top of page

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 = 10 +  Proficiency bonus (+1 per 2 perks))

Back to Top
Bastion

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, Fiend, Fey & Undead creature types. 

Passively gain +1 to Arcana & Religion Skill checks. Certain perks has an additional bonus when targeting Codex Creatures, 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.

 

Boon#02: 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). 

​

Boon#03: 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#04: Nullifying Strength. Require 7 perk(s)

Once per Long Rest, when a creature casts a spell of level 1 within 20ft of you, as a reaction you can interrupt and cause that spell to fail.  
If the spell is of 2nd level or higher, make an d20 +1(+1 per 2 perks) ability check roll. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and your next attack gains quintuple (x5) Force damage of that spell level. 

 

Boon#05: Grand Purge. Require 9 perk(s)
Once per long rest. Target 1 creature within 60ft range of you, they make a Wisdom saving throw. On a failed save, the creature loses all current and cannot gain temp hitpoint, ends any spell or ability currently concentrating and removes all current positive & negative buffs. If the creature has any magical objects or Eternal Artifacts, they are all muted. Grand Purge lasts for 1 minute. (Mute condition disables the function and ability temporarily, does not remove it). 
You can choose to channel this ability instead, each round you may spend an action to hold this ability, for each round channeled, this ability becomes an AoE of 15ft radius per round channeled. Spend the action to release this ability to a point within range. If the channel is interrupted, this ability ends but refunds the charge. This is considered as a level 7 spell. 
Regardless of save all Aberration, Celestial, Corruption, Demonic, Fey & Undead creatures and Fallen Creatures take 4d12 + 2d12 per round channeled + 20 Force Damage. 

Bastion_of_the_Purgatory.png

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. 

​

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. 

​

Overall, Bastion of the Purgatory plays a big role against their "Codex" Creature types, serving as a durable or damaging role.

Amber Hearth

Amber Hearth

Boon List

Boon #01: Baptized by Sun. Requires 1 perk(s)

Amber Hearth gets empowered by being in the presence of their God of Sun. You gain access to the Sun & Eclipse benefits base on your current location exposed to Sunlight or Dim-light respectively. (Bright light and Darkness does not provide either bonus).
While under Sunlight: (Sun), while under Dim-light: (Eclipse). 

​

Sun: Whenever you roll Radiant damage, you can set any 1 to 3. 
Eclipse: After a Short or Long Rest, gain Temp Hitpoints equal to your Profiency Bonus.

​

Sunburn Condition: Deals 2 Radiant damage at the start of the target’s turn. It lasts until the end of your next turn or until an action is taken to pet it down. It can also be extinguished by water. When target gains 3 stacks of Sunburn, the damage improves to 7 Radiant damage. 

 

Boon #02: Spawn of Dawn. Requires 3 perk(s)
1 times per long rest. As a free action within 120ft of you, cast down a portal to create natural sunlight in a 20ft radius on a spot. Lasts for 1 minute and is considered as a 1st Level Spell for the purpose of dispelling (+1 per 3 perk).  The portal and the realm within is considered as a different pocket dimension.
When you select a perk that upgrades Spawn of Dawn and have at least 6 or more perks, you can cast 3 times per long rest instead.  

 

Boon #03: Solarite Beam. Requires 5 perk(s)
2 per long rest. As an action release a 5ft radius beam of light from the sky within 30ft of you, target 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 2d10+5 Radiant damage and apply 1 Sunburn stack. . On a successful save, take half damage only. 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. If Spawn of Dawn is active, you can cast through it. This lasts for 1d4 + 1 rounds and requires concentrating. 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.  


Sun: Gain 1d10 additional dice damage and increase radius to 10ft. 
Eclipse: You gain +1 to AC and saving throws for each target hit, but the beam is reduced to 5ft square and reduces damage by 1d10 AC & saving throw bonus can stack and last till the end of your next turn.  

 

Boon #04: Transcendence of Light. Requires 7 perk(s)

Once per Long Rest, enter the state of Transcendence as you pull the power of Sun and Eclipse. For the next minute, you can passively benefit from both Sun and Eclipse bonus despite your current position and lighting. While active, you expand the state of Transcendence to release a Lightborn Nova, all chosen creatures within 30ft radius around must make a Constitution saving throw or take 8d6 Radiant damage. Half on a successful save. Regardless, this will cause state of Transcendence to end.

​

Enhance the base bonus from the Boon#01: Baptized by Sun.

Sun: +1 to all attack and damage rolls. Gain +5ft movement speed.  
Eclipse: Gain +1 AC and Saving throw. 

 

Boon #05: Sunborn. Requires 10 perk(s). 
Once per long rest. Become an avatar of the sun. Your entire body for the next 1 minute becomes a solid energy of light, emitting 50ft radius of light. While under this effect you are immune to Blindness condition and resistant Radiant & Fire damage. When you cast Solarite Beam, you can target 2 creatures and create 2 beams. Solarite Beam immediately inflicts burning conditions on all creatures that interact with it while Sunborn is active. This burn damage deals 2d4 fire damage per round and increases burn damage limit by 2d4 to a maximum of 7d4. This burn damage can stack, +1d4 for every instance of burn applied up to 5d4.  If you fall unconscious or enter a plane/realm that has no sun, this ability ends. 

Amber_Hearth.png

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 adapts to rotation of the sky, while during the day or "under the Sun", the benefits and tools provided are much more aggressive and deliver a higher damage output. While during the night or "under the Eclipse", the power given are turned to more defensive and survivability. 

Spawn of Dawn allow players to control their casting point for many Amber Hearth abilities, like the Sun it covers a wide area over long cast range.

The gifts available provides a huge array of buffs for you or your allies or negative effects on your enemies.

​

Overall Amber Hearth covers far and wide battlefield coverage with interchanging roles between supportive, damage dealer or durable playstyle. 

Eye of the Nightingale
Colossal Hunter

Eye of the Nightingale

Boon List

Boon#01: Night Moon Ritual (NMR). Require 1 perk(s)
As a bonus action, activate 4 tattoos of the Night Moon Ritual. While activated, +3 to all Stealth and Sleight of Hand & skill checks. Each time you expend a tattoo, reduce the bonus by 1 down to 0. Free action during your turn or your attack of opportunities, you may expend any amount of tattoos once per round by taking 10% of your base maximum health (round down) per tattoo as Pure Necrotic damage each and apply the buffs accordingly but cannot repeat the same specific tattoo during that turn or attack. NMR can drop you to 0 hitpoints. 
As a Nightingale, all healing received is reduced by 50% (round down: heal can be reduced to 0), except for short & long rest and DM specific heals. NMR can be activated 2 times per long rest. Last for 4 hours or till all tattoos are expended. 
​
List of Tattoos of the Night Moon Ritual
Vile: Apply a Moon Poison upon it, add 2d12 (3d12 at 8 or above perks) Acid dmg to your first attack that hits. This cannot benefit from Crit bonus dmg but instead adds 6 extra dmg on crit. 
Shadow: After attacking, create a heavily obscure darkness(lvl 3) of 10ft radius upon your target or you which last till the start of your next turn.
Gloom: Apply a Lunar Poison that on hit slows them by 10ft movement speed and applies -1 to their attack rolls which last for 2 rounds. Gloom effects do not stack with itself.
Dread: Apply a weakening toxic on the first attack that hits which applies -1 to their next saving the target has to make against you only. Last till the start of your next round.

 

Boon#02: Dark Shivs. Require 1 perk(s)
After expending 3 tattoos, gain a Dark Shiv. You can only have 1 Shivs at a time. As a reaction during another creature’s turn, you can make 1 ranged attack up to 20ft to 1 creature. This Dark Shiv is treated as magical attacks and can be morphed into different shivs. Tattoos cannot be expended on these attacks. At 5 or more perks, Shiv are impossible to detect until thrown. 
Shellshock Shiv: Upon hit, deals 1d6 Piercing dmg, Str Save. On failure, the target is pushed 10ft away from you.

Siphon Shiv: Upon hit, deals 1d6 Acid dmg, you heal all damage dealt with Siphon Shiv with a bonus of +2 (+4 at 8 perks or higher) additional hitpoints. This healing is not reduced by Night Moon Ritual.

 

Boon#03: Secret Catalyst. Require 4 perk(s)
Reduce Night Moon Ritual self damage to 8% (round down). +1 Maximum Tattoo per cast. 

All Shiv damage improved, +2 (+1 per 2 perks) additional damage. 
Somber Shiv: Upon hit, deal 1d4 Piercing dmg. Wisdom Save required. On failure, they cannot regain hitpoints and reduce all senses range to 15ft range until the start of their next turn.

 

Boon#04: Malignant Catalyst. Require 6 perk(s)
Reduce Night Moon Ritual self damage to 6% (round down). +1 Maximum Tattoo per cast.
Grasp Tattoo: Convert your next attack to become a range weapon attack with Finesse, up to 50ft range. When you hit, you can pull yourself to the target. Can be used on terrain to pull yourself. This movement will trigger attack of opportunity but cause disadvantage to the attack. 

 

Boon#05: Those Who Protest. Require 9 perk(s)
Reduce Night Moon Ritual self damage to 5% (round down).
Gain +1 Shiv Capacity. 
Once per long rest, as an action you can summon the Cloak of Blades. While it is active, you gain +1 free melee attack which has +13 to hit and deals 1d6 Slashing damage, +1d6 additional damage for every Tattoo activated with this attack. 
Any creature that starts its turn within 5ft of you takes 2d6 Slashing damage.
Lasting for 1 hour, you may dismiss the Cloak of Blade as a free action during your turn. Doing so will shatter the blades in shivs, pick a Shiv Effect that you have and all creatures within 15ft radius around you must make a Dexterity save or take the 2d10 Acid damage and apply the Shiv effect as if it fails. Half damage on succeed save.

Eye_of_the_Nightingale.png

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.  

​

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.

Colossal_Hunter.png

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.

​

Overall, Colossal Hunter rewards any who follow them into battle, whether they are weakening their enemies or improving allies combat efficiency.

Aegis of Winter

Aegis of Winter

Boon List

Boon #01: Elenadara’s Gift: Ice Shatter. Requires 1 perk(s)
As a bonus action or an action, convert all of the damage dealt during that turn into Cold damage, +1d12 cold damage to it and gain 1 Frost stack. The moment you gain 4 stacks, immediately consume all stacks and trigger a Winter’s Curse in order first then take half of your Total character level (Round Up) as Pure Cold damage.

Frost stacks never reset under any condition, cannot be dispelled and continues tracking infinitely.

​

When triggering a Winter's Curse, Hail Frost must trigger first, afterwards the next Winter's Curse triggers Frozen Gale and lastly the next Winter's Curse triggers Flash Blizzard. After the Flash Blizzard triggers, the next Winter's Curse trigger will reset to Hail Frost and repeats the cycle. 

​

Elenadara’s Gift last till 4 hours or until expanded. Cannot have multiple instance of Elenadara’s Gift. You are immune to all dmg taken by any of the Winter’s Curse effects caused by you.

The converted damage and Elenadara's Gift bonus damage cannot benefit from the Elemental Adept Feat or similar effects unless the initial damage was originally the damage type that would benefit from it. 

​

Winter’s Curse. (DC = 8 +  Proficiency bonus (+1 per 2 perks))

1: Hail Frost: All creatures within 10ft radius of you take 7 Cold damage and takes extra 1d4 damage from the next cold damage. 
2: Frozen Gale: Within 15ft radius of you, a strong chilling wind (25 miles/h) gushes out of you, all objects weighting less then 350 ibs and creatures are push 10ft away from you. After the push, they take 4 Cold damage. The chilling wind extinguish any fire, disperse fog, mists, and similar phenomena in the area, whether mundane or magical. 
3: Flash Blizzard: Every creature within 30ft radius of you takes 12 Cold damage and must make a Constitution saving throw or be Restrained by frozen ice. Last for 1 minute or 1 hour in a colder environment (0 degrees or lower). Restrained creatures can spend an action to break free. 

​

Boon #02: Elenadara’s Gift: Impeding Frost. Requires 3 perk(s)

Elenadara's Gift now has 2 modes, Ice Shatter & Impeding Frost. You determine the mode when you cast Elendara’s Gift. Only 1 instance of Elenadara's Gift can be active at a time. Elenadara's Gift: Impeding Frost does not deal bonus damage but still converts all damage to cold damage and roots the target in frozen ice, they must make a Constitution saving throw or be restrained by frozen ice. Last for 1 minute or 1 hour in a colder environment (0 degrees or lower). Restrained creatures can spend an action to break free.

Additionally, Winter's Curse no longer affects creatures summoned by you and your Mount Creature if mounted. 

 

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)

Hail Frost damage increases to 11, bonus damage taken by cold to 2d4.  
Frozen Gale push improves by 5ft and damage increase to 7 Cold damage. 
Flash Blizzard damage increases to 20 and radius increases to 40ft radius of you. If target has less then 30 hitpoints, they instantly drop to 0 hitpoints instead. 

 

Boon #05: Cursed Blizzard. Requires 10 perk(s)
2 times per long rest. As an action you cast the Cursed Blizzard at a point you can see within 150ft of you. A 40ft radius of ice and snow starts pelting the area. This creates an area of difficult terrain. When a creature enters the ability’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw or take 2d6 Cold damage. Lasting for 1 minute and requires concentrating to hold this ability. 
While Winter Storm is active, whenever Winter's Curse is triggered, it occurs inside the Cursed Blizzard radius as well. 

Aegis_of_Winter_edited.png

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

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 cost 1 charge and regain all charges from a long rest. 


Flickering Reaction: You gain 1 additional Reaction that can only be used for Harmonious Flare, however using this method causes the initial cast cost to be 2 charges.  

​

Faerie Dust: When the attacking creature is within 30ft of you attacks another creature, as a reaction reduces 1d8 of the damage dealt by the attacker of that attack.  
Fey Luck: When another creature within 30ft of you rolls an Ability check, before knowing the result, you may use your reaction to change the dice result to 9, 11 or 12. You must use all numbers in the set before it refreshes.
Lucent Tether: When you take damage, reduce it by 1d8, create a Crystal form of yourself and teleport up to 30ft away to a point you can see. The crystal form remains has 10 (+4 per 2 perks) hit points and 14 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 +1 to your AC (up to 3). This bonus stacks for every instant of Harmonious Flare, these bonuses last until the next initiative roll. If you have at +3 bonus, gain +1 to all Intelligence, Charisma & Wisdom saving throws.

 

Boon #04: Heart of Serenity. Requires 5 perk(s)

Once per initiative, the first use of Flickering Reaction cost is reduced by 1 charge.

Increase Harmonious Flare 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  use a Reaction to 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.

Tranquil Circle.png

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.

bottom of page