DISCIPLES OF THE OUTHER GODS: CTHULHU MYTHOS THEMED HOMEBREW OPTIONS FOR DND 5TH EDITION

Similar documents
The Warlock. 1st +2. 2nd +2. 4th +2. 5th rd. 6th +3. 7th th. 9th th. 10th th th th +5.

Cleric. Channel Divinity. Spellcasting

Warlock. Eldritch Invocations. Pact Magic

HUMAN CLERIC. D&D Next. SPELLS PER DAY Spell Level Spell Slots

ILLUSION SPELLS COURAGE RALLY CALM SUGGESTION HARMONY AGE OF T A M R I E L

Kneeling over a fallen comrade, her eyes shut tight, a human woman draws from a hidden wellspring of power as her companion s wounds begin to close.

l "/ S HAMAN . - SPIRITUAL POWER GHOSTLY COMPANI ON ... I

THE SUB- PROFESSIONS

Cleric Spells Levels 1&2

Acrobatics - Damage / Current HP. Crit: 18-20/ 2 1-hand, S

Magic & Spells House Rules & Custom Creations

Upper level demon and personal liaison to the Source. Although trusted by The Source, the Council regards him as second in line for the throne.

James Introcaso worldbuilderblog.me

Max Threads 0 Seer 1 1d4 Spell form d4+1 Effect thread, Range thread d4+2 Shape thread

Magic Part A, How it Works V1.1a Section 5 of 5

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. DOMAINS AND SPELLS

Starting Wealth: 2d6 10 gil (average 70 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Reading Spell Descriptions (Part Two) By Skip Williams

Spell Quick Cast Power Level Requirements Effects Spell Quick Cast Power Level Requirements Effects Spell

xp penalty: Cross- Class age: height: hair: gender: weight: eyes: Hit Points wounds/ current hp nonlethal damage temp hp damage reduction Magic

THE INFERNAL COLOPATIRON 1: THEOPHANY. Theophany: Noun. 1. A visible manifestation to humankind of God or a god.

Fright Knight Prime Req.: CHA Required: STR 9, DEX 9, CON 9 Hit Dice: d6 Max Level: 10

THE ARCANE PROFESSIONS

A THING FROM THE BETWEEN-SPACES

Movement = 10 + Armor Worn: Damage: Hits Points by Level (Includes Constitution Bonus) HOLY SYMBOL. TURN UNDEAD TURNING CHECK # TURNED WIS d12+cha mod

Adventures. New Kingdoms

Scientific and Psychic Skills. There are two distinct types of Paranormal Activity that a Player may encounter in the Terminus Manor.

SPELLS. Druid Spells DESCRIPTION OF NEW SPELLS. Animal Friendship A BASIC FANTASY SUPPLEMENT

The Spiritualist. Class Features. Brush With Death. Beyond the Veil. Creating a Spiritualist. Pact Magic

Mind Over Matter. Introduction. The Psychic Talents. Determining Psychic Talent. Psychic Powers in Call of Cthulhu.

Glapion Male Bekyar Mwangi Human Oracle 6/Master of Shrouds 2 CE Medium humanoid (human) Init +6; Senses Perception +2

Casting Spells And Talking To The Goddess: Improving Your Connection With The Divine By Kardia Zoe READ ONLINE

By Stefen Styrsky. Level 1 At-Will Spell. Howling Echoes

PULP NOCTURNE 1930 RULES ADAPTATIONS

ELF MAGE. D&D Next. SPELLS PER DAY Spell Level Spell Slots

The target loses 1d6 DP and the caster gains 1d6 DP. A dim white glow leaves the target and is absorbed into the caster when this is cast.

Eviolynn s Spells (Tier 7-8)

Hall of the Flesh Eaters Spells

Initial number of rituals that can be lead per day

Alternate Mystic Spell List

Motion Perception, Perceptual Constancy, Perceptual Interpretation, and ESP (it s not real )

Black Magic: Spells of Destruction: Black Magick

The Cycloid. and the Kinematic Circumference. by Miles Mathis

Raise 1 Dead. Raise 2 Dead. Raise 3 Dead. Extra 2 Commands. Extra 1 Command. Extra 3 Commands. Double Number of Commands.

LOST LOVE SPELLS THAT WORK IMMEDIATELY PERMANENTLY

Bard Spells. Fifth Level Bard Spells. 0 Level Bard Spells (Cantrips) Sixth Level Bard Spells. First Level Bard Spells

THE THREE SISTERS KEYS

Book Study Groups Children s Lessons Based on Karma and Reincarnation By Elizabeth Clare Prophet and Patricia R. Spadaro

Gozmo Zalandros. A Monthly Monster written by Johnstone Metzger and illustrated by Nathan Jones for Labyrinth Lord

FIRST LEVEL CLERICAL SPELLS

Scientific and Psychic Skills. There are two distinct types of Paranormal Activity that a Player may encounter in the Terminus Manor.

Figure 1. Distance depends upon time.

Elf Mage. D&D Next. Proficiencies. Add your proficiency bonus to

Natalya Yagevna, Witch 14 Spells

LegendAry Classes Covenant Magic

Turn over. Exit. Please look at this book in the full screen mode. To leave the full screen mode press the keys strg + L or esc.

Did The Devil Make Me Do It? And Other Questions About Satan, Demons And Evil Spirits: Questions Christians Ask By Jim Denison, Mike McKinley

Opening Heaven's Door: What The Dying Are Trying To Say About Where They're Going By Patricia Pearson READ ONLINE

Preparing Your Magical Equipment

Understanding The Law of Attraction

A Christians Guide to Defense against the Dark Arts, Magical Beasts, Potions and Curses!

Journal of Religion & Film

Character Creation. Charisma Modifier. Constitution Modifier. Dexterity Modifier. Intelligence Modifier. Strength Modifier.

WOD DIVERSIONS MYTHOS

Case #322 Evidence #1 Jesus Heals a Leper

T initiatic forms in which, by their very

WEEK 1 THE BIBLE BIG IDEA WELCOME TIME DISCUSSION TIME TEACHING TIME PLAY TIME PRESCHOOL LESSON OUTLINE THIS WEEK AT A GLANCE

To practice astrology in the 21st century, you have to choose whether you re going to read charts like a scientist or a diviner.

The Invoker, Levels 1-3

Witchcraft. Francis Parish Ricky Mackall Kelsey Osborne Lexi Barnhill

Nyarlathotep as the Guide to the Necronomicon Gnosis

The Country of the Blind H G Wells Retold in simplified English

The Consilium Magica. Del Webb. Title

LABORATORY 4: ROTATIONAL MOTION PLAYGROUND DYNAMICS: THE MERRY-GO-ROUND Written May-June 1993 by Melissa Wafer '95

ESP Extra-Sensory Perception By Eliza Fegley

Spheres Of Light Sydney & Nowra Full Moon Circles 19th February 2016 SEKHMET

This Book of Shadows & Light belongs to. My magickal name is

Draconis. A Medieval Live Action Campaign. Spellbook. V

BECOME A CERTIFIED SPIRIT GUIDE COACH. Hay House Live Online Event DEBORAH KING. With. HANDBOOK

The Psychic Survival Manual: What To Do...When Dead People See You By Lorraine Roe READ ONLINE

SCENERY WARSCROLLS COMPENDIUM

ALBERT EINSTEIN AND THE FABRIC OF TIME by Gevin Giorbran

Advanced. Student Book

Claircognizance is the physic ability of clear knowing. This is perhaps the least understood of the Psychic Clairs.

JESUS AMAZING AUTHORITY LUKE 4:31-41

The Scientific Method

Which poems relate to each of the themes on the grid? The poems you've ticked with the same theme will be good to compare in an exam.

Lord of the Flies Chapter 5 Mythological Approach

Facial Recognition. Courtesy of Richard LeGrand

SPIRITUAL GIFTS. ( ) ( ) 1. Would you describe yourself as an effective public speaker?

PSYCHOLOGY (8th Edition, in Modules) David Myers. Perceptual Interpretation. Psychology 7e in Modules 1. Perceptual Interpretation.

Rune Magic. Infinity Magic Mastery Communication

Love spell with pictures bound together

LECSS Physics 11 Introduction to Physics and Math Methods 1 Revised 8 September 2013 Don Bloomfield

Lusus Naturae. by Margaret Atwood. - naturae: nature, birth, character

PSYCHIC Notes on Intuits

Spiritual Warfare: My Warfare With Demonic Spirits: A Prayer Warrior's Journey By Jonathan Steele, Spiritual Warfare READ ONLINE

Aries Astrocast October Monthly Astrocast. October Key Events: New Moon (14:24 Libra): October 7, 2010

The Pele Report - December 11, 2013

Give students a few minutes to reflect on Exercise 1. Then ask students to share their initial reactions and thoughts in answering the questions.

Transcription:

DISCIPLES OF THE OUTHER GODS: CTHULHU MYTHOS THEMED HOMEBREW OPTIONS FOR DND 5TH EDITION The Outer Gods are immensely powerful eldritch entities that exist outside the bounds of the physical universe. They are as old or older than time itself, and according to some scholars who are aware of their existence may have been responsible, albeit probably unintentionally, for the creation of all that exists. While normally (with the notable exception of Nyarlathotep) completely uncaring or unaware of mortal beings, some mortals manage to channel and invoke their power through spells and rituals. The Outer Gods (again, aside from Nyarlathotep) differ from most other warlock patrons in that they are likely not even aware of the warlock's existence and therefore unlikely to directly demand any favor or payment in exchange for power. Instead, certain rituals (such as sacrifices or drawing certain symbols and chanting correct spells) are used to elicit what is a likely an unconscious response from the Outer Gods, which allows the invoker to wield a portion of their power. As long as they keep performing the correct rituals, the warlock may wield that power as they see fit, but failing to do so will result in them losing their power or even in their death. Unfortunately, longterm exposure to unearthly powers and being in contact of even the unconscious mind of such utterly alien beings is liable to warp the mind of the warlock, eventually rendering them insane by mortal standards (although in truth it is perhaps more accurate to say that they have merely come to see the universe from a very different point of view, one that might actually be closer to the true nature of existence). Warlock Patrons from the Cthulhu Mythos: The PHB already has the Great Old Ones patron, which is pretty much your generic Lovecraftian horror as a Warlock patron, but I wanted to create ones based on particular well-known deities of Lovecraft's mythos. Yog-Sothot: Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth. He knows where the Old Ones broke through of old, and where They shall break through again. Yog-Sothot is an Outer God said to exist simultaneously in every point of space and time, and thus knowing and seeing all that ever was, is, or will be. According to some scholars it may be the sapient embodiment of the multiverse itself. Yog-Sothot is most commonly worshiped by cults seeking to gain understanding of the true nature of the universe and often invoked by spellcasters who deal with eldritch entities. Yog-Sothot's unique relation with space and time can give those who channel its power abilities to see into the past and future, as well as travel through dimensions mortals normally can not perceive. 1 st Level: Identify, Longstride 2 nd Level: Augury, Blur 3 rd Level: Blink, Clairvoyance 4 th Level: Arcane Eye, Divination 5 th Level: Planar Binding, Teleportation Circle 1 st level ability: Yog-Sothot knows and sees all, and with proper rituals you can gain access to a small part of that knowledge. Choose one skill when you finish a short or long rest. You have proficiency on that skill until you choose a different one with this feature. If you already have

proficiency on that skill, you double your proficiency bonus for any ability checks made using that skill. 6 th level ability: Making use of knowledge of extradimensional geometries, you can cross short distances seemingly instantaneously, disappearing and appearing in you chosen location. You may use your move to instantly transport yourself into a space you can see within a radius equal to your base walking speed (usually 30 feet). Once you use this feature, you can't use it again until you finish a short or long rest. 10 th level ability: Drawing on the power of Yog-Sothot gives you precognitive visions, allowing you to see the course of action that ensures your attack strikes true. When making an attack roll, you may use this feature to gain advantage on the roll. Once you use this feature, you can't use it again until you finish a short or long rest. 14 th level ability: You may use your move to step outside angled space and travel great distances instantaneously, treated as using the Teleport spell except that it only affects you and anything you're wearing or carrying. You may use this feature even if unable to cast spells (such as when inside an anti-magic field), but not if you are restrained. Once you use this feature, you can't use it again until you finish a long rest. Shub-Niggurath: Iä Shub-Niggurath, the Black Goat of the Woods with a Thousand Young! Shub-Niggurath is an Outer God described as the wife of Yog-Sothot, although what that actually means when talking about godlike eldritch beings is unknown. In any case it, or she, is associated with life and fertility, as evidenced by the epithets she's known with such as The Black Goat of the Woods with a Thousand Young and Magna Mater (Great Mother). Despite the seemingly positive domains Shub-Niggurath is certainly not a good deity, for if she does represent life she represents it at its most primal and savage form. Nonetheless, she is quite commonly worshiped by mortal cultists who offer her sacrifices in exchange for gaining her boons. Shub-Niggurath has large amounts of monstrous spawn, most famously the fearsome Dark Young of Shub-Niggurath, which her worshipers often treat as proxies of their deity, offering them sacrifices and supplications. 1 st Level: Cure Wounds, Entangle 2 nd Level: Lesser Restoration, Spike Growth 3 rd Level: Plant Growth, Revivify 4 th Level: Grasping Vine, Evard's Black Tentacles 5 th Level: Contagion, Insect Plague 1 st level ability: Your connection to the cosmic embodiment of life causes your wounds to heal quickly and makes you harder to put down for good. You gain advantage on death saving throws. Additionally, if you spend Hit Dice to regain hit points at the end of a short rest you double the amount of hit points you regain. 6 th level ability: You may use your action to invoke your patron and summon a minor spawn of Shub-Niggurath, using the statistics of a beast no larger than medium and with a challenge rating of ¼ or lower, but with its creature type replaced with aberration. It always has the maximum amount of hit points when summoned (ie. If the statistics list its hit points as 1d8 + 1, it will have 9 hit points). The spawn takes its turns on your initiative and attempts to protect you by attacking the nearest creature attacking you (if no creature is attacking you it attacks the nearest hostile creature).

You may use your action to command it to attack a specific target or to take the Dash, Disengage, Dodge or Help action. Once you use this feature, you can't use it again until you finish a short or long rest, and you can't have more than one spawn summoned at any given time. 10 th level ability: Shub-Niggurath's power fills you with vital energy, causing you gain resistance to necrotic damage and your hit point maximum can't be reduced. 14 th level ability: The touch of Shub-Niggurath permeates your flesh, changing you into something closer to her spawn. Your type changes to aberration. you counts as both an aberration and your previous creature type for qualifying for feats etc., but are not effected by any spells and effects that do not effect aberrations. You also gain immunity to diseases and poisons and can no longer die from old age. Nyarlathotep To Nyarlathotep all must be told, for he is the messenger between the spheres...and he shall put on the waxen mask and wear the robe that hides, and come down from the world of the seven suns to mock mankind. Nyarlathotep is the messenger and herald of the Outer Gods, and is believed to be the physical embodiment of their soul and will. Despite this, it has free will and pursues its own agendas. Uniquely among the Outer Gods, Nyarlathotep takes great interest in the affairs of mortals, and often appears to them using one of his avatars, or masks, which it is said to possess a thousand of. Unfortunately for mortals, Nyarlathotep is a sadistic being that enjoys sowing chaos and discord, seemingly for no other reason than its enjoyment. This makes Nyarlathotep and its servants probably the most dangerous among the Outer Gods, as unlike the others it is actively malicious towards mortals and will direct its servants to assist in accomplishing its goals. Nyarlathotep often makes pacts with mortals, granting them forbidden knowledge or magical power in exchange for claiming their souls or making them perform tasks that serve its agenda. Such tasks may seem completely innocuous but in actuality be merely small steps in some grand scheme that may span several human lifetimes. 1 st Level: Disguise Self, Tasha's Hideous Laughter 2 nd Level: Alter Self, Detect Thought 3 rd Level: Bestow Curse, Sending 4 th Level: Dominate Beast, Phantasmal Killer 5 th Level: Dominate Person, Geas 1 st level ability: Invoking your patron's power allows you to dominate monsters. You may as an action make a deception check against a monster that you have not attacked and can hear you. If the check is successful it doesn't consider you an enemy for the next minute, or until you attack it. Once you use this feature, you can't use it again until you finish a short or long rest. 6 th level ability: Nyarlathotep bestows you the ability to cast illusion spells without outward signs, to allow you better to manipulate people to serve his goals. When casting an illusion spell, you may use this feature to ignore vocal and somatic components. Once you use this feature, you can't use it again until you finish a short or long rest. 10 th level ability: Nyarlathotep bestows you the right to make compacts in his name to ensure his pawns will properly carry out his schemes. You can enter a compact with a willing creature. If the compact is broken by either side, the offending side takes d6 + Cha psychic damage per each of

your warlock levels. If the damage would reduce a creature to 0 hit points it instead is reduced to 1 hp and 1 Int, the int damage can only be healed by greater restoration. 14 th level ability: Calling upon Nyarlathotep allows you to strengthen your illusion spells so that only the most strong-willed can see through your deception. When casting an illusion spell, you may use this feature to give creatures disadvantage on saves against the spell. Once you use this feature, you can't use it again until you finish a short or long rest. CLERIC DOMAIN: VOID This domain can be used by clerics who worships the Outer Gods or other eldritch beings. Void Domain Spells 1 st level: Arms of Hadar, Dissonant Whispers 3 rd level:hunger of Hadar, Sending 5 th level: Dream, Contact Other Plane 7 th level: Teleport, Symbol 9 th level: Gate, Weird Awakened Mind Starting at 1 st level, you gain the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language. Channel Divinity:Void's Embrace Starting at 2 nd level you can use your Channel Divinity to channel the otherworldly energies of the void. As an action, you present your holy symbol and create 30 foot sphere of magical darkness which functions as per the Darkness spell. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes psychic damage equal to 2d10 + your Cleric level on a failed saving throw, and half as much damage on a successful one. Gaze of the Void Starting at 6 th level you can fill the mind of an attacking creature with a sudden feeling of existential dread, disorienting them. You can use your reaction to impose impose Disadvantage on the attack roll of a creature within 30 feet of you that you can see is attacking you or another creature. Creatures that are immune to mind-affecting effects are immune to this effect. You can use this feature a number of times equal to your Wis modifier (minimum of once). You regain all expended uses after a long rest. Thought Shield Starting at 8 th level your thoughts can't be read by telepathy or other means unless you allow it. You also have Resistance to psychic damage and whenever a creature deals psychic damage to you that creature takes the same amount of damage that you do. Penumbra Starting at 17 th level, you can use your action to generate an aura of darkness that lasts for 1 minute or until you dismiss it using another action. You emit an aura of magical darkness with a 60 foot

radius. No light, magical or otherwise, can illuminate this area and creatures fully within the area, other than yourself, are blinded. Any creature other than yourself that starts its turn inside the area takes 2d6 psychic damage.