Boon Of The Farmhouse Retirement Image

The world outside your farmhouse is annoying, and your ability to manipulate the terrain has become second nature as you defend the peace and quiet the land gives you. Swords rise from the ground of all shapes and sizes to assist you in shutting people up. The world inside your farmhouse is an absolute joy, supplementing your body's mana with enough energy to share to those closest to you.




Unlimited Blades:
Your Fire Shield has evolved to a Sword Shield, always active even in antimagic areas. Upon being hit, animated swords of an elemental energy you choose fly back at the attacker, dealing 4d8 damage of an elemental type. When your geomancer ability Unlimited Blade Works is active, you can apply all geomancer damage types to your attacks as the terrain creates animated swords of all elements along with your attacks. All those inside your terrain are under one of the effects of private sanctum.

True Magic: Your humanoid partners (pets/npcs), or your pets/companions with pet awakening, now earn TMs at the same time you do whether they are on the quest/rp or not, sharing the experience and growing stronger (does not work for AP). Should they die, have their soul destroyed/taken, or be kidnapped, they instead appear back at your farmhouse and stay there for a day before those effects take place.

You were always the worst with magic. An apprentice wizard can outshine you in any art of the arcane, as apparent with your silver hair and constant need of life energy to do the bare minimum of magic. However, despite this, you have managed to power through the weave to cast spells at will in more familiar areas with just your martial prowess. Sometimes this comes out in cursed knowledge, which others find you insane for but cant argue with the results.


Nature's Will: All your learned spells can be cast at will. If they are negated, suppressed, avoided, reduced, or altered in any way other than what you intended to do, make a contested acrobatics check against the source of the negation's insight if it's a creature. If your skill check is higher, the farmhouse empowers your prowess to surpass their mental fortitude and become dumbfounded as your magic takes effect.

4th Dimension Crack: When you make meta commentary, sacrifice one of your spell slots. You can cast up to a 9th level spell from it, using your spellcasting save dc if it requires it. These spells are not affected by Nature's Will. They must be on the wizard spell list, and regardless of the 9th level spell it can be countered at 4th level.

Being an eldritch knight, one has to wonder what, exactly, is your eldritch nature? Is it the strange subtle commentary you make to invisible beings, your comically overactive libido, or perhaps......perhaps that farmhouse isn't just a regular farmhouse after all. Whether it is an extension of you or you are an extension of it is unknown, but what is known is years of defending and protecting it has made it grow into something all mortals should fear. You claim this is your house, but deep down you know that's not entirely true..........


Dimensionally Transcendental:
Your farmhouse is a time traveling space craft. It can change shape to disguise itself on the outside, fitting any shape as long as a door can fit in the occupied space. It's bigger on the inside, expanding infinitely to accommodate every possible need, the interior being a whole separate dimension containing an infinite number of rooms, corridors and storage spaces, all of which can change their appearance and configuration.

Organic Machine: Your farmhouse is an extension of your domain. Unless you choose for it to be affected, the farmhouse and it's tenants are immune to all spells. You and your allies inside can't have your abilities suppressed, copied, taken/stolen, ignored, disabled, or bypassed. The farmhouse also allows tenants to communicate with creatures and objects who speak languages other than their own, as well as turn all written languages to common.

At the end of the day, you are a crazy executioner enjoying your vacation in your flying house. Should any guests somehow get invited in and decide to act with disrespect, you and the farm will work together to make them pay. 


Serenity: Inside your farmhouse, all abilities that require resources can be done at will requiring no resources. The farmhouse is strong enough to tow other ships and planets, and can even withstand black holes. It is also able to generate a "perception filter" that causes people to ignore it, thinking that it is a normal farmhouse on the outside no matter how high any skill check or passive check may be.

Pet Cemetery: The farmhouse has a function called the Hostile Action Displacement System (H.A.D.S), which it then becomes sentient to best use it's abilities to deal with danger. It has infinite HP, 30 intelligence, 30 wisdom, and expertise in all intelligence and wisdom skill checks. If someone were to be inside the farmhouse and be hostile, you can choose to spare them from death and make them live as a farm animal for a time (deadly+ quests and above only). Roll a 1d100 at advantage, and the result is the number of irl days you are trapped at the farm. DM can add addendums to shorten the time.

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Boon Of The Farmhouse Retirement Image

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