The Deva- the 5e Hack

The Deva

Deva 1

The deva is a specific type of assimar that has been bound to mortal bodies.  Some believe that these angelic beings angered their god in some way and were thrust from the heavens and forced to live in the mortal realm.  While the body of a deva is mortal, their soul is divine and can never be truly killed, save by the Wish spell.  When a deva is killed their soul is reincarnated into a new body.   When a deva is reincarnated, the one that perished is lost.  The new being has new skills, goals, and personality.  However the memories of past lives lingers in the subconscious mind of the deva and can sometimes be accessed.

Most people find the deva haughty and insufferable.  Many deva, due to their immortality and divine nature, consider themselves superior to other humanoids and do not hesitate to boast about their grand nature.

The sinister secret of the deva: It is not common knowledge that when a deva is reincarnated lives must be paid to fuel this divine energy.  Each time a deva is reincarnated a number of humanoids die equal to the number of times a deva’s spirit has reformed.

 

Ability Score Increase.  +1 to Wisdom and +1 to Charisma

Deva 2 

Age.  A deva ages as a human.

 

Alignment.  Deva’s are divine beings and are guided by good.  Those that wish to return to the light of the heavens and adhere to old religious scriptures tend to be lawful good.  Those that enjoy the delights of mortals and seek to learn more earthly knowledge are chaotic good.

 

Size.  Medium.

 

Speed.  Your base walk speed is 30 ft.

 

Touch of the Divine.  You are able to cast the cantrip Guidance a number of times equal to your Charima modifier and cast Protection from Evil one time per day.  You must take a long rest to regain expended uses.

Deva 4 

Astral Resistance.  You gain advantage on any save to resist necrotic damage.  You also have resistance to radiant damage.

 

Immortal Origin.  When you are killed, your spirit returns to the astral sea for a number of days equal to 2d20+10.  Once that time has passed your spirit is reincarnated into the deva form somewhere else in the known world (and not in a place of danger).  The reincarnation isn’t free- each time a deva is reincarnated people die to fuel the divine act.  The amount of people that perish is equal to the number of times a deva has been reincarnated.

 

Each reincarnation is a new being.  Only vague memories of their past life exist.

 

A deva can only truly be killed with the Wish spell.

 

Memory of a Thousand Lifetimes.  You are able to tap into your past incarnations and gain insight into a skill you know.  Choose one skill and again advantage on that roll.  A deva can use this a number of times per day equal to 1+Intelligence modifier.

Deva 3 

Languages.  You speak common and celestial.


The Wrathofzombie Totally Unofficial Hack of the Alice Class From A Red and Pleasant Land

Recently Zak Smith released the amazing and awesome Red and Pleasant Land book (seriously it’s fucking awesome- get it).

Prior to the books release I asked Zak if he’d be cool with my hacking the Alice class for 5e D&D and he said sure- just wait until the books official release.  I did this hack right after the book came out, but I never got around to cutting everything out and making it look like some bizarre, butchered punk rock flyer.   I got off my ass this AM and get it done.

The 5e Alice Hack from Red and Pleasant Land

The Alice pic


Environmental Hazard Table- Desert Locations

Other hazard tables:

Snow

desert

 

 

Roll 3d6- two of the same color (if you have that) and one you have designated as the “special” die.  Look at the result of the pair of dice and consult the Environmental Hazard Table- Snow.

If there is any doubles between the three dice, look at the number on the special die and consult the Extreme Environmental Hazard Table- Snow for the result.

 

 

Environment Hazard Table- Desert
Roll 2d6 Result Mechanics
2 High temperature Every hour that a person is active high temperature, a Constitution save must be made to resist becoming fatigued.  If in any metal armor, roll must be made every 30 minutes.  Threat of dehydration high.
3 Extreme heat Every 10 minutes that a person is active high temperature, a Constitution save must be made to resist becoming fatigued.  If in any metal armor, roll must be made every minute.  Threat of dehydration very high.
4 Sink holes Holes that are covered by sand  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 1d6 damage and a successful climb check to get out.
5 High wind Wind makes hearing hard.  Can’t hear anything more than 10’away.  Missile attacks automatically fail.
6 High wind with biting sand Wind makes hearing hard.  Can’t hear anything more than 10’away.  Missile attacks automatically fail.  Targets take 1 point of damage per minute that they are out in the wind.
7 Dust devils Dust devils whip up unexpectedly.  There is a 35% chance one will form around a character.  If a target is caught in a dust devil they take 1d4 damage, are blinded, and must make a Constitution check- failure means they are unable to breathe and coughing for 2d6 rounds.  A target can pass out if the number of rounds coughing is greater than their Constitution score.
8 Sandstorm A storm of sand and dust blanket the area.  Targets with protective goggles can see 5’ in front of them.  No goggles results in blindness.  If a target has a filter/breather mask they are able to breath, but must make Constitution checks every 10 minutes or become fatigued.  Without a breather a target takes 1 point of Constitution damage per round until unconscious and then death.  Movement is reduced by ½ and a target must make an Intelligence check or become disorientated.
9 Sand dunes Must make a Dexterity roll to walk on a dune.  Failure means the target falls down the dune.  Moving across a done reduces movement by ¾.
10 Loose rocky terrain Movement is reduced by ¼.  1-in-6 chance of a mis-step and falling, resulting in 1d6 damage.  If a target states they walk carefully- movement is reduced by half and no chance of falling.
11 No forageable food or water The land is barren and dry in a 4 mile radius.  Chance of starvation or dying of thirst high without rations.
12 Deep sand Sand is up to waist height on medium creatures.  Movement for small creatures is reduced by ¾, medium by ½, and large by ¼.

 

Khamaseen

 

Extreme Environment Hazard Table- Desert
Roll 1d6 Result Mechanics
1 Khamaseen (massive sandstorm) A khamaseen is a massive sandstorm that is capable of burying an entire village in sand.  A khamaseen can stretch for mlies.  Targets with protective goggles can see 1’ in front of them.  No goggles results in blindness.  If a target has a filter/breather mask they are able to breath, but must make Constitution checks every 1 minutes or become fatigued.  Without a breather a target takes 1d4 point of Constitution damage per round until unconscious and then death.  Movement is reduced by ¾ and a target must make an Intelligence check or become disorientated.  Every round the target takes 1d4 point of from the sand that is hitting their soft flesh. 

 

2 Deep sink holes Holes that are covered by sand.  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 2d6 damage and a successful climb check (hard DC) to get out.
3 Lightning storm Static electricity builds up and then is released.  Lightning lances through the area.  There is a 2-in-6 chance a target is struck by a bolt.  Targets can make a Dexterity check to avoid.  A struck target takes 4d6 damage. 

One bolt of lightning strikes per round.  The storm lasts for 1d10 minutes before dissipating.

4 Deadly heat Every minute that a person is active high temperature, a Constitution save must be made to resist becoming fatigued.  Anyone wearing metal armor takes 1d4 Constitution damage per round until taken off.  Threat of dehydration extreme.
5 Firestorm The still air is suddenly ignited in a bizarre flash fire.  All targets take 6d6 damage (Dexterity save for half damage).  Flammable items are immediately ignited.
6 Sand/dust in air The air is thick with sand and dust.  If a target has a filter/breather mask they are able to breath, but must make Constitution checks every 10 minutes or become fatigued.  Without a breather a target takes 1 point of Constitution damage per round until unconscious and then death.

firestorm


The Barghest- Filled With Self-loathing and Hunter of Mortals- Monster of Hubris

Barghest: Init +4; Atk bite +4 (1d4+2), claws +6 (1d6+2); AC 14; HD 5d8; MV 30’; Act 2d20 + 4; SP Feed, Infravision 30’, Shape Change, Unluck, Spells- cantrip, charm person, ESP, invisibility (spellcheck 1d20+3d5); SV Fort +4, Ref +6, Will +7; AL C.

Barghest 1

The barghest is a vile creature that resembles an animalistic humanoid covered in thick, coarse hair, comical-looking bat-like ears, a shriveled nose, and a mouth full of sharp, yellowed teeth.  The barghest is an intelligent beast filled with constant hatred and self-loathing, and looks upon humans with jealousy and a yearning to belong.  Barghests tend to live in the fringes of civilized areas, often in abandoned houses, nearby forests, or even in ruins, waiting for the perfect moment to strike.

Barghest 2

When possible a barghest will approach a lone target and attempt to ensnare their senses by casting charm person (DCC, pg 131).  If the target resists, the barghest will outright attack them, using their claws, teeth and spells to subjugate their prey.  Barghests are conflicted in their actions, acting violently against their victim, ravaging their body and mind as their flesh and soul are consumed.  Barghests sustain themselves by feeding on the flesh and memories of their victims.  Once a victim has been fully consumed, a Barghest gains access to all the memories and emotions of their prey, and are also able to sound exactly like them.  During this time the barghest is satiated and reveals in a false sense of belonging and contentment.  This state only lasts for one week, and once it has passed the self-loathing and hatred return.  The barghest will turn its sights on the victim’s family and friends, attempting to consume them one by one in the hopes of continuing the feeling of belonging and contentment.  If it cannot get to the family, it will simply find a new victim to consume.

 

A barghest can take the shape of a large black wolf at will.  It gains the stats and abilities of that creature while in this form.


Barghest 4

The despair of a Barghest saturates the area around it.  Any living target within a mile radius of a barghest is affected.  Things break, accidents happen, people tend to be more irritable.  All targets make Luck rolls two steps lower on the die ladder while in the affected area.  If a barghest has been in the area for over two months, targets also make all Personality rolls one step lower on the die ladder (no save).

Barghest 3


The Disgusting and Terrifying Brain Grub- Monster of Hubris

Brain Grub (Mature): Init +1; Atk bite +2 melee (2d2); AC 8; HD 2d4; MV 10’; Act 1d20; SP Brain burrow; SV Fort +2, Ref -1, Will +0; AL C.

Brain Grub

Brain grubs are vicious worms that reach roughly 8” to 1’ in length.  They are ferocious and deadly.  A favorite past-time in many Hubris cities is Brain Grub fights- pitting these creatures against one another with high stakes betting.  A fair bit of coin can be made to those brave, or foolish, enough to be Brain Grub breeders.  Brain Grubs have three large mandibles that they use to pierce the skull of their victim, while their small circular mouth is filled fibrous tentacles that penetrate the victim’s brain- taking it over.  A brain grub that critically strikes a target burrows into the brain of the target.  The target must succeed at a DC 12 Reflex save or be taken over by the brain grub.  The target is now a mindless husk that can perform simple actions like walk, breathe, clumsily attack, etc.  Each day the target permanently loses 1 Intelligence as their brain matter is consumed.  When they reach 0 Intelligence, they are dead and the brain grub moves on.

*picture created by the amazing and talented Jason Sholtis.  Jason’s blogs: They Stalk the Underworld and Dungeon Dozen 


The Bog Witch- A Terrible Creature Found in the Hubris Bogwood Swamp

Bog Witch: Init +6; Atk claws +3 melee (1d4 + life drain); AC 14; HD 2d6; MV 40’; Act 1d20; SP Un-dead traits, life drain; SV Fort +0, Ref +3, Will +0; AL C.

swampwitch

Bog Witches first appeared in the Bogwood Swamp five years ago when the Red Moon of the Calamitous Whisper appeared in the night sky.  When the moon swelled and blood rained down on the area those that were caught in the deluge were twisted into these horrific monsters.  Bog Witches are extremely agile, but the features of their once living souls have now waned, leaving them emaciated and feral.  Bog witches have long claws that they use to rend flesh from bone.  Those touched by a bog witch must succeed a DC 12 Fort save or lose 1d3 Stamina (temporary).  If a target rolls critically fails on their Fort save they lose 1d6 Stamina permanently.  Bog witches like to lurk just beneath the water and wait for a meal to pass by.  Those that venture out into the swamp with their barges prospecting for lignite live in fear of the bog witches, knowing that at any time one may burst from the water and onto their boats, bringing only death and suffering.

*picture created by the amazing and talented Jason Sholtis.  Jason’s blogs: They Stalk the Underworld and Dungeon Dozen


Environmental Hazard Table- Snow- and the 600th Post for Wrathofzombie!

Damn- 600 posts!  That makes me happy!  I’m also coming up on my 5 year anniversary of my blog- so that’s pretty exciting as well…  Ok- enough self-flagellation about my blog- seriously though- I’m fucking AWESOME.

Lately I’ve been pondering easy to use environmental hazards for OSR-style gaming.  I looked at various rpg books (IE- Pathfinder) and just to describe a blizzard or avalanche took up half a page…  That drives me crazy- so no.

I’m stealing the stunts idea from the Dragon Age rpg.  Roll 3d6- two of the same color (if you have that) and one you have designated as the “special” die.  Look at the result of the pair of dice and consult the Environmental Hazard Table- Snow.

If there is any doubles between the three dice, look at the number on the special die and consult the Extreme Environmental Hazard Table- Snow for the result.

Whiteout

Environment Hazard Table- Snow
Roll 2d6 Result Mechanics
2-3 Light snowfall Vision obscured slightly-can’t see more than 60’
4-5 Medium snowfall Vision obscured- can’t see more than 30’. Missile attacks past that distance have 25% chance to miss.
6 Heavy snowfall Vision obscured slightly- can’t see more than 15’.  Missile attacks past that distance have 75% chance to miss.
7 Sink hole Holes that are covered by snow.  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 1d6 damage and a successful climb check to get out.
8 Deep snow Snow is up to waist height on medium creatures.  Movement for small creatures is reduced by ¾, medium by ½, and large by ¼.
9 Blizzard Vision obscured- can’t see more than 5’.  Missile attacks automatically fail.  There is a 50% chance of becoming disorientated and lost.  Every hour in a blizzard a Constitution save must be made to resist becoming fatigued.
10 Strong wind Wind makes hearing hard.  Can’t hear anything more than 10’away.  Missile attacks automatically fail.
11 Sub-zero temperature Every 10 minutes in a sub-zero temperature, a Constitution save must be made to resist becoming fatigued.  If in proper winter apparel is worn, the person can roll every hour.  Frost-bite threat high.
12 Ice-coating Ice coats everything, making it extremely slippery.  Movement reduced by ¾.  Sudden movements or combat the target(s) must make a successful Dexterity check or fall prone.

Blizzard 1

Extreme Environment Hazard Table- Template
Roll 1d6 Result Mechanics
1 Deep sink holes Holes that are covered by snow.  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 2d6 damage and a successful climb check (hard DC) to get out.
2 Avalanche Occupies an area 1d6x100- snow, rocks, and debris move at 250’ per round.  Creatures caught in the avalanche take 8d6 damage and are buried in the rubble and debris.  GM may call for Intelligence checks for target(s) to figure out which direction they are facing.  Each hour target must make a Constitution save or suffer fatigue.  Starvation and hypothermia are high risk.
3 Fist-sized hail storm Huge lumps of ice fall from the sky and pelt the earth.  Every round roll 1d4 for each character- if a 4 is rolled a hailstone has successfully pelted the target for 1d4 damage.
4 Extreme sub-zero temperature Every minute in a sub-zero temperature, a Constitution save must be made to resist becoming fatigued.  If in proper winter apparel is worn, the person can roll every 10 minutes.  Frost-bite threat extreme.
5 Flash-freezing rain The rain coats the earth and characters and then freezes.  Targets caught in the storm must make a Constitution save or suffer fatigue and take 1 point of damage while encased in ice.  Weapons are frozen, stuck in their sheaths, etc.  A successful Strength check must be passed to free the weapon.
6 White out Dense and heavy snowfall- Vision obscured- can’t see more than 1’.  Missile attacks automatically fail.  There is a 75% chance of becoming disorientated and lost.  Every hour in a blizzard a Constitution save must be made to resist becoming fatigued.

sink hole

 

 

I also plan to do:

Desert

Forest

Tropical forest

Mountains

Swamp

Badlands

 


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