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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), Very Rare*
- **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**: 2d8 + Strength or Dexterity modifier
- **Attuned**: 2d10 + Strength or 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.
- **Attunement**: Yes (requires a spellcaster)
- **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.
- **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.
- **Arcane Empowerment**: When attuned, the wielder adds their spellcasting ability modifier to attack and damage rolls, in addition to their Strength or Dexterity modifier.
- **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.
- **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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# Cantrip Blaster
> *Wondrous Item, [Rarity]*
**Description:**
The Cantrip Blaster is a unique magical device crafted by artificers and similar spellcasting classes. It resembles a finely crafted wand or staff, adorned with intricate engravings and a small chamber for the magical cantrips infused within. This device allows the wielder to unleash a variety of cantrips with a limited number of charges, making it a versatile tool for spellcasting. The design is sleek, with a comfortable grip, allowing for easy use in combat or other magical endeavors.
**How to Acquire:**
An artificer or similar magic-based class can craft this item through their knowledge of arcane mechanics.
---
## Quality Levels
### Lesser Quality
- **Charges:** 1d10 charges
- **Cantrip Infusion:** Up to five different cantrips can be infused at one time during crafting.
- **Rest Requirement:** The infuser is unable to cast or infuse the cantrip again until they complete a long rest.
- **Cantrip Effects:**
| Cantrips | Effect |
|----------|-----------------|
| 1 | 1d10 charges. |
| 2 | 2d5 charges. |
| 3 | 3d3 charges. |
| 4 | 4d2 charges. |
| 5 | 1 charge per cantrip. |
- **Bonuses:** The infused cantrip takes on no bonuses from the caster of the weapon. Each die specifies the amount of charges for each cantrip added (e.g., 2 cantrips mean 1d5 charges per cantrip).
---
### Average Quality
- **Charges:** 1d20 charges
- **Cantrip Infusion:** Up to five different cantrips can be infused at one time during crafting.
- **Rest Requirement:** The infuser is unable to cast or infuse the cantrip again until they complete a long rest.
- **Cantrip Effects:**
| Cantrips | Effect |
|----------|-----------------|
| 1 | 1d20 charges. |
| 2 | 2d10 charges. |
| 3 | 3d5 charges. |
| 4 | 4d3 charges. |
| 5 | 2 charges per cantrip. |
- **Bonuses:** The infused cantrip takes on the bonuses it would normally receive if the caster had the cantrip as a spell. Each die specifies the amount of charges for each cantrip added (e.g., 2 cantrips mean 1d10 charges per cantrip).
---
### Greater Quality
- **Charges:** 1d40 charges
- **Cantrip Infusion:** Up to five different cantrips can be infused at one time during crafting.
- **Rest Requirement:** The infuser is unable to cast or infuse the cantrip again until they complete a long rest.
- **Cantrip Effects:**
| Cantrips | Effect |
|----------|-----------------|
| 1 | 1d40 charges. |
| 2 | 2d20 charges. |
| 3 | 3d10 charges. |
| 4 | 4d5 charges. |
| 5 | 5 charges per cantrip. |
- **Bonuses:** The infused cantrip takes on the bonuses from both the caster and the infuser. If they are the same person, only one effect is active. Each die specifies the amount of charges for each cantrip added (e.g., 2 cantrips mean 1d20 charges per cantrip).
---
**Proficiency:** No
[No proficiency is required to use the Cantrip Blaster.]
**Attunement:** No
[Specify if attunement is required to unlock the items full abilities.]
**Notes:**
[Add any extra information regarding the Cantrip Blasters limitations, interactions with other abilities, or specific crafting requirements.]
**Source:** *Homebrew*
---
## Example Usage Scenario
A party's artificer crafts a Cantrip Blaster of greater quality, infusing it with two cantrips: *Fire Bolt* and *Mage Hand*. During an intense battle, the artificer unleashes a *Fire Bolt*, utilizing the 1d20 charges available. After several successful uses, they find themselves needing to rest before re-infusing the cantrips. Once rested, they can refill their Cantrip Blaster, ready to support their allies once more with a combination of utility and firepower.

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# Cursed Gloves
> *Wondrous Item (cursed), rare*
**Description:**
These fingerless gloves are crafted from supple black leather, adorned with intricate silver stitching that hints at the arcane powers they possess. Each glove features three small, luminescent gemstones embedded on the back, which glow softly to indicate the current charge status. The gemstones change color as charges are expended: a vibrant green for full charges, fading to a soft yellow as the energy depletes, and ultimately glowing a dull red when only one charge remains.
The gloves are imbued with a palpable energy that seems to hum when spells are cast, sending tingles up the wearer's arms. While they allow the casting of powerful spells, a lingering aura of unpredictability surrounds them, suggesting that each use may come at a cost. The leather is cool to the touch, and the fit is snug, almost as if the gloves are alive and eager for their next magical command.
However, the allure of these gloves is shadowed by their curse. As the wearer taps into their extraordinary potential, they may find themselves at the mercy of their own ambition, with the gloves binding more than just their fingers.
- **Proficiency**: No
[No proficiency is required to use these gloves.]
- **Attack Type**: None
[These gloves do not have a direct combat application but facilitate spellcasting.]
- **Charges:** 3 charges per day.
- If the wearer knows the spell and can cast it without the gloves, Wild Magic effects do not apply.
- **Wild Magic Chance:** Each spell cast has a chance of triggering Wild Magic:
- **1st Level Spells:** 35% chance
- Increases by 5% for each spell level (max 75%).
- **Curse Mechanic:**
Upon casting spells, there is a **1d10 chance** to increase the curse level. The gloves have **4 curse levels**:
1. The gloves become permanently bound to the wearers arms.
2. The wearer loses one charge slot.
3. The wearers maximum health is halved.
4. The wearers soul is consumed by the gloves, empowering the next wearer. (Consider a narrative element where the previous wearer can communicate after reaching the 1st curse level.)
- **Charge Consumption:**
- **1st to 3rd Level Spells:** 1 charge
- **4th and 5th Level Spells:** 2 charges
- **6th to 9th Level Spells:** 3 charges
- **Wild Magic and Curse Dangers:**
- **6th Level Spells:** Can be cast without Wild Magic danger.
- **7th Level Spells:** Halves the party's total gold.
- **8th Level Spells:** Deals damage equal to half the player's current health (lose a finger).
- **9th Level Spells:**
- Increases curse progression by one level.
- Deals damage equal to half the player's maximum health (lose a finger).
- **Attunement**: Yes
[Attunement is required to unlock the gloves full abilities.]
- **Notes:**
[The gloves have a strong connection to Wild Magic, and the wearer must tread carefully when casting powerful spells.]
- **Source**: *Homebrew*
---
## Example Usage Scenario
A player character wearing the Cursed Gloves prepares to cast a powerful 8th-level spell in a desperate battle against a formidable foe. They expend one charge, feeling the familiar tingle of the gloves as they channel arcane energy. As they release the spell, they know there is a chance of wild magic surging uncontrollably. The glowing gemstones flicker ominously, signaling the risk. Upon casting, the wild magic triggers, resulting in half the party's total gold disappearing into the ether, creating both panic and an unexpected challenge during the encounter.

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# **Gilded Gambit**
> *A Pair of Mystical Cards*
- *Wondrous Item, Rare*
- **Description**:
The Gilded Gambit consists of two ornate cards: the Ace of Spades and the Joker. Crafted with a black base and intricate golden details, these cards shimmer with an enigmatic allure. They embody the dual forces of fortune and misfortune, tempting users to manipulate fate itself. Legends say they were forged by a trickster god who reveled in the chaos of passing destiny from hand to hand.
The Gilded Gambit is a set of two intricately designed cards: the Ace of Spades and the Joker. Each card is crafted from a black, polished material adorned with golden filigree. They radiate an aura of cunning and risk, enticing their wielder to tip the scales of fate. These cards are said to have originated from a legendary gambler who won his freedom from the gods themselves by outsmarting fate.
The Gilded Gambit consists of two enigmatic cards: the Ace of Spades and the Joker. With a black, glossy surface adorned with intricate golden detailing, these cards shimmer faintly with otherworldly energy. Said to be the tools of a trickster god, they represent the delicate balance between fortune and misfortune. While tempting to control, the cards possess a will of their own, ensuring they can only be passed through their effects.
![Gilded Gambit](Gilded%20Gambit.png)
- **Cost**: Priceless (or DM discretion)
- **Properties**:
- **Ace of Spades (Fortune)**:
- **Usage**: Once, you may use the Ace of Spades to make any roll at the table—yours, another players, or an NPCs—the maximum possible result.
- **Effect**: After the Ace is used, ownership of the card transfers to the creature or entity that triggered the roll. Ownership can only change through this effect. The new owner may now use the Ace following the same rules.
- **Joker (Misfortune)**:
- **Usage**: Once, you may use the Joker to make any roll at the table—yours, another players, or an NPCs—the minimum possible result.
- **Effect**: After the Joker is used, ownership of the card transfers to the creature or entity affected by the roll. Ownership can only change through this effect. This transfer is immediate and cannot be avoided. The new owner may now use the Joker following the same rules.
- **Bound Ownership**:
Attempts to transfer ownership of either card by physical means, such as handing them over, bartering, or theft, are futile. If left unobserved or forcibly taken, the cards will vanish and reappear in the possession of their rightful owner.
- **Universal Use**:
The Ace and Joker are not limited to rolls made by their owner. Either card can affect any roll at the table, including attack rolls, saving throws, ability checks, or skill checks, regardless of who makes the roll.
- **Restoration**:
If the current owner dies, is permanently removed from play, or becomes completely unable to interact with the world (DM discretion), the cards vanish and return to their original wielder or, if no original wielder exists, an entity determined by fate.
- **Notes**:
- The cards create an evolving dynamic at the table, as their effects can shape alliances, rivalries, and gameplay strategies.
- Their supernatural nature ensures they cannot be destroyed, copied, or permanently separated from their current owner by any mundane or magical means.
- **Source**: Homebrew
## Example Usage Scenario
- **Scenario 1**: The partys ranger uses the Ace of Spades to ensure a natural 20 on their attack roll against a menacing foe. The foe, now the new owner of the Ace, can later use it to protect themselves or their allies. If the ranger tries to give the Ace to another party member afterward, the card vanishes and reappears in the foes possession.
- **Scenario 2**: During a negotiation, the DM uses the Joker to make a merchant critically fail their Insight check, believing the partys deception. Ownership of the Joker transfers to the merchant. Despite being pickpocketed later, the card instantly returns to the merchants possession once unobserved.
- **Scenario 3**: A player character fails an Athletics check to hold open a collapsing door. Another player uses the Ace of Spades to maximize the roll, ensuring success. Ownership of the Ace immediately transfers to the DM, as the collapsing door was triggered by the environment.
- **Scenario 4**: During combat, the DM forces a saving throw against a dragon's breath weapon. The partys bard uses the Joker to impose a minimum result on the dragons attack roll, forcing it to miss. Ownership of the Joker passes to the dragon, which now has the power to curse a future roll of its choosing.

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# Gloves of Magnetism
> *Wondrous Item, rare (requires attunement)*
- **Description:**
These gloves are crafted from a sleek, metallic fabric that shimmers with an iridescent sheen. Each finger is reinforced with small magnetic coils, allowing the wearer to manipulate magnetic fields with precision. When activated, the gloves emit a low hum and a faint glow, drawing the attention of those nearby. The gloves are designed for both function and style, featuring intricate patterns that hint at their magical properties.
- **Proficiency:** No
- **Attack Type:** None
- **Weight:** 1 lb
- **Properties:**
- **Latch:**
- These gloves can latch onto an object the wearer is physically touching.
- If the item is under 5 lbs, it cannot be removed until the wearer decides.
- If the item is under 10 lbs, it can be removed after passing a DC 10 Strength check. Using another object to pry grants a +3 bonus to the check.
- If the item is a person or creature wearing metal armor, the wearer gets a +5 bonus to grapple checks.
- **Attract:**
- The gloves can attract an object to the wearer within 10 feet, with the effectiveness depending on the weight of the object and its distance from the wearer.
- **Max Weight:** 10 lbs
- **Max Distance:** 10 ft
- The attraction requires visual and somatic components and concentration. The DM decides how fast or strong the pull is, using the accompanying graph for reference.
- **Charged:**
- Spending a spell slot activates a charged effect, doubling the gloves' effectiveness for 1 hour or until dispelled.
- **Charged Latch:**
- If the item is under 10 lbs, it cannot be removed until the wearer decides.
- If under 20 lbs, it can be removed after passing a DC 10 Strength check, with a +3 bonus for prying.
- Against a person or creature in metal armor, the wearer gets a +10 bonus to grapple checks.
- The wearer can also attach themselves to an inanimate metal surface for 30 minutes, toggling the effect on/off at will.
- **Charged Attract:**
- The attraction effect is enhanced to target objects weighing up to 20 lbs within 20 feet.
- **Attunement:** Yes
- **Notes:**
These gloves require the targeted objects to contain magnetic materials for their abilities to function. The gloves are best suited for strategic combat and utility in various scenarios, such as grappling opponents or climbing.
- **Source:** *Homebrew*
---
## Example Usage Scenario
In a tense battle, the wearer uses the **Latch** ability to secure an opponent's sword, preventing them from easily drawing it. Simultaneously, they activate the **Attract** ability to pull a nearby shield into their grasp. Later, with a spell slot spent, they activate the **Charged** version of **Latch** to cling to a metallic wall, allowing them to scale vertically while keeping an eye on the battlefield below.

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# **Spell Revolver**
> *Weapon, Rare*
- **Description**:
The Spell Revolver is a finely crafted firearm with arcane symbols etched along its barrel and chamber, allowing it to channel magic through specialized rounds. Created by an ancient mage-gunsmith, it blends powerful weaponry with spellcasting potential. This weapon is intended for spellcasters proficient with firearms, providing a unique way to cast spells at range.
- **Proficiency**: Yes
Requires proficiency with firearms or similar ranged weapons to use effectively.
- **Attack Type**: Ranged
- **Range**: 60/120 feet
Effective range of 60 feet, with a maximum range of 120 feet at disadvantage.
- **Damage**: 1d10 + Spell Effect
Deals 1d10 physical (piercing) damage. Additional magical effects apply when using magical rounds.
- **Damage Type**: Piercing (physical) + variable magical damage (depends on round type)
- **Weight**: 4 pounds
- **Cost**: Approx. 800 gp, with additional costs for specialized rounds
---
## **Properties**
1. **Rounds**
Three types of rounds are available, each offering distinct properties and costs:
- **Standard Rounds**:
- Non-magical bullets, used primarily for casting known cantrips.
- Cost: 5 sp for 50 bullets.
- **Blanks**:
- Template bullets that allow the user to cast their own spells through the bullet.
- **Usage**: Requires a spell slot to cast a spell through the Blank round.
- Cost: 5 gp for 100 bullets.
- **Imbued Rounds**:
- Rounds pre-imbued with specific spells (up to 3rd level).
- Effect: Enables casting of pre-enchanted spells upon impact.
- Cost per 50 bullets:
- Cantrip (Level 0): 1 gp
- Level 1 Spell: 5 gp
- Level 2 Spell: 10 gp
- Level 3 Spell: 20 gp
2. **Spellcasting Requirements**
When casting spells through the Spell Revolver, specific requirements must be met for certain spell components:
- **Verbal Components**: Must be spoken as the trigger is pulled.
- **Material Components**: Materials must either:
- Be on the wielder,
- Be within 510 feet of the target, or
- Be imbued into the bullet.
- **Focus**: The revolver functions as a magical focus.
- *Divine Focus*: With proper rituals and markings, the revolver can also serve as a divine focus.
- **Restrictions**:
- **XP Cost**: Spells with an XP cost cannot be cast through the Spell Revolver.
- **Concentration**: Concentration spells cannot be cast through this weapon.
3. **Special Casting Condition - One-Handed Casting (Somatic Components)**
When casting spells that require somatic components:
- **Free Hand Requirement**: The caster must have one free hand to perform the somatic gesture.
- **Disadvantage on Attack Rolls**: Attack rolls are made at disadvantage due to the need to both aim and perform somatic gestures.
4. **Attack and Spell Effect Details**
- **Attack Roll**: `1d20 + 2 + Spellcasting Modifier`
- **Physical Damage**: `1d10`
- **Magic Effect**: `1d10 + Spell Effect`, determined by the type of round used (Standard, Blank, or Imbued)
---
### **Attunement**: Yes
### **Notes**
The Spell Revolver is designed for spellcasters who can proficiently handle firearms and arcane focus items. Its versatility allows for the casting of a wide array of spells, though it restricts concentration spells and those with an XP cost. This weapon is ideal for tactical spellcasters who prefer mid-to-long-range attacks, but managing ammunition types and spell components is key to its effective use.
### **Source**: *Homebrew*
---
### Example Usage Scenario
In a critical moment of battle, a wizard proficient with firearms draws the Spell Revolver loaded with an Imbued Round containing *Magic Missile*. Firing at multiple opponents, the bullets split mid-flight, hitting different targets simultaneously. Later, the wizard uses a Blank round to cast *Ray of Frost*, slowing a charging enemy from a distance.

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# **Arcane Augmentation**
> *Prerequisite: Spellcasting*
This feat grants you the ability to enhance a spell you cast by expending an additional spell slot of equal or greater level than the spell being cast.
## Benefits
- **Power Scaling**:
- Cantrips benefit the most from this ability, as most spells can scale in power simply by being cast at a higher level. In contrast, cantrips typically remain at a single power level unless modified by a feat or class archetype.
- **Damage Type Alteration**:
- You can change the damage type of a spell to another type within the same category by expending a spell slot of a lesser level.
## Damage Type Categories
- **Non-Magical**: Bludgeoning, Piercing, Slashing
- **Elemental**: Fire, Cold, Force
- **Magical**: Acid, Lightning, Thunder
- **Other**: Poison, Psychic, Necrotic, Radiant
## Example Enhancements
The following examples illustrate how the **Arcane Augmentation** feat can enhance spells. These examples are not exhaustive; the rules apply to any spell that fits within the guidelines of the feat.
- **Eldritch Blast**:
- **Base Stats**: 1d10 force damage
- **1st Level Boost**: 2d10 force damage
- **2nd Level Boost**: 3d10 force damage
- **Mage Hand**:
- **Base Stats**:
- Range: 30 ft
- Carry: 10 lb
- Cannot Attack
- **1st Level Boost**: Choose one of the following:
- Range: 60 ft
- Carry: 20 lb
- **2nd Level Boost**: Choose one of the following:
- Range: 90 ft
- Carry: 30 lb

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# Precise Calibration
> *Trait, Homebrew*
- **Description**:
You are engineered for unparalleled marksmanship and quick reflexes, allowing you to act with precision and speed in combat.
- **Mechanics**:
- **Ability Score Increase**: Your Dexterity score increases by 1.
- **Effect**: This increase enhances your accuracy with ranged attacks and improves your ability to dodge incoming threats.
- **Activation**: This trait is always active and applies as soon as you gain this trait.
- **Limitations**: None.
- **Interaction with Other Features**:
This trait synergizes well with features or abilities that require Dexterity, such as ranged combat maneuvers and certain class features like the Fighter's Archery Fighting Style.
- **Flavor**:
Your design reflects a focus on finesse and speed, with streamlined components that allow for fluid motion and rapid responses during tense situations.
- **Source**: *Homebrew*

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# Bloodforged
**Appearance:**
Bloodforged resemble traditional Warforged but have an unsettling and unnatural appearance. Their design features an unsettling blend of metal and organic elements, as if machines and flesh have been unnaturally fused together. Their metal skin is often etched with necromantic symbols, and they may have glowing, pulsing veins filled with a dark, viscous liquid that resembles blood. This grotesque amalgamation of materials serves as a stark reminder of their origins and the dark magic that brought them to life.
**Ability Score Increase:**
- Your Constitution score increases by 2.
- Your Intelligence or Wisdom score increases by 1.
**Age:**
Bloodforged do not age in the traditional sense. They remain in their created form unless significantly damaged. Their consciousness evolves over time, gaining wisdom and knowledge through their experiences.
**Alignment:**
Bloodforged tend to be neutral but often struggle with their origins. Many seek redemption, leading them toward good alignments, while others may embrace their darker nature.
**Size:**
Bloodforged are medium-sized creatures, typically standing between 5 and 6 feet tall.
**Speed:**
- Your base walking speed is 30 feet.
## Racial Traits
- **Constructed Resilience:**
You have advantage on saving throws against being poisoned and are immune to disease. You dont need to eat, drink, or breathe, but you require blood to sustain your existence.
- **Soulbound Hunger:**
You must consume the blood or life force of one Tiny or Small creature each week. If you fail to do so, you suffer one level of exhaustion.
- **Blood Magic:**
You have a deep understanding of the magic that powers you. You can cast the spell **Chill Touch** once per long rest, using your Intelligence or Wisdom as your spellcasting ability modifier.
- **Artificial Resilience:**
You gain proficiency in one of the following skills of your choice: Arcana, History, or Insight. Additionally, you can add your Constitution modifier to your maximum hit points at 1st level.
- **Evolving Consciousness:**
As you level up, you gain a deeper understanding of morality and existence. Choose one additional skill from the following list to gain proficiency in: Persuasion, Religion, or Insight.
- **Unnatural Fortitude:**
When reduced to 0 hit points but not killed outright, you can choose to remain conscious for one additional round before falling unconscious, provided you have consumed blood that day.
---
### Lore
The **Bloodforged** were born from an unholy fusion of daemonic magic and necromancy, designed to create an army of powerful undead soldiers. Initially viewed as soulless constructs, the first of their kind, known as *The Harbinger*, broke free from its creators' control, recognizing that the sustenance it required came at the cost of innocent lives. This act of rebellion marked a pivotal moment in their existence, leading to a quest for identity and autonomy.
As they evolved, Bloodforged began to develop a complex relationship with their own nature. While they possess formidable powers tied to the blood that fuels them, many grapple with the moral implications of their hunger. The markings and symbols etched into their metal skin often serve as a reminder of their dark origins, evoking fear and distrust among others.
Throughout their history, Bloodforged have been viewed with suspicion and revulsion by other races. Many see them as abominations, embodiments of the dark magic that created them, and they are often feared for their unnatural existence. As a result, Bloodforged frequently find themselves on the fringes of society, navigating a world that perceives them solely as threats. Their journey involves not only the pursuit of knowledge and power but also the struggle to redefine their existence in a world that refuses to accept them.

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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.
## 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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# 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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# Skeleton
- **Ability Score Increase**: +2 to Dexterity, -2 to Intelligence, -3 to Charisma
- **Size**: Medium
- **Speed**: 30 feet
- **Racial Traits**:
- **Arcane Affinity**: You gain proficiency in the Arcana skill. If you already have proficiency in Arcana, you can choose another skill from the Wizard list.
- **Bone Structure**: Your skeletal form grants you advantage on saving throws against being grappled or restrained.
- **Brittle Bones**: You are weak to bludgeoning damage.
- **Darkvision**: You have darkvision out to a range of 60 feet. You can see in dim light as if it were bright light and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.
- **Undead Nature**: You are considered an undead creature for the purposes of effects that target undead. You do not need to eat, drink, or breathe, but you can still consume magical potions and similar substances.
- **Resistances**: You have resistance to poison damage and immunity to the poisoned condition.
- **Languages**: You can speak, read, and write Common and one additional language of your choice.

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# Hivewings
**Appearance:**
Hivewings are powerful and imposing dragons with insectoid features. Their wings are sleek and large, reminiscent of those of a wasp or beetle, and they possess sharp, clawed limbs. Their body structure is muscular, and their jaws are designed to crush bone. Hivewings' eyes are often sharp and piercing, reflecting their intelligence and calculated nature.
**Ability Score Increase:**
- Your Strength score increases by 2.
- Your Constitution score increases by 2.
- Your Intelligence score increases by 2.
**Age:**
Hivewings mature quickly, reaching biological adulthood at age seven and social adulthood by age ten. While they can live to be over a hundred, their dangerous lifestyle often leads to early deaths.
**Alignment:**
Hivewings tend toward Lawful Evil alignments, due to their strict obedience to their queen, Queen Wasp, and their belief in the superiority of their tribe. Their values are deeply rooted in following the law as decreed by their queen, whom they believe is guided by the prophecies of their ancestor, Clearsight.
**Size:**
Hivewings range in size from Medium to Gargantuan, depending on their age. They grow throughout their lives and can become quite large, especially in their later years.
**Speed:**
- Your base walking speed is 30 feet.
- Your flying speed is 60 feet.
## Racial Traits
- **Claws:**
Your claws do 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite does 2d8 + 2 + your Strength modifier piercing damage. You are proficient with your bite, and you can use it only once per turn, no matter how many attacks you can make.
- **Internal Clock:**
Hivewings have an innate, precise sense of time. You always know the current time of day, the year, and the date. Additionally, you can sense when the rainy season is approaching.
- **Wasp Possession:**
Queen Wasp can possess your body at any time, taking control of your actions while leaving you paralyzed. When possessed, you are unable to act on your own, though Queen Wasp can perceive everything through your senses. The only way to force her out of your body is through extreme pain or specific spells. After taking damage while possessed, Queen Wasp is unable to possess your body again for 20 minutes.
- **Stinking Excretion (Recharge 6):**
Once per short or long rest, you can produce a nauseating stench that functions as the 3rd-level *stinking cloud* spell. The stench is produced naturally and requires no components, but it can only be used if you meet the necessary criteria based on your Constitution modifier.
- **Painful Sting (Recharge 6):**
You can deliver a venomous sting via your tail or wrists. To use this, you make a melee weapon attack against a creature within 10 feet. On a hit, it deals 1d4 + your Dexterity modifier piercing damage, and the target must make a Constitution saving throw or take 2d4 poison damage (half on a successful save).
- **Paralyzing Claws (Recharge 6):**
Your claw attacks can paralyze creatures you hit. When you hit with a claw attack, the target must make a Constitution saving throw or become paralyzed for 1d6 rounds. The DC for this save is 8 + your proficiency bonus + your Constitution modifier.
- **Boiling Acid (Recharge 6):**
You can shoot boiling acid at a target within 20 feet (or 60 feet with disadvantage). This attack deals 2d4 + your Dexterity modifier acid damage. If you can use this ability, you cannot have any other Hivewing special powers.

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# **IceWings**
**Appearance:**
IceWings are elegant dragons with pale, icy scales that glisten like frost under sunlight. Their wings resemble cracked glaciers, etched with intricate patterns of white and blue. Their sharp, crystalline eyes, often in shades of icy blue or silver, mirror their cold and disciplined nature. Their movements are poised and purposeful, exuding an aura of strength and nobility.
**Ability Score Increase.** Your Constitution increases by 2. Your Strength also increases by 2, and your Wisdom increases by 2. Your Charisma decreases by 2.
**Age.** IceWings biologically mature by age seven and are socially considered adults at ten. While capable of living over a century, few survive that long due to the dangers of their lifestyle.
**Alignment.** IceWings tend toward Chaos, valuing freedom and a life as boundless as the polar ice caps. They are often Chaotic Neutral, prioritizing personal freedom over morality.
**Size.** IceWings range in size from Medium to Gargantuan as they age.
**Speed.** Your walking speed is 30 feet. You have a flying speed of 60 feet.
## Racial Traits
- **Serrated Claws.**
Your claws deal 2d6 + your Strength modifier slashing damage, and you are proficient with them. On a hit, roll a d10. On a 10, your opponent suffers a deep wound and must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or lose 1d4 hit points per round, with their hit point maximum reduced by the same amount. This reduction lasts until they finish a long rest. The target can repeat the saving throw at the start of their turns to end the effect.
- **Bite.**
Your bite deals 2d8 + your Strength modifier piercing damage. You are proficient with your bite, but you can use it only once per turn.
- **Senses.**
You have darkvision out to 30 feet and blindsight out to 15 feet.
- **Superior Cold Immunity.**
You are immune to cold damage, cannot be slowed by cold-based effects, and are immune to exhaustion caused by extreme cold.
- **Heat Susceptibility.**
You are vulnerable to fire damage. After finishing a long rest in areas above 90°F, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. In areas above 130°F, you suffer two levels of exhaustion after a long rest.
- **Arctic Experience.**
You have the Natural Explorer feature for arctic terrain.
- **Breath Weapon (Recharge 6).**
You can exhale frigid air in a 30-foot cone. Each creature in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d6 cold damage (half on a success). This damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 20th level.
**Languages.** You can speak, read, and write Draconic.
---
### **Lore**
**Honor and Nobility:**
IceWing culture acknowledges a truth no other tribe truly embraces: that death is inevitable, regardless of one's accomplishments in life. To outsiders, this belief may seem grim or nihilistic, but it underscores a deep value for honor, heroism, and valor. IceWings see individual life as temporary and believe that the only path to immortality is through legend. Consequently, their society reveres those who perform great deeds and achieve legendary status.
**Warrior-Lords:**
IceWings are uninterested in politics or manipulation, favoring overwhelming displays of martial strength to crush opposition. Their queens rule with absolute might, and their society is meritocratic, where even a peasant can ascend to nobility through acts of valor in war. War is essential to IceWing society, fueling both social mobility and the economy. They prioritize crafting items of utility or intimidation, such as weapons, tools, and cloaks made from the scales of fallen foes (NightWing scales being particularly prized).
**The Freedom to Die:**
IceWings view death not as a tragedy but as an honorable end. A common proverb states, "Life is for those so weak they have not the courage to die." They value a heroic death over a dishonorable survival, and their mythology celebrates heroes who died in battle. Cowards, who flee rather than fight, are scorned and remembered only as cautionary tales.
**Names:**
IceWing names often reflect the frozen north they inhabit, with examples like Fjord, Glacier, and Winter. They also draw from the ancient Old Ice language, such as Hvitur. Ferocious names garner respect but carry an expectation for the bearer to live up to them. IceWings judge other tribes by the fierceness of their names.
### **Adventurers**
IceWing adventurers are drawn to exploration by their love of freedom, treasure, and martial skill. While their chaotic nature makes them unpredictable, their loyalty to friends is steadfast.

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# **Leafwings**
**Appearance:**
Leafwings are a species of dragon with vibrant, leafy scales that blend into their jungle environment. Their wings resemble vast, fluttering leaves, speckled with star-like flecks. Their claws and bite are sharp, and their body language is often cautious and defensive, a reflection of their tumultuous history.
**Ability Score Increase:**
- Your Dexterity score increases by 2.
- Your Constitution score increases by 2.
- Your Wisdom score increases by 2.
- Your Charisma score decreases by 2.
**Age:**
Leafwings mature biologically at age seven and socially at age ten. They can live for over a century, though many face early deaths due to the harsh environment and constant dangers of their jungle home.
**Alignment:**
Leafwings tend to lean chaotic due to their need for flexibility and adaptability to survive in the unpredictable poison jungle. They don't strictly follow a moral code but prioritize survival and the protection of their tribe above all.
**Size:**
Leafwings vary in size, growing from medium to gargantuan depending on their age. Their wingspans are vast, and they have a lithe yet powerful build adapted for agility in both the jungle and the sky.
**Speed:**
- Your base walking speed is 30 feet.
- Your flying speed is 60 feet.
- Your swimming speed is 30 feet.
## Racial Traits
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You can only use your bite once per turn, regardless of how many attacks you can make. You are proficient with your bite.
- **Photosynthesis:**
You do not require food, as you can sustain yourself through photosynthesis. However, you still need normal amounts of water.
- **Poison Jungle Resident:**
You have the ranger feature *Natural Explorer* for Forest terrain. You also gain a +2 modifier for Survival and Perception checks in forest environments.
- **Component Pouch:**
You begin with a series of small pouches that hold poison jungle bugs, allowing you to use your *Bug Weaponry* ability without needing additional supplies. The pouches cannot store anything except seeds. If separated from your pouch, you can always find a new one within the poison jungle.
- **Bug Weaponry (Recharge 6):**
You are proficient in using poison jungle insects as weapons. You can make a ranged weapon attack against a creature within 30 feet. On a hit, the attack functions like the *Blinding Pain* spell, except the damage is poison instead of psychic. At higher levels, the damage increases: 3d4 at level 5, 5d4 at level 11, and 7d4 at level 20.
- **Leafspeak (Optional):**
A rare few Leafwings can communicate with and control plant growth. To determine if you are a Leafspeak, calculate 100 - your Constitution modifier, and roll two d100s. If both rolls meet or exceed this number, you gain the ability to speak to plants and can use your *Component Pouch* to supply seeds for offensive powers. You can make a ranged weapon attack against a creature within 30 feet, dealing 2d4 slashing damage with thorns or vines. This damage increases to 4d4 at level 5, 6d4 at level 11, and 8d4 at level 20.

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# MudWings
**Appearance:**
MudWings are robust dragons with muscular builds, thick limbs, and earthy-colored scales ranging from muddy browns to dark greens. Their powerful bodies are adapted to survival in marshy environments, and they often appear coated in mud or water.
**Ability Score Increase:**
- Your Strength score increases by 4.
- Your Dexterity decreases by 2.
- Your Constitution score increases by 4.
- Your Intelligence decreases 2.
**Age:**
MudWings reach biological adulthood at age 7 and are socially recognized as adults by age 10. They can live over 100 years, though their dangerous lifestyle often shortens their lifespan.
**Alignment:**
MudWings lean towards **True Neutral**, valuing flexibility in their sib-based social structure while maintaining a balance between law and individual freedom. Their priorities often center around loyalty to their siblings rather than moral extremes.
**Size:**
MudWings grow throughout their lives, beginning at Medium size and reaching Gargantuan at their peak.
**Speed:**
- Base walking speed: 30 feet
- Flying speed: 60 feet
- Burrow speed: 5 feet
## Racial Traits
- **Iron Scales:**
Your tough, armor-like scales grant damage reduction. You take 5 less damage from nonmagical slashing, piercing, and bludgeoning attacks.
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You can only use this attack once per turn, regardless of the number of attacks you can make. You are proficient with your bite.
- **Greater Hold Breath:**
MudWings can hold their breath for up to 1 hour underwater, allowing them to thrive in aquatic and muddy environments.
- **Tough:**
Your resilience grants you additional hit points equal to 2 times your character level.
- **Blood Egg Heritage:**
Some MudWings hatch from rare blood-red eggs, granting fire immunity. To determine if you have this trait, roll two d100s. If both rolls are greater than or equal to 100 minus your Constitution modifier, you are immune to fire damage and cannot suffer exhaustion from extreme heat.
- **Breath Weapon (Recharge 6):**
When warmed to a temperature above 50°F, you can exhale a fiery breath in a 20-foot cone. Creatures in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they take fire damage based on your level:
- 1st4th level: 1d8
- 5th10th level: 2d8
- 11th16th level: 3d8
- 17th20th level: 4d8
On a successful save, creatures take half damage.
## Lore
MudWings are sturdy and community-driven dragons known for their incredible strength and endurance. Their society revolves around sibling bonds, with groups of siblings (or "sibs") forming the foundation of their culture. A MudWing who loses their siblings is considered deeply unfortunate and may seek solace in adventuring, often forming familial bonds with their companions.
While they lack intelligence compared to other tribes, MudWings excel as soldiers and survivors. Their military units, often composed of sibling groups, are disciplined and reliable. Despite their utilitarian nature, MudWings are deeply loyal, valuing family above all else.
MudWings are generally pragmatic, preferring function over form. They are ambivalent towards romance, focusing instead on strengthening familial ties and ensuring their tribe's survival. While they are not known for their intellectual pursuits, their physical might and resilience make them invaluable allies and fearsome opponents.
MudWing society favors warriors and druids, celebrating their connection to the land and their role as defenders of their kin. However, they look down upon professions that prioritize individuality or abstract ideals, such as bards and wizards, as these are perceived as incompatible with their practical and family-oriented values.

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# NightWings
**Appearance:**
NightWings are sleek, dark-scaled dragons with star-like flecks on their wings that shimmer in dim light. Their piercing eyes glow faintly, often an eerie shade of yellow or purple. Their movements are graceful and deliberate, reflecting their sharp intellect and disciplined upbringing.
**Ability Score Increase:**
- Your Strength score decreases by 3.
- Your Constitution scores each decrease by 3.
- Your Intelligence score increases by 4.
- Your Wisdom score increases by 3.
- Your Charisma score increases by 3.
**Age:**
NightWings reach biological adulthood at age 7 and social adulthood at 10. They can live over a century, though most perish younger due to their dangerous lives.
**Alignment:**
NightWings are strongly inclined toward Lawful alignments, commonly Lawful Neutral. They value logic and order above benevolence or malevolence, often embracing moral relativism.
**Size:**
NightWings grow throughout their lives, starting as Medium creatures and potentially reaching Gargantuan size in old age.
**Speed:**
- Walking speed: 30 feet.
- Flying speed: 60 feet.
## Racial Traits
- **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.
- **Psionics (Optional):**
Roll a d100 (adjusted by Intelligence). On success, you have psionic powers:
- At 1st level: Cast **Detect Thoughts** at will and communicate telepathically within 30 feet.
- At 7th level: Cast **Rarys Telepathic Bond** once per day (ritual).
- At 13th level: Cast **Contact Other Plane** once per day (ritual, future questions only).
- At 20th level: Cast both spells at will (ritual).
---
### Lore
**Brilliant Logicians:**
NightWing society prizes logic, knowledge, and intellectual pursuits above all else. They excel in fields like magic, engineering, alchemy, and psychology. Crafting technically impenetrable scrolls is a badge of honor, and their libraries are among the richest in the world.
**Paranoid Isolationists:**
After a bitter war with the IceWings, NightWings became reclusive, hiding on a secret island and forbidding outsiders from entry. They guard their powers and culture jealously, training their young in secrecy until age 10 to ensure their lies and mystique remain intact.
**Loyalty Before Life:**
NightWings value tribal loyalty above all else, even personal survival. Acts benefiting the tribe are seen as necessary, no matter how morally questionable. This rigid loyalty is instilled from birth, but rebellious individuals occasionally emerge, valuing personal freedom over the tribe.
**Names:**
Names reflect abstract concepts (e.g., Wisdom, Vengeance) or compound words (e.g., Starflight, Deathbringer). Rare exceptions like “Mastermind” exist but are uncommon.
### **Adventurers**
NightWings leave their tribe for varied reasons, such as escaping its rigidity or fulfilling tribal missions to amass wealth, fame, or allies. Their preference for intelligence and arcane study makes them ideal Wizards, especially Diviners. Monks and Fighters seeking perfection are also respected, though spell-less Barbarians are scorned.

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# **RainWings**
**Appearance:**
Rainwings are known for their colorful, scale-covered bodies that shift hues like a chameleon, their vibrant colors reflecting their emotions. Their slender, graceful frames are built for agility rather than strength, with long, sleek tails and bat-like wings. Their talons are precise and delicate, reflecting their nimbleness, and they possess bright, intelligent eyes that glow faintly in the dark.
**Ability Score Increase:**
- Your Dexterity score increases by 4.
- Your Constitution score increases by 3.
- Your Charisma score increases by 2.
- Your Strength score decreases by 1.
- Your Wisdom score decreases by 4.
**Age:**
Rainwings reach biological adulthood by the age of 7, and social adulthood by 10. They typically live to over 100 years, though their lives are often cut short due to the dangers surrounding dragons.
**Alignment:**
Rainwings tend toward Chaos, valuing freedom as an essential part of their existence. They are also inherently Good, often prioritizing the well-being of others, especially other dragons. Their morality is defined by their deep compassion and respect for life.
**Size:**
Rainwings grow from Medium to Gargantuan in size as they age. They are typically slender, with a height range from 6 to 9 feet tall at full maturity.
**Speed:**
- Your base walking speed is 30 feet.
- Your flying speed is 60 feet.
## **Racial Traits**
- **Breath Weapon (Recharge 6):**
Your breath weapon is a single-target ranged attack. Make a ranged weapon attack against a target within 20 feet, or 60 feet with disadvantage. On a hit, the target takes 4d4 + your Dexterity modifier poison damage. The damage increases to 8d4 at 5th level, 12d4 at 11th level, and 16d4 at 20th level.
- **Skilled Camouflagers:**
You have advantage on Stealth checks when you have at least a minute to blend in. At 5th level, you gain the ability to cast invisibility at will (self only, no components) if you remain still for a minute before casting.
- **Susceptibility to Pity:**
If you harm another dragon, you must make a DC 15 Wisdom saving throw to avoid being overwhelmed by guilt. If you fail, you may feel compelled to apologize profusely, beg for forgiveness, or even flee, depending on the situation as determined by the DM.
- **Sun Time:**
You need daily exposure to the sun to maintain your health. If you go without sunlight for a full day, you must make a DC 10 Constitution saving throw. On a failure, your Constitution score decreases by 1, with a minimum of 6. Once you get adequate sun exposure, your Constitution returns to normal.
- **Languages:**
You can speak, read, and write Draconic. You also have the ability to "read" and "write" Chromatic, the language of emotions expressed through the color-changing patterns on your scales.
- **Nature Savant:**
Having spent much of your life in the rainforest, you are proficient in Nature. Your proficiency bonus is doubled for any ability check related to this skill.
- **Sloths:**
Rainwings are known for keeping pet sloths. You have a sloth familiar (use the stats of a cat, but with the following changes: Small size, 3 hit points (1d6), 10-foot speed, 15-foot climb speed). If your sloth familiar dies, you can bond with a new one during a short rest in the rainforest.
---
## **Lore**
Rainwings are a peaceful and free-spirited dragon tribe, famous for their aversion to violence and commitment to non-aggression. They were the only tribe to remain uninvolved in the Sandwing War of Succession. Rainwings are incredibly pacifistic to the point that using their deadly breath weapon on any living creature, particularly other dragons, is a serious taboo. Their lifestyle is centered around a deep connection to nature and a reluctance to harm other beings.
Despite their reputation for laziness and their tendency to value non-practical knowledge, Rainwings are far from unintelligent. They avoid conflict but will stand up for what they believe in, often using their agility and stealth to defend themselves and others. The tribe also has a deeply ingrained sense of compassion. This is evident in their acceptance of the Nightwing refugees, despite the horrors they faced at the hands of the Nightwings, including experimentation and attempted violent overthrow of their queen.
Rainwings are often seen as whimsical and easygoing, living in the lush rainforest where they thrive in the sun. However, they are not without their flaws, notably their tendency to be easily tricked and their low tolerance for conflict. Their society is built on communal care and the belief that every dragon should have the freedom to live their life as they see fit.
Because they spend their lives in a rainforest, Rainwings are highly attuned to nature and have developed unique abilities for stealth and camouflage. They are most likely to become adventurers to meet new friends and explore the world rather than for reasons of conquest or wealth. Their leadership values non-violence and cooperation, with Rainwing names often drawn from the flora, fauna, or ideals of the rainforest.
---
## **Adventurers**
Rainwings are more likely to become adventurers out of a desire to meet new friends, explore, and understand the world beyond their peaceful home. While they are less inclined to pursue combat, they will defend themselves and others if necessary. They seek knowledge, companionship, and new experiences, not glory or riches.
## **Classes**
Rainwings are most likely to become **Bards**, using their charm and creativity to engage with the world. **Clerics** of the third moon, associated with Light and Life, are common, as are **Druids** and **Paladins** who align with nature and divine forces. Due to their aversion to violence, Rainwings rarely become **Fighters**, **Rogues**, **Rangers**, or **Monks**. Although intelligent, the lack of scrolls in their rainforest home makes **Wizards** incredibly rare among their kind.

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# Wings of Fire
Summerized races from [wings-of-fire-experimental.fandom.com](https://wings-of-fire-experimental.fandom.com/wiki/WoF_D%26D_Core_Races) utilizing ChatGPT
- [Hivewing](Hivewing.md)
- Human Verified: **No**
- [Icewing](Icewing.md)
- Human Verified: **No**
- [Leafwing](Leafwing.md)
- Human Verified: **No**
- [Mudwing](Mudwing.md)
- Human Verified: **No**
- [Nightwing](Nightwing.md)
- Human Verified: **No**
- [Rainwing](Rainwing.md)
- Human Verified: **No**
- [Sandwing](Sandwing.md)
- Human Verified: **No**
- [Seawing](Seawing.md)
- Human Verified: **No**
- [Silkwing](Silkwing.md)
- Human Verified: **No**
- [Skywing](Skywing.md)
- Human Verified: **No**

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# SandWings
**Appearance:**
SandWings are large, powerful dragons with sleek, sandy scales that help them blend into the desert environment. Their wings are broad and capable of carrying them through scorching skies, and their bodies are built for speed and agility. They are known for their long, deadly tail spines and sharp claws, which make them both fearsome and graceful predators.
**Ability Score Increase:**
- Your Dexterity increases by 2.
- Your Constitution increases by 1.
- Your Charisma increases by 1.
**Age:**
SandWings reach biological maturity at age 7 and social maturity at age 10. They can live for over 100 years, though their dangerous environment often shortens their lifespans.
**Alignment:**
SandWings tend to favor freedom and independence, often aligning with Chaotic Neutral. Their loyalty is generally to family or close-knit groups, with little care for societal order.
**Size:**
SandWings grow from Medium to Gargantuan in size, with their wingspan and overall mass increasing as they age. Adult SandWings are generally towering, muscular creatures, often more than 15 feet tall.
**Speed:**
- Your base walking speed is 30 feet.
- Your flying speed is 60 feet.
- Your burrow speed is 15 feet.
## Racial Traits
- **Desert Native:**
You are adapted to desert environments. You cannot become exhausted due to heat and only need water twice a month to survive.
- **Heat Aura:**
You radiate a pleasant heat in a 30-foot radius. This heat is harmless to most creatures (though it may be uncomfortable or dangerous to IceWings). It provides a comforting warmth similar to that of a campfire.
- **Breath Weapon (Recharge 6):**
You can exhale a line of fire, which deals 2d4 fire damage in a 40-foot long, 10-foot wide line. A creature caught in this line must make a Dexterity saving throw or take full damage (half damage on a successful save). The saving throw DC is 8 + your proficiency bonus + your Constitution modifier. The damage increases with your level: 4d4 at level 5, 6d4 at level 11, and 8d4 at level 20.
- **Claws:**
Your sharp claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
You can use your bite attack to deal 2d8 + your Strength modifier piercing damage. You can only use this attack once per turn, regardless of how many attacks you can make.
- **Tail Spine (Recharge 6):**
Your tail spine is a deadly weapon. You can make a melee weapon attack against a creature within 10 feet, dealing 1d10 + Dexterity modifier piercing damage. The target must make a Constitution saving throw or take 1d10 poison damage on a failed save (half as much on a successful one). The damage increases with your level: 1d12 at level 5, 1d20 at level 11, and 2d10 at level 20. On a critical hit, the target must succeed on a Constitution saving throw (same DC as your breath weapon) or drop to 0 hit points. Poison-immune creatures are immune to this effect.
---
### Lore
The SandWings' origins trace back to the war-torn history of Pyrrhia, where the death of Queen Oasis triggered a devastating conflict among her daughters. The fracturing of their society has left the SandWings a fractured, distrustful people, often navigating the desert in search of their next opportunity to survive. Though they are known for their cunning and deceit, they are fiercely loyal to family, and they see the desert as their home, with a strong love of freedom and personal expression.
SandWings are renowned for their resourcefulness and often find themselves in adventurous roles, seeking treasure and thrills in the vast, unforgiving desert. They are among the most common adventurers in Pyrrhia, not just because of their abilities but due to their insatiable desire to explore and conquer. Whether as thieves, rogues, or wandering adventurers, SandWings will do what it takes to survive, making them unpredictable allies and dangerous foes.
Their culture thrives on music, celebration, and games, serving as distractions from the harsh realities of desert life. SandWings' festivals are lively and often feature gambling, sporting events, and the exchange of goods. Haggling is a celebrated art form, and merchants are known to sell everything from exotic spices to rare desert relics during these events.
SandWings are often perceived by other races as opportunistic and untrustworthy, but they have a deep love for their homeland and will fight tooth and nail to protect it.

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# SeaWings
**Appearance:**
SeaWings are aquatic dragons with shimmering scales in shades of blue, green, and teal, often marked by luminescent photophores. These glowing patterns can be controlled at will and are used for communication, especially in their native language. Their webbed claws, fins, and streamlined bodies make them adept swimmers. SeaWings also possess frills along their heads and tails, enhancing their underwater maneuverability.
**Ability Score Increase:**
- Your Strength score increases by 2.
- Your Dexterity score decreases by 3.
- Your Inteligence score increases by 3.
- Your Charisma score increases by 2.
**Age:**
SeaWings mature biologically by age 7 and are considered socially mature by age 10. They can live over 100 years, though their adventurous lifestyles often cut this short.
**Alignment:**
SeaWings lean toward lawful alignments due to their disciplined society, with tendencies toward neutrality. Lawful Neutral and True Neutral are the most common alignments.
**Size:**
SeaWings vary in size as they age, ranging from Medium to Large. Adult SeaWings typically stand 8-10 feet tall and can reach lengths of 20-30 feet.
**Speed:**
- Your base walking speed is 30 feet.
- You have a flying speed of 60 feet.
- You have a swimming speed of 70 feet.
## Racial Traits
- **Darkvision:**
Accustomed to the ocean depths, you have darkvision up to 240 feet.
- **Blindsight:**
You have blindsight out to 30 feet, allowing you to detect nearby creatures and objects underwater.
- **Amphibious:**
You can breathe both air and water.
- **Natural Weapons:**
- **Claws:** Your claws deal 2d6 + Strength modifier slashing damage.
- **Bite:** Your bite deals 2d8 + Strength modifier piercing damage and can only be used once per turn.
- **Tail:** Your tail deals 3d6 + Strength modifier bludgeoning damage and can only be used once per turn.
You are proficient with your natural weapons.
- **Photophores:**
You can control the glow of your photophores as a bonus action, emitting bright light in a 30-foot radius and dim light for an additional 30 feet. These are also used to communicate in the Aquatic language.
- **Underwater Combatant:**
While underwater, you gain immunity to fire damage and advantage on melee attacks with natural weapons. You also gain a +5 bonus to AC and Dexterity saving throws. When grappling a creature no larger than one size category above you, you can choose to strangle it instead of dealing damage, preventing it from holding its breath (Escape DC = 8 + your proficiency bonus + your Strength modifier).
- **Languages:**
You can read, write, and speak Draconic and Aquatic. The Aquatic language uses rapid flashes of your photophores and cannot be spoken by non-SeaWings.
---
### Lore
**Scholarly Soldiers:**
SeaWings value knowledge, science, and research, which has solidified their alliances with the NightWings. While preferring peace, SeaWings will fiercely defend their honor or confront imminent threats. Dishonor in their society stems from both cowardice and poor tactical decisions.
**Authors and Artists:**
Renowned for their contributions to literature and art, SeaWings are second only to NightWings in the craft of scroll-making. Innovations such as never-fading ink and waterproof scrolls originated from their kingdom. Authors, teachers, and artists hold high status, ensuring the preservation of knowledge and cultural heritage.
**Dwellers in Darkness:**
SeaWings inhabit dual palaces: the Summer Palace above water and the legendary Deep Palace beneath the ocean. Their isolation offers unparalleled security. Rumors persist of an even deeper trench base, accessible only to those adapted to extreme pressure.
**SeaWing Names:**
Names often reflect aquatic themes, such as Tsunami, Anemone, or Lagoon. They favor elegant names, avoiding harsh or aggressive-sounding ones.
SeaWings are a disciplined and intellectual race with a strong connection to the oceans mysteries, blending their martial prowess with a rich cultural heritage.

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# Silkwings
**Appearance:**
Silkwings possess colorful, iridescent scales that shimmer beautifully. They have long, graceful horns, giving them an almost otherworldly appearance. While most dragons grow to impressive sizes, Silkwings typically appear sleek and delicate, with butterfly- or moth-inspired wings that are both ethereal and functional.
**Ability Score Increase:**
- Your Charisma score increases by 4.
- Your Dexterity score increases by 2.
- Your Intelligence score decreases by 2.
**Age:**
Silkwings mature biologically at age seven and are considered socially adult at age ten. They can live for over a century, but many face dangers that shorten their lives. Their metamorphosis at age six marks their transition from wingless to fully adult.
**Alignment:**
Silkwings are typically lawful due to their deep conditioning and ingrained respect for authority. However, they often show a variety of alignments based on their resistance to their oppressive society or their obedience to the hivewings. Their sense of morality is shaped by the harsh system they live under.
**Size:**
Silkwings are medium-sized, though their size can range dramatically based on their age, with the potential to grow to gargantuan proportions as they mature.
**Speed:**
- Your base walking speed is 30 feet.
- You have a climbing speed of 30 feet.
- You have a flying speed of 60 feet.
## Racial Traits
- **Blindsense:**
Silkwings have a blindsense of 30 feet due to their ability to detect vibrations in the air with their antennae.
- **Web Sense:**
While in contact with a web, Silkwings know the exact location of any creature in that web.
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You can only use your bite once per turn, regardless of how many attacks you can make. You are proficient with your bite.
- **Web (Recharge 6):**
You can attack with webs from your wrists. Make a ranged weapon attack against a target within 20 feet (or 60 feet with disadvantage). On a hit, the target is restrained by webbing. The target can break free with a successful DC 12 Strength check. The webbing has AC 10, HP 5, is vulnerable to fire damage, and immune to bludgeoning, poison, and psychic damage. If the web is placed on the ground, it covers a 10-foot square and counts as difficult terrain.
- **Web Walker:**
You are immune to movement restrictions caused by webs.
- **Weather Prediction:**
You can predict the weather for the surrounding nine miles from the current moment to one day in the future.
- **Flamesilk (Optional):**
If you are a flamesilk, you can produce silk that burns at the touch or silk that emits light and heat but does not burn. Flamesilk webs deal 2d4 fire damage per round when a creature is restrained by them. A five-foot square of flamesilk emits 10 feet of bright light and 10 feet of dim light. You are immune to damage from your own flamesilk but vulnerable to normal fire.
- **Metamorphosis:**
Silkwings undergo metamorphosis at age six, during which they gain the ability to fly and use their web attacks. This process lasts 1d6 days and leaves them temporarily incapacitated. Upon emergence, they gain full access to their abilities and wings.
- **Internal Clock:**
Silkwings have a precise internal clock and always know the exact time of day, the year, and the date, as well as when the rainy season is approaching.
---
### Lore
Silkwings are a dragon race oppressed within hivewing society. They are branded and cuffed at a young age, and their lives are largely controlled by the hivewings. Despite being conditioned to obedience, many Silkwings harbor rebellious tendencies and secretly resist the hivewing's control. These dragons are often treated as second-class citizens, assigned jobs and partners with little agency in their own lives. However, a small group of Silkwings, known as the Chrysalis, plans to overthrow the tyrannical queen Wasp. The Silkwings have a deep connection to their heritage and traditions but are continually pushed to the margins of their society.
Due to their forced subjugation, many Silkwings possess a simmering anger or frustration, though others become resigned to their fate. As a result, Silkwings can be driven to rebellion or remain quietly obedient, fearing the consequences of defying the hivewings.
Named after moths or butterflies, Silkwings' colorful appearance belies the hardships they face. Their strength lies in their grace, speed, and keen senses. Although they often seek solace in their clandestine resistance movements, the ultimate fate of the Silkwings remains uncertain as they navigate a world that holds them in the shadows.

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# SkyWings
**Appearance:**
SkyWings are robust dragons with strong, athletic builds. They boast large, powerful wingspans that allow them to soar at incredible speeds. Their scales range in colors from deep reds to fiery oranges and are often adorned with shades that mimic the colors of mountains and gems. Their eyes reflect the intensity of their combat-driven culture, often displaying sharp, focused glares.
**Ability Score Increase:**
- Your Strength score increases by 3.
- Your Dexterity score increases by 2.
- Your Constitution score increases by 3.
- Your Charisma score decreases by 4.
**Age:**
SkyWings are biologically adults by age seven and socially adults by age ten. They have long lifespans, but their dangerous lives often shorten their years, and many do not live past their hundreds due to the violent nature of their society.
**Alignment:**
SkyWings tend toward True Neutral, balancing a desire for freedom with strict adherence to their queens laws. However, variations do exist depending on personal experiences and individual beliefs.
**Size:**
SkyWings grow in size as they age, ranging from Medium to Gargantuan. Their size reflects their stage in life, with younger SkyWings being smaller and growing larger as they mature.
**Speed:**
- Your base walking speed is 45 feet.
- Your flying speed is 90 feet.
## Racial Traits
- **SkyWing Weapon Training:**
You gain proficiency with martial weapons and heavy armor.
- **Breath Weapon (Recharge 6):**
You can breathe fire in a 40-by-10-foot line. It deals 1d10 fire damage, or half as much on a successful Dexterity saving throw. The DC equals 8 + your proficiency bonus + your Constitution modifier. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 20th level.
- **Claws:**
Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You can use it only once per turn, no matter how many attacks you can make. You are proficient with your bite.
- **Too Much Fire:**
A rare few SkyWings possess an excess of fire. Calculate 100 - your Constitution modifier, and roll two d100s, taking the lower of the two rolls. If both rolls meet or exceed the calculated number, you possess too much fire.
If you have too much fire, your breath weapon deals double damage. Your claws deal an additional 4d6 fire damage, and anyone who touches you takes 4d6 fire damage. You are also resistant to fire and cold damage due to your inherent fire control.
---
### Lore
SkyWings are a dragon tribe defined by their gruff and combat-driven culture. They have a long history steeped in violence, and their society is highly militarized. SkyWings are fiercely loyal to their queens, often viewing themselves as superior to other tribes. Their history includes the violent reign of Queen Scarlet, where gladiatorial combat was held regularly, and the tribes involvement in the Sandwing War of Succession, further solidifying their reputation for brutality.
SkyWings place a heavy emphasis on strength, both physical and mental, and believe that a group of SkyWings is stronger than a lone individual. As such, their society values unity above individuality, and dragons who deviate from the norm—such as sorcerers, firescales, or dragonets who display unique traits—are often seen as threats and eliminated. This harsh belief system has led to little diversity within their ranks.
Despite their grim outlook and violent tendencies, SkyWings are driven by a love of treasure. Their penchant for seeking out riches often leads them to become adventurers, and they are among the most common dragon adventurers in their world. SkyWings are especially drawn to martial careers like Fighters, Monks, and Rogues, thriving in combat but rarely venturing into magic or religious pursuits.
SkyWing names often reflect their harsh and mountainous homeland, as well as their love of fiery hues. Names such as Cliff, Peril, Osprey, Scarlet, and Ruby are common, with many SkyWings taking names inspired by birds, gemstones, or the colors of the sky and mountains.

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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.**

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# Balanced Rolls
1. **Roll four six-sided dice (4d6).**
Example: You roll **4, 1, 5, 2**.
2. **Reroll any dice that show a 1, but only once per die.**
- From the roll above, you reroll the **1**.
- Lets say the reroll comes up as **6**.
- Now your dice results are: **4, 6, 5, 2**.
3. **Drop the lowest number from the four dice.**
- The lowest number is **2**, so you drop it.
- Your remaining numbers are **4, 6, 5**.
4. **Add the three remaining numbers together.**
- The sum is **4 + 6 + 5 = 15**.
- This is your stat value.
---
## **Additional Examples**
### Example 1
1. You roll **3, 2, 1, 6**.
2. Reroll the **1**, and it comes up as **4**.
- New results: **3, 2, 4, 6**.
3. Drop the lowest number, which is **2**.
4. Final stat: **3 + 4 + 6 = 13**.
### Example 2
1. You roll **6, 1, 1, 3**.
2. Reroll the two **1s**.
- First reroll: **4**.
- New results: **6, 4, 1, 3**.
3. Drop the lowest number, which is **1**.
4. Final stat: **6 + 4 + 3 = 13**.
### Example 3
1. You roll **5, 1, 1, 1**.
2. Reroll one of the **1s** (you only reroll **1** die per roll).
- The reroll comes up as **6**.
- New results: **5, 6, 1, 1**.
3. Drop the lowest number, which is **1**.
4. Final stat: **5 + 6 + 1 = 12**.
---
### **Key Points to Remember**
- You reroll **only one die showing a 1** per roll of 4d6.
- The lowest number from the four dice is always dropped after rerolling.
- This method gives you a higher chance of generating above-average stats compared to rolling straight 3d6.

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# **Empowered Array**
The **Empowered Array** offers a significant boost to character stats compared to the standard array. This method is designed to create truly remarkable characters with exceptional capabilities right from the start, making it ideal for high-power campaigns or games with particularly challenging encounters.
Instead of the standard array, players can distribute the following six ability scores among their character's attributes as they see fit:
- **20, 20, 15, 15, 10, 10**
This allows for a combination of two top-tier stats (20s), two strong stats (15s), and two average stats (10s). Players should consider their character's class, role, and background when assigning these scores to ensure their strengths align with their intended playstyle.
For example, a fighter might prioritize **20 in Strength** and **20 in Constitution** for maximum physical prowess, while a wizard could assign their **20s to Intelligence and Dexterity** for spellcasting and survivability.