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Tranquil Circile

Buff

Improving their ability to help other creatures and protect themselves when forced to be up close and personal during combat. With extra Fey spice to turn some of their weaker upgrades into something disruptive against their enemies. 

Flickering Reaction no longer cost twice the resource, hopefully restoring their ability to be more active during other creature's turns. 

Boon

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, 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 boost the dice result by +3, +5 or +7. You must use all values 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. 


New

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. 

  • Faerie Dust: When a creature within 30ft of you takes damage, as a reaction reduces the damage taken by 2d4.  

  • 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.

  • 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 #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.


New

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)

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

Increase Harmonious Flare Charge by 1.


New

Whenever you take a Short Rest, you regain 2 Charges of Harmonious Flare. 

Increase Harmonious Flare Maximum Charge by 1.


Perks 

Tier 01: Pixie Luck

Faerie Dust upgrade

If you reduce the dmg by 8 or more. Regain 1 charge at the end of the combat. Trigger once per initiative roll.

New

Increase the damage reduction by +1d4. If you manage to reduce a damage source by 7 or more, you regain 1 charge of Harmonious Flare. This can only be triggered once per combat.


Tier 02: Fey Stretcher 

Faerie Dust upgrade

Extend the cast range to 50ft and applies to any future attacks made for the rest of its turn. 

New

Extend the cast range to 50ft. If the damage source came from a creature, the damage reduction is applied to their next damage roll. Last for 1 minute. 


Tier 03: Burning Dust

Faerie Dust upgrade

Increase the damage reduced to 1d10. The attacker immediately takes 1d4 (+1 per 3 perks) Psychic dmg after reducing the dmg.

New

Increase the damage reduction by +1d4. If you manage to reduce a damage source by 12 or more, you can teleport up to 15ft range of a point you can see immediately after the damage is reduced. This can only be triggered once per round. 


Tier 04: Power of Peace

Faerie Dust upgrade

Increase cast range to 60ft. Can spend 1 additional charge to add 1 additional dice to the dmg reduction.

New

Increase cast range to 80ft. When you cast Faerie Dust you may expend any number of additional charges to target another creature within 30ft of you for each charge. Each of those creatures has its next damage roll reduced by the same amount.


Tier 05: Forfeiture Crown

Faerie Dust Final upgrade

The total reduced damage is reflected back to the attacker as Psychic damage and breaks any spell concentration. The target cannot make any attacks with advantage next round.

New

The attacker takes Psychic damage equal to the total damage reduced. It can't take Reactions until the start of its next turn, and it has Disadvantage on the next Concentration saving throw it makes.


Tier 04: Strong Sap

Fey Luck upgrade

You can now add 1d4 dice to the Fey Luck dice.

New

When you finish a Long Rest, choose whether this ability grants a bonus of +3, +5 or +7, or imposes a penalty of -1, -2 or -3. If you choose the penalties, a creature you target must succeed on a Charisma saving throw or be affected.


Tier 01: Ethereal Energy

Lucent Tether upgrade

When the Crystal Form drops to 0 hitpoints or expires, you heal yourself for 1d10 hitpoints. If you are already full, gain Temp Hitpoints instead.

New

When the Crystal Form drops to 0 hitpoints or expires, you heal yourself equal to the amount of hitpoint your first crystal had.


Tier 03: Blurred Existence

Lucent Tether upgrade

When the Crystal Form drops to 0 hitpoints or expires, your next ability or spell gains +2 additional Dice. This last for 1 minute.

New

When the Crystal Form drops to 0 hitpoints or expires, Until the start of your next turn, any creature who targets you with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell.


Tier 04: Ethereal Jump

Lucent Tether upgrade

Can spend additional 1 charge to extend the teleport distance by 30ft and Crystal Form hitpoints by 8.

New

Increase crystal hitpoints by 4. When you cast Lucent Tether you may expend any number of additional charges to create additional Crystal at different locations within 15ft radius of your first Crystal. This new crystal only has 4 hitpoints and when they expire, you may choose to teleport to that spot immediately. At the start of your next turn, destroy all other crystals and you return to your first crystal. 


Tier 05: Blink Tether

Lucent Tether Final upgrade

When the Crystal is destroyed, you do not return to the Crystal position. During your next turn, You may choose when to return to the Crystal position.

New

Increase damage reduced by +2d4. When the Crystal Form drops to 0 hitpoints or expires, Until the start of your next turn, you gain the Invisible Condition and gain +5 to Stealth checks. If your Crystal survived, regain 1 charge to Harmonious Flare. 


Tier 02 Passive Perk

Gain 1 additional Charge for Harmonious Flare.

New

Gain 1 proficiency in either Deception, Persuasion, Arcana or Performance. Learn 1 language either Elvish, Sylan, Undercommon or Celestial.


Tier 03 Passive Perk

Gain 1 additional Charge for Harmonious Flare.

New

Gain 2 additional Charges for Harmonious Flare.


Tier 04 Passive Perk

When you cast a Harmonious Flare ability with the Tier 04 upgrade, the next Flickering Reaction cost 1 less Charge to activate. 

New

Once per Initiative roll, you start that combat with 1 additional Reaction that can only be used for Harmonious Flare. 


D&D Homebrew Universe
GM Master: Timothy R Wee

Universe Born on Oct 2017

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 in a universe influenced by Outworldly Beings.

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