Alright, I'll copy-paste the subclass from the book.
LEVEL 3: FORBIDDEN KNOWLEDGE In your study of proscribed power, you learn Deep Speech or another language of your choice. In addition, choose a level 1 spell from the Warlock spell list. You always have it prepared. You can change your chosen spell when you finish a Long Rest.
LEVEL 3: INTRUSION Your search in the forbidden reaches beyond the universe yields great power, but at the risk of letting something from beyond intrude into your reality. You have an Intrusion Die which starts at a d6, that can change as you use your features. The die can increase or decrease, along this progression of die sizes: d2, d3, d4, d6, d8, d10, d12. The size maximum for your Intrusion Die is its starting size, which increases by one step when you reach Wizard levels 5 (d8), 11 (d10), and 17 (d12). When you use a feature that risks Intrusion, roll your Intrusion Die. On a 2 or higher, no Intrusion occurs, and the Intrusion die reduces in size one step on the progression. On a roll of 1, the Intrusion Die rises in size one step, and you must roll on the Intrusion table to determine what happens as reality momentarily fractures. The Intrusion Die increases in size by one step (up to its starting size) when you finish a Short Rest, and it resets to its starting size when you finish a Long Rest. Additionally, you can focus alien potency into your spells. When you cast a spell using a spell slot, you can risk Intrusion to choose one of the following. Overwhelming Mind. Creatures have Disadvantage on the first saving throw they make against the spell. Seeking Eye. You have Advantage on the first attack roll you make for the spell.
LEVEL 6: REALITY TEAR Choose a spell of level 3 or lower from the Warlock spell list. You always have the spell prepared. You can change your chosen spell when you finish a Long Rest. When you cast the spell, you can risk Intrusion to remove the need to Concentrate on it, and the spell ends after 1 minute or its normal duration, whichever is shorter. Additionally, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to cast the spell once without a spell slot, and you regain the ability to do so when you finish a Long Rest.
LEVEL 10: OCCULT PRESENCE Your understanding has grown to the point where you can redirect Intrusions. When you cause an Intrusion, you can roll twice on the Intrusion table and choose which result to use, and you can choose to negate the Intrusion by gaining 1 Exhaustion level. Additionally, when you finish a Long Rest, choose one of the options below. As a Bonus Action, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to choose a different option. Alien Consciousness. You gain Immunity to the Charmed and Frightened conditions, and you can’t be possessed. Spatial Domination. You gain a Fly Speed equal to your Speed and can hover. Cosmic Resistance. You gain Resistance to Necrotic and Psychic damage.
LEVEL 14: BEYOND SPACE The nature of distance and location is revealed for the lie that it is. You always have the Scrying spell prepared. When you cast Scrying, you can risk Intrusion to choose one of the following. All Knowing. Treat your connection to a target creature as if you have part of its body. All Seeing. Cast the spell as an action instead of its normal casting time. When you cast Scrying, during the spell’s duration you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) to teleport yourself, and any willing creatures within 10 feet of you, to unoccupied spaces you can see through the Scrying sensor. Once you teleport in this way, you can’t do so again until you finish a Long Rest.
Intrusion (1D12 roll table) 1 Something just outside your full perception looms behind you and whispers incomprehensible things into your soul. until the end of your next turn you can take an action, a Bonus Action, or move, but not all three. 2 Space twists and melts in a 30-foot Emanation originating from you. All creatures (including you) in the area are reduced to half Speed until the end of your next turn. 3 The nearest creature to you must succeed on a Constitution saving throw against your spell save DC or take Necrotic damage equal to two rolls of your Intrusion Die (at its starting size), and you regain a number of Hit Points equal to the damage dealt. 4 A tear in reality appears in your space until the end of your next turn. Otherworldly howls erupt from the tear in a 30-foot Emanation. Each creature in that area (including you) must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition while the tear exists. 5 One of your arms warps into an alien appendage such as a distorted version of an arm, or a twisting tentacle for 1 minute. Your Unarmed Strikes with the limb use Intelligence instead of Strength, and on a hit deal Acid damage equal to a number of your Intrusion dice (at its starting size) equal to your Proficiency Bonus. 6 Glimpses of alien space or landscapes intrude upon your perception. You have the Blinded condition until the end of your next turn. 7 Shrieking voices of unnatural beings rip through your mind. You must succeed on an Intelligence saving throw against your spell save DC or have the Incapacitated condition until the end of your next turn. 8 You experience an instant of terrible clarity. You take Psychic damage equal to two rolls of your Intrusion Die (at its starting size), and for 1 minute you increase your spell save DC by 2. 9 You regain an expended spell slot of level 5 or lower (your choice), and you take Necrotic damage, which can’t be reduced or ignored in any way, equal to twice the slot’s level. 10 Ripples in the fabric of space pulse out from you in a 15-foot Emanation when you cause this intrusion, and again at the start of each of your turns for 1 minute. Creatures in the pulse must succeed on a Strength saving throw against your spell save DC or have the Prone condition. 11 For 1 hour, you can hear whispered thoughts from creatures within 60 feet of you, but those thoughts are tainted into hateful scorn directed at you. While you can hear the whispers, you have Disadvantage on ability checks and saving throws that rely on Wisdom. 12 An Aberration or a Fiend with a CR equal to your Wizard level or lower (GM’s choice) appears in an unoccupied space within 30 feet of you. The GM decides the creature’s attitude (Hostile/Indifferent/friendly) and actions.
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
It would be good if yall to pm me like basic backstories and small debriefs on your characters so I can attempt to make your characters feel like part of the world.
Would making a group PM be helpful for this?
I mean, maybe, probably, I’ll just make an OOC PM. Actually, I’m on mobile, so maybe someone else should.
Can somebody with an actually computer please handle it? Pretty please?
It would be good if yall to pm me like basic backstories and small debriefs on your characters so I can attempt to make your characters feel like part of the world.
Would making a group PM be helpful for this?
I mean, maybe, probably, I’ll just make an OOC PM. Actually, I’m on mobile, so maybe someone else should.
Can somebody with an actually computer please handle it? Pretty please?
I could! What would you like me to call it?
Night of the Crimson moon would be the name of the campaign. Or something similar, really didn’t think I would get this far.
Again, please don’t get overhyped. Though if you try to do something stupid but awesome, like any decent dm I’ll probably let it slide. I hope all goes well enough, well, well enough for Bloodborne.
Again, please don’t get overhyped. Though if you try to do something stupid but awesome, like any decent dm I’ll probably let it slide. I hope all goes well enough, well, well enough for Bloodborne.
Gosh darn it, but I love getting overhyped! It’s my whole thing!
And daddy was no dummy Did outrageous things with a(n eldritch) mummy And often the beasts that he would shrive Would look better cooked than they did alive
Rollback Post to RevisionRollBack
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
And daddy was no dummy Did outrageous things with a(n eldritch) mummy And often the beasts that he would shrive Would look better cooked than they did alive
Again, please don’t get overhyped. Though if you try to do something stupid but awesome, like any decent dm I’ll probably let it slide. I hope all goes well enough, well, well enough for Bloodborne.
Gosh darn it, but I love getting overhyped! It’s my whole thing!
:<
I just, don’t get overhyped until you’re sure the campaign will survive.”
Again, please don’t get overhyped. Though if you try to do something stupid but awesome, like any decent dm I’ll probably let it slide. I hope all goes well enough, well, well enough for Bloodborne.
Gosh darn it, but I love getting overhyped! It’s my whole thing!
:<
I just, don’t get overhyped until you’re sure the campaign will survive.”
Blegh, fine!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Have a rough idea for a character now. This is gonna be real fun
Somewhere between a genius and a moron.
Alright, I'll copy-paste the subclass from the book.
LEVEL 3: FORBIDDEN KNOWLEDGE
In your study of proscribed power, you learn Deep
Speech or another language of your choice.
In addition, choose a level 1 spell from the Warlock
spell list. You always have it prepared. You can change
your chosen spell when you finish a Long Rest.
LEVEL 3: INTRUSION
Your search in the forbidden reaches beyond the
universe yields great power, but at the risk of letting
something from beyond intrude into your reality.
You have an Intrusion Die which starts at a d6,
that can change as you use your features. The die can
increase or decrease, along this progression of die sizes:
d2, d3, d4, d6, d8, d10, d12.
The size maximum for your Intrusion Die is its
starting size, which increases by one step when you
reach Wizard levels 5 (d8), 11 (d10), and 17 (d12).
When you use a feature that risks Intrusion, roll your
Intrusion Die. On a 2 or higher, no Intrusion occurs,
and the Intrusion die reduces in size one step on the
progression.
On a roll of 1, the Intrusion Die rises in size one step,
and you must roll on the Intrusion table to determine
what happens as reality momentarily fractures.
The Intrusion Die increases in size by one step (up
to its starting size) when you finish a Short Rest, and it
resets to its starting size when you finish a Long Rest.
Additionally, you can focus alien potency into your
spells. When you cast a spell using a spell slot, you can
risk Intrusion to choose one of the following.
Overwhelming Mind. Creatures have Disadvantage
on the first saving throw they make against the spell.
Seeking Eye. You have Advantage on the first attack
roll you make for the spell.
LEVEL 6: REALITY TEAR
Choose a spell of level 3 or lower from the Warlock spell
list. You always have the spell prepared. You can change
your chosen spell when you finish a Long Rest. When
you cast the spell, you can risk Intrusion to remove the
need to Concentrate on it, and the spell ends after 1
minute or its normal duration, whichever is shorter.
Additionally, you can cause an automatic Intrusion
(and increase the die’s size one step, up to its starting
size) to cast the spell once without a spell slot, and you
regain the ability to do so when you finish a Long Rest.
LEVEL 10: OCCULT PRESENCE
Your understanding has grown to the point where you
can redirect Intrusions. When you cause an Intrusion,
you can roll twice on the Intrusion table and choose
which result to use, and you can choose to negate the
Intrusion by gaining 1 Exhaustion level.
Additionally, when you finish a Long Rest, choose one
of the options below. As a Bonus Action, you can cause an
automatic Intrusion (and increase the die’s size one step,
up to its starting size) to choose a different option.
Alien Consciousness. You gain Immunity to the
Charmed and Frightened conditions, and you can’t be
possessed.
Spatial Domination. You gain a Fly Speed equal to
your Speed and can hover.
Cosmic Resistance. You gain Resistance to Necrotic
and Psychic damage.
LEVEL 14: BEYOND SPACE
The nature of distance and location is
revealed for the lie that it is. You always
have the Scrying spell prepared.
When you cast Scrying, you can risk Intrusion to
choose one of the following.
All Knowing. Treat your connection to a target
creature as if you have part of its body.
All Seeing. Cast the spell as an action instead of its
normal casting time.
When you cast Scrying, during the spell’s duration
you can cause an automatic Intrusion (and increase the
die’s size one step, up to its starting size) to teleport
yourself, and any willing creatures within 10 feet of you,
to unoccupied spaces you can see through the Scrying
sensor. Once you teleport in this way, you can’t do so
again until you finish a Long Rest.
Intrusion
(1D12 roll table)
1 Something just outside your full perception looms behind you and whispers incomprehensible things into your
soul. until the end of your next turn you can take an action, a Bonus Action, or move, but not all three.
2 Space twists and melts in a 30-foot Emanation originating from you. All creatures (including you) in the area are
reduced to half Speed until the end of your next turn.
3 The nearest creature to you must succeed on a Constitution saving throw against your spell save DC or take
Necrotic damage equal to two rolls of your Intrusion Die (at its starting size), and you regain a number of Hit
Points equal to the damage dealt.
4 A tear in reality appears in your space until the end of your next turn. Otherworldly howls erupt from the tear in a
30-foot Emanation. Each creature in that area (including you) must succeed on a Wisdom saving throw against
your spell save DC or have the Frightened condition while the tear exists.
5 One of your arms warps into an alien appendage such as a distorted version of an arm, or a twisting tentacle for
1 minute. Your Unarmed Strikes with the limb use Intelligence instead of Strength, and on a hit deal Acid damage
equal to a number of your Intrusion dice (at its starting size) equal to your Proficiency Bonus.
6 Glimpses of alien space or landscapes intrude upon your perception. You have the Blinded condition until the
end of your next turn.
7 Shrieking voices of unnatural beings rip through your mind. You must succeed on an Intelligence saving throw
against your spell save DC or have the Incapacitated condition until the end of your next turn.
8 You experience an instant of terrible clarity. You take Psychic damage equal to two rolls of your Intrusion Die (at
its starting size), and for 1 minute you increase your spell save DC by 2.
9 You regain an expended spell slot of level 5 or lower (your choice), and you take Necrotic damage, which can’t be
reduced or ignored in any way, equal to twice the slot’s level.
10 Ripples in the fabric of space pulse out from you in a 15-foot Emanation when you cause this intrusion, and again
at the start of each of your turns for 1 minute. Creatures in the pulse must succeed on a Strength saving throw
against your spell save DC or have the Prone condition.
11 For 1 hour, you can hear whispered thoughts from creatures within 60 feet of you, but those thoughts are tainted
into hateful scorn directed at you. While you can hear the whispers, you have Disadvantage on ability checks and
saving throws that rely on Wisdom.
12 An Aberration or a Fiend with a CR equal to your Wizard level or lower (GM’s choice) appears in an unoccupied
space within 30 feet of you. The GM decides the creature’s attitude (Hostile/Indifferent/friendly) and actions.
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
Cool dude, yall shouldn’t get overhyped though, none of the things I’ve made have lived too long.
I could! What would you like me to call it?
Night of the Crimson moon would be the name of the campaign. Or something similar, really didn’t think I would get this far.
Seems fine to me Baalze. Thumbs up to you man.
Now I just need a character desperate or insane enough to actually-
FLINT LOCKWOOD
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
In the name of all that is holy if you make Flint Lockwood in Bloodborne I will make an unholy amount of references.
Let him cook
Somewhere between a genius and a moron.
Bro’s about to cause the world’s greatest house fire.
"I made a spell that turns suffering... into food."
"Beasts go in the nightmare... and food comes out the rift."
"I call it: TFLCHINGS (The Flint Lockwood Ceaselessly Horrifying Infinite Food Generator Spell)!"
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
This… is going to be a glorious adventure.
Sacrifices must be made in order to achieve greatness. Look at Kars or Cell.
Somewhere between a genius and a moron.
Again, please don’t get overhyped. Though if you try to do something stupid but awesome, like any decent dm I’ll probably let it slide. I hope all goes well enough, well, well enough for Bloodborne.
Gosh darn it, but I love getting overhyped! It’s my whole thing!
:<
Isn’t Cell dead? Isn’t Kars eternally trapped in space? Why don’t you add Diavolo on top? This is going to be great I hope.
And daddy was no dummy
Did outrageous things with a(n eldritch) mummy
And often the beasts that he would shrive
Would look better cooked than they did alive
Let him who is without sin cast the first stone.
May each word that I speak be backed by each of my teeth.
I SMELL SNUFF OUT THE LIGHT, CHILD
I just, don’t get overhyped until you’re sure the campaign will survive.”
Blegh, fine!