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# **The Brewery**
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Welcome to the custom D&D rules repository! This README serves as an index to help you navigate the rules and guidelines. Below, you'll find a categorized list of the rules and mechanics.
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## **Index**
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### **1. Ability Score Generation**
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Custom rules for generating character stats
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- [Balanced Rolls](Rules/Stats/BalancedRolls.md)
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- [Empowered Array](Rules/Stats/EmpoweredArray.md)
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### **2. Custom Races**
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Detailed rules for homebrew races, including lore, traits, and mechanics.
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- [Blood Forged](Race/Bloodforged.md)
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- [Skeleton](Race/Skeleton.md)
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### **3. Feats**
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Descriptions of unique feats, their benefits, and prerequisites for use.
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- [Arcane Augmentation](Feats/Arcane%20Augmentation.md)
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### **4. Equipment**
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Custom items, including unique effects, attunement rules, and curses.
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- [Cantrip Blaster](Equipment/Cantrip%20Blaster.md)
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- [Cursed Gloves](Equipment/Cursed%20Gloves.md)
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- [Gloves of Magnetism](Equipment/Gloves%20of%20Magnetism.md)
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- [Spell Revolver](Equipment/Spell%20Revolver.md)
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### **5. Features**
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Not to be confused with [Feats](#3-feats), these are custom rules that can be applied to multiple things.
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- [Precise Calibration](Features/Precise%20Calibration.md)
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# [Class Name]
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## Class Features
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### **Hit Points**
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- **Hit Dice**: 1d8 per Level
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- **Hit Points**: 8 + [STAT] Modifier
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- **Hit Points Per Level**: 1d8
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# **Class Name: Overseer**
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> [***Vaults of Resonance Content***](../Readme.md)
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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.
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---
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## **Class Features**
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### **Hit Points**
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- **Hit Dice:** 1d8 per Overseer level
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- **Hit Points at 1st Level:** 8 + your Constitution modifier
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- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Overseer level after 1st
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### **Proficiencies**
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- **Armor:** Light armor, medium armor
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- **Weapons:** Simple weapons, martial weapons
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- **Tools:** Tinker’s tools
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- **Saving Throws:** Intelligence, Constitution
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- **Skills:** Choose two from Arcana, History, Insight, Investigation, Perception, or Survival
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### **Starting Equipment**
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- (a) A martial weapon and a shield or (b) two simple weapons
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- (a) Scale mail or (b) leather armor
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- (a) A scholar's pack or (b) an explorer's pack
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- Tinker’s tools
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---
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### **Class Table: The Overseer**
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| Level | Proficiency Bonus | Features | Units Controlled | Command Points |
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|-------|--------------------|-----------------------------------|-------------------|-----------------|
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| 1 | +2 | Tactical Network, Constructed Ally | 1 (Constructed Ally) | 2 |
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| 2 | +2 | Command Maneuvers, Unit Upgrades | 1 | 3 |
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| 3 | +2 | Overseer Archetype | 2 | 4 |
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| 4 | +2 | Ability Score Improvement | 2 | 5 |
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| 5 | +3 | Efficient Directives | 2 | 6 |
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| 6 | +3 | Improved Upgrades | 2 | 7 |
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| 7 | +3 | Tactical Dominance | 3 | 8 |
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| 8 | +3 | Ability Score Improvement | 3 | 9 |
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| 9 | +4 | Enhanced Network | 3 | 10 |
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| 10 | +4 | Archetype Feature | 3 | 11 |
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| 11 | +4 | Overclock | 4 | 12 |
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| 12 | +4 | Ability Score Improvement | 4 | 13 |
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| 13 | +5 | Multi-Unit Maneuvers | 4 | 14 |
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| 14 | +5 | Archetype Feature | 4 | 15 |
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| 15 | +5 | Master Strategist | 5 | 16 |
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| 16 | +5 | Ability Score Improvement | 5 | 17 |
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| 17 | +6 | Supreme Upgrades | 5 | 18 |
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| 18 | +6 | Archetype Feature | 5 | 19 |
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| 19 | +6 | Ability Score Improvement | 6 | 20 |
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| 20 | +6 | Command Perfection | 6 | 21 |
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---
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### **Core Mechanics**
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#### **Tactical Network (1st Level)**
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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.
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- **Range:** 30 feet
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- **Commands:** Commands cost **Command Points** to execute.
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---
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#### **Constructed Ally (1st Level)**
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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:
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- **Hit Points:** Equal to 5 + five times your Overseer level.
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- **Scaling:** Your Constructed Ally gains additional features and upgrades as you level up.
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- **Actions:** Takes actions based on your commands, expending Command Points.
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---
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#### **Command Points (1st Level)**
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You have a pool of **Command Points** that you use to issue tactical commands to your units. This pool replenishes after a long rest.
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- **Regeneration:** Restore 1d4 + Intelligence modifier Command Points during a short rest.
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- **Threshold:** You cannot spend more than half your level in Command Points on a single ally's turn.
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---
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#### **Command Maneuvers (2nd Level)**
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You develop specialized tactics to enhance your units. Choose two **Command Maneuvers** from the list below.
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- **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.
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- **Intercept (1 CP):** Your ally moves to intercept an attack targeting a creature within 10 feet of it.
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- **Coordinated Strike (3 CP):** All Constructed Allies attack the same target. If at least two attacks hit, deal an additional 1d10 damage.
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- **Deploy Barrier (3 CP):** Construct an energy barrier that provides half cover in a 10-foot radius for one round.
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#### **Overseer Archetype (3rd Level)**
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Choose one specialization for your Overseer. Examples:
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- **Field Commander:** Focuses on battlefield control and advanced maneuvers.
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- **Tactical Mastery (3rd Level):** Gain +2 Command Points and increase your command range to 60 feet.
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- **Phalanx Formation (10th Level):** Allies within 10 feet gain +1 AC.
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- **Mechanist:** Enhances allies with superior upgrades and experimental tech.
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- **Experimental Protocols (3rd Level):** Add a module to allies, like a flamethrower or grappling hook.
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- **Modular Constructs (10th Level):** Allies can swap upgrades during a short rest.
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- **Dominion Controller:** Combines magic with constructs, granting spellcasting abilities.
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- **Construct Casting (6th Level):** Allies can channel your spell slots to cast cantrips or 1st-level spells.
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- **Arcane Overdrive (14th Level):** Allies gain resistance to magical damage and advantage on saving throws against spells.
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---
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#### **Efficient Directives (5th Level)**
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You can issue commands more fluidly. You may use a bonus action instead of an action to issue a command.
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---
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#### **Unit Upgrades (6th Level)**
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Your allies gain significant upgrades. Choose one upgrade per ally:
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- **Flight Systems:** Gain a flying speed of 30 feet.
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- **Heavy Armor Plating:** Increase AC by 2.
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- **Pulse Cannon:** Gain a ranged attack (30/120 feet) dealing 2d8 force damage.
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---
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#### **Capstone: Command Perfection (20th Level)**
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- **Unlimited Command:** Issue commands without expending Command Points for 1 minute (once per long rest).
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- **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**
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> [***Vaults of Resonance Content***](../Readme.md)
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> AI Generated short-notes.
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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.
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## **Core Mechanics**
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- **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.
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- **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.
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- **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.
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- **Command Maneuvers (Level 2):** Choose from a list of maneuvers to enhance your units (e.g., **Shockwave**, **Intercept**, **Coordinated Strike**).
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## **Class Progression**
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- **Level 3 - Overseer Archetype:** Choose a specialization (e.g., **Field Commander**, **Mechanist**, **Dominion Controller**) that shapes your playstyle.
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- **Level 5 - Efficient Directives:** Issue commands as a bonus action.
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- **Level 6 - Unit Upgrades:** Select an upgrade for your allies (e.g., **Flight Systems**, **Heavy Armor Plating**, **Pulse Cannon**).
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- **Level 10 - Archetype Feature:** Gain additional features tied to your chosen archetype.
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- **Level 11 - Overclock:** Temporarily boost your Constructed Ally’s power.
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- **Level 13 - Multi-Unit Maneuvers:** Command multiple units at once and issue complex maneuvers.
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- **Level 15 - Master Strategist:** Enhance your tactical abilities, improving battlefield control and synergy between units.
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- **Level 17 - Supreme Upgrades:** Maximize the power of your upgrades.
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- **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).
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## **Key Features**
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- **Constructed Ally:** A reliable combat companion that grows with you.
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- **Command Points & Tactical Commands:** Spend Command Points to issue commands, with a growing number as you level up.
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- **Archetype Specializations:** Customize your Overseer to focus on battlefield control, technological enhancements, or magical constructs.
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- **Unit Upgrades:** Make your Constructed Allies stronger with upgrades like armor, flight, or ranged attacks.
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- **Strategic Maneuvers:** Use your Command Points to issue various battlefield maneuvers, like knockbacks or coordinated strikes.
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---
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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
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- *Weapon (Sword), One Handed, Light, Wonderous*
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- **Description**:
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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.
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- **Proficiency**: Yes
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Proficiency with swords is required to use this item effectively.
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- **Attack Type**: Melee
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- **Damage**:
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- **Unattuned**: 2d6 + Dexterity modifier
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- **Attuned**: 2d10 + Dexterity modifier + Spellcasting modifier (minimum +1)
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- **Damage Type**: Lightning (default, changeable to Fire, Cold, Acid, Radiant, or Necrotic as a bonus action)
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- **Weight**: 2 lbs
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- **Cost**: Priceless (typically found, not bought)
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- **Properties**:
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- **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.
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- **Ethereal Blade**: The blade is made entirely of energy. It cannot be broken or parried by mundane means. If dropped or the wielder is incapacitated, the blade vanishes until wielded again. If the wielder rolls a natural 1 on an attack, they take half the blade's rolled damage (before modifiers) as feedback of its current elemental type.
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- **Attunement**: Yes (requires a spellcaster)
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- **Arcane Empowerment**: When attuned, the wielder adds their spellcasting ability modifier to attack and damage rolls, in addition to their Dexterity modifier.
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- **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.
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- **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.
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- **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.
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- **Profiency**: When attuned, the wielder becomes proficient with this weapon.
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- **Notes**:
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The weapon is particularly effective against foes vulnerable to energy-based attacks but requires focus and attunement to fully unlock its potential.
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- **Source**: *Homebrew*
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# Endurian
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**Appearance:**
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[Brief description of the race's physical traits, emphasizing unique or defining characteristics.]
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**Ability Score Increase**: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
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- Your Dexterity score increases by 2.
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- Your Inteligence score increases by 1.
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**Age:** Endurians reach maturity around the age of 20 and can live up to 150 years.
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**Alignment:** Endurians value survival and adaptability, often leaning toward neutral alignments. Their diverse experiences make them highly individualistic.
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**Size:** Endurians are slightly leaner and lighter than humans, standing between 5 and 6 feet tall. Your size is Medium.
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**Speed:** Your base walking speed is 30 feet.
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**Languages**: You can speak, read, and write Common and Ender, a language with a melodic yet stilted rhythm, reflecting its unique evolution.
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## Racial Traits
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- **Darkvision:**
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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.
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- **Innate Teleportation:**
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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.
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- **Ender Resilience:**
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You have advantage on saving throws against being frightened.
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- **Chorus Fruit Dependency (Optional Rule):**
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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.
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## Varients
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All Varients Inherit the core traits
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- [Arcane Endurian](Varient/Arcane.md)
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- [Chitinous Endurian](Varient/Chitinous.md)
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- [Savage Endurian](Varient/Savage.md)
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- [Skybound Endurian](Varient/Skybound.md)
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- [Storm Endurian](StormEndurian.md) *DeadLink: Not yet Written*
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# Arcane Endurian
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> Inherits all Traits from [Core Endurian](../Readme.md).
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**Ability Score Increase:**
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- Your Charisma score increases by 1.
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||||||
## Racial Traits
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||||||
- **Ethereal Strike:**
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When you use your teleportation ability, you can immediately make a melee weapon attack, adding your Charisma modifier to the damage dealt.
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- **Gemstone Vision:**
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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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@ -1,18 +0,0 @@
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||||||
# Chitinous Endurian
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> Inherits all Traits from [Core Endurian](../Readme.md).
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||||||
**Ability Score Increase**:
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||||||
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|
||||||
- Your Constitution score increases by 1.
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||||||
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||||||
## Racial Traits
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||||||
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|
||||||
- **Ender Carapace:**
|
|
||||||
Your chitinous shell provides you with an AC of 13 + your Dexterity modifier. You can’t 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.
|
|
|
@ -1,13 +0,0 @@
|
||||||
# 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.
|
|
|
@ -1,18 +0,0 @@
|
||||||
# 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).
|
|
|
@ -1,18 +0,0 @@
|
||||||
# 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.
|
|
|
@ -1,18 +0,0 @@
|
||||||
# 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.
|
|
|
@ -1,25 +0,0 @@
|
||||||
# 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. Kybr’s 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 Kybr’s creations.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
**Enter at your own risk, and let the echoes of the Vaults guide you to new realms of possibility.**
|
|