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This section of the website is meant for clearing up rulings and providing some alternate ways to play to better adequate with your table!
Here you will find what is too specific or wordy to fit within other releases. For a frame of reference, if anything relates to our Conditions [ Burn, Bleed, Etc. ] be aware that any alternate rules and in general our content revolves around how they are presented in this website, and are usually not based on these Alternate Rulings themselves.
Reloading and Ammunition Swapping
A creature may Reload their weapon as usual even if they still have bullets left to spend, recuperating any ammunition they haven't shot. They may also use different Ammunition Types, such as Arcana Shot or Propulsion Rounds when Reloading their weapon, consuming an amount of the chosen ammunition equal to the weapon's Reload value. If unloaded, any un-shot ammunition is recovered.
Managing and Healing Bleed
This is an expansion of how Bleed can be treated.
While using items to recover Hit Points, you may use the following table to understand how much of the Conditions count is reduced upon their use:
| Item rarity | Count Removed |
|---|---|
| Common | Removes 2 count. |
| Uncommon | Halves the current count. |
| Rare | Halves the current count. ( Min. Removal of 16 count. ) |
| Very Rare | Fully removes count. |
| Legendary | Fully removes count, makes creature immune to the Condition for 1d6 turns. |
While attempting a Medicine Check as an Action may fully remove the Condition, the following may also be done to aid in its management:A creature may spend their Bonus Action to attempt a Medicine Check on themselves or another creature within 5-ft., using the same DC as normal for this attempt and halving the current Bleed count on a success.While using spells, using the following may, as per the DM's personal ruling, apply:- The use of Lesser Restoration instantly halves the Condition's count.
- The use of Greater Restoration instantly ends the Condition.
- Creatures under the area of effect of the Aid, Area of Healing and Aura of Life have Advantage on Medicine Checks ( performed by them or other creatures ) to be rid of the Bleed Condition.
Conditions & Death Saving Throws
If a creature is on their last throes, rolling their Death Saves and in general having a bad time while still suffering from any Condition, you can look up to the following to see how they may interact with death's door:
Easy-going Ruleset
This is a more relaxed and less-punitive ruleset meant for those that don't want to worry too much after falling Unconscious.Parties who find the base mechanics too punishing or don't wish to spend much time recovering from these lasting effects after being knocked down may find use in this ruleset.-------------------------------------------------------Tremor and Rupture do not have any effects on a downed creature, and are halved whenever they pass a Death Saving throw, or fully removed if they recover any Hit Points. Neither can be triggered on a downed creature.Burn and Bleed are not triggered nor do they deal damage to a downed creature and both are fully removed whenever they become Stabilized or recover any Hit Points.Charge does not exist.
General Ruleset
This is the ruleset envisioned by the Undertomes and the one that we balance mechanics around.You can refer to this for most of your tables without much worry, as the goal here is to keep everything balanced so that, in most cases, the players will not suffer a horrible loss the moment they fall down.-------------------------------------------------------Tremor and Rupture cannot be applied to a downed creature. However, whenever Tremor Burst or Rupture are triggered against a downed creature they must instantly roll a d20, suffering an additional failed Death Save on a roll of 1-9.Burn and Bleed are not triggered nor do they deal damage to a downed creature, but both Conditions decay by half their current value whenever the downed creature rolls a Death Save. If they recover from being Unconscious by being healed for any amount, they then trigger either Condition, being healed for a lesser amount equal to however much they would be healed by minus the damage they would take from Burn or Bleed, to a minimum of recovering 1 Hit Point.Charge exists.
Lasting Damages Ruleset
This is a more volatile and harsh ruleset meant for tables that want these mechanics to be punishing if not treated mid-combat or beforehand.Bear in mind that they may result in a greater struggle for any character to remain living after they have been downed unless they are rescued by another.-------------------------------------------------------Tremor and Rupture are as the General Ruleset, with the added effect that whenever a downed creature regains Hit Points they have their movement speed reduced by 5-ft. per each sum of both Conditions upon waking up, with them regaining 10-ft. of movement at the end of their subsequent turns.Burn causes the downed creature to suffer no damage, instead its own space and a 5-ft. area around it are set in flame. The downed creature's count isn't halved at the end of their turns, instead increasing by half its current value. This area counts as Difficult Terrain and any other creature who starts or ends their turn in this area instantly absorb half of the downed creature's Burn count.Bleed increases by half its current count whenever a downed creature fails a Death Saving throw, or is halved whenever they have a success.Charge becomes unstable when a creature is downed, making it so whenever it attempts a Death Save all other creatures within a 15-ft. sphere of the downed be forced to pass a Dexterity saving throw or suffer 4d8 lightning damage on a failure. The DC for this is 10 + the downed's proficiency bonus.
Burn
A Burning creature is set ablaze constantly, taking an amount of d4 fire damage equal to the number of Burn count on itself at the end of their turn, also halving its total count.When at one Burn count, it extinguishes at the end of the creature's turn.
Charge
A creature that is Charging is amassing an amount of energy - electrical, magical or otherwise, having jolts and arcs surround her body as the quantity intensifies.Charge and its unique counterparts do not affect a character by itself, instead being a renewable resource to be spent for activating certain abilities and effects.
Rupture
A creature suffering from the Rupture Condition takes an amount of extra damage die equal to half their current Rupture count whenever they suffer an attack hit. The additional damage die depend on the attacking creature’s Proficiency Bonus, being d4 at +2 Bonus, d6 at +3 Bonus, d8 at +4 Bonus, d10 at +5 Bonus, a d12 for +6 Bonus and finally 2d6 at +7 Bonus and greater.Once an attack successfully hits and the condition is triggered, they lose all of their remaining Rupture count.Ex: If a creature suffering from 5
Rupture would suffer a hit from a creature with a +4 Proficiency Bonus, they would take an additional 3d8 damage.
Tremor
A creature suffering from Tremor is one suffering from immeasurable shaking and vibrations inside their body.
When a Tremoring creature suffers Tremor Burst by other means, they take a number of d4 thunder damage equal to their current Tremor count, then losing all remaining count.The Condition is also lost after combat is over or at the end of the next short or long rest, if it was gained outside of combat.
Tremor Burst
Tremor Burst is not a Condition, but instead a trigger for the Tremor Condition which is caused by some feats, spells or other abilities.
Bleed
A Bleeding creature is well, bleeding! They take 1d4 damage when they perform any action ( Each attack is considered a different action, this also includes Bonus Actions, Legendary Actions, Lair Actions and Reactions, but not Free Actions ), and then Bleed is reduced by a count. They may have all Bleed count removed if any creature passes a successful Medicine check on them as an Action. Otherwise, half their current Bleed count is removed upon receiving healing through an item or through a 4th level or lower spell. It is also fully removed upon the use of an item such as a potion of Greater Healing or a 5th level or greater spell.On the case of casting a spell, they suffer an amount of d4 damage and lose an amount count equal to the spell's level plus one. ( Cantrips only deal 1d4 damage, 1st Level Spells deal 2d4 and so on. ) If a creature is suffering from lesser count than the spell slot level spent, they still suffer the maximum damage and remain at a single count.The DC for this is 10 + their current Bleed count. If they have only one Bleed count, it may only be reduced through a Medicine check.While out of combat, you may spend one minute to safely tend to your wounds and remove this Condition without taking further Bleed damage.
Poise
A creature benefitting from being Poised has their stance slowly being perfected to enter "the zone" while fighting, being able to perform a Posture Critical hit whenever they roll at least a 19 on attack, before adding any modifiers. This threshold is reduced by each additional count of Poise they have after the first, up to 4 ( Triggering a Posture Critical Hit on a roll of 16 or higher) and removing all Poise count from them when they land a Posture Critical hit.When this effect is triggered, this creature deals an additional 2d6 damage on a hit of type equal to your attacks damage type.If they have 6 or more stacks of Poise, they deal an extra d6 of damage for each two count above 6, to a maximum of 6d6 total. A Posture Critical Hit is not a regular Critical Hit.
Sinking
A creature that is Sinking has trouble focusing on anything as a deep unease washes over them, making way for pure leg-shaking terror or difficulty performing what they must. While suffering Sinking the afflicted creature has a negative modifier to Attack Rolls for each 3 Sinking afflicted to them, to a maximum of -5. Additionally, they have their Wisdom Saving Throws reduced by a negative modifier for each 10 Sinking, to a maximum of -3.Sinking count is halved at the end of a creatures turn, rounded up. Upon having one count remaining it is removed entirely instead.Ex: A creature with 12 stacks of Sinking suffers a -4 penalty to Hit. Additionally, that creature has their Wisdom Saving Throws reduced by a negative modifier for each 10 Sinking, to a maximum of -3.
Tremor Burst is not a condition, but instead a trigger for the Tremor Condition which is caused by some feats, spells or other abilities.
Minor Conditions
Haste
A creature that is going through Haste has a spring to their step, pushing themselves to move faster or are being carried through magical effects to become nimble as the breeze.This creature gains 5-ft. of additional walking speed and, if already available, flying speed for each Haste count they are benefitting from, to a maximum value of 5 times their proficiency bonus plus 5. All count of the Condition is lost at the start of the creature's next turn.
Immobilized
A creature suffering from Immobilized is one who's suffering to move their stiffening limbs and joints. While enduring Immobilized, they take a penalty equal to the count of Immobilized they are currently afflicted with to all of their attack rolls, ability checks and saving throws. All Immobilized stacks are removed at the end of the creature's turn or after a minute has passed outside of combat.
Heavy Blood
Heavily Bleeding creatures are bleeding intensely, instead causing the afflicted creature to suffer 2d6 damage on the same triggers as the Bleed Condition and 2 count are removed every time it is triggered. The Medicine Check required to remove this Condition is increased by 5.
Tremor Subtypes
Tremor - Hemorrhage
A creature suffering from Tremor- Hemorrhage is one that is currently bleeding out from countless cuts that move and worsen inside their being.A creature with Tremor- Hemorrhage counts suffers 1d4 damage whenever they perform any action ( Each Attack counts as a different Action, also including Bonus Actions and Reactions, but not Free Actions ) and then the Condition's count is reduced by one count. Creatures that have no blood are immune to this effect.When a creature with Tremor - Hemorrhage suffers Tremor Burst by other means, they take a number of d6 damage equal to the total count of the Condition they are currently suffering from, then losing all remaining counts of the Condition. The Condition is also lost after the creature is knocked Unconscious, If they are healed to their Maximum Hit Points they instantly lose all counts of the Condition, also losing 2 counts whenever they are healed by any amount of Hit Points.
Tremor - Scorch
A creature suffering from Tremor-Scorch is one currently suffering from a blazing inferno that is eating them from inside out, with each flicker of flame reverberating across their entire being.A creature with Tremor-Scorch counts suffers an amount of d4 fire damage equal to their current Tremor - Scorch count divided by 3, to a maximum of 8d4 per turn. After suffering this damage, the Condition's total count is halved.When a creature with Tremor - Scorch suffers Tremor Burst by other means, they take a number of d6 fire damage equal to the total count of Tremor - Scorch they currently have, then losing all counts of Tremor - Scorch. The Condition is also lost after the creature is knocked Unconscious, if they are fully submerged in non-flammable liquid or combat is over or on the next short rest, if it was gained outside of combat.
General Subtypes
Immolation
A creature beset by Immolation is suffering from the holiest of flames, taking an amount of d4 radiant damage equal to their current Immolation count at the end of their turns, also halving its total count. When at one Immolation count, it extinguishes at the end of the creature's turn.
Nails
A creature suffering from Nails has a number of them embedded in their flesh, drawing out blood and the faith of certain individuals in equal measure. At the end of their turns, a Nailed creature halves their Nail count and gains the same value halved as Bleed count instead.Fanatical creatures gain a +1 bonus modifier to attack rolls against Nailed creatures for each 15 Nails* they are currently suffering from, to a maximum of +3.
Wondrous Pets & Friends
A “Wondrous Pet“ is the mechanical term this document uses to refer to, well, pets! A Pet in this way is a magical being that while attuned, will always remain within a 60-feet radius of its perceived owner. They do not require food nor sleep, but will gladly partake in either joy.A Pet does not partake in combat initiative, instead it is treated like any other magic item when called upon for an active or passive ability it grants.Additionally, it has no stat block of its own, instead only providing static benefits to its master. Much like the Find Familiar spell, a pet may be commanded with a free action to move and to enter or exit an extradimensional space where it is kept safe. It automatically enters that space if it would be immediately be put in harms way, instead remaining safe.If the Dispel Magic spell is cast on the Pet, it vanishes for one minute, and then rematerializes after this time. During its vanishing, you cannot benefit from its abilities.In the case that the “Pet” is instead a Friend or otherwise similarly sentient and possibly humanoid creature with their own will and volitions, they still try to stick close to you and keep out of harms way, but cannot ( if they aren’t inherently magical ) enter the aforementioned extradimensional space.Otherwise, in the case that the setting calls for the destructability or otherwise harm of a Wondrous Pet or Friend, they have a pool of Hit Points that matches their attuned master’s level and their rarity, as per the following table:
| Hit Die Pool | Rarity |
|---|---|
| 1d4 per Player Level + Level | Common |
| 1d6 per Player Level + Level | Uncommon |
| 1d8 per Player Level + Level | Rare |
| 1d10 per Player Level + Level | Very Rare |
| 1d12 per Player Level + Level | Legendary |
You may roll on this table when first attuning to them.
Upon reaching 0 Hit Points, various things may happen depending on the Setting's intended tone and should be discussed between the Players and Dungeon Master when including Wondrous Pets & Friends into their setting. These are as follows:- The Pet is knocked Unconscious until the end of battle and loses its effects until the next short rest.
- The Pet initiates Death Saving Throws like a Player Character would, dying upon three failures. While Unconscious, it does not provide any benefits.
- If a Pet or Friend dies, you may choose to either have them be able to be brought back through a Revivify or similar spell, through a ritual similar in cost to the Find Familiar spell that any Spellcaster may perform or have them permanently die.
Deployable Tools
Deployable tools are traps or other mechanisms that a character may employ in dire times. They are placed down within an unnocupied 5-ft reach by spending your Bonus Action during your turn and have a trigger according to its properties, as shown below their name, much like weapon properties. If a Tool requires a Saving Throw to be passed, it will be displayed before it’s properties, with the DC’s associated Ability Score being placed in parentheses, and below that it’s effect(s) when trigger. Tools usually occupy a 5-ft by 5-ft square. You may also spend your Bonus Action to retrieve a Tool.Unless specified, all Deployable Tools only trigger against creatures hostile to who deployed it.All Tools have a Durability Property, which denominates how many times they may be activated until they break down and require repairs. A broken down Tool may be repaired by a blacksmith for half of it’s buying price or during a Long Rest spending one use of a Repair Kit during a Long Rest, where at least one Character must spend their time repairing or re-stocking the Tool. Otherwise, a Player Character with a number of levels in the Artificer Class may fix up to their Proficiency Modifier’s worth of Tools during a Long Rest. To do so, they must meet a minimum level requirement according to the Tool’s rarity, as follows:
| Artificer Level | Maximum Rarity |
|---|---|
| 1 | Common |
| 3 | Uncommon |
| 8 | Rare |
| 12 | Very Rare |
| 16 | Legendary |
Furthermore, Artificers may choose to use their Spell Save DC instead of the Deployable Tool’s when it is triggered, instead of the Tool’s original Saving Throw required. This also applies to the Artificer’s Spell Attack Modifier in the case the Deployable Tool performs attacks.
Active. An Active Deployable Tool requires active usage from a creature who must spend their Action while within 5-ft of the Tool to trigger it.Adherent. An Adherent Deployable Tool is one that can easily cling to any even surface, being able to be placed on unoccupied ceilings or walls.Arcane. An Arcane Deployable Tool is one commonly used by scholars and people attuned to the arcane, such as Wizards and Sorcerers. Characters with levels in these classes may repair up to their Proficiency Bonus’ worth of Relicary Tools during a Long Rest as if they were an Artificer, also being able to choose using their own Spell Save DC and Spell Attack Modifier for these Tools.Bulky. A Bulky Deployable Tool requires more space than usual for its operation. This space is listed in parentheses after this property is listed.Contact. A Contact Deployable Tool triggers whenever a creature moves into the area it occupies.Concealed. A Concealed Tool is made hard to perceive. All Creatures have Disadvantage on Perception Checks to find it, with the tool having a Passive Stealth Score displayed in parenthesis following this property.Construct. A Construct Deployable Tool has the same Resistances as most of its kind, being a mechanical mess of machinery in its operation. It has Resistance to acid damage, Immunity to poison and psychic damage and the Charmed, Frightened, Poisoned, Prone and Incapacitated Conditions.Cumbersome. A Cumbersome Deployable Tool is particularly harder to deploy. You must instead spend an Action to deploy this Deployable Tool.Durability. A Deployable Tool’s Durability measures how many activations a Tool can handle before needing repairs or re-stocking. This value displayed in parenthesis after this property.Far-Mount. A Far-Mount Deployable Tool can be easily tossed and assemble itself. You may deploy a Far-Mountable Tool on any unoccupied space within a radius of yourself as shown by the number of feet within parentheses following this property’s listing.
Instant. An Instant Deployable Tool is one that does not keep functioning in the field as long as it still has Durability, instead having it’s Durability consumed whenever it is placed down, usually because this Deployable Tool comes in sets or may be used repeatedly. After a placed Instant Tool is triggered, it is destroyed, with only it’s pieces remaining for posterior repairs or resupply.
Mount. A Mount Deployable Tool may be mounted by a creature standing in the same space as it by them spending their Action or Bonus Action to do so. While mounted their movement speed is 0 and the Bonus Modifier gained from their Dexterity Modifier on Dexterity saving throws can only be a maximum of 2. A creature may spend a Free Action to dismount. Mount Deployable Tools usually require a mounted creature's Action to be used.Multiple. A Multiple Deployable Tool is actually a set of Tools that may be placed down multiple times while it still has Durability, such as Caltrops being thrown from a bag.Primal. A Primal Deployable Tool is one commonly used by those who are surrounded with nature, such as Druids and Rangers. Characters with levels in these classes may repair up to their Proficiency Bonus’ worth of Reliquary Tools during a Long Rest as if they were an Artificer, also being able to choose using their own Spell Save DC and Spell Attack Modifier for these Tools.Reliquary. A Relicary Deployable Tool is one commonly used by churches, such as Clerics and Paladins. Characters with levels in these classes may repair up to their Proficiency Bonus’ worth of Reliquary Tools during a Long Rest as if they were an Artificer, also being able to choose using their own Spell Save DC and Spell Attack Modifier for these Tools.Sensor. A Sensor Deployable Tool triggers whenever a creature of your choice moves in or outside of the range that follows this property in parenthesis.Sturdy. A Sturdy Deployable Tool is unlike others, having no Durability and instead possessing it’s own AC and Maximum Hit Points, displayed respectively in parenthesis following this property. They are usually Immune to psychic and poison damage, Vulnerable to Acid damage and are Immune to the Charmed, Frightened, Grappled, Poisoned and Prone Conditions, unless stated otherwise.
Timed. A Timed Deployable Tool triggers on a timer, usually at Initiative Count 1 or at whatever count that is lower than yours when it has been set. If you have none, you may choose from 15 below. The Trap only triggers after any other creature with the same Initiative Count has acted.
Installing and Uninstalling Prosthetics
In a Setting or table where downtime should matter more, you may have the process of acquiring any given Prosthesis for part replacement and upkeep be only the first step in benefitting from such. There are two means of installing Prosthesis, either with the aid of a professional in a specialized clinic/workshop or trying to do so by yourself.When relying on a Professional such as a surgeon, ripperdoc or meister to do so, you have the limb successfully installed or removed after 8 hours spent in surgery. These are the usual costs for such operations:
| Prosthesis Rarity | Price |
|---|---|
| Common | 45 GP. |
| Uncommon | 500 GP. |
| Rare | 1.250 GP. |
| Very Rare | 5.000 GP. |
| Legendary | 15.000 GP. |
| Artifact | 100.000 GP. |
When relying on yourself or attempting to install a Prosthetic on another creature, you must spend 8 hours of uninterrupted work to do so, also requiring to pass a Sleight of Hand check of which you may choose to use either your Dexterity or Intelligence modifier to do so. The base DC for this check is 10, with the following modifiers:
| Cause | Modifier |
|---|---|
| Common Rarity | +0 |
| Uncommon Rarity | +2 |
| Rare Rarity | +4 |
| Very Rare Rarity | +6 |
| Legendary Rarity | +8 |
| Artifact Rarity | +15 |
| Unstable Work Environment | +5 |
| Specialized Work Environment | -5 |
| Artificer Levels | Negative modifier equal to Artificer level. |
| Proficiency in Tinker's Tools |
For further clarification, an Unstable Work Environment might consist as a specially dirty or unsanitary place or an active war zone where the surgeon simply cannot focus properly. On the other hand, an Specialized Work Environment is a clinic, workshop or anything of the sort. This is ultimately up to the DM's clarification of the current environment.
On a failed check, the item is not spent but you must roll on the Surgery Accidents table:
| D8 | Surgery Accidents |
|---|---|
| 1-3 | Nothing too egregious happens and any damage caused to the patient is negligible. |
| 3-7 | There are some mild wounds that will last for a while, causing the patient's Maximum Hit Points to be reduced by an amount equal to double the Rarity Modifier of the Prosthetic as per the above table. ( To a minimum of 2. ) These Maximum Hit Points are recovered at a rate of 1 per short rest and 5 per long rest. |
| 8 | What have you done. The patient must roll on the Lingering Injuries table and suffer its consequences. |
If you are attempting to remove a limb, the DC is increased by twice the patient's proficiency bonus instead.
Core Bursts
"…In order to use Shin, one must clear their mind of all emotions and then tap into their most intense memories…"Upon reaching a certain level of awareness and strength, certain people may come to develop a manifestation of their inner self, coming not only to understand what they are but to push that understanding outwards like an expanding force unique to them alone. This is a force composed of a mastery and understanding of your emotions and how you wish to impose that will on the world.Upon reaching 10th level, you may choose to gain a Core Burst as per what best fits your person, activating it with a Bonus Action during your turn. This effect may come to manifest as a small effect surrounding you like an aura, such as crackling lightning forming whenever you move or smoke raising from your feet. This lasts for up to one minute or until you are knocked Unconscious.This process is exhausting to the mind, being able to be used once per long rest. You may instead use your Core Burst twice per long rest upon reaching 20th level. You may choose to push yourself particularly hard and activate your Core Burst after all uses have been expended, but you gain a point of Exhaustion when it ends.
Patreon Monthly Wheel
Grand Archivists and Sublime Curators have access to the Undertomes Patreon Wheel! This is a roulette where subscribers can each add two different media suggestions to be chosen randomly ( through the roulette wheel ) at the 15/16th of each month!For each time your selection wasn't picked, your suggestions' weight increases by 1, having a higher chance of being picked. If a Patron has their suggestion picked, their weight is then reset to 0 so others may have a shot as well!We will have one Patreon Wheel release per month, and upon subscribing to either of the mentioned Tiers you may message us through Patreon direct messages or through Discord ( Unlikebishop or Zeroman ), detailing your requested medias as per the following guidelines:- The requested media can be most anything, movies, anime, games and so on. This does not include original characters.
- We will only do content around the overall piece of media or franchise. We do not accept specific character requests and will consider any as a request for the franchise as a whole.
- No sexually explicit or hateful/offensive content is allowed.
- We have the right to refuse media at our discretion.
- Alongside a Patron's wheel weight being reset upon winning, they also cannot win the next immediate spin, so others may participate.Sublime Curators have their wheel weight gain doubled each time they aren't picked.
Extravagant Purveyor Requests
This tier of Patron is our highest one for a reason, besides the great support you give us, you may select one media, character (including original characters) or theme of your choice of your choice to be turned into a homebrew piece! Of course, you also gain all previous rank's benefits! Follow these guidelines to benefit from your request:
Extravagant Purveyor Guidelines
- We will not do anything sexually explicit or hateful/offensive content.
- For subclass requests we will produce at least 2 content pages. ( Excluding intros and outros. )
- For compendium requests we will produce around 3-6 content pages. These will have at least 8 different items, divided by literal items, spells and such, having this distinction since the content size may vary a lot. These will be comprised of at least 8 different pieces of content from the game rules, which include but are not limited to items, spells, races, feats, backgrounds, class additionals such as Warlock Invocations, Artificer Infusions, etc. The content size for these can vary a lot depending on what is chosen.The person who has pledged for the Extravagant Purveyor tier should message us through Patreon's direct messages or preferably Discord ( Either Unlikebishop or Zero ) to see about their requests. We will accept general media that is within our guidelines with the right to refuse a request at our sole discretion. In such a case we will issue a refund if no other request is acceptable.
We will usually take up to a month (30 days) to finish these pieces of content upon confirming the request.After your content is delivered and released, we will ask you to downgrade or cancel this tier in Patreon for the sake of others being able to also benefit from the Extravagant Purveyor tier! We hope its understandable for us to ask that you refrain from subscribing to the tier multiple months in a row for that same reason.If the person which currently holds this tier refuses or isn't able to downgrade/cancel, we will remove them from the role.
Weapon Properties
Arcana Shot. A weapon with the Arcana-Shot property has a specialized magazine that allows the use of magic-infused bullets. They may be limited in which bullets the magazine accepts, denominated by a string of letters as per the following table:
[Damage Type]
Acidic
Flaming
Gravital
Icebound
Lightning
Necrotic
Pure
Radiant
Thundering
[Abbreviation]
A
F
GR
I
L
N
P
R
T
If no letters are named, that weapon accepts all type of Arcana Shot.
Assist. A weapon with the Assist property is one that was designed to aid in defending the wielder, yet it’s usage makes it cumbersome to wield anything too big at the same time. While wielding an Assist weapon you gain a +1 bonus modifier to your Armor Class, but you cannot benefit from wielding Heavy weapons or a Shield.Burst. Weapons with the Burst property are ones that can be fired or used in a quick burst of attacks that compromise accuracy for the chance of more damage. You may benefit from Burst weapons whenever you take the Attack action, choosing to replace a singular attack you would be able to make with a number of attacks displayed in parenthesis next to this property. You may choose only one target for each burst of attacks, being able to switch between targets with each differing attack replaced to do so.
You may do so for each attack you would usually be able to make, but suffer a negative modifier starting at a value equal to your Dexterity modifier minus the first number in parenthesis (Minimum of 1), further subtracting one for each individual attack made after the first. This negative modifier is reduced by 2 if you are wielding your weapon with two hands and fully reset at the end of your turns.
You do not add your ability modifier to damage dealt by this Property's feature, and the damage dealt by a burst shot may differ from the original damage that would be dealt by the weapon. If so, this value is displayed after the number of attacks made in a burst.
Ex: As a level 5 Fighter you have two attacks as per the Attack Action. You may perform one normal attack and then choose to use the feature from a Burst (3) weapon, performing three attacks against the same target. You have a Dexterity modifier of 3, thus having no negative modifier for the first roll in your burst, then a -1 for the second and a -2 for the third.Blast Cartridge A weapon that boasts the Blast Cartridge property is inlaid with a firing mechanism that can be triggered whenever you hit a creature with a melee attack wielding it, spending one appropriate piece of ammunition to do so. ( Usually a bullet. ) Whenever you do, you inflict additional damage equal to the value in parenthesis beside this property.If you are playing on a campaign that does not concern itself with particular tracking of ammunition, you may have your maximum ammunition count be double your proficiency bonus, regaining half that value on a short rest and fully restoring it upon the end of a long rest, as you scrounge around more pieces to refill your spent reserves.Blazing. With the right angle, a weapon with the Blazing property ignites the air in a furious blaze., Whenever your base dice roll is equal to or greater than the first value displayed in parenthesis besides this property, you apply an amount of Burn count equal to the second value presented.Chain-Through. A weapon with the Chain-through property has an easy way of cutting into targets after initially being lodged onto them. These are saws, barbed axes and even barbed spears which can be wedged, pushed and pulled for a nasty amount of damage even if the target tries to dodge away. While dealing damage with a Chain-Through weapon, provided you haven't missed your previous attack, you deal at least half the value of damage die you'd roll if you had rolled lower than that.Ex: If you, a Paladin, deal 2d8 slashing damage + 2d8 radiant damage with a Chainsword, if you roll a total of 2 slashing and 2 radiant damage, you instead deal 8 slashing and 8 radiant damage on that hit.Concealed. A weapon with the Concealed property is perfect for hiding in-between clothes or other belongings, seeming like a harmless trinket until it is drawn. While not being held, you may use your Bonus Action to suddenly draw it with a free hand and perform a weapon attack roll against a creature within reach. If you had no free hands, you instantly swap one of your held items with the Concealed weapon. You also gain a +5 bonus modifier on Stealth checks to hide a Concealed weapon.Draw. A weapon with the Draw property is one meant to deliver its full force when unsheathed instead of over various strikes. While sheathed, your next unsheathed attack made with a Draw weapon gains a bonus modifier to hit equal to half it’s wielder’s proficiency bonus, rounded down, and deals an additional damage die on a hit. After being unsheathed, it’s wielder may spend one of their attacks as part of the Attack action to sheathe it.Ennervate. A weapon with the Ennervate property is usually a living, breathing thing - Feeding on that very same life to fuel a diverse spectrum of effects. These are found under their own section of the Ennervating weapon and may be activated by sacrificing an amount of Hit Points equal to the number listed within parenthesis beside this property.Entrench. A weapon with the Entrench property carries an enormous punch but also a considerable amount of blowback whenever it is fired or swung. Whenever you perform an attack with it, your remaining movement speed is reduced by the value in parenthesis beside this property. If two numbers are shown, these are in order the amount of movement speed reduced by one handed attacks and two handed attacks.Hemorrhaging. Meant to cause deep gashes and cuts, a Hemorrhaging weapon excels at drawing out blood. Whenever your base dice roll to hit a creature is equal or greater to than the first number presented in parenthesis beside this property, you inflict Bleed count equal to the second value presented.Mesmerizing. ( Also known as Funny ) Mesmerizing weapons aren't made just to be used with the usual strength of technique that a swordmaster or a great archer would have, no. They instead rely on another technique: that of the spectacle! You may use your Charisma modifier instead of Strength while using these weapons.Lobbing. A lobbing weapon isn't just thrown straight ahead, instead aiming up to strike down from afar. Lobbing weapons ignore cover if that cover isn't at least as tall as their short range, as per the Range or Thrown properties.Reload. Weapons with the Reload property have a limited amount of rounds that can be shot before needing to be reloaded. A Reload weapon needs to be reloaded after a certain amount of attacks, with this value being found in parenthesis following the property. To do so, you must spend your Action or Bonus Action to do so - Nevertheless, you cannot take the Attack action using the reloaded weapon on the same turn you reload it.Set. A weapon with the Set property is instead multiple weapons that can be used together or a stock that is easily replenished in the heat of battle, whether they are thrown and lost or easily breakable upon impact. The maximum amount of uses these weapons have is shown in parenthesis after the weapon property, with you having the ability to easily produce or procure more at the end of a short or long rest. A lack of a number instead indicates that the weapons may be used infinitely.Splash. A weapon with the splash property has a tendency to cover an area of effect in its strikes or have a small splash zone where hits go off to. While you wield a Splash weapon to hit a target, all other hostile creatures within 5-ft. of the target take damage equal to the value in parenthesis beside this property. By default the damage type is the same as the weapon's first presented damage type, or denoted if otherwise.SteelHack. A weapon with the SteelHack property is designed to have sliding or otherwise transmutative mechanisms to allow it to exist in multiple forms at once. The base weapon is described in the initial weapon text, with a secondary one being presented below it for each alternative form, which may change its properties, damage and so on. Ammunition stashed in a SteelHack weapon remains inside it even if its current form wouldn't use it, requiring a form-change to rip it out. Additionally, changing a weapon's form this way usually takes a Bonus Action, with any deviations of that rule being specified in parenthesis beside the property as A for Action and FA for a Free Action that may be taken at any time.
Armor Properties
Imposing. An Imposing armor set is the kind of clothing that demands some level of respect, no matter from whom. You benefit from having your Intimidation skill modifier be at least the value displayed in Parenthesis, if it was any lower.Impenetrable. An armor seat with the Impenetrable property has remarkably good stopping power against piercing forces and other kinds of missiles. Your AC against attacks that would deal piercing damage or that are otherwise missiles ( such as arrows, bullets or certain ranged spells ) is considered to be higher by a value presented in parenthesis near this property. Additionally, whenever you would suffer damage through one such attack it is reduced by an amount equal to double the value presented in parenthesis.
Arcana-Shot Ammunition (6 Pieces)
Ammunition, generic variant, Uncommon [ Price : 60 GP ]
Arcana-shot is widely known for being a delicate craft, extracting the bare essentials from a variety of sources to produce primal powder, which is then carefully mixed into ornate bullets that rival the power of minor spells. These may come in a variety of ways and a piece of Arcana-Shot Ammunition may be used as a regular arrow, bullet or have its primal powder fit into any sort of calibre. Its forms are as follows:
- Acidic. Acidic Arcana-Shot is a tricky thing to handle, emitting a faint paradox of both cold and warmth when carried. Do not eat it, despite it smelling oddly sweet. When used for an attack, its damage becomes acid type and on a hit the target suffers an additional 1d12 acid damage. Any structure or object that isn't being worn or carried suffers thrice the damage dealt, yet this damage cannot be increased by any other means.
- Flaming. Flaming Arcana-Shot has the feeling of fire lick through the whole casing, creating an uncomfortably warm feeling to those who carry it. When used for an attack, its damage becomes fire type and on a hit the flame quickly bursts, coating the 5-ft. area within the target in a lasting fire. Any creature who begins or ends their turn in this fire suffers 1d8 fire damage, with structures and objects that aren't being worn or carried suffering twice that damage instead. This fire lasts for one minute.
- Icebound. Icebound Arcana-Shot is freezing to the touch and have a tendency to freeze quickly when out of their magazine. When used for an attack, its damage becomes cold type and on a hit any creature has their movement speed reduces by 5-ft. until the start of their next turn. If fired at an Small or lesser object, that object is stuck in ice for the next minute, until a fire is held near it as an Action or until it receives fire damage. The same applies to flying creatures who rely on their wings to fly, as the attacker may choose to target their wings and on a hit freeze them even if mid-flight, reducing the creatures flying speed to zero as if they were an object. For this wing hit the target's AC has a +2 bonus modifier.
- Lightning. Lightning Arcana-Shot is infused with pure, untamed electricity that is barely contained. When used for an attack, its damage becomes lightning type and on a hit any creature within 10-ft.of the attackers choice suffers half of the lightning damage dealt, as lightning arcs form between them.
- Necrotic. Necrotic Arcana-Shot can't be left near plants, as it constantly drains life from them like an unliving parasite. When used for an attack, its damage becomes necrotic type and the target cannot recover Hit Points until the end of your next turn after being hit.
- Pure. Pure Arcana-Shot is excruciatingly formed from thousands of tiny condensed mana-crystals, proving to cling and amplify the effects of overall magic. When used for an attack, its damage becomes force type and the next time the target suffers damage from a spell, they suffer an additional force damage die that is equal to the used weapon's leftmost damage die.
- Radiant. Radiant Arcana-Shot hums with a low chant to whichever deity was last thought of by its creator or whichever source of primal powder was used in its creation. When used for an attack, its damage becomes radiant type and the target becomes branded with a holy sigil until the end of their next turn, having them suffer a -10 negative modifier to Stealth checks and ending the Invisible Condition. Additionally, if it is of Undead or Fiend creature type, it suffers an additional radiant damage die equal to the weapon's leftmost damage die.
- Thundering. Thundering Arcana-Shot seems completely normal. When used for an attack, its damage becomes thunder type and its shot threatens to burst any creature's eardrums after hitting a target. Any creature within 30-ft. of the target must pass a DC 19 Constitution saving throw or suffer 2d8 thunder damage and be Deafened until the start of their next turn. On a missed attack roll, this area becomes centered at the closest wall past a direct line between you and the creature or the furthest space of your weapon's long range.
For a weapon to use this kind of Ammunition, it must have the Arcana-Shot property. Additionally, this is the least refined form of Arcana-Shot, with certain other components resulting in more varied magical properties.
Refined Arcana-Shot Ammunition: Gravital ( 6 Pieces )
Ammunition, Rare [ Price : 300 GP ]
An extremely delicate refining process was undertaken to have this powder be created, and even more work went into properly placing the ever-floating and crushing motes into an easily-workable form. This powder may be used in bullets, rubbed as a paste onto arrow heads or filled in various other cartridges,The damage of the attack that this piece of Ammunition was spent on becomes force damage and after choosing your target creature or location you may choose to trigger three different reactions with a whistle, a snap of the fingers or doing nothing at all:
- Silent Fall. If you do nothing at all, the creature hit has their gravity intensified until the start of your next turn. If they are flying, their flying speed is reduced to 0-ft. and they start falling with a start of 30-ft. per round. If they are grounded, their movement speed is reduced by 30-ft., with this value diminished by 5-ft. times their Strength modifier. Objects hit have their weight tripled.
- Shrill Whistle. With a whistle you make the piece of ammunition explode in a gravitational wave that pushes all away, forcing all creatures within 15-ft. of the target to attempt a DC 20 Strength saving throw or be pushed up to 60-ft. away from the point of bursting. Creatures who fail this saving throw and hit a wall while being pushed suffer 2d10 bludgeoning damage and those that don't fall Prone.
- Snapping Close. With a snap of your fingers you cause a gravitational pulse to draw everything in. The creature or space hit becomes a gravitational center for this, with any other creatures within 30-ft. of the spot hit must pass a DC 20 Strength saving throw or be pulled 30-ft. toward the gravitational center, causing those who failed this saving throw and the center itself to suffer 2d8 bludgeoning damage plus an additional d8 bludgeoning damage for each creature pulled this way, then knocking them Prone. If the target for this was a creature this may be done even upon missing them, as you snap your fingers with the piece of ammunition mid-air yet still close to them.
Core Bursts List
This list contains the majority of our publically released Core Bursts.For Patreon Exclusive ones, check the following links:
Core Burst - The Tiger
The Aspirant
Prerequisite(s): A Constitution, Wisdom or Charisma score of at least 14.
"The best strategy… is to not have a war at all!"You live in a distinct duality between needing to stand up by your lonesome and still learning from others, directly or indirectly how to do so. There is a great goal you want to reach and you have to be seen and believed in to do it, no matter what road it may take you down.This Core Burst is recommended for characters want to become something greater than what they started with - focusing on their own failures and growths to reach the pinnacle of themselves. Would-be rulers and figures of authority are often fit for this, with strong convictions and mental fortitude being traits seen constantly between these people.Upon activation of your Core Burst, you gain the following:
- You may spend a Bonus Action to order friendly creatures within 30-ft. of you that can understand you to follow your strategies. If they hear you, they may add your proficiency bonus as a modifier to an attack roll, saving throw or skill check until the start of your next turn. If they refuse, you suffer a penalty to your next attack roll, saving throw or skill check equal to half your proficiency bonus for being slighted, and they gain an 1d8 bonus modifier instead. You may do this an amount of times per long rest equal to your proficiency bonus.
- You gain Expertise on one skill you are proficient with for the duration. You may also choose to gain proficiency in a skill that you have failed a check with after activating this Core Burst until the next long rest.
- You gain 2 Poise at the start of your turns and an additional count whenever you miss an attack.
- Whenever you wake up from being Unconscious because of having your Hit Points reach 0, your resolve flares to keep you leaping up greater heights after every fall. You gain a 1d4 to hit and to damage rolls on your first attack until the next Long Rest. If this happens again, you gain this bonus for two attacks, then three attacks. If this happens a fourth time, the fear of never reaching the top starts barrelling down on your cognition, forcing you to pass a DC 18 Wisdom saving throw or become unable to benefit from this bonus and instead suffer 2 points of Exhaustion instantly.Unlike other Core Bursts, The Aspirant's duration increases to five minutes at 14th level and finally to ten minutes at 20th level.
The Fatebound
Prerequisite(s): A Constitution, Wisdom or Charisma score of 16 or higher.
"It must've been fate that brought us together. To think that I'd ever meet a husband like you...
Your heart beats to the tune of the fates, scattered to the waves until it stops. Even though volatile, you always make sure that when you crash, it will be glorious.This Core Burst is recommended for characters who are marked by a certain detachment with everything else, those with a turbulent attitude toward their goals or characters who are ultimately fatalists.Upon activation of your Core Burst, you gain the following in accordance to your current missing Hit Points:
- While you are below half your Maximum Hit Points, deal an additional d6 damage whenever you damage a creature. This damage is of the same type as your original attack.
- While below half of your Maximum Hit Points currently missing, gain a +1 bonus modifier to hit on your attack rolls. While below a quarter, gain a +2 instead.
- Whenever you would gain Poise count, gain two additional counts of the effect.
- Once per turn per creature, whenever you deal damage to a creature suffering from being Frightened or Charmed and you aren't, deal an additional 2d4 psychic damage as well.
The Shackled
Prerequisite(s): A Wisdom score of 18 or lesser.
"*beep* I... I have to move forward... F-follow the shadow...!"
You have a profound dependency or love for a particular subject, be that an object or a person. That is what keeps you going through anything so you can keep its safety and possible happiness guaranteed at any cost.This Core Burst is recommended for characters that have developed a deep and ( although not always ) unhealthy obsession with something or someone, those who would split the word in two to complete what is requested for them or characters who are ultimately seeking some form of validation or to have others be proud of them.Upon activation of your Core Burst, you gain the following effects:
- Name a creature or object as your Desire when first activating your Burst. Whenever they suffer damage or are grabbed by another creature ( respectively ), you gain a cumulative +1 bonus modifier to hit and to damage on your next attack against the creature who harmed your Desire. This bonus is reset after dealing damage to them.
- While your Desire is Unconscious ( if it is a creature ) or is within a hostile creature's possession ( if it is an object ), you deal an additional 1d8 damage when dealing any damage while being within 15-ft of your Desire.
- You gain a bonus modifier to your AC equal to half your proficiency bonus while within 15-ft. of your Desire.
- You are permanently under the effects of the Guidance cantrip when tasked by your Desire ( if they are a creature ) to attempt something that would require a Skill Check or while using your Desire. ( if they are an object. )
If your Desire is an object, you and your DM must agree that it is important enough for you to value it greatly. That item can be a weapon that has accompanied you through your journey and that has the possibility of being pried away from you, or a memento that keeps you steady through the hardest of times, such as a carved totem that reminds you of home or something of the sort.
The Veteran
Prerequisite(s) : A Constitution or Dexterity score of 16 or higher.
"Thanks to that, I'm free to point the barrel at anyone I want. No matter where I fire it, this shotgun can blast anyone into fireworks like it hit them point blank, how wonderful is that?"
Your life has been a warpath going from battle to battle, conflict to conflict. This might not be in the case of a literal war, but instead of various minor conflicts that have led you along to be hardened by them, granting you an askew view of your surroundings and the people that walk near you.This Core Burst is recommended for characters who have been put through conflict for most of their lives be that by their own volition or otherwise. They are often found lurking over memories of their own path or attempting not to overlap their sights with something that isn't really there, but vary wildly in how they cope with their experiences.Upon activation of your Core Burst, you gain the following effects:
- You gain Resistance to psychic damage and the Frightened Condition.
- You gain 1d4+1 Poise count at the start of your turns.
- You gain Advantage on ability checks and saving throws against being Grappled or Blinded.
- You are considered Proficient in the Athletics skill if you weren't, and to have Expertise in said skill if you were.Additionally, choose one of the following to determine which feature you gain based on your own personality traits.
If you see people still as a precious thing and value life greatly, gain this:
- Whenever a friendly creature that you can see within 120-ft. of you is healed or protected by another creature, such as per the Protection Fighting Style, you gain Hope For Your Fellows until the end of your next turn. While clinging onto this Hope, you may reduce any damage you suffer by two die that equal double your proficiency bonus. ( Such as a +2 being 2d4, +3 being 2d6 and so on. ) Additionally you may, as a Free Action at the start of your turns, pass this Hope and its effects to a friendly creature within the same reach as first described.If you see people as resources to be spent toward your goal, gain this:
- Whenever a friendly creature that you can see within 120-ft. of you suffers damage for the first time in the round, you gain one Poise count. Whenever a friendly creature within that same reach dies or first falls Unconscious during this combat, you gain Woe For Your Foes until the end of your next turn. While clinging into this Despair you may choose to re-roll once any individual damage die you roll on weapon attacks after first rolling them, having to take that result.And finally, if apathy towards life is all that fills you, gain this:
- You may spend your Reaction when suffering damage to reduce your damage taken by a value equal to your current Poise count plus your proficiency bonus, as you only try to thread forward in the never-stopping march of life.
The Custodian
Prerequisite(s): A Charisma score of 18 or higher.
"Listen. We live in a binary world. The world that is luscious… and the world that is bristly. Are you aware of their differences?Style, force and loyalty are words that radiate through your gait wherever you walk, exhaling a powerful aura that booms through the hearts of others, either shaking them to the core or having them fall under the protection of your beat.This Core Burst is recommended for characters who are great leaders and bolster both courage and imperativeness toward their fellows, taking care of any under them like a grand family that extends far beyond the bonds of blood. These are driven by and for their groups and factions as the first thing in their world, going to great lengths just to make sure they are happy and safe, also being reasonably vengeful at whoever wrongs them and their kin.Upon activation of your Core Burst, the following apply:
- Describe how your presence extends like a bursting melody that has others quake in their boots. When first triggering this Burst, all hostile creatures that can see or hear you within a 360-ft. radius must pass a Charisma saving throw or become Frightened of you for the next minute, also being able to retry this saving throw to end the Condition early at the end of their subsequent turns. While Frightened, a creature under this Condition suffers 2 Immobilized count at the start of their turns, losing one count after each ability check, saving throw or attack roll.
- You feel a surge of power at your fingertips - Confidence made manifest in pure, raw bravado. You gain unarmed weapons that you are proficient with in the shape of your fists and legs for the duration. These have the Finesse and Mesmerizing properties, dealing 1d8 bludgeoning damage on a hit. If you already had an Unarmed Strike option, you instead deal an additional 1d6 bludgeoning damage on your Unarmed Strike hits.
- Your feet are stepping on air when it comes to being near those you care about. As a Bonus Action during your turns you may instantly move upwards to 30-ft. in a single leap, having to end your movement within 5-ft. of a friendly creature within that reach. If you are to occupy the same space as a hostile creature you may attempt a Shove attempt against them as part of the same Bonus Action, pushing them 5-ft. toward any direction and taking their space on a success or being forced to land within 5-ft. of that creature on a failure.
- Whenever you hit a creature that has Vengeance Mark with an Unarmed Strike, you deal an additional d6 bludgeoning damage against them and may choose to instantly push them back 5-ft.
The Philosopher
Prerequisite(s): A Wisdom Score of 18 or greater, or a Wisdom Score of at least 14 and a Charisma Score of at least 14.
"To embrace a fellow human as defined by the shape of humanity and righteousness you spoke of, you must walk the earth with your own two feet as a human yourself, not float by as a lofty tuft of cloud."Your heart, mind and soul seek clarity above all else - To pave a path for others and yourself so all can reach harmony as a whole.This Core Burst is recommended for characters who seek to understand humanity and its ways clearly, bettering themselves as a person to reach that one goal. Usual traits for characters with this Burst are those that are introspective, people-oriented and often-time put into positions of leadership.Upon activation of your Core Burst, you gain the following:
- You become Immune to becoming Charmed or Frightened and gain Advantage on perceiving or seeing-through illusions.
- If Proficient in the following skills, you are instead considered to have Expertise in one of your choice until the end of your Core Burst's duration: Insight, History, Persuasion or Religion.
- As long as you do not lie or embellish your words, you gain a +5 bonus modifier to Charisma checks.
- Whenever you take the Help Action, you may choose up to a number of creatures within 15-ft. of you to benefit from your Help. This number is equal to your proficiency bonus.
The Truthseeker
Prerequisite(s) : A Constitution or Wisdom score of 16 or higher.
"Even if I don't have much happiness, I know where to go in the immediate future. And that's enough for me."
You have always bene ticked off by the small rips at the seams of the world and the thoughts of what might move in the shadows. You may not always know how or why, but your heart yearns to understand the world and its many meanings.This Core Burst is recommended for characters who just can't stand still when they've got the feeling that something is off, those with great intuition and those inclined to try to face the truth even if they may not be able to withstand it fully.Upon activation of your Core Burst, you gain the following effects:
- You gain Advantage on Perception and Insight checks.
- You gain Advantage against resisting and perceiving Illusions of any kind, you also gain Advantage against Enchantment spells.
- While you are above half your Maximum Hit Points, all damage you suffer is reduced by 1d4 as you feel like you can handle any erosion from seeing what you shouldn't.
- While you are at or below half your Maximum Hit Points you feel the weight in your mind start to become heavy, yet a supernatural focus has been unlocked in your being. You suffer a -2 negative modifier on Wisdom and Charisma saving throws, but gain 2 Poise at the start of your turns and whenever you trigger a Posture Critical, that damage cannot be reduced through any means.
The Ward
Prerequisite(s): A Dexterity score of 15 or higher.
"Anyhoo, has anyone here actually read "The Cloudburst Blade?" If ya did, well… if I may have but 3—no, 4 hours of your time, good sir…"To be a ward is to be a waif in your life, you might still be under the graces of your master - your captor - your guardian, whatever they may be to you, and you may still somewhat believe in them but your heart, so carefully forged, has already seen through cracks that you might not be so keen to accept.
This Core Burst is recommended for characters that are living a dichotomy of being attached to a reality that they hold immense fervour toward, but also having that reality being no more than a farce that could break under their feet at any moment. They are those who possess immense knowledge of specific topics but may seem sheltered to the outside world or have trouble accepting certain truths no matter how hard they stare them in the eye.Upon activation of your Core Burst, you gain the following:
- The sheer energy pent up in you bursts out like a fire, granting you an additional 10-ft. of movement speed and having all your weapon or spell attacks inflict an additional 2 Burn count.
- Your fervour is a dual-edged blade, both blinding you to what would leave most quaking but also obfuscating certain alluring dangers. You are Immune to being Frightened but suffer Disadvantage on saving throws against being Charmed.
- You gain proficiency in the History skill, or Expertise if you were already proficient. You and your DM may discuss a topic of particular interest to your character when first taking this Core Burst, then gaining Advantage on History skill checks related to this interest after it is agreed by you and the DM.
Additionally, you gain one of the following depending on your current relation to your guardian or symbol of affection:
- House of Glass Dreams. If your relationship is of admiration or an otherwise positive outlook to this false idol, whenever you perform a Critical Hit or have success in a skill check or saving throw within sight of your idol, they may spend their Reaction to Praise you. When they do so, you may add a 1d8 bonus modifier to one roll of your choice until the end of your next turn and may only do so before you roll.
- House of Scattered Hopes If your relationship has been broken or is otherwise negative to this false idol, you suffer a 1d6 negative modifier to all rolls while you can see them within 160-ft. of you as a powerful heartache easily overtakes you. However, after this pain your broken hopes can still be picked up and become stronger through your turmoil. Whenever you have a Critical Success or have success in a skill check or saving throw you gain Confidence. You may spend one Confidence after you roll any of the aforementioned rolls to add an additional 1d6 to the final result, and may hold up to three Confidence count, which is only reset after a short or long rest.
The following is and will be a work in progress for a long time!Expect updates only on or around the 15th of every other month.