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Faction

Archetype List

Faction Hierarchy System
Those who prefer to be less celestial, they can instead join different group of factions and rise the ranks within to gain unique perks, skills and abilities. This factions has grow in power and numbers over the course of the eternal war aftermath, and within their numbers you can rise among them. 

To rise in rank and position within the factions do missions, troubleshoot with the affairs. Do what it takes to make the faction like you and they will reward accordingly. Certain failures and crossing the faction will bring consequences, many will hunt, others will curse.

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Perk and Boon System

Favors and gifts are the currency for all the guide. However unlike gifts, gaining favors on one faction will affect other factions, causing past favors to be negated. Each point of favor or gifts will earn you 1 bonus that the faction provides however favors placed in one factions will remove a random perk of the rival factions. Gifts will not remove a random perk. 
Having multiple perk of the same factions will provide Boons 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 Equipment

Though they can be bought from blackmarkets illegally. Faction members can loan 1 Faction Weapon and 1 Faction Armour for free. So as long as the the item exist whether broken or not, members can always trade in for the equipments. As the ranks (perk increment) increases, more equipment will be release to the members.
 

Bastion of the Purgatory

Freeing the people from the grips and controls of both celestial and demonic powers. They are the immediate defenders of the people against the endless wave of the Eternal Conflict. 

Boon List

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Boon#01: School of Purgatory [SoP]. Require 1 perk(s). (DC = 8 +  Proficiency bonus (+1 per 2 perks))

Through the training and studies of the Magical Practice of School of Purgatory, you have learn the ability to create purgatory arcane energy. 
To cast any of the SoP abilities, you must charge up 'Momentum' up to 6 stacks before you can cast this abilities. You can generate Momentum stacks by spending action or reaction to attack a creature, cast spells onto creatures or cast the Boon#02 ability Abolish Barrier. Momentum stacks lasts for 1 minute, afterwards lose all momentum stacks.  
Perks chosen in SoP ability list can be swap between any other SoP ability perk after taking a long rest.   

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SoP#01: Silver Bash: As a free action during your turn, release purgatory energy forward to deal 1d4 Force dmg to 1 creature within 15ft of you. If they are concentrating on a spell/ability, the next concentration check gains a -1 penalty.

 

Boon#02: Abolish Barrier. Require 1 perk(s). (DC = 8 +  Proficiency bonus (+1 per 2 perks))

Abolish Barrier has multiple modes which can be casted in different ways however casting it always generate 1 Momentum Stack. Within each round, you can only cast each mode once. You get to cast Abolish Barrier twice per round.  
Defender (#01): When a creature you can see attacks a target other than you that is within 10ft of you, you can use your reaction to impose -1d4 to that damage roll. 
Blockade (#02): After an attack or casting a spell, free action you can choose to create a Abolish Barrier for yourself to gain +1 AC till the start of your next turn. 
Aegis (#03): As an action or bonus action, you can choose to create a Abolish Barrier for yourself to +2 AC against range attacks till the start of your next turn.   

 

Boon#03: Purity Enhancement. Require 4 perk(s)

Whenever there is a Celestial, Corruption, Demonic or Undead enemy creature or power source (Check DM during the moment for validation), all School of Purgatory [SoP] abilities improves, +1 damage die and cast range increased by 10ft. Your also gain damage reduction to Fire, Poison and Radiant of 4. 

 

Boon#04: Resilient of Evil. Require 7 perk(s)

You can no longer can be outright killed by curses and your attribute stat cannot dropped below 6 by spells and abilities.
School of Purgatory Momentum stacks increased to 7 maximum stacks. You still cast SoP abilties at 6 Momentum stacks. 

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Boon#05: Grand Purge. Require 10 perk(s)

Once per long rest. Target 1 creature within 20ft 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 last for 1 mintue. (Mute condition disables the function and ability temporarily, does not remove it). 

Regardless of the save result, you gain +1 to attack rolls, damage rolls and skill checks against targets Grand Purge by you, this benefit lasts for 2 rounds. 

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Eye of the Nightingale

Empowered by the powers of The Hidden One, channeling through the Night Moon Rituals they trade their own life and essence in exchange for powers that help overcome any situation that no normal mortal can ever deal with. 

Boon List

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Boon#01: Night Moon Ritual (NMR) (All decimal values round down). Require 1 perk(s)

As a bonus action, activate 4 tattoos of the Night Moon Ritual. While activate, +3 to all Stealth and Sleight of Hand & skill checks. Each time you expand a tattoo, reduce the bonus by 1 down to 0. Free action during your turn or your attack of opportunities, you may expand any amt of tattoos once per round by taking 10% of your maximum health (round up) 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. (Ability DC = 8 +  Proficiency bonus (+1 per 2 perks). 

Each cast of NMR, determine whether it provides Acid or Poison damage bonus as it cannot be changed until all tattoo are expanded. 

As a Nightingale, all healing received is reduced by 50% (round down: heal can be reduced to 0), expect from 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 expanded. 

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List of Tattoos of the Night Moon Ritual

Vile: Apply a Moon poison upon it, add 2d12 (3d12 at 8 or above perks) Poison or Acid dmg to your first attack that hits. This cannot benefit from Crit bonus dmg but instead adds 1d4 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 slow them by 10ft movement speed and applies -1 to their attack rolls which last for 2 rounds. Gloom effects does 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. Last for till the start of your next round.

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Boon#02: Dark Shivs (NMR) (DC = 8 +  Proficiency bonus (+1 per 2 perks)). Require 2 perk(s)

After expanding 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 are treated as magical attacks and can be morphed into different shivs. Tattoos cannot be expand on this attacks.
Shellshock Shiv: Upon hit, deals 1d6 Force dmg, Str Save. On failure, target is push 10ft away from you.
Siphon Shiv: Upon hit, deals 1d6 Necrotic dmg, heals damage value without reduction.

 

Boon#03: Secret Catalyst. Require 4 perk(s)

Reduce Night Moon Ritual self damage to 8% (round up). +1 Maximum Tattoo per cast. 
NMR #05 Somber. Add 5 (+1 per 3 perks) poison or acid dmg and applies a Dark Shiv effect. (Ignore the Shiv  damage bonus).

 

Boon#04: Malignant Catalyst. Require 6 perk(s)

Remove the healing penatly. +1 Maximum Tattoo per cast.

NMR #06 Torment. Add 4 (+1 per 4 perk) poison or acid dmg & reduce AC by 1 till the start of the target's turn. When expired, deal 2d10 Psychic dmg. 

 

Boon#05: Sacred Catalyst. Require 8 perk(s)

For each NMR cast, the first tattoo does not self damage and double the effect. You can hold up to 3 shivs at a time.

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Amber Hearth

Collective group of religious followers of Pelor or Lanathar. They imbued themselves with the blessing of the Domain of Light. They wish to bring the light to all who are lost and are willing to sacrifice themselves to help others. Just as their gods have done.

Boon List

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

Amber Hearth get empowered by being in the presence of their God of Sun. While under sunlight they gain more aggressive benefits, while under no sunlight they do not recieve constant empowerment, this leads to the leftover powers to transform into more defensive benefits. 
While under Sunlight: (Sun), while under no Sunlight: (Eclipse). 

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Sun: After rolling initiative roll, during your first round as a free action you can choose to release a 10ft radius light nova centered on you twice that deals 1d6 Radiant dmg to all creatures within the radius which triggers at the end of any creature's turn of your choosing.   

Eclipse: After rolling initiative roll, gain +1d8 Max hitpoints for the next minute. 

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Boon #02: Spawn of Dawn. Requires 3 perk(s)

1 times per long rest. As a free action, cast down a portal to create natural sunlight in a 10ft radius on a spot. Lasts for till the of your turn. Dispellable and is considered as a Level 1 light source (+1 per 2 perk).  
When you select a perk that upgrades Spawn of Dawn and have at least 6 or more perks, you can cast 2 times per long rest instead. 

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Boon #03: Solarite Beam. Requires 5 perk(s)

2 per long rest. Release a beam of light of 5ft wide, 40ft line, each creature must make Constitution Saving throw. On a failed save, take 4d8 Radiant damage. On a successful save, take half damage only.

Sun: Gain 2d8 additional dice damage, extend range by 20ft and on a failed save reduce their AC by 1 for 1 minute. 
Eclipse: Gain +1 AC and saving throw after casting this but reduce damage by 2d8. Last till the start of your next turn.

 

Boon #04: Sun & Star. Requires 7 perk(s) 

When you take fatal damage, set your hitpoints to 1 and gain temp health equal to twice the amount of Perks acquired. This last till the start of your turn. During the turn which the temp health expires only, all Amber Hearth Spells and Solarite Beam will heal 100% of the damage dealt. This can occur once per long rest and cannot be recharge any other way.

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Colossal Hunters

Grand hunters of outworldly proportionate creatures and entity that no mere men can truly never face. Their unique training and wilderness experiences has earned them to be the true Big Game Hunter. Nothing big can really stand against the Colossal Hunters. 

Boon List

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Boon #01: Colossal Hunter Trophy Required 1 perk(s)

Each Colossal Hunter starts a trophy type that helps provide a small benefical buff. Colossal Hunters may choose between the different types trophies to gain different type of buffs. Replacement for lost torphies cost 200 (+100 per perk) gold and swaping trophy types can be done at any Colossal Hunter Headquarters. 

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Boon #02: Trophy Ornaments. Required 1 perk(s) (DC = 8 +  Proficiency bonus (+1 per 2 perks)).

With the chosen trophy, Colossal Hunter can add Ornaments onto their trophy to gain different type of abilites and equipments that only Colossal Hunters are familiar with base on both trophy type and Ornaments attached. The trophy acts as an unique tool to shape this Ornament tools to weaponised it. 
3 Charges per long rest, you can expand 1 charge to activate the trophy abilities.

Within the Ornament Perk list, only up to 6 out of the 8 perk can be invested in it. However you may swap selected Ornament Perks if you inside a Colossal Hunter Amenities. 
Each trophy can have up to 2 different Ornaments attached. The trophy base bonus lasts for 4 weeks or after 12 usages of the Ornament ability, if it is not swapped after the expiry duration, Boon#01 and Boon#02 bonuses are muted until the trophy is swapped to a different trophy type.

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Trophy Base List

Embiggen Totem: A wooden beast totem said to bring good blessing for hunters. +1 to attack and damage rolls against Huge or bigger creatures. 
Ornaments bonus applies on the attack roll that hits as a free action.

Jolatin Case: A weapon case made of Jolatin crystals that keeps weapons in top condition. +2 dmg to the next different creature you dmg after the first dmg. Ornaments bonus apply as a bonus action during your turn. 

Transmogrify Badge: A badge built with technomagic serves as a multitool to help hunters hunt. +1 to skill checks. +1 to dmg roll against creatures with status condition caused by you. Ornaments bonus requires an action and a point you can see within 30ft range of you to activate. Primed Trap lasts for 8 hours.

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Boon #03: Quick Rest. Requires 3 perk(s)

While not in any dangerous encounter, you can spend 10 minute to take a Quick Rest. You heal 1d4 + 0 (+1 per 2 perks) hitpoints and gain 1 charge of Trophy Ornament ability charge. This can be done Once per long rest. (Twice at 7 or more perks). 

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Boon #04: Spoils of the Hunt. Required 6 perk(s)

Your trophy shines and boast longer, trophy base bonus last for 5 weeks or after 16 usages. You can attach up to 3 Ornaments on a trophy base. 
If you kill or contribute to killing a Huge or bigger creature, you regain 1 charge to your Trophy ability.

 

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Boon #05: Expertise Hunter. Requires 8 perk(s)

When fighting any creature that was initially huge or bigger in size, your damage cannot be reduce by more then 5, +2 to Dexterity & Constitution save and attack of opportunity against you has suffers a -2 penalty. If the target has resist any of your damage, you get to add additional 1d10 of the pure damage.  
You can use Trophies Ornament abilities up to 4 charges per long rest now.

 

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Aegis of Winter

A well-known Guild filled with adventurers. They explore the entire world of Verlantis to claim treasures, help the needy and build strong relationships among noble houses. While they appear as a neutral party, they secretly serve Elenadara as her spies and guardians.  

Boon List

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Boon #01: Elenadara’s Gift. Requires 1 perk(s)

As a bonus action or an action, convert all of damage dealt during that turn into Cold damage and add 1d12 cold damage to it. Gain 1 Winter’s Curse stack a The moment you gain 4 stacks, immediately consume all stacks, trigger a Winter’s Curse in order first than take 1x (Total character level) Pure Cold damage. Bonuses from Elenadara’s Gift last till 4 hours. Cannot be recast until bonuses are expanded. You can be killed by this.
All effects of Elenadara Gifts and Winter’s Curse do not stack with each other. You are immune to all damage taken by any of the Winter’s Curse effect. Reset to Hail Frost after Flash Blizzard has been triggered. Bonuses do not stack with each other. The converted damage and Elenadara's Gift bonus damage cannot benefit from the Elemental Adept Feat unless the initial damage was originally the damage type that would benefit from Elemental Adept Feat. 
Winter’s Curse Effects (DC = 8 +  Proficiency bonus (+1 per 2 perks)).
1: Hail Frost: All creatures within 10ft radius of you take 5 Cold damage and reduce their speed by 10ft till the end of their turn. 
2: Sleet Tempest: Within 20ft radius of you becomes covered with thick snow and the ice storm disrupts the sky. Creating difficult terrain and heavily obscured for all creatures. All this last for 1 hour.
3: Flash Blizzard: Every creature within 30ft radius of a point takes 12 Cold damage and must make a strength save or be restrained by frozen ice. Last for 1 minute or 1 hour in colder environment (-2 degrees or lower). Requires an action to break free.

 

Boon #02: Impeding Frost (DC = 8 +  Proficiency bonus + (+1 per 2 perks)). Requires 3 perk(s)

Elenadara's Gift now has 2 modes, Ice Shatter & Impeding Frost. You determine the mode after you make a successful attack. Only 1 instance of Elenadara's Gift can be active at a time. Elenadara's Gift: Impeding Frost does not deal bonus damage but instead roots the target, they must make a strength save or be restrained by frozen ice. Last for 1 minute or 1 hour in colder environment (-2 degrees or lower). Requires an action to break free.  

 

Boon #03: Frigid Confinement. Requires 5 perk(s)

Once per long rest when you would take damage that drops you to 0 hitpoints, you can make a Constitution saving throw DC 15 and on a successful save you are encased in magical ice with AC 13 & 20 (+2 per perk) hitpoints. This last until the start of your next turn. 
When it expires, you heal equal to half of 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 with 1 failed death save.

 

Boon #04: Power of the Winter’s Curse. Requires 7 perk(s)

Hail Frost increase dmg to 10, Sleet Tempest last for 5 rounds (30 sec) & Flash Blizzard increase dmg to 18. 

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Boon #05: Winter Storm. Requires 9 perk(s)

2 times per long rest. As an action you cast the Winter Storm 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. All creatures that caught in the initial cast point must make a Constitution saving throw or take 2d6 Cold damage. Lasting for 1 hour, creatures that starts their turn inside must make a Constitution saving throw or on a failed save they take 1d6 Cold damage. Creature takes half damage upon success of both saves. 
While Winter Storm is active, the periodic damage increases base on the amount of Winter Curse stacks. +1d6 cold damage per Stack. When Winter's Curse triggers. All creature inside Winter Storm immediately takes 12 Pure cold damage.

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Tranquil Circle

Led by Archfey Vivianna of the Feywild's Tranquility Court. They broker for peace and to end violence from spreading to the Feywild in general. They wish to end the Eternal Conflict as well as prevent mortal life to starting their own conflicts.

Boon List

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Boon #01: Harmonious Flare. (Ability DC = 8 +  Proficiency bonus (+1 per 2 perks) 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.
You gain 1 additional Reaction that can only be used for Harmonious Flare, however using this method causes the inital cast cost to be 3 charges.  
Faerie Dust: When the attacking creature is within 30ft of you attacks another creature, as a reaction reduce 1d6 of the dmg dealt by the attacker of that attack.  
Mystic Sparkle: When another creature within 15ft of you rolls a skill check, before knowing the result you can subtly add a 1d4 Twist, you decide to either add or subtract from that roll. This ability cannot reduce that final roll beyond 12 value.
Lucent Tether: When taking any dmg from 1 instance, reduce it by 1d6 and teleport up to 15ft away to a point you can see. At the start of your next turn, return to the original spot. The original spot creates a crystal form of yourself in its place with 10 (+1 per 2 perks) hit points and 50% (R.d) of your base AC. If the crystal drops to 0 hitpoints, you immediately return the spot.

 

Boon #02: Vivianna’s Grace. Requires 1 perk(s) 
Tranquil Circle perks follows 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 can be chosen which can be swap after a long rest. 

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Boon #03: Transcendent Light Requires 4 perk(s). (Ability DC = 8 +  Proficiency bonus (+1 per 2 perks))

When you exhaust all charges of Harmonious Flare, gain 1 charge of Transcendent light. As an action, expand a charge to release a 15ft radius of arcane flux from you. All chosen creatures must make a Charisma save or for the next 2 rounds, they gain disadvantage on all attacks & skill check against you. The Transcendent Light charge last until a long rest.  

 

Boon #04: Heart of Serenity. Requires 6 perk(s) 

Every 10 Reaction spent to cast Harmonious Flare, the next additional Reaction initial cost is reduced to 2 charges. 
Increase Harmonious Flare Charge by 1.
Transcendent Light: Improve radius to 25ft of you. 

 

Boon #05: Beckoning of Peace. Requires 9 perk(s)

2 times per long rest, you cause the fey tranquility flux energy to energise 1 willing creature within 30ft of you. That creature gains 4 charges which whenever it takes damage from 1 instance, immediately expand 1 charge & reduce all dice damage to 1. If the energised creature falls unconscious, it has to fail 4 death saving throws instead before it can killed, entering a stable or death state will end this ability. This last for 1 hour and only 1 Energised creature can be active at a time per caster. 

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DM Master: Timothy Wee

Start Campaign: Oct 2017

D&D 5e Campaign

Welcome to the world of Verlantis, plagued by the aftermath of the Eternal Wars between Heaven and Hell. 

Explore the world as it adapts and resolves their own agendas.

For any inquires drop me an email when available

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