Faction
Archetype List
Perk and Boon System
Factions focuses on training, studying and finding lores of their own history. As time pass, you will slowly master the skill, knowledge and equipment of the factions. You slowly gain 1 perk as your continue your journey in the campaign. (Else check with your DM for verfication).
Having multiple perks will unlock Boons upgrades that are more powerful than the average perks.
When acquiring boons, the amount of perks within its factions must be made. Losing perks will also cause the boon to lose its effect and bonuses immediately.
Faction Ability DC: (DC = 13 + Proficiency bonus (+1 per 2 perks))
Bastion of the Purgatory
Boon List
Boon #01: Codex of Purgatory. Require 1 perk(s)
The Codex of Purgatory provides a powerful list of Scriptures that provides bonuses against specific types of creatures classified as Codex Creatures. This includes Aberration, Celestial, Elemental, Fiend, Fey & Undead creature types.
Passively gain +2 to Arcana & Religion Skill checks. Certain BotP abilities and perks have an additional bonus when the target is a Codex Creature, labelled with "Codex Bonus".
2 times per long rest, as a bonus action, gain every Scripture Bonus that benefits you. This lasts for 1 minute. Certain perks provide additional upgrades to this boon ability.
Assault Scripture: +1 to your attack & damage roll against Codex Creatures.
Aegis Scripture: Gain Temp Hitpoints equal to your Proficiency bonus + 2 per 4 perks. Gain +1 to saving throw when recovering from Status Conditions.
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Boon #02: Brands of Purgatory. Require 1 perk(s)
4 Brand Charges per Long Rest, you are able to empower your strikes to deliver potent Purgatory magic. You may pick certain perks to unlock new Brands permanently. Only 1 brand can be applied per attack at any time.
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Brand of Purge: When you hit a creature with an attack, you may expend 1 Brand Charge to deal 1d6 additional Force damage.
Codex Bonus: Regain 1 Brand Charge if that branded attack kills it.
Boon #03: Resilient of Supernatural. Require 3 perk(s)
Gain advantage on rolling saving throws against spells or abilities that affect stats reduction. (This includes Maximum Hitpoints, Attritube Score, Temp Hitpoints, AC & Saving Throws only).
Gain +2 to initiative rolls against the Codex Creatures. This is applied retrospectively if an affected creature type joins the encounter.
​At 6 or more perks, any Stats cannot be reduced by more then 2 for Attribute Score, AC & Saving Throw or 12 Hitpoints for Maxmimum & Temp Hitpoint. Negative Modifier to dice no longer affects you (E.g. Bane, Bestow Curse, Etc).
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Boon #04: Purity Enhancement. Require 5 perk(s)
Improve every Scripture bonus in the Codex of Purgatory Boon. Additional new Scripture is unlocked as well.
Assault Scripture: +1 to your attack rolls & +2 to dmg roll against Codex Creatures.
Aegis Scripture: Gain Temp Hitpoints equal to your Proficiency bonus + 1 per 2 perks. Gain +1 to saving throw when recovering from Status Conditions.
Alleviate Scripture: Once per turn, you can spend half your movement to heal 1d4 + Proficiency Bonus hitpoints up to half of your maximum hitpoints.
Agility Scripture: +2 to all ability checks against Codex Creatures. Increase movement speed by 10ft.
Boon #05: Nullifying Strength. Require 7 perk(s)
Once per Long Rest, when a creature casts a spell of level 1 or higher within 30ft of you, as a reaction you attempt to interrupt it to cause that spell to fail. The target must make an Intelligence Saving throw. On a failed save, the spell fails and if the spell is of 5th level or higher, your next successful attack within the next minute deals additional Force damage equal to 5 times of that spell level. If the spell is 4th level or lower, you gain temp hitpoints equal to 3 times of that spell level for the 1 minute.
Boon #06: Grand Purge. Require 9 perk(s)
Passively increase your Faction DC by 2.
Once per long rest. Target 1 creature or object within 30ft range of you, they make a Wisdom saving throw if it was a creature. On a failed save, the creature
1. Cannot use or receive telepathy, communicate to other creatures in different realms.
2. Loses all current Temp hitpoint and cannot gain any for 24 hours.
3. Ends all concentration.
4. Removes all magical positive & negative buffs.
5. any non-legendary and non-attuned magical items they are wielding are destroyed permanently.
6. Takes 3d12 Force damage.
On a successful save, they take half of the Force damage but still cannot gain temp hitpoints, use or receive telepathy and speak to other creatures in different realms for 24 hours.
Codex Bonus: Codex creature takes 5d12 Force damage and the penalty duration lasts for 72 hours.

Lore
Bastion of the Purgatory were created to be the protector of the Material Realm. Against every single outworldly beings that would invade the Material Realm.
Wielding the Powerful Potent magic practice known as the School of Purgatory, it excels at dispelling magic of any kind, expelling possessions or removing even the most godly powers or blessing.
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During the First Eternal Conflict, mortals of the Material Realm would be at the Mercy of the wars between the Silver City & the Underworld. The constant aftermath of such battles caused all mortal kind to band together, forging their own magic and mustering any mortal willing to push back the outworldly invaders.
Gameplay
Bastion of the Purgatory excel at dealing with specific creature types and spell heavy enemies.
The "Codex" targets many of the Outworldly Creature types, providing short but consistent offensive & defensive benefits and buffs against the specific creature type.
Naturally spell resistant due to how School of Purgatory magic functions, Bastions have an array of abilities that help weaken or outright disable spell heavy enemies.
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Overall, Bastion of the Purgatory plays a big role against their "Codex" Creature types, serving as a durable or damaging role.
Amber Hearth
Boon List
Boon #01: Baptized by Sun. Requires 1 perk(s)
With the gifts of light from the different Gods of Sun & Stars, each boon provides new access to Sun Spells that are further upgradable through the perk system. You gain Sun Charges up to 3 (+1 per 2 perks) after each long rest. Sun Charges can be used to cast Sun Spells. They are considered spells and evocation spells for the purpose of spell identification. However, casting Sun Spells ignores the number of spells casting limit per turn.
Sun Spell Attack Modifier: 1 (+1 per 2 perks) + your proficiency bonus.
Sun Spell DC: 13 + Proficiency bonus (+1 per 2 perks) or your Highest Class Spell DC. (Whichever is the highest).
Cost of Sun Spell: 1 Sun Charge per level of spell.
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​​​Skycrash Comets (Sun Spell)
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Level: One. Casting Time: Bonus action. Range: 60ft. Components: V, S. Duration: 1 round.​
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Shatter Solarite rocks into chunks a Skycrash Comet, make a range attack against the target. On hit it deals 1d8 Fire or Radiant damage.
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For each additional Sun Charge (Up to 9): Add 1d8 Fire or Radiant damage to this ability
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​Forge by Light (Sun Spell)
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Level: One. Casting Time: Bonus action. Range: 30ft. Components: V, S. Duration: 1 minute.
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Bless a creature for the duration. Once per turn when the target makes an attack, light bounces onto another creature of the Blessed creature’s choice within 20ft of the initial target, using the same attack roll result onto the new target. On hit, the target takes 1d8 Fire or Radiant damage.
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For each additional Sun Charge (Up to 9): Add additional +2 damage
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​Holy Star Rays (Sun Spell)
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Level: One. Casting Time: Bonus action. Range: 30ft. Components: S. Duration: 1 hour
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Heal a creature 1d6 hitpoints. If the target is already at maximum health, instead increase their Maximum Hitpoints by that amount instead. Does not stack with itself.​​
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Boon #02: Voice of the light. Requires 3 perk(s)
Infuse your Sun spells into any spell or abilities you have. They still cost Sun Charges to cast or infuse but follow the infused Spell or Ability’s action economy instead. Infused explains how the Sun Spell will function alongside with the combined Spell or Ability.
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​Skycrash Comets
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Condition: If Spell or Ability deals damage, this Spell can Infuse with it.
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Infused: Cast Skycrash Comets Spell along with the infused Spell or Ability. Skycrash Comet attack roll cannot gain advantage or disadvantage.
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Forge by Light
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Condition: If Spell or Ability empowers or buffs a willing creature, Self, Weapon or object. This Spell can Infuse with it.
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Infused: Cast Forge by Light along with the infused Spell of Ability. Set duration to match the Infused Spell or Ability.
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Holy Star Rays
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Condition: If Spell or Ability heals Hitpoints or increases their maximum hitpoints. This Spell can Infuse with it.
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Infused: Instead of healing 1d6, add 1 additional dice or +2 flat value to the infused Spell or Ability.
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Boon #03: Infusion of Light. Requires 5 perk(s)
Unlocks a new Sun Spell called Solarite Beam, along with its Infusion condition and ability.
​ Solarite Beam (Sun Spell).
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Level: Three. Casting Time: Bonus action. Range: 30ft. Components: V, S. Duration: 1 minute.
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Release a 5ft radius beam of light from the sky within 30ft of you, targeting 1 creature. When a creature enters the ability’s area for the first time on a turn or starts its turn there, they must make a Constitution Saving throw. On a failed save, take 2d8 Radiant damage, halved damage on a successful save. You can only have up to 2 (+1 per 3 perks) Solarite beams at any given time.​ At the start of your turn, the beam will take the most direct route to that target up to 30ft movement, damaging all creatures along the way. A creature can only be affected by one beam at a time. If the targeted creature dies, the beam remains at its spot for the remaining duration.
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Condition: You can infuse a Spell or Ability if it deals damage and has an area of effect.
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Infused: Deal additional 2d8 radiant damage after the initial damage dealt to all creatures affected. Choose an affected target, a Solarite Beam forms and will chase the target until it dies or Solarite beam expires.
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Boon #04: Transcendence of Light. Requires 7 perk(s)
Whenever you spend Sun Charges, you can release an implosion of Light around you. Dealing 2 Radiant damage per Sun Charges spent around 15ft radius of you to chosen creatures.
After Infusing a Sun Spell and completing that Infused Spell or Ability, you may recast a Sun Spell for free as a free action this turn. This Sun Spell cannot be infused.
Boon #05: Wrath of Eternal Light. Requires 9 perk(s)
Once per Long Rest, as a free action during your turn you may unleash the Light and Star within the heart. Whenever you cast or Infuse a Sun Spell, repeat that Sun Spell once (does not retrigger this ability). This lasts for 8 hours or until you drop to 0 hitpoints.
Whenever you roll for initiative with 1 or less Sun Charge, gain 3 Sun Charges after the initiative roll.

Lore
Collective group of religious followers of Pelor; The God of the Sun or Lanathar; The God of the Stars. Amber Hearth imbued themselves with the powers and blessings from the Domain of Light, of the Celestial Silver City.
Unlike the many different religious group in Verlantis, Amber Hearth goals are to ensure that the Material Realm receives proper light and heat from the Sun & Stars above, to keep the darkness away and any evil that creeps from its shadows. This led Amber Hearth to create a bond/partnership between the deities of the Domain of Light and the first Enlighten Mortal Leaders.
Over the years, the mission turned into prophecies, purpose turned to zealous and in the current time, some has convert the ideal into Blind Faith. Conflict arises between those who remember the mission, versus the zealots of their dead God of the Stars.
Gameplay
Amber Hearth provides an array of new Sun Spells that are designed to be simple in execution to deal damage, support others or empower self.
As the new boons unlocks, the infusion of Sun Spells is what makes Amber Hearth unique. Focused on replicating double casting of spells or a mixtures of spells and abilities. This playstyle promotes combo potential and powerful burst effects.
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Overall Amber Hearth covers far and wide battlefield coverage with interchanging roles between supportive, damage dealer or durable playstyle.
Eye of the Nightingale
Boon List
Boon#01: Night Moon Ritual (NMR). Require 1 perk(s)
All healing you receive is halved (round down, to a minimum of 0). This doesn't apply to Hit Points you regain from a Short Rest or a Long Rest.
Twice per Long Rest, as a Bonus Action, you activate the Night Moon Ritual and generate 4 Tattoos. The Night Moon Ritual lasts for 4 hours, or until you drop to 0 hitpoints and become unconscious and at any time you can only hold up to 4 Maximum Tattoos.
While the Night Moon Ritual is active, you gain a bonus to Stealth and Sleight of Hand checks equal to the number of tattoos you have left, to a maximum of +4.
During your turn or as part of an Opportunity Attack, as a free action you can expend any number of your remaining tattoos. For each tattoo you expend, you take Pure damage equal to 10% of your Hit Point maximum (round down), and you gain that tattoo's benefit. You can't expend the same tattoo with the same name more than once during the same turn.
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List of Tattoos of the Night Moon Ritual
Vile Tattoo: Add 1d8 Acid damage to your next attack. For each Tattoo expended on the same trigger, increase this bonus damage by 1d8.
Shadow Tattoo: Upon expending a tattoo, create a Dark Cloud that is a heavily obscure darkness(lvl 3) of 10ft radius upon your target or you which lasts till the start of your next turn. Only one Dark Cloud can exist anytime.
Gloom Tattoo: Add 1d4 Poison damage to your next attack and slows them by 5ft movement speed until the end of their next turn. If you land an attack with at least 2 different Tattoos, at the start of your next turn, regain 1 Tattoo.
Dread Tattoo: Cause your next attack to also deal 2d4 Poison damage to all other creatures within 5ft radius around your initial target. If you damaged at least 3 different creatures with that attack, at the start of your next turn, regain 1 Tattoo.
Grasp Tattoo: When you hit with your next attack, you can pull yourself towards the target creature up to 30ft range. If you end your turn within 10ft of that target creature, at the start of your next turn, regain 1 Tattoo.
Oracle Tattoo: Gain +4 to your next Skill check or +2 to the next Dexterity Saving Throw. If at least 2 Tattoos were expended during a round increase this bonus by 1.
Boon#02: Dark Shivs. Require 1 perk(s)
While the Night Moon Ritual is active, at the start of your second turn per initiative roll, gain 1 Dark Shiv. You also gain 1 Dark Shiv after expending 2 tattoos within the same turn. You can have up to 3 Shivs at any time and they disappear when Night Moon Ritual ends.
As a reaction during another creature’s turn, you can make 1 ranged attack up to 30ft to 1 creature whenever a creature moves within 30ft radius around you. Dark Shivs are treated as magical ranged weapon attacks.
Whenever you hit with a Dark Shiv, choose a Dark Shiv effect.
Shellshock Shiv: Upon hit, deals 1d4 Thunder dmg and is pushed 10ft away from you.
Reverberate Shiv: Upon hit, deals 1d4 Thunder dmg and at the start of your next turn, regain 1 Tattoo.
Somber Shiv: Upon hit, deals 1d4 Thunder dmg and they cannot regain hitpoints until the start of their next turn.
Barrier Shiv: Upon hit deals 1d4 Thunder dmg and you gain 5 (+1 per Perk) Temp Hitpoints until Night Moon Ritual ends.
Boon#03: Dormant Agent. Require 5 perk(s)
While the Night Moon Ritual is active, at the start of each of your turns, you heal 1d4 + proficient bonus (+1d4 per 3 perks) up to half of your maximum hitpoints (Rounded down). This healing cannot be modified by other sources including the Night Moon Ritual Boon.
When you cast Night Moon Ritual, your next initiative roll gains advantage and you cannot gain disadvantage to initiative rolls.
Boon#04: Malignant Catalyst. Require 7 perk(s)
While the Night Moon Ritual is active, at the start of each of your turns, gain 1 Tattoo if you have 1 or less Tattoo remaining.
Your Dark Shivs have an increased attack range of 60ft and during your turn you can make an extra attack as part of your attack action but this attack can only use Dark Shivs.
Boon#05: Those Who Protest. Require 9 perk(s)
Once per long rest, as an action you can summon the Cloak of Blades. It has a free activation of Night Moon Ritual and immediately gains 3 Dark Shivs. Then as part of the same action, you can either make 1 weapon attack or cast a spell that is Level 3 or less.
As long as Cloak of Blades is active, each round your first Tattoo you expend triggers twice and your Dark Shiv attacks can target two different creatures.
Cloak of Blades lasts for 1 minute and when it expires, you heal 2d4 + proficient bonus up to half of your maximum hitpoints (Rounded down). This healing cannot be modified by other sources including the Night Moon Ritual Boon.

Lore
Protectors of ancient lore and secrets of the entity known as the Hidden One. It is said that the Hidden One gifted this rituals and powers only to hide the knowledge that would threatened collapse of society.
But over the eons, the purpose of the true Nightingale was lost over history and only a rare few remember the main purpose. The modern nightingale now sustain themselves by performing assassination, sabotaging and espionage deeds for any paying factions.
Through the Night Moon Ritual, many believe there are still those who threaten the Hidden One and it is able to deliver signs or omen on who is to be removed.
Gameplay
Eye of the Nightingale play a delicate balance in trading their health for powerful benefits. Tattoo are their bread and butter for deliver either damage or negative modifiers to their targets.
Shives provides every nightingale a versatile tool, a reward for expanding their tattoos. This mostly provide more defensive or escape tools given that the Tattoos can something leave a nightingale in less then desirable state.
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Overall, Eye of the Nightingale playstyle makes them the most elusive and dangerous. The cost of power relies on their survivability but makes up with ton of tools to be used in any siutation.
Colossal Hunter
Boon List
Boon #01: Big Game Hunter Required 1 perk(s)
Colossal Hunter has been trained to deal with creatures that are way out of size compared to them. In doing so, you gain benefits based on fighting against creatures that were initially Large or above in size.
When you hit a creature with an attack or a spell attack, for each turn, you may roll a Spotcheck roll once (D20 + Proficiency Bonus). This is considered an ability check and benefits from other similar bonuses.
If you pass the check, you shred the target. (DC = Initial Creature’s AC). Once you pass the check, refer to the Shred Chart to see the bonus dealt based on the number times of shred.
Each colossal Hunter follows the Shred Chart. The Shred penalty recovers at the end of a long rest.
Shred Chart
1st Shred: Take 2 Pure Slashing damage and -1 AC
2nd Shred: Take 2 Pure Slashing damage and -1 AC
3rd Shred: Take 3 Pure Slashing damage and -1 to all Saving throw
4+ Shred: Take 3 Pure Slashing damage
Boon #02: Spoils of the Hunt. Requires 3 perk(s)
2 charges per long rest. After you Shred a creature at least 2 times during the same initiative, you can use 1 charge to make 1 weapon attack, cast a cantrip, dash action or use an object action.
Passively increase your Survival, Perception and Nature skill check by 1. You gain +1 (+1 per 5 perks) to the Spotcheck roll.
Boon #03: Colossal Augment. Required 5 perk(s)
3 times per long rest, free action during your turn, you can either apply one of the Augments onto your weapon attack, spell attack or trap device. Upon the first hit or trap trigger, the augment triggers.
Firequake: When you attack a target or trap trigger, all creatures within 10ft radius of your initial target take 2d6 Fire damage. You gain +1 to your next Spotcheck roll against them.
Sky Shock: Powerful Lightning tranquillising net. When the target is hit by an attack or trap, the target speed is reduced to 0. Flying creatures fall to the ground. While the net is on the creature, it cannot fly, burrow or hover. You gain +1 to your Spotcheck rolls against it. A creature can use its action to make a Faction DC Strength check, freeing itself or another creature within its reach on a success. Dealing 8 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Constructs and Structures are immune to this.
​Duskar Skewer: When you hit a target, reduce the target’s base movement speed by 15ft and inflict disadvantage on their next 2 attack rolls for 1 minute. Does not stack with itself. You also gain +1 to your next Spotcheck roll against it.
Boon #04: Elusive Tracker. Requires 7 perk(s)
Whenever you make an ability check that lets you add your proficiency bonus to either Nature or Survival checks, you can treat a d20 roll of 9 or lower as a 10.
During combat, you have advantage against saving throws spells and abilities from Lair Action, Legendary Actions & Hostile Environmental Effects.
Boon #05: Master of the Hunt. Requires 10 perk(s)
Creatures that rely on sight, smell or tremors cannot get advantage when trying to perceive you.
When you shred a creature, you trigger 2 stacks of Shred. Additional new Shred bonus has been added & upgraded.
Improved 4th Shred bonus: Take 3 Pure Slashing damage and -10ft Speed
6th Shred bonus: Take 5 Pure Slashing damage and reduce their spell or ability DC by 2.
8+ Shred bonus: Take 4 Pure Slashing damage.

Lore
Powerful beast and monsters roams around Verlantis and ever since the first Eternal Conflict, more powerful monsters have found home in the material realm of Verlantis. This overpopulation caused a huge impact in Verlantis Ecosystem.
Formed by the most elite of hunters to deal with such oversized threats, hailing from every culture, this band of mortals shared whatever knowledge and skills they have and together the became the faction known as the Colossal Hunters.
Presently, they serve as the good aligned service to any civilisation small or big to provide their mastery. Hosting their yearly Grand Hunt Event where all are welcome in this festival to compete on who can hunt the biggest colossal monsters.
Gameplay
Size of the enemy is everything to the Colossal Hunter, they are most efficient when dealing with large or bigger creatures and they use their size against them. Shredding is their bread and butter skill, prolong hunt against the threat weakens their defences, making them very powerful damage dealers or supportive roles.
Colossal Hunters supports trappers or Poisoners, with cunning and tactical mindset they can turn a battlefield into the worst nightmare for your enemies.
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Overall, Colossal Hunter rewards any who follow them into battle, whether they are weakening their enemies or improving allies combat efficiency.
Aegis of Winter
Boon List
Boon #01: Elenadara’s Gift: Ice Shatter. Requires 1 perk(s)
As an Action or a Bonus Action, gain the Elenadara's Gift. It lasts for 1 minute or until it is expended, and only one can be active at any time. While the Elenadara's Gift is active, the Gift is expended on the first instance of damage you deal. All that damage dealt is converted to Cold damage, that damage increases by 1d12 Cold damage, and you gain 1 Frost stack.
Frost stacks accumulate over time and do not expire. Whenever you reach 3 Frost stacks, you immediately expend all 3 stacks and trigger a Winter's Curse. Your Winter's Curses cycle in order: Hail Frost, then Frozen Gale, then Flash Blizzard, then back to Hail Frost. Your position in the cycle persists throughout the campaign.
​Winter’s Curse (Order: Hail Frost --> Frozen Gale --> Flash Blizzard --> Hail Frost)
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Hail Frost: Each other creature within 15ft radius of you takes 6 Cold damage. Until the end of your next turn, each creature that took this damage is inflicted with Frostbite. A creature with Frostbite takes an extra 3 Cold damage whenever it takes Cold damage.
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Frozen Gale: A howling wind bursts out 15ft radius of you. Each creature in it makes a Strength saving throw. On a failed save, it takes 8 Cold damage and is pushed 15 feet away from you. On a successful save, it takes half as much damage and isn't pushed.
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Flash Blizzard: Each other creature within 30ft radius of you makes a Constitution saving throw. On a failed save, it takes 12 Cold damage and has the Restrained condition as ice locks around it. On a successful save, it takes half as much damage. A Restrained creature repeats the save at the end of each of its turns, ending its Restrained condition. A creature can also take an action to break free.
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Boon #02: Legacy of Glaciercraft. Requires 3 perk(s)
When you expend Elenadara's Gift, you can apply one of the following effects to that instance of damage, in addition to the extra 1d12 Cold damage. You can use this feature 3 times per Long Rest.
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Glacier armour: After the damage is dealt, you gain Temporary Hit Points equal to half the Cold damage dealt by that instance (round down), to a maximum of 14 (+1 per perk). These Temporary Hit Points last until the end of your next turn. If a Winter's Curse triggers while you have them, they last for 1 minute instead.
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Glacier enhancement: After the damage is dealt, the next casting of Elenadara's Gift is empowered. When you expend that empowered Gift, the instance deals extra Cold damage equal to half the Cold damage dealt by this instance (round down), to a maximum of 3 (+1 per perk). If expending that empowered Gift triggers a Winter's Curse, that Winter’s Curse deals triple damage.
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Glacier Wall: After the damage is dealt, a wall of ice erupts from the ground within 5ft of you. The wall is 10 feet long, 10 feet high and 1 foot thick, and you choose its orientation. A creature in the wall's space when it appears is pushed 5 feet to a side of your choice. The wall lasts until the end of your next turn. It has AC 12, immunity to Cold and Poison damage, and hit points equal to half the Cold damage dealt by that instance (round down). If a Winter’s Curse triggers while the Wall is still up, extend the duration to 1 minute instead.
Boon #03: Frigid Confinement. Requires 5 perk(s)
Once per long rest, after you take damage that drops you to 0 hitpoints, you are encased in magical ice with 13 AC & 7 (+1 per perk) hitpoints. This lasts until the start of your next turn.
When it expires, you heal equal to the remaining hitpoints of the magical ice. While frozen, you cannot be healed by any other source. If the ice loses all its hitpoints before the start of your next turn, you drop unconscious.
Boon #04: Power of the Winter’s Curse. Requires 7 perk(s)
When you roll for initiative, if you have 0 Frost stacks, gain 1 Frost stack. In addition, all your Winter’s Curse effects are upgraded.
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Hail Frost: Increase damage to 12.
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Frozen Gale: Applies Frostbite until the end of your next turn to all creatures that failed the save. A creature with Frostbite takes an extra 3 Cold damage whenever it takes Cold damage.
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Flash Blizzard: Increase damage to 20 then if any creature has less than 31 hitpoints, they drop to 0 hitpoints immediately.
Boon #05: Cursed Blizzard. Requires 10 perk(s)
2 times per long rest. As an action you create a Cursed Blizzard at a point you can see within 120ft of you. Ice and snow pelt a 30ft radius Sphere, and the area is Difficult Terrain. The Cursed Blizzard lasts for 1 minute. When a creature enters the Cursed Blizzard for the first time on a turn or starts its turn there, it makes a Constitution saving throw. On a failed save, it takes 2d12 Cold damage. On a successful save, it takes half as much damage. While Cursed Blizzard is active, whenever Winter's Curse triggers, a copy of its effect triggers inside the Cursed Blizzard radius.

Lore
A powerful family of Dragon knowns as the Winter Dragons initially served as guardian of the Material Realm of Verlantis. But as their number diwindled down, they decided to entrust part of their power and curse to some mortal champions.
Current rulers of the Tundra Council and the Sapphire Wardens in the Crogrelee Continent, Aegis of Winter was formed out of this mortal champions. Keeping to the light-hearted nature of their protectors, this champions are mostly adventurers who gladly help the Winter Dragon become their eyes while continue to have amazing stories and tales from their said adventures.
This currently makes the Aegis of Winter one of the most expanded and well known adventuring guild.
Gameplay
With great power comes great responsibility, none relates more then the Aegis of Winter. Their ability to dish out high damage output thanks to the Elenadara's Gifts makes the a strong burst damage roles and combined with a well place Winter's Curse, they are also masters of control. Just remember that Winter's Curse is a double edge sword and can hinder your allies if not position properly.
Strong Area of Effect and defensive upgrades open any Aegis of Winter characters to be versatile supports or durable roles while maintaining their high damage dealing potential.
Overall, Aegis of Winter are mastery of Control, Supportive and damage burst, making them very flexible to fit in any role at any time of the campaign.
Tranquil Circle
Boon List
Boon #01: Harmonious Flare. Requires 1 perk(s)
As a reaction, you gain the ability to cast 1 of the 3 Harmonious Flare abilities. Starting with 4 Charge maximum, each Harmonious Flare ability costs 1 charge and regains all charges from a long rest. Flickering Reaction: You gain 1 additional Reaction that can only be used for Harmonious Flare.
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Faerie Dust: When a creature within 30ft of you takes damage, as a reaction reduces the damage taken by 2d4.
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Fey Luck: When another creature within 30ft of you rolls an Ability check, before knowing the result, you may use your reaction to boost the dice result by +3, +5 or +7. You must use all values in the set before it refreshes.
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Lucent Tether: When you take damage, reduce it by 2d4, create a Crystal form of yourself and teleport up to 30ft away to a point you can see. The crystal form remains has 16 (+2 per perk) hit points and 15 AC. At the start of your next turn or when the crystal is destroyed, you return to Crystal's position.
Boon #02: Vivianna’s Grace. Requires 1 perk(s)
Tranquil Circle perks follow a tier system, you must acquire the lowest tier perk of the specific ability before picking the next tier. Gain passive perks as long as the tiers have at least 2 chosen perks per Tier.
For the Tier 5 perks, only 1 perk can be chosen which can be swapped between each other after a long rest provided prior perks have been chosen.
Boon #03: Ambassador of Peace. Requires 3 perk(s)
When you cast a Harmonious Flare ability, you gain +2 to your AC or +2 to all Intelligence, Charisma & Wisdom saving throws. This bonus stacks for every instant of Harmonious Flare casted within the round and lasts until the end of your next turn.
Boon #04: Heart of Serenity. Requires 5 perk(s)
Whenever you take a Short Rest, you regain 2 Charges of Harmonious Flare.
Increase Harmonious Flare Maximum Charge by 1.
Boon #05: Chastise Aggression. Requires 7 perk(s)
Harmonious Flare gains 1 additional charge and a new ability: "Chastise".
Chastise: When a creature with 60ft of you is damaged, as a Reaction expend 1 charge to rebuke up to 3 different creatures within 30ft range of the damaged creature. The rebuked creatures have disadvantage on their next attack roll. If they hit the creature, they take 2d12 Psychic damage.
Boon #06: Asylum of Neutrality. Requires 10 perk(s)
2 times per long rest, as an action you cause the tranquility flux to energise 1 other willing creature within 30ft of you. That creature gains 5 charges which whenever it takes damage from 1 instance, immediately expends 1 charge & reduces all dice damage to 1. If the energized creature falls unconscious, it teleport up to 100ft to a point you can see. This lasts for 1 hour.

Lore
Out of the 4 courts within the Feywild, the youngest and the most paradoxical, the Court of Tranquility seeks to gain total peace among the different realms of existence.
To help promote themselves, they employ different races anywhere and learn every culture to help integrate the peaceful treaties to resolve existing wars, future conflicts and end of violent acts. Unlike the other Feywild Courts, Tranquility actively involves themselves with other realms and mortal beings alike.
While the myth of the Serenity Soul remains a mystery, Archfey Vivianna, The Prime Benevolence of Peace, has expanded the Tranquil Circle influence and physical establishment since her first involvement.
Gameplay
The gameplay focuses on reactive defensive abilities that reduces or outright negate damage sources. Fulfilling a supportive and defensive playstyle, they are gifted with the chaotic power of the fey hence with their additional reactions, they are able to influence outcomes of battle exchange and prolong the survivability of their allies.
Harmonious Flare is the bread and butter of the entire Tranquil Circle kit, it not only provides the mentioned abilities, it also ensures the Tranquil Circle themselves are equipped to make hasty tricky escape.
Overall, reducing damage and reactive abilities are what make this kit function very effective and incredibly reactive.
Veil Siphoners
Boon List
Boon #01: Astral Siphoner. Requires 1 perk(s)
As an Action or a Bonus Action, you expend a Hit Point Die to draw a Titan essence of your choice and trigger its ability. You amass these essences into a pool. Essences gained while at maximum capacity are lost, though drawing them still triggers their ability. All amassed essences are lost if you drop to 0 Hit Points, and you lose all amassed essences when you finish a Long Rest.
You can amass up to 6 Titan Essences and when you have 6 or more Titan essences, you can expend all of them as a free action during your turn to unleash the Astral Ultimatum. Its effects depend on the type and number of essences you spent. You can't unleash the Astral Ultimatum unless you have drawn at least 2 Titan essences since you rolled Initiative, whether or not those essences were added to your pool.
Whenever you gain a Titan essence, your appearance changes to reflect that Titan. The form disappears when you unleash Astral Ultimatum.​
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Solar Titan: You release eldritch fire in either a 15ft Cone or a 30ft Line that is 5ft wide. Each creature in the area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Fire damage and has a -2 penalty to its next saving throw. On a successful save, it takes half as much damage.
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Void Titan: You teleport up to 20 feet to an unoccupied space you can see. After you teleport, until the end of your next turn, you can hover. Upon arrival, you deal 5 Pure damage to all creatures within 5ft radius around you.
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Flux Titan: The next time you deal damage with an attack, spell or Faction ability, you push each creature you damaged 15ft in a direction of your choice. You choose one direction for all of them.
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Growth Titan: For the next minute, you gain +1 bonus to the next saving throw, +2 bonus to the next attack roll and +3 bonus to the next ability check. If you use this ability again, the duration resets to 1 minute and any unused bonuses are replaced. If you use it twice in the same round, all three bonuses are doubled.
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Astral Ultimatum
Choose 1 (+1 Growth Essence) of the option(s) below. You can choose the same option up to 2 times. Each option targets a point or creature you can see within 30 feet of you. The save DC for this ability increases by 1 (+1 per 2 Growth Essences).
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Sundering Comet: You wrap in a Comet that explodes upon appearing. Each comet appears at a point of your choice within range, dealing 2d6 (+1d6 per Solar Essence) Fire damage in a 10ft (+5ft per Void Essences) radius Sphere. Each creature in a comet's area makes a Charisma saving throw, taking half as much damage on a successful save.
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Erupting Scales: Gain damage resistant to 2 (+1 Flux Essence) different damage types that lasts until the end of your next turn, then deal 1d6 (+1d6 per 2 Void Essences) Pure damage to each creature within 5ft (+5ft per Solar Essence) radius around you. Each creature must make a Charisma saving throw, taking half as much damage on a successful save.
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Anomalous Transfusion: Take 2d8 (+1d8 per Flux Essence) Pure damage then target up to 1 (+1 per 2 Void Essences) other creature you can see within 30ft range of you. They heal for twice the Pure damage to you took.
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Time Distortion: Create a field that is 5ft (+5ft per Solar Essence) radius in size, all creatures that start their turn in this field have their speed set to their original base speed, they cannot take the Dash, Disengage and Dodge action for that turn (even after they leave the field during the same turn). Any creature of your choice that starts or enters the field for the first time gains 1d4 (+2d4 per 2 Flux Essences) Temp hitpoints. The Temp hit points and the field lasts for 1 Minute.
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Anomalous Weapon: Create a weapon of your choosing, it has 1 (+1 per Flux Essence) additional Mastery Properties attached to it of your choosing. You gain Proficiency in using this weapon and can use every Mastery Property attached to this weapon. You must use your highest Attribute Modifier when rolling your attack rolls. The weapon will always deal 1d8 (+1d8 per 2 Solar Essences) Fire damage. Only up to 2 of these weapons can exist at any time and last for 1 minute.
Boon #02: Anchor Rest. Requires 3 perk(s)
As an action, you wrap yourself out of existence for 10 minutes. During this time, you can spend 1 action to return to where you came from, interrupting the Rest. If you complete a full 10 minute rest without interruption and while wrapped, you regain all your Hit dice. You can do this once per Long Rest.
Boon #03: Outworldly Speed. Requires 5 perk(s)
Your Hit Point Dice increase by 3, and the additional dice are of the largest type you have. Once per initiative roll, as a free action without expending a Hit Die, you may draw a specific Titan Essence type and trigger its ability.
Boon #04: Warden’s Threshold. Required 7 perk(s)
Improve the abilities given when drawing Titan essences.
Solar Titan: Improve the Fire damage to 4d6. Improve the size to a 30ft Cone or a 60ft Line that is 5ft wide.
Void Titan: You teleport twice. Increase the distance for each to 30ft range.
Flux Titan: Increase the Push distance to 30ft. It enhances the next 2 times you deal damage instead.
Growth Titan: You can now apply yourself and up to 2 different creatures instead.
Boon #05: Echoes of Reality. Required 9 perk(s)
Whenever you draw essences and trigger the corresponding ability. That ability triggers twice, you may choose new targets for the copied abilities. (Essence gain is still the same.)
Increase the Maximum amount of Essence you can amass by +4. You still only need a minimum of 6 Essences to unleash Astral Ultimatum.
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Lore
Veil Siphoner were the first few faction to be born before the First Eternal Conflict.
Their purpose involves stopping the arrival of the Cosmic Eldritch powers called the Titans from breaching into the material plane. To do so, they invoke rituals that would allow them to slowly drain their essence to deprive them of it. But while it grants powers, it also slowly drives the user mad and transforms them into powerful mutated eldritch horrors.
However after the First Eternal Conflict, they were nearly wipe out by the Archdevil Tori' Rakar and his Slaver's Guild when they attempt to wrestle power in their hometown.
Now only a handful of survivors practise this rituals but a huge amount of artifacts and devices has been left to be scavenged, unknowingly dismantling the protection laid by the past members of the Veil Siphoners.
Gameplay
The gameplay focuses on building toward a single devastating payoff. Every Titan Essence you draw costs a Hit Die and triggers an immediate effect, each with a clear direction. Damage and reach from Solar, teleportation from Void, forced movement from Flux, and personal bonuses from Growth.
Amassing 6 Essences lets you unleash the Astral Ultimatum, a customisable burst whose power is shaped entirely by which Essences you spent on it. Choosing what to draw each turn is the heart of the kit, since every Essence serves you twice, once when drawn and again when spent. Veil Siphoners trade their own endurance for Titan power, so manage your Hit Dice carefully.
