-formed crystals storing vast magic. Vital for advanced technology.
- **Dragon Oak**: A hardy plant withered by mana storms. Used in construction and magi-tech.
- [More Information?](1_TheRealm/Materials.md)
---
## **II. The Endurian Species**
### **Biology & Evolution**
- **Origins**: Evolved from stranded humans over millennia. Adaptations include:
- **Pale Skin & Hair**: Ranges from albino white to silver and auburn.
- **Gemstone Eyes**: Vibrant purple, blue, or pink irises. Amber eyes denote magical aptitude.
- **Teleportation Organ**: A pearl-like organ near the heart, part of the nervous system, enabling innate teleportation.
- **Weaknesses**:
- **Water Vulnerability**: Contact with water causes rapid cellular breakdown (1d6 acid damage per turn).
- **Chorus Fruit Dependency**: Primary food source; substitutes lack nutritional efficiency.
### **Subraces**
1. **Original Endurians**:
- Agile teleporters with purple eyes. Neutral, survival-focused.
2. **Savage Endurians**:
- Beast-like hunters with heightened senses and predatory instincts.
3. **Chitinous Endurians**:
- Armored defenders with carapace-like plating (AC 13 + Dex).
4. **Arcane Endurians**:
- Magically attuned; cast spells through amber eyes.
5. **Storm Endurians**:
- Hypersensitive to magic; require **Teleportation Control Systems (TCS)** to stabilize teleportation.
6. **Skybound Endurians**:
- Vestigial wings for gliding; levitite-bonded navigators.
7. **Void-Touched Endurians**:
- Psychically attuned; resistant to mental effects.
---
## **III. Society & Culture**
### **Political Structure**
- **Socialistic Utilitarian Democracy**:
- **Collective Function**: Individuals are "cogs" in societal machinery. Roles are assigned based on aptitude.
- **Re-Education**: Those who resist roles are retrained. Failures are exiled to the Void.
- **Democratic Override**: Majority votes can override utilitarian decisions.
### **Economy & Technology**
- **Barter System**: Trade revolves around levitite, mana crystals, and arable land.
- **Agriculture**: Limited to potatoes, wheat, and domesticated chorus fruit.
- **Magi-Tech**: Hybridized magic and machinery. Examples:
- **Void-Ships**: Levitite-powered airships.
- **Skimmers**: Agile, crystal-enhanced crafts.
- **Ender Computers**: Primitive logic machines.
### **Magic**
- **Rarity**: Only 10% of Endurians have magical talent (marked by one amber eye).
- **Mechanics**: Magic disrupts radio waves and is detectable as "radiation." Storm Isles wild magic corrupts organic matter.
---
## **IV. The Void & Reality**
### **The Void**
- **Nature**: A paradoxical non-space between realities. Lacks physics, time, or concepts.
- **Effects**:
- **Reality Ripples**: Flickering distortions in The End, hinting at instability.
- **Temporal Echoes**: Ghostly remnants of past events.
### **Failed Experiments**
- **Overworld Gateway**: A magi-tech portal designed to breach the Overworld collapsed, draining magic and destabilizing reality.
---
## **V. Timelines**
### **Timeline 0: Origin Point**
- Low-magic era. Amber eyes rare. Ended in a cataclysm tied to a shattered soul.
### **Timeline 1: Ouroboros**
- High-magic era. Amber eyes common. Golden age of magi-tech. Storm Endurians thrive with TCS implants.
---
## **VI. Glossary**
- **Levitite**: Anti-gravity ore.
- **Mana Storm**: Wild magic tempest.
- **TCS**: Teleportation Control System (Storm Endurian implant).
- **Chorus Fruit**: Mutated apple-like staple crop.

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# Arcane Endurian
> Inherits all Traits from [Core Endurian](../Readme.md).
**Ability Score Increase:**
- Your Charisma score increases by 1.
## Racial Traits
- **Ethereal Strike:**
When you use your teleportation ability, you can immediately make a melee weapon attack, adding your Charisma modifier to the damage dealt.
- **Gemstone Vision:**
You can cast the detect magic spell once per long rest without using a spell slot. Charisma is your spellcasting ability for this spell.

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# Chitinous Endurian
> Inherits all Traits from [Core Endurian](../Readme.md).
**Ability Score Increase**:
- Your Constitution score increases by 1.
## Racial Traits
- **Ender Carapace:**
Your chitinous shell provides you with an AC of 13 + your Dexterity modifier. You cant wear armor, but you can use a shield.
- **Void Hardened:**
You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
- **Slow but Stalwart:**
Your base walking speed is reduced to 25 feet, but you cannot be moved against your will unless you are incapacitated.

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# Energized Endurian
> Inherits all Traits from [Core Endurian](../Readme.md).
**Ability Score Increase:**
- Your Constitution score increases by 1.
Storm Affinity: You can cast the thunderwave spell once per long rest without using a spell slot. Constitution is your spellcasting ability for this spell.
Electrified Reflexes: When you use your teleportation ability, you can choose to emit a burst of static energy. Each creature within 5 feet of your destination must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take lightning damage equal to your proficiency bonus.
Weathered Endurance: You have resistance to lightning damage and advantage on saving throws against environmental effects caused by storms or extreme weather conditions.

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# Savage Endurian
> Inherits all Traits from [Core Endurian](../Readme.md).
**Ability Score Increase**:
- Your Strength score increases by 1.
## Racial Traits
- **Apex Predator:**
You gain proficiency in Perception and Survival. Additionally, you have advantage on Wisdom (Perception) checks that rely on smell.
- **Ender Pounce:**
When you jump at least 10 feet straight toward a creature and hit it with a melee weapon attack on the same turn, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- **Savage Instinct:**
When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your level (minimum of 1).

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# Skybound Endurian
> Inherits all Traits from [Core Endurian](../Readme.md).
**Ability Score Increase:**
- Your Dexterity score increases by 1.
## Racial Traits
- **Winged Glide:**
You have vestigial wings that grant you the ability to glide. When you fall, you can move horizontally 2 feet for every 1 foot you descend and take no damage from falling, provided you are not incapacitated.
- **High Altitude Acumen:**
You have advantage on saving throws against extreme cold and gain proficiency in the Acrobatics skill.
- **Levitite Bond:**
You can sense the presence of levitite within 60 feet of you, even if it is behind total cover. This trait allows you to locate and utilize this unique resource effectively.

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# Void-Touched Endurian
> Inherits all Traits from [Core Endurian](../Readme.md).
**Ability Score Increase**:
- Your Wisdom score increases by 1.
## Racial Traits
- **Eerie Insight:**
You can cast the *guidance* cantrip at will. Wisdom is your spellcasting ability for this cantrip.
- **Void Step:**
When you use your teleportation ability, you can teleport to a space you cannot see, as long as you have been there within the past hour. If the space is occupied, you take force damage equal to your level and appear in the nearest unoccupied space.
- **Psychic Resistance:**
You have resistance to psychic damage and advantage on saving throws against effects that cause the charmed or frightened condition.

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# Vaults of Resonance
Welcome to the **Vaults of Resonance**, an ever-shifting repository of homebrew content for your tabletop adventures. This content is experimental in nature and is provided to inspire creativity, exploration, and discovery in your games. Many of the items within the Vault are crafted by **Shieldbearer Kybr**, a renowned artificer whose creations nearly rivaled those of the gods. Items crafted by Kybr are accompanied by his personal notes, detailing their creation and intended purpose. However, please be aware of the following:
## Disclaimer: Playtest Content
The material found within the Vaults of Resonance is considered **playtest content**. While every effort has been made to ensure its functionality and thematic coherence, the following points apply:
- **Balance**: These mechanics, spells, classes, items, and rules may not be fully balanced. They are subject to testing and refinement based on feedback from players and Dungeon Masters.
- **Compatibility**: Some content may not integrate seamlessly with official rules or other homebrew materials. Adjustments may be necessary to maintain harmony in your game.
- **Flexibility**: Dungeon Masters are encouraged to modify or veto any content from the Vaults of Resonance to suit the needs of their campaigns. Kybrs personal notes on his items can serve as a guide or inspiration for such adjustments.
## Feedback and Adjustments
Feedback from players and Dungeon Masters is invaluable for refining this content. If you test material from the Vaults of Resonance, consider sharing your experiences:
- What worked well?
- What felt unbalanced or awkward?
- What could be improved?
Your insights help shape future iterations and ensure that the Vaults continue to resonate with the spirit of adventure, particularly when it comes to the intricate designs and lore of Kybrs creations.
---
**Enter at your own risk, and let the echoes of the Vaults guide you to new realms of possibility.**