Mystic weapons are a special class of weapon that are powered by the energies that encompass the universe. They can be powered by the positive light of the stars or the negative darkness of the void, but either way, they are a special weapon category aside from simple and martial weapons.
Mystic Saber: 2d8 radiant or necrotic damage (finesse, versatile (1d10))
Mystic Staff: 3d6 radiant or necrotic damage (two handed, heavy, reach)
Mystic Knife: 2d6 (light, finesse, thrown 20/60)
Soul Whip: 1d10 (light, reach, finesse)
Interplanetary
Friday, October 3, 2014
Mystics of the Stars: Cleric Domains
Two new domains are available to clerics. Neither is associated with any particular deity, but with the larger power that is felt through out the universe.
The Star domain is associated with stars, light and energy. The mystics who follow this domain are trained for years to focus their connection to the power of the stars
At level 1, a cleric with the Star domain gains proficiency with Mystic Weapons. They also gain the Warding Flare power, that can be used once for every plus of the cleric's wisdom modifier. All uses are regained after a long rest. The power is a reaction that can be used to impose disadvantage on an attack against the cleric.
At 2nd level, the cleric can use her channel to charm any creature within 30' for one minute. The creature gets a wisdom saving throw (DC=10+cleric's Wis modifier) to resist the charm, and the charm is automatically broken if the creature or its allies are attacked.
At 6th level, the cleric can use her channel to levitate, as the spell, for one minute.
At 8th level, once per round when the cleric hits with a melee attack, she can add 1d8 radiant damage to the normal weapon damage. At 14th level, this increases to 2d8.
At 17th level the cleric can use her move to teleport up to 30' to a place she can see.
Opposing the star domain is the Void domain, the clerics who draw power from the unfathomable emptiness that lies between the stars.
At level 1, a cleric with the Void domain gains proficiency with Mystic Weapons. She also gains the Eldritch Blast cantrip, dealing necrotic instead of force damage.
At 2nd level, the cleric can use her channel to cause fear in any creatures she chooses within 30'/ They are allowed a wisdom save (DC=10+cleric's Wis modifier) to resist. The fear lasts one round.
At 6th level, the cleric's eldritch blast cantrip's range increases to 60', and on a hit pushes targets 20' away from the cleric.
At 8th level, once per round when the cleric hits with a melee attack, she can add 1d8 necrotic damage to the normal weapon damage. At 14th level, this increases to 2d8.
At 17th level, the cleric can generate an aura of evil. Any creatures she chooses within a 30' radius of her become vulnerable to necrotic damage, and must make a charisma save (DC=10+cleric's Wis modifier) or gain disadvantage on all saves for as long as the aura remains, whether or not they remain in its area of effect. The aura moves with the cleric. This effect lasts one minute and does not require concentration. Once used, this ability is regained after a short rest.
The Star domain is associated with stars, light and energy. The mystics who follow this domain are trained for years to focus their connection to the power of the stars
At level 1, a cleric with the Star domain gains proficiency with Mystic Weapons. They also gain the Warding Flare power, that can be used once for every plus of the cleric's wisdom modifier. All uses are regained after a long rest. The power is a reaction that can be used to impose disadvantage on an attack against the cleric.
At 2nd level, the cleric can use her channel to charm any creature within 30' for one minute. The creature gets a wisdom saving throw (DC=10+cleric's Wis modifier) to resist the charm, and the charm is automatically broken if the creature or its allies are attacked.
At 6th level, the cleric can use her channel to levitate, as the spell, for one minute.
At 8th level, once per round when the cleric hits with a melee attack, she can add 1d8 radiant damage to the normal weapon damage. At 14th level, this increases to 2d8.
At 17th level the cleric can use her move to teleport up to 30' to a place she can see.
Opposing the star domain is the Void domain, the clerics who draw power from the unfathomable emptiness that lies between the stars.
At level 1, a cleric with the Void domain gains proficiency with Mystic Weapons. She also gains the Eldritch Blast cantrip, dealing necrotic instead of force damage.
At 2nd level, the cleric can use her channel to cause fear in any creatures she chooses within 30'/ They are allowed a wisdom save (DC=10+cleric's Wis modifier) to resist. The fear lasts one round.
At 6th level, the cleric's eldritch blast cantrip's range increases to 60', and on a hit pushes targets 20' away from the cleric.
At 8th level, once per round when the cleric hits with a melee attack, she can add 1d8 necrotic damage to the normal weapon damage. At 14th level, this increases to 2d8.
At 17th level, the cleric can generate an aura of evil. Any creatures she chooses within a 30' radius of her become vulnerable to necrotic damage, and must make a charisma save (DC=10+cleric's Wis modifier) or gain disadvantage on all saves for as long as the aura remains, whether or not they remain in its area of effect. The aura moves with the cleric. This effect lasts one minute and does not require concentration. Once used, this ability is regained after a short rest.
Saturday, September 20, 2014
The Void
Uncounted stars blaze in the sky, forming vast galaxy. Each star is a tiny pinprick of light in the dark void of space. Close to a star, the light and heat make life possible, though of course, getting too close can be fatal. The farther one goes from the star, the deeper the darkness. The darkness between the stars is unimaginably vast, and though it is called the void, it is far from empty. The things that reside there are strange and monstrous, vast on a scale that is beyond human comprehension, and driven by alien desires that defy understanding.
Travel between solar systems means passing through the void, and risking an encounter with one of the beings of the void. The earliest interstellar voyages were made directly, spending years travelling through the void, and many of the ships and crews were lost to the beings that reside in the emptiness. The technology of jumping involves accelerating beyond the speed of light and slipping out of the universe as we understand it, into another space. It allows the vast distances between the stars to be bridged in a matter of minutes, rather than years, and avoids the creatures that live in the void. The danger is that one must be very exact about where one comes out of a jump, or risk appearing inside of a planet. For this reason, a jump requires extensive calculations, and a known destination. A system can be jumped to blind by those willing to risk it, and it is this kind of blind jumping exactly that has allowed so much of the galaxy to be charted.
Travel between solar systems means passing through the void, and risking an encounter with one of the beings of the void. The earliest interstellar voyages were made directly, spending years travelling through the void, and many of the ships and crews were lost to the beings that reside in the emptiness. The technology of jumping involves accelerating beyond the speed of light and slipping out of the universe as we understand it, into another space. It allows the vast distances between the stars to be bridged in a matter of minutes, rather than years, and avoids the creatures that live in the void. The danger is that one must be very exact about where one comes out of a jump, or risk appearing inside of a planet. For this reason, a jump requires extensive calculations, and a known destination. A system can be jumped to blind by those willing to risk it, and it is this kind of blind jumping exactly that has allowed so much of the galaxy to be charted.
The Grey Men
History:
The grey men were among the first of the modern races to take to the stars, over nine thousand years ago. They were the first race encountered by humans, green men and red men, and in those ancient days they conquered much of known space, with a fiercely rigid military that their whole society was built upon. Most of those they encountered, they either eradicated or enslaved, and they won the enmity of nearly all known species before they rebelled against their masters.
For though they dominated much of known space, the grey men were themselves slaves. They had been a peaceful culture, devoted to science. Some suggest they were even the heirs of the ancients, but on one of their first voyages into the void, they encountered a race of tiny parasites called brain worms.
These creatures enter the brain through the ear and overwhelm their host's thoughts and actions. They worked carefully to infiltrate the society of the grey men until they were able to seize control of the culture as a whole. They then used the technological advances of the grey men to build an interplanetary war machine and to expand out into the universe.
After thousands of years, a small group of grey men were able to overpower the brain worms that governed them. They started a rebellion and freed several planets, and for a thousand years, they warred with their brothers and sisters, freeing those who could be freed, destroying those who could not. After a time, it became clear that the empire of the brain worms would be overwhelmed, and through their empire, they ceased to control, and simply annihilated the consciousness of their hosts.
The grey men found dozens of planets inhabited by mindless creatures who lacked the will even to eat or sleep. Then the grey men did what to many is the defining act in their history. They put billions to death. There is no accurate account of the numbers, but the number of mindless grey is estimated to have been three or four times the population of the functional, and it was decided that there was no possibility that they could support such a massive unproductive population. Entire planets were destroyed, and on those planets with significant resources, squads of cleaners came through, preparing the planets for a new population.
In the centuries that followed, they grey men declined quickly. The conquered peoples rose up to reclaim their homes and new empires were forged. The grey men retired to a small sector of planets where they nursed their guilt and their paranoia.
Personality:
The grey men are suspicious. Their society has remained extremely militant and fixated on security, but rather the unified rebel state fighting against their masters has disintegrated into a thousand squabbling tribes, each ruled by a different ideology, each unwilling to compromise on even the smallest point. They spy on each other and the webs of loyalties that define each individual are so complex that they have become completely unpredictable.
They frequently work as mercenaries, their resistance to psychic influence making them excellent commandos and infiltrators. The risk of employing such creatures is recognized, and it is common for them to surrender hostages to their employers when undertaking a contract.
In addition to suspicion, the most notable quality of the race is melancholy. They see their history as slavery, oppression and genocide as a personal burden that each individual must bear, and many otherwise strong grey men are bent by the weight of it. They tend to see the other races as child-like, innocent of evil and unable to understand the forces that have shaped the grey men into what they are.
Appearance:
The grey men have grey skin and no hair. They are mostly human in appearance, though they have very small noses and very large ears.
Age:
Grey men reach adulthood around 20 years of age, and live on average to be 100 years old.
Alignment:
Grey men tend towards neutrality with respect to good and evil, but are frequently chaotic, as the complexity of their loyalties and obligations make them unpredictable.
Ability Scores:
Grey men get a +2 to their Wisdom and a +1 to their Constitution. They are resilient, and mentally tough.
Size:
Grey men are tall and lanky in appearance, standing between six and seven feet tall on average, while weighing roughly 150 pounds.
Speed:
Grey men move at 30' per round.
Psychic Resistance:
Grey men have resistance to psychic damage, and have advantage on saves against psychic attacks and enchantment effects.
Insightful:
Grey men receive the insight proficiency.
Worm-foes:
Grey men can remove brain worms from one another without surgery, and can detect the presence of a brain worm in another grey man with a wisdom: perception check.
The grey men were among the first of the modern races to take to the stars, over nine thousand years ago. They were the first race encountered by humans, green men and red men, and in those ancient days they conquered much of known space, with a fiercely rigid military that their whole society was built upon. Most of those they encountered, they either eradicated or enslaved, and they won the enmity of nearly all known species before they rebelled against their masters.
For though they dominated much of known space, the grey men were themselves slaves. They had been a peaceful culture, devoted to science. Some suggest they were even the heirs of the ancients, but on one of their first voyages into the void, they encountered a race of tiny parasites called brain worms.
These creatures enter the brain through the ear and overwhelm their host's thoughts and actions. They worked carefully to infiltrate the society of the grey men until they were able to seize control of the culture as a whole. They then used the technological advances of the grey men to build an interplanetary war machine and to expand out into the universe.
After thousands of years, a small group of grey men were able to overpower the brain worms that governed them. They started a rebellion and freed several planets, and for a thousand years, they warred with their brothers and sisters, freeing those who could be freed, destroying those who could not. After a time, it became clear that the empire of the brain worms would be overwhelmed, and through their empire, they ceased to control, and simply annihilated the consciousness of their hosts.
The grey men found dozens of planets inhabited by mindless creatures who lacked the will even to eat or sleep. Then the grey men did what to many is the defining act in their history. They put billions to death. There is no accurate account of the numbers, but the number of mindless grey is estimated to have been three or four times the population of the functional, and it was decided that there was no possibility that they could support such a massive unproductive population. Entire planets were destroyed, and on those planets with significant resources, squads of cleaners came through, preparing the planets for a new population.
In the centuries that followed, they grey men declined quickly. The conquered peoples rose up to reclaim their homes and new empires were forged. The grey men retired to a small sector of planets where they nursed their guilt and their paranoia.
Personality:
The grey men are suspicious. Their society has remained extremely militant and fixated on security, but rather the unified rebel state fighting against their masters has disintegrated into a thousand squabbling tribes, each ruled by a different ideology, each unwilling to compromise on even the smallest point. They spy on each other and the webs of loyalties that define each individual are so complex that they have become completely unpredictable.
They frequently work as mercenaries, their resistance to psychic influence making them excellent commandos and infiltrators. The risk of employing such creatures is recognized, and it is common for them to surrender hostages to their employers when undertaking a contract.
In addition to suspicion, the most notable quality of the race is melancholy. They see their history as slavery, oppression and genocide as a personal burden that each individual must bear, and many otherwise strong grey men are bent by the weight of it. They tend to see the other races as child-like, innocent of evil and unable to understand the forces that have shaped the grey men into what they are.
Appearance:
The grey men have grey skin and no hair. They are mostly human in appearance, though they have very small noses and very large ears.
Age:
Grey men reach adulthood around 20 years of age, and live on average to be 100 years old.
Alignment:
Grey men tend towards neutrality with respect to good and evil, but are frequently chaotic, as the complexity of their loyalties and obligations make them unpredictable.
Ability Scores:
Grey men get a +2 to their Wisdom and a +1 to their Constitution. They are resilient, and mentally tough.
Size:
Grey men are tall and lanky in appearance, standing between six and seven feet tall on average, while weighing roughly 150 pounds.
Speed:
Grey men move at 30' per round.
Psychic Resistance:
Grey men have resistance to psychic damage, and have advantage on saves against psychic attacks and enchantment effects.
Insightful:
Grey men receive the insight proficiency.
Worm-foes:
Grey men can remove brain worms from one another without surgery, and can detect the presence of a brain worm in another grey man with a wisdom: perception check.
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