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281830-Sample.Pdf

281830-Sample.Pdf

Sample file 1 Contents 3 - Introduction 3 - Ethereal Plane 3 - Psychopomp Traits 4 - Class Features 5 - Pact Magic 5 - Spirit Guide Feature 5 - Master Medium Feature 5 - Bind Feature 5 - Otherworldly Manifestation Feature 6 - Ethereal Hurricane Feature 6 - Gaze of the Dead Feature 6 - Boundary Sentinels 6 - Commune with Spirits 6 - Otherworldly Avatar 7 - Spirits Guide 7 - Guide of the Predestined 8 - Guide of the Tormented 10 - Guide of the Lost 10 - Guide of the Ravenous 13 - Psychopomp Spell List 13 - New spells 14 - Extra Equipment 15 - Background: Exorcist 16 - NPC: Psychopomp 17 - Changelog 19 - Credits

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All other original material in this work is copyright 2019 by Massimo Tartaro and published under the Community Content Agreement for Dungeon Masters Guild. Sample file 2 Introduction man whispers soothing words while holding the hand of a dying warrior, helping its soul in the Binding Marks Bond with the ethereal plane and spirits may leave an travel to . indelible mark on the body of a psychopomp An elf ventures in remotest and gloom sylvan woods infested with banshees. Aided by kind d6 Mark spirits of the ethereal plane, the elf fights the Psychopomp's hair are spectral of a blue or emerald Atormented and put an end to their misery. 1 A group of dwarves explore an ancient stronghold to clash green colour. against the specter of a long dead dwarven king and its army 2 Psychopomp's eyes are of a light-colored almost white. of sword wraith that infests this place and terrorize nearby The psychopomp has tattoos that emit a faint light villages. 3 A woman travels the world to carry out unfinished jobs when he uses his powers. cause they won't rest until their unfinished business won't be One of the psychopomp arms has an ethereal aspect, 4 completed. however its consistence don't change. Psychopomps spend their life guiding souls to peace of 5 Psychopomp's voice has a spectral sound. afterlife. Many of them are hermits or travellers that aid spirits The skin of the psychopomp appears to be pale, almost blocked on the material plane to find peace, some start this 6 journey before bonding with a spirit guide who gives them cadaveric. knowledge and tools to guide souls to the eternal rest. Spirit Guide Manifestation Ethereal Plane Each spirit is different from others both in aspect and its way to approaches living creatures. In the Great Wheel cosmology model, the Ethereal plane existed adjacent to the Prime Material Plane and connected it d6 Manifestation to the Inner planes (the Elemental planes plus the Energy planes). The Ethereal touched the Prime at all points that 1 You see its face when you mirror yourself on water. were located within crystal spheres through what was called 2 It appears to be a voice carried by a light wind. the Border Ethereal. Restless spirits live in this place, drawing energy from 3 It whispers in your mind. Negative Plane and making life of travelers not so easy. Stuck 4 It manifests as a ghost, intangible but visible. in the ethereal, , specters, wights, banshees and other undeads that appear incorporeal on the material, they roam 5 It manifests as a will-o-wisp or a shadow. the ethereal. When the spirit has to contact the psychopomp, it 6 briefly possesses his body. Psychopomps Traits Each psychopomp differs from others for its body signs as Reason result of the bond with spirits, how he approaches with them A psychopomp's journey may begin with a tragedy tied to and his motivations which prompted him to begin this journey. or a meeting with a spirit guide. d6 Reasons You have helped the spirit of a dead person you knew 1 to find peace, since then you have taken this path You have bound with a spirit when you lost yourself in 2 the ethereal plane and it has helped you to come back on the material. You lost your beloveds in dramatic circumstances and 3 now you want avoid others from endure this suffer You killed people and now their spirits torment your 4 soul. You seek redemption and peace by helping other restless spirits in the world. You have seen more people die than born, it is your 5 goal to help the dying to leave this world in peace and without suffering. Peace in the world can never be realized until restless 6 Samplespirits wand er on tfilehe material plane. 3 Psychopomp

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Pact Magic, Spirit Guide, Master Medium 2 — — — — — — — — 2nd +2 Soul Bind 3 — — — — — — — — 3rd +2 ─ 4 2 ─ — — — — — — 4th +2 Ability Score Improvement 4 3 ─ — — — — — — 5th +3 Otherworldly Manifestation 4 3 2 — — — — — — 6th +3 Spirit Guide feature, Soul Bind (2 souls) 4 3 3 — — — — — — 7th +3 Ethereal Hurricane (1/rest) 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 3 3 2 — — — — — 9th +4 ─ 4 3 3 2 1 — — — — 10th +4 Spirit Guide feature, Ethereal Hurricane (2/rest) 4 3 3 2 2 — — — — 11th +4 Gaze of the Dead 4 3 3 2 2 1 — — — 12th +4 Ability Score Improvement 4 3 3 2 2 1 — — — 13th +5 Soul Bind (3 souls), 4 3 3 2 2 1 1 — — 14th +5 Spirit Guide feature 4 3 3 2 2 1 1 — — 15th +5 Boundary Sentinels 4 3 3 2 2 1 1 1 — 16th +5 Ability Score Improvement 4 3 3 2 2 1 1 1 — 17th +6 ─ 4 3 3 2 2 1 1 1 1 18th +6 Commune with Spirits, Ethereal Hurricane (3/rest) 4 3 3 2 2 1 1 1 1 19th +6 Ability Score Improvement 4 3 3 2 2 1 1 1 1 20th +6 Otherworldly Avatar 4 3 3 2 2 1 1 1 1

Equipment Class Features You start with the following equipment, in addition to the As a psychopomp, you gain the following class features. equipment granted by your baekground: Hit Points (a) a quarterstaff or (b) a scythe* Hit Dice 1d8 per psychopomp level (a) a knife or (b) a sickle Hit Points at 1st level 8 + your Constitution modifier (a) a priest's pack or (b) an explorer's pack Hit Points at Higher Levels 1d8 (or 5) + your Constitution (a) an arcane focus or (b) a component pouch modifier per psychopomp level after 1st (a) a padded leather or (b) a leather armor Proficiencies Pact-Magic Armor Light Armor A psychopomp's power is granted by the connection with an Weapons All simple weapons otherworldly spirit, both create an inseparable bond that lasts Tool 1 music instrument of your choice as long as the psychopomp lives. With this new power, a psychopomp becomes aware of what's around him, the Saving throw Wisdom, Charisma invisible energies of life and death and the world beyond life. Skills Choose two from Arcana, Perception, , Medicine, Persuasion, Nature. Spell slots The psychopomp starts with part of his spell slots locked (not consumed). After a long rest, you can choose to unlock a Samplenumber of spell slots equa l to 2 +file your Wisdom modifier. A spell slot consumed can't be unlocked until you finish a long rest. 4 Whenever a creature dies within 300 feet of you, energies released by the transition from life to death are absorbed by Celebrate Rituals After a short or long rest choose a spell with the ritual tag the psychopomp . This energy can be used to unlock any from the psychopomp spell list, now you can cast it as ritual locked spell slot (no action required), you can absorb multiple even if it is not prepared. energies during a round no matter your conditions (multiple psychopomps can draw from the same pool of energies). At the start of your turn, choose what spell slots unlock (no Spellcasting Focus You can use a lantern as a spellcasting focus for your action required) depending on how many energies you've psychopomp spells. A lantern is the symbol of your heritage, absorbed. through it you are able to find lost souls and help them. For example, energies released by the death of 2 goblins are automatically absorbed and can be used to unlock a 2nd and 7th spell slot (if you have at least 13 levels in this class) and Master Medium when you consume one of these slots, it is considered Also at 1st your connection with your spirit guide grants you consumed (not locked) until you finish a long rest. basic tools to guide souls to afterlife. You learn the guide, light and soul bolt cantrips and you can talk telepathically with Preparing and Casting Spells spectral undead creatures within 30ft of you (such as specter, The Psychopomp table shows how many spell slots you can ghost and banshee) if they know at least 1 language. unlock to cast your spells of 1st level and higher. To cast one Extreme Unction. As action you force a spectral undead you of these spells, you must expend a slot of the spell's level or can see within 30ft of you to make a Charisma saving throw. higher. All consumed spell slots are locked and ready to be The undead CR must be equal or less to half of your unlocked after a long rest. You prepare the list of psychopomp psychopomp level, on a failed save, the spirit disappears to spells that are available for you to cast, choosing from the afterlife if it's good or neutral, otherwise it's destroyed. If the psychopomp spell list. When you do so, choose a number of spirit is willing to be set free, you can ignore the CR psychopomp spells equal to your Wisdom modifier + 1/3 of restriction. You can use this trait a number of times equal to your psychopomp level (minimum of one spell). The spells your Wisdom modifier, you regain all charges after a long rest. must be of a level for which you have spell slots You can change your list of prepared spells when you finish a Soul Bind short or long rest. Preparing a new list of psychopomp spells At 2nd you can create a connection with souls of other requires time spent in meditation: at least 1 minute per spell creatures. As an action one or more creatures you can see level for each spell on your list. within 60ft of you that aren't a costruct must make a Wisdom saving throw, on a failed save you create an invisible bond to Multiclassing normal sight with it (allied creatures can choose to fail Even if pact magic and spellcasting ability are two separate automatically the save). You gain information on alignment things when comes to multiclassing, this special rule must be (good or evil) and mood of bound creatures, as reaction to an respected: attack from an ally of yours against a bound creature, you can When you multiclass into another class and you gain the inflict force damage equal to your Wisdom modifier + half spellcasting ability feature (all classes except warlocks), you psychopomp level (rounded down). If the bound creature is an can't absorb energies anymore in order to unlock spell slots as ally that suffers damage, as reaction you can mitigate damage result of your new way to manipulate arcane magic. You're equal to your Wisdom modifier + half psychopomp level still able to unlock your spell slots after a long rest. (rounded down). At 6th level you can bind yourself with 2 souls and 3 at 13th. Spellcasting Ability The bond persists for 1 minute as long as you stay within 60ft Wisdom is your spellcasting ability for your psychopomp from bound creatures. A creature can use its action to repeat spells. You use your Wisdom whenever a psychopomp spell the save, if it is able to see on the ethereal plane the save is refers to your spellcasting ability. In addition, you use your made with advantage. Otherwise, the bond can be cut using a Wisdom modifier when setting the saving throw DC for a remove curse or greater restoration spell. psychopomp spell you cast and when making an attack roll with one. Otherworldly Manifestation Spell save DC = 8 + your proficiency bonus + your Wisdom At level 5th your spirit guide gets the ability to manifest itself modifier. as a spectral animal of your choice: horse, deer, dog, wolf, crow, owl or fox. You can summon it using your action, Spell attack modifier = your proficiency bonus + your appearing in an unoccupied space 10ft near you, it acts Wisdom modifier. independently of you, but it always obeys your commands. In combat, acts on your turn, it has has speed 30feet, hp equal to 5 * your psychopomp level and effects against undeads work Spirit Guide normally. The spirit disappears if it moves away from you by 90ft. If the spirit dies, you can't summon it again At 1st level a psychopomp has a spirit guide aiding him in his until you finish a short or long rest. journey, your choice: Guide of the Predestined, Guide of the The spirit knows the guide and resistance cantrips, TormeSamplented, Guide of the Lost, Guide of the Ravenous, each of file these can be used only in any Wisdom ability checks which is detailed at the end of the class description. Your and saving throws. choice grants you features at 1st level and again at 6th, 10th, and 14th level. 5 Once per short rest as action it can senses undead spirits (such as specter, ghost and banshee) within 120ft for 1 minute. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Ethereal Hurricane At 7th level as action you can summon an hurricane of ethereal winds. The hurricane is a 15-foot-radius, 30-foot-high cylinder centered on a point you can see within 60ft from you, it sweeps away on the ethereal plane creatures of your choice inside until the end of your next turn. Until that, the area is heavily obscured by a white-green fog that extends on the ethereal plane too. A creature must succeed on a Charisma saving throw, on a failed save is banished. You can use this trait once per short rest, at 10th level you have 2 uses per short rest and 3 at 18th. Gaze of the Dead At 11th your sight allows you to see beyond the material world. You become immune to Frightened and Charmed conditions, undead spectral creatures can't possess you and their gaze (such as the banshee horrifying visage) don't work on you. Also, you can see within 30ft on the ethereal plane. Boundary Sentinels At level 15th you are in constant contact with other benevolent spirits of the ethereal plane, as well as with your spirit guide. Choose 2 spells from the psychopomp spell list, these doesn't count against the number of spells you can prepare. When you cast one of these spell, until the end of your next turn you are protected by spirits in a 10-foot-radius around you. When an enemy creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage. On a successful save, the creature takes half as much damage. Commune with Spirits At 18th you are in perfect harmony with your spirit and the ethereal plane. You have advantage on death saving throw, the result of 1 on d20 does not count as 2 failure and the result of 20 on d20 heals you for an amount equal to your Wisdom modifier. Also, when a creature dies within 60ft from you, your spirit guide protect it to against spells or effects that trap, control, resurrect or destroy the soul if you don't want. Otherworldly Avatar At 20th your soul and your spirit guide becomes one. You become immune to Cursed, Paralyzed, Petrified and Poisoned conditions also resistant to necrotic damage, immune to poison damage and if you die, you become a spirit guide. FinallySample, your Wisdom and Charisma scores increase by 4. Your file maximum for those scores is now 24. 6