Base Class: Warlock
Your patron is one of 22 eldritch primordials from a distant dimension. Though usually inaccessible to mortals, they will make deals with some to restore them and their brethren back to their original state. You have somehow stumbled across its realm, and one of these Arcana is willing to make a bargain with you so that it can be whole once more. Now, you have accepted their power, though the route you take is still your own.
The Arcana can be any of the 22 beings, examples including The Empress, The Sun, The World, Judgment, etc.
Expanded Spell List
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The Arcana Expanded Spell List |
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Spell Level |
Spells |
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1st |
Shield, Inflict Wounds |
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2nd |
Enhance Ability, Lesser Restoration |
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3rd |
Animate Dead, Elemental Weapon |
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4th |
Death Ward, Guardian of Faith |
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5th |
Destructive Wave, Reincarnate |
Arcane Form
In pledging yourself to the Arcana, you have been given a new body that is forged of eldritch material. At 1st level, you no longer need to eat, drink, or breathe. In addition, your patron is ever present in your body, as they can see anything you see through your eyes.
Debris Manipulation
- When you cast a spell or make an attack against any creature, you can attempt to imbue them with Debris of the Arcana’s body. The creature must make a saving throw equal to your spell save DC, or they are imbued with Debris.
- When a creature is imbued with Debris, one of two things can occur upon them dying at the player’s choice:
- They can be forged into a Debris weapon or armor.
- The weapon must be a melee weapon, and the stats are the same as the melee weapon the player chooses. For example, if a player wishes to forge a Debris longsword, the stats are the same as a normal longsword. All attacks with Debris weapons count as magical for the purpose of ignoring magic resistance. You are proficient with all debris weapons, regardless of whether you are proficient with their non-Debris counterparts (you can wield a Debris greatsword proficiently even if you aren’t proficient with normal greatswords).
- Debris armor works in a similar manner, though you need more Debris to craft a full piece of armor than a weapon.
- For light armor, you need 5 Debris. Medium armor requires 10, and heavy armor requires 15. Shields require 10 Debris. You are proficient with Debris armor even if you are not proficient with its non-Debris counterpart.
- Crafting with Debris can only be done during a long rest. You need to succeed on a DC 20 check to successfully craft the armor or weapon you wish, otherwise the Debris are lost. You roll with proficiency.
- The amount of Debris you get from a monster is dependent on its challenge rating. Monsters with a challenge rating below 1 drop no Debris upon death. Monsters with a challenge rating 1 or higher drop Debris equal to their challenge rating.
- They can become a host for one of the lesser 22 Arcana that is not your patron.
- The creature regains half of its hit points. For a number of turns equal to the target’s CR (minimum 1) or until death again, they do as you command. They use the exact same stat block and take their turn as it was in initiative to begin with. After this, they die due to the incredible amount of energy it takes being a host of one of the Arcana.
- You can only imbue a number of creatures with Debris equal to your proficiency bonus. This replenishes after a long rest. If a creature succeeds on not being imbued with Debris, you cannot attempt to imbue that creature again.
Ancient Virus
- Beginning at 6th level, at the end of a long rest, if you have 10 Debris on your character, instead of forging a weapon or a piece of armor, you may instead attempt to create a vial of the Ancient Virus. The process for this is the same as making a weapon or armor, rolling a d20 to make a DC 20 check with proficiency. If you are proficient in medicine, you can instead make a medicine check.
- If you fail the check, all Debris on your person is destroyed and you cannot attempt again until your next long rest.
- If you succeed, you gain a single vial of the Ancient Virus.
- The vial of the Ancient Virus allows you to more successfully control creatures that are imbued with Debris. If you imbue a creature with Debris successfully, you can attempt to make a ranged weapon attack with the vial of the virus. The attack roll uses a d20+CHA modifier+proficiency bonus.
- If you fail to attack, the vial shatters on the ground and is wasted.
- If you successfully attack with the virus, the creature takes no damage. Upon dying, instead of turning into Debris fragments or being consumed by one of the Arcana, the creature morphs into an eldritch monstrosity under the user’s command, taking 1 of 4 forms determined by a roll of a d4.
- An eldritch Dire Wolf, using the same stat block as a regular Dire Wolf.
- A floating orb made mostly of teeth, which uses the same stat block as an Imp.
- A creature made of sticky, grotesque tentacles which uses the same stat block as a Giant Spider.
- A winged terror with sharp fangs and talons, using the same stat block as a Giant Eagle.
- These creatures take their own action on your initiative in combat.
- Creatures created in this manner do not expire, unlike those overtaken by Debris at death.
- Creatures cannot be affected by the Ancient Virus if they are immune to disease or cannot be affected by shape-changing effects.
Advanced Debris Forging
Beginning at level 10, instead of crafting a Debris weapon or armor, you can instead craft one of three special weapons or one of two special armors at a higher Debris cost than the regular Debris weapons and armor. They are crafted in the same way as any of your other Debris forging abilities. Unlike the other Debris weapons and armor, only you can use these and they cannot be given to other players. Attacks with special Debris weapons use your Charisma modifier to hit and for damage.
- Special Weapons (Costs 10 Debris each)
- Debris 2: A poleaxe that seems to vibrate with an intense sense of mourning, but also resolve. Deals 2d8(d10 when two-handed)+your charisma modifier radiant damage. Creatures hit by Debris 2 must make a Wisdom saving throw against your Spell Save DC. Upon failing, the enemy is afraid of you. The creature makes this save again at the end of each of their turns; on a success, the creature is no longer frightened. This does not affect creatures immune to the frightened status.
- Debris 4.2: A set of claws that are made for ripping and tearing the flesh of any who would stand in your way. Deals 2d6+your charisma modifier psychic damage. Creatures hit by Debris 4.2 must make a Constitution saving throw against your spell save DC or be magically blinded. The creature can make this save again at the end of each of their turns; on a success, the blinded effect ends. This does not affect creatures who are immune to magical blinding.
- Debris 13: A scythe that appears sinister, but radiates a calming aura when held. Has a 10 foot reach. Deals 3d4+your charisma modifier necrotic damage upon a hit. Upon being hit, the creature must make an Intelligence saving throw against your spell save DC or be charmed by you. The creature repeats this save at the end of each of its turns. On a success, the charmed effect ends. This does not affect creatures immune to being charmed.
- Special Armors (costs 25)
- Debris 1: The armor of the prior servant of The Arcana. When donning this armor, you feel nothing but vengeance and anger for those who have wronged you. Set your AC to 13+your charisma modifier. You may tap into the powers of the primordial god you serve even more so than before.
- You gain 3 charges per long rest. Upon using a charge, you have truesight for 1 hour.
- You can impose disadvantage on enemies who are attempting to resist being imbued with Debris.
- Debris 5: A heavy armor and helmet that resemble a ferocious knight, willing to die for his lord. Set your AC to 16+your charisma modifier. You are resistant to non-magical damage. Your movement speed is reduced by 10 feet, and you have disadvantage on stealth checks.
- You may only have one special armor or weapon forged at a time. If you want to forge the other option, you need to disassemble the other armor first during a long rest.
The Progeny of the Arcana
- Upon reaching level 14, your Arcane Form improves. In addition to not needing to drink, eat, or breathe, you also are immune to disease, being poisoned, and cannot die from exhaustion (you still suffer from levels of exhaustion, but you do not instantly die at level 6).
- You learn how to turn Debris you have forged back into its material components. Any of the non-special Debris weapons and armor can be deconstructed after a long rest, regaining all of the Debris spent making them.
- Your ability to craft the Ancient Virus is far more effective, as your creatures can now enter into greater forms upon death.
- Instead of rolling on the table underneath the Ancient Virus feature, you now roll from this table when a creature mutates.
- A massive beast with monstrous spikes protruding out of it, using the Elephant stat block.
- A floating being of pure Debris, using the Flameskull stat block.
- An eldritch mass of leftover innards and Debris, using the Black Pudding stat block.
- A winged monstrosity, using the Red Dragon Wyrmling stat block.
- When you are reduced to 0 hp, once per long rest you can unleash a burst of pure eldritch power. Anything within a 30 foot radius must make a dexterity saving throw, taking 4d6 psychic damage or half as much on a successful save. You are then healed for the total amount of damage dealt.
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Posted Jul 12, 2022Excellent points; the original weapons and armors in the game are called Debris and given a number afterwards, so that will stay. I will likely update it at some point to reflect that the resource for Debris are something like "Debris Fragments."
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Posted Jul 12, 2022I Love it! The numbering system for the advanced debris forging is confusing though. Are the numbers random or do they mean something? Additionally, it may be confusing to call both the material and the crafted item debris- maybe debris shard for the crafting material or a different name for the crafted item may be helpful.