120 feet

Making Dragons Deadlier...

D&D Stands For One Thing - Dungeons & Dragons!

And what’s the second part of that name?

DRAGONS!

One of the most famous, if not the famous, creatures in all of D&D History.

And so for the Reptile-Lovers and Exceptionally Cruel Dungeon Masters who just happen to have a few dozen Dragons in their Settings and Campaigns, here’s a selection of Traits and Weaponry to armor-up those special little guys and girls and turn them into the world-destroying weapons of D&D, that we all know and love…

Note: Here is 80+ Traits, Actions, Reactions, Attacks and Much More for all your Dragon-Making Needs…

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Remind me to roll a fighter next...

I was running my players through a 5e campaign when a miniboss with 55 hp they were sent to kill heard them coming and fled the hideout with the party hot on his tail. He got out into the open 2 turns before they did.

Me(DM): [miniboss] is 120 feet down the road to the west, and doesn’t look like he plans to slow down.

Our halfling rogue with only 25 feet movespeed: He’s out of my range, we should check his room to see if he left clues about where he would go.

The level 6 fighter with improved critical, +4 to dex and a +1longbow: Nah, how bout we just kill him? I use action surge and attack four times with my longbow.

She then proceeds to roll four attack rolls and have all four land on either 19 or 20. The rogue falls out of his chair laughing

Me(resisting to urge to change to up his health total): Ok, Roll 8d8+20 for damage

She rolls a 59 for damage.

Me: …he’s dead… Anything you want to add?

Fighter: JUSTICE RAINS FROM ABOVE!!!!

100 Magic Items for 5e Pt. 18

Past Posts

Items 1 - 5

Items 6 - 10

Items 11 - 15

Items 16 - 20

Items 21 - 25

Items 26 - 30

Items 31 - 35

Items 36 - 40

Items 41 - 45

Items 45 - 50

Items 51 - 55

Items 56 - 60

Items 61 - 65

Items 66 - 70

Items 71 - 75

Items 76 - 80

Items 81 - 85

86.      Ring of The Cold One

Ring, Legendary, Requires Attunement by a Sorcerer

A ring of flawless polished gold, with a sizeable Sapphire set in the center. When a creature attunes themselves to this ring it fuses to their skin, making it impossible to take off – a creature can only become unattuned to this ring with a “Wish” spell. When the creature wearing this ring drops below 25% HP – they transform into “The Cold One”, an ancient agent of chaos the evil of whom has been held back for centuries by the might of the Lawful Gods of the forgotten realms. This transformation turns their skin pale white – and their hair a shining silver granting the creature +4 to their Charisma. A freezing aura surrounds the creature – dealing 4d6 cold damage to all creatures within 10 feet at the beginning of their turns. Additionally, granting the creature a base AC of 10+DEX+CHA The creature also gains the ability to add their Charisma modifier to any melee, ranged, ranged spell, melee spell attack and damage or Save DC. (If modifier is already included in the attack, add modifier again). Every round when “The Cold One” starts their turn, a spell slot of the lowest available level is used up – when the creature uses up all available spell slots they become unconscious – the spirit leaving their body. The creature is stricken with 5 stacks of exhaustion, with no memories of what they did when they turned. “The Cold One” cannot take over them again for another 7 days.

87.      Sundering Gloves

Wondrous Item (Gloves), Uncommon, Requires Attunement

Gloves made of scaled flexible metal, the palms and fingers are lined with intricate spiking, that interlock like shark’s teeth when the fist is closed. When this creature grapples another creature, the spikes dig into them, limiting mobility and causing minor discomfort. The target takes a -2 penalty to AC while being grappled, and any roll to attempt to break the grapple also takes a -2 penalty.

88.      The Trapper

Weapon (Bola), Very Rare, Requires Attunement

Two small ball weights connected by a length of rope. A creature can spend an action winding up the bola – if the creature is interrupted they must make a Concentration saving throw similar to how you would for a concentration spell. After winding up for an action, the creature can then use their next action to throw the bola. The bola travels through the air with magical energy, seeking to wrap around the ankles of any creature the thrower can see – moving at 120 feet per turn. When the bola reaches its target, the creature must pass a DC18 dexterity saving throw. On a fail the creature is knocked prone and the bola begins dragging the target in the direction of the attuned player. The creature is dragged 60 feet per turn, at the beginning of the targets turn, they can attempt to make the saving throw again to untie the bola from their ankles.

89.      Instigator Boots

Wondrous Item (Boots), Uncommon, Requires Attunement

Steel-toed boots of rough worn brown leather. The creature attuned to these boots gains 1d4+1 charges after finishing a long rest. Always the first to start a fight, the creature may expend a single charge (before rolling initiative) to add 1d8 to their initiative roll.

90.      Hawk-Beak Sickle

Weapon (Sickle), Uncommon, Requires Attunement

A slightly oversized sickle that deals 1d6 magical damage, it’s blade is hooked to a vicious curved point resembling the beak of a hawk - it also gains a +1 bonus to all attack and damage rolls. After completing a long rest the sickle gains 1d6+1 charges. The player attuned to this sickle may expend 1 charge to do one of the following

  • The sickles pole extends 5ft, granting it reach for 1 minute.
  • The player may attempt to knock an enemy prone by hooking one of their legs – gaining a +2 to their athletics check.
  • The player can attempt to lock it’s target in a grapple with the blade of the sickle, making a grapple attempt as normal – if the grapple is successful, the targeted creature has disadvantage on any attempts to break the grapple and takes 1d6 slashing damage after every failed attempt to break the grapple.
3

The Turtle Ships of Medieval Korea,

In 1592, the de facto ruler of Japan, Toyotomi Hideyoshi, ordered the  invasion of Korea.  Hideyoshi, the successor to Oda Nobunaga, had grandiose plans which began with the conquest of Korea and ended with the conquest of Ming Dynasty China.  Little did he know that the Koreans would fiercely resist their invasion, nor did he know that the Koreans had weapons technology far more advanced than that of Japan.  Among that advanced technology was a heavily armed and armored warship called the “turtle ship”, a tough and mighty gunboat that better resembled a floating tank rather than a ship.

Invented by the Korean Admiral Yi Sun-sin, the turtle ship was named as such because it resembled a turtle.  Unlike other vessels of the day, the turtle was enclosed in an armored shell.  Around 100 to 120 feet long, the turtle ship featured a large armored roof to protect its crew from arrow or musket fire.  While some suggest the armor may have been iron plate, thus making the turtle ship the first ironclad, most historians disagree.  Regardless the roof was armored with strong materials as well as anti-incendiary materials.  The roof was also lined with metal spikes to prevent boarders from climbing on to it.  While the turtle ship had two sailing masts, primary propulsion in combat was from oar power.  Crew numbered to around 130, with 80 oarsmen and officers, and another 50 marines.

While the Japanese had firearms, Korean technology had developed far past Japan’s due to their contact with China.  The key to the turtle ship’s power were its heavy cannon, about a dozen mounted on each side.  The Japanese, who never mounted guns on a boat or ship, preferred to get in close and board the ship, fighting in hand to hand combat.  Against the turtle ship, this wasn’t a very good idea as the cannon, with a range of 300-600 yards, pounded away at the Japanese ships from a distance.  The front of the turtle ship also sported a dragon’s head, which typically concealed a flamethrower.  A sulfur gas thrower was also available to create a smokescreen to hide the ship from the enemy.

Toyotomi Hideyoshi invaded Korea with a force of 158,000 soldiers and Samurai.  However, all of his men and equipment had to be shipped across the Sea of Japan.  Thus, Hideyoshi needed tremendous naval power to support the invasion.  Although heavily outnumbered, Korea’s fleet of 40 turtle ships, as well as hundreds of other warships, harassed and decimated the Japanese fleet.  At the Battle of Hansan Island, Admiral Yi Sun-sin ambushed a Japanese fleet of 133 ships with his fleet of 3 turtle ships and 52 panokseons (a traditional battleship wihch was also armed with cannon).  In the ensuing battle, 60 Japanese ships were sunk.  The Koreans lost no ships of their own, with casualties numbering only 19 dead.

Despite the might of Korea’s fleet and the power of the turtle ships, eventually the Japanese were able to overwhelm the Koreans with superior numbers.  The Japanese invasion was a success, but a short lived one as the Chinese intervened, pushing out the invaders with a superior army.  Hideyoshi attempted a second invasion in 1597, but by then the Koreans had strengthened their defense and reformed their military.  The second invasion quickly ground down into stalemate, a stalemate which would be ended once against with Chinese interventions.

Easy Ways To Create Your Own Spells...

After receiving some messages about spells, how spells work, and the different schools of magic…

I got to work…

And now I have here for you simple lists and tables to create your own custom spells for your own games…

Spells come from 1 of 8 Schools of Magic. 

Spells also have a Range, which is how far you can cast it.

Many Spells (But not ALL of them…) effect not just one person, but an entire area.

Spells also deal a specific damage type.

Some spells (But not ALL of them…) inflict a condition on the target or targets.

And finally, certain spells require those effected to make a Saving Throw to avoid Damage and to avoid being inflicted with a Condition.

So simply pick and mix the Spell School, Range, Area of Effect, Damage, Conditions and Saving Throws…

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Stunningly Scenic!!.... Yellowstone Nat'l Park Pt.1

Yellowstone represents more about US than Niagara Falls or the Statue of Liberty!! This park is pure magic! Dazzling pools of rainbow colors, steam sprouting from the ground, geysers and waterfalls, generous wildlife, and so much more. Yellowstone is the first park I visited in the States and it still remains the best, I have witnessed so far, by a country mile!
We started our journey from Salt Lake City….the gateway to so much natural beauty in and around the state of Utah. Salt Lake City is the hub of all natural activities in the United States – from the Mighty 5 National Parks (Zion, Bryce, Arches, Canyonlands, Capitol Reef) that cover much of Utah to the breathtaking drive from Salt Lake City to Yellowstone or from Salt Lake City to Grand Canyon, the place is a perfect escapade from the humdrum of daily life.

Fellow Characters:
I was joined by my close confidante, Ritesh Parikh, and by my professor Dr. Partha Bhattacharya from India; ’ Look Ayan! I am an avid trekker to the extent that I even took my wife to the Mawali Pass trek in the Garhwal Himalayan steps during our honeymoon’,. ‘So?’, I asked back. He kept quiet and smiled. His reticence suggested that the trip better be worth remembering and should come close to the Himalayan extravaganza in terms of natural wowness (He was already bored of the humid weather and undulating plains of Michigan) . Parikh on the other hand, was more of a logistics manager. He has already garnered followers with his immense deal-securing skills. Before our trip, he made sure that the hotel, car and other associated things guarantee the best value in their price and that we are not overpaying for them. So there they were in a trip together; 2 people with extremely contrasting traits – one who always talked and joked, the other seldom uttered a word; one who liked to complete a hike as quickly as possible with the impending lunch/dinner motivating him, the other took his own sweet time as he never missed a photographic opportunity. The 'clash of titans’ happened at the end of day one, when there was a fleet of bison behind our car, grazing on the savannas in the Yellowstone Valley. We all were starving and the sight of bison tempted Parikh’s parched taste-buds more into having a sumptuous burger for dinner. Much to his ire, Parthada stepped out of the car to take some close snaps. Devastated Parikh restored to banging his head against the dashboard of our car – a sequence that was hilarious and summed up the antithesis of my fellow travelers. I have undertaken multiple trips with them later, but never together!

Day 1:

Itinerary: Madison Junction - Geysers - Old Faithful - Yellowstone Lake


We drove from Salt Lake city and stayed at a hotel outside the park entrance at West Yellowstone. The next morning we woke up and headed towards Yellowstone Lake. The section from Madison Jn. to Yellowstone Lake contains the heart of Yellowstone’s action. Shortly after turning south at Madison Junction, we turned west onto the one-way road descending to the Firehole River. Numerous springs and geysers line the river and you might see them erupt as you drive along.There are lots of fascinating geothermal features along this road and I will resort to pictures as my words will fail to describe the majestic setting that felt so surreal. The stops and small hikes we did were at: Fire Hole Falls, Fountain Flat Drive, Lower Geyser Basin, Fountain Paint Pot, Great Fountain Geyser, Goose Lake, Fairy Falls, Grand Prismatic Spring, Midway Geyser Basin, Sapphire Pool, Upper Geyser Basin, Biscuit Basin and Black Sand Basin.

Lower Geyser Basin – Fountain Paint Pot

Parikh and I in front of Midway geyser Basin

Black Sand Basin

Grand Prismatic Spring is one of the highlights in Yellowstone National Park!! We hiked up Fairy Falls trail to picture Point to get the best view of the spring

Finally, we arrived at the Upper Geyser Basin, and the star of Yellowstone, Old Faithful. Not the largest or most impressive geyser in the park, but consistency makes it a crowd favorite. Roughly every 90 minutes, the geyser sends a plume of steam and water 120-150 feet in the air.

Old Faithful


We continued south until we reached the Yellowstone Lake. The turquoise blue lake is huge and offers spectacular views from every angle. You can see steam coming out from shoreline volcanic activities in one place and distant snow capped mountains in another. A worthy end to a day that has been exhilaratingly beautiful and we kept keep telling ourselves that we are NOT watching TV. We stayed overnight at a hotel near the south entrance of the park.

Yellowstone Lake with Mt. Washburn in the background

West Thumb Basin near Yellowstone Lake

Who Wore it Better: Boots of Haste

wallflowerwaitlist asked: The twins argue a lot over using the Boots of Haste. In Episode 82, Vax said that he is statistically more effective with them. Do we have any statistical evidence on which twin really has been more effective with them in the past, or even hypothetically?

Short Version: It depends heavily on the situation.

Long Version: There are a number of factors to consider here, because some of this depends on how we view ‘effective.’ Let’s break it down by what the boots are able to do.

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The Great Pink Floyd Mystery

Chris Welch, Melody Maker, 5 August 1967

AS THOUSANDS IN ballrooms and assorted hell-holes across the country are deafened and blinded nightly by the Pink Floyd, the well-known psychedelic group, thousands might be forgiven for thinking: “What the ‘ell’s it all about?”

Are the Pink Floyd being quite honest when they make coy and attractive records like ‘See Emily Play’ and then proceed to make the night hideous with a thunderous, incomprehensible, screaming, sonic torture that five American doctors agree could permanently damage the senses?

The Floyd do not wish to appear dishonest, but they are worried. They appreciate the contrast between their records and live performances, agree the latter might not be all that they should be, and are taking steps to rectify the situation.

Roger Waters, bass player, with rather aesthetic good looks, and a taste for frequent pints of bitter, grappled frankly with Floyd problems this week.

“We’re being frustrated at the moment by the fact that to stay alive we have to play lots and lots of places and venues that are not really suitable. This can’t last obviously and we’re hoping to create our own venues.”

Roger accepted a government-approved cigarette and warmed to his theme: “We all like our music. That’s the only driving force behind us. All the trappings of becoming vaguely successful like being able to buy bigger amplifiers—none of that stuff is really important.”

“We’ve got a name of sorts now among the public so everybody comes to have a look at us, and we get full houses. But the atmosphere in these places is very stale. There is no feeling of occasion.

“There is no nastiness about it, but we don’t get rebooked on the club or ballroom circuit. What I’m trying to say is that the sort of thing we are trying to do doesn’t fit into the sort of environment we are playing in. The supporting bands play ‘Midnight Hour’ and the records are all soul, then we come on.

“I’ve got nothing against the people who come, and I’m not putting down our audiences. But they have to compare everybody. So-and-so’s group is better than everybody else. It’s like marking exercise books. Dave Dee, Dozy, Beaky, Mick and Titch get a gold star in the margin, or ‘Tick - Very Good.’

“On the club scene we rate about two out of ten and ‘Must try harder’.”

“We’ve had problems with our equipment and we can’t get the P.A. to work because we play extremely loudly. It’s a pity because Syd (singer Syd Barrett) writes great lyrics and nobody ever hears them.”

“Maybe it’s our fault because we are trying too hard. After all the human voice can’t compete with Fender Telecasters and double drum kits. We’re a very young group, not in age, but in experience. We’re trying to solve problems that haven’t existed before. Perhaps we should stop trying to do our singles on stage. Even the Beatles, when they worked live, sounded like their records. But the sort of records we make today are impossible to reproduce on stage so there is no point in trying.”

Isn’t this being dishonest?

“This is the point: We don’t think so. We still do ‘Arnold Layne’ and struggle through ‘Emily’ occasionally. We don’t think it’s dishonest because we can’t play live what we play on records. It’s a perfectly OK scene. Can you imagine somebody trying to play ‘A Day In The Life’? Yet that’s one of the greatest tracks ever made. A lot of stuff on our LP is completely impossible to do live. We’ve got the recording side together and not the playing side.”

“So what we’ve got to do now is get together a stage act that has nothing to do with our records, things like ‘Interstellar Overdrive’ which is beautiful, and instrumentals that are much easier to play.”

Are the group depressed when they fail to communicate with an audience?

“It’s sometimes depressing and becomes a drag. There are various things you can do. You can close your mind to the fact you’re not happening with the audience and play for yourself. When the music clicks, even if it’s only with ten or twelve people, it’s such a gas.

“We’re trying to play music of which it can be said that it has freedom of feeling. That sounds very corny, but it is very free.”

What is the future of the Floyd?

“We can’t go on doing clubs and ballrooms. We want a brand new environment, and we’ve hit on the idea of using a big top. We’ll have a huge tent and go around like a travelling circus. We’ll have a huge screen 120 feet wide and 40 feet high inside and project films and slides.”

“We’ll play the big cities, or anywhere and become an occasion, just like a circus. It’ll be a beautiful scene. It could even be the salvation of the circus!

“The thing is, I don’t think we can go on doing what we are doing now. If we do, we’ll all be on the dole.”

Beholder Anatomy - Part 2 - Eyes

BEHOLDER ANATOMY

Although beholders might look like relatively simple creatures, they are in fact complex and alien in nature.

Some of their features and internal organs have similar shapes and functions to those found in other creatures, but many of them are wholly unique to these terrible monstrosities.

Keep reading

2

NEW RESEARCH SHOWS CERES MAY HAVE VANISHING ICE VOLCANOES

A recently discovered solitary ice volcano on the dwarf planet Ceres may have some hidden older siblings, say scientists who have tested a likely way such mountains of icy rock – called cryovolcanoes – might disappear over millions of years.

NASA’s Dawn spacecraft discovered Ceres’s 4-kilometer (2.5-mile) tall Ahuna Mons cryovolcano in 2015. Other icy worlds in our solar system, like Pluto, Europa, Triton, Charon and Titan, may also have cryovolcanoes, but Ahuna Mons is conspicuously alone on Ceres. The dwarf planet, with an orbit between Mars and Jupiter, also lies far closer to the Sun than other planetary bodies where cryovolcanoes have been found.

Now, scientists show there may have been cryovolcanoes other than Ahuna Mons on Ceres millions or billions of years ago, but these cryovolcanoes may have flattened out over time and become indistinguishable from the planet’s surface. They report their findings in a new paper accepted for publication in Geophysical Research Letters, a journal of the American Geophysical Union.

“We think we have a very good case that there have been lots of cryovolcanoes on Ceres but they have deformed,” said Michael Sori of the Lunar and Planetary Laboratory at the University of Arizona in Tucson, and lead author of the new paper.

Ahuna Mons is a prominent feature on Ceres, rising to about half the height of Mount Everest. Its solitary existence has puzzled scientists since they spied it.

“Imagine if there was just one volcano on all of Earth,” Sori said. “That would be puzzling.”

Adding to the puzzle are the steep sides and well-defined features of Ahuna Mons – usually signs of geologic youth, Sori said. That leads to two possibilities: Ahuna Mons is just as it appears, inexplicably alone after forming relatively recently on an otherwise inactive world. Or, the cryovolcano is not alone or unusual, and there is some process on Ceres that has destroyed its predecessors and left the young Ahuna Mons as the solitary cryovolcano on the dwarf planet, according to Sori.

Ceres has no atmosphere, so the processes that wear down volcanoes on Earth – wind, rain and ice – aren’t possible on the dwarf planet. Sori and his colleagues hypothesized that another process, called viscous relaxation, could be at work.

Viscous relaxation is the idea that just about any solid will flow, given enough time. For example, a cold block of honey appears to be solid. But if given enough time, the block will flatten out until there is no sign left of the original block structure.

On Earth, viscous relaxation is what makes glaciers flow, Sori explained. The process doesn’t affect volcanoes on Earth because they are made of rock, but Ceres’s volcanoes contain ice – making viscous relaxation possible. On Ceres, viscous relaxation could be causing older cryovolcanoes to flatten out over millions of years so they are hard to discern. Ceres’s location close to the Sun could make the process more pronounced, Sori said.

To test the idea that viscous relaxation had caused cryovolcanoes to flatten out on Ceres, Sori and his colleagues created a model using the actual dimensions of Ahuna Mons to predict how fast the mountain might be flowing. They ran the model assuming different water contents of the material that makes up the mountain – ranging from 100 percent water ice to 40 percent water ice, Sori explained.

Ahuna Mons would need to be composed of more than 40 percent water ice to be affected by viscous relaxation, they found. At this composition, Sori estimates that Ahuna Mons should be flattening out at a rate of 10 to 50 meters (30 to 160 feet) per million years. That is enough to render cryovolcanoes unrecognizable in hundreds of millions to billions of years, suggesting there could have been other cryovolcanoes on Ceres, according to the new study.

“Ahuna Mons is at most 200 million years old. It just hasn’t had time to deform,” Sori said.

The next step for Sori and his team will be to try and identify the flattened remnants of older cryovolcanoes on Ceres. The findings could help scientists better decipher the history of how the dwarf planet formed, he added.

The new study helps scientists expand their knowledge of what might be possible on planetary bodies in our solar system, said Kelsi Singer, a postdoctoral researcher who studies icy worlds at Southwest Research Institute in Boulder, Colorado, and was not involved with the new research.

“It would be fun to check some of the other features that are potentially older domes on Ceres to see if they fit in with the theory of how the shapes should viscously evolve over time,” she said. “Because all of the putative cryovolcanic features on other worlds are different, I think this helps to expand our inventory of what is possible.”

TOP IMAGE….Ahuna Mons seen in a simulated perspective view. The elevation has been exaggerated by a factor of two. The view was made using enhanced-color images from NASA’s Dawn mission.
Credit: NASA


LOWER IMAGE….Ceres’ mysterious mountain Ahuna Mons is seen in this mosaic of images from NASA’s Dawn spacecraft. Dawn took these images from 385 kilometers (240 miles ) above the surface, in December 2015. The resolution of the image is 35 meters (120 feet) per pixel.
Credit: NASA

anonymous asked:

Oh, the basementy-ness is so much worse though. I counted. The chute is 6 stories, then there's 4 flights of stairs to the pentagram room, then one flight from there to the music department, then one more from the music department to the exit. That's 12 levels of basement. About 120 feet down. The studio isn't built in a hill: it's on the edge of a cliff. Either that or something's warping space around here. Henry did act like the layout was new to him, after all.

Joey: Good news, folks: we’re expanding! 120 feet downward, specifically. The Gods requested we be a bit closer to home, if you know what I’m saying.

Wally: Uh, Joey, I don’t think that’s going to wo-

Joey: Ḑ I̡ D͝ ҉ I  S̛ T U T T̨ E R̡  ̢ P A L̕ L Y

Homebrew Cryptid Dnd 5e Class

(Please note that this IS a first draft of the class and hasn’t been tested for balance! Feel free to use and edit as you please! I just ask that you don’t claim that you created it)

(Also, in case you have trouble reading it, here’s the Google Doc: (x)

And here’s the little Spell Slot Chart thing: (x) )

Grinning an unnaturally wide and sinister grin, a former human man jumps from the water, grabs a sailor off his own ship and drags him down to the depths of the ocean.

Seemingly forming from shadow, a once tiefling woman appears next to a lost child, smiling at them and offering to take them home safely.

A hardworking half elf in the midst of a raid on their hometown, suddenly grows wings and have eyes that glow, terrifying the enemy.

Whether it’s being a creature of the water, or a force on the winds, or at shadow on the wall without a source, Cryptids are the creatures of myth and legend.

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Race: Shadar-kai

Shadar-kai cling to darkness and shadows. They are a bleak and sinister humanlike people that inhabit the Shadowfell and serve the Raven Queen. Following the dark auguries of their witches, shadar-kai move secretly to accomplish ruinous ends, destroying any heroes or kingdoms that stand in their way. A shadar-kai resembles a human but has gray skin and eyes that are lustrous black orbs, like a raven’s. The shadows around it seem to deepen as it moves. A shadar-kai prefers loose dark garments, often with complex but subtle designs. Hair is worn long, sometimes loose, other times elaborately shaved, styled, and/or braided. A shadar-kai’s skin always has patterns of tattoos and scarifications, as well as many piercings. Shadar-kai prefer light, exotically shaped weapons. Shadar-kai fight without concern for their own wellbeing, believing that death is foretold at birth and cannot be avoided.

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Fey Pact Variant: Verenestra

You have woven a pact with Verenestra, the Oak Princess, an archfey of such beauty and grace that to even look upon her is to risk enchantment. 

A member of the Seelie Court, Verenestra can be noble in her aims, but she is vain and jealous. 

As a part of your bargain, she takes some aspect of your beauty and binds it to herself, increasing her own splendor. 

In exchange for your sacrifice, Verenestra gifts you with powers of illusion and deception.

Level One

Through your pact with Verenestra, you channel some of her ability to manipulate others with her words. 

When you gain this boon, a small wart appears on your face, as Verenestra claims a piece of your beauty for herself.  

When speaking to a creature that can understand you, if the creature’s hit point maximum is lower than yours, you gain advantage on all Charisma checks made to influence it for the next hour.

Level Six

Verenestra sometimes extends to you the magic of her otherworldly beauty. 

When you are in peril, you can call upon this magic to assume a beguiling presence, disrupting your enemies’ focus as they attempt to strike you. 

Your irises turn a bright gold when you gain this boon, marking your link to Verenestra.  

As a reaction, you can impose disadvantage on a melee attack made against you by a living creature.

Level Ten

You have unlocked the secrets of the fey ability to vanish in one spot and reappear in another, traversing ley lines and invisible fey pathways. 

When you make this discovery, a spiderweb of thin, white scars appears on your neck and arms, as Verenestra robs still more of your beauty.

As an Action, you can teleport up to 30 feet to a location that you can see. 

This does not provoke Attacks of Opportunity from any nearby creature.

Level Fourteen

Your new but vast knowledge allows you to invoke the compelling beauty of the archfey Verenestra herself, binding it to your own image to enthrall those near to you.

As a consequence of knowing this invocation, you have a fascination with anything that shows a reflection.  

Each humanoid creature of your choice within 120 feet of you must make a Wisdom saving throw. 

If a creature fails, it is charmed by you for 1d8 Hours or until you or any of your companions harms it. 

A creature that succeeds on its save cannot be affected again by this invocation for 24 hours.  

you know who had life figured out completely? fucking lisa from top model. like she was so chill, y’know? something stressing you out? grab a cookie. put on a wig and eat a fucking cookie. speaking of cookies, i found out what ookie cookie was this weekend and i’m majorly traumatized again so that’s a thing now, but who wants to play? ’